Rifles
(Despite being called rifles you dont have to hold them you may just mount them on the arm or on any place it may fit)
Muro-Ray Beam rifle
Rank: A
Type: E-Control
Rank Lock:
Energy usage: 70
Charged Shot Energy cost: 200
Slot usage: 650
Fire rate: 4 shots max per post Max
Cooldown time:
Overheats: N/A
Description: The highly powerful Muro-Ray Beam rifle is usually used by higher rank soldiers. Its charged shot sports the firepower of the Azieru Beam Machine cannon while its regular beam shots are more powerful compared to the X-Bite Dual machine gun. With an advanced cooling system it does not overheat. It also uses an E-control system. Instead of using the very heavy E-packs or risking the direct feed it struck a balance in the two. The E-control or E-con works a bit like an E-pack as it has a stored amount of energy. But once it runs out it only takes moments for the the Direct feed to charge the E-con.
Meaning the E-con is charged by taking energy from the Mech and is stored. It will use direct feed to recharge the E-con but once charged it seals itself off from direct feed and will first use the energy in the E-con
Can be hand held or mounted on the mech.
E-con capacity = 1000 energy
BOWA Beam rifle
Rank: C
Type: Direct feed/E-pack
Rank Lock:
Energy usage: 50
Slot usage: 550
Fire rate: 4 shots per post Max
Cooldown time:
Overheats: N/A
Description: The BOWA Beam Rifle is commonly called as the Muro-Ray's little brother. While lacking the E-control system and the charge shot system it makes up by being light and powerful. The medium thick beam is good at destroying lightly armored targets and deals significant damage to medium armored targets.
Can be hand held or mounted on the mech.
HYPER Beam rifle
Rank: S
Type: Direct feed
Rank Lock:
Energy usage: 400
Slot usage: 1200
Fire rate: 2 shots per post Max
Cooldown time:
Overheats: N/A
Description: The HYPER beam rifle is a heavy and large rifle that requires direct feed to power up its attack. Its firepower is double that of the Azieru Beam Machine cannon and the particle explosion on would be around 14 meter in radius. It also fires a bright thick beam which may give away the shooter. The point of the HYPER beam rifle is actually make anti-colony beam weaponry.
It also has the side effect of being heavy slowing you down. (-3 to speed)
Can be hand held or mounted on the mech.
VOB Rife
Rank: A
Type: Direct feed
Rank Lock:
Energy usage: Either 20(light damage D rank) 40 (Medium light C rank)or 60 (Medium heavy at A rank)
Slot usage: 1000
Fire rate: 20 shots at 20/ 10 shots at 40 and 5 shots at 6 max.
Cooldown time:
Overheats:
Description: The VOB Rifle or Variable Output Beam Rifle is designed to be used in missions that require flexibility. Its light damage is mainly used when the enemy is only to be damaged and taken back or captured. The medium light is for combat when rapid fire is needed while the Medium heavy is obviously used for heavier armored targets. Though it lacks the charge system it makes up for it with its flexibility. Having maximum firepower equal to the Muro-Ray rifle and higher fire rate it is only drawback must be its weight the output capacitor weighs down the rifle.
Can be hand held or mounted on the mech.
Onic Beam Sniper Rife
Rank: A
Type: Direct feed
Rank Lock:
Energy usage: 100 per beam
Charged Shot Energy Cost: 300
Over Charge Energy Cost: 1000
Slot usage: 1000
Fire rate: 2 shots max even at charged shot but only one at overcharge. Per post max
Cooldown time:
Overheats:
Description: The Onic Beam Sniper Rifle is a curious beam rifle. The Onic Beam Rifle uses a particle compressor to increase the piercing power of the beams. It uses a very thin 14cm in radius beam to piece targets. This easily cuts through even the heaviest armor. The thinness of the beam however means its primary use to aim at the power core or weak joints of the enemy. At charged shot mode it fires a regular thick beam but still easily cuts through heavy armor. If out-rigged with an outside powersource it can SAFELY go into over charge shot. The over charge shot will overly compress the particles forming a very thin 14 cm beam shot but on impact the hyper activated particles explode out and tear through the target from the inside. Firing it without an outside power-source runs the risk of overloading your mech's power core. (roll 1-10 if it it is above 4 it overloads. IF its above 4 and even your mech shuts down for 3 posts. If its above 4 and odd the core explodes not big but explodes slightly leaving a broken powercore..)
It has some weight and slows down slightly. (-1)
Can be hand held or mounted on the mech.
Sha Beam Shot Rifle
Rank: A
Type: Direct feed Beam
Rank Lock:
Energy usage: 70 per shot
Shotgun Shot: 600
Slot usage: 950
Fire rate: 5 shot (rifle) 2 (shotgun) per post max
Overheats:
Description: the Sha Beam shot rifle is a strange but effective weapon. Similar to how the VOB Rifle has variable modes this has a rifle and a scattering beam mode that has been called as a shotgun. At rifle mode it surpasses the Muro-Ray rifle in firepower slightly as it has better penetrating power. During the spread or shotgun shot it releases a total of 10 scattered beams each one at the firepower of the Muro-ray rifle's regular shot. Though quite bulky it is a well liked advanced weapon for taking down targets.
It has some weight and slows down slightly. (-1)
Can be hand held or mounted on the mech.
Ram-Ral 200mm Assault rifle
Rank: C
Type: Drum Magazine
Energy usage:
Slot usage: 400
Fire rate: 10 shots per post Max
Cooldown time:
Overheats: N/A
Description: The Ram-Ral 200mm Assault rifle boasts accuracy and firepower over the Zak 150mm Rapid Machine gun. Though lacking the full auto capacity it makes up for it with the superior damage and accuracy. This is standard equipment on low to mid rank mechs. Lacking the belt fed capacity its previous bonuses have already made up for it.
Can be hand held or mounted on the mech.
BOWA-Zeta Assault rifle
Rank: B
Type: E-pack for shots/ direct feed for saber
Rank lock:
Energy usage: 50 (Per shot)
Energy usage Saber mode: 150 activation (30 per post after initial activation)
Beam Saber Rating: 90
Slot usage: 550
Fire rate: 10 shots per post Max
Cooldown time:
Overheats: N/A
Description: The BOWA-Zeta is has exactly the same firepower as the previous BOWA beam rifle this has been improved. With new control systems and added features the BOWA-Zeta can focus the beam as it emits from the barrel forming a saber or bayonet. It can be used to slice into other mech's at close combat. The flexibility of this rifle and its better fire rate makes it preferred over most other rifles. To avoid the problem of the saber dying out during use it is independent from the E-pack and runs on a direct feed. Sadly it cannot shoot during saber mode. The saber length is equal to that of a regular beam saber.
Can be hand held or mounted on the mech.
Ecoa-Beam Carbine
Rank: B
Type: E-pack for shots/ direct feed for bayonet
Rank lock:
Energy usage: 50 (Per shot)
Energy usage Bayonet : 140 activation (20 per post after initial activation)
Beam Bayonet Rating: 70
Slot usage: 550
Fire rate: 15 shots per post Max
Cooldown time:
Overheats: N/A
Description: The Ecoa-Beam Carbine sports a higher fire rate compared to the BOWA-Zeta rifle and also has a beam bayonet. The beam bayonet requires less energy to use and is still capable of preforming much like any beam saber. Sadly this bayonet is much shorter and has a lower power rating.
Can be hand held or mounted on the mech.
Brunko-Angelo
Rank: A
Type: E-pack for shots/ Live ammo
Rank lock:
Energy usage: 90 (Per shot if using beams)
Slot usage: 750
Fire rate: 3 shots per post Max
Cooldown time:
Overheats: N/A
Description: The Brunko-Angelo is a large rifle cannon. It either fires one of these two weapons. A regular beam which creates a more powerful beam shot compared to the Muro-ray making medium armored targets easy to shoot. The High Explosive Squash Head or HESH rounds. These rounds are preferred as when the rounds impact the target the plastic explosive will cover the target and then detonate milliseconds later. The detonation makes the armor INSIDE the mech chip off and break posibly killing the pilot inside if aimed right, igniting fuel and all sorts of internal damage. It also causes a large chunk of the outer armor to be broken off.
It also has the side effect of being heavy slowing you down. (-2 to speed)
Can be hand held or mounted on the mech.
Merquis-Dober Rifle
Rank: A
Type: Live ammo
Rank lock:
Slot usage: 800
Fire rate: 6 shots per post Max
Cooldown time:
Overheats: N/A
Description: More of an auto cannon than a rifle the Merquis-Dober is a powerful gun nonetheless. Its ammunition is either Arrmour-piercing fin-stabilized discarding sabot (APFSDS) or the Buster. Both rounds preform with a single purpose, instead of exploding outside both rounds are designed to pierce through the target. Both only create relatively small 16 inch diameter holes but thats where the similarities end. the APFSDS will go through the target sending highspeed shrapnel through it and possibly the next while the buster round will work in the same way but being heavier it stops inside the mech then explodes. Though the explosions are small, less than a grenade, exploding inside the mech may cause complications.
Can be hand held or mounted on the mech.
Heero-Burst Rifle
Rank: S
Type: Special Beam E-pack
Rank lock:
Slot usage: 1600
Fire rate: 2 shots per post max
Cooldown time:
Overheats: N/A
Description: An incredibly powerful rifle its more of an anti colony canon. It uses its own special E-pack containing at around 2300 units of energy. Upon firing it creates a massive 16 meter radius beam out of the barrel. Even the most heavily armored Mechs have very little chance when this beam is fired at them as it lasts for 2 posts and will desintirgate most targets in its path. Each E-pack only contains enough energy for two shots thus its maximum fire rate is two shots.
It also has the side effect of being heavy slowing you down. (-3 to speed)
Can be hand held or mounted on the mech.
E-pack weight= 400
Links-Ray Magnum Rifle
Rank: S
Type: E-pack (special)
Rank Lock:
Energy usage:...
Slot usage: 850
Fire rate: 5 shots max per post Max
Cooldown time:
Overheats: N/A
Description: The Links-Ray Magnum rifle is to be easily said an advanced version of the Muro-Ray Beam Rifle. It has a special E-pack that holds 5 rounds each. This E-pack contains compressed Particles prepared to be shot right away. Each shot is equal to the Muro-Ray's Charged shot in terms of power the more horrifying fact is its firing rate. It can easily empty its entire magazine of high power rounds.
Can be hand held or mounted on the mech.
Special E-Pack= 5 rounds (10000 energy)
E-pack Weight= 150
Garo-Tif Solar Rifle
Rank: B
Type: Beam,
Rank Lock:
Energy usage: 0 per shot
Slot usage: 850
Fire rate: 2 shots max per post Max
Cooldown time:
Overheats: N/A
Description: Though considered more of a wasted weapon the Garo-Tif Solar rifle is actually a prototype of a much more powerful weapon. It may have a very slow fire rate it does have the same firepower as the BOWA Beam rifle and the weight it carries is just the solar collectors to power it up. The lack of fire rate makes it a bit of a turn off for most people and the fact it cant be used if there is no sun.
Can be hand held or mounted on the mech.
Providence-Flexi Dual Rifle
Rank: B
Type: Beam and Live ammo
Rank Lock:
Energy usage: 50 per shot
Energy usage Bayonet : 150 activation (30 per post after initial activation)
Beam Bayonet Rating: 80
Slot usage: 650
Fire rate: 15 shots(beam) max 30 live ammo Max
Cooldown time:
Overheats: N/A
Description: The Providence-Flexi Dual Rifle is made not for firepower but for long battles. Its is actually a a bit of a misnomer as it has three barrels. It has the bottom most barrel as a Beam Bayonet that is actually slightly longer than the Ecoa-Beam Carbine's bayonet. The two side mounted barrels are different. The left one fires a direct feed beam while the one on the right fires live ammunition. The live ammunition would only rank at C being only 150mm shells but the beams have the same power as that of the Ecoa-Beam carbine. This also sports a more powerful beam bayonet compared to the Ecoa-beam Carbine. Both types of ammo may be used at the same time.
Can be hand held or mounted on the mech.
Nu-Muro-Ray Beam rifle
Rank: A
Type: E-Control
Rank Lock:
Energy usage: 70
Charged Shot Energy cost: 200
Slot usage: 800
Fire rate: 14 shots max per post regular Max, 3 charged shot max per post
Cooldown time:
Overheats: N/A
Description: A heavier version of the Muro-Ray Beam rifle this one is equipped with a higher fire rate. Though basically the same thing the increaced fire rate is a good and to it and the 3 round burst of the charged shot is quite impressive. It still uses the E-control system.
Can be hand held or mounted on the mech.
E-con capacity = 1000 energy
Kiryamato Strike Rifle
Rank: A
Type: Beam and Live ammo
Rank Lock:
Energy usage: 200 per shot
Stream Shot:200 start up + 90 for succeeding posts.
Slot usage: 1050
Fire rate: 3 shots regular shot max
Cooldown time:
Overheats: N/A
Description: This Kirayamato Strike Rifle is made for taking down heavily armored opponents. The regular shot, though having a low fire rate, has the same fire power as a charged Muro-Ray Rifle's shot. The stream shot however is its anti Heavy armor weapon. The stream is essentially a steady beam that is fired and can be aimed again as the Mech rotates. This stream can be maintained for so long as the user is willing to use up energy. It will steadily melt through armor. Sadly one must stay stationary for this to continuously fire only exception to this would be Heavy Type Mechs.
It also has the side effect of being heavy slowing you down. (-2 to speed)
Can be hand held or mounted on the mech.
Duel Electron Charge Rifle
Rank: B
Type: direct feed.
Rank Lock:
Energy usage: 90
Slot usage: 550
Fire rate: 5 shots max per post Max
Cooldown time:
Overheats: N/A
Description: The Electron Charge rifle is a simple weapon. Its purpose is to overload an area of the enemy mech with electricity rendering immobile for some time. This overload causes the internal circuit breakers to shut to avoid complete electronic failure of the mech. The systems would resume in a few minutes (3 posts). No damage to the armor though most types of shields will not stop it as it will only shut off the shield. When aimed at the cockpit, should you know where it is, a direct hit has the chance of shutting down the entire mech but cockpits in general have better shielding to this weapon so the shut down wont last too long. (when hit in the cockpit random number 1-10 if its above 5 the mech shuts off for 1 post.)
Can be hand held or mounted on the mech.
Millard-Peace Rail Rifle
Rank: S
Type: Live Ammo(breach Load) AND beam
Rank Lock:
Energy usage: 200 for the Uranium shell to be launched 100 for beam.
Slot usage: 1000
Fire rate: 2 shots per post max (Its technically 4 since the shell is right away followed by a beam.
Cooldown time:
Overheats: N/A
Description: This is a heavy piercing weaponry. Its locked to fire depleted uranium shells designed to piece through even the densest armor. It is immediately followed by a beam shot to add damage. The beam shot is significantly more powerful compared to most non charged beams and it is significantly wide. But its real damage dealer is the piercing uranium shell though there is no nuke explosion crying .
Can be hand held or mounted on the mech.
Cross Guard Spear Rifle
Rank: c
Type: Live Ammo
Rank Lock:
Energy usage: NA for gun
Energy usage Spear : 100 activation (10 per post after initial activation)
Heat Spear Rating: 55
Slot usage: 550
Fire rate: 15 shots per post max (200mm shells) 1 shot ONLY (heat spear)
Cooldown time:
Overheats: N/A
Description: The upper rack of the gun contains this long single edged blade which comes to a point just above the barrel. This is the heat spear, the heat allows it to cut through armors of mechs. It uses up less energy though it is not as powerful it can stop beam sabers/bayonets etc but not forever as eventually it will be overpowered. The live ammo shots are actually just 200 mm shells but it can launch the heat spear into the enemy. The heat spear will for a while (2 posts) use an external battery pack and will keep melting through what it can while the battery is active or while inside, since it is launched there is no way to pull it out without damaging the mech while its active.
Can be hand held or mounted on the mech.