[h2][u]|=-[b]HELIX PILOT[/b]-=|[/u][/h2] [hider=THE MAN] [b]Name[/b]: Julian A. Brumbles [b]Appearance[/b]: Julian is short and stocky, albeit he could lose some pounds with a better diet. His freckled face is bespectacled and cheeky, with short, slicked black hair. At 18 years old, he is certainly not physically imposing and seldom does he impress the ladies. His taste in apparel is most likely considered old fashioned, as though he was a man with an eye for the classics. [b]Personality[/b]: Julian is fairly shy and keeps to himself when not needed. He is kind and polite, and a true gentleman; However, he is often over-shadowed by taller, stronger, and better looking peers with louder voices. Julian likes to think that he doesn't mind this, but it secretly does bother him, as he wishes to make true friends and fit in. It also bothers him that he can't seem to ever match his older sister's skill in combat. His main saving grace is that he is an erudite mechanic and a quick thinker. He's also a paradigm breaker, albeit he often doesn't know how to execute his ideas properly. This is why he diligently sticks to engineering new Frames, or at least trying to. Nothing he has ever made actually works for long, as they often break down and cause problems. [b]Backstory[/b]: A young, portly intellectual striving for competency as a pilot and mechanic. Having inherited a powerful HELIX Frame from his uncle, Julian hopes to one day match his older sister's skill and beat her in a duel. He also seeks to reach a high enough rank so that he can bring attention to his family's destitute town, which once served as an inspiring service port for the United Empire. He firmly believes in the system and that the United Empire's cause is just and righteous. [b]Misc Info[/b]: -As an avid mechanic, Julian is always working on something in his downtime. Despite his poor physical prowess and unsightly appearance, he's proven to recruiters multiple times that he has a knack for using his mechanic knowledge against enemy Frames; thus helping him come out on top even when the odds are stacked against him. -He is also a budding HELIX Frame designer. One day, he hopes to design a HELIX Frame of his own. He has so many ideas. [/hider] [h2][u]|=-[b]HELIX FRAME[/b]-=|[/u][/h2] [hider=THE MACHINE] [b]Codename[/b]: The Marauder. [b]Class[/b]: Medium (9m tall), with optional Heavy Class attachment. [b]Appearance[/b]: Julian's black and red HELIX Frame looks both robust and lanky. Its upper body has a simplistic design, going solely for efficient armor coverings. Its face resembles that of a hockey mask with a visor. Its lower body, in contrast, looks more sleek and aerodynamic. Its ankles sport two large multi-faceted jets that give it speed and grace. As a medium sized chassis, the Marauder leans on the shallower end of the spectrum, right above small Frames. [u]|=-[b]ROLES[/b]-=|[/u] The Marauder is versatile in its roles, capable of assisting allied Frames from any range of combat as required by the mission. This Frame's specs shine best when it is not alone, as it is designed to help allies compensate for most weaknesses inherent in their range-focused or melee-focused Frames. Therefore, in a prolonged skirmish, a lone Marauder is likely to be rendered into a scrap heap. [list] [*][i]Siege[/i]: A long range stage, where the Marauder uses its Starfall Cannon and Long-range Precision Module to soften up an enemy base or support allies from a distance. A ceasefire in bombings usually heralds the coming of the Marauder itself, as the Starfall Cannon launches it into the sky. The Marauder then descends upon enemy forces, its arrival unleashing a shockwave of death before it proceeds to wreck utterly everything with merciless ferocity. [*][i]Ambush[/i]: An aerial descent stage, where the Marauder employs its Slyph Wings, Flash Skates, and Meteor Greaves to guide its landing where it'll demolish the most amount of enemies. The Comet Lance can make an appearance. Note that the Marauder is an excellent ambusher in most situations, it's just geared towards what is called an aerial ambush. [*][i]Forward Assault[/i]: A medium range to CQC stage, where the Marauder, whether it's helping lead the charge or just crashed ahead of its allies, will use its primary equipment: 2 Autocannons, a Grenade Launcher, 2 Grappling Claws, and its Comet Hammer, followed by one or two of its Aries' Smites when the Grenade Launcher is depleted or its Comet Hammer is lost, broken, or rendered pointless. It should be noted that while the Marauder has melee capabilities, it is not a melee-orientated Frame--in a prolonged battle with such Frames, the Marauder will find itself in a battle of attrition, which it is not suited for. The Marauder is best used alongside allies, by guarding their flank or giving them openings, or sometimes using its agility to make the final strike itself.[/list] [h3][u]|=-[b]EQUIPMENT[/b]-=|[/u][/h3] [list][*]HEAD[list] [*][b]Advanced Detection Array[/b]: A stealth and cloaking detection sensor, it is used in the Forward Assault stage. Enemy Frames that employ enhanced stealth modules or cloaking technologies will be hard pressed to sneak up on the Marauder and its allies. However, due to the sensitive nature of the array, the chance that it will detect hidden enemies plummets drastically when the Marauder is preoccupied in intense CQC or rapid acrobatic tactics. The visual and location data of discovered enemies can be relayed to allies up to 100m away. [*][b]Long-range Precision Module[/b]: An artillery's mapping and pinpointing module, it is used mainly in the Siege stage. Its maximum range is 8 km with a 30% error margin. Additional visual data relayed from allied scouts can assist the array greatly, reducing its error to almost zero. On the other hand, its ability to conduct enhanced long distance mapping can help allies understand the terrain on the fly.[/list][s][u]------[/u][/s] [*]SHOULDERS (TOP)[list] [*][b]120mm Autocannon (x2)[/b]: A pair of rapid-firing, auto-loading, direct-fire ballistic weapons, they are used in all stages but primarily used in the Forward Assault stage. Although these ACs produce significantly less heat than energy weapons, they are bulkier and dependent on available ammunition. The rounds fired by the ACs are high-explosive, but not armor piercing. When depleted, the ACs can retract into the Marauder for safe keeping.[/list][s][u]------[/u][/s] [*]LEFT & RIGHT SHOULDERS (INNER)[list] [*][b]Grappling Claw (x2)[/b]: A pair of rocket-propelled, wire-guided metallic claws capable of ripping into enemy Frames and structures. Its heavy-duty winch system can reel Smaller Frames closer to the Marauder for greater punishment, as well as retrieve objects quickly. Alternatively, the winch can pull the Marauder forward with a timed jump or if the Flash Skates are used for lift. The wires' maximum length is 100 m, but seldom is this range ever reached, especially in combat. The Claws contain hidden bombs within, which are activated when the Marauder disengages their wires. The damage of the bombs can cripple an enemy Frame depending on where on its body the Claws found purchase.[/list][s][u]------[/u][/s] [*]BACK[list] [*][b]Sylph Wings[/b]: A pair of extensive poly-fiber wings, they are used in the Ambush stage (if an aerial descent) as well as certain situations in the Forward Assault stage. They allow the Marauder to stay on target during its descent, letting it glide into position before speeding up its drop, akin to a falcon diving towards prey. Additionally, the Sylph Wings can slow its descent if crashing is suddenly not desirable. Upon the ground, the wings can give an extra edge to the Marauder's acrobatic stunts and boosted jumps, but given their large size, using them in CQC or enclosed spaces is not advised. The wings tuck into the Marauder's back perfectly when not in use, but they cannot be deployed at all while the Frame is attached to its Starfall Cannon. [*][b]Starfall Cannon[/b]: A large artillery weapon that can unleash hell from afar, it is used solely in the Siege stage. The Cannon sits upon a large platform with an extra pair of legs--it all attaches to the back of the Marauder, making it resemble a centaur. When in siege mode, the Cannon extends skywards as its legs spread outwards and anchors the platform to the ground. It has two types of rounds: single point (a shell for destroying a tough, solitary target) and multi point (a shell that breaks up above the target area and covers a larger area). Lastly, the key to the Marauder's Ambush stage, the Starfall Cannon can launch the Marauder into the sky, which is ideally done after shelling the battleground. If needed, the Cannon can save a few shells after launching the Marauder and wait for instructions via remote control to shell a region within the Marauder's line-of-sight. [/list][s][u]------[/u][/s] [*]Waist[list] [*][b]Shield Focus Module[/b]: A Phalanx energy coordinator module that manipulates the Frame's shield, it is used during all stages, but primarily seen in the Forward Assault. The module can concentrate the strength of the Marauder's Phalanx Shield towards one or two directions. This effectively renders enemy attacks less dangerous against the concentrated region, but makes them more lethal from another angle, if that region even has any shield left at all. Additionally, the module can rotate its concentrated shield points around the Marauder, which is useful for dealing with pesky, speedier enemy Frames.[/list][s][u]------[/u][/s] [*]LEFT & RIGHT ARMS[list] [*][b]Aries' Smites[/b]: A pair of piston-driven battering rams with gleaming wedges, they are used during the Forward Assault stage. When these are deployed, the Marauder's hands are unavailable because the Marauder's forearms share space with the rams via swiveling joints. These rams will deliver pulverizing impacts that hurl enemy Frames away with effortless ease and sometimes cleave their armaments in twain. The pistons are enhanced by the Frame's reactor, which empower the wedges to temporarily reduce an enemy Frame's mobility when struck. Against huge Frames, large structures, and heavily armored entrances, Aries' Smites will destroy them with minimal effort if given a chance.[/list][s][u]------[/u][/s] [*]LEFT & RIGHT HANDS[list] [*][b]Comet Lance / Warhammer[/b]: A 2-stage, pseudo-ranged melee weapon, it is used during the Ambush and Forward Assault stages. During an aerial ambush, the Comet Lance builds up kinetic energy for destructive shockwaves and is meant for striking secondary targets just out of reach of the Marauder's explosive crash. After retrieval, the Lance may be wielded with two hands for melee combat, but it can be cumbersome in extended CQC. Its large frame and design, while good for deflection and charging enemies, is overshadowed by its smaller, alternative form described below. The Comet Warhammer, wielded with one or two hands, resembles a hammerhead / rocket component attached to the end of a metal shaft. The hammerhead has a small sharp blade on top, capable of shearing metal. Its rocket component draws energy from its batteries and gives a critical boost to the Warhammer's speed and strength when timed with striking enemy Frames. This almost allows the Warhammer's massive blunt force to fragment armor, but more often it causes internal damage. The batteries only grant 5 boosted strikes, after which it must be recharged by the Marauder's reactor via port attachment. [*][b]Grenade Launcher[/b]: A larger version of the gun used by common infantry, this support weapon is used in all stages. The Grenade Launcher can fire grenades over a much longer distance and in a spread if needed. A wide variety of grenades are available such as anti-personnel, flare, flash, high-explosive, smoke, and inferno rounds. The rounds are stored in drums, of which a few can be stored on the Marauder's storage compartments. The Launcher itself also has magnetic screws that lets it holster itself to the Frame's side when not needed.[/list][s][u]------[/u][/s] [*]LEGS[list] [*][b]Meteor Greaves[/b]: An aerodynamic armor equipped with powerful shock absorbers, it is used in the Ambush and Forward Assault stages. The Greaves helps the Marauder plunge from the sky and protects its structural integrity at its crash site. Upon the ground, the Greaves grant a significant boost to the Frame's jumping capabilities and reduce damage from falling.[/list][s][u]------[/u][/s] [*]FEET[list] [*][b]Flash Skates[/b]: Phalanx-powered thrust engines used in the Ambush and Forward Assault stages. Attached to the Marauder's ankles, it gives the Frame's a high speed on most terrain, but also allows minor adjustments during aerial descents and acrobatic stunts. It's good for traveling at high speeds, but more importantly, for charging into the enemy ranks, by using evasive maneuvers and swift counterattacks to cause pure chaos.[/list][s][u]------[/u][/s][/list][/hider]