Turn 5: Planetfall
Re-entry. Despite the long voyages through the depth's of space, still considered the most dangerous part of space travel. Originally designed for Earth or Martian athmosphere, many re-entry vehicles operate outside design parameters even during standard operations, a situation not resolved by the fact that many early colonial spaceports are not equipped to maintain, let alone construct or design new vehicles for local needs.
This vessel, being part of the support fleet of the Argo, holds up nicely. Slowly coasting through the atmosphere at a shallow angle, the ride isn't much of a thrill. After a few boring hours of selfreflection, the ship finally arrives at the coordinates provided by the colonial government (due to the nature of your mission, they can't officially acknowledge your existence), though you have to make to make the final walk on foot. This base, a former mining facility, is located inside the Drowned Lands. The Drowned lands are a man made phenomenon. Once covered by a shallow sea, a dike was constructed and the land was dried out to allow for the exploitation of several minerals found in the lake bed. The creation of a large and fertile area resulted in the creation of a thriving area.
However, new deposits were found in the South, and the mining companies relocated. With pumps no longer in operation, ground water levels slowly rose, and the old mines were flooded. The toxic water infiltrated the water supply, and year on year yields declined. Before the issue was acknowledged, the area was considered to expensive to safe. Slowly, the area was depopulated and flooded. Toxicity still exists, and though often diluted, is in most places strong enough to dissolve flesh upon touch. An unique meteorological situation created by the location of the swamp results in a near constant storm over the lands, lightning arcing through the sky and mist covering the ground. Going in on your own is considered suicide, and many treasure hunters have thus met an untimely demise.
This all means that it makes an excellent base, as long as it doesn't come under to significant scrutiny. The actual base itself is rather meager. There's only a few buildings, internally restored, and a old Open pit mine , now covered, serving as a hangar for the mechs. A few turrets are located on the outside, and three Scarab mechs serve as power generators, but this base seems to rely on the terrain to do the majority of the work.
Stealth: Unsuspicious
Defense: Meager
Supplies : Good
Supply variance: Limited
Equipment: Limited
Nevertheless, the local engineers are willing to spend some time upgrading your mechs, or trying to find new ammunition.
((Choose one. You can also suggest a custom action))
If you see this, I means I forgot to include all upgrade options.
Taricus
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Sirus
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Rolepgeek
- Cockpit Pressurization System "Not as fancy as NBC sealing, this simply over pressurizes the cockpit to keep poisonous gasses out"
- Gauss Gun Ammo : Kinetic Impact round "Rather than using a discarding ferromagnetic Sabot, the Kinetic Impact round uses a massive round made entirely out of ferromagnetic materials"
- Expanded Fuel reserves: Jump jet Upgrade "The addition of relatively simple solid fuel rocket system dramatically boosts the Jump jet system power, but is harder to control."
Kevak
- Microwave emitter upgrade: Rapid recharge capacitors. Cut cool down to 3 turns
- Superposed Load mortar Ammunition: Conventional HE Shell
- Recon drone: A small remote controlled drone with limited recon capabilities. Flight time: 10 minutes
Giglameshdespair
- Machine gun ammunition: Standard Rounds [Not a replacement] "Higher ammunition reserves, and lower friendly fire chance"
- Emergency Coolant reserve: A small tank of liquid Nitrogen. "Capable of boosting, or replacing normal cooling systems for a limited amount of time. Can improve reactor power output."
- Missile System upgrades : Mid-air Aborption system. "Allows you to send a kill command to in flight missile systems"
Flying dice
- Engine Upgrade : Heavy duty filter system. "This filter will allow peak performance even in situations with high amount of contaminants, such as during fires, volcanic eruptions or chemical contaminants"
- Gauss Gun Ammo : Kinetic Impact round "Rather than using a discarding ferromagnetic Sabot, the Kinetic Impact round uses a massive round made entirely out of ferromagnetic materials"
- Smokescreen generator: "Generate thick black clouds obscuring the battleground. Other colors available seperatly"
Players:
Name: Karsten Cheng Kuznetsov
Appearance:A massive, two metre tall figure, well-built with musculature and fat. Short blond hair adorns his head, with a very short, yet straight beard. His moustache is bushy yet well-maintained.. A pair of beady green eyes peer out from his rather hairy face. Often dressed in a work uniform when outside of the cockpit of mech.
Biography: Born on Illion approximately thirty years ago, Karsten was born to a pair of workers within a factory town within the equatorial regions of the planet. While his early life was marked with struggle, mostly financial from the little pay they both received from their shifts, he had a mostly normal life, if a little noticeable in a crowd due to his size. Having mostly average grades during his schooling, Karsten was mostly ushered in to work at the factory, the very same one his parents had when he was younger.
Proving to not only be a capable craftsman and worker after a few years working there, but a rather competent leader as well. Within a week, he was promoted to foreman of the factory. His time as the foreman of the factory had led it into a good times, efficiency and production had both increased along with morale among the workers despite the rather low pay.
With the initial uprising, tensions started to rise within the town, with extra corporate security teams being deployed to the town, suppressing most of the information about it, regardless of the source. A couple of weeks after the declaration, protests and strikes started. Things started to get violent, with injuries mount from each and every passing day of protests and striking. After a couple of days, Karsten gathered up most of the supervisors of the factory, and with them, discussed what had to be done. The aftermath of that meeting was the spark of rebellion, with weapons and equipment being handed to the workers, the protests turned into a guerrilla war. The corporate security units only lasted two days before the sheer number of revolutionary troops either destroyed or forced them to surrender.
When the corporate garrison finally succumbed to the rebels, the town erupted into a celebration, cheer and joy filling the streets. Until news of a much larger force moving towards the area to secure the town and it's factory. It was Karsten who took the workers back into the factory to resume production, though instead of supplying whoever the mechs went to, they would use them themselves. In addition to the mechs, the teams started building armoured vehicles, field guns and infantry weapons though this severely cut into the production of the mechs, meaning only two of the new Cyclone Kodiaks were worked on, and subsequently rushed off the factory floor to defend the town along with dozens of armoured cars and field guns, and hundreds of rifles.
When the reclamation force reached the town, the once peaceful community was now heavily entrenched and fortified. Trenches, bunkers and weapon emplacements completely surrounded the perimeter of the town. The resultant battle was bloody and hard-fought, but in the end, the corporate unit had been driven off viciously by the defenders, suffering devastating losses compared to the defenders.
After the dust had settled, the leadership of the town contacted the rebel leadership, offering the factory and their services along with some of the troops they had to the cause. Karsten volunteered to join up, like many of the veterans, bringing with him the mech he piloted out of the factory floor to defend is home and livelihood.
Skills: (Divide 60 points amongst these)
10 - Reflexes : Used to determine initiative, as well as dodging
10 - Piloting : How good you are at controlling the mech. Used for most basic and advanced manoeuvres.
12 - Engineering : Damage control, Identifying enemy mech, gauging a building's structural integrity
13 - Targeting : Not only does this include firing most of your weaponry, but also spotting and various other techniques
15 - Communications: NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Between 1-4. Specific bonuses for your character. Serves as a balancing mechanism for your mech, so expect less if you have a really good one.)
- Foreman: As an able factory foreman, Karsten is used to co-ordinating and directing large numbers of people.
- Mech Fabricator: With years of experience as a mech factory worker, Karsten has a rather intimate knowledge on the construction and structure of most mechs.
Name: CYK-1D Cyclone Kodiak
Main Battle Large Mech [-2 to all dodge rolls, Base detection chance: 14]
Bipedal,crocodilian semi-erect (+3 to dodge)
Cold fusion Engine
Armor : 80 mm Titanium/Tungsten alloy Armour
SD: Energy Forcefield
Hyperspectral Imaging Optics
Main Mount 1: Arm, 10.3mm Field Improved (Computer assisted, Gyroscopically stabilised, Chain Autoloader) Heavy Gauss Gun
- Aiming difficulty: d32-3
- Kinetic armor piercing: 103 Kinetic damage: d20 Ammo: 30/30
Main Mount 2: Arm, 68mm quick-firing Medium Autocannon, Gyrojet AP ammo
- Aiming difficulty: d32-3
- Kinetic armor piercing: 103 Kinetic damage: d20 Ammo: 30/30
Main Mount 3: Shoulder, 143mm IR-guided, Fire-And-Forget Smoothbore Missile Launcher, Antimatter warhead
- Aiming difficulty: d32-3
- Kinetic armor piercing: 103 Kinetic damage: d20 Ammo: 30/30
Secondary Mount 1: Head, 18mm AA-Capable CIWS, Gyrojet HE ammo
- Aiming difficulty: d32-3
- Kinetic armor piercing: 103 Kinetic damage: d20 Ammo: 30/30
Secondary Mount 2: Head, 18.5mm Computer Controlled Heavy MG, Smart plastic-tipped ammo
- Aiming difficulty: d32-3
- Kinetic armor piercing: 103 Kinetic damage: d20 Ammo: 30/30
Climate Control, IR Silhouette stealth plating, Ergonomic seating. High Manufacturing Quality, NBC Sealed (From Antimatter Missile)
Name: Alexi Tsarkoff
Appearance: A solidly-built man (much like his mecha) with a large beard. Alexi is nearing his 50s though he is still spry enough to mix it up in combat if he must, a fact he credits to his daily exercise regimen (true) and plenty of vodka (unverified).
Biography: Alexi grew up in what used to be Western Russia, now a collection of nation-states after that country's fragmentation in the mid-22nd century. Still, he is the very soul of a husky ruskie; claiming to wrestle bears (which went extinct in that region before he was born), drink vodka like it was water (often without a rise in blood-alcohol levels, indicating very dilute or possibly non-alcoholic drink), and wearing a ushanka (one of the few genuine things about him, being a family heirloom). He enlisted in a mercenary outfit charged with protecting his particular nation-state and showed a particular aptitude in the art of mecha combat and blowing things up. He retired after several years, unsatisfied with the occasional low-level skirmish common to the region, and took his prized mecha Torterror with him on a journey to the stars.
Skills: (Divide 60 points amongst these)
- Reflexes : 10
- Piloting : 10
- Engineering : 15
- Targeting : 17
- Communications: 8
Traits: (Between 1-4. Specific bonuses for your character. Serves as a balancing mechanism for your mech, so expect less if you have a really good one.)
- I see veekspot!: Bonus when attacking armored targets. The heavier the armor, the greater the bonus
- In glorious Arstotzka, turtle faster than you!: Bonus to piloting when attempting to bring a weapon system to bear on an enemy
A low-slung mecha designed purely for combat, the Torterror is easily capable of destroying enemy armor ahead and behind itself. Whether it is demolishing lightly-armored targets with its autocannon, taking out heavy armor with precision shots from the howitzer, destroying enemy structures with HESH bombardment rounds, or even disabling valuable targets with a variable-power electrolaser, the Torterror does it all. For smaller threats, the head-mounted swivel machine gun unleashes a hail of full-metal jacket rounds capable of punching through light cover with ease, and missiles can be shot out of the sky using laser emitters placed in strategic points on the body. Any infantry or other small target attempting to get close can be repulsed - often with deadly force - by grenade projectors.
The low, turtle-like design allows the Torterra to take cover behind buildings or landscape formations with ease. It has zero melee capability however, and must keep its distance from such threats.
Using the sophisticated AR control system, the Torterror's pilot can easily locate and designate targets and can be informed exactly where any damage is taking place as it happens. The Torterror becomes almost an extension of the pilot's own body, reacting as quickly as the pilot does.
Size: Medium
Role: Main Battle
Posture: Sprawling Quadruped with Digitigrade feet.
Engine: Nuclear Reactor
Armor: MEXAS Composite
Additional Defenses: Laser-hardkill APS (I assume this stands for Anti-Personnel System)
Optics: Sonar Imaging
Weapons: 2 Main Shoulder, 1 Main Torso, 1 Secondary Head
Right Shoulder: 40mm Rotary Cannon
Muzzle Brake, Chain-Autoloader
HEI Rounds
Left Shoulder:
85mm Medium Howitzer
Computer-Assisted Gyroscopic-Stabilized
Standard Ammo: Guided AP
Bombardment Ammo: HESH
Torso (rear-facing, forming the "tail" of the mech):
8.9MW Oxygen Iodine Electrolaser
Secondary Weapon (head-mounted):
10.4mm Heavy MG
Limited Traverse
Full-Metal Jacket ammunition
Extras: Multirole Grenade Projectors, AR Headset System
Traits: Low Profile
Name: Lucen Katawai
Appearance: Female, but very masculine in appearance, at least relatively. She had always tried to be just one if the guys when she was in the mercenary group, and few people can tell that she's a girl without some effort involved. It also helps that her appearance means she doesn't have to deal with the sexism still present in the circles she frequents, at least for a time. Short-cropped green-streaked copper-colored hair frames a face that presents rugged, features, a surprisingly winning smile, and piercing blue eyes. She would almost certainly be pretty if she wanted to, but she feels little need and less desire. Lucen typically wears a pseudo-military uniform, or other semi-formal wear, when not in combat, and fatigues over an interface suit whilst in combat; it helps maintain the illusion of masculinity she's crafted, as it's harder to tell that her already small breasts are bound to keep from showing. Not that her friends don't know she's a girl, of course. She's about 5'9" tall, and maybe 145 lbs., and as befits a former mercenary, quite fit.
Biography: Lucen was on the star-liner when it attacked, an independent now caught up in the struggle between worlds. She was originally born on Earth, in a poor country, to loving but distracted parents, scientists there for the unique phenomena observed in the country. When she was orphaned by a minor upheaval and government overthrow, a group of mercenaries adopted her, and took her as one of their own, showing her how to make a way in the world using what one could. She's shown to be a natural pilot since then, at least in terms of light mechs, and wasn't terrible at foot-combat,(the term for infantry, rather than pilots, way of fighting) either.They'd disbanded for the time being when their leader was arrested, and probably won't be getting back together anytime soon, though they try to stay in touch. Lucen always did manage to find a way to get into trouble, one way or another.
Mech: Later.
Skills:
- Reflexes : 14
- Piloting : 16
- Engineering : 9
- Targeting : 11
- Communications: 10
Traits:
- Mech Whisperer: Lucen thinks every mech has it's own personality and spirit; something most pilots would agree with. What most agree with is the idea that they're almost sentient, and can be communicated with. Lucen keeps this to himself, mostly, showing it in the little gestures, but it means he gets a little more out of his mech than most do, as if it really was responding to him, or bonded somehow. Whether this is because what Lucen thinks is true, or simply the extra care he takes keeping his mech in the best condition possible means it can push the limits of it's manufacture more, is yet to be seen.
- Watch for the Silence: Everything leaves a trace of it's passage. Even the best stealth gear available isn't fully transparent; it leaves a gap in it's passage, a region where there isn't the usual background 'noise'. Lucen knows how to look for that, and it can give him the upper hand in scout v. scout engagements.
- Mech Sniper: Lucen's fighting style usually involves short bursts with his primary weapon, before falling back into hiding. He's gotten very good at being very accurate from a very long distance, and finding exactly where his enemy's cockpit is from the way they respond during the rigors of battle; his preferred win method is to send a volley through the cockpit, ruining their controls even if it doesn't kill them outright.
Size: Small (+4 to dodging)
Role: Scout
Posture: Crocodilian Semi-Erect; Bipedal; Plantigrade (+3 to dodge)
Engine: Nuclear
Armor: 40 mm Plastic-Reinforced AMAP Composite
Additional Defenses: Conventional Hardkill APS
Optics(1): High-Power Adjustable
Optics(2): Hyperspectral Imaging
Weapons:
Main Mount: Shoulder-Mounted Heavy Gauss Gun (11.1mm Calibre)
Traits: Computer-Assisted Gyroscopic Stabilized; Chain-Casette Autoloader; Infrared Barrel Shroud; Enlarged Ammo Storage;
- Aiming difficulty: d35-2
- Kinetic armor piercing: 110 Kinetic damage: d20 Ammo: 34/36
Secondary Mount: Shoulder-Mounted CIWS (10.3mm Calibre) Trait: Enlarged Ammo Storage
- Aiming Difficulty : Automated. Interception chance: 60%
- Round nosed lead : Direct kinetic Damage: d10-2 Ammo : 50/50
Extra(1): Jump Jets
Extra(2): Active Camouflage
Extra(3): Voice-Activated Computer System
Extra(4): Touchscreen Controls
Traits: Anti-Grav Capable
Head Undamaged
Cockpit
Shoulders Undamaged
Heavy Gauss Gun (11.1mm Calibre)
Shoulder-Mounted CIWS (10.3mm Calibre)
Arms Undamaged
Torso Undamaged
Nuclear Engine
Legs Undamaged
Name: Kiren Violik.
Gender: Male Trap.
Appearance: Kiren is one of those people who are easily mistaken for female. He doesn't mind it and sometimes goes out of his way to encourage it, not only is it entertaining, but it occasionally progresses to more.. entertaining activities. Kiren has rather long and well kept brown hair. Currently his hair reaches down to his lower back, he normally has the tips of it dyed either purple or green, right now he has it dyed a bright green. His eyes are brown, although his left eye is much lighter in pigment then his right due to a childhood injury. He normally wears brightly colored and slightly baggy clothing, mostly of the purple and green variety and with lots and lots and lots of pockets. Kiren absolutely loves pockets, if something doesn't have an abundance of pockets then he won't wear it. Kiren has a small tattoo of a wolfpaw a few inches above his left butt cheek, although you wouldn't know that unless you checked or "played" with him at some point. Kiren has a few small shrapnel scars, streaking diagonally from a little bit above his right butt cheek to his left shoulder, they could almost look like clawmarks to someone without medical knowledge. Kiren is a rather playful person, some would go so far as to say a little too playful. If something isn't entertaining or interesting, he won't want any part of it, he doesn't like talking when on the battlefield, but off the battlefield he is quite talkative and occasionally gets in people's personal space, it's rather common to be in a conversation with him about tactics one moment, and the next moment he's trying to get you to give him a piggyback ride or just tacklehugged you. Obviously this isn't normal behavior, and for those who know how to push right, they will discover quite a few things about Kiren's mindset and the reasons behind it.
Biography:
Kiren awoke two weeks later, much to the delight of central command, being the senior surviving pilot, by default Kiren was placed in command of the core. Not wanting anything to do with tactics, Kiren milked his injuries so he could get more bedtime for another two months. He spent the time pondering the issue and playing videogames, near the end of his two month sick leave, he decided the best option would be to flee. Leaving the medical facility in the dead of night and accessing the hanger with his keycard, he opened the bay doors and booted up his mech before activating his camo and walking his mech out of the hanger. Nobody noticed he or his mech had vanished until several minutes later. By the time the alarm was raised, he was miles away, and with his mech's stealth capabilities and with the tracking system turned off, locating it would be a near impossible feat.
Kiren took up mercenary work and soon became a heavily sought after contractor. He never takes jobs against his original organization though, and occasionally he will jump into a battle on their side without warning. Ignoring all hails, he appears and carves a swath of death through the lines of the enemy before vanishing back into the night.
Skills: (Divide 60 points amongst these)
5 - Reflexes : Used to determine initiative, as well as dodging
15 - Piloting : How good you are at controlling the mech. Used for most basic and advanced maneuvers.
15 - Engineering : Damage control, Identifying enemy mech, gauging a building's structural integrity
20 - Targeting : Not only does this include firing most of your weaponry, but also spotting and various other techniques
5 - Communications: NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Pretty sure I won't be getting many cause my mech is rather good but.. I'll do one.)
-Mechanic: between battles, if time is dedicated to it, Kiren can partly repair his mech.
-Tinkerer: between battles, if time is dedicated to it, Kiren can add a small boost to one chosen system, bonus stays until he switches it to a different system. At the start the bonus is allocated to the engine.
Name: Violet Night.
Size: Huge (-4 to all dodge rolls: Base detection chance: 16)
Role: Artillery
Posture: Hexapedal, Erect (+2 to traversing difficult terrain)
Engine: Nuclear
Armor: 100 cm Ceramic-Steel-Nickle Alloy Laminate
Additional Defenses:
SD Laser-hardkill APS
SD Nanoswarm Hive Shield
Optics: Satellite Uplink Imaging (74) Hyperspectral Imaging
Main Weapons:
Main (Right Shoulder) Double Oxygen Iodine Electrolaser 9.7MW
- Aiming Difficulty: d40
- Energy penetration : 25 mm , Direct energy damage: d25, EMP damage: d41
Main (Left Shoulder) Superposed Load Mortar 100 mm Caliber Computer-Assisted Gyroscopially-stabilized, (66) Dirty HE
- Aiming Difficulty: d70
- Direct Explosive damage: d50+10 Loaded [3/3] Ammo:[19/20] ((Can fire 3 shots per turn, but only reload one))
Main (Left Shoulder) Oxygen Iodine Electrolaser 11.2MW
- Aiming Difficulty: d50
- Energy penetration : 28 mm , Direct energy damage: d28, EMP damage: d48
Secondary Weapons:
Secondary (Torso) Automatic Grenade Launcher 22.9 mm Calibre (67) Semi-automatic Breech EFP Cluster.
- Aiming Difficulty: 4*d60 (Cluster, after all)
- Explosive penetration : 50 mm, Direct explosion damage: d10 Ammo : [29/30]
Secondary (70) (Torso) Recoil-less Rifle 101 mm Calibre Chain autoloader, Incendiary Benzine.
- Aiming Difficulty: d40
- Fire damage: d40+10 (1 turn only) [9/10]
Secondary (38) (Right Shoulder) Microwave Emitter 9.4MW
- Aiming Difficulty: d40
- EMP damage: 47 (4 turns recharge) [2 turns]
Extras:
1 IR-Silhuette Stealth Plating
2 Radar Stealth Plating
3 Active Camoflage
4 UGV-Capable
Traits:
NBC Sealing.
(82) Infamous
(49) Quiet.
Head
Cockpit
Cockpit
Left Shoulder
Oxygen Iodine Electrolaser
Superposed Load Mortar
Right shoulder
Microwave Emittor
Double Oxygen Iodine Electrolaser
Right arm
Left arm
Torso
Nuclear generator
Recoil-less rifle
Automatic Grenade Launcher
Legs
Name: Alice Konicek
Appearance:A short, squat woman with hair dyed bright red above blue eyes. She's still young - 26 - but saw combat at 15 illegally fighting in the Ganymede Conflict, where she 'scavenged' her current mech from the Jupiter Patriot faction. She has numerous bullet scars across her midriff, which is generally shown by the short top and combat trousers she wears. She's not one for heavy clothing. A gasmask, 13-round caseless 10mm handgun, and combat knife, are always at her waist. Has an appreciation for a good cup of tea.
Biography: Born on Ganymede, she was caught up in the ethnic conflicts from a young age, fighting for a faction of the Ganymede Independence Front. Stealing a mech during a battle between the two sides, she became one of the few pilots they had through stubbornness and trial-and-error. It was when she was eighteen she was shot four times in the stomach, spending the next six months in the public hospital, three of those in a coma. She decided to get out - and hired a spot for her and her mech on a ship out to the Colony. When it declared independence, she answered the call for any available pilots.
Mech: The X-47 Phalanx Mobile Missile Platform is a capable, highly mobile mech on it's jump-jet equipped pair of hoofed legs, if somewhat outdated nowadays. A wedge shaped cockpit has both a 15-calibre light gatling machine gun and a laser for defence against infantry and mechs, but the true weapon is the four MRLS racks set inside of the NBC-sealed chassis. Armed with patented Tank-Burner Chlorine Triflouride incendiary HEAT missiles, (all IR fire-and-forget, of course) the Phalanx is a mech still in use by many (less advanced) colonies for support and direct combat capabilities. This particular mech has had the gatling loaded with Sarin-gas filled rounds. Possibly illegal, but it was used in an illegal conflict primarily fought by infantry, after all.
The highly effective armour system is a special liquid alloy that absorbs and dissipates impact. Additional light explosive reactive pads had been mounted over the liquid armour to give further protection.
This mech has been painted black, with the missile racks painted bright red. Bloody red chevrons of paint decorate the wedge-shaped head, pointing forwards towards the enemy. A dozen tiny skulls have been painted onto the right side, indicating her kills.
Skills: (Divide 60 points amongst these)
- Reflexes : 16 Used to determine initiative, as well as dodging
- Piloting : 7 How good you are at controlling the mech. Used for most basic and advanced manoeuvres.
- Engineering : 8 Damage control, Identifying enemy mech, gauging a building's structural integrity
- Targeting : 25 Not only does this include firing most of your weaponry, but also spotting and various other techniques
- Communications: 4 NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Between 1-4. Specific bonuses for your character. Serves as a balancing mechanism for your mech, so expect less if you have a really good one.)
- Rocket Girl: No one can hammer the fire button to launch rockets faster than her. Bonus for firing missiles.
- Grinning in the Ashes: Reduced damage from explosions and incendiary effects.
(Negative)
- Professiowhatsit?: No sense of professional means she is unpopular with officers and basically anyone who wants respect as part of their role.
Name: ?
Size: Small [+4 to all dodge rolls, Base detection chance: 8]
Role: Main Battle Mech
Posture: Bipedal, Erect [+2 to dodge rolls, +1 to targeting]
Engine: Nuclear
Armor: Liquid Armor (40 mm)
Additional Defenses: Light-Explosive reactive
Optics: High-Power Adjustable [+ 4 to relevant spotting rolls]
Weapon one:
Arm Mounted
7.6MW Deuterium Fluoride Laser
- Aiming Difficulty: d30
- Energy penetration : 38 mm , Direct energy damage: d38
Weapon two:
Torso Mounted
Quad 32-tube-MLRS IR guided fire-and-forget
- Aiming difficulty: d40 (This is per missile. On average, of every salvo 40 missiles will miss.)
B: HEAT Explosive Piercing: 10 mm*x/ln (x) Direct explosive damage: x*(d2-1) (X is the amount of missiles). Ammunition : 384
S: Incendiary Ammunition : 128
-Chlorine Triflouride Incendiary damage: d2*X (where X is the amount of missiles)
Secondary mount:
Head Mounted
Light machine gun, 15mm
A: Gatling-style revolving barrels (Sustained Firing possible, Lower fire rate, Increased range)
Aiming difficulty: d50
Fire rate : 400 rounds / minute
R: Chemical [1200/1200]
-Sarin
Extras:
Integrated Tea kettle
Jump jets [+4 Bonus to relevant action. 2 Turn cooldown]
Trait:
Amphibious
NBC (From chemical weapon)
Head
-Cockpit
-High-Power Adjustable Sensors
Light machine gun, 15mm
Left Shoulder
Right shoulder
Right arm
7.6MW Deuterium Fluoride Laser
Left arm
Torso
- Quad 32-tube-MLRS IR guided fire-and-forget
- Nuclear Engine
Legs
-
Name: Alec Carrick
Appearance: Short and well-muscled, with jagged brown hair and grey-blue eyes. His flightsuit is a grey base with orange accents, and he typically wears slacks, vests, and t-shirts in muted tones when not piloting.
Biography: Alec is a spacer child, born aboard a freighter. At sixteen he took his accumulated pay and jumped ship while docked at the colony; a year later he was broke and unemployed and enlisted with the colony's defense force. His life aboard ship hadn't been very good in terms of preparing him for groundside life, but his mechanical skills won him a spot as a mech technician. Three years later, at the age of twenty, Alec managed to earn a qualifying score in the biannual sim tourneys, and he began his training as a pilot. He graduated into active duty at twenty-two, scarcely six months before the independence movement arrived at the tipping point. He wasn't born there, but the colony is his home, and what few friends he has live on the fledgling world--if nothing else, he's damned sure that the Earthers are going to look after themselves first and the rest of humanity never.
Mech:
Hurricane Spirit is an upright, two legged mech with a somewhat lopsided look (though the actual balance has been compensated for) thanks to the large gauss cannon mounted on the left shoulder. The arms bulge, on the right with the high-powered CIWS, and on the left with the armored housing for the shield generator. The torso is surprisingly bulky for such a small mech, mostly thanks to the shielding around the A-M reactor, though there's also a large, rounded protrusion from the back which houses the primary jumpjets. All of these lumps, however, have been formed into a highly angular design thanks to modifications to the armor and the additional stealth plating. Alec has been reluctant to repaint the machine before being in a real battle, so it has retained the original owner's color scheme: a lime green base with hot pink accents. It's sort of embarrassing, but superstition is rarely worth flouting, at least as far as spacers are concerned.
When transformed, the mech-plane is still highly angular, and takes on something of a delta-V shape, with the main gauss cannon embedded in the left wing and the CIWS closer to the center-line in the right wing. The legs form into a number of additional flight surfaces, while the paired jet engines emerge from within the torso and settle at the rear, powered directly by the A-M reactor, which is located at the heart of the craft. The jump-jets shift down to the lower surface of the aircraft, giving it VTOL capability. Thanks to the expertise of the people that converted it, the entire change occurs in less than three seconds.
Skills: (Divide 60 points amongst these)
15 - Reflexes : Used to determine initiative, as well as dodging
15 - Piloting : How good you are at controlling the mech. Used for most basic and advanced maneuvers.
10 - Engineering : Damage control, Identifying enemy mech, gauging a building's structural entigrity
15 - Targeting : Not only does this include firing most of your weaponry, but also spotting and various other techniques
5 - Communications: NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Between 1-4. Specific bonuses for your character. Serves as a balancing mechanism for your mech, so expect less if you have a really good one.)
-Space-Born: Like most people raised in space, Alec is comfortable with both high- and zero-G conditions, as well as positional orientations other than the typical head-up feet-down of groundside life.
-That Tingling Sensation: Long years of life in space inure you to the constant presence of death, when a tiny mistake or malfunction could kill you or the entire crew of your ship. For Alec, this has become almost instinctual, a subconscious awareness of small details signalling danger from mechanical problems and external threats, which may manifest from time to time as a vague awareness that something is wrong.
-Mental Coordination: Despite his relative newness as a pilot, Alec has spent a great deal of time training in sims during off-hours, especially with one of the easiest skills to translate from sim work to real combat: the speed at which he can translate thoughts and intentions into actions, particularly in regards to reducing the delay between spotting a target and firing on it.
Name: Hurricane Spirit
Size: Small [+4 to all dodge rolls, Base detection chance: 8]
Role: Scout
Posture: Bipedal, Erect [+2 to dodge rolls, +1 to targeting]
Mount Locations: Main: Shoulder; Secondary: Arm; SD: Arm; Extra 1: Head; Extra 2: Torso; Extra 3: Torso
Engine: Hybrid: Turbocharged Gasoline + Antimatter
Armor: Titanium/Tungsten Alloy (40 mm)
Additional Defenses: Energy Forcefield
Optics: Satellite Uplink Imaging: Radar Imaging [+ 6 to relevant spotting rolls]
+1 Optics: High-Power Adjustable [+ 4 to relevant spotting rolls]
Weapons:
-Main: 9.4mm Heavy Gauss Gun (Computer-Assisted Gyroscopically Stabilized) [Shoulder]
- Aiming difficulty : d30-2
- Ferromagnetic Slug : Kinetic Penetration : 94 mm. Direct Kinetic Damage: d20 Ammo : 28/30
-Secondary: 15.7mm CIWS (AA-Capable, Smart AP Depleted Uranium rounds) [Arm]
- Aiming Difficulty : Automated. Interception chance: 75%
- Smart AP D-Uranium Rounds : Kinetic Penetration : 75 mm. Direct Kinetic Damage: D10-5. Ammo : 38/40
Extras:
-Head: Laser Designator [+2 Aim boost for ally]
-Torso: Radar Stealth Plating [-2 LR detection]
-Torso: Jump Jets [+4 Bonus. 2 Turn cooldown]
-Torso: Active Camouflage [-4 SR detection]
Traits:
-Variable Form: Aircraft
Head
Cockpit
Satellite Uplink Imaging: Radar Imaging
High-Power Adjustable Sensors
Left Shoulder
- 9.4mm Heavy Gauss Gun (Computer-Assisted Gyroscopically Stabilized)
Right shoulder
Right arm
- Secondary: 15.7mm CIWS (AA-Capable, Smart AP Depleted Uranium rounds)
Left arm
- Energy Forcefield Generator
Torso
- Hybrid: Turbocharged Gasoline + Antimatter
Legs