This is a part reboot/part continuation of my FRAMEs RP, found [url=http://www.roleplayerguild.com/topics/88177-frames-mech-combat-political-intrigue-corporate-struggles/ic]here.[/url] Prior participation is not necessary to join. The mech-building mechanics have been dumbed down to make this more accessible to new players. Returning players will recognize the setting overview and FRAMEs details, but circumstances for the Preying Panthers have changed. [center][img]http://i973.photobucket.com/albums/ae218/AbsolutCharlie/FRAME/8bbfbad7e8fa51a39285f876a2f97f02-d33fwa0_zpskiae7kow.jpg~original[/img][/center] FRAMEs is intended to be a futuristic, mild sci-fi setting drawing inspiration from games and anime franchises like Armored Core, Front Mission, VOTOMS, Patlabor, Ghost in the Shell, Heavy Gear, etc. It revolves around the exploits of pilots and their FRAME machines (F.ully R.eactive A.rmored M.obile E.ngines). While mech-on-mech action is its main appeal, FRAMEs also has the opportunity to grow into a deep sci-fi opera, wrapping players up in political and corporate tensions, with possibilities for character development. FRAMEs takes place on a fictional planet with hints of Earth, not unlike the Strangereal universe of Ace Combat. Detailed information on the setting, FRAMEs and so on can be found below. [h3][B]Setting Overview[/B][/h3] It is the year 2174 of the so-called 'New Renaissance' era. Mankind probes beyond the reaches of Earth, entertaining the possibility of establishing colonies elsewhere in the Solar System. Technological developments are at an all-time high and civilization has prospered thanks to the contributions of scientific and mechanical advancements. However, not all is tranquil on our blue planet. The sovereignty of Earth's countries have given way to the dominance of powerful supranational unions and massive global corporations. The planet toils under the growing demands of its population as businesses churn out products, foodstuffs and other necessities. Hungry for more resources to maintain their growing populations and drive up profit, Earth's major powers turn their gazes to their neighbors. Strife between supranational powers and corporate entities is a common and expected phenomenon. While no official declarations of war have been declared in recent years, tensions have sparked armed skirmishes across the globe, often in the form of false-flag operations and by means of proxy states. Caught in the tension between the transnational governments and corporations are dozens of mercenary regiments which sell out their talents to the highest bidder. Often military veterans or deserters, these hired guns do most of their employers' dirty work - keeping their clients' hands clean, for a fee. There are many sell-swords out there willing to do just about anything for money and a bit of thrill, while others are more politically motivated. Mercenary regiments are as diverse as they come, yet one thing's for certain - in a web of intrigue and backdoor deals, the jobs are never in short supply.[hr] [h3][b]The story so far...[/b][/h3] The Preying Panthers mercenary unit is a diverse collection of FRAME pilots and support and logistics personnel. Created four years ago by former UKE Army Captain Richard Bentz, the Panthers are a small but strong fighting force, having served a wide array of clients; both the political sphere and in the corporate sector. The Panthers' base of operations is a Bhargest-class landcruiser named the Samigina. It boasts a powerful array of armaments and can accommodate up to twelve FRAMEs and a handful of armored vehicles. Bentz directs the day-to-day activities and missions of the unit from the bridge of the Samigina. His FRAME team leader is Cecilia Lang, a young pilot formerly from the XCD who takes charge of the unit in the field on his behalf. Following the unit's failure to defend Cradle Industries's HQ and its top-secret Human-FRAME Interface project, the Panthers have become disgraced, struggling to find employment and running thin on supplies. A string of bad luck since the incident has done no favors for the company, and few are willing to cooperate with them. Word travels fast on the net, and popular opinion has tarnished the unit's once-prestigious reputation; now known as a motley, unreliable rabble. However, Richard Bentz has just received a message from an unlikely sponsor, with a proposition that could turn the Panthers' luck around...[hr] [h3]About FRAMEs[/h3] "FRAME" is the name attributed to the machines which have taken Earth by storm. FRAME stands for “Fully Reactive Armored Multipurpose Engine.” They are (usually) humaoid in appearance - comprised of two arms and legs, a torso and head of some kind. These machines are designed to carry out functions which can be done by humans, only on a much larger scale. Initially used for labor, FRAMEs are more often associated with a military context nowadays. While they are relied on greatly in civilian life, FRAME development has been guided by military-grade research. Within a combat role, FRAMEs are ideal machines for high-speed, high-mobility operations, in which other vehicles would be too unwieldy. They operate not unlike conventional infantry, but upscaled. FRAMEs vary in size depending on their purpose, although most military FRAMEs top off at six meters (approx. nineteen-and-a-half feet) in height. Civilian FRAMEs are considerably smaller. FRAME squadrons are typically deployed as semi-independent strike units and given objectives such as force reconnaissance, or flanking maneuvers in conjunction with a conventional armor force. FRAMEs are ideal counters to infantry and light armored vehicles, and can easily outmaneuver heavier vehicles in compact urban or jungle environments. They are intermediaries between armored vehicles and infantry, more versatile than a typical IFV and bringing more firepower to bear than a standard infantry fireteam. Despite this, FRAMEs are rather vulnerable individually and hardly ever operate alone. As semi-modular machines, FRAMEs can be fitted with a variety of equipment and weaponry and can bring an array of powerful armaments to an engagement. Most are armed with autocannons resembling up-scaled rifles as primary weapons. Supplementary armaments can include missile and grenade launchers, rockets, cannons and so on. Most FRAMEs can carry around three armaments at maximum, with the addition of antipersonnel or integrally-mounted weapons. Light machine guns, Gatling guns and canister shells are typical defensive weaponry. While the combat protocol of most militaries pass the notion of hand-to-hand between FRAMEs as unrealistic and impractical, there are mercenaries who try to make use of melee weapons on their FRAMEs, whether for better or for worse. Their effectiveness is dubious, but that hasn't stopped them from trying. The cockpit of a FRAME is located in the torso and allows the pilot to perceive the outside world through electronic monitors. These displays are connected to various cameras fitted on the FRAME's body; the primary of which is typically mounted on a head unit. A number of sensor suites are also contained within the head unit, allowing it to see in infrared, thermal and night vision. Other systems allow for target acquisition, designation and enable use of GPS. Many FRAMEs are partially controlled through a helmet-mounted display. The pilot is able to slave his machine’s weapon systems to their helmet display, effectively controlling the movement of his weapons with his head, much like the system used by Apache helicopter gunners. Cockpit designs closely resemble that of jets, having control systems that make use of combinations of sticks, throttles, and foot pedals. Overall appearances and controls may vary from one manufacturer to another. The latest military-grade FRAMEs are powered by miniaturized, thermonuclear reactors and held together by an internal skeleton of sorts, to which armor and components are attached. Myomers, thin tubes of artificial musculature, sheathe actuators, which are essentially the joints of a FRAME. The combination of these components allows FRAMEs to perform precise movements and to an extent, mimic that of the human body at the pilot’s slightest touch. Multiple layers of laminated steel and composite armor protect the FRAME's internals. In comparison to a main battle tank or armored personnel carrier, a FRAME’s armor integrity is rather light by necessity. To remain mobile, FRAMEs sacrifice protection for ease of movement and speed, fulfilling a niche role on the battlefield. While impervious to small arms and machine gun fire, FRAMEs can be damaged by a direct hit from a high velocity 40 mm grenade launcher and will fare worse to anything more powerful. Armor-piercing autocannon rounds can threaten a FRAME’s armor, and anti-tank rockets or missiles will surely knock it out. To protect themselves against guided weaponry, FRAMEs are fitted with smoke, chaff and flare launchers, and most have electronic warfare packages installed. Main battle tanks, and aircraft are a FRAME’s most dangerous adversaries, especially on open ground. Despite this, FRAMEs can just as easily destroy each of these with the appropriate weaponry, especially when cooperating as a team. FRAMEs are able to operate in a wide range of environments. Common methods of deployment include airdrops from aircraft with sturdy parachutes, amphibious landings by use of underwater propulsion packs, or direct transit via ground-based carriers. All FRAMEs have wheels affixed to the soles of the feet, which are what makes them so mobile. They can use these wheels to “skate” over both short and long distances and perform quick maneuvers or evasion. The style of wheels can be swapped depending on the terrain and can be replaced with tracks. Legs can even be replaced entirely with a tank or IFV chassis. The multitude of options available to FRAMEs makes them truly versatile machines. More data on FRAME electronics and internal systems here: http://www.roleplayerguild.com/posts/3358427 http://www.roleplayerguild.com/posts/3358898[hr] [h3]Political Map & Faction Details[/h3] [img]http://i973.photobucket.com/albums/ae218/AbsolutCharlie/FRAME/FRAME-Map_zpsiweftwwn.jpg[/img] The political sphere of the FRAMEs world is made up of several transnational governments and power blocs, each vying for their own interests. While the countries themselves that are comprised by these governments are numerous, their names are not as important as the leadership that governs them. Details for transnational governments are given below, separated by landmass: [u]NSU (North Sotraecan Union)[/u]: The NSU is a leading global power, being among the first to develop and introduce FRAMEs as military assets. It has the second-largest economy in the world and enjoys a level of human development that puts other nations to shame. Despite this, it has become somewhat decadent in recent years – a flaw that many believe will enable the SSU to gain an edge in the war. [u]SSU (South Sotraecan Union)[/u]: NSU and its neighbor have been at odds since their inceptions; war has not been officially declared, but skirmishes between the two are an everyday occurrence. The SSU rivals its neighbor in terms of FRAME technology and boasts a greater population and military strength, though is at an economic disadvantage. [u]UKE (United Kingdom of Estovia)[/u]: The UKE is in a comfortable position, buffered from the warring between the USK and PU by the ISS. The UKE is a kingdom in name only, having became a democratic union of states just three years ago. It clings to its old moniker and its beloved royal family as a figurehead; perhaps as a reminder of its past. It is on friendly terms with the EC and ISS, and cooperation between the three in overseas operations is common. [u]EC (Emarran Council)[/u]: Several decades ago, the EC would had crushed the ISS, if it were not for the efforts of the UKE and NSU. Once a military dictatorship, the EC has reformed into a democratic republic and made amends with its neighbors. It is one of the leading nations in terms of technological advances. [u]ISS (Independent Sardonian States)[/u]: The ISS was created by a collection of small countries to stave off the EC during its totalitarian regime. With the UKE's aid, the ISS avoided total defeat and proceeded to make its mark on the international community by launching a series of development projects that would spearhead its way from humble origins into one of the world's leading cybernetic producers. [u]USK (United States of Kamdesh)[/u]: Just five years ago, the USK was part of the PU. A handful of states declared their independence from the fascist country and presently fight a war to preserve their sovereignty. The USK is supported militarily and economically by several countries: the EC, UKE, ISS and SL. With the backing of allied nations, the USK is faring well, but time will tell if the fledgling country will hold out. [u]PU (Perizian Union)[/u]: The PU is a fascist, militarized state that once threatened both continents to its north. However, its reach suffered when several of its states broke off to form the USK. It has few allies, trading only with the OSU and SSU, and even then, relations are not all they could be. Rumors exist of progressive parties within the country, who aim to end the war with the USK and instate a new order. [u]OSU (Osbanian Socialist Union)[/u]: The OSU is a collection of states that banded together in response to the formation of the PU. An industrial giant, the OSU managed to get along with its neighbor instead, forming a nonaggression treaty and even collaborating on economic and military developments. However, since the outbreak of the USK, the OSU has severed a few of its ties to its former partner, for fear of pressure from the USK's supporters. It is at odds with the SL over territorial disputes and clashes along the border are routine. [u]SL (Sodroyan League)[/u]: The SL is made up of many diverse cultures and languages, and has somehow managed to maintain the loyalty of its member states over its course of existence. It is a true melting pot, and also a haven for many escaping war in their corners of the world. The SL is on poor terms with its western neighbor, as many of its ethnic groups consider the OSU to claim land that they feel is historically theirs. [u]XCD (Xiang Cooperative Dialouge)[/u]: A number of countries both on the mainland and on neighboring islands formed the XCD in response to the NSU's growing influence. The XCD maintains a strict neutrality in the affairs of other nations, amassing its own strength while insulated from their troubles. It boasts a very developed economy, rivaling the NSU. It is suspected that the XCD has a finger in many global corporations, selling to both sides of conflicts and reaping the benefits.[hr] [h3][B]Miscellaneous Setting Lore & In-Universe Objects[/B][/h3] [hider=PADD] PADDs are the setting's equivalent of newest-generation personal phones and tablets. They are complex, multi-functional devices and used in both civilian and military applications. Every Panther is given their own PADD, which functions like a phone, but also is used to access FRAME and equipment data. It also allows access to emails, bank accounts, the internet and other multimedia applications. They can interface with store kiosks to make purchases. Richard's PADD allows him to oversee every detail of the Panthers' day-to-day activities, and gives him a rough overview of the Panther's combat activity, using similar technology found in the C3 suite. Military-spec PADDs are rugged, durable pieces of equipment, whereas civilian models are stylish and have various aesthetics, depending on the manufacturer. [/hider] [hider=Augmepazine] Augmepazine is a pharmaceutical drug prescribed to people with implants or mechanical prosthesis. It's used to treat symptoms of rejection; in many individuals, the human body will reject augmentations over time, which can be potentially life-threatening, if those augments are connected to vital organs. Augmepazine helps the body to function with, rather than against, foreign materials in the body. However, in a few rare cases, individuals have become addicted or overdose on the drug. Anyone with enhancements is expected to pay for prescriptions (doesn't count towards our gameplay mechanic), and so the poor sometimes are unable to fight their body's rejection, or avoid getting augments at all for this reason.[/hider] [hider=Human-FRAME Interface] The Human-FRAME Interface, or HFI, is a top-secret project in development by Cradle Industries for the Sodroyan League. In theory, the HFI would allow pilots to interface with FRAMEs through neural implants. This could give pilots completely hands-off control, turning FRAME operation into fly-by-thought. The interface is designed to trick brain signals into moving the FRAME, instead of the human body. The device has not been completed yet, and has been stolen twice; once by the OSU, and again by an unidentified special operations unit. It was the second theft of the HFI data, and failure to defend Cradle HQ, that sent the Panthers into a downhill spiral.[/hider][hr] [h3][B]Mech Design[/B][/h3] The method for customizing and arming FRAMEs has changed since its last inception. These new guildelines aim to simplify the process and make the RP easier for new players to pick up. At the start of the RP, and after subsequent 'missions,' players are given a list of available FRAME chassis and equipment they can opt to use. These will be kept in a list here in this section for reference. Most data on the FRAME sheets is for fluff (speed, range, etc.) but can be used as loose guidelines for determining the machine's abilities when posting. Each FRAME has a weight value, which determines how many weapons it can carry. Typically, this ranges from 2 to 4. FRAMEs also have a power value, which determines how many subsystems they can operate. Subsystems include special equipment like active camo, electronic countermeasures, etc. This system is very simple compared to the previous installment. Whatever number you see corresponds to how many of that thing you can equip. Players will no longer be required to keep track of funds earned or spent - it is implied that their salary can sustain continued buying/selling of equipment. The list for starting equipment is here, and will continue to be updated over the course of the RP: [hider=FRAMEs] [hider=ACS-3G Zaruga] [img]http://i973.photobucket.com/albums/ae218/AbsolutCharlie/FRAME/Cheetah_zps8rb8hlcb.png[/img] Manufacturer: Cradle Dynamics Height: 4.1 meters Weight: 5230 kg Armor: 20 mm durasteel alloy Speed (Walk): 65 kph Speed (Skate): 91.6 kph Sensor range: 5 km Communication range: 25 km Operating range: 600 km Weight: 2 Power: 3 A small, lightweight FRAME, the Cradle Dynamics Zaruga has been the reconnaissance machine of choice for many militaries. Its performance in combat proves its worth not only in a scout role, but in assaults and specialized operations alongside heavier FRAMEs. The Zaruga is lightly protected, although its speed and maneuverability makes up for its lack of armor. The Zaruga was widely used by the SSU during its counterattack against a major NSU offensive in 2171. The machine gave SSU forces a considerable edge over their enemy in the country's rainforests; its small stature and strong radar and sensory computers enabled it to outmaneuver and ambush the NSU's more cumbersome FRAMEs. [/hider] [hider=MP21-AC Handou] [img]http://i973.photobucket.com/albums/ae218/AbsolutCharlie/FRAME/Hunter_zpscvtkafc6.png[/img] Manufacturer: Kelhei Manufacturing Height: 4.3 meters Weight: 6627 kg Armor: 45 mm durasteel alloy Speed (Walk): 42 kph Speed (Skate): 72 kph Sensor range: 2 km Communication range: 10 km Operating range: 500 km Weight: 3 Power: 2 Kelhei's Handou is among the most popular FRAMEs for mercenaries, as they are plentiful, easily salvaged and very sturdy. The Handou has seen combat in all corners of the globe and is appreciated for its rugged simplicity. They are also cheap to buy and modify, making them a good start for up-and-comers to the mercenary business. The simplicity of the machine makes it easy to refit, keeping it up-to-date with newer technology. It can function well as a middle-ground machine, doing a number of things quite well, but leaves specialized fields to FRAMEs that are made for them.[/hider] [hider=LBG-22 Kirin] [img]http://i973.photobucket.com/albums/ae218/AbsolutCharlie/FRAME/Iguana_zps0ru8k0br.png[/img] Manufacturer: Canton Height: 4.1 meters Weight: 5100 kg Armor: 40 mm armorplast alloy Speed (Walk): 52 kph Speed (Skate): 84.2 kph Sensor range: 4 km Communication range: 30 km Operating range: 700 km Weight: 2 Power: 3 The Kirin is Canton's answer to the Zaruga. Using an advanced alloy of steel, ceramics and aluminum, the Kirin boasts 40 mm of armor protection; twice the thickness of its competitor. The armor is also lighter, giving the FRAME a weight of 5100 kg – 130 less than the Zaruga. It boasts a greater communication and operating range, however, falls behind in speed due to a less advanced motor package and has a slightly shorter senor range. Despite these shortcomings, the Kirin is favored by the XCF's Haak Gwai (Black Ghost) special forces unit. It is also less costly than the Zaruga, thanks to more efficient license-sourcing and Canton's “affordability program.” [/hider] [hider=BGN-80 Dreq] [img]http://vignette2.wikia.nocookie.net/frontmission/images/a/ad/Vyzov_squadren.jpg/revision/latest?cb=20131209040722[/img] Manufacturer: Krylov Corp Height: 4.6 meters Weight: 6230 kg Armor: 56 mm armorplast alloy Speed (Walk): 55.4 kph Speed (Skate): 84 kph Sensor range: 3 km Communication range: 30 km Operating range: 500 km Weight: 4 Power: 1 The Dreq is a heavily-armored FRAME, fulfilling a shock role in Krylov's lineup of machines. It boasts an impressive armament capacity at the expense of subsystem power. Rugged and reliable, the Dreq is the mainstay, general-purpose FRAME of the OSU FRAME Corps and can contend with many other machines on the market. Despite its weight, advanced gyro systems allow for an impressive walking speed, given the bulk of the chassis. A team of Dreqs was encountered and subsequently neutralized by the Panthers during their mission to recover Cradle's stolen HFI suite prototype.[/hider] [hider=MS-30 Fenghuang FR Type] [img]https://s3.amazonaws.com/tf.images/reduced-gallery-ntchardb-2.jpg[/img] Manufacturer: Wong Dynamics Height: 4.6 meters Weight: 6123 kg Armor: 51 mm armorplast alloy Speed (Walk): 52 kph Speed (Skate): 84 kph Sensor range: 3.5 km Communication range: 30 km Operating range: 600 km Weight: 3 Power: 3 Unique Subsystem: Jump jets (does not count towards total) The Fenghuang has been the standard service FRAME of the XCD for only five years, replacing the aging Marauder. It is unique in that it has no discernible “head” unit. Rather, cameras and sensors dot the bulbous torso in all directions. The FR (Force Recon) variant has upgraded sensor and electronic packages, rivaling that of the Kirin. Its bigger frame and power output allow it to carry more armaments than its lighter counterpart. The Fenghuang FR is widely used by XCD special operations-capable units. The FR also features a pair of jump jets, allowing the FRAME to leap small distances and reach high places. The jets can also be used to propel the FRAME on the ground, giving it unparalleled maneuverability.[/hider] [hider=MHA-16 Leopard] [img]http://www.hgwiki.net/images/thumb/5/59/SupportCobra.jpg/250px-SupportCobra.jpg[/img] Manufacturer: Canton Height: 5 meters Weight: 8990 kg Armor: 90 mm armorplast alloy w/ ceramic alloy Speed (Walk): 35 kph Speed (Skate): 62 kph Sensor range: 2 km Communication range: 21 km Operating range: 400 km Weight: 4 Power: 2 The XCD's Leopard boasts exceptionally thick armor, and towers over most recon FRAMEs. Designed for fire support, it has the power and durability to carry four weapon systems, plus a reasonable number of subsystems. Its defense comes at the expense of speed and mobility, and its electronic systems are not as state-of-the-art as other modern FRAMEs. In light of these shortcomings, the Leopard does its intended job very well: dropping rounds from afar when and where they're needed.[/hider] [/hider] [hider=Weapons] [hider=Machineguns] (Do not count towards weapon total) FRAMEs are armed with machineguns for anti-personnel purposes. Although ineffective against armored vehicles, their high rate of fire gives them an edge against soft targets. Most are mounted on some part of the FRAME's chassis, but some models are carried. These do not count towards the total number of weapons a FRAME may carry. Every have has at least one or two installed in the head, chest, or other part of the chassis.[/hider] [hider=Autocannons] (Every FRAME must have at least one) Autocannons are the primary weapons of most FRAMEs, resembling upscaled assault rifles. They are always carried in one or two hands, as dictated in their entries. Most range from 25 to 40 mm in caliber, and fire a variety of ammunition types. These are the mainstay armaments of FRAME firefights, and every FRAME has at least one.[/hider] [hider=Rocket Launchers] Rocket launchers are typically mounted on the shoulders of FRAMEs. They take the form of pods, fitted with several unguided warheads. The smallest carry eight, while the largest may hold more than thirty. Although rockets are unguided, they offer considerable punch and the ability to saturate a wide area with munitions.[/hider] [hider=Missile Launchers] Like rockets, missiles bolster a FRAME's ability to combat armored vehicles. Missiles, however, are guided munitions and are much better-suited to destroying heavy targets like main battle tanks. The missile systems listed here may be either anti-tank or anti-air.[/hider] [hider=Mortars] Mortars provide FRAMEs with indirect fire, allowing them to shell enemy positions from a distance and behind cover. They are less accurate than other weapons, but effective at creating kill-zones and hindering enemy morale and movement. While they are able of destroying light vehicles in optimal circumstances. they should not be relied on to provide a unit's primary source of firepower.[/hider] [hider=Bazookas] Bazookas are rocket-firing cannons, offering hard-hitting firepower. They have low ammunition capacity, but make up for this shortcoming with destructive power at close range. Despite being thought of as heavy weapons more suitable to artillery FRAMEs, they are most often employed in the hands of small, fast machines, which are able to get in close and use the weapons to their true potential. Bazookas are typically carried in one hand, while the length of the weapon is rested on the shoulder of the same arm. For this reason, the shoulder must be free of other equipment.[/hider][/hider]Unlike the previous installment, I am letting players design their own weaponry. It's simply too much work for me to churn out weapon after weapon and assign each fluff stats, so I hope that this will better-enable players to design FRAMEs that they enjoy playing. I have kept the different weapon descriptions to allow for some brainstorming. Just remember how many weapons your FRAME can carry. [hider=Subsystems & Equipment] [hider=EVF “Chameleon” Active Camouflage] [u]EVF “Chameleon” Active Camouflage[/u] Manufacturer: Various The “Chameleon” active camouflage system was first developed by Canton as a means to hide the visual signature of its FRAMEs. It has now been copied in some form or another by most major defense companies. It consists both of an internal suite and external coating applied to the machine. When active, the coating blends with the FRAME's surroundings, much like the system's namesake animal. This makes it more difficult to spot at range, although the heat and radar signatures of the machine are otherwise unaffected.[/hider] [hider=Explosive Reactive Armor] [u]Explosive Reactive Armor[/u] Manufacturer: Various Reactive armor offers FRAMEs additional protection against AT weaponry. This armor package consists of many 'cubes' that cover the chassis of the machine. These cubes are actually out-ward facing explosives, which detonate when they come into contact with a penetrating weapon. The metal plates and the explosion will damage solid penetrators and disrupt the velocity and angle of the attack, and hinder a metal jet penetrator's path through the material. Once a section of reactive armor has detonated, that spot loses the protection it once had, and will be just as vulnerable as normal.[/hider] [hider=C3 Imaging Suite] [u]C3 Imaging Suite[/u] Manufacturer: Various The C3 is an advanced suite of senors, radar and imaging software, ideally used by commanders and recon units. It makes use of powerful software and computing systems to fuse sensor data from all battlefield sources and known FRAME databases together to create an accurate overview of the battlefield. This presents pilots with an accurate, real-time picture of the combat environment outside his/her FRAME and doubles the effectiveness of conventional radar and senor systems. FRAMES with a C3 installed can share data with each other more readily than those without.[/hider] [hider=ECM Suite] [u]ECM Suite][/u] Manufacturer: Various Electronic countermeasure suites provide FRAMEs with the ability to intercept and confuse enemy systems. ECM suites can differ in how they function; some are designed to fool enemy targeting information, by presenting false targets on radar. Others may be intended to prevent accurate locks from missiles. ECM can also be used offensively, in the case of jamming software. Because ECM can operate in many diverse ways, please note how your equipped suite works in your sheet.[/hider][/hider] I will also make some exception for subsystems in that, if you have a very specific role in mind for your pilot, you can make up your own systems. Case in point would be a specialized reconnaissance/intel-gathering FRAME that would require equipment not currently on this list. PM me with details and questions; DIY subsystems will be analyzed case-by-case. [hr] [h3][B]Rules & Expectations[/B][/h3] Your typical, sitewide RPGuild rules apply. Be cool to everybody and try to settle issues among yourselves in a civilized manner. Violence is to be expected. Romances are encouraged and even I like racy stuff, but if it belongs in PMs, then take it there. I ask that posts contain a minimum of two or three well-thought-out paragraphs. Quality is more desirable than quantity. Advanced section standards apply. I will do my best to be active; I am not perfect and I vow to strive to do better in that regard. I ask that players do the same, and take their character sheets as contracts of commitment to the RP. If you will be unavailable for a length of time, I ask that you inform us beforehand. Players that drop out of thin air may find that their characters have done the same if they return...[hr] [h3][B]Sheets[/B][/h3] [hider=Character Sheet:] Name: Age: (18+) Sex: (Can include gender quirks, or however you'd like to define your character) Disposition: (What is your character like? How does he/she perceive the world? What makes them tick?) Background: (Where is your character from, and how did they come to be working with the Panthers?) Appearance: (A picture, and/or a descriptive paragraph are fine) Inventory: (What does your character carry on his/her person?) Other: [/hider] [hider=FRAME Sheet:] Name: Manufacturer: Height: Weight: Armor: Speed (Walk): Speed (Skate): Sensor range: Communication range: Operating range: Weight: Power: Armaments: Subsystems: [/hider] Please fill out a Character and FRAME sheet and PM them to me for approval. Once approved, you can add them to the CS tab. Doing it this way keeps the OOC clean and clutter-free. [hider=Active Roster] 9/12 slots full [list] [*]Aristo - [url=http://www.roleplayerguild.com/posts/3331800]Cecilia Lang[/url] & Richard Bentz [*]DarkStar - [url=http://www.roleplayerguild.com/posts/3339234]Sarah Duncan[/url] [*]Foster - [url=http://www.roleplayerguild.com/posts/3339761]Marlene Abdelkadar[/url] [*]Shorticus - [url=http://www.roleplayerguild.com/posts/3341357]Maxwell Silver[/url] [*]Massasauga - [url=http://www.roleplayerguild.com/posts/3349976]Sabrina Rosenthal[/url] [*]Nevix - [url=http://www.roleplayerguild.com/posts/3352402]Oliver King[/url] [*]Dark Light - [url=http://www.roleplayerguild.com/posts/3358975]Kat Frost[/url] [*]Silverwind Blade - [url=http://www.roleplayerguild.com/posts/3364371]Alyssa Montraves[/url] [*]HopelessIncubus - Tabe Rawlins [*] [*] [*] [/list] [/hider][hr] [h3][B]FAQ[/B][/h3] Q: [u]"How many weapons/subsystems can my FRAME have equipped?"[/u] A: Refer to the weight and power values in the specs. Ex: A Zaruga has 2 as its weight value and 3 as its power value. It can, therefore, carry two weapons at a time (not counting anti-personnel machine guns and the like), and power three subsystems. Q: [u]"If autocannons are mandatory does that mean we should consider weight totals to be one less than they actually are when deciding loadouts?"[/u] A: Yes; at least one autocannon per loadout is mandatory. Therefore, a FRAME with 2 as a weight value can carry one autocannon and one weapon of any type, plus however many anti-personnel machine guns or small-arms they desire. Q: [u]"What if we swap FRAMEs with different weight/power values? What happens to weapons or subsystems that can't fit?"[/u] A: Consider everything you own as your inventory. If you swap FRAMEs with different values, you can "store" surplus equipment in a virtual inventory of sorts. You can keep track of this in your sheets. If you gain a FRAME with higher values, you are free to make up new weapons to equip it with. You can swap out equipment anytime, so long as you aren't currently on a mission in the field, or your character is otherwise incapacitated. I won't be keeping a short leash on players, so it's up to you to decide what to take on each mission. Q: [u]"Are the four FRAMEs you listed the only ones we can use?"[/u] A: There's four you can select at the start, but there will be plenty more on the table after assignments and milestones are reached in the IC. Same goes for the subsystems. New FRAMES that appear will gradually increase in performance, so you'll feel like you're getting "beefier" the longer the RP goes on. Something to work towards, and all that. Q: [u]"What sort of weapons are you okay with players dreaming up? Melee weapons? Shields (the metallic kind you hold)? Prototype lasers? Tracking beacons? EMP weaponry?"[/u] A: I don't have a problem with melee weapons or shields as long as they make sense and are used realistically (within the suspension of disbelief of mechs duking it out). So things like pneumatic jackhammer-esque spikes could be cool. But big slabs of metal simply won't penetrate armor, and in most cases, you're just better off shooting a gun. You don't see Bradleys with axe-turrets anywhere, after all. Weapon tech is comparable to modern-day, so ballistics are going to be the gold standard. Prototype energy and railguns aren't out of the possibility down the road, but that's endgame territory.