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GM III Early Warning Type

Delusion-MS #069: 

The machine performance and armament described in this article are all based on our own research and are unsubstantiated delusions.

MS Name: 
RGM-86EW GM III Early Warning Type / RGM-86EW EWAC GM III

Source: 
Mobile Suit Gundam: Advanced Operation
Mobile Suit Gundam: The Return of Zeon
Gundam wiki: RGM-86EW GM III Early Warning Type, Gundam: Battle Operation 2 Wiki: GM III (Head Vulcan (Modified)), GM III Beam Rifle, GM III Beam Saber. We referred from the article. 

Machine Concept: 
This machine is a modified version of GM III for electronic warfare. We value mobility over armor. It does not possess stealth skills, and has a fatal weakness that makes it easy to be quickly defeated if found by an enemy, so caution is required in its operation.

This machine is mainly for guided weapon type countermeasures possessed by Bishop, and is good at searching for enemies and disturbing. Weapons and attack power correction are high, and it is powerful in scenes where firepower can be produced. In this game, which has only the game rules for small-group combat, there is not much need for reconnaissance-type machines and patrol-type machines whose main mission is electronic combat, so we have added various weapons on our own.

Equipped Weapons: 
GM III Beam Rifle
GM III Beam Saber
Electronic Countermeasure System
Surveillance Unit
Head Vulcan (Modified)
Club

Skill: 
Leg Shock Absorber: LV3 
High-Performance Balancer
High-Spec AMBAC: LV1 
Frontline Support System: LV1 
Melee Combo Controller: LV1 
Forced Injector: LV1 
Personnel Radar: LV2
Maneuver Armor: LV1
High-Performance Radar: LV2
High Accuracy Analysis System
Observational Data Link
Anti-Stealth: LV3
Anti-Jamming: LV2

Unit Type: Support
Environment Usage: Space, Ground
Environment Specialization: Space
Melee Priority: 2

Surveillance Unit [Sub-Weapon #036]
Gundam wiki: PMX-002 Bolinoak Sammahn,
 Mobile Suit Gundam: Battle Operation 2 Wiki: Recon Type Zaku (Camera Gun). We referred from the article. 
Weapon type: 
Secondary Weapon, Beam, Extra
Hit Effect: 
Wince, Spot

Description: 
Since the observation Rader is used for reconnaissance, it does not physically interfere with the observation target. Since the indirect effect of the observation target is replaced with physical interference, it is treated as a weapon. It has a wince and spot effect, and has a long range, but it takes a long time to reuse it. No damage occurs on hit. The damage of the target is increased during the effect by the benefit of the equipped machine's skill.

The text was changed because the debuff effect was officially implemented. This weapon is easily noticed by the enemy due to the "wince effect". The spot effect can exceed the radar detectable distance.

This weapon can be used during fast movement. Cool time is the same as other camera guns.

Electronic Countermeasure System [Sub-Weapon #044]
Mobile Suit Gundam: Battle Operation 2 Wiki: 
Recon Type Zaku (Chaff Grenade). We referred from the article. 
Weapon type: 
Secondary Weapon, Beam, Jammer
Hit Effect: 
Wince, Jamming, Extra

Description: 
It is a weapon that irradiates the enemy with invisible rays, causing the target's radar malfunction and partial malfunction of the fire control system.

There are two fire control systems that interfere. The effect is to stop the ALS function of the target machine's weapon and extend the lock-on completion time (+3 seconds) of the weapon that requires lock-on.

At first, I thought that it would be an effect that "weapon specifications are prohibited while this effect is valid", but I put it on hold. For the affected target, the fire control system obstruction effect including the jamming effect will also be effective for 20 seconds.

Weapons that require lock-on are INCOM and funnels. The time extension effect actually affects the weapon switching time (+3 seconds) and cool time (+3 seconds). So, if you finish switching weapons just before receiving the effect, it will not affect the lock-on time.

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