Ahoy, it is me again with another mecha tactical game (some people might remember my semi-successful,
previous attempt at this). This time however, I decided to keep the amount of numbers, mechas, weapons and everything else to minimum so the turn progress and game in general will be faster.
This time we're going into
SPEEEEEEHSS the further future, were Humans (and not only!) travel the stars using system of Vortixes (wormholes, jumppoints, whichever suits you). At 2121 AD, a war erupted with distant but powerful empire, and it's up to you, brave but fresh Suit pilots to defend the known systems from the
elven Tsuan menace, Zobian Raiders, traitors, pirates and other threats...
If you want to JOIN the game, go here and leave your character sheet there. Thank you :3List of things I wrote so far:
Game-related Things!THE GAME:
Game is dvided into two parts: Mission Time and Intermissions. During Mission Time, you fly into the space in your Suit, pew-pew'ing enemy fighters, suits and whatever gets under your rifle's crosshair. During Intermissions, you may 'level up' ranks, apply for adjustments and upgrades for your Suit, as well as acquitance yourself with other pilots. Roleplay heavily encouraged!
MECHA:
Name: obvious
Class: Front Assault Suits are for single people, Wingmen for those closely working in pairs.
Hull Points: 0 HP - You're dead.
Shield Generator: Amount of damage you can take before your Hull Points are deducted. The second number is amount of shield points restored at the end of the turn.
Initiative Factor: Bonus points to initiative roll at the beginning of a turn.
Evade Capability: Amount of points deducted from enemy's % Hit when you're attacked.
Reactor Capacity: Amount of 'fuel' your suit possess. The 'fuel' is spent on movement and energy weapons. Second number indicates the level below which shields, boosters and RS-using weapons are turned off to conserve power. At 0, all systems in a suit, including life support, are turned off, which obviously kill the pilot.
Armaments: List of weapons your Suit carries at the moment. Ammo in brackets.
Description: Flavor text for fun.
WEAPONS:
Name: obvious
Damage Type: Metal is nothing special, Energy most often gives a chance to Stun, Laser has 50% Shield piercing (half damage to shields, half damage directly to Hull).
Ammo: Max ammo, amount of ammo per shot. Numbers/RS indicates that each shot takes certain amount of points from Suit's Reactor Supply.
% Hit: Base chance to Hit an enemy.
Damage: This one is obvious I think :v
Range: Short, 1 tile; Medium, 2-3 tiles; Long, 4-5 tiles; Very Long, 6-9 tiles;
Special: Shield piercing, shield bypassing or stun. Most often, nothing at all.
MOVEMENT:
x..x..x
.xxxxx.
.xxxxx.
xxxMxxx
.xxxxx.
.xxxxx.
x..x..x
Reactor supply costs:
Idling on a tile: 1 point
Moving a tile: 2 points per tile, only on x/y axis.
Using a booster to move 3 tiles in straight line: 4 points.
Using weapon: Check individual weapon for RS usage.
You can use either main weapon or side weapon in a turn, along with missile launcher and useable utility (if your suit have any).
CHARACTER ADVANCEMENT:
You receive 1 Rank Point for each completed mission, and a 'half' point for each mission your team completes but you (personally) were forced to retreat (low fuel supply, critical HP, etc.)
Two 'half' points make 1 Rank Point (obvious isn't it?)
Your rank depends on amount of kills and missions you performed:
Zero kills and missions: Recruit
At least one kill and one mission completed: Novice Pilot
2 missions completed: Regular Pilot
6 missions completed: Expert Pilot
12 missions completed: Veteran Pilot
24 missions completed: Elite Pilot
5 kills: Ace I
10 kills: Ace II
20 kills: Ace III
50 kills: Ace IV
100 kills: Legendary Ace
Regular Pilots can apply for additional weapons/utilities (if their Suit has empty slots).
Expert Pilots can apply for a change/upgrade of a Suit.
WINGMAN DOCKING PROCEDURE:
It takes 1 turn. Only a pair of the same Wingman Suit units that are adjacent to each other can perform this procedure.
It fuses their units together to create a single unit. Reactors remain separate, but in case of critical fuel levels, one reactor can become the main unit for shield generator and energy weapons' supply.
Pros and Cons of Wingman Docking Procedure:
-Shield generators work in resonance, summing maximum shield capacity and shield regeneration of both units.
-Both units retain shooting capabilities, thus allowing for two shots per turn.
-Movement requirements do NOT increase, thus conserving reactor supply.
-Initiative and Evade become the lower of the two units.
-Destruction of one unit deals 150-300 damage to the second unit if it's docked (most propably destroying it as well).
Name: This one is obvious :v
Age, Gender: Double obvious v:
Race:
-Terran: Terrans come from the Sol System, mostly from planet Earth (Terra), or, rarely, are born on the colonies on Venus, Earth's Moon, Mars, or are descendants of refugess from Europa, moon of Saturn. Terrans compose almost 80% of Terran Space Fleet personnel. They possess no unusual characteristics.
-Centaurians: Alpha Centauri III has been terraformed into a habitable planet, but still, humans who migrate there easily get their DNA slightly modified by local microbes and plantetary minerals' non-lethal irradiation. Their perception is enhanced (+10% Hit for Rifles/Missile Launchers) but movements and reactions are a bit sluggish compared to those of Terrans (-0.5 Initiative Factor, -10% Evade).
-Kardenian: Kardenians are humanoids slightly taller than Terrans, sporting long, mane-like hair, and possess two small horns sprouting from their forehead (one horn above each eye). They come from the Kardea system, three space vortexes away from Sol system. These humanoids share a bloody past with Terrans, but recently, the two civilizations forged an alliance in face of Tsuan threat and Zobian raiders. Because of that, there's a lot of Kardenian exchange officers in the Terran Space Fleet. Their instincts and subcounscious are more developed than those of humans (+1.5 point of Initiative factor), but their learning skills are a bit worse (-1 Rank Point at start, -1 Rank point for every 5 gained).
Ranks (You start with 4 Rank Points, no Rank can go above 2 at start)
Rifles: +5% Hit with Rifles per 1 rank Point. Max: 7
Melee: +5% Hit with Melee weapons (Lancers, Blades) per 1 rank Point. Max: 7
Launchers: +5% Hit with missiles per 1 rank Point. Max: 7
Initiative: +0.5 Initiative factor points per 1 rank Point. Max: 5
Evade: +5% Evade per 1 rank Point. Max: 5
Rank Points Left: Amount of Rank Points that you can allocated into Ranks (In-between missions only).
Kills: obvious. Starts at 0, unless your char's history indicates otherwise (consult with me before that, though)
History: Brief history of your character. Can include some military action, but it must look 'legit' (in-setting story). You also have to consult with me on that matter.
Pilot's Suit statistics:
Suit numbers and all that goes here. Normally, at character creation, you can only choose between Aggressor-A and Stargazer-I suits.
Requirements for other suits:
Unicorn: At least 2 ranks in Melee.
Aegis: At least 3 ranks in Rifles, Expert Pilot rank
Aggressor-B/Stargazer-II: Expert Pilot rank
Aggressor-C: Veteran Pilot rank
===
Example character sheet:
Name: Asepius Georminios
Age, Gender: 19, Male
Race: Kardenian (+1.5 Initiative || -1 Rank Point at start, -1 Rank point for every 5 gained)
Ranks:
-Rifles: I
-Melee: I
-Launchers: 0
-Initiative: I
-Evade: 0
Rank Points Left: 0
Kills: 0
History: Third son of Ismena and Armekos Georminios, Asepius always wanted to serve his homesystem's Spacefleet. His parents, both war veterans from times of Terran-Kardenian stellar war, decided otherwise; Asepius was going to join his two older brothers in the Eukilos University. But at the very moment in which the space vortex opened into faraway Kashor system and spilled Tsuan spaceships into the known space, Asepius, barely turning 17, voluntarily joined the Fleet. However, much to his own grief, he was faring poorly, unable to become either a spaceship officer, mechanic nor tactical lieutant - he almost considered leaving the Fleet until he decided to take the Suit Pilot examinations. He did splendidly, to his own surprise. Six months of 'dry' training later, he was ready to be stationed at Seles Space Cruiser, but few years earlier, the Terrans and Kardenians had forged an alliance, as both sides understood they're unable to defend themselves alone. After considering the propabilities, Asepius volunteered for exchange program and was transferred into Terran Space Fleet, ready to get on his very first mission as a Suit Pilot.
Pilot's Suit statistics: [Aggressor-A, not shown cuz what for?]
Name: Aggressor-A
Class: Front Assault Suit
Hull Points: 500/500
Shield Generator: 400.15
Initiative Factor: 2.5
Evade Capability: 20%
Reactor Capacity: 900/80
Armaments:
-Main weapon:
--Heavy Laser Rifle [A: 25/RS]
-Side weapon:
--Slug Rifle [A: 40/40]
-Missile launcher:
--Scatterer [A: 60/60]
-Utilities:
--Slot Empty
Desc: Based on Karnak suits of Kardenian Union, Aggressor-A are the most commonly used suits by Terran Alliance.
===
Name: Aggressor-B
Class: Front Assault Suit
Hull Points: 550/550
Shield Generator: 600.20
Initiative Factor: 3
Evade Capability: 20%
Reactor Capacity: 950/90
Armaments:
-Main Weapon:
--Heavy Laser Rifle [A: 25/RS]
--Slot Empty
-Side weapon:
--Gauss Rifle [A: 20/20]
-Missile launcher:
--Scatterer [A: 60/60]
-Utilities:
--Evade Booster [Uses: 3/3, Increases Evade by 30% for 5 turns, but all Reactor Supply costs for movement are multiplied by 2.]
--Slot Empty
Desc: A true beast on the space battlefield, Aggressor-B is capable of fighting without support for almost two hours.
===
Name: Aggressor-C
Class: Front Assault Suit
Hull Points: 600/600
Shield Generator: 600.20
Initiative Factor: 3
Evade Capability: 25%
Reactor Capacity: 1000/100
Armaments:
-Main weapon:
--Heavy Laser Rifle [A: 25/RS]
--Heavy Gauss Rifle [A: 12/12]
-Side weapon:
--Polarized Titanium Blade [A: -/-]
-Missile Launcher:
--Scatterer [A: 60/60]
-Utilities:
--Evade Booster [Uses: 3/3, Increases Evade by 30% for 5 turns, but all Reactor Supply costs for movement are multiplied by 2.]
--Slot Empty
--Slot Empty
Desc: Another improvement in Aggressor series, this unit have two in-built heavy rifles, and a polarized blade for side arm, as well as additional utility slot.
===
Name: Unicorn
Class: Front Assault Suit
Hull Points: 600/600
Shield Generator: 400.15
Initiative Factor: 3.5
Evade Capability: 25%
Reactor Capacity: 900/80
Armaments:
-Main Weapon:
--Polarized Titanium Lance [A: -/-]
-Side weapon:
--Laser Pulse Rifle [A: 15/RS]
-Missile launcher:
--Vetan Dual Homing Missiles [A: 12/12]
-Utilities:
--Secondary Aiming Computer [+20 to % Hit with Rifles/Missile launchers]
--Slot Empty
Desc: Prototype suit, which primary combat technique is stabbing enemy suits and fighters during close combat. Because of that, only pilots with exceptional control and aiming skills are allowed to control Unicorns.
===
Name: Aegis
Class: Front Assault Suit
Hull Points: 500/500
Shield Generator: 800.25
Initiative Factor: 3
Evade Capability: 20%
Reactor Capacity: 1200/140
Armaments:
-Main Weapon:
--Tactical Long Range Laser Rifle [A: 35/RS]
--Tesla Gun [A: 20/RS]
-Side weapon:
--Laser Pulse Rifle [A: 15/RS]
--Slot Empty
-Missile launcher:
--No slot available
-Utilities:
--Energy Amplification Unit [Useable at any moment, multiplies damage dealt and reactor supply costs of choosen energy weapon by 2]
--Slot Empty
Desc: High energy suit, for snipers and sharpshooters. It's huge reactor capacity reflects the suit's need to power the shield generators, energy weapons and in-built EAU.
===
Name: Stargazer-I
Class: Wingman Suit
Hull Points: 300/300
Shield Generator: 300.10
Initiative Factor: 2
Evade Capability: 30%
Reactor Capacity: 700/45
Armaments:
-Main Weapon:
--Heavy Slug Rifle [A: 20/20]
-Side weapon:
--Polarized Titanium Blade [A: -/-]
--Slot Empty
-Missile launcher:
--Devastator [A: 15/15]
-Utilities:
--Wingman Suit Docking Slot [Allows Wingman docking]
--Slot Empty
Desc: The first Wingman Suit in Terran service. Whilst inferior to many other suits, the units shine after Docking Procedure is performed.
===
Name: Stargazer-II
Class: wingman Suit
Hull Points: 400/400
Shield Generator: 400.15
Initiative Factor: 2.5
Evade Capability: 35%
Reactor Capacity: 750/50
Armaments:
-Main Weapon:
--Heavy Slug Rifle [A: 20/20]
-Side weapon:
--Polarized Titanium Blade [A: -/-]
--Slot Empty
-Missile launcher:
--Devastator [A: 15/15]
-Utilities:
--Wingman Suit Docking Slot [Allows Wingman docking]
--Secondary Aiming Computer [+20 to % Hit with Rifles/Missile launchers]
--Slot Empty
Desc: A slight improvement in the series. Fitted with additional computer units dedicated solely for aiming.
===
KARDENIAN SUITS:
Name: Karnak Deuteron
Class: Front Assault Suit
Hull Points: 800/800
Shield Generator: 200.20
Initiative Factor: 2
Evade Capability: 15%
Reactor Capacity: 900/80
Armaments:
-Main Weapon:
--Kardenian Assault Rifle [A: 60/60]
--Ionized Titanium Lance [A: -/-]
-Side Weapon:
--Slot Empty
-Missile launcher:
--Omega [A: 8/8]
-Utilities:
--Slot Empty
Desc: Second installment of Karnak series, this suit was fitted with mixed Terran-Kardenian weaponry. As with all Kardenian suits, the design sacrificies shield generator and agility for thicker and bulkier structure.
===
Name: Karnak Triton
Class: Front Assault Suit
Hull Points: 900/900
Shield Generator: 200.20
Initiative Factor: 3
Evade Capability: 15%
Reactor Capacity: 900/80
Armaments:
-Main Weapon:
--Kardenian Assault Rifle [A: 60/60]
--Ionized Titanium Lance [A: -/-]
-Side Weapon:
--Laser Pulse Rifle [A: 15/RS]
-Missile launcher:
--Omega [A: 8/8]
-Utilities:
--Solar Wind Turbines [+5 RS per turn if suit is not moving, nullifies idling cost]
--Slot Empty
Desc: Newest version of Karnak suits, this unit comes with Solar Wind Turbines and Laser Pulse Rifle, further cementing Terran-Kardenian cooperation in military designs.
===
Name: Kentauros
Class: Artillery Suit
Hull Points: 800/800
Shield Generator: 200.20
Initiative Factor: 2
Evade Capability: 20%
Reactor Capacity: 1000/100
Armaments:
-Main Weapon:
--Tactical Long Range Laser Rifle [A: 35/RS]
--Kardenian Assault Rifle [A: 60/60]
-Side Weapon:
--Slot Empty
-Missile launcher:
--Galkos' Hammer [A: 4/4]
-Utilities:
--Secondary Aiming Computer [+20 to % Hit with Rifles/Missile launchers]
--Slot Empty
Desc: Somewhat new design from Kardenian stables, Kentauros is more suited for long range artillery/sniper support, with it's long range missiles, laser rifle (courtesy of Terran military) and improved tactical computers.
===
MAIN WEAPONS:
RIFLES:
Name: Heavy Gauss Rifle:
Damage Type: Metal
Ammo: 12, 1 per shot
% Hit: 80
Damage: 50-100
Range: Short-Long
Special: -
Name: Heavy Laser Rifle:
Damage Type: Laser
Ammo: 25 points from Reactor Supply
% Hit: 70
Damage: 50-80
Range: Short-Medium
Special: 50% Shield Piercing
Name: Heavy Slug Rifle:
Damage Type: Metal
Ammo: 20, 1 per shot
% Hit: 70
Damage: 40-80
Range: Short-Medium
Special: -
Name: Tesla Gun:
Damage Type: Energy
Ammo: 20 points from Reactor Supply
% Hit: 80
Damage: 40-60
Range: Short-Medium
Special: 25% chance to Stun the target: Unable to move or use Reactor Supply items of any kind for next two turns.
Name: Tactical Long Range Laser Rifle:
Damage Type: Laser
Ammo: 35 points from Reactor Supply
% Hit: 70
Damage: 60-120
Range: Short-Long
Special: 50% Shield Piercing. -20% Hit penalty if suit moved during the turn.
Name: Kardenian Assault Rifle:
Damage Type: Metal
Ammo: 60, 4 per shot
& Hit: 60
Damage: 50-100
Range: Short-Medium
Special: -
Name: Disruptor Pulse Rifle:
Damage Type: Laser
Ammo: 30 points from Reactor Supply
% Hit: 70
Damage: 40-70
Range: Short-Medium
Special: Damage to Shields x2.
---
LANCES:
Name: Ionized Titanium Lance:
Damage Type: Metal
Ammo: -
% Hit: 50
Damage: 20-70
Range: Short
Special: 50% Shield Piercing.
Name: Polarized Titanium Lance:
Damage Type: Metal
Ammo: -
% Hit: 50
Damage: 30-90
Range: Short
Special: Bypasses Shields completely.
======
SIDE WEAPONS:
RIFLES:
Name: Gauss Rifle
Damage Type: Metal
Ammo: 20, 1 per shot
% Hit: 80
Damage: 20-60
Range: Short-Medium
Special: -
Name: Laser Pulse Rifle
Damage Type: Laser
Ammo: 15 points from Reactor Supply
% Hit: 60
Damage: 10-20 (x3)
Range: Short-Medium
Special: 50% Shield Piercing.
Name: Slug Rifle
Damage Type: Metal
Ammo: 40, 1 per shot
% Hit: 70
Damage: 10-30
Range: Short
Special: -
---
BLADES:
Name: Polarized Titanium Blade
Damage Type: Metal
Ammo: -
% Hit: 50
Damage: 10-30
Range: Short
Special: 50% Shield Piercing.
Name: High-Charge Titanium Blade
Damage Type: Metal
Ammo: -
% Hit: 50
Damage: 10-20
Range: Short
Special: 50% Shield Piercing, 25% chance to Stun the target: Unable to move or use Reactor Supply items of any kind for next two turns.
======
MISSILE LAUNCHERS:
Name: Devastator
Damage Type: Metal
Ammo: 15, 1 per shot
% Hit: 40
Damage: 20-90
Range: Short-Long
Special: -
Name: Scatterer
Damage Type: Metal
Ammo: 60, 6 per shot
% Hit: 30
Damage: 10-30 (x6)
Range: Short-Medium
Special: -
Name: Vetan Dual Homing Missiles
Damage Type: Metal
Ammo: 12, 2 per shot
% Hit: 90
Damage: 10-50 (x2)
Range: Short-Long
Name: Galkos' Hammer
Damage Type: Metal
Ammo: 4, 1 per shot
% Hit: 50
Damage: 60-120
Range: Short-Long
Name: Omega
Damage Type: Metal
Ammo: 8, 1 per shot
% Hit: 60
Damage: 30-70
Range: Short-Medium
======
UTILITIES:
Name: Evade Booster
Uses: 3
Desc: Increases Evade by 30% for 5 turns, but all Reactor Supply costs for movement are multiplied by 2. It's not possible to turn off the Booster while it works, thus it shouldn't be used with low reactor supply levels.
Name: Secondary Aiming Computer
Uses: -
Desc: +20 to % Hit with Rifles/Missile launchers.
Name: Charge Collectors
Uses: -
Desc: Grants immunity to Stun. Replenishes 20 points of Reactor Supply if the Suit is successfully hit with 'Stun' effect.
Name: Energy Amplification Unit
Uses: As long as you have 'fuel'
Desc: Multiplies damage dealt and reactor supply costs of choosen energy weapon by 2 in this turn. Weapon selection, adjustments and amplification is almost instantaneous, allowing the pilot for as much flexibility as he/she needs.
Name: Solar Wind Turbines
Uses: -
Desc: This utility traps high-energy particles into turbines, that create additional energy for the Suit, as long as the it isn't moving around. This Kardenian technology is rather primitive and generators are quite small, allowing this utility to generate only 5 RS per turn (Idling RS cost is nullified).
Name: Weaponry Control Matrix
Uses: -
Desc: Allows firing all weapons at once.
Name: Passive Armor Shielding
Uses: As long as RS is above 'low' amount.
Desc: A shield generator that creates a thin layer of shielding on the surface of the armor, lowering damage taken by 10 points. Just like normal shields, this utility will be turned off when reactor supply will be low.
Chronology, Races and Other Lore:As of 20th May, moved to third post in this thread.
====
Name: Kira Talderin
Age: 21
Gender: Female
Race:
-Centaurian (+10% Hit to Rifles/Launchers, -0.5 Initiative roll, -10% Evade)
Ranks:
Rifles: 2 (+10% Hit)
Melee: 0
Launchers: 0
Initiative: 0
Evade: 2 (+10% Evade)
Rank Points Left: 0.5
Kills: 1
Missions: 1
Pilot's Suit: Stargazer-I
History: In the beginning of the 22nd Century, Kira was born. The start of the end of the Terran-Kardenian War. Her early life was hard, with her parents being loyal military pilots, urging her to follow the path along with the rebuilding of mostly everything in her vicinity, she learned to become independent earlier than most. Along with her best friend - one of her parents' acquaintances and neighbors, he was to be an infallible source of advice and aid as she grew up, being only two years her senior.
Reaching her age of maturity, which was eighteen, she enrolled in a well-known interstellar flight academy, due mostly to her parent's background and the nudging of her best friend, Irdine. He was the catalyst of her discovery of skills and talents, and she paid him back by being herself - a grateful and humble ally. As a gift, he entrusted her with his necklace - a family heirloom that bonded both families, or so his parents said, of a mutual companionship form life until death. The necklace was much like the Yin and Yang symbol, but remade into the insignia of the Terran/Kardenian peace treaty.
It all changed, though, on their first mission. Acting as scouts, the duo were ambushed by a raiding party of unknown origin (confirmed as pirates); after a brief firefight, Irdine who acted as her wingman and senior officer, took the brunt of the fire, leaving his suit crippled and broken, but giving Kira enough time to get herself out of the battle.
His last words were only hers to hear, echoing their trust for the years to come. With that, he activated a prototype bomb embedded in his rank insignia, and took the scum with him.
Shifting back to the current day, Kira reminisces fondly of her days with Irdine, but keeps focused on their cause, the root of all this.
The War.
Name: Dylan Bowmen
Age, Gender: 19, Male
Race: Terran
Ranks:
Rifles: 0
Melee: 2 (+10% Hit)
Launchers: 0
Initiative: 2 (+1 Initiative Roll)
Evade: 0
Rank Points Left:0.5
Kills: 3
Missions: 1
Suit: Unicorn
History: He grew up learning how the mecha were made, and the use of them, his father helped create the 'Unicorn' model mecha. He grew up piloting older mecha, and took a natural affinity to melee combat inside of mecha. He was chosen to pilot these mecha because of his skills.
Name: Erava Senaris
Age: 21
Gender: Female
Race: Terran
Ranks:
-Rifles: 3 (+15% Hit)
-Melee: 0
-Launchers: 0
-Initiative: 1 (+0.5 Initiative Roll)
-Evade: 1 (+5%)
Rank Points Left: 0
Kills: 1
Missions: 1
Suit: Aggressor-A
History: DATA_NOT_FOUND
Name: Harpe Locke
Age: 19
Gender: Female
Race: Terran!
Ranks:
-Rifles: 3 (+15% Hit)
-Melee: 0
-Launchers: 0
-Initiative: 1 (+0.5 Initiative Roll)
-Evade: 1 (+5% Evade)
Rank points left: 0
Kills: 4
Missions: 1
Suit: Aggressor-A
History: Since when did overly large amounts of patriotism, a love of heavy metal, and an obsession with swords all go together? Well, since her, apparently.
Name: Sarah Galloway
Age, Gender: 19, Female
Race: Terran
Ranks: Recruit
Rifles: 0
Melee: II (+10% Hit)
Launchers: 0
Initiative: 0
Evade: II (+10% Evade)
Rank Points Left: 0
Kills: 0
Pilot's Suit: Stargazer-I
History: Born to a security guard on a Sirian station, Sarah's early youth was one of limited resources. When she showed an aptitude for mechanisms her mother was able to acquire sufficient funds to have Sarah enrolled in a boarding school on Earth where she studied engineering and mechanical operation. When contact was lost with Sirius she continued to hope for the best. When the Sirius system was retaken she was permitted to view the remains of terrans recovered from the Sirian stations for the purposes of identification. While she failed to locate her mother she did see many results of the Tsuran brutality. With the Staff of the Sirian station declared lost, the boarding school swiftly terminated their contract and had Sarah sent to an orphanage. Focusing all of her anger upon the Tsurans, Sarah has since been determined to punish them for her troubles. Looking for a way to confront the enemy, she managed to join a military engineering college. When she heard about the PCASS she finally found an opportunity to fight back. Her experience with heavy machinery she was admitted into the program despite misgivings about her being antisocial and potentially unstable. Seeing them as best weapon the alliance has, Sarah has specialised in the wingman system, and while somewhat lacking in armament operations she has proven to be a capable pilot.
WAITING LIST:As of 20th May, moved to third post in this thread.