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Master Kruz

Wong Mechanized Industries

217 posts in this topic

MW-108 Gundam Mk-II

Statistics:

HP: 2800, EN: 150, Agi: 280

IS: 3, Move: G, Size: M, Rank: 4

Weapons:

[F] Melee (M)- 500 damage [+0%]

[+] 20mm CIWS- 300 damage, 20 rounds [+40%]

[+] Missile Launchers (PGS)- 600 damage x 2, 12 rounds [+10%]

[F] Beam Saber (BM)- 1100 damage [+0%]

[+] Beam Rifle (B)- 1400 damage, 10 rounds [+10%]

[+] Beam Bazooka (B)- 2800 damage, 6 rounds [+20%]

[+] Dual Cruise Missile Launcher (PGX:2)- 2000 damage, 2 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Beam Saber

3) Countershoot: 20mm CIWS, Beam Rifle

4) Anti-Beam Coating (S Armor)

Purchasing Cost: 100 Credits

MW-108-NT Newtype Gundam Mk-II

Statistics:

HP: 3000, EN: 150, Agi: 280

IS: 3, Move: G, Size: M, Rank: 6

Weapons:

[F] Melee (M)- 500 damage [+0%]

[+] 20mm CIWS- 300 damage, 20 rounds [+40%]

[+] Missile Launchers (PGS)- 600 damage x 2, 12 rounds [+10%]

[F] Beam Saber (BM)- 1100 damage [+0%]

[+] Beam Rifle (B)- 1400 damage, 10 rounds [+10%]

[+] Beam Bazooka (B)- 2800 damage, 6 rounds [+20%]

[+] Dual Cruise Missile Launcher (PGX:2)- 2000 damage, 2 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Beam Saber

3) Countershoot: 20mm CIWS, Beam Rifle

4) Anti-Beam Coating (S Armor)

5) Summon: FSW-108 Gundam Mk-II Bit x 5. Req: Psychic Energy

Replacement Cost: 100 Credits (MW-108 Gundam Mk-II)

FSW-108 Gundam Mk-II Bit

Statistics:

HP: 2400, EN: 120, Agi: 270

IS: 0, Move: G, Size: M, Rank: 3

Weapons:

[F] Melee (M)- 500 damage [+0%]

[+] 20mm CIWS- 300 damage, 20 rounds [+40%]

[F] Beam Saber (BM)- 1100 damage [+0%]

[+] Beam Rifle (B)- 1400 damage, 10 rounds [+10%]

[+] Beam Bazooka (B)- 2800 damage, 6 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Beam Saber

3) Countershoot: 20mm CIWS, Beam Rifle

Purchasing Cost:

N/A. This is a Summon Unit.

---

Cost to be added: 600 (Newtype Mk-II) + 210 (Mk-II) + 79 (Summon) = 889 Credits (Approved)

Edited by Avitar

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Abilities/Weapons without any details are the same abilities/weapons as the previous post. I'm trying to cut back on clutter.

Berkly Rush: (Gradius III) A event in 7387 AD that held the eyes of all the Gradius and Bacterion, Dan Berkly, while testing a automated T-101 Vic Viper had the controls removed from him during a test and the automation system took him to Bacterion strongholds for a theoretical combat scenario that the program was ran through, forcing Berkly to fight the bulk of the Bacterion forces, ending when they arrived at Hydra. The planet, no longer capable of life and turned into a lifeless husk as compared to the computers older simulation forces the computer to crash, leaving Berkley to his own devices as the whole of the Bacterion fleet attempt to destroy his one fighter. Somehow surviving, Berkley returns a decorated pilot after causing a estimated 60% total Bacterion strategic loss with only the one craft, almost ending the war then.

T-101 Vic Viper

Unit Type: Space Destroyer, Vic Viper

Unit type: prototype space destroyer/time ship hybrid

Manufacturer: Gradius Fleet Technologies

First deployment: 7386 AD

Empty mass: 6000 kg

Maximum atmospheric takeoff mass: 90000 kg

Powerplant type: Micro white hole reactor

Powerplant output: Unknown

Armament: Wayland PKBS-90 gatling gun x 1; Wayland PEMS-22 laser gun x 1; Melfer/Shinsen ERB-2020 laser cannon x 2; Berkly Institute EWL-9000 wave laser x 2; Berkly Institute AST-10 nuclear missiles x 2; Berkly Institute SSJM-X-01 rockets x 4; Berkly Institute SSJM-X-04 missiles x 4; Ven POS-2002 shielded firing options x 16

Fixed equipment: Berkly Institute OPJG/SS-1000D portable jump gate stabilizer; Berkly Institute EPS-1000 expanding light particle shield generator x 2; Melfer/Shinsen DEPS-37 directional light particle shield generator x 4; Inflatable Decoys x 30

Ultimate Attack: Option Wave; Option Crash

Crew: 1 pilot

Pilot('s): Prince Marcus Ven, Dan Berkly

Wingspan: 15.44 meters

Overall length: 18.78 meters

Overall height: 4.50 meters

Standard atmospheric cruising speed at 10000-18000 meters: Unknown

Maximum atmospheric cruising speed at 10000-22000 meters: Mach 9.5

Maximum atmospheric cruising speed at 30000+ meters: Mach 21+

Atmospheric ceiling: unlimited (capable of launching into satellite orbit over Gradius-class planet)

Maximum rate of climb at S/L: 85000 meters/minute

Minimum time from S/L to satellite orbit (over Planet Gradius): 14 seconds

Atmospheric combat action radius: nearly unlimited

G-limits: +100 G/-50 G

The first true "Vic Viper", the ship completely changed the face of the Gradius armed forces. Made through experimenting on time manipulation, the craft was truly unique in its ability to store tremendous amounts of weapons in a compressed space in its hull, removing the need to differentiate between different weapon suites. It was a tremendous leap in technology with strong ties to the Berkly Institute, with perhaps the biggest reason for its existence being their boson reactor. The boson particle is unable to exist and leaves a hole in space where it once was, from which disassembled particles from black holes come out of, making the nonexistent space a "white" hole as opposed to the lack of light. This space also compresses anything inside it, allowing huge amounts of weapons to be stored in it. This also has a side effect of drawing other ships in Jump space with it, the white hole dragging anything in a black hole out with the fighter, giving the craft the title "warp rattler" because of the turbulence experienced by other craft while being pulled in by it, along with the sudden explosion as particles that would otherwise exist inside the black hole exited along with them.

Several prototypes were used in combat, including one used by Dan Berkly while testing automated version, taking the craft out of his control unless in combat. Prince Marcus Ven, nephew of deceased Dutch Ven, also used one five years after the first prototype was made, however died while delaying a Bacterion fleet by pulling them out through a jump, getting caught between the pulled out fleet and a Bacterion battlestation.

Weapons, Abilities, and Design Features:

White Hole Reactor: [Feature] Any unit with a white hole reactor has access to the limitless energy of black holes as particles exit into the furnace and are converted to the necessary energy to power a machine. (Some pretty good EN regen would be nice.)

Light Particle Shield [Feature]

Strengthened Directed Light Particle Shield: [Feature] By doubling the amount of particle shields equipped to a normal fighter the shields strength is increased farther to protect against even the toughest attacks. (A stronger version of the last one.)

Independent Jump Gate: [Feature] A special ability of white holes, a jump gate stabilizer equipped craft can enter or exit jump space at anytime by forcing open the very fabric of space, enabling short range jumping. (Double image or teleport.)

Inflatable Decoys: [Feature] More or less a space filler for the huge amount of compressed space inside the white hole itself, the inflatable decoys offer some protection against enemy fire. Uses excess particles from the white hole to inflate, making them almost as easily detected as the craft itself. (Maybe somekind of ESD. Then again, mobile suits don't get inflatables, so it doesn't really matter.)

Wayland PKBS-90 Gatling Gun

Wayland PEMS-22 Laser Gun

Berkly EWL-9000 Wave Laser

Melfer/Shinsen ERB-2020 Laser Cannon

Berkly SSJM-X-01 Rockets

Berkly SSJM-X-04 Missiles

Berkly AST-10 Nuclear Missiles

Options: What is considered the first "real" options, the Ven produced weapons create a small energy field around themselves and work independent of the craft, instead of wires they absorb energy distributed from the magnetic field, as well as excess particles thrown from the engines. Some white hole units are equipped with extra, in case anything happens to the known effective limit of four. (Pretty much the same as the last, however the write up is somewhat different and they do have some new attacks...)

Option Wave: A attack made by a array of options overcharging their lasers by using their own energy fields, forcing them to wait several minutes before fully restoring their shields. (A fairly strong attack with a charge limit.)

Option Crash: The final word in any dogfight is to send your own options spiraling into the enemy, the energy shield allowing them to pass through most shields and impact on the enemy, detonating the excess particle build up along with the options. (A pretty strong attack that disables options after 3 or 4 uses, since it is using up the extra options mentioned in the writeup.)

-----

Sunflower-class Core Ship

Unit Type: Battleship, Mothership, Core

Unit type: mass production core ship

Manufacturer: Bacterion

First deployment: 7360 AD

Overall length: 1510 meters

Overall width: 496 meters

Overall height: 312 meters

Standard operating displacement: 20000000 tons

Powerplant type: Biological time core

Powerplant output: Unknown

Armament: Battleship lasers x 4

Fixed equipment: Jump gate stabilizer

Mecha/aircraft: 250,000 drone fighters

Crew: 1

The biggest problem to the Gradius fleet are the Sunflower class ships that make the backbone of the Bacterion forces. Capable to repairing its biological body quickly thanks to its ability to warp the time around it and produce even more biological drones from its bay, the ships only take a few months to grow and one Bacterion inside its core to pilot the thing, making the cost of human manpower spent to destroy the one a staggering comparison.

Weapons, Abilities, and Design Features:

Bacterion Core: [Feature] The most troublesome problem for Gradius is the Bacterions use of time acceleration to create more effective ships. The biological components age faster and, mixed with their own inherit regenerative abilities, heal at incredible speeds to the naked eye. This also allows a staggering amount of drones and gas used for energy to be produced in a short period. The only sure way to destroy a Core ship is by damaging the Core itself, which can easily be done by catching a fleet from the sides, however if stuck in a head to head battle with them then the outcome is almost certain. (Wouldn't mind some really good HP/EN regen.)

Battleship Laser: Entirely made up from biological components, the tremendous weapons convert heat and light radiation taken in from the hull to produce anti-battleship fire. (A BF:# attack with some good damage.)

Drone Swarm: The drones of the Bacterion forces are entirely biological and follow the commands of the "Queen", the telekinetic boosted instincts of the Bacterion in the Core. These drones use excrements from their own body fired at high speeds from compressed gasses to fight, in addition to their own lack of preservation in ramming enemies. (A good sized PX attack.)

Edited by Master Kruz

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889 - 64 Credit Gift Card - 825 Credits = Paid!

Thanks, Avi, and Mecha too! (And anyone else involved in making these!)

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T-101 Vic Viper

Statistics:

HP: 3500, EN: 190, Agi: 220

IS: 2, Move: F, Size: M, Rank: 7

Weapons:

[+] Wayland PKBS-90 Gatling Gun- 450 damage, 20 rounds [+0%]

[+] Wayland PEMS-22 Laser Gun (B)- 650 damage, 3 EN/attack [+0%]

[+] Berkly SSJM-X-01 Rockets (PS)- 650 #2, 10 rounds [+10%]

[+] Wayland PDO-6000 Options (BSX:?)- 600 damage/3 EN [+10%]

[+] Melfer/Shinsen ERB-2020 Laser Cannon (B)- 1300 damage, 6 EN/attack [+20%]

[+] Berkly EWL-9000 Wave Laser (BS)- 2200 damage, 12 EN/attack [+20%]

[+] Option Crash (SX:4)- 4000 damage, 4 Rounds, Barrier Pierce, Rounds Locked [+10%]

MAP Attacks:

[+] Berkly AST-10 Nuclear Missiles (T:4)- 3600 damage, 2 rounds [+0%]

[+] Option Wave (I:6)- 6000 damage, Charge (5) [+0%]

Inherent Abilities:

1) Space Destroyer

2) Countershoot: Wayland PKBS-90 Gatling Gun, Wayland PEMS-22 Laser Gun, Wayland PDO-6000 Options, Melfer/Shinsen ERB-2020 Laser Cannon

3) EN Regen S

4) Light Particle Shield (Barrier): Same effect as Beam Coat S (Barrier)

5) Directed Light Particle Shield (S Barrier): Negate 4000 damage in a single attack phase for 20 EN.

6) Independent Jump Gate (2/6): Same effects as Double Image (2/6).

7) Wayland PDO-6000 Options: Disable if rounds of Option Crash are 0. X attack limit is equal to the number of Option Crash rounds remaining (to a maximum of SX:4).

8) Option Crash: This attack can only be reloaded by docking in a Mothership

9) Option Wave: For every round of Option Crash under the maximum gain Damage Dealt -25%. If Rounds for Option Crash are 0, this attack is disabled

Purchasing Cost: 400 Credits

---

Sunflower-class Core Ship

Statistics:

HP: 18000, EN: 320, Agi: 600

IS: 2, Move: F, Size: LL, Rank: 10

Weapons:

[H] Drone Swarm (PSX:12)- 600 damage/5 EN [+10%]

[+] Battleship Laser (BSF:6)- 1500 damage/10 EN [+15%]

Inherent Abilities:

1) Mothership, Battleship, Core

2) Countershoot: Battleship Laser

3) HP/EN Regen M

4) Damage Received -25%

Purchasing Cost: 1200 Credits

Cost to be added: 1000 Credits + 490 = 1490 (Approved by Nimbus. But you should submit the mechas soon. Else somebody's gonna get hurt REAAAAAAAAAL bad.)

Edited by Yosuke Kobe

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No problem, that's what I'm covering next batch of Gradius units... Edit: Whenever the hell I put them up, since I'm backlogged on other mecha series.

All paid from my CD.

Edited by Master Kruz

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Magical Soldier Michiko The Movie: Howling Blood

Entirely nonexistent alternate universe movie to, Well, mechdev series. Yes, I have Yuu's permission.

Animite, a material formed naturally from mana, the force behind all life. In the early years of reclamation, the period following a era surrounded in mystery that left humanity with only it's precious underground cities, this supernatural material was used to build nearly unstoppable war machines that made conventional weapons useless, however a civilization founded on the blood of it's enemies, the Empire of New Guylas, is faced with a new problem. Buried deep underneath folk tales of the brutality of the Empires foes, creatures made from living animite and only able to survive by draining the life force of other living creatures have flourished on the battlefields. These creatures thrive in the period of inaction as the exhausted Empire strains to send a equal force to counter these creatures. In the end, the choice was made to counter these creatures with a machine similar to their power, using the power of a select few people with a excess of mana in their body, easily seen by a natural formation of animite in their own body, called anima. However after years of using these pilots and the machines utilizing their power, Mana Frames, few anima remain, although the creatures have been stopped.

New Guylas scientists work rigorously to modify the genes of normal humans to draw power from animite surgically installed in their body, in effect making a nearly limitless supply of anima. However their first total success, a criminal volunteer named Izumi Card, escapes after the procedure, all according to her plan to get out of maximum security. However her escape is short lived as a all out manhunt goes out for the only successful artificial anima. The recaptured Card is subject to increasing rigorous experiments to figure out the secret to making more anima, however after several months of inhumane treatment, both morally and by law, a now entirely insane Card escapes again, this time taking a equally unstable prototype biological weapon with her. On a rampage, Card travels the world, attacking at a whim wherever she pleases. The combined efforts of Card and the dark mana creatures eventually brings humanity to the brink of extinction, Card often attacking high profile targets and the creatures striping the land bare behind her.

However, as the last human (excepting Card, now melded to Kusanagi itself) is left for dead on the surface world, the sky is fill with lights as the utter vacuum of mana at one point in the world drew in heroes who Card was supposed to been like. These alternates, from worlds they still fight to save, fight the vastly changed (and changing) Kusanagi from destroying other worlds like the way it's own had. These events, all chronicled by the last survivor of the human race, ends as he dies from starvation, never knowing how the battle ended.

Red Kusanagi

Unit Type: Dark Armor

Height: 20 meters tall (Size: M)

Pilots: Izumi "Wild" Card

Created as a attempt to combine cloning and heavy weapons, the Red Kusanagi was genetically altered to be stronger then anything currently in service, and generally held as a success by (randomly) combining human DNA and that of the dark mana creatures to make the strongest weapon humanity could hope to achieve against the dark creatures. The success was based mostly on the ever adaptive cells of the creature, adapting to the human part of it's new body to fit the form it had already, a creature apparently arachnid in nature based on visible parts, and the end result turned out as such, however freakish it is, the creature is still able to surpass anything made mechanically for the foreseeable future. The creature was lobotomized to reduce it's brain activity (a metal plate prevents it from growing back from it's natural regenerative properties), helping the Anima in controlling it with mana by weakening resistance to outside influences. It's animite body is actually a organic shell empowered by mana, giving it's shell strength beyond a normal living creature and bordering on mineral-based animite without taking into account the much thicker body. With most of it's mechanical in origin weapons implanted into it's body and several metal parts restraining it from growing back these areas, Kusanagi is in constant pain to the point that it cannot sleep, the only way to stop it from moving is a constant feed of sedatives since it's body defeats drugs almost instantly. While a powerful weapon, it is also a dark mana creature, prone to violent outbursts and it's only purpose to itself is to absorb mana for itself, and it's body reacts violently in whatever manner it needs to for it to get it, resulting in rapid mutations that quickly change the body if nothing is done to feed it's desire. This is used as a tool by New Guylas scientists to improve it, although the only significant change so far is it's wings.

Weapons:

Darkness Wave: A wave of pure pain and hatred absorbed by mana and thrown from the machine, the overwhelming pressure felt by anyone in it's way causes most to freeze in their tracks. (Stun or Seishin Lock, similar to Wraith Wave.)

Mana Vulcans: A pair of Vulcans mounted on Kusanagi's shoulders which fire off small capsules charged with mana.

Claws: Kusanagi's digits all end with sharp, curved claws, and while not something effectively useful against animite, can scratch through almost anything else given enough force and Kusanagi's incredibly hard shell.

Chela: Three long legs similar to a arachnids ending in a curved "claw" that could possibly have been Kusanagi's legs had it been entirely a dark mana creature, instead it's the creatures "hair." (a MF:? attack)

Acid Spit: Another ability gained from it's dark mana side, Kusanagi's stomach acid is highly corrosive, allowing it to vomit as a weapon. (yeah, gross. Acid.)

Mana Swords: A pair of large cylinders made from Kusanagi's own animite shell and specifically grown around a focusing lens, the fact that the whole hilt is made of charged animite only strengthens the blade, enhancing the mana output significantly to make a larger and stronger blade, although this effect takes more mana from the pilot to upkeep. (Stronger swords, more EN usage)

Throttle: Using it's powerful muscles, Kusanagi leaps onto it's foes and physically strangles them. (Hell, you figure it out.)

Animite Saw: A huge handheld chainsaw used to cut large sections of rough animite, also sometimes used by miners and some military units to fight. Kusanagi has also used it as a substitute for it's mana swords. (A V: or F: type weapon would probably fit the bill)

Mana Launchers: A pair of powerful mana cannons mounted on the shoulders that fire large shells of animite charged with mana. (Pretty strong B weapon, pretty much Yuu's weapon of the same name... And function.)

Mana Assault: A powerful attack that utilizes several streams of mana connected directly to Kusanagi to provide control over them and at the same time allowing them to move without extending themselves further (and hence draining more mana from the pilot) by bending space itself around them by using a relatively small amount of the pilots energy, at the same time giving the frame the appearance of having tendrils. (While a [F] SX attack would be superb, seeing as how the pilot can attack from any direction with these, I'll take whatever you think is right.)

Abilities and Design Features:

Wings: A pair of natural wings that, after several mutations, was able to lift Kusanagi even with the excess weight added by New Guylas engineers. (move: F)

Pain: While the pilot can effectively control the creature with mana, sometimes the blind, constantly tortured creature attacks anything nearby it on it's own, ignoring the pilot's will being forced on it's own and furiously attacking anything and everything before it can be bought under control again. (Berserker of some sort)

Red Animite Body: Red Kusanagi's entire body is built from a solid, living red animite carapace, making it capable of taking huge amounts of damage from conventional attacks without actually damaging it's body, as well as having a accelerated healing abilities from it's dark mana creature side. (Some sort of damage reduction, maybe damage negation as well for charging it with mana (maybe a weaker version of Animite Body), fairly good HP for a high agi, and HP regen)

Mana Distortion: A warping effect that occurs around Kusanagi when the Anima piloting it redirects the mana flow to the body itself, creating several "after images" from the mana taking on the color and shape of Kusanagi to confuse enemies.

Dark Mana Field: A field created through the powers of a dark mana being, similar to a normal mana field, but is known to cause damage to non-animite material that comes into contact with it.

Edited by Master Kruz

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Red Kusanagi

Statistics:

HP: 6200, EN: 220, Agi: 260

IS: 2, Move: F/G, Size: M, Rank: 12

Weapons:

[H] Acid Spit- 10 Damage, Virus, 15 EN/attack [+10%]

[+] Mana Vulcans- 500 damage, 20 rounds [+40%]

[F] Claws (M)- 1200 damage [+0%]

[+] Wraith Wave (B)- 400 damage, Seishin Lock, 20 EN/attack [+15%]

[F] Chela (MF:6)- 600 damage/3 EN [+0%]

[F] Mana Swords (M)- 2200 damage x 2, 15 EN/attack [+10%]

[F] Animite Saw (V:5)- 800 damage/4 EN [+10%]

[F] Throttle (V:4)- 1200 damage/5 EN, Stun[+20%]

[+] Mana Launcher (BS)- 5000 damage, 6 rounds [+30%]

[F] Mana Assault (SX:10)- 600 damage/5 EN, Barrier Pierce, [+15%]

Inherent Abilities:

1) Dark Armor

2) Countercut: Mana Swords

3) Countershoot: Mana Vulcans

4) HP Regen S

5) Damage Received -10%

6) Animite Body (Armor): Starts battle Activated. While activated, Animite Body negates the first 1500 damage from a single attack phase for 8 EN. Negation only applies to non-(B) attacks. You may activate or deactivate Animite Bodyduring your Transform phase.

7) Dark Mana Field (Barrier): Same effect as Fire Shield

8) Mana Distortion: Same effect as Double Image (2/5)

9) Pain: Same effect as Berserker (1/3)

Purchasing Cost: 750 Credits

Cost to be Added: 1800 Credits (You Has Approval)

Edited by Yosuke Kobe

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This is it for me until I pay off Red and these...

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FAMW-1 Full Armor Second Gundam

Prototype assault Newtype usage mobile suit

Manufacturer: Union of Colonies

Operator(s): Union of Colonies

First deployment: 2181 AD

Accommodation: pilot only, in standard cockpit in torso

Height: 18.5 meters tall

Weight: 67.5 metric tons

Armor Materials: Anti-beam layered ultrahardened steel armor plates, "Gundarium" composite Armor, Beam dispersing fabric over internal skeleton

Equipment and design features: sensors, effective up to 6800 meters; Flash System

Propulsion: Arcjet Thruster: 4, mounted in wing binders, rated at 40 km/s; Chemical Rocket Thrusters: 4, mounted in external leg armor; Vernier Thrusters: 10

Fixed armaments: anti-beam layered coated shield, mounted on left forearm; 2 x 20mm CIWS, mounted in head; ARI-MX-00/NAU-MPBW-23/A1 beam saber, power rated at 0.56 MW, stored in recharge rack in backpack, hand-carried in use; MI-PBR-X102 2-barrel beam cannon, output rated at 3.22 MW total, mounted on left forearm; 4-barrel micro missile shot launcher, mounted on right forearm, four extra clips stored on waist armor

Optional hand armaments: ARI-LX-00/NAU-RPBW-60 beam rifle, powered by rechargable E-Cap, output rated at 1.7 MW; NAU-SRCM-88 dual cruise missile launcher

Remote weapons: 6 x funnel (mounts beam gun, power rated at .8 MW), stored in backpack; 12 x planet defensor funnel (mounts planet defensor magnetic field array), stored in recharge rack on legs

While the Gundam itself was powerful, it was horribly outdated by most mass produced mobile suits only a year after its capture by the Union. The Minovsky Institute, the primary researchers of the Union, attempted to provide the Gundam with a upgrade to prolong its usefulness. The first stage was reached before the Union's defeat at the Moon, ending the war before the rest of new upgrades could be installed. The newly classified mobile suit, while technicly the completed Second Gundam, was given a new designation after the Gundam went into battle before completion. It's new design included a new form of beam protection similar to the easy to produce beam resistant cloth that covers most third generation mobile suits, using the magnetic particle "powder" alone to achive extra protection, in addition to the new Planet Defensor funnels. The downside to the new armor, however, was the fact that entirely new plating would be needed to replace any damaged sections after a battle, making it's cost prohibitive to produce, removing the possibility of mass producing it for the mass production Mk.II.

While it's design is reasonably high-end for it's period, one of the major drawback's it would face if used was the inability to control large numbers of newtype weapons at once without focusing on moving them alone, this in addition to adding more then twenty tons of armor to its body could reduce response time during these periods to dangerously short. All of this plus a high performance cost on the rather old reactor could feasibly reduce it's effectiveness in long term battles drastically from the original mobile suit.

Seperate (MWX-78-3 Second Gundam): The additional armor was made to be ejected at any point, a feature that is hoped to improve survival ratings somewhat incase the armor becomes a hinderence

Anti-Beam Layered Shield [Feature]: A specialized shield with layered armor, each layer is specially treated with anti-beam powder to effectively serve as a deterent to beam weapons. (Anti-beam shield.)

Flash System [Feature]: A system that capitalizes on the expanded consciousness of newtypes, the system transmits these thoughts using quantum waves to special receptors in a remote weapon. (Good 'ol Flash System v2...)

Anti-Beam Layered Armor [Feature]: A carefully layered combination of armor plates and thick layers of tightly packed beam dispersing powder. (Increased protection anti-beam coating or laminate armor? Some damage reduction would also be nice, since it is a full armor mobile suit.)

Planet Defensor Magnetic Array Funnels [Feature]: Unlike most funnels that focus on offense, the Minovsky Institute wanted to create a defense focused remote weapon to provide unparrelled defensive power, the end result was the Planet Defensor System, using extremely powerful magnetic fields focused between multiple bits or funnels to deflect most weapons fire, both metals and magnetic fields used in beam weapons. This could not only be used to defend the user, but anyone the pilot wants to, at the expense of taking away from their own defense. (Planet Defensor, but requires Psychic Energy.)

20mm CIWS: A intercept weapon to shoot down projectiles, although sometimes used in combat for other tasks. (Typical Vulcan-esq weapons)

4-Barrel Micro Missile Shot Launcher: A small radar guided missile launcher that uses easy to reload clips. (A PGSF:4, maybe?)

Beam Saber: By using magnetic fields to focus particle beams into a shape, beam sabers were introduced to quickly cut through enemies in a melee battle.

Beam Rifle: Another manipulation of magnetic fields, the ranged usage of which enclosed the particles and would only slowly dissipate, allowing for ranged use of particle beams.

2-Barrel Beam Cannon: A pair of large beam cannons that serve as a more powerful alternative to the beam rifle.

Dual Cruise Missile Launcher: A optional weapon is a pair of cruise missiles fired from over the shoulder, mostly used when attacking large opponents like ships.

Funnels: By using the flash system, a pilot with a expanded awareness is able to guide the six small beam gun equipped missiles attached to the unit.

Offensive Formation: While usable as a passive defense system, the Planet Defensor System is also able to use its magnetic array to bind anything in its net.

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SDU-09 Salamis-class Destroyer

Name: SDU-09 Salamis

Ships of the line: Salamis, Philadelphia, Texas

Unit type: destroyer

Manufacturer: North American Union

Operator(s): North American Union, Japanese United Space Forces, United Nations Air Force

First deployment: 2167

Dimensions: overall length 300 meters; overall width 70 meters; overall height 68 meters

Weight: unknown

Propulsion: Arcjet Thruster: 6, rated at 40 km/s; Vernier Thrusters: 18

Equipment and design features: sensors, range unknown

Fixed armaments: 8 x 20mm CIWS turret; 4 x anti-missile missile CIWS turret; 6 x ship-to-ship missile launcher; 2 x 33mm secondary particle beam cannon; 2 x 120mm main particle beam cannon; anti-ship mine launcher

Mobile weapons: none

Launch catapults: none

A tried and true design, the Salamis was made to improve on the many predecessors before it, and while it did carry a nice assortment of weapons, the craft faced a critical challenge late in its life. Made before mobile suits were adopted by the North American Union's Space Force, making the craft highly unwieldy against the rise of the mobile suits, including a lack of space for anything of that size, in addition to being slightly underwhelming in its offensive prowess against small targets. Instead, the Salamis is a powerful tool in ship to ship battles, and is usually followed by at least on carrier.

20mm CIWS: Several semi-autonomous turrets that cover the ship, providing protection against missiles and even mobile suits by shooting them down before they can (in theory) do serious damage to the ship.

Anti-Missile Missile CIWS: Several wired missile launchers with solid heads, used to ram fast targets like medium to long range missiles. (Pretty much just asking for countershooting missiles)

Anti-Air Missiles: Several missile launchers carrying missiles meant for anti-fighter fire.

Anti-Ship Missiles: Several large missile launchers built into the hull used from battleship battles. (A fairly powerful PGSF/X weapon)

33mm Secondary Cannons: Several defensive beam cannons that provide cover to the "sides" and "bottom" of the craft against fighters or a temporary measure against ships before they can maneuver the main cannons into position.

120mm Main Cannons: A pair of beam cannons that offer significant damage against targets, assuming they hit.

Mines: Several perfectly black, radar absorbent mines with some homing capabilities to compensate for the vastness of space.

Terrain Restrictions (Water, Space): While unable to lift itself under gravity, most ships with this problem make extremely good navel craft as well as space ships, assuming they have good buoyancy.

-----

HACU-20 Magellan-class Cruiser

Name: HACU-20 Magellan

Ships of the line: Jefferson, Clinton, Washington, Phobos

Unit type: heavy cruiser

Manufacturer: North American Union

Operator(s): North American Union, Japanese United Space Forces, United Nations Air Force

First deployment: 2178

Dimensions: overall length 335 meters; overall width 122 meters; overall height 120 meters

Weight: unknown

Propulsion: Arcjet Thruster: 7, rated at 40 km/s; Vernier Thrusters: 20

Equipment and design features: sensors, range unknown

Fixed armaments: 8 x 20mm CIWS turret; 4 x anti-missile missile CIWS turret; 10 x ship-to-ship missile launcher; 8 x ship-to-air missile launcher; 4 x 33mm secondary particle beam cannon; 3 x 2-barrel 80mm main particle beam cannon

Mobile weapons: 5 mobile suits

Launch catapults: 2

A more recent design made to complement and eventually replace the aging Salamis ships as ships of the line, the Magellan carries significantly more firepower and a mobile suit deck, giving them a clear superiority over their predecessors, however the higher cost prohibited total replacement, instead about a dozen Magellan were made to continue service mixed with the Salamis destroyers for the United Nations, although complete replacement happened in the NAU and only one (heavily modified) ship was bought up by the Japanese. The heavier craft is a symbol of pride for America, it's vast power improvements over the outmatched Salamis made it a prime target for recruitment propaganda, some mediums described it as having three times better performance then a Salamis, although not entirely true in battleship combat, the Magellan is far more capable while fighting mobile suits.

20mm CIWS: Several semi-autonomous turrets that cover the ship, providing protection against missiles and even mobile suits by shooting them down before they can (in theory) do serious damage to the ship.

Anti-Missile Missile CIWS: Several wired missile launchers with solid heads, used to ram fast targets like medium to long range missiles.

Anti-Air Missiles: Several missile launchers carrying missiles meant for anti-fighter fire.

Anti-Ship Missiles: Several large missile launchers built into the hull used from battleship battles.

33mm Secondary Cannons: Several defensive beam cannons that provide cover to the "sides" and "bottom" of the craft against fighters or a temporary measure against ships before they can maneuver the main cannons into position.

2-Barrel 80mm Main Cannons: A significantly powerful weapon that is able to flood that battlefield with fire, reducing the chance that battles can be prolonged and stopping mobile suits from launching by taking out carriers early in battle, limiting the chance that mobile suits can get involved.

Terrain Restrictions (Water, Space): While unable to lift itself under gravity, most ships with this problem make extremely good navel craft as well as space ships, assuming they have good buoyancy.

-----

Type3 Pegasus-class Carrier

Class: Pegasus

Name: Type3 Pegasus

Ships of the line: White Base, Pegasus IV, Bonapart II

Unit type: assault ship

Manufacturer: Japanese United Space Forces

Operator(s): Japanese United Space Forces, North American Union, United Nations Air Force

First deployment: 2180

Dimensions: overall length 460 meters; overall height 300 meters

Weight: unknown

Propulsion: Magnetoplasmadynamic Thruster: 4, rated at 55 km/s; Vernier Thrusters: 32

Equipment and design features: sensors, range unknown

Fixed armaments: 12 x 20mm CIWS turret; 6 x anti-missile missile CIWS turret; 4 x torpedo launcher; 20 x ship-to-ship missile launcher; 12 x ship-to-air missile launcher; 3 x 49mm secondary particle beam cannon; 166mm main mega particle beam cannon

Mobile weapons: 12 mobile suits

Launch catapults: 2

Development of the Type3 started just prior to the Magellan becoming public information, Japan wanted to make a armed assault carrier to work with the Salamis destroyers, and while initial designs were similar to the Magellan, the Japanese Space Force chose to go another route once the NAU beat them to the design, instead the Pegasus was a entirely new design based around a pair of engine blocks, two legs, and a core block. The extremely pricey design was never meant to serve as mass production model but rather as a flag ship, with a unparalleled amount of mobile suits able to be stored onboard, the Pegasus would serve as a support ship, staying away from direct confrontations and serving as a frontline base while providing fire support.

20mm CIWS: Several semi-autonomous turrets that cover the ship, providing protection against missiles and even mobile suits by shooting them down before they can (in theory) do serious damage to the ship.

Anti-Missile Missile CIWS: Several wired missile launchers with solid heads, used to ram fast targets like medium to long range missiles.

Torpedoes: Since increasingly more ships were being used as navel vessels to recapture South America, several torpedo tubes were included in the last few months of construction before the first ship came off the assembly line and has been part of the design since.

Anti-Air Missiles: Several missile launchers carrying missiles meant for anti-fighter fire.

Anti-Ship Missiles: Several large missile launchers built into the hull used from battleship battles.

49mm Secondary Cannons: A few, rather large beam cannons strategically placed on the ship for maximum protection.

166mm Main Cannons: A significantly powerful weapon that is able to flood that battlefield with fire, reducing the chance that battles can be prolonged and stopping mobile suits from launching by taking out carriers early in battle, limiting the chance that mobile suits can get involved.

Terrain Restrictions (Water, Space): While unable to lift itself under gravity, most ships with this problem make extremely good navel craft as well as space ships, assuming they have good buoyancy.

-----

GP-01 Gundam "Hypoxis"

Mass produced multi-role mobile suit

Manufacturer: North American Union

Operator(s): North American Union, United Nations Air Force

First deployment: 2181 AD

Accommodation: pilot only, in standard cockpit in torso

Height: 17 meters tall

Weight: 41 metric tons

Armor Materials: "Gundarium" composite Armor, Beam dispersing fabric over internal skeleton

Equipment and design features: sensors, range unknown

Propulsion: Arcjet Thruster: 9, mounted in wing binders and backpack, rated at 55 km/s; Vernier Thrusters: 12

Fixed armaments: shield, mounted on left arm, mounts 2 x beam fang, power rated at 0.44 MW, 4 x 30mm vulcan; 2 x 20mm CIWS, mounted in head; 2 x NAU-MPBW-23/A2 beam saber, power rated at 0.60 MW, stored in recharge rack in backpack, hand-carried in use

Optional fixed armaments: 2 x NAU-AAMP-17 flash hawk 4-tube air to air missiles, mounts on shoulder

Optional hand armaments: NAU-RPBW-63 beam rifle, powered by rechargeable E-Cap, output rated at 1.7 MW; NAU-RPBW-63/A1 mega beam rifle, powered by rechargeable E-Cap, output rated at 2.48 MW

Started during the South America Conflict, the Gundam Project was started to make superior mass production mobile suits based on the performance of the MWX-78-1 and MWX-78-2, although the data gained on the latter was scarce since it's theft in 2180, after only ground tests. The mobile suit was fully armed and featured a simpler construction, removing some features but adding on more powerful weapons and better defense, as well as being made entirely out of Gundarium and having the upper hand in speed, a high point that the North American Union knew they would need since newtypes and beam weapons could render armor obsolete.

Anti-Beam Coating [Feature]: A underlaying fabric made to protect against near misses from particle beams.

Shield: A long shield covering the majority of the left arm that provides protection against most attacks to some extent.

20mm CIWS: A intercept weapon to shoot down projectiles, it also serves as a close combat weapon.

30mm Vulcans: Several vulcans built into the shield to force back enemies during melee combat.

"Flash Hawk" Missile Launchers: A pair of optional missile launchers, a external version of those seen on the Gundam.

Beam Fang: A pair of extending arms that bite down on a enemy using a pair of small beam saber.

Beam Saber: A pair of improved beam saber, in case it ever comes down to a close combat battle.

Beam Rifle: A new beam rifle that retains the power of older models and adds to portability.

Mega Beam Rifle: Similar to the beam bazooka, the large beam rifle is rather draining on the mobile suit since the majority of power comes from the suit itself, with only a fraction coming off the energy capsule to extend it's life.

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Sonuva... Missed something.

The Modification Form

Date: Why the hell do we have this? I mean come on, we already have the one on the forum post saying when this was added!

Weapon/Ability in question: Red's move:?

Issues with Weapon/Ability: Not move:F/G

Possible Solution: Make it move:F/G

Reasoning for Solution: See the entry for, well, wings. If it wasn't added for a reason, by all means say so and I'll back off.

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No work has been done on those Gundam units so far, correct?

Hell, like I care. Ignore all of them but the full armor, I'm otherwise done with this series. I'll have something better up once the FA Second Gundam is up, seriously.

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If you say so. (I had this done a looong time ago, I just couldn't bring myself to do the ships)

FAMW-1 Full Armor Second Gundam

Statistics:

HP: 4500, EN: 170, Agi: 290

IS: 2, Move: G, Size: M, Rank: 7

Weapons:

[+] Offensive Formation- Stun, 20 EN/attack Req: Psychic Energy [+0%]

[+] 4-Tube Missile Launcher (PGSF:8)- 200 damage, 30 rounds [+30%]

[+] 20mm CIWS- 300 damage, 20 rounds [+40%]

[F] Beam Saber (BM)- 1100 damage [+0%]

[+] Beam Rifle (B)- 1400 damage, 10 rounds [+10%]

[+] 2-Barrel Beam Gun (B)- 1800 damage, 10 rounds [+10%]

[+] Dual Cruise Missile Launcher (PGX:2)- 2000 damage, 2 rounds [+20%]

[+] Funnels (BPSX:10)- 500 damage/3 EN. Req: Psychic Energy [+0%]

Inherent Abilities:

1) Mobile Suit

2) Anti-Beam Shield

2) Countercut: Beam Saber

3) Countershoot: 20mm CIWS, Beam Rifle, Funnels

4) Damage Received -15%

5) Anti-Beam Coating (S Armor)

6) Planet Defensor Magnetic Array Funnels (Barrier): Same effects as Planet Defensors, But Req: Psychic Energy.

7) Flash System (System): Rather then the effects of a standard Flash System, this ability has the same effect as Flash System v2.

8) Separate (MWX-78-3 Second Gundam)

Purchasing Cost:

Not Applicable. To acquire this unit, purchase the Second Gundam Full Armor Parts and install it onto MWX-78-3 Second Gundam

MWX-78-3 Second Gundam Full Armor Parts

Function:

- Converts MWX-78-3 Second Gundam to FAMW-1 Full Armor Second Gundam

Item Statistics:

Type: Installable

Class: Customize Module

Cost: 150 Credits

Cost to be added: 700 Credits (Approved)

Edited by Nimbus Noa

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Units made this month: (2/8)

Metal Knight Sol Lancer RP Units. Yay!

Sin of Pride

Unit type: Lancer

Model Number: None

Height: 19.5 meters

Weight: 37.0 tons

Pilots: Volt Reinfeld, Alexandre Tremblay

One of three lancers made immediately after the United Peoples Militia came into being, the Sin of Pride, often just called Sin after the other two "Sins" were destroyed was made entirely from the remains of alien lancers and added on to year after year until being too badly damaged in 2039 to continue duty as is. Sin has played a important part in history since it's creation and almost thirty years of service, most of it with Black Skull, a unit noted for it's brutality during the Neo Japanese Conflict before finally falling into the hands of Canadian Alexandre Tremblay.

While it's weight might make it seem heavily armored, the more then a quarter of it's bulk is dedicated to it's pulse energy armor, making it highly dependent on it's ability to defeat attacks before being damaged. It's weight also belies it's speed. Able to run at high speeds and jump more then it's height without assistance, Sin is a high performance lancer excepting the fact that it can easily run out of stored energy with a hour, forcing it to retreat for a time while it converts more particles before it can fight, or in some cases move, again.

Attacks:

180mm Revolver: A giant militia made cannon that uses a revolving cylinder to hold ammunition. (A fairly low damage attack, wouldn't mind keeping with the source material and having eight rounds.)

20mm Twin 6-Barrel Gatling Gunpod: Used by Black Skull only, the large gatling gun is in fact two gatling guns wielded together and used to destroy "soft" targets. The majority of its bulk is dedicated to ammo. (a rather weak weapon with a good (F:#) and plenty of ammo.)

Gauntlet: A Militia made weapon that converts particles into electricity and stores it into a battery and fires when pressure is applied to the fist. When fully charged it is roughly equal to a bolt of lightning in its attack. (A fairly strong attack with a status if you don't mind. Wouldn't mind (F:#) or # either, since it does have two of these.)

Energy Sword: A mass produced particle sword used in most Militia lancers. (Pretty much the same thing as the Militia Lancer's.)

Energy Shot: Another typical weapon for the Militia, the energy shot gun does a fair bit of damage against aliens and is extremely useful against unshielded enemies as well. (Pretty much the same as the Militia's again.)

Variable Energy Horn: The primary weapon of Sin, the head mounted alien weapon is unique for it's power and lack of mass production, Sin appears to have been built with the only one of it's kind, similar to several unique alien lancers seen during the early occupation of Earth. As the name suggests, the power output of the weapon is variable, from a short blade to the iconic massive sword of light. (A good sized (V:#) attack, maybe gaining (S) at a higher number.)

Triangle Cross: [Combo] The invention of Canadian Alexandre Tremblay and Greed pilot Yuri Akamatsu, Greed leads the charge with a slash from its scythe before Sin stabs the enemy repeatedly with its Energy Horn before separating for a finale attack from both sides.

Features:

Pulse Energy Armor: Eleven tons of pulse emitting armor, Sin is only lightly plated in comparison to some specialized lancers, however far defeats typical Militia equipment. (decent damaged negation, higher then Militia lancer at least.)

-----

Greed

Unit type: Lancer

Model Number: None

Height: 15.8 meters

Weight: 30.5 tons

Pilots: Yuri Akamatsu

One of the latest Militia lancers made, Greed has a rather short history. Made to test the feasibility of conventional jet engines on a transforming lancer to offset the otherwise slow speed of the alien propulsion, it largely succeeds in doing so. However, while a fast, transformable machine, Greed is lacking in every other area as a above average prototype machine, it's armament is barely better then the typical Militia lancer. It's short comings beside the point, Greed is used to great effect when inexperienced pilot Yuri Akamatsu was assigned the machine for the largest operation against the aliens to date, and while the operation does go horribly wrong, Greed and it's pilot survives to become minor icons in their own time while serving in every major military operation since it's creation and later refit.

Attacks:

180mm Revolver

Energy Sword

Energy Shot

Triangle Cross [Combo]

Scythe: A massive scythe made from the same material as a lancers nonreactive armor, the rather light weight weapon does remarkable damage for something seemingly useless based on materials alone.

Features:

Pulse Energy Armor: The standard pulse emitting armor of most Milita lancers. (Same pulse energy armor as the militia lancers, and aliens when I think about it.)

Transform (Flight mode): Made exclusively to test this, Greed's entire frame changes to make it more aerodynamic, at the same time revealing turbofans inside the body. The mixture of alien ion thrusters and jet engines manages to make Greed almost as fast as a fighter craft.

Edit: Oh, and is this format any less dry from the last one?

Edited by Master Kruz

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Sin of Pride

Statistics:

HP: 3000, EN: 160, Agi: 280

IS: 2, Size: M, Move: G, Rank: 5

Weapons

[F] Melee (M)- 600 damage [+0%]

[+] 20mm Twin 6-Barrel Gatling Gunpod (F:8)- 600 damage, 40 rounds [+10%]

[F] Gauntlet (F:4)- 800 damage/10 EN, Stun[+10%]

[+] 180mm Revolver- 900 damage, 8 rounds [+10%]

[+] Energy Shot (B)- 1200 damage, 5 EN/attack [+10%]

[F] Energy Sword (BM)- 1300 damage, 5 EN/attack [+20%]

[F] Variable Energy Horn (BV:5)- 700 damage/5 EN [+20%]

Combo Attacks:

[F] Triangle Cross- 4000 damage, 25 EN/attack [+30%]

Inherent Abilities:

1) Lancer

2) Countercut: Energy Sword

3) Countershoot: Energy Shot, 180mm Revolver

4) Pulse Energy Armor (Armor) (1000): Found in MechDev Lexicon.

5) Variable Energy Horn: If the resource cost for this attack is paid five or more times, this attack gains the (S) tag.

6) Triangle Cross: Requires an allied Greed to execute

Purchasing Cost: 200 Credits

Greed

Statistics:

HP: 2500, EN: 150, Agi: 270

IS: 3, Size: M, Move: G, Rank: 4

Weapons

[F] Melee (M)- 600 damage [+0%]

[+] 180mm Revolver- 900 damage, 8 rounds [+10%]

[+] Energy Shot (B)- 1200 damage, 5 EN/attack [+10%]

[F] Energy Sword (BM)- 1300 damage, 5 EN/attack [+20%]

[F] Scythe (M)- 2100 damage [+0%]

Combo Attacks:

[F] Triangle Cross- 4000 damage, 25 EN/attack [+30%]

Inherent Abilities:

1) Lancer

2) Countercut: Energy Sword, Scythe

3) Countershoot: Energy Shot, 180mm Revolver

4) Pulse Energy Armor (Armor) (900): Found in MechDev Lexicon.

5) Flight Mode (Transform): Agi is 250 and Move: F only. Type changes to Aircraft. Disable Melee, Energy Sword and Scythe

6) Triangle Cross: Requires an allied Sin of Pride to execute

Purchasing Cost: 200 Credits

Cost to be added: 375 + 210 = 585 Credits (Dev Approved)

easier on the eyes this time, oh, and did I get the Flight mode right? You didn't exactly say what it can do in it.

Edited by Maximillian Raiden

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Yeah, sorry about that. I converted it from the old format in all of twenty minutes so that would explain why I failed to word flight mode better.

Other then that, this stuff is pretty damn good. Maybe now I'll make the title mecha to this series!

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Oh, right. Just noticed this.

Date: 06/06/08

Weapon/Ability in question: Sin's Variable Energy Horn

Issues with Weapon/Ability: Not (B)

Possible Solution: Make it (B)!

Reasoning for Solution: It's a energy weapon.

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Depends. If there's a lot it'd be a modification cost but if its just a bit you can do it for free.

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More Assault Frame Valius units, putting me just four units shy of finishing the series. Majority of the extended story can be found in my WiP thread and previous posts, although I'm planning on rewriting most of it.

UFFAF-3S

Unit type: Assault Frame

Height: 36.58 meters

Weight: 21.0 tonnes

Made by Wong Longwei, the original designer of the SPAF-0, the UFFAF-3S was not a upgraded UFFAF-3 but is actually based on Longwei's original SPAF-0 design, making the machine more then three times larger then normal assault frames. This had a massive up compared to being a large target, the thick armor is almost impenetrable to conventional weapons, making the difference in effectiveness readily apparent as the heavily armored machine was made to fight large groups of smaller craft. The only downside to the 3S besides speed is it's low operation time compared to smaller machines, giving it only a few hours of use before shutting down.

The only people to use these machines was Longwei himself, during a terrorist action to capture a spaceport to send Etain Lodan into space.

Attacks:

30mm Assault Machine Cannons: A pair of fire linked rotary cannons mounted on either side of the cockpit. (Yeah, it's getting a bit commonplace...)

Punch: Most assault frames have human like hands capable of a wide range of manipulation. Most assault frames are also good at punching things until they 'splode. (Melee.)

Hand Held Hi-powered Machine Cannon: The typical handheld machine gun of assault frames, built to scale with the larger machine.

Dual Hip Mounted Flash Cannons: A pair of high impact cannons that takes its name from the muzzle flash.

Vibration Swords: A pair of large swords that derive their cutting force from both it's sharp edge and high speed vibration. (Pretty strong weapon, maybe single and dual version.)

Laser Spray Pods: A pair of arm mounted lasers that can mow down a area using a diamond shaped mirror that scatters the beam.

----

UFFAF-3S+UFFAFAC-99

Unit type: Assault Frame

Height: 36.64 meters

Weight: 26.42 tonnes

While already a high performance machine, the UFFAF-3S had been made alongside a attachable flight pack, making it the first assault frame capable of flight. The rather large VTOL pack wasn't capable of high speeds or high altitude and cut into the already abysmal operation time of the machine, but gave the machine a advantage over grounded assault frames that have to avoid obstacles, and mounted a few new weapons to give it more of an edge in the short period it could remain active.

Attacks:

30mm Assault Machine Cannons

Punch

Hand Held Hi-powered Machine Cannon

Dual Hip Mounted Flash Cannons

Vibration Swords

Laser Spray Pods

80mm Rotary Cannon: A large rotary cannon built into the flight pack, built on the principle of quantity versus quality, firing four-point-seven more bullets per second then the average machine cannon. (I was too lazy to rewrite this one, does it show?)

Revolving Missile Launchers: A pair of radar guided rotary missile launchers built into the flight system, capable of rapid fire. (A good sized (PGF/X) weapon.)

Features:

Pack Jettison: Once used, the UFFAFAC-99 could be ejected to remove added weight to the unit while fighting on the ground.

-----

VAF-72

Unit type: Assault Frame

Height: 9.45 meters

Weight: 2.3 tonnes

Built while under the threat of extinction due to a almost negligible population and expansionist Juri, the Viranda made the VAF-72 as a counter-all against the variety of Juri machines. The multi-role machine is capable functioning for long periods of time in any terrain and has a good amount of armor and speed for it's size, making it a all around great machine, well ahead of it's time by Juri standards, the 72 was pushed into obscurity with the advent of unmanned machines and the return of the Viranda's mindset of swarming enemies.

Attacks:

Punch

MAFRI-60 Flash Grenade: To help in the fight against larger numbers of enemies, anything that can reduce the enemies combat abilities helps was the idea behind the (re)invention of the Flash Grenade, firing off numerous ultrabright flares to blind anyone looking it that direction at once. Stored in a small clip and mounts on the secondary weapons port of the machine cannon. (Maybe a MAP accuracy break?)

20mm Assault Machine Cannons: A pair of fire linked rotary cannons placed on either side of the cockpit in the upper torso.

Secondary Mounted Lasers: A pair of small, low power lasers built into either side of the cockpit in the upper torso that draws from the its own internal battery. (Something like a laser equivalent of the machine cannons, although maybe less ammo?)

Armor Bayonet: A extendible chain cutter mounted underneath the laser rifle, reducing the time needed to a melee weapon during a fight.

Hand Held Hi-powered Machine Cannon: A modified version of the typical hand held machine cannon, now able to fit a variety of different weapons shot out of a second barrel.

Hand Held Laser Rifle: The hand held laser rifle is now standard issue to most Viranda assault frames, plus a internal battery and bayonet to give it a small up on the Juri version.

Hand Held Laser Rifle [internal Battery]: While using it's internal power supply, the output is regulated by the pilot to save on its charge depending on the situation. (A round based (V:#) that should be about the same damage as the normal version at max.)

MAFRI-55 Grenade: A small clip of rocket propelled fragmentation grenades that mounts on the secondary weapons port of the machine cannon.

"Pelican" Laser Spray Missiles: A drum canister of four foot long missiles with a diamond patterned mirror warhead and battery charge, used to spray the area with laser fire. Mounts on the secondary weapons port of the machine cannon. (What exactly this looks like is up to you, I'm good however it comes out.)

Features:

Hardpoint: While it does have access to a fairly large variety of secondary weapons, the VAF-72 lacks the critical space to carry much of it, instead having one secondary weapon already in the mounting slot and another spare stored on the rear waist armor. (Choose two out of the grenades/missile, with multiples accepted.)

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UFFAF-3S

Statistics:

HP: 4200, EN: 150, Agi: 400

IS: 4, Move: G, Size: L, Rank: 4

Weapons:

[+] 30mm Assault Machine Cannons- 700 damage, 20 rounds [+40%]

[F] Punch (M)- 700 damage [+0%]

[+] Hand Held Hi-Powered Machine Cannon (F:3)- 800 damage, 20 rounds [+10%]

[+] Dual Hip Mounted Flash Cannons (F:2)- 1200 damage, 12 rounds [+10%]

[F] Vibration Swords (M)- 1600 damage [+0%]

[F] Dual Vibration Swords (M)- 1300 damage x 2, 10 EN/attack [+0%]

MAP Attacks:

[+] Laser Spray Pods (BI:3)- 2600 damage, 3 rounds [+0%]

Inherent Abilities:

1) Assault Frame

2) Countercut: Vibration Swords

3) Countershoot: 30mm Assault Machine Cannons, Dual Hip Mounted Flash Cannons, Hand Held Hi-Powered Machine Cannon

4) Damage Recieved -20%

Purchasing Cost: 140 Credits

UFFAF-3S+UFFAFACK-69

Statistics:

HP: 4200, EN: 150, Agi: 380

IS: 3, Move: F/G, Size: L, Rank: 5

Weapons:

[+] 30mm Assault Machine Cannons- 700 damage, 20 rounds [+40%]

[F] Punch (M)- 700 damage [+0%]

[+] Hand Held Hi-Powered Machine Cannon (F:3)- 800 damage, 20 rounds [+10%]

[+] Dual Hip Mounted Flash Cannons (F:2)- 1200 damage, 12 rounds [+10%]

[F] Vibration Swords (M)- 1600 damage [+0%]

[F] Dual Vibration Swords (M)- 1300 damage x 2, 10 EN/attack [+0%]

[+] 80mm Rotary Cannon (F:4.7)- 600 damage, 30 rounds [+10%]

[+] Revolving Missile Launchers (PGSF:8)- 600 damage, 40 rounds [+25%]

MAP Attacks:

[+] Laser Spray Pods (BI:3)- 2600 damage, 3 rounds [+0%]

Inherent Abilities:

1) Assault Frame

2) Countercut: Vibration Swords

3) Countershoot: 30mm Assault Machine Cannons, Dual Hip Mounted Flash Cannons, Hand Held Hi-Powered Machine Cannon

4) Damage Recieved -20%

5) Pack Jettison (UFFAF-3S)

Acquirement Method: Install the UFFAFAC-99 on UFFAF-3S

VAF-72

Statistics:

HP: 3000, EN: 140, Agi: 280

IS: 4, Move: G, Size: M, Rank: 4

Weapons:

[F] パンチ (M)- 500 damage [+0%]

[+] 20mm Assault Machine Cannon- 500 damage, 20 rounds [+40%]

[+] Secondary Mounted Lasers (B)- 800 damage, 10 rounds [+40%]

[F] Armor Bayonet (M)- 800 damage [+0%]

[+] Hand Held Laser Rifle [internal Battery] (BV:3)- 600 damage, 12 rounds [+20%]

[+] Hand Held Laser Rifle (B)- 1800 damage, 8 EN/shot [+20%]

[+] Hand Held Hi-Powered Machine Cannon (F:3)- 800 damage, 20 rounds [+10%]

[+] MAFRI-55 Grenade (S)- 2200 damage, 3 rounds [+10%]

MAP Weapons:

[+] "ペリカン”レーザースプレ ミサイル (BT:3)- 2300 damage, 4 rounds [+10%]

Inherent Abilities:

1) Assault Frame

2) Countercut: Armor Bayonet

3) Countershoot: 20mm Assault Machine Cannon, Secondary Mounted Lasers, Hand Held Laser Rifle, Hand Held Laser Rifle [internal Battery] Hand Held Hi-Powered Machine Cannon

Purchasing Cost: 70 Credits

Cost to be Added: 375 + 150 + 210 =735 (Approvedl)

Edited by Yosuke Kobe

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The Modification Form

Date: July 19th, '08

Weapon/Ability in question: Laser Spray Pod rounds

Issues with Weapon/Ability: Should be EN instead

Possible Solution: Make it a EN-based attack.

Reasoning for Solution: Every laser weapon in the series, unless stated otherwise like with the VAF-72's rifle, uses the machines internal battery. I mentioned that in the original writeup that the spray pods drew energy from the machine, but left it out here, so I'm the one at fault for cutting it.

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