Name: |
Description: |
Specification: |
Speedster |
The speedster system greatly increases a reploids base movement speed (by one level). Faster reploids have the advantage of being able to avoid the attacks of slower attackers. Speed is often more important then strength as you are able to wear the opponent down with fast lashes and quick avoidance. |
Zenny : 1500
Placement : Leg and Arm actuators
Restrictions : None |
Improved Speedster |
This improved version of the speedster system further increases a reploids base movement speed, by two levels, (for example from fast to extremely fast.) |
Zenny : 4500
Placement : Leg and Arm actuators
Restrictions : For sale only |
Jumper |
This upgrade increases a reploids jump-system, which is installed in the reploids legs, by increasing it's ability to push away harder behind each jump. This ability increases the jumping distance by 150% for both vertical jumps and horizontal leaps. |
Zenny : 1000
Placement : Leg actuators
Restrictions : None |
Wall Traction System |
This is what enables a reploid to "wall-kick" him/herself up on a vertical surface. The upgrade gives the reploid an increased grip over special body parts, enabling him/her to grapple walls more effectively. A reploid will slide down if standing still though. |
Zenny : 750
Placement : Hand and Leg actuators
Restrictions : None |
Wall Grappling System |
This upgrade is an addition to the wall traction system, although it's increased grip is so powerful that the recipient will no longer slide down vertical surfaces when motionless. He/she stays well grappled until he/she moves or gets knocked loose. |
Zenny : 1500
Placement : Hand and Leg actuators
Requirements : Wall Traction System
Restrictions : None |
Wall Crawler System |
The Wall Crawler upgrade has the same abilities as both the Wall Traction System and the Wall Grappling System, with some minor improvements of course. With this newer upgrade a reploid is able to crawl silently up walls, but just as long as he/she always have at least one hand and one leg connected to the wall. A reploid cannot however crawl on ceilings though. Any damage done to him/her while crawling makes him/her loose the grip. |
Zenny : 4975
Placement : Hand and Leg actuators
Restrictions : For sale only |
Ceiling Suction Apparatus |
Grants the power to leap up and cling to ceilings for up to ten seconds maximum. A reploids hands will get an advanced suction system installed, which will enable his/her hands to attach themselves to anything for a short period of time. |
Zenny : 1750
Placement : Hand and Leg actuators
Requirements : Wall Grappling system, Jumper
Restrictions : None |
Spider Motion System |
This powerful upgrade has the same abilities as the Wall Crawler and the Ceiling Suction Apparatus. Furthermore it makes a reploid capable of crawling upside down on ceilings, but just as long as the reploid have at least one hand and both legs connecte to the ceiling. Any damage received while crawling make the reploid fall. |
Zenny : 7325
Placement : Hand and Leg actuators
Available : From lvl. 5
Restrictions : For sale only |
Acceleration System |
This is nothing else but a "Dash System" that allows a reploid to perform a jet assisted forward lunge. It allows for a greater temporary burst of speed, powerful wall kicking leaps and longer jumps when used. |
Zenny : 950
Placement : Leg actuators
Requirements : Legs must be armored to contain the thrusters
Restrictions : None |
Mid-Air Acceleration Boosters |
Stronger thrusters that allow a reploid to perform a dash manoeuvre in mid-air that's also called "Air Dash". |
Zenny : 1450
Placement : Leg actuators
Requirements : Acceleration System
Restrictions : None |
Directional Boosters |
When equipped, a reploid can perform an air dash upward or downward, totally defying gravity. |
Zenny : 1000
Placement : Leg actuators
Requirements : Mid-Air Acceleration Boosters
Restrictions : None |
Hyper Dash |
This upgrade increases the strength of a reploids boosters almost twice its power. It increases the dashing speed, though the distance covered in a Hyper Dash manoeuvre stays the same. This applies to both the Dash and Air Dash upgrades, as the increased speed translates well in dash-assisted jumps and leaps. |
Zenny : 1750
Placement : Leg actuators
Requirements : Acceleration System
Restrictions : For sale only |
Jumpjets |
This upgrade allows a reploid to make a second jump in mid-air, just like Zero. While executing the second jump, which often sends the user in a somersault, it takes over the function of an acceleration system a vice-versa. |
Zenny : 2500
Placement : Leg actuators
Restrictions : None |
Manoeuvring Booster Rockets |
This is a very useful enhancement, as these booster rockets helps a reploid to better control his/her jumps. Jump direction may be changed at whim with this part equipped. These booster rockets act automatically to break falls or lessen the impact from leaping down from great heights. |
Zenny : 1300
Placement : Leg actuators
Restrictions : None |
Hovering System |
This hovering system upgrade installs special thrusters into a reploids boots and the backside of his/her manoeuvring booster rockets. This stronger array of thrusters, once activated, can keep a reploid hovering in the air for about two to four seconds depending on his/her current motion. |
Zenny : 1800
Placement : Leg actuators
Requirements : Manoeuvring Booster Rockets
Restrictions : None |
Manoeuvring Hover System |
This upgrade includes both the Manoeuvring Booster Rockets and the Hovering System. It gives a reploid the same hovering abilities as the Fourth Armor does. |
Zenny : 3895
Placement : Leg actuators
Restrictions : For sale only |
Name: |
Description: |
Specification: |
Jet Pack |
This is in fact a thruster pack, which is installed into the back of the reploids torso. The thruster is connected to the reploids power supply, and when used it effectively pushes him/her in a specific direction at high speed, but only for one second flight before having to stop to cool-down, (about 5 seconds of cooling time). The manoeuvring booster rockets help giving some directional control to the short rocket burst. |
Zenny : 1700
Placement : Body
Requirements : Manoeuvring Booster Rockets, Flight Class
Restrictions : None |
Flight Pack |
The installation of two additional winged thrusters finally enables a flight frame to attain short-term but true flight. The thrusters will keep a reploid airborne for about fifteen seconds before a five second cooling time is needed. The flight speed with this is average though. |
Zenny : 3250
Placement : Body
Requirements : Jet Pack
Restrictions : None |
Flight Power Cell |
Adding this enhancement improves a Flight Pack's flight time for additional fifteen seconds. It is possible to buy several of these, as they are stackable. |
Zenny : 1000
Placement : Body
Requirements : Flight Pack
Restrictions : None |
Flight Booster v1 |
Adding this to your Flight Pack enhances its booster power, increasing the reploids base flight speed from average to fast. |
Zenny : 1725
Placement : Body
Requirements : Flight Pack
Restrictions : None |
Flight Booster v2 |
Increases the reploids flight speed further, from fast to very fast. |
Zenny : 3250
Placement : Body
Requirements : Flight Booster v1
Restrictions : For sale only |
Flight Booster v3 |
The final speedster for flight, and the most powerful one of course. A reploids flight speed increases from very fast to extremely fast. |
Zenny : 6750
Placement : Body
Requirements : Flight Booster v2
Restrictions : For sale only |
Flight Power Generator |
Installing this to the already extensive array of power cells enhances your flight pack to be able to double its flight time, (from one hour to two hours,) as these regenerative cell within the generator recharges the flight packs power when airborne. It grants the flight pack, (and the extra three power cells,) the ability to additionally function for one extra hour, continuously. When the hour has elapsed, the user can still benefit from the other flight upgrades, but cannot fly again in constant flight for fifteen minutes. |
Zenny : 8975
Placement : Body
Requirements : Flight Pack, 3 Flight Power Cells
Restrictions : For sale only |
Name: |
Description: |
Specification: |
Exposure Pack |
This is actually a diving pack, which is installed onto the back of the reploids torso. It's very heavy and it contains small propellers, which enables a reploid to walk, bounce or run on the ocean floor. The pack also enforces the reploids anti-pressure system, which enables him/her to withstand heavy water pressures in very deep ocean-places where normal reploids cannot go. |
Zenny : 1700
Placement : Body
Requirements : Dive Class
Restrictions : None |
Swim Pack |
With this additional enhancement a reploid is able to swim freely in waters at average speed. The Swim Pack moves the reploid through water as if he/she was a dolphin, with the help on some very powerful propeller thrusters. The Swim Pack also comes with a pair of manoeuvring dive-flippers. |
Zenny : 3250
Placement : Body
Requirements : Exposure Pack
Restrictions : None |
Swim Booster v1 |
Adding this to a replois Swim Pack enhances its booster power, increasing the reploids base swim speed from average to fast. |
Zenny : 1725
Placement : Body
Requirements : Swim Pack
Restrictions : None |
Swim Booster v2 |
Increases the reploids swim speed further, from fast to very fast. |
Zenny : 3250
Placement : Body
Requirements : Swim Booster v1
Restrictions : For sale only |
Swim Booster v3 |
The final speedster for swimming and diving, and the most powerful one to add. A reploids swim speed increases from very fast to extremely fast. |
Zenny : 6750
Placement : Body
Requirements : Swim Booster v2
Restrictions : For sale only |