Difference between revisions of "INTACT Mobile Weapon Armory"

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m (Created page with "==Mecha Fighting== '''Alpha Edge Sword''' '''Beam Saber''' ==Gunnery== ===Kinetic Weapons=== Most projectile weapon designs currently in service date back to the System War or...")
 
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==Mecha Fighting==
 
==Mecha Fighting==
 
'''Alpha Edge Sword'''
 
'''Alpha Edge Sword'''
 +
:'''Accuracy:'''  3
 +
::'''Parry:'''  3
 +
:'''Burst:'''  0
 +
:'''Range:'''  M
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  1
 +
:'''Special:''' Hardened, Disruptor:  2
 +
 +
'''Alpha Edge Pole'''
 +
:'''Accuracy:'''  4
 +
::'''Parry:'''  4
 +
:'''Burst:'''  0
 +
:'''Range:'''  M
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  2
 +
:'''Special:''' Hardened, Disruptor:  3
  
 
'''Beam Saber'''
 
'''Beam Saber'''
 +
:'''Accuracy:'''  3
 +
::'''Parry:'''  3
 +
:'''Burst:'''  0
 +
:'''Range:'''  M
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  2
 +
:'''Size:'''  1
 +
:'''Special:''' Armor Piercing:  4
 +
 +
'''Mega Beam Saber'''
 +
:'''Accuracy:'''  1
 +
::'''Parry:'''  1
 +
:'''Burst:'''  0
 +
:'''Range:'''  M
 +
:'''Penetration:'''  7
 +
:'''Strength:'''  3
 +
:'''Size:'''  2
 +
:'''Special:''' Armor Piercing:  4
  
 +
'''Electro-Whip'''
 +
:'''Accuracy:'''  0
 +
::'''Parry:'''  N/A
 +
:'''Burst:'''  0
 +
:'''Range:'''  M
 +
:'''Penetration:'''  Special
 +
:'''Strength:'''  0
 +
:'''Size:'''  1
 +
:'''Special:''' Entangling
  
 
==Gunnery==
 
==Gunnery==
 
===Kinetic Weapons===
 
===Kinetic Weapons===
Most projectile weapon designs currently in service date back to the System War or before, having achieved a high degree of technical maturity during the consolidation era and subsequently seen relatively minor changes.  Kinetic weapons were standard on mecha during the System War, it was only the introduction of compact and cheap hypercapacitors that led to their progressive replacement by beam guns.  Nonetheless there is an immense amount of war surplus weaponry in explored space and many prefer the rugged reliability of kinetic weapons.
+
Most projectile weapon designs currently in service date back to the System War or before, having achieved a high degree of technical maturity during the consolidation era and subsequently seen relatively minor changes.  Kinetic weapons were standard on mecha during the System War, it was only the introduction of compact and cheap hypercapacitors that led to their progressive replacement by beam guns.  Nonetheless there is an immense amount of war surplus weaponry in explored space and many prefer the rugged reliability and environmental insensitivity of kinetic weapons.
  
 
'''Compact Autorail'''
 
'''Compact Autorail'''
Line 13: Line 58:
 
:'''Burst:'''  3
 
:'''Burst:'''  3
 
:'''Range:'''  5
 
:'''Range:'''  5
:'''Penetration:'''  4
+
:'''Penetration:'''  5
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  2
 
:'''Size:'''  2
Line 21: Line 66:
 
:'''Burst:'''  4
 
:'''Burst:'''  4
 
:'''Range:'''  8
 
:'''Range:'''  8
:'''Penetration:'''  5
+
:'''Penetration:'''  6
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
Line 29: Line 74:
 
:'''Burst:'''  8
 
:'''Burst:'''  8
 
:'''Range:'''  5
 
:'''Range:'''  5
:'''Penetration:'''  4
+
:'''Penetration:'''  5
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  4
 
:'''Size:'''  4
Line 38: Line 83:
 
:'''Burst:'''  10
 
:'''Burst:'''  10
 
:'''Range:'''  5
 
:'''Range:'''  5
:'''Penetration:'''  5
+
:'''Penetration:'''  6
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  6
 
:'''Size:'''  6
Line 55: Line 100:
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  3
 
:'''Range:'''  3
:'''Penetration:'''  5
+
:'''Penetration:'''  6
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
Line 64: Line 109:
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  5
 
:'''Range:'''  5
:'''Penetration:'''  3
+
:'''Penetration:'''  4
 
:'''Strength:'''  2
 
:'''Strength:'''  2
 
:'''Size:'''  3
 
:'''Size:'''  3
:'''Special:''' Limited Ammunition:  6
 
 
'''Gunlauncher'''
 
:'''Accuracy:'''  2
 
:'''Burst:'''  0
 
:'''Range:'''  12
 
:'''Penetration:'''  7
 
:'''Strength:'''  2
 
:'''Size:'''  4
 
 
:'''Special:''' Limited Ammunition:  6
 
:'''Special:''' Limited Ammunition:  6
  
Line 87: Line 123:
 
:'''Special:''' Limited Ammunition:  3
 
:'''Special:''' Limited Ammunition:  3
  
 +
'''Panzerfaust'''
 +
:'''Accuracy:'''  0
 +
:'''Burst:'''  0
 +
:'''Range:'''  3
 +
:'''Penetration:'''  10
 +
:'''Strength:'''  5
 +
:'''Size:'''  1
 +
:'''Special:''' Single Shot (disposable)
  
 
===Energy Weapons===
 
===Energy Weapons===
Line 95: Line 139:
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  6
 
:'''Range:'''  6
:'''Penetration:'''  5 [1]
+
:'''Penetration:'''  5
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  2
 
:'''Size:'''  2
 +
:'''Special:''' Armor Piercing:  2
 +
 +
'''Beam Carbine'''
 +
:'''Accuracy:'''  2
 +
:'''Burst:'''  3
 +
:'''Range:'''  8
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  3
 +
:'''Special:''' Armor Piercing:  2
  
 
'''Beam Rifle'''
 
'''Beam Rifle'''
Line 103: Line 157:
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  10
 
:'''Range:'''  10
:'''Penetration:'''  6 [1]
+
:'''Penetration:'''  6
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Special:''' Armor Piercing:  2
  
'''Beam Cannon'''
+
'''Heavy Beam Gun'''
 
:'''Accuracy:'''  0
 
:'''Accuracy:'''  0
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  15
 
:'''Range:'''  15
:'''Penetration:'''  5 [3]
+
:'''Penetration:'''  4 [2]
 
:'''Strength:'''  1
 
:'''Strength:'''  1
:'''Size:'''  4
+
:'''Size:'''  5
 +
:'''Special:''' Armor Piercing:  3
  
 
'''Sniper Beam Rifle'''
 
'''Sniper Beam Rifle'''
Line 119: Line 175:
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  15
 
:'''Range:'''  15
:'''Penetration:'''  5 [2]
+
:'''Penetration:'''  7
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  4
 
:'''Size:'''  4
:'''Special:'''  Gains +1 Penetration for every success on the to-hit roll.
+
:'''Special:'''  Armor Piercing:  2, Gains +1 Penetration for every success on the to-hit roll.
 +
 
 +
'''Scattering Beam Gun'''
 +
:'''Accuracy:'''  1
 +
:'''Burst:'''  4
 +
:'''Range:'''  6
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  3
 +
:'''Special:''' Armor Piercing:  2
 +
 
 +
'''Plasma Gun'''
 +
:'''Accuracy:'''  0
 +
:'''Burst:'''  0
 +
:'''Range:'''  8
 +
:'''Penetration:'''  16
 +
:'''Strength:'''  0
 +
:'''Size:'''  3
 +
:'''Special:''' Loses 1 Penetration per square
  
 
==Artillery==
 
==Artillery==
 +
===Kinetic Weapons===
 +
Projectile weapons remain the de facto standard for groundside artillery, due to their indirect-fire and selective-munition ability.  Even the most sophisticated Sol Federation fire support mobile suits still use shell-firing artillery thanks to this versatility.  By contrast, beam weapons were common on warships even before the System War and outside of specialized weapons are only found on generations-old vessels.
 +
 +
Guided missiles were and remain popular in all environments, ranging from lightweight dogfighting and swarmer missiles to heavy shipkiller devices the size of small fighters. 
 +
 +
'''Gunlauncher'''
 +
:'''Accuracy:'''  2
 +
:'''Burst:'''  0
 +
:'''Range:'''  12
 +
:'''Penetration:'''  8
 +
:'''Strength:'''  2
 +
:'''Size:'''  4
 +
:'''Special:''' Limited Ammunition:  6
 +
 +
'''Massdriver'''
 +
:'''Accuracy:'''  0
 +
:'''Burst:'''  0
 +
:'''Range:'''  25
 +
:'''Penetration:'''  8
 +
:'''Strength:'''  2
 +
:'''Size:'''  7
 +
:'''Special:''' Limited Ammunition:  6
 +
 +
'''Light Missile'''
 +
:'''Accuracy:'''  4
 +
:'''Burst:'''  0
 +
:'''Range:'''  20 (max)
 +
:'''Penetration:'''  6
 +
:'''Strength:'''  1
 +
:'''Size:'''  1
 +
:'''Special:''' Single Shot (disposable)
 +
 +
'''Heavy Missile'''
 +
:'''Accuracy:'''  3
 +
:'''Burst:'''  0
 +
:'''Range:'''  30 (max)
 +
:'''Penetration:'''  10
 +
:'''Strength:'''  3
 +
:'''Size:'''  2
 +
:'''Special:''' Single Shot (disposable)
 +
 +
===Energy Weapons===
 +
'Artillery' type energy weapons are strictly limited to starships, where they make up the primary armament of most warships.
 +
 +
'''Beam Cannon'''
 +
:'''Accuracy:'''  0
 +
:'''Burst:'''  0
 +
:'''Range:'''  20
 +
:'''Penetration:'''  6 [2]
 +
:'''Strength:'''  2
 +
:'''Size:'''  N/A (Fixed only)
 +
:'''Special:''' Armor Piercing:  3, Alpha Capacitor:  2
 +
 +
==Remote Weapons==
 +
22nd century ECM methods pushed for a return to onboard weapons, and it wasn't until the introduction of quantum signalling near the end of the century that truly reliable remotely-operated weapons returned to the battlefield.  The most common of these are Funnels, which are compact remotely-operated robotic weapons deployed from a parent mobile suit.  The Solar Federation (and particularly the Seraphim) are leaders in this technology, though recently the Saggitan Union unveiled a counterpart, the AAB (Automated Attack Bit).  These swarm-intelligence remote weapons have swiftly spread to all League of Outer Stars member-systems.
 +
 +
'''INTACT Mk 14 'Fulgorin' Funnel Array'''
 +
:'''Accuracy:'''  3
 +
:'''Burst:'''  3
 +
:'''Range:'''  4
 +
::'''Speed:'''  10
 +
::'''Control Range:'''  15
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  4
 +
:'''Special:''' Armor Piercing:  2, uses Aleph Weapon skill
 +
:Funnels have Agility:  6 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill.  Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst.  A funnel array that suffers 4 hits (reduced to -1/-1) is rendered useless.
 +
 +
'''INTACT Mk 17 'Tiensin' Funnel Array'''
 +
:'''Accuracy:'''  2
 +
:'''Burst:'''  2
 +
:'''Range:'''  4
 +
::'''Speed:'''  8
 +
::'''Control Range:'''  20
 +
:'''Penetration:'''  7
 +
:'''Strength:'''  0
 +
:'''Size:'''  5
 +
:'''Special:''' Armor Piercing:  2, uses Aleph Weapon skill
 +
:Funnels have Agility:  5 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill.  Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst.  A funnel array that suffers 3 hits (reduced to -1/-1) is rendered useless.
 +
 +
'''Seraphim Prototype Funnel Array'''
 +
:'''Accuracy:'''  5
 +
:'''Burst:'''  5
 +
:'''Range:'''  4
 +
::'''Speed:'''  12
 +
::'''Control Range:'''  20
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  5
 +
:'''Special:''' Armor Piercing:  1, uses Aleph Weapon skill
 +
:Funnels have Agility:  7 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill.  Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst.  A funnel array that suffers 6 hits (reduced to -1/-1) is rendered useless.
 +
 +
'''Union QA-3 ONYX AAB'''
 +
:'''Accuracy:'''  2
 +
:'''Burst:'''  0
 +
:'''Range:'''  6
 +
::'''Speed:'''  7
 +
::'''Control Range:'''  4
 +
:'''Penetration:'''  6
 +
:'''Strength:'''  0
 +
:'''Size:'''  N/A
 +
:'''Special:''' Armor Piercing:  2, Independent, Extra Attack
 +
:AABs have Agility:  5 and a dice pool of D10 + Controlling craft's Electronics for all rolls.  They have an Armor value of 1, and if their armor is penetrated they are destroyed.  If their controlling unit is destroyed they will automatically seek out the nearest friendly unit within 20 squares and link up.  Failing this they will immediately return towards their mothership.  No mobile suit may have more than four AABs at any time. 
  
  
==Neural Interfacing==
+
[[category:More Robot Wars]]

Revision as of 01:07, 28 February 2011

Mecha Fighting

Alpha Edge Sword

Accuracy: 3
Parry: 3
Burst: 0
Range: M
Penetration: 5
Strength: 0
Size: 1
Special: Hardened, Disruptor: 2

Alpha Edge Pole

Accuracy: 4
Parry: 4
Burst: 0
Range: M
Penetration: 5
Strength: 0
Size: 2
Special: Hardened, Disruptor: 3

Beam Saber

Accuracy: 3
Parry: 3
Burst: 0
Range: M
Penetration: 5
Strength: 2
Size: 1
Special: Armor Piercing: 4

Mega Beam Saber

Accuracy: 1
Parry: 1
Burst: 0
Range: M
Penetration: 7
Strength: 3
Size: 2
Special: Armor Piercing: 4

Electro-Whip

Accuracy: 0
Parry: N/A
Burst: 0
Range: M
Penetration: Special
Strength: 0
Size: 1
Special: Entangling

Gunnery

Kinetic Weapons

Most projectile weapon designs currently in service date back to the System War or before, having achieved a high degree of technical maturity during the consolidation era and subsequently seen relatively minor changes. Kinetic weapons were standard on mecha during the System War, it was only the introduction of compact and cheap hypercapacitors that led to their progressive replacement by beam guns. Nonetheless there is an immense amount of war surplus weaponry in explored space and many prefer the rugged reliability and environmental insensitivity of kinetic weapons.

Compact Autorail

Accuracy: 2
Burst: 3
Range: 5
Penetration: 5
Strength: 0
Size: 2

Autorail

Accuracy: 2
Burst: 4
Range: 8
Penetration: 6
Strength: 0
Size: 3

Gatling Array

Accuracy: 1
Burst: 8
Range: 5
Penetration: 5
Strength: 0
Size: 4
Special: Limited Ammunition: 6

Assault Gatling Array

Accuracy: 1
Burst: 10
Range: 5
Penetration: 6
Strength: 0
Size: 6
Special: Limited Ammunition: 4

Heavy Railgun

Accuracy: 0
Burst: 0
Range: 12
Penetration: 12
Strength: 0
Size: 4

Shotcannon

Accuracy: 3
Burst: 0
Range: 3
Penetration: 6
Strength: 0
Size: 3
Special: Reduces target's Agility by 3 (to a minimum of 0)

Smart Grenade Launcher

Accuracy: 3
Burst: 0
Range: 5
Penetration: 4
Strength: 2
Size: 3
Special: Limited Ammunition: 6

Bazooka

Accuracy: 0
Burst: 0
Range: 4
Penetration: 10
Strength: 5
Size: 3
Special: Limited Ammunition: 3

Panzerfaust

Accuracy: 0
Burst: 0
Range: 3
Penetration: 10
Strength: 5
Size: 1
Special: Single Shot (disposable)

Energy Weapons

While energy weapons have been in service since the 21st century, it was the introduction of hypercapacitors during the System War that made them a truly viable alternative and indeed superior option to projectil-firing weapons. Most energy weapons are particle accelerators, colloquially known simply as 'beam weapons' and are powered by removable energy caps. The Solar Federation has completely phased beam weapons into service, with other states lagging behind.

Beam Pistol

Accuracy: 2
Burst: 0
Range: 6
Penetration: 5
Strength: 0
Size: 2
Special: Armor Piercing: 2

Beam Carbine

Accuracy: 2
Burst: 3
Range: 8
Penetration: 5
Strength: 0
Size: 3
Special: Armor Piercing: 2

Beam Rifle

Accuracy: 2
Burst: 0
Range: 10
Penetration: 6
Strength: 0
Size: 3
Special: Armor Piercing: 2

Heavy Beam Gun

Accuracy: 0
Burst: 0
Range: 15
Penetration: 4 [2]
Strength: 1
Size: 5
Special: Armor Piercing: 3

Sniper Beam Rifle

Accuracy: 0
Burst: 0
Range: 15
Penetration: 7
Strength: 0
Size: 4
Special: Armor Piercing: 2, Gains +1 Penetration for every success on the to-hit roll.

Scattering Beam Gun

Accuracy: 1
Burst: 4
Range: 6
Penetration: 5
Strength: 0
Size: 3
Special: Armor Piercing: 2

Plasma Gun

Accuracy: 0
Burst: 0
Range: 8
Penetration: 16
Strength: 0
Size: 3
Special: Loses 1 Penetration per square

Artillery

Kinetic Weapons

Projectile weapons remain the de facto standard for groundside artillery, due to their indirect-fire and selective-munition ability. Even the most sophisticated Sol Federation fire support mobile suits still use shell-firing artillery thanks to this versatility. By contrast, beam weapons were common on warships even before the System War and outside of specialized weapons are only found on generations-old vessels.

Guided missiles were and remain popular in all environments, ranging from lightweight dogfighting and swarmer missiles to heavy shipkiller devices the size of small fighters.

Gunlauncher

Accuracy: 2
Burst: 0
Range: 12
Penetration: 8
Strength: 2
Size: 4
Special: Limited Ammunition: 6

Massdriver

Accuracy: 0
Burst: 0
Range: 25
Penetration: 8
Strength: 2
Size: 7
Special: Limited Ammunition: 6

Light Missile

Accuracy: 4
Burst: 0
Range: 20 (max)
Penetration: 6
Strength: 1
Size: 1
Special: Single Shot (disposable)

Heavy Missile

Accuracy: 3
Burst: 0
Range: 30 (max)
Penetration: 10
Strength: 3
Size: 2
Special: Single Shot (disposable)

Energy Weapons

'Artillery' type energy weapons are strictly limited to starships, where they make up the primary armament of most warships.

Beam Cannon

Accuracy: 0
Burst: 0
Range: 20
Penetration: 6 [2]
Strength: 2
Size: N/A (Fixed only)
Special: Armor Piercing: 3, Alpha Capacitor: 2

Remote Weapons

22nd century ECM methods pushed for a return to onboard weapons, and it wasn't until the introduction of quantum signalling near the end of the century that truly reliable remotely-operated weapons returned to the battlefield. The most common of these are Funnels, which are compact remotely-operated robotic weapons deployed from a parent mobile suit. The Solar Federation (and particularly the Seraphim) are leaders in this technology, though recently the Saggitan Union unveiled a counterpart, the AAB (Automated Attack Bit). These swarm-intelligence remote weapons have swiftly spread to all League of Outer Stars member-systems.

INTACT Mk 14 'Fulgorin' Funnel Array

Accuracy: 3
Burst: 3
Range: 4
Speed: 10
Control Range: 15
Penetration: 5
Strength: 0
Size: 4
Special: Armor Piercing: 2, uses Aleph Weapon skill
Funnels have Agility: 6 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 4 hits (reduced to -1/-1) is rendered useless.

INTACT Mk 17 'Tiensin' Funnel Array

Accuracy: 2
Burst: 2
Range: 4
Speed: 8
Control Range: 20
Penetration: 7
Strength: 0
Size: 5
Special: Armor Piercing: 2, uses Aleph Weapon skill
Funnels have Agility: 5 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 3 hits (reduced to -1/-1) is rendered useless.

Seraphim Prototype Funnel Array

Accuracy: 5
Burst: 5
Range: 4
Speed: 12
Control Range: 20
Penetration: 5
Strength: 0
Size: 5
Special: Armor Piercing: 1, uses Aleph Weapon skill
Funnels have Agility: 7 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 6 hits (reduced to -1/-1) is rendered useless.

Union QA-3 ONYX AAB

Accuracy: 2
Burst: 0
Range: 6
Speed: 7
Control Range: 4
Penetration: 6
Strength: 0
Size: N/A
Special: Armor Piercing: 2, Independent, Extra Attack
AABs have Agility: 5 and a dice pool of D10 + Controlling craft's Electronics for all rolls. They have an Armor value of 1, and if their armor is penetrated they are destroyed. If their controlling unit is destroyed they will automatically seek out the nearest friendly unit within 20 squares and link up. Failing this they will immediately return towards their mothership. No mobile suit may have more than four AABs at any time.