Destiny Ascension Docking Bay

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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 5:56 am
MISSING IN ACTION: E.S. Gad
E.S. Gad
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 13
Maneuvering: 105% (115% in space or zero-G), +20 on non-dodge maneuvering checks.
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. 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. Gyroscopic Cockpit
Effect: Raises the Maneuverability Rating of a vehicle by 20%.
10. 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.
11. Medium Rifle (MRF) (Naglfar)
Effect: 100,000 HP/2 APx2 damage, +5 to hit, 1 target
12. Light Machine Gun (LMG)
Effect: up to 2 targets (Suppressing Fire), 45,000 HP/0 AP damage, -10 to hit.
13. Light Machine Gun (LMG)
Effect: up to 2 targets (Suppressing Fire), 45,000 HP/0 AP damage, -10 to hit.

Anima Relic Gad
Level 1: Longinus - The Shield Lancer system for this vehicle transforms its sword into a spear, allowing it to deal greater damage.
Effect: “Sword” module transforms into “Lance” module as long as the Anima Relic remains active. 40,000 AP/4 AP damage against 1 target, +15 to hit. (Anima Relic bonus included already)
Level 2: Lilseth Alibero II - A blistering multi-hit combination attack against a single target.
Effect: Deals 1d4 hits with the Shield Lancer system; can be used while Longinus subsystem is active.
Level 3: Tribulation - Deploys a missile battery for use.
Effect: Targets all units in 2 Areas. 1d5 hits of 50,000 HP/5 AP, +20 to hit.

Ein Sof unit Gad is actually a heavy modification of a previously-existed AMWS unit used by U-TIC. Taken in by Vector Industries to be repurposed and upgraded, it was instead upgraded with a Vessel of Anima and given better weapons and armor.

A humanoid -- if somewhat thin -- unit, Gad’s arms are fitted with a deployable sword and shield combination, and its improved propulsion allows this vehicle to rapidly close distance with and engage distant units as a hit-and-fade unit. It has space for a pilot and a co-pilot.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 6:52 am
MISSING IN ACTION: E.S. Isaachar

E.S. Issachar
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 10
Maneuvering: 85% (95% in space or 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. 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.
9. Lance
Effect: 30,000 AP/3 AP damage against 1 target.
10. 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.

AIRD Unit “Crescens Claw”
Class: Air, VTOL
Price: 1000000 + 750000 per hard point
DC: 20000
AP: 8
HP: 5
Maneuvering: 85% (95% in space/zero-G)
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.. Remote Control
Effect: Enables a vehicle to be piloted in fly-by-wire mode, which in turn allows for remote control.
3, 4. Heavy Anti-Air Cannon (HAAC)
Effect: Air targets only; 150,000 HP/3 AP damage, +5 to hit.
5. Anti-Air Missile (AAM)
Effect: Air targets only; 2 shots, 70,000 HP/6 AP, +5 to hit.

Anima Relic Isaachar
Level 1: Vicious Crimson - A piercing stab with this vehicle’s lance.
Effect: 40,000 HP/4 AP damage (Anima Relic boost included already); deals 3 hits of damage to 1 hard point.
Level 2: Merciless Lance - Deals a series of strikes using the vehicle’s lance.
Effect: Deals 1d3 hits using Lance damage.
Level 3: Mal’ach Laser - Bombards an area with energy beams.
Effect: Damages all targets in 2 Areas; 120,000 HP/12 AP, destroys “Concealment” status effect, considered Chronic “Suppressing Fire” effect.

A powerful, very humanoid-looking Ein Sof unit, the E.S. Isaachar’s left arm is completely covered by a tower shield, allowing it to intercept enemy fire before it reaches the main unit. Its right arm holds a lance taller than the unit itself, and an AIRD System is concealed in its back as a giant left ‘wing’ that extends like fingers from behind it and far off to its side.

E.S. Isaachar is painted sable with trim and designs drawn on it in glowing pink. It has room for a pilot and a co-pilot.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 7:21 am
MISSING IN ACTION: E.S. Joseph
E.S. Joseph
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 11
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. Chobham Armor
Effect: Reduces the HP effect of guns and cannons by half, pilot risk by 20%, and AP damage by 2. Effective against guns and cannons only.
9. Electrically-Charged Armor
Effect: Adds a 50% chance of weapon failure when vehicle is struck; effective against rockets, missiles, and torpedoes only.
10. Lance
Effect: 30,000 AP/3 AP damage against 1 target.
11. 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.

Anima Relic Joseph
Level 1: Fine Ray II - Deploys a beam weapon for use.
Effect: 1 target; 50,000 HP/5 AP, +15 to hit.
Level 2: Defense Up - This vehicle braces its posture to absorb more damage with its shield unit.
Effect: Reduces AP damage done to this unit by 1 AP in addition to Anima Relic boost.
Level 3: Lancet - Deals a powerful, piercing and rendering blow to an armored opponent.
Effect: Deals 80,000/8 AP damage to a single target. Deals 3 hits of damage to up to 3 hard points.

E.S. Joseph’s defensive capabilities are only surpassed by E.S. Dan. This vanguard of a humanoid-shaped Ein Sof unit has a full-body shield in addition to giant plating that protrudes over the unit’s main body in the likeness of braced armor. It’s an onyx-colored unit, and has space for a pilot and a co-pilot.

Like its partner unit, E.S. Gad, E.S. Joseph was originally an AMWS unit that was supposed to be upgraded and repurposed by Vector Industries then given back to U-TIC. However, the untimely destruction of Vector Industries left E.S. Joseph to gather dust.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 7:22 am
MISSING IN ACTION: E.S. Judah
E.S. Judah
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 10
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. UM Knife
Effect: 20,000 AP/2 APx3 irreparable damage.
9. UM Knife
Effect: 20,000 AP/2 APx3 irreparable damage
10. Weapon Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).

Anima Relic Judah
Level 1: Transmit Cross - Judah tosses its daggers into subspace releasing them from various points in the UMN network for a surprise ‘cross’ strike on any target.
Effect: Deals 1d2 hits of 30,000 HP/3 AP unbraceable damage..
Level 2: Volant Pugione II - Produces a wave of UM Knives that are thrown at up to 5 enemies.
Effect: Attacks up to 5 enemies with Anima Relic-enhanced UM Knives.
Level 3: Warp Snipe - Creates a miniature Transit Gate above a target through which a very large UM Knife strikes.
Effect: 1 target, 80,000 HP/8 AP damage; affected hard points take 4 “hits” of damage, rendering them destroyed and in need of replacement.

E.S. Judah, one of the newer models of AMWS units outfitted with a Vessel of Anima, is relatively fresh off of the production lines. This burgundy-colored, nayy-trimmed, humanoid-shaped Ein Sof unit has flat horns on top of its head unit, curled outwards, as well as several spike-like “wings” protruding from its back.

E.S. Judah is a fierce fighting machine capable of striking targets through the U.M.N., making it nearly impossible to defend against. It has room for a pilot and a co-pilot.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 7:23 am
MISSING IN ACTION: E.S. Levi

E.S. Levi (VXA-005b “STRAUSS”)
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 16
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. 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. Medium Rifle (MRF)
Effect: 1 target, 100,000 HP/2 APx2 damage, +5 to hit.
9. Medium Anti Air Cannon (MAAC)
Effect: Air targets only; 100,000 HP/2 AP damage, +5 to hit,
10. Medium Field Mortar (MFM)
Effect: Attacks 2 Areas; 40,000 HP/4 AP, Acute “Suppressing Fire” effect, 0 to hit
11, 12. Heavy Machine Gun (HMG)
Effect: Up to 3 targets OR 1 vehicle; 150,000 HP/1 AP damage, -10 to hit
13, 14: 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 to hit.
15, 16: Heavy Anti-Tank Missile (HATM)
Effect: 1 shot only, ground targets only; 60,000 HP/15 AP, +5 to hit (+10 TS)
17: Deva Blade
Effect: 30,000/3 AP Damage, +10 To HIt

Anima Relic Levi
Level 1: Indra's Moon - Levi throws out a bomb that explodes hitting all targets.
Effect: 50,000/5 AP damage; +15 To hit, Multi-target: All (Ground, Air)
Level 2: Bodhisattva's Moon - A three pronged burst of force released from Levi's hand focused on a single unit.
Effect: 40,000 HP/4 AP damage, 1d3 Hits, +20 To Hit
Level 3: Blazing Judgement - Levi’s blade ignites in flames and the unit proceeds to slash several times with high powered strikes on a single enemy unit with unrelenting force.
Effect: 60,000 HP/6 AP Damage, 1d3 Hits, +10 to hit.

A sable-colored mecha with orange trim, E.S. Levi was created to be the personal vessel of one of Wilhelm’s Testaments, and thus has some of the better equipment given to the Ein Sof lineup. It carries an extremely large sword and has two floating wing-like attachments, which function as a logic drive.

It is designed as a multi-role unit, with heavy and diverse armament that make it able to fulfill nearly any task on the battlefield. It has room for a pilot and a co-pilot.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 4:45 pm
MISSING IN ACTION: E.S. Naphtali
E.S. Naphtali
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 15
Maneuvering: 85% (95% in space/zero-G)
Pilot Risk: 25%

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.
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. Weapon Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
9, 10. Light Rocket Pack (16 rockets) (LRP/16)
Effect: (24x1, 12x2, 4x6) shots (MMS), 40,000 HP/4 AP damage, -10 to hit (0 OC, +10 TS)
11, 12: Light Auto-Cannon (LAC)
Effect: up to 3 targets, 20,000 HP & Knockdown/2 AP damage, +5 to hit
13, 14. Light Auto-Cannon (LAC)
Effect: up to 3 targets, 20,000 HP & Knockdown/2 AP damage, +5 to hit
15. Heavy Railgun (HRG)
Effect: 1 target, 30,000 HP/6 AP damage, +20 to hit.

Anima Relic Naphtali
Level 1: Buster Launcher - Deploys a massive cannon to be used against a single target.
Effect: 1 target, 50,000 HP/1 APx3 (irreparable), +50 to hit.
Level 2: Smoke Screen - Using shells packed with clouds of electromagnetic chaff, this unit can disrupt an enemy’s detection.
Effect: Bombards 1 Area; reduces all affected units’ rolls by 50%, disables Smart Weapons, and produces a cloud of thermal smoke that inflicts Acute “Blind” status on pilots.
Level 3: Nimbus Laser - Bombards an area with energy fire.
Effect: Bombards 1 Area; 80,000 HP/8 AP, Chronic “Suppressing Fire” effect, destroys up to Acute “Concealment” status.

One of the most unique Ein Sof units designed, E.S. Naphtali is a sapphire- and black-colored unit in the likeness of a great scorpion, complete with an arced tail, two arms, and six walking legs. Its wide, flat chassis makes it an exceedingly effective assault platform, as it offers extensive room for powerful weapons and defenses, including a powerful cannon built into its tail.

Naphtali was originally designed, like Levi, as one of the personal units of Wilhelm’s Testaments, but the untimely destruction of Vector Industries and the acceleration of Wilhelm’s plans prevented it from being used.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 4:47 pm
MISSING IN ACTION: E.S. Reuben

E.S. Reuben (VXA-0002b "KURAMA")
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 5 to 20
Maneuvering: 95% (105% in space/zero-G) (+20 on non-dodge maneuvering checks)
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. Weapon Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
8. High-Frequency Blade
Effect: 20,000 HP/2 AP damage, +10 bonus to hit.
9. High-Frequency Blade
Effect: 20,000 HP/2 AP damage, +10 bonus to hit.
10. Gyroscopic Cockpit
Effect: Raises the Maneuverability Rating of a vehicle by 20%.
11. 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.

Anima Relic Reuben
Level 1: Iron Blade - A focused cross-slash attack with both HF Blades.
Effect: A 2d2 attack using both HF Blades, with doubled AP damage if successful (including Anima Relic boost).
Level 2: Garuda’s Wrath - A wide swathing strike using the HF Blades.
Effect: Using its increased maneuverability, attacks up to 4 different targets with HF Blades.
Level 3: Lotus Blades - Deploys a beam cannon from the vehicle’s chest.
Effect: 100,000 HP/2 APx2 damage, +5 to hit, 1 target

One of the most agile Ein Sof units, E.S. Reuben is a unique, deep emerald-colored machine that uses its extreme mobility to negotiate the battlefield and deliver blistering attacks using its unique, high-tech high-frequency vibrating katanas.

It, however, does not have any long-range capability, and despite having both a pilot and a co-pilot seat, does not have any modifiable pieces. It is considered a “proof of concept” model, as it’s unique outfitting would make it less-desirable for more traditional AMWS combat.
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 4:48 pm
MISSING IN ACTION: E.S. Zebulun
E.S. Zebulun (VXA-0003b "Sumizome")
Class: Mech, Large
Price: N/A
DC: N/A
AP: 31(Protective Engineering[+1 from divine])
HP: 17
Maneuvering: 104% (114% in space/zero-G)(Aerodynamics)
Pilot Risk: 18%(Defensive Mechanisms)

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
Power Requirement: 1 per use
Description: Some of the most advanced software and hardware in detection suites is subatomic resonance detection, which is able to pinpoint objects beyond even the molecular level to create perfect representations of them at even the tiniest makeup.
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. Anima Relic / Vessel of Anima
7. Ether Drive
Effect: Each CP used costs 50 MP. Spells cast through the Ether Drive deal 1 AP per hit. Casting in this way consumes 3x the spell cost in mp, plus 500 mp base. Some more powerful spells may have greater effect.
8. 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.
9. Weapon Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
10, 11, 12. MRP/18
Effect: (27x1, 13x2, 9x3) 60,000 HP/6 AP damage. -15 to-hit(+10 after other mech bonuses)
13. Medium Rifle (MRF)
Effect: 100,000 HP/2 APx2 damage, +5 to hit, 1 target
14. Medium Rifle (MRF)
Effect: 100,000 HP/2 APx2 damage, +5 to hit, 1 target
15. Light Artillery Gun (LAG)
Effect: targets 1 Area; 75,000 HP/3 AP (unbraceable, Knockback), -5 to hit
16, 17. Heavy Machine Gun (HMG)
Effect: up to 3 targets OR Suppressing Fire OR 1 vehicle target; 150,000 HP/1 AP, -10 to hit.

Anima Relic Zebulun
Level 1: Aird Star - Deploys AIRD Units to focus an energy attack on a single target.
Effect: 1 target; 50,000 HP/5 AP, 0 to hit.
Level 2: Aird Rain - Deploys AIRD Units to bombard an area.
Effect: 1 Area; 18,000 HP/2 AP damage, Chronic “Suppressing Fire” ability.
Level 3: Meteor Burst - All massive ether beam attack
Effect: Up to 2 areas bombardment; 120,000 HP/10 AP, Acute “Suppressing Fire”, destroys “Concealment” status effect, -25 to hit.

A proof-of-concept mecha installed with only the latest in Ether generators, E.S. Zebulun was designed with an Observational Realian pilot in mind, so it is a very, very technically demanding unit, combining conventional weaponry with the needs of an Ether generator and an Anima Relic all in the same machine.

Zebulun is an extremely narrow machine, its relative overall size condensed into massive disconnected shoulder and wing units that are barely connected to the tiny, mechanized humanoid frame that the rest of this black and lightish red machine is made of.

L-RADAR Suite is now an extra item.
Light Rocket Pack (16 rockets) (LRP/16)(Extra item)
Effect: (24x1, 12x2, 4x6) shots (MMS), 40,000 HP/4 AP damage, -10 to hit (0 OC, +10 TS)
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Re: Destiny Ascension Docking Bay

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by Tony January 30th, 2016, 4:49 pm
MISSING IN ACTION: Xenogears
Xenogears
Class: Mech, Large
Price: N/A
DC: N/A
AP: 20
HP: 20
Maneuvering: 75% (95% GC) (105% in space/zero-G) (+20 to non-combat maneuvering)
Pilot Risk: 25%

1. Onboard Computer
Effect: Remove Negative Roll bonuses from Rocket/Missile Weapons making them Smart Weapons.
2. Targeting Computer
Effect: Raises the Roll Bonus of Cannons, Rockets, Lasers, and Phasers by +10.
3. Damage Control Systems
Name: Damage Control Systems
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.
4. Weapon-Link
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).
5. Emergency Medical
Effect: When activated, automatically restores 5% of a user's Max HP per round.
6. 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.
7. Gyroscopic Cockpit
Effect: Raises the Maneuverability Rating of a vehicle by 20%.
8. 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.
9, 10, 11. 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, 12, 13, 14. Wave Existence “Drive”
Effect: Passively, grants a vehicle an infinite power source. The Wave Existence “Drive” represents the vehicle’s direct connection to the Upper Domain (or: U-DO, the Akashic Record, the Imaginary Numbers Realm, The World Tree, The Root), and as such has the ability to transmit lossless energy directly to other vehicles. The Wave Existence can be activated, and can regenerate up to 50 RP/CP in up to 3 vehicles in a single action, OR may activate up to 3 Anima Relics within its area, sustaining them indefinitely. Additionally, the Wave Existence can invoke an “Infinity” subroutine that widens its connection with the vehicle it’s equipped in.
15, 16: Wave Fist
Effect: 40,000 HP/4 AP damage, +15 to hit.
17, 18: Wave Fist
Effect: 40,000 HP/4 AP damage, +15 to hit.
19. Sniping Laser (SLC)
Effect: 1 target, 50,000 HP/1 APx3 (irreparable), +50 to hit.
20. Sniping Laser (SLC)
Effect: 1 target, 50,000 HP/1 APx3 (irreparable), +50 to hit.

Wave Existence
Level 1: Infinity Level - Xenogears enters infinity mode as 8 seraphic energy wings come out from its eight spikes.
Effect: Raises AP damage dealt by 1, decreases AP damage received by 1, +15 to hit.
Level 2: Goten X: Xenogears delivers two punches then is engulfed in a fiery light as it performs a fiery spin kick that explodes outward on contact with catastrophic might.
Effect: 1 target, 70,000 HP/7 AP Damage, +15 to hit. (Wave Existence boost included)
Level 3: Kishin - Xenogears charges itself in a halo of light and unleashes a series of multiple punches followed by raising a blue aura from its palm to make heavy blow on its downed opponent.
Effect: 1 target, deals 150,000 HP/12 AP, +20 to hit (Wave Existence boost included)

Desc: Likely one of the most powerful mecha in existence. The original xenogears was created when Weltall-II came into contact with the Zohar morphing it into the almighty Xenogears. It is a foriegn power in this universe and to all that behold it there is a sense that it does not belong. While the original belongs to Fei and its likely only he as the contact can bring out its true power. This xenogears was created by some means by wilhelm himself. Because of this anyone can operate it. The unit has no primary weapons except its fist and feet, with the user of its ether drives its capable of unleashing powerful blasts from its hands.
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Black Arms Mad Cat Mk. 5

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by Tony July 8th, 2016, 5:52 am
Black Arms Mad Cat Mk. 5
Chassis: Mecha, Large
Price: 4,250,000
DC: 25000
AP: 20
HP: 20
Maneuvering: 75% (+20% Gyroscopic Cockpit)
Pilot Risk: 25%
Description: While the generic model of the Black Arms “Mad Cat” mecha was conventional enough to be considered in a smaller weight class, the “Mark 5” reserved for Lee Jordan was bigger, bulkier, and far more heavily armed and armored than the other Mad Cats. While its dimensions are similar to that of “Mecha, Medium,” its sheer density and weight puts it up a weight class.

Hard Point 1: Onboard Computers - Removes roll penalty from rockets/missiles.
Hard Point 2: Tracking Systems - Raises the roll bonus of rockets/missiles by +10.
Hard Point 3: Targeting Computer - Raises the roll bonus of cannons, rockets, lasers, phasers by +10.
Hard Point 4: Munitions Management System - Raises the ammo capacity of weapons by 50%.
Hard Point 5: Weapon-Link - Allows for two weapon systems to be used simultaneously.
Hard Point 6: L-RADAR Sensor Suite - Provides vehicle AP totals. 1 RP/CP per use.
Hard Point 7: Gyroscopic Cockpit - Raises Maneuverability Rating by 20%.
Hard Point 8: Stability Augmentation System - When performing maneuvering checks (but not combat-related dodges), such as terrain navigation, adds a bonus of +20 to the total roll. 1 RP/CP per use.
Hard Point 9: Climbing Apparatus - Allows mechs to scale inclimate terrain, such as sheer cliffs, vertical buildings, and other generally unpassable obstacles. 1 RP/CP per use.
Hard Point 10: Chaff/Flare - 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.
Hard Point 11: Jump Jets - Allows a Mech-class unit to fly using advanced propulsion packs built into the legs and chassis. Expends 5 RP/CP per round active.
Hard Point 12: Power Source: Xenon-Flouride Battery - Provides 50 CP.
Hard Point 13: LAPC - 25,000 HP / 1 AP x 3, 1 target, 0 roll bonus
Hard Point 14: LAPC - 25,000 HP / 1 AP x 3, 1 target, 0 roll bonus
Hard Point 15, 16: MRP/9 - 60,000 HP / 6 AP, (9x1, 3x3), -15 roll bonus
Hard Point 17, 18: MRP/9 - 60,000 HP / 6 AP, (9x1, 3x3), -15 roll bonus
Hard Point 19: HPA - 3 AP, ignores armor. 1 target, +5 roll bonus, 6 CP per shot
Hard Point 20: HPA - 3 AP, ignores armor. 1 target, +5 roll bonus, 6 CP per shot
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