I'm also considering "Beacon" for the designation. I'd be fine with a more descriptive name, but I can't come up with one that's concise.
The Paladin variant, named partially for its gross incandescence, and partially for the beneficial effect it has on morale, is a heavily stripped down assaultsuit/heavy robotic body which has traded all armor for a host of solid light generation machines. While it is much less durable than standard variants, cannot fly like the mobility variant, and prevents safe use of conventional weapons, the Paladin is extremely strong and mobile, and utterly dominates in melee combat. The solid light matter generator grants a trained pilot an unprecedented level of versatility, allowing them to easily swap from being slow and heavily armored, to being exceptionally fast and mobile, and back again. The solid light protection fields grant excellent durability, essentially negating small arms fire entirely, though they cannot stand up to heavier weapons.
Primary addition of this variant: Solid Light Matter Generator and
many Solid Light Protection Fields
The SLMG is the exact same as the human-sized version. It serves to create melee weapons for the suit, additional armor plating if needed, or whatever else the pilot might require. The SLPFs are intended to be a backup defense, and ideally should should share parts with the SLMG. They grant much equal protection than the human-sized version, but their fields overlap, making them much stronger than a single protection field. Since the suit has no armor aside from this, the SLPF should ideally be on at all times, which would greatly hinder any pilot who relies on CON--hence why this is a melee variant.
Supplementary additions (required):
This variant is
covered with tiny LEDs which give off excessive amounts of light in the 600-700 nanometer range, to ensure that the solid light machines always work. This would make it glow a rich reddish-gold, if I understand correctly.
It is also equipped with an assaultsuit-sized Enhanced Movements rocket modification, similar to the Mk.III's system. While it cannot fly under its rocket power, it can use them to greatly enhance its speed, strength, and dexterity for a limited period of time.
Supplementary additions (if they don't drive the cost over 15 tokens, ordered by priority):
- A stronger exoskeleton. +50% over the base model, unless the council is okay with more. Note that HRB Paladins would have 150% BS strength, while AS Paladins would have 300% BS strength.
- Blackout mode. The outside of the suit would be coated with a very thin layer of hexsand--barely enough to resist a lasrifle. Furthermore, all the bright LEDs would have little hexsand covers which can be deployed (they'd be turned off, but I don't want them reflecting ambient light). Activating this would leave the suit basically completely defenseless, but very hard to see at the same time; It's useful when you have an enemy who is so strong armor doesn't matter, and you only want to avoid detection.
- Automated SLMG option. This option wouldn't require skill with uncon, and would allow the user to summon predefined light objects, much like how the swiss-army-pimpknuckles work. This has been okayed by piecewise, and as such, I'm asking you guys for a list of how many options it should have. I'll post in OOC asking people for suggestions after I know how many preset things the SLMG can summon.
Everything the Paladin loses, with token equivalents for human-sized equipment:
- ALL five layers of armor (50t)
- Fist weapons (3t)
- Surface electrification system (8t)
- Riding handles + claymores (?t)
Everything that it gains:
- AS-sized Solid Light Matter Generator (10t)
- Solid Light Protection Fields (6t*however many you'll let me fit on without going over 15t total)
- Enhanced Movement Rockets (no flight) (10t?)
- Enhanced Exoskeleton (maybe) (5t?)
- Blackout Mode (maybe) (?t)
Requirements: Same as base, plus the SLMG's requirements of +? uncon, +? mind.