I'd like toss out an idea for a new section on this boss, a breifing on enemy weapons and units from the perspective of the Magrider crew.
For referance (or inclusion into the Magrider breif), a Magrider Hovertank has 3,500 points of armour protection. AMP Station sheilds add 20% additional defense to the vehicle when fully charged, so a Mag with full sheilds is sporting 4,200 effective armour points.
-Edit- Getting lazy, nearly midnight. Sleep sucks-
Slammer threat synposis: Enemy weapons and systems that pose signifigant individual threat to a Magrider
New Conglomerate:
Also known as "Smurfs", the NC focus on hard-hitting initial impact weapons, often with low refire rates. As such, the initial second of combat against the NC decides how the conflict will turn out. If they get more than one unanswered hit off in the opening seconds of combat, the fight is generally lost.
-Infantry Weaponry:
Jackhammer (Heavy Assault) Encountered only near towers and within base courtyards, the Jackhammer's primary threat is its ability to disintegrate a repairing crewmember with a single pull of the trigger. However, the distructive potential of armour-peircing shells is not to be overlooked. Capable of destroying a base generator with only 3 boxes of AP ammo (3x9 inventory space), the anti-armour capabilities of the Jackhammer are seldom mentioned due to the massivly limiting range factor.
=Strengths= High damage per shot, multipurpose
=Weaknesses= Short range
=Tactics= Avoid easy infantry drop zones during repair opperations, engage at range
Phoenix (Anti-Vehicle)
The strongest of the empire-specific AV weapons at 250 Vehicle damage per shot, the camera-guided phoenix missile can engage from beyond line of sight, capitalizing on the inability of the Magrider to act as a light artillery peice. The single-shot Phoenix missile has a flight time of 6 seconds, giving it a straight-line range of 250m.
=Strengths= High damage per shot, accurate, indirect fire
=Weaknesses= Low payload, low rate of fire, user vunerable to attack during guidance
=Tactics= Close and engage. If critically damaged, disengage in straight line away from launcher (Extends time untill impact, possibly outrunning missile)
Maxes: NC Mobile Assault Exosuits all have very similar behaviors in the eyes of the Magrider crew. All are long-range direct fire platforms. Counter as you would any slow-moving target.
-Vehicles
Enforcer: The seldom-seen NC Assault buggy, this armoured platform is capable of outrunning a Magrider across level terrain, outperforms it in rough hilly ground, and has a direct-fire weapon that, though lacking in projectile velocity, packs a decent punch and a large clip.
=Strengths= Large Clip, high speed, superior torque
=Weaknesses= Low armour, few experianced crews
=Tactics= Manuver rapidly, avoiding straight-line runs. If met in hilly terrain, engage with a constant eye on armour status and disengagement route
Thunderer: The Empire-specific Deliverer of the New Conglomerate is the biggest threat to the Magrider currently in existance. Faster, nearly as heavily armoured, amphibious and actually outgunning the Mag, this APC is not to be trifled with
=Strengths= Fast, heavily armed, accurate amphibious, doesn't require tech plant, carries additional troops, lower cert cost (need I go on?)
=Weaknesses= Cannot strafe, requires 3-person crew
=Tactics= Surprise and cross your fingers.
Vanguard: Main Battle tank armed with a massive 150mm smooth-bore cannon and dual 20mm chainguns, the Vanguard presents perhaps the biggest threat of any MBT to the Magrider. Its low profile and relativly flat projectile arc make it a threat at range, and the 20mm chainguns make water a questionable retreat at best.
=Strengths= 4,500 armour (5400 sheilded)!!, heavy-hitting cannon, AV-optimized secondary guns, low profile, quick stops and turns
=Weaknesses= Low torque, low rate of fire, slow projectiles
Perigrine/Eagle Battleframes: Everything you loved in the Vanguard, plus more. Pilot AV weapons hit hard at 300m ranges, Gunner AV leaves Damage over Time bubbles. Pilot AI vastly underestimated, can seriously chew up Mags @ 100m or less. 4,500 armour + Sheilds (~4-5,00 points, 90/sec regen standing, 170 crouched)
=Strengths= Hard-hitting, manuverable, nigh-invunerable
=Weaknesses= Essentially none
=Tactics= Bring a friend, engage at range. Have friend bring another friend, just to be safe.
~~~~~End Summary: New Conglomerate~~~~~
Terran Republic:
Also known as "Elmos", the Terran Republic weapons design concentrates on rate of fire, on the assumption that, while one bullet doesn't accomplish much, a thousand will hurt pretty much everything. Met engagements against Terran Republic MBTs rely highly on driver skill.
-Infantry Weapons:
Striker (Anti-Vehicle) The only infantry-portable TR weapon that poses a threat to the Magrider, this laser-guided missile launcher sports a 5-shot clip, high rate of fire, and average punch. At 125 Vehicular damage per missile, a Striker system can quickly dish out damage equal to 1/5th of a Magrider's total armour protection. However, the user must maintain line-of-sight to his target at all times, opening him up for return fire.
=Strengths= High rate of fire, accurate if unobstructed
=Weaknesses= Direct fire, gives "Missile Lock" warning
=Tactics= Manuver behind any peice of avaliable cover to break lock. Terrain, structures, even enemy or less-damaged friendly vehicles. Gunner uses missile trace on radar screen to backtrack flight and eleminate weilder
MAXes: Terran Republic Mobile Assault Exosuits pose the largest risk of any enemy MAX unit. Able to dish out incredibly high rates of fire accurately, the Dual Cycler MAX, while not a dedicated AV weapon, can swiss-cheese a Magrider's armour in short order. The Burster Anti-Aircraft flak cannon has long been used as a 500m anti-vehicle sniper rifle, and the Pounder AV Mortar Max can dish out a rain of death from beyond line of sight. Gunners should prioritize TR Maxes at roughly the same level as light armour (Lightnings)
-Vehicles
Marauder: Known as the Redneck-mobile, this modified pickup truck sports a turret mounted 12mm chaingun and independant GroundPounder mortar system. Never used in its intended role as a mobile artillery emplacement due to poor weapon design (Pounder projectile life insufficent to act as a true mortar), it's occasionally seen as a light skirmisher. Though faster and sporting higher torque, the Marauder poses no real threat in a one-on-one battle. Crews should be aware that the Marauder's biggest threat comes from its ability to rapidly deploy 3 Anti-vehicle equipped troops.
=Strengths= Higher speed, better torque
=Weaknesses= Poor weapons, low armour
=Tactics= Destroy as quickly as possible to prevent crew bailing.
Raider: The TR's Deliverer varient sports a quad array of 15mm chainguns. While midly more effective if fully crewed, the high crew requirement (5 person) and high ammo drain make this a limited-effectiveness skirmisher
=Strengths= Guns, lots of guns.
=Weaknesses= High crew requirements, requires coordination to be a threat
=Tactics= Engage cautiously, keep an eye on your exit stragtegy
Prowler: The Republican MBT, the Prowler is middle of the road on armour (4000, 4800 sheilded), the slowest and largest of the Empire tanks. However, the dual 100mm cannons and independant dual 15mm chainguns put out a hail of fire. With just the main guns, the Prowler has a 33% damage-over-time advantage on both the Magrider and the Vanguard. With the chaingunner focused on the same target, this advantage rises to 45%. Magriders should NEVER attempt to 'slug it out' with a Prowler unless it's already heavily damaged.
=Strengths= Incredible damage output, multitasking gunners
=Weaknesses= Big, slow, big, clumsy, big, seldom fully crewed, and very, very big.
=Tactics= Engage at long range, preferably from water. Use terrain avoidance (dodge through trees, ect).
Colossus/Invader Battleframes: Essentially a Prowler with legs, the Colossus mounts no suprises in the way of weaponry. Dual Anti-Infantry Chaingun loadouts seem to be most prevalent (and certainly the most satisfying to use) 4,500 armour + Sheilds (~4-5,00 points, 90/sec regen standing, 170 crouched)
=Strengths= Useful long range AI chaingun w/ decent AV potential, essentially same as NC BFRs
=Weaknesses= See NC BFRs
=Tactics= Combined fire.