Gundam Vagrant Destiny
-- Ship Weapons --
Without weapons a ship wouldn't be much of an item. More so than the color and type of the ship, its the weapons that give each ship its personality. The list below has been split into several areas. All weapons listed cost one hardpoint to mount. Selling weapons is allowed after purchase, but you only get half the original price for them. Please note that some weapons have special limitations of usage limits. These are listed with each item, and with their class notes.
-- System Class --
These items are manipulations of the weapons available in the game. Please note that the points used to purchase these items are not refunded when you sell the items they are attached to. Some of these items have limited uses, so please read carefully before using.
Weapon Adaptation System - 10 Points
This modification allows you to mount two different weapons on the same hardpoint at the cost of this system, and two weapons that are to be combined. When done, these weapons become a single item, that if destroyed causes both weapons to cease to function. When you combine these weapons, there damage, and limits stay the same as their original forms. These weapons function normally, with no added bonuses. This system may only be used twice.
Weapons Double Mounting System - 5 Points
This modification allows you to mount two of the same weapons on the same hardpoint at the cost of this system, and both weapons. This allows you to make twin mounted beam cannons, or any other such weapon. This system does has its draw backs due to the fact that this does not increase the weapons damage, but instead of only having one weapon to use, it has two. These weapons are used normally, and allows you to use each weapon separately.
Weapons Internalization System - 5 Points
This modification allows you to integrate weapons into the ships haul that were not meant to be. Some examples of this would be a internally mounted beam cannon, or internally mounted gatling gun. While this system is not a major improvement over hard mounting the weapons, it does allow a ship to have the weapons concealed, and protected inside of itself, while maintaining usability. Please not that this system cannot be used on weapons that have been double mounted or adapted into another form.
Weapon Power Enhancement System - 30 Points
This modification allows you to increase a weapons class level by 1. This increases the weapons damage by 1 hit upon impact. This means if you use this system on a class 2 weapon that does 2 hits of damage, that weapon becomes a class 3 weapon that does 3 hits of damage. This modification may only be used once per weapon, and cannot be combined with either weapons adaptation system, or weapons double mounting system. This item may be used with weapons internalization system.
-- Armor Class --
This type of hardpoint equipped items, are items meant to increase a ships life span on the battlefield. While they are not as effective as a armor system upgrade, they do give a ship more options to increase the number of hits it can take before it is shot down. Please note that none of the following items can be combined on a machine, and each item is limit 1. This means if you take Anti-Beam Coating, you cannot take Full Armor Plating, or Panzer Armor with it. Nor can you mount 2 Anti-Beam Coatings on a machine.
Anti-Beam Coating - 10 Points
This gel based armor upgrade is applied to the outer surface of a ship, and helps to increase the units protection to a limited number of beam attacks. This armor works by absorbing the heat, and pressure generated by a beam through the sacrifice of itself. Though this armor is meant to deal with the damage caused by beams, for the system of this game, the addition of this will give the machine 2 additional hits. This item is limited to 1 per machine.
Full Armor Plating - 30 Points
This add-on armor unit is constructed out of many heavy gauge armor plates that have a consistency, and a structure style that closely matches those of standard solid shields. The sections of this plating are mounted all over the exterior of a ship, and offer outstanding protection against several hits. While not as effective as a armor system upgrade, the addition of this item to a machine will give the machine 6 additional hits. This item is limited to 1 per machine.
Panzer Armor - 20 Points
This series of light armor plates provide a ship a level of extra durability to vulnerable parts of the ship without effecting the ships maneuverability. These extra armor components are placed around the weapons of the machine, as well as the vulnerable hatches such as the hangar doors, and entrance ways. While not a complete upgrade to the ships armor, the addition of this item to a ship will give the machine 4 additional hits. This item is limited to 1 per machine.
-- Defensive Class --
This type of hardpoint equipped items, are items that are used to absorb, or negate a hit directed at a ship by an opponent. These items work by either catching the attack, or taking the brunt of it. Each of these items have a limited operational life, whether based on per turn, or lifespan. You may only mount 2 shields total on a ship.
Heavy Solid Shield Bank - 20 Points
These shield banks, while sharing the same basic materials as a standard solid shield banks, are constructed much more densely in order to make a stronger shield. This also makes the shield slightly larger in both thickness, and diameter. This shield bank is effective against all types of weapons, though it can only do so for a short period of time. While it does have the ability to withstand more damage then the regular shield bank, this shield bank to will eventually fail. This shield bank can only block 6 hits before it is destroyed.
Large Beam Shield Bank - 40 Points
Similar to the standard beam shield bank, this shield bank is also created by a beam projection matrix that is hard mounted on a ship. These shield banks when activated produce a large beam array in the shape of a shield to block an attack coming at the ship. Though this unit has a more refined matrix, and cooling system, it’s activation life still remains on the short side. This type of beam shield bank can only block 4 hits a turn before shutting down.
Standard Beam Shield Bank- 15 Points
These shield banks are created by a beam projection matrix that is hard mounted on a ship. When activated. the matrix produces a powerful array of beams that spread out from the matrix in the shape of a shield, and are able to block an attack coming at a ship. The down side of this type of shield bank is that the matrix can only be active for a short period before it requires cooling. This type of beam shield bank can only block 2 hit a turn before shutting down.
Standard Solid Shield Bank - 7 Points
The tried, and true shield of old found its way back to the battlefield once again in the age of mobile weapons. This metal shield bank has been adapted for ships, and is useful to defend against both projectile, and beam weapons for a short amount of time. Though this item is a helpful defensive tool, it suffers from the problem of having its durability degraded quite quickly against modern weapons, and will eventually fail. This shield bank can only block 4 hits before it is destroyed.
-- Close Combat Class 4 Weapons --
This type of hardpoint equipped items, are items that are used to attack an opponent in close range combat. The correct use of these weapons is based on the type of weapon it is. Please note that all of these weapons are Class 4 Weapons, meaning they deal 4 hits of damage when an attack succeeds on a target.
Anti-Colony Beam Sword - 40 Points [Beam]
The largest beam melee weapon ever constructed, the anti-colony beam sword is a special weapon usually only mounted on ships due to its massive size. This weapon when in use, generates an extremely long beam blade, that is almost as thick as a mobile suits leg. The damage from this weapon is immense when used correctly, and as such should be feared when it is wielded by anything. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact.
Anti-Colony Metal Sword - 32 Points [Physical]
This enormous metal sword has destructive force nearly beyond imagine by a metal based weapon. While this weapon does has its limitations due to the fact it is a solid weapon, it is still something to be feared in combat. Ranging anywhere from 30-50 meters in length, this weapon can carve through nearly any thing it hits, and what it doesn’t slice through is left battered heavily. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact.
-- Ranged Combat Class 2 Weapons --
This type of hardpoint equipped items, are items that are used to attack an opponent either at close, or ranged combat. The correct use of these weapons is based on the type of weapon it is. Please note that all of these weapons are Class 2 Weapons, meaning they deal 2 hits of damage when an attack succeeds on a target.
Multiple Ballistic Vulcan Turrets - 10 Points [Physical]
These weapons are nearly identical to the mobile weapons variant, only using slightly larger caliber ammunition, and having multiple turrets. These weapons are good for driving an opponent backwards, or for attempts to disrupt incoming attacks from an opponents mobile weapon. These weapons have turned the tide of many battles, and as such should be respect for fulfilling their roles, and then some on the battlefield. This weapon, like all Class 2 Weapons does 2 hits of damage to a target upon impact.
Multiple Beam Vulcan Turrets - 14 Points [Beam]
These weapons are nearly identical to the mobile weapons variant, only using beams instead of solid ammunition, and having multiple turrets. These weapons are good for driving an opponent backwards, or for attempts to disrupt incoming attacks from an opponents mobile weapon. These weapons have turned the tide of many battles, and as such should be respect for fulfilling their roles, and then some on the battlefield. This weapon, like all Class 2 Weapons does 2 hits of damage to a target upon impact.
Rocket Dart Launcher Bank - 8 Points [Physical]
Made of a set of multiple launching tubes, a rocket dart launcher bank fires multiple rockets at a target in bursts of roughly ten darts at a time. These rockets are unguided, and fly only in a straight line after launch till they expend their limited fuel supplies. Upon impact with a target, or any other object, these rockets detonate their explosive payload to cause physical damage. The damage of this weapon is predetermined by attack, not by the missile. This weapon, like all Class 2 Weapons does 2 hits of damage to a target upon impact.
-- Ranged Combat Class 3 Weapons --
This type of hardpoint equipped items, are items that are used to attack an opponent either at close, or ranged combat. The correct use of these weapons is based on the type of weapon it is. Please note that all of these weapons are Class 3 Weapons, meaning they deal 3 hits of damage when an attack succeeds on a target. These weapons are limited to 1 attack per post per weapon.
Large Beam Gatling Guns - 45 Points [Beam]
Similar to its class 3 ballistic counterpart in shape, and size, the two weapons can be confused at first glance, however this is where the similarities end. These large beam gatling guns share the same construction style, and turret layout as the large caliber gatling guns . Each shot of this gatling is equal to the power of a shot from a beam rifle. With 250 shots fired in a minute not being unheard of, this weapon is to be respected. This weapon, like all Class 3 Weapons does 3 hits of damage to a target upon impact.
Large Caliber Gatling Guns - 30 Points [Physical]
This weapon is made up of a set of 2 gatling gun turrets made of several barrels mounted together on each gun. These barrels are spun around a central point by electric motors, during which time the guns are rapidly loaded, and each barrel is then fired in quick succession. This gives the weapons an almost constant rate of fire to these guns, allowing them to chew up a target with lead. This weapon, like all Class 3 Weapons does 3 hits of damage to a target upon impact.
Missile Launcher Tubes - 15 Points [Physical]
The missile launcher tubes is a large bank housing multiple missile launching tubes, loaded with ship sized missiles. These missiles are capable of serious damage to whatever target they impact, and should be watched out for. When fired. multiple missiles exit the launchers, and track the target to impact. The damage of this weapon is predetermined by attack, not by the missile. This weapon, like all Class 3 Weapons does 3 hits of damage to a target upon impact.
Rail Cannon - 32 Points [Physical]
Like its smaller brethren but a lot more powerful, the rail cannon uses an extremely powerful electromagnetic launcher system to shoot its larger rounds at a target. Due to there not being a need for individual propellant per round, this weapon is able to carry more of its larger ammunition. This allows this weapon to typically have enough rounds to finish any engagement. This weapon like all physical weapons though is weak against anti-physical armor. This weapon, like all Class 3 Weapons does 3 hits of damage to a target upon impact.
Standard Ballistic Cannon - 20 Points [Physical]
Firing large projectile ammunition, a ballistic cannon has great damage capability, and range even on the modern battlefield. When fired, these large rounds are forced out of the barrel by the expanding gases of their burning propellant. The recoil of this causes the cannon to be reloaded with a fresh round for its next firing. Since this item is a projectile weapon, anti-physical armor is effective against it, though the target being hit will be shaken up quite a bit. This weapon, like all Class 3 Weapons does 3 hits of damage to a target upon impact.
Standard Beam Cannon - 26 Points [Beam]
Comparable to the standard projectile cannon in terms of destructive force, this cannon fires a large beam shot usually in the form of a long stream. While this stream is only about 15 meters in length when it clears the barrel of the weapon, its size gives the weapon its real destructive force. This stream effect allows the point of impact to be overwhelmed by the volume of super heated particles, melting to through the target with relative ease. This weapon, like all Class 3 Weapons does 3 hits of damage to a target upon impact.
-- Ranged Combat Class 4 Weapons --
This type of hardpoint equipped items, are items that are used to attack an opponent either at close, or ranged combat. The correct use of these weapons is based on the type of weapon it is. Please note that all of these weapons are Class 4 Weapons, meaning they deal 4 hits of damage when an attack succeeds on a target. These weapons are limited to 1 attack per post per weapon.
Anti-Ship Missile Launcher Tubes - 20 Points [Physical]
The anti-ship missile launcher is the largest type of missiles available to players in the game. These massive warhead equipped missiles can decimate almost any target they are directed at with in a few blows. The kinetic energy unleashed upon impact of these weapons is more then enough to push any vessel off course. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Assault Beam Cannon - 50 Points [Beam]
One of the strongest beam cannons available for any ship in the game, the assault beam cannon fires a massive burst of beam energy at a target. This beam is strong enough to blow up ill equipped mobile suits with easy, and can render a ship to little more then scrap after a few shots. Caution should be taken whenever a ship equipped with this weapon is engaged. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Double Ballistic Cannon - 35 Points [Physical]
Firing large projectile ammunition, these double ballistic cannon have great damage capability, and range even on the modern battlefield. When fired, their large rounds are forced out of the barrels by the expanding gases of their burning propellant. The recoil of this causes the cannons to be reloaded with a fresh round for its next firing. Since this item is a projectile weapon, anti-physical armor is effective against it, though the target being hit will be shaken up quite a bit. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Double Beam Cannon - 48 Points [Beam]
Comparable to the double ballistic cannon in terms of destructive force, these double cannons fire large beam shots usually in the form of a long streams. While these streams are only about 15 meters in length when it clears the barrels of the weapon, its size gives the weapon its real destructive force. This stream effect allows the point of impact to be overwhelmed by the volume of super heated particles, melting to through the target with relative ease. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Dual Rail Cannon - 55 Points [Physical]
Like the rail cannon, the dual rail cannon uses an extremely powerful electromagnetic launcher system to shoot its larger rounds at a target. Due to there not being a need for individual propellant per round, this weapon is able to carry more of its larger ammunition. This allows this weapon to typically have enough rounds to finish any engagement. The damage of this weapon however is increased due to the fact to barrels are firing extremely close to each other. This weapon like all physical weapons though is weak against anti-physical armor. This weapon, like all Class 4 Weapons does 4 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
-- Ranged Combat Class 5 Weapons --
This type of hardpoint equipped items, are items that are used to attack an opponent either at close, or ranged combat. The correct use of these weapons is based on the type of weapon it is. Please note that all of these weapons are Class 5 Weapons, meaning they deal 5 hits of damage when an attack succeeds on a target. These weapons are limited to 1 attack per post per weapon.
Buster Cannon - 75 Points [Beam]
The last word in beam ranged weapons, the buster cannon has a firepower level that is nearly unrivaled on the battlefield. This weapon is not subtle, nor is it confusable with any other beam weapon. When fired, this weapon unleashes a powerful continuous stream of beam particles for upwards of 5 seconds, pounding the target into destruction. This weapon will destroy anti-beam armor after only 3 hits. This weapon, like all Class 5 Weapons does 5 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Linear Flak Cannon - 60 Points [Physical]
This weapon is a modified anti air howitzer. Capable of firing massive rounds as a decent speed, the destructive power of this gun is immense. The rounds detonate on impact causing a large splash damage effect and will blow the limbs off a mobile suit in one hit if it is not equipped with anti-physical armor. This weapon will destroy anti-physical armor after only 3 hits. This weapon, like all Class 5 Weapons does 5 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Positron Cannon - 95 Points [Beam]
Also called an anti-matter cannon, the positron cannon is the most dangerous weapon on the battlefield to date, with the exception of nuclear weapons. When fired, a massive stream of anti-matter particles stream forth from this weapon, towards a target, much like any beam weapon. However upon impact, the true destructive power of this weapon is unleashed. This weapons particles attack the very bounds that hold matter together, which renders any material cast in front of it doomed to destruction. While the destructive force of this weapon is without question, its price of construction makes it a rarity on the battlefield. Due to the nature of this weapon, it ignores any armor system mounted on a machine, and directly attacks a machines frame, or haul. This weapon, like all Class 5 Weapons does 5 hits of damage to a target upon impact. This weapon is limited to 1 attack per post per weapon.
Heh, that’s wonderful phrasing there. It’s accurate.
But space isn’t an issue, even before Bryant changed it to no limit, my planned ship had room.
But yeah, in all likelihood, I’ll be joining a faction this time around, so if you’re going to be freelance, we can make some sort of business deal. Access to one of the best mechanic teams around ain’t a bad perk.