Difference between revisions of "INTACT Mobile Weapon Armory"

From Sphere
Jump to navigation Jump to search
m
Line 8: Line 8:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  1
 
:'''Size:'''  1
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Hardened, Disruptor:  2
 
:'''Special:''' Hardened, Disruptor:  2
  
Line 18: Line 20:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  2
 
:'''Size:'''  2
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Hardened, Disruptor:  3
 
:'''Special:''' Hardened, Disruptor:  3
  
Line 28: Line 32:
 
:'''Strength:'''  2
 
:'''Strength:'''  2
 
:'''Size:'''  1
 
:'''Size:'''  1
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Armor Piercing:  4
 
:'''Special:''' Armor Piercing:  4
  
Line 38: Line 44:
 
:'''Strength:'''  3
 
:'''Strength:'''  3
 
:'''Size:'''  2
 
:'''Size:'''  2
 +
:'''Draw:'''  1
 +
::'''Charge:'''  0
 
:'''Special:''' Armor Piercing:  4
 
:'''Special:''' Armor Piercing:  4
  
Line 48: Line 56:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  1
 
:'''Size:'''  1
 +
:'''Draw:'''  0
 +
::'''Charge:'''  1
 
:'''Special:''' Entangling
 
:'''Special:''' Entangling
  
Line 55: Line 65:
  
 
'''Compact Autorail'''
 
'''Compact Autorail'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  3
 
:'''Burst:'''  3
 
:'''Range:'''  5
 
:'''Range:'''  5
Line 61: Line 71:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  2
 
:'''Size:'''  2
 +
:'''Draw:'''  0
 +
::'''Charge:'''  1
  
 
'''Autorail'''
 
'''Autorail'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  4
 
:'''Burst:'''  4
 
:'''Range:'''  8
 
:'''Range:'''  8
Line 69: Line 81:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  0
 +
::'''Charge:'''  1
  
 
'''Gatling Array'''
 
'''Gatling Array'''
:'''Accuracy:'''  1
+
:'''Accuracy:'''  -1
 
:'''Burst:'''  8
 
:'''Burst:'''  8
 
:'''Range:'''  5
 
:'''Range:'''  5
Line 77: Line 91:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  4
 
:'''Size:'''  4
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Limited Ammunition:  6
 
:'''Special:''' Limited Ammunition:  6
  
 
'''Assault Gatling Array'''
 
'''Assault Gatling Array'''
:'''Accuracy:'''  1
+
:'''Accuracy:'''  -1
 
:'''Burst:'''  10
 
:'''Burst:'''  10
 
:'''Range:'''  5
 
:'''Range:'''  5
Line 86: Line 102:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  6
 
:'''Size:'''  6
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Limited Ammunition:  4
 
:'''Special:''' Limited Ammunition:  4
  
 
'''Heavy Railgun'''
 
'''Heavy Railgun'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  12
 
:'''Range:'''  12
Line 95: Line 113:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  4
 
:'''Size:'''  4
 +
:'''Draw:'''  0
 +
::'''Charge:'''  2
  
 
'''Shotcannon'''
 
'''Shotcannon'''
:'''Accuracy:'''  3
+
:'''Accuracy:'''  1
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  3
 
:'''Range:'''  3
Line 103: Line 123:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Reduces target's Agility by 3 (to a minimum of 0)
 
:'''Special:''' Reduces target's Agility by 3 (to a minimum of 0)
  
 
'''Smart Grenade Launcher'''
 
'''Smart Grenade Launcher'''
:'''Accuracy:'''  3
+
:'''Accuracy:'''  1
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  5
 
:'''Range:'''  5
Line 112: Line 134:
 
:'''Strength:'''  2
 
:'''Strength:'''  2
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Limited Ammunition:  6
 
:'''Special:''' Limited Ammunition:  6
  
 
'''Bazooka'''
 
'''Bazooka'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  4
 
:'''Range:'''  4
Line 124: Line 148:
  
 
'''Panzerfaust'''
 
'''Panzerfaust'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  3
 
:'''Range:'''  3
Line 130: Line 154:
 
:'''Strength:'''  5
 
:'''Strength:'''  5
 
:'''Size:'''  1
 
:'''Size:'''  1
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Single Shot (disposable)
 
:'''Special:''' Single Shot (disposable)
  
Line 136: Line 162:
  
 
'''Beam Pistol'''
 
'''Beam Pistol'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  6
 
:'''Range:'''  6
Line 142: Line 168:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  2
 
:'''Size:'''  2
 +
:'''Draw:'''  1
 +
::'''Charge:'''  2
 
:'''Special:''' Armor Piercing:  2
 
:'''Special:''' Armor Piercing:  2
  
 
'''Beam Carbine'''
 
'''Beam Carbine'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  3
 
:'''Burst:'''  3
 
:'''Range:'''  8
 
:'''Range:'''  8
Line 151: Line 179:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  1
 +
::'''Charge:'''  2
 +
:'''Special:''' Armor Piercing:  2
 +
 +
'''Beam Gatling'''
 +
:'''Accuracy:'''  -1
 +
:'''Burst:'''  8
 +
:'''Range:'''  6
 +
:'''Penetration:'''  5
 +
:'''Strength:'''  0
 +
:'''Size:'''  5
 +
:'''Draw:'''  1
 +
::'''Charge:'''  4
 
:'''Special:''' Armor Piercing:  2
 
:'''Special:''' Armor Piercing:  2
  
 
'''Beam Rifle'''
 
'''Beam Rifle'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  10
 
:'''Range:'''  10
Line 160: Line 201:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  1
 +
::'''Charge:'''  3
 
:'''Special:''' Armor Piercing:  2
 
:'''Special:''' Armor Piercing:  2
  
 
'''Heavy Beam Gun'''
 
'''Heavy Beam Gun'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  15
 
:'''Range:'''  15
Line 169: Line 212:
 
:'''Strength:'''  1
 
:'''Strength:'''  1
 
:'''Size:'''  5
 
:'''Size:'''  5
 +
:'''Draw:'''  2
 +
::'''Charge:'''  4
 
:'''Special:''' Armor Piercing:  3
 
:'''Special:''' Armor Piercing:  3
  
 
'''Sniper Beam Rifle'''
 
'''Sniper Beam Rifle'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  15
 
:'''Range:'''  15
Line 178: Line 223:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  4
 
:'''Size:'''  4
 +
:'''Draw:'''  1
 +
::'''Charge:'''  3
 
:'''Special:'''  Armor Piercing:  2, 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'''
 
'''Scattering Beam Gun'''
:'''Accuracy:'''  1
+
:'''Accuracy:'''  -1
 
:'''Burst:'''  4
 
:'''Burst:'''  4
 
:'''Range:'''  6
 
:'''Range:'''  6
Line 187: Line 234:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  1
 +
::'''Charge:'''  2
 
:'''Special:''' Armor Piercing:  2
 
:'''Special:''' Armor Piercing:  2
  
 
'''Plasma Gun'''
 
'''Plasma Gun'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  8
 
:'''Range:'''  8
Line 196: Line 245:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  3
 
:'''Size:'''  3
 +
:'''Draw:'''  0
 +
::'''Charge:'''  4
 
:'''Special:''' Loses 1 Penetration per square
 
:'''Special:''' Loses 1 Penetration per square
  
 
==Artillery==
 
==Artillery==
 
===Kinetic Weapons===
 
===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.
+
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 kinetic 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.   
 
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'''
 
'''Gunlauncher'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  12
 
:'''Range:'''  12
Line 211: Line 262:
 
:'''Strength:'''  2
 
:'''Strength:'''  2
 
:'''Size:'''  4
 
:'''Size:'''  4
 +
:'''Draw:'''  0
 +
::'''Charge:'''  2
 
:'''Special:''' Limited Ammunition:  6
 
:'''Special:''' Limited Ammunition:  6
  
 
'''Massdriver'''
 
'''Massdriver'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  25
 
:'''Range:'''  25
Line 220: Line 273:
 
:'''Strength:'''  2
 
:'''Strength:'''  2
 
:'''Size:'''  7
 
:'''Size:'''  7
 +
:'''Draw:'''  0
 +
::'''Charge:'''  2
 
:'''Special:''' Limited Ammunition:  6
 
:'''Special:''' Limited Ammunition:  6
  
 
'''Light Missile'''
 
'''Light Missile'''
:'''Accuracy:'''  4
+
:'''Accuracy:'''  2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  20 (max)
 
:'''Range:'''  20 (max)
Line 229: Line 284:
 
:'''Strength:'''  1
 
:'''Strength:'''  1
 
:'''Size:'''  1
 
:'''Size:'''  1
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Single Shot (disposable)
 
:'''Special:''' Single Shot (disposable)
  
 
'''Heavy Missile'''
 
'''Heavy Missile'''
:'''Accuracy:'''  3
+
:'''Accuracy:'''  1
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  30 (max)
 
:'''Range:'''  30 (max)
Line 238: Line 295:
 
:'''Strength:'''  3
 
:'''Strength:'''  3
 
:'''Size:'''  2
 
:'''Size:'''  2
 +
:'''Draw:'''  0
 +
::'''Charge:'''  0
 
:'''Special:''' Single Shot (disposable)
 
:'''Special:''' Single Shot (disposable)
  
Line 244: Line 303:
  
 
'''Beam Cannon'''
 
'''Beam Cannon'''
:'''Accuracy:'''  0
+
:'''Accuracy:'''  -2
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  25
 
:'''Range:'''  25
 
:'''Penetration:'''  6 [2]
 
:'''Penetration:'''  6 [2]
 
:'''Strength:'''  2
 
:'''Strength:'''  2
 +
:'''Draw:''' 
 +
::'''Charge:''' 
 
:'''Size:'''  N/A (Fixed only)
 
:'''Size:'''  N/A (Fixed only)
 
:'''Special:''' Armor Piercing:  3, Alpha Capacitor:  2
 
:'''Special:''' Armor Piercing:  3, Alpha Capacitor:  2
Line 254: Line 315:
 
==Remote Weapons==
 
==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.
 
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.
 +
 +
As remote weapons are relatively compact they have extremely limited room for energy systems; even modern loop-torsion superconductors can only provide so much power storage.  Consequently their power stats are modified slightly as follows:
 +
 +
'''Battery:'''  How much power the remote weapon's onboard systems can hold.  This can be recharged whenever they dock with their mother unit from their mother unit's own reactor/battery.
 +
'''Charge:'''  How much power the remote weapon uses per attack.
  
 
'''INTACT Mk 14 'Fulgorin' Funnel Array'''
 
'''INTACT Mk 14 'Fulgorin' Funnel Array'''
:'''Accuracy:'''  3
+
:'''Accuracy:'''  1
 
:'''Burst:'''  3
 
:'''Burst:'''  3
 
:'''Range:'''  4
 
:'''Range:'''  4
Line 264: Line 330:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  4
 
:'''Size:'''  4
 +
:'''Battery:'''  8
 +
::'''Charge:'''  2
 
:'''Special:''' Armor Piercing:  2, uses Aleph Weapon skill
 
:'''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.
 
: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'''
 
'''INTACT Mk 17 'Tiensin' Funnel Array'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  2
 
:'''Burst:'''  2
 
:'''Range:'''  4
 
:'''Range:'''  4
Line 276: Line 344:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  5
 
:'''Size:'''  5
 +
:'''Battery:'''  9
 +
::'''Charge:'''  3
 
:'''Special:''' Armor Piercing:  2, uses Aleph Weapon skill
 
:'''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.
 
: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'''
 
'''Seraphim Prototype Funnel Array'''
:'''Accuracy:'''  5
+
:'''Accuracy:'''  3
 
:'''Burst:'''  5
 
:'''Burst:'''  5
 
:'''Range:'''  4
 
:'''Range:'''  4
Line 288: Line 358:
 
:'''Strength:'''  0
 
:'''Strength:'''  0
 
:'''Size:'''  5
 
:'''Size:'''  5
 +
:'''Battery:'''  6
 +
::'''Charge:'''  2
 
:'''Special:''' Armor Piercing:  1, uses Aleph Weapon skill
 
:'''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.
 
: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'''
 
'''Union QA-3 ONYX AAB'''
:'''Accuracy:'''  2
+
:'''Accuracy:'''  0
 
:'''Burst:'''  0
 
:'''Burst:'''  0
 
:'''Range:'''  6
 
:'''Range:'''  6
Line 299: Line 371:
 
:'''Penetration:'''  6
 
:'''Penetration:'''  6
 
:'''Strength:'''  0
 
:'''Strength:'''  0
:'''Size:'''  N/A
+
:'''Size:'''  N/A (independent unit)
 +
:'''Battery:'''  N/A (reactor powered)
 +
::'''Charge:'''  N/A (reactor powered)
 
:'''Special:''' Armor Piercing:  2, Independent, Extra Attack
 
:'''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.   
+
: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 control more than four AABs at any time.
 +
 
 +
As AABs are essential compact drone fighters they have a full reactor-fed power and propulsion system and do not dock with a mother craft to rechargeHowever they are sufficiently large that they take up 1/4 of the space of a standard mobile suit.
  
  
 
[[category:More Robot Wars]]
 
[[category:More Robot Wars]]

Revision as of 22:21, 23 April 2011

Mecha Fighting

Alpha Edge Sword

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

Alpha Edge Pole

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

Beam Saber

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

Mega Beam Saber

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

Electro-Whip

Accuracy: 0
Parry: N/A
Burst: 0
Range: M
Penetration: Special
Strength: 0
Size: 1
Draw: 0
Charge: 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: 0
Burst: 3
Range: 5
Penetration: 5
Strength: 0
Size: 2
Draw: 0
Charge: 1

Autorail

Accuracy: 0
Burst: 4
Range: 8
Penetration: 6
Strength: 0
Size: 3
Draw: 0
Charge: 1

Gatling Array

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

Assault Gatling Array

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

Heavy Railgun

Accuracy: -2
Burst: 0
Range: 12
Penetration: 12
Strength: 0
Size: 4
Draw: 0
Charge: 2

Shotcannon

Accuracy: 1
Burst: 0
Range: 3
Penetration: 6
Strength: 0
Size: 3
Draw: 0
Charge: 0
Special: Reduces target's Agility by 3 (to a minimum of 0)

Smart Grenade Launcher

Accuracy: 1
Burst: 0
Range: 5
Penetration: 4
Strength: 2
Size: 3
Draw: 0
Charge: 0
Special: Limited Ammunition: 6

Bazooka

Accuracy: -2
Burst: 0
Range: 4
Penetration: 10
Strength: 5
Size: 3
Special: Limited Ammunition: 3

Panzerfaust

Accuracy: -2
Burst: 0
Range: 3
Penetration: 10
Strength: 5
Size: 1
Draw: 0
Charge: 0
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: 0
Burst: 0
Range: 6
Penetration: 5
Strength: 0
Size: 2
Draw: 1
Charge: 2
Special: Armor Piercing: 2

Beam Carbine

Accuracy: 0
Burst: 3
Range: 8
Penetration: 5
Strength: 0
Size: 3
Draw: 1
Charge: 2
Special: Armor Piercing: 2

Beam Gatling

Accuracy: -1
Burst: 8
Range: 6
Penetration: 5
Strength: 0
Size: 5
Draw: 1
Charge: 4
Special: Armor Piercing: 2

Beam Rifle

Accuracy: 0
Burst: 0
Range: 10
Penetration: 6
Strength: 0
Size: 3
Draw: 1
Charge: 3
Special: Armor Piercing: 2

Heavy Beam Gun

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

Sniper Beam Rifle

Accuracy: -2
Burst: 0
Range: 15
Penetration: 7
Strength: 0
Size: 4
Draw: 1
Charge: 3
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
Draw: 1
Charge: 2
Special: Armor Piercing: 2

Plasma Gun

Accuracy: -2
Burst: 0
Range: 8
Penetration: 16
Strength: 0
Size: 3
Draw: 0
Charge: 4
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 kinetic 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: 0
Burst: 0
Range: 12
Penetration: 8
Strength: 2
Size: 4
Draw: 0
Charge: 2
Special: Limited Ammunition: 6

Massdriver

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

Light Missile

Accuracy: 2
Burst: 0
Range: 20 (max)
Penetration: 6
Strength: 1
Size: 1
Draw: 0
Charge: 0
Special: Single Shot (disposable)

Heavy Missile

Accuracy: 1
Burst: 0
Range: 30 (max)
Penetration: 10
Strength: 3
Size: 2
Draw: 0
Charge: 0
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: -2
Burst: 0
Range: 25
Penetration: 6 [2]
Strength: 2
Draw:
Charge:
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.

As remote weapons are relatively compact they have extremely limited room for energy systems; even modern loop-torsion superconductors can only provide so much power storage. Consequently their power stats are modified slightly as follows:

Battery: How much power the remote weapon's onboard systems can hold. This can be recharged whenever they dock with their mother unit from their mother unit's own reactor/battery. Charge: How much power the remote weapon uses per attack.

INTACT Mk 14 'Fulgorin' Funnel Array

Accuracy: 1
Burst: 3
Range: 4
Speed: 10
Control Range: 15
Penetration: 5
Strength: 0
Size: 4
Battery: 8
Charge: 2
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: 0
Burst: 2
Range: 4
Speed: 8
Control Range: 20
Penetration: 7
Strength: 0
Size: 5
Battery: 9
Charge: 3
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: 3
Burst: 5
Range: 4
Speed: 12
Control Range: 20
Penetration: 5
Strength: 0
Size: 5
Battery: 6
Charge: 2
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: 0
Burst: 0
Range: 6
Speed: 7
Control Range: 4
Penetration: 6
Strength: 0
Size: N/A (independent unit)
Battery: N/A (reactor powered)
Charge: N/A (reactor powered)
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 control more than four AABs at any time.

As AABs are essential compact drone fighters they have a full reactor-fed power and propulsion system and do not dock with a mother craft to recharge. However they are sufficiently large that they take up 1/4 of the space of a standard mobile suit.