[@Feyblue] I'd like to join you. Although my Mech is Light support. With speed and recon in mind. Also my CS, isn't as... Detailed as yours. So any questions or would like a little somethin' somethin' changed, feel free to voice it. [hider=Enyo] [center][h2][b][color=f26522]Enyo Garret[/color][/b][/h2][/center] [center][img]http://orig00.deviantart.net/3255/f/2010/064/7/c/concept_sci_fi_pilot_by_brahamil.jpg[/img][/center] [center][h3][color=f26522]"[i]Pods Exhausted, Barrels melted, and Tank drying... Well I'm doing better than them!"[/i][/color][/h3][/center] [b][color=f26522]Height:[/color][/b] 5'9" [b][color=f26522]Weight:[/color][/b] 170 Lbs [b][color=f26522]Age:[/color][/b] 32 [b][color=f26522]Origin:[/color][/b] The Northern Frontier [b][color=f26522]Backstory:[/color][/b] Enyo was only 17 when he Joined the armed forces of the North. He already received training at the age of 15 due to the rising tension of the world was apparent. During the Orio war, his team operated a LRM-00 Ghoul. He provided mostly support fire to Infantry and non Mechanized units in quick hit and run strikes. The last time he was in a Ghoul was the last time he served the Northern Frontier. Caught in an ambush while his Mech was being repaired from their mission before. He fought tooth and nail against Hylo forces, but was overwhelmed due to his Mech not being designed for this kind of combat. Eventually the Hylo force was driven off by a Mech Squadron who happened to be around the area. Enyo was the only one alive of his team and his Mech laid in a Heap of smouldering scrap. His injures were deemed to damaging to continue his service and in only a few months the War had ended. For him it didn't. With what ever money he had left he traveled to the Freelands. This is where his story picks back up... [color=f26522][b] Tactical Preference & Skills:[/b] [/color] Force Reconnaissance. Skilled in the art of being a scouting unit and quickly gathering Intel and bouncing out. Taking anything or one standing in his way. Also heavily experienced in hit and run tactics. [color=f26522] [b]Text Color:[/b] [/color] #f26522 [/hider] [hider=Jackal] [center][h2][b][color=f26522]LRM-15 "Jackal"[/color][/b][/h2][/center] [center][img]https://s-media-cache-ak0.pinimg.com/736x/85/d6/72/85d6728aa9f58ef683ef77dafe5a4e42--cyborg-robotics.jpg[/img][/center] [b][color=f26522]Body & Type: [/color][/b] Light Bipedal Mech [b][color=f26522]Equipment & Armaments :[/color][/b] [b][color=f26522]Hand Slot 1:[/color][/b] "Lance" Mounted Medium Ranged Plasma Rifle - This Plasma rifle fires medium range Plasma bolts at a semi-automatic rate. After three shots the Weapon needs to cool down or will begin to melt down from the heat. The optimal cool down period takes around Ten seconds. The Bright green bolt melts through metal and can turn a human target into a fiery pile of ash. [b][color=f26522]Sub Weapon Slot:[/color][/b] Mounted .50 BMG Machine gun - A automatic weapon used to deal with Smaller vehicle or Infantry targets. The Jackal hold about 1000 Rounds in two different belts. The reloading is automatic, but takes about Twenty seconds. [b][color=f26522]Shoulder/Back Spot:[/color][/b] Triple Tubed Tube-launched, Optically tracked, Wire-guided (TOW) Missiles - This Y-Rack missile launcher holds three missiles at any given time. It can reload once after the original three missiles are expended which takes about Ninety seconds. Each missile has a wire at the end which allows the Jackal's Pilot to make a precision strike at about 1800 Meters. [b][color=f26522]Gadget Slot:[/color][/b] Advanced Radar Jamming System - This device allows the Jackal to become invisible to most enemy Mk2 Enemy mech's radars, additionally it cannot be locked making all locked weapons useless against it. Unless target painted or counter jammed, the Jackal is invisible to all but the Naked eye. Target Painter: A Infrared Laser that allows allies to know enemy positions without needing to detect them on their radar or a lock. This is especially useful for long range strikes. If pointed long enough, the laser will 'scan' the Mech and find key weak points such as Ammo storage, Heat levels, and overall condition of the Mech. [center][h3][b][color=f26522][u]Stat Scale[/u][/color][/b][/h3][/center] [Center][color=f26522][b]Light/Heavy Body:[/b][/color] [/Center] Designed as a scouting mech, the Jackal is a fast and agile beast. It holds some armor to survive a hit or two from heavy weapons and all forms of small arms fire, but it cannot sustain constant hits. It's speed is its armor, using its agility and top speed to cause glancing blows or misses all together. [Center][b]Numbered at: [u]3[/u][/b][/Center] [Center][color=f26522][b]Accuracy & Tracking/Firepower:[/b][/color] [/Center] While moving at top speed, the Jackal can provide accurate fire, but its firepower isn't anything to write home about compared to the average Mk 2 Mech. The weakness to the firepower is not the weapons, but the limited weapon ammunition the Mech is able to hold. [Center]Numbered at: [u]5[/u][/Center] [Center][b][color=f26522]Air Mobility/Thrusters: [/color][/b][/Center] The thrusts of the Jackal is exceptional. Causing it to match top speed's that bigger Mechs couldn't even properly track. Thrusters are placed all around the Jackal to allow it to weave and dodge in any direction regardless of its speed. Making it not only fast but agile. [Center]Numbered at: [u]8[/u][/Center] [Center][b][color=f26522]Solo/Skirmisher: [/color][/b][/Center] With the ability to take on bigger Mechs and lighter armored vehicles with ease, the Jackal is not meant to be a front line fighter. With the limited amount of ammunition and the thin plated armor, the Jackal is more of a support Mech. Scouting and Hit and runs is it's game, and its very good at that game. [Center]Numbered at: [u]7[/u][/Center] [center][h3][b][color=f26522]History[/color][/b][/h3][/center] The Atlas Company: Light Recon Mech 2215 or the LRM-15 'Jackal' for short is the Mk 2 Generation of the original [url=https://s-media-cache-ak0.pinimg.com/736x/eb/ad/9f/ebad9f753738b99d0988c87b4731205e--metal-gear-cyborgs.jpg]LRM-00 'Ghoul'[/url]. The most noticeable changes are to the Generator, Pilot protection, and the Weapon armament. Now with the loss of weight to due to the fuel based engine being changed out, the loss of weight was replaced not with armor, but with weapons. Allowing the Mech to provide support fire as well to its Recon abilities. It also only requires one Pilot instead of a team. Also the Pilot is in cased more safely in the Mech instead of being exposed like the Ghoul. The Jackal stands 15 meters tall and weighs about 12 tons. Able to cruise at 60.4 km/h and top speed of 110.3 km/h Enyo's personal Mech named the 'Crow' was equipped with his own experience in mind. The 'Lancer' Medium Ranged Plasma Rifle has been added to give the Mech more of a fighting chance and provide further range support than previous weapons. A machine gun has also been mounted to the hull to deal with Infantry based targets and small vehicles that are not worth the heat or the charge up time the Plasma Rifle takes. Additionally a TOW missile launcher has been placed to offer an added punch against Mechs or offer long range accurate strikes. A short ranged Radar Jamming system provides stealth in hit in run missions or when scouting. The Target Painter offers additional information on the enemy and plays an important role with Mechs that utilize long range weaponry. [/hider] Edit: After reading the Bio more carefully I think I some new inspiration to my Char as well. If you wanna pm me some details of the Fury Project, go for it! So we can hash this out more properly and it can all flow together nicely!