▸▸ℍeavy Metal Magellan◂◂ free-form, original mech roleplay (full)

Started by Saria, September 16, 2015, 10:41:31 PM

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Saria





                        The initial panic from the impact had died down by now. There was a still a tension in the atmosphere, but almost ten minutes had passed without the entire transport falling apart or being consumed by fire, so it was starting to look like it wasn’t the end.

There was a loud pop as the intercom came alive, then the Captain’s voice.

“Ladies and gentlemen, thank you for your patience while the crew and I investigated the problem.

“It now appears that our right wing was impacted by what was probably a large chunk of space debris, or possibly a meteor. We have lost engines 9 and 10 completely, and engine 8 is dubious. More importantly, the structural integrity of the right wing has been severely compromised.

“Let me reassure you all that we will land safely. I say again, we are in no mortal danger. I cannot guarantee that we will land where we are supposed to, but we will make a safe atmospheric reentry and land safely at the nearest available airport - though it’s still too early to know exactly which one that will be.

“Unfortunately, we will have to jettison the cargo. The wing can easily handle reentry braking, but not if we’re carrying the weight of all our cargo.

“Cargo containers are designed to survive reentry, and make reasonably soft landings. However, there will be no guarantees where on Earth your cargo will land. Even if the cargo survives reentry and landing, it may still be unrecoverable if it lands in an inaccessible location, or someone else recovers it before the proper authorities. I apologize for the inconvenience, but this is an emergency situation.

“Container jettison procedures will begin in 45 minutes. You have 30 minutes to enter your containers and retrieve any valuables you can carry, if you wish. Or, if you wish, you may stay in your container after that time, and go down with it. By regulation, cargo containers are designed to double as emergency escape pods, so they will land safely - though not comfortably - should you prefer stay with your cargo. The choice is yours, and you have 30 minutes to make it.

“To repeat: We have suffered damage, but can still make a safe landing at the nearest airport if we jettison the cargo containers. You have 30 minutes to access your container and retrieve anything of value that you can carry. Or, if you wish, you can go down in one of the dropped containers, which should land safely - though there is no way to know exactly where. The First Officer and Third Officer will be on hand to answer and questions and assist you. Thank you for your patience.”
                       

After a mysterious accident on board a transport shuttle from the Lunar colonies to Earth, a small group of mech pilots are dropped from orbit with their machines. They land safely, but in the worst place they could have: smack dab in the middle of Ryazan, with its belligerent dictator and ruthless army of fanatics, all of whom would love the thrill of a gory public execution of foreigners.

Now they will have to make a 10,000 km journey to safety through some of the most dangerous countries on Earth. They will have to traverse rugged terrain and shifting political landscapes, and struggle to make do with limited supplies and little hope of finding allies, with the largest and most heavily-armed military in the world pursuing them ferociously.




An alternate universe, realistic, free-form mech roleplay




Created by
  King Serperior
GM
  Saria

Characters

The story

___ mech pilots opted to stay with their mechs when the containers were dropped:


  • Lt. Deepika Patel, mech pilot and electronic warfare specialist with the North Atlantic Alliance joint military, had just finished a set of low-g certification trials on the Moon, and was returning to rejoin her unit. She had two options. Within her mech were a set of important encryption keys for accessing the NAA military network, and identifying oneself as a friendly unit. If those keys were to fall into the wrong hands, it would be a catastrophe - enemies could decrypt secure communications, send false information through channels that should be trustworthy, or pass themselves off as allies. Deepika could either attempt to wipe her mech's hard drives before the drop - which was not 100% certain to work, and might leave traces that could be recovered - or go down with her mech and protect those keys until allies recovered her and her mech. She opted for the latter.
  • For Angela Blair, pilot of the colossal arena combat mech Ragnarok, there was never really much choice in the matter. Her mech was not only her livelihood, it was massive piece of proprietary technology containing some of the most important advances of her family's mech manufacturing knowledge. Other mech manufacturers would pay billions for the chance to take it apart and study it, which would spell the eventual ruin of Blair Industries. Not to mention the millions of fans who would kill for a chance to rip off pieces of it as a souvenir. No, she couldn't just let it drop to be recovered by whoever happened to find it first. She had to stay with it, both for her own sake, and for the sake of her family's company.
  • Athena Metaxas is not concerned so much for the safety of her companies. If the Arion/Aegis were to be taken by a rival, it would hurt her profit margin considerably, but as a genius mech designer she could simply move on to something else. What Athena is really concerned about is the fate of the world. The HAS/HEE concept is decades ahead of anything currently being used by any of the world's armies, and if the wrong nation got hold of it, and were able to replicate its technologies and put them into production, it could shift the global balance of power dramatically. Not to mention, like any great artist, she is loathe to have her work go public before she's satisfied that it's ready. The Arion and Aegis are her creations, and she will fight to protect them.
  • Joseph Hendrial is little more than a victim of circumstance.  He was in one of the containers, making a few last minute inspections to one of the new MMC-65 chassis when the sub orbital transport suffered damage.  The control systems to his container were damaged during the event, effectively locking him inside.  With few supplies and even fewer options, he decided the best course of action is to commandeer the chassis and try to make his way back to a friendly area.
  • Cpl. Leonardo Staltz joined the military for action, but this wasn't quite what he had in mind. On the way to his first posting, the incident on the transport plane meant that he was about to watch the first mech that had been assigned to him dropped to who-knows-where on Earth, possibly to never be recovered. If it did end up lost, knew how long he would have to wait to be assigned another. No, Leo wasn't having that; he was going to stick with the machine he worked so hard to earn a place in.
  • Alexander Nobel's job went without a hitch... almost. On the way back to Earth from a successful hit, wouldn't you know that something would have to go wrong? He'd only brought his mech to the Moon as cover for his real mission - officially he was just getting his machine tuned in one of the low-g factories; unofficially he was disposing of an underhanded businessman who thought he was safe in the Lunar colony. But while it was just his cover on that mission, he simply couldn't afford to have his machine simply dropped out of his hands.
  • TBD
All landed safely, but unfortunately for them, they landed in just about the worst place they could have hoped to on the entire planet.

Saria is no longer on Elliquiy, and no longer available for games

Saria

Name: Deepika Patel
Rank: Lieutenant
Role: Mech pilot / electronic warfare specialist
Nicknames: D.P., Deepi, Deep
Call sign: Thumper
Age: 26
Gender: Female
Sexuality: Bisexual
Height: 174 cm (5' 7")
Weight: 60 kg (132 lb)
Eyes: Brown
Hair: Brown, mid length, slightly wavy, not particularly well-styled or managed
Skin: Tan
Physique: Medium fit
Distinguishing marks/accessories: None

Appearance:
Although she cleans up quite well, the general impression one gets of Deepika's appearance is "dishevelled". She never looks dirty, but rather she always looks like she started the day dressed immaculately, but was then forced to do something physical or stressful, and ended up just a little out of sorts - even if she just stepped out of the house in the morning. This is partly deliberate - to give higher-ups the impression that she is working hard (even when she isn't) - and partly due to simply not caring about the details, and leaving just a few strands of hair out of place, or her shirt just a little too untucked on one side, or simply never bothering with makeup. She also has a tendency toward slouching, and loose posture and casual walk. She is often accused of failing to meet military standards of dress code and appearance. On those rare occasions that she does pull it together, she often startles even those she works closely with: She has soulful, expressive eyes, full lips, and body in immaculate shape due to her natural height and figure, and propensity to work out when bored or stressed.

Bio:
Deepika was the fourth daughter - not child, daughter; she was actually the seventh child - of a moderately wealthy family who "adopted" (bought) children from poor families in the "homeland", and raised them according to their religious principles. But "Mommy" was always away doing business (and, allegedly, doing business partners), and "Daddy" was an artist who thought it was fine for the kids to run free so long as they left him alone. So Deepika started "acting out", and it wasn't long before she had her own Juvy rap sheet, and became more of a headache than her adoptive parents were willing to tolerate.

Soon she was bouncing around the system, and petty shoplifting blossomed into organized thefts with a girl gang, and soon running cons. None of her foster families could straighten her out - indeed, most were actually victims of her scams. But after an epiphany she had while watching a busker one day, she started to grow a distaste for the life, and eventually collaborated with authorities to get her pimp and the ringleaders of her gang arrested. Unfortunately, she was arrested herself a year or so later during an attempted robbery, and because she was now an adult, facing prison time and a criminal record.

The judge - planning to campaign for public office - offered to waive prison time and a record if she joined the military, under the logic that it would "straighten her out" in a way prison wouldn't. He never thought she would take the offer, but she knew her former gang mates were waiting for her in prison. The military might have been dangerous, but the alternative was a shiv in her spine within months.

She never intended to take the military seriously. The plan was just to tough it out until Basic was complete - thus fulfilling her court-ordered obligations - then fake an injury, get medical discharge, and benefits. But she discovered that the military wasn't all that bad. There was a lot of bullshit to put up with, but she was a sanguine, easy-going type, so she could shrug it off. And the danger could be mitigated by picking the right career path - though her options were very limited because of her lack of education and half-assing Basic, so she couldn't avoid a combat position; electronic warfare specialist was a much better option than, say, infantry. Her plan is to make Major, then transfer to a cushy position, and she's already close to Captain.





Chassis:  Light modular core (a core that accepts attachments at 7 points: back, left and right shoulders, left and right arms, left and right legs)
Model:  LMC-42 "Valkyria" core, with 2 LC/L-6 legs and 2 LC/A-4 arms
Weight Class:  Light
Weight:  28 T (tare); 45 T (max gross)
Height:  8.5 m
Mech Name/Callsign:  —
Armaments (Standard Layout):  — (being a modular mech chassis, has no single "standard" layout)
Armaments (Non-Standard):
Fully automatic flechette gun: Removable, mounted on right forearm. Fires 6×45 mm fin-stabilized carbon steel darts (with polymer sabots) at a rate of 350 rounds per minute, with a 1000 round cartridge. This is a primarily anti-personnel and penetrating round used against the very light plating of non-armoured vehicles and some kinds of power armour. Unlike bullets, the flechettes are not designed to flatten out and stop inside a target (so they have little "stopping power"), they rip right through the target, and continue on through whatever is behind them. The result is while a single shot has less chance of killing than a bullet, but far more chance of penetrating through light cover and thin plating (like bullet-proof vests). It is totally ineffective against even light armouring.
Combination light shield / light pile bunker: Removable, mounted on left forearm. Uses compressed gas to drive a super-hard 15 mm diameter spike into a target. Several tonnes of force are focused on a very small point, which enables punching through light armour, and into the circuitry, mechanics, or people inside. By the power of the piston alone, it can penetrate light armour consistently and even medium armour under good conditions, but a skilled pilot can time the piston release at the apex of a punch to add several tonnes more force, and puncture even medium armour with ease, though care must be taken not to exceed the limits of the punching arm. (Deepika Patel is aware of this technique, but cannot use it consistently.) The pile and its compressor is covered by a large plate of medium armour that extends to the sides, and doubles as a shield. With the arm positioned correctly, the shield is large enough to cover the entire pilot profile, but not much else.
Subsystems (Standard and Nonstandard):
LC/EW-4 Electronic warfare package: Removable, attached to the core at the back and both shoulder mounts. Contains a suite of systems designed to make the mech a electronic warfare and countermeasures platform. Consists of:

  • Radar: Active and passive phased-array radar systems. Effectively useless against ground targets due to interference from terrain and structures, but able to pinpoint airborne targets for hundreds of kilometres, if they're high enough and have a large enough radar cross section; can pick out a small surveillance drone at 50 km in good weather, ~20 km under average conditions. Active radar gives position away, but is necessary for radar target acquisition.
  • Lidar: Pulsed 1500 nm wavelength lasers are used for ground imaging, in combination with standard and infrared cameras. The system is able to image a centimetre in diameter half a kilometre away. Its primary purpose is to generate battlefield maps and targeting information, such as for artillery or orbital strikes, but it doubles as "night vision" and infrared or ultraviolet vision to allow the pilot (and any connected allies) to "see" through darkness or smoke. When not using the pulses for extra resolution, lidar is passive.
  • Chaff: Cartridges that are fired, usually upward, that burst at a preset height and throw out metallic confetti that confuses radar. There are two types of cartridges: one simply throws out chaff, the other bursts into a small balloon that dangles chaff. The chaff scattered by a regular air-burst cartridge floats slowly to the ground over the course of several minutes. The balloon stays airborne for an hour or more, provided it isn't shot down or blown away. Chaff blocks all radar - friend or enemy.
  • Full spectrum antenna and broadcast unit: Capable of resolving and emitting signals across the entire broadcast range. Useful for detecting the presence of enemy by their transmissions, but since the emitter is more powerful than the standard broadcast emitters in most equipment, can also be used to jam, drown out, or spoof enemy signals.
  • Satellite detection and tracking: If the sky is clear, can detect the presence of satellites overhead, and identify them using a database of registered satellites. Useful for being aware of when enemy spy or tracking satellites are coming into range.
    • Integrated Battlefield Intelligence System (IBIS): All of the data collected from the detection systems is collected and put together to get one big picture of the battlefield. That data is then combined with all data collected from allied units, and then routed through the commander - who could be in an entirely different mech, or even kilometres away in a base camp, or in an aircraft - who marks targets, paints waypoints and routes, and gives targeting instructions. The upshot of all this is that when a mech with the IBIS package is on the field, the other mechs in her squad can get the majority of their target acquisition and tracking data from IBIS, so they can carry less optics, radar, and processing equipment, and instead carry more weapons, ammo, and armour. They are also able to coordinate better, and avoid all shooting at the same target (unless that's what is desired). IBIS transmissions are encrypted, so they can't be snooped or spoofed, and sent both using radio and light pulses - if radio transmissions are jammed, mechs can still share IBIS data among each other so long as there is a line of sight path. The system includes a "keyring" of encryption keys for important allied organizations, so that squads can connect to any allies they run into, share data, and cooperate better... but if those keys fell into the wrong hands, the enemy could spy on all battlefield communications in real time, and give false information that will be taken as "safe", and access networks and information with a wealth of highly valuable and highly dangerous information.
    Jump jets: Non-removable (built in to the LMC-42 core and the LC/L-6 legs). Compressed air assistive jets mounted on the backs of the thighs, calves, and ass. The LC/L-6 legs provide a powerful push off the ground, which alone allow for a jump of almost 15 m, but when the jump jets kick in, they magnify the effect considerably. Unloaded, the mech can jump almost 70 m into the air. With the current loadout, ~50 m. The jets require 30 s to fully repressurize, but after 5 s can provide just enough thrust to cushion the landing from a full jump. Bursts from the jump jets can also be used for quick "dodges" to the side - a standard tactic is to step out from cover, fire, and when return fire is incoming, jet-burst back into cover. The trick is to pull that off without unbalancing and toppling over gracelessly.
    Adaptive camouflage: Removable. Any place it can be managed, the mech is covered with 10 cm diameter hexagonal flexible "stickers", that wirelessly communicate with each other, and with the mech's main computer. They are dull grey by default, but can change colour on command to any hue. Generally the mech's main computer will use the optical sensors to "see" the environment, then try to create a pattern of random colours that the "stickers" can display that will make the mech very hard to see in that environment. If the mech remains stationary, and the environment is chaotic enough, it can hard to spot by both human eyes an machine vision (due to the semi-regular hexagonal pattern) even from less than 50 m away. The colours do not change instantaneously - it takes a second or two - so the camouflage is useless in motion. The colours are also somewhat limited to dull, dark colours - they cannot produce pure white or pure black. The "stickers" provide no help with armouring, and if damaged become useless (but can be trivially peeled off and replaced).
    Strengths:
    Highly mobile and manoeuvrable: Very fast, and able to quickly change correction, and move within just about any terrain type - even city streets and civilian vehicle bridges. Hard for slow tracking turrets to target, and able to effectively fight from cover because the mech can quickly dart in and out of it.
    Stealth: Though the mech could hardly be considered a true "stealth" machine because it is not truly invisible to visual, radar, or anything, its adaptive camouflage and ECM package make it extremely hard to pinpoint and target. Under the right conditions - in a chaotic enough environment or from far enough away - it can be effectively invisible.
    Hands: The hands on the LC/A-4 allow the mech to operate a wide range of equipment, without requiring any modification to the mech. It can pick up and use clubs, blades, rifles, shotguns, RPG launchers, and a variety of non-weapon tools. More importantly, it can reload hand-held weapons, implying a functionally infinite ammo supply in combat (assuming you have a functionally infinite ammo supply available).
    Modular design: The mech itself is really just the torso and head. The arms, legs, backpack, and shoulder weapons are separate, and anything that fits the same standard connection points could be substituted. There are a variety of parts available, such as heavier legs without jump jets that provide better stability when firing heavier weapons, or arms that don't have hands but rather integrated machine guns or beam weapons instead. It also means the mech is usually trivial to repair, if you have spares: just pop the broken limb off and snap a new one on (not to imply this could be done by hand - you need a crane to lift mech limbs - but it can be done even on the battlefield with a "medic" mech / combat engineer).
    Weaknesses:
    Open field combat: While the mech excels in combat in areas where it can duck behind cover, in open spaces it's basically an 8 m tall clay pigeon to enemy mechs, and it doesn't have the armouring to take much of a pounding.
    Light armour: Can take hits from most standard mech weaponry, but only from range. Utterly useless in close-up combat, and against heavy or high-powered armour piercing ordinance.
    Light weaponry: Starts out effectively unarmed, but even after acquiring a full load-out, still wouldn't be much of a threat to anything but other light mechs, unless Deepika is willing to give up the EW/ECM equipment.
    Not sealed: The mech can operate completely submerged... but only for a few minutes before the pilot drowns. The cockpit isn't sealed, so the pilot is vulnerable to chemical or biological weapons - which includes water deeper than ~7 m. There is a face mask in the cockpit connected to small air tank, but only ~30 min worth.
    No soloing: With its EW/ECM load-out, this mech can't even handle a fair fight with equivalently-classed mechs - it would only be a threat to foot soldiers and battle armour, and even the latter would be a challenge. It is supposed to be a part of a team, providing only light attack power on its own, but vastly multiplying the combat effectiveness of the dedicated combat mechs it is linked with. Without the team, it's almost entirely ineffective.
    Overall Description:  The LMC-42 "Valkyria" comes to a little over 8 m tall, with LC/L-6 legs, and with LC/A-4 arms has a mostly humanoid appearance, albeit with a bit of a sunken head. The pilot sits/stands in the upper torso - the "head" lifts up and tilts back and the front plate folds down to allow the pilot to enter; a Christmas tree ladder extends down from the front plate to allow the pilot to climb the 6 m to the cockpit. When the pilot leaves the cockpit, she takes a "key" with her - which is either a small tab that fits on a keyring like a conventional garage door opener and is only used to open/close the mech, or a small tablet/remote that can allow the pilot limited operation of the mech from outside (which is mostly used to facilitate maintenance). The battery is in the crotch - panels open to allow recharging cables.
Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Name:  Angela Blair
Rank:  N/A;  Civilian
Role:  Pro Mech Fighter
Nicknames:  Often called 'Angel of Destruction' in the arena or just 'Angel'
Callsign:  N/A
Age:  24
Gender:  Female
Sexuality:  Straight, but curious
Height:  5'5" (165cm)
Weight:  125lbs (57kg)
Eyes:  Green
Hair:  Red, straight, cut to shoulder length, often gets cut shorter if it gets too much to handle
Skin:  Lightly tanned
Physique:  Healthy and lithe
Distinguishing Marks:  Tattoo of a purple rose on left shoulder.

Appearance:  Like the image, for the most part. =>;  Appears rather pixie-like.  Despite that, she is very much tomboyish, though she does occasionally like to make sure she looks decent.  In all honesty, she looks more like the kind of girl who should be a model instead of a mech fighter.  More often than not, her looks cause her opponents to underestimate her. 

Bio:  Angela was born on one of the small colonies on Earth's moon and was raised by her grandparents, her parents owning a few decently-sized factories that build and repair mechs.  She was born on the moon because her parents didn't want her to live on Earth which was no place for a child to grow up on due to the fighting going on in some areas and the intense mech combat in the more peaceful countries.  So, the first ten years of her life was spent going to one of the better schools on the moon and growing up.  Despite that, she discovered the joys of Mech Combat when she was 10 after watching an underdog pilot defeat a champion pilot in a wild 1v1 match.  From that day forward, she was interested in combat mechs.  By the time she was thirteen, she learned how to drive a small loader mech, the very one that that her grandfather drove to load and unload shipping containers at the colony's main port.  When she was sixteen, she caught the attention of someone who worked on the mech combat circuit.  It turned out that the guy had never seen someone so young pilot a machine like that with such ease and thought she had potential.  By the time she was eighteen, she was piloting a Light mech and winning one-vs-one battles with little effort in the lower leagues of the circuit.  By the time she was twenty, she'd upgraded to a Heavy mech and was working on two-man teams for a change.  However, she quickly found that her style of battle clashed with most of the teammates' she sided with.  By the time she was twenty-one, she'd won one of the larger tournaments and that supplied her enough money, along with the selling of her winning Heavy mech, to buy a custom Colossal mech.

Her parents, having followed her progress, helped her upgrade and work on her newest mech which was based on an 'Omni-Shell' system, one of the most adaptable of the Colossal Mech shells.  Her parents were thrilled to learn that she was planning on piloting the newest mech type and helped upgrade it according to her strengths.  Thus, the Ragnarok was born.

Angela eventually took this machine to win a number of smaller championships and excelled in Free-for-all battles.  In just two years, she achieved enough victories and made friends in key locations to receive an invite to this year's grand championship as one of three Dark Horse picks.  There, she fought her way to 7th place, surprising a number of people with her skill and dogged determination.  After such a hard-fought victory, reaching the top ten in that tournament, she and Ragnarok returned to the Moon for repairs, upgrades, and reloading.  She planned to stay there for a few weeks before returning to Earth just in time to enter the new season.

Equipment/Gear (Grabbed before entering the Mech's Storage Container):
A couple of cases of personal items ranging from spare clothes to some food to some water.





Chassis:  Hexapod Omni-Frame
Model:  Custom Design
Weight Class:  Colossal
Weight:  125 tons (Standard loadout, fully loaded); 180 tons (Maximum carry weight)
Height:  27m (89 feet)
Top Speed:  40kph (25mph)
Mech Name:  Ragnarok
Armaments (Standard Layout):
Rail Gun:  Central weapon and main gun, the Rail Gun fires a long piece of hardened Tungsten that is designed to penetrate even through cover.  It can only fire one shot before requiring reloading and requires a three second charge time before firing.  However, once fired, the seven pound projectile travels at speeds that exceed Mach 6, making a direct hit devastating.  It takes 10 seconds (5 with the custom ammo delivery system) to load up a new projectile.  The weapon has an effective range of nearly 30 kilometers (Effective meaning safely firing each projectile without risk of damaging the rails of the weapon), each projectile losing nearly no velocity when it reaches its target.  The Rail Gun has a normally has a total of 100 projectiles, more than eight the number she would ever need in the arena, theoretically anyway.  However, when it was loaded on the transport, the Ragnarok was loaded with it's maximum ammo for all weapons:  600 projectiles (4.2 tons).  Can be removed/change, but not recommended as it's the main weapon.  Angela has the ability to turn off all safety features to allow the Rail Gun to fire at a target nearly 160 kilometers away at speeds that reach near Mach 8, resulting in the complete and total destruction of almost any target.  Doing this, however, means the weapon will be unable to be used again until new rails are added as firing at such power will warp the rails too badly.  It is a last resort tactic that should only be used when there is absolutely no other choice as replacement rails are very difficult to come by.
Minigun:  Mounted just above and to the right of the main gun, the Minigun is designed for closer work than the Rail Gun and can help pin down a close-range target while the main gun charges and takes aim.  The minigun fires depleted uranium rounds that can tear apart smaller mechs, vehicles, and personnel with ease.  Fully loaded, the minigun has a total of 720,000 rounds of ammo and the gun fires at a rate of 12,000 rounds per minute.  It takes about a second for the barrel to spin up before it fires.  The minigun can be removed and/or replaced if needs be.
2x 14-Missile Pods:  Featuring 14 explosive high-yield missiles, these pods are mounted on the just above, behind, and to the left and right of the main gun in a half-hexagonal, half-cube launcher whose safety covering can flick open to rain either direct or suppressing fire on the targets.  Each missile carries a high-yield payload and travels at 350 mph towards its target.  Each missile can be fired either individually or at the same time as any number of others, providing either precise attacks or an overwhelming assault.  Each pod has three full pods of replacements, totaling 84 missiles overall, though the missile pods must be emptied before the replacement set can be loaded (which takes up to thirty seconds).  The Missile Pods are set on rotating turrets and, as such, are currently only weapons that can be fired backwards on Ragnarok.  It is mainly used to pin down a target, get them out of cover, or for pure offensive purposes.  Both missile pods can be removed and/or replaced.
Armaments (Non-Standard):  N/A
Subsystems (Standard and Nonstandard): 
Ammo Delivery System:  Halves the time it takes to reload ammo.  Extremely important for the Rail Gun's lower reload rate.
Target Lock:  Makes the Rail Gun and Missile System much more accurate and deadly; Limited range, but once a target is locked onto, target lock remains even if the target is out of sight for almost 60s.
6x Gripping Claws:  Under each leg is a 'foot' with a 4-prong gripping claw that allows the mech to grab the ground to help reduce recoil and provide extra stability.
Fortress Armour:  The mech doesn't need speed, rather it needs heavy armor to survive in the arena while picking off targets.  Even for it's weight class, the Ragnarok's armor is substantial. 
Basic Sensors and Communications Equipment:  Designed for the arena, these sensors and communications are of limited range.

Strengths: 
Omni-Frame Chassis and Advanced Fusion Core:  The most advanced frame ever created by Blair Industries and the only one of it's kind, this frame is a company secret and was designed solely for Angela and the Ragnarok.  The Omni-Frame is extremely adaptable, allowing it to take on nearly every weapon and electronic subsystem in existence with no problem.  The entire mech, all weapons systems, and electronic systems are powered by a massive fusion core, which is the most efficient core ever put on a mech.  It's powerful enough to power a medium city all on it's own with nearly no strain on it.  The Omni-Frame was designed by Angela's mother and the Fusion Core was designed by her father.
Powerful Weaponry:  It is rare that a mech has the stopping power of two Missile Pods, a Rail Gun, a Minigun, and enough ammo to hold back a small army.  The Ragnarok has this stopping power, making it a deadly threat on the battlefield.
Extremely Heavy Armor:  Backing up the weaponry is the massive slabs of armor coating nearly every surface of the mech.  It is a true juggernaut in the arena, able to shrug off attacks that would cripple smaller mechs.  The Ragnarok once survived a missile barrage of more than 100 Swarmers with barely any damage, walking out of the smoke to blast the legs off the smaller mech it was facing.
Very Stable Firing Platform: Six legs and six gripping claws allows the mech to accurately fire it's weapons on just about any terrain while on the move.
Massive Power Source:  It takes a LOT to power this behemoth of a mech and it's fusion engine is one of the most powerful of it's weight class.
Pilot Protection:  The pilot sits deep inside the mech, protected from nearly all assaults.  It is theorized that, when the cockpit is sealed, the pilot could survive a nuclear blast due to the mech's massive, thick armor and the cockpit's sealing system.
Ranged Combat:  A combination of missile fire and the massive range of the Rail Gun's projectiles allows it to cut down targets before they get into range.
Open Environments:  With the combination of massive armor, range, and firepower, the Ragnarok is the kind of mech that excels on an open battlefield.

Weaknesses: 
Size:  Being an Colossal mech, it's size means that it is a big target.
Noise:  The Ragnarok is pretty much impossible to use silently, so sneaky tactics are out of the question.
Speed:  Though the Ragnarok has a powerful power source and is fairly quick for it's size and weight, it is still fairly slow, maxing out at 40kph.
No Hands:  Due to it's design, it has no hands to use in delicate situations.
Close Range:  Due to the weapons systems, the Ragnarok's main defense at close range is it's Minigun as the Rail Gun fires too slowly to make it useful beyond a single shot.  As such, when dealing with small, fast targets, assistance by allies is appreciated.
Urban Environments:  Due to the Ragnarok's size, battles in cities prove difficult due to the closed in space.

Overall Description:  Ragnarok is a large, somewhat squat, Hexapod mech with thick armor plating covering nearly all of the mech's body.  Due to it's increased weight and the way it's legs are designed, it is not very fast or agile.  It's thick legs instead provide stability when firing it's weapons, no matter the terrain.  Each leg has gripping claws that allow it to grip the ground and stand it's ground while the pilot aims and fires it's weaponry.  Ragnarok has the Blair Factory Logo (a purple rose) printed on it to represent it's pilot's family's factories.  Other than that, it can easily be painted multiple coloration, but it is usually a rusty brown, giving it the illusion of it being little more than a giant rust bucket.  The main gun is the largest and most central of the armaments and is the most powerful ranged weapon the Ragnarok has (Though a full barrage of missiles outdoes it).  The Minigun is more for closer work and the missile pod is for pinning down targets until Ragnarok can bring it's other weapons to bear.  The heavy armor on the legs provide additional protection.  The pilot accesses the cockpit via a cable and footloop to lift the pilot from the ground.

Equipment/Gear (Stored inside Ragnarok's cockpit):

  • 3X Pilot Suits: Two of them being spares loaded into the cockpit since Angela ruined two suits during the course of last season's 'Mech Wars.'  Suits are form-fitting and are designed to protect the pilot;  Colored purple and white with the Blair Industries logo on the left shoulder.
  • 2X Pilot Helmets:  One is a spare;  Not meant to stop bullets, rather to integrate with machine: has built-in face mask, augmented reality display, and communications, once plugged in to the mech;  Has the Blair Industries logo on the left side of the helmet.
  • Maintenance Kit:  As a precaution, the kit would allow Angela to do some minor repair work on the Ragnarok.
  • Plasma Torch:  Though the cockpit is sealed and is nearly impenetrable from the outside, the inside has a number of special failsafes that, when cut through, would allow the pilot to escape should the mech be entirely powerless for some reason;  Doubles as a weapon, but why would she need a weapon?
  • Fire Extinguisher:  For the unlikely, but still possible chance, of a fire in the cockpit.
  • Aid Kit:  For mostly minor wounds and scrapes;  Hasn't been used, but is periodically replaced anyway.
  • Flashlight:  For if the internal lights go out, just in case.
  • Sturdy Knife:  For if she is forced to cut through the thick straps of her pilot's seat if they become jammed;  Doubles as a weapon if somehow needed.
  • Old, but well-kept 9mm pistol:  Though it has no ammo, Angela keeps her grandfather's old pistol he used in the war with her as a good luck charm since it kept him alive;  She has fired it before and is decent with it, but only on the practice range.
  • Gas Mask:  Standard in all mechs
  • Three Gallon Water Purifier:  Depending on the format, some mech battles can take a long time.  During this time, the cockpit tends to heat up and that causes the pilot to begin sweating.  To counteract water loss, Angela's father personally installed a water purifier into cockpit that can hold up to three gallons of water at a time.  The pilot can sip the pure water through a straw-like cord that can be connected to the pilot's helmet.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Karma

Name: Athena Metaxas
Rank: Elite Contractor
Role: Engineer and mechanic, pilot when necessary
Nicknames: Meta, Queen Bitch
Call sign: Hephaestus
Age: 34
Gender: Female
Sexuality: Explosive and selfish
Height: 175 cm (5' 9")
Weight: 56 kg (125 lb)
Eyes: Brown
Hair: Brown
Skin: White
Physique: Slender just short of malnourished
Distinguishing marks/accessories: Arms and legs are peppered with scars of all sizes from her rigorous work ethic designing and implementing mech technology. Sides and inner arms are crisscrossed with self-inflicted but incredibly intricate Greek script that appears to be complete gibberish even in Greek.

Appearance:
Athena is an undeniably beautiful woman with the heart of an engineer. That is to say that she rarely takes any advantage of it; more often than not she is greasy, sweaty, and uninterested in doing anything about it until she finishes that “one last thing” that never seems to be completed. This often leaves her in boy shorts and clingy undershirts, for what it’s worth. Similarly, she’s known to rarely smile or laugh, taking great ownership of a classic “resting bitch face.” She’ll make a fantastic old witch one day.

Bio:
Athena’s father, Aineas, was once a well-respected aeronautics and bipedal robotics engineer. His designs were said to be truly genius; he was considered by his peers to be designing up to fifty years ahead of existing technology at any given time. It became a given that each new Metaxas design would require entirely new manufacturing processes to even test. The development of utilitarian mechanized armors into purebred weapons of war was a movement that Aineas Metaxas codified when he was still a young man; his legacy was great and terrible, and where lesser men would have buckled under the guilt, Aineas was focused only on the next big thing. His diligence and genius made him wealthy and highly sought-after, though not only for contracts. When Athena was only twelve, she watched from a closet as “peace activists” put a violent end to him. Humans are weak, she learned that day. We need to become something stronger.

Born of a rather short-lived tryst with a popular actress, Athena’s beauty and inheritance could have bought her a life of ease and luxury even in a world such as this. Though she had her mother’s gifts, she also had her father’s: mechanical genius and deep-seated sociopathy. She pored over Aineas’ prodigious notes after he died and proceeded to burn them all once they were settled in her head. By the time she should have been starting college, she was already spearheading the resurgence of Metaxas Defense Industries to the fore of government-contracted mechanized infantry work. Once her father’s legacy had been assured, she became a recluse, working feverishly on the project, as of yet, has not borne any publicly known fruit.

Athena views modern mecha as bloated abominations. Though it was primarily her father’s doing, she can be easily goaded into ranting about how pointless it is for a simple gun platform to have feet instead of treads. While her father’s company continues supplying much of the world with the very mecha she hates, she has continued private work on her magnum opus. Force amplification is a concept basic to physics and can be seen in tools as simple as levers and pulleys. It is this concept that underlies her Human Amplification Suit, or HAS. Powered assistance mechanisms have existed for centuries, but never with the fully natural feel of the HAS. It is her greatest work, and few know about it yet.

Personality: Athena is cold, misanthropic, and brilliant. The only thing that matters to her is research and development, and she possesses a disturbing lack of discretion about what methods are used to enable it. She is not an especially talented combatant, and has seen little direct action, but has spent thousands upon thousands of hours tuning and improving her HAS as well as the HEE (Hostility Escalation Exoskeleton) that it docks with, which has given an her extremely exact sense of what it is capable of. She takes little interest in her own well being. She spends inordinate amounts of time working on and wearing the HAS, barely sleeping or eating, and it has left her health in a sorry state. While some of her muscles are toned from working endless hours with her hands, most of them have atrophied to at least some extent. In her suit she's the strongest person on the planet, but out of it she can't walk quickly for long without getting winded, among other things.




Chassis:  Humanoid Exoskeleton
Model:  Extremely modified Hostile Environment Suit
Weight Class:  Featherweight
Weight:  <½ ton (empty) 1 ton (Standard loadout, fully loaded); 10 tons (Maximum carry weight)
Height: 2.4 meters (8 feet)
Top Speed:  112kph (70mph)
Mech Name: Human Amplification Suit (HAS), nicknamed Arion
Armaments: HAS uses human weaponry, albeit with extreme accuracy and no recoil. Athena has also created several modular armaments for it including shoulder-mounted missile pods, short-range artillery, an anti-personnel cannon, and leg-mounted RPGs. All of these use standard ammunition but custom equipment.
Subsystems (Standard and Nonstandard): 
Boosters:  At several points on the suit, repulsors are installed to aid with evading, jumping, and hard landing.
HUD:  The HAS, being at its core a hostile environment suit, utilizes a highly advanced area scanning overlay that is able to report an incredible amount of detail. The HUD is projected onto the visor and as such, if damaged, will not obscure vision. Features include target tracking, aim assist, topology, infrared, and a suite of other options.
Performance Enhancement:  Life support systems gauge the user’s physical state and administer medicine and other chemicals based on context or user request. If the HUD system is active, the two systems work together to optimize each situation.
Phoebe:  Behind the HUD and PE systems is Phoebe, a nexus for all of the HAS’ systems and sensors. While not an AI by any traditional definition, Phoebe’s assessments and suggestions can give that illusion. As long as the suit has power, Phoebe can also control the HAS if so directed.
Failsafe Design:  If any or all of the HAS systems fail, the suit is still capable of functioning, if at a significant handicap. An average human would still be able to walk in the suit at about 5MPH without power. Each part of the suit can either be retracted or ejected in an emergency.

Strengths: 
Agility:  Bipedal design gives the HAS a maneuverability and unpredictability of movement that cannot be matched by “vehicle” type mechs. Its capacity for sudden changes of direction, bursts of speed, acrobatics, and its very small size make it very difficult for standard mech targeting systems to get a solid lock. The immense relative strength of the HAS allows it to leverage its agility in the form of jumping and climbing.
Natural movement:  There is no guesswork involved in controlling the HAS. As a force amplifier, each movement is directly translated, so that the basic tenets of its use can be understood in mere minutes. It is carefully balanced so that once the user has become accustomed to the suit, they can utilize it almost as if the suit has become part of them.
Stealth: Its small size and simple mechanisms make the suit hard to spot or hear due to the sensor standards of most large mecha.
Dynamism:  The size and humanoid nature of the HAS makes it widely applicable to any situation.

Weaknesses: 
Firepower:  While the HAS can handle large scale human weapons with ease, and has weapons platforms that only it can use, they are all generally small caliber in comparison to standard mechs. It will never win in a direct firefight and will have to rely on pinpoint strikes and, in many cases, melee combat in order to disable its opponents. The best option is to never directly engage at all.
Armor:  The HAS possesses one of the greatest strength-to-size ratios of any mech, but it is still small, and so has very light armor. Large scale weapons meant for full size mechs will get through its armor quickly. Fortunately, nearly all weapons that could get through with one hit are slow enough to avoid.
Repairs:  Athena has personally fabricated a large amount of custom parts for her HAS. While she can readily fabricate more, this takes time, and only in rare cases will the HAS be easily repairable with found parts.

Overall Description:  Arion is a powered exoskeleton the size of a very large human. It opens up from the back to allow the user to enter, and can adjust itself to fit a wide variety of body types. It is very fast but lightly armored. The forearms are reinforced to absorb blasts and hide climbing aid apparatus, while the shins and ankles are likewise reinforced and can open up into claws for grip. The suit uses very little power for the most part, which allows it to run on batteries instead of a reactor; a necessity for its small size. This does mean, however, that use of its boosters must be carefully calculated as they are very energy intensive.




Chassis:  Giant Humanoid Exoskeleton
Model:  Custom Build
Weight Class:  Sub-Light
Weight:  5 tons (empty) 10 tons (Standard loadout, fully loaded); 75 tons (Maximum carry weight)
Height: 3.65 meters (12 feet)
Top Speed:  195kph (120mph)
Mech Name: Hostility Escalation Exoskeleton (HEE), nicknamed Aegis
Armaments: The HEE can use most handheld weaponry from mechs its size and larger. Its hands are too large for HAS or human weaponry, and it is too small for standard hardpoint attachments. As such it is designed primarily around harrying and melee combat, as well as sabotage like its core, the HAS.
Vibrosabers: Aegis carries two swords in back mounts. These swords require power (via being wielded) to vibrate, but are perfectly functional blades without power. They are designed to remove limbs and cut through armor to expose internal components. They can be dual-wielded but are at their best when used two-handed. (2)
Kunai: The HEE carries four of these at a time, at mount points on each knee and both hips. These blades are meant only for stabbing or throwing; they have an extremely sharp point but no cutting edge. Each contains a burst battery capable of providing limited course correction via thrusters. If the kunai detect that they’ve pierced armor, they break open and blow the rest of their charge for an electromagnetic assault on the innards of the target. Rechargeable. (4)
Autocannons: Both forearms of the Aegis hold retractable rotary cannons that can use various ammo types, though they are usually stocked with anti-armor rounds. (2x100)
Shoulder Spikes: What appear to be standard weapon catching/deflecting spikes are actually further anti-armor weaponry. They are rockets, as opposed to missiles, filled with an anti-armor payload. As they are rockets, they can only fire straight out, making it often preferable to literally ram the opponent with the Aegis’ shoulder to get them lodged in the enemy’s armor before detonating them. (2x6)
Vulcan Cannon Two barrels on each side of the head house anti-personnel rounds. (2x25)

Subsystems (Standard and Nonstandard): 
Microreactor Batteries become unreasonable for the Aegis’ size and necessary power output. The reactor is an ultra-safe design meant for home and business use that has found a unique home. Athena has altered the limiter to let it run hotter than would be comfortable otherwise.
Boosters:  Unlike the HAS, the HEE features a full-fledged rocket propulsion system thanks to its reactor. Still mostly used for jumps and evades, but is capable of short flights as well.
Mnemosyne:  When the HAS and HEE are docked, Phoebe gains access to significantly more computing power, graduating her to a true simple AI. While Phoebe’s control over the HAS is relatively simplistic and reactive, Mnemosyne is a capable combatant in her own right. She can’t compete with human aces on an even footing, but combined with the Aegis’ high agility and speed relative to most mechs, can often outperform them. Athena has built in safeguards against Mnemosyne taking full permanent control; fully independent circuits detect if a human is in the suit every five minutes and eject the HAS if none is detected over two cycles. The HEE has no onboard memory and cannot house Phoebe, making Mnemosyne only possible when the suits are combined.
Failsafe Design: The HEE is designed under the same basic principles as the HAS. Unpowered walking speed is about 20 MPH.

Strengths:  The HEE has the same advantages as the HAS, but has improved firepower.
Mnemosyne: The AI can seamlessly adjust aim, avoid projectiles, and provide many other combat enhancements.

Weaknesses:  The weaknesses are also similar for the most part, minus the glaring firepower and armor concerns.
Mnemosyne: The AI’s actions are not always seamless. More of a struggle for the pilot than for survival, Mnemosyne can take action without warning for the purpose of mitigating damage, as it has developed a desire for self-preservation. The actions of the Aegis not matching up 1:1 to the pilot’s movements can be extremely disconcerting for the uninitiated.

Overall Description:  Aegis is effectively, and by all external appearances, a standard humanoid sub-light mech. It is extraordinarily fast and structurally tough, but its armor is still on the light side.

Grizzly

Interesting concept.  I'm intrigued.  Are there any special rules for character creation or mech selection?  What sort of realism are we looking at?
We few, we happy few, we band of writers;
For they this day that share words with me
Shall be my fellow; be they ne'er so vile,

King Serperior

Quote from: Grizzly on September 17, 2015, 09:05:07 AM
Interesting concept.  I'm intrigued.  Are there any special rules for character creation or mech selection?  What sort of realism are we looking at?
Hello, Grizzly, and thanks for the interest!

For the character and mech creation rules, there are actually some.  They're right here:


[float=right][img height=300 padding=10]INSERT CHARACTER IMAGE URL[/img][/float]
[b]Name:[/b] 
[b]Rank:[/b]  [i]Military or civilian[/i]
[b]Role:[/b] 
[b]Nicknames:[/b]  [i]If any[/i]
[b]Callsign:[/b]  [i]If any[/i]
[b]Age:[/b] 
[b]Gender:[/b] 
[b]Sexuality:[/b] 
[b]Height:[/b] 
[b]Weight:[/b] 
[b]Eyes:[/b] 
[b]Hair:[/b] 
[b]Skin:[/b] 
[b]Physique:[/b] 
[b]Distinguishing Marks:[/b] 

[b]Appearance:[/b]  [i]Anything the picture doesn't show.[/i]

[b]Bio:[/b]  [i]Brief biography of character[/i]

[b]Equipment/Gear (Grabbed before entering the Mech's Storage Container):[/b]  [i]Items grabbed before everything is jettisoned[/i]


[hr]

[float=left][img height=300 padding=10]INSERT MECH IMAGE URL HERE[/img][/float]
[b]Chassis:[/b]  [i]Mech Frame[/i]
[b]Model:[/b]  [i]If it is a standard-issue mech, name the model;  If it is a custom design, just leave it as 'Custom'[/i]
[b]Weight Class:[/b]  [i]Battle Armor, Light, Medium, Heavy, or Colossal[/i]
[b]Weight:[/b]  [i]Mech Weight (List weight with standard layout and maximum carry weight)[/i]
[b]Height:[/b] [i]Mech Height[/i]
[b]Top Speed:[/b]  [i]Mech's top speed under standard layout[/i]
[b]Mech Name:[/b]  [i]If the mech is named, list it;  If it has a callsign instead, list that.[/i]
[b]Armaments (Standard Layout):[/b]  [i]List the mech's standard weapon systems;  Each system should be noted as fixed or not (I.E. can it be removed and replaced with another weapon?);  Basically, the weapons that the mech starts with.[/i]

[b]Armaments (Non-Standard):[/b]  [i]List any additional and/or replaced weapons on the mech.[/i]

[b]Subsystems (Standard and Nonstandard):[/b]  [i]Anything that isn't a weapons system (I.E. adaptive camouflage, jump jets, Advanced targeting systems, ect); Note whether they are standard or nonstandard.[/i]

[b]Strengths:[/b]  [i]List at least three things this mech excels at, both in and out of combat (I.E. Hands, mobility, armor, ect)[/i]

[b]Weaknesses:[/b]  [i]List at least three things this mech has difficulty with both in and out of combat (I.E. Very loud, slow reload/recharging weapons, limited mobility. ect)[/i]

[b]Overall Description:[/b]  [i]A short, detailed description of the mech that the picture doesn't show.[/i]

[b]Equipment/Gear:[/b]  [i]Gear that is stored in the mech's cockpit[/i]


As you can see in the Mech CS part, it talks about weight class.  The weight classes are:  Power/Battle Armor, Light, Medium, Heavy, and Colossal. 
Power/Battle Armor is about the size of the Hulkbuster from the Avengers.  They usually weigh no more than 5 tons. 
Light mechs are about 25-30 tons, give or take. 
Medium mechs are around 50 tons. 
Heavy mechs are around 75 tons. 
Colossal mechs, such as the Ragnarok, are 100+ tons.  For example, Ragnarok weighs in at about 125 tons. 

Mechs that fall under the minimal weight class (I.E. a 60 ton mech) would be classed as Medium.  A mech must weigh at least 75 tons to be classed as Heavy).

Some things to note:  Power/Battle Armor usually can interface with a larger mech, allowing the pilot to take control of it or provide extra firepower and defense.  Doing so while someone is piloting the target mech is usually a very bad idea as an interface attempt with an active mech is liable to throw the smaller one off and cause serious damage.

As for the heights, it really depends on if the mech is a biped or multiped.  A general rule of thumb is that heavier mechs tend to be larger than smaller ones.

As for realism, it will be as realistic as a mech game can be.  Rest assured that this is NOT like any anime.  Mech's get damaged, malfunction, and can be destroyed.  Pilots get hurt or sick or die.  Weapons can overheat and jam and missiles can be duds.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Ralhend

(It seems I am fashionably late...)


Name:  Joseph Hendrial
Rank:  N/A;  Civilian
Role: Mercenary Mecha-Combat Technician, Working for NAAJM
Nicknames:  None Assigned Yet
Callsign:  None Assigned Yet
Age:  30
Gender:  Male
Sexuality:  Straight
Height:  6' (182.88cm)
Weight:  210lbs (95.25kg)
Eyes:  Green
Hair:  Auburn, cut short, often mussed
Skin:  Lightly tanned
Physique:  Healthy and solid
Distinguishing Marks:  Severe scarring on either sides of his spine, with stainless steel plates and myomers visible along its length.
Distinguishing Behaviors:  When lost in thought, he will often touch the back of his neck, fingering the vertebral ridges under his skin...
Appearance:  American; Mixed German and Dutch Heritage. Strong and athletic.  Often wears coveralls with a gun-style toolbelt.  He carries a special set of Jeweler's screwdrivers in his left breast pocket, and a 12" adjustable wrench on his right leg, both for technical and sentimental reasons.

Bio:  Was a promising cadet during mech basic training, but was dishonorably discharged after severely beating his Recruit Division Commander.  The details of that event are sealed and he doesn't talk much about it... Not one of his favorite subjects.

Hendrial found work after washing out of training as a security guard for the moon colony.  During the Ankharran Blitz he manned an older sniper rifle, and with four others,  held off an attacking force of 300 by using the terrain to their advantage. Joseph and his ad-hoc squad bought enough time for the main forces to arrive, and force back the imperial invasion attempt.  Their bravery saved thousands, but Joseph sustained major injuries to his spine. Injuries that were serious enough to warrant a cybernetic replacement.  While being armored and well protected against bare hand / knife attacks, the spinal replacement affords him no special abilities.  While he has full mobility, he is left with a dull ache along his lower back and legs, an unfortunate side-effect of the synthetic nerve replacements. He takes regular doses of morphine to counteract the pain.

Being immobile for nearly seven months during the recovery process, he poured himself into researching mecha electronics, focusing on radar and communications.  He also (from his bed) played a popular online mech simulator game, familiarizing himself with standardized mech operation.  He is currently ranked 9th out of 12,000,000 subscribers.

Over the next several years he became an authority on mecha systems, and is often sought out as an "Independent Consultant". He currently works for the North Atlantic Alliance Joint Military In this capacity.  Joseph's role and reason for being present on the transport are to help evaluate the new MCC-65 Mecha Chassis.

During the incident, he is in one of the containers looking over one of the new mechs technical readouts, and constructing a formalized evaluation of the design to send back to the manufacturer.  He is not able to exit the container during the incident due to damage sustained in the meteor strike, and is forced to make do with what he has available in an effort to escape.  He has the armor, The anti-material rifle (But only one magazine/5 shots), and basic gear pictured (List will be updated).  His mecha has no armament however to start, aside from the medium range mecha assault rifle. 

(This is the gear of a fallen soldier that was being shipped back to the homefront, found as he was rifling through container's storage crates in an effort to gather supplies for the drop.)
Lightly damaged Type-2 Infantry Flak Armor
Backpack
Bedroll
Shaving kit (75% intact)
Canteen with Bio-Filter. (cleans most microbes out of the water but leaves it smelling/tasting like a swimming pool)
Survival Knife
Barret Mark IIV Anti Material Rifle, One Magazine, 5 rounds, no reloads
Used Medical kit with 50% of its supplies intact
50' Coil of rope
One Flash-Bang Style Grenade
One Frag Style Baseball Grenade
Damaged Las-Pistol (Good for close range only, 30ft, until the focusing Lenses are replaced)
550 Caterpillar style bracelet

Regular Gear:
500ml of Morphene (about two weeks worth, he can make it last 3, but expect him to be grumpy)
RADU-II Diagnostic AI System



RADU-2

The "Reclaimed Automated Diagnostic Unit Mark-2"  Is a type 2 Mil-Spec AI computer core that was made fifteen years prior to the current storyline.  It was recovered and rebuilt by Joseph Hendrial, a civilian Mecha-Electronics Technician working for {Insert name of our allies military force here, we need to discuss this later}

Joseph decided that he could use a new diagnostic unit for running repair routines and automatic test programs.  Due to budgent contraints, the military denied his request.  Frustrated, he pieced together RADU-2 
Using salvaged parts from other heavilly damaged Mark 2, 3, 4, and 5 systems in his spare time...   A memory buffer here, a closed nitrogen cooling system there, and then re writing the code and memory values to hopefully make everything work correctly...

Once the system was brought online it performed almost perfectly.  Diagnostic routines and repair efficiencies in the repair shop were up almost 50%...  The system could also play a seriously mean game of chess...

The finished product is housed in a 5 gallon wire mesh bucket, and is roughly 3 times the size of a newer Mark-6 Artificial Intelligence unit...   It also runs 25% faster, but at a price.

The cobbled together nature of the system is its greatest strength and its greatest weakness.  Despite many fixes to the software and hardware, the components will sometimes run into synchronization problems which can cause RADU to malfunction from time to time.  The longer RADU operates, the more the synchronization issues compound and increase the likely-hood of a glitch.   

For every hour that the system operates, there is a chance that a synchronization issue will occur.  Roll one ten sided die, and subtract 5 from the result.  If the end number is less than 0, no synchronization issues happen, and the system works fine.  If the number is greater than zero, add this to RADU's percentage pool.

There is a way to resolve the issue.  The system has to reset itself with a diagnostic routine that requires at least one minute of cycle time for each percentage point accumulated.  Every hour that RADU is operating however, and has percentage points in its pool, roll percentile to see if a malfunction occurs.

For example:  Radu and Joseph are out assisting Deep/Thumper on a salvage run, and RADU has been operating for 5 hours straight.   1d10 is rolled 5 times:

Roll 1 : 4                  no points in the pool, no glitch event possible yet
Roll 2 : 6 (add 1)     72 is rolled against 1%, no glitch event
Roll 3 : 7 (add 2)     65 is rolled against 3%, no glitch event
Roll 4 : 3                  81 is rolled against 3%, no glitch event
Roll 5 : 9 (add 4)       5 is rolled against 7%, See below

This equates to a 7% chance that RADU experiences a glitch.  A d100 is rolled.  If a 01-07 is rolled, RADU has something happen.  If 08-100 is rolled, the system works fine.

For purposes of this example, lets say the player rolls a 5.  He would then roll percentile again on the following table: (I'm open to modding this table btw if you guys have any ideas for an interesting glitch event)

01-35%  Language processor glitch. RADU begins slurring his words.  One word out of every 5 he says will be pronounced backwards for 1d10+(X%) minutes
36-45%  Radar Ghosts appear, when there is actually nothing there. RADU however will insist that a hostile is nearby for 1d8+(X%)minutes
46-55%  HUD malfunction.  HUD begins to flicker, making targeting and ranging difficult for 1d6+(X%) minutes
56-65%  Language software recognition glitch.  RADU begins speaking gibberish and cannot be understood at all.  He likewise cannot understand pilot commands for 1d4+(X%) minutes
66-75%  Hydraulics regulation malfunction.  Mech's speed is reduced by half for 1d4+(X%) minutes
76-80%  Weapon system lockout.  One weapon system goes offline, and cannot be used for 1d10 minutes
81-90%  Engine overcharge event.  Mech speed is doubled for 1d10+(X%) minutes, afterward speed is reduced to 25% until diagnostics are run
91-94%  Jumpjets fire for no reason, launching the mecha in a random direction.
95-97%   FCS error.  All weapons are unusable for 1d4(+X%) minutes until the system restarts.
98-99%   Minor Hardware Error.  Mech powerplant regulation hardware goes out of phase, Initiating a synch routine. Re-boot in (X%) minutes
100%       Fatal Hardware crash.  A critical component experiences a power surge, and the part is effectively slagged.  Mech shuts completely down until the part is replaced.



Chassis:  Medium Modular Core, class-65(a core that accepts attachments at 9 points: back, left and right shoulders, left and right chest bays, left and right arms, left and right legs)
Model:  MMC-65 "" core, with 2 MC/B-8 legs and 2 MC/C-6 arms
Weight Class:  Medium
Weight: 34 T (Dry); 65 T (Fully Loaded)
Height:  11.2 m
Mech Name/Callsign: — Ares
Armaments (Standard Layout):  — (being a modular mech chassis, has no single "standard" layout)

Reinforced Arms and Legs (Standard):  This chassis was designed with the possibility of hand-to-hand combat in mind.  The hands and feet, wrists and ankles, elbows and knees, hips and shoulders have all been reinforced to withstand the stresses of mecha scale combat.  With the right training, a pilot could be quite deadly even when all of his ammo is spent.

Monofilament Edged Combat Knife (Standard):  The MMC-65 comes with a 2.5 meter long mecha sized knife, edged with titanium monofilament wire.  In hand to hand situations, this allows the pilot a better chance of penetrating thick armor and striking a vital system or the enemy pilot.

Ares Model 7 Quad-Medium Laser Rifle (Non-Standard): This was the closest weapon available, and all Joseph was able to grab during his escape.  Its a mech sized medium range battle rifle, consisting of a cluster of 4 medium lasers chained together in a box configuration.  This weapon can fire from a detachable box power cell (Containing enough power for 30 shots) or it can draw power form the mech’s reactor core, allowing it to fire indefinitely. The only real disadvantage this weapon has is it’s limited range and its tendency to overheat if misused.

Subsystems (Standard and Nonstandard):
GN/GPG/-72 Fire control System: Removable. This is a standard issue, low cost FCS made to be mass produced for rank and file soldiers. Consists of:
•   Radar: Active and passive phased-array radar systems. Able to pinpoint airborne targets for roughly 100 km, if they're high enough and have a large enough silhouette.  This system can pick out a small target (5m across) at 20 km in good weather, ~5 km under average conditions. Active radar gives position away, but is necessary for target acquisition.
•   Infrared and Low Light Amplification: These are standard issue optics that allows the pilot to have fair visibility in low light / Fog / Smoke filled conditions.
•   Mecha Communications Suite: A standard issue communications hardware package allowing the mech to coordinate with the rest of his mecha infantry unit.
•   RADU-2 (Reclaimed Automatic Diagnostic Unit)(Removeable) This is Joseph’s Jury-Rigged Mark 2(6) AI.  The system itself is made to tap directly into the mech’s computers for purposes of running diagnostics.  In his haste to escape his damaged cargo container, Joseph used this AI to bypass the chassis anti theft systems.  When not connected to an outside power source, RADU is able to operate off of its interal battery for about 10 hours.  The system is housed in a standard interface computer frame, about the size and shape of a standard 5-gallon bucket.  It weighs 20lbs
 
Jump jets: Non-removable (built in to the MMC-65 core and the MC/B-8 legs). These are compressed air thrusters made to give the mech somewhat better mobility in rough terrain, and to slow a parachute descent after a halo-drop.  The system requires a full minute to recharge after being used.  A fully charged unit is able to propel the chassis a distance of 50 meters, straight up or across.

Strengths:
Highly Adaptable: This chassis was made with the intention of creating a machine that useful in almost any situation.  Its mix of fair speed, good armor, and generous hardpoints allow this mech to make use of any heavy (or lighter) standard mech weaponry pods.  If a faster mech is needed, the armor and weapons could be stripped, and the mech issued a long range sniper type weapon.  If close range combat is to be expected, the weapons and armor could be issued to reflect this.
Sealed Cockpit:  This chassis was made with keeping the pilot alive as long as possible under extreme conditions.  The MMC-65 is rated to operate completely submerged up to a depth of 200 meters.  Its possible it could go deeper, but the pilot runs the risk of damage to the mecha. 
Hands:(Borrowed from Deepka's mech) The hands on the MC/C-6 allow the mech to operate a wide range of equipment, without requiring any modification to the mech. It can pick up and use clubs, blades, rifles, shotguns, RPG launchers, and a variety of non-weapon tools. More importantly, it can reload hand-held weapons, implying a functionally infinite ammo supply in combat (assuming you have a functionally infinite ammo supply available).
AI system: RADU-2 is a high performance, (if unstable) AI that assists the pilot in battlefield situations. RADU is linked directly to the mech’s computers and sensors, and is capable of giving the pilot updates of the situation around the mech, as well as making suggestions of what actions to take. RADU has a limited ability to pilot the mecha, but is locked out of firing the weapons systems.
Modular design / Ease of repair: This chassis was made with heavy use and constant repair in mind.  Being a mass produced mech, replacement parts are fairly common, and the chassis itself is spacious and roomy, allowing properly equipped technicians to make field repairs quite easily, usually able to complete their work in about half the time it took them to repair the earlier MMC-50s. 

Weaknesses:
Inexperienced pilot: Joseph Hendrial is a technician, not a pilot. While he is familiar with how to operate a mech, he has no mecha combat experience outside of the simulators and video games. Unlike the sit down arcade cabinets, the mech moves and heaves as he pilots it, and he finds this somewhat disorienting...
Limited communications system: The stock comms system on an MMC-65 is designed with only the basics in mind, as it was made to be a small part of a larger mech force, coordinating and networking with the units designated comm-Officer, who’s mech is usually equipped with a more advanced system.
Patchwork AI (RADU): RADU-2 is a daisy-chained combination of obsolete components and spare parts.  While able to perform better than the late model mark-6 AIs, RADU can be somewhat tempermental, and sometimes the parts have synch issues.  There is a cumulative 1d10-5x1% chance for every hour he continuously operates that he malfunctions (The results of which are determined by a random table that’s currently in the works)  The only way to prevent this is to put the system into a synchronization cycle periodically, which takes about one minute for every 1% that was accumulated. (IE if he accumulated a 34% error rate, he we need a 34 minute synch phase to find all of the bugs in the system.)  The mech is inoperable during this time, since RADU is required to bypass the mech's anti-theft systems.
No secondary weapons installed:  This particular mech was prepped for transport only, and did not have any of its hard points fitted with any weapon pods.  The bays themselves however are functional, and are ready to accept upgrades at any time.
Jack of all Trades, Master of none: While this is a good mech for most situations, its not a great one. Light mechs are faster and more maneuverable, while heavier mechs have more armor and carry better weapons.

Overall Description:  The MMC-65 "Ares" is a bipedal war machine, made to be commonly and cheaply mass produced to bolster mech infantry forces.   It’s a little over 11 meters Tall, with a squat appearance.  The main reactor is housed in the abdomen just under the cockpit.  The powerplant is an “off the shelf” Nissan 227 production type, with ports for recharging external batteries of vehicles and other light mecha.  The pilot accesses the cockpit from a cable with a foot loop, which lifts him up from the ground.
Post Rate: (Lethargic)
Request Thread/ Ons and Offs /A/A Thread
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Saria

Whew, it's been a hell of a busy last-half-of-the-week! It looks like I have some catching up to do!
Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Alrighty, I have heard from Gurass and he's nearly done with his character.  So, depending on what he comes up with character and mech-wise, that might leave just one final spot open.  Then, we can begin this journey of dangers!   :D

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Saria

Awesomesauce. Then I think I'll change one spot to "claimed", and the title to say "1 spot left".
Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Sounds good to me!  I wonder what our new two mechs/characters will be like?  As of now, we have:

One frail, fast mech that is nearly a god in electronic offense and defense that is piloted by a strict, by-the-book personality;  One highly experimental Power Armor that provides more of a punch that it appears to be able to piloted by a near anti-social mind;  One adaptable mid-close range medium mech with good armor, but lacks powerful weaponry and piloted by an inexperienced ex-military man; And one massive, heavily armed and armored monster of a mech piloted by a cocky arena pilot.

Looks like there's a lot of room for interesting niches and personalities in this rather dysfunctional group.   :D

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Saria

Oh, Deepika is just about the farthest thing you can get from strict and by-the-book. :P As far as following the rules goes, her philosophy is much closer to "what the commander doesn't know won't hurt zem".

Strictly and by-the-book, she should wipe her mech's systems and surrender to the local authorities the instant she realizes she is in hostile territory. But of course, that ain't gonna happen. :P
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King Serperior

Haha, well, you have a point!  I suppose that she's more along the lines of "by-the-book until she finds a passage she deems is BS, so she changes the text to her advantage."  :P

O/O's
A/A'sMonster Girl Palace
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Saria

More like: "Who needs a book? Only people who can't think for themselves, and need everything written out for them." :P (Followed by: "I am intelligent and creative enough to not need the book at all." "Hey, Deep, what's the best way to do ___?" "... give me the book.")

She'll expect everyone to do what she tells them, but not because she's a believer in rules or regulations... just because she wants everyone to do what she tells them. :P "Do as I say, not as I do."

On another note, I've got a couple of questions about that map, so let me clarify:

The map is just a visual aid for inspiration and understanding. I don't intend to use it in-game. In fact, I could have made a completely fictional world map, but a) too much work, b) I wouldn't want to be stuck using that map in-game either.

I don't intend to actually use real-world geography, territories, or political boundaries. That's just too much work to keep track of for too little payoff, and too much risk of bothering people who have a stake in various nationalities or political issues.

Also, the differently coloured areas on that map don't necessarily need to be all different countries; they're just "areas". One country can have areas in it which are more dangerous than others. I'm not really keen on either making up or keeping track of 50 different countries that we pass through. As far as I'm concerned, there are only like 6 countries: one made up of the former USSR (which I've called "Ryazan"; one made up of China, Mongolia and everything south/south-east; one made up everything between Africa and China (basically the Middle East plus India); one made up of Northern Africa; one made up of Southern Africa (or basically just South Africa); one made up of Europe; and "everywhere else".

And there is no connection between the places on that map, and any places mentioned in character back-stories or in-game chit-chat. Athena is Greek, Deepika is Indian, etc. but the India Deepika is from has no relationship whatsoever with the orange blotch on the map. Deepika is not an agent from a hostile country.
Saria is no longer on Elliquiy, and no longer available for games

Kiric Rand

well I am intrigued. I love the whole mecha thing and would love to get into a game using them.
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Quote from: Kiric Rand on September 20, 2015, 07:57:26 PM
well I am intrigued. I love the whole mecha thing and would love to get into a game using them.
Hey there, Kiric!  Long time, no see!  Glad to see that you're interested!   ;D

So, what sort of ideas for mech and pilot do you have in mind?

Quote from: Saria on September 20, 2015, 07:43:02 PM
More like: "Who needs a book? Only people who can't think for themselves, and need everything written out for them." :P (Followed by: "I am intelligent and creative enough to not need the book at all." "Hey, Deep, what's the best way to do ___?" "... give me the book.")

She'll expect everyone to do what she tells them, but not because she's a believer in rules or regulations... just because she wants everyone to do what she tells them. :P "Do as I say, not as I do."
Haha, that's why I love her personality!  :P
Quote
On another note, I've got a couple of questions about that map, so let me clarify:

The map is just a visual aid for inspiration and understanding. I don't intend to use it in-game. In fact, I could have made a completely fictional world map, but a) too much work, b) I wouldn't want to be stuck using that map in-game either.

I don't intend to actually use real-world geography, territories, or political boundaries. That's just too much work to keep track of for too little payoff, and too much risk of bothering people who have a stake in various nationalities or political issues.

Also, the differently coloured areas on that map don't necessarily need to be all different countries; they're just "areas". One country can have areas in it which are more dangerous than others. I'm not really keen on either making up or keeping track of 50 different countries that we pass through. As far as I'm concerned, there are only like 6 countries: one made up of the former USSR (which I've called "Ryazan"; one made up of China, Mongolia and everything south/south-east; one made up everything between Africa and China (basically the Middle East plus India); one made up of Northern Africa; one made up of Southern Africa (or basically just South Africa); one made up of Europe; and "everywhere else".

And there is no connection between the places on that map, and any places mentioned in character back-stories or in-game chit-chat. Athena is Greek, Deepika is Indian, etc. but the India Deepika is from has no relationship whatsoever with the orange blotch on the map. Deepika is not an agent from a hostile country.
Oh, I completely understand.  Depending on how far in the future we are (guessing pretty dang far considering there are Lunar colonies and mecha!), boarders of countries and even their names, would have greatly changed.  I am perfectly fine like that.

Besides, that is a visual representation, so a completely different version of Earth is also quite fine as well.  I'm good with it.  *nod*

O/O's
A/A'sMonster Girl Palace
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Kiric Rand

actually looking over that now.... trying to decide what I want to run as a character
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Guardian of Lynnie's heart
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior


O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Kiric Rand

I actually have a character concept already in mind, it's the mech i am having trouble with
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Guardian of Lynnie's heart
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Alright, well, I have a lot of mech image ideas.  It just depends on the basic concept that you're looking for.  What are you thinking when you visualize a mech for your character?  Worst case scenario, I can post a few of the mechs I have in my collection and maybe one will spark an idea or two?

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Kiric Rand

Well, the idea for the character is kind of this big, imposing merc of a character, kind of quiet and reserved, more of the actions speak louder than words. And I want his mech to kind of match that kind of personality. I am thinking a heavy class mech, some decent weaponry. His whole attitude is "I don't get paid by the hour."
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Guardian of Lynnie's heart
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Quote from: Kiric Rand on September 20, 2015, 08:27:47 PM
Well, the idea for the character is kind of this big, imposing merc of a character, kind of quiet and reserved, more of the actions speak louder than words. And I want his mech to kind of match that kind of personality. I am thinking a heavy class mech, some decent weaponry. His whole attitude is "I don't get paid by the hour."
So, you're looking for a merc-style mech, one that has the tools to do the job where it needs to?  I have a few mechs like that in my folders:



O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Kiric Rand

nice, I'll take a look at them and see if one of them fits what I am after
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Guardian of Lynnie's heart
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Okay, well, I hope one of those images helps!

Also, since you are going for a Heavy class, do note that Jump Jets are unable to be placed on them due to their weight.  If you're looking for that, I would suggest a Medium class.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Kiric Rand

that is fine. I don't expect him to be a mobile mech, just a brutal one

I will finish out the mech tomorrow. getting late
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Guardian of Lynnie's heart
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

akirakaneda

Well I bring it my character and mecha, I'm throwing some ideas to the plot as well. I'm editing this later, as I haven't post the picture of my character since I wanted to know if an anime/manga picture would be fine, and secondly, and I might be posting a second character as this mecha is a two-manned one.

Name:  Saigo Miyamoto
Rank:  Military: Commander
Role:  Mech pilot
Nicknames:  Sai, Raijin (god of thunder)
Callsign:  Agamenon
Age:  22
Gender:  Male
Sexuality:  Straight
Height:  1.70 m/ 5.5 ft
Weight:  54 kg.
Eyes:  Brown
Hair:  Black
Skin:  lightly tanned
Physique:  Healthy but not toned
Distinguishing Marks:  Some small scars in chest and arms, a tattoo of bones and skull in his left arm with the number 702
Appearance: A Japanese descendent, he carries a katana which is with him when he pilots his mecha (just like WWII Japanese pilots), if there is time to prepare for a battle he will be a hachimaki or Japanese traditional bandana around his forehead.
Bio:  Son of one of the first families to set on Mars he saw the tense relations between Earth and Mars since his childhood. He was born in a hard-to-die ultranationalist Martian family, they had come from Japan many generations before, but now Mars is their home.
Saigo spent his childhood and teenage years training kendo, being taught about the “Free Mars” and also in mecha piloting. The young men were expected to be prepared for the war of independence which was supposedly about to start. It made of him a hard-working, loyal, stubborn but a dull and strict (unable to think “out of the box”) guy. He soon revealed himself as one of the best pilots the liberation movement could have.
Unlike the Moon colonies, Martian colonies got a bad relation, Mars is almost 10 times far from Earth than the moon so they never saw themselves as part of the Earth, and by the same reason the Earth nations strengthened its domination over Martian people until they felt the planet was a giant mining camp. Many uprising occurred, but were crushed sometimes through negotiation other times through force. And although some Earth nations had allowed some autonomy to their colonies, others were still under an iron fist, especially those hold by Ryazan.
Since the 16 he's been fighting with the "Martian legion" a unit formed by soldiers from Mars in different Earth conflicts to gain combat experience as well as money and potential allies for the Martian uprising, it was then when he was nicknamed "Raijin".
Before the accident, he was taking a newly developed mecha to Earth, where the secessionist cause has some supporters, to improve the test type, the last step before mass-production, then the accident took place. He is not going to abandon the mecha that might be the weapon which may take Mars to freedom, and certainly not to the Ryazan army. [
Equipment/Gear (Grabbed before entering the Mech's Storage Container):  a katana given by his grandfather and a mouser C 96


Chassis: Test type of a spacefighter mecha
Model:  'Custom'
Weight Class:  Light
Weight:  40 tons - 49 tons (fully armed)
Height: 15 m
Top Speed: Walking: 20Km/h
Speed provided by propellers: 105 Km/h
Optimal speed (only able to be reached in space, on Earth who knows?): 2200 km/h
Mech Name:  Model name: Crow N.° 34/ codename: "Winged hussar "
Armaments (Standard Layout):
1. Particle cannon (fixed): Located in its head is probably the most powerful gun available for this mecha but certainly not the main nor the most useful gun. It fires a concentrated beam of electronic particles, as it doesn't fie a solid projectile it has no recoil and an efective range of 40 km. but its effects are better if shot closer. Although it's powerful and got a good range, it devours the energy reserves of the mecha and also, due that overheats easily, it can be only shot 3 times before the electronic matrix (the core of the particle cannon) had to be replaced (and as those are produced in Mars it is hardly a way to replace them on Earth). It has also another problem, being a particle cannon, it can only shot straight and doesn’t have the parabolic inclination of a cannon shooting solid ammo.
2. High vibration knives (fixed): A set of metal blades of a modest size which can vibrate using the same particle technology of the particle cannon, capable to slice enemy's mechas. Are located in each arm of the mecha and are not hold in their hands but its slicing/vibrating capability is underdeveloped due to the fear that its vibration may damage the mecha's arm.
3. Gattling gun (fixed): A slug-firing cannon with multiple barrels. The gatling has a very high fire rate, using up ammunition with surprising speed. It has recoil and can be fired from point blank to medium range, but is located only mounted on the left arm. Its bullets are contained in a cartridge which is charged in the forearm. It can shot explosive, solid and ricochect ammunition and also smoke/gas filled ammunition.
4. Missiles pods (not fixed):  attached to the thighs of the mecha it can carry 6 missiles of medium range.
Armaments (Non-Standard):
1. High vibration spear(not fixed): A long spear which use the same technology of the vibration knives. It has more power and it's probably the main weapon of this mecha
Subsystems (Standard and Nonstandard):
Main thruster (not fixed): a part almost of the same height of the mecha itself it can provides an remarkable speed
Propellers and repulsors (fixed): set in different places of the mecha play a key role as in the emptiness of space where there is nothing to use as platform, it adds maneuverability 
ES-wings (fixed but retractable): or empty-space wings are made of a micro filament built as a retractable and almost traslucid pair of wings, were developed to apport maneuvrability to the mecha in the emptyness of the outer space and allow it to fly in an inertial mode, and along the spear gave it its nickname. Those were not thought to be used in Earth conditions and it is unknown if they have some utility (where the microfilament will face wind resistance and the need of balance due to the Earth gravity).
Strengths:  1. Firepower: Even with its limitations it has a good firepower in close range ( the gattling) and a reasonable firepower in medium range (the missiles) its particle cannon also provides a reduced but important support in long range, its potency surpass most of what you can expect in a mecha, since it was developed to pierce space cruiser armor.
2. Speed: Its main thruster makes it a fast mecha capable to reach around mach 2, in space, although it has not been proved on the Earth it should be fast still
3. Versatile: Having many options means be able to alternate among themand to build complex strategies to obtain the most of each weapon[/i]
4. Some weapons are easy to repair and charge: due that Mars is not exactly an economically rich planet (although plenty of resources) some weapons like missiles and the gattling gun are cheap to maintain and their ammo is cheap and easy to find.

Weaknesses:  1. It is a mecha developed to fight in the space: this mecha was thought to fight not on the Earth but in the space, therefore some of its characteristics are pretty useless (like the ES-wings) or other cannot reach is full potential (like it's unable to reach maximum speed)[/i]
2. Armor: this is a mecha which has firepower and speed, but to achieve that some of the armor protection had to be sacrificed, its armor is lighter than you would expect for a mecha of its size. This weakness was suposedly compensated by a speed that should make it a difficult target.
3. Spare parts: as a test type it is not easy to find all spare parts, besides, it is not easy neither to find spare parts for a space machine. Some of them could be found in very specialized companies, a couple of them only in the colonies.
4. Test type: although most of the gun systems could work pretty well, the power system and the Particle cannon are still in test and development phase, therefore failures are to be expected.

Overall Description:  The Crow N.° 28, codename: "the winged hussar", by its spear and ES-wings, was developed to fight in the space against much bigger units using speed and firepower.
It is a bipedal mechas two manned unit, one pilot, the fighter or "arrow", is in charge of fighting the enemies in front of him, pretty much like the standard mecha-pilot; the second pilot, the commander or the "bow", is in charge of the radar screen and other electronic pieces, to be able to receive and send complex messages and turn it into simple orders for his partner and keep an eye on the battlefield. We could say that the arrow is the tactical aspect while the bow is the strategical one that commands the mecha. However the winged hussar can fly with only one man.
Although it has a thin armor, some parts are reinforced: thighs, shoulders and upper chest, but specially forearms.

Equipment/Gear: Handguns and knives: 2 handguns and WASP injection knives for both pilots, although there are standard items the pilots can bring their own weapons
Fire extinguisher
Survival kits: One for each pilot contain first aid kits, radios, and e-tool
Purifier mask: it covers the whole face and it works like a gas mask
Although there is a compartment for water and food reserves, it is currently empty


King Serperior

Hello again, akirakaneda!  Glad you could make it to the new thread.  Now, while I like what I am seeing so far, I fear that there are a number of things that makes what you have currently nonviable for this game's setting:

Quote from: akirakaneda on September 20, 2015, 09:45:10 PM
Well I bring it my character and mecha, I'm throwing some ideas to the plot as well. I'm editing this later, as I haven't post the picture of my character since I wanted to know if an anime/manga picture would be fine,
I believe I have said this in the original thread, but anime/manga images for characters are a no-no here.  As this is a realistic setting, real images are preferred.

Quote
and secondly, and I might be posting a second character as this mecha is a two-manned one.
If you think you can write for two characters at once, then go ahead as it's an interesting idea.  However, if you feel you cannot and feel that dropping one (I.E. killing them off, most likely) is the best choice, then the mech in question will be greatly reduced in performance.

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Rank:  Military: Commander
If a commander rank is what you are looking for, you will need to speak to Saria.  I will say that, overall, I would prefer military ranks to be limited to a cap at Captain.

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Bio:  Son of one of the first families to set on Mars
Alright, here's where the biggest issue is.  Mars is populated by almost 95% robots and automated factories with a very, very small handful of people living there for maintenance.  Exo-Earth colonies extend out to the Moon at absolute most.  Even then, the Moon colonies are mainly for the very wealthy or the occasional vacationing person or family as well as a military base solely for the defense of the citizens of the Moon. 

As such, the rest of the biography is completely out there and not able to be used.  While it is well thought of, it's not for this game.

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Love the mech design!  Makes me think of a Roman Spear Warrior.

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Chassis: Test type of a spacefighter mecha
Unfortunately, orbital weaponry, let alone mecha, is barely an idea for theorists.  As such, there are NO mechs in space.  As far as anyone knows, there are no weapons up their either, but we'll leave that alone for now.  I'm sorry to say that that chassis isn't the right thing for this game.  As such, there will be a number of details on the mech that will require changes.

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Weight:  40 tons - 49 tons (fully armed)
Perhaps upping it to a Medium class would be the better option?  It's so close to the Medium minimum, you may as well class it as that, unless you lower the max carry weight down to 40 tons.

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Height: 15 m
Seems pretty tall for a Light mech.  Perhaps somewhere around 8-10 meters in height would be more reasonable?

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Top Speed: Walking: 20Km/h
Speed provided by propellers: 105 Km/h
Optimal speed (only able to be reached in space, on Earth who knows?): 2200 km/h
Since the 'spaceflight' aspect isn't for this type of game, the second two speeds will need to be removed.  Also, what would be the max speed for the mech as I doubt one would be walking when in a combat situation.

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Armaments (Standard Layout):
1. Particle cannon (fixed): Located in its head is probably the most powerful gun available for this mecha but certainly not the main nor the most useful gun. It fires a concentrated beam of electronic particles, as it doesn't fie a solid projectile it has no recoil and an effective range of 40 km. but its effects are better if shot closer. Although it's powerful and got a good range, it devours the energy reserves of the mecha and also, due that overheats easily, it can be only shot 3 times before the electronic matrix (the core of the particle cannon) had to be replaced (and as those are produced in Mars it is hardly a way to replace them on Earth). It has also another problem, being a particle cannon, it can only shot straight and doesn’t have the parabolic inclination of a cannon shooting solid ammo.
An experimental particle cannon sounds interesting, especially with the 'shotgun' aspect (power weakening over distance).  However, I would think the range should be lowered a bit.  The fact that it can only be fired three times (unless I misunderstand) and that it if fixed means it will quickly become completely useless.

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2. High vibration knives (fixed): A set of metal blades of a modest size which can vibrate using the same particle technology of the particle cannon, capable to slice enemy's mechas. Are located in each arm of the mecha and are not hold in their hands but its slicing/vibrating capability is underdeveloped due to the fear that its vibration may damage the mecha's arm.
I like the idea.  Considering that it is a Light mech and attached to the wrists, they would need to be smaller than the blade that Joseph's mech uses.  In that case, they would be less useful against heavy forms of armor.

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3. Gattling gun (fixed): A slug-firing cannon with multiple barrels. The gatling has a very high fire rate, using up ammunition with surprising speed. It has recoil and can be fired from point blank to medium range, but is located only mounted on the left arm. Its bullets are contained in a cartridge which is charged in the forearm. It can shot explosive, solid and ricochect ammunition and also smoke/gas filled ammunition.
For a Light mech, a Gatling gun would be rather heavy.  In fact, such a weapon would need two hands to handle as having it mounted on the arm would require the arm to be in a fixed position.  As for the types of rounds, I am not fond of all of that.  Seems like a Swiss Army Knife just to have an answer for every situation.  That said, for such a weapon, the ammo would need to take a lot of space, likely a large ammo pack on the mech's back, which would decrease speed and agility.

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Armaments (Non-Standard):
1. High vibration spear(not fixed): A long spear which use the same technology of the vibration knives. It has more power and it's probably the main weapon of this mecha
I really like this as it's unique.  Of course, the spear's tip would have the vibration technology since it makes no sense for it to have it all over the weapon.

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Subsystems (Standard and Nonstandard):
Main thruster (not fixed): a part almost of the same height of the mecha itself it can provides an remarkable speed
Propellers and repulsors (fixed): set in different places of the mecha play a key role as in the emptiness of space where there is nothing to use as platform, it adds maneuverability 
ES-wings (fixed but retractable): or empty-space wings are made of a micro filament built as a retractable and almost traslucid pair of wings, were developed to apport maneuvrability to the mecha in the emptyness of the outer space and allow it to fly in an inertial mode, and along the spear gave it its nickname. Those were not thought to be used in Earth conditions and it is unknown if they have some utility (where the microfilament will face wind resistance and the need of balance due to the Earth gravity).
As said above, the space-related items are not a good idea.  However, if the mech has a set of short, stubby wings and a large thruster on it's back, it can achieve great height and distance when it jumps.  At best, it would be a glider for shorter distances.

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Strengths:  1. Firepower: Even with its limitations it has a good firepower in close range ( the gattling) and a reasonable firepower in medium range (the missiles) its particle cannon also provides a reduced but important support in long range, its potency surpass most of what you can expect in a mecha, since it was developed to pierce space cruiser armor.
Might need changing due to what has been said about the weapons.

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2. Speed: Its main thruster makes it a fast mecha capable to reach around mach 2, in space, although it has not been proved on the Earth it should be fast still
As said before, space-related things will need to be removed.  However, a powerful thruster for leaping would be an asset.

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4. Some weapons are easy to repair and charge: due that Mars is not exactly an economically rich planet (although plenty of resources) some weapons like missiles and the gattling gun are cheap to maintain and their ammo is cheap and easy to find.
As Mars is not populated in a major sense, that reference must be removed.  However, weapons that are easy to repair in the field is a good thing.

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Weaknesses:  1. It is a mecha developed to fight in the space: this mecha was thought to fight not on the Earth but in the space, therefore some of its characteristics are pretty useless (like the ES-wings) or other cannot reach is full potential (like it's unable to reach maximum speed)[/i]
Pretty much must be completely removed since space flight for mechs is a no.

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3. Spare parts: as a test type it is not easy to find all spare parts, besides, it is not easy neither to find spare parts for a space machine. Some of them could be found in very specialized companies, a couple of them only in the colonies.
While the difficulty of finding spare parts makes for an interesting difficulty, I have to say that the space references should, again, be removed.

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4. Test type: although most of the gun systems could work pretty well, the power system and the Particle cannon are still in test and development phase, therefore failures are to be expected.
The risk of failure is always an interesting thing to run up against.  Worst case scenario, the mech will need to be completely scrapped and a new one found should everything fail to the point of becoming a liability.

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Overall Description:  The Crow N.° 28, codename: "the winged hussar", by its spear and ES-wings, was developed to fight in the space against much bigger units using speed and firepower.
It is a bipedal mechas two manned unit, one pilot, the fighter or "arrow", is in charge of fighting the enemies in front of him, pretty much like the standard mecha-pilot; the second pilot, the commander or the "bow", is in charge of the radar screen and other electronic pieces, to be able to receive and send complex messages and turn it into simple orders for his partner and keep an eye on the battlefield. We could say that the arrow is the tactical aspect while the bow is the strategical one that commands the mecha. However the winged hussar can fly with only one man.
Although it has a thin armor, some parts are reinforced: thighs, shoulders and upper chest, but specially forearms.
As before, the space flight related details will need to be removed.  I fear that will make the two-man pilot system useless, but the game needs to be down to Earth, if you will forgive the pun.

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Equipment/Gear: Handguns and knives: 2 handguns and WASP injection knives for both pilots, although there are standard items the pilots can bring their own weapons
Fire extinguisher
Survival kits: One for each pilot contain first aid kits, radios, and e-tool
Purifier mask: it covers the whole face and it works like a gas mask
Although there is a compartment for water and food reserves, it is currently empty
WASO injection knives?  What do you mean by that?  The other things seem pretty good to me.







Those are my thoughts on the matter.  Saria, Karma, and Ralhend may have other thoughts and suggestions as well.  I do apologize for ripping apart the profile, but while I love the idea of the mech with the spear, there were a great number of details that just didn't fit.

O/O's
A/A'sMonster Girl Palace
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Saria

Quote from: Kiric Rand on September 20, 2015, 08:27:47 PM
Well, the idea for the character is kind of this big, imposing merc of a character, kind of quiet and reserved, more of the actions speak louder than words. And I want his mech to kind of match that kind of personality. I am thinking a heavy class mech, some decent weaponry. His whole attitude is "I don't get paid by the hour."
Ha ha, I love this personality. This will drive Deepi nuts.

Quote from: King Serperior on September 20, 2015, 10:42:28 PM
If a commander rank is what you are looking for, you will need to speak to Saria.  I will say that, overall, I would prefer military ranks to be limited to a cap at Captain.
Yeah, definitely. If even a Major were to be in trouble in enemy territory, that would spark a serious military action to get them out. Major and above is a big deal. A Major is a company commander (or a squadron commander); they have hundreds of people under their command. In the Canadian Army, if you're a captain you wear 3 pips... if you're a major you wear a crown.

These higher ranks are no small deal. It takes years of work - to reach Commander would take something like 15-20 years, so he would have had to enlist in diapers; he's more likely 42 than 22, and even that is on the low end. You're also talking serious qualifications and education. For Major, you're talking a master's degree in your field... for Commander, you're probably talking PhD.

(Actually, I remember a story one of my Air Force friends told about getting chewed out once. He was told a Captain had landed at the airport, so he did the "normal" thing - sent one of the guys, a Lieutenant, out to pick him up. Unfortunately... it was not an Air Force Captain, it was a Navy Captain - the equivalent of an Air Force Colonel - who was expecting a limo. The poor Lieutenant had an awkward drive.)

My advice if you're looking for a military rank: go to Wikipedia and look up OF-1 - pick anything in that column. If you really want to push it to OF-2... well, you're in command of the mission, then - you're not going to be able to be just another character. I don't think you want that. :P

(If you just want to be called "commander", just about anyone who commands any group gets called that - like "platoon commander". But a platoon commander's rank is usually Lieutenant.)

Quote from: King Serperior on September 20, 2015, 10:42:28 PM
Unfortunately, orbital weaponry, let alone mecha, is barely an idea for theorists.  As such, there are NO mechs in space.  As far as anyone knows, there are no weapons up their either, but we'll leave that alone for now.  I'm sorry to say that that chassis isn't the right thing for this game.  As such, there will be a number of details on the mech that will require changes.
Yeah, I'd say space flight is limited to shuttling between orbital stations and Moon-to-Earth. A trip to Mars would be a big deal - you don't go for the weekend, you write off a minimum of a year of your life to make the round trip. And the orbital stations would be pretty spartan affairs - not massive O'Neill cylinder space colonies, but small research or engineering installations with only a few hundred - maybe max a couple thousand - people, living in tight, limited conditions.

I'd say nobody is keen on fighting in space because a) it would be way too fricken expensive, b) it would be near pointless, because Earth-based weaponry could pick them off just like shooting fish in a big, empty barrel, and c) fighting in orbit would produce debris, enough of which would effectively end space travel for everyone.

Quote from: King Serperior on September 20, 2015, 10:42:28 PM
However, I would think the range should be lowered a bit.
Yeah, I really don't think the setting needs a weapon that New York could use to hit Philadelphia, no matter how much both those cities might have it coming. :P
Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Quote from: Saria on September 21, 2015, 12:10:03 AM
(Actually, I remember a story one of my Air Force friends told about getting chewed out once. He was told a Captain had landed at the airport, so he did the "normal" thing - sent one of the guys, a Lieutenant, out to pick him up. Unfortunately... it was not an Air Force Captain, it was a Navy Captain - the equivalent of an Air Force Colonel - who was expecting a limo. The poor Lieutenant had an awkward drive.)
Sounds about like my luck, being in that Lieutenant's shoes.  >.>
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Yeah, I'd say space flight is limited to shuttling between orbital stations and Moon-to-Earth. A trip to Mars would be a big deal - you don't go for the weekend, you write off a minimum of a year of your life to make the round trip. And the orbital stations would be pretty spartan affairs - not massive O'Neill cylinder space colonies, but small research or engineering installations with only a few hundred - maybe max a couple thousand - people, living in tight, limited conditions.
Since Mars is mainly robots and factories for mining and tera-forming, I doubt the human population there would be more than 1-200, who are mostly maintenance workers, technicians, and scientists who will be living for the rest of their lives there.  So, I would say it's about a 1-2 year round trip minimal while, due to orbits and fuel, would mean that to get back to Earth, one would need to wait a year or two for optimal flight time.

But, you've hit the nail on the head there!
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I'd say nobody is keen on fighting in space because a) it would be way too fricken expensive, b) it would be near pointless, because Earth-based weaponry could pick them off just like shooting fish in a big, empty barrel, and c) fighting in orbit would produce debris, enough of which would effectively end space travel for everyone.
Yeah, I really don't think the setting needs a weapon that New York could use to hit Philadelphia, no matter how much both those cities might have it coming. :P
^ This!  All of this!

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Saria

Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Quote from: Saria on September 21, 2015, 01:32:36 AM
So you agree that both New York and Philadelphia have it coming? :-)
I suppose you're right on them having it coming.

In regards to weapon range, the Ragnarok's rail gun has an effective range of ~20 kilometers.  Of course, considering that the mech's targeting systems don't even reach half that distance (maybe a quarter or so due to the fact that the mech was designed for the arena and no arena exceeded 10 square kilometers), Angela would require outside help to provide her the coordinates in order to accurately fire at that range.  The range makes sense on such a weapon due to the sheer speed one projectile is fired.  An energy weapon wouldn't have near that range, let alone 40 kilometers.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Karma

Space combat and colonization is the target of Athena's current research. It's definitely not ready yet!

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
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King Serperior

Quote from: Urbanzorro on September 21, 2015, 04:16:49 PM
Very cool idea! Is there still room?
Hello, Urbanzorro!  Glad to see that you're interested!

There's one spot left and two other interested parties besides yourself. 

So, if that hasn't scared you off, what sort of ideas do you have for a character or mech?  Do you have any questions?

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Urbanzorro

Hmm, well I don't want to step on anyone's toes. Though if there is in fact room I'll probably go either for an every man/decent guy character with a light speedster sort of mech or perhaps someone who is a bit darker with a mech more focused on brutal weaponry. Really as far as the mech goes I'm pretty open and more than willing to fill a role that the team is currently missing.
I'm a leaf on the wind, watch how I soar.

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King Serperior

Quote from: Urbanzorro on September 21, 2015, 04:28:57 PM
Hmm, well I don't want to step on anyone's toes. Though if there is in fact room I'll probably go either for an every man/decent guy character with a light speedster sort of mech or perhaps someone who is a bit darker with a mech more focused on brutal weaponry. Really as far as the mech goes I'm pretty open and more than willing to fill a role that the team is currently missing.
It wouldn't hurt to come up with an idea anyway.  I doubt you'll step on anyone's toes since none of the interested people have a full character created yet.

As for your ideas, I like the idea of a lighter, speedy mech.  Of what we have so far, none of the mechs we have can be classified as very speedy.  Still, it's your choice for character and mech, so feel free to go ahead and write something up.  Take a look at the current characters and mechs (linked in the opening post) and see what works for you.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
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King Serperior

Alright, I can't wait to see what you might come up with.  No major rush though.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Kiric Rand

well, here is the prototype idea I have

Name:  Alexander Nobel
Rank:  Former Military
Role:  Mercenary
Nicknames:  Alex
Callsign:  Red Fang
Age:  31
Gender: Male
Sexuality: Straight
Height:  7’ 3”
Weight:  235 lb
Eyes:  Green
Hair:  Black, shoulder length
Skin:  White, Slightly tan
Physique:  Big and solid
Distinguishing Marks: Numerious tattoos along his chest, arms, and back

Appearance:  Alex is a big man, imposing in stature.

Bio:  Alex is a former solder, very effective at what he did, engaging in combat missions at the age of 18. He quickly rose through the ranks, due to his brutal efficiency at completing his missions. So he was given command of a heavy class mech, leading a small unit in sweep and clear style missions. While he never failed a single one, it was due to his ruthlessness and his high civilian casualty rate that he was soon discharged from the unit.

Knowing only the field of combat, Alex soon found himself accepting freelance work for many different governments. He managed to hijack an experimental heavy mech, known as a fiddler mech during one of his missions. He claimed it as part of his payment, and with it, he has been able to take bigger and bigger missions.

He is still as ruthless as ever, but he is also loyal to completing the mission. Despite being a merc, he is not one to change sides mid mission. Just hope and pray he is on your side. Alex was currently on his way from the lunar colonies after completion of a mission.



Equipment/Gear (Grabbed before entering the Mech's Storage Container):  A couple sets of clothes, some provisions, and his side arm from his military days.





Chassis:  Heavy assault unit TR-X “Fiddler”
Model:  Custom
Weight Class:  Heavy
Weight:  78T Dry/ 96 T Full load out
Height: 15m
Top Speed:  50 MPH
Mech Name:  Dragon
Armaments (Standard Layout):  XR31 Solid slug rifle (Fixed): One of two main armaments, the XR31 is a long range rifle with a maximum range of 15km, though effective range is within 10 km. It is armed with solid slug armor penetrating rounds, mostly used as an anti armor and anti mech weapon. At the time of landing it was loaded with it’s maximum ammo count of 350 rounds.

GSD “Vulcan” Gatling gun (Fixed): Second main armament, The GSD “Vulcan” fires at an impressive 10,000 rounds per minute it allowed continual firing. It carries a maximum ammo load out of 100,000 rounds. Mostly used as an anti personal and anti light armor. Currently armed with depleted uranium rounds

LRM 21 “Lancer” Missiles (Fixed): Anti-Aircraft weaponry, currently armed with 8 missiles, each of with will break off into smaller warheads upon reaching a certain altitude. While useful against ground based targets, Lancers truly shine against airborne targets, allowing a single shot to take out multiple craft.

2x LLM 351 Light Laser machine guns (Fixed): An anti personal weapon with a fairly short range, The LLM 351 draws power from the main reactor, allowing for a near indefinite ammo count, though it’s short range make it ineffective against anything at near point blank range


Subsystems (Standard and Nonstandard):  ”Fiddler” Arms: Probably the most noticeable feature of the mech are the small arms just below the cockpit, giving the mech a slight appearance of a fiddler crab. While they are not strong enough to wield a weapon system, they are useful in allowing Alex to perform more intricate task.

Radar, Infrared, and sonar visual systems: As a combat mech, it has a number of detection systems available to scan and locate threats

Comms array: Standard systems to allow for communication.

Smoke Launchers: Mounted around the mech in various places, These small canisters allow the mech to deploy a smoke cloud that will confuse most detection systems, providing a measure of stealth.

Targeting systems: The Dragon comes with an advanced targeting system, allowing the pilot to pick out targets as a rapid pace and direct it’s weaponry to bare.

Strengths:  Combat: Dragon excels at combat, having a weapon system ready for nearly any situation

Sealed Cockpit: The dragons control center is completely sealed, allowing it’s piolet to survive in nearly any environment.

Armored: The Dragon has a decent amount of armor, allowing it to operate in combat situations for prolonged amounts of time.

Arms: While the arms are not able of using weapons, they do allow the Dragon to perform a number of delicate actions that a mech his size normally wouldn’t allow.

Weaknesses:  Large: Dragon is a large mech, even for a heavy class mech. It does make in a target in a lot of situations.

Experimental Design: Due to the nature of the design, not many mechs like Dragon exist, which means parts are harder for find for some of the systems.

Fixed weaponry: The weaponry on Dragon is fixed, which means there is no way to change it. Most of it requires solid ammo, which means it has a limited capacity.


Overall Description:  The Dragon is a bipedal mech, though a bit of an odd design. Where its arms would normally be there are weapon systems, and a smaller pair of arms sits just in front of the power plant entrance. The cockpit is situated just above the laser guns. The battery systems are located in the crotch, just behind the arms. The pilot enters vi a cable and foot loop that pulls them from the ground.

Equipment/Gear:  1 Sniper Rifle, 1 assault rifle, spare pilot suit and helmet.
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Quote from: Kiric Rand on September 21, 2015, 04:59:14 PM
well, here is the prototype idea I have
Alright, since it's a prototype, I'll go slightly easier on the analysis.  :P
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Name:  Alexander Nobel
Rank:  Former Military
Role:  Mercenary
Nicknames:  Alex
Callsign:  Red Fang
Age:  31
Gender: Male
Sexuality: Straight
Height:  7’ 3”
Weight:  235 lb
Eyes:  Green
Hair:  Black, shoulder length
Skin:  White, Slightly tan
Physique:  Big and solid
Distinguishing Marks: Numerious tattoos along his chest, arms, and back

Appearance:  Alex is a big man, imposing in stature.

Bio:  Alex is a former solder, very effective at what he did, engaging in combat missions at the age of 18. He quickly rose through the ranks, due to his brutal efficiency at completing his missions. So he was given command of a heavy class mech, leading a small unit in sweep and clear style missions. While he never failed a single one, it was due to his ruthlessness and his high civilian casualty rate that he was soon discharged from the unit.

Knowing only the field of combat, Alex soon found himself accepting freelance work for many different governments. He managed to hijack an experimental heavy mech, known as a fiddler mech during one of his missions. He claimed it as part of his payment, and with it, he has been able to take bigger and bigger missions.

He is still as ruthless as ever, but he is also loyal to completing the mission. Despite being a merc, he is not one to change sides mid mission. Just hope and pray he is on your side. Alex was currently on his way from the lunar colonies after completion of a mission.



Equipment/Gear (Grabbed before entering the Mech's Storage Container):  A couple sets of clothes, some provisions, and his side arm from his military days.




So, dishonorably discharged from the military, so he turned to the only thing his skills could pay for:  Mercenary work.  Deepika, and perhaps even Joseph, would certainly have some kind of problems with him.  However, I must ask what this mission on the lunar colonies would have been?  Unless you mean that he had completed a mission that was well-paying and spent a few weeks on the Moon for vacation?

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Chassis:  Heavy assault unit TR-X “Fiddler”
Model:  Custom
Weight Class:  Heavy
Weight:  78T Dry/ 96 T Full load out
Height: 15m
Top Speed:  50 MPH
Mech Name:  Dragon
Armaments (Standard Layout):  XR31 Solid slug rifle (Fixed): One of two main armaments, the XR31 is a long range rifle with a maximum range of 15km, though effective range is within 10 km. It is armed with solid slug armor penetrating rounds, mostly used as an anti armor and anti mech weapon. At the time of landing it was loaded with it’s maximum ammo count of 350 rounds.

GSD “Vulcan” Gatling gun (Fixed): Second main armament, The GSD “Vulcan” fires at an impressive 10,000 rounds per minute it allowed continual firing. It carries a maximum ammo load out of 100,000 rounds. Mostly used as an anti personal and anti light armor. Currently armed with depleted uranium rounds

LRM 21 “Lancer” Missiles (Fixed): Anti-Aircraft weaponry, currently armed with 8 missiles, each of with will break off into smaller warheads upon reaching a certain altitude. While useful against ground based targets, Lancers truly shine against airborne targets, allowing a single shot to take out multiple craft.

2x LLM 351 Light Laser machine guns (Fixed): An anti personal weapon with a fairly short range, The LLM 351 draws power from the main reactor, allowing for a near indefinite ammo count, though it’s short range make it ineffective against anything at near point blank range


Subsystems (Standard and Nonstandard):  ”Fiddler” Arms: Probably the most noticeable feature of the mech are the small arms just below the cockpit, giving the mech a slight appearance of a fiddler crab. While they are not strong enough to wield a weapon system, they are useful in allowing Alex to perform more intricate task.

Radar, Infrared, and sonar visual systems: As a combat mech, it has a number of detection systems available to scan and locate threats

Comms array: Standard systems to allow for communication.

Smoke Launchers: Mounted around the mech in various places, These small canisters allow the mech to deploy a smoke cloud that will confuse most detection systems, providing a measure of stealth.

Targeting systems: The Dragon comes with an advanced targeting system, allowing the pilot to pick out targets as a rapid pace and direct it’s weaponry to bare.

Strengths:  Combat: Dragon excels at combat, having a weapon system ready for nearly any situation

Sealed Cockpit: The dragons control center is completely sealed, allowing it’s piolet to survive in nearly any environment.

Armored: The Dragon has a decent amount of armor, allowing it to operate in combat situations for prolonged amounts of time.

Arms: While the arms are not able of using weapons, they do allow the Dragon to perform a number of delicate actions that a mech his size normally wouldn’t allow.

Weaknesses:  Large: Dragon is a large mech, even for a heavy class mech. It does make in a target in a lot of situations.

Experimental Design: Due to the nature of the design, not many mechs like Dragon exist, which means parts are harder for find for some of the systems.

Fixed weaponry: The weaponry on Dragon is fixed, which means there is no way to change it. Most of it requires solid ammo, which means it has a limited capacity.


Overall Description:  The Dragon is a bipedal mech, though a bit of an odd design. Where its arms would normally be there are weapon systems, and a smaller pair of arms sits just in front of the power plant entrance. The cockpit is situated just above the laser guns. The battery systems are located in the crotch, just behind the arms. The pilot enters vi a cable and foot loop that pulls them from the ground.

Equipment/Gear:  1 Sniper Rifle, 1 assault rifle, spare pilot suit and helmet.

Very interesting mech!  I like the 'fiddler arms' aspect a lot.  However, there is one detail that concerns me most:  The mech is an experimental military one, so when he was discharged, wouldn't the mech have been taken back?  In that case, he would have to have stole it.  Anyway, from what I am seeing, the mech is effectively a walking anti-personnel tank since it appears to have limited use against mechs of the Heavy or Colossal class, perhaps even some Medium mechs with most of it's weapons.  On that note, remember that energy-based weapons can overheat, so those 'LLM 351 Light Laser machine guns' can be damaged from the heat.  But, they seem to solely be anti-personal weapons to keep smaller targets off the mech's back when they crawl under the range of the main weapons.

I'll leave the analysis there until you have a more complete design that you feel works.

O/O's
A/A'sMonster Girl Palace
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Kiric Rand

Sort end of the story, he had an assassination mission on the moon, and once completed he was returning back to earth. And yes, he was dishonorably discharged. His mech was returned, the one he now pilots he stole during a mission and decided to keep it in place of payment for that particular mission. And yes, it is mostly anti personnel and light armor, with the missiles and rifle being the only thing that can even have a chance of hurting bigger mechs, even then it would take most of his ammo to do.
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Guardian of Lynnie's heart
-My inbox is sort.of like 7-11. It's not always doing business, but it's always open.-
Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

Kiric Rand

Name:  Alexander Nobel
Rank:  Former Military
Role:  Mercenary
Nicknames:  Alex
Callsign:  Red Fang
Age:  31
Gender: Male
Sexuality: Straight
Height:  7’ 3”
Weight:  235 lb
Eyes:  Green
Hair:  Black, shoulder length
Skin:  White, Slightly tan
Physique:  Big and solid
Distinguishing Marks: Numerious tattoos along his chest, arms, and back

Appearance:  Alex is a big man, imposing in stature.

Bio:  Alex is a former solder, very effective at what he did, engaging in combat missions at the age of 18. He quickly rose through the ranks, due to his brutal efficiency at completing his missions. So he was given command of a heavy class mech, leading a small unit in sweep and clear style missions. While he never failed a single one, it was due to his ruthlessness and his high civilian casualty rate that he was soon discharged from the unit.

Knowing only the field of combat, Alex soon found himself accepting freelance work for many different governments. He managed to hijack an experimental heavy mech, known as a fiddler mech during one of his missions. He claimed it as part of his payment, and with it, he has been able to take bigger and bigger missions.

He is still as ruthless as ever, but he is also loyal to completing the mission. Despite being a merc, he is not one to change sides mid mission. Just hope and pray he is on your side. Alex was currently on his way from the lunar colonies after completion of a mission, an assassination that he has managed to keep under wraps for now.



Equipment/Gear (Grabbed before entering the Mech's Storage Container):  A couple sets of clothes, some provisions, and his side arm from his military days.





Chassis:  Heavy assault unit TR-X “Fiddler”
Model:  Custom
Weight Class:  Heavy
Weight:  78T Dry/ 96 T Full load out
Height: 15m
Top Speed:  50 MPH
Mech Name:  Dragon
Armaments (Standard Layout):  XR31 Solid slug rifle (Fixed): One of two main armaments, the XR31 is a long range rifle with a maximum range of 15km, though effective range is within 10 km. It is armed with solid slug armor penetrating rounds, mostly used as an anti armor and anti mech weapon. At the time of landing it was loaded with it’s maximum ammo count of 350 rounds.

GSD “Vulcan” Gatling gun (Fixed): Second main armament, The GSD “Vulcan” fires at an impressive 10,000 rounds per minute it allowed continual firing. It carries a maximum ammo load out of 100,000 rounds. Mostly used as an anti personal and anti light armor. Currently armed with depleted uranium rounds

LRM 21 “Lancer” Missiles (Fixed): Anti-Aircraft weaponry, currently armed with 8 missiles, each of with will break off into smaller warheads upon reaching a certain altitude. While useful against ground based targets, Lancers truly shine against airborne targets, allowing a single shot to take out multiple craft.

2x LLM 351 Light Laser machine guns (Fixed): An anti personal weapon with a fairly short range, The LLM 351 draws power from the main reactor, allowing for a near indefinite ammo count, though it’s short range make it ineffective against anything at near point blank range. Can overheat if used for extended periods of time.


Subsystems (Standard and Nonstandard):  ”Fiddler” Arms: Probably the most noticeable feature of the mech are the small arms just below the cockpit, giving the mech a slight appearance of a fiddler crab. While they are not strong enough to wield a weapon system, they are useful in allowing Alex to perform more intricate task.

Radar, Infrared, and sonar visual systems: As a combat mech, it has a number of detection systems available to scan and locate threats

Comms array: Standard systems to allow for communication.

Smoke Launchers: Mounted around the mech in various places, These small canisters allow the mech to deploy a smoke cloud that will confuse most detection systems, providing a measure of stealth.

Targeting systems: The Dragon comes with an advanced targeting system, allowing the pilot to pick out targets as a rapid pace and direct it’s weaponry to bare.

Strengths:  Combat: Dragon excels at combat, having a weapon system ready for nearly any situation

Anti-Personnel: A majority of Dragon’s weapon systems are directed at taking out troops and light armor.

Sealed Cockpit: The dragons control center is completely sealed, allowing it’s piolet to survive in nearly any environment.

Armored: The Dragon has a decent amount of armor, allowing it to operate in combat situations for prolonged amounts of time.

Arms: While the arms are not able of using weapons, they do allow the Dragon to perform a number of delicate actions that a mech his size normally wouldn’t allow.

Weaknesses:  Large: Dragon is a large mech, even for a heavy class mech. It does make in a target in a lot of situations.

Anti-Personnel- Except for the missiles and rifle, Dragon has limited ways to deal with heavier mechs.

Experimental Design: Due to the nature of the design, not many mechs like Dragon exist, which means parts are harder for find for some of the systems.

Fixed weaponry: The weaponry on Dragon is fixed, which means there is no way to change it. Most of it requires solid ammo, which means it has a limited capacity.


Overall Description:  The Dragon is a bipedal mech, though a bit of an odd design. Where its arms would normally be there are weapon systems, and a smaller pair of arms sits just in front of the power plant entrance. The cockpit is situated just above the laser guns. The battery systems are located in the crotch, just behind the arms. The pilot enters vi a cable and foot loop that pulls them from the ground.

Equipment/Gear:  1 Sniper Rifle, 1 assault rifle, spare pilot suit and helmet.
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Guardian of Lynnie's heart
-My inbox is sort.of like 7-11. It's not always doing business, but it's always open.-
Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

Saria

Quote from: King Serperior on September 21, 2015, 08:18:54 AM
In regards to weapon range, the Ragnarok's rail gun has an effective range of ~20 kilometers.  Of course, considering that the mech's targeting systems don't even reach half that distance (maybe a quarter or so due to the fact that the mech was designed for the arena and no arena exceeded 10 square kilometers), Angela would require outside help to provide her the coordinates in order to accurately fire at that range.  The range makes sense on such a weapon due to the sheer speed one projectile is fired.  An energy weapon wouldn't have near that range, let alone 40 kilometers.
In all honesty, I don't really have a problem with really long-range weaponry - after all, one of our mechs could be an artillery mech. (Which would actually be an interesting dynamic, because most of our skirmishes will be necessarily short range, so we'd have one mech raining holy hell down on zes own side, because ze has no other way to help in combat.)

Anyway, I don't even really object to a 40 km range for a weapon, but it just seems overkill for anything not meant for artillery or long-range sniping - both of which would imply it's relatively useless at close range. That's the case for Ragnarok's rail gun - Angela can't really use it in a close-range skirmish (unless she gets really lucky and a target lingers in her sights, and there's nothing she doesn't want to kill behind it or anywhere else in the line of fire).

In fact, it might actually be cool to have a couple of really powerful long-range weapons that require a spotter, like the rail gun. That could lead to split missions where two mechs bring Deep's mech to the target to paint it, while two other mechs protect the shooter. (Which is one way I was considering using the Ragnarok's rail gun. Something like, "oh, the enemy has a massive artillery weapon that our bigger mechs can't get close to, so the smaller mechs will get close and paint it, and the big mechs will take it out from afar", but meanwhile the enemy detects the big mechs and sends out an assault team, so now the big-mech group is fighting for their lives to hold out until it's time to shoot, while the little-mech group is fighting for their lives to get close enough to the target to paint it.)

I'm really just wary of a gun that is equally effective at 50 m and 50,000 m.

Quote from: Kiric Rand on September 21, 2015, 06:34:02 PM
Chassis:  Heavy assault unit TR-X “Fiddler”
Model:  Custom
Weight Class:  Heavy
Weight:  78T Dry/ 96 T Full load out
Height: 15m
Top Speed:  50 MPH
Mech Name:  Dragon
Armaments (Standard Layout):  XR31 Solid slug rifle (Fixed): One of two main armaments, the XR31 is a long range rifle with a maximum range of 15km, though effective range is within 10 km. It is armed with solid slug armor penetrating rounds, mostly used as an anti armor and anti mech weapon. At the time of landing it was loaded with it’s maximum ammo count of 350 rounds.

GSD “Vulcan” Gatling gun (Fixed): Second main armament, The GSD “Vulcan” fires at an impressive 10,000 rounds per minute it allowed continual firing. It carries a maximum ammo load out of 100,000 rounds. Mostly used as an anti personal and anti light armor. Currently armed with depleted uranium rounds

LRM 21 “Lancer” Missiles (Fixed): Anti-Aircraft weaponry, currently armed with 8 missiles, each of with will break off into smaller warheads upon reaching a certain altitude. While useful against ground based targets, Lancers truly shine against airborne targets, allowing a single shot to take out multiple craft.

2x LLM 351 Light Laser machine guns (Fixed): An anti personal weapon with a fairly short range, The LLM 351 draws power from the main reactor, allowing for a near indefinite ammo count, though it’s short range make it ineffective against anything at near point blank range. Can overheat if used for extended periods of time.


Subsystems (Standard and Nonstandard):  ”Fiddler” Arms: Probably the most noticeable feature of the mech are the small arms just below the cockpit, giving the mech a slight appearance of a fiddler crab. While they are not strong enough to wield a weapon system, they are useful in allowing Alex to perform more intricate task.

Radar, Infrared, and sonar visual systems: As a combat mech, it has a number of detection systems available to scan and locate threats

Comms array: Standard systems to allow for communication.

Smoke Launchers: Mounted around the mech in various places, These small canisters allow the mech to deploy a smoke cloud that will confuse most detection systems, providing a measure of stealth.

Targeting systems: The Dragon comes with an advanced targeting system, allowing the pilot to pick out targets as a rapid pace and direct it’s weaponry to bare.

Strengths:  Combat: Dragon excels at combat, having a weapon system ready for nearly any situation

Anti-Personnel: A majority of Dragon’s weapon systems are directed at taking out troops and light armor.

Sealed Cockpit: The dragons control center is completely sealed, allowing it’s piolet to survive in nearly any environment.

Armored: The Dragon has a decent amount of armor, allowing it to operate in combat situations for prolonged amounts of time.

Arms: While the arms are not able of using weapons, they do allow the Dragon to perform a number of delicate actions that a mech his size normally wouldn’t allow.

Weaknesses:  Large: Dragon is a large mech, even for a heavy class mech. It does make in a target in a lot of situations.

Anti-Personnel- Except for the missiles and rifle, Dragon has limited ways to deal with heavier mechs.

Experimental Design: Due to the nature of the design, not many mechs like Dragon exist, which means parts are harder for find for some of the systems.

Fixed weaponry: The weaponry on Dragon is fixed, which means there is no way to change it. Most of it requires solid ammo, which means it has a limited capacity.


Overall Description:  The Dragon is a bipedal mech, though a bit of an odd design. Where its arms would normally be there are weapon systems, and a smaller pair of arms sits just in front of the power plant entrance. The cockpit is situated just above the laser guns. The battery systems are located in the crotch, just behind the arms. The pilot enters vi a cable and foot loop that pulls them from the ground.

Equipment/Gear:  1 Sniper Rifle, 1 assault rifle, spare pilot suit and helmet.
That's a wicked looking mech design.

Quote from: King Serperior on September 21, 2015, 05:46:41 PM
So, dishonorably discharged from the military, so he turned to the only thing his skills could pay for:  Mercenary work.  Deepika, and perhaps even Joseph, would certainly have some kind of problems with him.
Nah, Deep's a former criminal (a non-violent one, though not everyone in her gang was) who is only using the military as a means to a cushy, well-paying desk job. The things she likes about the military are just: good pay, job security, buff men in uniform all around her. The things she doesn't like are basically all the things that someone who really likes the military might like it for: the shouting and ordering around, the fact that she has to fight and sometimes kill, and the fact that she has to put up with bullshit if it was ordered by a superior.

And Joseph was booted out for assaulting an officer, I believe (though I don't know if he was officially dishonourably discharged). I don't think we actually have any gung-ho, flag-waving, rah-rah army type people.

Deepika would have a problem with violent tendencies, though. She's really a pacifist at heart. But that's something that would already cause friction between her and Angela.
Saria is no longer on Elliquiy, and no longer available for games

Karma


King Serperior

Quote from: Saria on September 21, 2015, 08:35:46 PM
In all honesty, I don't really have a problem with really long-range weaponry - after all, one of our mechs could be an artillery mech. (Which would actually be an interesting dynamic, because most of our skirmishes will be necessarily short range, so we'd have one mech raining holy hell down on zes own side, because ze has no other way to help in combat.)

Anyway, I don't even really object to a 40 km range for a weapon, but it just seems overkill for anything not meant for artillery or long-range sniping - both of which would imply it's relatively useless at close range. That's the case for Ragnarok's rail gun - Angela can't really use it in a close-range skirmish (unless she gets really lucky and a target lingers in her sights, and there's nothing she doesn't want to kill behind it or anywhere else in the line of fire).

In fact, it might actually be cool to have a couple of really powerful long-range weapons that require a spotter, like the rail gun. That could lead to split missions where two mechs bring Deep's mech to the target to paint it, while two other mechs protect the shooter. (Which is one way I was considering using the Ragnarok's rail gun. Something like, "oh, the enemy has a massive artillery weapon that our bigger mechs can't get close to, so the smaller mechs will get close and paint it, and the big mechs will take it out from afar", but meanwhile the enemy detects the big mechs and sends out an assault team, so now the big-mech group is fighting for their lives to hold out until it's time to shoot, while the little-mech group is fighting for their lives to get close enough to the target to paint it.)

I'm really just wary of a gun that is equally effective at 50 m and 50,000 m.
I have to agree on all of those points.  The Ragnarok's Rail Gun is effectively a massive sniper rifle that can penetrate all but the thickest armors.  Unfortunately, her sensors are less than half the effective range of the weapon itself, so aiming at something beyond that requires a very good line-of-sight skill.  I may end up increasing the Rail Gun's range to about 30 kilometers, considering what it is.  As it's no missile, good aiming and coordinates are required to actually get the target.

By the way, I love that idea as well!
Quote
Nah, Deep's a former criminal (a non-violent one, though not everyone in her gang was) who is only using the military as a means to a cushy, well-paying desk job. The things she likes about the military are just: good pay, job security, buff men in uniform all around her. The things she doesn't like are basically all the things that someone who really likes the military might like it for: the shouting and ordering around, the fact that she has to fight and sometimes kill, and the fact that she has to put up with bullshit if it was ordered by a superior.

And Joseph was booted out for assaulting an officer, I believe (though I don't know if he was officially dishonourably discharged). I don't think we actually have any gung-ho, flag-waving, rah-rah army type people.
Ah, I nearly forgot that part about her.  Okay, my thoughts are rendered void then!
Quote
Deepika would have a problem with violent tendencies, though. She's really a pacifist at heart. But that's something that would already cause friction between her and Angela.
Oh, Angela's not that bad!  She just likes to make sure that whatever she is fighting won't get back up anytime soon!  :P
Quote from: Karma on September 21, 2015, 08:37:23 PM
Here's an artillery mech for ya.


Haha, well, not what I would call the most mobile artillery mech!

By the way, Kiric's character's mech reminds me of the original image I was planning to use for the Ragnarok when I first created my character:



However, the current image works better for a Rail Gun and I honestly fell in love with the spider-like design.  Then I came to realize that the original image was insanely unstable as a weapons platform, so I scrapped that idea and went with it's current version!

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SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Saria

Quote from: King Serperior on September 21, 2015, 08:54:11 PM
I have to agree on all of those points.  The Ragnarok's Rail Gun is effectively a massive sniper rifle that can penetrate all but the thickest armors.  Unfortunately, her sensors are less than half the effective range of the weapon itself, so aiming at something beyond that requires a very good line-of-sight skill.  I may end up increasing the Rail Gun's range to about 30 kilometers, considering what it is.  As it's no missile, good aiming and coordinates are required to actually get the target.
I was about to respond and say that 20-30 km is nothing for a rail gun, because real world rail guns of about the size of Ragnarok's routinely reach 100 km.

Then I went to Wikipedia to double check my vaguely remembered facts, and not only does it mention a range of 160 km (the ~50 km number I was thinking of was the practical range for shooting a fast moving missile down with a rail gun - though there's no way Angela's mech could pull that off; it would require a network of targeting radars, a supercomputer to crunch the numbers for aiming, and a solid footing (translation, fixed to bedrock via a steel-reinforced concrete foundation) to shoot from), it casually talks about one shell that went 7 km after penetrating a 3.2 mm steel plate.

With Ragnarok's fusion reactor powering it, 20 km seems like nothing. Of course, the design might actually opt to limit the range to about that much, so that the rails last longer (after all, there's no need for anything more in arena combat, so why fuck up your rails needlessly). But Angela might have the ability to disable that limiter, and shoot for a hundred kilometres or more (but each time she does that, she cuts the effective life of the rails dramatically).
Saria is no longer on Elliquiy, and no longer available for games

Ralhend

Joseph would have no problems with Alex.
He was also discharged from the military, and also works as a merc in the technical aspect of things, not unlike DynCorp.

If anything, Joseph and Alex would get along great
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Saria

Karma's mech picture reminded me of some of the most adorable mechs I found while I was searching for Deepika's.

This one was almost DP's mech:


But my favourite has to be this one, mostly due to its back story:


The back story is that there was this mad genius mecha designer who made the ultimate mech for himself, and then wanted to give his daughter her own copy. But she balked at it, saying it was fugly. So, he duly remodelled his ultimate mech, redesigning it to basically resemble his daughter.

In fact, the "face" on the mech is linked to the pilot, so whatever facial expression she makes, it duplicates.

Even funnier, at some point in the story the mech got a major upgrade. Most of the aspects of this upgrade were typical - more powerful weapons, better armour. But it was noted that another aspect of the mech that was upgraded was... the body figure proportions. :P
Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Quote from: Saria on September 21, 2015, 09:42:04 PM
I was about to respond and say that 20-30 km is nothing for a rail gun, because real world rail guns of about the size of Ragnarok's routinely reach 100 km.

Then I went to Wikipedia to double check my vaguely remembered facts, and not only does it mention a range of 160 km (the ~50 km number I was thinking of was the practical range for shooting a fast moving missile down with a rail gun - though there's no way Angela's mech could pull that off; it would require a network of targeting radars, a supercomputer to crunch the numbers for aiming, and a solid footing (translation, fixed to bedrock via a steel-reinforced concrete foundation) to shoot from), it casually talks about one shell that went 7 km after penetrating a 3.2 mm steel plate.

With Ragnarok's fusion reactor powering it, 20 km seems like nothing. Of course, the design might actually opt to limit the range to about that much, so that the rails last longer (after all, there's no need for anything more in arena combat, so why fuck up your rails needlessly). But Angela might have the ability to disable that limiter, and shoot for a hundred kilometres or more (but each time she does that, she cuts the effective life of the rails dramatically).
Wow.  Looks like I didn't know as much as I thought I did about rail weapons.  O.o  I think we'll just keep it at the 20-30 km range then.  I sure there is a way to remove the limiter, but that would only be in extreme, extreme life or death situations.

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A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Saria

Quote from: King Serperior on September 21, 2015, 10:11:49 PM
Wow.  Looks like I didn't know as much as I thought I did about rail weapons.  O.o  I think we'll just keep it at the 20-30 km range then.  I sure there is a way to remove the limiter, but that would only be in extreme, extreme life or death situations.
Well, bearing in mind that I'm not really an expert on guns, but as I understand it, with conventional - expanding gas propelled shell - weapons, the limiting factors for range and power are how much explosive you can pack in the shell, how much explosion the chamber can take before blowing apart, and how long you make the barrel. The first two are obvious, but the latter is actually very important, too. With a longer barrel, the shell spends more time being pushed on by the expanding gas - the moment it leaves the barrel, the gas puffs away to the sides uselessly. That's why long-barrel rifles have better range than pistols, even when using the same ammo.

With rail guns, the limiting factors are (electric) power, and how much the rails can take. The rails are limited by how much physical strain they can take, and how much heat they can dissipate. The heat and strain combine, and if it's more than the rails can take, the rails deform and become useless. Ideally you want to keep those things low enough that you stay below the plasticity point of the rails - the point where once bent, they don't return to their original shape. If you go beyond that point, and I think most real-world rail guns do, every time you fire the rails deform a little bit, and the more power you fire with, the faster that happens. So you have a limit of how many shots you can fire, and at what power, before you have to replace the rails.

Power limitations are really only a big deal for hand-held rail guns. Given that Ragnarok is powered by a fusion reactor, that doesn't seem to be a concern. What Angela would have to worry about would be the rails. She would probably have the power set low enough that they could survive hundreds of shots - if not functionally infinite.

If I were designing the fire control systems for an arena combat mech rail gun, I would give the pilot the ability to control the power. I would set the "standard" setting at, say, something that could punch through 75% of known mechs at a distance of 75% of the way across the arena (unless the rails could handle more without concern, then, fuck yeah more). But I would give the pilot the option of cranking it all the way up to the point where a single shot would fuck up the rails. The logic being that if the pilot gets into a situation where they're facing a massive beast with crazy thick armour, or even a normal mech that's hiding behind cover and sniping, the pilot has the option of dialling it up to 11 and punching through in a single shot to victory. After all, in arena combat, the fight ends when you take out the last target, so while a hail-mary strategy would be stupid for a combat mech, for an arena mech it would be a valid, though ballsy, way to win.

So the tl;dr is that a "default" range of 20-30 km sounds legit, but Angela probably does have the ability to dial it up to the point where she can shoot several hundreds of kilometres. But of course, that would be the one and only shot she gets, unless she can find a way to replace the rails. So it probably wouldn't be an option, except in life-or-death circumstances.
Saria is no longer on Elliquiy, and no longer available for games

Urbanzorro

Ok, so "soon" wasn't quite as soon as I thought... Anyway, here is my character please let me know if anything needs to be changed.

Name: Leonardo Staltz
Rank: Corporal Military
Role: Mech Pilot
Nicknames:  Leo
Callsign:  Chuckles
Age: 19
Gender: Male
Sexuality: Hetero
Height: 5" 9'
Weight: 180lbs
Eyes: Blue
Hair: Brown
Skin: White
Physique: Muscularly Slim
Distinguishing Marks: Leo has a medical scar where his appendix used to be. He also has and additional set of scars over both of his kidneys.

Appearance: 

Bio:  Leo was born in space.... well more specifically he was born on a ship which was in transit from Earth to the Lunar colonies. His father and mother were both factory workers in one of the factories which produced munitions for combat mechs. They did their best to raise their boy to be a decent man, attempting to instill in him a desire for a calm and peaceful life. However, as Leo grew he steadily developed a greater and greater fixation with the mechs which his parent's worked to keep armed. Leo saw them as 'cool' and 'awesome' as time passed he went from wanting to learn about them to wanting to see one, and then on to his desire to pilot mechs.

Leo would have loved to have been able to pilot his own private mech in the pro fighting circuits. But he lacked the money or connections to be able to do so, and instead he settled for what he saw as the next best thing, and his only realistic way of getting into the cockpit. He joined the military. During basic training Leo showed strong reflexes, and the aptitude necessary to qualify for mech pilot school which he quickly signed up for of course. Over the course of his training Leo proved to be both a dedicated and skilled student. During the course of Leo's training he volunteered for a procedure to have his adrenal glands modified so that his body would produce larger levels of adrenaline. The intended result was to sharpen the volunteers' reaction speeds and increase their aggression, the results varied and Leo claims to not feel any difference. Eventually Leo graduated with top marks as a fully qualified pilot.

That was three weeks ago, Leo was in fact heading to report to his first posting when the transport met with it's issues. As things started to go sour, there was no way in hell that Leo had come this far only to abandon his mech, so he opted to stay.


Equipment/Gear (Grabbed before entering the Mech's Storage Container):  Spare clothing, basic toiletries, several MREs, & his service pistol.





Chassis:  Light Combat Core
Model:  RU-39 Mustang
Weight Class:  Light
Weight:  Standard Load:27 Tons Max Load 32 Tons
Height: 7.7 Meters (25.26 Feet)
Top Speed:  241 KPH (150 MPH)
Mech Name:  Jack
Armaments (Standard Layout): 

M-340 Auto-Cannon (Fixed) The M-340 is the heaviest weapon on the RU-39 Mustang. It is a rapid firing, heavy caliber, projectile weapon designed to fill the role that a light machine gun fills for an infantry squad. It is capable of damaging any class of targets and provides the RU-39 with an effective fire support option at all ranges. The auto-cannon's major drawback is that it's recoil is so powerful that the RU-39 can only utilize the M-340 when it's reactor output is focused towards it's weapon systems.

T-97 Laser Projector (Fixed) A tight beam laser projector, the T-97's design is originally based off of industrial cutting tools, however an increased power conduit and additional focusing lenses have allowed for the creation of a highly effective weapons platform. The T-97 fires an extremely short range, but heavily focused, laser beam which is capable of penetrating almost any material know to man. It's drawbacks are a very low rate of fire, and the fact that the beam dissipates before it can even strike targets at medium range. 


Armaments (Non-Standard):  List any additional and/or replaced weapons on the mech.

M-107 Flame Projector(Non-Fixed) The M-107 is a mech sized flame thrower, designed to allow it's user the ability to engage conventional forces in the most efficient means possible. The level of heat that the M-107's flames create allow the weapon to be effective against infantry, light vehicles, and even tanks. Against other mechs the M-107 is incapable of dealing direct physical damage and it's only use is in attempting to overheat the opposing mech's systems. This, coupled with the weapon's obvious close range requirements make the M-107 a useful, yet highly specific, weapon.

M-75 Combat Shotgun(Non-Fixed) A basic shotgun style weapon, the M-75 is meant to be used as a defense against light and medium mechs at close range where the concussive and penetrative force of the weapon's projectiles are at their highest. Against anything larger than medium class mechs the M-75 begins to lose effectiveness as it lacks the penetrative power needed to make it through the armor that such mechs possess. 

Subsystems (Standard and Nonstandard): 

Target Designation Beam A infrared laser that is directed at the RU-39's current target and 'paints' said target with infrared light. When an enemy is painted by the beam any units who's communications systems are connected with the RU-39 will have an easier time hitting the target. The Target Designation Beam deactivates whenever the RU-39's reactor is focused on mobility.

"Wild Weasel" Decoy System The "Wild Weasel" system is made up of several unmanned aerial drones stored within the RU-39 once activated one of these drones will launch from the RU-39 and begin a rapid flight away from the mech. Once in flight the drone will begin to broadcast an electronic signature that is identical to that of the RU-39, serving as a decoy against enemy radar, missiles, and even the targeting systems of mechs with less sophisticated sensors. The standard load for the system is 15 drones. Each drone can return to the mech upon command, assuming it is not shot down and still has enough fuel for the return trip. The decoy system is shut down when the RU-39 has it's power output focused towards weaponry.

Jump Jets A set of high powered jump jets designed to allow the RU-39 to navigate terrain that would normally be inaccessible to it. The jump jets allow the RU-39 to quite literally jump into the air and safely land at either higher or lower elevations. When the RU-39's reactor is focused on it's weapon systems the jump jets are inoperable.

Redirectable Reactor The RU-39's pilot can, at any time, focus the mech's reactor and power conduits to provide additional energy to either the mech's weapon systems at the cost of decreased mobility or to the mech's legs at the cost of it's weapon systems. While this shift in reactor output can be quickly achieved with the simple flick of a switch it takes the RU-39's reactor a considerable amount of time to store enough energy for any supplemental shifts. This means that rapidly switching between one setting to the next is something that the RU-39 is incapable of doing.

  • Balance Power System: When the mech's power system is balanced the RU-39 is capable of making use of all of its systems with the exception of it's auto-cannon, and jump jets.
  • Direct Power to Weapons: When power is directed towards the RU-39's weapon systems the mech is now able to make use of it's auto cannon but suffers decreased mobility, and cannot make use of it's jump jets or it's decoy system.
  • Direct Power to Mobility: With power directed towards mobility the RU-39 becomes able to make use of it's jump jets, and it gains increased speeds. However it is unable to make use of the Target Designation Beam, the M-340 Auto Cannon or the T-97 Laser Projector leaving it's hand held guns as it's only weapon systems.


Strengths: 
Hands The RU-39 is equipped with hands, allowing it to use most models of hand held mech weapons

High Moblity The RU-39 is highly mobile, capable of achieving speeds and preforming maneuvers that many other mechs would never be able to match.

Small Target Profile The RU-39 makes for a relatively small target as far as mechs are concerned.

Adaptable Focus The RU-39 is able to adapt to the conditions it finds itself in. When the mech is completely outmatched or reconnaissance operations are required it can fill a fast moving recon role. And when caught in a stand up fight it can switch over to fill a heavier fire support role allowing it to engage targets of any size and fully support it's fellow units.



Weaknesses: 
Light Armor The RU-39 possesses light armor by mech standards, meaning that most mech class weapons which manage to hit it will be almost guaranteed to cause damage.

Close Range Focus With the exception of a single weapon the RU-39 does not possess the ability to effectively engage targets past medium range.

Crippling Specialization While the RU-39 is capable of filling several roles thanks to its ability to focus on one aspect of its systems or another. This versatility is also a double edged sword. When focused on filling one role the RU-39 loses much of its ability to fill any other. For instance when power is focused to weapons the RU-39 is incapable of filling a reconnaissance role and becomes a much easier target. Inversely when the RU-39 is focused towards mobility it loses it's ability to engage targets at longer ranges and is almost incapable of damaging heavy or colossal class mechs.



Overall Description:  The RU-39 is designed to be a reconnaissance mech with the ability to provide fire support during larger operations. It is capable of many things, though not always at the same time. Its greatest strengths come in the form of it's speed and unpredictability. While it's greatest weaknesses come in it's lack of raw power during most situations.

Equipment/Gear:  A fire extinguisher, first aid kit, oxygen mask, and a few spare oxygen tanks.
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Quote from: Saria on September 21, 2015, 10:42:33 PM
Well, bearing in mind that I'm not really an expert on guns, but as I understand it, with conventional - expanding gas propelled shell - weapons, the limiting factors for range and power are how much explosive you can pack in the shell, how much explosion the chamber can take before blowing apart, and how long you make the barrel. The first two are obvious, but the latter is actually very important, too. With a longer barrel, the shell spends more time being pushed on by the expanding gas - the moment it leaves the barrel, the gas puffs away to the sides uselessly. That's why long-barrel rifles have better range than pistols, even when using the same ammo.

With rail guns, the limiting factors are (electric) power, and how much the rails can take. The rails are limited by how much physical strain they can take, and how much heat they can dissipate. The heat and strain combine, and if it's more than the rails can take, the rails deform and become useless. Ideally you want to keep those things low enough that you stay below the plasticity point of the rails - the point where once bent, they don't return to their original shape. If you go beyond that point, and I think most real-world rail guns do, every time you fire the rails deform a little bit, and the more power you fire with, the faster that happens. So you have a limit of how many shots you can fire, and at what power, before you have to replace the rails.

Power limitations are really only a big deal for hand-held rail guns. Given that Ragnarok is powered by a fusion reactor, that doesn't seem to be a concern. What Angela would have to worry about would be the rails. She would probably have the power set low enough that they could survive hundreds of shots - if not functionally infinite.

If I were designing the fire control systems for an arena combat mech rail gun, I would give the pilot the ability to control the power. I would set the "standard" setting at, say, something that could punch through 75% of known mechs at a distance of 75% of the way across the arena (unless the rails could handle more without concern, then, fuck yeah more). But I would give the pilot the option of cranking it all the way up to the point where a single shot would fuck up the rails. The logic being that if the pilot gets into a situation where they're facing a massive beast with crazy thick armour, or even a normal mech that's hiding behind cover and sniping, the pilot has the option of dialling it up to 11 and punching through in a single shot to victory. After all, in arena combat, the fight ends when you take out the last target, so while a hail-mary strategy would be stupid for a combat mech, for an arena mech it would be a valid, though ballsy, way to win.

So the tl;dr is that a "default" range of 20-30 km sounds legit, but Angela probably does have the ability to dial it up to the point where she can shoot several hundreds of kilometres. But of course, that would be the one and only shot she gets, unless she can find a way to replace the rails. So it probably wouldn't be an option, except in life-or-death circumstances.
I agree with all of those points.  The Ragnarok's power setting is set for 10 km range (given that the average arena is about 10 square kilometers), but it can be cranked up to give it about 30 kilometers of range without warping the rails, provided she doesn't try 'rapid firing' the projectiles (I.E. try to fire more than three per minute when you take the ammo delivery system shortening the reload process and the three second charge time before firing).  However, I agree that she would have the ability to crank it all the way up to maximum power on an absolute worst case scenario.  I mean, I doubt even a Collosol class mech would survive such a shot at point blank range let alone at the end of a 150km distance!


@Urbanzorro:  It's extremely late for me, so I'll give my thoughts on your character and mech in the morning.  From what I see, I really, really like the mech and concept!

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Alrighty, now that I have a good night's sleep, I think I can focus enough to give my full thoughts on this:
Quote from: Urbanzorro on September 21, 2015, 10:50:45 PM
Callsign:  Chuckles
While I see no issues, I have to say that that is an interesting callsign.  :P
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Distinguishing Marks: None

Appearance:  Leo has a medical scar where his appendix used to be. He also has and additional set of scars over both of his kidneys.
Scars are considered distinguishing marks.  That said, the scars over his kidneys:  Did he have one removed and replaced by a donated one?  Or did he donate one?  Just curious.
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Bio:  Leo was born in space.... well more specifically he was born on a ship which was in transit from Earth to the Lunar colonies. His father and mother were both factory workers in one of the factories which produced munitions for combat mechs. They did their best to raise their boy to be a decent man, attempting to instill in him a desire for a calm and peaceful life. However, as Leo grew he steadily developed a greater and greater fixation with the mechs which his parent's worked to keep armed. Leo saw them as 'cool' and 'awesome' as time passed he went from wanting to learn about them to wanting to see one, and then on to his desire to pilot mechs.

Leo would have loved to have been able to pilot his own private mech in the pro fighting circuits. But he lacked the money or connections to be able to do so, and instead he settled for what he saw as the next best thing, and his only realistic way of getting into the cockpit. He joined the military. During basic training Leo showed strong reflexes, and the aptitude necessary to qualify for mech pilot school which he quickly signed up for of course. Over the course of his training Leo proved to be both a dedicated and skilled student, rising quickly to the upper levels of his class and eventually graduating with top marks as a fully qualified pilot.

That was three weeks ago, Leo was in fact heading to report to his first posting when the transport met with it's issues. As things started to go sour, there was no way in hell that Leo had come this far only to abandon his mech, so he opted to stay.

This all looks good to me.  Hmmm, I wonder how he would react when he finds that a Pro Mech Fighter (Angela) is part of the group since he wanted to join the arena?
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Mech Name:  Jack
Loving the mech design so far!  Though, I have to say that 'Jack' is a surprising one for this mech.  I'd have figured it'd be something like 'Mantis' or 'Grasshopper' since it kind of looks like it.  Of course, it's your mech, so name it whatever you like!  :P
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Armaments (Standard Layout): 

M-340 Auto-Cannon (Fixed) The M-340 is the heaviest weapon on the RU-39 Mustang. It is a rapid firing, heavy caliber, projectile weapon designed to fill the role that a light machine gun fills for an infantry squad. It is capable of damaging any class of targets and provides the RU-39 with an effective fire support option at all ranges. The auto-cannon's major drawback is that it's recoil is so powerful that the RU-39 can only utilize the M-340 when it's reactor output is focused towards it's weapon systems.
Sounds good to me.  I like the fact that it is inoperable unless power is directly diverted to it.
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T-97 Laser Projector (Fixed) A tight beam laser projector, the T-97's design is originally based off of industrial cutting tools, however an increased power conduit and additional focusing lenses have allowed for the creation of a highly effective weapons platform. The T-97 fires an extremely short range, but heavily focused, laser beam which is capable of penetrating almost any material know to man. It's drawbacks are a very low rate of fire, and the fact that the beam dissipates before it can even strike targets at medium range. 
I really like this one too.  Looks to be the best way to cut through personnel or vehicles that get too close.  A nice, little defensive weapon.
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Armaments (Non-Standard):  List any additional and/or replaced weapons on the mech.

M-107 Flame Projector(Non-Fixed) The M-107 is a mech sized flame thrower, designed to allow it's user the ability to engage conventional forces in the most efficient means possible. The level of heat that the M-107's flames create allow the weapon to be effective against infantry, light vehicles, and even tanks. Against other mechs the M-107 is incapable of dealing direct physical damage and it's only use is in attempting to overheat the opposing mech's systems. This, coupled with the weapon's obvious close range requirements make the M-107 a useful, yet highly specific, weapon.
The only thing of note I would like to know about is the location of it's fuel tank(s).  A flamethrower weapon either needs a small tank attached to the weapon itself or a larger one attached to the mech which is connected to the weapon.  Flamethrowers are powerful, but have dangerous drawbacks when under fire (I.E. KABOOM!).  Overall, I like it!
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M-75 Combat Shotgun(Non-Fixed) A basic shotgun style weapon, the M-75 is meant to be used as a defense against light and medium mechs at close range where the concussive and penetrative force of the weapon's projectiles are at their highest. Against anything larger than medium class mechs the M-75 begins to lose effectiveness as it lacks the penetrative power needed to make it through the armor that such mechs possess. 
I like the shotgun as well.  Should be useful in getting the 'pesky insects' (humans and lighter mechs) off you from time to time.
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Subsystems (Standard and Nonstandard): 

Target Designation Beam A infrared laser that is directed at the RU-39's current target and 'paints' said target with infrared light. When an enemy is painted by the beam any units who's communications systems are connected with the RU-39 will have an easier time hitting the target. The Target Designation Beam deactivates whenever the RU-39's reactor is focused on mobility.
Sounds reasonable and this is the kind of thing mechs like the Ragnarok needs to provide accurate firing with it's Rail Gun.  *nod*
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"Wild Weasel" Decoy System The "Wild Weasel" system is made up of several unmanned aerial drones stored within the RU-39 once activated one of these drones will launch from the RU-39 and begin a rapid flight away from the mech. Once in flight the drone will begin to broadcast an electronic signature that is identical to that of the RU-39, serving as a decoy against enemy radar, missiles, and even the targeting systems of mechs with less sophisticated sensors. The decoy system is shut down when the RU-39 has it's power output focused towards weaponry.
*gasp*  Now that is a useful defense!  I really, really love this!  The question is, how many of these drones does the mech carry?  Do they have a maximum distance they can travel?  Is it possible to recover them if they aren't destroyed?  How easy are they to replace?
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Redirectable Reactor The RU-39's pilot can, at any time, focus the mech's reactor and power conduits to provide additional energy to either the mech's weapon systems at the cost of decreased mobility or to the mech's legs at the cost of it's weapon systems. While this shift in reactor output can be quickly achieved with the simple flick of a switch it takes the RU-39's reactor a considerable amount of time to store enough energy for any supplemental shifts. This means that rapidly switching between one setting to the next is something that the RU-39 is incapable of doing.

  • Balance Power System: When the mech's power system is balanced the RU-39 is capable of making use of all of its systems with the exception of it's auto-cannon, and jump jets.
  • Direct Power to Weapons: When power is directed towards the RU-39's weapon systems the mech is now able to make use of it's auto cannon but suffers decreased mobility, and cannot make use of it's jump jets or it's decoy system.
  • Direct Power to Mobility: With power directed towards mobility the RU-39 becomes able to make use of it's jump jets, and it gains increased speeds. However it is unable to make use of the Target Designation Beam, the M-340 Auto Cannon or the T-97 Laser Projector leaving it's hand held guns as it's only weapon systems.
Now we get to the meat of the subsystems.  I really, really like this as it allows high adaptability, but at a price.  One of my favorite parts of this mech.
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Strengths: 
Hands The RU-39 is equipped with hands, allowing it to use most models of hand held mech weapons

High Moblity The RU-39 is highly mobile, capable of achieving speeds and preforming maneuvers that many other mechs would never be able to match.

Small Target Profile The RU-39 makes for a relatively small target as far as mechs are concerned.

Adaptable Focus The RU-39 is able to adapt to the conditions it finds itself in. When the mech is completely outmatched or reconnaissance operations are required it can fill a fast moving recon role. And when caught in a stand up fight it can switch over to fill a heavier fire support role allowing it to engage targets of any size and fully support it's fellow units.
It all looks good to me.

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[/i]

Weaknesses: 
Light Armor The RU-39 possesses light armor by mech standards, meaning that most mech class weapons which manage to hit it will be almost guaranteed to cause damage.

Close Range Focus With the exception of a single weapon the RU-39 does not possess the ability to effectively engage targets past medium range.

Crippling Specialization While the RU-39 is capable of filling several roles thanks to its ability to focus on one aspect of its systems or another. This versatility is also a double edged sword. When focused on filling one role the RU-39 loses much of its ability to fill any other. For instance when power is focused to weapons the RU-39 is incapable of filling a reconnaissance role and becomes a much easier target. Inversely when the RU-39 is focused towards mobility it loses it's ability to engage targets at longer ranges and is almost incapable of damaging heavy or colossal class mechs.


Seeing no problems here.

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Overall Description:  The RU-39 is designed to be a reconnaissance mech with the ability to provide fire support during larger operations. It is capable of many things, though not always at the same time. Its greatest strengths come in the form of it's speed and unpredictability. While it's greatest weaknesses come in it's lack of raw power during most situations.

Equipment/Gear:  A fire extinguisher, first aid kit, oxygen mask, and a few spare oxygen tanks.


Okay, after looking over the mech, I think this is certainly a very viable one for the group.  I'll let the others give their thoughts and opinions on it as well.  This one is a major contender with Kiric's character.  It's so hard to choose!  I'll think a little on it, but I may decide that a group of 7 may be in order because of how this character and mech are designed!

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Kiric Rand

So I plan on fleshing out a few mor details on Alex after work. But the TL:DR version is this.

Former solder, merc who has a ruthless attitude.

His mech was one he hijacked during one of his missions after his military days. Being a former pilot, it took him some time but he was eventually able to gain control.

Dragon's weapon systems tend to have an all a4ound focus. The rifle is his anti armor weapon, probally capibale of doing decent damage up to medium mech armor, anything heavier takes a bit more.

His minigun is more anti personnel, but can do some damage to mechs.

The missiles are better for anti air, seeing as when used against ground targets they do not reach the required altitude to launch the mini warheads.

The lasers are more for small targets that get inside the rifle and minigun target area. Rarely used.

In short, an assualt mech that would pair well as a defensive mech for some of the slower, weapon platforms
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Quote from: Kiric Rand on September 21, 2015, 05:57:04 PM
Sort end of the story, he had an assassination mission on the moon, and once completed he was returning back to earth. And yes, he was dishonorably discharged. His mech was returned, the one he now pilots he stole during a mission and decided to keep it in place of payment for that particular mission. And yes, it is mostly anti personnel and light armor, with the missiles and rifle being the only thing that can even have a chance of hurting bigger mechs, even then it would take most of his ammo to do.
I missed this earlier, so I'll go ahead and fix that now:

An assassination on the moon?  Sounds like it's a very difficult task considering that, due to it being the moon.  Then again, the moon is basically a very large resort city at most, so he could probably get away with it, though I highly doubt that a murder will be kept quiet for long.  That could explain why he is returning to Earth, perhaps on the very first transport back.

Quote from: Kiric Rand on September 22, 2015, 10:42:16 AM
So I plan on fleshing out a few mor details on Alex after work. But the TL:DR version is this.

Former solder, merc who has a ruthless attitude.

His mech was one he hijacked during one of his missions after his military days. Being a former pilot, it took him some time but he was eventually able to gain control.

Dragon's weapon systems tend to have an all a4ound focus. The rifle is his anti armor weapon, probally capibale of doing decent damage up to medium mech armor, anything heavier takes a bit more.

His minigun is more anti personnel, but can do some damage to mechs.

The missiles are better for anti air, seeing as when used against ground targets they do not reach the required altitude to launch the mini warheads.

The lasers are more for small targets that get inside the rifle and minigun target area. Rarely used.

In short, an assualt mech that would pair well as a defensive mech for some of the slower, weapon platforms
Alright, no problems at all!  Can't wait to see what the final version will be like.  Being a slower, mid-range defense for larger, heavier mechs sounds great as well.  I really like it.

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Urbanzorro

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
While I see no issues, I have to say that that is an interesting callsign.  :P
It was given to him during mech pilot school. At least in my experience you never really pick your callsign, your friends do. He has a tendency to be a bit of a joker and to get over excited about things having to do with mech combat so 'Chuckles' stuck.

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
Scars are considered distinguishing marks.  That said, the scars over his kidneys:  Did he have one removed and replaced by a donated one?  Or did he donate one?  Just curious.
They are leftovers from having his adrenal glands surgically altered during his training. Basically it helps to account for how quickly he can get pumped up and excited about a fight.

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
This all looks good to me.  Hmmm, I wonder how he would react when he finds that a Pro Mech Fighter (Angela) is part of the group since he wanted to join the arena?
I imagine he'll react with quite a bit of interest and excitement, despite the fact that he now has his own mech to pilot he is still a fan of the Pro Mech Fighters and would possibly like to be one some day.

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
Loving the mech design so far!  Though, I have to say that 'Jack' is a surprising one for this mech.  I'd have figured it'd be something like 'Mantis' or 'Grasshopper' since it kind of looks like it.  Of course, it's your mech, so name it whatever you like!  :P
Well my thought process was that 'Jack' will normally be going up against opponents that are larger than it is. With that in mind, what else would you name a giant slayer? ;D

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
The only thing of note I would like to know about is the location of it's fuel tank(s).  A flamethrower weapon either needs a small tank attached to the weapon itself or a larger one attached to the mech which is connected to the weapon.  Flamethrowers are powerful, but have dangerous drawbacks when under fire (I.E. KABOOM!).  Overall, I like it!
I'm thinking that the flamethrower would carry it's fuel source on itself. Ideally just imagine a fuel tank attached to the back of the gun.

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
*gasp*  Now that is a useful defense!  I really, really love this!  The question is, how many of these drones does the mech carry?  Do they have a maximum distance they can travel?  Is it possible to recover them if they aren't destroyed?  How easy are they to replace?
I'm thinking a standard load for the system would be like 15 drones. As far as a maximum distance goes I didn't really give it much thought but I'd say they could at least fly for a good distance before hitting the point where it either needs to be called back or it no longer has the fuel to return. I'm thinking they can be recovered by simply being given a recall order from the mech and then turning back to return to the mech. As far as replacing them goes I'm thinking that it wouldn't be particularly easy with more drones either being an exceedingly rare find or not likely to be found at all outside of a situation where the mechs were being fully restocked anyway.

Quote from: King Serperior on September 22, 2015, 10:25:10 AM
Okay, after looking over the mech, I think this is certainly a very viable one for the group.  I'll let the others give their thoughts and opinions on it as well.  This one is a major contender with Kiric's character.  It's so hard to choose!  I'll think a little on it, but I may decide that a group of 7 may be in order because of how this character and mech are designed!

I'm glad you like it. Looking forward to possibly taking part in the game!
I'm a leaf on the wind, watch how I soar.

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eBadger

-Is this still open?

-How much of a plotline/story is there going to be, or is this more of a sandbox?

Karma

Athena will be able to fabricate things that might otherwise be extremely difficult to replace as well.

King Serperior

Quote from: Urbanzorro on September 22, 2015, 01:43:59 PM
It was given to him during mech pilot school. At least in my experience you never really pick your callsign, your friends do. He has a tendency to be a bit of a joker and to get over excited about things having to do with mech combat so 'Chuckles' stuck.
Alright, that makes sense.  Angela has taken the nickname as the 'Angel of Destruction' by announcers in the arena for the fact that she just leaves mechs as little more than slag on the battlefield.  :P
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They are leftovers from having his adrenal glands surgically altered during his training. Basically it helps to account for how quickly he can get pumped up and excited about a fight.
Okay, that would be a good thing to note in the character sheet (unless I missed it somewhere?).
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I imagine he'll react with quite a bit of interest and excitement, despite the fact that he now has his own mech to pilot he is still a fan of the Pro Mech Fighters and would possibly like to be one some day.
Well, that would give them something to talk about!   :D
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Well my thought process was that 'Jack' will normally be going up against opponents that are larger than it is. With that in mind, what else would you name a giant slayer? ;D
Ooooooh!  NOW I get the nickname!  Haha, that's actually pretty darn good!  I like it.
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I'm thinking that the flamethrower would carry it's fuel source on itself. Ideally just imagine a fuel tank attached to the back of the gun.
Okay, that certainly works.  Though, that makes me wonder how large the fuel tank is as well as the question on if there is a spare tank somewhere on the mech for 'reloading' when the tank goes dry?
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I'm thinking a standard load for the system would be like 15 drones. As far as a maximum distance goes I didn't really give it much thought but I'd say they could at least fly for a good distance before hitting the point where it either needs to be called back or it no longer has the fuel to return. I'm thinking they can be recovered by simply being given a recall order from the mech and then turning back to return to the mech. As far as replacing them goes I'm thinking that it wouldn't be particularly easy with more drones either being an exceedingly rare find or not likely to be found at all outside of a situation where the mechs were being fully restocked anyway.
Okay, that makes perfect sense.  Thanks for the explanation.  You may want to note that fact in the CS.
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I'm glad you like it. Looking forward to possibly taking part in the game!
Well, once we see what all the options are and everyone gets their characters sorted out, we'll see if we can squeeze one more character in since, from what I can see, both yours and Kiric's characters and mechs are so unique and creative.  I really have a hard time figuring out how one can be chosen above the other.  :o

Quote from: eBadger on September 22, 2015, 02:01:46 PM
-Is this still open?

-How much of a plotline/story is there going to be, or is this more of a sandbox?
Hello, eBadger! 

With one spot open and two really good mechs and characters going for that position and leaving me wondering how I can choose one or the other, it is technically open.  However, it is extremely close to closing, but if you want to try your hand at creating something, you can. 

As for it being storyline vs sandbox, it will be sandbox, but with an actual plot driving it forward.

Quote from: Karma on September 22, 2015, 02:02:08 PM
Athena will be able to fabricate things that might otherwise be extremely difficult to replace as well.
^This is true, so those drones can be repaired or replaced if the character and mech is chosen.

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Urbanzorro

I'll add in some further details on the drones as well as the fact that his adrenal glands have been altered. Though I don't tend to play that bit up too much. Its more that his concept is in part inspired by a character I had for a different game who had similar things done to him and it helps me to have a mental picture of how I want Leo to behave. As far as the flamethrower having a spare tank I could see one being stored somewhere inside the mech. Though when I envisioned the flame thrower I thought of it, and the shotgun, as being a bit replaceable. For instance if the flamethrower runs out of ammo the mech, thanks to it's hands, could just 'borrow' a  hand weapon from a defeated mech.

Also, that's a good tie in for Athena and Leo, could offer up some options for interaction between the two of them.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Karma

Mind you, Athena won't be kind about having to work on other people's mechs. :P

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

eBadger

Quote from: King Serperior on September 22, 2015, 02:06:49 PMHello, eBadger! 

With one spot open and two really good mechs and characters going for that position and leaving me wondering how I can choose one or the other, it is technically open.  However, it is extremely close to closing, but if you want to try your hand at creating something, you can. 

As for it being storyline vs sandbox, it will be sandbox, but with an actual plot driving it forward.
^This is true, so those drones can be repaired or replaced if the character and mech is chosen.

Cool beans, thanks for the reply and have an awesome game!

King Serperior

Quote from: Urbanzorro on September 22, 2015, 02:16:18 PM
I'll add in some further details on the drones as well as the fact that his adrenal glands have been altered. Though I don't tend to play that bit up too much. Its more that his concept is in part inspired by a character I had for a different game who had similar things done to him and it helps me to have a mental picture of how I want Leo to behave.
Alright, well, if the adrenal glands won't come into play often, that's fine.  It's the drones that were the main things needing more information.
Quote
As far as the flamethrower having a spare tank I could see one being stored somewhere inside the mech. Though when I envisioned the flame thrower I thought of it, and the shotgun, as being a bit replaceable. For instance if the flamethrower runs out of ammo the mech, thanks to it's hands, could just 'borrow' a  hand weapon from a defeated mech.
Makes sense there.  I'm certain there'll be a number of fallen mechs to scavenge from, so you don't need to add an extra fuel tank if you don't want to.   :-)

Quote from: Karma on September 22, 2015, 02:18:40 PM
Mind you, Athena won't be kind about having to work on other people's mechs. :P
*Makes a note to not ask her to help do repair work after a hectic battle*
Quote from: eBadger on September 22, 2015, 02:42:20 PM
Cool beans, thanks for the reply and have an awesome game!
No problem and thanks!  You have good luck out there with your games as well!

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Kiric Rand

Name:  Alexander Nobel
Rank:  Former Military
Role:  Mercenary
Nicknames:  Alex
Callsign:  Red Fang
Age:  31
Gender: Male
Sexuality: Straight
Height:  7’ 3”
Weight:  235 lb
Eyes:  Green
Hair:  Black, shoulder length
Skin:  White, Slightly tan
Physique:  Big and solid
Distinguishing Marks: Numerious tattoos along his chest, arms, and back

Appearance:  Alex is a big man, imposing in stature.

Bio:  Alex is a former solder, very effective at what he did, engaging in combat missions at the age of 18. He quickly rose through the ranks, due to his brutal efficiency at completing his missions. So he was given command of a heavy class mech, leading a small unit in sweep and clear style missions. While he never failed a single one, it was due to his ruthlessness and his high civilian casualty rate that he was soon discharged from the unit.

Knowing only the field of combat, Alex soon found himself accepting freelance work for many different governments. He managed to hijack an experimental heavy mech, known as a fiddler mech during one of his missions. He claimed it as part of his payment, and with it, he has been able to take bigger and bigger missions.

He is still as ruthless as ever, but he is also loyal to completing the mission. Despite being a merc, he is not one to change sides mid mission. Just hope and pray he is on your side. Alex was currently on his way from the lunar colonies after completion of a mission, an assassination that he has managed to keep under wraps for now. He was taking the first transport back before things blew up



Equipment/Gear (Grabbed before entering the Mech's Storage Container):  A couple sets of clothes, some provisions, and his side arm from his military days.





Chassis:  Heavy assault unit TR-X “Fiddler”
Model:  Custom
Weight Class:  Heavy
Weight:  78T Dry/ 96 T Full load out
Height: 15m
Top Speed:  50 KPH
Mech Name:  Dragon
Armaments (Standard Layout):  XR31 Solid slug rifle (Fixed): One of two main armaments, the XR31 is a long range rifle with a maximum range of 15km, though effective range is within 10 km. It is armed with solid slug armor penetrating rounds, mostly used as an anti armor and anti mech weapon. At the time of landing it was loaded with its maximum ammo count of 350 rounds. The XR31 is effective against anything up to medium mech armor.

GSD “Vulcan” Gatling gun (Fixed): Second main armament, The GSD “Vulcan” fires at an impressive 10,000 rounds per minute it allowed continual firing. It carries a maximum ammo load out of 100,000 rounds. Mostly used as an anti personal and anti light armor. Currently armed with depleted uranium rounds. Mostly effective against troops and light armor.

LRM 21 “Lancer” Missiles (Fixed): Anti-Aircraft weaponry, currently armed with 8 missiles, each of with will break off into smaller warheads upon reaching a certain altitude. While useful against ground based targets, Lancers truly shine against airborne targets, allowing a single shot to take out multiple craft. Usage against ground targets will not allow the missile to reach the minimum altitude necessary to deploy the mini warheads.

2x LLM 351 Light Laser machine guns (Fixed): An anti personal weapon with a fairly short range, The LLM 351 draws power from the main reactor, allowing for a near indefinite ammo count, though it’s short range make it ineffective against anything at near point blank range. Can overheat if used for extended periods of time.


Subsystems (Standard and Nonstandard):  ”Fiddler” Arms: Probably the most noticeable feature of the mech are the small arms just below the cockpit, giving the mech a slight appearance of a fiddler crab. While they are not strong enough to wield a weapon system, they are useful in allowing Alex to perform more intricate task.

Radar, Infrared, and sonar visual systems: As a combat mech, it has a number of detection systems available to scan and locate threats

Comms array: Standard systems to allow for communication.

Smoke Launchers: Mounted around the mech in various places, These small canisters allow the mech to deploy a smoke cloud that will confuse most detection systems, providing a measure of stealth.

Targeting systems: The Dragon comes with an advanced targeting system, allowing the pilot to pick out targets as a rapid pace and direct it’s weaponry to bare.

Strengths:  Combat: Dragon excels at combat, having a weapon system ready for nearly any situation

Anti-Personnel: A majority of Dragon’s weapon systems are directed at taking out troops and light armor.

Sealed Cockpit: The dragons control center is completely sealed, allowing it’s piolet to survive in nearly any environment.

Armored: The Dragon has a decent amount of armor, allowing it to operate in combat situations for prolonged amounts of time.

Arms: While the arms are not able of using weapons, they do allow the Dragon to perform a number of delicate actions that a mech his size normally wouldn’t allow.

Weaknesses:  Large: Dragon is a large mech, even for a heavy class mech. It does make in a target in a lot of situations.

Anti-Personnel- Except for the missiles and rifle, Dragon has limited ways to deal with heavier mechs.

Experimental Design: Due to the nature of the design, not many mechs like Dragon exist, which means parts are harder for find for some of the systems.

Fixed weaponry: The weaponry on Dragon is fixed, which means there is no way to change it. Most of it requires solid ammo, which means it has a limited capacity.


Overall Description:  The Dragon is a bipedal mech, though a bit of an odd design. It was built as an heavy assault unit, capable of backing off to support heavier weapon platforms. Where its arms would normally be there are weapon systems, and a smaller pair of arms sits just in front of the power plant entrance. The cockpit is situated just above the laser guns. The battery systems are located in the crotch, just behind the arms. The pilot enters via a cable and foot loop that pulls them from the ground.

Equipment/Gear:  1 Sniper Rifle, 1 assault rifle, spare pilot suit and helmet.


ok, I suck at creating the characters on sheet
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Guardian of Lynnie's heart
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Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

Ralhend

Post Rate: (Lethargic)
Request Thread/ Ons and Offs /A/A Thread
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Saria

Okay, you may have noticed I changed the topic to say we're full. Those of you still working on profiles, don't panic! You're still in the running.

Right now, the following are locked in:

  • King Serperior
  • Karma
  • Ralhend
  • Saria
And the following are working on profiles (so don't stop!):

  • Gurass
  • akirakaneda
  • Kiric Rand
  • Urbanzorro
  • Giantmutantcrab
I know we said there's only six spots, but we're willing to extend it, so don't worry about being one of 5 people fighting for 2 spots. Just make an awesome profile!
Saria is no longer on Elliquiy, and no longer available for games

Kiric Rand

I think, unless you guys have anything you want me to add or clarify, that is my final profile. I am not good at making character sheets
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Guardian of Lynnie's heart
-My inbox is sort.of like 7-11. It's not always doing business, but it's always open.-
Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

King Serperior

Quote from: Kiric Rand on September 22, 2015, 06:52:18 PM
I think, unless you guys have anything you want me to add or clarify, that is my final profile. I am not good at making character sheets
From what I see, I honestly don't have a problem at all.  I really like what I see and I think Saria, Karma, and Ralhend do too, but I won't quote them on that.

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Urbanzorro

Updated my sheet with some more info on the drones and to include Leo's gland surgery. I think he's about done unless you see something else that needs to be changed.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

King Serperior

Quote from: Urbanzorro on September 22, 2015, 07:45:00 PM
Updated my sheet with some more info on the drones and to include Leo's gland surgery. I think he's about done unless you see something else that needs to be changed.
Thanks for the additions!  That's about all I can think of in regards to my own comments, so unless Saria, Karma, or Ralhend have anything to say, I think it's perfect.

O/O's
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Saria

Yeah, I'm cool with both Kiric Rand's profile and Urbanzorro's. Once Karma and Ralhend give the thumbs up, I'll add them both to the main list.
Saria is no longer on Elliquiy, and no longer available for games

Karma


Giantmutantcrab

*cough* Hi everyone!  *wavewave*

I saw this setting and I find it very interesting.  I love mech video games and I would like to join this group.  However...  I'll admit to being intimidated at the task of building a mech.  The specifications you all put into your mechs is STAGGERING.  Considering English isn't really my native tongue, I might be running around trying to find coherent words to describe complex technical terms.  So to all you gearheds out there...  Help!  ^^;

Also...  Would it acceptable if my character were to have a battle armor?  I think that's what they're called?  The smallest ones available, something akin to the hulkbuster armor in size?  I had thought of a soldier with training comparable to the First Special Service Force of World War II.  His specialty would be stealth, infiltration and so on.  Naturally his mech would never be nearly as powerful as larger models but maybe he would have advantages of being fast, agile and silent?  Maybe some kind of light-refraction device to make it really hard to catch him on radar or even just looking at him on an open field?  I thought of a visual effect comparable to the predator's cloaking field...

...or is that just too much?  Please let me know, as I don't want to give the impression of being munchkin.  :)

And I didn't imagine this character as actually being a decorated war hero or some kind of super-important officer.  I saw him as being more of a scout and a survivalist, akin to John Rambo of First Blood (in the sense of him actually having to walk INTO the enemy base and grabbing some enormous machine of destruction rather than starting out with it), and not as John Rambo of Rambo III, where he single-handedly destroyed the Red Army in Afghanistan.  He would be an ambush fighter, guerilla tactics, survival, trying to capture enemy gear, etc.  He would not have much in the way of a full-on assault, since he's wearing the mech equivalent of a kevlar vest and a nice helmet.
                        

King Serperior

Quote from: Giantmutantcrab on September 22, 2015, 08:02:50 PM
*cough* Hi everyone!  *wavewave*
Hello there, GMC (mind if I call you that, or do you prefer another shortened version of your name?)!
Quote
I saw this setting and I find it very interesting.  I love mech video games and I would like to join this group.  However...  I'll admit to being intimidated at the task of building a mech.  The specifications you all put into your mechs is STAGGERING.  Considering English isn't really my native tongue, I might be running around trying to find coherent words to describe complex technical terms.  So to all you gearheds out there...  Help!  ^^;
Not a problem at all.  If you have questions, just ask.  Anyone here is more than willing to help out.   :-)
Quote
Also...  Would it acceptable if my character were to have a battle armor?  I think that's what they're called?  The smallest ones available, something akin to the hulkbuster armor in size?  I had thought of a soldier with training comparable to the First Special Service Force of World War II.  His specialty would be stealth, infiltration and so on.  Naturally his mech would never be nearly as powerful as larger models but maybe he would have advantages of being fast, agile and silent?  Maybe some kind of light-refraction device to make it really hard to catch him on radar or even just looking at him on an open field?  I thought of a visual effect comparable to the predator's cloaking field...
No problem at all!  At the moment, Karma's character is the only one with a Battle Armor, though it is extremely unique in the fact that it becomes almost a Light Mech.  So, another Battle Armor would be welcomed, especially one that focuses on speed, agility, and stealth.
Quote
...or is that just too much?  Please let me know, as I don't want to give the impression of being munchkin.  :)
From what I can see, the concept is good.  I can't wait to see how you further expand upon it.   :-)
Quote
And I didn't imagine this character as actually being a decorated war hero or some kind of super-important officer.  I saw him as being more of a scout and a survivalist, akin to John Rambo of First Blood (in the sense of him actually having to walk INTO the enemy base and grabbing some enormous machine of destruction rather than starting out with it), and not as John Rambo of Rambo III, where he single-handedly destroyed the Red Army in Afghanistan.  He would be an ambush fighter, guerilla tactics, survival, trying to capture enemy gear, etc.  He would not have much in the way of a full-on assault, since he's wearing the mech equivalent of a kevlar vest and a nice helmet.
That makes sense.  Someone with guerilla skills would be most appreciated.

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Saria

Another battle armour would be good. I could whip up some missions that would require the battle armours to slip into a base/town/whatever, and strike from within while the big mechs attack from the outside.

Having a diverse bunch of mechs is exciting!
Saria is no longer on Elliquiy, and no longer available for games

Giantmutantcrab

oh no, GMC, Crab, Crabby, it's all good. :)

I'll try to have something up today, concerning the character at least. How different is this world from ours? If I say "my dude went to Brazil on vacation", did he get to go to beaches, enjoy Carnival, see Christ the Redeemer, etc?

Or is there a history/background I can read through? To have an idea of who is fighting who, what organisations are controlling the world, where are the major battle lines drawn, etc.
                        

King Serperior

Quote from: Giantmutantcrab on September 23, 2015, 07:00:10 AM
oh no, GMC, Crab, Crabby, it's all good. :)
Alright, that's good to know.   :-)
Quote
I'll try to have something up today, concerning the character at least. How different is this world from ours? If I say "my dude went to Brazil on vacation", did he get to go to beaches, enjoy Carnival, see Christ the Redeemer, etc?

Or is there a history/background I can read through? To have an idea of who is fighting who, what organisations are controlling the world, where are the major battle lines drawn, etc.
I would like to think that this is a somewhat alternate version of Earth.  It's been many, many years, so not every country, state, or boundary is the same.  Heck, even names have changed.  There's really no history/background that one can read.  Saria may provide better answers than I could.

O/O's
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Giantmutantcrab

So it's something a little more fast, wild and loose then "THIS IS THE HISTORY OF OUR GAME.  YOU WILL LEARN THIS.  YOU WILL LOVE THIS.  YOU WILL KNOW IT BY HEART."  Cool.

Oh, another question.  How small can a battle armor be?  Can it be like, power-armor small?  Like, Iron Man-style armor small (the regular suits I mean, not the Iron Giant or Warmonger or Hulkbuster)?  Or is there a minimum level of bulk required for it to actually be efficient and not a flashy, expensive piece of body armor with lights on it.
                        

King Serperior

Quote from: Giantmutantcrab on September 23, 2015, 10:15:02 AM
So it's something a little more fast, wild and loose then "THIS IS THE HISTORY OF OUR GAME.  YOU WILL LEARN THIS.  YOU WILL LOVE THIS.  YOU WILL KNOW IT BY HEART."  Cool.
Somewhat, but less overly wild and loose than that.
Quote
Oh, another question.  How small can a battle armor be?  Can it be like, power-armor small?  Like, Iron Man-style armor small (the regular suits I mean, not the Iron Giant or Warmonger or Hulkbuster)?  Or is there a minimum level of bulk required for it to actually be efficient and not a flashy, expensive piece of body armor with lights on it.
This here is not only the Character Sheet code, but the approximate weights of the mechs.  The maximum weight of a Battle Armor is about 5 tons or so.  I would say the minimum weight is about a half ton to a ton, give or take.  It depends on what sort of weapons and armor one utilizes. 
Quote from: King Serperior on September 18, 2015, 09:54:11 AM
For the character and mech creation rules, there are actually some.  They're right here:


[float=right][img height=300 padding=10]INSERT CHARACTER IMAGE URL[/img][/float]
[b]Name:[/b] 
[b]Rank:[/b]  [i]Military or civilian[/i]
[b]Role:[/b] 
[b]Nicknames:[/b]  [i]If any[/i]
[b]Callsign:[/b]  [i]If any[/i]
[b]Age:[/b] 
[b]Gender:[/b] 
[b]Sexuality:[/b] 
[b]Height:[/b] 
[b]Weight:[/b] 
[b]Eyes:[/b] 
[b]Hair:[/b] 
[b]Skin:[/b] 
[b]Physique:[/b] 
[b]Distinguishing Marks:[/b] 

[b]Appearance:[/b]  [i]Anything the picture doesn't show.[/i]

[b]Bio:[/b]  [i]Brief biography of character[/i]

[b]Equipment/Gear (Grabbed before entering the Mech's Storage Container):[/b]  [i]Items grabbed before everything is jettisoned[/i]


[hr]

[float=left][img height=300 padding=10]INSERT MECH IMAGE URL HERE[/img][/float]
[b]Chassis:[/b]  [i]Mech Frame[/i]
[b]Model:[/b]  [i]If it is a standard-issue mech, name the model;  If it is a custom design, just leave it as 'Custom'[/i]
[b]Weight Class:[/b]  [i]Battle Armor, Light, Medium, Heavy, or Colossal[/i]
[b]Weight:[/b]  [i]Mech Weight (List weight with standard layout and maximum carry weight)[/i]
[b]Height:[/b] [i]Mech Height[/i]
[b]Top Speed:[/b]  [i]Mech's top speed under standard layout[/i]
[b]Mech Name:[/b]  [i]If the mech is named, list it;  If it has a callsign instead, list that.[/i]
[b]Armaments (Standard Layout):[/b]  [i]List the mech's standard weapon systems;  Each system should be noted as fixed or not (I.E. can it be removed and replaced with another weapon?);  Basically, the weapons that the mech starts with.[/i]

[b]Armaments (Non-Standard):[/b]  [i]List any additional and/or replaced weapons on the mech.[/i]

[b]Subsystems (Standard and Nonstandard):[/b]  [i]Anything that isn't a weapons system (I.E. adaptive camouflage, jump jets, Advanced targeting systems, ect); Note whether they are standard or nonstandard.[/i]

[b]Strengths:[/b]  [i]List at least three things this mech excels at, both in and out of combat (I.E. Hands, mobility, armor, ect)[/i]

[b]Weaknesses:[/b]  [i]List at least three things this mech has difficulty with both in and out of combat (I.E. Very loud, slow reload/recharging weapons, limited mobility. ect)[/i]

[b]Overall Description:[/b]  [i]A short, detailed description of the mech that the picture doesn't show.[/i]

[b]Equipment/Gear:[/b]  [i]Gear that is stored in the mech's cockpit[/i]


As you can see in the Mech CS part, it talks about weight class.  The weight classes are:  Power/Battle Armor, Light, Medium, Heavy, and Colossal. 
Power/Battle Armor is about the size of the Hulkbuster from the Avengers.  They usually weigh no more than 5 tons. 
Light mechs are about 25-30 tons, give or take. 
Medium mechs are around 50 tons. 
Heavy mechs are around 75 tons. 
Colossal mechs, such as the Ragnarok, are 100+ tons.  For example, Ragnarok weighs in at about 125 tons. 

Mechs that fall under the minimal weight class (I.E. a 60 ton mech) would be classed as Medium.  A mech must weigh at least 75 tons to be classed as Heavy).

Some things to note:  Power/Battle Armor usually can interface with a larger mech, allowing the pilot to take control of it or provide extra firepower and defense.  Doing so while someone is piloting the target mech is usually a very bad idea as an interface attempt with an active mech is liable to throw the smaller one off and cause serious damage.

As for the heights, it really depends on if the mech is a biped or multiped.  A general rule of thumb is that heavier mechs tend to be larger than smaller ones.

As for realism, it will be as realistic as a mech game can be.  Rest assured that this is NOT like any anime.  Mech's get damaged, malfunction, and can be destroyed.  Pilots get hurt or sick or die.  Weapons can overheat and jam and missiles can be duds.

So, in terms of the minimum size for a Battle Armor, it would be about like this:



As you can see, it's a fair bit bulkier than the basic Iron Man suit.

O/O's
A/A'sMonster Girl Palace
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Giantmutantcrab

So that would be something in size comparable to the Mark I "Iron Giant" or one of the Hulkbuster armors, at a bare minimum.  So a very large, massive power armor that adds height and bulk to the person inside.  They might be able to fit into a gigantic mech and pilot it with the battle suit, but they won't really fit in the driver's seat of a car.

Cool, that gives me a great guideline to start hunting for pictures.  Thank you GM-boss-sir!
                        

Karma

To be clear, the Arion is smaller than that, but only because it's a highly specialized prototype.

King Serperior

Quote from: Giantmutantcrab on September 23, 2015, 10:32:02 AM
So that would be something in size comparable to the Mark I "Iron Giant" or one of the Hulkbuster armors, at a bare minimum.  So a very large, massive power armor that adds height and bulk to the person inside.  They might be able to fit into a gigantic mech and pilot it with the battle suit, but they won't really fit in the driver's seat of a car.

Cool, that gives me a great guideline to start hunting for pictures.  Thank you GM-boss-sir!
Well, if you rip out the driver's seat of the car, you could possibly fit.....but, yes, that's about right.  And, no problem.  I'm glad to help!

Quote from: Karma on September 23, 2015, 10:38:59 AM
To be clear, the Arion is smaller than that, but only because it's a highly specialized prototype.
Of course.  A prototype always gets an exception.   :D

O/O's
A/A'sMonster Girl Palace
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Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

King Serperior

Apologies for this double post, but I have edited the Rail Gun as per the new data Saria found:

Quote
Rail Gun:  Central weapon and main gun, the Rail Gun fires a long piece of hardened Tungsten that is designed to penetrate even through cover.  It can only fire one shot before requiring reloading and requires a three second charge time before firing.  However, once fired, the seven pound projectile travels at speeds that exceed Mach 6, making a direct hit devastating.  It takes 10 seconds (5 with the custom ammo delivery system) to load up a new projectile.  The weapon has an effective range of nearly 30 kilometers (Effective meaning safely firing each projectile without risk of damaging the rails of the weapon), each projectile losing nearly no velocity when it reaches its target.  The Rail Gun has a normally has a total of 100 projectiles, more than eight the number she would ever need in the arena, theoretically anyway.  However, when it was loaded on the transport, the Ragnarok was loaded with it's maximum ammo for all weapons:  600 projectiles (4.2 tons).  Can be removed/change, but not recommended as it's the main weapon.  Angela has the ability to turn off all safety features to allow the Rail Gun to fire at a target nearly 160 kilometers away at speeds that reach near Mach 8, resulting in the complete and total destruction of almost any target.  Doing this, however, means the weapon will be unable to be used again until new rails are added as firing at such power will warp the rails too badly.  It is a last resort tactic that should only be used when there is absolutely no other choice as replacement rails are very difficult to come by.
The bolded part is the new addition.

Also, I heard from Ralhend.  He said that he has no problems with Kiric's and Urbanzorro's characters and mechs.  That means we have three more character sheets to wait on.

Haven spoken with Saria earlier, I think it's safe to say that we will put a deadline for completed character sheets on Friday.  This is because 1).  Thursday is my busy day, so I won't have time to give my thoughts on mechs and characters and 2).  We would like to get things started this weekend.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Giantmutantcrab

Friday?

O_O;

*scribblescribble some notes for a character!*

But...  I haven't seen any kind of history or background.  It'd gonna be tough for me to reference recent military activity in my character's life!
                        

King Serperior

Don't worry too much about those kinds of details.  Take a look at Saria's character and how she referenced some of the military activities going on.  It's safe to say that there have been skirmishes all around.  Worst comes to worst, be creative (but realistic) in past situations for your character.  If there's an issue, we'll let you know.  :)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Giantmutantcrab

Okay!

<So, armed with an m4 and an Under-barrel grenade launcher, was able to defeat entire Red Army single-handedly, while looking ripped as hell throughout the operation.>

That sounds about right!  :)
                        

King Serperior

Quote from: Giantmutantcrab on September 23, 2015, 01:03:57 PM
Okay!

<So, armed with an m4 and an Under-barrel grenade launcher, was able to defeat entire Red Army single-handedly, while looking ripped as hell throughout the operation.>

That sounds about right!  :)
Er, well, I wouldn't call it quite that.  More likely, this 'Red Army' that you're speaking of was part of a base that your character and a group of his comrades were attacking with no avail, so your character sneaked in behind their lines, stole a Battle Armor the opposing group was unable to get running (because they lacked the codes to do so, but your character's forces did) and attacked from the inside where they least expected, giving the rest of the battle group the chance they needed to crush the base.  The reason for saying this is that I highly doubt that an army would be crushed single-handedly by a single Battle Armor, especially one that focuses on stealth.  That kind of story makes more sense when you go by what you were describing earlier:

Quote from: Giantmutantcrab on September 22, 2015, 08:02:50 PM
And I didn't imagine this character as actually being a decorated war hero or some kind of super-important officer.  I saw him as being more of a scout and a survivalist, akin to John Rambo of First Blood (in the sense of him actually having to walk INTO the enemy base and grabbing some enormous machine of destruction rather than starting out with it), and not as John Rambo of Rambo III, where he single-handedly destroyed the Red Army in Afghanistan.  He would be an ambush fighter, guerilla tactics, survival, trying to capture enemy gear, etc.  He would not have much in the way of a full-on assault, since he's wearing the mech equivalent of a kevlar vest and a nice helmet.

Okay, now that I reread this part, I understand what 'Red Army' you were speaking of.  (I've never seen a Rambo movie  >.>) 

Apologies for the rambling.  Today is rather hectic and tomorrow is going to be quite lengthy, so my mind is going in all directions.  D:

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Giantmutantcrab

Oh, it was a joke.  I am sorry that it was a bad one.  -_-

Waaaaaaaaaaaaaaaaaaaaaaitaminute.

You have never seen a Rambo movie?

o.o

O.O

(O).(O)
                        

Karma


Ralhend

Quote from: King Serperior on September 23, 2015, 12:20:29 PM
Apologies for this double post, but I have edited the Rail Gun as per the new data Saria found:
The bolded part is the new addition.

Also, I heard from Ralhend.  He said that he has no problems with Kiric's and Urbanzorro's characters and mechs.  That means we have three more character sheets to wait on.

Haven spoken with Saria earlier, I think it's safe to say that we will put a deadline for completed character sheets on Friday.  This is because 1).  Thursday is my busy day, so I won't have time to give my thoughts on mechs and characters and 2).  We would like to get things started this weekend.


Yes, everyones character's looked great :)

Depending on how i feel after work(12 am cst ), I may just make a teaser about my character in his container, and what happens during the incident
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Saria

Quote from: Giantmutantcrab on September 23, 2015, 07:00:10 AM
I'll try to have something up today, concerning the character at least. How different is this world from ours? If I say "my dude went to Brazil on vacation", did he get to go to beaches, enjoy Carnival, see Christ the Redeemer, etc?
Yup, no problems! Athena is actually Greek, and Deepika is Indian but she grew up in Canada, so there are already plenty of real world references.

The way I'm picturing the world in my head is that it's basically our world... but, say, 50 years in the future. So all the major landmarks and stuff are there (you know, assuming nobody's torn down or blown up Christ the Redeemer and such), and most of the countries.

The only countries I'd rather people watch out for are the countries in Asia, aaaaand maybe Eastern Europe. Why? Because that's where we're going to be playing, and for the story, all those countries need to be super insanely hostile. That said, it's still okay if you want to talk a little bit about them - I think someone's already mentioned Malaysia, and Deep's background is Indian - but don't get too deep into any lore or background of that area.

Quote from: Giantmutantcrab on September 23, 2015, 07:00:10 AM
Or is there a history/background I can read through? To have an idea of who is fighting who, what organisations are controlling the world, where are the major battle lines drawn, etc.
I didn't bother to write up a formal history, or actually list the major countries of the world, because I don't figure it will be all that relevant to the 8 or so of us just trying not to get ourselves killed. We're not actually involved in any war, so sides and stuff don't really matter all that much. We're just a small group of people wandering through some very dangerous countries who don't want to die.

But if it helps, I'm basically imagining the world laid out much like how it was during the Cold War, where most of the world was arranged in huge blocs. It keeps things a lot simpler to have like 5 or 6 blocs rather than 100-200 countries.

  • Roughly all of the former Soviet Union is the "Ryazan Empire" (Ryazan is really just an ancient name for one of the kingdoms that was eventually absorbed into Russia). That's where we're landing. They are genocidally hostile toward us.
  • Roughly all of China, Mongolia, and the rest of south/south-east Asia is a different bloc, which doesn't have a name yet. They're also hostile to us.
  • Basically all of the Middle East plus India is another bloc. They're also hostile to us (see a trend?).
  • Northern Africa is another bloc. Also hostile.
  • Southern Africa is another bloc. I was thinking they're not actually hostile, but the region is being torn apart by civil war and unrest, so we'd be walking into a grinder if we went there. Only South Africa is relatively safe.
  • Europe is another bloc, but this one is friendly to us.
  • And then there are probably other blocks for North America, South America, and Oceania. They don't really matter as much to the story, but they're all friendly.
You can basically think of the world as a big-ass game of Risk. Maybe there are a bunch of little countries, but really there are only a handful of major "blocs".

Just like back in the Cold War, there are basically 3 sides: NATO (our side), the Pact (the enemy), and then a bunch of smaller countries that are neither friend or foe (but many are still really dangerous because of internal strife or civil war).
Saria is no longer on Elliquiy, and no longer available for games

Kiric Rand

So basically Alex's kind of place

(I intentionally said nothing of his heritage or histroy. He tends to keep his connections few as possible)
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-My inbox is sort.of like 7-11. It's not always doing business, but it's always open.-
Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

Saria

Quote from: Kiric Rand on September 23, 2015, 08:21:43 PM
So basically Alex's kind of place
XD I guess so.

Okay, the front page is updated! What I need now is for you and Urbanzorro to double check your entries in the character list - make sure I haven't misspelled anything or linked to the wrong place - and the bits in the story section that describe your motivation for dropping with your mech. (If you don't like what I've written, feel free to supply your own text! Not all of them were actually written by me.)
Saria is no longer on Elliquiy, and no longer available for games

Kiric Rand

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Guardian of Lynnie's heart
-My inbox is sort.of like 7-11. It's not always doing business, but it's always open.-
Flying High or Falling Fast (O/Os)My Ideas! A/A updated 2/11/15

Saria

Deepika says, "Mm, I'd like to make me a sandwich with that hunk of beef, mmm-hmm."

I should let you know, though, that there is almost nothing in the way of space colonies. The Lunar Colonies are basically just for a couple thousand people, virtually all of them scientists or technicians at one of the low-g factories. There are a few fledgeling space colonies, but they are very limited in size and space. None of these places could take refugees - they'd just ship 'em right back to Earth before they use up all the oxygen and supplies.

But you could just have all the refugees go to Europe rather than space. Or perhaps even North/South America, or Oceania. But that doesn't really change anything else
Saria is no longer on Elliquiy, and no longer available for games

Karma

Flash forward 50 years and Athena will be the richest person in the world thanks to space colonization, but not yet. :P

Saria

Saria is no longer on Elliquiy, and no longer available for games

akirakaneda

Well, I think is almost done, second pilot added in spoiler

Name:  Saigo Miyamoto
Rank:  Military: Lieutenant
Role:  Mecha pilot
Nicknames:  Sai (for those who are close to him)
Callsign:  none for now
Age:  23
Gender:  male
Sexuality:  hetero
Height:  1.70 m/ 5.5 ft
Weight:  55 kg.
Eyes:  brown
Hair:  black
Skin:  lightly tanned
Physique:  Healthy and strong but not toned
Distinguishing Marks:  Scars on his chest and arms, a tattoo of bones and skull on his right arm on a text of “702”, on the left arm, a haiku: 平和のための血液

Appearance: A Japanese descendant, he carries a katana which is at his side when he is piloting (just like WWII Japanese pilots), if there is time to prepare for a battle he will wear a hachimaki or Japanese traditional bandana around his forehead. If he is not preparing for fighting he can wear casual clothes which makes him look like another guy of his age, he doesn´t look particularly like the "military guy". 

Bio:  Son of a rich and aristocratic Japanese family exiled from Japan by being the main leaders of a militaristic faction, aiming to abandon the pacifist politics of Japan in favor of a militaristic and expansionist approach.
He was educated in a traditional Japanese way, formal and frugal, since he was a child was trained in martial arts, especially in kendo and bojutsu; and also imbued of the political ideas that his family has adopted.
In the exile, the militaristic faction promoted the development of new military technology in alliance with "friendly nations" which also let them create a mercenary unit which later would be known as the “Rising Sun Legion” which fought for foreign nations who supported the growing militarism of the exiled aristocrats, who compose the core and high command, it is formed by all kind of Japanese men and women, those who wanted an adventure in far lands and those escaping from poverty or justice in Japan. The "Legion" is an armed force of disciplined mercenaries, operating like a frei korp, a unit of mercenaries with an independent chain of command.
Saigo joint the Rising Sun Legion at 14 and for the 18 he was a seasoned veteran, a talented pilot and a notorious squadron leader. Since that age he knew the rigors of combat: to sleep under rain or in a trench during a bombardment, eat bad and few, march long distances under a burning sun or in the coldest winter. That made him slowly doubt about the ideas of a militarist regime as the best future for Japan, as a soldier he is very pragmatic, worry more about keep the discipline among his subordinates and keep them highly motivated than in political indoctrination.
He and his platoon are well known and respected due to their success in battle but mainly due to survive the worst missions, even for a mercenary unit, they are usually in charge of piercing enemy formations or taking strongholds. They are nicknamed the "fumetsu tai" or the "immortal squadron" the nickname is the product of their courage, toughness and skills.

Before the accident, he was taking a new mecha to Earth, a test type, the evolution of previous models, which has been proven in the Moon, it was considered to be ready for mass-production in some place of the Earth where the militarists have supporters. Then the accident took place. He is not going to abandon this mecha, and certainly not to Ryazan, a historical enemy of Japan.

Equipment/Gear:  a Katana given by his grandfather and a mouser C 96


Second pilot

Name:  Eiko Kojiro
Rank:  Military: Second lieutenant
Role:  mecha pilot (especialized in assistant duties)
Nicknames:  none
Callsign:  none
Age:  23
Gender:  female
Sexuality:  straight (but curious)
Height:  5'5
Weight:  56 kg
Eyes:  black
Hair:  black
Skin:  lightly tanned
Physique:  Healthy and thin
Distinguishing Marks:  She has a deep scar in the right side of her face which is covered by her hair, and a tattoo with skull and bones in her left arm and the number "1326"
Appearance: Her eyes are black, she can wear a hachimaki on the forehead for piloting, also some people believes she has a tomboyish appearance

Bio: She was a common girl living in Tokyo, the second daughter of a middle class family, she was an excellent student but by the time she was at college she had been seduced by the ideology of militaristic faction about a strong Japan ruled not by a corrupt Parliament. At the age of 18 she quit college and joint to the Rising Sun Legion.
She was a remarkable volunteer as the officers of the Legion saw her natural talent to think in strategies and process information in the few seconds that decisiones had to be taken in battlefield. She quickly received the role of second pilot in a two manned mecha, a TS 18. She was assigned as second pilot of a veteran pilot.
But, during a battle 2 years ago, the mecha they were piloting received severe damages, the first pilot, who had been her mentor and best friend died. She survived with with many minor scars on the body and two big scars, one crosses the right side of her face and the other on her right lower ribs just behind her breasts. Those scars caused her pain still and she need to take analgesics. Although she had said she doesn´t care about those scars she hides them, the first under a lock of hair and the other is the reason why she never were a bikini or such.
After that battle she was assigned to be second pilot for Saigo, she is awaiting to be promoted to lieutenant to pilot her own mecha as first pilot.
She follows the bushido code and feel herself as a modern warrior whose honor is based on her loyalty to their superiors and to the emperor (which she believes is ultimately serving although he may not agree with it),  also, she is an ideologically committed soldier who truly believes that the a totalitarian and strong government is the way to stop the corruption and dependency of Japan to foreign powers. She is extremely close-minded in that topic, being even more stubborn than some of her superior officers.
Equipment/Gear (Grabbed before entering the Mech's Storage Container):  A backpack with personal clothes, a katana and a dose of analgesics


Chassis:  Mitsubishi TS-28-tokko
Model:  Custom
Weight Class: medium
Weight: 45 tons - 49 tons (fully armed)
Height: 16 m
Top Speed:  90 Km/h without thruster and 170 Km/h with thruster

Mech Name:  "Raijin" (god of thunder)

Armaments:  1. Particle cannon (fixed): Located in its head is probably the most powerful gun available for this mecha but certainly not the main nor the most useful gun. It fires a concentrated beam of electronic particles, as it doesn't fie a solid projectile it has no recoil and an effective range of 4 km. but its effects are better if shot closer, at the end of the 4 km it produces 2nd degree burns as much for people, probably a hot surface for mechas. Although it's powerful and got a descent range, it devours the energy reserves of the mecha and also, due that overheats easily, it can be only shot 3 times before the electronic matrix (the core of the particle cannon) had to be replaced (and as those are produced in specialized in the colonies it is almost no way to replace them on Earth), a fourth shot is theoretically possible but its consequences might be from a blackout to an explosion in the energy system. It has also another problem, being a particle cannon, it can only shot straight and doesn’t have the parabolic inclination of a cannon shooting solid ammo.
2. High vibration knives (fixed): A set of metal blades of a modest size which can vibrate using the same particle technology of the particle cannon, capable to slice enemy mecha’s armor, it cannot pierce deeply but it is useful to cause damage on precise points. Are located in each arm of the mecha and are not hold in their hands  bit comes from their wrists. Its slicing/vibrating capability is underdeveloped due to the fear that its vibration may damage the mecha's arms.
3. Gattling gun (fixed): A slug-firing cannon with multiple barrels. The Gatling has a very high fire rate, using up ammunition with surprising speed. It has recoil and can be fired from point blank to medium range, but is located only on the left arm. It is not a big gun, for the mechas standards, actually is relatively small, designed to deal with small mechas or enemy infantry, it is a bit bigger than the size the of Miniguns used in helicopters. Its bullets are contained in a cartridge which is charged in the forearm. It can shot explosive or solid ammunition.
4. Missiles pods (not fixed):  attached to the thighs of the mecha it can carry 6 missiles of medium range.

Armaments (Non-Standard):  1. High vibration spear(not fixed): A long spear which use the same technology of the vibration knives. It has more power and it's probably the main weapon of this mecha.

Subsystems (Standard and Nonstandard): 
1. Main thruster (not fixed): a part almost of the same height of the mecha itself it can provides an remarkable speed, it allows to perform jumps to some notorious height or to provide an equally impressive acceleration while advancing horizontally. It was not thought to be used like a jet thruster, which is in use permanently while the airplane is flying, but to be used during a few seconds to allow the mecha reach the enemies or escape of them.
2. Propellers and repulsors (fixed): set in different places of the mecha play a key role to get maneuverability and perform the uki-ashi or floating feet.   It was a samurai technique which focuses on fighting while standing only on the toes, and then being able to react and change position suddenly for attack or defense. For this mecha using the thruster to move fastly. The propellers and repulsors also help to change direction suddenly.
3. Radar system (fixed): the mecha has two twin radar systems, the first, in the left shoulder is long ranged and reaching 5 to 6 km. but there is a gap of 8 seconds between every radar pulse. The second radar system, in the right shoulder, is of close ranged, but aims to read more precise details and the gap is of 1.5 seconds, reaching only between 500 and 600 m.
4. Other detection systems (fixed): Besides the radar, it has thermic sensors and sensors which can read the electromagnetic activity (like those produced by intense electrical activity), although it has both, only one of these 2 can work at the time, is up to the pilots to switch one another depending of the situation. Both work relatively well in close range, are very imprecise in medium range, and don’t work beyond 400 m.

Strengths:  1. Firepower: Even with its limitations it has a good firepower in close range ( the gattling) and a reasonable firepower in medium range (the missiles) its particle cannon also provides a limited but important support in long range, its potency surpass most of what you can expect in a mecha of that size since it was developed to pierce that even the heaviest mecha can offer.
2. Speed and maneuverability: Its main thruster makes it a fast mecha capable to reach good speed and also to move on the battlefield with great skill which makes it capable to evade shots and to move into favorable positions to attack or defend itself, of course with a good pilot.
3. Versatile: Having many options means be able to alternate among them and build complex strategies to obtain the most of each weapon, being a two manned mecha, also helps to think in strategies even in the worst of the fight
4. Some weapons are easy to repair and charge: Some weapons like missiles and the Gatling gun are cheap to maintain and their ammo is cheap and easy to find, some others like the knives and spears works directly with the power system of the mecha.

Weaknesses:  1. Armor: this mecha has firepower and speed, but some of the armor protection had to be sacrificed, its armor is lighter than in other mechas of its size. This weakness was supposedly compensated by a speed that should make it a difficult target and style of fighting that emphasizes eliminating the enemy in one blow if fighting in close range.
2. Spare parts: it is not easy to find all spare parts, besides, it is not easy neither to find spare parts for a machine which is not in the market. Some of them could be found in very specialized companies, a couple of them only in the colonies.
3. Test type: although most of the gun systems could work pretty well, the Particle cannon are still in test and development phase, therefore failures are to be expected.

Overall Description:  The "Raijin" it is a bipedal mecha two manned unit, one pilot, the fighter or "arrow", is in charge of fighting the enemies in front of him, pretty much like the standard mecha-pilot; the second pilot, the commander or the "bow", is in charge of the main radar screen and other electronic pieces, to receive and send complex messages and turn it into simple orders for his partner and keep an eye on the battlefield and specially to ensure that the particle cannon be shot in the optimal conditions available during battle. It is a secondary role but still can influence the result of the battle. We could say that the arrow is the tactical aspect while the bow is the strategical one, that commands the mecha, However the mecha can work pretty well with only one man in the fighting aspects, but the radar and sensors information is given in screens over the head of the first pilot, which cannot show the whole picture or give the details as another pilot could.

It was developed to be an elite assault unit, able to advance over no-man's land faster than other mechas, but also to penetrate the enemy formations through superior firepower and stop a potential counterattack in close ranged combat.

Equipment/Gear:  Handguns and knives: 2 handguns and 2 ballistic knives, although there are standard items the pilots can bring their own weapons
Fire extinguisher
Survival kits: One for each pilot contain first aid kits, radios, and an e-tool
Purifier masks: it covers the whole face without diminish the vision range and it works like a gas mask
1 flare pistol
1 compass
Although there is a compartment for water and food reserves, it is currently empty

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Urbanzorro

The laser weapon on my mech is effectively a melee weapon when it comes to combating other mechs. In that it needs to be used at close range. Based off that maybe something like a laser cutter or thermal lance sort of weapon could be used. Something like when it's activated it projects a very short range laser beam that dissipates too soon for it to be a ranged weapon but is powerful enough to be useful as a melee one. Similarly a weapon that uses heat to cut (similar to a welding torch in basic concept) could possibly behave as a melee weapon if designed correctly.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Garuss Vakarian

Name:  Jacob Maelstrom
Rank:  civilian-
Role: Local mech fighter
Nicknames:  Jake
Callsign:  The Pheonix
Age:  21
Gender:  M
Sexuality:  Hetero
Height:  6 foot 2
Weight:  210
Eyes:  Green
Hair:  Brown
Skin:  White
Physique: 
Distinguishing Marks: Scar on the upper left part of his chin.

Appearance:  Scar on the left of his chin

Bio:  Jacob was born and raised within the slums of California. Living a tough life, where you had to learn to get tough, and get smart quick. If not, you would get chewed and spat out. In the earliest years, as soon as he was old enough to throw a punch he was pulled in with the wrong crowd. Fighting, dealing, stealing for the local gang's. Something he was not to proud of but, it payed the bill's. Every day was a fight for survival, every day your afraid if a riot will break out or a military combat would break out around you. It's why Jacob vowed he would leave, put his combat skills to some real use. And thats when it all started. One day, he ran into an old friend. Cassey, a bubbly blond with a glass half full mentality. She was getting jumped s she left a mechanics shop, Jacob happy to intervene once he recognized the poor girl. Seeing as though she seemed to be carrying some heavy parts. He decided to help her carry it home. Jacob was surprised to see that her father owned the local Junkyard, further that the parts he was carrying went to a project of hers. A mech she was building, of the old hollow body of a wreck from long ago. One that Casey planned to use to make some money. Mech battles have a lot of money going for it, even the illegal pit fights outside of the league. It didnt look to pretty, but it had potential. With a bit of convincing, Jacob agreed to stick around and help her out.

Years later, the two had finished their little monster. And while Jacob learned a lot from Casey on how to manage and repair the thing, they formed a beneficial duo. She did repairs, he piloted the mech. Before long, after a few crash coarse's he was well within the pit fighting communities. Naming their mech, Pheonix, after the mythological bird. For they built her from scratch, resurrecting a long dead body. But it was not as rewarding as the two had hoped. From getting ripped off by fight coordinators, to law enforcement ruining the fights before they can finish. Hell, to angry pilots jumping them with their friends... Well, they were having bad luck.

But luck appeared to have changed, when Jacob was given an offer he couldn't refuse. He was given an offer to join a small merc regiment, their leader impressed by his talent. After a long argument with Cassey, she agreed to let him have Pheonix.  And with a heartfelt goodbye. He was finally making his dream to get out of that shit hole, and see far off places. First stop, to the moon for the merc squads next job.


Equipment/Gear (Grabbed before entering the Mech's Storage Container):  Flight Jacket, necklace locket, 9mm side arm, caset tapes (For his mechs caset system.)





Chassis:  Heavy chassis, Zel-Tech module 29
Zel-tech; An old long dead company with outdated models

Model:  Custom; made out of the skeleton of a way old and outdated model by the long dead company Zel-tech. However old, slow and outdated it may be the model makes up for it in it's effective armor and heat resistance. As well as a hybrid Power Core, designed to keep his mech from overheating as often with it's large size and guns. (Note, engine fires are possible.)
Weight Class:  Heavy
Weight:  75 tons with a max loadout of about 90 tons..
Height: Mech Height; 12 meters
Top Speed:  On foot; a slow arduous 15 miles per hour in full sprint.  With attachable guided jump pack; 30 miles per hour
Mech Name:  The Phoenix
Armaments (Standard Layout):  It's standard layout is a Gatling gun on right arm, a lazer rifle on the left.

Armaments (Non-Standard):    Detachable blade inside it's left leg. She is designed for thick protection, and getting close and personal. However, the pheonix is currently only armed for urban warfare. Specifically to stay quiet, and make the least amount of public damage as possible. (Due to the illegal pitfighting she was designed to be in.)

Subsystems (Standard and Nonstandard):  Additionally a target assisted anti missile machine gun is on the right shoulder,

Strengths:  Experimental Power Core, designed to keep his mech from overheating as often with it's large size and guns. (Note, engine fires are possible.), Strong (Can lift up to almost 25 percent more then it's normal weight ie; lifts 400 tons. For grabbing and moving heavy loads, or for punching if need be.) , Well protected ( Takes one hell of a wallop.)

Weaknesses:  Very loud, Slow Moving, Limited mobility,

Overall Description:  Like in picture.

Equipment/Gear:  Bedroll, hundred foot rope, spare clothes, an FN Scar with an extra clip with spare clip, backpack fitted with; small medkit, utensil's, survival knife, blanket, 1 week rations and canteen. 





Ugh, sorry for the long wait, I just found this so hard.  Half the time im wondering if it's the kind of character I want to play, other half I am questioning how he fits. >_< Just been second guessing myself like a mad man. Had to finally ask King for his opinion, which I am thankfull for. Otherwise it would have took longer. xD

Karma

Garuss and Crab, you both have broken italics tags which make your profiles hard to read. :(

King Serperior

Okay, I have been up and busy since 5am and only just managed to get home at 10pm, so I am extremely exhausted.  It will likely be sometime tomorrow before I even feel like I am ready to go over everyone's CS's, so please forgive the delays.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Saria

The delays are unforgivable. ~flexes the spanking paddle~ Punishment is due.
Saria is no longer on Elliquiy, and no longer available for games

Garuss Vakarian

Lol,




Karma: Sorry, I didnt notice. My bad, I am usually better with code though I do have my blunders. T_T My code skills are fairly limited to adding Bold, Italics, and a  color glow.

Saria

Saria is no longer on Elliquiy, and no longer available for games

King Serperior

Okay, I have a little time now to begin looking over the character sheets. 

Quote from: akirakaneda on September 23, 2015, 10:16:37 PM
Saigo joint the Rising Sun Legion at 14 and for the 18 he was a seasoned veteran and also a talented pilot and a notorious squadron leader.
One thing of note:  This 'Rising Sun Legion' is supposed to be a mercenary faction, correct?  Or is this part of the military?  If the latter, I doubt any military would recruit someone that young.  If it were a true mercenary group that split away from the home country, I could understand them taking in recruits from that young of an age.
Quote
Weight Class: light
Weight: 34 tons - 40 tons (fully armed)
Height: 10.5 m
Top Speed:  22 Km/h
I have spoken with Saria and we both agree that you might be underestimating the size and weight of the mech, especially since it is considered a 2-pilot one.  After a little discussion, you may want to change the weight to ~45-50 tons, thus making it a Medium weight class;  As for height, you would likely need to up it to about 15-18 meters.  Also, if speed is your mech's greatest strength, then a top speed that is slower than even the Ragnarok's isn't quite as useful!
Quote
Armaments:  1. Particle cannon (fixed): Located in its head is probably the most powerful gun available for this mecha but certainly not the main nor the most useful gun. It fires a concentrated beam of electronic particles, as it doesn't fie a solid projectile it has no recoil and an efective range of 4 km. but its effects are better if shot closer, at the end of the 4 km it produces 2nd degree burns as much for people, probably a hot surface for mechas. Although it's powerful and got a descent range, it devours the energy reserves of the mecha and also, due that overheats easily, it can be only shot 3 times before the electronic matrix (the core of the particle cannon) had to be replaced (and as those are produced in specialized in the colonies it is hardly a way to replace them on Earth), a fourth time is theorically possible but its consequences might be from a blackout to a explosion of the power system. It has also another problem, being a particle cannon, it can only shot straight and doesn’t have the parabolic inclination of a cannon shooting solid ammo.
Okay, I like the changes a lot better, but I still don't know if you mean that the weapon can only be fired three times total or three times in a short period of time with a theoretical fourth shot?  I assume that you mean it's three times total?
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2. High vibration knives (fixed): A set of metal blades of a modest size which can vibrate using the same particle technology of the particle cannon, capable to slice enemy mecha’s armor, it cannot pierce deeply but it is useful to cause damage on precise points. Are located in each arm of the mecha and are not hold in their hands  bit comes from their wrists. Its slicing/vibrating capability is underdeveloped due to the fear that its vibration may damage the mecha's arms.
Looks good here.
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3. Gattling gun (fixed): A slug-firing cannon with multiple barrels. The gatling has a very high fire rate, using up ammunition with surprising speed. It has recoil and can be fired from point blank to medium range, but is located only mounted on the left arm. It is not a big gun, for the mechas standards, actually is relatively small, designed to deal with small mechas or enemy infantry, it is a bit bigger than the size the of Miniguns used in helicopters. Its bullets are contained in a cartridge which is charged in the forearm. It can shot explosive or solid ammunition.
Seems okay to me, though if you keep it as a Light class, the recoil will be greater than normal.
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4. Missiles pods (not fixed):  attached to the thighs of the mecha it can carry 6 missiles of medium range.
Looks good.
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Armaments (Non-Standard):  1. High vibration spear(not fixed): A long spear which use the same technology of the vibration knives. It has more power and it's probably the main weapon of this mecha
As said before, I like the spear idea a lot.
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Subsystems (Standard and Nonstandard): 
1. Main thruster (not fixed): a part almost of the same height of the mecha itself it can provides an remarkable speed, it allows to perform jumps to some notorious height or to provide an equally impressive acceleration while advancing horizontally
Depending on the mech's power source, a thruster of that size likely can't be used for long periods of time as I would think it uses a LOT of power.  I like the idea, though such a large thruster likely impacts the mech's speed and agility.
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2. Propellers and repulsors (fixed): set in different places of the mecha play a key role to get maneuverability and perform the uki-ashi or floating feet.   It was a samurai technique which focuses on fighting while standing only on the toes, and then being able to react and change position suddenly for attack or defense. For this mecha using the thruster to move fastly. The propellers and repulsors also help to change direction suddenly.
A unique and useful thing to have when fighting up close, as I imagine this mech does more often than not.  I like it.
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3. Radar system (fixed): the mecha has two twin radar systems, the first, in the left shoulder is long ranged, reaching 5 to 6 km. but there is a gap of 8 seconds between every radar pulse. The second radar system, in the right shoulder, is of close ranged, but aims to read more precise details and the gap is of 1.5 seconds, reaching only between 500 and 600 m.
I like the dual radar system a lot.
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4. Other detection systems (fixed): Besides the radar, it has thermic sensors and sensors which can read the electromagnetic activity (like those produced by intense electrical activity), although it has both, only one of these 2 can work at the time, is up to the pilots to switch one another depending of the situation. Both work relatively good in close range, are very imprecise in medium range, and don’t work beyond 400 m.
Electromagnetic and thermal sensors would work well, especially at night.  I like the limited range as well.
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Strengths:  1. Firepower: Even with its limitations it has a good firepower in close range ( the gattling) and a reasonable firepower in medium range (the missiles) its particle cannon also provides a reduced but important support in long range, its potency surpass most of what you can expect in a mecha, since it was developed to pierce space cruiser armor.
The bold part, I have problems with.  There are no 'space cruisers' in this setting.  The only space vehicles are shuttles, transports, and satellites;  A cruiser implies a warship.  Other than that, I have no issues.
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2. Speed and maneuverability: Its main thruster makes it a fast mecha capable to reach good speed and
And....what?  I believe you may have cut off something?  That said, if the mech's top speed is 22 kilometers, speed is not a strength.  The maneuverability, I can understand though.
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3. Versatile: Having many options means be able to alternate among them and build complex strategies to obtain the most of each weapon
No issues here as this is quite a useful mech, weapon-wise.
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4. Some weapons are easy to repair and charge: Some weapons like missiles and the gattling gun are cheap to maintain and their ammo is cheap and easy to find, some others like the knives and spears works directly with the power system of the mecha.
No issues with this either.
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Weaknesses:  1. Armor: this is a mecha which has firepower and speed, but to achieve that some of the armor protection had to be sacrificed, its armor is lighter than you would expect for a mecha of its size. This weakness was suposedly compensated by a speed that should make it a difficult target and style of fighting the emphasizes eliminating the enemy in one blow if fighting in close range.
Okay, thinner armor is certainly a good weakness, but it becomes a very fatal weakness when you have weak armor AND a rather low speed.
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2. Spare parts: it is not easy to find all spare parts, besides, it is not easy neither to find spare parts for a machine which is not in the market. Some of them could be found in very specialized companies, a couple of them only in the colonies.
Okay, so it's not easy to repair in the field.  Looks good to me.
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3. Test type: although most of the gun systems could work pretty well, the Particle cannon are still in test and development phase, therefore failures are to be expected.
Looking forward to seeing failures from time to time.  It should be interesting.
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Overall Description:  The "Raijin" it is a bipedal mecha two manned unit, one pilot, the fighter or "arrow", is in charge of fighting the enemies in front of him, pretty much like the standard mecha-pilot; the second pilot, the commander or the "bow", is in charge of the radar screen and other electronic pieces, to receive and send complex messages and turn it into simple orders for his partner and keep an eye on the battlefield, is is a secondary role but still can influence favorable the result of the battle. We could say that the arrow is the tactical aspect while the bow is the strategical one that commands the mecha, and specially to ensure that the particle cannon be shot in the optimal conditions available during battle. However mecha can work pretty well with only one man.
As noted earlier, since there is only one pilot and the mech is supposed to be designed for the use of two, if there is only one pilot, the mech should be experiencing some performance issues, or at the very least, not be working at 100% optimization.
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It was developed to be an elite assault unit, able to advance over no-man's land faster than other mechas, but also to penetrate the enemy formations through superior firepower and stop a potential counterattack in close ranged combat.
Again, the issue of speed comes up.  I doubt it is an assault mech, however.  It seems to me like the kind of mech that preforms blitz attacks and gets under enemy firing range and attacking from close range.  rather than overwhelming from a distance with firepower.  Considering it's lack of armor, engaging in a firefight will likely result it the mech's destruction before it takes down another mech.


Other than that, the only other thing I ask is to make sure you use the spell checker and double-check your grammar.  It was somewhat difficult to read parts of your character sheet.




@GMC and Gurass:  I'll get to your character sheets in a moment.

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King Serperior

I missed this yesterday, so my deepest apologies for this extremely late reply.  D:
Quote from: Giantmutantcrab on September 24, 2015, 09:27:43 AM
Quick question for all you mech tech heads out there.

As far as melee weapons go, I've seen on this thread;
- pneumatic weapons
- vibro-weapons

Are there any other special melee weapons that mechs could have?  Both GMs have explained to me that the setting is not technologically advanced enough to have lightsabers.  Would energy Swords be a possibility?  A normal blade that, when activated, is wrapped in a field of disruptive energy that can cleave through stuff?  Or perhaps a chain-weapon (basically a super-sized chainsaw)?

Or maybe mechs are more aimed towards long-range weapons and melee is seen as archaic and kind of useless?

----------

Also, corrected Elijah's bio.  Hopefully it's good enough.
Quote from: Urbanzorro on September 24, 2015, 11:51:28 AM
The laser weapon on my mech is effectively a melee weapon when it comes to combating other mechs. In that it needs to be used at close range. Based off that maybe something like a laser cutter or thermal lance sort of weapon could be used. Something like when it's activated it projects a very short range laser beam that dissipates too soon for it to be a ranged weapon but is powerful enough to be useful as a melee one. Similarly a weapon that uses heat to cut (similar to a welding torch in basic concept) could possibly behave as a melee weapon if designed correctly.

Okay, GMC, in regards to your question, melee is NOT dead.  It just depends on the mech in question.  I am personally not sold on 'energy swords.'  It still feels somewhat advanced for this game.  Should they be viable, the swords will need to draw power from the mech in question, usually by a cable connected to the mech.  If the cable is damaged, the energy for the blade fizzles out, leaving it as a normal blade.  I HIGHLY doubt that there is any power source strong enough to be put in the hilt of such a weapon to power it for more than a couple of minutes, depending on the size of the blade.  However, in regards to a chainsaw-type of weapon, those exist.  Chainsaws or laser cutters (such as what Urbanzorro's mech uses) are both very viable.  If a mech has arms and hands, they can use spikes to pierce armor or have blades attached to the arms.  Axes and swords are both very useful weapons.  Melee weapons like maces and clubs are also very useful for smashing other mechs.

The thing is, if you want your mech to get close enough to engage in melee range, you have to make some sacrifices:
1).  Loose Armor:  Sacrifice a LOT of armor to improve speed and agility.  However, one good hit likely spells doom for the mech.
2).  Heavy Armor:  Sacrificing speed, the mech gets a LOT of armor that allows it to tank heavy hits.  However, that lack of speed means it's more likely that the opposing mech would kite you.
3).  Minimal Weaponry:  Whether you choose to go light or heavy, weapon sacrifices must be made.  You either need to keep your weapons really light to keep your speed, or use weaker, smaller weapons to make room for your armor.  Using weaker and smaller weapons means that your ranged power will be limited greatly, likely no more than medium range at best.

On that note, I would like Saria's opinion on these 'Energy Swords.'  If she thinks they're viable, then that's fine.  If they are viable, the technology is likely very experimental and prone to occasional failures.




On that note, I have a couple of things I need to do, so I'll be going over Gurass's character when I am done since his character is next on the posts.  Then, I'll finally get to GMC's as I am quite interested in finally reading that character bio.

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Karma


King Serperior

Hey, I'm still tired.  Yesterday is still kicking my tail.  I can make some minor name errors every now and then, right?  >.>;

Sorry, Gurass!

O/O's
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SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Karma

To be fair, the actual character's name is Garrus, not Garuss... *toddles off muttering to self*

Karma

If this game has the legs for it I'd like to have energy weapons come into play but that's literal decades down the line in this setting.

King Serperior

Okay, okay, we need to cut the chatter a little as this is not the OOC thread.  It's pushing back the problems of character sheets that need addressing and will make it harder to find.  I haven't yet gotten to the last two yet.  As of now, this is the Interest Check, so until we have things figured out, let's wait for the OOC before we get into this sort of discussion.

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SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Giantmutantcrab

Apologies.

-----

I have removed most of my previous posts to clean up the clutter.
                        

Karma


King Serperior

Okay, now, let's get to the next analysis in line:

Quote from: Garuss Vakarian on September 24, 2015, 03:12:08 PM
Physique: 
I believe you missed this part.
Quote
Bio:  Jacob was born and raised within the slums of California. Living a tough life, where you had to learn to get tough, and get smart quick. If not, you would get chewed and spat out. In the earliest years, as soon as he was old enough to throw a punch he was pulled in with the wrong crowd. Fighting, dealing, stealing for the local gang's. Something he was not to proud of but, it payed the bill's. Every day was a fight for survival, every day your afraid if a riot will break out or a military combat would break out around you. It's why Jacob vowed he would leave, put his combat skills to some real use. And thats when it all started. One day, he ran into an old friend. Cassey, a bubbly blond with a glass half full mentality. She was getting jumped s she left a mechanics shop, Jacob happy to intervene once he recognized the poor girl. Seeing as though she seemed to be carrying some heavy parts. He decided to help her carry it home. Jacob was surprised to see that her father owned the local Junkyard, further that the parts he was carrying went to a project of hers. A mech she was building, of the old hollow body of a wreck from long ago. One that Casey planned to use to make some money. Mech battles have a lot of money going for it, even the illegal pit fights outside of the league. It didnt look to pretty, but it had potential. With a bit of convincing, Jacob agreed to stick around and help her out.

Years later, the two had finished their little monster. And while Jacob learned a lot from Casey on how to manage and repair the thing, they formed a beneficial duo. She did repairs, he piloted the mech. Before long, after a few crash coarse's he was well within the pit fighting communities. Naming their mech, Pheonix, after the mythological bird. For they built her from scratch, resurrecting a long dead body. But it was not as rewarding as the two had hoped. From getting ripped off by fight coordinators, to law enforcement ruining the fights before they can finish. Hell, to angry pilots jumping them with their friends... Well, they were having bad luck.

But luck appeared to have changed, when Jacob was given an offer he couldn't refuse. He was given an offer to join a small merc regiment, their leader impressed by his talent. After a long argument with Cassey, she agreed to let him have Pheonix.  And with a heartfelt goodbye. He was finally making his dream to get out of that shit hole, and see far off places. First stop, to the moon for the merc squads next job.

First of all, I want to say that I really love this bio.  However, it's the last paragraph that needs to be edited some.  Mercs rarely recruit on the moon.  However, depending on the recruit's talents (in this case, mech fighting), they could send him/her up there to get some tune ups since the moon has a number of facilities for that.  More than likely, the merc squad that your character came across was posted in the at the time, perhaps even a man short, so they were watching the pit fights for potential.
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Chassis:  Heavy chassis, Zel-Tech module 29
Zel-tech; An old long dead company with outdated models
As noted in PM, I really love the mech you have here.
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Model:  Custom; made out of the skeleton of a way old and outdated model by the long dead company Zel-tech. However old, slow and outdated it may be the model makes up for it in it's effective armor and heat resistance. As well as his Experimental Power Core, designed to keep his mech from overheating as often with it's large size and guns. (Note, engine fires are possible.)
Perhaps, rather than 'experimental' it should be 'hybrid' since your character and his friend built it from the ground up around a skeleton frame in a junkyard?  Experimental sounds like a team worked on it while Hybrid has that feeling of combining a number of parts to create something new.
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Weight Class:  Heavy
Weight:  250 tons, with maximum load out 325.
Here's the biggest issue I have here.  Not only is 250 tons even heaviest than the heaviest Mech Bowl mech (and even heavier that Angela's, even fully loaded at 150 tons), but that would make it a Colossal Class.  I would say that you need to drop the mech down 75 tons with a max loadout of about 90 tons.
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Height: Mech Height; 14 feet tall
Now this is a very short mech.  I would say to about 12 meters tall (about 40 feet).
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Top Speed:  On foot; a slow arduous 15 miles per hour in full sprint.  With attachable guided jump pack; 30 miles per hour
Since the mech focuses on armor, this is an understandable speed, so I am quite fine with this.
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Mech Name:  The Phoenix
Love the name and reason behind it!
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Armaments (Standard Layout):  It's standard layout is a Gatling gun on right arm, a 40mm canon on the left.
Could you explain the weaponry in more detail?  Some more specifics would be helpful.
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Armaments (Non-Standard):  Additionally a target assisted anti missile machine gun is on the right shoulder,  Detachable blade inside it's left leg. 40 mm canon is replaced with a Heavy Lazer rifle. (As seen in picture.) She is designed for thick protection, and getting close and personal. However, the pheonix is currently only armed for urban warfare. Specifically to stay quiet, and make the least amoutn of public damage as possible. (Due to the illegal pitfighting she was designed to be in.)
As above, could you go into more detail on these weapons?  Also, I want to know what you mean by the 40mm cannon being replaced by a heavy laser.
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Subsystems (Standard and Nonstandard):  Detachable Jump Jet.
Heavy mechs and jump jets rarely mix well because of the increased weight causing them to either use a LOT more power than normal, thus straining them, or be very large in size, making them vulnerable.  This is why Heavy mechs almost never have them.  Also, the anti-missile machine gun would be placed here since it's not actually a weapon.
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Strengths:  Experimental Power Core, designed to keep his mech from overheating as often with it's large size and guns. (Note, engine fires are possible.), Strong (Can lift up to almost 25 percent more then it's normal weight ie; lifts 400 tons. For grabbing and moving heavy loads, or for punching if need be.) , Well protected ( Takes one hell of a wallop.)
Could you go into more detail with the mech's strengths?  I highly doubt it can lift 400 tons, however.
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Weaknesses:  Very loud, Slow Moving, Limited mobility,
Though there's not much you can put into specifics, perhaps some more detail should be added.
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Overall Description:  A short, detailed description of the mech that the picture doesn't show.
Is it safe to assume that, by leaving this blank, that it looks exactly like the image?  If not, then some details here would be nice.

Quote
Ugh, sorry for the long wait, I just found this so hard.  Half the time im wondering if it's the kind of character I want to play, other half I am questioning how he fits. >_< Just been second guessing myself like a mad man. Had to finally ask King for his opinion, which I am thankfull for. Otherwise it would have took longer. xD
No problem at all.  I really like what I am seeing, but there are a few things that need to be taken a second look at.  I'm glad to have helped get this much done at least!





Quote from: Giantmutantcrab on September 25, 2015, 01:19:24 PM
Apologies.

-----

I have removed most of my previous posts to clean up the clutter.
It's no major deal.  I just don't want things lost in the chatter.  It's fine when one is talking about ways to fix up mechs and characters or discussing details that someone has questions about (I.E. the questions about energy weapons and melee weapons).

Quote from: Karma on September 25, 2015, 01:40:46 PM
That said, it's time to start an OOC.
True, but I think Saria means for this to become the OOC at some point.  While that is possible (just ask a mod to move the thread to the chosen board), doing so now wouldn't be such a great idea until every character sheet has been given a good look-over and things fixed up.

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Karma

We aren't going to use a thread in the Seeking part of the site as an OOC, silly. It needs to go in the same board as the game itself. :P

King Serperior

Quote from: Karma on September 25, 2015, 02:02:17 PM
We aren't going to use a thread in the Seeking part of the site as an OOC, silly. It needs to go in the same board as the game itself. :P
I know that.  What I said was that when we get the character sheets sorted out, we ask a mod to move this thread to the game board we wish to play in.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Karma

Oh, haha. My fault, I was in a rush when I read your reply. That's weird. I've never heard of doing it that way but I guess it works.

Garuss Vakarian

Quote from: King Serperior on September 25, 2015, 11:34:17 AM
Hey, I'm still tired.  Yesterday is still kicking my tail.  I can make some minor name errors every now and then, right?  >.>;

Sorry, Gurass!

Lol, it's all good. Nothing to be sorry about. As Karma mentioned I myself Typod the name when I first made the account. Ive just let it be out of laziness, people know who my account name references any way. :P .

I at least get it right when I talk about the character, or make him a sheet. xD !!!

Karma: I havent really either, but I suppose it works. Id typically leave the request thread alive in case people drop.

King Serperior

Quote from: Garuss Vakarian on September 25, 2015, 02:43:17 PM
Karma: I havent really either, but I suppose it works. Id typically leave the request thread alive in case people drop.
Quote from: Karma on September 25, 2015, 02:39:44 PM
Oh, haha. My fault, I was in a rush when I read your reply. That's weird. I've never heard of doing it that way but I guess it works.
I haven't heard of it either, but if a thread can be moved from one board to another, this isn't out of the realm of possibility.  However, I also prefer the interest check thread remain in this location and create a new OOC.  That's for Saria to figure out, I guess.

@Garuss:  If you hadn't noticed, I've gone through your character sheet a bit above and left questions and things of note.  Just need to get through GMC's and I'll have them all looked over.

O/O's
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SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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King Serperior

Okay, now that I finally am able to take a look at this monster of a character sheet, let's get to it!

Quote from: Giantmutantcrab on September 25, 2015, 08:57:17 AM
Using these mechs, the SF was able to hold out much longer than it would have normally been possible against superior foes using ultra-heavy mechs weighting over hundreds of tons. 
Just one thing of note:  As far as I am aware, I doubt any combat mech would exceed more than 300-400 tons.  However, a mech that size would be extremely. extremely slow moving and would require at least 5-10 pilots.  It would effectively be a walking base.

Other than that, you created an absolutely amazing bio for your character.  I loved the amount of detail you put into it!
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Equipment/Gear: Elijah’s standard-issue military backpack contains all of the essentials for a Special Forces commando ready to undertake a lengthy mission behind enemy lines.
The only thing I have here is the question of why he would have such gear if he is just the head of security on a transport vessel full of civilians and military personnel?  I doubt the transports would be expected to land behind enemy lines.  It's only this 'accident' that caused the transport to go over enemy territory.
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Weight: Mech Weight; 5 tons, Max carry weight; 25 tons
Just remember that the max carry weight means, for Battle Armors, how much the armor can lift, push, or pull and not how much the mech weighs when fully loaded with weaponry.
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Armaments (Standard Layout):
- Energy sword; The signature weapon of the Scimitar-class battle armor, this weapon was constructed to appear as simple yet finely-crafted, broad-bladed, mildly-curved, mech-sized scimitar with a disk shaped pommel which provides a very secure grip.  Built out of a super-alloy, the sword is an elegant and dangerous weapon by itself.  The sword’s blade is unusual for a curved sword as it is designed for both thrusting and cutting.  The power field generator is concealed within the hilt of the weapon. Once the power field is switched on, however, the obvious humming sound given off and the blue light gives away the secret of the weapon's true nature.  When its power cell is activated, the blade is sheathed in a lethal corona of disruptive energy.  The energy field is capable of disrupting the molecular bonds of matter when it strikes.  This allows the blade to carve through bone, stone, wood and most forms of armor plate alike, making a it a highly effective close combat weapon.  The energy sword has a hidden subtlety: the power field setting can be adjusted between lethal and nonlethal.  The weapon’s disruption effect can thus vary from slicing a hole through a bunker wall to delivering a knock-out burst of energy to an individual. This tactical depth-of-use makes it a valued tool.  Thanks to a simple system of specially-calibrated magnets, the weapon can be affixed to the Scimitar’s back or waist.  This allows the sword to be drawn freely, even in very confined areas.
Now, I am waiting for Saria's opinion, but I have not been sold on energy weapons of this sort.  However, if it is a sword you are looking for, a Vibro-Blade would be very useful as it can cut through armor decently well.  If you are looking for a weapon that can stun an enemy, an Electro-Blade would be your solution.  Such a weapon is powered by the armor's internal battery that can allow the pilot to stun someone with the low charge when hit with the flat of the blade.  Sure, this weapon doesn't cut through armor as easily as a Vibro-Blade, but it can be very helpful in stealth missions where the worst you would have to deal with would be human soldiers and Battle Armors or Light Mechs.  I'm more than willing to discuss ideas with you to help find the right weapons for this mech.   :-)
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Subsystems (Standard and Nonstandard):
- Anti-gravity generator; This passive system can also be activated upon command.  This  generator allows the Scimitar to move with the same dexterity and reflex speed as the pilot is able to move outside of the battle armor.  It can be used to heighten the battle armor’s agility to the point that the Scimitar can leap clean over all but the most towering obstacles, springing and bounding through rubble and wreckage.  The anti-grav generator allows the Scimitar to land safely from any height or to be so light-footed to the point that the five-ton mechanized combat frame will barely leave an imprint on freshly fallen snow.  The generator can also be reversed, multiplying gravity’s effect on the battle armor to add impact to an attack or to prevent the Scimitar from being knocked around by a bigger and heavier mech unit.  The anti-gravity system’s effect extends to the tools and weapons the Scimitar uses, allowing the mechanized frame to wield its energy sword with the same expertise and precision as an unarmored combatant.  The generator allows the Scimitar to move heavy objects with ease, cancelling out the item’s weight with a single touch.  The anti-gravity generator’s limit is that the object picked up cannot be heavier than the maximum carrying capacity of the mechanized frame.  For example, the Scimitar could pick up the battle armor of an ally and carry it as if it were literally weightless.  It cannot pick up a tank by the barrel of its main gun and swing it around like an over-sized club.
Ah......no.  No, no, no, no, no.  I'm sorry to say this, but there is no anti-gravity technology in this setting.  Instead, perhaps some rather advanced jump jets would be better?  More advanced jump jets can achieve a number of these traits such as the higher speed and agility, the increased leaping power, or using the jets to increase impact when fighting a foe at melee range.  What I have bolded above is a major no-no in my eyes and the reason why I don't want an Anti-gravity device anywhere.  Such a piece of technology is so far out in the future that people will be colonizing some of Jupiter's moons.
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- Cloaking device; This active system is cutting-edge technology stolen from a Red Army battle armor stockpile before the Eurasian political collapse.  This system is able to render the user invisible to the naked eye as well as many forms of electronic scanning.  This device warps light around the Scimitar in such a fashion that surfaces, objects and people behind the mechanized suit are visible through it.  The effect is not perfect.  Sudden movement such as combat will leave a visible, blurry silhouette that is similar to a heat haze.  But in certain environments and when the Scimitar moves at stealth speed (one-tenth of its top speed or less), it can effectively help the battle armor to hide in plain sight, meters away from a target.  An electromagnetic pulse will disrupt the cloak, although it will cause no long-term damage to the system and it can be re-engaged once the effect has worn off.  The cloaking device extends to weapons held by the battle armor, allowing the Scimitar to prepare devastating surprise attacks.
Now, I don't mind some more advanced cloaking tech, so as long as it doesn't become a perfect answer.  Perhaps using this cloaking field causing the mech to heat up while active?  Or maybe the cloaking field has a maximum time limit before it shuts down to recharge?  I do like the fact that the field somewhat distorts when the mech is moving except beyond a bare minimum.  However, if an electromagnetic pulse disrupts the field, I feel it should be shut down until it can be looked at and rebooted.  I would really like to hear everyone else's opinions on this, however.

- Heads Up Display; The Scimitar utilizes a highly advanced area-scanning overlay that is able to report an incredible amount of detail, basically forming a real-time, three-dimensional map of the battle armor’s surroundings within one kilometer. The HUD is projected onto the visor and as such, if damaged, will not obscure vision. Features include target tracking, aim assist, topology, infrared, x-ray vision and a suite of other options.  Also, the telescopic sight of the Scimitar possesses a variable magnification of x2 to x120 and stores the viewed information in a database, cross-referencing any and all available information associated with what is currently observed.  This allows the pilot to plan out a detailed assault and update the previewed map of the area with the vast array of sensors the display system possess once the Scimitar arrives on site.  The HUD also has a vast library of information, including tactical information on mechanized units, their weapons and tactics, as well as general strengths and weaknesses.  The display presents simple symbols at the bottom left corner of the pilot's field of vision to indicate which subsystems are currently active.
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- Heat signature suppressant; This system must be activated upon command of the Scimitar’s pilot.  It will contain and and all heat emissions from the battle armor, rendering it invisible to any type of infrared and heat signature-based detection or weapon.  Heat-seeking missiles will simply fly past the Scimitar and infrared sensors will reveal absolutely nothing.  The suppressant can also act as a diffuser, allowing the mechanized frame to release its excess heat through small vents into the soil, upon a specific object or even release it in a rapidly-expanding mist of heat, making the task of pinpointing the Scimitar with heat-based technology that much more difficult.  The heat signature suppressant can function for 24 hours straight, allowing for long-term incursion behind enemy lines.  After this time, the Scimitar must purge its excess heat or risk shutting down while the battle armor cools off.  A HUD symbol indicates when the heat signature suppressant is active or inactive.
While I don't mind this, the bolded part doesn't fit too well in my eyes.  That said, if you go with the fact that the cloaking system increased the heat signature, perhaps this suppressant cannot be activated while the mech is cloaked and vice versa?  Some other opinions from the others would be nice as well.
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- Intrusion kit; This is an array of simple programs and tools designed to assist in infiltration.  These instruments are hidden in the forearms of the battle armor.  Included is an auto-picker (to bypass physical locks and padlocks), a hacking program for overriding electronics and other infiltration tools.  The effectiveness of the system depends on the time needed for the system to work, the estimated strength of the defense being infiltrated as well as any kind of counter-intrusion methods.  The tools of the intrusion kit are small enough that human beings can use them.
Looks good to me.  Good thing there is someone who can hack their way through doors!  I really like this!
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- Life-support systems; Automatic air filtration systems allow the Scimitar to pass unharmed through any kind of airborne or biological hazards.  The battle armor is fully functional underwater as the filtration system is capable of separating hydrogen and oxygen, continually replenishing the air supply inside the mechanized frame.  In the vacuum of space or any other air-tight area, the Scimitar possesses a 1-hour air supply that will be replenished as soon as the Scimitar is able to detect safe, breathable levels of oxygen.  The self-adjusting life-support system allows the battle armor to function near areas of immense pressure as well as allowing the pilot to survive extremes of Earth-based temperatures (such as being near an active volcano or in the middle of Antarctica).
This seems fine by me.  We don't really have a mech that can become aquatic.  However, the filtration system should have a time limit before it either overheats and shuts down or becomes overwhelmed.  Also, there will be no space travel beyond the transport and the dropping.  Other than that, I like it.
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- Magnetic surfaces; These small, powerful plates are located on the palms of the battle armor’s hands and the  soles of the Scimitar’s feet.  When activated, these will make the mechanized frame cling to heavier metallic objects or attract smaller objects to it.  These will allow the Scimitar to walk sideways or even upside down along heavier metallic forms.  The anti-gravity generator automatically kicks in when the battle armor is in such positions, assisting in stabilizing the Scimitar.
Minus the anti-gravity part, I really like this idea.  It could come in clutch, leaping on the back of an opposing mech and causing damage.
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- Noise inhibitor; This passive system allows the Scimitar to move in silence.  When activated, the battle armor can sneak up on an opponent as it cannot be heard, nor can it be detected by sonar.  The noise inhibitor allows ambient sounds to travel freely around the battle armor to avoid the contradictory effect of having an opponent notice the absence of sound nearby.  However, the system will only activate if the battle armor is moving in stealth mode (one-tenth of its top speed or less).  It takes 5 seconds for the noise inhibitor to engage once stealth mode is achieved.  The inhibitor shuts down immediately if the Scimitar moves faster than stealth speed.  The system’s effect extends to held weapons and tools, cancelling out the humming noise of an activated vibro weapon or energy sword.  The noise inhibitor also works for firearms (making the Scimitar an efficient sniper unit), but the system must be given enough time to reactivate between each shot.  Anything faster than single-shot rate of fire will simply cancel out the system.
I am not sold on this at all.  This sort of system just doesn't feel right with me.  Perhaps the others can give logical reasons for it existing, but it just doesn't work with me at all.
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- Sound mimicry; Discreet speakers allow for the diffusion of a number of noises, sounds or the perfect imitation of particular human voices.  Mimicry usually involves the repetition of phrases used by others previously encountered by the Scimitar, although the mechanized frame also has an extensive database of prerecorded sounds and statements from which the pilot can draw.  Typically, mimicry consists of the use of distress calls, beckons or insults to lure a target to a specific location, often with the intent of separating them from their comrades and thereby making them an easier target.  The Scimitar can also use mimicry to circumvent electronic security systems that require the use of a specific spoken password to deactivate.  The speakers can also be used in conjunction with the sound inhibitor system, adding a ventriloquism effect of projecting a sound several meters away from the battle frame.
Other than the bold part, I kind of like this.  It would allow the group to set their own ambushes and similar.  A unique feature.
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Strengths:
- Agility; The Scimitar’s anti-gravity generator, combined with its top running speed of 200 kph (that can be reached within 2.98 seconds) makes this battle armor a frightfully quick and nimble mechanized unit.  It can outrun heavy ordinance fire and close in on larger, slower mechs before they can get a chance to readjust.
Minus the anti-gravity device, I am completely fine here.
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- Hands; The hands on the Scimitar allow the battle armor to operate a wide range of equipment, without requiring any modification to the mech. It can pick up and use clubs, blades, rifles, shotguns, RPG launchers, and a variety mech-sized tools. More importantly, it can reload hand-held weapons, implying a functionally infinite ammo supply in combat (assuming there is a functionally infinite ammo supply available).
Looks good here.
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- Life-like motion; The Scimitar’s build allows for its pilot to move with all the same dexterity, ease and precision that the pilot possesses outside of the cockpit.
This seems fine here.
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- Melee combat; With its energy sword, speed and stealth, the Scimitar is an efficient close-combat battle armor and can be devastating when attacking unaware mechs.
I am still not sold on the energy sword, but can see a Vibro-sword, so I am fine with this overall.
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- Sealed cockpit; The Scimitar can function underwater indefinitely, is immune to airborne threats, survive the vacuum of space, resist the pressure of ocean depths and can be deployed nearly anywhere on the face of the Earth.
Though it will never actually be deployed in space or so deep underwater that pressure becomes an issue, I like this.
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- Stealth; The entirety of the Scimitar’s subsystems are based for or around stealth.  With less than ten seconds of preparation, this mechanized frame can become near-invisible, generate no sound, hide its heat signature and be virtually undetectable, so long as it is moving at stealth speed (one-tenth of its max speed or less).
As said a bit above, I am not sold on a few of the stealth systems, however, I (and others) can be willing to help make things better.  How it is now, other than the speed being forced to be minimal, I literally see zero downsides to ever exiting this stealth mode.
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Weaknesses:
- Life-like motion; The Scimitar is designed to mimic the capabilities of its pilot.  There are no self-preservation programs nor any type of AI to serve as backup for the pilot.  The Scimitar will reflect the abilities of its pilot, not compensate for them.
No A.I. or anything close to it is certainly a problem.  I would like to see how that fares in this setting.
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- No flight capabilities; This battle armor has no chassis-based flight options.
Since Anti-Gravity is a major no-no, you could change this for jump jets.  While they also give no flight capabilities, they come decently close.
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- No ranged combat; Having only been equipped with its energy sword while working security on the unlucky transport shuttle, the Scimitar currently possesses no ranged combat option.
Looks good to me, though that will change at some point.
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- Self-reliance; The Scimitar is designed to be a stealth-based, self-sufficient mech unit to be used in reconnaissance and long-term deployment behind enemy lines.  This severely limits the battle armor’s utility in group tactics, forcing it into indirect combat roles such as flanking or sniping.  The Scimitar’s pilot needs to be very creative in order to circumvent these design limitations.
This seems okay to me.
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- Size; Regardless of its efficiency, the Scimitar remains a 5-ton battle armor and is thus smaller and more vulnerable than larger, heavier mechs built for direct warfare.
Looks good.
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- Specialization; The Scimitar possesses few options in an open, prolonged combat situation.  It is designed for infiltration and surprise attacks, not frontal assaults or heavy fire support.
Sounds good to me.
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- Stealth mode; In order for its subsystems to be at their most effective, the Scimitar must move at one-tenth of its top speed.  This severely limits the distance it can cover while in this mode.
As I am still not 100% sold on all the stealth systems, this may or may not be changed.  It will depend on how we can work things out.
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Equipment/Gear: Elijah’s military backpack fits in a small sealed container affixed to the back plate of the suit.  It is only accessible when the Scimitar is open.
This also looks good to me as well.

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King Serperior

You could try to convince me, but when I am not sold on the idea, there's something that just sounds wrong to me.  It is borderline in my eyes.  I just don't know if they truly fit in this game setting.  Rewriting them is likely the best option, though, before you begin, perhaps waiting for other opinions on how to get things better would be a good idea.  They may see something I didn't and may offer solutions or ideas.

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Urbanzorro

Personally I think the biggest thing is making sure that there are ways for the GM to create challenges for each mech, ideally these should also sometimes ones that they can't overcome without the help of the others. With that in mind I think either making the cloaking devices less of a near perfect form of concealment could work. Alternatively you could also have them run off of their own battery systems meaning they can only be used for so much time before needing to be shut down and recharged. Similar to how one of the weaknesses of submarines during WWII (especially the early war) was that they ran on batteries while submerged and these batteries didn't last very long compared to how long a sea voyage would take. So the standard practice was to cruise on the surface and submerge when the need to avoid detection arose. I think maybe working in either one of those concepts might make the systems seem a bit more fitting in with what I think you have in mind for the setting. Basically they could be something that is currently very cutting edge. But as with anything that is at the very highest levels of human technology it's application still has some issues that have yet to be ironed out. 
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Ah, sorry I haven't been able to read through or respond to anything yet today, but I had some unexpected social obligations pop up!

Quote from: Urbanzorro on September 25, 2015, 07:32:27 PM
Personally I think the biggest thing is making sure that there are ways for the GM to create challenges for each mech, ideally these should also sometimes ones that they can't overcome without the help of the others.
I just wanted to single this out and say: "yes, precisely that."

For those people who have made a really strong melée mech and are stressing about how to give it some ranged ability, I say: don't.

Or you've made a mech that's perfect for fighting from range but totally weak if the enemies get to close and you're wondering how to plug that hole, I say: stop.

Same for if you've got a mech tailor-made for large, massive enemies but totally vulnerable to being swarmed by dudes in power suits... or if you've got one that can mow down dudes in power suits but would be a gnat to a really big mech. Whatever your mech is good at, embrace it, and just don't bother at all about the rest - not even minimally.

It is far better - from my perspective, as GM - to have a handful of mechs that are all really awesome at just one thing and total crap at everything else (yet of course, everyone's really awesome at something different), than it is to have "balanced" mechs that can handle every situation even if only in a mediocre way.

When a mech has a few well-defined strengths and a bunch of well-defined weaknesses, it is really easy for me to concoct scenarios where that one specific strength is absolutely needed, and thus you become the star of the scene with everyone covering or supporting you.

Take the Ragnarok for example. That big-ass beast is a walking fort, yet it could be taken down by a team of a half-dozen or Valkyrias like the one Deep is in (properly armed, of course) - all they'd need to do is race around her taking pot shots when its safe, but keeping just at the limit of its rocket range (or using countermeasures). That wild imbalance is perfect for setting up scenarios - I can think of easily a half-dozen situations where the Ragnarok's brute power or massive rail gun could be the critical keystone to a whole mission... and at the same time I can think of a bunch of scenarios where its size and slowness are key handicaps that force radical and crazy mission alternatives (where other specialist mechs would shine).

But when a mech is too "balanced", or has too many bases covered... what can I do? I can't create scenarios where, "guys, what we need here is a mech that can fight close range... and long range... and out in the open... and stealthily... but it all has to be just one mech - can't be two or more where each provides one of the elements really well! - and it's okay if that one mech is not really all that great at all of these things." I mean.. put yourself in my shoes. What kind of scenario would work for that mech?

If your mech has a clear strength and glaring weakness, then it will be needed and summoned by other players when that strength is a plus, and other players will come to your side to help when your weakness is exploited. If I'm being attacked by a tank and I'm weak to tanks, I'ma calling the tank killer, not the mediocre all-round guy... if I'm being attacked by a titan mech then I'ma calling the anti-titan-mech ally, not the one who is meh at fighting titans because it's balanced. In what situation am I going to think, "well, I really need the help of that mech that's not really good at anything in particular"?

Balance is great for soloing, but not all that great for teamwork. A two-person team that had one astonishingly awesome offensive player who sucked balls at defence and another who rocks the world at defence but has no offensive sense at all would be a much better team than one made up of two people who were both mediocre at offence and defence. And this is a team game - I promise you I am not the least bit interested in setting up scenarios where one person takes the starring role and everyone else just watches; the scenarios I set up will highlight one or two mechs, but all the other mechs will have necessary support roles to play.

It just makes my job harder when your mech doesn't have any clear strengths and clear weaknesses I can work from. And as this isn't a job I'm getting paid for, if it gets too hard, I ain't gonna do it. So if your mech doesn't provide me with really good hooks to work a scenario around them, I'm just not going to bother setting up scenarios for them to shine in.

So do keep that in mind when setting up your mech: If your mech has no weaknesses - and I mean glaring weaknesses, not so-so weaknesses like "not so great at melée but still can handle itself" or "works great usually but randomly stalls" - then I can't craft scenarios around them. It is better to have a mech with one or two strong strengths and then a bunch of weaknesses than it is to have one that is so-so all round. If your mech is capable of at least holding its own in all or most situations... well, that's exactly what's going to end up happening: it's going to holding its own a lot - ie, working alone, not playing a pivotal role in the scene. Your role in scenarios will be the "other guys", while the key strength roles are filled with the mechs that have those key strengths, and the ones with the key weakness will have the missions shaped around protecting them. There simply are no key roles for "meh, but broadly so", only broadly meh roles.

Try thinking of it from the GM perspective. What kind of scenario would require your mech's talents... and the talents of only your mech - not the combined talents of a group who are each individually better at each thing you're so-so at? What kind of situation would be one where your mech is a star player, and not simply another body on the field? Those questions are easy to answer if your mech has one really good relevant strength - even if that means it has a bunch of weaknesses (which are a really good thing from a GM perspective). They're not so easy to answer if you spend too much effort making your mech moderately capable at every little thing.
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Giantmutantcrab

Well, I hope my re-write of certain subystems clarifies certain things for my mech.  I never had the intention of making it into an over-powered Xenogears type of mech.  :)
                        

King Serperior

I couldn't have said it better myself, Saria.  As you said, the Ragnarok is going to need some serious help defensively when the smaller mechs come running.  Need to blast that Heavy mech up on that rock?  Sure, just keep those two Light mechs off my tail while I knock that big one down to let the Battle Armors cross the no-man's zone and get into the base!

:D

@GMC:  I'll take a look at the changes as soon as I can.  Though, when Saria gets the time (as well as anyone else), I'd like their opinions before I continue with mine.

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Urbanzorro

I think a good example that illustrates the way that a balance of strengths and weaknesses as a team is a situation where the group faces a large, heavily armored AND heavily armed opponent, maybe some epic sized mech that has weapons so strong as to make a stand up fight a very bad idea. In such a situation it could be easy to see how the team might make a plan where they have Angela pull all the stops on Ragnarok's rail gun and then having Deep use her Valkyria's ECM abilities to cover an approach so that Leo can pain the target with Jack's targeting beam which then allows Angela to take it out while the other mechs provide protection to Ragnarok or covering fire for Valkyrai and Jack's approach. In such a scenario the three mechs which shine are the one's who's abilities fit the missions' needs while the others fall into a supporting role. Then in the next scenario maybe the enemy has fast moving small mechs and a really really good radar station making the mechs who shined just one scene ago now forced to fill the supporting role while other mechs have some time in the limelight.

Just my two cents
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Saria

Oh, there's no doubt that I could design a scenario that uses everyone in a somewhat important capacity. But I can't do every scenario like that. Even doing one is a hell of a task to pull off; doing it repeatedly would just be ridiculous and transparent. I don't have anywhere near the motivation to jump through hoops to make sure everyone has a somewhat important task in every mission - it's much easier to work things up that make a couple important, and then just vary which ones. If you want your mech to have important roles in missions, I'd say it's your job to give your mech a role that could be important. Don't rely solely on the GM's imagination.

I've mostly been keeping quiet on the mech profile critiques because I don't really know much about mechs. Engineering and physics, sure, but the only mech shows I've seen have been a couple of early Gundams, and the only game I've played is Front Mission 4. I decided to focus on character profiles, but it turns out that everyone wrote really good characters - no Mary Sues or such - so I haven't had much to say.

And if a balanced mech is the way you want to play, then go for it. On the plus side, you get to be a second-tier player in basically every scene... just always a second-tier player, rather than the star of some scenes and a background character in others (though it's my job as GM to minimize the latter). If that's the way you want to roll, that's fine.

I'm just honestly a little baffled at the way most everyone's been so insistent on making sure their mech is capable in every foreseeable situation. (Although, you underestimate my ability to create non-foreseeable situations!) I can't fathom why people would go out of their way to make their mech a less interesting part of the team.

Because, for example, when we lose an unbalanced specialist, that's a big deal - it requires changing all of our strategies, closing some doors but opening others. Like if we lost Athena and the Arion, that would be a disaster. We wouldn't have that perfect mech for going into bases and bunkers while we skirmish outside, and turning off that main weapon that's giving us so much trouble, or opening up that door that kept us pinned down. Any strategies we had taking advantage of that would have to be scrapped, and we'd have to start over. That's major story stuff!

But when a really balanced mech is lost, it's like, "Oh no, we lost Charlie! Now we can't... well, actually, we can still do everything we could before right? I mean, we've lost no key specialists. I guess there's one less unit, so we're a group of 7 instead of a group of 8, which blows a bit I suppose... but we haven't really lost any capabilities. So, uh, oh no we've lost 12% of our combat strength? Sorta?"

I suppose it's a little late to be bringing this view up, but I thought those who were still agonizing over covering every single base could do with a fresh perspective.
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akirakaneda

Well, I have corrected some issues of my sheet, I also wanted to ask which are the mechas that are available for the Ryazan's army. At least the standard ones should be relatively known by other nations, maybe its general characteristics at the very least?

Second, I know that the limit to post the sheets is today, but may I post the sheet of a potential second pilot tomorrow or later, when the RP had advanced a bit?

King Serperior

Quote from: akirakaneda on September 25, 2015, 11:12:13 PM
Well, I have corrected some issues of my sheet, I also wanted to ask which are the mechas that are available for the Ryazan's army. At least the standard ones should be relatively known by other nations, maybe its general characteristics at the very least?
Okay, I've taken a look at the changes and I don't see quite as many problems.  However, even with a powerful booster, 220kph speed is a lot for a mech of that size.  I would say that about 80kph without the booster and about 120kph with it is more reasonable.  Also, I am glad to see that that booster is not fixed.  Removing it at some point in the future would seem like a good idea as, if the mech is carrying a booster of that size on it's back, it will make maneuvering beyond a straight line difficult as it will be rather off balance.

As for the mechs of the Ryazan's Army, I haven't thought of them much.  I have some ideas, however.
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Second, I know that the limit to post the sheets is today, but may I post the sheet of a potential second pilot tomorrow or later, when the RP had advanced a bit?
If you feel that you can play two characters at once, go ahead.  However, it might be better to make the second character an NPC so that the main focus will be on your main character and the other one can play a 'supporting' role for the main.  The second one wouldn't get near the attention as the main, though.  Also, the secondary character has a higher chance of death than a main character at some point.

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Kiric Rand

Honestly, that is why I made Alex so combat oriented. Yes his mech may be able to do more, but all he really knows is combat.
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King Serperior

Okay, I was looking at the mechs again and came to notice something:  Kiric, your character's mech reads as 50 miles per hour at top speed.  I originally read it as kilometers per hour.  As a Heavy mech class, it is more likely that it would be 50kph rather than 50mph.

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Kiric Rand

Quote from: King Serperior on September 26, 2015, 12:04:49 PM
Okay, I was looking at the mechs again and came to notice something:  Kiric, your character's mech reads as 50 miles per hour at top speed.  I originally read it as kilometers per hour.  As a Heavy mech class, it is more likely that it would be 50kph rather than 50mph.

Yeah, i really didn't know how to convert kph and mph lol.
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King Serperior

Quote from: Kiric Rand on September 26, 2015, 01:21:05 PM
Yeah, i really didn't know how to convert kph and mph lol.
50kph translates into about 30mph or so, give or take 1-2 miles.  Don't worry though.  I am not good at that either.  I usually go to a miles-to-kilometers translator.  >.>

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Kiric Rand

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Giantmutantcrab

One mile per hour is equal to 1.6 kilometer an hour.

So 100 km/hr = 60 m/hr

And in the case that interests us, 50 km/hour is equivalent to 31 m/hour
                        

Saria

Ah, you Americans and your quirky "miles", and "feet", and "fathoms", and "leagues". ~tut tuts with a sense of supreme superiority~
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Karma


Giantmutantcrab

Karma,

I took a second to read the text under your avatar picture.  This is my way of dealing with your avatar picture.  It is beautiful and I see absolutely no problem with it at all.  In fact, I'd very much like the chance to join them as that looks like a great kiss.

                        

Saria

I choose to deal with it by eating copious amounts of ice cream.

But then, this is how I deal with everything. ~nods~

Same-sex couple making out without me? Bring on the ice cream!

Economic crisis? Bring on the ice cream!

I found a $20 bill? Bring on the ice cream! (Because now I can afford it!)

Global warming? Bring on the ice cream! (It totally makes sense in that context!)
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Kiric Rand

I tend to deal with all situations with the same method.

which usually means booting up a video game and going on violent rampages.....

maybe because I have a lot of rage and that is the only way i can go on rampages without ending up in jail
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Saria

That's how I deal with my rage, too. :P I have a driving game where you get extra points for driving more recklessly and causing more damage.
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King Serperior

Something just occurred to me:  Considering that this game's setting is a fair distance into the future, how much have the climates changed?  I mean, will we drop into a cold, snowy area?  Or a hot, arid one?  Or maybe a swampy or even a forest-filled or mountainous area?

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Ralhend

I wouldnt think they had changed much, unless there was a nuclear war in the past or a small comet hit the earth, etc...  Something that would cause a drastic change in the earths rotation or orbit.... *shrugs*
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Saria

I hadn't planned anything in particular for the drop area beyond standard temperate out-of-the way: trees, hilly, but that's about it.

But for the overall journey, I'd planned to take us through several climates - I mean it's a really long trip. Snow and cold are definitely in order, as is a basically desert area. Also marshes and even coastal areas. (For the obligatory beach episode. :P)

One thing I thought would be really neat - and I was going to run this by you once we were done with all the initial set up - would be "dead cities". My thinking was: A few years ago, in one (or more) of the many sporadic small-scale outbreaks of war common in the regions we're passing through, a chemical or biological agent was unleashed. This had the effect of scouring entire cities of human life. The agents have long since been inert, but in the vast majority of cases, no new population has moved in (either out of fear, superstition, whatever).

Hence, dead cities. Cities that have been abandoned for years, if not decades, and are thus somewhat overgrown and crumbling. Excellent areas for us to pass through while being hard to detect. Excellent locations for a fight that takes down entire buildings.

In some cases the cities could have been "cleaned" by the local authorities - removing the bodies and any dangerous/expensive materials. In others, there could be skeletons all over the place, and maybe not even scavengers have come through to steal the valuables. The enemies we run into here could be the military hunting us, but they could just as easily be scavengers or other outlaws who we bump into, or who are using the area as a base and aren't pleased to have visitors.

But like I said, we can talk this through later on, once all the set up is complete.

But yeah, we'll be passing through many different types of terrain. As for where we start, I hadn't given it serious thought. Anything in particular you'd like?
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King Serperior

Ooooh!  I love the idea of these dead cities!  In fact, I had an idea for a city that was bombed multiple times that was taken over by a gang that planted landmines all over and had hover tanks patrolling over the fields.   ;D

That said, thanks for the clarification!  We'll focus in the specifics later.  I think we're just waiting on some final updates to the last three character sheets, one of which I believe is almost done.

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Karma


King Serperior

Quote from: Karma on September 26, 2015, 09:05:46 PM
But hover tanks need antigrav. :P
Not that kind of hover tank!  I mean the ones that float on a cushion of air and move via fans.  :P

O/O's
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Karma

In the interest of realism, that kind of hovertank wouldn't be able to remain stable after firing unless it had recoilless technology.

King Serperior

True, which is why I envision them with laser weaponry:


^ Sort of like this, but not as bulky and with the hovercraft part replacing the treads.

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Saria

I think I recall seeing a scene from a comedy movie once where they had a hovertank, and when they fired, it flew backwards and crashed. :P

But anyway, yeah, there you go! A city claimed by a group that's declared it its territory would work perfectly.

I was also thinking there may even be a situation where the group has to cross a river or a lake, too. And maybe yet another where some would have to sneak in to an occupied city for some reason. I've got piles of ideas for scenarios stewing.
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Ralhend



Suddenly I think I would rather have a well armed hovertank than a lightly armed  medium...

Eh, no biggie

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King Serperior

Well, now with these ideas floating about, I am more eager than ever before!

Just need to wait for final profile adjustments from the last three players.   :-)

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Ralhend

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Giantmutantcrab

OH SWEET MERCIFUL KHORNE.

I am so, SO sorry for having posted my corrected character sheet so very late.  I had lots of modifications to do and I really don't know anything about BBCode so the grenade list looked like crap...

Anyway, here it is.
                        

Giantmutantcrab

Name: Elijah Arshad Marzban
Rank: Raqīb of the 1st Special Forces (SF) of the Afghan National Army (ANA), Honorary-Sergeant of the North Atlantic Alliance Joint Military (NAAJM)
Role: Counter-terrorism, Direct action, Foreign internal defense, Special reconnaissance, Unconventional warfare,
Nicknames: Eli
Callsign: N/A
Age: 29
Gender: Male
Sexuality: Heterosexual (but inexperienced)
Height: 1m 78 / 5’9”
Weight: 68 kg / 150 lbs
Eyes: Black
Hair: Black
Skin: Brown
Physique: Athletic, exotic, lean, muscular, rugged
Distinguishing Marks: Various scars from surviving in a war-torn country since his birth.




Bio:  Elijah Arshad Marzban was born in Afghanistan, the Graveyard of Empires.   Throughout its existence, everything from the war elephants of Alexander the Great, to the British Empire, to the nigh-unstoppable mechanized Red Army had attempted to invade and conquer Afghanistan…  and had all failed.  Elijah’s parents were of Iranian ancestry and could trace their lineage back to the time when Iran was named Persia.  They instilled in their youngest son a deep respect for the ancient, near-mythical land from which they hailed and love for the country they lived in now.  His mother was a polyglot diplomat and taught young Eli Farsi, French, English, Arab and Russian (as well as their associated written forms), history, culture and the power of words.  “Know of where you come from, my son.  Know of where you are now.  Know of those around you, near and far.  Know of their people, their history and their culture.”  His father was a mechanical engineer and taught young Eli technical knowledge and the power of the mind.  “Know as much as you can, my son.  Knowledge is never useless.  Know of science, know of mechanics, know of mathematics.  Your mind is a muscle; without exercise, it will shrivel and be weak.  If your mind is weak, what good is your body?”  His older brother, a soldier and martial artist, taught young Eli physically and the power of the body.  “Know your body, my brother.  Know your limits and know how to push beyond them.  Strike only when you must, not when you want.  But when you must, strike hard, fast and without hesitation.  Know fear and accept it, but never let it control you.  To control another is strength; to control oneself is true power.”

Eli worked hard, learned hard and practiced hard.  Demanding more of himself than others demanded of him.  Learning to depend on himself first and foremost.  This hard upbringing might seem cruel, but it was a necessary cruelty.  Afghanistan (or what is left of it now) has been assaulted from all sides by rogue armies, mercenary companies and power-mad warlords since it was first colonized thousands of years ago.  But the modern armies that threatened them were different.  Battle-armor wearing soldiers that can level a whole village within minutes.  Gigantic mechanical horrors that could bombard positions from hundreds of kilometers away with pinpoint accuracy.  Mechanical vehicles that could enter any grotto, travel through any valley and circumvent any mountain.  Afghanistan’s mountains were nearly useless as natural defenses now.  Technology had finally won over the harsh, unforgiving terrain of the country.  Territories were abandoned and people fled for their lives.  The last vestiges of the NATO military forces in Asia sent hundreds of emergency escape pods throughout the Eastern hemisphere, to allow refugees a chance to flee the violence and escape with them to the safety of the newly-formed Oceania (a conglomerate of Australia, New Zealand, Tasmania and a few micro-islands in their periphery), NATO's fiercest ally on this half of the world.  Elijah’s family left his homeland; he chose to stay and defend it.

He was fourteen years old when he enrolled in the NATO-backed Afghan National Army.  Since they could not officially take him as a soldier, Elijah served as a scout and a lookout, using the knowledge passed down by his brother to achieve whatever tasks were set upon him.  When he turned 16, he was able to become a solider.  Two years later, he was recruited into the Special Forces.  There, he learned the techniques of unconventional warfare and stealth.  For six years Elijah served with the SF, deployed thousands of miles from any friendly territory.  Often, he and his fellow forces members would remain on mission for months, with no supplies or reinforcements of any kind.  They would take whatever they needed off of their foes even as they worked against the invaders.  Cutting off supply lines, destroying depots and making every advancing step a grueling, tedious affair.  Entire fire-teams of infantrymen would be captured or simply disappear with little traces of a struggle.  Convoys would vanish or be rendered unusable, vehicles would be commandeered in the dead of night.  It was during one of these raids, deep within what was once known as Siberia, in the heart of Red Army territory, that the Special Forces happened upon a stockpile of battle armors.  These were obviously suited for reconnaissance and stealth, not frontal assaults.  Using his knowledge of the Russian language and the Cyrillic alphabet, Elijah helped his brothers-in-arms with the basic functions of the walkers.  The Special Forces left the supply depot with every single one of the 40 mechanized armors stockpiled there, returning to Afghanistan with them.

Over the next five years, the ANA learned how to build and use these battle armors.  Reverse-engineering allowing the military to begin production of their own reconnaissance mech suits, renamed the Scimitar battle armors.  All the instructions and engineering had been transferred from Cyrillic into Farsi and the first users were the Special Forces.  Using these mechs, the SF was able to hold out much longer than it would have normally been possible against superior foes using enormous war mechs weighing almost a hundred tons.  But soon enough, the war was clearly lost to the chaos of the rogue armies rising and falling around them.  The looming, vengeful shadow of the Red Army was threatening to swallow the entire Asian continent.  The ANA General Staff gave the order and the army retreated, abandoning Afghanistan to its would-be pillagers.  Within a few weeks, the remnants of the army were reunited with the civilian masses that had taken refuge in Oceania.  It was a bittersweet reunion, as the presence of the army indicated that they could not hold their country against the waves of the mechanized, armored raiders.

Elijah did spend a few months enjoying the peace that this conglomerate of countries offered, but it was not a peace that would satisfy him.  Even as he reunited with his family, they understood the storm that brewed within the youngest boy of the Marzban family.  They were well-treated and lived with millions of others, but…  They were still refugees, outcasts of their own homeland.  This gnawed at the young man, who attempted to find other means to being productive and useful to his people.  It is not to say that Elijah enjoyed the bloodshed or combat.  Truth be told, he disliked it immensely.  But it was a necessary thing if they were to free their country and he fought because he could, not because he wanted to.  If they did nothing, then the exiled peoples of Earth could never be able to return home if they so chose.  Though he was talented for war, he wanted peace.  He fought because he wanted peace, both abroad and back home.

The ANA General Staff seemed content to concentrate on the protection of its people for now, so Elijah approached what he thought was a NATO military base.  It turned out that during his decade of fighting in the more dangerous places of Earth, much had changed in the way of politics.  NATO did not exist here; instead, the North Atlantic Alliance Joint Military was in place, a mishmash of several old allied countries of NATO under a new banner.  A meeting with a few very high-placed officers of both armies decided that Elijah Arshad Marzban could continue to actively serve the ANA and also serve the NAAJM by providing security upon civilian and military transports to and from the Lunar colonies.  During his work with the NAAJM he would retain his military grade of sergeant, with all the privileges and responsibilities that came with it.  Elijah used this position to learn as much as he could about the ever-shifting situation of the world and especially that of Eurasia.  But the best he obtained were bar rumors and hearsay.  The Red Army had apparently crumbled, all of Russia divided into warring territories directed by tyrants throwing ultra-sophisticated mech units against one another in futile displays of strength.  The most savage and bloodthirsty was known as the Ryazan Empire, and it would apparently either drape the world in the red of its flag or drown it in seas of red blood.

During a recent deployment as head of security upon a cargo vessel, something went terribly wrong.  The captain explained that much of the cargo needed to be jettisoned in order to be able to land safely.  Upon hearing that passengers may be forced to crash land upon the Eurasian continent, Elijah was the first (and only) member of the security force to voluntarily crash-land with the first dropped containers, knowing they would probably land in some of the most hostile environments on Earth (they were fast approaching the Ryazan Empire's slowly-but-surely-expanding borders at this point).  They would need someone to take point, a scout and a guide, someone who knows the lay of the land and how to guide them as safely as possible through the canyons, valleys and mountains of what was now clearly Hell on Earth.  As Xenophon reluctantly took the role of guide for the remnants of the Ten Thousand in the ancient texts of the Anabasis, so too will Elijah Arshad Marzban do everything in his abilities to guide those around him to safety.

Equipment/Gear: Elijah’s standard-issue military backpack contains all of the essentials for a Special Forces commando ready to undertake a lengthy mission behind enemy lines.






Chassis: Humanoid reconnaissance walker
Model: Scimitar-class
Weight Class: Battle Armor
Weight: Mech Weight; 5 tons, Max carry weight; 25 tons
Height: 3 meters / 10 feet
Top Speed: 200 km per hour / 124 miles per hour
Callsign:  Scimitar-Five

Armaments:
- Energy garrote: By far the most advanced weapon of the Scimitar, this retractable 2-meter long piece of wire is in reality an intricately woven length of emitters and reflectors, along which millions of minuscule lasers will crisscross.  When the thumb button on both handles are pressed, the length of wire hums to life and is sheathed in a lethal corona of disruptive energy, turning into a flexible cutting laser.  This focused energy allows the garrote to slice through soft targets and vulnerable areas with horrifying ease.  Even weapons, shields and armor plating will eventually be severed by the garrote, though thicker defenses will resist much longer and larger targets might simply be too big to damage with this weapon.  A failsafe prevents the activation of the garrote unless it is fully charged.  For each second of use, there is a 15-second recharge cycle that begins immediately after the weapon is deactivated.  The energy garrote holds a 4-minute charge which, when fully depleted, will fall into a 60-minute recharge cycle during which it cannot be activated.  An electromagnetic pulse will disrupt the garrote (if activated during the EMP) and force the full 60-minute recharge cycle, although it will cause no long-term damage.  The retracted energy garrote is stored inside the Scimitar’s left forearm.  This can be used by the pilot outside of the battle armor.

- Grenades and accessory toolbox: Built for unconventional warfare, the Scimitar carries a wide selection of grenades.  Furthermore, the battle armor comports a toolbox stocked with pressure plates, fuses, detonators, wires, timers, adhesives and magnets for on-the-fly modifications, offering the tactical flexibility of using the grenades as booby traps, mines, multiple explosive charges, time bombs, sticky grenades and magnetic grenades.  This can be used by the pilot outside of the battle armor.
  • Anti-personnel (2): An anti-personnel grenade (also known as a frag grenade) produces a blast of shrapnel that can shred unarmored targets and lightly armored vehicles. The blast also has the tactical advantage of forcing the enemy to duck into cover to avoid injury.
  • Anti-tank (2): Also known as krak grenades, these explosives are designed to crack open armored targets through a concentrated implosive blast. Although an anti-tank grenade can easily kill a man, they are mainly used against mechs, tanks and other armored vehicles. They are very effective at destroying hard targets, building structures and for tearing holes into defensive fortifications.
  • Incendiary (2): Incendiary grenades (or thermite grenades) produce intense heat by means of a chemical effect called a thermite reaction.  This produces a tremendous amount of heat, as the white phosphorous filler burns at 2,800 °C (5,070 °F), making incendiary grenades useful for destroying weapons caches, artillery, and vehicles. This weapon functions without an oxygen source, allowing it to burn underwater or in a vacuum.
  • Smoke (2): Screening smoke grenades release a rapidly expanding black gas that is too thick to see through with unassisted vision.  The loud hissing noise can also be used as a lure.  Smoke is harmful to breathe, since it contains hydrochloric acid. Whilst not intended as a primary effect, these grenades can generate enough heat to burn unprotected skin.
  • Stun (2): Upon detonation, a stun grenade (or flashbang grenade) releases an intensely loud "bang" of 170–180 decibels and a blinding flash of more than one million candela within five feet of initiation, sufficient to cause immediate flash blindness and deafness, tinnitus and inner ear disturbance.  Exposed and unprotected targets experience disorientation, confusion and loss of coordination and balance.
  • Tear gas (2): Tear gas grenades (or riot control grenades) are similar to smoke grenades in terms of shape and operation. The gas contained inside burns with a pyrotechnic composition which generates an aerosol of lachrymatory smoke. This causes extreme irritation to the eyes and respiratory system.
- Vibro-scimitar: The signature weapon of the Scimitar-class battle armor, this weapon was constructed to appear as a simple yet finely-crafted, broad-bladed, single-edged, mildly-curved, one-handed mech-sized scimitar with a micro-serrated edge.  The disk-shaped pommel provides a very secure grip.  Built out of a super-alloy, the sword is an elegant and dangerous weapon by itself.  The sword’s blade is unusual for a curved sword as it is designed for both thrusting and cutting.  It can also be used as a decent crowbar.  However, the true power of the vibro-scimitar becomes clear upon activation of the generator located in the handle.  This emits high-frequency sonic pulses that causes the blade of the sword to be sent into an extremely quick vibration. When it contacts something, the vibrations ripple across the material, destroying a much larger portion (in addition to the simple fact of the blow cutting more) and damaging the target more efficiently than the original weapon. This causes even the slightest glancing blow to potentially become a gaping wound.  Given enough time, effort and leverage, the high-speed sonic vibrations would allow the blade to carve its way through a variety of defenses.  However, heavy plating and specifically designed materials may be too tough or thick to cut.  Thanks to a simple system of specially-calibrated magnets, the weapon can be affixed anywhere on the mechanized frame, allowing it to be drawn with ease even in very confined areas.  This can be used by the pilot outside of the battle armor as a two-handed weapon.

- Shock-staff: The Scimitar’s non-lethal alternative to melee combat, this telescopic staff reaches two meters when fully extended.  It has a power pack in the handle (that is covered by a wide handguard) which is used to activate high-density cells at the tip that produce a non-lethal charge.  By overloading the target's nervous system, most organic targets will be rendered unconscious or even catatonic.  This electrical discharge can also be used to short-circuit or overload electrical systems.  The shock-staff has a setting switch on the pommel so the pilot can set the exact severity of the shock (at full charge, this weapon can kill an unprotected human target).  The Scimitar must physically touch or strike the target in order to affect it.  The shock-staff is fully functional when collapsed, effectively turning into a shock-gauntlet.  The thick, molded handguard covers the front of the Scimitar’s hand and is built of the same durable, high-density cells as the business end of the weapon when expanded.  The shock-staff is usually carried collapsed and on the left hip of the battle frame, where it can easily be slipped over the Scimitar’s left hand.  Thanks to a simple system of specially-calibrated magnets, the weapon can be affixed anywhere on the mechanized frame, allowing it to be drawn with ease even in very confined areas.


Subsystems:
- Cloaking device: This active system is cutting-edge technology stolen from a Red Army battle armor stockpile before the Eurasian political collapse.  This system is able to render the user invisible to the naked eye as well as many forms of electronic scanning.  This device warps light around the Scimitar in such a fashion that surfaces, objects and people behind the mechanized suit are visible through it.  The effect is not perfect.  Sudden movement such as combat will leave a visible, blurry silhouette that is similar to a heat haze.  But in certain environments and when the Scimitar moves at stealth speed (one-tenth of its top speed or less), it can effectively help the battle armor to hide in plain sight, meters away from a target.  The cloaking device extends to unpowered and inactive weapons held by the battle armor, allowing the Scimitar to prepare devastating surprise attacks.  It can be used for 120 minutes before shutting down for a 12-minute cooldown cycle during which it cannot be activated.  An electromagnetic pulse will disrupt the cloak (if activated during the EMP) and force it to automatically begin a full cooldown cycle, although it will cause no long-term damage.

- Jet boots: The Scimitar possesses thrusters located in the boots which the pilot can use to boost vertically through the air for a period of about five seconds. While using this system, the pilot can control the direction of movement and slow down jumps or falls from great heights.  Greater heights and distances can be obtained if the thrusters are pulsed rather than used constantly.  One full 5-second burst is enough to let the Scimitar land safely from a fall at terminal velocity.  The gas that is stored by the heat signature suppressor system is recycled and pressurized to be used as thrust for the jet boots.  Ten minutes of continuous use of the heat signature suppressor is necessary for a single 5-second jump and the Scimitar can store up to ten 5-second jumps.

- Heads Up Display: The Scimitar utilizes a highly advanced area-scanning overlay that is able to report an incredible amount of detail, basically forming a real-time, three-dimensional map of the battle armor’s surroundings within one kilometer. The HUD is projected onto the visor and as such, if damaged, will not obscure vision. Features include target tracking, aim assist, topology, infrared, x-ray vision and a suite of other options.  Also, the telescopic sight of the Scimitar possesses a variable magnification of x2 to x120 and stores the viewed information in a database, cross-referencing any and all available information associated with what is currently observed.  This allows the pilot to plan out a detailed assault and update the previewed map of the area with the vast array of sensors the display system possess once the Scimitar arrives on site.  The HUD also has a vast library of information, including tactical information on mechanized units, their weapons and tactics, as well as general strengths and weaknesses.  The display presents simple symbols at the bottom left corner of the pilot's field of vision to indicate which of the Scimitar’s subsystems are currently active.

- Heat suppressant: This system must be activated upon command of the Scimitar’s pilot.  It will contain all heat emissions from the battle armor, rendering it invisible to any type of infrared and heat signature-based detection or weapon.  Heat-seeking missiles will simply fly past the Scimitar and infrared sensors will reveal absolutely nothing.  The heat signature suppressant also acts as the main source of pressurized gas for the jump boots.  It can also act as a diversion tactic, rapidly diffusing the suppressed heat and gas into water or snow to create a rapidly expanding billow of heat, masking the Scimitar’s precise location.  The system can function for 24 hours, after which the Scimitar must purge the stored heat or risk a hard shutdown while the battle armor cools off.  An electromagnetic pulse will disrupt the suppressor (if activated during the EMP) and force it to immediately purge itself, although it will cause no long-term damage.

- Intrusion kit: This is an array of simple programs and tools designed to assist in infiltration.  Included is an auto-picker (to bypass physical locks and padlocks), a hacking program for overriding electronics and other infiltration tools.  The effectiveness of the system depends on the time needed for the system to work, the estimated strength of the defense being infiltrated as well as any kind of counter-intrusion methods.  The intrusion kit is stored under the right hip plate of the mechanized frame.  This can be used by the pilot outside of the battle armor.

- Life-support systems: Automatic air filtration systems allow the Scimitar to pass unharmed through any kind of airborne or biological hazards.  The battle armor is fully functional underwater as the filtration system is capable of separating hydrogen and oxygen, replenishing the air supply inside the mechanized frame for up to 24 hours of continuous use before the Scimitar must re-surface to purge the filtration system.  In the vacuum of space or any other air-tight area, the Scimitar possesses a 1-hour air supply that will be replenished as soon as the Scimitar is able to detect safe, breathable levels of oxygen.  The self-adjusting life-support system allows the battle armor to function near areas of immense pressure as well as allowing the pilot to survive extremes of Earth-based temperatures (such as being near an active volcano or in the middle of Antarctica).

- Magnetic surfaces: These small, powerful plates are located on the palms of the battle armor’s hands and the soles of the Scimitar’s feet.  When activated, these will make the mechanized frame cling to heavier metallic objects or attract smaller objects to it.  These will allow the Scimitar to walk sideways or even upside down along heavier metallic objects.

- Noise inhibitor: This automatic system allows the Scimitar to move in silence.  When activated, the battle armor can sneak up on an opponent as it cannot be heard, nor can it be detected by sonar.  The noise inhibitor allows ambient sounds to travel freely around the battle armor to avoid the contradictory effect of having an opponent notice the absence of sound nearby.  However, the system will only activate if the battle armor is moving in stealth mode (one-tenth of its top speed or less).  It takes 5 seconds for the noise inhibitor to engage once stealth mode is achieved.  The inhibitor shuts down immediately if the Scimitar moves faster than stealth speed.  The system also works on handheld firearms (making the Scimitar an efficient sniper unit), but the system must be given enough time to reactivate between each shot.  Anything faster than single-shot rate of fire will simply cancel out the system.  An electromagnetic pulse will disrupt the system (if activated during the EMP) and prevent it from functioning for the duration of the EMP, although it will cause no long-term damage.

- Sound mimicry: Discreet receivers allow for the recording of all ambient noises, sounds and particular human voices.  The mechanized frame already has an extensive database of prerecorded sounds and statements.  Typically, the mimicry system is used in distress calls, beckons or insults to lure a target to a specific location, often with the intent of separating them from their comrades and thereby making them an easier target.  The Scimitar can also use mimicry to circumvent electronic security systems that require the use of a specific spoken password to deactivate.  The battle armor has eight small sound emitters.  These can be activated manually (if the pilot wishes to lure a target towards the Scimitar or circumvent a voice-activated system) or from up to 100 meters away (if the pilot wants to draw a target away).  The emitters are stored under the left hip plate of the mechanized frame.  This can be used by the pilot outside of the battle armor.

- Stabilizers: This passive system distributes and evens out the weight of the Scimitar when it is in motion, allowing the user to maneuver with the same grace, ease of movement and precision as the pilot can move outside of the mechanized frame.  The stabilizers also assist in holding a fixed position for extended periods of time (when aiming, for example) and helps counter the vertigo and disorientation effects from high-speed maneuvers.  The system assists the Scimitar’s pilot when it is moving sideways or upside-down thanks to the magnetic surfaces.


Strengths:
- Agility: The Scimitar’s jet boots and stabilizers, combined with its top running speed of 200 kph (that can be reached within 2.98 seconds) makes this battle armor a surprisingly quick and nimble mechanized unit.  It can outrun heavy artillery fire and close in on larger, slower mechs before they can get a chance to readjust their aim or position.

- Hands: The hands on the Scimitar allow the battle armor to operate a wide range of equipment, without requiring any modification to the mech. It can pick up and use clubs, blades, rifles, shotguns, RPG launchers, and a variety mech-sized tools. More importantly, it can reload hand-held weapons, implying a functionally infinite ammo supply in combat (assuming there is a functionally infinite ammo supply available).

- Life-like motion: The Scimitar’s build allows for its pilot to move with all the same dexterity, ease and precision that the pilot possesses outside of the cockpit.

- Melee combat: With its array of melee options, raw speed and stealth capabilities, the Scimitar is an efficient close-combat battle armor and can be devastating when attacking unaware targets.

- Sealed cockpit: The Scimitar can function underwater, is immune to airborne toxins, survive the vacuum of space, resist the pressure of ocean depths and can be deployed nearly anywhere on the face of the Earth.

- Stealth: The entirety of the Scimitar’s subsystems are based for or around stealth.  With less than ten seconds of preparation, this mechanized frame can become near-invisible, generate no sound, hide its heat signature and be virtually undetectable, so long as it is moving at stealth speed (one-tenth of its max speed or less).


Weaknesses:
- EMP: The cloaking system, heat suppressor, noise inhibitor and energy garrote are vulnerable to electromagnetic pulses and will shut down immediately if they are active during an EMP emission.  This can lock out some of the Scimitar’s most useful systems while potentially revealing the battle armor as it is intruding deep inside hostile territory.

- Life-like motion: The Scimitar is designed to mimic the real-life physical capabilities of the pilot. The battle armor’s on-board AI cannot serve any kind of direct combat role.  If the pilot is unconscious, the Scimitar will remain unresponsive (but an emergency program will kick in to try and stir the pilot.  The program includes sounds, lights, low-voltage electrical prodding, smelling salts and a defibrillator if the AI detects cardiac failure).  The mechanized frame reflects the abilities of its pilot; it does not compensate for them.

- No flight capabilities: This battle armor has no chassis-based flight options.

- No ranged combat: The Scimitar currently possesses no ranged combat options.

- Self-reliance: The Scimitar is designed to be a stealth-based, self-sufficient mech unit to be used in unconventional warfare and long-term deployment behind enemy lines.  This severely limits the battle armor’s utility in group tactics, forcing it into indirect combat roles such as distracting, flanking, sabotage or sniping.  The Scimitar’s pilot needs to be creative to circumvent these design limitations.

- Size: Regardless of its efficiency, the Scimitar remains a 5-ton battle armor and is thus smaller and more vulnerable than larger, heavier mechs built for direct warfare.

- Specialization: The Scimitar possesses few options in an open, prolonged combat situation.  It is designed for infiltration and surprise attacks, not frontal assaults or heavy fire support.

- Stealth mode: In order for its subsystems to be at their most effective, the Scimitar must move at one-tenth of its top speed with inactive weapons in hand, severely limiting the distance it can cover while at this speed.


Equipment/Gear: Elijah’s military backpack fits in a small sealed container affixed to the inside back-plate of the suit.  It is only accessible when the Scimitar is open.
                        

King Serperior

Alright!  Now this is a true 'Stealth Ninja Mech!'  Nothing more that I need to say, GMC.  As far as I can see, it's great in my eyes.  Thank you for making the changes that you did.

The only thing I could think of adding would be 'Mag Grenades' for attaching them to metal walls and opposing mechs, but even if you didn't, I just love what I am seeing now.  If no one else has any issues, your character is 100% accepted.   ;D

Now, all we need to do is wait for the last two character sheets to be updated.

O/O's
A/A'sMonster Girl Palace
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akirakaneda

Sheet, final version

Name:  Saigo Miyamoto
Rank:  Military: Lieutenant
Role:  Mecha pilot
Nicknames:  Sai (for those who are close to him), Raijin (God of thunder)
Callsign:  none for now
Age:  23
Gender:  male
Sexuality:  hetero
Height:  1.70 m/ 5.5 ft
Weight:  58 kg.
Eyes:  brown
Hair:  black
Skin:  lightly tanned
Physique:  Healthy and strong but not toned
Distinguishing Marks:  Scars on his chest and arms, a tattoo of bones and skull on his right arm on a text of “702”, on the left arm, a haiku: 平和のための血液

Appearance: A Japanese descendant, he carries a katana which is at his side when he is piloting (just like WWII Japanese pilots), if there is time to prepare for a battle he will wear a hachimaki or Japanese traditional bandana around his forehead. If he is not preparing for fighting he can wear casual clothes which makes him look like another guy of his age, he doesn´t look particularly like the "military guy". 

Bio:  Son of a rich and aristocratic Japanese family exiled from Japan by being the main leaders of a militaristic faction, aiming to abandon the pacifist politics of Japan in favor of a militaristic and expansionist approach.
He was educated in a traditional Japanese way, formal and frugal, since he was a child was trained in martial arts, especially in kendo and bojutsu; and also imbued of the political ideas that his family has adopted and also of the bushido code.
In the exile, the militaristic faction promoted the development of new military technology in alliance with "friendly nations" which also let them create a mercenary unit which later would be known as the “Rising Sun Legion” which fought for foreign nations who supported the growing militarism of the exiled aristocrats, who compose the core and high command, it is formed by all kind of Japanese men and women, those who wanted an adventure in far lands and those escaping from poverty or justice in Japan. The "Legion" is an armed force of disciplined mercenaries, operating like a frei korp, a unit of mercenaries with an independent chain of command.
Saigo joint the Rising Sun Legion at 14 although he was the son of an important leader in the Legion, and his older brother was also an officer, he advanced through the ranks by his own merits having to pass the same training of any other soldier. For the 18 he was a seasoned veteran, a talented pilot and a remarkable squadron leader. Since that age he knew the rigors of combat: to sleep under rain or in a trench during a bombardment, eat bad and few, march long distances under a burning sun or in the coldest winter. That made him slowly doubt about the ideas of a militarist regime as the best future for Japan, as a soldier he is very pragmatic, worry more about keep the discipline among his subordinates and keep them highly motivated than in political indoctrination.
He and his platoon are well known and respected due to their success in battle but mainly due to survive the worst missions, even for a mercenary unit, they are usually in charge of piercing enemy formations or taking strongholds. They are nicknamed the "fumetsu tai" or the "immortal squadron" the nickname is the product of their ability to survive through courage, toughness and skills, if the Rising Sun Legion is the elite that any army could desire, then the "Fumetsu tai" is the elite of the elite. Their enemies, on the other hand, know them as the "slanted eyes devils".

Before the accident, he was taking a new mecha to Earth, a test type, the evolution of past models, particularly the TS 18 and the TS 18-tokko, the new model has been proven in the Moon and it was considered to be ready for mass-production in some place of the Earth where the militarists have supporters. The mecha is a new model, but based in previous mechas. Then the accident took place. He is not going to abandon this mecha, and certainly not to Ryazan, a historical enemy of Japan.

Equipment/Gear:  a Katana given by his grandfather and a mouser C 96


Name:  Suki Kojiro
Rank:  Military: Second lieutenant
Role:  mecha pilot (especialized in assistant duties)
Nicknames:  Raijin's puppy, Scarface Kojiro
Callsign:  none for now
Age:  22
Gender:  female
Sexuality:  straight (but repressing bisexual inclinations)
Height:  5'5
Weight:  56 kg
Eyes:  black
Hair:  black
Skin:  lightly tanned
Physique:  Healthy and thin
Distinguishing Marks:  She has many scars but the most important are a deep scar in the right side of her face which is covered by a lock of her hair, another scar on her right ribs just under her breast and a tattoo with skull and bones in her left arm and the number "1326"
Appearance: Her eyes are black, she can wear a hachimaki on the forehead for piloting, also some people believes she has a tomboyish appearance

Bio: She was a common girl living in Tokyo, the second daughter of a middle class family, she was an excellent student but by the time she was in college she had been seduced by the ideology of the militaristic faction about a strong Japan ruled not by a corrupt Parliament. At the age of 18 she quit college and joint to the Rising Sun Legion.
She was a remarkable skilled volunteer as the officers of the Legion saw her natural talent to think in strategies and process information in the few seconds that decisiones had to be taken in battlefield. She quickly received the role of second pilot in a two manned mecha, a TS 18 the previous version of the TS 28. Her partner, Megumi Mirin, was a veteran and helped to improved her skills hoping to fight together some day.
But, during a battle 2 years ago, the mecha they were piloting received severe damages, the first pilot, who had been her mentor, died. She survived with many minor scars on the body and two big scars, one crosses the right side of her face and the other on her right lower ribs just behind her breasts. Those scars cause her pain still and she need to take analgesics, as her promotion to lieutenant and the responsibility to command her own mecha get closer she is developing a taste for strong analgesics which, until now, had not interfered with her duties. Although she had said she doesn´t care about those scars she hides them, the first under a lock of hair and the other is the reason why she never wear a bikini or such.
After that battle she was assigned to be second pilot for Saigo, she is awaiting to be promoted to lieutenant to pilot her own mecha as first pilot.
She follows the bushido code as well and feel herself as a modern warrior whose honor is based on her loyalty to their superiors and to the emperor (which, she believes is serving although he may not agree with it),  also, she is an ideologically committed soldier who truly believes that a totalitarian and strong government is the way to stop the corruption and dependency of Japan to foreign powers. She is extremely close-minded in that topic, being even more stubborn than some of her superior officers, therefore she had no problems with defending their violent or xenophobist ideas.
Equipment/Gear (Grabbed before entering the Mech's Storage Container):  A backpack with personal clothes, a katana and a dose of analgesics


Chassis:  Mitsubishi TS-28-tokko
Model:  Custom
Weight Class: medium
Weight: 45 tons - 49 tons (fully armed)
Height: 16 m
Top Speed:  90 Km/h without thruster and 170 Km/h with thruster

Mech Name:  "Kaiten" (Heaven shaker)

Armaments:  1. Particle cannon (fixed): Located in its head is probably the most powerful gun available for this mecha but certainly not the main nor the most useful gun. It fires a concentrated beam of electronic particles, as it doesn't fie a solid projectile it has no recoil and an effective range of 4 km. but its effects are better if shot closer, at the end of the 4 km it produces 2nd degree burns as much for people, probably a hot surface for mechas. Although it's powerful and got a descent range, it devours the energy reserves of the mecha and also, due that overheats easily, it can be only shot 3 times before the electronic matrix (the core of the particle cannon) had to be replaced (and as those are produced in specialized in the colonies it is almost no way to replace them on Earth), a fourth shot is theoretically possible but its consequences might be from a blackout to an explosion in the energy system. It has also another problem, being a particle cannon, it can only shot straight and doesn’t have the parabolic inclination of a cannon shooting solid ammo.
2. High vibration knives (fixed): A set of metal blades of a modest size which can vibrate using the same particle technology of the particle cannon, capable to slice enemy mecha’s armor, it cannot pierce deeply but it is useful to cause damage on precise points. Are located in each arm of the mecha and are not hold in their hands  bit comes from their wrists. Its slicing/vibrating capability is underdeveloped due to the fear that its vibration may damage the mecha's arms.
3. Gattling gun (fixed): A slug-firing cannon with multiple barrels. The Gatling has a very high fire rate, using up ammunition with surprising speed. It has recoil and can be fired from point blank to medium range, but is located only on the left arm. It is not a big gun, for the mechas standards, actually is relatively small, designed to deal with small mechas or enemy infantry, it is a bit bigger than the size the of Miniguns used in helicopters. Its bullets are contained in a cartridge which is charged in the forearm. It can shot explosive or solid ammunition.
4. Missiles pods (not fixed):  attached to the thighs of the mecha it can carry 6 missiles of medium range.

Armaments (Non-Standard):  1. High vibration spear(not fixed): A long spear which use the same technology of the vibration knives. It has more power and it's probably the main weapon of this mecha.

Subsystems (Standard and Nonstandard): 
1. Main thruster (not fixed): a part almost of the same height of the mecha itself it can provides an remarkable speed, it allows to perform jumps to some notorious height or to provide an equally impressive acceleration while advancing horizontally. It was not thought to be used like a jet thruster, which is in use permanently while the airplane is flying, but to be used during a few seconds to allow the mecha reach the enemies or escape of them.
2. Strategical propulsors and repulsors (fixed): set in different places of the mecha play a key role to get maneuverability and perform the uki-ashi or floating feet.   It was a samurai technique which focuses on fighting while standing only on the toes, and then being able to react and change position suddenly for attack or defense. For this mecha using the thruster to move fastly. The propellers and repulsors also help to change direction suddenly.
3. Twin radar system (fixed): the mecha has a twin radar system, the first, in the left shoulder is long ranged and reaching 5 to 6 km. but there is a gap of 8 seconds between every radar pulse. The second radar system, in the right shoulder, is of close ranged, but aims to read more precise details and the gap is of 1.5 seconds, reaching only between 500 and 600 m.
4. Other detection systems (fixed): Besides the radar, it has thermic sensors and sensors which can read the electromagnetic activity (like those produced by intense electrical activity), although it has both, only one of these 2 can work at the time, is up to the pilots to switch one another depending of the situation. Both work relatively well in close range, are very imprecise in medium range, and don’t work beyond 400 m.

Strengths:  1. Firepower: Even with its limitations it has a good firepower in close range ( the gattling) and a reasonable firepower in medium range (the missiles) its particle cannon also provides a limited but important support in long range, its potency surpass most of what you can expect in a mecha of that size since it was developed to pierce that even the heaviest mecha can offer.
2. Speed and maneuverability: Its main thruster makes it a fast mecha capable to reach good speed and also to move on the battlefield with great skill which makes it capable to evade shots and to move into favorable positions to attack or defend itself, of course with a good pilot.
3. Versatile: Having many options means be able to alternate among them and build complex strategies to obtain the most of each weapon, being a two manned mecha, also helps to think in strategies even in the worst of the fight
4. Some weapons are easy to repair and charge: Some weapons like missiles and the Gatling gun are cheap to maintain and their ammo is cheap and easy to find, some others like the knives and spears works directly with the power system of the mecha.

Weaknesses:  1. Armor: this mecha has firepower and speed, but some of the armor protection had to be sacrificed, its armor is lighter than in other mechas of its size. This weakness was supposedly compensated by a speed that should make it a difficult target and style of fighting that emphasizes eliminating the enemy in one blow if fighting in close range.
2. Spare parts: it is not easy to find all spare parts, besides, it is not easy neither to find spare parts for a machine which is not in the market. Some of them could be found in very specialized companies, a couple of them only in the colonies.
3. Test type: although most of the gun systems could work pretty well, the Particle cannon are still in test and development phase, therefore failures are to be expected.

Overall Description:  The "Kaiten" is a bipedal two manned unit, one pilot, the first pilot, the striker or "arrow", is in charge of fighting the enemies in front of him, pretty much like the standard mecha-pilot; the second pilot, the assistant or the "bow", is in charge of the main radar screen and other electronic pieces, to receive and send complex messages and turn it into simple orders for his partner and keep an eye on the battlefield and specially to ensure that the particle cannon be shot in the optimal conditions available during battle. It is a secondary role but still can influence the result of the battle. We could say that the arrow is the tactical aspect while the bow is the strategical one, that commands the mecha, However the mecha can work pretty well with only one man in the fighting aspects, but the radar and sensors information is given in screens over the head of the first pilot, which cannot show the whole picture or give the details as another pilot could.

It was developed to be an elite assault unit, able to advance over no-man's land faster than other mechas, but also to penetrate the enemy formations through superior firepower and stop a potential counterattack in close ranged combat.

Equipment/Gear:  Handguns and knives: 2 handguns and 2 ballistic knives, although there are standard items the pilots can bring their own weapons
Fire extinguisher
Survival kits: One for each pilot contain first aid kits, radios, and an e-tool
Purifier masks: it covers the whole face without diminish the vision range and it works like a gas mask
1 flare pistol
1 compass
Although there is a compartment for water and food reserves, it is currently empty

Giantmutantcrab

I think Saigo and Suki could be natural allies with Elijah. Which is great :)

Saria, now that the Scimitar is approved, may I humbly request a blurb on the front page to show how cool my character is, too?

:D

Thank you!
                        

King Serperior

Alrighty then, let's take a look at this:

Quote from: akirakaneda on September 27, 2015, 09:18:09 PM
Sheet, final version

Name:  Saigo Miyamoto
Okay, Saigo looks good.

Quote
Name:  Suki Kojiro
Okay, Suki looks good too.  I do hope her need for those drugs doesn't cause too many problems as I doubt that dosage will last for even half the journey.

Now, for the mech:
Quote
Chassis:  Mitsubishi TS-28-tokko
Model:  Custom
Weight Class: medium
Weight: 45 tons - 49 tons (fully armed)
Height: 16 m
Top Speed:  90 Km/h without thruster and 170 Km/h with thruster
Alright, that looks good to me!

Quote
Armaments:  1. Particle cannon (fixed): Located in its head is probably the most powerful gun available for this mecha but certainly not the main nor the most useful gun. It fires a concentrated beam of electronic particles, as it doesn't fie a solid projectile it has no recoil and an effective range of 4 km. but its effects are better if shot closer, at the end of the 4 km it produces 2nd degree burns as much for people, probably a hot surface for mechas. Although it's powerful and got a descent range, it devours the energy reserves of the mecha and also, due that overheats easily, it can be only shot 3 times before the electronic matrix (the core of the particle cannon) had to be replaced (and as those are produced in specialized in the colonies it is almost no way to replace them on Earth), a fourth shot is theoretically possible but its consequences might be from a blackout to an explosion in the energy system. It has also another problem, being a particle cannon, it can only shot straight and doesn’t have the parabolic inclination of a cannon shooting solid ammo.
Looks good to me.  Looks like those three shots should be saved for an emergency, unless they wish to risk a fourth shot!

Quote
3. Gattling gun (fixed): A slug-firing cannon with multiple barrels. The Gatling has a very high fire rate, using up ammunition with surprising speed. It has recoil and can be fired from point blank to medium range, but is located only on the left arm. It is not a big gun, for the mechas standards, actually is relatively small, designed to deal with small mechas or enemy infantry, it is a bit bigger than the size the of Miniguns used in helicopters. Its bullets are contained in a cartridge which is charged in the forearm. It can shot explosive or solid ammunition.
With the Medium class chosen, this looks good to me now.

Quote
Subsystems (Standard and Nonstandard): 
1. Main thruster (not fixed): a part almost of the same height of the mecha itself it can provides an remarkable speed, it allows to perform jumps to some notorious height or to provide an equally impressive acceleration while advancing horizontally. It was not thought to be used like a jet thruster, which is in use permanently while the airplane is flying, but to be used during a few seconds to allow the mecha reach the enemies or escape of them.
Looks much better to me now.

Quote
2. Propellers and repulsors (fixed): set in different places of the mecha play a key role to get maneuverability and perform the uki-ashi or floating feet.   It was a samurai technique which focuses on fighting while standing only on the toes, and then being able to react and change position suddenly for attack or defense. For this mecha using the thruster to move fastly. The propellers and repulsors also help to change direction suddenly.
Perhaps just call it 'Strategic Repulsers' instead and remove the 'Propellers?'  The propellers make it sound like a plane.  Other than that, I like it.

Quote
Strengths:  1. Firepower: Even with its limitations it has a good firepower in close range ( the gattling) and a reasonable firepower in medium range (the missiles) its particle cannon also provides a limited but important support in long range, its potency surpass most of what you can expect in a mecha of that size since it was developed to pierce that even the heaviest mecha can offer.
2. Speed and maneuverability: Its main thruster makes it a fast mecha capable to reach good speed and also to move on the battlefield with great skill which makes it capable to evade shots and to move into favorable positions to attack or defend itself, of course with a good pilot.
3. Versatile: Having many options means be able to alternate among them and build complex strategies to obtain the most of each weapon, being a two manned mecha, also helps to think in strategies even in the worst of the fight
4. Some weapons are easy to repair and charge: Some weapons like missiles and the Gatling gun are cheap to maintain and their ammo is cheap and easy to find, some others like the knives and spears works directly with the power system of the mecha.
Everything looks good here with the changes made.

Quote
Overall Description:  The "Raijin" it is a bipedal mecha two manned unit, one pilot, the fighter or "arrow", is in charge of fighting the enemies in front of him, pretty much like the standard mecha-pilot; the second pilot, the commander or the "bow", is in charge of the main radar screen and other electronic pieces, to receive and send complex messages and turn it into simple orders for his partner and keep an eye on the battlefield and specially to ensure that the particle cannon be shot in the optimal conditions available during battle. It is a secondary role but still can influence the result of the battle. We could say that the arrow is the tactical aspect while the bow is the strategical one, that commands the mecha, However the mecha can work pretty well with only one man in the fighting aspects, but the radar and sensors information is given in screens over the head of the first pilot, which cannot show the whole picture or give the details as another pilot could.

It was developed to be an elite assault unit, able to advance over no-man's land faster than other mechas, but also to penetrate the enemy formations through superior firepower and stop a potential counterattack in close ranged combat.
Now that you have two pilots, things are looking better  Thanks for the changes made!





Now, unless anyone else has questions or thoughts, I am perfectly fine with this much improved character sheet.

Now, we just need to wait on the last one to get patched up and we should be ready to get the game under way!    ;D

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Giantmutantcrab

It's a bit of a shame that the Phoenix needed such a big weight loss!

With the mech's format and his size, I saw the party looking like this:




I do love how they gave one of the most immense Transformers in existence a one-handed pistol.

:D
                        

King Serperior

Well, 90-95 tons isn't small.  However, the weight as it is now would not support a bipedal design.  I would think 100 tons is the absolute max for a bipedal design as it would put a lot of strain on the legs and make it move much, much slower than even the Ragnarok.  From what Garuss said, the Pheonix is supposed to be covered with heavy armor that allows it to get close to an opponent to fight and deal as much damage as possible under the effective range of most weaponry.


That said, GMC, would you mind putting that in a spoiler or use these tags instead:

[img height=300]INSERT IMAGE URL HERE*[/img]



O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Giantmutantcrab

                        

King Serperior

By the way, GMC, I forgot to make note of a couple of small details for your character's Battle Armor:

How many of each grenade, mine, or bomb does the mech carry on standard?  Also, for the Garrott, due to it being so small, I would imagine that while it does drain energy at a high rate, it could be used for more than 60 seconds.  Perhaps 5 minutes would be the max for it's charge with a one hour recharge time?

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Giantmutantcrab

Quote from: King Serperior on September 28, 2015, 01:49:00 PM
By the way, GMC, I forgot to make note of a couple of small details for your character's Battle Armor:

How many of each grenade, mine, or bomb does the mech carry on standard?  Also, for the Garrott, due to it being so small, I would imagine that while it does drain energy at a high rate, it could be used for more than 60 seconds.  Perhaps 5 minutes would be the max for it's charge with a one hour recharge time?

Oh.  Umm...  I was thinking maybe 2 of each?  That turns into the mech carrying 10 or 12 grenades on him, which is a logical number without it becoming cumbersome or outright dangerous.  I mean, these are still fairly large items and the Scimitar dosen't have cargo pants, so it would be complicated for him to be running around with all that.  Also, they're basically all grenades.  The Scimitar carries around a cute little toolkit with pressure plates and wires and stuff.  It can use these items to modify the grenades to become mines, booby-traps, etc.  :)

Well if you want it to be 5 minutes instead of 60 seconds, I don't mind at all.  that's an upgrade.  I just wanted it to be a really fast drain in order to underline just how absolutely deadly this weapon is.  If the Scimitar can sneak up on another battle armor, he activates it and zoom...  decapitation in a couple of seconds.  That's a pretty terrifying level of power so I wanted to make really sure that was limited so I don't go around slicing off limbs for fun and profit.  And I wanted to show how much of an energy hog this thing is.  But if you feel 5 minutes would make more sense, cool.

                        

King Serperior

Quote from: Giantmutantcrab on September 28, 2015, 02:28:44 PM
Oh.  Umm...  I was thinking maybe 2 of each?  That turns into the mech carrying 10 or 12 grenades on him, which is a logical number without it becoming cumbersome or outright dangerous.  I mean, these are still fairly large items and the Scimitar dosen't have cargo pants, so it would be complicated for him to be running around with all that.  Also, they're basically all grenades.  The Scimitar carries around a cute little toolkit with pressure plates and wires and stuff.  It can use these items to modify the grenades to become mines, booby-traps, etc.  :)
Alright, sounds decent.  Unless you want to mix it up like 3 Smokes, 1 Anti-Armor, 2 Flash-bangs.  You know, that sort of thing.   :-)
Quote
Well if you want it to be 5 minutes instead of 60 seconds, I don't mind at all.  that's an upgrade.  I just wanted it to be a really fast drain in order to underline just how absolutely deadly this weapon is.  If the Scimitar can sneak up on another battle armor, he activates it and zoom...  decapitation in a couple of seconds.  That's a pretty terrifying level of power so I wanted to make really sure that was limited so I don't go around slicing off limbs for fun and profit.  And I wanted to show how much of an energy hog this thing is.  But if you feel 5 minutes would make more sense, cool.
Well, I figured that there would be some point where he'll be away from support for a while or in the middle of a battle.  60 seconds is good when sneaking behind humans and maybe some Battle Armors, but if you needed to magnetize yourself to the back of a larger mech and cut through some heavier armor, 60 seconds may not cut it, especially if he'd already used a portion of the energy on smaller targets.

So, we meet in the middle and say three minutes, which will triple your time and further demonstrate what an energy-eating hog it is.  Deal?   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
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Giantmutantcrab

Four minutes?  It's a nice number and I can divide 60 minutes into 4, making it an even 15-minute locked pause for each minute of use.
                        

King Serperior

Okay, sounds fair enough.  Though, what do you mean by a locked pause?  Do you mean that after a minute of use, it locks down for 15 minutes to cool off before it can be reactivated?  Or am I missing something?

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Giantmutantcrab

Oh I mean that if it's recharging for 15 minutes, the recharge cannot be cancelled or interrupted.  It's locked down.  And Elijah is not an engineer so he would have no idea how to override that.
                        

King Serperior

Ah, okay, that makes sense.  So, let's summarize what we have now:

It can be used for four minutes continuously with a 60 minute recharge time.  If it is used for a minute or more continuously and then shut down, it takes 15 minutes of lock-down to cool off and recharge before it's ready for use again.  Correct?  Of course, during this recharge period, it's not recharging energy, but rather cycling the remaining energy, no?

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Giantmutantcrab

Uh, why yes, of course it's recycling the remaining energy.

I mean, it's not like I have absolutely no idea what you're talking about.

*is totally an energy science buff*

^^;

*...is actually not*

But seriously, I had not thought of that.  Perhaps each handle has two individual power cells, each one of them with a 1-minute capacity and 15-minute cooldown.  The moment one is drained, another one starts up as the first one is locked down for its 15-minute cooldown.  But the cooldown cannot begin if the garotte is still being used when the new power cell takes over the charge.  So this way, when it goes through all four cells, we have the full 60-minute cooldown.  If he goes through one minute, it's the 15-minute lockdown.  If it's one minute and 15 seconds for example, the cell will begin a recharge but we can have that as an "open" recharge (so he can still use that cell).
                        

King Serperior

In that case, I would like to think that when one of the 1-minute cells is drained, it cannot be recharged individually.  So, when one cell drains and the Garrott is still active, it begins to drain from the next cell automatically.  Doing this, however, means that the energy use becomes less efficient with each cell being drained, so each of the remaining cells only last 25% less than the previous cell:

4 fully charged cells - 60 seconds per cell
3 fully charged cells - 45 seconds per cell
2 fully charged cells - 30 seconds per cell
1 fully charged cell - 15 seconds.

So, without the 15 minute recycle period, the time of continuous use becomes less efficient over time, giving the Garrott a total of 150 seconds or 2.5 minutes.  However, when it is shut down for the recycle period, though the drained cell doesn't recharge, the cells reset as they begin to work more efficiently, resulting in this:

3 cells - 60 seconds
2 cells - 45 seconds
1 cell - 30 seconds

And so on and so forth.  Get what I am trying to say?  Since the technology is experimental, the efficiency of each cell must be given a chance to adapt to the power output.  It still takes a hour to fully recharge the energy cells, which I assume cannot be interrupted?

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Giantmutantcrab

...I'm a little confused, to be honest.

Would it be all right with you if we simplified this down?  4-minute capacity of continuous use, needs 15 minute to charge a minute of use?  If all 4 minutes are used in a row, locked 60-minute recharge?
                        

King Serperior

My apologies.  I tend to sometimes over-analyze things like this.  >.>

So, let's simplify things:

Energy Garrott has four energy cells, two in each handle.  Four minutes of use max, 1 minute per cell.  Cells cannot be charged individually and activating the recharge program means the Garrott cannot be used for 60 minutes.  Because cells cannot be charged individually, energy efficiency decreases with each drained cell until the energy output can be evened out, so each cell drains just slightly faster than the previous one unless the Garrott is given a 15 minute recycle period that allows the remaining cells to adjust to the energy output needed.

Does that make sense?  Or am I making everyone confused?  >_>

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Karma

I don't see the storytelling benefit of making this so complicated.

King Serperior

Quote from: Karma on September 28, 2015, 03:57:48 PM
I don't see the storytelling benefit of making this so complicated.
True.  I just overcomplicate things like that.  Just feel free to toss that idea aside, GMC, and stick with the 4 minute power limit and 60 minute recharge.

Sorry for all of that!   :-[

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Saria

Quote from: Giantmutantcrab on September 28, 2015, 07:26:29 AM
Saria, now that the Scimitar is approved, may I humbly request a blurb on the front page to show how cool my character is, too?
Ah, honestly, I've been holding off doing anything to that post because we might be creating a whole new thread.
Saria is no longer on Elliquiy, and no longer available for games

Giantmutantcrab

;_;

oh ok.

v.v

No problem

-______________-

Seriously, it's all good in the hood.

*lower lip trembles*
                        

akirakaneda

Ok, edited again and changes done.

Quote from: Giantmutantcrab on September 28, 2015, 07:26:29 AM
I think Saigo and Suki could be natural allies with Elijah. Which is great :)

yeah I think so too, they are very similar, Asian mercenaries since very young

Quote from: King Serperior on September 28, 2015, 11:01:42 AM
Alrighty then, let's take a look at this:
Okay, Saigo looks good.
Okay, Suki looks good too.  I do hope her need for those drugs doesn't cause too many problems as I doubt that dosage will last for even half the journey.

Thanks, for a minute I felt that Suki was an anime cliche

Quote from: King Serperior on September 28, 2015, 11:01:42 AM
Perhaps just call it 'Strategic Repulsers' instead and remove the 'Propellers?'  The propellers make it sound like a plane.  Other than that, I like it.

Well about that I decided to leave it as "strategic propulsors and repulsors" just to establish that the propulsors take the mecha forward and the repulsors can take it backwards. A bit awkward, but hope you don't mind.

King Serperior

Okay, well, Saria did the right thing, kicking me in the rear so I can see that waiting on our last player is doing more harm than good.  So, if everyone is satisfied with their characters, mechs, and the other character sheets, I guess we're ready to begin.  I know you all have been frustrated at my slowness regarding this amazing game with awesome writers, but I believe we're ready to get this trek going!

So, to recap, our lineup is:

1 Stealthy, ninja-mech
1 Highly adaptable, but somewhat limited speedster
1 Electronic goldmine of a mech that's frailer than it looks
1 very adaptable, but extremely underarmed mech
1 Battle Armor that looks weaker than it actually is
1 Massive fortress of a mech
1 Powerful, yet experimental speedster mech
1 Deadly mech piloted my a merc

I think this dysfunctional group of mechs should do decently well, no?   XD

EDIT:  We're at least ready to create an OOC and get the IC worked out.  May not be ready to start a posting parade, but we're pretty darn close!

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Ralhend

I'll need to find weapons as quickly as possible to put in that thing, as well as more medicine along the way...   This ought to be interesting.
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Giantmutantcrab

The Scimitar ia gonna suck in a parade.

Even if he's in front, he's invisible. :). For a couple of minutes, anyway.

--------

So is there any kind of timetable on how the OOC and IC and such are going to be set up?
                        

King Serperior

Quote from: Giantmutantcrab on September 29, 2015, 06:47:19 AM
So is there any kind of timetable on how the OOC and IC and such are going to be set up?
Saria and I are working on it.  She's offline as of this post, but we're hoping to at least get the OOC up soon.  We're getting some formatting down so everything looks neat and sparkly, not unlike a freshly polished mech fresh off the line.  :)

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Saria

Ah, Saria's a busy bee!

Serpy, all character profiles are ready, and about a third of the mech profiles - those will be finished tonight.
Saria is no longer on Elliquiy, and no longer available for games

Giantmutantcrab

Thank you for all your hard work, Saria.

I would offer you a rose, but as a crab...  Please accept this seaweed!  :)
                        

Saria

Saria is no longer on Elliquiy, and no longer available for games

King Serperior

The day has finally come, everyone!

The OOC is now open!  Please keep your arms and legs inside the vehicle at all times.  Thank you all so much for your patience!  We hope to have the IC thread open soon enough.

*Grabs some seaweed and offers to trade some cupcakes for it*  Thanks, GMC!  I'll use this as a celebration banner for the OOC's opening!

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Giantmutantcrab

                        

Ralhend

Hey folks, I am likewise still here.  I just recovered my main system from a massive hardware failure.  Everything SEEMS to be working alright...


I see the IC thread, and I am brainstorming now...
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Giantmutantcrab

Glad you're still with us, Ralhend!

Although if your prototype hard-drive thingy is crashing NOW, that does not bode well for your mech!  :P
                        

King Serperior

It's good to hear that you are still around, Ralhend!  By the way, the OOC is also located here:
Quote from: King Serperior on September 30, 2015, 03:47:13 PM
The OOC is now open!  Please keep your arms and legs inside the vehicle at all times.  Thank you all so much for your patience!  We hope to have the IC thread open soon enough.

O/O's
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Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.