___________________________________________________________________________

Defenses

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.
___________________________________________________________________________

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.
___________________________________________________________________________

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.
___________________________________________________________________________

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.
___________________________________________________________________________

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.