Bullet Weapons
Assault Rifle (Hand): Fires 3-round bursts with excellent accuracy, allowing it to be useful in a variety of situations.
Firepower Rating: 2
Range: Short-Medium
Cost: 8
Availability: INF

.50 MG (Small/Medium Torso, Arm): Small, cheap weapon suitable for killing infantry and destroying light vehicles, not suitable for fighting Walkers.
Firepower Rating: 0.5
Range: Short
Cost: 3
Availability: INF

Cannon Weapons
Burst-Cannon (Large Shoulder, 8 bursts): UEG special weapon that fires 3 specially-sized cannon shells with each pull of the trigger, resulting in higher overall damage.
Firepower Rating: 10
Range: Medium-Long
Cost: 37
Availability: 1

Grenade Launcher (Hand): An Agni-produced weapon with excellent range at the cost of overall firepower. However, it is capable of indirect fire support given the proper guidance.
Firepower Rating: 2
Range: Medium-Long (AAS guided shots limited to Medium range)
Cost: 15
Availability: 1

Rocket/Missile Weapons
Micro Missile Launcher (Small/Medium Torso, Arm): Fires a single homing missile. Produced by Agni Industries.
Firepower Rating: 1
Range: Medium-Long
Cost: 5
Availability: INF

Large Vertical Missile Launcher (Large Shoulder, 6 volleys): Fires 4 guided missiles into the air before raining down upon the enemy.
Firepower Rating: 4
Range: Long
Cost: 24
Availability: INF

American
Extended Range Laser (Medium Torso, Arm): Modified Medium Laser that sacrifices damage for range.
Firepower Rating: 2
Range: Short-Long
Cost: 52
Availability: 1

Other Equipment
AP Shells: Cannon ammo that deals less damage to armor, but is more likely to punch clean through to damage internal components. ((Damage cut in half, critical chance increased))
Cost: 60
Availability: INF

Aerodynamic Shells: Cannon shells that have less air resistance and are otherwise better able to hit what you aim at. However, they are less powerful. ((Damage cut in half, +10 accuracy boost))
Cost: 50
Availability: INF

Japanese Radar (Medium/Large Shoulder): Enhances a Walker’s ability to find hidden enemies and allows the entire group to cut through basic ECM. Walker mounting this radar can also partially bypass JECM. Required for some objectives. Boosts targeting abilities of the entire group.
Cost: 22
Availability: INF

Targeting Network Array (Medium/Large Shoulder): Enhances targeting ability of Walker and all allies. Additionally it increases the effectiveness of specialized targeting systems such as Missile Fire Control Systems. Can also direct indirect fire support from units with Vertical Missiles and Grenade Launchers. Does not stack with Japanese Radar, the two systems actually interfere with each other, limiting a unit to only using one of them in the field.
Cost: 30
Availability: INF

Tracking Sub-Computer (Internal Small): This add-on to the Walker’s computer system enhances its ability to generate solid targeting locks, improving accuracy by a small amount with all weapons and at all ranges. Can be programmed to work at a certain range for a larger improvement in accuracy.
Cost: 22
Availability: INF

Upgrade Kit: Advanced technology from Egypt that can be used to increase a Walker’s ability to bear weight. Results in either increased speed, armor, or stability. ((Can be used to increase either the speed, armor, or stability of the Walker by one grade. Only one can be applied to each Walker. Can not be removed.))
Cost: 110
Availability: 4

Walkers
n/a

Hireables
Assault Infantry (Fox Company): Infantry equipped to fight other military forces, including Walkers. Can be split into smaller teams, but is most effective when working together. 8 FR total.
Cost: 400

Recon Infantry (Silver Company): A unit of specialized soldiers who can report in on enemy locations and direct artillery strikes and other indirect weapons fire. Can also track enemy units and determine enemy weapon loadouts. Limited ability to defend themselves against enemy infantry and can be split into 4 smaller squads.
Cost: 400

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