Welcome to the Mechbay.
Here I will detail everything you will need to know about your mechs. You will also see your Squadron roster here.
Inspired by Battletech
Following a brutal training regimen, mech pilots are elite, skilled, strong. They are idolized by small children and adults alike. But with that reputation comes a cockiness only fighter and dropship pilots can match. There is a rivalry between the Mech Corps and the Flight Corps. Some call it friendly. Dropship pilots often drop mechs in hard to traverse locations, since mech pilots boast that their machines have the same agility as the human body. However in the end, both Corps have a deep respect for one another.
The entry program of the Mech Corps has some requirements. To be in good health and to have a particularly strong mental fortitude. The entry exam is not difficult, but the training is. Entire classes of trainees can drop out, while the best classes have an average drop out rate of 80%. One of the primary causes of dropping out is the mental strength required to become a mech pilot. To interface with a mech, the pilot needs to don a neurohelm. The neurological link between man and machine provides the pilot with a sense of balance, a sense of where the mech limbs are, etc. The neurohelm aids in piloting the mech itself, which is commanded through pedals, switches, joysticks and throttles.
The entry program of the Mech Corps has some requirements. To be in good health and to have a particularly strong mental fortitude. The entry exam is not difficult, but the training is. Entire classes of trainees can drop out, while the best classes have an average drop out rate of 80%. One of the primary causes of dropping out is the mental strength required to become a mech pilot. To interface with a mech, the pilot needs to don a neurohelm. The neurological link between man and machine provides the pilot with a sense of balance, a sense of where the mech limbs are, etc. The neurohelm aids in piloting the mech itself, which is commanded through pedals, switches, joysticks and throttles.
The Mech is a multi-ton, multi-meter machine of metal. Usually 20-100 tonnes, sometimes standing upwards 30 meters tall. The mech emulates the human body. A metal skeleton, covered by artificial muscle, then covered by armor. Mechs can vary in design, some stay true to the human body. Bipedal, with two arms and two legs. Other designs are more outlandish, some resembling birds, with beaks, weapon pods instead of arms, and digitigrade legs. Some mechs have hands. Others have claws. Others have no hands whatsoever, instead having large weapons where the hands would be. All mechs feature a gyroscope, an eject system, and a fusion engine, which powers the mech and its weapons.
Mechs can carry a wide variety of weapons and equipment. There are three primary weapon types. Laser, Ballistic and Missile.
Laser weapons are common for their ease of use and zero requirement of ammunition, using the mechs engine to power the weapon. The laser is a beam of light concentrated on a small surface area, using heat to damage its target. While lasers have limited range, depending on the environment, they are still popular due to their independence from ammunition and accuracy. Lasers are categorized into Small, Medium and Large lasers. Each one generating more heat, dealing more damage, having more range and being heavier than the previous type.
Ballistic weapons are used for their reliability and variation. Whereas the laser is an accurate, elegant weapon, the ballistic weapon is a crude, difficult to use in comparison, and brutish weapon. This makes it a much loved type of weapon. Ballistics range from machine guns, to 120mm Autocannons, to 460mm Autocannons, to even Gauss guns. These weapons requires the pilot to account for bullet drop, wind, target lead, ammunition count, but the pilot can load a wide variety of rounds into their cannon. Ballistics also have great range, however a mediocre effective range. With distance, armor penetration drops for solid rounds. An exception to this rule is high explosive, and shaped charge rounds, but the general rule is the greater the distance, the less penetration you are going to have.
You can generalize most ballistic weapons by giving it a designation like so, AC(#). Existing designations include AC2, a very fast firing, smaller caliber, cannon. The AC5, a larger, heavier, but still fast firing cannon. The AC10, a slower, heavy hitting cannon. And the AC20, the largest, heaviest, biggest cannon. Each AC deals more damage, has shorter range, and a slower faster rate than the previous AC. The AC20 being the shortest range, most damage dealing, slowest reload weapon. However you can still peg a guy at distance with an AC20, and still deal a huge amount of damage, if loading High Explosive and said target is not very well armored.
Missiles are the next type of weapon. Missiles are well liked for their effectiveness. There are a wide variety to missiles as well, although the type of missile is dependent on the type of launcher mounted. Long Range Missiles are as the name suggests, long range. They arc upwards to gain altitude, then fly downwards towards their target. LRMs typically require a lock on to be most effective, but their role as an artillery weapon is unmatched in the world of mech warfare. Dumbfire missiles are short range, no-lock on missiles used as a close range weapon. Dumbfires are small, fast, and dangerous, also called Short Range Missiles, or SRMs. In close quarters where they are most effective, a cluster of dumbfires can surprise an opponent, or deliver a powerful punch. All missiles are named by the amount of tubes they carry, for example an LRM-15 means that the missile module has 15 tubes, and can fire 15 missiles before requiring a reload.
Laser weapons are common for their ease of use and zero requirement of ammunition, using the mechs engine to power the weapon. The laser is a beam of light concentrated on a small surface area, using heat to damage its target. While lasers have limited range, depending on the environment, they are still popular due to their independence from ammunition and accuracy. Lasers are categorized into Small, Medium and Large lasers. Each one generating more heat, dealing more damage, having more range and being heavier than the previous type.
Ballistic weapons are used for their reliability and variation. Whereas the laser is an accurate, elegant weapon, the ballistic weapon is a crude, difficult to use in comparison, and brutish weapon. This makes it a much loved type of weapon. Ballistics range from machine guns, to 120mm Autocannons, to 460mm Autocannons, to even Gauss guns. These weapons requires the pilot to account for bullet drop, wind, target lead, ammunition count, but the pilot can load a wide variety of rounds into their cannon. Ballistics also have great range, however a mediocre effective range. With distance, armor penetration drops for solid rounds. An exception to this rule is high explosive, and shaped charge rounds, but the general rule is the greater the distance, the less penetration you are going to have.
You can generalize most ballistic weapons by giving it a designation like so, AC(#). Existing designations include AC2, a very fast firing, smaller caliber, cannon. The AC5, a larger, heavier, but still fast firing cannon. The AC10, a slower, heavy hitting cannon. And the AC20, the largest, heaviest, biggest cannon. Each AC deals more damage, has shorter range, and a slower faster rate than the previous AC. The AC20 being the shortest range, most damage dealing, slowest reload weapon. However you can still peg a guy at distance with an AC20, and still deal a huge amount of damage, if loading High Explosive and said target is not very well armored.
Missiles are the next type of weapon. Missiles are well liked for their effectiveness. There are a wide variety to missiles as well, although the type of missile is dependent on the type of launcher mounted. Long Range Missiles are as the name suggests, long range. They arc upwards to gain altitude, then fly downwards towards their target. LRMs typically require a lock on to be most effective, but their role as an artillery weapon is unmatched in the world of mech warfare. Dumbfire missiles are short range, no-lock on missiles used as a close range weapon. Dumbfires are small, fast, and dangerous, also called Short Range Missiles, or SRMs. In close quarters where they are most effective, a cluster of dumbfires can surprise an opponent, or deliver a powerful punch. All missiles are named by the amount of tubes they carry, for example an LRM-15 means that the missile module has 15 tubes, and can fire 15 missiles before requiring a reload.
Mech equipment is highly varied. Some examples are Upgraded Armor, Upgraded Sensors, Engine Upgrade. Jumpjets are also an equipment, however the mech itself must be jumpjet capable. Many light mechs are jumpjet capable, with diminishing numbers as the tonnage gets heavier.
Existing Mechs
Name: Journeyman
Designation: RL-22 Journeyman
Tonnage: 30t Light
Height: Small, 8 meters tall.
Mech Speed: Fast, top speed of 98kph
Upgrades: Standard - No upgrades
Traits: No traits.
Combat Loadout:
Head - N/A
Center Torso - 2x Medium Laser
Left Torso - N/A
Right Torso - N/A
Left Arm - Hand. 1x Medium Laser on the forearm.
Right Arm - Hand. 1x Medium Laser on the forearm.
Left Leg - 2x Class 4 Light Jumpjets
Right Leg - 2x Class 4 Light Jumpjets
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance: N/A
Designation: RL-22 Journeyman
Tonnage: 30t Light
Height: Small, 8 meters tall.
Mech Speed: Fast, top speed of 98kph
Upgrades: Standard - No upgrades
Traits: No traits.
Combat Loadout:
Head - N/A
Center Torso - 2x Medium Laser
Left Torso - N/A
Right Torso - N/A
Left Arm - Hand. 1x Medium Laser on the forearm.
Right Arm - Hand. 1x Medium Laser on the forearm.
Left Leg - 2x Class 4 Light Jumpjets
Right Leg - 2x Class 4 Light Jumpjets
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance: N/A
Name: Monarch
Designation: M55A4 Monarch-II
Tonnage: 50t Medium
Height: Medium Height, standing at 10 meters
Mech Speed: Fast Speed, top speed of 81kph
Upgrades: Standard - No Upgrades
Traits: No traits.
Combat Loadout:
-Right Torso, 90mm AC2
-Left Torso, SRM4
-Right Arm, hand, 2 forearm mounted Medium Lasers
-Left Arm, hand, 2 forearm mounted Medium Lasers
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance: NA
Designation: M55A4 Monarch-II
Tonnage: 50t Medium
Height: Medium Height, standing at 10 meters
Mech Speed: Fast Speed, top speed of 81kph
Upgrades: Standard - No Upgrades
Traits: No traits.
Combat Loadout:
-Right Torso, 90mm AC2
-Left Torso, SRM4
-Right Arm, hand, 2 forearm mounted Medium Lasers
-Left Arm, hand, 2 forearm mounted Medium Lasers
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance: NA
Name: Rayman
Designation: MH12A7 Rayman
Tonnage: 75t Heavy
Height: Moderately tall height, standing at 12 meters
Mech Speed: Moderate Speed, top speed of 64kph.
Upgrades: Standard - No Upgrades
Traits: No traits.
Combat Loadout:
Head - 1x Small Laser
Center Torso - N/A
Left Torso - N/A
Right Torso - 280mm AC10
Left Arm - Hand. 1x Medium Laser on the forearm.
Right Arm - 3x Large Lasers.
Left Leg - N/A
Right Leg - N/A
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance: N/A
Designation: MH12A7 Rayman
Tonnage: 75t Heavy
Height: Moderately tall height, standing at 12 meters
Mech Speed: Moderate Speed, top speed of 64kph.
Upgrades: Standard - No Upgrades
Traits: No traits.
Combat Loadout:
Head - 1x Small Laser
Center Torso - N/A
Left Torso - N/A
Right Torso - 280mm AC10
Left Arm - Hand. 1x Medium Laser on the forearm.
Right Arm - 3x Large Lasers.
Left Leg - N/A
Right Leg - N/A
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance: N/A
Name: Avenger
Designation: AV-744 Avenger
Tonnage: 90t Massive
Height: Tall, standing at 14m
Mech Speed: Slow, top speed of 54kph
Upgrades: Standard - No Upgrades
Traits: No traits.
Combat Loadout:
Head - N/A
Center Torso - N/A
Left Torso - SRM12
Right Torso - N/A
Left Arm - 2x Large Lasers
Right Arm - 1x 460mm AC20
Left Leg - N/A
Right Leg - N/A
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance:
Designation: AV-744 Avenger
Tonnage: 90t Massive
Height: Tall, standing at 14m
Mech Speed: Slow, top speed of 54kph
Upgrades: Standard - No Upgrades
Traits: No traits.
Combat Loadout:
Head - N/A
Center Torso - N/A
Left Torso - SRM12
Right Torso - N/A
Left Arm - 2x Large Lasers
Right Arm - 1x 460mm AC20
Left Leg - N/A
Right Leg - N/A
Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space.
Mech Appearance:
---
Name:
Rank: Using Naval Rank. Most will be Lieutenant, Junior Grade/Lieutenant, and one will be a Captain.
Age:
Equipment:
History:
Other: May omit/rename section. Example renaming - Existing Relations
Appearance:
Mech Sheet
Name:
Designation:
Tonnage: Weight Class. 20-35t is Light, 40-55t is Medium, 60-75t is Heavy. 80-100t is Massive.
Height: Really small to Really tall. Exact height not needed. 6 meters - 16 meters height range.
Mech Speed: Really Slow to Really Fast. Exact kp/h not needed. 48kph - 140+kph speed range.
Upgrades: All equipment is standard unless said otherwise. At most 4 upgrades.
Traits: Optional.
Exploration Loadout: The primary loadout we'll be using
Combat Loadout: For when there is a definite enemy we will be fighting.
Lore:
Mech Appearance:
Rank: Using Naval Rank. Most will be Lieutenant, Junior Grade/Lieutenant, and one will be a Captain.
Age:
Equipment:
History:
Other: May omit/rename section. Example renaming - Existing Relations
Appearance:
Mech Sheet
Name:
Designation:
Tonnage: Weight Class. 20-35t is Light, 40-55t is Medium, 60-75t is Heavy. 80-100t is Massive.
Height: Really small to Really tall. Exact height not needed. 6 meters - 16 meters height range.
Mech Speed: Really Slow to Really Fast. Exact kp/h not needed. 48kph - 140+kph speed range.
Upgrades: All equipment is standard unless said otherwise. At most 4 upgrades.
Traits: Optional.
Exploration Loadout: The primary loadout we'll be using
Combat Loadout: For when there is a definite enemy we will be fighting.
Lore:
Mech Appearance:
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Squadron Roster
Skyrte - Captain Zapka and The Aspis, 100t Noble Hoplite
GuessWho - Lieutenant JG. Freeland and The Raptor, 35t M59 Raptor-C
Barioth - Lieutenant Volkov and The Kazak II, 55t Volk WL1
The Irish Tree - Lieutenant Oberfield and The Daytona, 50t DYT-365/4