Welcome Guest [Log In] [Register]
Gundamverse has moved! With Zetaboards preparing to convert into the Taptalk platform, the Gundam Build Fighters / Gundamverse Administrator has decided to jump ship and move the forum to a new platform, MyBB. You can now find us at https://gundamverse.com. This forum will remain open as an archive. All topics have been archived and all empty forums have been removed. A mass email will be sent out in the coming days to all participants who would like to move over to the new board.
Gundamverse is a Gundam combat RP forum where you build your own custom gunpla and pit it against other fighters in Gunpla Battle. Join today!

You're currently viewing our forum as a guest. Unfortunately, that means you're limited to simply browsing of the board. If you're a visiting board owner you'll be allowed to advertise or affiliate in the Affiliates section. If you're a guest you can browse the board, but you're limited to speaking in the chat box. If you join our community you'll enable full access to the board; we do hope you consider it!

Join our community!

If you're already a member please log in to your account to access all of our features:

Username:   Password:
Locked Topic
Standard Weapon List
Topic Started: Dec 26 2014, 09:08 AM (2,632 Views)
Turinu
Member Avatar
Crazy Mecha Fanatic Admin
WEAPONS LIST

Below is a list of the variety of weapons available on the Gundam Build Fighters Board. These weapons are simple an example, and do not necessarily mean they are the end product for your Gunpla. We highly promote creating your own unique weapons as you please, using the examples provided below to construct your own weapons. If you want to use the default weapons described in this list, that's fine as well.

Weapons are extremely varied and numerous. They may have different types of attacks, deal different types of damage, work more effectively against certain types of defenses. You can view the list below for all of the basic weapons we can think of. The list might also be added to in the future. If you are constructing your own weapons, please use the template available in the Gunpla Registration Template to construct your weapon. The physical description of the weapon will contain the features and capabilities of the weapon, such as its effectiveness against defenses, power, any caveats, etc.


[tabs] [tab=All-Range]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Funnel (Wired)
All-RangeBeam11More or less a remote beam gun that enables an "all-ranged attack" to try and trap people in a flurry of beams. Funnels cost 1PP to deploy, and then 1PP to maintain. They may fire once per turn as part of this cost. This funnel version doesn't require to return, however if the cable is cut then they lose power and cease function. Requires a Remote Weapons System.

Funnel (Wireless)
All-RangeBeam11More or less a remote beam gun that enables an "all-ranged attack" to try and trap people in a flurry of beams. Funnels cost 1PP to deploy, and then 1PP to maintain. They may fire once per turn as part of this cost. They MUST return to the host at the third turn they were sent out (A attack may be made at the same time the turn they are deployed and return). It takes 2 turns to recharge. Requires a Remote Weapons System.

Shield Bit
All-RangeBeam1N/AMore or less a remote shield. Shield bits cost 1PP to deploy and 1PP to maintain. Each shield bit may defend you once per turn as part of this cost (A strong enough attack will destroy the shield). They MUST return to the host at the third turn they were sent out (A attack may be made at the same time they turn). It takes 3 turns to recharge. Requires a Remote Weapons System.

Fang
All-RangeSolid/Beam11More or less a flying, razor sharp dagger. Some fang variants can also shoot, but their ranged attack is very weak compared to a funnel. Fangs cost 1PP to deploy, and 1PP to maintain. They may attack once per turn as part of this cost. They MUST return to the host at the third turn they were sent out (A attack may be made at the same time the turn they are deployed and return). It takes 2 turns to recharge. Requires a Remote Weapons System.

Planet Defensor
All-RangeSpecial3N/AA remote generator that produces a force field capable of repelling most attacks. The field strength, along with the number of attacks it can block with increases with the number of generators. Requires 4 turns to recharge after they are expended. Can be breached by strong melee attacks.
[/tab]
[tab=Deployable]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Remote Explosive
DeployableExplosive11A Explosive device with a large blast radius that can be triggered by remote. A detonator is required to use Remote explosives. The explosive can stick to surfaces.

Timed Explosive
DeployableExplosive11A Explosive device with a large blast radius with a adjustable timer. A Minimum timer of 2 turns must be set. The explosive can stick to surfaces.

Detonator
DeployableSpecial11Detonator required by Remote explosives. Every set remote explosive is triggered when used.

Anti-Beam Disruptor
DeployableSpecial1N/AA Canister that holds a gas-like particle that renders beam attacks useless. It explodes into a cloud and dissipates in 2 full player turns. High strength beam Weapons can still be used in, and go though, the cloud however they lose much of their power. Despite it's name, it can be loaded into a grenade launcher for added utility.

Chaff & Flare Dispenser
DeployableSpecial1N/AA tradition style system built to confuse and disrupt missile based Weaponry. 3 uses per battle.

ECM grenades
DeployableSpecial1N/AGrenades that release particles that disrupt Radar and sensors. It wears out after 2 player turns and has very limited range.

Light Flare
DeployableSpecial1N/AA flare creates a bright, illuminating light that reveals dark areas such as battles set at night. These can also be used as signal flares and come in many different colours. Can be Loaded into a Grenade Launcher.

Smoke Grenades
DeployableSpecial1N/AGrenades that release a thick, black cloud that blocks line of sight. Electronic sensors and the line can counteract the loss of vision. The smoke dissipates after 2 player turns.
[/tab]
[tab=Grenade]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Grenade rack
GrenadeExplosive11A rack of mobile suit sized hand grenades, that can be thrown and will explode on contact, proximity, or timed. While grenades are simple to throw and powerful enough to damage mobile suits. They are simple to dodge and block, as their very dependent on when they are thrown. Grenades generally come in racks of 3.

Incendiary grenade
GrenadeHeat11A Grenade that uses a fuel source to set fire to a small area. The flames keep burning so long there is a source of fuel to do so. Cold and water will prevent the spreading.
[/tab]
[tab=High-Damage]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Beam Cannon
High-DamageBeam21Slow to fire and more raw power than focused, beam cannons fire powerful blasts of particles at a slower fire rate than all other Weapons. Because of this however they can overwhelm weak defenses; blocking these attacks lowers the integrity of a shield faster than other Weapons.

Beam Gatling Gun
High-DamageBeam225Similar to the Gatling Gun, the only difference being it doesn't run out of ammunition. The Beam Gatling Gun is highly effective against lightly armored targets, able to tear them PPart with relative ease. The lower output however does not make it very effective against anti-beam defenses and it can overheat if 100 shots are fired in a row; however the lower output allows it to fire more shots per second compared to a standard Gatling Gun.

Beam Smartgun
High-DamageBeam31An extremely powerful Weapon deployed by certain mobile suits, the beam smartgun utilizes an advanced targeting array and a particle deflecting system within the muzzle to bend the output beam by up to 20 degrees. Considering the high velocity of the attack, it is impossible to dodge a shot fired from a beam smartgun. The Beam Smartgun typically has high-output as well, allowing it to quickly wear down physical or field defenses.

Hi-Mega Cannon
High-DamageBeam51A Extremely powerful beam Weapon. First Appeared on the Gundam ZZ. It requires a full turn to charge before it can be fired.

Satellite Cannon
High-DamageBeamALL1The most powerful beam based ranged Weapon ever equipped onto a mobile suit in the gundam meta-verse. It requires the satellite system Special System to work, in addition to line of sight to the moon however it's power is unmatched.

Bazooka
High-DamageExplosive21A launcher that fires a large explosive shell. It devastates physical defenses, but can only carry five rounds at once.

Gatling Gun
High-DamageSolid215Large, solid projectile Weapons capable of firing off multiple rounds per second. Despite being a physical Weapon, the Gatling Gun is able to inflict considerable damage on targets due to its high rate of fire; however it can quickly run out of ammunition if one isn't careful. It is highly effective against lightly armored targets, able to easily shred through their thin armor. Even if blocked, some stray damage may occur due to the spread of the attack.

Railgun
High-DamageSolid11Railguns are powerful Weapons that use electromagnetism and sliding bars to rPPidly accelerate projectiles. They are used to bypass defenses. Can fire 6 times per battle.

Shoulder Cannon
High-DamageSolid/Explosive31A high-powered cartridge based Cannon. The shells from this Weapon are highly explosive and can deal great damage upon a direct impact.

Dober Gun
High-DamageSolid/Explosive31A hand-carried version of the Shoulder Cannon.
[/tab]
[tab=Long Gun]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Beam Magnum/Buster Rifle
Long GunBeam22A extremely high powered rifle, far more than any other rifle in it's category. It burns Ammo at a extremely fast rate.

Beam Rifle
Long RifleBeam24While existing in many names in the Gundam Metaverse, the beam rifle has a similar function between them. It keeps a balance of power and rate of fire that creates a very reliable Weapon.

Beam Sniper Rifle
Long GunBeam21A Beam Snipe rifle. It has a extremely long range however it is prone to overheating and can only be fired every other turn.

Beam Machine Gun
Long GunBeam212A Beam Rifle that trades the majority of it's power for a much larger fire rate.

Machine Gun
Long GunSolid215The machine gun was the most effective Weapon in the early UC era before the advent of beam rifles. capable of rPPid fire with respectable range, Weapons like the 90mm Bullpup Machine gun were mass produced and heavily utilized by Zaku mobile suits. Against modern defenses they are only effective against a target incapable of defending itself. They are incapable of disabling a GN Field, but can destroy Beam Shields and Planet Defensors if they can hit the generators proper.

Anti Armor Sniper Rifle
Long GunSolid/explosive21A Sniper rifle designed to destroy armor at very long range. Light Weight Gunpla hit by this Weapon will be knocked down by it's sheer power.
[/tab]
[tab=Melee]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Beam Javelin
MeleeBeam21A Weapon that has higher output than a standard beam sabre, along with better armor penetration and long reach.

Beam Saber
MeleeBeam11The standard close-range beam Weapon used by most Gunpla. It can be blocked by a majority of defenses however extended contact can weaken, damage or bypass them.

Beam Scythe
MeleeBeam22A highly specialized melee Weapon. A beam scythe is a brutal Weapon designed for speed and power.

Beam Claws
MeleeBeam13 per PPA in-built set of small, thin beam sabres. While alone they are far weaker than a standard sabre that can be combined into a single blade for adaptability.

Anti-armor Knife
MeleeSolid11A simple, non-powered Weapon. It is still capable of punching into armor, baring any defensive system.

Gundam Hammer
MeleeSolid21A large ball with spikes connected to a chain, it can inflict devastating damage when hitting a target directly. It is capable of knocking back targets with a successful hit even if it's defended against, though it can be deflected by GN Fields.

Solid Blade
MeleeSolid11A simple built solid Weapon that comes in many shapes and form. Very durable due to its simple construction.

Pile Bunker
MeleeSolid11A device that uses massive high-explosive shells to propel a heavy rod into a target at high velocity. It destroys physical shields and cancel out beam shields and GN Fields with one strike. It also bypasses I-Fields. Can fire 3 times per battle.

Anti-ship sword
MeleeSolid/Beam21A large physical sword with one side as a laser blade along their cutting edge. The laser blade itself can extend over tip to enhance it's cutting power against armor. Some variants of this Weapon exist, including ones that can be joined together at their hilts to form a large dual-bladed ambidextrous form.

Shot Lancer
MeleeSolid/Beam2(1)1A Lance that utilizes electromagnetic acceleration to increase penetration power of the tip. It destroys physical shields and cancel out beam shields with one strike. It also bypasses I-Fields. GN fields need prolonged exposure and force to be punctured.(The lance itself can be launched from the handle as a ranged Weapon.)

Heat Lance
MeleeSolid/Heat11A Weapon that uses thermal energy to heat up the tip of the lance, aiding in it's penetrating power. It's able to punch though any form of physical shield and bypass I-Fields, however it struggles against GN-Fields.

Heat Sword
MeleeSolid/Heat11A sword that heats up to aid in it's cutting power. It can cut through the weaker Anti-Beam Shields though and bypass I-Fields, but not standard shields and GN-Fields.

Heat Hawk
MeleeSolid/Heat11A axe that heats up in order to increase their cutting capacity. It can cut through the weaker Anti-Beam Shields though and bypass I-Fields, but not standard shields and GN-Fields.

Heat Rod
MeleeSpecial/Heat11A retractable cable that can deliver a high-voltage electrical shock when it comes into contact with an enemy mobile suit, stunning it somewhat (This attack counts as a grapple). The heat rod could also be superheated to give it cutting properties.
[/tab]
[tab=Missiles]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Micro Missiles
Missile SystemExplosive21 to 25A missile pod or system of some sort, except that the ammo is far more smaller than standard missiles.. They come in many shapes and sizes which differ between gunpla to gunpla. Each pod can have up to 5 missiles, with a minimum of 1. It takes only 2 PP to fire a volley of the size of the pilot's choosing. These missiles deal far less damage than standard missiles. If the number of missiles launched in one post exceeds the 25-missile limit, the AP cost must be taken again for as many times over that the limit is exceeded.

Missiles
Missile SystemExplosive21 to 12A missile pod or system of some sort. They come in many shapes and sizes which differ between gunpla to gunpla. The BG cost for a single missile system is based on the number of missiles. It takes only 2 PP to fire a volley of the size of the pilot's choosing. Each pod can have up to 3 missiles, with a minimum of 1. If the number of missiles launched in one post exceeds the 12-missile limit, the AP cost must be taken again for as many times over that the limit is exceeded.

Seeker Missiles
Missile SystemExplosive21 to 5A single missile launcher or system of some sort, except that the ammo is larger than standard missiles.. They come in many shapes and sizes which differ between gunpla to gunpla. This system can be taken up to five times. It takes only 2 PP to fire a volley of the size of the pilot's choosing. These missiles deal more damage than standard missiles, in addition they have superior tracking and turning. If the number of missiles launched in one post exceeds the 5-missile limit, the AP cost must be taken again for as many times over that the limit is exceeded.

Grenade Launcher
Missile SystemExplosive11A shell based Grenade launcher. It has great utility, being able to load many different types of ammo for different effects. Standard ammunition is explosive, being able to set to either detonate on impact or on a timer. In addition, the grenade launcher can load up other types of grenades. Costs 1 PP to reload between shots. Comes stock with 6 standard shots per battle.
[/tab]
[tab=Shields]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Beam Shield
ShieldBeam2N/ABeam Shields utilize a generator to create a flat plane of particles similar to a beam saber, making them light weight and very functional. They can block both beams and solid Weapons without issue. It requires two turns to recharge after blocking up to three instances of attacks and can break if the generator is damaged or destroyed.

Anti-Beam Shield
ShieldSolid2N/AA light, thin shield with a thick anti-beam coating. It is designed to defend against beam Weaponry however it offers little defense against other forms of Weapons.

Solid Shield
ShieldSolid2N/AA simple physical shield. Highly effective against solid and explosive attacks however it offers no defense against beam based Weapons.

Hybrid Shield
ShieldSolid2N/AA durable shield that can equally withstand against all attacks however it will break down quicker than other physical shields. It's heavier weight makes it incapable of being used by Light-weight Gunpla.
[/tab]
[tab=Short-Range]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Beam Pistol
Short-RangeBeam15Capable of semi-automatic fire at low outputs, beam pistols are short range beam Weapons that while not as effective as a beam rifle, offer a greater rate of fire at lower output for sustained firing at close ranges. They are not very effective against any shield type nor are they effective against heavy Gunpla. They are most effective against light Gunpla, that lack armor to withstand multiple shots from this Weapon.

Beam Shotgun
Short-RangeBeam21Capable of compressing and releasing a burst of energy from the barrel, Beam shotguns feature long firing intervals in exchange for powerful close-up damage potential. The smaller focusing coil allows the beam energy to spread out, allowing it to break through standard shields and drastically weaken the integrity of anti-beam shields in close combat. It can overload an I-Field or GN Field with two attack instances instead of three.

Beam Vulcan
Short-RangeBeam0.510Typically integrated into a mobile suit's head. As well as close-in Weapon systems, Vulcan's are designed as anti-missile armaments, to shoot down incoming projectiles from ever reaching a unit. If used to intercept a projectile, they cost an additional 1 PP. They are not very effective outside of this, though in close range against exposed parts they are capable of dealing damage. This version fires small pellets of energy to achieve a similar effect to the solid ammo variant.

Flamethrower
Short-RangeHeat2SpecialThis Weapon uses a flammable fuel source to create a strong flame that can melt down gunpla over a short time. It doesn't actually shoot, more that it bathes a area with fire. Avoiding such a Weapon is nearly impossible.

Shotgun
Short-RangeSolid21Capable of firing either armor-piercing flechette shot or shield-breaking slugs, Shotguns feature long firing intervals in exchange for powerful close-up damage. Due to the sheer weight of its slugs and the penetrating capabilities of flechettes, It can punch through a solid or hybrid shields or a Shield bit in one less instance than normal.

Machine Pistol
Short-RangeSolid18Powerful, rapid-fire auto pistols, chosen for their ability to destroy an opponent at close ranges. Like the shotgun, their power is reduced at longer ranges, and also suffers from increased bullet spread further out too.

Vulcan/CIWS
Short-RangeSolid0.510Typically integrated into a mobile suit's head, As well as close-in Weapon systems, Vulcan's are designed as anti-missile armaments to shoot down incoming projectiles from ever reaching a unit. If used to intercept a projectile, they cost an additional 1 PP. They are not very effective outside of this, though in close range against exposed parts they are capable of dealing damage.
[/tab]
[tab=Other]
Weapon/Equipment NameWeapon ClassAttributePPNo. of AtksDescription

Wire Launcher
OtherSolid110This launcher fires out a set of cables that attempts to wrap up and hold a gunpla in place. Depending on the raw strength of your gunpla compared to the one you have trapped they might be able to break free from it. Weapons of all kinds can also break the wires.
[/tab][/tabs]
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Gundam Build Fighters Archives · Next Topic »
Locked Topic