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 Cosmic Era Technologies

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PostSubject: Cosmic Era Technologies   Mon 12 May 2008, 2:03 pm

MOBILE SUIT TECHNOLOGY

DRAGOON System

The DRAGOON (Disconnected Rapid Armament Group Overlook Operation Network) system is a control system developed by ZAFT to guide remote weapons. The DRAGOON uses quantum communication to send signals to weapon pods to move them around without the awkward wire-guidance used in mobile armors such as the TS-MA2mod.00 Moebius Zero, or the Striker Pack AQM/E-X04 Gunbarrel Striker. The original system was first tested in the YMF-X000A Dreadnought, tested by ZAFT pilot Courtney Hieronimus and then later civilian Prayer Reverie. The most prominent unit using the DRAGOON system was the prototype unit ZGMF-X13A Providence, piloted by ZAFT ace Rau Le Creuset during the Second Battle of Jachin Due.

An alternate version of the DRAGOON system was developed by Earth Alliance's Azrael Financial Group and utilized in their prototype TSX-MA717/ZD Pergrande mobile armor. This version required three pilots, and didn't require a pilot with spatial awareness; instead, the computer maneuvered the pods using the X, Y, and Z coordinates from the pilots. These pods mounted a beam cannon and a beam gun, which made it much more powerful than the regular DRAGOON system mobile suits. The Pergrande was destroyed during testing by ace pilot Gai Murakumo of the Serpent Tail mercenary group.

In CE 73 a new version of the DRAGOON system was developed by ZAFT. This system doesn't require a pilot with high spatial awareness and thus even a normal pilot can control these weapons. The new ZAFT Gundam-type mobile suit ZGMF-X666S Legend was equipped with this new DRAGOON version, as was the ZGMF-X20A Strike Freedom. Also the ZGMF-X24S Chaos uses a simplified version of this system in the form of two Gunbarrel-like weapon pods. It is likely that the Earth Alliance copied this technology for the GFAS-X1 Destroy's detachable arms.

Rules on the DRAGOON System
The YMF-X000A Dreadnought and the ZGMF-X13A Providence are equipped with the first generation DRAGOON system, which requires a Newtype character with a Spatial Awareness skill to operate. Second generation DRAGOON systems, like the ones equipped on the ZGMF-X24 Chaos, GFAS-X1 Destroy, ZGMF-X666S Legend and the ZGMF-X20A Strike Freedom, does not require a Newtype character with a Spatial Awareness skill to operate.

A player controlling a mobile suit with a DRAGOON system can use the weapon and attack targets equal to the number of DRAGOON weapons he could deploy (i.e. the Destroy can attack with two detachable DRAGOON arms; the Strike Freedom can attack with 8 pods), but still use only one attack action. However, the DRAGOON can only be used four times per round, regardless of how many attacks the PC can still perform.

A DRAGOON attacks with a strike roll with the bonuses coming from the PC’s skill and mobile suit combat bonus. The player must make a strike roll for every DRAGOON pod attacking. The player will also add a +2 bonus per attack if he is a Newtype with the Spatial Awareness skill.

A DRAGOON pod can dodge attacks aimed at it using a leap dodge roll with a base bonus of +2. All of the DRAGOON systems dodges are leap dodges; therefore they do not use up the PC’s dodges for every round. An addition +2 bonus to leap dodge is added if the PC is a Newtype with the Spatial Awareness skill.

DRAGOON weapons uses energy from the main power supply system of its parent mobile suit, does draining power for every round per attack per pod.



Deuterion Beam Energy Transfer System

The deuterion beam energy transfer system is a technology developed by ZAFT to remotely recharge the batteries of mobile suits. It was developed as a result of the ban of all military applications of the N-Jammer Canceller and nuclear power. With this system, a properly outfitted ship can project a "deuterion beam" into the receiver of a mobile suit, rapidly recharging its battery in mid-battle. The first vessel to be outfitted with this system is the battleship Minerva. The "G.U.N.D.A.M" acronym for mobile suits equipped with a Deuterion Beam Energy Transfer System is Generation Unrestricted Network Drive Assault Module.



COLLOID PARTICLES

Mirage Colloidp

Mirage Colloid is a synthetic particle first discovered by the Earth Alliance's Atlantic Federation, which can be used for a variety of military purposes.

At the end of the Bloody Valentine War, the Treaty of Junius 7 is signed by representatives of the Earth Alliance and ZAFT. One of its provisions bans the use of Mirage Colloid technology, seemingly putting an end to further development of this highly versatile particle.

The Mirage Colloid technology has many similarities to the Minovsky Technology of the Universal Century.


Mirrage Colloid Stealth System

The first use discovered was as a stealth device, and this technology was incorporated into the GAT-X207 Blitz. With the Mirage Colloid system activated, the mobile suit was covered by the particles, which bent light and radar waves around it, rendering the Blitz invisible to both visual and electronic detection. This application of Mirage Colloid was later incorporated into the MBF-P01-Re Astray Gold Frame Amatu, which used the severed arm of the Blitz, and was eventually repeated on a much larger scale to conceal ZAFT's huge super weapon GENESIS.

Although Mirage Colloid was banned, in CE 73, the top secret Earth Alliance battleship Girty Lue used its illegal Mirage Colloid stealth system to launch a sneak attack on ZAFT's Armory One base and steal the three, prototype Gundam mobile suits.

Rules on Mirrage Colloid Stealth System
The Mirrage Colloid Stealth System is an active stealth “cloaking device” that once activated, covers an entire mobile suit with Mirrage Colloid Particles that renders the mobile suit invisible to the visuals and electronic sensors.

A mobile suit with the stealth system online can approach a target undetected. It gives the pilot a chance for an automatic sneak attack (100% Prowl) against any target. To activate the stealth system uses up one melee round. Although capable of maneuvering for that round, mobile suit cannot fire its weapons while the stealth system is activated.

The pilot always has initiative for that round, and the sneak attack can be attempted with a +6 strike bonus for that round. The target cannot dodge or parry the sneak attack, only to roll with impact. But the mobile suit cannot fire its weapons while in stealth mode, so the sneak attack is attempted immediately after the mirrage colloid system is shut down. The stealth system must be shut down using one attack action. All other attack actions for that round will be handled normally, with the additional bonus to strike.

After a sneak attack round, the mobile suit can only reactive stealth mode on the start of the next round, using up the entire round.

A disadvantage to the system is that the mirrage colloid stealth system uses additional 50 EU per round from the mobile suit’s power supply while activated. The stealth system can be used as long as 50 EU can be drawn from the supply or augmentation packs, and cannot use power from APU.

For Example:
The Blitz Gundam with 7 attack/actions activates its stealth system, cloaks and maneuvers to take aim on its intended target. This takes up one melee round to activate the system, while the rest of its actions are unused as it maneuvers into position. The mobile suit uses 50 EU in addition to the EU used in movement for every round it maneuvers into firing position while the stealth system is online. The Blitz gains initiative for the next round, but uses one action to deactivate the stealth system. The Blitz can now use the rest of its actions (6) to attack its target. It still less 50 EU from its power supply in addition to the EU used by his attacks and maneuvering.


Geschmeidig Panzer

The next development of Mirage Colloid was the "Geschmeidig Panzer" energy deflection armor, employed by the GAT-X252 Forbidden and its descendants, the GAT-X255 Forbidden Blue and GAT-706S Deep Forbidden. This system utilized Mirage Colloid particles to bend energy beams away from the mobile suit, providing excellent defensive capabilities. The "Geschmeidig Panzer" pods can also deflect water for use as a propulsion system.

The ZGMF-X56S Impulse's shield also includes a beam-deflection system, but it is not known whether it employs Mirage Colloid particles for this function.

The Earth Alliance loaded extra-large Geschmeidig Panzer in the abandoned colonies in space so the beam from the Requiem super weapon could be bended several times. While the cannon is located at the Daedalus lunar base, it is possible for the Requiem to freely aim at any target by changing the positions of the bending points.

Rules on the Geschmeidig Panzer
A mobile suit equipped with the Geschmeidig Panzer energy deflection armor can deflect beam weapon fire away from the mobile suit. The beam’s energy is undiminished, and could do damage to units (friendly or hostile) adjacent within 500 meters of the mobile suit. GM’s should do a roll with a 1d4 to see the direction of the Deflection.

Roll (1d4) Deflection
1 Up
2 Down
3 Left
4 Right

If a unit is within the direction and a 70-degree arc of the deflection, the GM does a strike roll to see if they deflected fire hits. The new target can dodge or parry the beam fire, but with a penalty of –2 due to the suddenness of the attack.

Like trans-phase armor, Geschmeidig Panzer energy deflection armor uses 1 EU per beam fire attack deflected.


Mirage Colloid Virus Spreader

While the initial advances in Mirage Colloid technology were made by the Atlantic Federation, a more novel development came from another source: the Mirage Colloid Virus Spreader, created by the defense conglomerate Actaeon Industries and utilized in their prototype NMS-X07PO Gel Finieto. This system used Mirage Colloid particles to access the operating systems of nearby mobile suits and infect them with a computer virus, unimpeded by Neutron Jammer interference. However, the Gel Finieto was otherwise lightly armed and generally unremarkable, and there was little military interest in the mobile suit.

Rules on Mirage Colloid Virus Spreader
A mobile suit using the mirrage colloid virus spreader can take over OS of an enemy mobile suit and remotely control it. The target MS must be within 300 meters to make the virus effective. A virus spreader attack uses one attack per round, and can only be used ONCE per round. The mobile suit using the virus must make a successful strike roll to disperse the virus into the target MS. The target can do a dodge or leap dodge roll with a –2 penalty to evade the virus cloud. The target cannot parry or roll with impact against the virus.

Once infected by the virus, the target mobile suit is now under control of the mobile suit with the virus spreader. The mobile suit pilot can control the target, and use them to attack. The total number of attacks of a virus infected MS is equal to the attacks of the MS and the pilot of the controlling unit combined.

The effects last for 4d6 rounds or until the pilot of the captured unit can do a Computer Programming Skill (Mobile Suit OS or Gundam OS) roll with a –20% penalty. The pilot can do the skill roll only ONCE per melee round.

If in the end of battle and the effects of a virus is still active, a captured mobile suit still has not escaped and is now the prize of war of the enemy.



Wings of Light

The Wings of Light (Hikari no Tsubasa), used by ZAFT's ZGMF-X42S Destiny, are the most recent technology to incorporate Mirage Colloid. While their primary function is as a propulsion system, which gives Destiny acceleration superior to any contemporary mobile suit, they also incorporate a Mirage Colloid holographic system. This system spreads Colloid particles, leaving a trail of visible after-images that can confuse enemy sensors. However, the power requirements of the Wings of Light are very high, and even Destiny's hyper-deuterion nuclear reactor cannot sustain them for more than brief periods.

Rules on the Wings of Light
At present, only the ZGMF-X42S Destiny is equipped with the Wings of Light drive system. The Wings of Light increases the acceleration of the mobile suit by 75%, making it slightly faster in maneuvering, giving an additional +2 bonus to initiative rolls. It also gives an additional +2 to dodge and parry and +1 to leap dodging. It also hampers the effectiveness of the enemy’s sensors and targeting systems, giving them a -2 penalty to strike when attacking the mobile suits. These effects last as long as the Wings of Light are activated. Pilots must declare that the Wings of Light is active at the start of a melee round. The Wings of Light uses 200 EU per round it is used, however, making a very high energy consuming system.
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PostSubject: Re: Cosmic Era Technologies   Mon 12 May 2008, 2:04 pm

DEFENSIVE TECHNOLOGY


Phase Shift Armor

Phase Shift Armor is a technology designed to protect mobile suits from physical attack. Phase Shift, or "PS" armor, is formed by millions of nano-robots that provide protection by changing their physical properties. When PS armor powers up, a hissing sound can be heard and the gray surface of the mobile suit's armor is overlaid in color, which appears to be alterable by entering different values in the Armor Voltage section of the OS.

Once powered up, the Phase Shift armor consumes minimal energy unless it is being actively attacked. ZAFT commander Andrew Waltfeld, through his knowledge of the Phase Shift armor, estimated that the GAT-X105 Strike Gundam in standard use can take approximately 72 hits of TMF/A-802 BuCUE's missiles, before the energy usage disables the PS armor for a short period. Against the 76mm machine gun carried by the ZGMF-1017 GINN, the Strike Gundam's armor is effectively unlimited.

Phase Shift armor was developed by the Earth Alliance, and first rolled out in Cosmic Era 71. It remains in use as of CE 73. The first mobile suits to be equipped with PS Armor are the so-called "Gundams", GAT-X102 Duel, GAT-X103 Buster, GAT-X105 Strike, GAT-X207 Blitz and GAT-X303 Aegis. Later, both ZAFT and the Orb Union's Morganraete, Inc. were able to study and duplicate the armor design

ZAFT continued to develop Phase Shift armor after the war (the Earth Alliance seems to have abandoned it for the less power intensive Trans-Phase (TP) Armor and conventional laminated armor) culminating in the development of Variable Phase Shift (VPS) Armor on the ZGMF-56S/ Impulse Gundam, which alters the color and strength, and by extension the power consumption, to fit the suit's different configurations

Limitations
Because Phase Shift (PS) armor draws energy off of a mobile suit, the suits so equipped must have a means of replenishing that energy, or risk power depletion. During the war, the existence of N-Jammers limited mobile suits and mobile armors to operation on an energy battery (some mobile suits were equipped with various turbine engines to extend their operating time, but almost none had truly unlimited operational ability).

Phase Shift armor grants near-invulnerability to projectiles (bullets, high explosive rounds, rail gun slug, impact weapons, non-beam melee weapons and missiles), but it has virtually no effect on beam weapons, so most PS armored mobile suits carry a shield with an ablative anti-beam coating for defense against beams.

Nuclear power could give a Phase Shift armored mobile suit theoretically unlimited operating time, however during the Bloody Valentine War the widespread use of N-Jammers made this nearly impossible and afterward, the Treaty of Junius outlawed nuclear-powered mobile suits. Only a few nuclear-powered mobile suits were made in any event, including the YMF-X000A Dreadnought, ZGMF-X09A Justice, ZGMF-X10A Freedom, ZGMF-X11A Regenerate, ZGMF-X13A Providence, ZGMF-X999A ZAKU Trial Type, and during the Second Bloody Valentine War the ZGMF-X19A Infinite Justice and ZGMF-X20A Strike Freedom. Each of these units incorporated an N-Jammer Canceller in their design, negating the effects of the N-Jammers in the field.

Rules when using Phase Shift Armor
The phase shift armor absorbs the damage from projectile based and impact type weapons, with a maximum MDC absorption per attack rated at 30% of the total main body MDC for each class of mobile suit or armor. MDC attacks with damage more than MD capacity of the unit will minus this value from the damage, while excess damage will be HALVED before it is applied to the unit’s MDC.

While activated, PS armor drains 2 EU per round from the unit’s power supply. However, phase shift armor drains an additional 3 EU for every round that the unit is hit with projectile weapons and missile fire.

The phase shift armor is effective as long as the unit has energy units (EU) left to power the unit from its energy battery or nuclear reactor. If the battery/reactor is offline or runs out of power (0 or less EU), the phase shift armor will shut down (phase shift down) and the unit is venerable to all projectile attacks (takes full damage).

Beam weapons will always penetrate phase shift armor, and cause full damage to the target unit, but will not drain EU for the phase shift armor hit.

For Example
The Strike Gundam is attacked and takes a total of 186 MD from projectile and missile fire, plus 60 MD of beam fire for the current melee round. Since the Strike Gundam has PS Armor with a MD absorption capacity of 150 MD, the capacity is less from 186, for a result of 36, which is cut into half for a value 18. It is now added to 60 for a total of 78 MD (18+60), which is then less from the Strike’s MDC. Five (5) EU is less from the Strike’s total EU remaining as power drains from the PS armor and the damage absorbed (2 EU + 3 EU = 5 EU). If the Strike’s EU was at 0 or less, the phase shift armor would shut down and the full damage from the attack (186 MD + 60 MD = 246 MD) would be less from the Strike’s MD. In the next round the pilot successfully dodges all projectile weapon attacks, so the Strike takes no damage but still less 2 EU from its total power supply for using the PS Armor.


Trans-Phase Armor

During the war, OMNI Enforcer experimented with ways to extend the usefulness of Phase Shift Armor, leading to the development of Trans Phase (TP) Armor, which improved on PS Armor by only activating at the point of impact. However, this left TP armored mobile suits vulnerable to heavy attack from multiple vectors (a sufficiently powerful weapon could also overpower the TP armor). Orb's Morganraete, Inc. produced a similar Phase Shift system to armor the cockpit of the refitted MBF-P03 Astray Blue Frame Second L. While this armor was not referred to as Trans Phase, it was functionally identical. The later GFAS-X1 Destroy units were also equipped with the TP armor system.

Rules on Trans-Phase Armor
Trans-Phase (TP) Armor is a variant of phase-shift armor used on some OMNI Enforcer mobile suit types. The primary characteristic of TP armor is that it does not use EU for every round because it only activates when the armor is hit. Its total MD absorption is rated at 40% of the unit’s main body MDC. MDC attacks with damage more than MD capacity of the unit will minus this value from the damage, while excess damage will be HALVED before it is applied to the unit’s MDC. However it drains 1 EU per attack absorbed by the TP Armor per round. Although the TP armor provides more MD absorption, the tradeoff is higher energy consumption. Beam weapons will always penetrate trans-phase armor, and cause full damage to the target unit but will not drain EU per attack.

For Example
The Raider Gundam with TP armor with MDC absorption of 120 MD is engaged in battle. In the first round the Raider evades all attacks, so no EU is drained because the TP armor was not activated. But on the next round it is hit in one attack with 200 MD of missile damage. TP armor is automatically activated, and 120 MD is less from the 200 MD. The remaining 80 MD is halved, and the last 40 is less from the Raider’s MDC. For blocking that one attack the TP drain 1 EU from the Raider’s power supply. It absorbs a total of 7 projectile and missile attacks for that round, so it uses up a total of 7 EU for that round.
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PostSubject: Re: Cosmic Era Technologies   Mon 12 May 2008, 2:05 pm

Variable Phase Shift Armor

With the knowledge gained from reverse-engineering the GAT-X series mobile suits stolen from the EAF, the engineers of ZAFT and the Orb Union began research on phase shift armor for application to their future mobile suit designs. They also began research on how to improve PS armor. They concentrated on the means of optimizing the strength of the protection given by PS armor to suit the ever-changing conditions of a modern battlefield.

The product of this work is Variable Phase Shift (VPS) Armor, a variant of PS where the strength of the armor varies to the need of the situation. The energy consumption increases or decreases depending on the current armor strength. Another more cosmetic characteristic is that the mobile suit can change color according to the VPS setting being used.

At present, only the ZGMF-56S/ Impulse Gundam and the MBF-02 Strike Rouge has been equipped with Variable Phase Shift Armor technology, probably as a test bed for the system for future applications to newer mobile suit models.

Rules on Variable Phase Shift Armor
Variable Phase Shift (VPS) Armor act in the same way as Phase Shift armor, except that the total MDC absorption varies on what VPS mode the mobile suit is using:

• Standard Mode rates the MDC absorption at 30% of the unit’s main body
• Increased Mode rates the MD absorption at 35 % of the main body MDC.
• Decreased Mode rates MD absorption at 25% of the main body MDC.

Also, EU consumption per round depend on which mode is used:

• Standard Mode drains 3 EU for every round that the armor is hit.
• Increased Mode drains 4 EU for every round that the armor is hit.
• Decreased Mode drains 2 EU for every round that the armor is hit.

This is in addition to the 2 EU the VPS armor uses every round it is online. The Mode of the VPS Armor is dependent on the equipment that the mobile suit is currently using.

Beam weapons will always penetrate variable phase shift armor, and cause full damage to the target unit, but will not drain EU for the VPS armor hit.


Anti-Beam Coating

Anti-Beam Coating is a material that can be applied to the surface of objects to make them resistant to beam weaponry. Nearly all mobile suit shields have anti-beam coating applied to the outer face, allowing them to withstand numerous hits by beam rifles and blades, and even provide some protection against a warship's large beam cannons, but anti-beam coating wears down over time because of constant attacks of beam and physical attacks, so mobile suit shields have to re-apply new layers of anti-beam coatings after every battle. ZAFT warships also have a thin anti-beam coating, and a few rare bladed weapons are also anti-beam coated.

Rules for Anti-Beam Coating and Anti-Beam Shield
Some mobile suits carry shield with Anti-Beam Coating for protection against beam weapons. Falling under the category of beam weapons are laser, plasma, beam and positron weapons. An Anti-Beam Shield can stop and absorb beam weapons MD up to a value rated at 15% of total MDC of the shield. Shields usually have a total MDC equal to twice the MDC of the mobile suit’s main body.

When a mobile suit with a anti-beam shield is attacked by beam weapons, he can attempt to parry it with the shield. A successful parry roll blocks the attack with the shield. The MD absorption value of the shield is less from the MD of the attack, and the remainder is HALVED before it is less from the total remaining MDC of the anti-beam shield.


For Example
The ZGMF-X10A Freedom’s anti-beam shield has a total MDC of 1400. Fifteen percent of 1400 is 210 (1400 x 0.15 = 210). The Freedom’s shield can stop and absorb up to 210 MD beam damage without damage to the shield. Any beam weapon MD in excess of 210 is halved then less from the 1400 MDC of the shield.

During a battle round the Freedom is attacked by beam weapons. The Freedom’s pilot attempts to block the attack using the shield thru a parry roll. He succeeds in the parry roll and the beam fire hits the shield. The total beam MD is 300. The 210 MD that can be absorbed by the shield is less from the 300 MD, for a remainder of 80 MD. The 80 MD is then cut in half, and the excess of 40 MD is subtracted from the total remaining MDC of the shield for that round.

Projectile weapons and non-beam melee weapons are not affected by anti-beam coating and cause full mega-damage on the shield. An anti-beam shield is destroyed when its MDC reaches 0, and any excess MD is subtracted from the arm actuator that held the shield.


Mirror Coating Protection

Mirror Coating Protection is a highly improved version of anti-beam coating developed by Morganraete for use on the ORB-01 Akatsuki. While ordinary anti-beam coating merely disperses energy beams, mirror coating actually reflects them. As a result, if the Akatsuki is hit at the proper angle, it can cause an attacking mobile suit to be destroyed by its own beam. Mirror coating also gives any surface it is applied to a highly reflective gold sheen.

Rules for Mirror Coating Protection
At the present, the ORB-1 Akatsuki is the only mobile suit equipped with mirror coating protection

Like standard anti-beam coating, mirror coating only works against beam weapons. Rather than absorbing a portion of the MD of a beam weapon attack, mirror coating automatically reflects the attack away from mobile suit. Furthermore, if the mobile suit’s pilot successfully roll for a parry, the beam attack is reflected back at the enemy who executed the attack, and the enemy unit is automatically hit by his attack, and not allowed to dodge or parry, only to roll with impact.

Mirror coating protection cannot reflect positron beams, but can disperse them with no damage to the mobile suit.



Lightwave Barrier

A Lightwave Barrier is an energy field which blocks both physical and energy weapons. This technology was first developed by the Eurasian Federation to protect its asteroid fortress Artemis. This barrier became known as the "Umbrella of Artemis".

Later, a mobile suit-scale version, known as "Armure Lumiere" lightwave beam shields, was developed for Eurasia's CAT1-X Hyperion series mobile suits. This system could be used to form a triangular arm-mounted beam shield or a complete 360-degree barrier, although the latter could be maintained for only 5 minutes. The "Armure Lumiere" also allowed the Hyperion Gundams' specialized beam submachine gun to fire through its barrier. Lightwave barriers can be pierced by physical blades with anti-beam coating, or by another lightwave shield shaped to have a sufficiently pointed tip.

In CE 73, ZAFT began deploying lightwave beam shields, which seem to function in the same manner as lightwave shields. The ZGMF-X42S Destiny, and ZGMF-X666S Legend all utilize this technology, as do the Clyne Faction's ZGMF-X19A Infinite Justice, ZGMF-X20A Strike Freedom, and ZGMF-XX09T DOM Trooper.



Positron Reflector

A Positron Reflector is an energy barrier that uses a field of positrons to deflect beam weapons. In CE 73, the Earth Alliance creates several mobile armors that use this system to create a shield to protect themselves or fixed installations.

The first mobile armor with this system is the YMAF-X6BD Zamza-Zah that fights against the Minerva when it flees from Orb. With its deflector it can even withstand the Tannhäuser positron cannon. The second unit, the YMAG-X7F Gells-Ghe, is used to protect an Earth Alliance "Lohengrin Gate" positron cannon in Gulnahan. Also the mass produced mobile armor TS-MB1B Euclid is equipped with a Positron deflector.

Finally, the massive GFAS-X1 Destroy mounts three positron reflectors, rendering it virtually impervious to the weapons of the ZAFT mobile suits and land battleships occupying central Eurasia.

Also some Earth Alliance spaceships are equipped with giant positron reflector devices to create a giant reflector that is used to protect a relay station from the super weapon Requiem.

The ZGFMF-X12 Astray Out Frame uses a pair of "beam signs", capable of reflecting even a positron blast, suggesting that it could have positron reflector technology.

Rules regarding Positron Reflectors
A positron reflector can block beam weapons up to a Positron Beam. The pilot of a unit with a positron reflector must make a successful parry roll to block the attacks. Only one parry roll is made for all attacks aimed on the unit from one enemy. The reflector can only block attacks coming from the arc the reflector is deployed.

A positron reflector uses 100 EU every time it successfully blocks attacks.

The positron reflector cannot stop the attacks of the ZGMF-X666S Legend’s two large DRAGOON Pods, as these pods can fly thru a positron reflector. Also a positron reflector cannot stop a nuclear weapon, as the nuclear explosion will overload the positron reflector and damage it and its mother unit.
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