Strife Hira

Hira's Mech Research and Development Workshop

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AG-026 Cataphract

Developed in UC 0738, the Cataphract was the successor to the line of Martian Aries Gear line of Mobile Suits, and stands as the most commonly used suit within all Martian territories. Popular with mercenary groups and armed forces for its durability and flexibility in battle, the mobile suit is far more heavily armored and armed than an Earth counterpart, owning greatly to both the planet's reduced gravitational pull and hostile environment (especially Martian sandstorms), bringing both an opportunity and need for heavier armor. While still viable in space, this heavier build is a problem on areas with greater gravity, resulting in it not seeing much use outside of Martian territories.

In addition to heavier armor, most units sport a Minovsky Barrier for added protection, though use of the device within sandstorm conditions will accomplish nothing more than wasting energy as the barrier tries to account for the millions of particles hitting it all at once.

Its offensive capabilities are, as mentioned, very flexible.

Built into the units are head-mounted Rail-Vulcans, designed for both mid-range and close-combat situations. Designed to pierce through barriers and heavier armor, they can do a great deal of damage but cannot fire as many shots per minute as regular Vulcan cannons, as well as not being able to carry as much ammo.

Also standard with the suit is the combination Beam-Saber/Hatchet, a relatively simple but useful combination of two famous Mobile Suit melee weapons. The grip extends into a standard hatchet, and from the top of the hatchet it forms a Beam Saber. The saber is not recharged from the suit itself, instead relying on E-CAPs, allowing for quicker recharge periods though unable to be used as long as standard Beam Sabers. When the Beam Saber is not in use, the Hatchet portion can take over and act as the main melee weapon. While not the strongest thing on the battlefield, a heavy chunk of metal to something's face can always do some good damage.

In addition to the built-in weapons, the Cataphract also commonly uses three standard projectile weapons, the High Intensity Beam Spray Gun, 100mm Rail Rifle, and Gauss Shotgun.

The High Intensity Beam Spray Gun basically amounts to a kind of Beam Shotgun; very effective at close range, enough to pierce through enemy barriers, but accuracy and power decrease as range increases. While also highly damaging, it is also a very slow weapon and can fire only one "round" at a time.

The Rail Rifle is exactly what it sounds like; a 100mm railgun that is good at getting through heavy armor and barriers. It possesses a larger amount of ammo than other weapons commonly used with it, and has good accuracy, downside again being it can only fire one shot at a time.

The Gauss Shotgun on the other hand is an interesting weapon, in that it can be loaded with one of two kinds of rounds: slug and flak. Slug rounds are what one would expect, powerful, solid rounds designed to get through heavy armor, with very good damage but less accuracy than one would expect. Flak rounds on the other hand fire several dozen bowling ball sized chunks of metal that will shred barriers and very high accuracy, though low damage. The gauss flak rounds were originally designed as a low-cost anti-Funnel/Bit weapon, and its role has only expanded from there.

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Before I stat this I would like to ask two questions: How? Why? Almost every attack on this unit has barrier pierce and armor pierce without any real reason as to why they have it.

I realize this is your first dev and hope this doesn't discourage you.

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Not at all, guess the descriptions coulda' been thought out some more. ^^;

In the setting many units, even standard grunt units, are pretty heavily armored and often come standard with barriers, so an arms race of offense and defense requires weapons to be able to pack some more punch. Though when it comes to balancing them, guess I went a tad overboard on what'd be able to do barrier/armor piercing.

Perhaps cutting things down to only the shotgun having any armor/barrier-piercing abilities?

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The saber is not recharged from the suit itself, instead relying on E-CAPs, allowing for quicker recharge periods though unable to be used as long as standard Beam Sabers.

For the record, this is actually how all UC sabers work, as per Gundam Official.

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AG-026 Cataphract

Statistics:

HP: 4000, EN: 150, Agi: 300

IS: 4, Move: F/G, Size: S, Rank: 4

Weapons:

[+] Rail-Vulcans- 600 damage, 20 rounds [+30%]

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

[F] Hatchet (M)- 1000 damage [+5%]

[F] Beam Saber (BM)- 1600 damage [+0%]

[+] Rail Rifle- 2000 damage, 12 rounds [+15%]

[+] Gauss Shotgun [Flak] (S)- 3000 damage, Barrier Pierce, 6 rounds [+20%]

[+] High Intensity Beam Spray Gun (BS)- 3200 damage, 8 rounds [+10%]

[+] Gauss Shotgun [slug]- 3500 damage, Armor Pierce, 6 rounds [+10%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Hatchet, Beam Saber

3) Countershoot: Rail-Vulcans, Rail Rifle

4) Minovsky Barrier (Barrier): Same effects as Barrier M (Barrier). Disable in water or in terrains with the Sandstorm template.

5) Damage Received -10%

Purchasing Cost: 120 Credits

Cost to be added: 300 Credits - Approved

I have a few things to say about this one, although they're all pretty minor.

First, does this use a Minovsky Craft system to fly like the Hathaway's Flash Gundams, the only mobile suits I know off the top of my head with Minovsky Barriers?

I made the Minovsky Barrier unusable in water due to the same reasons you gave for the sandstorm.

And lastly, why doesn't this use a beam shield or rotor? They were a very effective method of defense and flight during the later conflicts of the UC, why would they stop using them?

Edited by Master Kruz

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Yes, flight would be achieved with a Minovsky Craft system or a system descended from it, but for all intents and purposes it'd be basically the same thing. Barrier not working underwater also makes sense. The lack of a beam shield or beam rotor would be for similar reasons as to why the M Barrier isn't used during a sandstorm, because lots of movement would tend to kick up the fine, iron-rich dust. If you've got a lot of that dust in the air it would tend to make a beam shield or beam rotor much less effective than it would be on Earth or in space by having to compensate for said dust as well as incoming fire, and there'd also be the problem of vaporized, superheated remnants of dust in the air or falling to the ground. I would assume that even with very durable armor and barriers nobody would want to try and constantly deal with what would amount to a "fog" of molten iron and rock, so using true beam shields and the like would be avoided for a Mobile Suit designed for Martian ground combat. A space combat variant would be a different story.

In any case, approved and payed for!

For the record, this is actually how all UC sabers work, as per Gundam Official.

Double-checking the Gundam wiki, they use an E-Cap for storing the particles, but the saber is recharged using the Mobile Suit's reactor. This beam saber relies on pre-charged E-Caps alone, without being recharged by the suit.

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Yeah, he picked up on that a little after he posted that.

Also, something of note, the approval process is between two different dev mods, to ensure that one of us doesn't make a silly mistake or go completely off the rails. Another thing to note here is that, upon reflection, I should have asked you to put up a description for your series. Chalk that one up to being a little rusty, but you will need one before you can make more units.

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Ah, whoops, sorry about jumping ahead like that. ^^;

Well, it's all well and good then.

And yeah, been meaning to make the series description for a while now, just got caught up on college work from the last few weeks. Series description coming tonight.

Edited by Strife Hira

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Chelandion-class Mothership Wolf's Den

As a side effect of many of the Martian city-states' economies being very military oriented several older battleships end up on markets available to mercenary groups. The most widely available of these are the Chelandion-class ships, descendants of the Ark-class ships. The Chelandion-class ships come equipped with a few improvements in armor and standard ship-class Minovsky Barriers as well as larger living spaces and increased armament flexibility. The ship used by the mercenary group Crying Wolf, affectionately referred to as the "Wolf's Den," is equipped for a slightly more active role in combat.

Standard equipment seen on all Chelandion-class ships are the Missile Launchers used mostly for finishing off damaged enemy units, with relatively weak but numerous missiles available to the ship. Small missiles such as the ones used in these launchers are readily available from Military Surplus stores.

The "Wolf's Den's" first major armament comes in the form of the two 210 mm Railguns used primarily as an anti-ship weapon. While able to inflict massive damage on an enemy ship, it's very difficult to aim at the much more numerous and agile Mobile Suits (and while any shot that does hit would at the least cripple the Mobile Suit, it would still be more cost-effective to use against a larger target), and much more limited ammo reserves means shots with it have to count.

The second and most important major armament to the "Wolf's Den" is the Variable Speed Beam Cannon, a scaled up version of the VSBR that works as both an anti-ship and anti-Mobile Suit weapon. Much like in the regular VSBR, it has two firing modes: Maximum Damage or [slow], which spreads the beam over a wider area and has a higher chance of damaging its target, and Maximum Penetration or [Fast], which while doing only half the damage as the other mode and lacks the "accuracy" increase is able to pierce through barriers and armor with great ease.

The drawbacks of having these large weapons means that the "Wolf's Den" ends up even less maneuverable than a comparative battleship and has a greater power draw when using them, which can make the ship a more vulnerable target without either Mobile Suit support or the element of surprise.

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Chelandion-class Battleship Wolf's Den

Statistics:

HP: 12000, EN: 300, Agi: 600

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

Weapons:

[+] Missile Launcher (PGSF:8)- 800 damage, 40 rounds [+30%]

[+] Variable Speed Beam Cannon [Fast] (B)- 4000 damage, Armor Pierce, Barrier Pierce, 30 EN/attack [+10%]

[+] 210mm Railgun (S)- 3000 damage # 2, 10 rounds [+10%]

[+] Variable Speed Beam Cannon [slow] (BS)- 7000 damage, 40 EN/attack [+25%]

Inherent Abilities:

1) Mothership, Battleship

2) I-Field (Barrier)

2) Minovsky Interference

Purchasing Costs: 640 Credits

Pilot Slots: 8

---

Purchasing Costs: 1000 Credits Approved and stuff.

Uh I have a good feeling I may have misinterpreted some things here so feel free to yell at me for it.

Edited by Mechalomaniac

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ECX-0013 Valiance Gundam

The Valiance Gundam was developed by engineers from Side 3 of the Earth Confederation for three purposes: a testbed for refining a number of old weapons concepts, testing the next subsystem that continues the precedent of Confederation Mobile Suits towards an increased efficiency in power distribution, and most importantly and most honestly, being a big publicity stunt advertising the new subsystems and having the project become a joint R&D effort between Earth and Mars to increase relations between the planets. Aside from that, it began its life as a comparatively average 10 meter Confederation Mobile Suit, at points weaker than many others, being slightly melee focused, lightly armored, and possessing no additional optional armaments.

This changes drastically when the Gundam ends up in the hands of the Mercenary group Crying Wolf, with one Alexis Cil claiming the suit as her own and modifying it. Slight increases to the armor to help it survive combat on Mars better, a High Intensity Beam Spray Gun, and a Gauss Shotgun salvaged from her old Cataphract. With these modifications, the total equipment of the Valiance Gundam can be counted as follows:

A Minovsky Barrier in addition to two improved I-Field Generators, one mounted in each hand in a manner similar to that used by the Crossbone Gundam X-3. While the Minovsky Barrier is standard equipment, the I-Field Generators are weaker though less demanding than the ones used by the X-3 and their use as barriers is secondary to their other purpose.

Standard Rail-Vulcans common in most mobile suits of the time.

Two Beam Cannons mounted on the shoulders of the mech in a fashion similar to that of the old RX-77 Guncannon and F71 G-Cannon. Relatively average in power but requiring less energy than a VSBR due to the increased power distribution efficiency present.

The previously mentioned High Intensity Beam Spray Gun and Gauss Shotgun salvaged from a destroyed Cataphract.

Finally, the last major armament that the Valiance Gundam possesses is also the primary purpose of the hand-mounted I-Field Generators, two Hand-Mounted Variable Beam Sabers. The Variable Beam Sabers are a weapon concept trying to combine the technology behind the VSBR and standard Beam Sabers, accomplished through manipulating the I-Fields and the Speed of the sabers as they are emitted from the palms of the Gundam. Four different settings have been programmed into the Gundam, being Minimal, Narrow, Medium, and Wide. Minimal does not actually focus the I-Field very far, as well as putting less energy into the "Saber" it produces is emitted barely 1 meter away from the hand, making it a desperate close combat weapon to be used when power reserves are nearly depleted. Basically, Shining Finger. Narrow allows the Saber to pierce Barriers, but has the least amount of damage potential and accuracy increase out of all four settings. Medium can do more damage and has more accuracy than Narrow but lacks the ability to pierce Barriers and the damage potential and accuracy increase present in Wide, while requiring less energy than either setting. Lastly, Wide emits a much larger Beam Saber and as such comes with increased damage potential and accuracy, but costs the most energy to use.

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ECX-0013 Valiance Gundam TVC-Assault

As the Valiance Gundam entered into combat more and more often, it was deemed necessary to mod the hell out of the Mobile Suit when able to, to marginal success at first. Eventually an attempt was made to maximize the potential power of the Variable Beam Sabers, the first test at "overclocking" the one in the left arm resulting in a 100 meter long beam saber... and the complete destruction of the lower left arm of the Gundam to a point beyond recovery. It was kept back in combat for a time until the destruction of the Thunderchild Mobile Armor and sacrifice of a fellow Merc pilot. After that point it was modified even further into the Thermal Vector Cannon Assault frame. While keeping the Rail-Vulcans, Beam Cannons, High Intensity Beam Spray Gun, and the undamaged Hand-Mounted Variable Beam Saber, some new weapons and armor additions were added.

The first new weapon added is the 30-Meter Overclocked VBS, deriving from the experiment with the left arm's VBS, found a way to manage the output of the "Overclocked" Beam Saber. While extremely powerful and fairly possessing a long range, even able to hit multiple targets, the weapon also demands far more energy than the other VBS modes and can only be used a few times before wearing out the equipment in the Mobile Suit.

The other new main weapon is the frame's titular Thermal Vector Cannon, a weapon salvaged from the remains of the Thunderchild Mobile Armor. A bizarre weapon unlike much of the technology used by the Martian Empire and barely beyond theoretical within the Earth Confederation, whose primary focus on the technology is long distance energy transfer. Somehow utilizing Microwaves and transforming them into a highly focused beam of energy with extraordinarily high temperatures, leading to some calling the weapon a "Heat Ray", the weapon fires off enough energy to seriously damage a Battleship. The major downside of the weapon is that it can only be fired after charging for some time, due both to the systems present in the Valiance Gundam and TVC being a difficulty to integrate, and the sheer power draw of the weapon. (Basically a prototype Satellite Cannon)

In addition, the Mobile Suit possesses greater maneuverability and slight increases in armor as compared to the previous frame, at the cost of a slight reduction in total available energy.

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Pardon the stats, I get the feeling I've probably chosen to represent some stats poorly due to a simple lack of attention. I'd suggest the next mod to work on this double check the VBS and TVC attacks, just in case.

ECX-0013 Valiance Gundam

Statistics:

HP: 3500, EN: 160, Agi: 270

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

Weapons:

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

[+] Rail-Vulcans- 600 damage, 20 rounds [+30%]

[F] Hand-Mounted Variable Beam Sabers [Minimal] (B)- 1600 damage, 5 EN/attack [+15%]

[F] Hand-Mounted Variable Beam Sabers [Narrow] (B)- 2000 damage, Barrier Pierce, 10 EN/Attack [+0%]

[F] Hand-Mounted Variable Beam Sabers [Medium] (BM)- 2400 damage, 10 EN/Attack [+10%]

[+] Gauss Shotgun [Flak] (S)- 2800 damage, Barrier Pierce, 6 rounds [+20%]

[+] High Intensity Beam Spray Gun (BS)- 3000 damage, 8 rounds [+10%]

[+] Gauss Shotgun [slug]- 3200 damage, Armor Pierce, 6 rounds [+10%]

[+] Beam Cannons (BSF:2)- 1800 damage/10 EN [+20%]

[F] Hand-Mounted Variable Beam Sabers [Wide] (B)- 4200 damage, 20 EN/Attack [+20%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Hand-Mounted Variable Beam Sabers [Medium], Hand-Mounted Variable Beam Sabers [Minimal]

3) Countershoot: Rail-Vulcans

4) Minovsky Barrier (Barrier): Same effects as Barrier M (Barrier). Disable in water or in terrains with the Sandstorm template.

5) Valiance I-Field (S Barrier)

Purchasing Cost: 200 Credits

ECX-0013 Valiance Gundam TVC-Assault

Statistics:

HP: 3800, EN: 160, Agi: 260

IS: 3, Move: F/G, Size: S, Rank: 6

Weapons:

[+] Rail-Vulcans- 600 damage, 20 rounds [+30%]

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

[F] Hand-Mounted Variable Beam Saber [Minimal] (B)- 1400 damage, 4 EN/attack [+15%]

[F] Hand-Mounted Variable Beam Saber [Narrow] (B)- 1800 damage, Barrier Pierce, 8 EN/Attack [+0%]

[F] Hand-Mounted Variable Beam Saber [Medium] (BM)- 2200 damage, Barrier Pierce, 8 EN/Attack [+10%]

[+] High Intensity Beam Spray Gun (BS)- 3000 damage, 8 rounds [+10%]

[+] Beam Cannons (BSF:2)- 1800 damage/10 EN [+20%]

[F] Hand-Mounted Variable Beam Saber [Wide] (B)- 3600 damage, 12 EN/Attack [+20%]

[F] 30-Meter Overclocked VBS (BS)- 5000 damage, Barrier Pierce, 30 EN/Attack [+20%]

[+] Thermal Vector Cannon (BS)- 6000 damage, Barrier Pierce, Charge (3), 30 EN/Attack [+30%]

MAP Attacks:

[+] Thermal Vector Cannon (BI:6)- 3200 damage, Charge (3), 30 EN/Attack [+10%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Hand-Mounted Variable Beam Sabers [Medium], Hand-Mounted Variable Beam Sabers [Minimal]

3) Countershoot: Rail-Vulcans

4) Minovsky Barrier (Barrier): Same effects as Barrier M (Barrier). Disable in water or in terrains with the Sandstorm template.

5) Valiance I-Field (S Barrier)

6) Thermal Vector Cannon: Charge is shared between attacks.

Purchasing Cost: N/A. To aquire ECX-0013 Valiance Gundam TVC-Assault you must first purchase the Thermal Vector Cannon Assault Pack and install it on the ECX-0013 Valiance Gundam.

(A quick note here, are you sure you want to ditch the shotgun on the frame or was that just a typo?)

Valiance I-Field

Class: S Barrier

Description: A reduced power version of the Crossbone Gundam's I-Field used by the Valiance Gundam in the distant future of the Universal Century.

Ability: Negate the first 1500 damage from a single attack phase for 5 EN. Negation only applies to (B)-Type non-[F] attacks. You may also negate any (BM)-Type attack entirely for 10 EN.

Purchasing Cost: 600 + 263 = 863 Credits (Approvedgris)

Edited by Suguri-SP

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Reason the shotgun's left out is because it's rather unwieldy one-handed. Intended to be a two-handed weapon both for aiming and reloading purposes, and it's hard to pull off a convincing Ash Williams in what amounts to a customized publicity stunt. On that note the non-Overclocked VBS for the second frame should probably have their Damage and EN usage decreased a bit, since only one arm is able to use it instead of two. Other than that, don't see any problems.

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