Destiny Ascension Docking Bay

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Destiny Ascension Docking Bay

by Oceanblaze May 29th, 2014, 5:51 pm
50 Destroids: Destroids: Destroids are heavy, non transforming mecha designed to be walked along a ships hull and used for defensive purposes. They are effectively walking anti-aircraft
30 QF-3000E UAV 'Ghost Drones'
50 shuttles and auxilliary craft
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Goa'Uld Death Glider (Space)
Price N/A
AP: 5
HP: 5
Maneuvering: 100% (Your vehicle vs vehicle piloting bonus (+1 for every 5 levels) counts 100% in this vehicle)
Pilot Risk: 25%
Description: A curve wing fighter primarily designed to function in outer space for ha`tak defense, this sleek and maneuverable battle craft is equipped with twin staff cannons designed to obliterate enemy armor. Although it can function in an atmosphere, it suffers 50% maneuvering penalty due to it's reliance on the lack of inertia for propulsion. The Death Glider is a formidible craft capable of holding it's own in space combat.

HP 1:Class: Fusion Reactor
Price: 300000
Description: A self sustaining reaction produced by merging atoms as opposed to splitting them, the fusion reactor is more stable than it's counterpart, but most costly. A fusion reactor is the only type of reactor which will not explode when overheating; however it will render itself inoperable until properly repaired.
Bonus: 5 Reactor Points

HP 2:Class: Liquid Cooling
Price: N/A
Description: The most standard cooling system available to reactors, Liquid Cooling utilizes heavy water (H₂O₂) as an insulator and cooling agent, using the steam created by the boiling water to both produce oxygen (O) for life support and steam water (H₂O) to power turbines. Liquid Cooling is included in the base purchasing price of a Reactor.
Bonus: Recharges 1 RP every round.

HP 3: LLC - Light Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 150000
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 20,000 HP, 1 AP
Roll Bonus: +5

HP 4:LLC - Light Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 150000
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 20,000 HP, 1 AP
Roll Bonus: +5

HP 5:Weapon-Link
Type: Computing
Cost: 800000
Power Requirement: 0
Description: A targeting suite that simultaneously uses two completely independent systems to produce a timed targeting event, allowing for both systems to be tripped at the same time, exponentially increasing a vehicle's versatility and threat level.
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
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Stonewell/Bellcom VF-1 Valkyrie x80
Veritech Fighters: Versatile transforming aerospace fighters capable of shifting to Battleoid mode where they can be used as fully functional ground mechs. The Veritech fighter represents the pinnacle of human fighter-tech as of the Alliance Era
AP: 12
HP: 8
Maneuvering: 100% (75% in G)
HP 1: HMG - Heavy Machine Gun (.50 double-barrel)
HP 2: HMG - Heavy Machine Gun (.50 double-barrel) (Accessible in B, G only)
PP 3: VLRP/32
HP 4: VLRP/32 (Accessible in B, G only)
HP 5: LLC (Accessible in B, G only)
HP 6: Fusion Reactor (5 Reactor Points)
HP 7: Liquid Cooling
HP 8: Tracking Systems
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Dragon Company A.M.W.S Units x16
Class: Mech, Large
Description: Assault Maneuver Weapon System, or A.M.W.S are high output performance mecha. The Dragon unit's are mass produced models but have been tuned to a higher level of performance and are capable of flight.
Price: 500000+250000 per hard point
AP: 22
Unit 2: 34 & Unit 3: 33
HP: 12
Maneuvering: 85% (95% When in Space or Zero/G)
Pilot Risk: 5%
1. Onboard Computer
Effect: Remove Negative Roll bonuses from Rocket/Missile Weapons making them Smart Weapons.
2. Tracking Systems
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10.
3. Munitions Management System
Effect: Provides a 50% ammo bonus to all weapons systems onboard
4.L-RADAR Sensor Suite
Effect: Provides vehicle AP totals
5. RCS Thrusters
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.


Weapons
6. Sword
Target: Single
Damage: 1 AP , 10,000 HP

7.LRP/16 - Light Rocket Pack (16 rockets)
Class: Ground, Mech, Air, Aerospace, Space (occupies 2 Hard Points)
Targets: All
Uses: Ammo (16x1, 8x2, 4x4)
Damage: 40,000 HP, 4 AP
Roll Bonus: -10

9.LLC - Light Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 20,000 HP, 1 AP
Roll Bonus: +5

Armor.
10. Ablative Armor
Cost: 500000 per Armor Point
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 10%, and AP damage by 1.
AP Protected:
11. Composite Armor
Cost: 500000 per Armor Point
Effect: Reduces pilot risk by 10%, the HP effect of guns and cannons by half, and AP damage by 1.

Power Source:
12. UMN Transmit Generator System
Price: 30000
Description:The unit derives power from a ships powerplant or a stationed area that transmits it via a UMN signal or other transmission means. The unit can travel and act to its highest outputs so long as its within range of its vessel. Often ranging vast distances. When not in range the unit has a limited power supply to work with but this begins to recharge once back in range.
Bonus: 50 CP
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ZEUSx2 (1 is dismantled)
Class: Mech, Medium
Price: 200000+100000 per hard point
AP: 22
HP: 5 to 15
Maneuvering: 100%
Pilot Risk: 50%
Description: A massive three story battle mech, redesigned from the former Metal Gear REX. The weapon has a large mechanical sphere on its left shoulder, and the cockpit is hidden behind a shield. Its cockpit lurches forward like a T-rex's head. Its right arm is a cannon the length of a bus, and a missile rack sits on its right shoulder. Underneath its cockpit is a vulcan cannon. Procured by aziel for its equipment to combat other threats for the time being he realizes its also a great asset.
Hard Points: 5
1.DRM - Dimensional Rift Missiles
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 1500000
Targets: All, 1 target
Uses: Ammo (5), Energy - 5 points
Damage: 50,000 HP, 2 AP
Roll Bonus: +20
2.
3.VLAC - Very Light Auto Cannon (20mm HEDP)
Class: Ground, Mech, Air, Aerospace (occupies 2 Hard Points)
Cost: 300000
Targets: All, 2 Targets
Uses: Unlimited
Damage: 10,000 HP & Knockdown / 2 AP
Roll Bonus: +5
4.Radome: So long as radome is intact piolet risk is Zero
5.HRG - Heavy Railgun
Class: Ground, Mecha
Cost: 500000
Targets: Ground, Space, 1 target
Uses: Energy - 2 points
Damage: 30,000 HP, 6 AP
Roll Bonus: +20
6.Fusion Reactor
Price: 300000
Description: A self sustaining reaction produced by merging atoms as opposed to splitting them, the fusion reactor is more stable than it's counterpart, but most costly. A fusion reactor is the only type of reactor which will not explode when overheating; however it will render itself inoperable until properly repaired.
Bonus: 5 Reactor Points
7.Liquid Cooling
Price: N/A
Description: The most standard cooling system available to reactors, Liquid Cooling utilizes heavy water (H₂O₂) as an insulator and cooling agent, using the steam created by the boiling water to both produce oxygen (O) for life support and steam water (H₂O) to power turbines. Liquid Cooling is included in the base purchasing price of a Reactor.
Bonus: Recharges 1 RP every round.
8.Composite Armor
Cost: 500000 per Armor Point
Description: Thick layers of alloy and ceramics are added to a vehicle's standard armor, protecting it quite well versus kinetic attacks.
Effect: Reduces pilot risk by 10%, the HP effect of guns and cannons by half, and AP damage by 1.
9. Ablative Armor
Cost: 500000 per Armor Point
Description: Developed to withstand high-heat and -energy based weaponry, ablative armor plates "bleed off" heat and waveforms to reduce the effect they have on shielded craft.
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 10%, and AP damage by 1.
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Re: Destiny Ascension Docking Bay

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by Hal_Emmerich June 20th, 2014, 9:40 pm
MISSING IN ACTION: Heavy Cetran Gunship
Heavy Cetran Gunship

AP: 15
HP: 10
Maneuvering: 25%
Pilot Risk: 0% (10% when Ablative armor is gone)

[1]
VLAPC - Very Light Armor-Piercing Cannon (40mm)
Class: Ground, Mech
Cost: 200000
Targets: Ground, 1 target
Uses: Unlimited
Damage: 10,000 HP / 1 APx2
Roll Bonus: 0

[2]
Name: Ablative Armor
Cost: 500000 per Armor Point
Description: Developed to withstand high-heat and -energy based weaponry, ablative armor plates "bleed off" heat and waveforms to reduce the effect they have on shielded craft.
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 10%, and AP damage by 1.
AP Protected: 1

[3]
LPA - Light Particle Accelerator
Class: Ground, Mech, Space
Cost: 2500000
Targets: All, 1 target
Uses: Energy - 3 points
Damage: 1 AP, ignores armor
Roll Bonus: +5

[4]
LLC - Light Laser Cannon
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 150000
Targets: All, 1 target
Uses: Energy - 1 point
Damage: 20,000 HP, 1 AP
Roll Bonus: +5

[5]
Class: Fusion Reactor
Price: 300000
Description: A self sustaining reaction produced by merging atoms as opposed to splitting them, the fusion reactor is more stable than it's counterpart, but most costly. A fusion reactor is the only type of reactor which will not explode when overheating; however it will render itself inoperable until properly repaired.
Bonus: 5 Reactor Points

[6]
Name: Targeting Computer
Type: Computing
Cost: 400000
Power Requirement: 0
Description: A suite of digital software is added to a pilot or gunner's weapon package, using "leading" software that judges velocity and predicts movement to aid in targeting dumbfire weapons.
Effect: Raises the Roll Bonus of Cannons, Rockets, Lasers, and Phasers by +10.

[7]
Name: Weapon-Link
Type: Computing
Cost: 800000
Power Requirement: 0
Description: A targeting suite that simultaneously uses two completely independent systems to produce a timed targeting event, allowing for both systems to be tripped at the same time, exponentially increasing a vehicle's versatility and threat level.
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).

[8]
Name: RCS Thrusters
Type: Chassis
Cost: 450000
Power Requirement: 0
Description: A series of tiny, jet-emitting nozzles set all around a vehicle and a precision-guided virtual intelligence forms a "Reaction Control System," which allows a pilot to make precision movements in dangerous conditions.
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.

[9]
Name: Searchlight
Type: Miscellaneous
Cost: 35000
Power Requirement: 0.5 per round while active
Description: An extremely bright, directionally-guided and 360 degree-rotating light is mounted to the vehicle's hull, allowing it to be used to provide aid when scouring the environment.
Effect: Provides a +30 bonus to spot and search checks for anyone in the vehicle.

[10]
Class: Molten Salt Cooling
Price: 150000
Description: Rather than a liquid like water, a solution of fluoride salt is melted at an extremely high temperature and circulated around the reactor core. This reduces the pressure needed to maintain reactions, and allows them to operate safely at much higher temperatures.
Bonus: Recharges 3 RP every round.
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Re: Destiny Ascension Docking Bay

by Oceanblaze July 24th, 2014, 10:16 pm
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The Noblesse (The Nobility)
Class: Mech, Large
Description: A heavily modified AMWS unit tuned beyond to the point it surpasses previously thought specifications for its class. This unit was created when the EXCEED partition of dynamis determined the Destiny ascension needed a highspeed mobility unit capable of turning the tide of any battle.

Price: 500000+250000 per hard point
AP: 35
HP: 20
Maneuvering: 115% (125% When in Space or Zero/G)
Pilot Risk: 0%

Support Functions
1. Onboard Computer
Effect: Remove Negative Roll bonuses from Rocket/Missile Weapons making them Smart Weapons.

2. Tracking Systems
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10.

3. Munitions Management System
Effect: Provides a 50% ammo bonus to all weapons systems onboard

4. Subatomic Resonance Sensors
Effect: Provides vehicle AP totals, hardware layouts, details, +10 bonus to targeting, as well as allowing the scan of objects and living beings

5. RCS Thrusters
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.

6. Healing System: Restore 50% of AP or recover a hard points systems that have been lost.

Armor.
7. Ablative Armor
Cost: 500000 per Armor Point
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 10%, and AP damage by 1.
AP Protected:

8. Composite Armor
Cost: 500000 per Armor Point
Effect: Reduces pilot risk by 10%, the HP effect of guns and cannons by half, and AP damage by 1.

Power Source:
9. Fusion Reactor: 5 Reactor Points
10.Liquid Metal Cooling: 5 Reactor Points Recharge

Weapons
11.(Variable Weapon System) ESWD - Energy Sword, 2 Energy, +10 Bonus
30,000 & 2 AP Damage

12.Dimensional Rift Missiles - All or 1 target, 50,000 Damage or 2 AP (ignores defense)
Roll Bonus +20 Consumes 5 Points of energy, Number of uses: 5

13.Phased Vulcan Rounds - Targets: All. 3 targets (Surpressing Fire)
Uses: Unlimited
Damage: 15,000 HP Unsoakable / 2 AP (Ignores Armor)
Roll Bonus: -10

14. Heavy Railgun
Class: Ground, Mecha
Cost: 500000
Targets: Ground, Space, 1 target
Uses: Energy - 2 points
Damage: 30,000 HP, 6 AP
Roll Bonus: +20

15. Gyroscopic Cockpit
Type: Chassis
Cost: 350000
Power Requirement: 0
Description: A pivot and gimble mechanism built into the body of a vehicle allows the pilot to remain oriented upwards regardless of the condition of the vehicle.
Effect: Raises the Maneuverability Rating of a vehicle by 20%.

16. Weapon-Link
Type: Computing
Cost: 800000
Power Requirement: 0
Description: A targeting suite that simultaneously uses two completely independent systems to produce a timed targeting event, allowing for both systems to be tripped at the same time, exponentially increasing a vehicle's versatility and threat level.
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).

17. "Stealth" Anti-Detection System
Type: Camouflage
Cost: 1250000
Power Requirement: 1 per round while active
Description: A powerful suite of camouflage systems renders a vehicle invisible to sensors and radar detection, but does not conceal its visible signature.
Effect: Renders a vehicle impossible to target using sensors or targeting software, but dumbfire weapons and optical tracking operate as normal.

18. Stability Augmentation System: +20 Maneuvering checks
Power Requirement: 1 per use
Description: A unique suite of hardware and software makes piloting maneuvers and stunts easier to complete, reducing wing jitter or tire slide to almost none.
Effect: When performing maneuvering checks (but not combat-related dodges), such as terrain navigation, adds a bonus of +20 to the total roll.

19. Optical Camouflage
Type: Camouflage
Cost: 437500 gil
DC: 25000
Power Requirement: 1 per round while active
Description: An optical illusion system, typically generated with optical cell plating. Renders the vehicle invisible to sight, but not to sensors or other senses.
Effect: Renders a vehicle "invisible" to the naked eye and optical detection, including laser designation. Other types of detection software will still render the vehicle.

20. Damage Control Systems
Type: Computing
Cost: 437500 gil
DC: 12500
Power Requirement: 0
Description: A comprehensive system of electric, electronic, and mechanical rerouting allows for damage to be mitigated and shifted to less-essential systems in a craft, making it difficult to disable a crucial system with a lucky shot.
Effect: When the vehicle takes damage, this allows systems to be shifted around, so that the user can decide which system is damaged or destroyed.
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Re: Destiny Ascension Docking Bay

by Oceanblaze September 29th, 2014, 3:31 am
Seraphim Crusader
Class: Capital Ships
AP: 65
Maneuvering: 40% of piolet roll + (All Actions: +20)
NIA(when used as an autopilot or 2nd operator) : All Actions +15
Pilot Risk: 0%
Description: Originally a ship created by Jason Evermore, for matters of traversing space . After being seen by Halcyon Renard the ship was upgraded and retrofitted with a wide array of new abilities, its abilities in all areas have been increased dramatically, with aziel's aid and study. The crusader is not a science ship, assault craft, or a scout vessel however it takes from several types making it a unique hybrid among ships of its type and purpose. Taking one of these down will be a major challenge. The Seraphim Crusader can have 2 operators. It's AI NIA usually takes this role.
Note: While there are MANY weapons on board only '2' can be fired at a time. One by the main operator and another by the secondary.

Weapons
WFC - Warp Flux Cannon
Class: Space
Cost: 40000000
Targets: All, 1 target
Uses: Energy - 20 points
Damage: 200,000 HP, 10 AP
Roll Bonus: 0

Dimensional Rift Missiles
Class: Ground, Mecha, Air, Aerospace, Space
Cost: 1500000
Targets: All, 1 target
Uses: Ammo (5), Energy - 5 points
Damage: 50,000 HP, 2 AP
Roll Bonus: +20

MRP/36 - Medium Rocket Pack (36 rockets) (100 36 Rocket Units)
Class: Ground, Mech, Air, Aerospace, Space (occupies 5 Hard Points)
Cost: 1750000
Targets: All
Uses: Ammo (36x1, 18x2, 9x4)
Damage: 60,000 HP, 6 AP
Roll Bonus: 0

LRG - Light Railgun (30 Light Railguns)
Class: Ground, Mecha
Cost: 250000
Targets: Ground, Space, 1 target
Uses: Energy - 1 point
Damage: 15,000 HP, 3 AP
Roll Bonus: +10

Core & Energy Consumption
Massive Materia Power Core
Price: N/A
Description: A massive blue materia core that both doubled as the ships computing center as well its power source. The blueprint for the seraphim crusader also lay here. The exact method of creation is unknown.
Bonus: 6 Reactor Points

Type I-Reflex Furnace: A secondary reactor using reflex furnace technology. Expanding the crusaders energy production capabilities serveral fold
Bonus: 10 Reactor Points

Cooling System
Price: N/A
Description: Known to cover a good portion of the ship
Recharges: 3 Reactor Points per round

Armor
Battery:
Reactor Points: 2

Armor & Shields
Reactive Armor
Cost: 1000000 per Armor Point
Description: Advanced, non-explosive reactive armor uses active sensor detection to detonate a thin layer of outer armor shell when kinetic projectiles approach, rendering them nigh-useless.
Effect: Adds a fourth layer of defense to APs protected, effective against rockets, missiles, and torpedoes only.
AP Protected:

Runic Shielding
Description: The powerful restorative shielding of the crusader has proven powerful. To date while often challenged it has only beein completely piereced by the might of silver dragons.
Effect: Negates 1 AP of Damage on all hits
Drain: 2 Reactor Points

Support & Special Mechanics
Medical Bay
Price: N/A
Description: The medical bay uses runic technology after scanning an individual to repair even the most critical of wounds with large amount of success. Restoring minor wounds and even lost limbs.
It however has a hard time dealing with altered life or dangerous ailments. Speculated difficulties: Tibirium Poison & Phazon Poison & Advanced pertrification

Onboard Computers
Type: Computing
Cost: 250000
Power Requirement: 0
Description: Built-in, pilot-accessible computing systems allow a pilot or crewmember to access digital data. This streamlines the entire vehicle's performance, allows tracking of "smart" weapons, and increases a pilot's awareness.
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."

Onboard AI houses a suite of abilities all its own now has its own personality matrix. This includes subatomic sensors

Pilot Seat:
An interactive unit that upon touching gives the user full mental control of the ships functionality, weapons, and extended information as well as a mysterious button that in the event of total destruction allows the ship to reconstruct itself.

Gate Dail-Supergate System: This allows the crusader to create a stargate and gate jump to any known location with a stargate so long as the location is properly dailed.

Cybots: Provided by Halcyon Renard that come in 3 forms. Soldier,Worker & Airborne
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Re: Destiny Ascension Docking Bay

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by Hal_Emmerich May 12th, 2015, 10:41 pm
Arwing MK-II (1 Available)
Class: Aerospace, Fighter
Price: 55,000,000
AP: 14
HP: 10
Maneuvering: 150%(Aerodynamics)
Pilot Risk: 60%
Description: The Arwing MK-II "All Range Winged Fighter" is developed by a Lylat Alliance defense contractor "Space Dynamics" and represent a highly advanced logistics platform. The craft is fully versatile, capable of high speed strafing runs then switching immediately to a dogfight mode. It's unique G-Diffuser converts inertial g-force into an electrical charge to power a weak deflector shield during specific maneuvers, the most effective of which is an aileron roll (commonly misnamed a 'barrel roll' due to the unique appearance of the shield). The craft is capable of operation within and out of space battles and can survive re-entry as well as possessing sufficient Delta-V to re-launch into orbit.

[1] - T&B H1 (HLC - Heavy Laser Cannon)
[2] - T&B H1 (HLC - Heavy Laser Cannon)
[3] - Capacitor: HLC's can be charged to unleash a homing burst worth double AP damage and a +5 to hit.
[4] - Nova Bomb - An immensely powerful, high yield explosive that triggers a micro burst star localized to 400 meters. The craft can carry 3 per launch, however these cost 1,000,000 each to replenish. Each is considered a +50 weapon capable of dealing 8 AP of damage. Available in Ascension's Armory: [*][*][*]
[5] - G-Diffuser - As an optional action, a pilot may opt to engage a High-G maneuver to invoke the G-Diffuser system. Roll piloting skill. On a 75 or higher, the craft is invulnerable to any weapon dealing 3 or less AP.
[6] - Targeting Computer
[7] - Damage Control Systems
[8] - Weapon-Link
[9] - Hydrogen Reactor (7 RP/7 RP)
[10] - Molten Salt Cooling (3 RP per round recovered)
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Re: Destiny Ascension Docking Bay

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by Hal_Emmerich May 12th, 2015, 10:54 pm
Nigellian G-Police Interceptor
Class: Aerospace, Fighter
Price: 75,000,000
AP: 4
HP: 6
Maneuvering: 140%
Pilot Risk: 10%
Description: A high speed intercept vehicle used by the Nigellian G-Police Force for anti-smuggling operations (which is ironic, given the initial condition of this craft indicates it was smuggled out of the territory). The craft is a nimble, thin craft almost resembling a helicoptor with thrusters towards the rear and fixed wings towards the front. Its high speed and utility comes at a price however, as the crafts thin armor is not designed for heavy combat. It is, however, capable of passive regeneration, recovering 2 AP lost per round, making it a surprisingly resiliant fighter against small attack. As a police craft, it's outfitting is designed to disable or capture a craft whole, and it is equipped with a special high power microwave weapon and salvage beam to this effect. Fortunately, it's high speed thrusters place the pilot in little risk.

[1] - HPLC - Heavy Pulse Laser Cannon
[2] - HMW - Heavy Microwave Cannon
[3] - Gravity Core (15RP/15RP)
[4] - Liquid Metal Cooling (5RP per round)
[5] - Salvage Beam: A high powered tractor beam with the special capability of dismantling enemy ships as they are destroyed. Any craft can be disassembled into 10% resources for sale (salvage) or 1 random component for study. A fully disabled craft may be captured intact without dismantling it, however it's strength prevents active craft from being towed..
[6] - Targeting Computer

<-->
Nigellian G-Police Interceptor
Class: Aerospace, Fighter
Price: 75,000,000
AP: 4
HP: 6
Maneuvering: 140%
Pilot Risk: 10%

[1] - HPLC - Heavy Pulse Laser Cannon: 10,000 HP, 2 AP (irreparable) +15 to hit
[2] - HMW - Heavy Microwave Cannon: Saps 20 points of energy from CP/RP +10
[3] - Gravity Core (15RP/15RP)
[4] - Liquid Metal Cooling (5RP per round)
[5] - Salvage Beam: A high powered tractor beam with the special capability of dismantling enemy ships as they are destroyed. Any craft can be disassembled into 10% resources for sale (salvage) or 1 random component for study. A fully disabled craft may be captured intact without dismantling it, however it's strength prevents active craft from being towed..
[6] - Targeting Computer: (+10 is facted into weapon accuracy)
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Re: Destiny Ascension Docking Bay

by Kalem October 1st, 2015, 7:39 pm
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Neamhain
Class: Mech, Large
Description: Assault Maneuver Weapon System, or A.M.W.S are high output performance mecha. The Dragon unit's are mass produced models but have been tuned to a higher level of performance and are capable of flight. Ravenson has taken one of the Dragon Unit models, heavily, radiacally and rapidly modified it to suit his own personal tastes and desires. This model of AMWS has had it's armaments drastically upscaled, turning it into a heavy gunnery mech.

Ravenson has named the knight Neamhain, after the Aes Sidhe/Goddess that personifies the frenzied havoc of war. This spirit-woman is often noted as a daughter of The Morrigan, or when The Morrigan is depicted as a triad, Neamhain is often a member.


Price: 500000+250000 per hard point
AP: 22
HP: 16
Maneuvering: 85% (95% When in Space or Zero/G)
Pilot Risk: 5%

HP 1: UMN Transmit Generator
HP 2,3,4,5: Heavy Auto Cannon (80mm HEAT)
HP 6: L-Radar - Provides AP total of vehicles.
HP 7,8: Medium Rocket Pack (9)
HP 9: Weapon Link
HP10: Onboard Computer
HP11: Tracking System
HP12: RCS Thrusters
HP13: Damage Control Systems
HP14: Munitions Management System
HP15: Composite Armor
HP16: Ablative Armor


Weapons:
Heavy Auto Cannon
Targets: All, 4 Targets
Uses: Unlimited
Damage: 150,000 HP & Knockback / 4 AP
Roll Bonus: +5

Weapon Linked

Medium Rocket Pack
Targets: All
Uses: Ammo (13x1, 4x3)
Munitions Management System
Damage: 60,000 HP, 6 AP
Roll Bonus: +10
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 5:49 am
MISSING IN ACTION: E.S. Asher

E.S. Asher (VXA-0004b "ANTLER")
Class: Mech, Large
Price: N/A
DC: N/A
AP: 30(Protective Engineering)
HP: 20
Maneuvering: 104% (114% in space or zero-gravity)(Aerodynamics)
Pilot Risk: 25%

1. Onboard Computer
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."
2. Tracking Systems
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10.
3. Munitions Management System
Effect: Provides a 50% ammo bonus to all weapons systems onboard
4. L-RADAR Sensor Suite
Effect: Provides vehicle AP totals
5. RCS Thrusters
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.
6. Anima Relic / Vessel of Anima
7. Celluloid Armor
Effect: When a protected Armor Point is struck, after 3 rounds, the hull will restore 1 unit of damage to that Armor Point. This will even bring an Armor Point back into functionality after being disabled.
8. Shield Lancer System
Effect: A specific type of Variable Weapon System, the Shield Lancer system doubles as a Sword and as a Shield. Switching requires 3 rounds where neither weapon is available. Destroying that point destroys both weapons.
8.1: Sword
Effect: 10,000 HP/1 AP damage, 0 bonus to hit.
8.2: Shield
Effect: A massive construct that can intercept damage before it reaches the vehicle itself. A shield adds +10 to a vehicle’s dodge roll, and does not take Armor Point or Hard Point damage unless it is specifically targetted. If the shield hardpoint is attacked and the vehicle dodge/blocks the attack, the shield does not take Armor Point or Hard Point damage.
9, 10, 11, 12:. Heavy Auto Cannon (HAC)
Effect: up to 4 targets, 150,000 HP/4 AP & Knockback, +5 to hit
13, 14. Heavy Machine Gun (HMG)
Effect: up to 3 targets OR Suppressing Fire OR 1 vehicle target; 150,000 HP/1 AP, -10 to hit.
15, 16. Weapon-Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
17, 18, 29, 20: Empty

Anima Relic Asher
Level 1: Shot Buster - Deploys a powerful energy cannon for use.
Effect: 1 target; 50,000 HP/5 AP, 0 to hit.
Level 2: Flare Buster - Deploys a missile rack for use.
Effect: (20x1, 10x2) shots; 30,000 HP/2 AP, Fire element, Chronic “Burn” status.
Level 3: Cerberus - Deploys a single, massive beam weapon for ultra-long range attack.
Effect: 1 target, 50,000 HP/1 APx3 (irreparable), +50 to hit.

A white-and-blue paletted Ein Sof unit, Asher is covered in angled and jagged points from head to toe. The humanoid munit has two hands and two feet, with a head that can hold a pilot and a co-pilot. Beneath its hands are its energy cannons, with empty hardpoints mounted on the top of each forearm. The angled points of nearly every inch of this vehicle hide empty and potential hardpoints that make this unit the only E.S. unit that can be modified on the fly, by loading and unloading different weapons.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 5:54 am
MISSING IN ACTION: E.S. Dan
E.S. Dan
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 12
Maneuvering: 85% (95% in space/zero-G)
Pilot Risk: 25%

1. Damage Control System
Effect: When the vehicle takes damage, this allows systems to be shifted around, so that the user can decide which system is damaged or destroyed.
2. Onboard Computers
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."
3. Chaff/Flare
Effect: Automatically pass a single dodge check vs locked on missile weaponry. Can be used up to 3 times, and can be installed on more than 1 Hard Point.
4. L-RADAR Sensor Suite
Effect: Provides vehicle AP totals
5. RCS Thrusters
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.
6. Anima Relic / Vessel of Anima
7. Celluloid Armor
Effect: When a protected Armor Point is struck, after 3 rounds, the hull will restore 1 unit of damage to that Armor Point. This will even bring an Armor Point back into functionality after being disabled.
8. Improved Ram Plate
Effect: Reinforces a vehicle for use as a battering ram, making it better for collisions and penetrating hulls. Can strike up to 2 vehicles at a time, dealing 3 AP damage.
9: Shield
Effect: A massive construct that can intercept damage before it reaches the vehicle itself. A shield adds +10 to a vehicle’s dodge roll, and does not take Armor Point or Hard Point damage unless it is specifically targetted. If the shield hardpoint is attacked and the vehicle dodge/blocks the attack, the shield does not take Armor Point or Hard Point damage.
10. AIRD System
Effect: Houses a fully-automated drone vehicle that can be deployed and retracted at-will. This unit acts on the same turn of the vehicle it is housed in.
11. AIRD System
Effect: Houses a fully-automated drone vehicle that can be deployed and retracted at-will. This unit acts on the same turn of the vehicle it is housed in.
12. AIRD System
Effect: Houses a fully-automated drone vehicle that can be deployed and retracted at-will. This unit acts on the same turn of the vehicle it is housed in.

AIRD Unit “Samson”
Class: Air, VTOL
Price: 1000000 + 750000 per hard point
DC: 20000
AP: 8
HP: 5
Maneuvering: 85%
Pilot Risk: 0%

1. Onboard Computer
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."
2. Tracking Systems
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10.
3. Munitions Management System
Effect: Provides a 50% ammo bonus to all weapons systems onboard
4. Remote Control
Effect: Enables a vehicle to be piloted in fly-by-wire mode, which in turn allows for remote control.
5. Anti-Tank Missile (ATM)
Effect: 3 shots (MMS); 60,000 HP/4 AP damage, +5 (+10 TS) to hit

AIRD Unit “Hushim”
Class: Air, VTOL
Price: 1000000 + 750000 per hard point
DC: 20000
AP: 8
HP: 5
Maneuvering: 85%
Pilot Risk: 0%

1. Onboard Computer
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."
2. CCD-TV Ground Attack Software
Effect: Raises the Roll Bonus of air-to-surface attacks by +10, including all weapons.
3. Remote Control
Effect: Enables a vehicle to be piloted in fly-by-wire mode, which in turn allows for remote control.
4, 5. Frag Cannon (FGC)
Effect: Up to 5 targets (Area of Effect), no damage to targets with up to Acute “Concealment” status; 35,000 HP/2 AP damage, 0 (+10 when attacking Ground targets) to hit.

AIRD Unit “Shuham”
Class: Air, VTOL
Price: 1000000 + 750000 per hard point
DC: 20000
AP: 8
HP: 5
Maneuvering: 85%
Pilot Risk: 0%

1. Onboard Computer
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."
2. Tracking Systems
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10.
3. Munitions Management System
Effect: Provides a 50% ammo bonus to all weapons systems onboard
4. Remote Control
Effect: Enables a vehicle to be piloted in fly-by-wire mode, which in turn allows for remote control.
5. Airburst Missile (ABM)
Effect: 3 shots (MMS); air targets only, 1 target; 70,000 HP/3 AP, +15 (+10 TS) to hit.

Anima Relic Dan
Level 1: Shield Ram - Dan wraps itself in its shield chassis and pushes forward breaking threw enemy lines and more importantly the enemies themselves.
Effect: Up to 5 targets; +20 to hit, 100,000 HP/10 AP Damage
Level 2: Total Assault - Dan wraps itself in its shield chassis while arming all of its black cannon drones for a focused fire assault on several enemies.
Effect: +10 To hit; 150,000 Damage / 15 AP Damage, Acute “Suppressing Fire” effect on 1 Area.
Level 3: Pincer Assault - Dan uses its shield chassis to ensnare a target and crush them between its shield chasis while using a black cannon drone to perform a beam assault on the frame.
Effect: 1 target; +25 to hit, 120,000/12 AP Damage & 30% chance of destroying a single hardpoint to the point of needing replacement.

Dan is a sable-colored, vaguely-disc shaped Ein Sof unit with two absolutely massive “arms” that extend down and in front of it in finger-like phalanges, providing ample shielding against attacks. Its cockpit has seats for a pilot and a co-pilot.

Despite being one of the most heavily armored and defensive units created, Dan is also one of the most maneuverable. It is fast, responsive, and a bulwark against attack. With its AIRD System drones, Dan is a stalwart unit that plays well to its own strengths.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 5:55 am
MISSING IN ACTION: E.S. Dinah
E.S. Dinah (VXA-0001b "NARCISSOS")
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 19
Maneuvering: 85% (95% in space/zero-G)
Pilot Risk: 25%

1. Onboard Computer
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."
2. Tracking Systems
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10.
3. Munitions Management System
Effect: Provides a 50% ammo bonus to all weapons systems onboard
4.L-RADAR Sensor Suite
Effect: Provides vehicle AP totals
5. RCS Thrusters
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.
6. Anima Relic / Vessel of Anima
7. Celluloid Armor
Effect: When a protected Armor Point is struck, after 3 rounds, the hull will restore 1 unit of damage to that Armor Point. This will even bring an Armor Point back into functionality after being disabled.
8, 9, 10. Hyperdrive System
Effect: A faster-than-light travel system that both reduces a vehicle’s mass artificially and propels it through deep space. The Hyperdrive System requires 3 rounds to activate and tune, and includes failsafe functions that prevent it from activating before that (as an improperly-calculated jump through hyperspace could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it?)
11. Weapon-Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
12. Light Particle Accelerator (LPA)
Effect: 10,000 HP/1 AP damage, ignores armor, +5 to hit.
13. Light Particle Accelerator (LPA)
Effect: 10,000 HP/1 AP damage, ignores armor, +5 to hit.
14. Gatling Laser (HGLC)
Effect: 10,000 HP/0 AP damage, Acute “Suppressing Fire” effect, attacks 1 Area.
15, 16, 17, 18, 19. Medium Rocket Pack (36 rockets) (MRP/36)
Effect: (54x1, 27x2, 13x4) shots (MMS), 60,000 HP/6 AP, -15 to hit (0 with OC, +10 with TS)

Anima Relic Dinah
Level 1: R-Fang - Deploys a powerful energy sword for use.
Effect: 50,000 HP/5 AP, +15 to hit (includes Anima Relic boost already)
Level 2: X-Buster - Deploys a focused beam cannon for use.
Effect: 50,000 HP/5 AP damage; removes 10 CP/RP from up to four targets
Level 3: X-Cannon - Deploys an extremely powerful energy cannon for use.
Effect: Up to 2 areas bombardment; 120,000 HP/12 AP, Acute “Suppressing Fire”, destroys “Concealment” status effect, -25 to hit.

E.S. Dinah Mobile Interface Unit
Price: N/A
DC: 6000
AP: 4
HP: 4
Maneuvering: 125% (145% GC) (170% on roads, HPRT) (+20 to non-combat maneuvering checks)
Pilot Risk: 90%
Description: Small vehicles which possess two or three wheels and are designed for individual use only. Bikes are the fastest and most maneuverable ground vehicle class, but are also the most dangerous due to their lack of protection of the pilot. Although they can be customized, the lack of available space limits the amount of customization options a pilot has.

1. High Performance Racing Tires
Effect: Raises the Maneuverability Rating of a vehicle by 25% when on-road.
2. Gyroscopic Cockpit
Effect: Raises the Maneuverability Rating of a vehicle by 20%.
3. Stability Augmentation System
Effect: When performing maneuvering checks (but not combat-related dodges), such as terrain navigation, adds a bonus of +20 to the total roll.
4. Light Armor-Piercing Cannon (LAPC)
Effect: 25,000 HP/1 APx3’ 0 to hit.

A complex, high tech E.S. unit capable of transforming between a more traditional-looking craft and a more humanoid form that was originally constructed to work with KOS-MOS's systems. It is the only Ein Sof unit capable of entering and exiting hyperspace without having to interact with the U.M.N. first.

Dinah is a bi-pedal white unit with violet trim, two enormous fan-shaped wings behind it, and an otherwise humanoid-like appearance. Due to its highly advanced and technical nature, the headpiece has seats for a pilot, a co-pilot, and a gunner. The co-pilot seat is connected to Dinah’s Mobile Interface unit, allowing it to be jettisoned and used independently.

E.S. Dinah was originally supposed to be leased to the Kukai Foundation, but the destruction of Vector Industries put that deal on hold, leaving Dinah to be garaged with the rest of the Ein Sof units.
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