Weapons of the League
League Aerospace
League Mecha
League Mobile Arms
LF/MA-03 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:
- 1x 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)
Verdeschlagen (0x Mobile Armour)
- Speed: 10
- Agility: 9.33
- Evasion: 8
- Armour: 12
- Hits: 8
Internal Components
- 6x Fusion Thrusters (-6 spaces, -6 power, +6 speed, +3 agility, +3 evasion)
- 6x Fusion Verniers (-6 Spaces, -6 power, +6 agility, +3 evasion)
- 3x Fusion Reactors (-3 Spaces, +12 Power)
- 5x Armour (-5 spaces, +5 armour, -1.66 Agility)
Fixed Armament
- 1x Large Naval Rifle (-20 spaces)
External Equipment
- 4x Anti-Missile Gatling (-8 Spaces, ROF 4)
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
Vanguard II (2x Cruiser)
- Mobility: 4
- Evasion: 3
- Armour: 16
- Hits: 44
- Structure: 8
- Space: 119/120
- Power: 73/75
Internal Components
- 4x Fusion Thrusters (-32 spaces, -64 power, +4 mobility, +2 evasion)
- 2x Jump Drives (-2 spaces, -8 power)
- 6x Belted Armour (-24 Spaces, +12 Armour, +3 Structure, +24 Hits)
- 5x Fusion Reactors (-5 spaces, +75 Power)
Armament
- 1x Vulcan Point Defence (-4 Spaces)
- 2x Flak Battery (-2 Spaces)
- 2x Anti-Ship Missile Launchers (-10 Spaces)
- 2x Large Naval Rifle (-40 spaces)
Rook II (2x Cruiser)
- Mobility: 2
- Evasion: 1
- Armour: 20
- Hits: 48
- Space: 119/120
- Power: 72/75
Internal Components
- 2x Fusion Thrusters (-16 spaces, -32 power, +2 mobility, +1 evasion)
- 2x Jump Drives (-2 spaces, -8 power)
- 7x Belted Armour (-28 Spaces, +14 Armour, +3.5 Structure, +28 Hits)
- 1x Scattering Field (-4 Spaces, -32 Power, +4 Armour, -1 Evasion, -1 Sensors/ECM, +4 AP)
- 5x Fusion Reactors (-5 spaces, +75 Power)
Armament
- 4x Vulcan Point Defence (-8 Spaces)
- 3x Flak Cannons (-6 Spaces)
- 2x Anti-Ship Missile Launchers (-10 Spaces)
- 2x Large Naval Rifle (-40 spaces)
Adonis IV Light Carrier (2x Cruiser)
- Mobility: 1
- Evasion: 1.5
- Armor: 21.5
- Structure: 8.5
- Hits: 34
- Space: 120/120
Hangar Space
- 60x Hangar (-60 Spaces)
Internal Components
- 1x Fusion Thruster (-8 Spaces, -16 power, +1 mobility, +0.5 evasion)
- 3x Jump Drive (-0.75 Spaces, -12 Power)
- 1x Scattering Field (-4 Spaces, -32 power, -1 sensors/ECM, +4 armour, +4 AP protection)
- 7x Laminate Armour (-28 Spaces, +17.5 Armour, +3.5 Structure, +14 Hits)
- 4x Fusion Reactors (-4 Space, +60 power)
Defensive Armament
- 2x Charge Launcher (-6 spaces)
- 2x Flak Cannon (-4 spaces)
- 2x Vulcan Point Defence (-4 Spaces)
Craft Weapons
Note that all stats below are, ultimately, provisionary. I can't say for sure that they're properly balanced and aren't over/underpowered, so they might change over time.
Melee Weapons
Alpha Edge (sword)
- Spaces: 2
- Power: 0
- Parry: +5
- Accuracy +4, penetration +4, Strength +0, Parry +5, Brutish
Alpha Edge (pole)
- Spaces: 4
- Power: 0
- Accuracy +6, penetration +5, Strength +1, Parry +7, Brutish
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
Plasma Knives
- Spaces: 1
- Power: 2
- Accuracy +8, penetration -2, Strength +0, Parry +7, Cleave
Plasma Lance
- Spaces: 1
- Power: 2
- Accuracy +5, penetration +0, Strength +3, Parry +5, Cleave
Ranged Weapons
Anti-Missile Gatling
- 2 Space
Mecha-SMG
- Spaces: 5
- Power: 0
- Range 4, accuracy +8, penetration +0, Strength -2
Autogun
- Spaces: 8
- Power: 0
- Range 6, accuracy +6, penetration +1, Strength +0
Heavy Gun
- Spaces: 10
- Power: 0
- Range 10, accuracy +3, penetration +3, Strength +2
Automatic Railgun
- Spaces: 8
- Power: 2
- Range 8, accuracy +6, penetration +2, Strength +0
Heavy Railgun
- Spaces: 10
- Power: 3
- Range 12, accuracy +3, penetration +5, Strength +2
Tank Railgun
- Spaces: 12
- Power: 4
- Range 16, accuracy +0, penetration +8, Strength +2, AP +3
Coilgun
- Spaces: 5
- Power: 5
- Range 6, accuracy +8, penetration +0, Strength -2
Heavy Coilgun
- Spaces: 8
- Power: 10
- Range 16, accuracy +0, penetration +6, Strength +0, AP +4
Shotcannon
- Spaces: 5
- Power: 2
- Range 4, accuracy +0, penetration +0, Strength -3, Burst Bonus +9
Bazooka
- Spaces: 8
- Power: 0
- Range 4, accuracy -2, penetration +8, Strength +6, Damage 3, 3 Shots, ROF 3
Giant Bazooka
- Spaces: 12
- Power: 0
- Range 4, accuracy -5, penetration +12, Strength +12, Damage 6, 2 Shots, ROF 2
Plasma Gun
- Spaces: 6
- Power: 8
- Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, Ship Damage 2
Dual Plasma Gun
- Spaces: 10
- Power: 14
- Range 4, accuracy -1, penetration +2, Strength +4, AP Bonus +8, ROF 2, Ship Damage 2
- Fixed weapon
- -1 Evasion
Cluster Missiles
- Spaces: 2
- Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, 3 Shots
Anti-Air Missile
- Spaces: 2
- Range 25, accuracy +10, penetration +3, Strength +0, Guided +13, 1 Shot
Strike Missile
- Spaces: 2
- Range 25, accuracy +7, penetration +7, Strength +5, Guided +5, 1 Shot
Assault Missile
- Spaces: 2
- Range 25, accuracy -1, penetration +10, Strength +10, Guided +5, 1 Shot, 2 damage
Mecha Grenades
- Spaces: 1
- Range 2, accuracy Thrown, penetration +1, Strength +0, Thrown, 3 Shots
USASF Mk 16 Remote Drones
-
- Range 12, accuracy +15, penetration +0, Strength +0, No Range Penalty, Remote
- Space: 4
- Power: 5
Transbaal Type-Four Semiautonomous Attack Drone
-
- Range 12, accuracy +16, penetration +2, Strength +0, No Range Penalty, Remote
- Space: 4
- Power: 5
ACLS Wardens
-
- Range 4, accuracy +20, penetration +2, Strength +0, No Range Penalty, Remote
- Space: 3
- Power: 4
'Shiranui' Assault Funnels
-
- Range 12, accuracy +14, penetration +3, Strength +2, No Range Penalty, Remote, AP +3
- Space: 6
- Power: 8
Components
IOW, everything that's not a weapon. All Components take up double the amount of space if they're fitted externally in External Carriage.
Thrusters
- Fusion thrusters provide linear speed and a small boost to Evasion.
- +1 Speed, +0.5 Agility, +0.5 Evasion
- Space: 1
- Power: 1
Verniers
- Verniers increase Agility and also provide a small increase to Evasion.
- +1 Agility, +0.5 Evasion
- Space: 1
- Power: 1
Microjump Unit
- In-system FTL
- Space: 1
- Power: 1
Fission Reactor
- Space: 1
- Power Output: 2
Fusion Reactor
- Space: 1
- Power Output: 4
Armor
- Provides . . . Armor. Also decreases agility somewhat, due to the intrinsic mass of all that heavy plating.
- +1 Armor, -0.33 Agility
- Space: 1
Scattering Field
- Bubble-field system.
- +3 Armor, -1 Evasion (non-stacking), -1 Sensors, +3 AP Protection
- Space: 1
- Power: 8
Ship Weapons
Point Defence
Vulcan Point Defence
- Spaces: 2
- Power: 0
Electrochemical Weapons
Flak Cannon
- Spaces: 2
- Power: 0
- Range 12, accuracy +5, penetration +0, Strength +0, Burst Bonus +6
Small Naval Rifle
- Spaces: 5
- Power: 0
- Range 12, accuracy -1, penetration +7, Strength +7, Damage 2
Medium Naval Rifle
- Spaces: 10
- Power: 0
- Range 20, accuracy -1, penetration +10, Strength +10, Damage 3, Burst -2
Large Naval Rifle
- Spaces: 20
- Power: 0
- Range 26, accuracy -1, penetration +15, Strength +15, Damage 4, Burst -4
Railguns
DP Cannon
- Spaces: 4
- Power: 2
- Range 16, accuracy +2, penetration +3, Strength +3, Burst Bonus +3
Small Railcannon
- Spaces: 5
- Power: 4
- Range 16, accuracy -1, penetration +7, Strength +7, Damage 2
Medium Railcannon
- Spaces: 10
- Power: 8
- Range 24, accuracy -1, penetration +10, Strength +10, Damage 3, Burst -2
Large Railcannon
- Spaces: 20
- Power: 16
- Range 32, accuracy -2, penetration +15, Strength +15, Damage 4, Burst -2
Linear Cannon
- Spaces: 5
- Power: 10
- Range 40, accuracy +0, penetration +6, Strength +6, AP Bonus +8
Siege Railcannon
- Spaces: 50
- Power: 20
- Range 60, accuracy -10, penetration +?, Strength +?, Damage:d10+10, Warm-up:1, Cool-down:1
Special Energy Weapons
Plasma Cannon
- Spaces: 5
- Power: 10
- Range 8, accuracy -3, penetration +8, Strength +12, AP Bonus +10, Damage 4
Missiles
Cluster Missile Launcher
- Spaces: 5
- Range 8, accuracy +10, penetration +2, Strength +0, Guided +8, ROF 3
Anti-Air Missile Launcher
- Spaces: 5
- Range 25, accuracy +10, penetration +3, Strength +0, Guided +13
Strike Missile Launcher
- Spaces: 5
- Range 25, accuracy +7, penetration +7, Strength +5, Guided +5
Anti-Ship Missile Launcher
- Spaces: 5
- Range 80, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 4
Heavy Anti-Ship Missile Launcher
- Spaces: 10
- Range 80, accuracy -5, penetration +15, Strength +15, Guided +5, Damage 8
Leap Missile Launcher
- Spaces: 5
- Range SPECIAL, accuracy -2, penetration +12, Strength +12, Guided +5, Damage 4
Remotes
USASF Mk 16 Remote Drones
- Spaces: 5
- Range 12, accuracy +18, penetration +0, Strength +0, Remote, ROF 2
Transbaal Type-Four Funnels
- Spaces: 5
- Range 12, accuracy +16, penetration +2, Strength +0, Remote, ROF 2
ACLS Wardens
- Spaces: 5
- Range 4, accuracy +20, penetration +2, Strength +0, Remote, ROF 3
Variants
Burst-Modal Variant Fire
- Spaces: 0
- Increases cost
- For Railguns
- Range x0.67, accuracy +0, penetration -3, Strength -3, Burst Bonus +5
Alpha Capacitor
- Spaces: 0
- Increases cost
- Provides +1 Shot w/ +1 ROF, rechargeable
Ship Components
Propulsion
Fusion Thrusters
- Spaces: 2 x Engineering Coefficient
- Power: 4 x Engineering Coefficient
- +1 Mobility, +0.5 Evasion
Jump Drive
- Spaces: 0.25 x Engineering Coefficient
- Power: 1 x Engineering Coefficient
Power
Fission Reactor
- Spaces: 1
- Power Output: 8
Fusion Reactor
- Spaces: 1
- Power Output: 15
Armour
Belted Armor
- Spaces: 1 x Hull Coefficient
- Armor +2, Structure +0.5, Hits +1 x Hull Coefficient
Depleted Uranium Armor
- Spaces: 1 x Hull Coefficient
- Armor +2, Structure +1, Hits +1.5 x Hull Coefficient, -0.33 Mobility
Belted Iridium Armor
- Spaces: 1 x Hull Coefficient
- Armor +2.33, Structure +1, Hits +2 x Hull Coefficient, -0.33 Mobility
Double-Bonded Lunar Titanium Armor
- Spaces: 1 x Hull Coefficient
- Armor +2.25, Structure +1.5, Hits +2 x Hull Coefficient
Laminate Armor
- Spaces: 1 x Hull Coefficient
- Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient
Anti-Beam Laminate
- Spaces: 1 x Hull Coefficient
- Armor +2, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (energy) Protection
Polarized Laminate
- Spaces: 1 x Hull Coefficient
- Power: 2 x Hull Coefficient
- Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (energy) Protection
Bistate Polarized Laminate
- Spaces: 1 x Hull Coefficient
- Power: 2 x Hull Coefficient
- Armor +2.5, Structure +0.75, Hits +1 x Hull Coefficient, +0.5 AP (energy) Protection
Phase Shift Laminate
- Spaces: 1 x Hull Coefficient
- Power: 2 x Hull Coefficient
- Armor +2.5, Structure +0.5, Hits +0.5 x Hull Coefficient, +0.5 AP (kinetic) Protection
Trans-Phase Laminate
- Spaces: 1 x Hull Coefficient
- Power: 1 x Hull Coefficient
- Armor +2.5, Structure +0.75, Hits +1 x Hull Coefficient, +0.5 AP (kinetic) Protection
Variable Phase Polarization Laminate
- Spaces: 1 x Hull Coefficient
- Power: 1 x Hull Coefficient
- Armor +2.75, Structure +1, Hits +1 x Hull Coefficient, +0.5 AP Protection
Structural Reinforcement
- Spaces: 2 x Hull Coefficient
- Structure +3, Hits +2 x Hull Coefficient
Shields
Scattering Field
- Spaces: 1 x Hull Coefficient
- Power: 8 x Hull Coefficient
- Armor +4, Evasion -1, -1 Sensors/ECM, +4 AP Protection
Miscellaneous
Passive Stealth
- Spaces: 3 x Hull Coefficient
Charge Launcher
- Spaces: 1 + 0.5 x Hull Coefficient
- Smoke Charge: +3 Evasion, -5 Sensors, +1 Stealth
- Anti-Beam Charge: +5 Armor (energy only), -3 Sensors, -2 Stealth
Utility
Hangar
- Spaces: 1
- A typical mobile suit takes 4 spaces
External Latch
- Spaces: 2
- For every 50% of Hull Coefficient, required space doubles
See also Weapons of the Magnate War