Destiny Ascension Docking Bay
Moderator: Game Masters
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MISSING IN ACTION: Xenogears
Black Arms Mad Cat Mk. 5
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
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