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Squishy Havock
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PostPosted: Sun Apr 03, 2011 5:57 pm


This would be the list of weapons to be used in this RP. Each weapon has a certain amount of cost in energy or live ammo.

Live ammo weapons do not cost energy but will run out of ammunition while energy based weapons will drain your mech's energy eventually.

Aiming and movement of the mech has no cost as it has been factored in the 20% reduction to your total energy.

Even custom weapons will be listed here! Why? This may be a mech RP but if someone steals the weapon and duplicates it this would be for their benefit. So be careful about custom weapons and any other customs it may be yours but people can steal them if they manage to.

Each weapon also has a "slot cost" or its weight. You may equip it anywhere but remember that it should not go over the weight limit.


All weapons are RANKED. E lowest - S as the highest. Why? It gives you a scope on how powerful they are.

Some weapons are RANK LOCKED. These weapons are powerful ones reserved for those who have gained a higher rank RPC.
PostPosted: Sun Apr 03, 2011 8:22 pm



Machine guns

Machine Gun fire rate per post is limited by your desicion. If you want to fire 300 rounds in one post go ahead but be careful about the ammo and energy consumption.



35mm vulcans
Rank: E
Type: Live ammo belt fed
Slot usage: 50
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 3 posts constant use
Description: A rapid fire minor weapon. It deals light damage to armor but can alternatively be used to shoot down missiles while in flight or as a weapon to deal with people. It is belt fed meaning constant firing but be careful if used constantly it may over heat. Usually mounted on the mech not as a hand held weapon.





Vulcan Cannon
Rank: E
Type: Live ammo Belt fed
Slot usage: 80
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 3 posts constant use
Description: A rapid fire weapon an improvement on the 35mm vulcans as these use a larger 90mm. Though still dealing light damage it is slightly better than the standard 35mm Vulcans. Is belt fed. Usually mounted on the mech not usually seen as a hand held weapon.


Zak 150 mm Rapid Machine gun
Rank: C
Type: Live ammo Belt fed/ regular magazine/ drum magazine.
Slot usage: 300
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 9 posts constant use in full auto
Description: A rapid fire weapon with larger caliber rounds these allow for medium damage on mechs. An improvement over the smaller machine guns though at a slower rate of fire. It has an enhanced cooling system to avoid gun overheat. Though its commonly placed as a mounted weapon on the mech there are variants of this that are held by the hands of humanoid mechs.


G-EZ Sub Machinegun
Rank: C
Type: Live ammo magazine
Slot usage: 200
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 14 posts constant use in full auto
Description: A rapid fire weapon with larger caliber rounds these allow for medium damage on mechs. An improvement over the smaller machine guns though at a slower rate of fire. It has an extremely high rate of fire for a small gun. It is quite compact and light.




Packard 150 mm Gatling
Rank: C
Type: Live ammo belt fed/ drum magazine.
Rank lock:
Slot usage: 250
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 10 posts constant use in full auto
Description: The Packard 150 mm Gatling sports a lighter frame than the Zak machine gun. Sporting a faster fire rate and lighter frame it is preferred by the upper ranks. Sadly it has a smaller magazine compared to the Zak machine gun when hand carried.
Special magazine= 75 rounds
Slot cost per magazine 40



Barton 280 mm Gatlings
Rank: B
Type: Live ammo Belt fed/ Drum magazine
Slot usage: 800
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 13 posts constant use in full auto
Description:
This heavy rapid fire machine gun is of Gatling gun design. The heavy armament provides good damage even on heavily armored targets. This heavy Gatling gun's rapid fire can cause targets to shake upon constant impact making controlling hard but it also causes massive vibrations within the mech. Usually mounted on the mech there are hand held versions.



Barton Kai Beam Gatlings
Rank: A
Type: Beam direct feed
Rank Lock:
Energy usage: 50 energy per beam (meaning if you fired 100 shots you use up 5000 energy)
Slot usage: 950
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 10 posts constant use in full auto
Description: Though slightly heavier than the live ammo Gatling this is an improvement. You wont be weighted down by the ammo as you dont carry any though you do consume energy. These are also better at damaging the opponent compared to the live ammo machine guns. However it does not have the E-pack system. Medium thickness beams. Small-medium particle explosions at around 16 inch radius explosions.
Its weight actually slows you slightly (-2)
Can be hand held or mounted on the mech.


Geara Beam machine gun
Rank: C
Type: Beam direct feed/ E-pack
Energy usage: 20 energy per beam (meaning if you fired 100 shots you use up 2000 energy)
Slot usage: 450
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 10 posts constant use in full auto
Description: The Geara Beam Machine gun is a standard beam machinegun. With a high firing rate and relatively light construction its a favored weapon for trigger happy nuts. It can be given the E-pack system to conserve the energy usage. Creates very thin beams. No particle explosions on impact.
Can be hand held or mounted on the mech.


Breder Sealant machine gun
Rank: D
Type: Live ammo(special magazine)
Energy usage: 0
Slot usage: 350
Cooldown time: 1 posts
Overheats: N/A only fires in bursts
Description: Typically used to seal holes in space colonies or large ships the Breder company created a line of "weapons" that fire their sticky sealant liquid. Commonly white in color the sealant can be used to seal holes in ships, colonies and other mechs to avoid oxygen loss. Alternatively it can slow down aiming of a mech and if fired at the mechs feet it may stick the mech onto the ground. It can also be used to cover up thrusters of an enemy to disable. Easily cut with beam weaponry and wears off in 4 posts.
The machine gun version fires in 6 round or 3 round bursts that can cover an area of 4 square meters.
Can be hand held or mounted on the mech.
Special magazine= 90 rounds
Slot cost per magazine 60



Azieru Beam Machine Cannon
Rank: S
Type: Beam direct feed
Rank Lock:
Energy usage: 200 energy per beam (meaning if you fired 100 shots you use up 20000 energy)
Slot usage: 1500
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 10 posts constant use in full auto
Description: The Azieru Beam Machine Cannon is actually a total of 5 alternate firing beam cannons. It is strangely light for its fire power but consumes a large amount of energy and another drawback is the fact it fires in groups of 5 only. A major advantage is that its firepower is immense easily melting through light and medium armored enemies. Causes particle explosions on impact due to high particle concentration in the beams. Explosions have a 7 meter radius. Creates large thick beams.
Being quite heavy it slows you down. (-3)
Can be hand held or mounted on the mech.
It cant fire single shots it only fires in groups of 5


X-Bite Dual machine gun
Rank: A
Type: Beam direct feed
Rank Lock:
Energy usage: 60 energy per beam (meaning if you fired 100 shots you use up 6000 energy)
Charged Shot Energy cost: 200
Slot usage: 850
Cooldown time: 0 posts (1 post cooldown if overheated)
Overheats: 8 posts constant use in full auto
Description: The X-Bit is actually supposed to be a ship mounted beam machine gun thus lacking the E-pack system. Due to a fire link system it fires in sets of twos. The X-Bite overheats faster than the Barton Kai but sports the Charge system. This compresses the particles further firing two (because its dual barreled) beams. The regular beams sport the same firepower as the Barton Kai but the beams are thicker. Charged shots sport the firepower of the Azieru Beam Machine Cannon. It is much lighter compared to the Barton Kai.
Can be hand held or mounted on the mech.


Ano F90 Beam Machine Gun
Rank: C
Type: direct feed beam
Energy usage: 20 energy per beam
Slot usage: 400
Cooldown time:
Overheats:
Description:
A light beam machine gun maintained to fire 3 round bursts no matter what. Dealing as much damage as the Geara but keeping it in bursts allows it for infinite firing as long as there is energy. Though this does pose a bit of a problem as it is locked in firing in 3s. Meaning you can fire 3 shots or 300 for all we know but not 2 shots or even just one. There are small lapses in between every 3 shots that may pose as a problem though this allows you to have time to aim the next shot.


Squishy Havock
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Squishy Havock
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PostPosted: Mon Apr 04, 2011 8:49 pm





Rifles
(Despite being called rifles you dont have to hold them you may just mount them on the arm or on any place it may fit)


Muro-Ray Beam rifle
Rank: A
Type: E-Control
Rank Lock:
Energy usage: 70
Charged Shot Energy cost: 200
Slot usage: 650
Fire rate: 4 shots max per post Max
Cooldown time:
Overheats: N/A
Description: The highly powerful Muro-Ray Beam rifle is usually used by higher rank soldiers. Its charged shot sports the firepower of the Azieru Beam Machine cannon while its regular beam shots are more powerful compared to the X-Bite Dual machine gun. With an advanced cooling system it does not overheat. It also uses an E-control system. Instead of using the very heavy E-packs or risking the direct feed it struck a balance in the two. The E-control or E-con works a bit like an E-pack as it has a stored amount of energy. But once it runs out it only takes moments for the the Direct feed to charge the E-con.
Meaning the E-con is charged by taking energy from the Mech and is stored. It will use direct feed to recharge the E-con but once charged it seals itself off from direct feed and will first use the energy in the E-con
Can be hand held or mounted on the mech.
E-con capacity = 1000 energy




BOWA Beam rifle
Rank: C
Type: Direct feed/E-pack
Rank Lock:
Energy usage: 50
Slot usage: 550
Fire rate: 4 shots per post Max
Cooldown time:
Overheats: N/A
Description: The BOWA Beam Rifle is commonly called as the Muro-Ray's little brother. While lacking the E-control system and the charge shot system it makes up by being light and powerful. The medium thick beam is good at destroying lightly armored targets and deals significant damage to medium armored targets.
Can be hand held or mounted on the mech.



HYPER Beam rifle
Rank: S
Type: Direct feed
Rank Lock:
Energy usage: 400
Slot usage: 1200
Fire rate: 2 shots per post Max
Cooldown time:
Overheats: N/A
Description: The HYPER beam rifle is a heavy and large rifle that requires direct feed to power up its attack. Its firepower is double that of the Azieru Beam Machine cannon and the particle explosion on would be around 14 meter in radius. It also fires a bright thick beam which may give away the shooter. The point of the HYPER beam rifle is actually make anti-colony beam weaponry.
It also has the side effect of being heavy slowing you down. (-3 to speed)
Can be hand held or mounted on the mech.


VOB Rife
Rank: A
Type: Direct feed
Rank Lock:
Energy usage: Either 20(light damage D rank) 40 (Medium light C rank)or 60 (Medium heavy at A rank)
Slot usage: 1000
Fire rate: 20 shots at 20/ 10 shots at 40 and 5 shots at 6 max.
Cooldown time:
Overheats:
Description: The VOB Rifle or Variable Output Beam Rifle is designed to be used in missions that require flexibility. Its light damage is mainly used when the enemy is only to be damaged and taken back or captured. The medium light is for combat when rapid fire is needed while the Medium heavy is obviously used for heavier armored targets. Though it lacks the charge system it makes up for it with its flexibility. Having maximum firepower equal to the Muro-Ray rifle and higher fire rate it is only drawback must be its weight the output capacitor weighs down the rifle.
Can be hand held or mounted on the mech.



Onic Beam Sniper Rife
Rank: A
Type: Direct feed
Rank Lock:
Energy usage: 100 per beam
Charged Shot Energy Cost: 300
Over Charge Energy Cost: 1000
Slot usage: 1000
Fire rate: 2 shots max even at charged shot but only one at overcharge. Per post max
Cooldown time:
Overheats:
Description: The Onic Beam Sniper Rifle is a curious beam rifle. The Onic Beam Rifle uses a particle compressor to increase the piercing power of the beams. It uses a very thin 14cm in radius beam to piece targets. This easily cuts through even the heaviest armor. The thinness of the beam however means its primary use to aim at the power core or weak joints of the enemy. At charged shot mode it fires a regular thick beam but still easily cuts through heavy armor. If out-rigged with an outside powersource it can SAFELY go into over charge shot. The over charge shot will overly compress the particles forming a very thin 14 cm beam shot but on impact the hyper activated particles explode out and tear through the target from the inside. Firing it without an outside power-source runs the risk of overloading your mech's power core. (roll 1-10 if it it is above 4 it overloads. IF its above 4 and even your mech shuts down for 3 posts. If its above 4 and odd the core explodes not big but explodes slightly leaving a broken powercore..)
It has some weight and slows down slightly. (-1)
Can be hand held or mounted on the mech.




Sha Beam Shot Rifle
Rank: A
Type: Direct feed Beam
Rank Lock:
Energy usage: 70 per shot
Shotgun Shot: 600
Slot usage: 950
Fire rate: 5 shot (rifle) 2 (shotgun) per post max
Overheats:
Description: the Sha Beam shot rifle is a strange but effective weapon. Similar to how the VOB Rifle has variable modes this has a rifle and a scattering beam mode that has been called as a shotgun. At rifle mode it surpasses the Muro-Ray rifle in firepower slightly as it has better penetrating power. During the spread or shotgun shot it releases a total of 10 scattered beams each one at the firepower of the Muro-ray rifle's regular shot. Though quite bulky it is a well liked advanced weapon for taking down targets.
It has some weight and slows down slightly. (-1)
Can be hand held or mounted on the mech.




Ram-Ral 200mm Assault rifle
Rank: C
Type: Drum Magazine
Energy usage:
Slot usage: 400
Fire rate: 10 shots per post Max
Cooldown time:
Overheats: N/A
Description: The Ram-Ral 200mm Assault rifle boasts accuracy and firepower over the Zak 150mm Rapid Machine gun. Though lacking the full auto capacity it makes up for it with the superior damage and accuracy. This is standard equipment on low to mid rank mechs. Lacking the belt fed capacity its previous bonuses have already made up for it.
Can be hand held or mounted on the mech.



BOWA-Zeta Assault rifle
Rank: B
Type: E-pack for shots/ direct feed for saber
Rank lock:
Energy usage: 50 (Per shot)
Energy usage Saber mode: 150 activation (30 per post after initial activation)
Beam Saber Rating: 90
Slot usage: 550
Fire rate: 10 shots per post Max
Cooldown time:
Overheats: N/A
Description: The BOWA-Zeta is has exactly the same firepower as the previous BOWA beam rifle this has been improved. With new control systems and added features the BOWA-Zeta can focus the beam as it emits from the barrel forming a saber or bayonet. It can be used to slice into other mech's at close combat. The flexibility of this rifle and its better fire rate makes it preferred over most other rifles. To avoid the problem of the saber dying out during use it is independent from the E-pack and runs on a direct feed. Sadly it cannot shoot during saber mode. The saber length is equal to that of a regular beam saber.
Can be hand held or mounted on the mech.



Ecoa-Beam Carbine
Rank: B
Type: E-pack for shots/ direct feed for bayonet
Rank lock:
Energy usage: 50 (Per shot)
Energy usage Bayonet : 140 activation (20 per post after initial activation)
Beam Bayonet Rating: 70
Slot usage: 550
Fire rate: 15 shots per post Max
Cooldown time:
Overheats: N/A
Description: The Ecoa-Beam Carbine sports a higher fire rate compared to the BOWA-Zeta rifle and also has a beam bayonet. The beam bayonet requires less energy to use and is still capable of preforming much like any beam saber. Sadly this bayonet is much shorter and has a lower power rating.
Can be hand held or mounted on the mech.



Brunko-Angelo
Rank: A
Type: E-pack for shots/ Live ammo
Rank lock:
Energy usage: 90 (Per shot if using beams)
Slot usage: 750
Fire rate: 3 shots per post Max
Cooldown time:
Overheats: N/A
Description: The Brunko-Angelo is a large rifle cannon. It either fires one of these two weapons. A regular beam which creates a more powerful beam shot compared to the Muro-ray making medium armored targets easy to shoot. The High Explosive Squash Head or HESH rounds. These rounds are preferred as when the rounds impact the target the plastic explosive will cover the target and then detonate milliseconds later. The detonation makes the armor INSIDE the mech chip off and break posibly killing the pilot inside if aimed right, igniting fuel and all sorts of internal damage. It also causes a large chunk of the outer armor to be broken off.
It also has the side effect of being heavy slowing you down. (-2 to speed)
Can be hand held or mounted on the mech.


Merquis-Dober Rifle
Rank: A
Type: Live ammo
Rank lock:
Slot usage: 800
Fire rate: 6 shots per post Max
Cooldown time:
Overheats: N/A
Description: More of an auto cannon than a rifle the Merquis-Dober is a powerful gun nonetheless. Its ammunition is either Arrmour-piercing fin-stabilized discarding sabot (APFSDS) or the Buster. Both rounds preform with a single purpose, instead of exploding outside both rounds are designed to pierce through the target. Both only create relatively small 16 inch diameter holes but thats where the similarities end. the APFSDS will go through the target sending highspeed shrapnel through it and possibly the next while the buster round will work in the same way but being heavier it stops inside the mech then explodes. Though the explosions are small, less than a grenade, exploding inside the mech may cause complications.
Can be hand held or mounted on the mech.




Heero-Burst Rifle
Rank: S
Type: Special Beam E-pack
Rank lock:
Slot usage: 1600
Fire rate: 2 shots per post max
Cooldown time:
Overheats: N/A
Description: An incredibly powerful rifle its more of an anti colony canon. It uses its own special E-pack containing at around 2300 units of energy. Upon firing it creates a massive 16 meter radius beam out of the barrel. Even the most heavily armored Mechs have very little chance when this beam is fired at them as it lasts for 2 posts and will desintirgate most targets in its path. Each E-pack only contains enough energy for two shots thus its maximum fire rate is two shots.
It also has the side effect of being heavy slowing you down. (-3 to speed)
Can be hand held or mounted on the mech.
E-pack weight= 400




Links-Ray Magnum Rifle
Rank: S
Type: E-pack (special)
Rank Lock:
Energy usage:...
Slot usage: 850
Fire rate: 5 shots max per post Max
Cooldown time:
Overheats: N/A
Description: The Links-Ray Magnum rifle is to be easily said an advanced version of the Muro-Ray Beam Rifle. It has a special E-pack that holds 5 rounds each. This E-pack contains compressed Particles prepared to be shot right away. Each shot is equal to the Muro-Ray's Charged shot in terms of power the more horrifying fact is its firing rate. It can easily empty its entire magazine of high power rounds.
Can be hand held or mounted on the mech.
Special E-Pack= 5 rounds (10000 energy)
E-pack Weight= 150



Garo-Tif Solar Rifle
Rank: B
Type: Beam,
Rank Lock:
Energy usage: 0 per shot
Slot usage: 850
Fire rate: 2 shots max per post Max
Cooldown time:
Overheats: N/A
Description: Though considered more of a wasted weapon the Garo-Tif Solar rifle is actually a prototype of a much more powerful weapon. It may have a very slow fire rate it does have the same firepower as the BOWA Beam rifle and the weight it carries is just the solar collectors to power it up. The lack of fire rate makes it a bit of a turn off for most people and the fact it cant be used if there is no sun.
Can be hand held or mounted on the mech.



Providence-Flexi Dual Rifle
Rank: B
Type: Beam and Live ammo
Rank Lock:
Energy usage: 50 per shot
Energy usage Bayonet : 150 activation (30 per post after initial activation)
Beam Bayonet Rating: 80
Slot usage: 650
Fire rate: 15 shots(beam) max 30 live ammo Max
Cooldown time:
Overheats: N/A
Description: The Providence-Flexi Dual Rifle is made not for firepower but for long battles. Its is actually a a bit of a misnomer as it has three barrels. It has the bottom most barrel as a Beam Bayonet that is actually slightly longer than the Ecoa-Beam Carbine's bayonet. The two side mounted barrels are different. The left one fires a direct feed beam while the one on the right fires live ammunition. The live ammunition would only rank at C being only 150mm shells but the beams have the same power as that of the Ecoa-Beam carbine. This also sports a more powerful beam bayonet compared to the Ecoa-beam Carbine. Both types of ammo may be used at the same time.
Can be hand held or mounted on the mech.



Nu-Muro-Ray Beam rifle
Rank: A
Type: E-Control
Rank Lock:
Energy usage: 70
Charged Shot Energy cost: 200
Slot usage: 800
Fire rate: 14 shots max per post regular Max, 3 charged shot max per post
Cooldown time:
Overheats: N/A
Description: A heavier version of the Muro-Ray Beam rifle this one is equipped with a higher fire rate. Though basically the same thing the increaced fire rate is a good and to it and the 3 round burst of the charged shot is quite impressive. It still uses the E-control system.
Can be hand held or mounted on the mech.
E-con capacity = 1000 energy




Kiryamato Strike Rifle
Rank: A
Type: Beam and Live ammo
Rank Lock:
Energy usage: 200 per shot
Stream Shot:200 start up + 90 for succeeding posts.
Slot usage: 1050
Fire rate: 3 shots regular shot max
Cooldown time:
Overheats: N/A
Description: This Kirayamato Strike Rifle is made for taking down heavily armored opponents. The regular shot, though having a low fire rate, has the same fire power as a charged Muro-Ray Rifle's shot. The stream shot however is its anti Heavy armor weapon. The stream is essentially a steady beam that is fired and can be aimed again as the Mech rotates. This stream can be maintained for so long as the user is willing to use up energy. It will steadily melt through armor. Sadly one must stay stationary for this to continuously fire only exception to this would be Heavy Type Mechs.
It also has the side effect of being heavy slowing you down. (-2 to speed)
Can be hand held or mounted on the mech.





Duel Electron Charge Rifle
Rank: B
Type: direct feed.
Rank Lock:
Energy usage: 90
Slot usage: 550
Fire rate: 5 shots max per post Max
Cooldown time:
Overheats: N/A
Description: The Electron Charge rifle is a simple weapon. Its purpose is to overload an area of the enemy mech with electricity rendering immobile for some time. This overload causes the internal circuit breakers to shut to avoid complete electronic failure of the mech. The systems would resume in a few minutes (3 posts). No damage to the armor though most types of shields will not stop it as it will only shut off the shield. When aimed at the cockpit, should you know where it is, a direct hit has the chance of shutting down the entire mech but cockpits in general have better shielding to this weapon so the shut down wont last too long. (when hit in the cockpit random number 1-10 if its above 5 the mech shuts off for 1 post.)
Can be hand held or mounted on the mech.





Millard-Peace Rail Rifle
Rank: S
Type: Live Ammo(breach Load) AND beam
Rank Lock:
Energy usage: 200 for the Uranium shell to be launched 100 for beam.
Slot usage: 1000
Fire rate: 2 shots per post max (Its technically 4 since the shell is right away followed by a beam.
Cooldown time:
Overheats: N/A
Description: This is a heavy piercing weaponry. Its locked to fire depleted uranium shells designed to piece through even the densest armor. It is immediately followed by a beam shot to add damage. The beam shot is significantly more powerful compared to most non charged beams and it is significantly wide. But its real damage dealer is the piercing uranium shell though there is no nuke explosion crying .
Can be hand held or mounted on the mech.


Cross Guard Spear Rifle
Rank: c
Type: Live Ammo
Rank Lock:
Energy usage: NA for gun
Energy usage Spear : 100 activation (10 per post after initial activation)
Heat Spear Rating: 55
Slot usage: 550
Fire rate: 15 shots per post max (200mm shells) 1 shot ONLY (heat spear)
Cooldown time:
Overheats: N/A
Description: The upper rack of the gun contains this long single edged blade which comes to a point just above the barrel. This is the heat spear, the heat allows it to cut through armors of mechs. It uses up less energy though it is not as powerful it can stop beam sabers/bayonets etc but not forever as eventually it will be overpowered. The live ammo shots are actually just 200 mm shells but it can launch the heat spear into the enemy. The heat spear will for a while (2 posts) use an external battery pack and will keep melting through what it can while the battery is active or while inside, since it is launched there is no way to pull it out without damaging the mech while its active.
Can be hand held or mounted on the mech.





PostPosted: Thu Apr 07, 2011 2:47 am


Rocket/Missiles





You see to avoid possible abuse of Rockets and Missiles this has a few extra rules.

One you may destroy them in flight but obviously thats hard.
homing missiles can be dodged but it will be hard.
Heat sneaking missiles do not chase other missiles, OR PEOPLE, it has to be a large amount of heat.


Pods have a fixed amount but there are many kinds of pod rockets and missiles.
All ammunition, if explosive, will explode so take care if your mech has quite a few of them because they can explode on your mech if shot at.




Bid-An Grenade Pod
Rank: D
Type: High Explosive/Wire hook/Pod
Slot usage: 200 (only 100 after firing all)
Ammo Amount: 2 Rockets
Fire rate: 2 rockets max per pod
Description: This Grenade pod has a light guidance system. The rocket only follows the targeted enemy slightly and can turn only at most 25 degrees but it is quite fast and not that large. Its explosive payload is not that powerful and commonly just used to knock mechs off balance. The wire hook however is another matter as it does not do any damage but latches a metal cable from the pod to target. Can be remotely controlled to release or can reel in. But obviously if the target is heavier than you get pulled towards it. More of a supplementary weapon. Detonates on impact.
Mounted on mech.


ToRow XM22 Micro Missile Pod
Rank: C
Type: High Explosive, (pods)
Slot usage: 750 (only 100 after firing All)
Ammo Amount: 13 Rockets
Fire rate: 13 rockets per post per pod max.
Description: A semi-unguided missile pod it fires rapidly. They do follow the target slightly but the damage is only light. It makes up with the rapid fire and numbers. Though combined the damaged would amount to a single A ranked rocket. Each rocket would normally just create enough to significantly damage light armored targets. Detonates on impact.
Mounted on mech.



MarkVII 550mm Mech Faust
Rank: D
Type: High Explosive
Slot usage: 300 (weighs nothing when fired)
Fire Rate:NA
Description: This unguided weapon has surprising fire power. Basically a rocket propelled grenade the MarkVII Mech Faust would be literally just aimed by pointing at the enemy and launching. It deals A ranked damage with a 5 meter blast radius it is quite devastating but heavy.
Mounted on mech or hand held. It is common for these to be simply latched onto the mech and then remote fired. Can be equipped with a remote detonator. Detonates on impact... be careful.
Trivia: it looks like a panzerfaust rocket



500mm Three Star Launcher
Rank: A
Rank Lock:
Type: High Explosive/HESH (magazine)
Slot usage: 800
Fire Rate: 1 rockets max per post
Description: Though it fires only one rocket the high power certainly makes up for it. This heavy damage dealing rocket launcher has a semi guided ammunition. Though faster and harder to dodge it does have a 50 degree turning angle and can be remote detonated. It has a safety feature that it will only explode after traveling a 14 meter distance. Though the blast has a 7 meter radius. Detonates on impact after said distance. It can also have the HESH round where the explosive first splatters onto the target then detonates, though this causes less outer damage the dislodged shrapnel inside will cause chaos.
Mounted on mech or hand held.


Quatro-Hyaku Bazooka
Rank: A
Rank Lock:
Type: High Explosive/Scattering explosive (magazine)
Slot usage: 500
Fire rate: 2 rockets per post.
Description: A radar based tracking system it can however be fired using sight. Its payload is equal to an A ranked attack, inside the rocket itself would be the usual system but its warhead is comprised of hundreds of small ping pong ball sized explosives. Alone this would barely do anything to a target but should the entire rocket hit your mech again its blast would be equal to an A ranked attack and would deal decent damage on medium armored targets. It has a remote detonator but the rocket wont explode only split apart releasing the hundreds of small explosives. Useful for intercepting other missiles, shooting at fast moving opponents as it does have a 50 degree turning angle and can explode to scatter the payload over a distance.
Detonates on impact or remote detonated.
Mounted on mech or hand held.




Amada-8th Pod Bazooka
Rank: C
Type: High Explosive/Sealant rocket (pod)
Slot usage: 500 (200 after firing, 100 after firing Sealant rocket)
Fire rate: 7 rockets per post.
Ammo Amount: 6 Rockets(Explosive) 1 sealant rocket
Description: This little wonder is a unguided rocket launcher which would actually deal B ranked damage. Its at a lower rank due to being unguided but it has impressive firing rate it also boasts its light weight. One of the more impressive uses of it is the fact that it carries the Sealant rocket. This covers a large amount with the sticky sealant basically either trapping, pining or slowing down enemy mechs or doing its job and sealing a large hole of around 14 square meters.
Mounted on mech or hand held.




AEU Dummy Launcher
Rank: B
Type: High Explosive/Scattering explosive (pod)
Slot usage: 400 (50 after use)
Fire rate: 3
Ammo Amount: 3
Description: Dummy Launcher is a non guided rocket pod. Its payload is essentially a small E ranked explosive that would merely knock mechs back a bit, except for the heavy type mechs. Damage wise its not really a primary weapon. The dummies can be anything but has a maximum size of you 20 meters in any direction. It is basically a balloon that takes the shape of what you wish, may it be your own mech or an asteroid. However you have to prepare this before battle. It can fool sight and has a little jammer inside to fool radar but not heat sensors. It will explode if the balloon is popped.
Mounted on mech or hand held.



Bidan-Sheen MKII Auto Bazooka
Rank: B
Rank Lock:
Type: High Explosive/Scattering explosive (magazine)
Slot usage: 500
Fire rate: 8 Max per post
Description: Its basically an improved Quatro-Hyaku Bazooka but with a lighter payload dealing only B ranked damage at the maximum. Unlike the Quatro-Hyaku which is radar guided this one is however a heat seeking rocket. It has an automatic loader system thus giving it a high fire rate for a bazooka. Though to compensate it has a smaller payload. Again it will detonate on impact and has a remote detonator to scatter the smaller explosives.
Mounted on mech or hand held.




Deikum Rocket Launcher
Rank: B
Type: High Explosive
Slot usage: 500
Fire rate: 2 Max per post
Description: A standard and commonly fielded piece of equipment it is your basic high explosive launcher. With a plain firing rate though significant B ranked damage it is commonly traded for a different weapon once you rise up the ranks. The rocket is radar guided and fairly hard to dodge. It detonates on contact though some have remote detonated ones.
Mounted on mech or hand held.



Tall-Arie ZMN Missile pod
Rank: C
Type: Disruptor Pod (Remote Detonated)
Slot usage: 400 (100 after use)
Fire rate: 1 Max per post
Description: Loaded with 6 small unguided disruptor rockets. Upon firing these rockets will detonate on your command. These rockets detonate spraying out high energy particles. Upon detonation it will scatter these particles as a bright sparkling light. These start jamming radar signals and render guiding systems useless all except for heatseeking missiles. The disruption lasts for 1 post though you can fire another during your next post. Be warned as it will also affect your systems.
Mounted on mech or hand held.


LRMB-24
Rank: D
Type: Unguided pod rockets
Slot usage: 500 (100 after use)
Ammo Amount: 40 Rockets
Fire rate: 40
Description: This is a very light damage type of pod rockets. They are unguided and aimed by sight. Capable of firing a quick barrage of 40 rockets over a significantly wide area. They detonate on impact or remote detonated.
Mounted on mech




Ange-Fauste Rocker Shield
Rank: B
Rank Lock:
Type: Guided Rocket pod/shield
Slot usage: 700 (300 after use)
Ammo Amount: 4 Rockets
Fire rate: 4 rockets per post max
Description: This particular rocket pod is quite safe from being shot at prematurely detonated as it is built underneath a thick shield. Comprised of a Titanium composite its capable of taking 10 D ranked attacks or 3 C ranked attacks or 2 B ranked attacks without breaking. It will break if hit by more than the said number but it will still dampen the damage. An A ranked attack will damage the mech partially and destroy the shield while S ranked attacks will basically cut clean through. Beams with a power rating of 60-70 will take around 1 post of constant contact before cutting through but anything above 70 will slice clean through the shield. Anything bellow 60 will only partially melt the shield unless it maintains 4 posts of constant contact, at that point the shield would have melted away.

As for the actual rockets they are quite powerful packing high explosive rounds that equate to B ranked damage. They have a good turning radius and is fairly fast though they are easily confused as they are heat seekers.
IF the shield is destroyed while the rockets have not been fired they will explode.
Mounted on mech or hand held



DD-IV Distorter
Rank: E
Type: Disruption Rocket
Slot usage: 100
Fire Rate:NA
Description: This is an unguided rocket designed for disrupting the field of battle. It is universal by that it can fit in any pod and rocket launcher. Alternatively it can be hand held then fired or just mounted on till it needs to be fired. Its a rocket that emits a thick smoke rendering sight to limited to only a few feet. The smoke is comprised of red hot particulates to jam radar and the hot particles also render infa-red useless as everything will just glow red. However this is a dual edged sword as it can also leave the one who fired it blind. The particles dont linger too long, only 1 post but the smoke does however last for 3 posts.
Mounted on mech.


Orchis URA-O3S
Rank: S
Rank Lock:
Type: Heavy Bombardment Pod
Slot usage: 1300 (100 after firing)
Fire rate: 1 Max per post
Description: The Orchis is a large "Pod" you place on the mech however it only contains 1 missile. The pod itself has up to 11 lasers used for marking the enemy.
It requires for your mech to stand still unless its a Heavy Mech for the force of firing this one large missile may tip your mech over if you do not stop. This single missile will not fly into your enemy but rather above or to the sides. As it passes over it will rain a total of 11 laser guided rockets at your desired target/ targets. Each of the 11 missiles will deal A ranked damage to any target it would hit. They will keep chasing so long as the laser is still marking the target and the missile still has fuel (2 posts of chasing) or is not shot down. You may opt to change targets by simply using the laser to mark another if you wish. Once the smaller missiles are out of fuel you may remote detonate them.
Slows down mech (-3)
Mounted on mech.


Quad MD missile Pack
Rank: A
Rank Lock:
Type: Guided Tactical Missiles
Slot usage: 1000 (100 after use)
Ammo Amount: 4 Rockets
Fire rate: 4
Description: These large radar AND laser guided rockets are some of the most accurate and devastating missiles that can be equipped onto a mech. Each missile packs S ranked damage
Slows down the mech due to weight (-2)
Mounted on mech

Squishy Havock
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