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EDF Armory Information
  The EDF Armory is easily identified by the cutting edge of ballistics technology, bar the Tesla Coil. Modularity is a strong focus of the basic defenses of the EDF. The true EDF power, strategists have noted, however, is in the nuclear arsenal it possesses.


This page was last updated: June 07 2008
Concrete Walls
Prerequisite: EDF Barracks EDF Command Center
Cost: 100
Armor: Blast-Proof Concrete
Power:
Function: Protection of locations from a limited range of weapons.
Special:
Concrete walls, despite being somewhat useless due to the overwhelming abundance of advanced guided weapons, are utilised in securing areas, guarding structures and providing an augmented defense for units that can shoot over the them.

Minigun Emplacement
Prerequisite: EDF Barracks
Cost: 500
Armor: Steel
Power: 5
Weapon: M132 Anti-Infantry Minigun
Range: Medium
The EDF Minigun Emplacement is a minor anti-infantry defense which consists of a small concrete base and a remotely operated turret. Standard weapons are aging M132 Miniguns, but in several locations, upgrade packages have been shipped to allow for specialization.

M133 Minigun Upgrade
Cost: 200
Power: 0
Weapon: M133 Anti-Infantry Minigun
Range: Medium
The MGE-13 or M133 Minigun upgrade package is given to EDF commanders in areas where enemy infantry are proving to be excessively dangerous or numerous. Prior to the invasion, use of the M133 became extremely controversial- the rounds it used were designed solely to tear through man; a single turret could slaughter dozens of men. As of 0.6x, the M133 Minigun Upgrade can target vehicles and buildings. This will change in future versions.

SRAT Rocket Upgrade
Cost: 400
Power: 0
Weapon: SRAT Missiles
Range: Medium
The SRAT upgrade package is designed to augment the Minigun Emplacement's ability to combat enemy armor by installing a dual-missile launcher with medium-yield rockets. After initial deployment, it became part of the package to remove the standard Minigun's functionality, as to allow for more missile storage and to ease usage for new gunners. As of 0.6x, the SRAT Rocket Upgrade can target aircraft and infantry. This will change in future versions.

Gun Turret
Prerequisite: EDF Barracks
Cost: 700
Armor: Thick Steel
Power: 20
Weapon: 120mm Smoothbore Cannon
Range: Medium
EDF Gun Turrets are common sights at border outpost and other critical locations. The standard Gun Turret is equipped with a 120mm cannon firing an APFSDS round. While this round is terribly efficient at busting tanks, its become a source of complaint how mediocre the round is against infantry targets.As of 0.6x, the Gun Turret cannot target infantry. This will change in future versions.

HE Rounds
Cost: 300
Power: 0
Weapon: 120mm Smoothbore Cannon
Range: Medium
The HE Round upgrade package for the Gun Turret was a quick fix to issues encountered by the APFSDS equipped turrets. Being a stand-in until newer cannons and munitions arrive, it is also centric in its effectiveness. HE round upgrade packages are effective only versus infantry, light armor and drone vehicles.

DU Rounds
Cost: 500
Power: 0
Weapon: 120mm Smoothbore Cannon
Range: Medium
The DU Round upgrade package was again a quick fix to issues encountered by APFSDS equipped turrets. However, instead of giving it potential against the targets it was normally impotent against, this furthers the turret's ability to deal with them.

PAC-5 Missile Launcher
Prerequisite: EDF Barracks
Cost: 1000
Armor: Steel
Power: 50
Weapon: PAC-5 Missile
Range: Long
The EDF PAC-5 Missile Launcher is based on a 'hit to kill' philosophy. This means that the focus of the PAC-5 is to inflict as much damage as possible while at a safe range and slow rate of fire. EDF PAC-5 Missile Launchers require power to function.

MPAC-1 Upgrade
Cost: 350
Power: 20 additional
Weapon: MPAC-1 Missile
Range: Long
The MPAC-1 upgrade package may remind some EDF Commanders of the philosophies of the Second Red War; a greater volume of fire, but less damage. The MPAC-1 Missile is a small heat-seeking weapon designed to be loaded into PAC-5 Launchers 2 per launcher, allowing for 4 missiles to be fired in rapid succession. Each missile has a blast-proof cap to prevent the launching of the preceding missile from causing a premature detonation.

PAC-6 Upgrade
Cost: 600
Power: 50 additional
Weapon: PAC-6 Missile
Range: Long
The PAC-6 upgrade package was developed and placed in locations that would of once been Soviet-bloc countries. Before the Russian Federation joined the EDF, it was feared that a 3rd Red War could erupt; it was only ten years before the Russians joined the EDF that information was obtained about a new generation of nuclear missile that could fly faster, further and avoid counter-measures better than any other at the time. Despite the PAC-6s origin as a missile interceptor, it is incredibly effective at destroying helicopters and aircraft at vast ranges.

Naval Defense Missile System
Prerequisite: EDF Airforce Command HQ, EDF Shipyard, EDF Advanced Technology Center
Cost: 1750
Armor: Steel, Concrete
Power: 150
Weapon: Dual Guided Anti-Ship Missiles
Range: Long
The NDMS is a naval based defense platform designed to engage and destroy hostile warships with long-range missiles.EDF NDMSs require power to function.In future versions, the NDMS will be known as the NDS, and will instead use a long-range Railgun.

Tesla Coil
Prerequisite: EDF Airforce Command HQ, EDF Advanced Technology Center, any Power Plant
Cost: 2500
Armor: Cinder, Steel, Concrete
Power: 200
Weapon: Electrical Discharge
Electrical Super-Discharge
Range: Medium-Long
Medium-Long
The EDF Tesla Coil is certainly one of the most bizarre things to see inside one of their bases. Unlike most standard EDF defenses, the Tesla Coil inflicts damage via a symphony of coordinating computers and a powerful electrical shock so strong that it can overwhelm even the strongest of electrical devices; the effect of this discharge has been described to be fatal even to men wearing protection from electricity. EDF Tesla Coils can also have power delivered to it from certain weapons systems such as those found on Shock Troopers, allowing it to enter an overcharged state.EDF Tesla Coils normally require power to function.

Chronosphere
Prerequisite: EDF Advanced Technology Center
Cost: 2500
Armor: Concrete, Composite Steel
Power: 250
Super-Weapon: Time-Space Locational Shifting
Area of Effect: 3x3
Charge-Time: 5 minutes
Special: Limited to 1.
Despite being a device that has its origins in the First Red War of the 1950s, the Chronosphere quickly evolved, lasting over 60 years of periodic and frantic usage. The primary function of the Chronosphere is to shift entities in a selected area through time; but as distance through time increases, the power requirement gets exponentially higher. Thus, the secondary function of the Chronosphere came into existence- short range teleportation. While the energy surge is lethal to unprotected beings, this function can be put to use on any vehicle, ship and landed aircraft without danger.

Iron Curtain
Prerequisite: EDF Advanced Technology Center
Cost: 2500
Armor: Concrete, Composite Steel
Power: 250
Super-Weapon: Invulnerability
Area of Effect: 3x3
Charge-Time: 5 minutes
Special: Limited to 1.
Kills Infantry it is used on.
The Iron Curtain is a temporary Super Weapon for the EDF that provides limited invulnerability to a group of units for 1 minute. It will kill infantry it is used on. It will be removed in future versions.

Nuclear Missile Silo
Prerequisite: EDF Advanced Technology Center
Cost: 7500
Armor: Concrete
Power: 400
Super-Weapon: Multi-KT Nuclear Warhead
Area of Effect: 10x10
Charge-Time: 8 minutes
Special: Limited to 1
The mid to late 1900s saw a non-stop buildup of nuclear weapons- in bunkers, never to used. Although some terrorist factions, like the Brotherhood of Nod had obtained some nuclear weapons, it led to their undoings in the long run. Thus, most nuclear warheads were left in silos or were onboard US Navy then EDF Navy submarines. When the Invasion hit, the only thing that held a full-blown nuclear retaliation from saving the world a bloody war were staunch environmentalists and as usual, the UN bureaucracy. Eventually, nuclear weapons bans were removed entirely, and low-yield nukes began seeing usage in the war.


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