Rated M for Violence and Mature themes.
Falling Skies: 7th Mobile Armor Suit Team
In Character
It is year 2899. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.
And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The fall of the Empire resulted in a massive power vacuum and the Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.
By the 25th Century, most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.
By the turn of the 26th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
As the end of the 28th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a rumored Coalition Superweapon has sparked up and reignited the flames of war. After almost 300 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take victory after victory by utilizing a new type of fighting machine: Mobile Armor Suits, a humanoid fighting machine much more maneuverable than conventional aircraft and ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire assembles the 101st Legion, a Special Forces unit with the purpose of using Mobile Armor Suits of Imperial design to counter the Coalition Suits. All the meanwhile, the Krellian Republic continues to watch from a distance, giving unease to both sides.
Though off to a rough start, the 101st Legion has proven to be an effective counter to Coalition Suits and has become the standard to which new Mobile Armor Suit units are designed after. The 101st has received news that the Coalition may be attempting to pull out its Superweapon to bare on the people of the Empire. Despite knowing full well the superstition and misfortune that has revolved around this weapon, the 101st regardless prepares to strike. This is Falling Skies: 7th Mobile Armor Suit Team.
Hello everyone! Welcome to the OOC for "Falling Skies: 7th Mobile Armor Suit Team"! This a spinoff installment of a very old series of mine, formerly known as Operation Crisis (Back at my old RP site). The Crisis Universe has been relatively cannon, events of the previous Operation Crisis (completed or not) helping to shape the universe of this current one. This particular RP will follow the adventures of a group of men and women from the Earth Empire’s 101st Legion. I will be accepting up to five other players, so this is not first come first served. This will be different than the other Crisis RP’s in that this will be a Robo Suit like RP, like Gundam and Robotech, and Super Robot Wars. Unlike typical Gundam series, I aim to make this RP seem more realistic and gritty rather than over-the-top space Gundam maneuvers capable of destroying dozens of enemies.
Plot:
If you couldn't be bothered to read that huge blurb up top...
We the players will play the role of the 7th MAS (Mobile Armor Suit) Team, a special squad from the United Earth Empire 101st MAS Legion, as they venture deep into Coalition Space in order to capture and destroy a Coalition Super Weapon. Our story will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this RP that blends humanity with the awesomeness that is giant robot suits.
Terminology and Technology:
Spoiler: Major Factions
The United Earth Empire: The United Earth Empire was the originator of the galaxy’s space colonies. Formally known as the United Nations, the United Nations of Earth was formed after humans had first colonized mars. Originally developed to unite humanity against possible hostile extraterrestrials, humanity encountered few alien species, even fewer of which were intelligent. With no need to worry about possible alien attacks, the UNE was free to focus on rapid expansionism, and renamed itself the United Earth Empire, as international differences became less and less important. After the Great War, the shattered remains of the UEE were quick to regroup and reclaimed the majority of the former empire's core worlds with little difficulty. Now one of the largest powers in the galaxy, the UEE is known for its patriotism and solidarity, despite the presence of an unusually large number of corrupt officials.
The Coalition for a Free Galaxy: The Coalition for a Free Galaxy, better known as just The Coalition was formed shortly after the Great War as a group of colonies' desire to stay separate from the UEE. A loosely tied confederacy of worlds, the Coalition's movement has picked up a large number of worlds against the imperialism and rigidness of the UEE. Due to the fact that they are allied purely to combat against the UEE, competition and rivalries are common between the Coalition Nations. Despite this, their armed forces are able to remain standardized and well equipped to combat the UEE. Well known for their individualism and its dependence on commercialism, the Coalition is constantly trying to dismantle the UEE once and for all.
The Krellian Republic: Very little is known about the Krellian Republic. They are a reclusive group of fringe world colonies, and were paid little attention to by both the UEE and Coalition. With their proximity to the edge of discovered space, it is believed there is a possibility for them to be in contact with intelligent extraterrestrials, though this notion is widely dismissed as untrue by both the Coalition and UEE. With the Krellian Republic being so far removed from contested space, the galaxy has yet to see the Krellian Military, and many wonder if the Krellians even possess a standing armed force.
Spoiler: Organizations
101st Special Forces Legion: Only recently initiated but extremely successful, the 101st Legion is the UEE's mechanized fighting force. With heavily specialized training that focuses on not only efficient piloting, but also highly competent infantry tactics, the members of the 101st Legion are notably more individualistic than their standard issue counterparts. Despite their individuality, the members of the 101st are still human and are trained to work well in groups. Analysts have noticed that side effects of these different types of training techniques have often resulted in soldiers that are fiercely loyal to one another, often risking the life and limb of many to save a few. It is noted alarmingly however that this loyalty pertains more to one another than that of the entirety of the UEE. Most members of the 101st utilize heavily customized and personal Mobile Armor Suits, and are considered to be superior in quality and handling.Spoiler: 101st Operator
101st Mobile Armor Suits fighting alongside infantry
Coalition Mobile Armor Division: The Coalition’s Mobile Armor Division was the most dangerous mobile force before the advent of the 101st Legion, and despite the effectiveness of the 101st and the new Mobile Armor units of the UEE, the C-MAD remains the most numerous mobile force in the galaxy. Though their exact numbers are unknown, it is a well known fact that they greatly outnumber the UEE Suits.
Spoiler: Coalition Ferir MAS
The Standard Coalition Mobile Armor Suit
Spoiler: Mobile Armor Suits
Mobile Armor Suits are the newest development in mechanized armor, capable of besting space-craft as well as ground armor. Mobile Armor Suits, while not as fast as air and spacecraft, are considerably more maneuverable, and can make sharp turns to out maneuver and defeat aircraft. They are also more resilient than conventional ground armor, and are even able to take out space warships when properly equipped.
Typically standing around 40-50 feet tall, Mobile Armor Suits are large humanoid mechs and can are extremely versatile and able to be equipped with a variety of weapons and armor. Powered by sealed energy cores, these energy cores are immensely powerful and could power a home for several months, however, due to the nature of Mobile Armor Suits, a single energy core typically only provides a few hour’s worth of power, forcing pilots to be tactical about their power usage.
Spoiler: Weapons TechnologyWeapons technology has advanced significantly since humanity has entered the stars, but for the most part splits into three main categories.
Energy/Laser Weaponry: At first rather ineffective and prohibitively expensive, humanity quickly discovered that laser weapons were much cheaper in the long run than typical conventional weapons. Laser weapons are considerably more accurate, lightweight, and lack the need for any sort of ammunition, and are considerably cheaper than their ballistic counterparts. However, despite these perks, laser weapons are rarely used as military grade equipment. While capable of causing serious burns and injuries on unarmored targets, laser weapons are relatively ineffective against body armor and are more fragile and temperamental than their conventional counterparts. Laser Weapons, due to their low cost and light weight are mostly used by police forces and civilian shooters.
Conventional/Ballistic Weaponry: The mainstay of weapons technology since before humanity entered the stars. Loud, heavy and hard hitting, mass driving technology has made smaller caliber ammunition more and more effective against body armor and flesh. Effective in most situations, ballistic weapons remain one of the more effective and reliable methods of killing other human beings, though it should be noted that new mass driven rounds tend to overpenetrate soft unarmored targets. However, despite their universality, conventional weapons are considerably more expensive due to their needs for parts and ammunition and the methods used to produce these materials. Conventional weaponry is used extensively by both UEE and Coalition military units.
Plasmatic Weaponry: A very new concept in modern weapons technology, plasma weapons are regarded as a two edged blade. On the one hand, the damage caused by a plasma burst to any surface, flesh, armor, and nature alike is tremendous. On the other hand, plasma weapons are heavy, difficult to maintain, dangerous to reload and fire, and finicky on a good day. Plasma is not a blast of superhot liquid as the name may suggest, but is instead similar to a bolt of energy. Purely Plasmatic weaponry remains mostly experimental and is not often used in modern military units. Current ranged plasma weapons are typically mounted weapons, or ship based weapons. Projectors also make plasma edged weaponry possible.
Mobile Armor Suit Builder:
Since this RP revolves around Mobile Armor Suits, you need to know how to build one. Not actually physically DIY build it in your backyard, but learn the ins and outs of what your MAS needs to be in order to be a MAS.
Spoiler: Chassis
Chassis, one of the main determining factors of your MAS and its abilities. Chassis are divided into several categories:
Ultra Light: Ultra-light MAS's typically stand in at 10-20 feet tall. They have up to 2 Power Cores in their dual core power system, and can support 7 Weight. Ultra Light MAS's are like exoskeletons often act as direct infantry support, similar to an armored car or scout vehicle. They are typically a liability in MAS v MAS combat. Ultra Lights are capable of flight and are the fastest MAS's in production, with ground speeds reaching 120 Mph.
Light: Light MAS's are typically viewed as the smallest "True" class of MAS. Standing at up to 30 feet in height, these MAS's typically use a tri-core power system, and can support 15 Weight. With their relatively thin armor, Light MAS's typically avoid direct combat and are often used in scout and sniper roles. Light MAS's are the fastest flying MAS's in production, capable of rivaling super sonic jet fighters at max speed. Light MAS's are the only types capable of sustained flight.
Medium: Medium MAS's are the mainstay and standard class for MAS units. These powerful mecha stand in at anywhere from 40-50 feet in height, and use a quad core power systems, and can support 20 Weight. Combining powerful armor with mobility, Medium MAS's are the versatile standard for frontline units, and can be used in a variety of roles. While capable of limited flight, Medium MAS's are typically incapable of sustained flight.
Heavy: Heavy MAS's are like their Medium class counterparts, but with considerably more powerful weapons and armor. Standing in at a bulky 50 feet in height, Heavy MAS's use an 6 core power system, and can support 35 Weight. With its heavy armor, Heavy MAS's are incapable of flight, but are essentially walking artillery platforms, capable in both close and long range situations.
Ultra: Ultra Class MAS's are in a class all their own. Requiring their own special ship to transport them, these machines stand in at 50-60 feet in height, and are heavily custom tailored to meet the needs of their pilot. With powerful defenses and weapons, Ultra Class MAS's are developed for specific roles. Using a unique reactor, Ultra MAS's can often support up to 70 Weight. Ultra Class MAS's are not available for general use, and will not be available to players yet.
Spoiler: Power Cores and Weight
After reading through Chassis, you're probably wondering: What are Power Cores? What does 15 Weight mean?
MAS's are powered through special clean-nuclear power cells. About the size of a bottle of water, a single core possesses enough energy to power a small home for a few months. However, due to the high energy requirements of MAS's, a single power core typically only provides a few hours worth of operating power. Operation wise, a single power core will provide a MAS with 5 Power units. A MAS's total operating time is "hours = unused power units".
Example: MAS has 10 power units, and a weapon that consumes 7, MAS has 3 hours of operating time.
Each Class of MAS can also support a limited amount of weight before it starts training its energy and damaging its body. Weight can be found in any piece of equipment attached to a MAS, extra armor, weapons, shield systems, auxiliary systems, all require some combination of power and weight to use properly.
Spoiler: Weapons
Obviously a machine of war needs weapons and armor. This following list will show you types of weapons, and the Weight and Power required to run them. Items not included in this list I will allow you to make yourself, provided you're realistic with them.
Assault and Primary Weaponry:
Ballistic Weapons: Assault cannons, hand held machine guns, and the like typically have 5 WT (Weight) and cost 2 PWR (power) to run.
Energy/Laser Weaponry: Laser cannons, hand held laser weapons, and the like typically have 2 WT and cost 4 PWR to run
Plasma Weapons: Plasma launching weapons are extremely devastating, but come at the cost of 7 WT and 7 PWR
Built in Weaponry: - Weapons built into the MAS's body, like head mounted MG's and missile pods.
Ballistic Weapons: small caliber machine guns and anti personnel/missile weapons typically have 1 WT and costs 1 PWR.
Laser Weapons: small scale anti personnel/missile laser weapons typically have negligible 0 WT but costs 2 PWR
Missile Launchers: explosive launchers often fitted into the shoulders or legs of a MAS. The size of the explosives vary, but they typically have 3 WT and costs 2 PWR.
Melee Weapons: - Swords, Axes, and all sorts of medieval implements of death: Modernized.
Alloy Weapons: Physical weapons made of powerful metal alloys, they have 5 WT but costs no power. Obviously a smaller weapon (like a dagger) will weigh considerably less (1-3 WT)
Plasma Weapons: Weapons with blades made of pure energy, these lightweight weapons have 1 WT, but costs5 PWR
Hybrid Weapons: an alloy weapon with an extra cutting edge made of plasma, this weapon combines the best of both worlds, having 3 WT and costing 3 PWR.
Spoiler: Armor and Extra Equipment
Armors, shields and extra systems, this section will give you a quick runthrough at the costs and strengths of different methods of defending your MAS.
Armor Plating: - While all MAS's already have their own respective levels of armor, sometimes you just want more.
External Alloy Plating: Extra alloy plates added to the outside of your MAS, typically covering the shoulders, forearms, torso, and legs. Its purpose is self explanatory, this armor plating protects your MAS's armor plating, which protects you. Costing no power, Alloy Plating comes in 2 flavors: Light Plating (3 WT) and Heavy Plating (7 WT). Even light plating is fairly bulky, and plating of any level offer only limited protection against explosives and plasma.
Energy Shields: - Typically the prime method of defending a MAS, a MAS energy shield is a thin barrier of energy that coats the exterior of the MAS. Easily dissipating laser weapons, shields offer varying levels or protection against the more common ballistic and plasma weapons. All shield units have 5 WT, with the exception of Class 1 Shield generators, which have 3 WT, and Class 5 generators, which have 10 WT. All generators come with quick-recharge capacity.
Shield Class 1: 3 PWR. A scaled down shield generator, this shield provides defense against high caliber infantry weapons and lightly armed vehicles, but will shatter when hit with a MAS grade weapon of any sort.
Shield Class 2: 5 PWR. A standard Shield generator, this shield provides defense against a small amount of MAS grade weapons fire, but will not stand up to sustained fire, or plasma weapons.
Shield Class 3: 7 PWR. A more powerful Shield generator, this shield provides protection to limited amoumts of sustained fire, and can take a direct hit from a plasma weapon before collapsing.
Shield Class 4: 10 PWR. The most feasibly powerful shield generator in the standard unit, the Class 4 shield provides protection against some sustained fire, and can take a several direct hits from a plasma weapon before failing.
Shield Class 5: 15 PWR a large scale shield generator, Class 5 shields are most often mounted on Heavy and Ultra class MAS's. The protection it provides is much higher than that of normal shields, and is able to protect against small amounts of sustained plasma fire before failing.
External Power Cores: - Used for extended missions or for power intensive weapons and systems, an External Power Core back obviously provides a MAS with extra energy. With the appearance of a large, square backpack for a MAS, an external power pack links an extra dual core powerplant to the MAS, providing +10 PWR at the cost of 5 WT.
Experimental Reactor: - Often used by newer prototype units, experimental reactors are an improvement to the standard MAS reactor, and effectively doubles the MAS's energy output. Prohibitively expensive, Experimental Reactors are not put onto Mass Production units. Still finicky in design, using an Experimental Reactor comes at a risk, damaging the reactor too much can turn it into a small scale nuclear bomb.
Improved Suspension System: - Often added to MAS's that require higher weight caps without sacrificing mobility, improving the MAS's suspension allows it to carry more weight at the cost of power. Upgrading the suspension system adds +10 WT support at the cost of 5 PWR
Tesla Drive: - by equipping a MAS with a Tesla Drive, Light and Ultralight MAS's can fly faster, Medium MAS's can sustain flight, and Heavy MAS's are able to give themselves limited flight capacity. A Tesla Drive system his negligible Weight, but costs 7 PWR. Note that all MAS's can "fly" in space, Tesla Drives are only necessary for in-atmospheric flight.
Countermeasure System: - Countermeasure systems are often used by lighter MAS's to avoid missiles instead of using body mounted machine guns to intercept them. Using chaff and flares, countermeasure systems are negligible in terms of weight and power, but only has 3 chaff uses, and 2 sets of flares before needing to rearm.
Enhanced Radar Suite: - effectively doubles the MAS's radar range, Enhanced Radar Suites, as most extra systems, come in two variants, internal and external suites.
Internal: An internal suite is built into the the MAS during creation, and therefore has no weight, but draws 3 PWR from the MAS energy system.
External: An external suite is often installed after the creation of the MAS, and as a result has 1 WT. They often come with their own power system, and only draws 1 PWR from the MAS energy system. As it is an external system, it is more prone to damage than an internal system.
Upgraded Targeting Suite: - Increasing the effective range and accuracy of the MAS's weapon system, Upgraded Targeting Suites has a Smart AI that quickly determines range as well as any other environmental factors faster than MAs's the onboard computer, and projects the predicted weapon path on the user's HUD.
Internal: Built into the MAS during creation, the targeting suite has no weight, but costs 3 PWR.
External: Installed after the creation of the MAS, the external suite has 1 WT, and draws 1 PWR, but can be very easily damaged by small arms fire.
Sonar Stakes: - Special stakes are attached to the MAS's legs, and when deployed, drive themselves into the ground, both locking the MAS to the ground, and providing a detection distance 5 times that of the standard MAS. It has 1 WT, and costs 2 PWR. Note that it cannot be used in Space, and can only detect targets on the ground.
Smart-Target AI: - By improving the standard MAS AI with a Smart Targeting AI, MAS's can now acquire multiple targets simultaneously, and can now track up to 40 targets, including missiles, and other MAS's, instead of the standard 5. It has a power draw of 3 PWR.
Stealth Drive: - Stealth Drives allow a MAS to remain hidden from most scanning and targeting modules, and shields and removes most of the MAS's emissions at the cost of a small amount of maximum thrust. It does not however protect the MAS from visual recognition. Stealth Drives draw 3 PWR
Active Camouflage - A camouflage generator attached to the back of a MAS, it projects a field of particles over the MAS, effectively making it invisible to the human eye, as well as optical scanners, and targeting modules. The generator does not however shield the user from all scanners, and the generator unit itself produces large amounts of heat. Camouflage generators are also notorious for consuming large amounts of energy, and while unable to be used with a external power pack, comes with a small power supply of its own, resulting in 3 WT and 3 PWR. The standard Active Camouflage generator can only continuously produce particles for a single hour before beginning to massively drain the power reserves of the MAS.
Spoiler: Sample MAS
Designation:PTX-051 Sentry MkII M (Mass Produced)
Role:General Combat
Chassis:Medium
Engine:Quad Core Engine. 20 PWR
Operating Time: 7 Hours
Description:The successor to the original Sentry MAS, the Sentry MkII has replaced the MkI as a general workhorse unit for the UEE. Similar in build quality to the Coalition Ferir, the Sentry MkII is a versatile fighting unit, with no real weaknesses or strengths. Lacking the ability to fly, the MkII serves as the standard ground unit for UEE MAS teams, and comes in standard tan, though many pilots add accents or change the color of their machines.
Systems:
M90 50mm Assault Autocannon. 5 WT 2 PWR. - A general purpose machine gun in use by the UEE, the M90 fires 50mm armor piercing rounds from a 250 round magazine. The M90 has a semi-automatic and a 5-round burst mode, and has a fire rate of 600 RPM.
Micro Missile Launcher. 3 WT 2 PWR - Though lacking a dedicated missile pod, the small launcher system is installed in the Sentry's chest and fires six Micro Missiles. Micro Missiles are projectiles that split into four missiles in mid-air, and have a potent payload for their size. While ineffective against most larger MAS's, Micro Missiles have varying degrees of effect on light vehicles and MAS's
Dual linked .50 Caliber Machine guns. 1 WT 1 PWR. - A pair of .50 caliber machine guns mounted on the Sentry's chest, these light weapons provide the Sentry with anti personnel and small missile defense. Each machine gun has a 200 round magazine.
Class 2 Shield Generator. 5 Wt 5 PWR. - The Sentry comes armed with a Class 2 shield Generator on top of its standard armor for defense.
Combat Tomahawk. 3 WT 3 PWR. - A combat axe used by the Sentry in close quarters. The edge of the tomahawk uses plasma energy to improve its cutting power.
Spoiler: Sample MAS 2
Designation:FTX-003 Sparrow MkIII M (Mass Produced)
Role:Rapid Assault
Chassis:Light
Engine:Tri Core Engine. 15 PWR
Operating Time: 7 Hours
Description:Favored by scouts and acrobats for its maneuverability, the Sparrow series of MAS are the UEE's first Mobile armor suit to have sustained flight. The main body is reminiscent of various fighter planes and contains extremely aerodynamic features, with maximum flight speeds reaching over 1000 mph. Though poorly armored when compared to the Sentry, it is capable of performing maneuvers the Sentry could never hope to accomplish.
Systems:
P120 20mm Flechette Mass Driver. 5 WT 2 PWR. - A rail-based weapon attached to the Sparrow's arm, the P120 uses an electronic mass driving system to propel its flechettes at extremely high speeds, resulting in an appreciatively effective weapon. The P120 is Semi-automatic, and uses an integrated 120 round magazine. The P120's edges are sharpened, allowing it to be used as a sword.
Triple barreled .30 Caliber Light Machine Gun 1 WT 1 PWR. - A body mounted machine gun on the Sparrow's torso, used for strafing and anti-personnel purposes.
Countermeasure System. 0 WT 0 Power. - The Sparrow relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
'Shield' Missile Launcher. 5 WT 2 PWR. - A missile launcher attached to the Sparrow's other arm, the Shield launcher fires 6 100mm multi-purpose missiles. With impact safe explosives, and a wide launcher size made of hardened alloys, the launcher also works as a shield to pair with the Sparrow's sword railgun.
Class 1 Shield Generator. 3 WT 3 PWR. - A small shield generator provides the Sparrow with the minimum military grade defense system.
Character Sheets
The following are the character sheets for the 7th Mobile Armor Suit team, the CS's are a 2 part thing. The first one is your character, the pilot. The second part is your actual MAS, which you can make using the MAS builder above.
Spoiler: Pilot Profile
Appearance: Your Pilot's appearance, digital art image or text. Or both.
Name:Last, First
Age:Minimum age for a Pilot straight out of training is 19.
Gender:Your Pilot's gender.
Callsign:Codename/Nickname/Alias your Pilot goes by in combat.
Kills:Your pilot's kill record. Obviously a fresh pilot should have pretty much no kills, whereas a veteran should have more. "Ace" status is earned at 50 Kills.
Psychological Analysis:Fancy talk for Personality. Give me a good paragraph or so describing your character's personality. Rule of thumb, the more detailed, the better.
Military Record:Your character's background. Again, give me a good few paragraphs describing your character's history. Again, typically the more detailed, the better.
Equipment:Any weapons or equipment your character carries on his person.
Spoiler: Mobile Armor Suit Profile
Appearance: Your MAS's appearance. In this case, an image would be much more appealing than text, and a combination of image and text can be used.
Designation:The name of the MAS model
Role:It's combat role, CQC, scouting, demolitions, etc.
Chassis:Chassis class: Ultra light, Light, Medium, Heavy, Ultra
Engine:Power Cores in the MAS and the power provided
Operating Time: Hours = Unused Power Units
Description:Technobabble about your MAS, regarding its strengths and weaknesses, purpose, role, etc.
Systems:List weapons, armor, shields, and extra systems here, along with their weight and power requirements.
5th Expeditionary Fleet 'The Fighting Fifths'
Spoiler: dakkagor
Spoiler: Montoya, Dominguez
Name: Dominguez Montoya
Rank: Commodore
Age: 45
Sex: Male
Appearance: Tall, with dark skin and black hair, obviously of South American descent. He is quite slender for a military man, with dark eyes and very white teeth. He is always immaculately clean and well presented.
Skills: Dominquez is a skilled naval officer, a solid logistical officer and a surprisingly capable diplomat. He is a decent shot with his side arm, and a competent (though not extraordinary) hand to hand combatant, thanks to his training and regular sparing matches with Major Alexia. He also cooks a mean chilli.
Weapons: Westinghouse Px122 Naval sidearm. Low Profile Fullerene uniform.
Dominquez grew up on Venus, his father a terraforming engineer leading the effort to turn Venus into a sweltering jungle world. Dominguez had very little time for the engineering toys his father brought him, preferring to read military, especially naval, history. It came as no surprise that after he graduated school with top marks, he joined the Naval Academy in Mariana County, Mars.
He served first as a Junior Officer on the Dreadnought Potemkin, a very prestidgous first posting, and he earned the respect of the legendary Captain Suzanne Becket, Commander of the Potemkin and victor of the Battle of Argus Sound. When she was promoted to command the 1st Capital Fleet, her command crew was largely broken up and transfered to other ships. Dominguez was posted to the explorer ship Farsight, where he served for five years. He was then promoted to 2IC onboard the Heavy Cruiser Black Lion. After the end of the conflict against a small break away part of the empire, he was promoted to his first command, the Frigate Nicole. Three years ago, he was promoted again for his actions in hunting Skandic pirates on the Northern Rim, and was assigned to command the Abraham Lincoln after her refit. He has proved himself a capable, even handed and fair officer, but one who will not back down from his duties to the EEN.
Spoiler: EENS Abraham Lincoln, Liberator Class
The Battle-carrier Abraham Lincoln
Spoiler: Appearance
'Pretia libertatis est lex'
Developed by Mars Clipper Ships, the Liberator class was the civilian companies first entry into Military contracting. Previously renowned for quality civilian vessels, including bulk freighters and passenger liners, a bid issued by the Naval Procurement department called for a 'rugged, reliable carrier capable of staying on station for up to six months with sufficient firepower to intimidate pirates and ward of another major power.' Of the several designs submitted, only the Liberator was accepted, with the first of the class, the EENS Liberator, being produced at Phobos station. Over the next decade twenty of the class would be produced for the EENS Navy and distributed to border worlds and disputed territories. The ship has served admirably, with the class being refitted with newly developed technology last year to bring it up to front line standards, especially to keep pace with the development of Mobile Armour suit technologies
Layout:
The centre and heart of the Liberator Class is its Toyama Fusion Reactor. With deuterium tankage for three months, tied to an efficient mag-grav sweep system, the Toyama can sustain The Liberator for 12 months of minimal activity before fuel reserves will run low. At that point, it can refuel from any planet with a hydrogen/helium rich atmosphere using the 'drag scoop' maneuver to skim the atmosphere for fuel. Aft of the reactor section and the tankage is the ships Impellor drive, rated for 2.3G of continuous acceleration, though fleet trials have pushed this to 2.6G with a low payload mass. The drive section can also deploy solar panels to provide additional power when in range of a star.
Nestled between the Impellor drive and the Reactor is the ships Kearnsky-Fuchida Warp drive. By bridging two points in space the drive can near instantaneously move the Liberator up to 50 light years. This requires significant charging, with a jump delay of 48 hours, slightly slower than the fleet norm, which is currently 42 for most cruisers and battleships.
Fore of the drive and engineering spaces is the Docking Collar. Equipped to handle up to 4 destroyers, the Docking collar allows the Liberator to bring 'Tag along' ships which lack jump drives of their own. Standard UES doctrine is to pair the Liberator with a squadron of four Dervish Class Destroyers. this feature is less used now that MAS technology is proliferating
After the docking collar comes the ships cavernous flight deck. Equipped to handle several dozen small craft, the Flight deck also houses the Marine Barracks, the crew quarters and the launch bays for ten Mobile Armour Suits.
Finally, the CiC is located deep in the guts of the Liberator, behind sheets of shielding and redundant systems.
Weapons:
Originally equipped to drive of lightly equipped raiders and support fleet actions, the Liberator Class was, but more than capable of demolishing any smaller ship it happens across. With the advent of MAS technology, it became apparent that different weapons where needed. The weapons of the Liberator Class where redesigned to give maximum defense against MAS strikes, though the best defence for any capital ship is its own MAS escort.
Mounted on the dorsal line and powered by its own reactor and capacitor system, the Abraham Lincoln mounts a Pulsed Plasma Gravity Braid Cannon. Known by the crew as the 'wave motion gun', (all attempts at coming up with a clever acronym or backronym failed), this weapon fires a massive plasma blast wrapped in a braid of artifical gravity, allowing it to overwhelm energy shields at incredible distances. It is limited by the need to be pointing directly at its target, which means the ship must be pointing directly at its target, and an agonizingly slow recharge time of a minute.
Four Armstad missile bays carry 50 anti capital missiles each, supplementing the main gun. With a secondary magazine located in the hold holding another 200, the ship has enough missiles for 5 minutes of sustained fire. These missiles are remote piloted by operators in the CiC, but can revert to on-board guiding if they are jammed. Configurable for a variety of targets, these missiles are also the primary means of attacking a surface target the Liberator Class has, as the Wave Motion Gun is interfered with by gravity fields too much to be effective against ground based targets. These missiles can also be 'passed' to MAS units, who can control them to support their own attacks.
For close in ship attack, 8 double turrets mounting Heavy Laser Cannon suffice to ward of close range attackers, though a heavy capital ship or true battleship will easily muscle through that fire. These weapons also provide full coverage against MAS attack, but can be overwhelmed or avoided by a determined or skilled attacker.
Finally, the Liberator mounts a staggering 200 heavy rail cannon in 50 four gun 'ball' turrets. Designed for AA work and interception, these designs provide a murderous hail of tungsten slugs designed to fill local space around the Liberator class with an expanding 'cone of death', that should shred any missile or drive off any MAS that gets under the laser cannons coverage.
Defences:
Along with the aforementioned rail cannons, the ship mounts over a meter of Durralex Ferro-fibrious armour plate, reinforced with Cobblestone Reaction ceramic ablative plate. Able to withstand direct hits from nuclear weapons, the Cobblestone is a more recent addition as part of the last round of upgrades, and detrimentally affected the ships handling. To quote one Commander 'She handled like an iron bathtub full of water before. Now she handles like an iron bathtub full of concrete, covered in grease'. ECW defence includes several dedicated ECM defence nodes, located in a ring with the docking collars. Finally, a powerful reflex shield allows the ship to deflect laser and plasma attacks.
Like all capital ships of her size and construction, the greatest threats come from bigger, meaner capital ships, concentrated attack by destroyers or close range 'skin dancing' attacks by MAS's. A MAS penetrating into the ships internal engineering spaces could destroy the Abraham Lincoln in one attack, which is why the ships designers have worked extra hard to prevent such a thing occurring. Both empires are following a similar design ethos: Increasingly, new ships are heavily defended and designed to support MAS operations, rather than engage in capital ship combat themselves.
Flight Deck:
The flight deck and associated hanger bays have stowage for over 50 small craft of various types. Currently, the Abraham Lincoln carries a squadron of 12 AS-18 Naginata Aerospace fighters, (detailed below) a squadron of 12 H-12 'Zero' Aerospace bombers, and 12 XXXL-12 'Albatross' orbital Gunships for marine deployment. Fighters are deployed via magnetic catapult and can be recovered using the same equipment. The ship also carries four shuttles for general shipping duties, one bulk lifter and 18 repair craft. 6 T-88 Toad class scout ships round out the ships compliment. Finally, the ship mounts 10 MAS repair, recovery and refit bays (Triple R Bays) on external rails. The Triple R bays can be retracted into the pressure hull after recovering or deploying their MAS occupants.
Crew Compliment:
The ships company runs to 2400 over all ranks and specializations, including a dedicated security detachment. The airwing has a compliment of 1200, and the Marine Battalion aboard numbers 800. A normal deployment would accompany the ship with four Frigates, with another 400 marines spread in 100 man companies across those ships to form a distributed regiment.
Other Capabilities:
The ships computer systems are managed by Mary-Ann, a gestalt LV 2 Virtual intelligence. Not true AI, she instead is an exceptionable personable interface program designed to ease crew interactions with the ships systems, function as a organizer and statistician, and provide ready advice and information for the command crew. Capable of independent management of many of the ships defensive systems and day-to-day management of the ships immediate Battlespace, she is designed to both take, interpret and redistribute orders.
When designing the Liberator Class, Mars Clipper ships took the design requirement of 'tough' to heart. Designed with multiple redundant systems, thick armour plating both internal and external, and excellent damage control measures, it is not unknown for the Liberator Class to take a ferocious pounding and emerge intact, if not unscathed. In one particularly famous example, the Winston Churchill was ambushed by belt pirates and attacked with five limpet nukes. Despite the collapse of one flight deck and the loss of half her tankage, and the exposing of her engineering spaces to vacuum, the ship was able to fight her way clear and summon assistance. She was rebuilt and re-deployed within 3 months of the incident.
The one place the ship falls down is crew comforts. With survivability and endurance as key priorities, crew comforts came a distant third. As most of these ships are designed to garrison frontier worlds with atmospheres, it was expected that the crews would have access to ground-side facilities to stretch their legs and use their R&R time. The ships compliment of light craft are often busily employed shuttling crew on furlough between the ship and any local civilian port. A long deployment far from friendly bases could see morale suffer.
Statistics:
Length: 1021m
Width: 330m
Depth: 330m
Mass: 196,000,000 metric tons
Crew Compliment: 3600
Jump Range: 50 light years
Jump delay: 48 hours
Endurance: 6 months
Spoiler: Gemini I and II
Spoiler: Appearance
Gallant Class Destroyers Gemini I and Gemini II
'fortior simul, seorsum infirmior'
Developed recently to fulfill a contract laid out by the EENS, the Gallant class is designed to support MAS operations in an atmosphere and in space. With only a small crew and no jump capability, the Gallant needs to operate in part of a larger task group to be truly effective.
Layout:
At the centre of the ship is a WhiteStar class fusion reactor, with deuterium reserves for one month of operation. This part of the ship is heavily armoured, with only its fuel line for the reactor and the rear service hatchways providing any chinks in the armour belt. Equipped with an oversized impellor drive for its mass, the Gallant can reach acceleration speeds of 4.8 Gs. In atmosphere, it can achieve Mach 1 as a cruising speed, depending on local gravity and atmospheric density and conditions.
Fore of the drive and engineering spaces is the docking point. Linking into the tankage system, this docking point is designed to interface with docking collars found on capital ships like the Liberator battle carrier and the Conestoga Dreadnoughts.
To either side of the reactor and drive are the support bays for MAS suits, and the weapon pods that provide the ships primary firepower. Fore of the reactor is the crew quarters and the CIC, all covered in a layer of heavy armour.
Capable of very sharp maneuvers both in and out of atmosphere, the Gallant class is capable of not only keeping up with its MAS charges, but supporting them ably in combat.
Weapons:
Designed to support MAS units, the Gallant is well armed for close range operations and self defense, but somewhat lacking in anti-capital firepower.
Two Armstad missile bays carry 50 anti capital missiles each. These missiles are remote piloted by operators in the CiC, but can revert to on-board guiding if they are jammed. Configurable for a variety of targets, these missiles are also the primary means of attacking a surface target. These missiles can also be 'passed' to MAS units, who can control them to support their own attacks.
For close in ship attack, 2 double turrets mounting Heavy Laser Cannon suffice to ward of close range attackers, though a heavy capital ship or true battleship will easily muscle through that fire. These weapons also provide defense against MAS attack, but can be overwhelmed or avoided by a determined or skilled attacker.
Finally, the Gallant mounts 24 heavy rail cannon in six four gun 'ball' turrets. Designed for AA work and interception, these designs provide good interception capabilities.
Defences:
Along with the aforementioned rail cannons, the ship mounts over a meter of Durralex Ferro-fibrious armour plate, reinforced with Cobblestone Reaction ceramic ablative plate. Backed by a pliezo-plastic gel layer, the Gallant is the most heavily armored ship of its size and weight class yet developed. In fleet trials, the EENS Gallant was caught by a nuclear mine and rather than taking damage, was simply flung clear by the blast. The ship can also project a limited reflex shield, which while less powerful than a capital ship field, provides solid defense against laser weapons for short periods of time.
Flight Deck:
Designed as a platform to support MAS units, its two 'hangers' are more equipment bays and recharge points for MAS units returning to the field. Capable of turning around two MAS units in minutes thanks to its automated repair units, they also serve as equipment areas for the ships compliment of marines. Two shuttles, two recovery craft are stored in the bays, along with a pair of Porcupine APC's for ground operation.
Crew Compliment:
120 across all ranks and classes, with a short company of marines (25)
Other Capabilities:
Designed to operate with a larger vessel, the Gallant is a cramped, difficult posting reminiscent of the submarines of Earth in the 21st century. The toughness of the vessel is small comfort, like all capital ships it is most vulnerable to MAS attackers latching onto its hull and carving through its heavy armour with plasma weaponry. It works well as a system defense ship for inner worlds, and makes an excellent escort for any large capital vessel. For MAS pilots, its ability to extend their operational range is considered a life saver. A capable super heavy bomber in atmosphere, it is also well designed to support Marine landings and operations on a planetary surface. Its computer are very advanced, cutting edge integrated systems that only need a few human operators. Defensive systems are largely automated, freeing up crew for maintenance and fire control.
Statistics:
Length: 150m
Width: 44m
Depth: 24m
Mass: 10,000 metric tons
Crew Compliment: 120
Jump Range: N/A
Jump delay: N/A
Endurance: 1 month
7th MAS Team Roster
Spoiler: Vietmyke
Spoiler: McKnight, Sterling
Standing in at 6'2, and weighing roughly 200 lbs. Sterling posses an imposing athletic build, with lightly tanned skin, pock marked with various scars from old battles. His jet black hair is short and he typically keeps his facial hair clean and professional. He has an angular face, with prominent features and cool grey eyes, his mouth typically curled into a wry smile. He has a small tattoo of hexagonal shaped circuits on his left forearm.
Name: McKnight, Sterling
Age: 26
Gender: Male
Callsign: Psycho
Kills: 38
Psychological Analysis:
Confident and aggressive, this hot-blooded pilot is always ready for a fight and is eager to jump into his MAS. Impatient and short-tempered, but cheerful and friendly, Sterling is a good natured man with strong feelings of camaraderie towards team mates. Lighthearted and friendly, Sterling is is casually boastful of his abilities, and works well with his fellow pilots. Though his lack of professionalism often garners him the disapproval of higher ranking officers, they typically let it slide after seeing his combat data.
Military Record:
A former UEE Medevac pilot, Sterling was an only child, son to Admiral McKnight and a civilian mother. With a strong military background, Sterling had a fairly rigid childhood, as his parents sent him to military academies for most of his youth, hoping to straighten out mischievous and troublesome tendencies, with limited results. As a youth Sterling was well known as the school clown and jokester, rarely taking any of his classes seriously. Nevertheless, Sterling got good grades, and upon graduating from the UEE Military Institute on the Fortress Planet Cerol, Sterling was sent to the Earth for specialized training.
On Earth, Sterling was slotted to become a Space Medevac pilot, where his daring personality and determination would overcome the typical fear and apprehension of flying into a hot zone. As a Medevac pilot, Sterling proved to be quite daring in his rescue attempts. In fact, the top brass found him to be too daring, willing to risk life and destruction of space craft in order to rescue even the smallest number of wounded soldiers. These daring, and at times suicidal rescue missions often resulted in him crashing his craft, and earned him the callsign "Psycho". After crashing his 5th USC-90 SpaceHawk Medevac, Sterling "Psycho" McKnight was slated for discharge due to his reckless behavior.
Instead of being discharged however, a 101st recruiter requested the reckless pilot be transferred to the 101st Legion. Sterling found himself right at home inside the heavily armored cockpit of a Mobile Armor Suit, saving his comrades through volume of fire instead of reckless flying, though many noted that the reckless flying was still quite present. Quickly racking up an impressive kill count, as well as an unorthodox but effective fighting style, Sterling was quickly assigned to the 7th MAS Team, where he has been for the past 3 years.
Equipment:Along with his flight suit, Sterling carries a .45 caliber service pistol, as well as a 5.7mm PDW and combat knife.
Spoiler: PTX-071 Sentinel
Designation: PTX-071 Sentinel MkI C (Custom)
Role: Assault
Chassis: Medium
Engine: Quad Core Engine 20 Power
Operating Time: 5 Hours
Description:
Designed as an upgrade to the standard Sentry, the Sentinel is built for assault and heavy combat situations. With its thicker armor, and more potent weapons, the Sentinel maintains the versatility of the Sentry, with an added focus on staying power. Like the Sentry, it is incapable of full flight, but can use its boosters to both jump large heights, hover over the ground, and boost forward.
Systems:
M290 50mm Support Autocannon. 5 WT 2 PWR. - A machine gun in use by the UEE designed for prolonged engagement and sustained fire, the M290 fires 50mm armor piercing rounds from a 500 round internal belt/box magazine. The M290 has semi-automatic, 5-round burst, and fully automatic modes of fire and has a fire rate of 750 RPM.
Claymore Missile System. 3 WT 2 PWR. - A missile launcher system set into both upper leg portions of the Sentinel. Launching 6 Claymore missiles from each leg, these small missiles pack a large punch, capable of downing most Light class MAS's with 1 or 2 missiles.
Head Mounted .50 Caliber Machine Gun. 1 WT 1 PWR. - A .50 caliber machine guns mounted on the Sentinel's head, this light weapon provides the Sentinel with anti personnel and small missile defense. It has a 200 round magazine.
Forearm Blades. 3 WT 0 PWR - A short, sword like implement that extends from the Sentinel's forearm guards, these forearm blades give the Sentinel CQC melee potential. While lacking the plasma cutting edge of the Sentry's tomahawk, the initial force of launching the blades out of the forearm guards make it capable of piercing thick armor.
Class 3 Shield Generator. 5 WT 7 PWR - With a higher level shield generator than the standard Sentry, the Sentinel improves its overall staying power.
External Alloy Plating (Light). 3 WT 0 PWR - Due to Sterling's more reckless nature, he decided that installing extra plating to improve the Sentinel's defensive capabilities would be a smart idea.
Smart-Target AI. 0 WT 3 PWR - Another custom addition made by Sterling to aid him in close combat.
Spoiler: Wabbradford
Spoiler: Bradford, Lee
Appearance: A noticeably thin, smiling young man with black hair, grey eyes, and pale skin. Despite his thinness, close inspection will notice rather well-developed muscles on his thin frame, and there's even a noticeable grace in his step wherever he goes. He always seems to be flashing the same awkward smile.
Name: Bradford, Lee
Age: Nineteen
Gender: Male
Callsign: N/A
Kills: None
Psychological Analysis: Lee is often remembered for his single-minded hardworking attitude, and his constant desire to please everyone. He very rarely refuses a favor, though he isn't known to ever ask for help of his own. In social situations, Lee is relatively soft-spoken and positive, and is often inquisitive into other's pasts. When asked about himself, however, usually Lee responds with a smile, a few words over how his past isn't interesting enough to talk about, and a quick change of subject.
Military Record: Lee hails from an astroid colony which orbited around a Utopia Planet on the fringes of the UEE, known as "Nirvana off-world Utility Accommodation: Colony Four", of NUA4 for short. The small colony served as a home for those who performed utility services required on the Utopian Planet Nirvana, but did not provide enough income for a home on the planet service. Workers were carried between NUA4 and Nirvana in monthly cycles, where they performed various important jobs to maintain the planets "Utopian" status, including garbage disposals, public works projects, cleaning of government sites and the like. This was the occupation held by Lee's father, William Bradford.
Lee, who's childhood was considered quite poor in comparison to most Galactic Standards, grew to the age of seventeen on NUA4 before he had ever left the Colony. His childhood is quite unnoticeable compared to most from a military standpoint, though it is worth noting Lee's response to serve physical abuse suffered from various members of his educational class due to his thin stature. His response to this was simple dodging and counterattacking, where Lee had been known to take down attackers over twice his weight using tactics and precisely placed attacks. This information was received via Lee's father, due to Lee himself not mentioning this in his screening to becoming an MAS Pilot.
After graduating from his basic-educational course at the age of seventeen and entering the working society, Lee sighed to join the UEE's Planet-side Infantry Branch at his local recruitment center aboard NUA4. He was taken off NUA4 and sent to PIB Training Station Forty-Five in more centralized UEE territory. There, after receiving and excelling during basic infantry training, was screened into utilizing his combat talents into more specialized forces. Lee displayed exceptional results in most ground-based infantry fields, such as small weapons handling and hand-to-hand combat, but his highest scores revealed a natural talent in Light MAS piloting, with scores so high in fact that Lee set a record for his training station that is still held to date. Lee was immediately transferred into the MAS Piloting program and only recently emerged from training, and was assigned to the 7th MAS Team.
Equipment: Basic Planet-side Infantry Gear [.45 Caliber Submachine Gun, SIM562 Combat Knife, Two Standard Solid-Shrapnel Grenades, Lightweight Ballistics Vest, Grey Digital Camouflage Jumpsuit, ect.], a small astroid piece from NUA4, a wireless communication headset, a small standard-issue military canteen
Spoiler: FTX-074 Talon Mk II
Spoiler: Appearence
Designation: FTX-074 Talon Mk II P (Prototype)
Role: Rapid Assault
Chassis: Light
Engine: Tri Core Engine, 15 PWR (+15 Experimental Reactor)
Operating Time: 6 Hours
Description: A lightweight rapid assault craft, the FTX-074 Talon remains in an experimental phase as a considered replacement to similar light-assault craft, and is currently undergoing field testings by being issued to fresh recruits, who are closely monitored by military researchers. The Talon is a lightweight, high-power MAS used for rapid melee attacks on other MAS pilots, utilizing it's incredible speed in order to simply cleave other MAS suits in two on the fly-by. Possessing very light shielding and light alloy plating, the Talon suit itself in not intended to take many hits, but this is counterbalanced by it's unmatched speed, and the fact it is not intended to remain engaged on any one target for very long.
Systems:
"Saber" Hybrid Blade MrkI, 3WT 3PWR - The "Saber" Hybrid blade is the most vital piece of the Talon MAS's equipment. The blade itself if made separately from the MAS suit, and is "held" in the MAS suits hands via a system of high-powered magnets and latches, providing the aesthetic that the Talon MAS is physically wielding the blade similar to how a human would. Intended for use at extremely high speeds, the blade is slightly curved to increase cutting power. During lab tests, the "Saber" Hybrid blade has shown the ability to cleave Medium MAS suits in two at top speeds, and to severely damage or dismember heavy and ultra MAS suits. Though the weapon preforms it's best at extreme speeds, it can be used as a standard melee weapon in a locked encounter as well, and it cuts like one would expect a Hybrid Blade to, if not better due to it's curved design. Self-Powered versions of this weapon exist, but are restricted to proven veterans due to it's extremely expensive cost.
"Talon" Razor Feetblades, 3WT - The "Talon" Razor blades were a smiling addition that Engineers began to apply to the Talon Prototype MAS due to it's ability to easily carry more weight then they had been originally putting onto the MAS. A serise of six extendable razorblades (three on each of the MAS's feet), each about a foot long apeice and made from an ultra-hardened titanuam alloy, serve as a quick backup weapon in melee combat in situations the "Saber" would proove too unweildy or unavailable, and are strong enough to rend steel and damage systems. Because they're simply metal, they do oftentimes break off in hostile MAS's during combat, but they are completely replacable during normal MAS maintenance. Though unorthodox and unique to this MAS suit alone, they've been lovingly named "Talons" by the engineers that produce the Prototype MAS, for obvious reasons.
Duel .50 Caliber "Reaver" Machine Guns, 1WT, 1PWR - Two shoulder mounted .50 caliber machine guns used mostly for the emergency halting of incoming projectiles, but can also serve to provide the Talon suit with anti-personnel capabilities, and the .50 caliber ammunition could damage a unarmored MAS suit if needed. Though this system is perfectly usable as an offensive weapon, it is mostly used for emergency defense due to the Talon MAS's sole focus on using it's Hybrid Blade weapon instead.
"Charger" Telsa Drive, 7PWR - A high-powered drive attached within the Talon's feet. While most light MAS can reach speeds of over 1000 MPH, the Telsa Drive installed on the Talon can allow it to sustain speeds just over 1200 MPH, and can even double it's speed in short, emergency bursts used for aggressive charging.
Experimental Reactor, +15PWR - Untested fission reactors present deep within the Talon MAS, it is also to note that 50% of the suit's weight in armor is utilized to protect it's fragile generator. Though possible to be switched "off" via pilot controls, the MAS suit requires it to be active in order to function at maximum combat efficiency. However, if too much damage is sustained, the reactor is known to detonate like a tactical nuke. All Talon Pilots are informed of this before they are issued the Talon MAS. The Mrk I of the Talon had used External Power Packs, but they were replaced due to their tendency to be ripped off at high speeds.
Countermeasures System - Though the Talon MAS's main defense is it's speed and maneuverability, it is equipped with flares to assist in shaking off hostiles who have somehow received a lock-on.
Light External Alloy Plating, 3WT - Applied to the Talon MAS mostly as a way to protect it from it's own high speeds, which proved to damage the systems on an unarmored MAS due to the sheer friction of moving through atmosphere at such high speeds. Additionally The light plates also provide some increased protection against attacks, and serves as a critical last defense of the experimental reactor and pilot during combat.
Shield Class Four: 5WT 10PWR - Standard issue, heavy shielding. Shields have been strengthened from older Talon prototypes in the addition of the Experimental Reactor, due to the older model's tendency to sustain heavy damage in prolonged assaults. It grants to Talon far more versatility, and many pilots report a great appreciation of the MAS's increased survivability.
"Crusader" Targeting Suite: Internal, 3PWR - An on-board targeting system, known as the "Crusader" system due to it's focus on targeting for melee-associated MAS. The system preforms the actions other Targeting suites would normally provide, with the added support of locating and analyzing weak points on hostile MAS suits, and determines where the optimal location would be to place cuts with melee weapons. Using this system, it is possible to split incoming missiles in two without detonating them using sufficiently effective melee weapons, and has proven vital for any MAS suit focused on melee combat.
Spoiler: Derpnaster
Spoiler: Hayes, Irya
Appearance: Standing at an unimpressive five feet and six inches and with dyed white hair, Iyra looks small but damn serious about her piloting.
Her Normal appearance is one with an outfit consisting of a white tank top shirt and denim jeans that are comfortable to move around in and not overly formal. On her left wrist she wears a black band with a skull and crossbones, and on occasion she can be seen wearing a black bandanna over her relatively long hair.
Iyra has an olive tan skin and dark eyes that seem to contrast with her abnormally bright hair. Her overall figure is one of a build that is toned well from training and strong, her dress sizes are small, about a size 5 and her chest is incredibly small and almost flat when compared to other women (not that we ever want to do that)
When piloting her MAS armor Iyra wears a black armored piloting suit with plates molded to her legs, chest, back, arms etc. the body glove is black as well and contains the various tubes and wires that are needed to safely operate a MAS.
Name: Hayes, Iyra. (Yes I am quite serious about that name)
Age: 19
Gender: Female
Callsign: N/A
Kills: none
Psychological Analysis:
Currently cleared for combat. Hayes shows extreme ability to think and react quickly under the simulation environments and seems to show a similar skill when put through live fire testing. Her willingness and ability to follow orders however is at times questionable due to a strong personality that despite the risk of disobedience, has also proven to be what makes her a viable pilot.
Alongside normal evaluations Iyra was also given extra evaluations given her history and previous mannerisms before entering MASTS. What they have revealed is that Iyra is fairly unaffected in combat by her history, as she seems to have gotten over it, however it does seem to have had an effect on her ability to form informal bonds such as friendship and she seems to be a person who while quiet strong willed, is more of the silent resistance type rather than brash, and headstrong.
Military Record:
Iyra was born on a boarder world to a military family. Her father was a MAS pilot on station for eight years to help stabilize the region and aid in repelling Coalition attacks.
However one day the tense peace that was the norm was shattered when a massive coalition fleet jumped out of warp and unloaded hundreds of MAS and infantry on the military base where Iyra and the other families were living until a more comfortable lodging could be built. At the time the six year old Iyra did not understand why her father had left that day and didn't come back. Nor did she get why she was herded onto a ship while her mother stayed behind and shipped off to Mars and her grandparents.
For the next seven years Iyra was a fairly depressed and solemn child. Often when she was around ten she would read the battle reports, but she never finished them, she knew exactly what happened to the only two people she cared about.
Around thirteen Iyra happened to stumble upon an even held to boost moral at home and spread a little more propaganda about the enemy. At that even she met a MAS pilot ,Phoebe she said her name was, who sparked within the silent teenager a fire, and a new goal. She would become a MAS pilot and do her part to avenge her family.
At 15 Iyra entered MASTS and began her long path to becoming a pilot she worked hard but she often fell short of the others during her first year, however during her fourth year she once again met Phoebe who it turned out had suffered an accident and had lost most of her hearing.
It was thanks to Phoebe's mentoring and patience that Iyra rose from the bottom of her class in her first and second year, to being one of the best pilots in the light and medium category and raising her score from almost zero in heavy class to average.
Iyra graduated from MASTS with an impressive 965 (out of 1,000) in the ultra light to medium mech category. But only scoring 512.(average) in heavy or higher class mechs. Iyra is within the top 20% of her class. After MASTS she was selected and assigned to the 101st and sent to the 7th unit.
At the moment she is awaiting clearance to use a combat MAS and for now is only permitted the use of her Light class mech and even then only for guard duty or direct ground support against other infantry.
She is currently unaware of who her new team will be.
Equipment: HK 416
Chambered for the 5.56 NATO round, the Heckler and Koch HK416 was a replacement for the M4 and M16 type carbines when it was initially produced. Now this weapon serves a similar role for MAS pilots who'd rather carry the lighter and faster weapon over the more modern and much heavier standard issue rifles.
A standard issue service pistol chambered for .40 S&W
Spoiler: FTX-003b Astelion
Designation: FTX-003b Sparrow MkIII C (Custom) - Redesignated 'Astelion'
Role: Rapid Assault
Chassis: Light
Engine: Tri Core Engine. 15 PWR
Operating Time: 4 Hours
Description:
A custom Sparrow unit flown by former 7th MAS Team leader Tori Astelion, the unit was reclaimed and redesignated 'Astelion' following her death. Customized to reach top speeds over that of a standard Sparrow, as well as doubling its maneuvering capabilities, the versatile Astelion performs adequately at all engagement ranges, with an emphasis on movement speed.
Systems:
X-50 Plasma Booster. 7 WT 7 PWR. - A plasma-based weapon mounted on the Astelion's shoulders, custom designed by Tori Astelion herself, the X-50 is a dual purpose plasma weapon and booster unit. Enabling rapid acceleration, the X-50 allows the Astelion to reach its Mach 1 maneuvering speed in seconds, and allows for a maximum speed of 1250 mph. As a weapon, it fires twin blasts of deadly plasma bolts from its orange 'capacitors'. Keep in mind that the Astelion cannot fire the X-50 and use it to maneuver at the same time.
Triple barreled Arm Autocannon 1 WT 1 PWR. - An arm mounted three-barreled autocannon firing 30mm Armor Piercing rounds from an internal 450 round magazine and a 750 rounds per minute rate of fire.
Countermeasure System. 0 WT 0 Power. - The Astelion relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
Forearm Daggers. 2 WT 0 PWR - A pair of small blades extending from the Astelion's forearms give it melee potential. Custom tailored to have serrated straight edges by Astelion.
Knee Daggers. 2 WT 0 PWR - A pair of small blades extending from the shin gives knee-strikes the punching power of dedicated melee weapons. Another Custom addition by Astelion.
Class 1 Shield Generator. 3 WT 3 PWR. - A small shield generator provides the Sparrow with the minimum military grade defense system.
Spoiler: Lord Tully
Spoiler: Nicholson, Molly
Appearance:Uncommonly tall at 6'1" is rarely seen in clothes that were not issued to her. Never lets her hair grow past her neck, and keeps it straight and clean. Almost never smiles while on duty, but almost never stops smiling while off. Has a stylized flame tattoo on the back of her right hand with plans for a matching on on the left.Spoiler:
Name: Molly Nicholson
Age: 23
Gender: Female
Callsign: Agni
Kills: 12
Psychological Analysis: A very determined individual with a near single minded dedication to those she considers her group. Very warm to most others when she does speak, and is is very careful about who she expends energy on, if she brings herself to yell at you it probably means that it is very important. While she doesn't exactly like talking about her past, she feels that bottling it up is very unhealthy, and that telling people who matter helps.
Is exceptionally careful with the firepower she is given, Molly will go to the greatest extreme she can to avoid ANY collateral damage, and has a very well known hatred for anyone who carelessly or even worse, purposefully, harm civilians.
Is also very cautious when it comes to the forces of nature, Molly has a healthy respect for just how easily the cosmos can destroy without the help of humanity.
Military Record: On track to being a perfectly normal adult, the daughter of a pair of librarians Molly was probably going to take the same career path. She was an only child but made up for it with a family of cousins who she always cared for, particularly the younger ones. It was a great childhood that was brought down in flames, when Molly was 16 a massive earthquake struck her home city and almost completely flattened it.
Millions were killed by the initial earthquake with thousands more dying from the after shocks and secondary effects, particularly a fire that rendered much unsalvageable. Out of her entire family Molly was the only survivor, and for nearly a year afterwards was borderline catatonic. When Molly regained full control of herself, she enlisted, starting by going to a military school until she was old enough to legally sign up.
She excelled in her classes and was quickly signed on to be a pilot of a Mobile Armor suit. The first real combat mission in which Molly piloted an MAS was the same one in which she earned her first kill as well as her Callsign. An old classmate, Heather, wound up in the same battle group as her and near the end of the battle, the last enemy MAS standing destroyed the ultralight Molly's friend was piloting while she was trying to escort some civilians caught in the crossfire to safety. In a fit of anger Molly opened fire on the MAS, and did not stop until her lasers burned out, at which point her target was a steaming pile of burning slag. She was dubbed Agni, after the Hindu God of Fire, and ever since has incorporated fire into the color scheme of her equipment whenever possible.
Equipment:Tactical hatchet, FN P200
Spoiler: XV107 Firewall
Appearance:Spoiler:
Designation: XV107 Firewall MK1 (New model)
Role: Heavy Fire Support
Chassis class: Heavy
Engine: 6 Core engine with an External Power Core Add-on, 40 power units
Operating Time: 7 Hours
Description: On the lighter end of the heavy weight scale, the Firewall is designed to dole out hits of all shapes and sizes. Using its Plasma Cannons to obliterate larger targets while it's laser systems target smaller enemies. While slightly more mobile than most Heavy Weight MASs, the Firewall is still outclassed in that area by almost everything else still taking the slow forward advance towards the enemy rather than doing anything to outmaneuver or avoid them.
While it typically has little problem with Heavy or Medium Class MASs, it's size and low mobility makes it a prime target for Lights and even Ultralights. Its laser defenses do an admirable job in taking on smaller targets, but the Firewall will always do its best if it is has support from units made to counter smaller targets.
Systems:
Two Double Barreled Plasma Cannons (Wt 14 PWR 14)
head-mounted Point Defense Laser (PWR 3)
two Chest Mounted Laser LMGs (PWR 6)
Class 4 Shield (Wt 5 PWR 10)
Spoiler: Juicesir
Spoiler: Anholts, Phoebe
Only 5'6" and 115 lbs, Phoebe is one of the smaller pilots in the 101st. A frail frame and several medical issues have left her with a few scars here and there, but regardless she is rather attractive.
Name: Anholts, Phoebe
Age: 25
Gender: Female
Callsign: Thunder
Kills: 42
Psychological Analysis: Anholts has, for years, been on the cusp of being given her own command. However, the primary concern has also been her greatest source of power, that of her ever-abiding caution. Possessing of many righteous traits, Phoebe has nevertheless had a difficult time thinking out of the box in certain scenarios, and shown an unwillingness to even throw her caution to a breeze, let alone a wind. Her recent accident has only exacerbated this fact, and caused her to shell up and be much colder than she once may have been.
Military Record: Phoebe Anholts was always destined for greatness. The daughter of Ace fighter Eugenia Anholts, she was trained at an early age by her mother in mechs. Receiving the top marks in of her class at the UEE Military Institute on the Fortress Planet Cerol, she entered into the Legion as one of its youngest MAS pilots ever.
Quickly racking up an impressive kill count, she became well-known for her patient attitude in combat and ability to maintain control while under pressure. Operations she partook in were always decent successes with minimal losses, and command began taking notice. On track to promotion, she was encouraged to take more risks and push her boundaries a bit more. When she did not display the desired behavior to really qualify her for a leadership position, she was instead let on as an assisting officer for the 25th MAS.
After four years of service, she was beginning to be passed over, and recognized the need to improve herself. It was at this point that she began taking bolder battlefield actions. Pushing herself harder and harder, she again showed prospects for promotion. Until Ganymede. The post-action report has thoroughly stated that the disaster on Jupiter's moon is no one officer's fault, and that the Coalition incursion was difficult for all to deal with. However, many still privately hold Anholts accountable for majority of the failure of that operation. It was at this point that she lost the majority of her hearing.
For the last two years, she has been more or less out of service, doing physical therapy to recuperate the trauma she received during the disaster on Earth's moon. Almost discharged, her mother was able to pull a few favors and get her back into service. However, when Eugenia died, command sought to place her in a teaching role at MASTS. For a year, she educated young pilots and pushed to have her reinstated in a combat role. Showing little signs of trauma at her mother's death and a great deal of prowess and experience since the accident, Phoebe has now been reinstated in a probationary role as team leader of the 7th MAS.
Equipment: Nearly always wearing her hearing aid and translator (which look like a simple yet bulky pair of old headphones) she also has taken to carrying her mother's old service revolver.Spoiler: JC-019 Titan Mk I
The Oni class Ultra-Lights were some of the first MAS ever put into production. Originally used as infantry support units, they've entered into a common realm of usage in the Legion.
Designation: A-117 Oni Mark IV Modified, nicknamed Thor
Role: Artillery Support
Chassis: Ultra-Light
Engine: Dualcore Engine with External Dualcore Add-On (20 PWR)
Operating Time: 5 Hours
Description: Originally a heavy pilot, Phoebe inherited this Ultra-Light upon her mother's passing. In the last two years, she has made several modifications to the suit, updating it to current usage standards for the Legion.
Systems:
- Prototype Plasma Cannon (7 PWR, 7 WT) - Nicknamed 'Mjolnir,' operation of the plasma cannon requires the use of both the MAS's hands.
- Heavy Armor Plating (7 WT) - The original modification made was for light plating, however Phoebe augmented this.
- Improved Suspension System (-5 PWR, +10 WT) - A modification made by Phoebe's mother.
- Countermeasures - Standard issue from the Mark III Onis onward.
- Smart Target AI (3 PWR) - While talented in her own right with battlefield management, the Smart Target AI was one modification of her mother's she was unwilling to remove.
Spoiler: Skyline339
Spoiler: Ikazu, KizeriAppearance: An average height of 5'5" Kizeri with her long jet black hair always wrapped up in a tight high pony tail, a single emerald eye defines the right side of her small face. A red ocular implant is all the evidence left of her facial reconstruction. Her well defined hour glass show off her well trained body, complimenting her small but perky breasts.
Name: Ikazu, Kizeri
Age: 26
Gender: Female
Callsign: Archangel
Kills: 25
Psychological Analysis: The first thing that is always mentioned whenever Kizeri is coming, don't piss her off. Kizeri is known for her flaring temper and short fuse. She is always working on something whether it be fixing it or making it run better than it did before her hands are always working. Even though she always has a tough exterior, she's a very protective person, and a very emotional one as well.
Military Record: Kizeri's time in the military all began the moment she finished at UEMASA (United Earth Mobile Armored Suit Academy) three days after her 19th birthday. Throughout her schooling, her combat skills were beyond any of the other students it was as if she was at home when she was piloting a MAS. But it was her emotions which prevented her from becoming the top of the class, her short temper caused her to lose her spot of obtaining S rank, instead she obtained an A rank. She was an excellent student, her skills became legendary at the institution, even to this day she still holds the record for the longest bulls eye in a MAS.
During her latest tour she was apart of the 42nd MAS division and had gotten 14 kills, the most she had gotten up to this point. After being given a direct order from her superior she instead saved her companions life. From this act of heroism came a casualty of her own, her own MAS was in sever shape and most of her weapons were offline, she switched power from her jump jets into her main gun and fired it. The overload in power and the odd switch to an already damaged cockpit put a massive strain on the system and her left displays exploded burning and maiming the left half of her face destroying her left eye. Her act of heroism ended up saving the lives of 3 other people on the battlefield, she made a calculated shot with whatever she had left and in that situation the shot would have been impossible except she made it. She passed out after the shot from blood loss.
After being awarded the Yellow Star for heroism Kizeri was discharged from the 42nd MAS ground combat division, due to reckless behavior, disobeying orders, and medical reasons. Kizeri's reinstatement came due to a recruiter within the 101st noticing her file as it crossed her desk. Kizeri has only spent very little within the 101st, a few months at most but already her skills are showing through, and some might even say she might be a little insane.
Equipment: Standard issue .45 Pistol, Jumpsuit, Combat knife.
Spoiler: NephilimSpoiler: Appearance:
Designation: Nephilim (Custom)
Role: Support Assault
Chassis: Heavy
Engine: Duel tricores generating 35 PWR
Operating Time: Hours = 5 hours (safely)
Description: Designed to be a high firepower MAS, the Nephilim is built to provide cover fire, long range bombardment, and sniping. In dire situations the MAS can detatch extra armements to increase speed and manuverbility. The MAS has 3 distinct combat forms, Travel mode, Assault mode, Lightweight mode. During it's full assault mode it is incapable of sustained flight but can unleash it's devistating power across the battlefield. It's Travel mode is more a compressed version, with it's armements tucked away for easier movement and faster speeds only melee weapons are availible during this mode. Lightweight Mode is the detachment of all extra weapons which are otherwise empty and/or damaged or any other reason, only the melee and short range machine guns are accessable during this mode and all other heavy weapons cannot be reattached without assistance.
Systems:
x2 sets of 3 barrels (Prototype) Bulldog Long Range Thorium Missle Launchers, 3 missles per barrel (6 WT, 4PWR)
x1 Broadwell High Pressure Plasma Rifle (7 WT, 7 PWR)
x1 Predator Plasma energy Sword (1 WT, 5 PWR)
x1 Head Mounted .50 calibur Machine Gun (1 WT, 1 PWR)
x1 Advanced targetting computer (0 WT. 5 PWR)
x1 Shield Class 4: (10 PWR)
Coalition Mobile Armor Division (C-MAD) Special Operations Team
Spoiler: Hoef
Spoiler: Caligula, Alastair
Name: Alastair Caligula
Age: 31
Gender: Male
Callsign: The Horseman
Kills: 29
Psychological Analysis: For a middle-aged man he is rather reserved and calm throughout situations that call for him to lose his patience. Due to the scars upon his body and face, he has become a hardened soldier and will not attest to anything that doesn't seem out of line. He is quiet most of the time, but when it comes to war and combat he is more than willing to communicate amongst soldiers to relay information from one point to another. He tends to be determined and diligent in his work and does not skip a beat when it comes to killing his enemy. This means he doesn’t have any sort of mercy or remorse for when he kills his enemy mercilessly without redemption. He tends to be extremely serious when the situation is dire and will always pull his head together to end the situation before it escalates. This means he is intelligent enough to come up with an idea that may or may not get him out alive. To an extent this makes him creative and decisive as well since he has more experience in the field.
Given his military and social background he tends to be fearless and always will dive head first into combat to save or protect or even destroy a given person/objective. Sometimes he is independent and other times he is reliant on others to finish a given objective or mission. When not reliant on others he tends to take things into his own hands and tries and does the objective himself. However this gives him an arrogant look to his personality, but does have his reasons on why he does this. He persistent and unrelenting towards his enemies never giving up even though it may be bleak for him. He tends to be the powerful figure out of those a part of the Coalition, and always strikes fear in his enemy. He is self-confident, self-disciplined, and self-aware of his emotions and can control them accordingly. All in all he is soldier that isn't worth tampering with...
Military Record: Coming from a military background, Alastair Caligula did not enjoy his childhood like most children would. He spent his child-filled days cramming in months worth of knowledge presumptively preparing for his shipment off to military academies. However before those days, he had a rather secluded childhood. He was born to the Caligula Family in which was one of the richest families on the planet Nebu. Nebu was a resort planet, made for fun in the sun type situations. However Alastair had not enjoyed that type of living, and instead was preparing for his leave from home. He had only two friends on Nebu, and those friends were his older brother, who was a former Mobile Armor Suit pilot, and his older sister, who also was a former Mobile Armor Suit pilot. These two has looked out for their younger brother has beginning to undergo the same process they went through. What fascinated Alastair the most of his older siblings was the stories they would tell him. Alastair was amazed by the bravery and heroics of his older brother and older sister. From there he would have faith that he would turn out like his other brother and sister.
Years of military schooling later he graduated and went into Mobile Armor Suit training knowing it would have came eventually. Those years of training were rather hard for him, but he had the courage and strength to endure the training and with this he was given the HPC-T400 “HardBaller” in which he found suiting for his personal type and combat type. After graduating from the school a receiving his MAS, he was sent out into field in which he performed well. He felt alive, and knew that this machine would give him the fearlessness and bravery that he so long desired from his older brother and sister. Eleven years later of combat and hardness he has become a proud soldier of the Coalition and will continue to do so for his older brother and sister’s sake.
Equipment: Large Combat Knife/.44 Magnum/Basic Piloting Suit
[/FONT][/CENTER]Spoiler: HPC-T400 Hardballer
Designation: HPC-T400 “HardBaller”
Role: Artillery/Assault
Chassis: Heavy [35 WT]
Engine: Dual Tricores Engine [30 PWR]
Operating Time: 9 Hours
Description: HPC-T400 “HardBaller” is a heavy Coalition MAS with a thick plating and strong weapon systems. It is perfect for Artillery support as well as general assault, however due to the weight of such a machine it is ground oriented and is incapable of flight or other forms of Aerodynamics. With its powerful arsenal highly strong and highly powerful weaponry, it is a damage dealer on the battlefield. However its primary focus is to provide Artillery support while at same time aiding in the assault. It’s essentially a multi-tasker of sorts using its Artillery weapon system as well as its Primary weapon system to aid support as well as aid in assaults. All in all a multitasking machine...
Systems:
- Arrow Mark IV System: The Arrow Mark IV System is a customary Plasma Artillery system developed by the Coalition as a means for mounted or ship base combat. However the Arrow Mark IV System allows the Arrow series to be taken off mounts or ships and onto the shoulders of this specific MAS series. The HPC series is the only Heavy MAS series that can handle the recoil of of Arrow Mark IV System. [7 WT/7 PWR]
- Trigun Gatling-Gun: The Trigun Gatling-Gun is Ballistic three gun barreled weapon that can fire up to five hundred rounds per minute. It’s typical standard Ballistic weaponry, but it does serve a purpose on the battlefield. [5 WT/2 PWR]
- Shield Class 4 [5 WT/10 PWR]
- Sonar Stakes [1 WT/2 PWR]
Spoiler: Thelonewanderer
Spoiler: Jackson, ScottAppearance: See sig. stands at 5'8", and has a well muscled build.
Name: Jackson, Scott
Age: 27
Gender: Male
Callsign: Emerald
Kills: 17
Psychological Analysis: Scott has been noted by many he’s served with to be laid back when off duty, but a hard worker and team player when on duty. Noted to be unwilling to leave a man behind, and has had a history of minor insubordination infractions placed against him, although each time has tended to save Coalition lives and MASs.
Military Record:
Growing up on the military world of Reach, Scott Jackson had dreamed of going into the MAS units, wanting to be there on the front, fighting for his home and freedom. Very early on he was sent to military academies, of his own accord.
Once there, he study hard, and while he made friends, his studies were the top priority at the moment, and so he only had a few friends that stuck by him when he finally graduated at the top of his class. A few nights before he was to go into basic training for MASs, his parents were killed. Official reports say it a was a normal homicide, but Scott has always believed it was UEE infiltrators.
Once in MAS training, Scott was shown to have best results with the Medium to Heavy class, and once out of training, was assigned a Psyker Medium-class MAS. It’s still the one he uses today. The callsign of Emerald was given to him after his first mission, where he had three confirmed kills of UEE MAS units. He was wearing a necklace with an emerald pendant along with his dog tags. It had been his mother’s, and he wears it with pride. Thus the callsign Emerald.
Equipment: combat knife, service pistol, chambered in .45, and basic pilot jumpsuit.
Spoiler: MTX-301 PsykerAppearance: Here it is.
Designation: MTX-301 ‘Psyker’
Role: Assault
Chassis: Medium
Engine: Quad core, putting out 20 power
Operating Time: 7 hours
Description: Built as an all around assault platform, the MTX-301 Psyker is meant to be a base model, upgraded by the user to fire their own needs on the field. While it might not have the staying power of a Heavy model, it have the movement which gives it an edge in combat that the Heavy doesn’t have.
Systems:
M331 40mm Assault Autocannon-5 WT,2 PWR: Coalition Machine Gun designed for long firefights. using 40mm Sabot rounds, the M331 has a 500 rounds drum style magazine, with each mag having an internal belt of ammo.
.60 caliber anti-personnel/anti-ordinance machine guns-1 WT,1 PWR: two shoulder mounted machine guns meant to act as a way to stop incoming ordinance or personnel.
‘Ripper’ Hybrid Blade Mk 2-3 WT, 3 PWR: A hybrid blade that will replace the right hand when used, the Ripper was named that way due to the serrated edge of the blade, and how the plasma coating follows this serrated edge, allowing for increase damage, at the cost of slicing speed.
Class Three Shield systems-5 WT, 7 PWR
Coalition Mobile Armor Suit Models:
Spoiler: AAT-004C Ferir
Designation: AAT-004C Ferir MkII M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Quad Core Engine 20 Power
Operating Time: 9 Hours
Description:
The standard Coalition Mobile Armor Suit, the Ferir is one of the first Mobile Armor Suits ever developed, and is the first unit ever developed for combat. Originally only lightly armored and armed, developed for an infantry support role, the Mark I was quickly superseded by the more prevalent Mark II. Heavily armored and easily recognized by its almost alien-like 4 "eyed" sensors, the Ferir Mk II has been in service ever since the start of the 29th Century war. While its aged design raises questions about its capabilities, it has still proved as a serviceable unit for almost 100 years. However, with the advent of the UEE MAS units, the Ferir has begun being phased out by various newer models to combat the new threats. Despite this, the Ferir remains the most common MAS unit in the Galaxy.
Systems:
A70 Type-3/5 70mm Assault Autocannon. 5 WT 2 PWR. - A heavy assault weapon utilized by the iconic Ferir, the Type-3 fires a powerful 70mm Armor Piercing round from a 210 round internal magazine. The Type-5 fires the same round from a 1200 round belt fed 'backpack' magazine. The Type-3/5 fires at a rate of 450 rounds per minute, and has a semi-automatic, three round burst, and fully automatic fire modes.
Hammer Missile System. 3 WT 2 PWR. - A missile launcher system set on top of either or both of the Ferir shoulders, the Hammer Missile System fires large, powerful missiles, effective against most MAS types, as well as lightly armored naval vessels. While slower and easier to dodge than smaller missile systems, the projectiles fired from these launchers are also more difficult to destroy with point defense weapons. Each shoulder can launch up to three of these missiles.
Alloy Knife. 3 WT 0 PWR - Ideal for close quarters when the 'continuum of force' has been reduced to hand to hand combat. For optimum performance, the leading edge, 'pointy end', should be applied to the enemy and thrust into vital regions. This should be repeated as necessary.
External Alloy Plating (Heavy). 7 WT 0 PWR - With shields being a more recent technology, energy shielding was unavailable when the Mk II was being designed. While the Ferir Mk III boasts an energy shield, the more common Ferir Mk II utilizes a large coat of heavy plating, with excess armor over all important areas of the MAS. The heavy armor plating results in the bulky, large size the Ferir is known for.
Tesla Drive. 0 WT 7 PWR - Originally an upgrade for Aces and commanders, Tesla Drives quickly became standard for Ferir Mk II MAS's. The Tesla Drive increased its maneuvering and top speeds in space, its improved handling allowing it to easily outclass the already disadvantaged aerospace fighters. The Tesla Drives are also used in atmosphere as the sturdy Ferir can easily survive a drop into a planet's atmosphere from orbit. the Tesla Drives allow them to essentially para drop onto a planet from space. While in atmosphere, the Tesla Drives also grant the Ferir the power of flight, though the weight and bulk from its armor plating slows it down considerably.
Bookmarks