> Current Contract Details > Location: Arias, Settlement.
Ellos II - Ellos System, FEZ
> Geography: Arid, badlands. Little vegetation. Cover present- rocks and hills. > Objectives: Blockade Running, Siege Breaking > Briefing: A small settlement on Ellos II, known as Arias,
has been under siege for some time now. Arias is currently being cut off from trade routes and supplies by a sizable force of raiders. The Steel Hunter's primary objective is to break the raider's siege and get desperately needed food and medical supplies into the settlement.
Secondary Objectives consist of reducing enemy forces until raiders are no longer capable of maintaining a siege.
Initial scans estimate that Enemy forces consist of 5 MASs, 6 Armored vehicles, 2 light aircraft units, 12 light vehicles, and several dozen infantry.
Standing in at 5'8", and weighing roughly 160 lbs. This short, stocky young pilot possess an athletic build, with lightly tanned skin, Often marred with dirt or grease. His dirty blonde hair is short and out of the way, and his face is typically clean shaven. He has a square face, with strong features and green eyes, his mouth typically curled into a serious, solemn frown. He has a set of tattoos on his left bicep that read "Sara, Robert, Marie" Name: Lin, Samuel Age: 22 Gender: Male Nationality: UEE Callsign/Codename: Hare Kills: 15
Psychological Analysis: Direct and to the point, this quiet, serious man is incredibly blunt. Level headed and calm, Samuel has a very analytic attitude and can be very perceptive and intuitive in regards to people. Unless he has a well established relationship, Samuel is typically distrustful of others, and will often ignore the advice of complete strangers. With a chillingly cold and calm demeanor, Samuel often comes off as rather aloof and standoffish. Possessing a well developed, if jaded sense of morality, Samuel acts in what he believes are in the best interests of himself and those he cares about- not necessarily caring what is good or bad.
Military Record: Born the youngest of two to a poor family in the UEE core worlds, Samuel had a rough childhood, lacking the innate brilliance of his sister, as well as her tendency to be in the background, Samuel's blunt personality often found himself in fights in the school yards with other kids. Known throughout his primary school as a delinquent, with his sister's help he graduated and joined up in an imperial military academy soon afterwards.
Military Academies, thankfully, were tuition free- exchanging education for much needed military service, and Samuel and his sister Sara were quickly encouraged by their poverty stricken family to enroll and enlist. As usual, Samuel's sister Sara excelled in the Academy, and was quickly slated to be a pilot for Mobile Armor Suits- a highly regarded position in the academy. Samuel on the other hand, didn't do as well in school, and was slated for the mechanical support branch- to become a military mechanic. His sister graduated the academy and was sent off to pilot school on Mars, Samuel on the other hand was sent to Titan to learn how to service machines.
Shortly after completing his training on Titan, Samuel was inducted into the experimental 105th Mechanical Corps, a logistics unit that used integrated Mobile Armor Suits. As a result, Samuel was taught how to pilot MAS's in order to facilitate heavy lifting, and as well as convoy defense, when the need arised. It was with the 105th however that Samuel's career started going downhill.
Hearing that his family back home was still desperate for money despite the amounts that both him and his sister were sending back from their paychecks, Samuel took it upon himself to find a way of acquiring more money. This need for money, and his presence in a logistics and supply unit, eventually led to him discovering the black market. Originally only trading small items for bribes- snail mail, candy bars, spare rations, extra uniforms, etc, Samuel soon escalated his business as the money began to pour in- body armor, firearms, power cells, even MAS parts.
Eventually, Samuel was caught and court martialed, resulting in dishonorable discharge from the UEE military. Now with nowhere to go in the UEE to find work- as few were willing to offer decent jobs to dishonorably discharged personnel, Samuel eventually found himself in the Free-Enterprise Zone. Signing on with a merchant company- where his black market connections especially would come in handy, especially within the FEZ. Samuel worked with them for a while before a pirate raid destroyed their convoy. Saved from the pirate raid by a PMC known as the Steel Hunters, Samuel joined up with them as a pilot and a logistics person, his black market connections allowing the Steel Hunters to obtain some better hardware.
Equipment: Along with his flight suit, Samuel carries his old .45 caliber service pistol, as well as a combat knife. He has a picture of himself and his sister Sara in his pocket.
Designation: CCS-099 Stylet "Rabbit" C (Custom) Role: Interception Chassis: Light Engine: Improved Tri Core Engine. 25 PWR Operating Time: 12 Hours. Description: Samuel Lin's heavily customized Stylet. This civilian model high performance unit has been drastically altered and modified to a point that it has very little resemblance to its predecessor. Sporting a decent shield system, as well as a wide array of melee, and close quarters weaponry, this light strike unit is capable of intercepting enemy units and delivering potent firepower at close range. Systems: Twin Mk25 20mm Autocannons. 2 WT 2 PWR. - A pair of twin barreled autocannons mounted on each arm, these arm mounted autocannons fire 20mm rounds at a rate of 1200 Rounds per minute, each cannon has a 500 round internal magazine. Fusillade Micro Missile System 1 WT 1 PWR. - This small launcher system is installed in the Rabbit's lower shoulder and fires 12 Micro Missiles each. Micro Missiles are projectiles that split into four missiles in mid-air, and have a potent payload for their size. While ineffective against most larger MAS's, Micro Missiles have varying degrees of effect on light vehicles and MAS's Countermeasures. 0 WT 0 PWR - Countermeasure systems are often used by lighter MAS's to avoid missiles instead of using body mounted machine guns to intercept them. Using chaff and flares, countermeasure systems are negligible in terms of weight and power, but only has 3 chaff uses, and 6 sets of flares before needing to rearm. Class 1 Shield Generator. 3 Wt 3 PWR. - Salvaged off a UEE Sparrow, the Stylet is equipped with a military grade shield- typically turned off to avoid detection. Stylet Custom Boosters. 4 WT 4 PWR - While already quite agile and capable of flight, these custom Stylet boosters allow it to reach even greater maximum speeds, at the cost of some maneuverability at close range when activated. Fuel Canisters on the back grant it a lesser power cost at a higher weight cost. Steel Hunters Systems Specialization: - Surviving in the Free-Enterprise Zone requires tenacity and wit. Steel Hunters that specialize in optimizing MAS electrical and energy systems are granted an extra 5 PWR to their unit. Cannot be taken simultaneously with Steel Hunters Mechanical Specialization. Improved Reactor Output 3 WT +5 PWR - High end customization used by Sam to increase his Machine's overall power Z210 Energy Sabers - Internal capacitor. 2 WT 6 PWR - The Stylet utilizes a pair of high powered energy saber deployed from stored in its forearms, though the blades can be detached and held in hand like typical blades. The blade length can be adjusted, and the sabers primarily use their own power capacitors, they are also hooked into the Stylet, slightly increasing its operational limit to 5 hours each. As such, pilots are often encouraged to limit their melee time. Smart Target AI. 3 PWR. - A head mounted pair of target acquisition assistants- forming "ears" on the Unit's head provides the Stylet with considerably improved targeting capabilities. OPTIONAL Type 907 80mm Anti-Armor Rifle. 5 WT 2 PWR. - A high powered 80mm cannon weapon designed by the Coalition, used by Sam when long range engagements are necessary, the Type 907 provides devastating firepower in the form of a massive shell, with surprising accuracy. The Type 907 has incredibly long range, and a hefty kick to it, but fires High explosive shells from a 50 Round magazine. The weapon can fold up onto the back of the Stylet's shoulder when not in use.
Inventory
Pay Cut: 5% Current Funds: 400
Name: Prowler, Seth Age: 42 Gender: Male Nationality: FEZ Callsign/Codename: Miles Kills: 38
A self-proclaimed man of agricultural origins, just how Prowler learned how to operate a MAS isn't something he typically lets on about- attributing most of his experience to mercenary work. Prowler has been Terin's right hand man since before the founding of the Steel Hunters PMC. A man of gruff, but generally friendly disposition, Prowler is a man of honor- and a highly skilled MAS pilot to boot.
Designation: CMS-110 Gowser C (Custom) Role: Assault Chassis: Medium Engine: Improved Quad Core Engine 25 Power Operating Time: 16 Hours Description: A civilian grade MAS designed by the Coalition based company H&K, the Gowser is a rugged and reliable civilian unit, highly customization and able to be outfitted for a variety of roles, from construction and heavy lifting, to deep space mining and large scale construction. This Gowser has been militarized and is heavily armed and armored, and is capable of holding its own against military grade machines. Systems: Type-35 40mm Autocannon 4 WT 2 PWR. - A Coalition built 40mm Autocannon, it is a more streamlined version of the common Type-3 Autocannon. The Type-35 fires 40mm shells out of a 250 round magazine and fires at a rate of 650 rounds per minute. It has semi-automatic and 5 round burst modes. It also comes with a built in alloy bayonet for close combat. Argos Arm mounted 30mm Autocannon 3 WT 2 PWR - Argos industries arm mounted autocannon fires 30mm rounds out of twin linked autocannon barrels at 400 rounds per minute each, for a total of 800 rounds per minute. The weapon has a 400 round magazine Class 2 Shield: 5 WT 5 PWR - A class 2 military grade shield 'appropriated' from a fallen UEE Sentry E110 Energy Saber: 1 WT 3 PWR - The Gowser utilizes a of high powered energy saber deployed from stored in its hip. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is 3 hours. As such, pilots are often encouraged to limit their melee time. Hybrid Armor Plating 5 WT - Because of its nature as a general purpose construction unit, armor plating is often necessary to provide protection against the elements. This custom Gowser has additional plating on its shoulder and chest to provide better equipment. Smart Target AI 3 PWR - By improving the standard MAS AI with a Smart Targeting AI, MAS's can now acquire multiple targets simultaneously, and can now track up to 40 targets, including missiles, and other MAS's, instead of the standard 5.. Upgraded Targeting Suite External 1 WT 1 PWR - Built into the Gowser's custom visor, an enhanced targeting solution improves its overall accuracy at all ranges. Enhanced Radar Suite External 1 WT 1 PWR - Built into its custom visor unit, the Gowser's radar range has been effectively doubled. Steel Hunters Specialization +5 PWR Counter Measures
Name: Ravelon, Alexander Age: 21 Gender: Male Nationality: Coalition Callsign/Codename: "Doughboy" Kills: 5
Psychological Analysis: An intensely moral person with a penchant for philosophy and poetry, Alex's personality is largely consumed with his efforts to be what he calls 'a good person'. He tries to be infallibly pleasant to absolutely everyone he meets, tending more towards appeasement when it comes to interpersonal conflict - as a result, he's fairly bad at standing up for himself. He's deeply extroverted and more than a little bit spacy; his attention tends to flit from subject to subject without really settling.
Employment Record: Born a citizen of a highly industrial Coalition world, Alex discovered his love of family and community at a young age. Though he lived with his two younger sisters and his parents in conditions of financial struggle, the support of their neighbors was enough to keep them from going over the brink into poverty, just as they supported their neighbors.
Though both his sisters showed a great knack for education, Alex struggled; it quickly became apparent that he was far too flighty for academia, barely being able to pay attention long enough to complete the simplest of arithmetic. At the age of fifteen, he left school and began working in one of his planet's many weapons factories to support his family. Immediately, he began to show great talent in the operating of industrial machinery, and by the age of seventeen (with the recommendation of some family friends) he became the youngest in the factory's history to be allowed to pilot an industrial MAS, used for heavy lifting, loading and unloading the instruments of war that the factory produced.
He worked in this way for two years, becoming comfortable with the machine he was granted control of. Then, disaster struck - a band of interstellar pirates, lusting after the military-grade weapons the factory produced, attempted to rob Alex's workplace and be gone before law enforcement could arrive: a get-in, get-out, get-rich scheme. Their plan worked perfectly... except for the part where they caught tied down fighting a kid in a civilian suit who'd grabbed a finished plasma sword off the assembly line. That likely caught them by surprise, and they were promptly apprehended at the scene of the crime.
Unfortunately, large sections of the factory were destroyed in the raid, and both Alex and his parents were downsized. With his parents out of work and his sisters dreaming of higher education, Alex took the one job available to him that could support his family: piloting a mech for the Steel hunters.
Equipment: Carries a .22 caliber revolver and a book of his favorite poems.
As pictured, but with the weapons described below - also, painted entirely in varying shades of green. Designation: CMS-110-5, "The Viking" (Custom) Role: Close-Quarters Assault Chassis: Medium. Engine: Quad Core, 20 PWR. Operating Time: 12 Hours. Description: Alex's highly modified job on the Gowser chassis. Designed to be an up-close-and personal monster, the model largely sacrifices flight capabilities and long-range firepower in exchange for land speed, durability, and close-range prowess. Systems: DR-1X Pattern 35mm Assault Rifle: A weapon designed for high rate of fire and armor-piercing capabilities, it is capable of shredding through enemy plating with sustained, close-range fire. Its poor accuracy means that strategy for its use at a distance can best be described as 'close your eyes and pray'. Held with both hands when in use - can he holstered on the mech's back when not. Includes a long alloy bayonet at the front for melee combat. Fires on semi-auto at 650 RPM from a 250 capacity Mag. 7 WT, 2 PWR. E-982 Class Hybrid Axe: A broad single-headed alloy waraxe with a plasma edge. Ideal for melee combat. Can be sheathed on the side of the mech when not in use. 3 WT, 5 PWR. P-960 .50mm Anti Personnel Cannon: Shoulder mounted wide-barrel machine gun that sprays small caliber fire wildly at the ground in front of the mech. Makes up for in rate of fire what it loses in accuracy. Fires at 1500 RPM from an auto-loaded 500 round mag. 1 WT, 0 PWR. Optimized Alloy Plating: The Viking supplements its shields with increased plating, making it incredibly durable. 5 WT. Overcharged Civilian Grade Shield: The rough equivalent of a Class 2 Shield. 5 WT, 7 PWR. Enhanced Fist Plating: The armor on the Viking's hands is even further plated in a simulation of knuckle dusters. Lends a great deal of power and protection to a punch. 2 WT. Steel Hunters Mechanical Specialization: +5 WT.
Psychological Analysis: Jamy was always fascinated with the MAS. No matter if they were but civilian craft, he was always finding a way to be around them, and even work with them, when he could. He has a constantly positive, if not incessantly cheerful attitude, and provides a balance to the darkness of the universe.
Employment Record: Jamy was born into a moderately well-off family, even with all the overpopulation of the UEE core worlds. The reason was simple. His father was a First Sergeant in the UEE Marines, and his mother the Lieutenant Commander of the frigate he served on. With his family history, you'd have thought he would've gone into the Navy, or Marines, but he didn't, rather, he went into MAS pilot school, as he had become obsessed with the machines, after a battle squadron flew escort to the ship.
Quickly rising to the top of his class, he graduated with flying colors, and went into service with a PTX-088 Centurion Mk2-E (Experimental), taking the fight to the Coalition. He was a terror to behold, and was known as 'The Hammer of the Empire' in some systems, his squadron efficiently mopped up resistance, even if they weren't in the 101st. However, when a C-MAD division arrived, this time with 4 Hardballers, although they were in their experimental stages as well, his people were hard-pressed to defeat them, and the resulting battle ended in the loss of the capital ship, Gemma Stellatum, the world they were fighting above, and the division that Jamy was in. In addition to this, his MAS was destroyed beyond repair, and he only survived because he ejected. This defeat was too much for both his comrades and himself to accept, and there was pressure from everyone on the ship he was transferred to to quit, after he finished his tour, so he did. This was a tough time for Jamy, as his normally positive attitude was transformed into something... less.
Feeling like a failure, he retreated to the FEZ, and withdrew from all contact, working as, essentially, an orbital traffic cop for some backwater world. However, one day, he was contacted by Captain Terin, getting offered a job as a pilot in the Steel Hunters PMC. Hoping to do some good once more, he accepted, and has flown with the Steel Hunters for five years. Even though there are some... grayish jobs, he still finds the job to be a very satisfying occupation. His time with the Steel Hunters has brought back his positive attitude, so
Equipment: His UEE Service Medal, a 12mm pistol, 8 in. combat knife, plasma cutter (tool).
MAS Specifications
Designation: Bull Mk1-C Role: Heavy Fire Support / Assault Chassis: Medium Engine: Quad Core Power System 20 PWR Operating Time: 14 Hours Description: It wouldn't be obvious by looking at it, but the Bull used to be a Sentry. He had found the MAS abandoned in the aftermath of a battle. Usually, one side or the other would've taken it as salvage, but the battle was so devastating and Pyrrhic for both the UEE and Coalition, it was left alone, mistaken for debris, so he convinced Terin to let him take and modify it. It was heavily damaged, (with about 82% of the critical systems obliterated, the only remaining parts were the chassis and the shield,)the only system that wasn't completely destroyed was the Class 2 Shield, so he built onto the wreck over the years, and Jamy was able to make it what you know as the Bull. While heavier than most Medium craft, due to it's massive armoring, it is still as maneuverable as the rest. Systems: 2WT/7PWR
'Valkyrie' Class A Heavy Gatling Cannon- 6WT/2PWR This heavy variant of the Valkyrie Gatling Gun is a terror to behold. It shreds through armor, and has ammunition galore. However, due to its extra ammunition, it weighs a bit more than normal. It fires 6,000 shells per minute, (100 a second,) and fires 20mm rounds, and is belt-fed. The ammunition capacity for the Valkyrie Class A is a maximum of 6000 shells.
'Bellona' Plasma-Edged Broadsword- 3WT/5PWR The Bellona is a long sword, with a plasma cutting edge that can be ignited for extra damage. It has no guard at the hilt, for it is meant for one thing. Destruction.
CD-2 Heavy Alloy Plating- 7WT/0PWR Heavy armor allows for the Bull to take significant amounts of damage, and still function.
64VD-UEE Class 2 Shield- 5WT/5PWR Jamy outfitted the Bull with the best shields he could acquire, and those happened to be military-grade.
Improved Suspension System- +10WT/-5PWR Often added to MAS's that require higher weight caps without sacrificing mobility, improving the MAS's suspension allows it to carry significantly more weight at the cost of power.
Steel Hunters Mechanical Specialization- +5WT/0PWR Surviving in the Free-Enterprise Zone requires tenacity and wit. So I copied this flavour text.
Improved Reactor Output- -3WT/+5PWR Due to the heavy power draw of its systems, the Bull has needed several Power Core enhancements over the years.
M-55 External Power Cores- -5WT/+10PWR Due to its massive power requirements, the Bull has been outfitted with several external power cores.
J-25 Booster System- 3WT/5PWR The Bull is capable of sustained flight, for extra battlefield mobility. Mounted on the lower back, around the 'hip' of the Bull, under the M-55 Power cores, the J-25 Boosters cause the Bull to thrust itself through the air, akin to a brick flying, rather than like a human with a jetpack.
Countermeasure System- 1WT/0PWR The Bull has several countermeasures, so it doesn't get destroyed quickly. However, due to it having slightly more ammunition than other MAS craft, it weights slightly more, essentially doubling its countermeasure stores at a light weight.
Mk56 Upgraded Internal Targeting Suite- 0WT/3PWR Increasing the effective range and accuracy of the MAS's weapon system, Upgraded Targeting Suites has a Smart AI that quickly determines range as well as any other environmental factors faster than MAs's the onboard computer, and projects the predicted weapon path on the user's HUD.
v2.3 Smart-Target AI- 0WT/3PWRBy improving the standard MAS AI with a Smart Targeting AI, MAS's can now acquire multiple targets simultaneously, and can now track up to 40 targets, including missiles, and other MAS's, instead of the standard 5.
Psychological Analysis: Carmen is a down-to-earth tech junkie. She knows her way around almost any piece of technology; what she doesn't know, gets figured out quickly. Carmen enjoys handling MAS units and there isn't a single piece of equipment in the Steel Hunters that hasn't gone through Carmen's inspection. Carmen gets the job done before she starts to slack and be a playful devil. When off of the job, Carmen is a prankster and a fun chaser. When on the job, Carmen is usually acting as the PMC's field 'medic' for the MAS units. When she can't be there in person to perform repairs, Carmen gives a detailed explanation on how to do it yourself. Carmen is a non-combatant, but she is present on nearly every operation to help her partners through the tough situations. Carmen isn't a huge fan of killing, having only done it once; she is in the business for her love of MAS units, and for Samuel's sake, whom she befriended shortly after arriving at the PMC's headquarters.
Employment Record: Carmen was born as the daughter to the head of Boeing, one of Earth's most powerful corporations. Her father was the man behind the UEE's modern MAS units. Carmen was raised either in her family estate or in the engineering bays of the Boeing's headquarters. By age twelve, Carmen knew the ins and outs of every MAS chassis that rolled off of the assembly line. Carmen's father capitalized on her knowledge of the machines and made sure she received the best training and education there was. The engineering facilities she had constant access to helped her learn in tandem with her classes. By seventeen, Carmen was at her father's side designing the next generation MAS units for the UEE Navy. Her ingenuity is partly responsible for the rare and highly praised Shrike chassis, used by choice pilots in the UEE.
As conflict reignited between the UEE and the Coalition, Carmen quickly signed up. Her father protested at first, but she reason with him that nobody in the UEE would be able to navigate the inner workings of a MAS at the same level as her. It didn't take long for her credentials to check out. Carmen was quickly thrust into basic training where she learned the foundation for combat. She took to the lessons well but her real focus was still on engineering. The commander of training base Carmen was station at saw that she had a knack for more than just MAS units. Once she finished basic, she was put on a transport and sent to Mars where she would service the training units that frequently got terribly battered by rookie pilots. Simply put, better machines equaled better pilots.
Carmen felt as though she had been shafted. She didn't want to fix the mistakes of noobie pilots, she wanted to fix the combat units and actually make a difference on the battlefield. She grew bored with Mars and when she was made an offer to join the Steel Hunters, Carmen accepted. She finished her minimum service time with the UEE and left for the FEZ shortly after. Her father wasn't happy about her decision, but there wasn't anything he could do back on Earth. Carmen was gone before his agents could come and collect her. Since then, Carmen has served as the head engineer for the Steel Hunters. She runs a strict and regular maintenance schedule to make sure that the units in the PMC are always at 110%.
Equipment: Carmen keeps a wrench, a flashlight, and a holopad with her at all times. She almost always finds something that needs fixing. Aside from her random odds and ends, Carmen doesn't keep much else on her person.
Designation MUL-CE4 (Mass Produced Ultra-Light Combat Engineer Model 4)
Engine 2 Cores + System Special + Improved Output = 20 Power
Operating Time 12/20 Power = 8 Unused; 16 Hours
Description The MUL-CE4 is more of an exo-skeleton than anything. Used by engineers both in the military and in the private sector, the MUL-CE4 is the go-to MAS for doing anything a human can't do. The MUL-CE4 is equipped with light armor and shield systems to protect the wearer from whatever might come its way for just long enough to get to safety. It features mounts on both arms so that it can have plasma torches or firearms attached without occupying the engineer's hands. The exo allows the wearer to lift heavier loads and it doesn't impede on the full range of movement the operator might need. More combat oriented MUL-CE4s are equipped with maneuvering thrusters to glide along surfaces at higher speeds and to help push or pull heavy objects. The MUL-CE4 doesn't feature its own life-support, but it is small enough that a backpack can be slung onto its back with all of the necessary equipment.
Systems Weapons: HMAR-12[+3 Weight | -1 Power] - The HMAR-12 is a heavy assault rifle used in conjunction with ultra-light MAS units. Without a MAS, the HMAR-12 is more commonly used as a two-man heavy machine emplacement. It has a slower fire rate but its stopping power more than makes up for. The high caliber rounds can be enough to make a MAS think twice about charging toward it. The HMAR-12 is effective against MAS units up to the light class, anything larger simply shrugs up the rounds. The weapons struggles against medium units but enough focused fire it can cause light damage. It goes without saying that an unarmored target doesn't fare well against the HMAR-12. The HMAR-12 is belt fed from a large ammo-pack. The pack can carry up to 200 .700 Nitro Express rounds. As Carmen is a non-combatant, she prefers this loading method as she can swap the ammo-pack out for life support or other modules depending on what the mission calls for. Plasma Torch [+2 Weight | -3 Power] - While it harnesses plasma technology, the plasma torch doesn't technically classify as a weapon and as such, is allowed within the private sector. Under normal circumstances, plasma torches are the manufacturing bread and butter of the engineering world. They are capable of slicing off armored segments and welding them back on. The plasma torch is rather power intensive and thus, it isn't used very frequently as anything else but what it is intended for. Nevertheless, plasma torches aren't an uncommon sight on the battlefield when real weapons aren't present. Armor & Shields: Light Alloy Plating[+3 Weight] Class 1 Energy Shield[-3 Power] Extra Systems: Steel Hunters Systems Specialization[+5 Power] Improved Suspension[-10 Weight | -5 Power] Improved Reactor Output[+3 Weight | +5 Power]
Psychological Analysis: Alice has grown something of an independent streak since falling out with the UEE. She is loathe to appear inferior to other MA pilots, especially those of civilian origin. As a result, she is fickle and haughty, yet her experiences in the UEE have honed her skill in the cockpit and the need for team cohesion is not lost on her. She is more likely to operate semi-independently during operations, though her actions do take the mission parameters into consideration at the given time. Alice is confident in her abilities, and if she feels she is in a position to take advantage of them, she will not hesitate to do so. She will follow orders to the best of her ability - that is to say, she executes them in whatever way she deems best. The nature of the actions committed by herself and her squad left Alice with a resentment for the UEE military, but has also desensitized her to many wartime sights that would churn stomachs. Morally, there are still lines Alice is reluctant to cross, but for the most part, she has grown to anticipate and even expect the worst of human nature. Morally ambiguous missions that might cause second thoughts for some are met by her with little objection – as far as she is concerned, nothing has been worse than the atrocities she's already committed.
Employment Record: Prior to joining the ranks of the Steel Hunters, Alice served with the UEE's newly-created 106th Mobile Armor Marine Corps. She'd been recruited from among the ranks of highly-decorated fighter pilots; her rapid-fire decision-making capabilities and knack for improvisation under pressure landed her a seat in a mobile armor. Her detachment operated along a theoretical border between several fringe UEE and Coalition worlds comparable to the Free-Enterprise Zone. For much of her service history, Alice's unit conducted patrols in the region, scouting for signs of buildup to a Coalition offensive and screening incoming and outgoing traffic in UEE-controlled space.
At a particularly critical junction in the war, Alice's unit was among several dispatched to put down pro-Coalition insurrections on a cluster of neutral colonies close to the border. When they arrived, they did indeed find Coalition-sponsored activity, and fighting between the special forces and guerrilla separatists erupted around the colonies. Despite the colonies' administrations having little to do with the Coalition's network in the region, UEE High Command distinguished little between the colonists and the separatists. When it was clear that the pro-Coalition fighters would not be halted by conventional means, it devised a brutal operation to root out and destroy any possibility of lingering separatist movements.
Alice's unit was unknowingly armed with a deadly chemical agent under the guise of a powerful anesthetic for the purpose of knocking out civilians and making it easier to transport them to safety. In reality, UEE High Command planned to use the gas to wipe out the colony populations – thereby eradicating all traces of separatist activity. The horror that Alice and her unit faced when they witnessed the effects of the chemical agent – dispersed by their own hand, no less – shook them to their cores. At the conclusion of the operation, Alice and her unit were awarded with decorations for “defending the integrity of UEE space,” and forced to keep a strict silence regarding the details of their mission.
For the next few months, Alice's unit struggled with wavering loyalty to the UEE and the weight of being used to perpetrate a war crime lingered on its shoulders. High Command tasked them with a number of other similarly illegal operations, using them as a means to carry out under-the-table objectives without attracting attention. Some continued serving, either forgetting or trying to forget; others tried to justify the operation to themselves, while others left the service or defected. Alice had decided to abandon the UEE altogether, along with a handful of others who had become resentful of their former loyalties. Knowing full well they'd be branded as deserters and possibly hunted down, the former soldiers settled in the Free-Enterprise Zone. In time, Alice caught wind of the Steel Hunters PMC organization, and the rest is history.
Equipment: Standard UEE-issue sidearm w/ optional suppressor and LAM/Light module -Non-standard HWF personal defense carbine with standard electronic sight and rail-mounted flashlight and foregrip. Optional suppressor, grenade launcher and shotgun attachments issued as needed. -Non-standard tactical tomahawk -Pilot suit, plus ballistic armor/equipment harness, and pilots' helmet with HUD. -Mil-spec data pad
Funds & Inventory: 200 credits; 6% share/mission
Appearance: Designation: PTX-051 Sentry MkII “Erinyes” C Role: Assault & prolonged operations Chassis: Medium: 20 weight Engine: Quad Core Engine: 20 power Operating Time: 22 hours Description: When Alice deserted the UEE military, she absconded with her Sentry mobile armor. The Sentries used by the 106th are a variant of the original design, intended for use by the Mobile Armor Marine Corps in roles requiring hard-hitting offense and prolonged service hours in less-than-optimal conditions. Alice's “Erinyes” retains its mil-grade systems and weaponry, but is capable of operating for nearly a full day without needing to recharge its engine. It also features enhanced radar and targeting suites, among other improvements to the machine. Systems:
Soinco M/304 Autocannon (5 WT | 2 PWR): The Erinyes's primary armament is a M/304 40 mm, single-barrel, multipurpose autocannon developed and manufactured by South Industries Corporation (Soinco). It has a standard rate of fire of 330 rounds per minute and a muzzle velocity of 1,030 meters/second. Its effective range against ground and aerial targets exceeds 4,000 meters. The weapon can fire a variety of ammunition, ranging from armour-piercing fin-stabilized discarding-sabot (APFSDS), to high explosive and multipurpose rounds programmable for proximity, air burst, armour-piercing and fragmentation modes. The M/304's APFSDS armor penetration is rated at 160–220 mm (over 6-8 inches) of rolled homogeneous armor. The mobile armor carries up to 700 rounds. The weapon uses an advanced fire-control system and stabilizer to engage targets with high degrees of accuracy.
Micro Missile Launcher (1 WT | 1 PWR) The Erinyes's smaller missile system is loaded with several surface-to-air missiles to counter aircraft.
Claymore Missile Launcher (3 WT | 2 PWR) The Erinyes retains the Claymore missile launcher of the standard Sentry. The ATGMs loaded into the Claymore have armor penetration rated at 700 mm to 1,000 mm (over 27-40 inches) of rolled homogeneous armor.
Dual linked .50 caliber machine guns (1 WT) The Sentry's chest-mounted anti-personnel machine guns remain installed on the Erinyes.
Heavy Alloy Plating (7 WT)
Class 3 Shield (5 WT | 7 PWR) The Erinyes enjoys additional protection offered by its class-3 shield.
Plasma Tomahawk (3 PWR) The standard Sentry tomahawk is replaced with one with its own power capacitor, reducing toll on the mobile armor's engine.
External Power Core (5 WT | +10 PWR) The Erinyes is fitted with an external power core on its back, providing it with additional power to last longer in the field than its basic counterpart. It also helps to power additional systems not present on the standard Sentry.
Improved Reactor Output (3 WT | +5 PWR)
Improved Suspension System (+10 WT | 5 PWR)
Steel Hunters Systems Specialization (+5 PWR)
Countermeasure System (No cost)
Enhanced Internal Radar Suite (3 PWR)
Upgraded Internal Targeting Suite (3 PWR)
Smart-Target AI (3 PWR)
Weight | Power 20 (0) 20 (11) -------------------------- +10 -5 Suspension -5 +10 Power core +5 System spec. -3 +5 Reactor Output -5 -2 Autocannon -1 -1 Micro launcher -3 -2 Claymore launcher -1 AP guns -5 -7 C3 shields -3 Tomahawk -3 Targeting -3 Radar -7 Heavy armor -3 Smart AI
Name: Terin James, The Third Age: 40 Gender: Male Nationality: Coalition Callsign/Codename: Exodus Kills: Unkown
Psychological Analysis:
Captain Terin is the very model of a gentleman and an officer, no matter how savage the fighting, no matter how pitiless the combat, the officer almost never lets his base nature take over. He will remain polite, and even in the worst of situations will always retain his sense of propriety, often unfailingly displaying an unflinching visage of calm even in the face of death. Rarely indulging in the the use of foul language especially in front of a lady, never drinking to the point of being unable to perform his duties. He is true to his word as a man of honor and will not refrain from disciplining those that would break these codes of honor. Due to his well-dressed, well-spoken and charming visage backed by something that represented an old tidewater accent most of the common military men look upon him with a sense of "who the hell does this guy think he is kidding?". But to those that know the Captain, they know he isn't the captain just because he has a pretty face his nerves of steel and infallible expression are backed by a ruthless tactical mind and a cunning tongue that he uses with a breathtaking efficiency. He runs his ship tight and puts down any that would challenge him with an efficiency that is something scary to behold.
Employment Record:
The life of James Terin III begins on a Coalition trading hub by the name of Vyrhurst IV. His father James Terin II was the owner of the Vynhurst Shipyards and made his living constructing Coalition cruisers to fight against the UEE. Captain Terin was a quiet boy in his youth spending his time reading or playing a variety of musical instruments including the piano and the violin. Excelling in his studies at school and showing a keen mind for logic and tactics he was sent away to the Coalition Officers Academy to receive the best education he could and at a level that could challenge him intellectually. He wasn't a fan of the PT training but the tactics training, the simulations and the military history fascinated him. He gained the curious eye of the heads of the Academy was his impeccable record in the fleet simulations, running through some of the hardest trials they had and not only leading his fleet to victory but with limited casualties. Eventually he graduated with high honors and as a test for his skill Coalition High Command but him in charge of the Frigate know as the Long Solace.
At the time of his appointed command the Solace was in deep trouble with insubordination running through the ranks, most of the main systems in disrepair and the threat of a looming expectation coming that could easily have the ship condemned for the condition it was in. High Command had thrown a curveball at him and wanted to see what he could do with it. The Captain was discouraged at first seeing as he was apparently just being set up for failure before things could even start, but after sulking for a bit he found the resolve to get the job done. It wasn't easy at first at the young age of twenty he wasn't respected by his crewmates some double his age and have been fighting before he was born but he persisted. He talked to his crew, he got to know them and found out what was troubling them like the like of new cloth for the bunks, and the short supply of food and things like cigarettes. Pulling some strings he was able to get most of these supplies to his crew and with it the respect and calmed temperaments of his crew. Once he had their respect and allegiance, they got to work refitting the ship and getting her worthy for launch before the time of inspection came. Pleasantly surprised the inspectors found the ship in top condition and he was authorized on his first mission, a patrol along the border colonies. It was here he got his first real taste of combat and was able to successfully repel a UEE scouting party.
For the next ten years he continued in the same manner continuing to impress his superiors and get his job done. At the age of twenty eight he was given command of a small four ship detachment from the Coalition Fifth Fleet and was given orders to harass UEE trade routes. His small group of ships struck out like phantoms in the night destroyer transports and cargo haulers with a fury already gone before the UEE would send ships in to chase him down. Over time Captain Terin gained a reputation amongst the UEE for his efforts against them and the UEE upper brass decided it was time that they dealt with the Captain once and for all. Captain Terin through information gathered by Coalition Commandos learned of a trap that the UEE was crafting to finally spring upon him. It would appear that his communications officer was actually a UEE spy and was routing their coordinates to a UEE taskforce getting ready to take him down at his next jump point. Rather than waste this opportunity by ordering the spies capture the Captain decided that he would use it to his advantage. He spent an entire night studying star charts and locations before he found the planet he would meet them at. It's name was Zyos I, a large gas giant on the Coalition border that had orbit around an unstable star. To the particularities of this orbit and the star, Zyos I had particularly strong gravity fluxes. These fluxes would hamper his four ships of course but they were light frigates designed for hit and run missions, they had the comparatively low weight and engine power to still be able to maneuver in these fluxes. The UEE while having heavier fire power and more men their ships were bigger and had the maneuverability of a dying tortoise. If he had the upper hand in maneuverability he could win the battle but it would be a dangerous gamble as the MAS squadron's stationed with them would not be able to deploy in such strong gravity fields it would be all upon the ships themselves.
Unfettered, he ordered the jump and waited and soon they came to him with a righteous and terrible fury. The Captain used his ships longer range cannons to slam into the UEE ships as they approached. At first they didn't notice it but the Captain was retreating he was bring his ships closer to Zyos I where the gravity fluxs would take effect. The UEE didn't realize that a trap had been sprung on them until it was too late. Their heavy ships were trapped in the gravitational pull, slowing them to a crawl as Terin whipped his more maneuverable ships around and pummeled them with heavy fire. The fighting was chaotic and close but Terin somehow swung it in his favor and by the end of the engagement four the eight UEE ships that had been senter after him had perished with countless dead and Terin himself only had 100 wounded and 30 dead on his side. It was a decisive victory. For his honor and bravery in combat, he was awarded the Coalition Gold Cross one of the highest medals a man of the Coalition military could aspire for.
But soon the weight of the war and the deaths that he had caused finally got to him. He was plagued by nightmares of those he had killed and drunk long and hard to try and forget. Upon conference with his father and his XO, he decided that for the sake of his own sanity and mental well being that he would have to resign from his post. He submitted his request for discharge at the age of thirty. The Coalition not wanting to lose a man of his skill offered him desk jobs, comfortable position controlling fleets from the capital. They give him the world and all he could do was refuse it all. He didn't want any part in the war anymore, he didn't want to be a war hero, he just wanted to be left alone. So for his faithful years of service his request was respectfully granted and his with discharged with full military honors. He went back home where he packed his bags and left for parts unknown leaving most of his possession behind.
Terin would find his way eventually to a small refueling station in the FES zone known as Lsysus. It was here that he worked for five years in solitude as a starship mechanic in obscurity. They were good years spending his time around ships that he loved and would repair with glee and the nightmares slowly subsided. He didn't make the best money and it was a farflung difference then what he could of had back in Coalition space but he didn't need to be a hero, he just wanted to live his life. At the age of thirty five he was found again by recruiters for the Steel Hunters Private Military Company. They had heard rumors of an old Coalition captain living his days as a common mechanic on a refueling station in the middle of nowhere by the name of Terin. Like most working in and around the war the Steel Hunters had heard of Terin's reputation and decided to pay him a visit. The Captain declined their offers for employment five times but eventually wore him down telling him that they were only there to protect people and isn't that what a good Captain like himself was supposed to do? Protect People? So he agreed on two conditions he got to pick the ship and he got to pick the crew. The Steel Hunters could only so cordially agree to gain a main with Terin's skill and so for the last four years the Captain has been working for the Steel Hunters. To most he's just the Captain now and a good one at that. He won't admit it but he's missed being at the helm, it felt like home.
Equipment:
Old Coalition Officers Uniform, pressed clean and kept in excellent shape
Coalition Gold Cross (kept in his desk drawer)
Service Revolver
A flask
A lighter
The Coalition Light Cruiser Sirus
'Non semper erit aestas '
The Aegis class was developed by Furukawa Heavy Industries in its third military outing for the Coalition. Designed off of the old Deterrence Class, this new line of ships was supposed to serve as the new rapid assault craft of the Coalition Navy. Designed for assault and rapid response the Aegis class aren't the biggest ships in the world but make up for it with strong engine capabilities and tight maneuvering. intended to act as the forward head of the spear, they acted as primarily as raiders able to move on positions quickly and do as much damage as possible in the quickest amount of time. Eventually though the Aegis Class was retired for better models that allowed for more armor plating and firepower without sacrificing too much speed. Most where either scrapped or retired to be part of the home fleets. The Sirus was once such of these crafts going to be made into spare parts when Terin using his connections in the Coalition Navy managed to acquire the old hunk of bolts and retrofit it into the Steel Hunters new base of operations.
Layout:
The heart of the Sirus is its Adamczyk Fusion Reaction, Tied to an efficient mag-grav sweep system and energy replacement channelers, the Adamczyk can sustain a ship the size of the Sirus for 18 months of minmal activity before refueling is required. Aft of the reactor section and the tankage is the Ships Resurgence drive providing the ship with ample speed at a continuous rate of over 3 G's easily. Within the engineering section also lies the ship's Faster Than Light Drive. By projecting two points across the galaxy by using calculations collected by galactic spanning communications arrays, the ship can jump from two points in space instantly accelerating up to and above 50 light years. Currently the Jump Delay is about 38 hours, lower than the UEE standard of 42 but still nowhere near some of the newer Coalition models with delays of merely 30 hours.
Beyond the guts of the Sirus lay the flight deck, compared to most capital ships or even heavy cruisers, the decks on the Aegis class are a fairly cramped affair of winding tunnles that overlap atop and beneath one another with little seeming pattern. Amongst these include the crew bunks separated by gender, a small hangar and launching area for the MAS suits, the rest of the crew quarters including the Mass, a small recreation room among other things. The CIC stands at the top of the control mast protected by heavy plating. She ain't the preetiest ship in the galaxy, the best designed, or the best equipped but she flew well and that as good enough for the Stel HUnters.
Weapons:
Originally equipped to deal as much damage as possible without sacrificing too much in terms of size or weight, the Sirus can hit hard but not as much as many heavier military class vessels. Against modified civilian vessels, pirate ships and light military ships though the Sirus has shown its ability to shred through this craft with relative ease and are able to lay down at least heavy enough fire to gain the attention of bigger ships.
The main weapons of the ship used most commonly in combat are eight heavy laser cannons four on each side of the "nose" of the Sirus with the ability to rotate a full 360 degrees. The Lasers link directly into the ship's capacitor reservoir firing a beam of light that is focused by a polished frequency crystal lens. Although the lasers have the potential to cause a great deal of damage they are somewhat limited by the electromagnetic nature of the energy beam. Lasers do not require ammunition in the conventional sense. As mentioned above, Lasers use polished frequency crystals to focus the light beam into a specific part of the electromagnetic spectrum (for example, radio or infrared) or to focus the beam intensely for maximum firepower (multifrequency crystals). Altering the laser beam in this way changes the effective range of the weapon allowing a pilot to "range in" on a target.
The Ship also sports four flak cannons, these heavy cannons are loaded with shrapnel cartridges that upon launch exploded into several high velocity fragments. While the flak cannons don't do much against other ships against fighter and MAS a face full of shrapnel is a very strong deterrent.
The Ship's main big gun though is a single Mass Acceleration Cannon mounted on the bottom of the ship and taking up most of the space down there with its firing mechanism. The operation principle of a MAC is that of a coilgun. The cannon fires a massive metal projectile using a linear system of magnetic fields coils down a long shaft, increasing the projectile's velocity until it carries an incredible amount of kinetic energy. The ship-based models use ferric, ferrous, or depleted uranium cores, while orbital platforms and station-based versions use ferric tungsten rounds. A standard ship-based MAC such as the one in the Sirus fires slugs of either ferric Tungsten or depleted Uranium and approximately 9.1 meters long at around 30,000 meters per second. The high muzzle speed gives the 600-ton slug the kinetic energy and momentum necessary to damage a target and partially mitigates the unguided nature of the slug and its lack of maneuverability.
Defenses:
Besides the Flak Cannons the Sirus has reinforced Myroar armour plate backed with an shock absorbent gel layer. While the combination does not provide the best in terms of protection it allows for a greater maneuverability while stain allowing the Ship to take direct fire for limited periods of time. What really backs the Sirus's defenses are the Coalition Heavy Shield Systems built into the protective layers of the ship. The Shields are much stronger than that of UEE make and provide able cover from at least a reasonable amount of laser and plasma fire.
The Sirus in short isn't designed like a heavy battleship, it can't sit still and take the punches and just hit harder. It's man defense capabilities come in its maneuverability to get out of firing lines and keep the enemy target locks off of them. The Sirus was never intended to fight a capital ship head on and doing so would result in it becoming shredded by the massive power backed by them.
Flight Deck:
The flight deck and associated hanger bay is small affair cabale of holding up to two squadrons of light fighters and a few MAS at max. The hangar was specifically built in mind to haus Mas equipped with the proper restraints, catapult launchers and equipment to refuel and requip such devices. A cramped space with all the stuff in it at most times, forcing pilots and maintenance staff to get very comfortable with one another. The maintenance crew in the hangar stands at twenty strong with a mixture of mechanics that have worked on everything from farming equipment to military fighters.
Crew Compliment:
The ships company runs to 300 over all jobs and specializations, including a dedicated security detachment and pilots. 300 Souls ain't the biggest in the galaxy but it's more than enough to get the job done.
Statistics:
Length: 127.6m Width: 41.25m Depth: 41.25m Mass: 24,500,000 metric tons Crew Compliment: Current 300: Max 800 Jump Range: 50 light years Jump delay: 38 hours Endurance: 6 months
Name: Crowe, Adrian Age: 28 Gender: Female Nationality: FEZ Callsign/Codename: Werewolf Kills: 7
Current Funds: 200 GC Paycheck: 5% share
Psychological Analysis: Kill or be killed, eat or be eaten- that's always been the way of the FEZ, and thus always been Adrian's way. Resourceful, pragmatic, and utterly ruthless, there are very few means that Adrian won't try to justify toward achieving her ends. While her hit-and-run methods and tactics may cause her to come across as cowardly, in reality she is merely incredibly patient and opportunistic, only waiting for the opportune moment before closing in for the kill. Better to run back to the drawing board than die on the battlefield, after all.
As a side note, Adrian is obsessed with technology, especially that relating to MAS's, and has a capable hand when it comes to manipulating such.
Employment Record: The daughter of once-notorious pirate "Ice-Cold" Irina Crowe, Adrian has been raised since birth as the scion to her mother's legacy, such as it were. Since the day she could walk, essentially, Adrian was trained in whatever talents her mother deemed indispensable for her continued survival, and for the purposes of reclaiming the legacy of fear and notoriety that Irina possessed during her heyday. How to fight, how to build, how to take apart, how to pilot- if it would help her survive, Adrian learned it. Sadly, the mother-daughter duo could not prepare for every eventuality, and Irina ended up killed in a mutiny by her dissatisfied crew, while Adrian ended up marooned on a near-barren planet, left to fend for herself in very unforgiving territory.
Over the next ten years, Adrian was forced to barter, bribe, threaten, and claw her way back up to a position where she might be able to fulfill her mother's dream for her. She discovered a knack for technology and the scavenging of such that allowed her to build up her resources, enough to finally break out of her exile into the wide open space of the FEZ. While she has no crew or reputation to her name so far, Adrian is a first-rate smuggler and scavenger, being able to build her beloved Blue Moon out of essentially scrap metal and grit. While capable, however, Adrian is still just one woman against the entire backdrop of the FEZ- not the easiest environment to pull a "fearsome pirate" reputation out of thin air, leastways not without being shot as soon as you open your mouth.
For now, Adrian is attempting to build her notoriety by working as a mercenary for the Steel Hunters PMC. As far as she's concerned, this job is just a stepping stone for her to reach her true calling...
...Though she wouldn't mind hanging around if it meant learning more about MAS maintenance from Carmen.
Designation: CCS-099 Stylet-C, "Blue Moon"- Highly-modified amalgamation of Stylet base model with salvaged FTX-003 Sparrow parts Role: Stealth/Infiltration Chassis: Light Engine: Enhanced Tri Core Engine, 20 PWR; Improved Reactor Output brings full power to 25. Operating Time: 8 hours Description: Highly-modified Stylet custom designed for speed, stealth, and maneuverability. While not much to look at, being an amalgamation of various weapons and parts, the unit itself is sound and, moreover, deadly. In the hands of its user, the Blue Moon is a premium stealth and reconnaissance MAS. Systems: Type-99 "Reaper" Anti-Materiel Railcannon - Long-distance rail ballistics weapon system, fires 80mm anti-armor rounds with pinpoint accuracy; folds into a more manageable size during transport. 50-round magazine, single-shot, "semi-auto" rate of fire. 5 WT, 2 PWR Hephaestus Anti-Personnel Laser Cannon - Shoulder-mounted laser cannon for the purposes of point defense and anti-personnel. 2 PWR E110 Energy Saber, Internal capacitor - High-powered energy saber deployed from storage in the unit's hip. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is 3 hours. As such, pilots are often encouraged to limit their melee time. Also not very stealthy. 1 WT, 3 PWR Class 1 Shield Generator - A Sparrow's salvaged shield generator. Minimum military-grade defenses. 3 WT, 3 PWR Countermeasures - Countermeasure systems are often used by lighter MAS's to avoid missiles instead of using body mounted machine guns to intercept them. Using chaff and flares, countermeasure systems are negligible in terms of weight and power, but only has 3 chaff uses, and 6 sets of flares before needing to rearm. 0 WT, 0 PWR Enhanced Radar Suite, Internal: - Effectively doubles the MAS's radar range. 3 PWR Upgraded Targeting Suite, Internal - Increasing the effective range and accuracy of the MAS's weapon system, Upgraded Targeting Suites have a Smart AI that quickly determines range as well as any other environmental factors faster than MAS's onboard computer, and projects the predicted weapon path on the user's HUD. 3 PWR Stealth Drive - Salvaged from a stealth-custom UEE Sparrow. Stealth Drives allow a MAS to remain hidden from most scanning and targeting modules, and removes most of the MAS's emissions at the cost of a small amount of maximum thrust. It does not however protect the MAS from visual recognition. 5 PWR Improved Reactor Output - A high end customization used by pilots. Using efficient parts and techniques, this upgrade allows MAS's to add additional power to their generator output. 3 WT, +5 PWR Steel Hunters Systems Specialization - +5 PWR
Psychological Analysis: Somewhat at odds with her machine, Dissonance, and even more so her sister Julia, Alexandria holds a somewhat cheerful disposition when not engaged in a mission. This generally trends her to be at odds, and even abrasive around her team-mates as she seemingly is unaware or unfazed by dour moments due to her almost bubbly nature. Despite this, she tends to keep the intentions of her squad at heart, and when operating at longer ranges, stylizes herself as more than overwatch, but almost as a protective element. Yet despite this, underneath that air of youthful cheer and happiness, she holds scars on her heart from events in her past that still haunt her. Those few she trusts with knowing what lies beneath understand the pain she conceals, and the reason why she fights so hard for her comrades, and the country that cast her out. Some, however, will know of her distrust of the Coalition, and those who haven’t convinced her of their good intentions. That distrust is felt more so by her sister, Julia, however. Almost the direct opposite of Lex, her sister is a bitter and spiteful woman, cut down at a young age, and growing up as an uploaded consciousness. Despite this, there is still love between the sisters, and even with Julia’s abrasiveness, it’s difficult for either to go against the other because of their bond that has grown over the years they have been together. In fact, Alexandria is the only one immune to her sister’s biting criticism and hostility, proving to be a calming effect on the bitter woman, and soothing her where no one else could. Above all else, the two remain as one looking towards their end goal of avenging their mother, and one day returning to the Empire to atone for their deeds.
Employment Record: The eldest of the Reiksguard children, Alexandria’s future in the military had been decided from birth to follow in the long line of the family’s tradition. Entering into the UEE’s military academies at an early age, she showed not only the resolve of her father and grandfather, but also the promise of a future MAS pilot as she blazed through every obstacle placed before her. It was this, however, that attracted the attention of the UEE’s research firms, looking to push the boundaries of piloting and the neural linkage equipment currently in use. Graduating at the top of her class in the Empire’s Officer Academy, Alexandria was one of the first approached for the Neural-Impulse Manifold project, one that she immediately agreed to with the backing of her parents and the rest of her family still serving.
As the project went on, however, it became clear that not only was it a failed effort, but the dangers involved very serious. Countless friends she had entered into the program with perished during “hook-up”, a process in which the entire nervous system was introduced to a pulse of sorts to test the connection of the NIM implants. Alexandria herself suffered during this stage in the program, forcing the implantation of additional plugs to fully integrate the system with her body, as well as an AI core along her spine. This core would serve to be a balancing factor for her during the program, and was the intentions of the researchers when suggesting it, allowing her find the strength she needed to endure the torment of the trials and pull through with her personality intact.
Despite the failure of the project, Alexandria exited into the MAS Pilot program a year later with a unique approach to normal piloting. While she still had the standard wireless link that all MAS pilots were given, the direct interface plugs drilled into her spine and across her body allowed her to socket directly into many of the systems of the most basic suits, giving her a greater degree of control than most rookies. Other than this small footnote, her time in the pilot academy was short and uneventful. The complaints of any other female pilot from her class should be ignored as the slander that it is.
Following her graduation, she was given a slightly modified MAS to use with her implants, and placed in a squad of other new pilots operating in the Hanseatic Rift, a region that had been controlled by the UEE at the time. Countless setbacks hounded her and her team during their deployment, from Coalition assaults to the incompetence of command, and even the failures of prototyped equipment that would have been better served on the frontlines, and not the backwaters of Empire territory. These setbacks culminated in the final event that resulted in the complete collapse of control in the region, and began the decline in Alexandria’s career.
Codenamed Operation Orchid, the command of the Hanseatic Rift came up with a lightning assault on the Coalition’s main supply world of Hinterpommern in the region. Over two-hundred thousand infantry, several hundred aerospace fighters, several dozen MAS units and a large fleet of warships were called into the assault, one that had been intended to catch the Coalition off-guard, but as they jumped in system and began the operation, it became swiftly clear that they had underestimated the number of forces against them. The initial battle in orbit almost lost the UEE the entire operation, but under the skilled command of Gerard Agernon, the sector’s commander, they were able to break through and begin the assault on the planet’s facilities. For nine hours the Empire fought tooth and nail against not only numerical superiority, but also better equipped and trained forces of the Coalition housed on Hinterpommern.
In the end, it was all for nothing, except one of the most devastating losses suffered by the UEE in the region, if not the war. As they fought their way off the planet, Alexandria watched everyone she had fought alongside die in the pointless operation, and worse, even as they made it to safety in a nearby system, the Coalition pressed their advantage. In less than a week, the Hanseatic Rift fell, and she was transferred to a new division with new squadmates, trying to avoid the disaster of Hinterpommern and Operation Orchid.
For several years she fought in obscurity along the FEZ, staying with her original MAS despite newer models available, and holding on to one of the few prototyped rifles the UEE was able to keep after Orchid. Even with the relative monotony of running patrols, she would still be denied the opportunity to sit back, with the most devastating event in her life yet to strike at her very heart. While she fought in the war, the Reiksguard family home suffered an attack as the borders shifted between the two nations. Despite being what had been called a “Neutral World” in the past, her home world of Staadt came under fire from a Coalition battle-group seeking to secure the border and remove possible threats. Due to their long history in the Empire’s military, her family home was hit in the opening salvo, killing her mother and countless visiting family friends in an instant.
Abandoning the front, Alexandria took her MAS and joined quickly in the counter-assault that saw Staadt restored to UEE control, but it was all too little too late. While the rest of the fleet pursued, she walked through the wreckage of the estate, unable to come to terms with the loss, and believing her mother and sister dead, as they were the ones to live at the home permanently. Countless memories lay in the ashes of a war brought too close to her heart, and as her composure crumbled slowly from the destruction of her childhood home, she found her sister on the very edge of death, crushed underneath a fallen support beam.
While she was able to free Julia from the rubble and get her to an emergency medical team, the damage to her body was deemed too much for her to live through the injuries. As her father and brother were both currently engaged on the frontlines, a decision was given to Alexandria on what should be done with her sister in her condition, one which weighed heavily upon her. Looking down at her stricken sister in the ICU bed, she had almost come to the decision to let her go, unable to watch her lay in agony while barely hanging by a thread, but even then she was given one final choice. Staadt had enjoyed several benefits of staying mostly disconnected from the war between the Coalition and UEE, one of which was the congregation of intellectuals from varied fields. Fate had determined that the hospital closest to the Reiksguard estate, just so happen to be one in which a rising neuroscientist was making their living as a surgeon, and had heard of the tragedy.
What he offered, was something that had been theorized since the implementation of AIs and the use of Neural implants, but remained largely science-fiction for the risks involved to potential candidates. Total consciousness upload, a way of transferring a person’s mind into an unused AI core, and allow them to continue living as a sentience born of data and programming. The risk, of course, was that the patient could potentially die during the transfer, but knowing that Julia had little else, Alexandria posed the question to her. At the edge of being lost forever, her sister accepted, and gave permission for the procedure. When the operation was complete, they found it had been a success, Julia Reiksguard, once the youngest of the family and looking towards a career far from the warzones, had become a consciousness trapped within data.
This, however, was not enough for Alexandria. Her mother was dead, and her sister, though she was still with her, had been reduced to a voice in her head. For the first time in her life, she felt genuine rage build within her, a feeling which boiled over and became a driving force. The scars on Staadt still fresh, she sought out answers, using her family’s connections on the world to gain information on who was responsible for the attack, and build up a database. Within a few months, she had over a hundred names of Coalition officials who had been directly involved with the attack, some of them civilians, others high-ranking military members, and none innocent in her eyes.
Spurning orders to restrain her hand, she lashed out at any given opportunity, and took to exacting her vengeance at her own convenience. With her career marred by the operations in the Hanseatic Rift, this was the final mark against her, as the UEE could not allow her actions any longer, especially in the methods with which she sought her revenge. No one in the Coalition or FEZ was safe from her if they were responsible for the assault on Staadt, even those who had not even known of the fallout from their assistance. Finally, as Alexandria returned to UEE command for her next mission after her execution of an officer in their own home, they had enough. Issuing out an official warrant for her arrest, signed by her own father, Admiral Jervis Reiksguard of the 80th Vanguard Fleet, the Empire closed the net around her. Despite this, Alexandria evaded capture and fled UEE space, grimly accepting what she felt was a betrayal, and resolving to one day return and face the charges once her duty was done.
This was seven years ago, and since then Alexandria has moved from job to job, at first as a freelancer defending towns and settlements within the FEZ against raiders and Coalition attacks. Even after she had been removed from the UEE, and her feelings of betrayal by those she once served, she still had a strong sense of patriotism towards her home nation, and sought to at least remain somewhat loyal to them. To that end, it was difficult at first for her to enter with the Steel Hunters, being as it was under Captain Terin, a man of the Coalition, but after a long talk with the honourable captain, she found a way to compromise her distrust of the Coalition. Under the agreement that she would not be asked to fight her former comrades, Alexandria agreed to enter under his command as a mercenary for hire.
Equipment:
Ceramic-Composite Body Armor: - A form of carapace armor that protects primarily the torso and upper portions of the limbs, this particular suit was created for her by an arms dealer in the FEZ shortly after her discharge, and heavily customized to her exact order. The primary composition of the armor is a unique ceramic which makes up the plates, and utilizes steel threading to reinforce the material. More than that, however, it is also treated with a polymer-glaze that provides minimal protection from energy-weapons striking the surface of the ceramic. These properties allow the suit to resist small arms fire from both kinetic and energy weapons, providing her with a measure of protection when outside her MAS. The greatest benefit the armor holds, however, is the integration of a datapad within the right gauntlet of the suit, and underlaid wiring throughout that plugs into her implants across her body, while allowing her to still hook into other devices. With this integration, she can monitor the status of her body via the datapad, as well as the suit itself.
AI Integration Nodule: - More so an extension of her own body than a piece of equipment, this is one of her implants that sits at the top of her spine and allows an AI to link directly with her nervous system and brain stem. This was at first, devised as a way to help her and the other participants of the NIM initiative cope with the trauma of the surgeries, by giving them another thinking individual to speak to when they were uneasy. Alexandria, unlike many of the survivors, kept hers and after the battle of Staadt, used it to store the uploaded consciousness of her sister. While Julia may be less than capable of combat operations as compared to an MAS AI, she has been a constant companion of Lex for the last seven years, and without her, the pilot may have never been able to make it to the Steel Hunters.
Pair of combat knives, non-standard issue Short barreled rifle (ballistic) UEE standard issue marksman rifle Rangefinder Fragmentation grenades (x3) UEE dress uniform UEE MAS Pilot fatigues (35th Assault Force) Casual clothes
Description: What Dissonance is, can be just as easily defined as what it isn’t. At the very core of the machine is the remnants of what it used to be, a Sparrow MAS that had been Alexandria’s machine during her time with the UEE military. Over time various components have been stripped out and replaced, either by herself or a few trusted mechanics, but the end result is a machine that is far from either military or civilian models normally in use. Among the greatest differences between this machine and others, is the sheer amount of control her AI companion has over the functions of the suit, as well as the removal of the standard cockpit to replace it with one that requires specialized linkages to use. The end result is a highly customized MAS that is purpose built to avoid direct confrontation except when the situation is deemed favorable.
Systems: 15WT/19PWR
Thanatos: - Originally a concept weapon designed by UEE’s best and brightest, this weapon was supposed to be rolled out during Operation Orchid, yet because of the exceptional failure of the mission, most of the prototypes ended up in the hands of the Coalition. The weapon is, at its core, an extreme range MAS killer, built upon the principle of an anti-material rifle but expanded with cutting edge technologies. First, and the most basic of the weapon, is the firing system, a pair of rails that can carry an electromagnetic current and fire steel projectiles at up to mach 8 and at a range of 200 nautical miles. This of course, draws significant energy from the reactor in order to fire, and will very likely result in the operator being detected by the flash of energy and the thunderous sound of the projectile accelerating to hypervelocity. That is the maximum capabilities, however, and not the intended function of the rifle. At lower settings, the rifle functions at a significantly decreased signature, allowing an operator to fire silently* at range without being detected*.
Where the function of the rifle comes into play, however, is in the primary intended ammunition. Another development of the UEE, is the Rocket-Assisted Armor-Piercing Fin Stabilized Discarding Sabot, or RAAPFSDS. Built upon the principle of a normal Kinetic-Energy Penetrator, this munition is a bit larger in diameter in order to not only increase effectiveness against the MAS, but also to allow the inclusion of a liquid-fuel rocket within the rear of the sabot. Within the sabot, towards the center, sits a gyroscopic sensor as well as another sensor that communicates with the rifle in order to determine distance from operator and distance towards target. This is done via the integration modules within the weapon that link to the MAS and the AI within, and an ultra-violet laser designator that paints the target with a nearly untraceable form of harmless radiation. Once the sabot reaches a certain distance(a figure that can be adjusted by the AI depending on situation) the rocket booster ignites, propelling the munition at higher velocities and guiding it towards the target via the minimally adjustable fins.
While the weapon does have significant benefits for the operator because of the extreme range capabilities, it does have its drawbacks. Primarily of which is the power consumption, which despite being a “ballistic” weapon by technicality, the weapon still draws a significant amount of energy, which necessitates the powering down of non-essential systems when firing at maximum range. Secondly, there is the matter of the ammunition, and the specialized construction of the rifle. Being as it is, already rather bulky, instead of looking into a way of creating a more compact magazine, the original Thanatos utilizes a maximum clip of twelve. Due to the large size of the weapon, it carries built-in stabilization rods which can deploy into the ground when needed, and requires two hands in order to function at maximum capability. In a means to increase efficient power usage, the munitions for the rifle carry electronic stamps at the base of the shell, which are read by the Fire-Control System of the gun, and determine the velocity and range the shell should reach. This allows the operator to determine the engagement distance for the rifle based upon their magazine, and reduces the need for micromanagement by the AI or pilot. Because of the nature of the rifle, it sits at five weight, and three power.
Neural-Impulse Manifold: - With all of the experimentations of the UEE and ways to emulate the Coalition’s MAS expertise, this particular device exists as a stain on the nation’s credibility, and one that has seen great strides to be covered up. Twenty years ago, as part of Operation Still Waters, a thousand graduates of the UEE Academy of Martial Sciences were pulled from their potential positions in the military and placed within the UEE’s Classified Research Department, many of which were among the best and most capable potential operatives of the nation. Within this department, the subjects were briefed lightly on the project and given the opportunity to opt out, but with the understanding that if they did not do so, they would be considered people critical to national security. When the final operatives were chosen, the true depth of the program was revealed. Each individual of the program would be subjected to extensive surgeries that linked their nervous systems to highly advanced AI that would read their progress as the initial stages begun.
The first stage of the NIM was the implantation of plugs along key points of the subject’s spine and brain-stem, linking sophisticated electronics with the very core of their nervous system. Those who did not immediately reject the implants and had previously shown great promise while in the academy also saw plugs drilled into their limbs at key points, scientists of the project were noted as saying that it would increase efficiency of potential systems at later dates. At this stage, failures were minimal, as the UEE had screened the potential applicants extensively to only select those in perfect health and without possibility of medical complications. Despite this, some dozen died during the implantation process, while another hundred rejected the plugs and had to be discharged out of the project. The next stage, however, is what truly damned the project to be an almost complete failure. In order to progress to the next and final stage, the subjects who had completed the implantation process, were then subjected to a testing of the connections between the plugs and their nervous system. Failure rates were not only disturbingly high, but of the 80% that failed the connection, two-thirds died immediately in a method not unlike electric-chair executions in the 20th century.
With barely a fraction of their subjects remaining, the UEE’s Research Department was given the order to complete the project and close it down permanently, all the while charges were pending against the head scientists without their knowledge. Further development of the program created devices known as “Cradles” in which NIM operators would be able to directly interface into without the need for instrumentation that normal cockpits typically held. In this respect, despite the appalling death toll associated with the project, those who did survive the experiment were able to essentially plug themselves into computer systems and analyze data internally, with some users even able to bring up haptic interfaces visible only to their eyes. With one of these cradles installed, an MAS unit can see a reduced cockpit area with fewer instruments needed, and a more direct connection to the pilot. This more direction connection allows greater control of the vehicle, and a much wider range of movement than typical to an MAS. One exceptionally skilled individual was even able to thread a needle with their MAS, though this is a feat that was not repeatable by many of the other subjects. Due to the sophisticated nature of the NIM Cradle, not only is it obvious that only users implanted with the NIM can operate them, but that it does draw a little more power than normal. 0WT/3PWR
Integrated Intelligence Systems: - A customization by Alexandria herself, the standard artificial intelligence systems that would normally be present in any MAS have been replaced by interfacing components for the NIM system, as well as a new AI core. This AI Core is where the stored consciousness of Julia resides during operations, able to link fully with the systems of Dissonance and communicate with Alexandria. Where this may seem like a simple exchange of AI persona, this particular change puts more pressure on the Lex as a pilot, as where the typical MAS AI would provide in depth targetting solutions and feedback on recommended points to strike, as well as a wealth of other points of combat data, Julia’s combat abilities are limited. Instead, as the pilot, she has to rely more on the basic instrumentation of the MAS, and her own instinct. More than that, the absence of auto-correcting maneuvers requires more sense of awareness from the pilot, and puts the NIM cradle through the paces. 0WT/0PWR
Impact-Driver: - Originally created by a mining firm in the FEZ, this device has widely seen use as an impromptu MAS-killer, due primarily to the core function of the weapon. At its core, the Impact-Driver consists of a single pike of steel shrouded tungsten, or any other exceptionally durable metal, and a pneumatic piston. When activated, the piston fires out the pike at high speed to impact a target at close range with enough force to punch through solid rock. That was, the primary utility of the device, to clear out exceptionally tough areas of rock and allow for other mining implements to enter the tunnel and get at the intended target. Where it has become weaponized, however, is in the manipulation of the piston’s output capabilities. With a minimal amount of calibration, the simplistic mining tool can be turned into a deadly implement to core an MAS at close range, piercing the armor of the cockpit and sometimes even punching out the back of the suit in the case of lighter units. The critical drawback of the weapon is the extremely short range, even compared to other melee weapons. Effective range of the Impact-Driver tends to be within ten feet, exceedingly short when it comes to MAS combat. Being mounted on the wrist, using this weapon makes it impossible to use other arm-mounted weapons, and can create difficulty in using hand-held weapons. 3WT/3PWR
Stealth Drive: - Stealth Drives allow a MAS to remain hidden from most scanning and targeting modules, and removes most of the MAS's emissions at the cost of a small amount of maximum thrust. It does not however protect the MAS from visual recognition. Stealth Drives draw 5 PWR.
Active Camouflage: - A camouflage generator attached to the back of a MAS, it projects a field of particles over the MAS, effectively making it invisible to the human eye, as well as optical scanners, and tracking modules. The generator does not however shield the user from all scanners, and the generator unit itself produces large amounts of heat. Camouflage generators are also notorious for consuming large amounts of energy, and while unable to be used with a external power pack, comes with a small power supply of its own, resulting in 3 WT and 3 PWR. The standard Active Camouflage generator can only continuously produce particles for a single hour before beginning to massively drain the power reserves of the MAS. 3WT/3PWR
Silent-Running: - Partly a modification to the pathways of the electricals, and partly the ingenuity of Julia herself, Dissonance can hibernate nearly all systems at will for longer missions in order to extend operating times or to hide her energy signature. When operating “Silent”, only the absolutely necessary systems are running, with even the AI Core shut down, and Julia hiding within the module installed within Alexandria herself. Because most of the systems are not completely shut down, at the flick of a switch the MAS can be back at full power in mere moments, giving the unit devastating potential for stealth attacks.
Sonar Stakes: - Special stakes are attached to the MAS's legs, and when deployed, drive themselves into the ground, both locking the MAS to the ground, and providing a detection distance 5 times that of the standard MAS. It has 1 WT, and costs 2 PWR. Note that it cannot be used in Space, and can only detect targets on the ground.
Countermeasure System: - Countermeasure systems are often used by lighter MAS's to avoid missiles instead of using body mounted machine guns to intercept them. Using chaff and flares, countermeasure systems are negligible in terms of weight and power, but only has 3 chaff uses, and 6 sets of flares before needing to rearm.
Improved Reactor Output: - A high end customization used by pilots. Using efficient parts and techniques, this upgrade allows MAS's to add an additional +5 PWR to their generator output. However, this improved reactor requires pilots to reduce the load on their units to prevent damage to the MAS, and costs 3 WT - cannot be taken simultaneously with Improved Reactor Draw
Steel Hunters Systems Specialization: - Surviving in the Free-Enterprise Zone requires tenacity and wit. Steel Hunters that specialize in optimizing MAS electrical and energy systems are granted an extra 5 PWR to their unit. Cannot be taken simultaneously with Steel Hunters Mechanical Specialization.