In a far away universe, war is threatening a solar system.
A hundred years ago, the Battle of the Sign was fought in the local gravity well of the planet known to the Unaff Confederacy as Regarda. This final battle was fought between the Holy Livonian Empire and the Unaff Confederacy, and ended in a crushing victory for Livonian forces, forcing the Unaff back into their space stations. A massive arms race has been involved since that time, as skirmishes between the two nations have been continuing on and off throughout the last century. As the Livonians hew close to their traditions and their tried and tested methods, the Unaff instead treads into dangerous territory, researching new and dangerous technologies, and digging up new and frightening realities.
Now, however, stirrings are happening in both realms that might shatter the tenuous peace that exists between the two powers. The Unaff has accidentally released an experimental prototype mecha that has rampaged through several quadrants before seemingly falling silent. And rumors say that the highest parts of the Livonian scientific and theological communities are busy at work on something big, hidden under the surface of Regarda.
Background History:
Spoiler
The land of Regarda is one that has been in struggle and conflict since civilization has existed upon it. The first major recorded war was known as the Thaussian War, when the now long-defunct Thaussian Empire invaded and utterly destroyed the even more long-defunct Rheindall Empire, seizing almost all of its lands except for an easily defensible peninsula known as Reval. To the North of Thaussia laid Norgard, a land that was, again, too hard to simply invade, and to the east of the continent was a small archipelago known as the Baldassarian Republic. The Duchy of Reval and the Baldassarian Republic were closely intertwined during this time period, due to necessity, although as their bonds of alliance grew, their bonds of trust grew as well. A second war broke out, known as the War of the Oathbreaker, where a legendary warrior of Thaussia known as the Oathbreaker due to his betrayal, born in Norgard, fought on the Revalian side, and led them to a crushing victory, destroying the heart and spirit of the Thaussian people and leaving them as little more than nomads and vagabonds. Further to the east, however, Rheindall settlers had settled on the shores of a far distant continent.
Those settlers integrated with the local peoples, a strange race of white-haired and blue eyed humans, and adopted their culture as well when contact with Rheindall ceased. Their culture revolved around the worship of their god, Theos, a god that preached that to understand how the universe worked was to understand it. Expanding quickly due to their technological superiority to other cultures nearby, this was the beginning of the Holy Livonian Empire. The Baldassarian Republic at first offered trade to the Livonians, and were accepted, before Baldassare quickly saw the Empire as a dire threat. Combining its resources with the now Arch-Kingdom of Reval, it fought wars on and off with the Empire throughout most of history, their lands dwindling down while Livonia grew only more and more powerful.
Finally, in an age analogous with our modern era, the Baldassarian Republic and Reval finally fused together, forming the Unaff Confederacy, and began trying to find ways off of the planet. Advancing greatly in spacefaring technology, the Unaff managed to make it to space and build several colonies. When the Unaff were firmly entrenched in space, the Livonians saw their chance. Attacking Unaff strongholds on the planet, they forced the Unaff away from Regarda in a battle known as The Battle of the Sign, for the strange, green beam-like sign that appeared during the middle of the fight from the polar icecaps of the planet.
Unaff has now dedicated almost their entire time to researching and developing new weapons and combat systems to counteract Livonia’s superior forces.
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Races:
* Human: These are your base, run of the mill humans. Despite seeming essentially normal in all aspects, and seemingly having no advantages over the other races, humans have an innate powerful spirit and soul.
- Advantages:
Hidden Potential - This will be revealed during the course of the RP, and generally will have something to do with your piloting style.
* Livoniianoi: These are a special breed of humans, some claiming that they are the original and greatest strain of humanity. They are the main race of Livonia, and most nobility members are Livoniianoi. Unlike regular humans, their hair and eyes are always a stark white and blue. Also unlike regular humans, they seem to show a preternatural sense in battle, dodging and weaving in combat as if they can see one step ahead of their opponents.
- Advantages:
Intuition: The Livoniianoi have an innate, minor psionic attuning, similar to, say, the Newtypes in the Gundam series.
* Genahu (Pronounced G as in Gun, En as in end, a as in ah, and Hu as in Human.): These are genetically modified humans, developed by experiments one way or another. As a result of these experimentations, they are generally superior to humans at first sight. However, their spirit is slightly lacking.
- Advantages:
Genetically Built: The Genahu gets to choose one extra trait without penalty at character generation.
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Factions:
- Holy Livonian Empire (HLE): The Holy Livonian Empire is in control of both their and the Unaff Confederacy's home world, Regarda. It is a Theocratic Absolute Empire covering the world, with excellent social services and a government that really, truly seems to care about what you do, how you do, and why you do it. Their technology is heavily based off of real robot technology, and revolves around utilizing the most out of tried and proven weapons, propulsion, and other systems. Their religion, instead of being one of rejecting science and technology, instead embraces it as the means to understand the universe, and therefore, understand their god, Theos.
The major ethnicities present in Livonia are a smattering of whoever was left on the planet and weren't picked up by the Unaff, such as the Norgardians, and obviously, the Livonians. Some Skraelingas serve as mercenaries to the Empire, serving under the banner of Barangias, one of the most famous mercenaries of the most northern reaches of Norgard.
Unfortunately, not everything is a bed of roses in the HLE. Other religions are treated as minority groups, freedom is rather limited, and the idea of free speech is laughable.
Their leader is Basileus Ilexani Belisarias.
- Unaff Confederacy: Originally hailing from Regarda, the Unaff were originally a combination of two nations from that realm, the Arch-Kingdom of Reval and the Baldassarian Republic. As the two nations became closer and closer together, they began to try and find a way off the planet. Dedicating almost all of their time to space, the two nations combined and became the Unaff Confederacy, a trade organization focused around exploring and exploiting the resources of space. When the Livonians came to power, they resisted on the planet, but could not stave off their religious fervor, or their AGEIA Drive-powered mecha. They mostly research lost alien technologies when they can, and build this into their mecha, in order to try and get an edge over the Livonian forces.
The main leaders of the Unaff are mostly descended from the Baldassarian Trade Princes, and so most commonly have blazing red hair and green eyes. Lower classes generally tend to have more common features amongst them.
As a "democracy", the Unaff Confederacy has, compared to the HLE, incredible freedoms and rights for its citizens. As a plutocracy in reality, however, only the rich actually get to seriously enjoy and make use of these freedoms and rights, as other classes are too busy working to really notice the change that such rights bring.
Their leader is Doge Andre Guttre.
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RULES:
1: Use common sense. A giant huge mecha is gonna find it hard to hit a tiny, zippy mecha, etc. You get the idea.
2: Don't be stupid. It may be the same as number 1, but this is more for OOC. Just don't be stupid.
3: Canon from other series are allowed. You wanna make Big O? Go for it.
4: Rated M. This means sure, make your character a total slut if you want. Just don't display her actions in public. Take it to PMs.
5: Rule of Cool. If you are doing something in an RP, and you take pains to make it as wicked awesome cool as humanly possible, I'll probably favor you.
Biography: (Depending on which faction you are in, this will change.)
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Strengths: (Up to 3)
Weaknesses: (One for every Strength. Note: You can put down a weakness and eventually overcome the weakness. That is part of a plot, however, and cannot be just done like bam. So yes, it is possible for you to, eventually, have no weaknesses.)
Piloting Style: (How you pilot your mecha. This will result in bonuses given if you fit your style.)
MS:
Name of Mecha:
Type of Mecha: (Real or Super)
Origin of Mecha: (Put down whatever fits the mecha's origin.)
Appearance oif Mecha: (Picture or Words.)
Biography of Mecha: (Describe how/why/when/by whom your mecha was made.)
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Weapons Systems:
Stats: (Stats range from Max, Hi, Mid, Lo, Min. Try to keep it at least in par with the examples presented below. Upgrades will be allowed for Custom Mechas if they are especially well-designed, have an excellent background, or are just plain old cool.)
Speed Rank:
Energy Rank:
Agility Rank:
Armor Rank:
Cockpit Rank:
Adaptability Rank:
Perks:
(Choose as many bonuses as you like. The first bonus is free, but after that, every two bonuses gives you a disadvantage. Some perks may give you special abilities, others may increase your stats.)
Banes:
(Put your disadvantages here.)
Base Starting Mechas (If you do not wish to make your own):
Name of Mecha: HWS-108 "Klibanophoros Kataphraktoi" Infantry Platform (Pronounced (KLEE-bahn-o-four-ohs KAH-tah-frak-toy)
Type of Mecha: Real
Origin of Mecha: HLE Production Model
Appearance oif Mecha:
Biography of Mecha: The Kilbanphoros Kataphraktoi has been in service in the HLE for the last 100 years, and for good reason. The AGEIA System controls that allow it to function are remarkable, allowing the user to pilot the KK with his mind. However, no one knows exactly HOW the thing works.
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Weapons Systems (These can be mixed and matched to build your own kit. Each is mounted on the arms, so you can only have two, or just one if you are getting the Heavy Cannon):
"Sophia" AWA-D21 Shield: This is a heavily-built metal shield with a reflector field built into it. This allows the KK to be a BIT more durable than your standard one, but also slows it down. (Agility becomes Mid, Armor becomes Mid)
"Spathi" HWS-108-W93 Wave Blade: The initial equipment of the first version of the KK, the Spathi is a long-bladed sword that contains a short-ranged enegry-based pistol inside of it. Although light, easy to use, and effective, it was less useful at long ranges.
"Kanoni" WAX-001 Heavy Cannon: This is a two-handed weapon to be used by the KK, and a rare sight on the battlefield, due to still being in the testing phases. This is exclusively a ranged weapon, but allows the user to stand back and fire an extremely destructive beam of energy at an opponent.
"Kontos" AWA-230A2 Beam Lance: The solid standby of the KK, this is a long, heavily-built beam rifle built into the shape of a lance. Coincidentally, it also works well as a lance as well, and a favored tactic is to charge an enemy with the lance in the style of the knights of yore.
Stats:
Speed Rank: Hi
Energy Rank: Mid
Agility Rank: Hi
Armor Rank: Lo
Cockpit Rank: Lo
Adaptability Rank: Hi
Perks:
* Divine Fervor: The KK and the KKSm are powered and driven by the AGEIA System, what some say to be a holy and divine-inspired event. This system, combined with the fervor of its pilots, allows the KK and the KKSm to move faster than just about any mecha ever made. (Increases Speed one stage)
Banes:
N/A
Name of Mecha: UGM-Me004m16 "Unganze" (Pronounced OON-gan-TSEH)
Type of Mecha: Super
Origin of Mecha: Unaff Mass-Produced Model
Appearance oif Mecha:
Biography of Mecha: The Unganze is the Unaff standby, known as the Confederation's "Steel Wall". Indeed, government propaganda shows the Unganze as a heroic figure guarding democracy and freedom. Regardless, the Unganze is an incredibly reliable, although slow, mecha.
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Weapons Systems (You can have up to two arm systems, but as many other sub-systems as you'd like, although be forewarned: These systems may give a bit of a disadvantage to you):
- UGM MeW004-02m24 "Thunder" Piston Actuator (Arm): This is a heavy built weapon and shield that takes up an entire arm. It allows an Unganze to engage in close combat with some level of proficiency, and the piston actuator that can be used on impact also increases the damage of the fist to incredible levels.
- UGM MeW004-03m5 "Wind" Missile Battery: This is a large rack of missiles mounted on the mecha's shoulders, and, as a result, gives an impressive boost of firepower to the Unganze, allowing it to fire off Macross Missile Massacres on will. Unfortunately, this missile rack is a rather large target, and when it is hit, it explodes violently. (Reduces armor to Mid.)
- UGM MeW004-04m101 "Volcano" Double Cannon (Arm): The Volcano is a large-scale double-barreled ballistic cannon that takes up an arm slot on the Unganze. This cannon can fire off two heavy shots that obliterate just about anything in their path, although it's rather inaccurate.
- UGM MeW004-0X "All Creation" Chest Cannon: This is an experimental weapon for the Unganze, but field reports are good. Instead of the extra reinforcement of the armor of the Unganze, this strips it away and gives it a massive, chest mounted cannon that can fire a horrifyingly powerful blast of energy. This, however, drains the energy from the Unganze, and also reduces the amount of armoring around the cockpit. (Cockpit and Energy to Mid.)
- UGM MeW004-01m7 "Thumper" Cannon: This is a large cannon mounted on the Unganze's shoulder. Being the first weapon created for the Unganze, the Thumper is regarded as exceedingly reliable. Unfortunately, it isn't very aerodynamic, nor hydrodynamic. (Reduces Adaptability to Lo)
Stats: (Stats range from Max, Hi, Mid, Lo, Min.)
Speed Rank: Lo
Energy Rank: Hi
Agility Rank: Lo
Armor Rank: Hi
Cockpit Rank: Hi
Adaptability Rank: Mid
Perks:
- Gyro-Stabilized Cockpit: The Unganze has a built in Gyrostabilizer in the cockpit, that protects its pilot from heavy hits. (Increases Cockpit to Hi.)
Banes:
N/A
Name of Mecha: UGM-Me002m10 "Unarze"
Type of Mecha: Real
Origin of Mecha: Unaff Obsolete Model
Appearance oif Mecha:
Biography of Mecha:
The Unarze is an older model of Unaff mecha, designed for use primarily in the original conflicts involving the home planet. Although a perfectly capable model in and of itself, it suffers from a lack of an effective control interface like the Kataphraktos, and as a result, generally suffers for the worse in engagements with them, due to just about any Livonian soldier being able to effectively pilot the Kataphraktos. However, the ceiling for skill level is certainly higher than in the Kataphraktos, as the Unarze is able to handle even better than the Kataphraktos if the pilot is skilled enough.
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Weapons Systems:
(A few of these systems come built-in without taking up a slot, and are marked by a {B}. Two arm slots for weapons.)
UGM-MeW002-01m52 "Spark" Assault Cannon: This is a large, semi-automatic firing autocannon firing large shells at a rather rapid rate. One of the first weapons actually deployed on the Unarze, and still favored by ace pilots due to its inherent accuracy and reliability.
UGM-MeW002-05m68 "Storm" Machine Gun: This is a hand-held, automatic firing, short-ranged weapon. Generally reserved for when the Unarze is operating in close quarters, these can be dual wielded, but accuracy generally suffers.
UGM-MeW002-06X "Blaze" Thermite Launcher Module: This is a specific weapon designed for use by skilled (and careful) Unarze pilots. It consists of a large slug of thermite being launched at a target at close range, melting through just about any armor like it was butter. Understandably dangerous for the pilot, but utterly deadly at close range to just about any target.
{B}UGM-MeWU-01m109 "Shard" Immediate Knife: This is a short sword-sized mononuclear blade that is mounted on the hip of the Unarze. Actually quite effective against close-up targets, and quite capable of parrying enemy blows.
{B} UGM-MeW002-02m45 "Breeze" Missile Rack: These are a rack of two small anti-armor missiles mounted on wrist launchers. Generally effective against lighter mecha, but have trouble with larger foes.
{B} UGM-MeW002-04m32 "Needle" Force Suppression Package: This is a number of small, .50 Cal Machine Guns mounted on the frame of the mecha, allowing for suppression of low-level infantry threats. Generally regarded as useless against mecha, except at point-blank range.
Stats: (Stats range from Max, Hi, Mid, Lo, Min. Try to keep it at least in par with the examples presented below. Upgrades will be allowed for Custom Mechas if they are especially well-designed, have an excellent background, or are just plain old cool.)
Speed Rank: Hi
Energy Rank: Mid
Agility Rank: Mid (Hi with enough time.)
Armor Rank: Mid
Cockpit Rank: Mid
Adaptability Rank: Mid
Perks:
* Take Your Time: The Unarze takes quite a bit of time to get used to the complex and complicated control scheme. As a result, pilots who take their time and work on piloting the Unarze to perfection become frighteningly good at piloting them, resulting in a mecha that can match the Kataphraktos in sheer maneuverability. (When GM decides enough experience has been had, Agility increased to Hi)
* Like Clockwork: The Unarze was a large-scale quality-based construction by the Unaff forces. As a result, it is an exceedingly well-designed machine with incredible amounts of quality control on it. Examples of it exist still from 100 years ago, still in perfect working condition. The main attention was given to its drive system, allowing it to go relatively fast. (Increases Speed to Hi.)
Banes:
N/A.
MS:
Name of Mecha: HWS-112 "Pronoiari" Heavy Support Platform
Type of Mecha: Real
Origin of Mecha: Recent Construction HLE Production Model
Appearance oif Mecha:
Biography of Mecha: The Pronoiari was designed in response to the Unganze, and is a direct result of experimentation and controlled planning to devise a new support platform to help sustain the lighter Kataphraktoi mecha. It is based heavily on the Kataphraktoi, having the same AGEIA Drive, but due to the necessity of armor and mass to ensure that it can sustain fire while responding in turn, it does not gain as much benefit from it as other, lighter mecha.
However, it is a much more durable and stalwart design platform, and can carry heavier loads. The doctrine of the HLE has always been to have exceedingly mobile forces, but this shows that they can change their tactical doctrine if they find it has not been working.
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Weapons Systems: (Only two allowed, unless it is a two handed weapon. Two handed weapons are marked with (T).)
"Hillaniki" WAW-013 Repeating Laser(T): This is a heavy-duty repeating laser built, usually, onto small frigates. However, it has been shrunk down and refitted to work effectively on a Pronoiari, allowing it to deliver a great amount of suppressing fire. However, this rather rapidly drains the energy capacity of the mecha.
"Halberidou" HWS-112-W104(T) : The initial equipment of the Pronoiari. The Halberidou is a large, two-handed weapon with an energy-based axe head attached to it, along with a Kontos laser built into it as well. A balanced, if heavy, weapon.
"Kanoni" WAX-001 Heavy Cannon(T): This is a two-handed weapon, and a rare sight on the battlefield, due to still being in the testing phases. This is exclusively a ranged weapon, but allows the user to stand back and fire an extremely destructive beam of energy at an opponent. It DOES take quite a bit of a cooldown to fire again, however.
"Kontos" AWA-230A2 Beam Lance: The solid standby of the KK, this is a long, heavily-built beam rifle built into the shape of a lance. Coincidentally, it also works well as a lance as well, and a favored tactic is to charge an enemy with the lance in the style of the knights of yore. However, this works less well for Pronoiari, due to their slower speed. The Kontos is usually offered as a transition weapon for those pilots still used to the Kataphraktoi.
Stats: (Stats range from Max, Hi, Mid, Lo, Min. Try to keep it at least in par with the examples presented below. Upgrades will be allowed for Custom Mechas if they are especially well-designed, have an excellent background, or are just plain old cool.)
Speed Rank: Mid
Energy Rank: Hi
Agility Rank: Lo
Armor Rank: Hi
Cockpit Rank: Mid
Adaptability Rank: Mid
Perks:
* Fervor: Even though the AGEIA Drive does not result in a faster mecha with the Pronoiari, it DOES result in a much more energy-efficient build, since all that power is no longer going directly to the thrusters. As a result, the energy capacity (and thus, the amount of things that it can fire) are larger. (Increases Energy One Stage.)
Banes:
N/A
- - - Updated - - -
Those of you who expressed interest in the IntChk, repost your characters in final draft state.
Those of you who wish to play, there will be examples to base this off of.
My Expectations from my Players:
* I expect you to at least try and post once a week.
* I expect you to bow before my judgements. As the GM, I'm here to guide everyone through the story in a nice, happy fun time. If you try jumping the rails excessively much and try ruining the plot to a serious degree, you're gonna have a bad time.
* When you post, generally speaking, you are going to be facing against NPCs. Limited PvP engagements can occur, but generally speaking, these opportunities are gonna be few and far between, due to the fact that it's going to be hard on the players. Due to this, allow me to respond with how the enemy mooks take their attacks, instead of just typing out the damage they take.
* You are all part of a recently formed squad run by someone who is considered to be one of the best pilots of their respective faction. There will be opportunities to climb, of course.
Name: George Khushrenada
Race: Human
Age: 24
Gender: Male
Faction: Unaff Confederacy
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Personality: His cold, stoic demeanor seems more fitting for a battle hardened veteran than a twenty four-year-old teenager. He is quite and respectful but normally kept to the shadows and is not very social. On many occasions, George espouses the philosophy that being emotional on the battlefield will only result in heartbreak, so soldiers need to be able to fight without caring about their opponents. He also believes that emotions cloud judgment and sees them as a hindrance only letting out emotions in rare intervals. He cares little for war and for battle however and only seeks to become a master of his own art and to perfect his skills to a razor sharp edge. He sees technology as a handy cap for those who are not able to embrace the old ways of combat and life. He enjoys sitting in quite areas and mediating to hone his mental skills and keep them sharp. He is often looking or listening for something that may be trying to hurt him or something he could use to blackmail someone. He is normally very uncaring towards women but he is a young teenager and has his moments when he is susceptible to the charms of a woman but this is rare seeing as his father has tried to make him brutally vigilant.
Appearance:
Spoiler
Biography: Born on the main continent as a child he was raised as a part of a elite piloting family. He grew up with the weight of his parents' twin reputations on his back. He was loved dearly as a child and was normally taken very good care of by both his parents. However he rarely saw his parents due to them being a part of the military of Regarda. He spent most of the time in the care of nannies and other extended family members. He was a only child so he had no real company at his house and he did not seem to get along with his friends.
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As he went through pre-school and middle school he was an outcast for most of the time but still had a group of friends he occasionally talked to. To this day he still thinks he should have done better with making friends as he still does not have any real friends at the moment. Being the son of a pilot he was expected to join the military of which he refused after they made him take a surprise test one day to see how good of a pilot he was. He was exceptionally good and he was offered a full scholarship if he joined the military to which he refused. He, however, still pursued the design of mobile suits and the like.
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Not very eager to join any real work force he decided he would become a business owner. However that was cut short as the war suddenly commenced and he was kicked off Regarda along with his uncle. It was later revealed to him that his parents died during the battle protecting civilians and he forged a promise to himself that he would never forgive the Holy Empire for what it did to him and he would defeat them at all costs. He joined the military soon after and became a pilot. He served in battle skirmishes against enemy units trying to breach into the colonies and eventually won recognition after holding off an entire platoon of units so his men could advance in a heavily UGM-Me004m16 "Unganze". He was forever demonized by the Holy Empire by the nickname of The Bloody White Knight. His deeds earned him recognition and he was presented with a special honor for his service being the OZ-00MS Tallgeese which was made originally for the former military special operations for The Order of Zodiac or OZ for short. The Confederacy then revived the destroyed military unit and put him at the head of the unit. However he later gave most of his power away to second in commands he trusted so he could become a soldier again. However he still holds a lot of power inside of OZ.
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Strengths:
Excellent battlefield awareness
Ability to pilot any machine with top notch skill
Talented pilot
Weaknesses:
No real strength at long range and is about on par with the average pilot in that area
Struggles with multi-tasking (ordering troops around and fighting at the same time. Not the same as fighting multiple enemies)
Poor technological skill
Piloting Style:
As he is a pilot, George has exceptional mobile suit piloting skills, notably being masterful in evasive and other combative piloting techniques. George's specialty in MS combat is quick evasive and reactional techniques along with deadly precision. He is known for his ability to destroy enemies in groups or in singles combat with ease using his machines speed to his advantage. He is superb in short and medium ranged combat but his long range abilities have always been lacking. He prefers wiping out enemy forces with his dober gun rather than use stealth based tactics. He is able to easily dodge enemies and counter attack as well as anticipate their moves but lacks the ability to counter attack properly depending on the battle situation. This forces him to use his shield or his speed to dodge enemies.
MS:
Name of Mecha: OZ-00MS Tallgeese
Type of Mecha: Real
Origin of Mecha: New Mobile Report Gundam Wing
Appearance oif Mecha:
Biography of Mecha: Designed by the elite scientists of the Unaff Confederacy, the Tallgeese was a well-rounded unit featuring both long range and melee weapons, and also heavy armor coupled with high power boosters. However, the powerful boosters put a lot of strain on the pilot, resulting in a burden of about 15 Gs. It was never mass produced being too strong in power and speed to replicate properly. It is rarely remade and given to pilots who have earned their place. There are about six in known existence four of which are in reserve units. This Tallgeese was given to George after proving his skills as a pilot and a soldier after holding back a Holy Empire attack and allowing his men to escape while he himself was almost killed. Tallgeese has served George well and George has no others suit he rather pilot. Its original purpose was to serve the OZ faction inside of the Confederacy.
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Weapons Systems:
■Dober Gun
A large shell firing weapon outfitted to the Tallgeese, its extreme length and power give this weapon enormous range and accuracy. While certainly more primitive than a beam weapon the Tallgeese uses this weapon to great effect.
■Beam Saber
Stored within the shield, focuses a beam into a sword shape to melt and cut through even the toughest titanium alloy armor.
■Shield
Designed to unleash its full potential in close combat, as it is small, and even has an anti-beam coating.
■Missile Pod
A six shot missile pod.
System Features:
■Self-Destruct System
In case of the Tallgeese in danger of being captured, the mobile suit is built with a self-destruct system to destroy the mobile suit and prevent any data from being obtained.
■Booster Unit
At nearly twice the size of the Tallgeese, this optional equipment is fitted onto the Tallgeese for space operations. Has many different modes to suit the situation. Parts of the unit can only be attached to reduce weight for short term space travel. The entire unit is fitted on for long term space travel, and the entire unit can be jettisoned during combat to avoid the additional weight.
Stats:
Speed Rank: Hi
Energy Rank: Mid
Agility Rank: Hi
Armor Rank: Mid
Cockpit Rank: Low
Adaptability Rank: Hi
Perks:
Unstoppable Speed - The speed of the machine (15 G's) itself is enough to dodge most attacks with extreme ease. The only weakness is the thrusters themselves which if hit cripple Tallgeese immensely.
Cockpit viewing - Unlike most cockpits which have only one screen Tallgeese has a 180 view allowing to see targets to the left and right as well as front.
Sturdy Armor - The Tallgeese can take a beating before going down. It has been assaulted by tens of troops at the same time and showed little to no sign of outward damage.
Near Instant Boost - Tallgeese's thrusters activate on the mark and when the pilot needs it to move. With that comes along with a ton of maneuvers that make the Tallgeese a more than versatile speed.
Targeting System - Tallgeese has a computer that aids in aiming against enemy targets to help prevent the human error incorporated by the pilot.
Banes:
Puts tremendous strain on the pilot at high speeds
No real long ranged weapons. However the Tallgeese's Dober Gun can be used for long range but it leaves something to be desired in that area.
"You have the power to make a difference, don't you? Then why not put it to good use? We have precious little time. Including time to think it over. " - Mu La Flaga, Gundam SEED
Name: Hayden Kunzke
Race: Human
Age: 27
Gender: male
Faction: Unaff
Personality:
Hayden is, above all else, confident into the experience he has earned throughout his service in the Confederacy’s armed forces and, despite being only 27, has thrown one or another ‘when I was your age’ sentence to rookies over the past time. He stopped caring about the ‘you’re the coward who tries to stay as far away as possible’ or similar comments, always referring to their respective outfit’s sniper who usually tries to be even farther away from anything resembling fighting.
Mirroring his behaviour in combat, as long as Hayden has some distance between himself and others he acts calm and does his best to at least appear reasonable. In contrast, the closer people try to get physically, the more hectic and brash he usually gets.
Born into a family that has upheld the tradition of sending every son but their first into the military for, how they claim, generations, Hayden, as the third son, found himself without much choice whether to sign up or not at one point during his life. Convinced that if he were to focus on training and do this right he would actually live through his time in the Unaff military, Hayden was determined to do his best.
Unaff military academies are open to children of every age and simply run parallel to the civilian education system. These academies cover a lot of the regular fees and other expenses of its students while providing a decent enough general education on top of its specialized curriculum, which makes it attractive for all sorts of parents to send their children off into the Unaff military’s care. The fact that by doing so, they practically sign up their children for service in the military up to the age of at least 24 is often overlooked or dismissed as ‘they don’t send these children into combat anyways, they got professionals for that’.
Hayden entered when he turned 7, but the military influence didn’t spill over into the curriculum until two years later. Around the same time, he got into a messy brawl with some upper class-men. The reasons forgotten about an hour later, what had started as a fistfight ended with blades being drawn, hacks and slashes and blood everywhere. Hayden lost a lot of blood and the better part of his left outer ear that day and with it, every will to ever get into a comparable melee again.
Knowing that he was in this for at least 15 more years and probably quite a lot of combat situations, though, Hayden turned to the one option left. Ranged combat. Trying to absorb every scrap of information regarding ranged weaponry and becoming a permanent guest on the academy’s shooting range, he soon found himself aiming for the cockpit of a heavy weapon-wielding mecha, one far away from the tumult that were mecha on mecha melees.
When he turned 12, Hayden signed up for the Unaff’s sniper mecha program. Meant to recruit suitable candidates early on, the program demanded a range of tests, both mental and physical, to weed out potential failures just as early. While passing most exams, Hayden’s accuracy scores proved too low. Average wouldn’t do for the Unaff snipers.
With 13 and 14 he tried again, both times resulting in more ‘average’ accuracy scores, before turning too old to apply for the program anymore.
Seeing his last chance of escaping frequent melees in mechas specializing on long-range firepower, Hayden deemed his most realistic chance to apply for a Heavy Weapon Platform mecha’s cockpit instead. With 16 the Confederacy military let him pilot a test model for the first time, and in the same year he fired his first live-rounds out of a mecha's weapon.
Not knowing exactly what to do apart from soldiering, Unaff military propaganda and finally the simple routine he had fallen into kept Hayden in the Confederacy’s armed forces and an HWP’s cockpit ever since.
Strengths:
Seasoned Soldier
With 27 years and an early age of entering the military, Hayden has a good amount of experience in both ground-to-ground as well as mecha fighting racked up on his record. He knows his share about battlefield tactics, has learned to follow orders to the letter and when reinterpreting those letters just a bit will be for the best.
Focus on Firepower
With his whole military career spent on training to get selected for mechas with high firepower, he has become quite adept at handling the Untorrha and its targeting systems, as well as the previous and nowadays discontinued older Unaff HWPs.
Weaknesses: Focus on Firepower
Having tried to avoid melees for all his life, Hayden also only went through the most necessary close-combat lessons and practices needed to get into a mecha’s cockpit. Even though that is still a considerable amount compared to civilians, in the world of pilots his skills are severely lacking and mostly focussed on defending and disengaging from the hassle again.
Loathing the Ones Who Made It
After failing the tests for Unaff mecha snipers, he developed some sort of loathing for those pilots who actually did make the specialization. Though he would never openly admit it, partly out of professional pride, partly out of fear for losing his cockpit over it, he is less prone to answer a sniper’s call for laying waste to a target grid than to follow the request of other pilots. Outside of combat situations, his meetings with Unaff snipers tend to have him near snapping.
In reverse, this also means that he sees enemy snipers as personal adversaries, and his Untorrha has been seen to waste considerable amounts of firepower on trying to shoot down single sniper mechas.
It’s Not Easy to Adapt
While Hayden is familiar enough with the Untorrha’s and, since most of them are taken from it, the Unarze’s close-combat systems, he never had enough training to quickly adapt to any other systems. While chances are high that he can work proficiently with whatever ranged weaponry he can find his model equipped with in case of being forced to take anything else than a HWP mecha, the already low melee capabilities are further diminished in this case.
Piloting Style: Shoot Them Down!
He will always try to get distance between attackers and himself and make sure that there are other mechas nearby who can bail him out of close-combat if necessary. He still frequently requests an inbuilt launcher system for proximity mines for the Untorrha, as well as a close-range rocket defence system; both are meant to serve as additional layers of protection. Both requests have yet to be approved, though Hayden has been seen to reprogram rocket tubes which contain miniature proximity mines (see mecha, first weapon entry) to build some sort of minefield around him.
Apart from the aforementioned ‘Loathing the Ones Who Made It’ weakness, he also usually goes for enemy close-combat type mechas first to lessen the chance of engaging anyone in melee.
Name of Mecha: UGM-Me005m19 “Untorrha” HWP – Heavy Weapons Platform
Type of Mecha: Think this counts as real. Not sure though. You tell me.
Origin of Mecha: Unaff Mass-Produced Model
Biography of Mecha:
The initial deployment phase of the “Unganze” model had seen the massive mecha frequently swarmed by smaller enemies, which pressured the Unaff into complementing their new giant with smaller support units. While the old “Unarze” model suited the role of close to mid-range support just fine, the Confederacy decided to order a new type of HWP mecha for the job of providing mid to long-range firepower that was supposed to actually hit smaller and faster targets as well as put hurt on more durable enemies.
The amount of resources poured into the development of the model and then turning it into a product ready for mass production proved higher than anticipated, though, and in the end a great deal of newly designed weaponry got scrapped in the planning phase. Instead, the Untorrha usually wields a mixture of adapted versions of already existing systems for the most part, though the generally good combat performances of the model, especially in the formation it has been initially designed for, could lead to more investments into weapon and support systems in the future.
Weapons Systems:
UGM MeW005-03 “Blastwave” Multipurpose-Missile Launcher, shoulder-mounted: Contains up to six rockets or rocket tubes for long-range combat. Rockets are standard missiles, whereas rocket tubes can be filled with other devices or miniature weaponry. The slots can be fitted with different rockets or rocket tubes respectively.
Miniature proximity mines
Usually not able to outright destroy enemy mechas, these mines are still able to cripple enemies and/or slow down their advance, as well as damaging whatever vulnerable equipment the enemy is bearing outside its armour. The mines are small enough to be suppressed by most mecha-internal systems as harmless debris, though after having been in Confederacy usage for quite some time now, more and more systems have been seen to adapt and pick up on the threat.
Rocket swarm
The rocket tube is filled with dozens of smaller rocket launchers which will empty their payload on command or timer. The smaller missiles will latch on to whatever enemy they can find in the proximity.
The items below are part of the Unaff Confederacy’s Electronic Countermeasures Programme and not as available as their conventional counterparts mentioned above.
Miniature EMP
Instead of offensive weaponry, the rocket tube contains a small-scale EMP. Since most electronic equipment on-board of mechas is hardened, the worst effect a smaller EMP can have is usually a split-second of rebooting or some moments of powered down radios and the like. Already heavily damaged mechas might be affected more, which made the Miniature EMP a favoured weapon among Unaff forces to prevent enemy escape and capture more or less intact units.
Decoy
The rocket tube is filled with electronic equipment and heat generators which mimic the signatures of a standard-sized Unaff mecha. Enemy heat- and radar-guided weapons have a chance on latching on to the decoy instead of other Unaff mechas when deployed. A mecha’s internal systems are less likely to mistake a Decoy for the real thing.
Screamer
Rocket tubes fitted with Screamers are meant to impede enemy usage of electronic equipment due to flooding radar and radio with fake contacts and signals.
UGM MeW005-03LC2 “Lightning Cutter” Laser-Cannon, shoulder-mounted: Shoots a laser beam over a long distance. During the planning phase, Unaff scientists were discussing mounting another already existing Laser-Cannon on the Untorrha’s shoulder hardpoints which would have come with a rapid fire mode. The energy output was deemed unsustainable for a mech of the Untorrha’s size, though, so the “Lightning Cutter” was fitted on most models instead.
UGM MeW005-02V6 “Firestorm” Plasma-Rifle, held: Used for mid-range combat, the Plasma-Rifle is currently in its sixth incarnation. Of the previous versions, all weapons from V1 up to V4 have mostly been discontinued due to serious issues with either damage output or overheating. V5 finally offered a satisfying balance, further fine-tuned with the newer V6. A couple of other Confederacy mechas have been seen sporting variations of either V2 or V4 which were renowned for their high but uncontrollable damage output as sort of short-range Plasma-Shotguns.
UGM MeW005-02HP “Hail” Gatling-Gun, arm-mounted: Initially designed and deployed as close-range anti-missile system for Unaff star ships, the weapon has seen reengineering when the scientists and planners of the Untorrha were searching for a solid-ammunition using medium-ranged weapon. Instead of developing a new system, it proved much cheaper to just strip the existing gatling weapon down a few layers, resulting in diminished combat performance in all areas compared to the versions used on star ships, but in return the weapon is nowadays usable by most Confederacy mechas.
UGM MeW005-01X “Blaze” Thermite Launcher Module, chest-mounted: Due to a lack of close-range firearms, the Untorrha has instead adopted several of the ‘last-ditch’ weapons of the Unarze model. The Thermite Launcher Module is fitted to mecha’s chest, impeding the field of deployment compared to the original version. The system lost nothing of its armour-melting capabilities, however.
UGM MeW005-01m119 “Shard” Immediate Knife, attached to left thigh: Same as with the “Blaze” system above, the Immediate Knife has been adopted from the old Unarze model as a last resort for close-combat. The blade is essentially the same, though the lower speed of the Untorrha makes it less effective for the pilot to use.
Speed Rank: Low
Energy Rank: Max (includes +1 bonus through Additional Power Packs)
Agility Rank: High (includes the +1 bonus through Unaff Quality)
Armor Rank: Average
Cockpit Rank: Average
Adaptability Rank: Average
Perks: Advanced Targeters
Whatever space the engineers could find was filled with advanced targeting computers and other technology which calculate flight paths for both enemies and the Untorrha’s own projectiles. An Untorrha’s ranged weaponry has increased hit chances.
Additional Energy Packs
The Power Packs are situated at the Untorrha’s backside and will, as long as mounted, provide +1 energy level. They can be used up once per deployment to either reset weapons’ cooldowns or to fire both Laser Cannon and Plasma Rifle in a single volley at once. The latter action adds to the power of said attacks. Once the Packs are used for either action, the power level will drop significantly for a short duration of time.
Unaff Quality
Like all Confederacy mass-produced models, the Untorrha is living up the high standard of Unaff quality. In this model’s case, the engineers put the emphasis on increasing the agility the mecha would need to keep its weapon systems trained on fast moving targets, which also helps with keeping up with enemies in close-combat to a certain degree. The mecha gains +1 agility level.
Banes: Energy Weapons
Both Energy Weapons deployed by the Untorrha are power-hungry in exchange for their stopping power. Under normal circumstances, Laser Cannon and Plasma Rifle can’t be fired at the same time, for the only exception see the Additional Energy Pack’s description. Additionally, both weapons need cooling down after several (Laser Cannon) or some dozens (Plasma Rifle) of shots. Depending on how long the respective weapon has been recharging, it is possible to disengage the automatic safety locks and squeeze out a low-energy shot during recharging, which will render the weapon useless for the rest of the deployment and may lead to it exploding in the Untorrha’s face.
Are we going to play out the whole joining the squad/meeting the people for the first time in our first IC posts or are we going to jump in slightly after that, time-wise?
Name: "Genome" Race: Human Age: 14 Gender: Male Faction: Unaff Confederacy
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Personality: Rather precocious, Genome is far more intelligent and mature than most his age, and reminds others of this frequently. He comes across as cruel, sarcastic and condescending to those around him, which is generally how he prefers it. He has a remarkably short temper, particularly when in the company of "idiots", which he possesses considerable distaste for. Genome takes great pleasure in lording his intelligence over others, as well as taking command of those "lesser" than him, and looks to his peers as though they were children to be guided and protected. His superiority complex often allows him to delude himself into thinking that his peers are frightened by his intellect, and avoid him for that reason, he they actually dislike him due to his toxic personality (which he refuses to admit, even to himself). While generally content in the company of his pets and his toys, Genome is struck by loneliness on occasion, and wishes greatly for someone to be willing to try and understand him. Though he tries to reign in his emotions at most times, Genome can on occasion become remarkably hot-blooded and passionate about the strangest of things.
Appearance:
Biography: Genome's life thus far has been quite short, and as such, there is not much to say about it. He lived with his rather wealthy parents (military industrialists) until they were killed in an industrial accident when he was about eight. Rather than live in an orphanage, Genome lived in his family home mostly on his own, with hired help cleaning and cooking for him. Genome continued to attend his private school and live comfortably, as he had inherited his parents' business, which was mostly managed by family friends (who received a considerable cut of the profits). Genome's mental development inexplicably rocketed after he turned nine; his IQ being recorded at 160 at age ten, and then attaining a perfect score of 200 by eleven. His parents' deaths also embittered Genome, his personality taking a bitter downturn, and his social skills deteriorated greatly.
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Strengths: Smartass: Genome is a certified super-genius. He excels in advanced mathematics, aerospace, weapons and xeno engineering, mechanics, astrophysics and nuclear physics. He speaks three languages, has a remarkable memory, and is extremely observant and perceptive to new information.
Little Bruiser: Despite his thin frame and diminutive stature, Genome is surprisingly strong. His physical strength and resilience are considerably greater than one would guess from looking at him, which the boy himself chalks up to "good genes".
Beastmaster: Genome is, oddly enough, very good with animals. While he cannot literally speak with them, he has an uncanny intuition regarding their emotions and motivations, and they are usually quite friendly to Genome as well. His knack for animal handling extends from your common cur to the most exotic of xenofauna.
Weaknesses: Rise Up, Young Boy: Genome is, let's face it, a kid. He has no military training of any kind, and barely has any life experience, much less any combat experience. Not to mention his generally pampered lifestyle thus far, Genome has a very hard time fending for himself.
Doesn't Play Well: Genome has a hard time working with others, and particularly taking orders. He scoffs at the idea of being commanded in any manner, as he is superior to any other individual in his mind.
APD: Genome has little to no proper social skills. Social queues are almost alien to him, and he has difficulty communicating when expected to pick up on tone and body language. He has a very hard time getting his point across in a succinct manner, and often devolves into rambling monologues about absolutely nothing. While he can be perfectly eloquent, he often finds himself so frustrated by people not understanding him that he cannot even speak, which does nothing to clear up any issues. Genome also has quite a poor idea of what is appropriate and inappropriate for someone of his social standing to say at any given time, or what are good times to speak or to be quiet.
Piloting Style: Efficiency is the name of the game. Genome barely moves, except to lash out in flowing strikes and maneuvers. Like a samurai, not a single motion is wasted as his lightning-fast techniques chain together.
Name of Mecha: Lazengann Type of Mecha: Super Origin of Mecha: Custom, built around a reverse-engineered alien core. Appearance of Mecha:
Biography of Mecha: The same accident that had claimed his parents' lives had unearthed a strange artifact from deep underground, which Genome had discovered. It was a massive metal face, as big as he was tall, and after some digging, he discovered it to be a strange, diminutive, alien mecha. He stashed it in an abandoned warehouse that his parents had owned, where he studied and experimented on it, gradually reverse-engineering it. Genome eventually set to building what he had discerned to be the mecha's "full form". Using his considerable inheritance and his own technical skill, he build a "body" around the cockpit "head". The full mecha was eventually activated, and through some manner of physics-defying alien technology, came to be the incredible custom mecha known as the Lazengann.
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Weapons Systems: Combat Tendrils: The unique, diverse signature weapon of the Lazengann is its array of tendrils that it can control at will. The tendrils can be launched and retracted with bullet-like velocity (quite lethal with their sharp, piercing tips), are extremely flexible, can extend to several times the Lazengann's length, and can even be weaved together to form constructs like drills or blades. At the cost of extra energy, the tendrils can be infused with laser-like cutting ability and may be essentially wielded like energy blades that can extend from any port on the mecha.
The Beast: The Lazengann has, readily available, tearing claws, ripping fangs in its lower mouth, and a whip-like tail that can strike like a scorpion's.
Drill Shot: A relatively minor weapon, the Lazengann can fire drill-shaped projectiles (each only about three feet in length) from its tendril ports that can autonomously screw into a surface they become embedded in, and then explode with moderate force at Genome's signal.
Stats: Speed Rank: Mid Energy Rank: Hi Agility Rank: Hi Armor Rank: Mid Cockpit Rank: Low Adaptability Rank: Hi
Perks: Black Carapace: The Lazengann is extremely resistant to energy-based attacks, though projectiles and other, physical attacks stand a better chance of damaging its fragile limbs. It tendrils are particularly vulnerable, and are actually quite easy to cut though. However, its torso core is heavily fortified, making it quite difficult to completely destroy. Increases Armor to Mid.
Soul of the Machine: Even Genome doesn't entirely understand the Lazengann, as he cannot explain its occasional random autonomous actions, sometimes when he is not even piloting it. However, these "random" actions often defend Genome from some unseen threat, or something Genome was otherwise unaware of. Genome hypothesizes that the original alien core he recovered had some manner of resident AI, but he has no way of confirming this, as he cannot control the Lazengann's outbursts of autonomy. Increases Adaptability to Hi.
Banes: Lost Secrets: Genome is the only one that knows how the Lazengann works, and is therefore the only one that can repair it. Needless to say, if the Lazengann is put out of commission, it is put out of commission for a rather long time as it is repaired by a single person. There are some elements to the mecha that Genome cannot repair or replicate, including its Core and its "Galaxy-Photon" engine, meaning that should they become damaged, the Lazengann would be completely irreparable.
"You have the power to make a difference, don't you? Then why not put it to good use? We have precious little time. Including time to think it over. " - Mu La Flaga, Gundam SEED
Name: Henry “Frostbite” Hunter Race: Human Age: 24 Gender: Male Faction: HLE
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Personality: As befits one of noble birth, Henry is polite, refined, and controlled. He is the epitome of respectability and carefully measured charm. Striving to be as excellent a representative of his lineage as possible, Henry keeps himself calm, one might even say restrained, in the presence of others.
All this belies the fact that at his core, Henry is a predator. Every move he makes is carefully calculated and measured to put him in a better position than he was before. Beneath his polite smile and calm exterior is the primal viciousness of an alpha wolf, and every so often, the wrath of the winter storm can be seen behind his sparkling eyes.
Henry does practice the worship of Theos, with a fervor which is perhaps odd coming from the Frostbite. His vision of the god of progress is perhaps slightly different than mainstream Livonia, however. Yes, understanding the ways of the universe is the highest form of worship one can give to Theos. But can one truly understand the universe with their mind alone? Henry thinks not. He seeks a more spiritual understanding-a more instinctual one, existing not only in the conscious mind, but the subconscious as well.
Appearance:
Biography: Norgard is a hard place, even now. In the frozen lands to the far north, the oldest law still rings true: The strong prosper, the weak die. Even among the nobility, Norgard serves to breed a very specific kind of person.
A person like Henry Hunter.
Norgard was an unusual case in the formation of the Holy Livonian Empire. The strength of the Livonians, along with the power of their technology, impressed the Norgardians, and they willingly allied themselves with the Livonians. A few marriages with humans of Rheindall descent amongst the Livonian nobility to Norgardian leadership, and the alliance was made official.
Unfortunately, in recent times, the nobility of Norgardian descent remaining in the area has been slowly dwindling, replaced by Livoniianoi. The Hunter line is one of the few remaining Norgardian lines remaining in power, and is well-respected among the people, which ensures their continued existence. Henry Hunter is the second son of Charles Hunter, and younger brother of John Hunter. As John will inherit the position his father currently holds, Henry was sent to train as a mecha pilot, to serve in the Holy Livonian Navy.
Which is where Henry belongs anyway. His nature is that of the hunter, and he quickly passed the entrance exams to become a pilot. His unique piloting style and aggressive disposition were noted by his commanders, and he was approached by HLM brass to take part in a special testing program. Project CANIS had built its second line of mecha, and the bugs had been fixed. Henry gladly agreed, finding that the CANIS Mark II fit his fighting style much better than the standard KKs.
Lord Hunter has noted the Basileus’ disposition towards his bastard son Cato, and wishes to know what this change could mean for Norgard. Some strings were pulled, and Henry has been placed under Cato’s command. His father has given Henry instructions to “feel out Cato’s intentions”, something Henry will strive to do-as well as secure a possible ally, in the event that an opportunity to discredit his brother John presents itself. After all, Cato of all people should appreciate the need for a competent leader, rather than one given their position simply by being born at the right time.
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Strengths:
Combat Training: In addition to Henry’s training as a pilot, he has also had extensive training in hand to hand combat. With a personal-sized Laztech blade shaped like a rapier, Henry is a fearsome combatant.
Hunter’s Instinct: A descendant of the fearsome and wily clan leaders of Norgard, Henry’s mind is well suited to both combat and political intrigue. He understands the motivations of people, and is skilled at manipulation of key figures.
Weaknesses:
Survival of the Fittest: Being raised in Norgard means that Henry has a rather large respect for personal strength and ability. If a person can prove themselves stronger, more intelligent, or better in some way than Henry, they earn his respect, and to a certain extent, his loyalty. Even enemy combatant who prove themselves worthy can do this-and once someone has proved themselves stronger, Henry is loath to kill them.
Alpha: Henry has a need to prove his skill to those around him. Because of the way he was raised, if he cannot prove his ability in whatever position he holds, he begins to grow paranoid and reckless.
Piloting Style: Predator’s Guile
Henry’s piloting style resonates with his mecha. Like the wolf, he carefully stalks his prey, studying them carefully, and only when the time is right, he strikes, preferring to end engagements with a single, decisive blow. When he strikes, it is with fury and savagery uncommon to mecha pilots.
When operating as pack leader, Henry’s tactics shift slightly. With a group of similarly designed mecha(that is, those whose maneuverability and speed matches or comes close to the CANIS’ own), he sets his squad to harass and belittle his larger enemies, wearing them down and causing them to provide an opening-which is when any member of the squad strikes, swiftly disabling the enemy and ending the fight.
Name of Mecha: CANIS Mark II-Custom Model Type of Mecha: Super Origin of Mecha: Experimental mecha in military testing for the HLE. Appearance of Mecha: Biography of Mecha: Stands for Computerized Aggressive Nature Integrated System. The CANIS line of Mechas are an experiment in basing the on-board computers of the mecha on the mental patterns of predators. After the miserable failure of the Mark I, the CANIS Mark II has been released for military testing in the HLE. Despite the obvious limitations of its construction, the CANIS system requires a form roughly matching that of the animal whose mental patterns form the basis of its programming-something CANIS engineers quickly discovered in dealing with the Mark I-in order to achieve its full potential. While still experimental, the HLE military has found that the CANIS system appeals to certain members of the Mecha Corps, and are interested in the potential for the kinks in the system to be worked out, and the possibility of it being integrated into more conventional mecha.
This particular model has been further modified by Henry, which is alright by the HLE-the idea is to figure out what pieces of the CANIS design are necessary for the operating system to function at full capacity after all, and the more he changes, the more they are able to rule out. However, Henry has stripped away almost all of his Mecha’s armor, meaning he might not be around to test it much longer.
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Weapons Systems: Laztech Claw Blades: Mounted into the front paws of the CANIS are lazer blades which can be retracted and unsheathed on command. The CANIS’ primary weapon system, the Claw Blades are meant for close quarters, mecha-to-mecha combat.
Archon Pressurized Fang System: The jaws of the CANIS are fully functional, with a bite that can cut through solid steel like butter. However, due to the close proximity to the cockpit(after all, the pilot sits behind the CANIS’ eyes), use of the Archon presents a combat risk. Though a precise bite is sometimes the best move to disable an enemy mecha’s systems.
"Marcus” CLK-127 Missile Launcher: Located in the shoulders of the CANIS mecha, each CLK-127 has a bay with a six missile capacity. Each missile has an onboard targeting system, though they are unreliable at best, and the CLK-127 is best used on large, slow-moving targets.
Winter’s Howl: Of all the insane-
Henry has installed a pulse cannon inside the CANIS’ mouth. It fires a stream of highly-concentrated plasma, and while highly effective against the armor of enemy mecha, the CANIS was not built with a power supply capable of keeping up with such an extravagant weapon. It is highly risky to use it at all, not to mention in a close-combat situation, which is what the CANIS is deisgned-
Right, right. Technical readout only. Keep my personal objections to Henry’s modifications out of it.(Reduces Energy to Low and Speed to Mid)
Stats:
Speed Rank: Hi
Energy Rank: Hi
Agility Rank: Max
Armor Rank: Min
Cockpit Rank: Mid
Adaptability Rank: Mid
Perks:
Bestial Instinct: The CANIS system is based off of the mental patterns of one of the most fearsome predators of all time-the wolf. Its computers possess some of the instincts of that beast, and are able to aid the pilot in handling and executing of certain combat maneuvers-like biting key portions of an enemy mecha to disable important systems. Note that the less a mecha resembles a biological creature, the less likely this is to be effective.(Increases Agility from Hi to Max and Adaptability from Low to Mid)
Banes:
None
"If fifty million people say a foolish thing, it is still a foolish thing." -Writer Anatole France
Words to live by.