Machine Guns
Ideal for close-medium range
Ideal for close-medium range
Small Machine Gun
Usable four times per round, up to three rounds
35DP
External Hardpoints: 1
200 credits
50 cal. Assault Gattling Gun
Usable thrice per round, up to two rounds
45DP
External Hardpoints: 1
300 credits
Pulse Machine Gun [Energy]
High Output energy based Machine Gun.
Usable twice per round, up to two rounds
55DP
External Hardpoints: 1
500 credits
Infinite Repeaters [Energy]
A large energy weapon with three barrels. The weapon itself fires a particle stream that, when the particles impact on something, cause small-scale explosions. A single burst is 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.
Usable Twice per round, up to three rounds
60DP Aimed shot; Can "sweep" a target and deal 15DP per part/location hit (determined by Judge)
External Hardpoints: 1
1000 credits
Duel Zoid Machine Guns
Usable 3 times per round, up to three rounds
55DP
External Hardpoints: 1
600 credits
Tri-Barrel Mini Gun
Usable two times per round, up to three rounds
65DP
External Hardpoints: 1
600 credits
Radar Guided Chain Gun
Locks on to its target and fires away. Its only weakness is it can't see objects obstructing its view.
Usable Twice per round, up to three rounds
75DP
External Hardpoints: 1
1000 credits
Light-weight Gatling Gun
This light machine gun can be mounted to nearly Zoids of all sizes hefting around six 22mm barrels. Generally a short range weapon it can be used to pepper a large area with a massive amount of munitions in a short period of time if needed. If continuous fire is sustained for a longer period the weapon can deal more damage, but with a loss of accuracy.
Usable 4 times per round, up to 3 rounds.
35 DP; if fired in next feat damage is increased to 50 and loses 10% accuracy.
External Hardpoints: 1
900MC