Rifles
Ideal for long ranged combat
+30% accuracy when targeting air based Zoids.
Ideal for long ranged combat
+30% accuracy when targeting air based Zoids.
Anti-Zoid Rifle
No limit on usage.
35DP
External Hardpoints: 1
200 credits
Sniper Rifle
Can fire twice in one action, at a single target. Increased hit percentage against long range targets.
Usable 4 times per round, up to 3 rounds
30DP
Please note: The double shot option on the Sniper Rifle still counts as one use. However, if the double shot is taken twice by way of employing the Double Attack Reflex, that would count as two uses.
External Hardpoints: 1
1000 credits
Pulse Rifle [Energy]
Looks like a 40 Cal. rifle but fires energy pulses rather than solid matter.
Usable 2 times per round
60DP
External Hardpoints: 1
500 Credits
Double 80 cal. Rifle
Usable twice per round, up to 3 rounds
70DP
External Hardpoints: 1
600 credits
Mega Rifle
Uses magnetic technology to speed up the velocity of the ammo.
Usable 3 times per round, up to 3 rounds
90DP
External Hardpoints: 2
1000 credits
Hyper Velocity Railgun
A high velocity electrically powered electromagnetic projectile rifle used to smash through shield and armor. The railgun comprises a pair of parallel conducting rails, along which a sliding armature is accelerated by the electromagnetic effects that help propel the massive bullet-like projectile through the air. This projectile travels at such a fast velocity that its unblockable by shields.
70 DP, unblockable by shields
Twice per round, three rounds
External Hardpoints: 1
1100 credits