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Brigador Loadouts

Nov 17th, 2018
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  1. ###########################
  2. #### BRIGADOR LOADOUTS ####
  3. ###########################
  4. for Brigador v1.45
  5.  
  6. The [C] tag indicates 'canon' loadouts.
  7. The [H] tag indicates 'headcanon' loadouts.
  8. The [A] tag indicates loadouts that are required for certain achievements.
  9.  
  10.  
  11. ### MECHS (25)
  12.  
  13. ## Loyalist Mechs (9)
  14.  
  15. # Touro (MAIN/TUR)
  16.  
  17. - [C] [A] Balao/Bully/Smoke
  18. Edwina Blake's loadout.
  19. Steady Ed.
  20. - [C] Abbot/MaeDois/Smoke
  21. Pires' loadout. Versatile, tough, and effective at any range.
  22. Good all-around damage. PJ/CCS-100% certified by 'h a x'
  23. - Duchess/Disco/Smoke
  24.  
  25. # Praetor (HVY/TUR)
  26.  
  27. - Konig/Scimitar/AKP
  28. Easy mode
  29. - Konig/MaeDois/Smoke
  30.  
  31. # Swede (HVY/MAIN)
  32.  
  33. - Bishop/Abbot/Smoke
  34.  
  35. # Mantis (AUX/AUX)
  36.  
  37. - Galinha/Galinha/Smoke
  38. Easy mode
  39. - Stutter/Stutter/?
  40. Fun
  41. - Belter/Belter/?
  42.  
  43. # Buckmaster (MAIN/SML)
  44.  
  45. - [C] [A] Zeus/Bonesaw/Camo
  46. Hugh Armbruster's loadout. Skirmisher.
  47. Called it what it truly was: A hunter.
  48. - [C] Thunderclap/Faker/Camo
  49. Locke's loadout. Skirmisher.
  50. - Pitbull/Pinch/Camo
  51.  
  52. # Sparrow (AUX/TUR)
  53.  
  54. - ???
  55.  
  56. # Fork (TUR/TUR)
  57.  
  58. - [C] Gutterball/Parliament/EMP
  59. Nabot's loadout. Hit&run. Able to fire over and through walls.
  60. - MaeDois/MaeDois/AKP
  61. Extremely memey but fun
  62. - Galinha/Galinha/AKP
  63. What everyone would use in multi according to mellon
  64. - Scimitar/Scimitar/Camo
  65. Fun but hard
  66.  
  67. # Dorothy (MAIN/SML)
  68.  
  69. - Balao/Bonesaw/Camo
  70.  
  71. # Mongoose (SML/SML)
  72.  
  73. - [C] [A] Carlos/Bonesaw/Smoke
  74. Ranulph Kinney's loadout.
  75. Ranulph's Revenge.
  76. - [C] Carlos/Bonesaw/Camo
  77. Leng's loadout. Lacks firepower of larger units, but is sneaky.
  78. - Bonesaw/Bonesaw/Smoke_EMP_AKP
  79. - Faker/Bonesaw/Camo
  80.  
  81. ## Corvid Mechs (8)
  82.  
  83. # Rat King (HVY/HVY) (Ultra class)
  84.  
  85. - [A] Konig/Konig/AKP
  86. So it goes.
  87.  
  88. # Julius (HVY/AUX) (Ultra class)
  89.  
  90. - 88/Preacher/Smoke
  91.  
  92. # Moray (MAIN/TUR)
  93.  
  94. - Archie/Gutterball/AKP
  95. Gem of a loadout
  96. - Pitbull/Crambo/Camo
  97.  
  98. # Fatshoe (MAIN/MAIN)
  99.  
  100. - Archie/Pitbull/AKP
  101. Stomp PJ
  102. - Pitbull/Pitbull/AKP
  103. - Archie/Archie/?
  104.  
  105. # Sweetheart (HVY/SML)
  106.  
  107. - [C] Chieftain/Faker/EMP
  108. MB's (Marvin Beck's) loadout, from a shelved mission.
  109.  
  110. # Chook (AUX/AUX)
  111.  
  112. - [C] Preacher/Belter/AKP
  113. Rosario's loadout. Tremendous damage but lacks HP
  114. - Belter/Stutter/AKP (!!!)
  115. - Galinha/Galinha/?
  116.  
  117. # Eightball (AUX/SML)
  118.  
  119. - ???
  120.  
  121. # Fence (SML/SML)
  122.  
  123. - [C] Carlos/Carlos/Smoke
  124. Johnny Five Aces' loadout. Sniper with low rate of fire.
  125.  
  126. ## Spacer Mechs (8)
  127.  
  128. # Broodmare (HVY/MAIN) (Ultra class)
  129.  
  130. - [C] Chieftain/Thunderclap/Camo
  131. Giian's loadout. Slow but extremely powerful at mid-range.
  132. - Otomo/Pitbull/AKP
  133. Easy mode
  134. - Konig/Zeus/Smoke
  135. PJ-CCS certified
  136. - Harvester/Banshee/Smoke
  137. PJ-CCS certified.
  138. - Otomo/Thunderclap/Smoke
  139.  
  140. # Aetos (HVY/HVY)
  141.  
  142. - Otomo/Otomo/Smoke
  143.  
  144. # Oxybeles (MAIN/AUX)
  145.  
  146. - Zeus/Belter/Smoke
  147. - Banshee/Galinha/?
  148.  
  149. # Doric (AUX/TUR)
  150.  
  151. - ???
  152.  
  153. # Zollig (MAIN/MAIN)
  154.  
  155. - [C] Banshee/Banshee/Smoke
  156. Aalto's loadout. Excellent at range and single target damage. Excellent vs
  157. armor+shields, mediocre vs structures.
  158.  
  159. # Sleepwalker (TUR/SML)
  160.  
  161. - [C] [A] Disco/BlackHand/Camo
  162. Koponen's loadout. Highly mobile silent assassin. Avoid open fights.
  163. Sleeping lessons.
  164.  
  165. # Sledger (HVY/SML)
  166.  
  167. - Konig/Bonesaw/Smoke
  168. - Harvester/Temblor/Camo
  169. - Harvester/Bonesaw/?
  170.  
  171. # Juke (SML/SML)
  172.  
  173. - [C] Lockdown/BlackHand/Camo
  174. Spacer powersuit hitsquad loadout.
  175.  
  176. ### TANKS (22)
  177.  
  178. ## Loyalist Tanks (9)
  179.  
  180. # Citadel (HVY/TUR) (Ultra class)
  181.  
  182. - ???
  183.  
  184. # Lowmill (HVY/HVY) (Ultra class)
  185.  
  186. - [A] Otomo/Chieftain/Smoke
  187. The Gonk.
  188. - Otomo/Otomo/AKP
  189. Heavy meme.
  190.  
  191. # Kilgore (MAIN/AUX) (Ultra class)
  192.  
  193. - [C] Duchess/Stutter/Camo
  194. Singh's loadout. Extremely tough, able to drive through most structures.
  195. Good all-around damage.
  196. - Banshee/Galinha/?
  197.  
  198. # Canmore (HVY/AUX)
  199.  
  200. - [C] Konig/Broiler/AKP
  201. Man from Volta's loadout. Loud, tough, agressive. Get up close for shields.
  202.  
  203. # Tinker (MAIN/MAIN)
  204.  
  205. - [H] Duchess/Duchess/Smoke
  206. Probably Efi's (Efigenia Tseng's) loadout.
  207. Well-rounded.
  208.  
  209. # Prowler (AUX/TUR)
  210.  
  211. - [C] Belter/Gutterball/Smoke
  212. Pinho's loadout. Suited to hit&run. Highly mobile, able to fire over and
  213. through walls for excellent single target damage. Will have trouble when
  214. overrun, use smoke and mobility to prevent that
  215. - Galinha/Confessor/Camo
  216.  
  217. # Betushka (TUR/SML)
  218.  
  219. - ???
  220.  
  221. # Pantry Boy (TUR/SML)
  222.  
  223. - [C] Crambo/Donkey/AKP
  224. Ka's loadout. High mobility CQC.
  225.  
  226. # Troubadour (AUX/SML)
  227.  
  228. - [C] Jericho/Bonesaw/Smoke
  229. Another of Pinho's loadouts. Focused on hit&run.
  230. - [A] Belter/Carlos/Camo
  231. "When I'm on the road, I'm indestructible."
  232. - Galinha/Bonesaw/Smoke
  233. PJ ready
  234. - Jericho/Donkey/Camo
  235.  
  236. ## Corvid Tanks (7)
  237.  
  238. # Treehouse (HYV/HVY) (Ultra class)
  239.  
  240. - [C] Ploughman/Konig/AKP
  241. Costa's loadout. For murdering everyone and everything in sight. Best when
  242. used agressively, using height to fire over cover.
  243. - Chieftain/Chieftain/?
  244. (Huss)
  245.  
  246. # Dragon (MAIN/AUX) (Ultra class)
  247.  
  248. - Balao/Belter/Camo
  249. - Abbot/Broiler/Smoke
  250. - Banshee/Galinha/?
  251.  
  252. # Brokenheart (HVY/MAIN)
  253.  
  254. - [C] Bishop/Pitbull/Smoke
  255. Ferro's loadout. Extremely loud, high damage.
  256. - Konig/Zeus/?
  257.  
  258. # Nickel (TUR/TUR)
  259.  
  260. - [A] Crambo/Crambo/Smoke
  261. Technical excellence.
  262. - Confessor/Confessor/AKP
  263. Naganted recommended
  264.  
  265. # Killdozer (SML/SML) (Ultra class)
  266.  
  267. - [C] Carlos/Bonesaw/Smoke
  268. Bromlin's loadout. Weapons are secondary to the OHK ram. Use choke points
  269.  
  270. # Party Van (AUX/SML)
  271.  
  272. - [C] Stutter/Carlos/AKP
  273. Another of Bromlin's loadouts. Long range.
  274. - Broiler/Pinch/EMP
  275. 'I hate myself' mode
  276.  
  277. # Varlet (SML/SML)
  278.  
  279. - [A] Donkey/Donkey/AKP
  280. Tuk Tuk Boom.
  281.  
  282. ## Spacer Tanks (6)
  283.  
  284. # Hadhrat (HVY/SML)
  285.  
  286. - [C] 88/Bonesaw/EMP
  287. Dunsmuir's loadout. Mid-range, trouble in open areas.
  288.  
  289. # Haseki (AUX/AUX)
  290.  
  291. - [A] Jericho/Jericho/EMP
  292. Wolf like me.
  293. - Galinha/Galinha/?
  294.  
  295. # Quill (HVY/TUR)
  296.  
  297. - [H] Otomo/Parliament/Smoke
  298. Probably m.p.C.C's (Cephei Chatfield's) loadout.
  299.  
  300. # Rounder (MAIN/TUR)
  301.  
  302. - [C] Zeus/Crambo/Camo
  303. Archer's loadout. Skirmisher. Tremendous single target damage and range,
  304. but has trouble with swarms. Use choke points and don't get cornered.
  305.  
  306. # Busker (MAIN/SML)
  307.  
  308. - ???
  309.  
  310. # Paver (SML/SML)
  311.  
  312. - ???
  313.  
  314. ### AGRAVS (21)
  315.  
  316. ## Loyalist AGRAVs (7)
  317.  
  318. # Huss (HVY/HVY)
  319.  
  320. - [C] Bishop/Otomo/smoke
  321. Graf's loadout. Brawler, extremely loud, extremely high single+AoE damage.
  322.  
  323. # Kettle (HVY/MAIN)
  324.  
  325. - [A] Harvester/Thunderclap/Smoke
  326. Maschinen Krieger.
  327.  
  328. # Broadsword (MAIN/AUX)
  329.  
  330. - Banshee/Galinha/?
  331.  
  332. # Raider (HVY/SML)
  333.  
  334. - Otomo/Donkey/AKP
  335. Yee-haw.
  336. - Otomo/Donkey/Camo
  337.  
  338. # Buckler (AUX/AUX)
  339.  
  340. - [C] Stutter/Broiler/Camo
  341. Volhard's loadout. Ambusher. Short range, mobile, quiet
  342. Extremely high burst damage.
  343. - Galinha/Galinha/?
  344.  
  345. # Tomahawk (MAIN/AUX)
  346.  
  347. - Banshee/Broiler/Camo
  348. - Zeus/Galinha/Camo (streamer meme)
  349.  
  350. # Canary (AUX/TUR)
  351.  
  352. - ???
  353.  
  354. ## Corvid AGRAVs (9)
  355.  
  356. # Roper (HVY/HVY)
  357.  
  358. - [A] Kraken/Bishop/Smoke
  359. Tractor pull.
  360. - Chieftain/Chieftain/AKP
  361. ABSOLUTE UNIT.
  362.  
  363. # Shortbus (HVY/SML)
  364.  
  365. - [C] Kraken/Pinch/EMP
  366. Reis' loadout. Disable, stun, and kill.
  367.  
  368. # Bullfrog (MAIN/MAIN)
  369.  
  370. - Archie/Archie/AKP
  371.  
  372. # The Duke (AUX/SML)
  373.  
  374. - ???
  375.  
  376. # Swordfish (MAIN/SML)
  377.  
  378. - Pitbull/BlackHand/Camo
  379. PJ/SoloNobre-100% certified.
  380. - Pitbull/Donkey/AKP
  381. Fun jousting
  382. - Zeus/Donkey/Camo
  383. Sneaky demolisher
  384. - Pitbull/Donkey/Camo
  385.  
  386. # Canavan (AUX/AUX)
  387.  
  388. - [C] Preacher/Belter/EMP
  389. Snell's loadout. Versatile and mobile, decently tough for an agrav.
  390. Good all-around damage.
  391. - Stutter/Broiler/AKP
  392. PJ ready
  393. - Belter/Belter/AKP
  394. FighterBomber arcade.
  395. - Galinha/Galinha/?
  396.  
  397. # The Pompadour (MAIN/TUR)
  398.  
  399. - [C] Pitbull/Disco/AKP
  400. Giancarlo's loadout. Mid-range. High mobility and firepower
  401. - [A] Archie/Gutterball/EMP
  402. Mark it zero.
  403. - Pitbull/Gutterball/AKP
  404. "Fuck this level in particular"
  405. - Zeus/MaeDois/Camo
  406. PJ ready
  407. - Thunderclap/Gutterball/Camo
  408.  
  409. # Propter (AUX/TUR)
  410.  
  411. - ???
  412.  
  413. # Rope Kid (TUR/SML)
  414.  
  415. - [C] Bully/Donkey/EMP
  416. Another of Giancarlo's loadouts. High mobility CQC
  417. - [A] Bully/Pinch/AKP
  418. 'Giancarlo' Jr.
  419. - Parliament/Donkey/AKP
  420. PJ ready
  421. - Disco/BlackHand/AKP
  422. - Disco/Donkey/Camo
  423.  
  424. ## Spacer AGRAVs (5)
  425.  
  426. # Vex (MAIN/MAIN)
  427.  
  428. - [A] Banshee/Banshee/Camo
  429. The Tenderizer.
  430.  
  431. # Prism (HVY/MAIN)
  432.  
  433. - ???
  434.  
  435. # Joust (TUR/TUR)
  436.  
  437. - [C] Disco/Confessor/AKP
  438. Joutsen's loadout. Hit&run. Dual turrets can target lock from any angle.
  439. - Disco/Disco/AKP
  440.  
  441. # Arlo (AUX/SML)
  442.  
  443. - [C] Jericho/Lockdown/AKP
  444. Soug's loadout. High mobility CQC. Very poor armor and shielding.
  445. - [C] Preacher/Bonesaw/EMP
  446. Auditor's loadout. High mobility aggression.
  447. - Metronome/Lockdown/Camo
  448. Speedy mobile artillery platform.
  449. - Broiler/Donkey/Camo
  450.  
  451. # Hoker (SML/SML)
  452. - Donkey/Donkey/Camo
  453. PJ ready
  454. - BlackHand/Lockdown/Camo
  455.  
  456. ###########################
  457. #### VEHICLES LIST ####
  458. ###########################
  459.  
  460. 25 Loyalists : 9 Mechs + 9 Tanks + 7 AGRAVs
  461. 24 Corvids : 8 Mechs + 7 Tanks + 9 AGRAVs
  462. 19 Spacers : 8 Mechs + 6 Tanks + 5 AGRAVs
  463. - - - - - - - - - - - - - - - - - - - - - - - -
  464. 68 Vehicles : 25 Mechs + 22 Tanks + 21 AGRAVs
  465.  
  466. ###########################
  467. #### WEAPON LIST ####
  468. ###########################
  469.  
  470. # SML (8)
  471.  
  472. - Carlos
  473.  
  474. [RecoillessRifle/84mmSabot]
  475.  
  476. It's the Carl Gustav.
  477.  
  478. Description: "The Carlos is the bread and butter of any infantry or
  479. powersuit division. A rear shot from a Carlos hits almost as hard as an Abbot,
  480. provided you can catch a mech with its shields down. It's what keeps infantry
  481. and powersuits relevant in combat with much heavier mechanized units - just as
  482. the crack of hardshields breaking can be heard, a volley of Carlos rounds will
  483. be sailing towards the exposed vehicle." - Efi
  484.  
  485. - Donkey
  486.  
  487. [RecoillessRifle/84mmShortFuseImplosion]
  488.  
  489. Packs a huge punch. A Donkey Punch.
  490.  
  491. Description: "Recoilless rifle, vehicular mount, 84mm Short Fuse Implosion
  492. rounds - aka the 'Donkey.' You don't see these equipped too often as a Donkey's
  493. just as liable to kill you as the enemy - it's very Corvid that way. The thing
  494. hits like a meteor though, provided you can get close enough. Mog drivers use
  495. them for termite raids on the Corvids to collapse their tunnels, but the real
  496. cowboys are the Troubadour and Pantry Boy drivers who use the cannon like a
  497. jousting lance against heavies. I've even seen some of the bigger mechs
  498. equipping a Donkey over a Pinch or Carlos if they know they're in for some
  499. knife fighting. It's a big step in damage for the mount size if you don't mind
  500. the loss of range or rupturing your eardrums." - Efi
  501.  
  502. - Bonesaw
  503.  
  504. [MachineGun/8mmFMJ]
  505.  
  506. May be a futuristic iteration of the MG-42.
  507.  
  508. Description: "I can't recall the Bonesaw's original appellation, but I know
  509. it was some reference to the old regime which is why they changed it. The new
  510. moniker came from a single battle during The Troubles - Great Leader ambushed
  511. an under-equipped infantry division in transit through Linschotten, his
  512. attacking force comprised mostly of Powersuits equipped with the MGs. As you
  513. know Linschotten is mostly farmland - plenty of concealment but no cover for
  514. miles around - so when the wall of mogs emerged from those cornfields the
  515. infantry had nowhere to go. Most were shot before they could hit the dirt, and
  516. within minutes over eight thousand infantry had been cut down by the Bonesaw."
  517. - Efi
  518.  
  519. - Lockdown
  520.  
  521. [MachineGun/15mmESD]
  522.  
  523. Electrostatic discharge ammo. Melts shields and slows down enemies.
  524.  
  525. Description: "This weapon shouldn't exist, but I've seen footage of one
  526. melting hardshields like a hot knife in soybutter. There's some kind of
  527. feedback effect from impact too because power generators will crap themselves
  528. even if the emitters are still pushing ozone. Forget the big Spacer fireworks,
  529. guns like the Otomo or the Harvester and those big dumb Zed Primes, those are
  530. all for show. When Spacers really want you dead they just quietly drop in one
  531. of their kill squads, powersuits decked in camo fields, Lockdowns, and Black
  532. Hands. Those guns are quiet, those suits are quiet, and pretty soon their
  533. targets are quiet too. If there's anything that keeps me up at night, that's
  534. it." -MB
  535.  
  536. - Faker
  537.  
  538. [Mortar/107mmFragmentation]
  539.  
  540. Mortar with a quiet report.
  541.  
  542. Description: "It's your standard heavy infantry mortar. Versatile, with
  543. fragmentation rounds that can deal solid damage against both shielding and hull
  544. plating without being overly concerned about collateral damage. I mean, don't
  545. drop one of these on a habitation block and expect everything to be fine, but
  546. it's not going to shatter glass five blocks away either, unlike the Balão." -MB
  547.  
  548. - Pinch
  549.  
  550. [Rocket/100mmChaff]
  551.  
  552. Shield destroying rocket.
  553.  
  554. Description: "I believe this to be one of the finest weapons a colonial
  555. military has ever produced. Unfortunately it lacks the glamour of a Zeus or
  556. König, and as such has never seen battalion level production runs. Yes the
  557. rockets are shockingly expensive for their size, and yes there is a high
  558. incidence of misfires due to gunnery crews not maintaining proper engagement
  559. distance, but a force properly equipped with Pinch rockets could level the
  560. playing field when fighting against Spacers. One well-placed Pinch can reduce a
  561. Broodmare's shields to the point where our own heavies might contest it.
  562. Additionally the launcher is man-portable and would be devastating against
  563. clustered formations and supply convoys - Spacer metallurgy may surpass our own
  564. but they must deal with mass constraints far more severe, and as such our armor
  565. strengths are roughly equivalent. If the NEP ever comes to its senses and
  566. greenlights a full production run of this weapon then I believe we would have a
  567. reasonable chance against the (admittedly unlikely but very real) possibility
  568. of a full-scale Spacer invasion." -Efi
  569.  
  570. - Temblor
  571.  
  572. [Laser/4MW-Acoustic]
  573.  
  574. Demolition tool.
  575.  
  576. Description: "Technically this thing is a tool for mining and excavation,
  577. vibrates rock and most construction materials so hard they turn to powder.
  578. Hardshields laugh it off though and most metals will just make funny sounds, so
  579. the Temblor wasn't adapted for military use until the NEP needed something
  580. special for 'dynamic urban restructuring', aka mouseholing. When the food riots
  581. hit their peak you'd see mog teams bursting out the sides of buildings, clad
  582. with Temblors and hydraulic claws for dealing with rebar. The powdered concrete
  583. would cling to the mogs and give them a sickly white look, hence the 'Guriçá'
  584. nickname. Had people living in those dense habitation blocks real spooked,
  585. especially since more than one Guriçá team caused a building to collapse.
  586. Around that time Central also discovered the Temblor does the same thing to
  587. bones and teeth as it does to concrete. Officially they don't do that anymore,
  588. though I've seen enough people with the hallmark disfigurements that I'm
  589. guessing it can't all be blamed on the Nobrean mafia." -MB
  590.  
  591. - BlackHand
  592.  
  593. [Irradiator/8MW-Discharge]
  594.  
  595. War crimes in the gamma side of the spectrum.
  596.  
  597. Description: "The Black Hand is a gamma emitter used almost exclusively by
  598. Spacers; fielding the weapon alone is sufficient for war crimes charges, but
  599. the few militaries with means to pursue action against the Spacers are also the
  600. ones who employ them. Against an unshielded target, single ignitions can
  601. inflict 3rd degree burns and a guarantee of cancer at 100 yards, and within 50
  602. you begin to see 4th degree burns and spontaneous contracture. Exposure at 25
  603. yards is a death sentence even when protected behind several inches of armor
  604. plating; liquefaction of the dermis and internal organs is common, and even if
  605. a target somehow survives exposure at that range they are permanently
  606. incapacitated. Given the efficacy of hardshields against gamma emitters, I'm
  607. convinced the widespread deployment of this weapon by Spacers serves a more
  608. psychological than directly combat related role. The sound of its hissing
  609. crackle is enough to panic even seasoned soldiers, and from what I've seen of
  610. Spacers in combat, particularly amongst their light mech spears, I suspect this
  611. weapon is also used as form of counting coup. Regardless, I have seen the
  612. aftermath of its use firsthand. It is a cruel and terrible weapon." -MB
  613.  
  614. # TUR (8)
  615.  
  616. - Confessor
  617.  
  618. [Cannon/37mmHE]
  619.  
  620. Turret mounted cannon.
  621.  
  622. Description: "You'd think given the modest caliber that the Confessor would
  623. be a one and done design, but this thing's gone through more revisions and
  624. tweaks than some Lorentz force weapons. It lives in this weird acquisitions
  625. limbo where performance isn't so bad to merit the cost of a new design, but
  626. each iteration seems to cause as many problems as it solves. They're on the Mk
  627. XVIII last I'd heard. Might be an embezzlement scheme for some army bigwig, but
  628. with how genuinely pissed those Design Bureau types are about it, might not be.
  629. Seriously, if you need a good chuckle and want to see a Bureau boy have a
  630. seizure just ask when the Confessor's gonna be done." -MB
  631.  
  632. - Parliament
  633.  
  634. [Cannon/76mmCanister]
  635.  
  636. It's a shotgun.
  637.  
  638. Description: "It's a shotgun." -MB
  639.  
  640. - Mae Dois
  641.  
  642. [MachineGun/12.7mmAP]
  643.  
  644. M2 Browning .50cal Machine Gun.
  645.  
  646. Description: "My understanding is that this weapon not only predates the
  647. colonies, but space travel entirely. If that is the case then it's a truly
  648. venerable design, and one I'm told will continue to serve for the foreseeable
  649. future." -Efi
  650.  
  651. - Crambo
  652.  
  653. [ChainGun/20mmBeehive]
  654.  
  655. Originally meant to be a less-than-lethal weapon. Good anti-shield.
  656.  
  657. Description: "Early specifications called for non-lethal crowd control in a
  658. shotgun format, and the first Crambos rolled out right as one of the largest
  659. food riots in Nobrean history began. Though initially effective, non-lethal
  660. tactics can only slow district sized mobs and as NEP policy forbade riot
  661. suppression task forces from equipping any lethal munitions, army casualties
  662. soon mounted. Once word had spread of soldier deaths, district garrisons
  663. stopped being so keen on the “non-lethal” aspect. In what became known as the
  664. 'Lannois Special', maintenance crews began swapping out the Crambo shells’
  665. rubber beads for metal ones off ball bearings. While the army officially
  666. condemned the practice, as the riots grew worse an official variant carrying
  667. large flechette payloads was soon put into production. We’ve all seen the
  668. pictures of what those shells do to crowds." -Efi
  669.  
  670. - Scimitar
  671.  
  672. [GattlingMortar/50mmHE]
  673.  
  674. Mortar unique for its multi-round salvo. Can carpet-bomb a large area.
  675.  
  676. Description: "The procurement specifications called for 'readily portable
  677. artillery' that could 'precision fire munitions at multiple targets over a
  678. single volley' along with a feed system 'capable of outputting 300 rounds per
  679. minute'. In response the Design Bureau’s first draft for the weapon included a
  680. suite of radio gear, a Bonesaw MG pintle mounted to the artillery barrel, an
  681. umbrella, an espresso machine, and a dispenser for prophylactics. Army brass
  682. were not amused.* Though the Scimitar project is officially considered a
  683. failure, this curious weapon was still produced in volume and has found a home
  684. with NEP artillery battalions and support vehicles alike. Skilled gunners can
  685. 'streak' the ordnance along a line in a fashion that resembles a small bombing
  686. run. *Some higher up got the joke as the Design Bureau received several
  687. espresso machines upon completion of the Scimitar’s first production run. You
  688. can still find them, overused and scattered about the building." -Efi
  689.  
  690. - Gutterball
  691.  
  692. [Howitzer/160mm-Smoothbore]
  693.  
  694. Projectile can smash through weaker obstacles and continue on trajectory.
  695.  
  696. Description: "If you imagine a catapult throwing a bowling ball then you’ve
  697. got the right idea. Corvids melt down the heaviest metals they can find into
  698. solid shot, sometimes for proper shells, sometimes hand-packing explosives
  699. separately like a medieval cannoneer. The implementation may be crude but you
  700. can’t argue with the devastation Gutterball crews have wreaked upon Solo
  701. Nobre—I’ve personally witnessed a Gutterball round pass through four buildings
  702. before shattering against the district walls." -Efi
  703.  
  704. - Disco
  705.  
  706. [Laser/7MW-Disruption]
  707.  
  708. Shieldkiller and stunner.
  709.  
  710. Description: "Moderate dispersion and a disabling impact make the Disco an
  711. effective crowd control weapon and excellent counter to darting assault
  712. vehicles. It’s one of the oldest lasers currently in service, developed by and
  713. for Spacers until a Corporation science team managed to reverse engineer the
  714. thing. It’s why you find Discos in just about any colonial military, and why I
  715. suspect the Vortungs Research Station had a 'mysterious' reactor meltdown soon
  716. after the breakthrough." -MB
  717.  
  718. - Bully
  719.  
  720. [Laser/6MW-Kinetic]
  721.  
  722. Feels like a weaponized Temblor. Weak vs shields.
  723.  
  724. Description: "This aptly-named weapon has an unsavory reputation among the
  725. Novo Solo citizenry for destroying housing and infrastructure more often than
  726. actual combatants. In truth, the Bully was designed specifically for this
  727. purpose, and only saw combat deployment when it was shown to be just as
  728. effective against vehicles. Strobing 5-beam bursts both heat and 'kick' on
  729. impact, a combination lethal to structures and unshielded vehicles alike. Bully
  730. fire leaves a very distinctive bubbly slag that’s recognizable long after the
  731. fact, which explains why it’s a favorite with psyops." -Efi
  732.  
  733. # AUX (8)
  734.  
  735. - Preacher
  736.  
  737. [Cannon/76mmHE]
  738.  
  739. Smaller and faster-firing than the Abbot. AoE.
  740.  
  741. Description: "Lacks the punch of its bigger brothers, but the significantly
  742. smaller shells allow for a much faster cycle rate - an ideal choice for dealing
  743. with light armor and infantry formations. Not much more to say about the
  744. Preacher, other than that it works." -MB
  745.  
  746. - Jericho
  747.  
  748. [Cannon/60mmVortex]
  749.  
  750. Highly effective vs cover and hull, but slow speed.
  751.  
  752. Description: "This is an ingenious creation of a ballistic weapon without
  753. the immense mass requirements of ammunition. The idea behind vortex cannons is
  754. quite old, but the destructive potential they offered was never enough to merit
  755. serious development (at least not by the military). The Spacers not only
  756. provided the theory's combat efficacy, but adopted vortex cannons as their
  757. primary non-photonic weapon type. The drawback is that they're difficult to aim
  758. - vortex muzzle velocity is much lower than conventional munitions and the
  759. projectiles themselves are invisible to the naked eye. Jerichos have real
  760. trouble against shield emitters to boot, but will annihilate most
  761. fortifications and unshielded targets in a single blow. Even the lighter
  762. Jericho mounts common among Arlos will open a Tobruk like a tin can. It's
  763. obvious their scientists and engineers were spurred by mass/reactant concerns,
  764. but Spacers pursue too many unusual lines of investigation for simple
  765. pragmatism. I suspect there's a continuing desire to show superiority over
  766. 'dirt eaters' as well, though I can't be sure." -Efi
  767.  
  768. - Belter
  769.  
  770. [ChainGun/20mmHE]
  771.  
  772. Good all rounder. Limited penetration.
  773.  
  774. Description: "If unsure what you’re up against, Belter’s your man. The
  775. shells are just big enough to worry heavies, and whatever explosive the Design
  776. Bureau snuck in also causes problems for hardshields. The explosive comp makes
  777. for poor penetration though, so don’t expect to punch through anything thicker
  778. than a Corvid shanty." -MB
  779.  
  780. - Stutter
  781.  
  782. [ChainGun/27mmAP]
  783.  
  784. Burst-fire. Good against hull, bad against shields. Requires precision.
  785.  
  786. Description: "The 27mm Stutter is an anti-aircraft weapon that's been
  787. seeing a lot of action against ground units. High maneuverability vehicles,
  788. light mechs in particular, benefit well from the burst-fire configuration. The
  789. Belter's great but only the real pros can stay zeroed in on a target while
  790. hauling ass (always a good idea in a Sparrow or Marlowe). Most pilots do much
  791. better with 'shoot and scoot', and with its cycle time the Stutter's a natural
  792. fit for it. I don't know the particular metal composition for the rounds this
  793. thing eats, I just know it's some special config that'll punch through concrete
  794. and steel like a railgun. Downside is hardshields have a much easier time with
  795. deflection, so keep that in mind." -MB
  796.  
  797. - Metronome
  798.  
  799. [Mortar/120mmHE]
  800.  
  801. Middle of the road between Faker and Balao.
  802.  
  803. Description: "Spacers don’t often resort to indirect fire as they seem to
  804. prefer ‘knife fighting’, engagements where opponents are within a mile of each
  805. other. Despite this their skill with manufacturing and deploying artillery
  806. remains exemplary. Unlike the Harvester, Metronome artillery is precision at
  807. range. The breech and loading mechanisms here are a masterwork of Spacer
  808. engineering, allowing for a prodigious one-round-per-second firing rate. But
  809. what I’m really astonished with are the Spacer systems for rangefinding,
  810. guidance, and coordinate relay that enable target acquisition to keep pace. It
  811. is this computer assisted aiming that puts Spacer artillery miles ahead of our
  812. own, while also preventing our effective deployment of captured Metronomes."
  813. -Efi
  814.  
  815. - Chuffer
  816.  
  817. [ChemicalProjector/132mm]
  818.  
  819. Fires corrosive Tubarao gas.
  820.  
  821. Description: "A cocktail of reactants and the infamous Tubarão are packed
  822. into 'agitator' shells which tumble end over end en route to the target. The
  823. NEP forswore usage of the weapon after what happened in Moerbeke during The
  824. Troubles, but I've still seen caches of ammunition along with both Chuffer and
  825. Ploughman launchers at more than one District HQ. After the 'Moerbeke Rain',
  826. the lead scientist and his assistants were found dumped by the Outer Core gates
  827. with their insides turned to paste, having been forced to breathe and ingest
  828. the mixture respectively. The militants who captured them apparently had a
  829. flair for poetic justice." -Efi
  830.  
  831. - Broiler
  832.  
  833. [Laser/12MW-Discharge]
  834.  
  835. It is a laser shotgun.
  836.  
  837. Description: "It's a laser shotgun." -MB
  838.  
  839. - Galinha
  840.  
  841. [Railgun/12mmSabot]
  842.  
  843. Hitscan.
  844.  
  845. Description: "The original spec for the Galinha called for a scaled down
  846. version of the Zeus, but early development showed the idea was impracticable.
  847. That process however led the Design Bureau to an idea for a radically different
  848. weapon. Unwilling to risk the War Council turning down their proposal, the lead
  849. engineers falsified successful testing rounds for the Zeus variant while racing
  850. to develop their own concept in secret. When a surprise inspection revealed the
  851. deceit, the Council slated the entire Bureau staff for 'rotation' and
  852. threatened the Bureau chief with a sedition charge, but all that was changed to
  853. a mild reprimand once the new weapon actually hit field testing. The Galinha is
  854. named for the relentless cyclic rate of the gun, unparalleled for a
  855. Lorentz-type weapon. While still high maintenance, it doesn't suffer the
  856. fouling issues endemic to propellant based munitions and its conductive rails
  857. are small enough to be field swapped. Frankly the War Council was so fixated on
  858. the existing implementation of their darling Zeus that without the ruse I don't
  859. think the Galinha variant would ever have been greenlit. Of course that didn't
  860. stop the Council from taking full credit for the weapon's inception once it was
  861. deployed." -Efi
  862.  
  863. # MAIN (8)
  864.  
  865. - Abbot
  866.  
  867. [Cannon/105mmHE]
  868.  
  869. May be a reference to the British FV433 Abbot (105mm self propelled gun)
  870.  
  871. Description: "The venerable Abbot, pre-colony tech that hasn't changed in
  872. over a century. Sure the munitions have evolved, and the exact metal
  873. composition might be a bit different now, but along with the Mãe Dois and the
  874. König, this weapon is a perfect feat of engineering. Put ten thousand rounds
  875. through it and your shots will still land just about where you aim. Age and
  876. reliability mean you can travel to just about any colonized world and find an
  877. Abbot perched off some vehicle or another. It's a steadfast weapon that's good
  878. in just about any situation." -MB
  879.  
  880. - Archie
  881.  
  882. [Cannon/88mmAirbust]
  883.  
  884. Wide splash, good crowd control.
  885.  
  886. Description: "The Corvid knack for chaotic firepower is exemplified by
  887. their beloved Archie. Air-burst ordnance set to a dangerously short fuse
  888. creates a field of shrapnel in front of the firing vehicle; shield emitters are
  889. rapidly overwhelmed by the sheer volume of metal, while most light and
  890. improvisational armor will cave in or simply shred to pieces. Since the Archie
  891. was designed for engagements within 100 meters, accuracy is a non-issue. Weight
  892. normally dedicated to elongating the barrel is instead spent creating a much
  893. thicker one, allowing for greater pressures to be exerted without compromising
  894. the weapon’s structural integrity—it’s why an Archie is able to sustain such a
  895. withering rate of fire at that large a caliber, albeit inaccurately. The end
  896. result is loud, messy, and effective, an apt metaphor for the Corvids
  897. themselves. Ironically the Archie also happens to be one of the most efficient
  898. counters to Corvid equipment, provided you can find a Loyalist commander
  899. adventurous enough to mount salvaged weaponry." -Efi
  900.  
  901. - Duchess
  902.  
  903. [ChainGun/40mmHEDP]
  904.  
  905. Rapid-fire tenderizer.
  906.  
  907. Description: "The Duchess' moniker was originally pejorative in nature,
  908. stemming from its almost universal fouling issues and temperamentality.
  909. Eventually convinced it wasn't a case of user error, a small portion of the
  910. original development team returned to iterating on the weapon, at one point
  911. even embedding with a division of Duchess mounting Broadswords and Swedes.
  912. Prickly as they can be, the Design Bureau takes pride in its work, and after a
  913. dozen or so iterations across four years they had managed to turn the NEP's
  914. least reliable weapon into a thoroughly reliable mainstay. Firing 40mm HEDP
  915. rounds at just over two per second, the Duchess combines a cannon's firepower
  916. with an MG's suppressive capability. Mounting a pair of the chain guns for
  917. asynchronous firing is a favorite tactic among Tinker drivers, and apparently
  918. some find the continuous vibration highly stimulating, though I cannot
  919. personally vouch for this." -Efi
  920.  
  921. - Banshee
  922.  
  923. [ChainGun/14mmHE-Caseless]
  924.  
  925. High RoF and balanced damage.
  926.  
  927. Description: "It’s rare to find large caliber MGs configured for caseless
  928. ammunition, though unsurprising here given the Spacers’ extreme sensitivity to
  929. mass transport and expenditure. Banshee rounds are smaller than you’d expect
  930. for the weight class, but travel inordinately fast— Spacer chemistry borders on
  931. the preternatural given what I’ve seen of their propellant. Possessing both
  932. tremendous rate of fire and projectile velocity, the Banshee makes for an ideal
  933. counter to scouts and other vehicles relying on combat maneuverability. The
  934. comparatively small calibre explosive rounds prevent over-penetration against
  935. lighter armor to ensure target destruction." -Efi
  936.  
  937. - Balao
  938.  
  939. [SiegeMortar/200mmHE]
  940.  
  941. High-arc with massive AoE.
  942.  
  943. Description: "Pride of the Novo Exército do Povo's artillery battalions,
  944. the Balão is deployed in almost every form imaginable; defensive emplacements,
  945. self-propelled guns, anti-grav platforms, mechs, and at one point even an
  946. experimental powersuit design (later designated the Dorothy). The barrels vary
  947. nearly as much, including long-barreled howitzer variants for heavier
  948. stationary designs, while a short barreled siege mortar style predominates
  949. among mobile platforms ('Chubbies' and 'Stubbies' respectively). All variants
  950. feed from the same munitions courtesy of extraordinary restraint from the
  951. Design Bureau. The Balão's ubiquity stems from its flexibility, as the variety
  952. of barrel and mount types is matched by the variety of munitions it can fire.
  953. While HE and cluster are most commonly deployed, there also exist incendiary,
  954. fragmentation, and other variants. There's even rumors of a chemical cache
  955. within Central, but who knows what's stashed in there." -Efi
  956.  
  957. - Pitbull
  958.  
  959. [RocketPod/57mmHE-AutoLoad]
  960.  
  961. Variant of the Soviet S-5, a 57mm unguided air-to-ground rocket.
  962.  
  963. Description: "The Pitbull rocket is actually a Corvid sub-variant of the
  964. Shrike 57, a fin-stabilized, unguided air-to-ground munition almost as old as
  965. the colonies themselves. Shrikes were produced and stored in such volume that
  966. the Supply Corps’ accounting of the munitions was quite poor, allowing Corvid
  967. sympathizers to pilfer from the stocks unnoticed. When a full inquiry examined
  968. the stores it became apparent these supplies had been raided for years, thus
  969. the staple of the Corvid war machine became possible only through its
  970. adversary’s gross negligence. Unlike the Shrike, the Pitbull is neither
  971. accurate nor long range. Corvids remove the stabilizing fins from Shrikes and
  972. cut each down into a pair of rockets half the length. The new Pitbull’s payload
  973. is somewhat reduced and has significantly lower muzzle velocity, but the much
  974. larger magazine more than compensates. This however doesn’t prevent cavalier
  975. drivers from emptying their entire payloads within seconds—to this end the
  976. Pitbull’s withering rate of fire is a double edged sword." -Efi
  977.  
  978. - Thunderclap
  979.  
  980. [Laser/14MW-TriBeam]
  981.  
  982. Long range, high RoF, strong against both hulls and shields.
  983.  
  984. Description: "The Thunderclap’s colorful name derives from a more than
  985. passing resemblance to lightning. What appears as a bright blue beam is
  986. actually the ionization of oxygen from thousands of femtosecond laser pulses. A
  987. paper in the Journal of Weaponized Photonics titled 'Improved Efficacy of
  988. Ultrafast Pulsed Impacts Against Shielding and Carbon Based Lifeforms' made the
  989. rounds about a decade ago, but this is the first successful deployment I’ve
  990. seen of those outlined principles. The Thunderclap has shown to be particularly
  991. effective at both armor ablation and hardshield disruption, with poor
  992. performance against fortifications and high density structures being the only
  993. apparent drawback. As Thunderclaps are a mainstay of Spacer forces, I suspect
  994. this explains why Jericho cannons are fielded so numerously as well. Psyops
  995. have taken a particular interest in the weapon due to unusually high incidence
  996. of combat fatigue in theaters where it’s fielded. I suspect this has to do with
  997. the particularly disturbing fashion in which the beam sublimates living tissue,
  998. most impacts leaving behind only a fine red mist and bones heavy with gristle.
  999. It is a powerful and distinctive weapon, rightly feared." -Efi
  1000.  
  1001. - Zeus
  1002.  
  1003. [Railgun/25mm-Sabot]
  1004.  
  1005. Hitscan sniper with high penetration.
  1006.  
  1007. Description: "By far the most popular Lorentz force weapon to ever see
  1008. field deployment. Each round is cased with a superconductor coil that is
  1009. charged at the time of firing, creating an intense localized magnetic field
  1010. that confines the round to a micrometer-wide path in the barrel. The slugs exit
  1011. at supersonic speeds and can pass through entire buildings with ease. Targets
  1012. in the vicinity will also be hit by an intense shockwave, requiring sensor
  1013. systems to briefly re-calibrate. The aptly-named Zeus has a black mark in
  1014. acquisitions, since its popularity with the War Council has lead to unfavorable
  1015. comparisons and countless pet projects getting canned before reaching
  1016. prototyping." -Efi
  1017.  
  1018. # HVY (8)
  1019.  
  1020. - Bishop
  1021.  
  1022. [Cannon/140mmHE-Smoothbore]
  1023.  
  1024. Extremely loud, tremendous AoE.
  1025.  
  1026. Description: "The Bishop is, quite frankly, a ridiculous weapon.
  1027. Essentially a short-barreled smoothbore version of a cannon designed for
  1028. frigates and larger littoral class vessels, the combined weight of the barrel
  1029. and munitions means it can only be fielded by the heaviest mobile platforms,
  1030. and even them with very limited ammunition. That being said, the destructive
  1031. potential of Bishop HE rounds is tremendous, and while I understand the need
  1032. for such ordinance given the increasing deflective potential of modern shield
  1033. emitters, this weapon should only be fielded in urban operations if there is no
  1034. concern for collateral damage. Which is why I find its relatively common
  1035. deployment on Huss and Canmore units within Solo Nobre extremely disconcerting
  1036. - the actual firing of these weapons within the walls would inflict calamitous
  1037. damage." -Efi
  1038.  
  1039. - 88
  1040.  
  1041. [Cannon/88mmCanister]
  1042.  
  1043. Fires spread of explosive shells, essentially an explosive shotgun.
  1044.  
  1045. Description: "Corvids are always trying to outdo each other, though it’s
  1046. usually a great deal of recycling with a little ingenuity on top. The 88 shares
  1047. the same caliber as the Archie, but the barrel is much heavier and the breech
  1048. has been reinforced to handle extra propellant load. In a pinch an 88 can
  1049. actually double as an Archie, though loading an 88 shell into an Archie, on the
  1050. other hand, is a guaranteed way to mushroom the barrel. The 88’s munitions are
  1051. very long canister shells, packed to the gills with explosive sub-munitions.
  1052. Just think of a giant shotgun packed with twenty-five explosives the size of
  1053. golf balls. Hard to go wrong there." -MB
  1054.  
  1055. - Konig
  1056.  
  1057. [GattlingGun/30mmAP]
  1058.  
  1059. GAU-8 autocannon design, sported by USAF A-10 Thunderbolt.
  1060.  
  1061. Description: "Along with the Abbot and Mãe Dois, the König is a design we
  1062. inherited from before the colony. It’s brilliant. Seven barrels, a hydraulic
  1063. feed system that rarely jams, and a rate of fire that will crack hardshields
  1064. and armor before a target knows what hit them. Originally deployed only on
  1065. aircraft and naval vessels, Königs started showing up on Corvid heavies during
  1066. the early days of the uprising. Somehow they’d shanghaied a warehouse stock
  1067. full of them, and within months were using them to turn Loyalist patrols into
  1068. fine mist. The Design Bureau soon did their own test fittings of the weapon,
  1069. and in the years since it’s become common to see a Canmore or Kettle with that
  1070. seven barrel snout jutting out the front. No matter the job, a König will get
  1071. it done." -MB
  1072.  
  1073. - Kraken
  1074.  
  1075. [ChainGun/90mmBeehive]
  1076.  
  1077. Fires tight cluster of AP rods of depleted uranium.
  1078.  
  1079. Description: "The Kraken takes the principle of beehive rounds and applies
  1080. it on a macro scale. Rather than packing thousands of millimeter width
  1081. flechettes into a single casing, Kraken rounds stack eight depleted uranium
  1082. rods into a SABOT, set to a narrow dispersion. These simultaneous impacts
  1083. inflict a tremendous shearing effect that can punch a hole in all but the
  1084. hardiest armor. This extremely high muzzle velocity and set of ultra-dense
  1085. projectiles also grants the Kraken excellent penetrative power, second only to
  1086. Lorentz force munitions. While that velocity isn't sufficient to 'crack'
  1087. hardshields the way railgun slugs do, the weapon more than compensates through
  1088. a much higher rate of fire." -Efi
  1089.  
  1090. - Harvester
  1091.  
  1092. [SiegeHowitzer/305mmFAE-Cluster]
  1093.  
  1094. Fires a cluster bomb with a high arc.
  1095.  
  1096. Description: "There are only a few instances I can find where Spacers will
  1097. field ‘old world’ ordnance—physical munitions. Given their prohibitive mass
  1098. constraints both on and off the battlefield, Spacers adhere to energy based
  1099. weaponry both out of necessity as well as taste. However when they do take
  1100. pains to field conventional munitions, I guarantee you those weapons are to be
  1101. feared and respected. The Spacer’s ‘Harvester’ Howitzer is a 305mm fuel-air
  1102. explosive cluster munition. Rather than rely on a single large flame and
  1103. pressure front, the Harvester’s many warheads create dozens of miniature fronts
  1104. that turbulently collide, causing concatenating chains of pressure
  1105. fluctuations. These rapidly forming and collapsing pocket vacuums and their
  1106. shockwaves exert forces beyond the capabilities of any known unit-tier shield
  1107. emitter to deflect, and cockpits simply burst like ripe tomatoes under the
  1108. strain. Those caught within the blast radius are either immolated in the blast
  1109. itself, asphyxiated by lungs ruptured from rarefaction, or poisoned by the
  1110. highly toxic fuel mixture. One reason among many that illustrates why Spacers
  1111. remain such a feared adversary." -Efi
  1112.  
  1113. - Ploughman
  1114.  
  1115. [ChemicalProjector/132mm-x4]
  1116.  
  1117. Chuffer's bigger brother. Fires Tubarao, a corrosive chemical.
  1118.  
  1119. Description: "An egghead once told me what was in these canisters, but what
  1120. I learned is that scientists like to get creative when naming their implements
  1121. of destruction. What I can say is the mixture for each pod includes something
  1122. called 'Tubarão.' Real nasty stuff. Apparently it reacts violently with the
  1123. byproducts of strong acids, which are packed into each pod by the dozen. The
  1124. end result causes eruptions of highly corrosive gas that’ll dissolving anything
  1125. solid in short order. Effective, but a terrible waste of potentially good
  1126. salvage. The poor guy seemed so proud of what he made. War crimes are all good
  1127. fun, until they make you inhale." -MB
  1128.  
  1129. - Otomo
  1130.  
  1131. [Laser/20MW-Focusing]
  1132.  
  1133. Fires concentrated beam continously after a warm up.
  1134.  
  1135. Description: "Heat has always been the lurking devil of laser
  1136. development—no matter how efficient your systems are, some amount of the
  1137. killing power invariably stays in the weapon. With the Otomo, Spacer engineers
  1138. have achieved an incredibly elegant solution to that problem (though it still
  1139. barely accommodates the stresses Heavy mount weapon systems sustain). As
  1140. current is drawn through the active material, heat within the optical cavity is
  1141. accumulated at the emission window, a metamaterial with a phenomenal
  1142. phonon-assisted stimulated emission process. The result is a beam of incredible
  1143. power, but also one of staggering energy consumption. Another downside
  1144. operators must account for is that while the cavity is warming to operating
  1145. temperature, the beam is extremely unfocused. Errant beams can fire as wide as
  1146. 30 meters off target during this window, and as a result it's not uncommon to
  1147. see massive scorch cones enveloping primary impact points. Spacers don't seem
  1148. to mind this drawback or the short range—if anything they revel in it." -Efi
  1149.  
  1150. - Chieftain
  1151.  
  1152. [Laser/18MW-Pulsed]
  1153.  
  1154. Loses accuracy as you fire it. Use trigger discipline.
  1155.  
  1156. Description: "A pulsed laser system that outputs a multiplex of high
  1157. frequency modes all designed to overload shield emitters. Of course, it's also
  1158. very harmful to solid matter, but when Spacers are involved that's generally a
  1159. given. The Spacer design team seemed to have problems getting the optics to
  1160. handle the load, as the beam scatters with continued use. Excellent in short
  1161. bursts, but maintaining any kind of sustained fire degrades accuracy so
  1162. severely it's impractical to do so even even at short range. The capacity for
  1163. an unreasonably high cycling rate is retained on the system however, as I
  1164. suspect even Spacers enjoy a game of chance from time to time. While very
  1165. effective, the cost of maintenance alone is astronomical, making this weapon as
  1166. much a show piece as a war implement. A metaphor for the Spacers if there ever
  1167. was one." -Efi
  1168.  
  1169. ###########################
  1170. #### LOADOUT CRAFTING ####
  1171. ###########################
  1172.  
  1173. Thanks to 'h a x' for these tips:
  1174.  
  1175. hax: There are two approaches, the balanced approach and the ballsy approach
  1176. hax: Balanced means you strive for a balanced loadout that can handle both shield and hull at all ranges/sans extreme ranges
  1177. hax: Ballsy means you go crazy with the combinations
  1178. hax: The game's randomise function does balanced loadout very well
  1179. hax: You can get away with playing ballsy loadouts by either playing carefully or pick faction specific pilot
  1180. hax: Take the Tinker twin Duchess which is sorta canon according to Efi
  1181. hax: The Duchess is hull centric but also has respectable shield damage
  1182. hax: I'd recommend Smoke with this loadout over EMP since you can kill a lot more with it
  1183. hax: It's fairly tame but it's a killer loadout
  1184. hax: Something real ballsy is Hoker twin Temblor
  1185. hax: I don't even know how that could be played myself, I'm not that hardcore, but it exists
  1186. hax: Another thing to note is weapon type and placement
  1187. hax: They don't all follow the same rules regarding agravs, I'll get into that after this(edited)
  1188. hax: Weapons placement matters: height, centered or offset, length, etc
  1189. hax: For example, compare the Touro and the Praetor: the Touro's Main mount is off to the right and has a significantly shorter length than the Praetor's centered Heavy mount
  1190. hax: Which means the Touro can fire at close targets much better than the Praetor
  1191. hax: While the Praetor has a fairly significant deadzone that thankfully can be reduced with hull down (that applies to everything: hull down to reduce deadzones)
  1192. hax: Having projectile weapons on offset mounts may be more challenging to use than centered mounts
  1193. hax: And deadzones mean you have to consider range much more carefully
  1194. hax: The Oxybeles has a huge deadzone for its class, bigger than Praetor even because of the elongated torso
  1195. hax: Slow turret rotation means you should have a close range option like a weapon or AKP in order to deal with technicals that got too close
  1196. hax: ----
  1197. hax: Regarding agravs: nope, they aren't the same
  1198. hax: Well not really
  1199. hax: The Swordfish for example has very slow strafing and reverse speed: you either charge forward or turn around
  1200. hax: Also superb overcharge
  1201. hax: You build a loadout around one of its strengths, or all of them
  1202. hax: High speed means projectile weapons are harder to use: you may chose laser types
  1203. hax: High overcharge and speed means it's meant for close range: pack something like Donkey for example
  1204. hax: High mobility means you can chose to play a skirmisher style as well
  1205. hax: The Arlo is a dedicated skirmisher, no doubt about that, and even then you have multiple ways to build a loadout for it
  1206. hax: You either go for a high burst, balanced or assassin build
  1207. hax: And more
  1208.  
  1209. VEHICLE POPULARITY (Stellar Jockeys Discord)
  1210.  
  1211. Loyalist Mech:
  1212. Mantis 3
  1213. Swede 2
  1214. Buckmaster 4
  1215. Fork 3
  1216. Praetor 1
  1217. Mog 2
  1218. Marlowe 1
  1219. Touro 1
  1220.  
  1221. WINNERS: Buckmaster(4), Mantis(3), Fork(3)
  1222.  
  1223. Corvid Mech:
  1224. Moray 4
  1225. Fatshoe 3
  1226. Fence 1
  1227. Sweetheart 2
  1228. Chook 3
  1229. Blackjack 1
  1230. RatKing 2
  1231.  
  1232. WINNERS: Moray(4), Fatshoe(3), Chook(3)
  1233.  
  1234. Spacer Mech:
  1235. Sledger 2
  1236. Broodmare 4
  1237. Sleepwalker 1
  1238. Oxybeles 1
  1239. Widow 2
  1240. Howler 1
  1241. Juke 1
  1242. Aetos 1
  1243.  
  1244. WINNERS: Broodmare(4), Sledger(2), Widow(2)
  1245.  
  1246. Loyalist Tank:
  1247. Tinker 3
  1248. Betushka 5
  1249. Kilgore 1
  1250. Lowmill 1
  1251. Addax 1
  1252. Prowler 2
  1253. Pantryboy 1
  1254.  
  1255. WINNERS: Betushka(5), Tinker(3), Prowler(2)
  1256.  
  1257. Corvid Tank:
  1258. Dragon 2
  1259. Brokenheart 4
  1260. Killdozer 3
  1261. Rolston 1
  1262. Party Van 1
  1263. Krad 1
  1264.  
  1265. WINNERS: Brokenheart(4), Killdozer(3), Dragon(2)
  1266.  
  1267. Spacer Tank:
  1268. Rounder 7
  1269. Busker 2
  1270. Quill 1
  1271. Actias 1
  1272. Visch 1
  1273.  
  1274. WINNER: Rounder(7)
  1275.  
  1276. Loyalist AGRAV:
  1277. Buckler 4
  1278. Canary 2
  1279. Huss 2
  1280. Raider 4
  1281. Broadsword 1
  1282.  
  1283. WINNERS: Buckler(4), Raider(4)
  1284.  
  1285. Corvid AGRAV:
  1286. Longsword 1
  1287. Pompadour 3
  1288. Swordfish 4
  1289. ?Skate 2
  1290. ?Duke 1
  1291. Rope Kid 3
  1292.  
  1293. WINNERS: Swordfish(4), Pompadour(3), RopeKid(3)
  1294.  
  1295. Spacer AGRAV:
  1296. Hoker 3
  1297. Arlo 5
  1298. Leverman 2
  1299. Vex 1
  1300. Lexov 2
  1301.  
  1302. WINNERS: Arlo(5), Hoker(3)
  1303.  
  1304. ###
  1305.  
  1306. Overall Winners
  1307.  
  1308. MECHS:
  1309. (4) Buckmaster, Moray, Broodmare
  1310. (3) Mantis, Fork, Fatshoe, Chook
  1311. (2) Sledger, ?Widow
  1312. honorable mention: Touro (PJ-CSS ready)
  1313.  
  1314. TANKS:
  1315. (7) Rounder
  1316. (5) Betushka
  1317. (4) Brokenheart
  1318. honorable mention: Troubadour
  1319.  
  1320. AGRAVS:
  1321. (5) Arlo
  1322. (4) Buckler, Raider, Swordfish
  1323. (3) Pompadour, RopeKid, Hoker
  1324. honorable mention: Canavan
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