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Post by Droid on Sept 24, 2012 8:05:03 GMT -5
The following posts are of vehicles and mobile suits you guys will find at the abandoned outpost in this mission. Each unit will have a numbered amount listed. When you find them, you will have to use these to do combat against any UE forces you encounter.
You can abandon these units whenever you wish in favor of a different unit or for a UE unit that is disabled in combat. Destroyed or not, you can use these units as salvage for ramshackle weapons. However, you can also try to keep them intact and they can be kept by whoever wants them.
Any surviving vehicles and mobile suits will be added to the appropriate tier roster. Captured UE units may also be kept and with a little work, may be mass produced and added to the appropriate tier roster for general human player use.
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Post by Droid on Sept 26, 2012 0:12:56 GMT -5
1x Buggy:Close Range: 0 Beam Weapon: 0 Conventional: 0 Speed: 30 Defense: 10 Tech: 10 Built-In Weapons:N/A 2x Heli Aircraft:Close Range: 0 Beam Weapon: 0 Conventional: 25 Speed: 25 Defense: 20 Tech: 10 Built-In Weapons:Dual Heavy Machineguns Weapon Type: Solid Ammo Rounds Per Fire: 10 Rounds Per Clip: 100 Attack Power: 30 1x Linear Tank:Close Range: 0 Beam Weapon: 25 Conventional: 20 Speed: 5 Defense: 25 Tech: 5 Built-In Weapons:Linear Main Cannon Weapon Type: Energy Ammo Rounds Per Fire: 1 Attack Power: 40 Dual 4-Tube Rocket Launchers Weapon Type: Explosive Ammo Rounds Per Fire: 8 Rounds Per Clip: 40 Attack Power: 35 Linear Artillery:Close Range: 0 Beam Weapon: 30 Conventional: 0 Speed: 20 Defense: 25 Tech: 5 Built-In Weapons:Heavy Linear Cannon Weapon Type: Energy Ammo Rounds Per Fire: 1 Requires a 1 turn recharge per shot. Attack Power: 50 Type 61 Tanks:Close Range: 0 Beam Weapon: 0 Conventional: 30 Speed: 5 Defense: 35 Tech: 10 Built-In Weapons:Dual 150mm Main Cannons Weapon Type: Explosive Ammo Rounds Per Fire: 2 Rounds Per Clip: 20 Attack Power: 40 Mounted Machinegun Weapon Type: Solid Ammo Rounds Per Fire: 5 Rounds Per Clip: 50 Attack Power: 20 Smoke Grenade Discharger Weapon Type: Smoke Grenades Rounds Per Fire: 1 Rounds Per Clip: 10 Attack Power: 0 2x Missile Trucks:Close Range: 0 Beam Weapon: 0 Conventional: 30 Speed: 25 Defense: 20 Tech: 5 Built-In Weapons:Dual 4-Tube Missile Pods Weapon Type: Explosive Ammo Rounds Per Fire: 8 Rounds Per Clip: 80 Attack Power: 50 2x Vulcan Armored Cars:Close Range: 0 Beam Weapon: 0 Conventional: 25 Speed: 25 Defense: 25 Tech: 5 Built-In Weapons:Heavy Vulcan Cannon Weapon Type: Solid Ammo Rounds Per Fire: 20 Rounds Per Clip: 200 Attack Power: 35 1x Gallop Class Hover Transport:Close Range: 0 Beam Weapon: 35 Conventional: 35 Speed: 40 Defense: 30 Tech: 10 Built-In Weapons:Docking for 4 Mobile Suits and 1 Launch Catapult. Double Beam Cannon Pod Weapon Type: Beam Ammo Rounds Per Fire: 2 Attack Power: 50 Dual Double Machinegun Pods Weapon Type: Solid Ammo Rounds Per Fire: 40 Attack Power: 30
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Post by Droid on Sept 26, 2012 22:31:34 GMT -5
1x Ball Spider 01:Close Range: 50 Beam Weapon: 55 Conventional: 55 Speed: 40 Defense: 30 Tech: 40 Built-In Weapons:Pop-Up Targeting Scope A pop-up targeting scope built into the top of the Ball Tank's main body. Flamethrower A flame spewing weapon that can be used to clear thick overgrowth or as a weapon. If used as a weapon, target is on fire for 2 turns, causing severe damage to the target and destroying any items, parts, or weapons consumed in the blaze. Weapon Type: Special Ammo Rounds Per Fire: 1 Rounds Per Fuel Tank: 5/10 (Previous combat has caused the fuel tank to be half used, reducing the Rounds Per Fuel Tank to 5.) Dual 3-Tube Missile Pods Weapon Type: Explosive Ammo Rounds Per Fire: 6 Rounds Per Clip: 6/12 (Shortage of ammo at the outpost has reduced the Rounds Per Clip to 6.) Dual Tri-Barrel Chainguns Weapon Type: Solid Ammo Rounds Per Fire: 10/20 Rounds Per Clip: 100/200 (Thick vines and overgrowth have rendered one of the chainguns useless, reducing the Rounds Per Fire to 10 and the Rounds Per Clip to 100.) Boosters:Pack Booster Storage Slots: 0 Accessory Slots: 0 Space Boosters: 0 Pack Booster Weapon/Mount:Sub-Arm Pack A special pack that features 2 sub-arms to hold light-weight weaponry. The sub-arms include beam vulcans in the palms. Weapon Type: Beam Ammo Rounds Per Fire: 5 (Per Arm) (Lack of maintenance has caused the built-in weapons to suffer from disrepair, forcing a required 1 turn recharge between uses.) = Adjustable Length Beamsaber Weapon Type: Beam Blade Held in 1 hand. (Blade length toggle has been damaged, causing blade adjustment to take 2 turns.) = Gelgoog Beam Rifle w/ Expanded Energy Mod Weapon Type: Beam Ammo Rounds Per Fire: 1 Rounds Per Charge: 5/10 Held in 1 hand. (Overcharged capacitor causes the weapon to use twice the charge per fire, reducing the Rounds Per Charge to 5. However, this raises this weapon's attack power to 50.) Armor/Frame Accessory:Titanium Full Armor Kit (equipped to the legs and torso) Accessory 1:Improved Strength Actuator (uses 1 hardpoint) Accessory 2:Improved Tech Booster (uses 1 hardpoint) Accessory 3:Double Thrusters (uses 1 hardpoint) Accessory 4:Double Thrusters (uses 1 hardpoint)
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Post by Droid on Sept 26, 2012 22:33:52 GMT -5
1x Ball Spider 02:Close Range: 50 Beam Weapon: 55 Conventional: 55 Speed: 40 Defense: 50 Tech: 40 Built-In Weapons:Pop-Up Targeting Scope A pop-up targeting scope built into the top of the Ball Tank's main body. Flamethrower A flame spewing weapon that can be used to clear thick overgrowth or as a weapon. If used as a weapon, target is on fire for 2 turns, causing severe damage to the target and destroying any items, parts, or weapons consumed in the blaze. Weapon Type: Special Ammo Rounds Per Fire: 1 Rounds Per Fuel Tank: 10 (Low coolant has resulted in this weapon needing a 1 turn cool down after each use.) Dual 3-Tube Missile Pods Weapon Type: Explosive Ammo Rounds Per Fire: 4/6 Rounds Per Clip: 8/12 (Previous combat has damaged one of the missile pods, causing the Rounds Per Fire to be 4 and the Rounds Per Clip to be 8.) Dual Tri-Barrel Chainguns Weapon Type: Solid Ammo Rounds Per Fire: 20 Rounds Per Clip: 200 (Corrosion has caused the barrels to jam, forcing the weapon to cool down for 1 turn after each use.) Boosters:Pack Booster Storage Slots: 0 Accessory Slots: 0 Space Boosters: 0 Pack Booster Weapon/Mount:Sub-Arm Shield Pack A special pack that features 2 sub-arms designed to hold shields. = Beam Gun Shield w/ Enhanced Power Mod Armor Type: Titanium Composite Weapon Type: Beam Ammo Rounds Per Shot: 1 Rounds Per Charge: 5 Requires a 2 turn recharge when depleted. Mounts on arm, can be mounted on either arm. (Heavy battle damage has caused the boost to Defense to be reduced by 10.) = Beam Gun Shield w/ Enhanced Power Mod Armor Type: Titanium Composite Weapon Type: Beam Ammo Rounds Per Shot: 1 Rounds Per Charge: 5 Requires a 2 turn recharge when depleted. Mounts on arm, can be mounted on either arm. (Heavy battle damage has caused the boost to Defense to be reduced by 10.) Armor/Frame Accessory:Titanium Full Armor Kit (equipped to the legs and torso) Accessory 1:Improved Strength Actuator (uses 1 hardpoint) Accessory 2:Improved Tech Booster (uses 1 hardpoint) Accessory 3:Double Thrusters (uses 1 hardpoint) Accessory 4:Double Thrusters (uses 1 hardpoint)
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Post by Droid on Sept 26, 2012 22:35:00 GMT -5
1x Junior Mobile 01:Close Range: 35 Beam Weapon: 60 Conventional: 35 Speed: 40 Defense: 50 Tech: 30 Built-In Weapons:2 Rechargeable E-Paks Stored in torso's internal ammo holders. Boosters:Basic Backpack Booster Storage Slots: 1 Accessory Slots: 2 Space Boosters: 0 Ranged Weapon 1:Beam Bazooka Weapon Type: Beam Rounds Per Fire: 1 Rounds Per E-Pak: 5 Held in 2 hands. (Damaged and only fires with 40 attack power.) Shield Left Arm:Prototype Beam Shield Armor Type: Energy Mounts on arm, can be mounted on either arm. (Shorts out and only provides +20 Defense.) Arm Mounted Weapon Right Arm:Arm-Mounted Beamsaber Weapon Type: Beam Blade Mounts on arm, can be mounted on either arm. (Improperly mounted and requires a 1 turn recharge every 2 uses.) Accessory 1:Basic Tech Booster (uses 1 hardpoint)
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Post by Droid on Sept 26, 2012 22:35:51 GMT -5
1x Junior Mobile 02:Close Range: 35 Beam Weapon: 60 Conventional: 35 Speed: 30 Defense: 40 Tech: 30 Boosters:Basic Backpack Booster Storage Slots: 1 Accessory Slots: 2 Space Boosters: 0 Ranged Weapon 1:Beam Assault Rifle w/ Laser Scope Mod Weapon Type: Beam Ammo Rounds Per Fire: 5 Rounds Per Charge: 25 Requires a 2 turn recharge when depleted. Held in 1 hand. (Rusted recharge port results in a 2 turn recharge when depleted.) Ranged Weapon 2:Beam Shotgun w/ Enhanced Power Mod Weapon Type: Beam Ammo Rounds Per Fire 5 Rounds Per Charge: 25 Requires a 2 turn recharge when depleted. Held in 1 hand. (Faulty capacitor reduces attack power to 50.) Arm Mounted Weapon Right Arm:Retractable Blade w/ Sonic Mod Weapon Type: Solid/Vibro Blade Mounts on arm, can be mounted on either arm. (Cracked and chipped, reducing attack power to 40.) Arm Mounted Weapon Left Arm:Retractable Blade w/ Sonic Mod Weapon Type: Solid/Vibro Blade Mounts on arm, can be mounted on either arm. (Cracked and chipped, reducing attack power to 40.) Armor/Frame Accessory:Titanium Full Armor Kit (currently equipped to the arms, legs, and torso) Accessory 1:Basic Tech Booster (uses 1 hardpoint) Accessory 2:Double Thrusters (uses 1 hardpoint)
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Post by Droid on Sept 26, 2012 22:36:27 GMT -5
1x MS-12 Gigan 01:Close Range: 30 Beam Weapon: 40 Conventional: 60 Speed: 40 Defense: 40 Tech: 30 Built-In Weapons:Head Vulcans Weapon Type: Solid Ammo Rounds Per Fire: 0/10 Rounds Per Clip: 0/100 (Junkers seemed to have removed the Vulcans for salvage, reducing this weapon to 0 rounds per fire and 0 rounds per clip.) Shielded 120mm 4-Barrel Machinegun Arm Armor Type: Titanium Composite Weapon Type: Solid Ammo Rounds Per Fire: 20 Rounds Per Clip: 200 (Shield is dented and damaged, reducing base Defense stat by 10.) 180mm Recoilless Gun Pod Weapon Type: Explosive Ammo Rounds Per Fire: 1 Rounds Per Clip: 10 (Neglect caused rust to jam up the recoilless feature. User now has to stop moving and brace themselves to fire, opening themselves up to attack.) Boosters:Improved Backpack Booster Storage Slots: 2 Accessory Slots: 2 Space Booster: 0 Melee Weapon 1:Prototype Heat Saber w/ Shock Core Mod Weapon Type: Solid/Shock/Heat Blade Held in 1 hand. (Lack of coolant forces a required 1 turn cooldown for every 2 times this weapon is used.) Ranged Weapon 1:Lancer w/ Laser Scope Mod & Plasma Core Mod A medium machinegun with a chainsaw attached under the barrel. Weapon Type: Solid Ammo, Solid/Shock/Heat Blade Rounds Per Fire: 5 Rounds Per Clip: 40 Held in 1 hand. (Time has dulled the chainsaw blade, reducing its attack power to 60.) Arm Mounted Weapon Left Arm:Mounted Grenade Launcher A mounted grenade launcher with a built-in rack capable of housing 10 grenades. Weapon Type: Explosive/Flash Grenades Rounds Per Fire: 1 Rounds Per Clip: 5 Currently holds 5 Cracker Grenades. Mounts on arm, can be mounted on off arm. (Damaged grenade rack allows for only 5 grenades to be loaded.) Head Accessory:Basic Sensor Package (built into head slot) Armor/Frame Accessory:Titanium Full Armor Kit (currently equipped to the arms and torso) Accessory 1:Improved Tech Booster (uses 1 hardpoint)
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Post by Droid on Sept 26, 2012 22:37:28 GMT -5
1x MS-12 Gigan 02:Close Range: 40 Beam Weapon: 30 Conventional: 50 Speed: 40 Defense: 50 Tech: 30 Built-In Weapons:Head Vulcans Weapon Type: Solid Ammo Rounds Per Fire: 5/10 Rounds Per Clip: 50/100 (Due to what appears to be incomplete repairs, only one of the Vulcans work, causing the rounds per fire and rounds per clip to be halved.) Shielded 120mm 4-Barrel Machinegun Arm Armor Type: Titanium Composite Weapon Type: Solid Ammo Rounds Per Fire: 20 Rounds Per Clip: 100/200 (Previous combat has reduced the amount of ammo in the current clip to 100 rounds left over.) 180mm Recoilless Gun Pod Weapon Type: Explosive Ammo Rounds Per Fire: 1 Rounds Per Clip: 10 First round fired is a tracer followed in the next shot by an actual round. A clip is 5 rounds of tracer and 5 rounds of actual ammo. (Because of the previous pilot's poor accuracy, every other shot fired from this weapon is a harmless tracer round. However, the next shot almost always hits.) Boosters:Improved Backpack Booster Storage Slots: 2 Accessory Slots: 2 Space Booster: 0 Melee Weapon 1:Hand Claws w/ Plasma Core Mod Weapon Type: Solid/Shock/Heat Claws Uses shield/arm weapon hardpoints. Mounts on arm, can be mounted on either arm. (Middle claw was broken off during past combat, reducing attack power to 40.) Ranged Weapon 1:Double-Barreled Shotgun Weapon Type: Solid Ammo Rounds Per Fire 5 Rounds Per Clip: 50 Held in 1 hand. (A kink in the second barrel reduces rounds per fire to 5 and as a result, reduces attack power to 30.) Head Accessory:Basic Sensor Package (built into head slot) Armor/Frame Accessory:Titanium Full Armor Kit (currently equipped to the arms and torso) Accessory 1:Basic Strength Actuator (uses 1 hardpoint) Accessory 2:Improved Tech Booster (uses 1 hardpoint)
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Post by Droid on Sept 26, 2012 22:38:39 GMT -5
1x MS-06V Zaku Tank 00:Close Range: 35 Beam Weapon: 35 Conventional: 60 Speed: 30 Defense: 40 Tech: 40 Built-In Weapons:Twin Shoulder Shields Armor Type: Titanium Composite (Heavy combat has damaged both shields, reducing base Defense stat by 20.) Tri-Barrel Machine Cannon Weapon Type: Solid Ammo Rounds Per Fire: 10/15 Rounds Per Clip: 100/150 (Middle barrel is bent in half, reducing the rounds per fire to 10 and the rounds per clip to 100.) Boosters:Pack Booster Storage Slots: 0 Accessory Slots: 0 Space Boosters: 0 Pack Booster Weapon/Mount:Missile Pack w/ Expanded Clip Mod Weapon Type: Explosive Ammo Rounds Per Fire: 10 Rounds Per Clip: 100 (Poor maintenance has caused every other volley to have 5 dud missiles, causing the attack power on those turns to be 30 instead of 60.) Head Accessory:Improved Sensor Package (built into head slot) Armor/Frame Accessory:Titanium Full Armor Kit (equipped to the arms and torso) Accessory 1:Improved Strength Actuator (uses 1 hardpoint) Accessory 2:Improved Tech Booster (uses 1 hardpoint) Accessory 3:Double Thrusters (uses 1 hardpoint) Accessory 4:Item Container Currently holds 10 Mines (uses 1 hardpoint)
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