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 Cosmic Era Mobile Suit Weapons

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PostSubject: Cosmic Era Mobile Suit Weapons   Mon 12 May 2008, 2:11 pm

Mobile Weapon Systems in Cosmic Era 84



The weapons listed below are updated game statistics for systems used on Mobile Weapons. The list is incomplete and still being updated. Standard weapons like projectile, beam and missile systems are already listed below. Some weapons are faction-restricted, whence certain factions cannot use some of the weapons systems.
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PostSubject: Re: Cosmic Era Mobile Suit Weapons   Mon 12 May 2008, 2:11 pm

Projectile Weapons


CIWS
Most mobile suits mounts close-in weapons systems (CIWS), usually in the form of high caliber machine guns and Vulcan cannons, for use as a last ditch defensive weapon against missile fire or close in attacks by other mobile weapons. These guns are usually head mounted, to use the head as a rotating turret for a broader arc of fire, but some machines mount then in other parts of the body. CIWS has a +1 bonus to strike, +2 when attacking missiles and missile volleys. CIWS are the only weapons capable of use by the mobile suit should it runs out of power from is primary battery or reactor, as the CIWS can be link to the emergency APU system.
Primary Purpose: anti-missile/anti-air
Secondary Purpose: point-blank/short ranged attack
Range: 1000 feet (300 meters) in atmosphere / 2000 feet (600 meters) in space
Damage: 1d4 MD per short burst, 2d4 per long burst, 1d4 x 8 for full melee burst.
Rate of Fire: Equal to the number of attacks of the pilot and mobile suit
Payload: rounds, equal to 20 short burst, 10 long burst, or 5 full melee burst.
Power Usage: 5 EU per attack
Strike bonus: +1, +2 vs. missiles



Heavy Assault Machine Gun
The Heavy Assault Machine Gun is the first practical hand carried weapon used by the early mobile suits, specifically the ZGMF-1017 GINN, which used the venerable 76mm Heavy Assault Machine Gun, developed by Maius Military Industries (MMI). While devastating against the OMNI Enforcer during the early stages of the First Bloody Valentine War, the development of the Phase Shift Armor left this type of weapon almost obsolete against newer mobile suits.
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 2500 feet (750 meters) in atmosphere / 5000 feet (1500 meters) in space
Damage: 2d6 MD per short burst, 4d6 per long burst, 1d6 x10 for full melee burst.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: 1000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
Power Usage: 5 EU per short burst/ 10 EU per long burst/ 20 EU per full burst



Heavy Gatling Cannon
The Heavy Gatling Cannon follows the same principles as the Heavy Assault Machine Gun, but due to its larger caliber multiple barrels and faster cyclic rate, the Gatling Cannon can fire larger caliber rounds at a tripled rate of fire at twice its range at the cost of higher energy consumption. While still rendered almost obsolete by Phase Shift Armor and its derivatives, the Gatling Cannon can still do more damage, and can penetrate PS Armor in some cases.
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 5000 feet (1500 meters) in atmosphere / 10000 feet (3000 meters) in space
Damage: 6d6 MD per short burst, 4d12 per long burst, 1d12 x10 for full melee burst.
Rate of Fire: Number of total attacks equal to number of attacks of pilot and mobile suit.
Payload: 3000 rounds. Equal to 100 short bursts, 50 long bursts, and 25 full melee bursts.
Power Usage: 10 EU per short burst/ 20 EU per long burst/ 30 EU per full burst



Gun Launcher
A primary support weapon using the same properties as a mobile suit scale shotgun launcher is used to fire high explosive rounds for tactical support fire. Its shot expands before impact, spreading all over the target’s body parts. This makes the ammunition slightly more accurate, and a player using the Gun Launcher gains an additional +1 to strike for the weapon. For damage purposes, divide the damage by fives and spread them all over the target mobile suit’s primary parts. The Gun Launcher can also be used as an anti-missile system, used for shooting down missile volleys. The Gun Launcher has a +2 bonus to strike rolls when attacking missiles
Primary Purpose: Support Artillery
Secondary Purpose: Anti-missile/Anti-Air defense
Range: 6000 feet (1800 meters) in atmosphere / 12000 feet (3600 meters) in space
Damage: 3d10 x 10 MD
Rate of Fire: one shot per attack. Number of total attacks equal to number of attacks of pilot and mobile suit
Payload: 60 rounds
Power Usage: 20 EU per attack
Strike Bonus: +1, +2 vs. missile volleys



Rail Gun
The rail cannon is a projectile weapon that uses a Lorentz-fore current that accelerates mass through two conducting rails that pushes a connecting armature and propels the projectile through and out of the barrel at extremely high speed . The extreme muzzle velocity allows the projectile long range and high damage capacity. The current requires the instantaneous use of high amounts of energy to operate the weapon. It is a weapon that can be used in underwater combat, but at half the effective range.
Primary Purpose: Projectile Direct-Fire Support Artillery
Range: 15000 feet (4500 meters) underwater/30000 feet (9000 meters)/15000 feet (4500 meters) in atmosphere/60000 feet (18000 meters) in space
Damage: 2d8 x 50 MD per shot
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: Thirty (30) shots per cannon, total of 60 shots
Power Usage: 50 EU per shot/cannon
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PostSubject: Re: Cosmic Era Mobile Suit Weapons   Mon 12 May 2008, 2:12 pm

Energy Weapons



Beam Rifle
The Beam Rifle is currently the primary handheld ranged weapon mounted on frontline mobile suit designs of the present day. Using high energy beams to accelerate and hit targets in ultra high velocity and damage them thru impact and extreme heat, beam rifles can do more damage as the older projectile rifles can do, and can penetrate most advanced defenses available at present, including Phase Shift Armor.
Primary Purpose: Assault
Secondary Purpose:
Range: 5000 feet (1500 meters) in atmosphere / 10000 feet (3000 meters) in space
Damage: 2d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 15 EU per shot



High Energy Beam Rifle
The same principle weapon as a standard Beam Rifle, the High Energy Beam Rifle delivers more damage to the target, but at the cost of double energy consumption and less range.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 3500 feet (1050 meters) in atmosphere / 7000 feet (2100 meters) in space
Damage: 5d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 30 EU per shot



Beam Gatling Rifle (ZAFT Only)
The smaller version of ZAFT’s Beam Gatling Cannon, this is the primary ranged weapon of the ZGMF-2000 GOUF. The Beam Gatling Rifle uses up energy comparable to that of a standard beam rifle, with a slight increase in damage dealt, in exchange for shorter range. The Gatling Rifle does not have the advanced targeting lenses of the Pulse Beam Rifle.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 4000 feet (1200 meters) in atmosphere, 8000 feet (2400 meters) in space
Damage: 1d6 x 10 MD per short burst, 2d6 x 10 MD per short burst, 3d6 x 10 MD per short burst
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 10 EU per short burst, 15 EU per long burst, 20 EU per full burst



Pulse Beam Rifle (ZAFT Only)
A new improvement to the Beam Rifle technology, the Pulse beam rifle is the smaller, more compact version of the Beam Gatling Cannon or the Beam Gatling Gun. The Pulse Beam Rifle uses a rapid-cycling, high energy pulse to generate multiple laser beams, creating an effect equal to machine-gun fire. This design improves the hit probability of beam attacks, plus increased damage, at the cost as less range and higher energy consumption. When using the Pulse Beam Rifle, add a +3 bonus to strike rolls. Only ZAFT mobile suits can be equipped with the Pulse Beam Rifles.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 4000 feet (1200 meters) in atmosphere, 8000 feet (2400 meters) in space
Damage: 3d6 x 10 MD per short burst, 4d6 x 10 MD per short burst, 5d6 x 10 MD per short burst
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 20 EU per short burst, 30 EU per long burst, 40 EU per full burst
Strike Bonus: +3



Extended-Ranged (ER) Beam Rifle (Terminal Only)
Terminal has also reached a new development in beam weapon technology. Using refinements in crystal and lens standards and quality, the engineers of Terminal has produced prototypes of longer ranged beam weapons that are more accurate that standard ones, and deals greater damage. Extended-ranged weapons use a greater deal of energy for attacks, however. Add +2 to all strike rolls when using ER Beam Rifles.
Primary Purpose: Assault
Secondary Purpose:
Range: 7500 feet (2250 meters) in atmosphere / 15000 feet (4500 meters) in space
Damage: 4d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 20 EU per shot
Strike Bonus: +2



Beam Sniper Rifle
The high energy beam sniper rifle is a long ranged attack weapon, delivery heavy beams with pinpoint accuracy for fire support. The system has an internal targeting system that makes the weapon more accurate than most, giving it an additional +4 bonus to strike rolls. This weapon is the same as the GAT-X103 Buster’s or the ZGMF-1000 Gunner ZAKU’s sniper rifle.
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 15000 feet (4500 meters) in atmosphere; 30000 feet (9000 meters) in space
Damage: 4d8 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 50 EU per attack
Strike Bonus: +4



Variable Speed Beam Rifle (Orb Union/ZAFT Only)
By CE 84, even mass-production mobile weapons were mostly equipped with a beam barrier impenetrable to common beam weapons. This forced developers to either design mobile suits for close-range encounters, or to develop much more powerful weapons. However, both options were very expensive, and the latter too energy-intensive to be feasible. Eventually, thru the joint cooperation of Morgenraete Industries of the Orb Union and the PLANT’s Maius Military Industries, the Variable Speed Beam Rifle (VBSR) was developed to be able to switch between two fire modes.

1) high penetration mode
2) high damage mode

The first mode emits a faster beam of energy particles capable of penetrating a beam barrier. However, the damage dealt to the target is significantly lowered due to its high penetration power. The second mode is like a classic beam rifle: the mega particles have less velocity and, while less penetrating, lose their energy inside the target, reverting back to energy particles and destroying the target from within.

When using VBSR, a pilot must declare which mode he is using. When using high penetration mode, the VBSR will ignore all beam barriers deployed against it. Beam barriers cannot be used to parry VBSR beams, and the beams will hit the target MS if the strike roll is successful. When using high damage mode, the VBSR beam can be blocked by beam barriers. VBSR high penetration beams cannot penetrate positron barriers.

Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit
Range: 3500 feet (1050 meters) in atmosphere / 7000 feet (2100 meters) in space
Damage: 1d6 x 10 MD per shot in high penetration mode / 5d6 x 10 MD per shot in high damage mode, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 50 EU per shot in both modes




Phonon Maser Beam Rifle (ZAFT/OMNI Enforcer Only)
A new development in underwater combat technology, the phonon maser beam rifle is a smaller version of the phonon beam cannon. It allows the use of beam weapons in underwater combat, using phonon beams rather than the standard laser ones. Again range is limited to very close to short range, and at a slightly higher energy use, with equivalent damage. Only ZAFT and OMNI Enforcer can use these weapons. And phonon weapons can only be used UNDERWATER, not on land, atmosphere or space
Primary Purpose: Assault (Underwater)
Range: 1000 feet (300 meters) underwater
Damage: 2d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 20 EU per shot



High Energy Beam Cannon
The High Energy Beam Cannon is the larger caliber, heavy assault version of the standard beam rifle. The same principle weapon as a High Energy Beam Sniper Rifle, this weapon delivers twice as much damage to the target, but at the cost of more energy consumption and less range and no augmentation targeting package.
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 9000 feet (2700 meters) in atmosphere; 18000 feet (5400 meters) in space
Damage: 8d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 60 EU per attack



Beam Gatling Cannon (ZAFT Only)
A variant of the High Energy Beam Cannon, the Beam Gatling Cannon fires beam energy in a Gatling Gun-configuration. It is similar is principle as the Pulse Beam Rifle, but not the same as the Pulse Beam’s more advanced technology. The Beam Gatling Cannon fires the same beam pulses, but at a looser spread of firing, needing more lenses and barrels instead of the pulse’s single one, consequently being not as accurate as the pulse rifle. But the Gatling Cannon compensates by being in higher in damage dealt and slightly greater range, but also higher energy use. The Beam Gatling Cannon is the same weapon found in the Slash Wizard for the ZGMF-1000 ZAKU, ZGMF-1001 ZAKU Phantom, and the ZGMF-XX99T DOM Trooper.
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 10000 feet (3000 meters) in atmosphere; 20000 feet (6000 meters) in space
Damage: 5d6 x 10 MD per short burst, 7d6 x 10 MD per long burst, 10d6 x 10 MD per full burst
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 50 EU per short burst, 70 EU per long burst, 100 EU per full burst



Plasma Beam Cannon
Using high-energy plasma particles accelerated and fired in beam form, the intense heat and radiation causes concentrated massive amounts of damage at a greater range. The primary drawback is the higher energy consumption per shot; the plasma required consumes 100 EU per shot per cannon. These weapons are used primarily for direct-fire support in anti-mobile suit combat.
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 30000 feet (9000 meters) in atmosphere; 60000 feet (18,000 meters) in space
Damage: 3d4 x 100 MD
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 100 EU per shot/cannon



Extended Range Beam Cannon (Terminal Only)
An improvement by Terminal engineers to the High Energy Beam Cannon, the ER Beam Cannon has double its range and increased damage, but at higher energy consumption. Unlike the Beam Sniper Rifle, it does not have an enhanced targeting system.
Primary Purpose: Assault
Secondary Purpose: Anti-mobile suit
Range: 13500 feet (4000 meters) in atmosphere; 26000 feet (8000 meters) in space
Damage: 10d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One shot per attack. Total number of attacks are equal to number of actions of pilot and mobile suit.
Payload: reliant on power supplied by mobile suit or augmentation packs.
Power Usage: 90 EU per attack



Extended Range Plasma Beam Cannon (Terminal Only)
An improvement to the Plasma Beam cannon, Terminal engineers has incorporated extended-ranged technology into the weapon and created the Extended Ranged Plasma Beam Cannon, which delivers more plasma energy at a much greater range, but again at the cost of higher energy consumption.
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 45000 feet (13500 meters) in atmosphere; 90000 feet (27,000 meters) in space
Damage: 4d4 x 100 MD
Rate of Fire: Up to four (4) attacks per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 200 EU per shot/cannon



Phonon Maser Beam Cannon (ZAFT/OMNI Enforcer only)
A new development in underwater combat technology, the phonon maser beam cannon is the smaller version of the phonon beam rifle. It allows the use of beam weapons in underwater combat, using phonon beams rather than the standard laser ones. Again range is limited to very close to short range, and at a slightly higher energy use, with equivalent damage. Only ZAFT and OMNI Enforcer can use these weapons. And phonon weapons can only be used UNDERWATER, not on land, atmosphere or space
Primary Purpose: Assault (Underwater)
Range: 3000 feet underwater
Damage: 6d6 x 10 MD per shot, the energy rifle cannot fire bursts
Rate of Fire: One attack per action. Number of total attacks equal to total number of actions of pilot and mobile suit per round
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 60 EU per shot



Reflex Beam Cannon
An improved version of the Plasma Beam Cannon, the Reflex Beam Cannon has advanced lens technology to make more efficiency use of plasma energy for heavier firepower. This deals much more damage per shot, with energy enough to vaporize most mobile suits and small warships in one hit, and cause massive damage to and cripple larger vessels, at thrice the range. Again the primary drawback is the higher energy consumption per shot; the more plasma required consumes 1000 EU per shot per cannon. These weapons are used primarily for direct-fire support in anti-mobile suit combat.
Primary Purpose: Plasma Beam Direct-Fire Support Artillery
Range: 90000 feet (27000 meters) in atmosphere; 180000 feet (54,000 meters) in space
Damage: 3d8 x 200 MD
Rate of Fire: One (1) attack per round; one (1) shot per attack
Payload: reliant on power supplied by mobile suit or augmentation packs
Power Usage: 1000 EU per shot/cannon
Bonus/Penalties: +4 to strike against spaceships, capital ships and stationary targets, -2 to strike versus maneuvering mobile suits and mobile armor
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PostSubject: Re: Cosmic Era Mobile Suit Weapons   Mon 12 May 2008, 2:13 pm

Grenades/Missiles/Torpedoes




Grenade Weapons



Anti-Mobile Suit Grenades
Primary Purpose: Assault
Secondary Purpose:
Range: 2000 feet (600 meters) in atmosphere / 4000 feet (1200 meters) in space
Damage: 4d4 x 10 MD per grenade
Rate of Fire: One grenade per attack
Payload: 4 total
Power Usage: None



Grenade Launchers



Missiles Weapons




Mini Missiles (ZAFT Only)
Mini Missiles are a new advancement in missile technology, with miniaturization of rocket projectiles the norm. As large as a soda can, the mini missiles are compact and lightweight, thus allowing mobile suits to carry up to 80 of these weapons in one loadout. They also have advanced guidance systems, hence the +1 to strike bonus when used. Mini Missile are primarily used for Anti-Personnel and Anti-Armor combat, aside from Anti-Mobile Suit use.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Personnel
Range: 0.5 miles (800 meters) in atmosphere / 1 mile (1600 meters) in space
Damage: 5d6 per missile
Rate of Fire: Variable
Payload: up to 80/Mobile Suit
Power Usage: 5 EU/missile
Strike Bonus: +1



Short Ranged Missiles



Standard Short Ranged Missiles
The Standard Short Ranged Missile is the primary interceptor and close-combat missile used by Mobile Suits, Mobile Armor, fighters and warships for close- to short-ranged battles (from 500 to 15000 meters in range). The warhead used by the Standard SRM is a high-explosive one with a VT proximity fuse, exploding a meter from its target. Advanced guidance systems give Standard SRMs a +2 bonus to strike.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air
Range: 2 miles (3200 meters) / 4 miles (6400 meters) in space
Damage: 1d4 x 10
Rate of Fire: Variable
Payload: up to 60/Mobile Suit
Power Usage: 10 EU/missile
Strike bonus: +2



Sulfur Canister Missiles
The Sulfur Canister Missile is a special defense system against Mirrage Colloid particles and their respective defense systems. The sulfur particles are loaded unto and fired on a standard short range missile. When the Sulfur Canister Missile reaches a certain point, it release high pressure streams of sulfur into the atmosphere of space, forming a cloud 100 meter x 100 meter in area per missile, and a sizable volley can form a more massive sulfur cloud depending on how many missiles fired. When the sulfur comes into contact with Mirrage Colloid particles, it renders the system inoperable for 1d6 turns, even if the Mobile Suit has already left the area of the cloud. Systems affected by the sulfur cloud are the Mirrage Colloid Stealth System, Mirrage Colloid Virus Spreader, and the Hikari No Tsubasa (“Wings of Light”) Flight Systems. To render these systems, a pilot firing the canister missile must make a strike roll with a -2 penalty against targets using the Mirrage Colloid Stealth System and Wings of Light in ACTIVE mode. If the target has those systems shut down, strike rolls are done without the penalty. Targets with the Mirrage Colloid Virus Spreader are also attacked normally.
Primary Purpose: Anti Mirrage Colloid Defense
Range: 2 miles (3200 meters) / 4 miles (6400 meters) in space
Damage: Special (Neutralizes Mirrage Colloid Defenses)
Rate of Fire: Variable
Payload: up to 10/Mobile Suit
Power Usage: 10 EU



Standard Medium Ranged Missiles
The Standard Medium Ranged Missile is the primary medium-ranged interceptor missile used by Mobile Suits, Mobile Armor, fighters and warships for tactical stand-off engagements (from 16 to 80 kilometers in range). The warhead used by the Standard MRM is a high-explosive one with a VT proximity fuse, exploding a meter from its target. Advanced guidance systems give Standard SRMs a +2 bonus to strike.
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air/Anti Ship
Range: 40 miles (64,000 meters) in atmosphere/ 80 miles (128,000 meters) in space
Damage: 2d6 x 10 per missile
Rate of Fire: Variable
Payload: up to 40 per Mobile Suit
Power Usage: 10 EU per missile
Strike Bonus: +2



High Maneuverability Medium Ranged Missiles (ZAFT Only)
Recently, ZAFT has deployed the new High Maneuverability Medium Ranged Missile as its primary tactical standoff missile. The AAM-X100A HiMMRAM, as the missile was coined, is equipped with a very advanced AI computer which allows it to perform very complex flight maneuvering, allowing it to dodge effectively against anti-missile fire aimed at it. It gives the HiMMRAM at +5 to dodge against all fire directed on it, aside from a +4 to strike targets. Only ZAFT has HiMMRAM technology.
Primary Purpose: anti-air/anti-MS
Range: 50 miles (80,000 meters) in atmosphere/ 100 miles (160,000 meters) in space
Damage: 4d6 x 10 MD per missile
Rate of Fire: Variable
Payload: Up to 30/Mobile Suit
Power Usage: 20 EU per missile
Bonus: +4 to strike, +5 to dodge anti-missile fire



Multi-Warhead Conventional Missiles (Orb Union Only)
The Orb Union has deployed a conventional type of multi-warhead missiles, for use as its primary tactical standoff missile. The multi-warhead MRM is larger than standard MRMs, and only the MVF-11C Murasame is the only mobile suit that carries the system. The Murasame can only carry six (6) of them on their wings in mobile armor mode, and the Murasame cannot change into mobile suit mode until they fire off all of the missiles on the wing mounts. The missiles have longer ranges than standard MRM, and once they are within three (3) miles of their targets, they release five (5) standard short ranged missiles to engage up to five targets. A pilot using a multi-warhead missile must roll as separate strike roll of each of the 5 targets per missile, while only using one action per missile/volley.
Primary Purpose: Assault
Secondary Purpose: Anti Ship, Anti Mobile Suit
Range: 50 miles (80,000 meters) in atmosphere/ 100 miles (160,000 meters) in space
Damage: 1d4 x 10 per warhead / 5 warheads per missile
Rate of Fire: 1 missile or in volleys of 2, 3, 4, 5 or all (6).
Payload: up to 6 missiles per Mobile Suit
Power Usage: 30 EU
Strike Bonus: +2




Long Ranged Missiles



Standard Cruise Missiles
Cruise missiles are the primary tactical long ranged missile weapons, with very large conventional warheads to be used for pinpoint surgical strikes on tactical or even strategic targets. The have very advance terrain-hugging and guidance systems, which allows them to fly low and avoid sensors in atmospheric battles, and hit targets in pinpoint precision. Add a bonus of +3 to strike and +1 to dodge anti-missile fire when using Standard Cruise Missiles.
Primary Purpose: Assault
Secondary Purpose: Anti Ship/Anti Mobile Suit
Range: 250 miles (400,000 meters) in atmosphere/ 500 miles (800,000 meters) in space
Damage: 1d8 x 50 per missile
Rate of Fire: Variable
Payload: Up to 4 per Mobile Suit
Power Usage: 50 EU per missile
Bonus: +3 to strike, +1 to dodge anti missile fire



Nuclear Cruise Missiles (OMNI Enforcer/ZAFT Only)
Nuclear Cruise Missiles are the primary tactical nuclear battlefield weapon employed at present, primarily by the OMNI Enforcer and ZAFT. They are equipped with an integrated Neutron Jammer Canceller, to counterattack the Neutron Jammers ZAFT employed and left buried deep in the Earth during the First Bloody Valentine War. They are armed with a low-yield (1-10 kiloton) nuclear warhead, which causes massive airburst damage to an area 5km x 5km, with enough force to destroy most mobile suits caught in its blast area. Add a bonus of +3 to strike and +1 to dodge anti-missile fire when using Standard Cruise Missiles. Only the OMNI Enforcer and ZAFT can use Nuclear Cruise Missiles.
Primary Purpose: Strategic Nuclear Assault
Secondary Purpose: Tactical Nuclear Assault
Range: 250 miles (400,000 meters) in atmosphere/ 500 miles (800,000 meters) in space
Damage: 1d6 x 500 MD within an area of 5km x 5km
Rate of Fire: Variable
Payload: Up to 3 missiles / Mobile Suit
Power Usage: 50 EU per/missile
Bonus +3 to strike, +1 to dodge anti missile fire



Multi-Warhead Nuclear Missiles (OMNI Enforcer Only)
Multi-Warhead Nuclear Missiles are the primary strategic nuclear weapon employed at present, primarily by the OMNI Enforcer. They are equipped with an integrated Neutron Jammer Canceller, to counterattack the Neutron Jammers ZAFT employed and left buried deep in the Earth during the First Bloody Valentine War. They are armed with five (5) nuclear-tipped, high-yield (10-100 megaton), multiple independent reentry vehicles (MIRV), which are deployed once the come to within 50 miles of their targets. Each MIRV can target a different target, where the pilot will roll a separate strike roll for each, while using only one action for the five attacks. Each MIRV causes massive airburst damage to an area 10km x 10km square, with enough force to destroy most mobile suits caught in its blast area. Add a bonus of +2 to strike when using Multi-Warhead Nuclear Missiles. Only the OMNI Enforcer can use Multi-Warhead Nuclear Missiles.
Primary Purpose: Strategic Nuclear Assault
Secondary Purpose: Tactical Nuclear Assault
Range: 1000 miles (1,600,000 meters) in atmosphere/ 2000 miles (3,200,000 meters) in space
Damage: 1d20 x 1000 MD per warhead in an area 10km x 10km square/ 5 warheads per missile
Rate of Fire: Variable
Payload: Up to 2 missiles / Mobile Suit
Power Usage: 100 EU per/missile
Bonus +2 to strike



Torpedoes
Torpedoes are the primary underwater missile weapon available in the Cosmic Era. They are sonar-homing independent weapons, different from the old wire-guided ones in the Pre-Cosmic Era 21st Century navies. These torpedoes comes with a bonus of +2 to the strike rolls. Torpedoes are underwater weapons, and cannot be used on the ground or in the air, although it can be airdropped into the water from Mobile Suits, Mobile Armor, warships and Anti-Submarine Warfare (ASW) aircraft and VTOLs.
Primary Purpose: Underwater Assault
Range: 10 miles (16,000 meters) underwater
Damage: 1d10 x 10 per Torpedo
Rate of Fire: Variable
Payload: Up to 12 torpedoes per Mobile Suit
Power Usage: 10 EU per Torpedo
Strike Bonus: +2


Bazookas
The Bazooka is a fire support weapon system, used to fire various kinds of ammunitions from grenades and short ranged missiles to sulfur canisters, torpedoes and the new mini-missiles. These weapons come in replaceable magazines with 4-10 rounds each, depending on the weapon type fired by the bazooka. The advantage of a bazooka is that is has an additional targeting and guidance system, which increases the accuracy of the munitions it fires. Add a +1 bonus to the bonus rolls of the ammunition it fires. A player must declare before the start of the game what kinds of ammunition his bazooka equipped mobile suit carries – he can carry combinations of the allowable types of munitions as he/she sees fit for his current mission. The mobile suit can have 1 loaded clip plus 3 spare ones carried in the start of a battle. A bazooka can be equipped with the following ammunition:

Anti-Mobile Suit Grenades
Primary Purpose: Assault
Secondary Purpose:
Range: 2000 feet (600 meters) in atmosphere / 4000 feet (1200 meters) in space
Damage: 4d4 x 10 MD per grenade
Rate of Fire: One grenade per attack
Payload: 4 per clip
Power Usage: None

Mini-Missiles
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Personnel
Range: 0.5 miles (800 meters) in atmosphere / 1 mile (1600 meters) in space
Damage: 5d6 per missile
Rate of Fire: Variable
Payload: 10 mini-missiles per clip
Power Usage: 5 EU/missile
Strike Bonus: +1

Short Ranged Missiles
Primary Purpose: Assault
Secondary Purpose: Anti Mobile Suit/Anti Air
Range: 2 miles (3200 meters) in atmosphere / 4 miles (6400 meters) in space
Damage: 1d4 x 10
Rate of Fire: Variable
Payload: 6 missiles per clip
Power Usage: 10 EU/missile
Strike bonus: +2

Sulfur Canister Missiles
Primary Purpose: Anti Mirrage Colloid Defense
Range: 2 miles (3200 meters) in atmosphere / 4 miles (6400 meters) in space
Damage: Special (Neutralizes Mirrage Colloid Defenses)
Rate of Fire: Variable
Payload: 4 missiles per clip
Power Usage: 10 EU

Torpedoes
Primary Purpose: Underwater Assault
Range: 10 miles (16,000 meters) underwater
Damage: 1d10 x 10 per Torpedo
Rate of Fire: Variable
Payload: 4 torpedoes per clip
Power Usage: 10 EU per Torpedo
Strike Bonus: +2
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PostSubject: Re: Cosmic Era Mobile Suit Weapons   

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Cosmic Era Mobile Suit Weapons
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