Eisengrad

Warning! Attacking this base WILL be lethal if you are not well prepared and/or highly skilled.

Giant Underground Coastal Base
Owner: The Guild
Location: Eastern Europe
Add-Ons:
- Command Center
- Underground Hangar x many
- Advanced Sensor Array
- Naval Port
- Dock Facility (Naval Vessels)
- N-Jammer
- Wall
Mobile Suits (0/100):
Mobile Armors (0):
- None
Defences:
- None
Occupants:

Description: A military base located on the western Russian coast, rather far north, but below the Arctic Circle, Eisengrad boasts multiple walls and gates, making entry into the city quite difficult in the face of a determined defense. The base itself seems to consist of only the military facilities on the surface, but there are substantial underground facilities. Many positions exist on the walls where defensive weapons could be mounted if neccesary, but are currently either empty or garnished by destroyed turrets.

The city was attacked and sacked by a gang of rogues styling themselves the ‘Dark Alliance’; each possesses what on the surface appears to be a rather easily dispatched mobile suit, but don’t let their appearances fool you: each one has been verified to be extraordinarily formidable. Fortunately, they will rarely deploy simultaneously; usually one will beat a hasty retreat if they take heavy damage (utilizing the many concealed elevators all over the city) and the next deploys, and so on and so forth.

The HRL would love to get their hands on this city (again), but all their efforts have managed so far are to create several small mountains of destroyed mobile suits. Currently there is a one million credit bounty on each member of the Dark Alliance, aside from Vladi Zarth, who has a three million credit bounty.

Zock Custom: Equipped with enhanced armor and improved beam weapons. Oceanstorm Weaver’s ultimate attack can summon a massive wave of water to batter opponents; his Zock can ride said wave.

Xamel Custom: Refitted with substantially enhanced armor, similar to the Zock Kai. The main cannon has been refitted to fire rounds that can overheat the target’s systems (with a wide dispersion area), and Ironwall Zain’s ultimate attack allows the cannon to rapid-fire multiple rounds, something that would normally be impossible with a cannon of this size.

Apsaras II Custom: Following the usual Dark Alliance motif of generally enhanced capabilities, Kowloon’s mobile armor can increase it’s output to abnormal levels. His ultimate attack boosts the cannon’s power to an extreme of 400% above normal output, sufficient to blow holes through virtually anything. It also allows the Apsaras to withstand the additional energy drain and heat generation produced by such an attack.

Big Zam Custom: Boasts enhanced armor and beam weapon output and refire rate. The primary danger of this unit (other than the obvious one posed by it’s beam weapons) is Bazuli’s ability to somehow cause a massive (if localized) earthquake by jumping, sending shockwaves and tremors to tear up the earth in every direction.

Black Zaku: Vladi Zarth is the nastiest of the bunch, in every way. His customized Zaku displays durability more comparable to that seen on giant mobile armors, while it’s speed is extreme as well. It equips a double beam cannon, a large hyper beam saber, and a dobergun, and Vladi is proficient in the use of all of them, sometimes taking out incoming enemies at extreme range even before they enter the area. His ultimate attack charges energy into his beam saber and then releases it as several slicing blades of energy that fly through the air and can home in on multiple opponents.

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