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Optional Weaponry

 Post subject: Optional Weaponry
PostPosted: Mon Jun 13, 2011 11:24 pm 
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As you may have noticed, your mobile suit probably has a lot of optional weaponry of various kinds and you might be curious how to use it. Well, to be honest, you simply need to include in your battle email what equipment you desire to use, otherwise it will be up to the writer what you use.

You should use common sense while selecting a load-out, sure you can carry two bazookas, a machine gun, and a heat-hawk on your back but you will not e able to move very fast or very far. It's an effective strategy if you want to get the most bang for your buck and don't plan on carrying extra ammo, but you'll be bogged down til you toss some of that gear.

Likewise, if you opt to use a two-handed weapon like a Magella cannon, you can very well expect not to be wielding it and a bazooka. You also have to select the gear of your squad-mates and the like. As a special note, even if it doesn't say it, all mobile suits generally have grenades be they smoke, high-explosive, or fragmentation. All Zaku's, for instance, have special cracker grenades.

Ships have special missiles, which you can find below.


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 Post subject: Re: Optional Weaponry
PostPosted: Tue Jun 14, 2011 5:34 am 
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Ship Captains are capable of using special types of missiles, you can find them below! I realize that alot of this probably isn't probable, but really, it's an RPG about giant freaking robots.

General:
MIRV:
A single missile which breaks apart and deploys several smaller missiles, MIRV Missiles are designed to hit multiple small targets such as Mobile Suits.

Flak Missile:
Much like the MIRV except for a more specified anti-air purpose. The Flak Missile works much like a shotgun shell, it flies up, detonates, and sends hundreds of smaller pellets into air-craft.

Decoy Missile:
A missile that acts for the simple purpose of confusing radar, this missile fools radar systems by producing a signature much like that of the ship it is fired from.

Napalm Missile:
Great for hitting bases, the Napalm Missile is ideal for terrorizing beleaguered defenders.

ASROC:
A special unguided rocket which flies to the known trajectory of a submersible, once over the target area the rocket separates and a torpedo is released. The torpedo uses a parachute to slow it's descent and falls into the water silently, once in the water the torpedo activates it's own propulsion and targets the sonar signature of the submersible.

Japan Specific Missile:

Minovsky Particle Missile: A missile designed for the specific purpose of spreading Minovsky Particles which disrupts long-distance communications and radar.

Freeze Yard Torpedo: Usable only by Submarines, the Freeze Yard Torpedo does away with pesky things like minefields.


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