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Small Machine Gun
Use: Once per round, up to three rounds
100 credits
DP: 35
External Hardpoints: 1
50 cal. Assault GATTling Gun
Use: Twice per round, up to two rounds
200 credits
DP: 45
External Hardpoints: 1
Pulse Machine Gun
(Energy)
High Output energy based Machine Gun.
Use: Four times per round, up to three rounds
500 credits
DP: 55
External Hardpoints: 1
Infinite Repeaters
(Energy)
A large energy weapon with three barrels, the weapon itself fires a particle stream that when the particles impact on matter create small-scale explosions, a single burst roughly equivalent to an exploding popcorn kernel. However due to the nature of the weapon a constant stream is fired, saturating the target with the high-energy particles.
Use: Three times per round, up to three rounds
600 credits
DP: 60 Aimed shot; Can "sweep" a target and deal 15DP per part/location hit (judge determines) 
External Hardpoints: 1
Duel Zoid Machine Guns
Use: Three times per round, up to three rounds
500 credits
DP: 55
External Hardpoints: 1
Tri-Barrel Mini Gun
Use: Three times per round, up to four rounds
600 credits
DP: 65
External Hardpoints: 1
Radar Guided Chain Gun
Locks on to its target and fires away; its only weakness is it can't see objects obstructing its view.
Use: Twice per round, up to three rounds
800 credits
DP: 75
External Hardpoints: 1
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Zoids: The After Era Saga