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Fivemarks

Jane's Information Group: Guide to the Mobile Weapons of the Sphere

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Sphere

The Year: 2195. Humankind has spread out to the stars on the backs of posthuman entities. Human genetic modification and cybernetics have allowed countless worlds to be settled, with humanity clinging to life wherever it can, be it under the harsh glare of a red sun on a tidally locked world; in enormous O'Neill cylinders orbiting a helium-rich gas giant, or in any number of countless locales. However, even with FTL travel, even with the amount of living space available, the specter of war still looms over transhumanity. On these new worlds of mankind grudges both old and new fan the flames of conflict, while the ideas of nationalism and independence strain the relations between Mother Earth and the colonies. With the ZOCU war having only ended six years ago, the SPhere seems to be heading down the path to another, much larger war.

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Glossary of Technical Terms

Weapons Technology

Railguns: Railguns use magnets to launch chunks of metal at high velocity. A popular weapon they have been superceded in part by directed energy weapons, however using kinetic energy to poke (large) holes in ships remains an effective way to disable or destroy them and in general almost infantry weapons are railguns of some form. They also have superior performance in atmosphere relative to energy weapons, as they do not suffer beam degradation. Railguns generally use two or less rarely four (quadrupole) acceleration rails, and when fired have a brief, sharp electrical muzzle flash

Particle Cannons: Particle cannons are the dominant energy weapon in use in the Sphere, and have proliferated greatly in the past half-century. Compared to railguns they are less powerful but can be (much) more accurate; furthermore they can make better use of alpha capacitors. PACT and ZOCU ships tend to use them in roles broadly equivalent to SAMs. Particle cannons can fire in one of two modes and more sophisticated warship-sized ones can switch between as required. In general, particle cannons have a golden or blueish-white color (especially in atmosphere).

Pulse Cannons fire multiple bolts in quick succession. Babylon 5 pulse cannons are the visual archetype.

Beam Cannons fire extended narrow raking beams that last for 1-2 seconds. The visual archetype would be Federation phasers from Star Trek

Lasers: Primarily used in defensive applications such as point defense against missiles and projectiles, lasers are not as amenable to dust-derived augmentation as particle weapons, though the League and Magnates have came up with some heavy versions designed for shipboard use. Velan drones also use lasers. Visually, lasers fire monochromatic beams, typically red or green, though ones outside of visual range (such as UV, X-Ray or IR) also exist.

Plasma Weapons: Originally found on Velan drones, plasma weapons are essentially directed fusion bombs wrapped in a short-lived magnetic bottle. They have short range and slow refire rates and unlike other energy weapons, have not-inconsiderable kick. Their blasts are shots of brilliant white, like looking into a flashbulb that sustains itself for several seconds.

Mega Particle Guns: ZOCU's deadly exotic particle guns, MPGs are fairly slow-firing but extremely effective against armor, less so against shields. They are normally of an actinic pinkish or violet color and will leave a trail of glitter behind them. Like particle cannons, MPGs can be fitted with effective alpha capacitors, giving them a deadly alpha strike or heavy burst option in the anti-air role. Mega Particle Guns, despite their names, are actually weaponized Atom-Lasers, capable of ignoring physical armor with deadly ease.

Energy Shields: Independently developed throughout the Sphere, energy shields have rapidly become standard on the equipment of most nations

Particle Screen: The effects of charged particles upon ship crews has always been a concern and almost all spacefaring vessels of worth include some level of radiation shielding. However, the appearance of ZOCU’s mega particle weapons on the battlefield put a high priority on high-powered non-physical defenses.

Scattering Field: Developed by a joint Russian-Chinese program in the ‘40s to increase the survivability of warships, spherical scattering fields are the ancestor of almost all modern combat shielding. Powerful, fairly robust and effective at their job, they nonetheless have the significant downsides of immature technology. That hasn’t stopped them from remaining in use to the current day, suitably modernized.Scattering Fields provide strong protection against all attacks, but their energies interfere with sensors and targeting systems. Scattering fields generate a 360' spherical magnetic field around the unit, that traps background particles inside a superstrong lattice structure.

Flash Field: The large quantities of delta dust to be found in the expanse proved to be a boon for scientists and engineers, particularly once the various worlds of the ZOCU organization began to share technical information. Among the technologies developed independently by both PACT and Expanse scientists during the Breakdown were so-called Flash Fields. These solved many of the issues plaguing scattering fields, resulting in a more refined if not quite as potent defensive system. Flash fields are nominally a low power field, but when struck by an attack form a dense area of energy to deflect and negate the attack. Flash Fields operate by momentarily generating a super-high powered magnetic field, trapping small particles in a superstrong lattice to block both kinetic attacks and directed energy weapons.

Bubble Field: Another development of energy shield defenses, bubble fields (or, as they are sometimes known, sponge fields) do not deflect or disperse energy, but instead store it in the shield matrix to be radiated in a controlled manner. This has the advantage of providing near-perfect protection so long as the field remains active, but the weakness is that the bubble can only contain so much energy before it is full. Energy Weapons are particularly useful against Bubble Fields.

Armor Technology: Even with the advent of working energy shields, physical armor has in no way become useless.

Conventional Armor: Baseline armor is made of up high-efficiency titanium-steel alloys; nothing particularly exotic and generally affordable. However as expected, performance is not exceptional either.

Depleted Uranium: High-density armor compounds encased in conventional steel alloys. Somewhat heavy, though it makes up for it's weight in it's ability to tank damage.

Bafflecladding: Not all armors are designed solely to provide protection against weapon impacts. Bafflecladding is an evolution of passive stealth materials that absorbs a broad spectrum of EM radiation, making the fitted craft more difficult to detect.

Dilatant Core Armor: High-velocity kinetic impactors have been a military problem ever since the invention of the gun. One solution to increase resistance against them is the use of dilatants fluids in armor voids to provide breach-sealing and increased shockproofing. Dilatant Core Armor is extremely useful against physical weapon strikes, and doesn't require energy to use.

Conductive Dilatant Core Armor: An advanced form of Dilatant Core Armor, Conductive Dialtant Core Armor runs a super-high electrical charge through the dilatant fluid, kept seperate from the outer layer of solid armor by a nonconductive lining. When the outer armor is breached by a solid projectile, the Conductive Dilatant Core Armor not only thickens in response to the impact, but the penetrating round completes a circuit between the fluid and the outer armor, vaporizing the round. The exact electric charge of the fluid can be changed to reduce energy drain.

Polarized Armor: Modern derivative of ‘electrical’ armor, Polarized armor is particularly effective at dissipating directed energy weapon strikes. However, it does require continued energy input to maintain polarization. Polarized armor works against energy weapons by spreading a low power electrical charge throughout the armored surface, which helps ablate and negate damage from beam weaponry.

Superconductive Armor: A further advancement of Polarized Armor, Superconductive Armor is laced with millions of tiny superconductors to create a highly charged superconductive grid. When hit by a directed energy weapon, the superconductive grid can absorb and negate the energy of the attack.

Propulsion Technology

Plasma Drives: Standard Newtonian drives are open-cycle plasma motors using a liquid reaction mass (typically water) to provide thrust. A fairly mature technology, they have been in use in one form or another for over a century. Developed in Esperanca, Forced Cycle and Hypercatalyzed Plasma drives are iterative enhancements that utilize advanced xenotechnology to eke out more power from the fusion reaction.

Cold Gas Rockets: Some situations call for more discretion than blasting in with fusion motors blaring. In these cases cold gas rockets are used; instead of pumping million-degree plasma through the exhaust bells, low-temperature reaction mass is used to limit one’s emissions.

Mercurion Drives: A recent development by ZOCU, Mercurion Drives use Non-evaporative decay of baryonic power, and the natural byproducts of it, to generate power and non-newtonian propulsion. Mercurion drives however, are extremely unstealthy and make a unit using them easy to detect.

Information Technology:As expected from a world that gave rise to superintelligent, uploaded posthumans, infotechnology is a mature and sophisticated field. Most people are surrounded by a data trail dating from their date of birth, invisible records of their movements, their purchases, their life. For most worlds the only way to escape this is to ‘hit the rim’ and head to one of the many small colonies dotting the sphere. Even that can be no guarantee of future anonymity. In addition to the information of each person, the inhabitants of most worlds are bathed in a constant cloud of information. News, references and information and of course marketing, all custom-tailored by the vast, unthinking behavioral matching programs that inhabit the infospheres of populous worlds.

Electronics: More than two and a half centuries of improvement have rendered the concept of electronics as discrete things almost quaint. Few manufactured objects exist anymore that are genuinely dumb. The frame of an aircraft will track in real-time the stresses it is undergoing and its onboard machinery will announce when they need maintenance. Smartfabric clothes will update themselves with the latest fashions, ready for a mid-day morph. Roads and buildings will track when and where people and vehicles move.This is one of the largest and yet least-regarded distinctions between the galactic first world and the galactic third world. The states of the Sea of Solomon can compete with the core worlds in such things as engine output and shipbuilding tonnage. But because they have spent most of the last century isolated months or years from regular contact with the immense civilian research base of Earth and the Expanse, they lag immensely in less-appreciated fields. An EU Drake of half a century ago would have damage notifications pop up the moment its armor was penetrated, providing exact coordinates for the area and even a suggestion of size and severity. A modern Minkowski Firmament would require an EVA team to make that same damage assessment by hand.

Neural Lace: Neural lace is implanted cognitive nanotechnology that constructs a hugely complex filament network in a subject's brain, allowing for machine-reading and machine-writing - a man-machine interface. The most sophisticated versions even support Moravecian uploading as opposed to the older, destructive scanning methods. Neural lace is the latest in various generations of MMI technology and is common in affluent core worlds, often implanted at the onset of puberty and maturing with the host's brain. Elsewhere it is generally more task-focussed, with many vocations (generally demanding ones) offering it as part of a subsidized upgrade program. One place where neural lace receives mixed interest is in the military. While the ability to assimilate large quantifies of information is often desirable, neural lace can also open up weaknesses in the host's brain to EM radiation and the like. Oftentimes, militaries will prefer to use externally-worn neural transducers for security and safety. This goes doubly so for individuals willingly engaging posthumans.

AI: Genuine Autonomous Intelligence is often something of a curiosity in known space. Defined as intelligent self-aware software entities, most AIs tend to be (or end up) indistinguishable from posthumans. The intrinsic complexity and time of 'growing' an AI from scratch and the commonly-held viewpoint that creating a sentient being for a specific purpose is immoral means that most AIs that do exist and do not vanish into a spiral of self-contemplation are those attached to a mobile physical form - androids. Most of the roles that were once envisioned as being filled by AIs are instead filled by expert systems, nonsensient programs designed to do a specific task. Few aspects of daily life are not touched by expert programs in one way or another, from self-driving cars to optimized power regulation to financial management programs. Posthumans often include expert systems as subcomponents of their cognitive complexes. Of specific note are AIDs, or Artificially Intelligent Devices. These are pocket secretaries, baby monitors, teachers and companions all rolled in to one. While originating as expert systems, oftentimes the need to grow alongside a growing human makes them evolve in strange ways. This random, undirected autoevolution often puts old AIDs into legal limbo, having gone from here expert system to genuine intellect - or something sufficiently close that it is impossible to distinguish. These also tend to have flaky but humanlike personalities, the result of their unmanaged growth.

Edited by Fivemarks

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OMF-04 Peltast Combat Frame (Mobile Suit Combat Frame)

For the worlds of the ZOCU organization, the Breakdown offered an opportunity to seize their national destinies. Unfortunately with the effective termination of significant core world contact, the ZOCU Worlds were forced into nearly total self-reliance. Armed with limited weapons and with no source for replacement or reinforcement it was almost inevitable that civilian vehicles would be pressed into service against feral drones and other threats to nascent local commerce. Among these were orbital transfer vehicles and manipulation vehicles, the ancestors of modern combat frames. Not terribly efficient, they nonetheless served as stopgaps until ZOCU military industry matured. Out of the 'second' generation of ZOCU weapons, the OMF-04 Peltast was the first frame to be designed and built from conception forward as a combat craft, and is the grandfather of all modern Combat Frames. However by the time of the ZOCU war the Peltast was already out of date, overburdened with a small fusion reactor, under-powered weapons, and a lack of maneuverability. The Peltast received a limited upgrade before the ZOCU war, comprised of Anti-Beam Coating and additional armor.

Weapons-

Londenium Metals Mk-11 Railgun- Basic Combat Frame railgun, capable of firing in three modes: Single Shot, Three Round Burst, and Full Automatic.

OR

Kojima-Saitama Collective Technologies PG-47 Particle Rifle- Basic Particle burst rifle, fires in single shot or three round burst.

Hammerhead Missiles- Dual multipurpose missiles meant for use against enemy ships, other aerospace craft, and ground targets.

PL3 Plasma Lance- Contained-Plasma beam saber. Recharged by the Peltast's reactor.

Other-

Anti-Beam Coating- The war model Peltast is equipped with rudimentary anti-beam coating.

Conventional Armor- The Peltast was lightly armored, though it was still armored and able to survive a few hits.

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OMF-04 Peltast

Statistics:

HP: 2000, EN: 100, Agi: 320

IS: 4, Move: G, Size: M, Rank: 2

Weapons:

[F] Melee (M)- 500 damage [+10%]

[+] Hammerhead Missiles (PGF:2)- 500 damage, 20 rounds [+25%]

[+] Mk-11 Railgun (F:3)- 600 damage, 15 rounds [+0%]

[F] PL3 Plasma Lance (BM)- 1000 damage [+0%]

[+] PG-47 Particle Rifle (B)- 1200 damage, 8 rounds [+15%]

Inherent Abilities:

1) Combat Frame

2) Countercut: PL3 Plasma Lance

3) Countershoot: Mk-11 Railgun, PG-47 Particle Rifle

4) Anti-Beam Coating (S Armor)

5) On deployment choose either Mk-11 Railgun or PG-47 Particle Rifle and disable the other.

Purchasing Cost: 60 Credits

Cost to be added: 150 Credits (OCD says 'yeah surehatever')

Edited by Code: OCD

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Ge-02 Lambert Combat Frame (Combat Frame)

The Ge-02 Lambert was the first real product of the European Union's crash mobile suit development program, with the first prototype completed in January 2186. An exceptionally primitive design that was deemed unsuitable for mass production, only a handful of Lamberts were produced and they saw little actual combat against Zodiac Forces despite having the distinction of being involved in the first battle between combat frames in the European arm. The real value of the Lambert was the considerable amount of data it provided to the EU's military engineers, information that eventually led to the far more successful Ge-03 Leopold.

Despite it's promises, the Lambert is not only slow and sluggish, it's under-armed and lacks any sort of weaponry beyond it's Autocannon. The Lambert's too-small reactor leaves the frame constantly short on power for maneuvering thrust, completely ruling out the possibility of even equipping it with a railgun or particle beam weapon. The Lambert's only saving grace is it's DU armor, which is tough enough to keep it's doomed pilots alive a little longer.

Weapons-

  • 1 x GIAT F3 100mm Autocannon - Electrochemical fully automatic cannon. Under-powered in an age where railguns and particle beams are the mainstay of most national military forces.

  • Attack- Lacking any weapons besides it's Autocannon, the Lambert can use it's own structure to attack a target with punches, kicks, and shoulder rams.

Other-

  • Depleted Uranium Armor- High-density armor compounds encased in conventional steel alloys. Somewhat heavy, though it makes up for it's weight in it's ability to tank damage. The Lambert is encased in a thick shell of DU armor.

Ge-03C Leopold Main Battle Frame (Combat Frame)

The successor to the less than spectacular Lambert, the Leopold surpassed all expectations. Fast, agile, and heavily armored it clearly had the makings of a superior machine worthy of Europe's proud military traditions. Although its electromotive linear rifle was certainly inferior to the megaparticle gun used by the Sarissa, in all other respects the Leopold could be considered a comparable machine. Approved for production, the first mass produced Ge-03s had reached the front lines in time to be sent into action with the Zweiker's fleet during the final push onward to victory in the skies above Haraway's World. Their considerable abilities came as an unpleasant shock to many Zodiac pilots who had now long believed that their machines would never be equaled by their European foes. The Leopold, with it's distinctive head plume, ability to resupply friendly units, and high performance, continues to be the mainline European frame to this day. The Leopold is capable of flight similar to a VTOL craft.

Weapons-

  • Goalie 2.5 cm Electromotive CIWS- A small cluster of automatic railguns in it's head, the Leopold's Goalie CIWS is accurate enough to shoot down oncoming enemy fire, yet has enough punch to do not inconsiderable damage to enemy craft.

  • 10cm Rheinmetall Linear Rifle " Kaiser Reinhard"- The main weapon of the Leopold, the Kaiser Reinhard is an extremely high-power, single shot Linear Rifle(A type of railgun). Giving up automatic fire capacity, the Kaiser Reinhard fires a singular heavy round and incredibly high velocities with incredible accuracy.

  • Quarrel Anti-Air Missiles- The Quarrel Anti-Air missiles, stored in the Leopold's thighs, are dedicated high-maneuver high-damage missiles, meant to kill other combat frames in close in dogfights.

  • Katzbalger Alpha Edge- Stored on the machine's left arm, the Katzbalger Alpha Edge is a supersharp and extremely durable carbon blade sword, enhanced by the EU's advanced material's technology. Because of the electrical current and magnetic field surrounding the blade, the Katzbalger can be used to parry beam sabers.

Other-

  • Depleted Uranium Armor- The Leopold is equipped with Depleted Uranium Armor, High-density armor compounds encased in conventional steel alloys capable of sustaining massive amounts of damage

  • Explosive Reactive Armor- The Leopold has a layer of explosive reactive armor on it's arms, legs, and main body.

  • Resupply- The Leopold's bulky backpack contains enough ammo and fuel to resupply multiple allies.

FCF-83 Puma (Combat Frame)

The FCF-83 Puma was designed from the ground up for combat. Designed using a combination of technical data on ZOCU Peltasts and Esperancan militarized combat loaders, it was rushed into production in 2183 to bolster Esperanca's military forces, where it quickly became the main combat-use craft of the EFEF. In combat, the Puma proved to be a well balanced design that was able to give Hopilites an able match, both in space and on planetary surfaces. Despite being only lightly armed with a carbine rail; beam saber; and shield, the Puma's heavy defenses and mobility allowed it to soldier on throughout the war and beyond. Even with non-transgenic pilots at the controls, Pumas were able to achieve kill ratios against Hopilites of roughly 1:1, throughout the war. The Puma continues to serve in the EFEF to this day, though it has been replaced in the frontline role by the Ocelot. The Puma is capable of flight similar to a VTOL craft.

Weapons-

  • AL5 Anti-Missile Laser Cluster- A small cluster of automatic lasers in it's head, the AL5 is a weak yet accurate rapid fire weapon designed to shoot down enemy missiles and other incoming ordinance

  • Imbel-Taurus Type 83 Rail Carbine- The Type 83 Rail Carbine rapid fire capable automatic railgun that fires slugs of metal at high velocities. Vastly improved over the Peltast's much weaker gun, the Type 83 is designed to be fired on full automatic and used in one hand, in conjunction with a shield or a beam saber.

  • Type 84 Plasma Lance- The Type 84 Plasma Lance is an enhanced form of plasma lance, featuring better magnetic containment of the plasma and a higher temperature of plasma produced by the Puma's reactor.

  • Shield Bash- The Puma uses it's Anti Beam Shield as a weapon, striking the enemy unit with it.

Other-

  • Dilatant Core Armor- The Puma is the first Mass Production model combat frame equipped with Dilatant Core Armor, which uses shear thickening dilatant fluids inside of it's armor to increase it's resistance to physical attacks.

  • Flash Field - The Puma is also equipped with a flash field, an advanced form of energy shielding which uses a stiff lattice of background particles combined with a high-strength magnetic field to generate pinpoint energy barriers against enemy attacks.

  • Polarized Shield - The Puma's physical shield is equipped with Polarized Armor, which uses electrical charged armor to protect against energy weapons.

FCF-86 Ocelot Main Battle Frame (Combat Frame)

In 2186, the continuing souring of relations between ZOCU and the Core over financial issues, and UNASUR's anger at the repeated refusals of Che's leadership to remove its military forces from the planet of Cabarellas(renamed Malvinas by Che) and allow free elections, were quickly spiraling out of control. It looked as though war would break out at any given moment, and the EFEF found its Puma model Combat Frame to be sorely lacking against the newer, more modern frames being deployed by Che. With the prospect of war on the horizon, a solution was needed to not only even the playing field with Che, but to ultimately surpass them. The first result of this project was the CF-86 Ocelot, which was an improvement over the Puma in all areas. The Ocelot utilizes the same basic chassis of the earlier Puma, but with increases in armor, maneuverability, and flexibility. The Ocelot features numerous advances in design, including a more robust frame that was actually more flexible than the Puma's smaller frame, giving it greater melee capacity. The Rail Carbine was replaced with a full sized Rail Battle Rifle, and it's flight capacity was expanded by giving it a new hypercatalyzed fusion reactor and propulsion system; allowing it to reach escape velocity from ground bases.

Weapons-

  • AL10 Support Laser Cluster- A small cluster of automatic lasers in it's head and chest, the AL10 is a moderate strength, highly accurate rapid fire weapon designed to shoot down enemy missiles and to provide support fire against highly mobile enemies

  • Imbel-Taurus Type 86 Rail Battle Rifle- The Type 96 Rail Battle Rifle rapid fire capable automatic railgun that fires slugs of superdense metal at high velocities. Still improved over the Type 83, the Type 86 is designed to be fired on full automatic or in a charged shot mode to do extra damage with a single charged shot.

  • Type 86 Plasma Lance- The Type 84 Plasma Lance is an enhanced form of plasma lance, featuring better magnetic containment of the plasma and a higher temperature of plasma. The Type 86 is tuned to have an even higher output than the Type 84.

  • Flash Field Shield Bash- Thanks to it's improved Flash Field, the Ocelot enhances it's shield bash by focusing it's Flash Field around the impact point of it's shield to do greater damage.

  • Shield Spike: The Ocelot's shield is equipped with a striking spike, which gives it's shield bash greater damage in melee combat.

Other-

  • Conductive Dilatant Core Armor- The Ocelot uses Conductived Dilatant Core Armor. An advanced form of Dilatant Core Armor, Conductive Dialtant Core Armor runs a super-high electrical charge through the dilatant fluid, kept separate from the outer layer of solid armor by a nonconductive lining.

  • Offensive/Defensive Flash Field - The Ocelot's flash field has been improved from the Puma's, not only increasing it's defensive strength, but allowing it to be used as an offensive weapon by focusing the magnetic field and defensive lattice around a striking surface.

  • Spiked Polarized Shield - The Ocelot's physical shield is equipped with Polarized Armor, which uses electrical charged armor to protect against energy weapons. The Shield also has a spike, to be used when attacking with the shield.

OMF-06 Hoplite Combat Frame (Combat Frame)

Early skirmishing on and around Kanon, Haraway’s World and New Mercia between 2181 and 2183 demonstrated the creeping strategic inferiority of the Peltasts that had been ZOCU's backbone for fifteen years. While well-suited for their original role, it was clear that in the case of all-out war - which had already begun on New Mercia - the unsophisticated '60s design would not suffice. Plans for a Peltast replacement were duly accelerated and the introduction of the Hoplite to battle in 2185 was instrumental in several ZOCU victories in space. The rapid introduction of the Hoplite came as welcome news to ZOCU pilots. Importantly, the control systems and general outfit were quite similar between the Peltast and Hoplites replacing them, ensuring that changeover to the new units was smooth and quick. Superior in performance to the Peltasts, Hoplites allowed ZOCU to effectively control space for the first time in the war. Beyond the improvements to thruster output and armor and the increased agility due to reduced weight, the Hoplites also had substantially improved powerplants. This meant that Hoplites could power high-energy weapons like the standard PG-55 directly from their onboard power grid, as opposed to relying on capacitor 'magazines' like the Peltast was forced to do. The Hopilite still serves as ZOCU's mainline unit, and is capable of atmospheric VTOL flight.

Weapons-

  • Kojima R-10 Pulse Laser Array- A small cluster of automatic lasers in it's head , the R-10 pulse laser array is a highly accurate rapid fire array of lasers designed to shoot down enemy missiles.

  • Kojima-Saitama Collective Technologies PG-55 Particle Rifle- The PG-55 Particle Rifle is a large improvement on the Peltast's PG-47. It fires a faster moving, more damaging pulse of projectiles, and can be switched into a long range mode to fire a single highly accurate beam.

  • Dual PL6 Plasma Lances- An enhanced version of the PL3 Plasma Lance, the PL6 model is designed to be used in pairs or alone by the hopilite. The PL6 features improved damage and plasma containment, but is shorter than it's predecessor.

  • Enhanced Hammerhead Missiles- Enhanced Multipurpose missiles meant for use against enemy ships, other aerospace craft, and ground targets.

Other-

  • Superconductive Armor- The Hopilite features Superconductive armor, an advanced form of armor which is laced with millions of tiny superconductors to create a highly charged superconductive grid. When hit by a directed energy weapon, the superconductive grid can absorb and negate the energy of the attack.

Edited by Fivemarks

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Aside from the fact that your details are really hard to read, it's also incomplete. At the very least, if you're expecting your universe to have Phase-Shift Armour, especially since it's not a SEED-based series, you're going to actually need to explain what it is and how it works within the context of your own universe.

I would also suggest better explaining how your universe has anti-beam coatings that claim to work against particle weapons and lasers. I'm not asking for in-depth science because, let's be honest here, Gundam sure doesn't more often then not. But looking at your background info and your devs, I see you trying to shop around for specific SC abilities, instead of trying to write a coherent universe.

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Ok, so, I just want to clear something up here. Earlier, you stated that Phase-Shift Armour is what you called it in the universe. Now, you've gone and added a bunch more tech then you had before, all of different names. Were you just using PSA as some kind of shorthand for a wide range of technologies?

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Apologies to Umb. I actually gave this project to him and then came back and did it anyway due to my not remembering. Seriously, sorry dude.

Ge-02 Lambert

Statistics:

HP: 3200, EN: 80, Agi: 340

IS: 4, Move: G, Size: M, Rank: 2

Weapons:

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

[+] F3 100mm Autocannon- 850 damage, 12 rounds [+10%]

Inherent Abilities:

1) Combat Frame

2) Countercut: Req: Martial Arts Mastery

3) Countershoot: F3 100mm Autocannon

Purchasing Cost: 40 Credits

---

Ge-03C Leopold

Statistics:

HP: 3600, EN: 120, Agi: 290

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

Weapons:

[+] Goalie 2.5 cm Electromotive CIWS- 400 damage, 20 rounds [+40%]

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

[F] Katzbalger Alpha Edge (M)- 2000 damage, 8 EN/attack [+20%]

[+] Quarrel Anti-Air Missiles (PGX:2)- 1200 damage, 12 rounds [+30%]

[+] 10cm Rheinmetall Linear Rifle "Kaiser Reinhard"- 3400 damage, 6 rounds [+30%]

Inherent Abilities:

1) Combat Frame

2) Countercut: Katzbalger Alpha Edge

3) Countershoot: Goalie 2.5 cm Electromotive CIWS

4) Damage Received -15%

5) Resupply

Purchasing Cost: 130 Credits

---

FCF-83 Puma

Statistics:

HP: 2800, EN: 120, Agi: 290

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

Weapons:

[+] AL5 Anti-Missile Laser Cluster (B)- 300 damage, 1 EN/attack [+40%]

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

[F] Shield Bash (M)- 700 damage [+10%]

[F] Type 84 Plasma Lance (BM)- 1300 damage [+0%]

[+] Type 83 Rail Carbine (F:3)- 800 damage, 20 rounds [+0%]

Inherent Abilities:

1) Combat Frame

2) Anti-Beam Shield: Shield Bash

3) Countercut: Type 84 Plasma Lance

4) Countershoot: AL5 Anti-Missile Laser Cluster, Type 83 Rail Carbine

5) Dilatant Core Armor (Armor): Damage Received -10% against non-(B) attacks.

6) Flash Field: Same effects as Barrier M (Barrier).

Purchasing Cost: 140 Credits

---

FCF-86 Ocelot

Statistics:

HP: 3500, EN: 150, Agi: 260

IS: 4, Move: F/G, Size: M, Rank: 5

Weapons:

[+] AL10 Support Laser Cluster (BV:3)- 250 damage/1 EN [+30%]

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

[F] Shield Spike (M)- 1100 damage [+10%]

[F] Type 86 Plasma Lance (BM)- 1400 damage [+0%]

[+] Type 86 Rail Battle Rifle (F:3)- 1000 damage, 18 rounds [+0%]

[+] Type 86 Rail Battle Rifle [Charge Shot]- 2300 damage, 10 EN/attack [+10%]

Inherent Abilities:

1) Combat Frame

2) Anti-Beam Shield: Shield Bash

3) Countercut: Type 84 Plasma Lance

4) Countershoot: AL10 Support Laser Cluster, Type 86 Rail Battle Rifle

5) Conductive Dilatant Core Armor (Armor): Same effects as Variable Phase Shift Armor (Armor).

6) Flash Field: Same effects as Barrier L (Barrier).

6) Type 86 Rail Battle Rifle [Charge Shot]: Uses 1 Type 86 Rail Battle Rifle round as well.

Purchasing Cost: 180 Credits

---

OMF-06 Hoplite

Statistics:

HP: 2500, EN: 120, Agi: 275

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

Weapons:

[+] R-10 Pulse Laser Array (B)- 300 damage, 1 EN/attack [+40%]

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

[+] Hammerhead Missiles (PGF:2)- 600 damage, 20 rounds [+25%]

[F] PL6 Plasma Lance (BM)- 1100 damage [+0%]

[+] PG-55 Particle Rifle (B)- 1400 damage, 5 EN/attack [+15%]

[F] Dual PL6 Plasma Lance (BM)- 900 damage # 2, 8 EN/attack [+0%]

Inherent Abilities:

1) Combat Frame

2) Countercut: PL6 Plasma Lance

3) Countershoot: R-10 Pulse Laser Array, PG-55 Particle Rifle

4) Superconductive Armor (S Armor): Same effects as Ray Panel (S Armor).

Purchasing Cost: 170 Credits

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Flash Field Shield Bash is totally Barrier Punch. If you were hoping for Pinpoint Barrier Punch then sorry, Macross kind of breaks the rules when it comes to units not having techniques on them.

I had something of a problem with your stuff in that you don't particularly give a frame of reference for some of your content. I had to ask you for help in finding out what the HP should be for most of your units, having a little OOC bit to give me a indicator would help out tremendously. Another issue is not really giving details in some places such as how many missile launchers there are. It makes it pretty hard to figure out what you were going for without having to ask you directly, which I can thankfully do quickly since you're on the chat.

Cost to be added: 375 (Ocelot) + 210 x 3 (Leopold, Puma, Hoplite) + 105 (Lambert) = 1110 Credits (Requires approval from another moderator.)

Edited by Master Kruz

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The exception to technique attacks not being represented is situations where the usage is a design intent. After Plus, the use of the Pinpoint Barrier as an offensive tool was an intentional design, hence why we keep them on the units.

That said, the description of a Flash Field does make literally no sense as to it's usefulness towards increasing offensive damage. In fact, at best, it suggests it would make the punch less effective.

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