Weapons of the Magnate War: Difference between revisions
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=====Theta Jumpdrives===== | =====Theta Jumpdrives===== | ||
== The Expanse League == | |||
===League Aerospace=== | ===League Aerospace=== | ||
Revision as of 16:21, 19 January 2010
The Magnate Continuum
Army
Series VII Replicant
Epithets: Meatbots, Windups, Dregs
Invented by the Eternal Dawn and proliferated through most of the Magnate Continuum as a solution to the League's larger size, Series VII Replicants were barely-sapient engineered weapons given their superlative combat skill via a series of advanced computer implants. These combinations of biotechnological might and cybernetic enhancement were powerful combatants, with superlative combat skill and an instinctual mastery of small-unit tactics. Their combat chatter is clipped and rapid, with unit orders and status reports generally given in one-word answers. Series VIIs were produced in large numbers throughout the war and also given various types of equipment and armoring, although all armor had to be modified somewhat to interface with the Series VII's physiology. The most common variants in the war, however, were the Eternal Dawn "standard" and the Syntha variant.
Their initial deployment came as a severe shock to the League and ZOCU forces who, although familiar with Magnate supersoldiers, did not expect the sheer number of VIIs to be deployed, nor did they anticipate their idiot-savant battlefield ability. However, after a few battles were won at great cost in the early stages of the deployment, ZOCU and League generals quickly realized there was a fixed pattern in their movements, a lack of improvisation that was created by their inflexibility. This information, along with counterweapons for the prevalence of grossly superhuman light infantry being put into service, turned VIIs into a moderate threat instead of a war-winning superweapon, and then further analysis of VII communications and tactical patterns turned them into a joke.
The Eternal Dawn response was to create and deploy the Series VIII, or Series VII Officer Variant, a fully sapient and intelligent version which could monitor and manage the powerful but inflexible Replicas on a small-unit level. This countered the cracking of the VII tactical programming to a great degree, but the damage had already been done and the VII although still a potent force throughout the war was never the game-changing machine the Eternal Dawn freethinkers believed it would be.
Technologies
Alephs
Zodiac Outworld Colony Union
Craft
OMF-04 Peltast Mobile Suit
This page's version focusing more on the machine's role in fighting the magnates and the concept of humanoid combat frames in general.
Technology
Mega Particle Guns
Theta Jumpdrives
The Expanse League
League Aerospace
LF/A-01 Mughal Aerospace Fighter
Stats
- Speed: 12
- Agility: 10
- Evasion: 7
- Armor: 0
- Hits: 4
- Component Space: 1/8
- Excess Power: 0/4
- External Carriage: 0/8
Internal Components:
- 1 Fusion Reactors (1 space, +4 Power)
- 2 Fusion Thrusters (2 space, -2 power, +2 speed, +1 Agility, + 1 Evasion)
- 2 Fusion Vernier (2 space, -2 power, +2 Agility, + 1 evasion)
Fixed Equipment:
- 1 Anti-Missile Gatling (2 spaces)
Standard Loadout(Standard):
- 2 Cluster Missiles (4 Spaces, 0 power, 6 shots)
- 2 Anti-Air Missiles( 4 spaces, 0 power, 2 shots)
LF/A-02 Turkic Aerospace Fighter
Stats
- Speed: 14
- Agility: 13
- Evasion: 9
- Armor: 0
- Hits: 4
- Component Space: 0/12
- Excess Power: 0/8
- External Carriage: 10/10
Frame Expansion 1
Internal Components:
- 2 Fusion Reactors (2 space, +8 Power
- 4 Fusion Thrusters (4 space, -4 power, +4 speed, +2 Agility, + 2 Evasion)
- 4 Verniers (4 space, -4 power, +4 Agility, +2 Evasion)
Fixed Equipment:
- 1 Anti-Missile Gatling (2 spaces)
Standard Loadout:
- 2 Cluster Missiles (4 Spaces, 0 power, 6 shots)
- 3 Anti-Air Missiles(6 spaces, 0 power, 3 shots)
LF/AS-03 Saladin Strike/Superiority Fighter
Stats
- Speed: 16
- Agility: 16
- Evasion: 12
- Armor: 0
- Hits: 4
- Component Space: 1/16
- Excess Power: 0/12
- External Carriage: 12/12
Frame Expansion 2
Internal Components:
- 3 Fusion Reactors (3 space, +12 Power)
- 6 Fusion Thrusters (6 space, -6 power, +6 speed, +3 Agility, + 3 Evasion)
- 6 Verniers (6 space, -6 power, +6 Agility, +4 Evasion)
Standard Loadout:
- 2 External Fusion Reactor(4 spaces, +8 Power)
- 1 Plasma Gun (6 spaces, -8 Power)
- 1 Anti-Air Missile (2 spaces, 0 power)
Anti-Air Loadout:
- 6 Anti-Air Missiles(12 spaces, 0 power, 6 shots)
Strike Loadout:
- 6 Strike Missiles (12 spaces, 0 power, 6 shots)
Air Support Loadout:
- 6 Cluster Missiles (12 spaces, 0 power, 12 shots)
League LF/A-A01 Icarus Strike Fighter
- Speed: 16
- Agility: 15
- Evasion: 10.5
- Armour: 0
- Hits: 4
- 16/16 Space (2x Expansions)
- 14/14 External Carriage
- 19/20 Power
Internal Compnents:
- 6x Fusion Thrusters (-6 Spaces, -6 Power, +6 Speed, +3 Evasion, +3 Agility)
- 5x Verniers (-5 Spaces, -5 Power, +5 Agility, +2.5 Evasion)
- 5x Fusion Reactors (-5 Spaces, +20 Power)
External Carriage
- 1x Plasma Gun (-6 External Carriage, -8 Power)
- 4x Anti-Air Missiles (-4 External Carriage, 1 shot each)
- 2x Cluster Missiles (-2 External Carriage, 3 shots each, ROF 3)
League Mecha
OMF-04-L Peltast-L Mobile Suit
Stats
- Speed: 7
- Agility: 8
- Evasion: 6
- Armor: 9
- Hits: 4
- Excess Power: 5
- External Carriage: 12(12) Spaces
Standard loadout:
LMS-01 Feyadeen1 Combat MS
Stats
- Speed: 11
- Agility: 10.33
- Evasion: 9.5
- Armor: 10
- Hits: 4
- Component Space: 0/16
- Excess Power: 10
- External Carriage: 12/14
Frame Expansion x1
Internal Components:
- 6 Fusion Reactors (6 Space, +24 power)
- 8 Thrusters (8 Space, -8 Power, +8 Speed, +4 Agility, +4 Evasion)
- 2 Verniers (2 Space, -2 power, +2 Agility, +1 Evasion)
Fixed Equipment:
- Flash Field (+.5 Evasion, + 2 Armor, + 2 AP Protection, 2 spaces)
External Equipment:
- 1 Fusion Reactor(2 Space, 4 Power)
- 2 Armor (2 space, -.66 Agility)
Standard Loadout:
LMS-02 Feyadeen-2 Multirole MS
Stats(Space Model)
- Speed: 10
- Agility: 12.5
- Evasion: 9
- Armor: 12
- Hits: 4
- Component Space: -
- Excess Power: 6
- External Carriage: 14 (16 Spaces)
Frame Expansion x2
Internal Components:
- 6 Fusion Reactors (+24 Power)
- 5 Fusion Thrusters (+5 Speed, +2.5 Agility, +2.5 Evasion)
- 4 Fusion Verniers (+4 Agility, +2 Evasion)
- 4 Armor (+4 Armor)
- Flash Field (+.5 Evasion, + 2 Armor, + 2 AP Protection)
External Components:
- 1 Fusion Vernier (2 spaces,+1 Agility, +0.5 evasion)
Standard Loadout:
Stats(Ground Model)
- Speed: 9
- Agility: 11
- Evasion: 7
- Armor: 15
- Hits: 4
- Component Space: 2
- Excess Power: 4
- External Carriage: 14 (16 Spaces)
Frame Expansion x2
Internal Components:
- 5 Fusion Reactors (+20 Power)
- 4 Fusion Thrusters (+4 Speed, +2 Agility, +2 Evasion)
- 3 Fusion Verniers (+3 Agility, +1.5 Evasion)
- 6 Armor (+6 Armor)
- Scattering Field-(1 Evasion, +3 Armor, +3 AP Protection)
External Components:
- 1 Fusion Vernier (+1 Agility, +0.5 evasion)
Fixed Equipment:
Standard Loadout:
League Mobile Arms
Artemis (2x Mobile Armour)
- Speed: 10
- Agility: 6
- Evasion: 6.5
- Armor: 13
- Hits: 8
Weapons:
- 4x Anti-Ship Missile Launchers (-20 Spaces)
- 2x Cluster Missile Launchers (-10 Spaces, ROF3)
External Carriage:
- Tank Railgun (-12 External Carriage, -4 Power, ROF4)
Power & Propulsion:
- 4x Fusion Reactors (-5 Spaces, +16 Power)
- 6x Fusion Thrusters (-6 Spaces, -6 Power, +6 Speed, +3 Agility, +3 Evasion)
- 3x Verniers (-3 Spaces, -3 Power, +3 Agility, +1.5 Evasion)
Defenses:
- 3x Vulcan Point Defence (-6 Spaces)
- 6x Armour (-6 Spaces, +6 Armour, -2 Agility)
League Ships
Minkowski Hyper Awesomeboat
Stats
- Mobility: 2
- Armor: 18
- Evasion: 0
- Structure: 19
- Hits: 128
Fixed Equipment
- Scattering Field (+4 AP Protection)
- 1 Plasma Cannon
- 2 Dual-Purpose Cannons
- 6 Flak Cannons
- 5 Heavy Antiship Missiles
- 4 Strike Missile Launchers
- 3 Cluster Missile Launchers
- 1 Vulcan Point Defense
League Weapons
Plasma Gun
- Spaces: 5
- Power: 5
- Range 4, accuracy -1, penetration +4, Strength +4, AP Bonus +8
Dual Plasma Gun
- Spaces: 8
- Power: 8
- Range 6, accuracy -1, penetration +4, Strength +4, AP Bonus +8, ROF 2
Plasma Cannon (warship scale)
- Range 8, accuracy -3, penetration +8, Strength +12, AP Bonus +10, ROF 2, Damage 3
Alpha Edge (Axe)
- Spaces: 2
- Power: 0
- Accuracy +3, penetration +5, Strength +0, Parry 6, Brutish
Alpha Edge (Knife)
- Spaces: 1
- Power: 0
- Accuracy +4, penetration +2, Strength +0, Parry 2, Brutish
Smoothbore Cannon
- Spaces: 10
- Power: 0
- Range 8, accuracy +5, penetration +4, Strength +0
Automatic Rifle
- Spaces: 8
- Power: 0
- Range 6, accuracy +3, penetration +4, Strength +0
Submachine Gun
- Spaces: 4
- Power: 0
- Range 3, accuracy +1, penetration +2, Strength +0
30mm Cannon
- Spaces: 3
- Power: 0
- Range 4, accuracy +0, penetration +2, Strength +0
Mecha Grenades
- Spaces: 1
- Range 2, accuracy Thrown, penetration +1, Strength +0, Thrown, 3 Shots
Misc/Unknown
OMF-04 Peltast Mobile Suit
Stats
- Speed: 7
- Agility: 8
- Evasion: 6
- Armor: 9
- Hits: 4
- Excess Power: 5
- External Carriage: 12 Spaces
Fixed Equipment:
- 1 Plasma Lance
Standard loadout:
- 1 Automatic Railgun (8 spaces, 2 power)
- 1 Strike Missile (2 spaces)
Ge-02 Lambert Combat Frame
Stats
- Speed: 7
- Agility: 6
- Evasion: 6
- Armor: 12
- Hits: 4
- Excess Power: 4
- External Carriage: 12 Spaces
Standard loadout:
- 1 Automatic Railgun (8 spaces, 2 power)
- 1 Strike Missile (2 spaces)
- 1 Alpha Edge Sword (2 spaces)
F-76 Mustang III Aerospace Fighter
Stats
- Speed: 12
- Agility: 10
- Evasion: 7
- Armor: 0
- Hits: 4
- Excess Power: 4
- External Carriage: 8
Fixed Equipment:
- Gatling CIWS (2 Space)
Standard loadout:
- 4 x Anti-Air Missiles (8 Space)