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Defenses
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Firepower comes delivered in many forms and functions. Installations are capable of mounting various defenses to supplement their mobile weapon troops, offering a more diverse arsenal at lower costs. While generally not as effective across the board as suits, in greater numbers or when used in conjunction with wise commanders, these batteries will devastate the presumptuous foe.
Each defense has a "Capacity" listing for bases and asteroid fortresses installation. This number indicates the most that can be deployed upon any one of these types of facilities.
Laser
Turret
Cost: 50.000.c
Capacity:
• Base: 10
• Asteroid Fortress: 20
Potent, concentrated heat
in a single blast of virulent light that can puncture almost any armor –
the laser is not an unfamiliar concept. Unlike beam weaponry, these small boxed-guns
do not function off of mega particles, allowing them to bypass I-field technology
altogether. However, while quick and devastatingly accurate, laser turrets have
a poor reload rate and lack any means of viable armor.
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Missile
Turret
Cost: 50.000.c
Capacity:
• Base: 10
• Asteroid Fortress: 20
Whistling contrails stream
from the swarm of missiles loosed by these turrets, careening all-about until
exploding with whatever they happen to impact. These dummy warheads manage to
pack a heavy punch, but don’t travel as fast as lasers, and are only barely
better-protected. However, when deployed in great numbers, eventually your targets
cannot dodge, and most pilots find themselves overwhelmed from a sky lit up
by rockets.
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Minefield
Cost: 50.000.c
Capacity:
• Base: 3
• Asteroid Fortress: 5
When used on terrain, minefields
are very similar to their present-day counterparts – just on a scale mobile
suits can appreciate. In space or water, they take the form of explosive-packed
cylinders with heat-seeking technology. The moment an unknown FOF signal comes
into proximity, they’ll be chased by a network of fast-moving, suicidal
bogeys.
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Cannon
Cost: 100.000.c
Capacity:
• Base: 2
• Asteroid Fortress: 4
Literally stripped from
WaDom mobile weapons and then placed upon rotating supports, cannons are slow-firing
but absolutely overwhelming. One shot will easily disintegrate an unwary mobile
suit. Of course, wish such heavily concentrated energy, the destruction of a
cannon (and resulting boom) can cause friendly casualties and harm installation
infrastructures.
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I-Field
Generator
Cost: 500.000.c
Capacity:
• Base: 1
• Asteroid Fortress: 1
No one likes a colony buster, save the pilot pulling its trigger. When your entire installation can be wiped clean by some cocky grunt who’s got little better on his plate than to remove your property from existence, I-fields don’t seem like such a bad investment. Of course, they can’t protect against conventional weaponry (namely, nukes), so best not to put complete faith in their abilities.