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Special Weapons Library
Topic Started: Mar 7 2011, 11:33 AM (568 Views)
Gamefling the Rocktastical

Special Weapons come in two distinct flavors, in reality: Bought and Built. Bought Special Weapons are found in the various shops throughout the world, and certain shops only carry certain Special Weapons. Built Special Weapons, on the other hand, are completely unique to their owner as they have been constructed out of various parts that they have found in ruins or otherwise. These Special Weapons have certain unique stats, which must be kept note of by the owner somewhere. The unique stats are dependent on what the weapon was built out of - a Staff Member will help you with this. Bought Special Weapons also cannot be lost for any reason.

All Special Weapons are considered to be take the use of a hand in some form, unless mentioned otherwise.

Offensive Weapons

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001: Crusher

Mech Rank: C or higher

A grenade-type weapon designed for crowd control. It is not truly 'thrown'; rather, it floats at the exact height at which it left the user's hand, drifts forward with the momentum of the 'throw', and explodes in a 3-meter spherical blast of pure force as soon as an enemy enters that range. Anything caught in the blast is launched up to 10 meters away.

Damage: 20 plus Power x3

Energy Cost: 3

UPGRADES:

-Redirect: The explosion now throws enemies in the direction of an arrow painted on the bomb; the user determines this direction when deploying the Crusher. (+1 to Energy Cost)

-Stun: Enemies thrown back by the bomb's blast are knocked flat on their back, and skip their move action for this turn. (+1 to Energy Cost)

-Big Boom: The bomb's blast diameter is now 5 meters. (+1 to Energy Cost)

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002: Hyper Shell

Mech Rank: D or higher

A straight-forward arm-mounted light artillery cannon that fires a powerful explosive shell, which detonates in a 1-meter diameter sphere. It is aimed using a holographically-projected crosshair, though this can be turned off; the weapon is easy enough to aim, the crosshair is for the benefit of allies who don't want to be too near to the intended target, though it also tips off the enemy it's pointed at...

It bears mentioning that the trajectory of the Hyper Shell is perfectly straight, not a parabola.

Damage: 20 plus Power x4

Energy Cost: 4

UPGRADES:

-Anti-Armor: Damage dealt by a Hyper Shell can no longer be reduced. (+1 to Energy Cost)

-Return Postage: If a Hyper Shell misses, the shell will stop in midair on the user's next turn and fly back towards the gun, restoring 3 Energy if it successfully flies back into the gun's barrel. (+0 to Energy Cost)

-Smart Bullet: The Hyper Shell will navigate around all obstacles between itself and the target, allowing it to be fired around walls. This feature can only be used against a target within 20 meters of the user. (+1 to Energy Cost)
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003: Homing Missile

Mech Rank: B or higher

A rapid-firing rocket launcher, whose projectiles curve towards the nearest target. Three missiles are launched with each pull of the trigger. The closer the enemy is, the more efficiently they home in; the missiles will not seek targets further away than 60 meters. Each missile detonates in a 1-meter wide fireball.

Damage: 10 plus Power per missile

Energy Cost: 4

UPGRADES:

-Barrage: Five missiles are fired instead of three. (+2 to Energy Cost)

-Mini-EMP: A struck enemy's non-damaging Special Weapon(s) is disabled for 2 turns per missile hit. (+1 to Energy Cost)

-Program: The user now selects the target of each missile. (+1 to Energy Cost)
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004: Ground Crawler

Mech Rank: D

A rat-shaped bomb that crawls swiftly along the ground and up walls, chasing after the nearest enemy. It can jump up to 5 feet off of the ground while chasing if it needs to, and it moves VERY quickly. A single Ground Crawler will chase an enemy around for up to 3 turns before exploding of its own volition.

Damage: 30 plus Power x2

Energy Cost: 4

UPGRADES:

-Pillar Blast: The Ground Crawler's explosion becomes a 6-meter tall pillar of fire, scorching flying foes! (+1 to Energy Cost)

-Stealth: The Ground Crawler becomes invisible when deployed. (+1 to Energy Cost)

-Rat Bastard: If the Ground Crawler strikes the foe, he/she loses Zenny equal to the damage taken, and the user receives that lost money! (+2 to Energy Cost)
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005: Vacuum Arm

Mech Rank: D, C, B

An indispensable tool for Diggers, this powerful air-suction nozzle is used to pull in dropped money and treasures from afar. It can also be used on enemies, pulling them X meters per pull of the trigger, where X is the user's Power times two. The Vacuum Arm won't pull in non-money targets that are not lined up with the suction force's line of fire.

Damage: None; pulls in enemies and objects.

Energy Cost: 2

UPGRADES:

-Anti-Butterfingers: At the user's discretion, targets pulled by the Vacuum Arm float across any holes or similar hazards, so long as they aren't pulled directly onto such a precarious position and then dropped. (+0 Energy Cost)

-From Suck To Blow: The Vacuum Arm can now be reversed, PUSHING targets at the same rate they'd normally be pulled. The direction of force is chosen by the user. (+0 Energy Cost)

-Pocket Drain: Upon successfully 'striking' the target, the user may siphon either Zenny or Energy equal to his/her Power from the enemy! (+0 to Energy Cost)
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006: Reflector Arm

Pinball fans rejoice! When fired, this nasty little bomb will bounce off of any wall or flat, solid surface it touches! Due to a quirk of the design, it will always bounce in the direction of a target or the user, at the player's discretion, regardless of the angle at which it strikes a surface, and it will ALWAYS travel in a straight line. It will automatically explode upon hitting a hostile target, bouncing 3 times, or after 3 turns, whichever comes first.

Damage: 25 plus Power x3

Energy Cost: 5

UPGRADES: C, B

-Catch!: If the Reflector Arm ball bounces back at the user and is caught, 3 Energy is refunded. (+0 Energy Cost)

-Pinball Wizard: The user OR any ally can act as a bouncing surface for the ball, resetting its Bounce count if such a thing occurs. (+1 to Energy Cost)

-TILT: An enemy struck by the Reflector Arm's ball loses use of his/her Special Weapons until he/she drops 25 Zenny (automatically giving it to the user). (+1 to Energy Cost)
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007: Shield Arm

CANNOT BE EQUIPPED BY MECH

A circular energy wall is projected in front of the user, absorbing hits as needed! It takes a fair bit of energy to use, however.

Damage: None: blocks one attack of up to 80 damage per use.

Energy Cost: Equal to the damage of a blocked attack divided by Power (rounded up to the nearest point), cannot be less than 1

UPGRADES:

-Generosity: The user may also project up to 2 extra shields in front of his/her allies in battle (but NOT in front of him/herself). (+2 to Energy Cost)

-Stalwart: The user's own physical toughness reduces the burden on the shield, reducing its energy cost. (-X to Energy Cost, where X is the user's Durability)

-Counter: The projected shield can be launched up to 10 meters forward after being hit with an attack, dealing half the damage that was blocked to whatever it strikes. (+3 to Energy Cost)
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008: Blade Arm

Mech Rank: B and up

A gauntlet-mounted energy blade emitter, based on the Beam Sabers of yore. A popular, powerful weapon even to this day, despite its short range.

Damage: 40 plus Power x2

Energy Cost: 3

UPGRADES:

-Beam Arrow: The Blade Arm's beam is fired as a projectile, straight forward! (+1 to Energy Cost)

-Riposte: The Blade Arm deals X more damage if the enemy was damaged by it on the last turn, where X is equal to your Power. (+1 to Energy Cost)

-Zantetsuken: If an enemy is reduced to 0 health or flees on a turn he/she is struck by Blade Arm, one Upgrade on a Special Weapon equipped to him/her is removed. (+2 to Energy Cost)
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009: Machine Gun Arm

Cannot be equipped by Mech

The classic rapidfire weapon, this arm-mounted gun shoots a spray of bullets at incredible speed, swiftly mowing down unarmored targets and generally filling everything with holes. Its firing rate depends on how much Energy the user is able to dump into it; 1 shot is fired per point in Capacity.

Damage: X per shot, where X is equal to Power.

Energy Cost: 1

UPGRADES:

-Ventilate: The Machine Gun Arm's shots ignore armor. (+1 to Energy Cost)

-Blowback: Each shot knocks a struck enemy 1 meter backwards. (+1 to Energy Cost)

-Zeningage: If the user runs out of Energy, he/she may substitute Zenny when firing this weapon, at a rate of 10 Zenny substituting for 1 Energy. (+0 to Energy Cost)
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010: Spread Buster

Mech Rank: D and up

Shoots a spray of 6 small bombs in a wide spread, with each bomb exploding in a 1-meter spherical fireball. A shot from this weapon usually results in a 6-meter wide wall of explosions in front of the user; all of the bombs will detonate at the same time, though the user selects the position of each bomb within a 10-meter long, 6-meter wide cone.

Damage: Power x4

Energy Cost: 4

UPGRADES:

-Napalm Gate: The blasts of the individual bombs are now 2-meter wide fireballs. (+1 to Energy Cost)

-Trap: At the user's discretion, the Spread Buster's bombs will stop in midair and hover in place, exploding if an enemy passes near it or after 1 turn, whichever happens first. (+1 to Energy Cost)

-Bypass: The Spread Gun's shots can simply pass by a nearby enemy, so long as he/she is within 10 meters of the user; they will keep going and explode in the usual 'wall' pattern, ignoring the selected enemy if it crosses their path. (+1 to Energy Cost)
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011: Hunter Seeker

Mech Rank: B and up

A trio of floating orbs that slowly float towards the nearest enemy, each firing a small laser at its selected target. The spheres will explode if struck or after 3 turns, whichever comes first; this blast's damage is identical to that of the laser, and is 2 meters in diameter. When deployed, the Hunter Seekers start out 1 meter away from each other in a triangular formation, and move at a rate of 5 meters per turn. Keep in mind, the cost paid to the weapon only applies per deployment, not for the Hunter Seekers' individual attacks. Finally, the number of Hunter Seekers deployed in one turn is identical to the maximum number that can be in use at any one time.

Damage: 10 plus Power x2 each

Energy Cost: 8

UPGRADES:

-Tesla Wire: Arcs of electricity travel between the Hunter Seekers, damaging anything that passes between them (damage is equal to the regular attack). Arcs will cease being produced if the Hunter Seekers are more than 6 meters apart. (+1 to Energy Cost)

-Interference: An exploding Hunter Seeker will deploy a powerful jamming signal, disabling a single Special Weapon per any and all enemies within 6 meters of the Hunter Seeker when it blows. The interference lasts for 2 turns.(+1 to Energy Cost)

-Room For One More: 4 Hunter Seekers are deployed instead of 3. (+1 to Energy Cost)
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012: Drill Arm

Mech Rank: D, C, B

Contrary to common belief, the Drill Arm is not a digging tool; it is built for quick and efficient demolition of large obstacles, like stone walls or giant boulders. While it CAN dig through the earth, it really isn't built for the task, and the slight tremors caused by the Drill Arm often collapse any tunnel it digs out. That said, it is still an indispensable tool in a Digger's arsenal.

It is important to note that the Drill Arm is incapable of tearing into construction-grade Ceratanium, which is commonly found in the architecture of walls and doors in most ruins.

Damage: 30 plus Power x3

Energy Cost: 2

UPGRADES:

-Disruptor: The Drill Arm's damage can no longer be blocked or reduced. (+2 to Energy Cost)

-Extender Piston: The Drill Arm's head can now be extended up to 4 meters forward. (+1 to Energy Cost)

-Cooldown: The Drill Arm is equipped with a water sprayer that cools down the bit as it digs, preventing it from overheating; it can be used to spray up to 10 meters away, and while it's incapable of dealing damage, it's great for putting out fires and the like. (+0 to Energy Cost)
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013: Grenade Arm

Mech Rank: B and up

Fist-sized explosives that detonate on contact with any surface, exploding in a 3x3-meter fireball! Handy for taking out large swarms of Reaverbots.

Damage: Power x 6

Energy Cost: 4

UPGRADES:

-Timer: The Grenade Arm's contact trigger is replaced with a 3-second fuse, allowing bombs to be bounced off of walls or detonated in midair. The user is encouraged to specify the intended timing and trajectory of a thrown grenade. (+1 to Energy Cost)

-Grand Grenade: Thrown bombs now explode in a 7x7 sphere instead of 3x3. (+2 to Energy Cost)

-Flash Bomb: Being caught in or looking directly at the explosion of a Grenade will blind a victim, enemy or otherwise, for 1 turn. (+1 to Energy Cost)
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014: Splash Mine

Mech Rank: D, C, B, A

A small explosive device planted on the floor or walls, or even on a free-standing object. If an enemy passes within 2 meters of it, the mine will suddenly spring towards the selected target and explode in a 3x3 blast of shrapnel! It will self-detonate if not triggered 5 turns after deployment.

Damage: 50 + Power

Energy Cost: 4

UPGRADES:

-Long-Range Sensor: The mine will now trigger if an enemy passes within 5 meters. (+1 to Energy Cost)

-Sneaky Sneaky: The mine may, at will, move to a new position within its scanning range at the end of the user's turn. (+2 to Energy Cost)

-Sprinkler: The mine now lives up to its name, mixing a spray of water amidst its usual shrapnel blast. (+0 to Energy Cost)
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015: Aqua Blaster

Mech Rank: D, C

A firefighting tool that fires a stream of super-pressurized water up to 20 meters away. The force of the spray pushes unanchored targets backwards, all the way to the end of the stream's range, making it an excellent tool for riot control.

Damage: 10 plus Power

Energy Cost: 1

UPGRADES:

-Blowback: A 3x3-sphere of water explodes from the point that the stream connects with an object. (+1 to Energy Cost)

-Super Pump: The Aqua Blaster's range is now 25 meters. (+1 to Energy Cost)

-Saturate: The damage dealt by this weapon cannot be reduced. (+1 to Energy Cost)
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016: Spark Arm

Mech Rank: B and up

An electrical node that shoots a ball-like spark of electricity forward at high speed. It was originally designed as a jump-starter for stalled vehicles, though it found much more use as a weapon. Targets who have been soaked with water will always take full damage from the Spark Arm, and cannot block or reduce it.

Damage: Power x user's lowest stat

Energy Cost: 3

UPGRADES:

-Chain Lightning: Enemies within 2 meters of a target struck by Spark Arm will also be damaged; enemies within 2 meters of THOSE enemies will be damaged too! (+3 to Energy Cost)

-Short-Out: Enemies struck by Spark Arm lose use of one Special Weapon of their choice for 1 turn. (+1 to Energy Cost)

-Static: The Spark Arm's shots will home in on enemies who have previously been struck by Spark Arm in the last 3 turns. (+1 to Energy Cost)
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017: Egg Arm

Mech Rank: A and up

A fairly unassuming Arm Cannon that fires slow-moving yellow energy balls at the enemy... upon contact, however, the ball expands, trapping the target within it! While caught within, the victim is unable to move around, and his/her attacks cannot leave the sphere. Attacks fired into the sphere will pass right through its walls to strike the target within, albeit at half power; from inside, the sphere will simply take damage from the occupant's attacks. The sphere will vanish after 3 turns, or after taking enough damage from the inside (see Damage), or if struck by another Egg Arm shot.

Damage: None; prison sphere has health equal to user's Durability x10.

Energy Cost: 5

UPGRADES:

-Rollin' Rollin' Rollin': The user may cause a trapped enemy to roll around at his/her whim, at a rate equal to X meters per turn, where X is the difference between the user's and victim's Agility. (+2 to Energy Cost)

-Efficiency: The sphere's usual time limit is extended to 5 turns. (+1 to Energy Cost)

-Sanctuary: The weapon can be made to operate in REVERSE; the user is trapped in an energy bubble that can halves damage from the outside, halves the damage of attacks fired from the inside... and still stops the occupant from moving. (+2 to Energy Cost)
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018: Gasser Arm

Mech Rank: C, and up

A spray nozzle that shoots a 3x3 meter cloud of greenish gas at the enemy. This gas is both toxic and corrosive, damaging carbon and machine alike. Gas clouds will hang wherever they are sprayed for 3 turns before dissipating; wind effects, such as those used by the Vacuum Arm, will move the clouds around.

Damage: 10 + foe's Capacity x4

Energy Cost: 4

UPGRADES:

-Flammable: Fire and explosions will cause a gas cloud to ignite, exploding in a 7x7 fireball dealing the gas's usual damage. (+2 to Energy Cost)

-Spoil: Damage from the Gasser Arm will also deplete the victim's Energy by X, where X is equal to the target's Capacity. (+1 to Energy Cost)

-Psychedelic: Victims of the Gasser Arm will suffer impaired senses, including blurred vision and imaginary noises, for 2 turns. (+1 to Energy Cost)
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019: Burner Arm

Mech Rank: B and up

This nasty little number spews forth red-hot chemical-burning flames up to 15 meters forward, flash-frying nearly anything caught in the blaze. Popular demand has caused the manufacturers to release models that alter the coloration of the flames via special chemicals, to appease the tastes of the individual customer.

Damage: 35 + Power x4

Energy Cost: 4

UPGRADES:

-Trailblazer: If the Burner Arm's stream touches the ground, a 1-meter tall line of fire will linger upon the earth for 1 turn afterwards. (+1 to Energy Cost)

-Backdraft: A backwards-facing nozzle will shoot a second stream of fire from the user's back. (+3 to Energy Cost)

-Inferno Spread: The very tip of the Burner Arm's stream expands into a 3x3-meter fireball. (+1 to Energy Cost)
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020: Basher Arm

CANNOT BE EQUIPPED BY MECH

Often has the armored metal fist appealed to punch-happy Diggers, and the Basher Arm is made to please. It's a big robotic hand stuck onto the end of a typical arm cannon mount; the user's hand is actually in the 'wrist', while the robot hand mimics its gestures perfectly.

Damage: Power x6

Energy Cost: 2

UPGRADES:

-Barehanded: If out of Energy, the Basher Arm can be used at no cost, thought its damage is now Power x4. (+0 to Energy Cost)

-Rope-a-Dope: The fist can now be shot forward 10 meters, connected to the user's arm by a thick metal chain. (+1 to Energy Cost, cannot be used if Barehanded is in play)

-Vicegrip: The user may use the Basher Arm to single-handedly latch onto a wall or similar surface, and hold onto it indefinitely if need be. (+0 to Energy Cost)
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021: Neptune Arm

Mech Rank: C, B, A

A trident head mounted on an arm cannon frame, with spikes formed from frozen water; it can be used either as a melee weapon, or the spikes can be shot at enemies. A potent weapon from any range.

Damage: 10 + Power per spike.

Energy Cost: 2

UPGRADES:

-Frosty: Enemies who have been soaked with water in the last 3 turns are encased in a shell of ice if struck by the Neptune Arm; the trapped victim must spend his/her entire attack action for that turn in order to escape. (+2 to Energy Cost)

-Caltrop: If a Neptune Arm spike strikes the ground, it splinters and refreezes onto the ground, transforming into a nasty spiky obstacle that jumps at and damages enemies who pass within 1 meter of it. (+1 to Energy Cost)

-Lancer: Instead of three spikes, at the user's discretion, the Neptune Arm may instead produce a single massive 3-meter long spike that deals the damage of 4 smaller spikes all at once! (+1 to Energy Cost)
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022: Muramasa

CANNOT BE EQUIPPED BY MECH

Even in this day and age, the katana is still a popular and respected weapon. Though the nation they originated from is long gone, the process of forging them has only been refined and improved with time. The most popular brand-name katana is the Muramasa, named after the man who perfected the forging technique used even today. A Muramasa katana is capable of withstanding the rigors of modern battle with almost no upkeep or maintenance, and can even clash with a Blade Arm with no ill effects.

Of course, a normal sword could never accomplish this; all modern swords use a powered energy field to perform in battle, and Muramasa katanas are no exception; it uses its energy field to mimic the ancient myth about Muramasa katanas, regarding how they grew more keen and powerful as the user's health dwindled. One the sword's energy runs out, though, that field vanishes.

Damage: Power x lowest stat, plus the difference between the user's current and maximum HP, maximum of 80.

Energy Cost: 3

UPGRADES:

-War Frenzy: Muramasa's Energy Cost decreases by 1 if the user is at half health or less. (+0 to Energy Cost)

-Bloodthirst: The user recovers HP equal to 1/4 the damage dealt by Muramasa each time he/she strikes the enemy; if an attack with Muramasa misses, the user takes damage equal to his/her Power. (+0 to Energy Cost)

-Wind Cutter: A swing of the Muramasa will send forth a wave of razor-sharp force carried upon the wind, dealing damage as potent as the blade itself. (+1 to Energy Cost)
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023: Longshot Arm

Mech Rank: B and up

An arm-mounted long-range sniping buster, this gun was originally designed for use at a shooting gallery- namely, to cheat using its accurate-to-the-centimeter aiming scope and perfect straight-flying energy projectiles. The maker sort of blew it when he decided to show it off by picking off the targets at the range... from six blocks away through the window. The man at the counter was pleasantly surprised when he won the grand prize, and the cheating gunman sold the design to a mass-manufacturer to recoup his losses.

Damage: 40 + Power x2

Energy Cost: 5

UPGRADES:

-Flyswatter: The Longshot Arm now deals additional damage equal to the target's Agility. (+1 to Energy Cost)

-Nettle: The Longshot Arm's usual rounds may be replaced with a barbed metal slug, with a nearly infinitely-long thin metal thread dragged behind it. This thread snaps from any damage, but otherwise can support the weight of a human-sized object and then some, and is retractable. (+1 to Energy Cost)

-Perfect Cover: After each shot, the user of the Longshot Arm turns invisible for 2 seconds, just long enough for him/her to either adjust his/her cover, or move a few feet to the left. (+1 to Energy Cost)
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024: Magnum Arm

Mech Rank: C and up

The classic six-shooter revolver, now in arm cannon form! Never lose a quickdraw with this at your side. It can even detach from the forearm and twirl on a side-mounted hinge, just to recreate that wild west feeling. Unfortunately, it DOES suffer from the revolver-style magazine: it only holds 6 shots at a time(each shot costing Energy), and needs to be reloaded if it runs out. Reloading takes one full turn of making no attack actions, and will fully refill the Magnum Arm's Energy to 6. If all 6 shots are used, it simply won't be usable until reloaded.

Damage: 50. Always 50, it's just that reliable.

Energy Cost: 5

UPGRADES:

-Penetrate: Damage dealt by the Magnum Arm cannot be reduced. (+1 to Energy Cost)

-Trick Shot: The Magnum Gun's shots will now bounce off of walls they strike, one bounce per bullet. (+1 to Energy Cost)

-Tin Cans: If an enemy is flying at the start of the turn that the user fires at it, the bullet WILL hit that enemy. (+2 to Energy Cost)
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025: Buzzer Arm

Mech Rank: C and up

A circular sawblade mounted on the user's arm. Like many Special Weapons, it's actually adapted from a construction tool, and still does its job quite well.

Damage: 15 + Power x4

Energy Cost: 4

UPGRADES:

-Dismember: Once per enemy, per battle, a foe struck with the Buzzer Arm must de-equip one Special Weapon. (+2 to Energy Cost)

-Grindwheel: The Buzzer Arm now shoots a spray of red-hot sparks while in use, dealing additional damage equal to the user's Power upon a successful hit. Any effects triggered by fire or extreme heat are set off by this effect. (+1 to Energy Cost)

-Yoyo: The Buzzer Arm's blade can now shoot forward up to 10 meters, connected to the user's arm by a set of metal cables. These cables retract on command, allowing the user to fire and recall the blade at will. (+1 to Energy Cost)
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026: Rang Arm

Mech Rank: D, C, B

Built using the same technology as the Blade Arm, this weapon shoots forth a wide spinning crescent-shaped energy blade up to 20 meters forward; on the user's next turn, whether or not it hit, the blade will return to the user's position, refunding half of the Energy used to fire it, as well as hitting anything that's gotten in its way!

Damage: 30 plus Agility x3 (Speed for Mechs)

Energy Cost: 4

UPGRADES:

-Wide Swerve: The energy blade can now take a wide loop to the left or right before returning to the user, as opposed to traveling back in a straight trajectory. (+1 to Energy Cost)

-Double Up: Two cutters are fired with one pull of the trigger. (+3 to Energy Cost)

-Phase: The Rang Arm's projectiles may now pass through walls and similar obstacles without damaging them. (+2 to Energy Cost)
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027: Mimic Soul

CANNOT BE EQUIPPED BY MECH

The damage, effects, and all other specs of this weapon are identical to those of the Basic Weapon of a selected enemy. Once selected, Mimic Soul remains in the form of the selected weapon until the end of battle, and cannot be changed.

Damage: Same as copied Basic Weapon

Energy Cost: Equal to foe's Power

This weapon cannot be upgraded
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028: Mimic Mind

CANNOT BE EQUIPPED BY MECH

The damage, effects, and all other specs of this weapon are identical to those of a selected Special Weapon equipped by the foe, complete with all applicable upgrades. Once selected, Mimic Mind remains in the form of the selected weapon until the end of battle, and cannot be changed.

Damage: Same as copied Weapon

Energy Cost: Same as copied Weapon, upgrades included

UPGRADES:

-Same as the copied Weapon

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029: Beam Lash - ARS Ferham

Mech Rank: B and up

The ARS (Ancient Replica Series) Ferham is a 'Beam Whip' created using blueprints from an ancient ruin. It generates a flexible strand-like beam of energy, approximately 6 to 10 meters long, which can be used to lash out at faraway enemies. Contact with the beam results in a numbing discharge of energy that deadens nerves and damages circuits, temporarily reducing the victim's Agility, or Speed and Aerial by 1 each for 2 turns (this duration resets with each strike of the Beam Lash).

Damage: Durability plus Power, reduces victim's Agility, Speed and Aerial (if applicable) by 1 for 2 turns.

Energy Cost: 2

UPGRADES:

-Momentum: The Beam Lash now responds more realistically to movement, adding the user's Agility to the damage dealt. (+2 to Energy Cost)

-Zip Line: The Beam Lash can now anchor its tip to any surface, and the beam supports human weight. The beam can also be retracted, turning the weapon into a handy winch and grappling hook. (+1 to Energy Cost)

-Scourge: The Beam Lash now produces two lashing beams instead of one. The two beams combined may have a total length of 30 meters. (+1 to Energy Cost)
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030: Tracer Beam - ARS Botos

Mech Rank: B and up

The ARS (Ancient Replica Series) Botos is a 'Tracing Laser' created using blueprints from an ancient ruin. It is a specialized arm cannon that fires an extremely thin beam of light, which can either be aimed directly at an enemy, or swept along a choice trajectory. Whatever the tip of the beam touches, a two-foot long plume of fire blasts forth; anything that touches the side of the beam will interrupt its transmission, and therefore become the new focus of the ray's tip. Either way, getting hit by the laser or the fire plume deals damage.

Damage: Durability x4

Energy Cost: 4

UPGRADES:

-Showtime: Two beams are produced, and may be independently aimed. (+2 to Energy Cost)

-Encore: Flames produced by the beam making contact with a surface will continue to burn for 1 turn after igniting; fire produced by hitting an enemy directly will not linger in this way. (+1 to Energy Cost)

-All-Access: The Tracer Beam's attack now ignores any attempt to block it, though its damage CAN be reduced by armor. (+1 to Energy Cost)
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031: Volt Lance - (ARS Scarface)

Mech Rank: A and up

The ARS (Ancient Replica Series) Scarface is an 'Electric Lance' created using blueprints from an ancient ruin. It is a 2-foot long pole with a beam emitter on one end, and uses Blade Arm technology to produce a 3-meter long 'spike' laced with electrical energy. Contact with the 'blade' will deal heavy electrical damage, which is doubled against Mechanoids and Reaverbots. Enemies soaked with water will always take full damage from the Volt Lance, and cannot block or reduce it.

Damage: 35 + Power, deals double damage vs Mecha and Reaverbots.

Energy Cost: 4

UPGRADES:

-Dual Spike: A second electrical 'blade' is produced from the opposite end of the Volt Lance, turning it into a double-bladed weapon. The total length of the two blades is 6 meters, though the length of the individual blades can be altered. (+2 to Energy Cost)

-Bee Sting: The Volt Lance's 'blade', if impaled into an flat surface or obstacle, may be detached from the weapon to free-stand where it has been stuck. The 'blade' will linger for 1 turn before dissipating, dealing damage to whatever touches it. A new 'blade' may be produced for the Volt Lance at any time. (+1 to Energy Cost)

-Thunder Array: Each successful strike with the Volt Lance will restore 3 Energy. (+0 to Energy Cost)
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032: Front Runner - ARS Vile

Mech Rank: B and up

The ARS (Ancient Replica Series) Vile is an 'Assault Cannon' created using blueprints from an ancient ruin. This massive gun is nearly 2 meters long, and is attached to a shoulder mount; switching to it does NOT use up an Attack Action. The cannon itself is quite powerful, firing gigantic bolts of plasma at high speed to tear through foes.

Damage: Power x6

Energy Cost: 6

UPGRADES:

-Fatboy: The Front Runner's shots now pierce through enemies; whether the damage of a shot is blocked or not, it will continue past a struck enemy towards whatever is behind it. (+1 to Energy Cost)

-Armageddon Confetti: A 3x3 meter explosion is generated whenever the Front Runner's shots strike an enemy or object, damaging targets adjacent to the impact point. (+1 to Energy Cost)

-Skyfire: The Front Runner's shots will always hit flying foes, as long as the intended target is at least 5 feet up in the air and roughly in front of the user. (+2 to Energy Cost)
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???: Shining Laser - ARS Ninetails

Mech Rank: A, S

The ARS (Ancient Replica Series) Ninetails is a 'wave motion gun' created using blueprints from an ancient ruin. It fires a thick, deadly laser beam about half a meter in diameter, whose shot is maintained for a good 4 seconds per activation, allowing it to be swept across multiple targets. Armor and shields are useless against it, as it always deals full damage to whatever it hits.

Damage: Power x8

Energy Cost: 6

UPGRADES:

-Annihilator: The Shining Laser's diameter is increased to 2 meters wide! (+1 to Energy Cost)

-Aura Amplifier: The Shining Laser's damage is doubled. (+4 to Energy Cost)

-Nine Fragments: At the user's discretion, the Shining Laser may fire up to 9 times per turn. (+X to Energy Cost, where X is the base Energy Cost times the number of shots beyond the first fired)
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???: Exiled One - ARS Ω

Mech Rank: S

The ARS (Ancient Replica Series) Ω is an 'Instrument of Destruction' created using blueprints from an ancient ruin. It is a large cross-shaped handle shaped vaguely like the hilt of a sword; at will, it sprouts a 5-meter long three-pronged energy blade capable of slashing through construction-grade Ceratanium, though the handle alone is so heavy that it must be wielded with both hands (and therefore uses up all of the user's attack actions per swing). Any strike from the blade will ignore armor, and in fact destroys any armor currently equipped by the victim.

Damage: 60 plus X, where X is the user's Power times itself

Energy Cost: 10

This weapon cannot be upgraded
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Support Weapons

CANNOT BE EQUIPPED BY MECH

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101: Dash Skates

The standard for speedy travel on foot! Using a combination of an ancient rocket-dash boot design and balanced, durable wheels, the Dash Skates allow the user to gain an instant speed boost rivaling the all-out velocity of a racing vehicle! Of course, they're somewhat impractical in combat; they only allow forward dashing, meaning they're rather worthless for dodging. That said, they're perfect for quickly approaching - or beating a retreat. Plus, they offer a short (5 meter) air-dash when used in mid-jump!

Energy Cost: 1 per dash

This weapon cannot be upgraded
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102: Jump Springs

This footwear was originally designed as a buffer against landing from a great height, so as to prevent injury from a heavy impact with the ground. However, a number of fanatical religious sects vehemently maintained that it is impossible to be injured by a fall from any height, citing that no record of numerical damage taken from a long fall has ever been recorded. So, the ill-fated Bracer Boots were remodeled into the Jump Springs, which grant the user the ability to jump up to 20 feet into the air. The manufacturers are now predicting complaints regarding frequent injury from their use due to to the lack of shock absorbers in the design.

Energy Cost: 1 per jump

This weapon cannot be upgraded
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103: Drift System

These shoulder-mounted devices allow the user to stop in mid-air at whatever height he/she is currently at, and hover in place as desired. While hovering, the user can move horizontally at roughly half his/her usual movement rate, though he/she cannot increase altitude. Energy is spent each turn that the Drift System is active.

Energy Cost: 3 per turn of hovering

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104: Power Injector

A mecha component modified into performance-enhancing equipment. When equipped, the user's Capacity drops by up to 2, while his/her Power increases by the same amount! (This is determined at the start of battle and cannot be changed/altered until after). Using the Power Injector, the user's Power cannot be increased beyond the cap of 8.

Energy Cost: Up to 2 Capacity

This weapon cannot be upgraded

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105: Powered Armor

Based on the design of ancient androids, Powered Armor consists of metal plating for the chest, groin, limbs, and head, as well as a hefty dose of energy shielding. When equipped, the user's Capacity drops by up to 2, while his/her Durability increases by the same amount! (This is determined at the start of battle and cannot be changed/altered until after). Using the Powered Armor, the user's Durability cannot be increased beyond the cap of 8.

Energy Cost: Up to 2 Capacity

This weapon cannot be upgraded
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106: Acrobat Frame

Spring-loaded, lightweight metal framework that braces and balances the body, granting the user superhuman flexibility and speed. When equipped, the user's Capacity drops by up to 2, while his/her Agility increases by the same amount! (This is determined at the start of battle and cannot be changed/altered until after). Using the Acrobat Frame, the user's Agility cannot be increased beyond the cap of 8.

Energy Cost: Up to 2 Capacity
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107: Warp Flare

This weapon-like device fires a small glowing signal beacon up to 20 meters away; at the start of the user's next turn, he/she will immediately teleport to the beacon's location. If the beacon happens to strike a person, creature, or object, the beacon will cause the user and the selected target to switch places via teleport.

BE CAREFUL: Once the beacon is fired, the teleport sequence cannot be aborted by the user! Be sure to conserve Energy by only setting a beacon when necessary, and don't fire one over to a place where you don't want to be!

Energy Cost: 1 per meter teleported
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Damage:

Energy Cost:

UPGRADES:

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Edited by Infiniti, Apr 18 2011, 05:55 PM.
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