[CENTER][h3][color=lime]This RP is now closed to further interest.[/color][/h3] [IMG]http://i42.tinypic.com/2ugjul4.jpg[/IMG] [h2][COLOR=#3399ff]Falling Skies: 7th Mobile Armor Suit Team[/COLOR][/h2] [youtube]https://www.youtube.com/watch?v=vVezbVxp2Pw[/youtube] 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. -------------------------- [COLOR=#add8e6]Hello everyone! Welcome to the OOC for "Falling Skies: 7th Mobile Armor Suit Team"! This a reboot installment of a very old series of mine, formerly known as Operation Crisis (or just Crisis). 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. As I am rebooting this series, and giving it a bit of fresh life, I have decided to rename the entire series, "Falling Skies". 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 four other players- not including myself or any co-gms, so this is [i]not[/i] 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, Front Mission and Super Robot Wars. Unlike typical Gundam series, I aim to make this RP seem more realistic and gritty and have implemented several systems to make these giant robots feel more like advancements of technology rather than than over-the-top, with super maneuvers capable of destroying dozens of enemies at a time.[/COLOR][/center] [indent][B]Plot:[/B][/indent] 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 the humanity and melodrama of a space opera, with giant robots. [h3][B]Terminology and Technology:[/B][/h3] [hider=Major Factions] [indent][B]The United Earth Empire:[/B][/indent] [COLOR=#add8e6]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.[/COLOR] [indent][B]The Coalition for a Free Galaxy:[/B][/indent] [COLOR=#ffd700]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.[/COLOR] [indent][B]The Krellian Republic:[/B][/indent] [COLOR=#dda0dd]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.[/COLOR] [/hider] [hider=Organizations] [indent][B]101st Special Forces Legion:[/B][/indent] [COLOR=#ffd700]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.[/COLOR] [indent][B]Coalition Mobile Armor Division:[/B][/indent] [COLOR=#add8e6]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.[/COLOR] [/hider] [Hider=Mobile Armor Suits] [IMG]http://i43.tinypic.com/2iasm8j.jpg[/IMG] Mobile Armor Suits are the newest development in mechanized armor, capable of besting space-craft as well as ground armor. Mobile Armor Suits, while generally 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 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. Mobile Armor Suits are widespread amongst the Coalition forces, who have all but stopped using Aerospace fighters in combat- Though coalition gunships, and bombers are still present in their military forces. UEE forces have only recently begun producing Mobile Armor Suits, and have only a few units equipped with them. The majority of the UEE still relies on Aerospace fighters. [/hider] [hider=Weapons Technology] Weapons technology has advanced significantly since humanity has entered the stars, but for the most part splits into four main categories. [B][COLOR=#00ff00]Energy/Laser Weaponry:[/COLOR][/B] 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. In regards to ship based weapons, MAS grade laser weapons are effective as point defense and precision targeting, but deal minimal damage to shields and armor. On the other hand, capital ship based laser cannons do considerably more damage to armor and shields in general. [COLOR=#00ff00][B]Conventional/Ballistic Weaponry:[/B][/COLOR] 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. [COLOR=#00ff00][B]Plasmatic Weaponry:[/B][/COLOR] 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. Plasma weapons are typically only installed on specialized units. Projectors also make plasma edged weaponry possible. [COLOR=#00ff00][B]Hybrid Weaponry:[/B][/COLOR] Combining Plasmatic weaponry with ballistics, Hybrid weapons- also known as E.K.P.(Enhanced Kinetic-Plasma) weapons combine the best of both worlds. Taking the reliability and ease of use of ballistic weaponry, and giving it the enhanced power of plasmatics. While lacking the raw, devastating power of plasma weapons, EKP weapons are exceptionally more powerful than Ballistic weaponry, with only some of the instabilities of plasma weapons. EKP technology is relatively new, making it almost as expensive as plasmatic weaponry, and just as rare- no mass produced unit uses EKP weapons. [/hider] [B][h2]Mobile Armor Suit Builder:[/h2][/B] [COLOR=#e1e1e1]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. NOTE: Exceptions to the rules will be allowed, [i]HOWEVER[/i], I must be contacted through either PM or thread to discuss the exception you are making.[/COLOR] [Hider=Chassis] [IMG]http://i61.tinypic.com/depg68.png[/IMG] Chassis, one of the main determining factors of your MAS and its abilities. The Chassis refers to the size and class of your MAS. Chassis are divided into several categories: [B][COLOR=lime]Ultra Light:[/COLOR][/B][COLOR=#e1e1e1] Ultra-light MAS's typically stand in at 10-20 feet tall. They have up to [COLOR=lime]2 Power Cores[/color] in their dual core power system, and can support [COLOR=lime]7 Weight[/color]. Ultra Light MAS's are like exoskeletons and 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 100 Mph.[/COLOR] [B][COLOR=lime]Light:[/COLOR][/B] [COLOR=#e1e1e1]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 [COLOR=lime]tri-core power system[/color], and can support [COLOR=lime]15 Weight[/color]. 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.[/COLOR] [B][COLOR=lime]Medium:[/COLOR][/B] [COLOR=#e1e1e1]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 [COLOR=lime]quad core power systems[/color], and can support [COLOR=lime]20 Weight[/color]. 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.[/COLOR] [B][COLOR=lime]Heavy:[/COLOR][/B] [COLOR=#e1e1e1]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 a [COLOR=lime]6 core power system[/color], and can support [COLOR=lime]35 Weight[/color]. 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.[/COLOR] [B][COLOR=lime]Ultra:[/COLOR][/B] [COLOR=#e1e1e1]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 [COLOR=lime]70 Weight[/color]. Ultra Class MAS's are not available for general use, and [COLOR=lime]will not be available to players yet[/COLOR][/COLOR].[/hider] [hider=Power Cores and Weight] [IMG]http://i58.tinypic.com/f0axiu.jpg[/IMG] 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 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 = 2x Unused power units". Most military units are designed to provide a minimum of 8-10 hours of combat operating time. Example: A MAS has 10 power units, and a weapon that consumes 7. The MAS has 3 units of remaining power, or 6 hours of operating time. Each Class of MAS can also support a limited amount of weight before it starts straining its energy and suspension systems 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. [/hider] [Hider=Weapons] [IMG]http://i60.tinypic.com/209h6ic.jpg[/IMG] 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 and have run them by me first. [B][U][COLOR=#e1e1e1]Assault and Primary Weaponry:[/COLOR][/U][/B] Primary weapons and other weapons typically held by MAS units. [LIST] [*][COLOR=lime]Ballistic Weapons:[/COLOR]Assault cannons, hand held machine guns, and the like typically have [COLOR=lime]5 WT (Weight)[/COLOR] and cost [COLOR=lime]2 PWR (power)[/COLOR] to run. [*][COLOR=lime]Energy/Laser Weaponry:[/COLOR] Laser cannons, hand held laser weapons, and the like typically have [COLOR=lime]2 WT[/COLOR] and cost [COLOR=lime]4 PWR[/COLOR] to run [*][COLOR=lime]Plasma Weapons:[/COLOR] Plasma launching weapons are extremely devastating, many capable of destroying Light and Medium MAS's in a single hit, but come at the cost of [COLOR=lime]7 WT[/COLOR] and [COLOR=lime]9 PWR[/COLOR] [*][color=lime]Hybrid/EKP Weapons[/color] EKP autocannons and machine guns are highly damaging, and typically have [COLOR=lime]5 WT (Weight)[/COLOR] and cost [COLOR=lime]5 PWR (power)[/COLOR] to run. [/LIST] [B][U]Built in Weaponry:[/U][/B] Weapons built into the MAS's body, like head mounted MG's and missile pods. [LIST] [*][COLOR=lime]Ballistic Weapons:[/COLOR] small caliber machine guns and anti personnel/missile weapons typically have [COLOR=lime]1 WT[/COLOR] and costs a negligible[COLOR=lime]0 PWR[/COLOR]. [*][COLOR=lime]Laser Weapons:[/COLOR] small scale anti personnel/missile laser weapons typically have negligible [COLOR=lime]0 WT[[/COLOR] but costs [COLOR=lime]2 PWR[/COLOR]. [*][COLOR=lime]Missile Launchers:[/COLOR] explosive launchers often fitted into the shoulders or legs of a MAS. The size of the explosives vary, but they typically have [COLOR=lime]3 WT[/COLOR] and costs [COLOR=lime]2 PWR[[/COLOR]. On the other hand, smaller scale launchers have [COLOR=lime]1 WT [/COLOR]and costs [COLOR=lime]1 PWR[/COLOR]. [/LIST] [B][U]Melee Weapons:[/U][/B] Swords, Axes, and all sorts of medieval implements of death: Modernized. [LIST] [*][COLOR=lime]Alloy Weapons:[/COLOR] Physical weapons made of powerful metal alloys, they have [COLOR=lime]5 WT[/COLOR] but costs no power. Obviously a smaller weapon (like a dagger) will weigh considerably less ([COLOR=lime]1-3 WT[/COLOR]) [*][COLOR=lime]Plasma Weapons:[/COLOR] Weapons with blades made of pure energy, these lightweight weapons have [COLOR=lime]1 WT[/COLOR], but costs [COLOR=lime]7 PWR[/COLOR]. Alternatively, plasma weapons can come with their own power capacitors, reducing their power draw to [COLOR=#00ff00]3 PWR[/COLOR], but reducing their operational time to a maximum of 3 hours. (As opposed to the operational time of the MAS) [*][COLOR=lime]Hybrid Weapons:[/COLOR] an alloy weapon with an extra cutting edge made of plasma, this weapon combines the best of both worlds, having [COLOR=lime]3 WT[/COLOR] and costing [COLOR=lime]5 PWR[/COLOR]. [/LIST] [/hider] [hider=Armor and Shields] 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. [B][U]Armor Plating:[/U][/B] While all MAS's already have their own respective levels of armor, sometimes you just want more.External alloy plates can be 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. Armor plating costs no power. [LIST] [*][COLOR=lime]Light Alloy Plating (3 WT)[/color] a layer of extra armor over the MAS's arms, shoulders, and legs. A plate of light alloy will survive a single glancing blow from a plasma weapon, and provides limited protection from other weapons but provides little protection from explosives [*][COLOR=lime]Heavy Alloy Plating (7 WT)[/color] a more complex layer of thick armor covering the MAS's extremities, as well as folding over the cockpit when in use. Heavy Alloy plates provide considerably more protection, and are much more durable than light plates. Able to survive a single hit from a plasma weapon, but only provides little protection from explosives. [/LIST] [B][U]Alloy Shield:[/U][/B] A solid slab of alloy molded into the shape of a shield for your MAS to hold. These plates provide protection in a singular direction- that is, whichever direction you are pointing the shield, and are often coated with special solutions to help it resist energy and plasma. Alloy shields have about [color=lime]2-4 WT[/color] depending on their size [B][U]Energy Shields:[/U][/B] 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 [COLOR=lime]5 WT[/color], with the exception of Class 1 Shield generators, which have [COLOR=lime]3 WT[/color], and Class 5 generators, which have [COLOR=lime]10 WT[/color]. All generators come with quick-recharge capacity. [LIST] [*][COLOR=lime]Shield Class 1: 3 PWR.[/color] 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. [*][COLOR=lime]Shield Class 2: 5 PWR.[/color] 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. [*][COLOR=lime]Shield Class 3: 7 PWR.[/color] 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. [*][COLOR=lime]Shield Class 4: 10 PWR.[/color] 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. [*][COLOR=lime]Shield Class 5: 15 PWR.[/color] 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. [/LIST] [/hider] [hider=Extra Systems] Extra systems to give your MAS an edge in combat. [COLOR=lime]External Power Cores:[/color] - 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 [COLOR=lime]+10 PWR[/color] at the cost of [COLOR=lime]5 WT[/color]. [COLOR=lime]Improved Reactor Output:[/color] - A high end customization used by pilots. Using efficient parts and techniques, this upgrade allows MAS's to add an additional [color=lime]+5 PWR[/color] to their generator output. However, this improved reactor requires pilots to reduce the load on their units to prevent damage to the MAS, and costs [color=lime]3 WT[/color] - cannot be taken simultaneously with Improved Reactor Draw [COLOR=lime]Experimental Reactor:[/color] - 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. [color=lime]Improved Reactor Draw[/color] - A high end customization used by pilots. Supercharging the MAS's reactor and hydraulics system, this upgrade allows MAS's to add an additional [color=lime]+5 WT[/color] to their maximum load. However, this additional strength draws on the reactor's energy reserves quickly and costs [color=lime]3 PWR[/color] - cannot be taken simultaneously with Improved Reactor Output [COLOR=lime]Improved Suspension System:[/color] - Often added to MAS's that require higher weight caps without sacrificing mobility, improving the MAS's suspension allows it to carry signigicantly more weight at the cost of power. Upgrading the suspension system adds [COLOR=lime]+10 WT[/color] support at the cost of [COLOR=lime]5 PWR[/color] [COLOR=lime]Tesla Drive:[/color] - 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 [COLOR=lime]7 PWR[/color]. Note that all MAS's can "fly" in space, Tesla Drives are only necessary for in-atmospheric flight. [COLOR=lime]Countermeasure System:[/color] - 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 6 sets of flares before needing to rearm. [COLOR=lime]Enhanced Radar Suite:[/color] - effectively doubles the MAS's radar range, Enhanced Radar Suites, as most extra systems, come in two variants, internal and external suites. [LIST] [*][COLOR=lime]Internal:[/color] An internal suite is built into the the MAS during creation, and therefore has no weight, but draws [COLOR=lime]3 PWR[/color] from the MAS energy system. [*][COLOR=lime]External:[/color] An external suite is often installed after the creation of the MAS, and as a result has [COLOR=lime]1 WT[/color]. They often come with their own power system, and only draws [COLOR=lime]1 PWR[/color] from the MAS energy system. As it is an external system, it is more prone to damage than an internal system. [/LIST] [COLOR=lime]Upgraded Targeting Suite:[/color] - 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. [LIST] [*][COLOR=lime]Internal:[/color] Built into the MAS during creation, the targeting suite has no weight, but costs [COLOR=lime]3 PWR[/color]. [*][COLOR=lime]External:[/color] Installed after the creation of the MAS, the external suite has [COLOR=lime]1 WT[/color], and draws [COLOR=lime]1 PWR[/color], but can be very easily damaged by small arms fire. [/LIST] [COLOR=lime]Sonar Stakes:[/color] - 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 [COLOR=lime]1 WT[/color], and costs [COLOR=lime]2 PWR[/color]. Note that it cannot be used in Space, and can only detect targets on the ground. [COLOR=lime]Smart-Target AI:[/color] - 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 [COLOR=lime]3 PWR[/color]. [COLOR=lime]Stealth Drive:[/color] - Stealth Drives allow a MAS to remain hidden from most scanning and targeting modules, 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 [COLOR=lime]5 PWR[/color]. [COLOR=lime]Active Camouflage:[/color] - 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 tracking 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 [COLOR=lime]3 WT[/color] and [COLOR=lime]3 PWR[/color]. 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.[/hider] -------- [h3]Sample/Starter/Default MAS's:[/h3] [hider=UEE MASs] [hider=PTX-051 Sentry] [IMG]http://i59.tinypic.com/acpmrd.jpg[/IMG] [COLOR=#00ff00][B]Designation: [/B][/COLOR]PTX-051 Sentry MkII M (Mass Produced) [COLOR=#00ff00][B]Role:[/B][/COLOR] General Combat [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Medium [COLOR=#00ff00][B]Engine:[/B][/COLOR] Quad Core Engine. 20 PWR [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 10 Hours [COLOR=#00ff00][B]Description:[/B][/COLOR] 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. [COLOR=#00ff00][B]Systems:[/B][/COLOR] [B]M90 30mm Assault Autocannon. 5 WT 2 PWR[/B].[COLOR=#00ff00] - A general purpose machine gun in use by the UEE, the M90 fires 30mm 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.[/COLOR] [B]Micro Missile Launcher. 1 WT 1 PWR[/B] [COLOR=#00ff00]- This 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[/COLOR] [B]Claymore Missile Launcher. 3 WT 2 PWR[/B] [COLOR=#00ff00]- A missile launcher system set into the right chest of the Sentry. Launching 3 Claymore missiles from its chest mounted launcher, these small missiles pack a large punch, capable of downing most Light and Medium class MAS's with 1 or 2 missiles.[/COLOR] [B]Dual linked .50 Caliber Machine guns. 1 WT 0 PWR.[/B] [COLOR=#00ff00]- 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 300 round magazine.[/COLOR] [B]Class 2 Shield Generator. 5 Wt 5 PWR.[/B] [COLOR=#00ff00]- The Sentry comes armed with a Class 2 shield Generator on top of its standard armor for defense.[/COLOR] [B]Combat Tomahawk. 3 WT 5 PWR.[/B] [COLOR=#00ff00]- A combat axe used by the Sentry in close quarters. The edge of the tomahawk uses plasma energy to improve its cutting power.[/COLOR] [/hider] [hider=FTX-003 Sparrow] [IMG]http://i61.tinypic.com/depg68.png[/IMG] [COLOR=#00ff00][B]Designation:[/B][/COLOR] FTX-003 Sparrow MkIII M (Mass Produced) [COLOR=#00ff00][B]Role:[/B][/COLOR] Rapid Assault [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Light [COLOR=#00ff00][B]Engine:[/B][/COLOR] Tri Core Engine. 15 PWR [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 16 Hours [COLOR=#00ff00][B]Description:[/B][/COLOR] 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. The Sparrow is designed for a variety of purposes, mainly long range reconnaissance and rapid reaction, hence its relatively long operating time. [COLOR=#00ff00][B]Systems:[/B][/COLOR] [B]P120 20mm Flechette Mass Driver. 5 WT 2 PWR.[/B] [COLOR=#00ff00]- A rail-based rotary cannon attached to the Sparrow's arm, the P120 uses an advanced electronic mass driving system to propel its flechettes at extremely high speeds, resulting in an effective weapon with a high rate of fire. The P120 has a 4000 RPM rate of fire, and uses an integrated 1500 round magazine. The P120's edges are sharpened, allowing it to be used as a sword.[/COLOR] [B]Triple barreled .30 Caliber Light Machine Gun 1 WT 0 PWR. [/B][COLOR=#00ff00]- A body mounted machine gun on the Sparrow's torso, used for strafing and anti-personnel purposes.[/COLOR] [B]Countermeasure System. 0 WT 0 Power.[/B][COLOR=#00ff00] - The Sparrow relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.[/COLOR] [B]'Shield' Missile Launcher. 5 WT 2 PWR.[/B] [COLOR=#00ff00]- 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.[/COLOR] [B]Class 1 Shield Generator. 3 WT 3 PWR.[/B] [COLOR=#00ff00]- A small shield generator provides the Sparrow with the minimum military grade defense system.[/COLOR] [/hider] [Hider=PTX-071 Sentinel] [IMG]http://i58.tinypic.com/6ithl4.jpg[/IMG] [COLOR=#00ff00][B]Designation:[/B][/COLOR] PTX-071 Sentinel MkI M (Mass Produced) [COLOR=#00ff00][B]Role:[/B][/COLOR] Assault [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Medium [COLOR=#00ff00][B]Engine:[/B][/COLOR] Quad Core Engine 20 Power [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 12 Hours [COLOR=#00ff00][B]Description:[/B][/COLOR] Designed as an upgrade to the standard Sentry, the Sentinel is built for assault and extended 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. Though too costly to mass-produce in large numbers like the Sentry, the Sentinel is often used by advance units and special operations forces. 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. [COLOR=#00ff00][B]Systems:[/B][/COLOR] [B]M290 30mm Support Autocannon. 5 WT 2 PWR.[/B][COLOR=#00ff00] - A machine gun in use by the UEE designed for prolonged engagement and sustained fire, the M290 fires 30mm 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.[/COLOR] [B]Claymore Missile System. 3 WT 2 PWR.[/B][COLOR=#00ff00] - 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 and Medium class MAS's with 1 or 2 missiles.[/COLOR] [B]Head Mounted .50 Caliber Machine Gun. 1 WT 0 PWR.[/B][COLOR=#00ff00] - 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.[/COLOR] [B]Energy Saber - Internal capacitor. 1 WT 3 PWR[/B] [COLOR=#00ff00]- The Sentinel utilizes a high powered energy saber stored in its shoulder. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is 3 hours. As such, pilots are often encouraged to limit their melee time.[/COLOR] [B]Alloy Knife. 3WT.[/B][COLOR=#00ff00] - 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.[/COLOR] [B]Class 3 Shield Generator. 5 WT 7 PWR[/B] [COLOR=#00ff00]- With a higher level shield generator than the standard Sentry, the Sentinel improves its overall staying power.[/COLOR] [/hider] [hider=PTX-088 Centurion] [IMG]http://i58.tinypic.com/v4m83c.jpg[/IMG] [COLOR=#00ff00][B]Designation:[/B][/COLOR] PTX-088 Centurion MkI M (Mass Produced) [COLOR=#00ff00][B]Role:[/B][/COLOR] Fire Support/Heavy Combat [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Heavy [COLOR=#00ff00][B]Engine:[/B][/COLOR] Six Core Engine 30 Power [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 10 Hours [COLOR=#00ff00][B]Description:[/B][/COLOR] Originating as a variant of the Sentinel, the need for a heavy weapons platform soon saw the Centurion as its own unique model, designed with a heavy chassis to allow it to focus more on firepower, at the cost of some mobility. A heavy and somewhat sluggish machine, the Centurion compensates by providing potent firepower over a wide operational range. [COLOR=#00ff00][B]Systems:[/B][/COLOR] [B]Jackhammer Missile Launchers. 3 WT 2 PWR. [COLOR=#00ff00]- [/COLOR][/B][COLOR=#00ff00]A missile launcher system consisting of a heavy mounted on each shoulder of the Centurion. Each missile pod holds 4 powerful Jackhammer missiles, designed to deliver critical damage to Heavy MAS's as well as considerable- if not fatal damage to most small to medium sized spacefaring vessels. [/COLOR] [B]Micro Missile Launcher. 1 WT 1 PWR.[/B][COLOR=#00ff00] - A small launcher system is installed in the Centurion'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[/COLOR] [B]Warhammer Artillery System. 3 WT 2 PWR.[/B][COLOR=#00ff00] - Built into the back of the Centurion is a long range artillery system designed to provide accurate fire over a long range. Firing howitzer style shells, the Warhammer artillery system has an internal magazine of 50 150mm shells. [/COLOR] [B]'Oculus' Point Defense Laser. 0 WT 2 PWR.[/B][COLOR=#00ff00] - Mounted in front of the Centurion's 'head' the Oculus serves as a multi purpose camera feed interface, as well as a powerful point defense laser, providing it with anti-personnel and missile defense.[/COLOR] [B]Plasmatic Fist. 3 WT 5 PWR[/B] [COLOR=#00ff00]- As the Centurion was too large and bulky to effectively wield melee weapons, the Plasmatic Fists were developed to give the Centurion melee capabilities. When activated, the knuckle 'joints' of the Centurion's hands give off large amounts of heat and energy, allowing it to melt, as well as smash through most hulls with its alloy reinforced fists.[/COLOR] [B]Advanced Internal Targeting Suite. 0 WT 3 PWR.[/B][COLOR=#00ff00] - The Centurion comes standard with an advanced internal targeting suite and computer, allowing the pilot to effectively and accurately lay down fire from long ranges.[/COLOR] [B]Class 4 Shield Generator. 5 WT 10 PWR[/B] [COLOR=#00ff00]- The Centurion boasts an extremely powerful shield generator, which on top of its already considerable armor plating gives it very considerable staying power.[/COLOR] [/hider] [/hider] [hider=Coalition MASs] [hider=AAT-004C Ferir] [IMG]http://i42.tinypic.com/2rmqfk9.jpg[/IMG] [COLOR=#00ff00][B]Designation:[/B][/COLOR] AAT-004C Ferir MkII M (Mass Produced) [COLOR=#00ff00][B]Role:[/B][/COLOR] General Purpose Combat [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Medium [COLOR=#00ff00][B]Engine:[/B][/COLOR] Quad Core Engine 20 Power [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 18 Hours [COLOR=#00ff00][B]Description:[/B][/COLOR] 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, with its thick armor and remarkable operating time, remains the most common MAS unit in the Galaxy. [COLOR=#00ff00][B]Systems:[/B][/COLOR] [B]A70 Type-3/5 35mm Assault Autocannon. 5 WT 2 PWR.[/B] [COLOR=#00ff00]- A heavy assault weapon utilized by the iconic Ferir, the Type-3 fires a powerful 35mm 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.[/COLOR] [B]Hammer Missile System. 3 WT 2 PWR.[/B] [COLOR=#00ff00]- 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.[/COLOR] [B]Alloy Knife. 3 WT 0 PWR [/B][COLOR=#00ff00]- 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.[/COLOR] [B]External Alloy Plating (Heavy). 7 WT 0 PWR[/B] [COLOR=#00ff00]- 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.[/COLOR] [B]Tesla Drive. 0 WT 7 PWR[/B][COLOR=#00ff00] - 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.[/COLOR] [/hider] [hider=Ferir Mk III] [IMG]http://i58.tinypic.com/2eekmty.jpg[/IMG] [COLOR=#00ff00][B]Designation:[/B][/COLOR] AAT-064C Ferir MkIII M (Mass Produced) [COLOR=#00ff00][B]Role:[/B][/COLOR] Assault [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Medium [COLOR=#00ff00][B]Engine:[/B][/COLOR] Seven-Core Engine 35 Power [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 14 Hours [B][COLOR=#00ff00]Description[/COLOR]:[/B] A more advanced iteration of the widespread Ferir Mk II, the Mk III has numerous improvements over its older counterpart, namely: the presence of energy shields. Considerably more advanced than its older variant, the Ferir MK II trades its thick heavy plating and robust stature, for more a more maneuverable and well shielded unit. Due to their cost, and the already massive numbers of Mk IIs, the Mk III has been slow to phase into Coalition military, and is commonly only seen in the hands of veterans and squadron leaders. Ferir Mk III's are proof of the Coalition's greater mastery over MAS techniques than the UEE, with the Mk III utilizing an advanced engine design allowing 7 power cores instead of the standard 4. [B][COLOR=#00ff00]Systems[/COLOR]: P110 Type-9 Plasma Cannon. 7 WT 9 PWR[/B].[COLOR=#00ff00] - An assault plasma launcher utilized by the Ferir Mk III, the P110 provides it with devastating power. Firing high velocity bolts of plasma, the P110 is often capable of destroying lesser shielded and armored MAS's with one or two hits.[/COLOR] [B]Havoc Missile System. 3 WT 2 PWR.[/B][COLOR=#00ff00] - A missile launcher system set into the shoulders of the Mk III, the Havoc Missile System fires medium sized, powerful missiles, effective against most MAS types. Considerably faster than the Ferir Mk II Hammer Missiles, the Havoc missiles trade only a small amount of firepower for their increased maneuverability. Each shoulder launcher carries 4 missiles.[/COLOR] [B]Energy Saber - Internal capacitor. 1 WT 3 PWR[/B][COLOR=#00ff00] - The Ferir Mk III utilizes a high powered energy saber stored in its shoulder. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is 3 hours. As such, pilots are often encouraged to limit their melee time.[/COLOR] [B]External Alloy Plating (Light). 3 WT 0 PWR[/B][COLOR=#00ff00] - While the Ferir Mk III boasts an energy shield, it still maintains a solid layer of armor plating iconic to the Ferir series. The combination of shields and armor make it incredibly tough.[/COLOR] [B]Class 3 Shields . 5 WT 7 PWR[/B][COLOR=#00ff00] - 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.[/COLOR] [B]Tesla Drive. 0 WT 7 PWR[/B][COLOR=#00ff00] - Originally an upgrade for Aces and commanders, Tesla Drives quickly became standard for Ferir Mk II MAS's- an idea that carried on to the Mk III variant. The Tesla Drive increases its maneuvering and top speeds in space, its improved handling allowing it to easily outclass the already disadvantaged aerospace fighters and MAS's. 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, which the Mk III uses to its advantage due to the removal of much of its bulk and weight.[/COLOR][/hider] [hider=Hardballer Mk I] [IMG]http://i61.tinypic.com/rwnomx.jpg[/IMG] [B][COLOR=#00ff00]Designation[/COLOR]:[/B] AAT-007 Hardballer MkI M (Mass Produced) [B][COLOR=#00ff00]Role[/COLOR]:[/B] Anti-Ship [B][COLOR=#00ff00]Chassis[/COLOR]:[/B] Heavy [B][COLOR=#00ff00]Engine[/COLOR]:[/B] Six-core Engine 30 Power [B][COLOR=#00ff00]Operating Time[/COLOR]:[/B] 6 Hours [B][COLOR=#00ff00]Description[/COLOR]: The AAT-007 Hardballer is a ship commander's nightmare. With heavy armor capable of shrugging through AA defenses and MAS weapons, and not one, but two heavy plasma cannons, the Hardballer is used by the Coalition to provide heavy firepower and devastation to an assault force. Hardballers are generally disliked by Coalition forces due to their relatively low operational time, as well as the fact that UEE forces tend to concentrate fire on these units. Nevertheless, Hardballers are commonly deployed in small squadrons tasked with destroying enemy capital ships. [COLOR=#00ff00]Systems[/COLOR]: Twin P170 Type-11 Plasma Cannons. 14 WT 18 PWR[/B].[COLOR=#00ff00] - A heavy plasma cannon utilized by the Hardballer, the P170 is primarily designed to take on and destroy naval vessels, though can be extremely devastating when used against a MAS. Unlike the P110, which launches highly concentrated, high speed bolts, the P170 launches a relatively slow but devastating blast that deals incredible damage over a large area. - The bolts from the P170 are more easily dodged by Light MAS's and are generally used against ships and the largest of MAS's.[/COLOR] [B]Goliath Missile System. 3 WT 2 PWR.[/B][COLOR=#00ff00] - A missile launcher system set either on one or both shoulders of the Hardballer, the Goliath Missile System upgrades the Hammer missile system. Like the Hammer, Goliath Missiles are large, powerful missiles, and are difficult to shoot down but easy to avoid. Goliath missiles were designed primarily for destroying ships and large MAS's. Each shoulder launcher carries 4 missiles.[/COLOR] [B]External Alloy Plating (Heavy). 7 WT 0 PWR[/B][COLOR=#00ff00] - While the Hardballer has its own energy Shields, it also utilizes incredibly thick armor to defend it from all manner of MAS weapons. The cost of this heavy armor is an even slower and more sluggish MAS.[/COLOR] [B]Class 3 Shields . 5 WT 7 PWR[/B][COLOR=#00ff00] - 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.[/COLOR] [/hider] [/hider] [h3]Rules:[/h3] [B]1.[/B] [COLOR=#99ccff]This Roleplay will have above average standards. I will be expecting at least a few well written paragraphs, and absolutely NO ONE LINERS.[/COLOR] [B]2.[/B] [COLOR=#99ccff]Please do not write in first person.[/COLOR] [B]3.[/B] [COLOR=#99ccff]No Mary/Gary Sues, its alright for your character to be a hero, but they're not perfect.[/COLOR] [B]4.[/B] [COLOR=#99ccff]No God-modding. Its no fun for anyone. I value your characters, but I will not hesitate to injure them if they do something exceedingly stupid.[/COLOR] [B]5.[/B] [COLOR=#99ccff]This RP will have mature content. Violence, foul language, and mature themes are freely allowed. However for the sake of decency any sexual acts will fade to black (or will be taken to PM) before it goes too far.[/COLOR] [B]6.[/B] [COLOR=#99ccff]Player Knowledge is not necessarily character knowledge. Just because [I]you[/I] know something (be it through OOC or someone else's post) does not necessarily mean your character knows.[/COLOR] [B]7.[/B] [COLOR=#99ccff]As GM, my word is law, I will expect you to respect any executive decision I make.[/COLOR] [B]8.[/B] [COLOR=#99ccff]If players find a ruling of mine unfair, they are allowed, and encouraged to speak up and offer sound reasoning to dispute my decisions. Provided the discussion is productive, polite, and reasonable, decisions I make may change.[/COLOR] [B]9.[/B] [COLOR=#99ccff]As proof of reading the rules, I expect all applicants to make a comment about another player's Character Sheet (including mine), this can be something you like, or constructive criticism to help them improve.[/COLOR] [h3]Character Sheets:[/h3] The following are the Character Skeletons for the 7th Mobile Armor Suit Team. The CS's are a 2 part set. The first part is your character, the pilot. The second part is your MAS, which you can make using the builder above. [hider=Character sheets] [Hider=Pilot Profile] [B]Name: [/B][COLOR=#99ccff]Last name, First name[/COLOR] [B]Age: [/B][COLOR=#99ccff]The minimum age of a pilot fresh out of training is 20[/COLOR] [B]Gender: [/B][COLOR=#99ccff]Your pilot's gender[/COLOR] [B]Callsign/Codename: [/B][COLOR=#99ccff]Nickname/Alias your Pilot goes by in combat[/COLOR] [B]Kills: [/B][COLOR=#99ccff]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. - Note that kills indicate the number of enemy MAS's downed. The Coalition no longer pilots Aerospace fighters.[/COLOR] [B]Psychological Analysis: [/B][COLOR=#99ccff]Fancy talk for 'Personality'. Give me a good paragraph or so describing your character's personality. Rule of thumb: the more detail, the better.[/COLOR] [B]Military Record: [/B][COLOR=#99ccff]Your Character's background. Again, give me a few good paragraphs describing your character's history. Again, the more detail, the better.[/COLOR] [B]Equipment: [/B][COLOR=#99ccff]Any equipment your character carries on his or her person. Extra flight equipment, sidearms, etc.[/COLOR] [/hider] [hider=MAS Profile] [B]Appearance: [/B][COLOR=#99ccff]Your MAS's appearance. In this case, an image would be more appealing than text, and a combination of image and text can be used.[/COLOR] [B]Designation: [/B][COLOR=#99ccff]The name of the MAS model as well as its production type (M - Mass Produced, P - Prototype, C - Custom, SOC - Special Operations Custom, etc. Players can create their own custom and mass-produced models- Note that prototype units will be more critically reviewed)[/COLOR] [B]Role: [/B][COLOR=#99ccff]It's combat role, CQC, scouting, demolitions, etc[/COLOR] [B]Chassis: [/B][COLOR=#99ccff]its size class, Ultra Light - Heavy[/COLOR] [B]Engine: [/B][COLOR=#99ccff]Power cores in the MAS and the power provided[/COLOR] [B]Operating Time: [/B][COLOR=#99ccff]Hours = Unused Power Units[/COLOR] [B]Description: [/B][COLOR=#99ccff]Technobabble about your MAS, regarding its strengths, weaknesses, purpose, role, etc.[/COLOR] [B]Systems: [/B][COLOR=#99ccff]Weapons, armor, shields, and extra systems will be listed here, along with their weight and power requirements[/COLOR][/hider] [/hider] [h3]Player Roles[/h3] I am a personal fan of smaller scale RPs, as such, I will only be accepting 4-5 other players to join me in this adventure. While you are free to make your character however you like, acceptance to this RP will be judged by me, and is not on a first come, first served basis. While not necessary, there are several roles I would like to see filled: [LIST] [*][COLOR=#99ccff][B]The Captain/Naval Officer[/B][/COLOR] - This player will be unique in that instead of flying a MAS with the rest of the team, he will command the Carrier or Capital Ship that houses the MAS Team. This player has the option of creating his own Capital Ship and escorts, or using the ones that I will provide. This player will likely (but not necessarily) serve as my Co-GM and will be privy to information before the other players. This player should be capable of interacting on his own or with relatively few other players effectively, and may be collabing with me fairly often. [*][COLOR=#99ccff][B]The FNG (The Fucking New Guy)[/B][/COLOR] - This player should be among the youngest members of the team, as well as the least experienced. He has many roles, such as serving as the pseudo focus of the RP as the 'impressionable youngster', as well as likely having a brighter, likely more positive outlook than the rest of the gritty, scarred veterans that make up the rest of the team. He also serves as a convenient reason for characters/npcs to explain and describe the lore that, while known to the characters in the world, is otherwise new or unknown to the players themselves. He will either be broken down mentally and physically and reforged into a newer, stronger person through the fires of war, or serve as a beacon of hope for the rest of the team. - The new guy will also begin his career piloting a MAS of my choosing, though he will be the first to receive an upgraded unit. [*][COLOR=#99ccff][B]The Team Leader[/B][/COLOR][B] - [/B]This player will be relatively new to leading his/her team. S/he will either be recently promoted from within the squad, or more likely, recently assigned to lead the squad. This player will have responsibilities as the Team's leader, and will have to manage and deal with the clashing personalities of the squad- as well as the difficulties some of the NPC pilots may give him/her [/LIST] The rest of of the roles will be normal squad members, with preferably varied personalities and MAS's to keep this RP fresh and unique. Who's game? ------------------------- [hider=Vietmyke] [Hider=McKnight] [IMG]http://i59.tinypic.com/4vliyb.jpg[/IMG] Standing in at 6'2, and weighing roughly 180 lbs. Sterling posses an lithe, athletic build, with lightly skin, pock marked with a few 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 tattoos of hexagonal shaped circuits stretching down the length of his left forearm. [B]Name: [/B] [COLOR=#99ccff] McKnight, Sterling[/COLOR] [B]Age: [/B] [COLOR=#99ccff] 25[/COLOR] [B]Gender: [/B] [COLOR=#99ccff] Male[/COLOR] [B]Callsign/Codename: [/B] [COLOR=#99ccff] Gallant[/COLOR] [B]Kills: [/B] [COLOR=#99ccff] 38[/COLOR] [B]Psychological Analysis:[/B] [COLOR=#99ccff]Direct and to the point, this sharp witted man avoids beating around the bush and doesn't mince words. Level headed and quite confident, Sterling likes to maintain awareness over every situation he's in and is quick on the ball and able to make snap judgements and react to a constantly changing situation. Capable of operating at peak efficiency, even during times of great stress, Sterling has a very analytic attitude and can be very perceptive and intuitive in regards to people. With a chillingly cold and calm demeanor, Sterling often comes off as intimidating and aloof.[/COLOR] [B]Military Record: [/B][COLOR=#99ccff] 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 mold him into the ideal military soldier. As a youth Sterling performed well in school and sports alike, though was occasionally disciplined for fighting and arguing with teachers and students. Nevertheless, Sterling graduated near the top of his class, and upon graduating from the UEE Military Institute on the Fortress Planet Cerol, Sterling was sent to the Mars for specialized training. On Mars, Sterling was slotted to become a Space Medevac pilot, where his cool demeanor 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 or personal injury, but his relentlessness in his mission to save lives earned him the callsign "Gallant". After crashing his 5th USC-90 SpaceHawk Medevac, Sterling "Gallant" McKnight was slated for discharge due to his "reckless" behavior. Instead of being discharged however, a 101st recruiter requested the 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 daring flight, though many noted that the daring flight 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.[/COLOR] [B]Equipment: [/B][COLOR=#99ccff]Along with his flight suit, Sterling carries a .45 caliber service pistol, as well as a combat knife. A 5.7mm PDW is stowed under the seat of his MAS cockpit.[/COLOR] [/hider] [hider=FTX-075 Shrike] [IMG]http://i57.tinypic.com/33lcl4z.jpg[/IMG] [COLOR=#00ff00][B]Designation: [/B][/COLOR]FTX-075 Shrike MkIII C (Custom) [COLOR=#00ff00][B]Role:[/B][/COLOR] Rapid Response [COLOR=#00ff00][B]Chassis:[/B][/COLOR] Medium [COLOR=#00ff00][B]Engine:[/B][/COLOR] Improved Quad Core Engine. 25 PWR [COLOR=#00ff00][B]Operating Time:[/B][/COLOR] 6 Hours [COLOR=#00ff00][B]Description:[/B][/COLOR] Sterling McKnight's heavily customized Shrike. The Shrike was designed as a high-mobility platform, intended to bridge the gap between more heavily armored Medium MAS's, and faster, more mobile Light MAS's. Despite its increased mobility and versatility, The Shrike's thinner than average armor makes it more difficult to pilot, and as a result is often reserved for more experienced pilots. The Shrike Mk III improves upon its predecessor's design by integrating its tesla drive into the unit itself, and attaching boosters to its back to increase both top speed and maneuverability. This, combined with lightweight, but strong alloys makes the Shrike a versatile high performance unit. Sterling's Shrike is painted a stark white instead of the typical dark gray, and the head unit has been replaced and redesigned to resemble a knight's helmet. Sterling also traded in its standard 30mm autocannon for an EKP autocannon. [COLOR=#00ff00][B]Systems:[/B][/COLOR] [B]X180 25mm EKP Autocannon. 5 WT 5 PWR[/B].[COLOR=#00ff00] - A high powered EKP weapon designed by the UEE, the X180 provides witheringly devastating firepower, with surprising accuracy. While an individual EKP round lacks the raw, destructive power of a plasma bolt, the X180 makes up for the power gap by firing at many times faster than a plasma cannon. The X180 has a 300 round magazine, and fires at a rate of 900 rounds per minute. [/COLOR] [B]Countermeasures. 0 WT 0 PWR[/B] [COLOR=#00ff00]- 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 6 sets of flares before needing to rearm.[/COLOR] [B]Broadsword Missile System. 3 WT 2 PWR[/B] [COLOR=#00ff00]- An advanced missile launcher system used by the Shrike. Launching 4 Broadsword missiles from each shoulder, as well a custom mount for 3 from under each wing, these potent AA missiles pack a large punch, capable of downing most unshielded Medium MAS's with a single missile. Broadsword Missiles are impact safe, allowing them to be more safely carried outside the shoulder launchers.[/COLOR] [B].50 Caliber Rotary Gun. 1 WT 0 PWR.[/B] [COLOR=#00ff00]- A torso mounted .50 cal rotary gun provides the Shrike with Anti-personnel weaponry and point defense. The rotary gun fires up to 2000 rounds per minute, and comes with a 480 round magazine.[/COLOR] [B]Class 2 Shield Generator. 5 Wt 5 PWR.[/B] [COLOR=#00ff00]- The Shrike comes armed with a Class 2 shield Generator on top of its standard armor for defense.[/COLOR] [B]Tesla Drive System. 0 Wt 7 PWR.[/B] [COLOR=#00ff00]- By equipping the Shrike with a Tesla Drive, alongside a pair of large boosters, The Shrike can reach speeds rivaling that of many Light MAS's. The Tesla Drive also makes the Shrike considerably more maneuverable than its other medium brethren. Sterling has tweaked his boosters to provide maximum thrust.[/COLOR] [b]Improved Reactor Output 3 WT +5 PWR[/b] [COLOR=#00ff00]- A high end customization used by pilots. Using efficient parts and techniques, this upgrade allows MAS's to add additional power to their generator output at the cost of load bearing capacity.[/color] [B]E110 Energy Saber - Internal capacitor. 1 WT 3 PWR[/B] [COLOR=#00ff00]- The Shrike utilizes a high powered energy saber stored in its leg. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is 3 hours. As such, pilots are often encouraged to limit their melee time.[/COLOR] [B]Alloy Shield. 2 WT[/B] [COLOR=#00ff00]- A small, lightweight alloy shield treated with anti-plasma/beam coating provides the Shrike with limited directional protection from oncoming fire.[/COLOR] [/hider][/hider]