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Star Wind
307b84
>[Apologies in advance for the long list!]
>>387402
Attacks from the sea are certainly a possibility. Warships have similar firepower to mechs, but suffer from a lack of cover. Submarines are mostly a threat because of the suprise factor, but once spotted they are easily destroyed with anti-submarine weaponry. Mechs walking across the seabed is also a threat...
>>387353
>>387374
Looking at the train specifications it is a high-speed low profile maglev system for transporting personnel and metal products. The tunnel is too narrow to fit any real mech, but tanks and infantry is possible. The tunnel is deep underground as a safety measure so any countermeasures would require preparation or intervention at the refinery station.
>>387431
Hiring artillery support is unfortunately not viable for this mission. We will be approaching off the roads and they would be too troubled by the terrain. However I will instead suggest to our Raptor allies that they could bring more long range and artillery weapons.
In the end i produce a list of key items that Raptor Security can supply in the artillery, missile, rocket, anti-submarine, thermobolt and landmine categories. I also look up the S.U.N Emitter weapons, apparently they're fairly valuable. Good thing we took them from that sunshine. Raptor even has rights to buy TeneoTech plasma cannons like the ones we considered for Oracle, but even a single one costs a fortune. As a measure of comparison this mission has a measly base pay of 250,000 for me, Rob and Leanne altogether, but we can expect a contractual payout based on threat level and size for any eventual enemy takedowns. The estimate is around 1,000,000 or more for destroying or incapacitating a dangerous enemy mech. We do not have looting rights. Spending a lot on equipment might still not be a bad long-term investment...
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Aldarl Munitions Type 3c Autocannon
Description: A classic projectile-based mech to mech weapon, this compact and effective Type 3 autocannons delivers high-velocity armour-piercing cannon shells. It will outperform light lasers at close to medium range due to its rate of fire.
Advantages: Good damage, good rate of fire, easy to use.
Disadvantages: Less accurate and effective at long ranges, ammunition based.
Cost: 170,000
Aldarl Munitions Type 5a Autocannon
Description: The Aldarl Type 5 models were designed as medium mech primary armaments. They are reliable weapons that will steadily deliver destruction as long as the firing trigger is held down or the ammunition runs out.
Advantages: great damage, good rate of fire, easy to use.
Disadvantages: Less accurate and effective at long ranges, somewhat limited ammunition, annoying recoil.
Cost: 280,000
HMR33-S Howitzer
Description: The 33-S model mech artillery weapon can be fitted to any mech and is very suitable for both direct and indirect fire. A very popular weapon for support and sniper mechs.
Advantages: Extreme long range (max 25km), superb damage and penetration, plenty of ammunition.
Disavantages: Slow rate of fire, slightly difficult to use against close moving targets.
Cost: 140,000
HMR66-M Howitzer
Description: The 66-M is heavier than the 33-S, but otherwise does the same job. The larger shells are somewhat slower and suffers from decreased range as a result.
Advantages: Very Long range (max 11km), excellent damage.
Disadvantages: Slow rate of fire, difficult to use against close moving targets.
Cost: 250,000
HMR 99-H Howitzer
Description: The 99-H is a massive gun that delivers enormous shells. The relatively short range and tendency for ballistic arc makes this weapon more akin to a city-levelling mortar. Can just about be fitted onto a medium mech, but the weight is rather overwhelming, reducing mobility and may require bracing to fire.
Advantages: Long range (max 4km), utterly devastating damage.
Disadvantages: Slow rate of fire, difficult to use against close moving targets, limited ammunition.
Cost: 440,000
Q&H ML6 'Star'
Description: Missiles provide excellent value for money. This compact self-loading missile launcher adds excellent range and damage output to any mech.
Advantages: Extreme range, good damage.
Disadvantages: Needs to lock on for true homing capability, ammunition based.
Cost: 80,000
Q&H ML12 'Halo'
Description: A solid mech missile platform that can deliver a 12-missile salvo.
Advantages: Extreme range, good damage, difficult to counter.
Disadvantages: Needs to lock on for true homing capabilty, ammunition based.
Cost: 190,000
Q&H ML20 'Dawn'
Description: No one ever asks why you would ever want to fire 20 missiles at once. You just do.
Advantages: Extreme range, great damage, will overwhelm most defense systems.
Disadvantages: Needs to lock on for true homing capabilty, easily runs out of ammunition, heavy.
Cost: 380,000
Q&H RRL 'Tremor'
Description: This design is a variation on the Q&H missile system designs. The unguided warheads pack a significantly stronger punch, although the lack of guidance makes them hard to deploy against more mobile targets.
Advantages: Very powerful for its weight, good rate of fire.
Disadvantages: Bad against moving targets, ammunition based.
Cost: 130,000
HLF Industries 'Hades' burst fire grenade launcher
Description: By firing up to four explosive rounds at low velocities this grenade launcher provides excellent area saturation. Great at clearing light and non-mech targets from the battlefield. The burst fire is not to be underestimated.
Advantages: Widespread damage, great rate of fire, lightweight ammunition.
Disadvantages: Short range, slow projectiles, low armour penetration.
Cost: 220,000
BTDS 'Battletoads' amphibious missile launcher
Description: Originally developed for warships, this launcher can fire 4-missile volleys with land/sea/air capability. The added super-cavitating underwater capabilities makes it a nightmare for submarines and smaller ships. Can even be fired from underwater.
Advantages: Incredibly versatile, highly programmable, extreme range, strong individual missiles.
Disadvantages: Does less damage for weight than other missile systems. Vulnerable to interception.
Cost: 180,000
LMN 'Lizardman' torpedo system
Description: The Lizardman add-on hunter-killer torpedo launchers are easily strapped to a mechs legs or waist. When given a target area the torpedoes are launched and will search the area for matching targets and destroy any that are found. The powerful warheads have been known to do damage to mech bodies and legs in river battles.
Advantages: Highly destructive against almost all waterborne threats, lightweight and disposable.
Disadvantages: Limited number, useless on land, must be fired within 10 metres of water.
Cost: 20,000 for a 4-pack launcher
Q&H Thermobolt Plus
Description: Fires long spearlike projectiles that react and superheat on impact. Quickly cools down causing the material to expand and harden. High tendency to cause crippling damage by jamming moving parts or overheating components. The sturdy design, good ammo capacity and continuous 120rpm rate of fire makes it a good anti-mech weapon.
Advantages: Crippling, high rate of fire, lots of ammunition.
Disadvantages: Unreliable damage, not very effective against non-mech and non-armoured targets.
Cost: 290,000
>>387353
Uniform Inc. 'S.U.N Emitter'
Description: A mixture between a laser and a searchlight, the S.U.N emits a variable large diameter cone of light over a period of slightly less than a second. It is primarily an anti-air weapon for eliminating aircraft, missile swarms and sometimes even incoming shells. Unfortunately the damage done to armoured targets is sometimes negligible and the emitters can take minutes to recharge and cool down.
Advantages: Excellent projectile intervention, lightweight, highly accurate, area damage.
Disadvantages: Very long cooldown, ineffective against most types of mech armour.
Cost: 180,000
Antlion drone mine
Description: Conventional mines are generally ineffective against mechs. The lower legs are almost indestructible and powerful short range wide-frequency radars can detect dangers under the surface. The antlion overcomes these issues by burrowing deep underground and waits until it senses the heavy footsteps of a passing mech. When one passes nearby the antlion emerges and attempts to launch its short-range missile payload at its back.
Advantages: Difficult to detect, effective static defense.
Disadvantages: Somewhat unreliable, requires soil to burrow, can be countered.
Cost: 40,000 each
TeneoTech 'T2 Nova' respiring plasma cannon
Description: One of the most feared mech weapons. This weapon sucks in metric tonnes of gas, ionizes it into a plasma state and compresses it into a ball only slightly bigger than a human head before expelling it in a briefly self-contained form. The difficulty and timing required to effectively deploy this weapon in combat means that it is usually only deployed on heavy mechs with highly skilled pilots.
Advantages: Incredibly damaging, does not require ammunition, variable rate of fire, good for annihilating mechs or large stretches of terrain.
Disadvantages: Heavy, extreme reactor drain, limited range, takes very long for a full charge that can only be held for seconds at most, loud charging turbine very noticeable.
Cost: 9,500,000
>[What equipment should be purchased?]
>[Which mechs should be equipped?]
>[Be inventive and have fun!]
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