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Falling Skies: Wavering Valor
It is year 2903. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.
And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The fall of the Empire resulted in a massive power vacuum and the Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.
By the 26th Century, most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.
By the turn of the 27th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
As the end of the 29th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a rumored Coalition Superweapon has sparked up and reignited the flames of war. After almost 300 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take victory after victory by utilizing a new type of fighting machine: Mobile Armor Suits, a humanoid fighting machine much more maneuverable than conventional aircraft and ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire enters an arms race against the Coalition. Reverse-engineering their own Mobile Armor Suits from captured and destroyed Coalition designs, assembles the 101st Legion, unit under the Imperial Navy with the purpose of using Mobile Armor Suits of Imperial design to counter the Coalition Suits. War escalates as The Empire adopts Mobile Armor Suits into their armed forces, both sides rapidly producing newer and more advanced models of mobile armor in order to maintain an edge against the other. All the meanwhile, the Krellian Republic continues to watch from a distance, giving unease to both sides.
After decades of dogged fighting with little to no major headway gained by either side, and devastating losses suffered by both, movements within both the Empire and Coalition have begun petitioning for peace. In an unexpected move, the Empire was the first side to offer a chance at peace. With the Coalition agreeing to send diplomats to discuss the possibilities of peace, or at least an armistice, a general ceasefire to all combat operations by both sides has been declared. Diplomats and leaders of both the Coalition and the Empire have agreed to meet in the Arias System, a 'neutral'- albiet heavily contested territory between the two nations.
Despite the hope of peace being strong with the general populace of both sides, many are still skeptical and distrusting, decades of constant warfare and propaganda doing little to inspire confidence in the eyes of many. A detachment from the 101st Legion has been sent to escort the Empire representatives as they conduct peace talks.
And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The fall of the Empire resulted in a massive power vacuum and the Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.
By the 26th Century, most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.
By the turn of the 27th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
As the end of the 29th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a rumored Coalition Superweapon has sparked up and reignited the flames of war. After almost 300 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take victory after victory by utilizing a new type of fighting machine: Mobile Armor Suits, a humanoid fighting machine much more maneuverable than conventional aircraft and ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire enters an arms race against the Coalition. Reverse-engineering their own Mobile Armor Suits from captured and destroyed Coalition designs, assembles the 101st Legion, unit under the Imperial Navy with the purpose of using Mobile Armor Suits of Imperial design to counter the Coalition Suits. War escalates as The Empire adopts Mobile Armor Suits into their armed forces, both sides rapidly producing newer and more advanced models of mobile armor in order to maintain an edge against the other. All the meanwhile, the Krellian Republic continues to watch from a distance, giving unease to both sides.
After decades of dogged fighting with little to no major headway gained by either side, and devastating losses suffered by both, movements within both the Empire and Coalition have begun petitioning for peace. In an unexpected move, the Empire was the first side to offer a chance at peace. With the Coalition agreeing to send diplomats to discuss the possibilities of peace, or at least an armistice, a general ceasefire to all combat operations by both sides has been declared. Diplomats and leaders of both the Coalition and the Empire have agreed to meet in the Arias System, a 'neutral'- albiet heavily contested territory between the two nations.
Despite the hope of peace being strong with the general populace of both sides, many are still skeptical and distrusting, decades of constant warfare and propaganda doing little to inspire confidence in the eyes of many. A detachment from the 101st Legion has been sent to escort the Empire representatives as they conduct peace talks.
Plot and Premise:
Hello everyone! Welcome to the Out of Character for "Falling Skies: Wavering Valor"! This particular RP will follows the adventures of a group of men and women from the Empire's 101st Legion. We the players play the role of the 12th MAS (Mobile Armor Suit) Team, a squadron from the United Earth Empire's 101st MAS Legion, as they escort Imperial Diplomats during some tense peace talks. Of course, nothing is ever as simple or as clear as it seems. Our story will be gritty and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, witness and perform acts of valor and cowardice, and their sense morality and willpower will be put to the test. This RP aims to blend the humanity and melodrama of a space opera with the cold and harsh realities of war, and of course with giant robots.
Terminology and Technology:
The United Earth Empire:
The United Earth Empire was the originator of the galaxy’s space colonies. Formally known as the United Nations, the United Nations of Earth was formed after humans had first colonized Mars. Originally developed to unite humanity against possible hostile extraterrestrials, humanity encountered few alien species, even fewer of which were intelligent. With no need to worry about possible alien attacks, the UNE was free to focus on rapid expansionism, and slowly restructured into and subsequently renamed itself the United Earth Empire, as international differences became less and less important when compared to planetary and systemwide differences. After the Great War, the shattered remains of the UEE were quick to regroup and reclaimed the majority of the former empire's core worlds with little difficulty. Now the largest power in the galaxy, the UEE is known for its patriotism and powerful infrastructure, despite the presence of an unusually large number of corrupt officials and rather sluggish bureaucracy.
The Coalition for a Free Galaxy:
The Coalition for a Free Galaxy, better known as just 'The Coalition', was formed shortly after the Great War as a group of colonies' desire to stay separate from the UEE. A loosely tied confederacy of worlds, the Coalition's movement has picked up a large number of worlds and systems to rally against the imperialism, rigidness and oppression of the UEE. Due to the fact that they are allied purely to combat against the UEE, competition and rivalries are common between the Coalition Nations, and infighting and power struggles is not unheard of. Despite this, their armed forces are able to remain standardized and advanced thanks to the large number of powerful companies and manufacturers seeking the free economy of the Coalition and as a result is well equipped to combat the UEE. Well known for their individualism and support commercialism and the free market, the Coalition is constantly trying to dismantle the UEE once and for all.
The Krellian Republic:
Very little is known about the Krellian Republic. They are a reclusive group of fringe world colonies, and were paid little attention to by both the UEE and Coalition. With their proximity to the edge of discovered space, it is believed there is a possibility for them to be in contact with intelligent extraterrestrials, though this notion is widely dismissed as untrue by both the Coalition and UEE. With the Krellian Republic being so far removed from contested space, the galaxy has yet to see the Krellian Military, and many wonder if the Krellians even possess a standing armed force.
The Free-Enterprise Zone:
The Free-Enterprise Zone is a narrow(relatively speaking) region of contested space caught between the main battle lines of the Coalition and UEE forces. Squalor and poverty are high in this region, as occupying powers regularly take resources from these planets to help refuel and resupply their forces. Furthermore, the high corruption and crime rates in these zones typically consolidates most of the remaining power and wealth in the hands of political puppets and petty governors and magistrates. As a result, the FEZ has become a hotspot for piracy and mercenary groups. However, their are a rare few systems that are safe harbors and 'neutral' zones with their own standing- albeit small and technologically inferior- militaries, and in these places, men and women of Coalition and UEE backgrounds often rub shoulders, and can even be cordial with one another.
The Imperial Navy:
The United Earth Empire's Imperial Navy is the largest spacefaring force in the galaxy, a massive war machine with hundreds of thousands of vessels and millions of soldiers. Though numerous, the Imperial Navy often finds itself stretched fairly thin, defending multiple areas of space from the more advanced Coalition forces at any one time. Imperial Navy Ship technology is generally considered equal to their Coalition counterparts, and its combat doctrine relies primarily on carrier groups backed by escort ships, using strike craft to extend its reach. Unlike their Coalition counterparts, the Imperial Navy still uses a large number of aerospace fighter craft in their carrier fleets, often putting them at a disadvantage against Coalition space forces. However, the Empire's superior numbers and infrastructure has allowed them to force the conflict to a standstill. In response to the Coalition's Mobile Armor units, the Empire has introduced its own units into the theater of battle, and have been slowly integrating Mobile Armor Suits into the rest of its military units. 101st Mobile Armor Suit Legion:
Only recently initiated but extremely successful, the 101st Legion makes up the bulk of the UEE's mechanized fighting force. With heavily specialized training that focuses on not only efficient piloting, but also highly competent infantry tactics, the members of the 101st Legion are capable in a variety of combat situations, from air, land, to space. Compared to other military units, the members of the 101st are notably more individualistic than their standard issue counterparts, however they are still human and are trained to work well in groups. 101st Mobile Armor Suit pilots appear to have a rather fierce camaraderie, often viewing themselves as a separate branch of the military despite falling under the administration of the Imperial Navy. Members of several special deployment teams of the 101st are permitted to customize and personalize their Mobile Armor Suits, its quality and handling tailored to their personal preferrences.The Coalition Spacy:
Much like the Coalition itself, the Coalition Spacy is a conglomerate of militaries working in tandem to fulfill their overall goals. Despite differing backgrounds, Coalition ships and materials are standardized to allow for more efficient production. Like the UEE, most of the Spacy's combat doctrine revolves around the use of mobile units deployed by carriers and supported by escort vessels. The majority of Spacy vessels feature at least a small hangar. While the Coalition still makes use of support craft like infantry transports and IFVs, the Coalition have almost completely replaced armored vehicles and aerospace craft with Mobile Armor Suits. Coalition Mobile Armor Division:
The Coalition’s Mobile Armor Division was the most dangerous mobile force before the advent of the 101st Legion, and remains so despite the effectiveness of the 101st and the new Mobile Armor units of the UEE. C-MAD remains the most numerous mobile force in the galaxy, and their pilots are as a rule of thumb more experienced than their UEE Counterparts. While markedly superior to the Imperial Navy's aerospace craft, C-MAD pilots are often overconfident and as a result surprised with the effectiveness of UEE Mobile Armor Suits. Though their exact numbers are unknown, it is a well known fact that they greatly outnumber the UEE Suits.Mobile Armor Suits are the newest development in mechanized armor, capable of besting space-craft as well as ground armor. Mobile Armor Suits, while generally not as fast as air and spacecraft, are considerably more maneuverable, more heavily armored, and can make sharp turns and reacquire targets to out maneuver and defeat aircraft. They are also more resilient than conventional ground armor, and are even able to take out space warships when properly equipped.
Typically standing around 40-50 feet tall, Mobile Armor Suits are large humanoid mechs, versatile and able to be equipped with a variety of weapons and armor. Mobile Armor Suits designs vary wildly, from general purpose machines to specialized and fine tuned mechs for specific roles.
Mobile Armor Suits are widespread amongst the Coalition forces, who have all but stopped using Aerospace fighters in combat- Though coalition gunships, and IFvs are still present in their military forces. UEE forces have only recently begun producing Mobile Armor Suits, and have only a few units equipped with them. The majority of the UEE still relies on Aerospace fighters and traditional ground armor to conduct combat.
Mobile Armor Suit Builder:
While everyone has already finished their MAS, these are still useful tools to have. Also, the bbcode is so convoluted and interwoven that I'll give myself a hernia trying to cleanly delete this shit.
Chassis, one of the main determining factors of your MAS and its abilities. The Chassis refers to the size and class of your MAS. Chassis are divided into several categories:
Ultra Light: (5 WT|5 PWR)
Ultra-light MAS's are less Mobile Armor Suit, and more powered Exoskeleton. Typically stand in at 7-10 feet tall. They utilize a single Power Core in their power system, and can support 5 Weight. Ultra Light MAS's often act as direct infantry support, similar to an armored car or scout vehicle, and can occasionally be found in ship hangars to help move materials. They are typically a liability in MAS v MAS combat. Ultra Lights are capable of limited flight and many can reach ground speeds of 100 Mph. Generally not available to players.
Light: (15 WT|10 PWR) Next Gen: (20 WT|15 PWR)
Light MAS's are typically viewed as the smallest "True" class of MAS. Standing at up to 30 feet in height, these MAS's typically use a twin-core power system, and can support 15 Weight. With their relatively thin armor, Light MAS's typically avoid direct combat and are often used in scout and sniper roles, as well as interception and rapid response roles. Light MAS's are the fastest flying MAS's in production, capable of rivaling super sonic jet fighters at max speed. Next-Gen Light MAS are even sleeker and stronger, capable of holding their own in a fight. Light MAS's are the only types capable of sustained flight.
Medium: (20 WT|15 PWR) Next Gen: (25 WT|20 PWR)
Medium MAS's are the mainstay and standard class for MAS units. These powerful mecha stand in at anywhere from 40-50 feet in height, and use a triple power core system, and can support 20 Weight. Combining powerful armor with mobility, Medium MAS's are the versatile standard for frontline units, and can be used in a variety of roles. Next-Generation Medium MAS are more heavily armored and often serve as frontline and assault units, supplementing and at times replacing the role that older Heavy class MAS take. While capable of limited flight, Medium MAS's are typically incapable of sustained flight.
Heavy: (35 WT|25 PWR)
Heavy MAS's are like their Medium class counterparts, but with considerably more powerful weapons and armor. Standing in at a bulky 50 feet in height, Heavy MAS's use a 5 core power system, and can support 35 Weight. With its heavy armor, Heavy MAS's are incapable of flight, but are essentially walking artillery platforms, capable in both close and long range situations. Heavy MAS are typically deployed as defensive units, their bulk and long ranged weapons allowing them to strike at long ranges with impunity for longer periods of time, while also being well protected. While Next-Gen Heavy MAS are in experimental phases, an increasing shift towards faster and more mobile platforms carrying potent weapons have placed its production on the back burner.
Ultra-Heavy: (50 WT|XX PWR)
Ultra-Heavy Class MAS's are in a class all their own. Requiring their own special ship to transport them, these unique experimental machines stand in at 50-60 feet in height, and are heavily custom tailored to meet the needs of their pilot. With powerful defenses and weapons, Ultra Class MAS's are developed for specific roles. Using a nuclear reactor, Ultra MAS's can often support up to 50 Weight and can provide almost limitless power for their purposes. Ultra Class MAS's are not available for general use, and will not be available to players yet.
After reading through the above, you're probably wondering: What are Power Cores? What does 15 Weight mean? Or you're not wondering that at all because you've played an RPG game before and/or are more than capable of figuring it out.
MAS's are powered through special clean-nuclear power cells. About the size of a bottle of water, a single core possesses enough energy to power a home for a few weeks. However, due to the high energy requirements of MAS's, a single power core typically only provides a few hours worth of operating power. Operation wise, a single power core will provide a MAS with 5 Power units, and totals for each MAS frame's stats are listed next to them. These power units are used to support a variety of weapons, shield systems, and extra miscellaneous systems used by a MAS. Simple enough.
Likewise, each Class of MAS can also only support a limited amount of weight before it starts straining its energy and suspension systems and damaging its body. Weight can be found in any piece of equipment attached to a MAS, extra armor, weapons, shield systems, auxiliary systems, all require some combination of power and weight to use properly.
Obviously a machine of war needs weapons and armor. This following list will show you types of weapons, and the Weight and Power required to run them. Items not included in this list I will allow you to make yourself, provided you're realistic with them and have run them by me first.
Primaries:
Primary weapons and other weapons typically held by MAS units.
Built in Weaponry:
Weapons built into the MAS's body or mounted on top, like head mounted/point defense machineguns and missile pods.
Melee Weapons:
Swords, Axes, and all sorts of medieval implements of death: Modernized.
Chassis, one of the main determining factors of your MAS and its abilities. The Chassis refers to the size and class of your MAS. Chassis are divided into several categories:
Ultra Light: (5 WT|5 PWR)
Ultra-light MAS's are less Mobile Armor Suit, and more powered Exoskeleton. Typically stand in at 7-10 feet tall. They utilize a single Power Core in their power system, and can support 5 Weight. Ultra Light MAS's often act as direct infantry support, similar to an armored car or scout vehicle, and can occasionally be found in ship hangars to help move materials. They are typically a liability in MAS v MAS combat. Ultra Lights are capable of limited flight and many can reach ground speeds of 100 Mph. Generally not available to players.
Light: (15 WT|10 PWR) Next Gen: (20 WT|15 PWR)
Light MAS's are typically viewed as the smallest "True" class of MAS. Standing at up to 30 feet in height, these MAS's typically use a twin-core power system, and can support 15 Weight. With their relatively thin armor, Light MAS's typically avoid direct combat and are often used in scout and sniper roles, as well as interception and rapid response roles. Light MAS's are the fastest flying MAS's in production, capable of rivaling super sonic jet fighters at max speed. Next-Gen Light MAS are even sleeker and stronger, capable of holding their own in a fight. Light MAS's are the only types capable of sustained flight.
Medium: (20 WT|15 PWR) Next Gen: (25 WT|20 PWR)
Medium MAS's are the mainstay and standard class for MAS units. These powerful mecha stand in at anywhere from 40-50 feet in height, and use a triple power core system, and can support 20 Weight. Combining powerful armor with mobility, Medium MAS's are the versatile standard for frontline units, and can be used in a variety of roles. Next-Generation Medium MAS are more heavily armored and often serve as frontline and assault units, supplementing and at times replacing the role that older Heavy class MAS take. While capable of limited flight, Medium MAS's are typically incapable of sustained flight.
Heavy: (35 WT|25 PWR)
Heavy MAS's are like their Medium class counterparts, but with considerably more powerful weapons and armor. Standing in at a bulky 50 feet in height, Heavy MAS's use a 5 core power system, and can support 35 Weight. With its heavy armor, Heavy MAS's are incapable of flight, but are essentially walking artillery platforms, capable in both close and long range situations. Heavy MAS are typically deployed as defensive units, their bulk and long ranged weapons allowing them to strike at long ranges with impunity for longer periods of time, while also being well protected. While Next-Gen Heavy MAS are in experimental phases, an increasing shift towards faster and more mobile platforms carrying potent weapons have placed its production on the back burner.
Ultra-Heavy: (50 WT|XX PWR)
Ultra-Heavy Class MAS's are in a class all their own. Requiring their own special ship to transport them, these unique experimental machines stand in at 50-60 feet in height, and are heavily custom tailored to meet the needs of their pilot. With powerful defenses and weapons, Ultra Class MAS's are developed for specific roles. Using a nuclear reactor, Ultra MAS's can often support up to 50 Weight and can provide almost limitless power for their purposes. Ultra Class MAS's are not available for general use, and will not be available to players yet.
After reading through the above, you're probably wondering: What are Power Cores? What does 15 Weight mean? Or you're not wondering that at all because you've played an RPG game before and/or are more than capable of figuring it out.
MAS's are powered through special clean-nuclear power cells. About the size of a bottle of water, a single core possesses enough energy to power a home for a few weeks. However, due to the high energy requirements of MAS's, a single power core typically only provides a few hours worth of operating power. Operation wise, a single power core will provide a MAS with 5 Power units, and totals for each MAS frame's stats are listed next to them. These power units are used to support a variety of weapons, shield systems, and extra miscellaneous systems used by a MAS. Simple enough.
Likewise, each Class of MAS can also only support a limited amount of weight before it starts straining its energy and suspension systems and damaging its body. Weight can be found in any piece of equipment attached to a MAS, extra armor, weapons, shield systems, auxiliary systems, all require some combination of power and weight to use properly.
Obviously a machine of war needs weapons and armor. This following list will show you types of weapons, and the Weight and Power required to run them. Items not included in this list I will allow you to make yourself, provided you're realistic with them and have run them by me first.
Primaries:
Primary weapons and other weapons typically held by MAS units.
- Ballistic Weapons: Assault cannons, hand held machine guns, and the like. Ballistic weaponry makes up the bulk of most military weapons technology and has been the mainstay of humanity since before they reached the stars. Heavy, loud, rugged and reliable, both the UEE and the Coalition make extensive use of ballistic weapons.
- Class A Consisting of Machine guns, rifles, back mounted cannons, and other large 2-handed weapons or particularly powerful 1-handed weapons. These typically have 5 WT (Weight) and cost 3 PWR (power) to run. For size reference, UEE autocannons tend to use 30mm and 50mm shells, while heavier long range rifle-cannons tend to use 80mm or 105mm shells.
- Class B Consisting of 'submachine guns', carbines, and weapons capable of being carried in either 1 or 2 hands. These typically have 3 WT (Weight) and cost 2 PWR (power) to run. UEE Standard autocannon shells are 30mm, while lighter and faster firing weapons tend to use 20mm shells.
- Class C Consisting of pistols, arm mounted cannons, and one-handed firearms. These typically have 1 WT (Weight) and cost 1 PWR (power) to run. Class C weapons tend to stick to 20mm shells, though slower firing 'magnum' style weapons might use a more powerful 30mm or 50mm.
- Laser Weaponry: Laser cannons, hand held laser weapons, and the like. At first rather ineffective and prohibitively expensive, humanity quickly discovered that laser weapons were much cheaper in the long run than typical conventional weapons. Laser weapons are considerably more accurate, lightweight, and lack the need for any sort of ammunition but lack kinetic punch and are ineffective against shields and armor. They are capable of interfering with and destroying subsystems mounted on the outside of MAS though, such as optical cameras and even some weapons. Though generally used for point defense weapons, there are a few examples of laser being used as primary weapons.
- Class A Consisting of mostly large 2-handed weapons, back mounted weapons, as well as a few 1 handed weapons. These typically have 3 WT (Weight) and cost 5 PWR (power) to run.
- Class B Smaller laser weapons consisting of weapons capable of being carried in either 1 or 2 hands. These typically have 2 WT (Weight) and cost 3 PWR (power) to run.
- Plasma Weapons: A relatively new concept in modern weapons technology, plasma weapons are powerful and destructive, but are both heavy and power hungry. Fired as concentrated bolts of energy or as beams, plasma launching weapons are extremely devastating, and many are capable of destroying or heavily damaging Light or Medium MAS's in a single hit. Projectors make plasma melee weapons possible as well. Prohibitively expensive, most ranged plasma weapons see deployments on specialist units only, and are limited from general use.
- Class A Consisting of high powered rifles, back mounted weapons and other large 2-handed weapons as well as a particularly powerful 1 handed weapons. These typically have 7 WT (Weight) and cost 10 PWR (power) to run. These weapons can generally score a kill or crippling blow on less well protected MAS in a single hit.
- Class B Consisting of lighter weapons capable of being carried in either 1 or 2 hands. These typically have 5 WT (Weight) and cost 7 PWR (power) to run. These weapons are typically faster firing and less damaging overall but still quite dangerous.
- Hybrid/EKP Weapons: Combining Plasmatic weaponry with ballistics, Hybrid weapons- also known as E.K.P.(Enhanced Kinetic-Plasma) weapons combine the best of both worlds. Taking the reliability and ease of use of ballistic weaponry, and giving it the enhanced power of plasmatics. While lacking the raw, devastating power of plasma weapons, EKP weapons are quite powerful in their own right, with small shells capable of punching at levels considerably higher than their size would expect. EKP technology is relatively new, making it almost as expensive as plasmatic weaponry, and sees only limited deployment to specialty units.
- Class A Consisting of rapid-fire machine guns, rifles, and other large 2-handed weapons as well as a few more powerful 1 handed weapons. These typically have 5 WT (Weight) and cost 5 PWR (power) to run. EKP cannons tend to use smaller caliber shells than their conventional cousins, with standard autocannon sizes of 28mm and 45mm, and heavy/long range shells at 60mm
- Class B Consisting of carbines, Submachine guns, and weapons capable of being carried in either 1 or 2 hands. These typically have 3 WT (Weight) and cost 5 PWR (power) to run. These weapons tend to run 28mm EKP shells.
Built in Weaponry:
Weapons built into the MAS's body or mounted on top, like head mounted/point defense machineguns and missile pods.
- Ballistic Weapons: small caliber machine guns and anti personnel/missile weapons typically have 1 WT and costs a negligible0 PWR.
- Laser Weapons: small scale anti personnel/missile laser weapons typically have negligible 0 WT[ but costs 1 PWR.
- Missile Launchers: explosive launchers often fitted into or on top of the shoulders or legs of a MAS. The size of the explosives vary, but they typically have 3 WT and costs 2 PWR[. On the other hand, smaller scale anti-personnel launchers have 1 WT and costs 1 PWR.
Melee Weapons:
Swords, Axes, and all sorts of medieval implements of death: Modernized.
- Alloy Weapons: Physical weapons made of powerful metal alloys, they have 5 WT but costs no power. Obviously a smaller weapon (like a dagger) will weigh considerably less (1-3 WT)
- Plasma Weapons: Weapons with blades made of pure energy, these lightweight weapons have 1 WT, and costs 3 PWR due to built in capacitors and energy cells.
- Hybrid Weapons: an alloy weapon with an extra cutting edge made of plasma, this weapon combines the best and worst of both worlds, having 3 WT and costing 3 PWR.
Armors, shields and extra systems, this section will give you a quick runthrough at the costs and strengths of different methods of protecting your MAS.
Armor Plating:
While all MAS's already have their own respective levels of armor, sometimes you just want more.External alloy plates can be added to the outside of your MAS, typically covering the shoulders, forearms, torso, and legs. Its purpose is self explanatory: this armor plating protects your MAS's armor plating, which protects you. Armor plating costs no power.
Handheld Shields:
While all MAS's already have their own respective levels of armor, sometimes you just want more.External alloy plates can be added to the outside of your MAS, typically covering the shoulders, forearms, torso, and legs. Its purpose is self explanatory: this armor plating protects your MAS's armor plating, which protects you. Armor plating costs no power.
- Light Alloy Plating (3 WT) a layer of extra armor over the MAS's arms, shoulders, and legs. A plate of light alloy will survive a single glancing blow from a plasma weapon and provides limited protection from other weapons but provides little protection from explosives
- Optimized Alloy Plating (5 WT) Combining the best of both worlds. A layer of extra compound armor over the MAS's arms, shoulders, legs, and cockpit. More durable than light plates, but lacking the protection of heavy plates. Anti-beam coating over the alloy plate allows it to survive a hit from a light plasma weapon or a glancing blow from heavier plasma weapons, and provides limited protection from explosives.
- Heavy Alloy Plating (7 WT) a more complex layer of thick armor covering the MAS's extremities, as well as folding over the cockpit when in use. Heavy Alloy plates provide considerably more protection, and are much more durable than light plates. With multiple layers of anti-beam coating sandwhiched within the armor plates, heavy alloy plate allows a pilot to survive a single hit from a heavy plasma weapon, and provides some protection from explosives.
Handheld Shields:
- Alloy Shield (2-4 WT) - A solid slab of alloy molded into the shape of a shield for your MAS to hold. These plates provide protection in a singular direction- that is, whichever direction you are pointing the shield, can resist some ballistic fire and are often coated with special solutions to help it resist low amounts of energy and plasma. Alloy shields have about 2-4 WT depending on their size.
- Composite Shield (2-3) - Sheets of alloy with intermittent layers of beam resistant coating molded into the shape of a shield for your MAS to hold. The shield provides protection in a singular direction. The Composite shield provides extended protection against plasma and energy weapons, while is somewhat less effective against ballistic firearms. Composite shields are generally lighter than Alloy shields and have about 2-3 WT depending on their size.
Energy Shields:
Typically the prime method of defending a MAS, a MAS energy shield is a thin barrier of energy that coats the exterior of the MAS. Easily dissipating laser weapons, shields offer varying levels or protection against the more common ballistic and plasma weapons. Shield generators possess quick recharging abilities, however this requires a pilot to power down some systems to shunt power to the shields. Typically pilots will power down weapons during a pause in battle to recharge shields, though since all flight suits come with a small supply of oxygen, some particularly ballsy pilots will power down their life support in the middle of a fight to speed up shield regeneration.
Energy Shield Capacitor:
Often utilized by frontline units, an Energy Shield Capacitor is essentially a disposable single-use battery carried by MAS units for the purpose of quickly recharging their shield. An armored case of Shield Capacitors costs 3 WT and holds 2 shield capacitors.
Typically the prime method of defending a MAS, a MAS energy shield is a thin barrier of energy that coats the exterior of the MAS. Easily dissipating laser weapons, shields offer varying levels or protection against the more common ballistic and plasma weapons. Shield generators possess quick recharging abilities, however this requires a pilot to power down some systems to shunt power to the shields. Typically pilots will power down weapons during a pause in battle to recharge shields, though since all flight suits come with a small supply of oxygen, some particularly ballsy pilots will power down their life support in the middle of a fight to speed up shield regeneration.
- Shield Class 1: (3 WT|3 PWR) A scaled down shield generator, this shield provides defense against high caliber infantry weapons and lightly armed vehicles, but will generally fail when hit with a MAS grade weapon of any sort.
- Shield Class 2: (5 WT|5 PWR) A standard Shield generator, this shield provides defense against a small amount of MAS grade weapons fire, but will not stand up to concentrated fire, or direct hits from plasma weapons.
- Shield Class 3: (5 WT|7 PWR) A more powerful Shield generator, this shield provides protection to limited amounts of sustained fire, and can take a direct hit from a plasma weapon before collapsing.
- Shield Class 4: (5 WT|10 PWR) The most feasibly powerful shield generator in a standard unit, the Class 4 shield provides protection against some sustained fire, and can take a several direct hits from a plasma weapon before failing.
- Shield Class 5: (10 WT|15 PWR) A large scale shield generator, Class 5 shields are most often mounted on Heavy and Ultra class MAS's. The protection it provides is much higher than that of normal shields, and is able to protect against small amounts of sustained plasma fire before failing.
Energy Shield Capacitor:
Often utilized by frontline units, an Energy Shield Capacitor is essentially a disposable single-use battery carried by MAS units for the purpose of quickly recharging their shield. An armored case of Shield Capacitors costs 3 WT and holds 2 shield capacitors.
Extra systems to give your MAS an edge in combat.
- External Power Cores: - Used for extended missions or for power intensive weapons and systems, an External Power Core back obviously provides a MAS with extra energy. With the appearance of a large, ungainly backpack for a MAS, an external power pack links an extra dual core powerplant to the MAS, providing +10 PWR at the cost of 5 WT.
- Improved Suspension System: - Often added to MAS's that require higher weight caps without sacrificing mobility, improving the MAS's suspension allows it to carry signigicantly more weight at the cost of power. Upgrading the suspension system adds +10 WT support at the cost of 5 PWR
- Nuclear Reactor: - Often used by new prototype units testing cutting edge technology and weapons, nuclear reactors are often used in place of the standard MAS powerplant, effectively doubling the MAS's energy output. Prohibitively expensive, Experimental Reactors are not put onto Mass Production or Custom units. While the power gains allow the use of more powerful weapons and equipment, using an Nuclear Reactor comes at a risk, as damage to the reactor can turn a pilot into a small scale nuclear bomb.
- Tesla Drive: - by equipping a MAS with a Tesla Drive, Light and Ultralight MAS's can fly faster, Medium MAS's can sustain flight, and Heavy MAS's are able to give themselves limited flight capacity. A Tesla Drive system has 1 WT, and costs 6 PWR. Note that all MAS's can "fly" in space, Tesla Drives are only necessary for in-atmospheric flight for Medium/Heavy MAS.
- Boosters: - by equipping a MAS with a large boosters- typically on its back, Light and Ultralight MAS's can fly faster, Medium MAS's can sustain flight, and Heavy MAS's are able to give themselves limited flight capacity. A Booster system has around 3 WT, and costs 4 PWR. While a Booster provides faster directional movement than a Tesla Drive, it lacks the lateral maneuverability the Tesla Drive provides. Note that all MAS's can "fly" in space, boosters are only necessary for in-atmospheric flight for Medium/Heavy MAS.
- 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 5 chaff uses, and 7 sets of flares before needing to rearm.
- Enhanced Radar Suite: - effectively doubles the MAS's radar range, Enhanced Radar Suites, come in two variants: internal and external suites.
- Internal: An internal suite is built into the the MAS during manufacturing, and therefore has no weight, but draws 3 PWR from the MAS energy system.
- External: An external suite is often installed after the creation of the MAS, and as a result has 1 WT. They often come with their own power system, and only draws 1 PWR from the MAS energy system. As it is an external system, it is more prone to damage than an internal system.
- Upgraded Targeting Suite: - Increasing the effective range and accuracy of the MAS's weapon system, Upgraded Targeting Suites has a Smart AI that quickly and more accureately 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.
- Internal: Built into the MAS during creation, the targeting suite has no weight, but costs 3 PWR.
- External: Installed after the creation of the MAS, the external suite has 1 WT, and draws 1 PWR, but can be very easily damaged by small arms fire.
- 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.
- Smart-Target AI: - By improving or replacing the standard MAS computer with a Smart Targeting AI, MAS's can now rapidly acquire multiple targets simultaneously, making 'blind firing' more accurate and providing an edge in close ranged combat.
- Internal: Built into the MAS during creation, the targeting suite has no weight, but costs 3 PWR.
- External: Installed after the creation of the MAS, the external suite has 1 WT, and draws 1 PWR, but can be very easily damaged by small arms fire.
- 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 dumps large amounts of heat upon deactivating. 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.
Tech Room:
Aerospace Craft
Designation: FF-210 Naginata
Role: Aerospace Superiority Fighter
Description:
The mainstay of the Imperial Aerospace Corps, the Naginata Superiority Fighter is a multi-role combat strike craft designed for interception as well as assault roles. Fast, cheap, and well armed for its size, this venerable craft has served in the Imperial Navy for decades, and is still seen in mass numbers in UEE space, patrolling space to keep the populace safe from pirates and Coalition forces alike. While faster than most MAS, it lacks the durability and maneuverability to make a major impact on the modern battlefield, and the attrition rate for Naginata pilots have skyrocketed since the war began. Current analytics put 3 Naginatas as a match for a single Coalition Fenrir.
Systems:
M70 20mm Rotary Cannon - The primary armament for the Naginata Aerospace Fighter is a chin mounted 20mm rotary cannon. Newer variants of the Naginata feature a gimball mounted cannon to aid pilots in targeting the more maneuverable MAS units. Fast firing and moderately powerful for its size.
Variable Missile System - Underneath the wings and fuselage of a Naginata are hardpoint slots for 6 missiles. The Naginata utilizes a variety of missiles, from close range lock-on missiles, to long range anti-bomber missiles and air-to-ground missiles.Current Generation MAS
Designation: PTX-051 Sentry MkII M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Tri-Core Engine. 15 PWR
Description:
The successor to the original Sentry MAS, the Sentry MkII has replaced the MkI as a general workhorse unit for the UEE. Similar in build quality to the Coalition Fenrir, the Sentry MkII is a versatile fighting unit, with no real weaknesses or strengths. Lacking the ability to fly, the MkII serves as the standard ground unit for UEE MAS teams, and comes in standard tan, though many pilots add accents or change the color of their machines.
Systems:
M90 30mm Assault Autocannon. 5 WT 3 PWR. - A general purpose machine gun in use by the UEE, the M90 fires 30mm armor piercing rounds from a 250 round magazine. The M90 has a semi-automatic and a 5-round burst mode, and has a fire rate of 600 RPM.
Micro Missile Launcher. 1 WT 1 PWR - This small launcher system is installed in the Sentry's chest and fires six Micro Missiles. 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
Claymore Missile Launcher. 3 WT 2 PWR - A missile launcher system set into the right chest of the Sentry. Launching 3 Claymore missiles from its chest mounted launcher, these small missiles pack a large punch, capable of downing most Light and Medium class MAS's with 1 or 2 missiles.
Dual linked .50 Caliber Machine guns. 1 WT 0 PWR. - A pair of .50 caliber machine guns mounted on the Sentry's chest, these light weapons provide the Sentry with anti personnel and small missile defense. Each machine gun has a 300 round magazine.
Class 2 Shield Generator. 5 Wt 5 PWR. - The Sentry comes armed with a Class 2 shield Generator on top of its standard armor for defense.
Combat Tomahawk. 3 WT 3 PWR - A small combat axe used by the Sentry in close quarters. A plasma edge projector provides it with additional cutting power.
Total WT: 18
Total PWR: 14
Designation: FTX-003 Sparrow MkIII M (Mass Produced)
Role: Rapid Response
Chassis: Light
Engine: Twin-Core Engine. 10 PWR
Description:
Favored by scouts and acrobats for its maneuverability, the Sparrow series of MAS are the UEE's first Mobile armor suit to have sustained flight. The main body is reminiscent of various fighter planes and contains extremely aerodynamic features, with maximum flight speeds reaching over 1200 mph. Though poorly armored when compared to the Sentry, it is capable of performing maneuvers the Sentry could never hope to accomplish. The Sparrow is designed for a variety of purposes, primarily long range reconnaissance, interception and rapid reaction, and has a surprisingly long operational window.
Systems:
P120 20mm Flechette Mass Driver. 5 WT 3 PWR. - A rail-based rotary cannon attached to the Sparrow's arm, the P120 uses an advanced electronic mass driving system to propel its flechettes at extremely high speeds, resulting in an effective weapon with a high rate of fire. The P120 has a 4000 RPM rate of fire, and uses an integrated 1500 round magazine. The P120's edges are sharpened, allowing it to be used as a sword.
Triple barreled .30 Caliber Light Machine Gun 1 WT 0 PWR. - A body mounted machine gun on the Sparrow's torso, used for strafing and anti-personnel purposes.
Countermeasure System. 0 WT 0 Power. - The Sparrow relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
'Shield' Missile Launcher. 5 WT 3 PWR. - A missile launcher attached to the Sparrow's other arm, the Shield launcher fires 6 100mm multi-purpose missiles. With impact safe explosives, and a wide launcher size made of hardened alloys, the launcher also works as a shield to pair with the Sparrow's sword railgun.
Class 1 Shield Generator. 3 WT 3 PWR. - A small shield generator provides the Sparrow with the minimum military grade defense system.
Total WT: 14
Total PWR: 9
Designation: PTX-071 Sentinel MkI M (Mass Produced)
Role: Assault
Chassis: Medium
Engine: Tri-Core Engine 15 Power
Description:
Designed as an upgrade to the standard Sentry, the Sentinel is built for assault and extended combat situations. With its thicker armor, and more potent weapons, the Sentinel maintains the versatility of the Sentry, with an added focus on staying power. Slowly phasing out the aging Sentry design, more and more frontline units are beginning to use a mixture of Sentinels and Sentries. Like the Sentry, it is incapable of full flight, but can use its boosters to both jump large heights, hover over the ground, and boost forward.
Systems:
M290 30mm Support Autocannon. 5 WT 3 PWR. - A machine gun in use by the UEE designed for prolonged engagement and sustained fire, the M290 fires 30mm armor piercing rounds from a 500 round internal belt/box magazine. The M290 has semi-automatic, 5-round burst, and fully automatic modes of fire and has a fire rate of 750 RPM.
Claymore Missile System. 3 WT 2 PWR. - A missile launcher system set into the shoulder of the Sentinel. Launching 6 Claymore missiles, these small missiles pack a large punch, capable of downing most Light and Medium class MAS's with 1 or 2 missiles.
Head Mounted .50 Caliber Machine Gun. 1 WT 0 PWR. - A .50 caliber machine guns mounted on the Sentinel's head, this light weapon provides the Sentinel with anti personnel and small missile defense. It has a 400 round magazine.
Energy Saber. 1 WT 3 PWR - The Sentinel utilizes a high powered energy saber stored in its shoulder. The blade length can be adjusted, and its high energy output allows it to be a deadly close ranged weapon. The saber uses its own power capacitors, and has a limited operational time of about an hour of constant use before needing to be recharged.
Alloy Knife. 1 WT. - Ideal for close quarters when the 'continuum of force' has been reduced to hand to hand combat. For optimum performance, the leading edge, 'pointy end', should be applied to the enemy and thrust into vital regions. This should be repeated as necessary.
Alloy Shield. 4 WT. - A large rectangular alloy shield attached to the forearm of the Sentinel. A swiveling mount allows the shield to be rotated 360 degrees, and features an additional grip for a hand if necessary. The shield has a viewing slot cut into it and has anti-beam coating, providing it with limited protection from plasma weapons.
Class 3 Shield Generator. 5 WT 7 PWR - With a higher level shield generator than the standard Sentry, the Sentinel improves its overall staying power.
Total WT: 20
Total PWR: 15
Designation: PTX-088 Centurion MkI M (Mass Produced)
Role: Fire Support
Chassis: Heavy
Engine: PentaCore Engine 25 Power
Description:
Originating as a variant of the Sentinel, the need for a heavy weapons platform soon saw the Centurion as its own unique model, designed with a heavier chassis to allow it to focus more on firepower, at the cost of some mobility. A heavy and somewhat sluggish machine, the Centurion compensates by providing potent firepower over a wide operational range.
Systems:
Jackhammer Missile Launchers x2 6 WT 4 PWR. - A missile launcher system consisting of a heavy mounted on each shoulder of the Centurion. Each missile pod holds 4 powerful Jackhammer missiles, designed to deliver critical damage to Heavy MAS's as well as considerable- if not fatal damage to most small to medium sized spacefaring vessels.
Micro Missile Launcher. 1 WT 1 PWR. - A small launcher system is installed in the Centurion's chest and fires six Micro Missiles. 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
Warhammer Artillery System. 5 WT 3 PWR. - Built into the back of the Centurion is a long range artillery system designed to provide accurate fire over a long range. Firing howitzer style shells, the Warhammer artillery system has an internal magazine of 50 150mm shells. An extending barrel can be re-angled to acquire targets in space as well as in atmosphere.
'Oculus' Point Defense Laser. 0 WT 1 PWR. - Mounted in front of the Centurion's 'head' the Oculus serves as a multi purpose camera feed interface, as well as a powerful point defense laser, providing it with anti-personnel and missile defense.
M200 50mm Battle Autocannon 5 WT 3 PWR - The M200 Battle Autocannon is a semi-automatic battle 'rifle' autocannon that fires 50mm shells from a 120 round magazine. This weapon is designed to lay down accurate fire at mid to long ranges, and while lacking in rate of fire, makes up for it with a powerful punch.
Advanced Internal Targeting Suite. 0 WT 3 PWR. - The Centurion comes standard with an advanced internal targeting suite and computer, allowing the pilot to effectively and accurately lay down fire from long ranges.
Class 4 Shield Generator. 5 WT 10 PWR - The Centurion boasts an extremely powerful shield generator, which on top of its already considerable armor plating gives it very considerable staying power.
Alloy Shield. 4 WT. - A large rectangular alloy shield attached to the forearm of the Centurion. A swiveling mount allows the shield to be rotated 360 degrees, and features an additional grip for a hand if necessary. The shield has a viewing slot cut into it and has anti-beam coating, providing it with limited protection from plasma weapons.
Total WT: 25
Total PWR: 25Next-Gen MAS
Designation: PTX-101 Gladiator M (Mass Produced)
Role: Assault
Chassis: Medium
Engine: Quad-Core Engine 20 Power
Description:
The Gladiator is the first of a line of Next-Generation MAS designed to give the UEE an marked advantage over the Coalition forces in a bid to turn the tides of the war. The Sentry, while in almost all regards superior to the Coalition Fenrir II, still manages to generally underperform when compared to the older machine- this is generally attributed to the fact that most of the UEE pilots are in general less experienced than Coalition pilots, and the fact that the Sentry's operating system is roughly reverse-engineered from the Fenrir OS. The Gladiator's operating system was designed from the ground up, and its familiarity and innovation is designed to allow UEE pilots to match the skill at which Coalition pilots fly. This, when combined with a markedly superior weapons package, armor and support systems utilized by the Gladiator makes for a deadly combination. The Gladiator is capable of significantly outperforming the Fenrir II and Sentry, and rivals the Fenrir III in terms of maneuverability. Though it is considerably more expensive than the Sentry or Sentinel, it has slowly begun replacing the old Sentries on the production lines.
Systems:
XBR 30mm Multi-role Autocannon. 3 WT 2 PWR. - A carbine style autocannon used by UEE forces using the standard 30 Autocannon round, the XBR is considerably lighter and more accurate than the standard M90, and has a higher rate of fire at 800 rounds per minute, and features a 100 round 'stick' magazine, along with 2 spare magazines on each leg. Advanced recoil mechanisms allow this weapon to be accurately fired with one hand.
Gladius Missile System x2 6 WT 4 PWR. - A medium range missile launcher system set on the shoulders of the Gladiator. Launching 4 Gladius missiles from each leg, these powerful missiles pack a large punch, capable of downing most Medium class MAS's with a single missile.
Head Mounted .50 Caliber Machine Gun. 1 WT 0 PWR. - A pair .50 caliber machine guns mounted on the Gladiator's head, this light weapon provides the Gladiator with anti personnel and small missile defense. It has a linked 400 round magazine.
Energy Saber. 1 WT 3 PWR - The Gladiator utilizes a high powered energy saber stored in its shoulder. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is an hour before needing to be stored to recharge.
Composite Shield. 2WT. - A medium sized composite shield with multiple layers of anti-beam coating sandwhiched between multiple layers of alloy, this new shield design allows a the Gladiator to withstand multiple hits from plasma weapons.
Class 3 Shield Generator. 5 WT 7 PWR - With a higher level shield generator than the standard Sentry, the Gladiator improves its overall staying power with a powerful shield unit.
Boosters 3 WT 4 PWR - Using advanced booster units situated on its back and feet, as well as behind its shoulders, the Gladiator has considerably more maneuverability than most Mass produced medium MAS's, and can reach and sustain high speeds as well as flight. This enhanced mobility allows the Gladiator to rival the Fenrir Mk III in regards to maneuverability.
Total WT: 21
Total PWR: 20
Removed XBR Autocannon +3 WT +2 PWR
Removed Gladius Missile Launchers x1 +3 WT +2 PWR
External Power Cores 5 WT +10 PWR - Coming in the form of a pair of large battery packs attached to the sides of the Gladiator, these Power Cores are designed to be quickly removed, and are often either utilized to extend the Gladiator's operating time or to allow it to equip more powerful Class B plasma weapons.
AEBR-32 Multi-pulse Plasma Gun 5 WT 7 PWR - Replacing the XBR, the AEBR is a rather cut down weapon when compared to other plasma weapons, the AEBR makes up for its lesser firepower by allowing it to be fired in rapid bursts of two bolts alongside its standard semiautomatic firing system. While less powerful than the standard plasma weapon, it is still capable of heavily damaging machines, and the two round burst is often capable of crippling most unshielded units. Its 2 bolt burst has more efficiency when compared to similar sized plasma weapons as its first pulse alone is often capable of downing weaker MAS shields, allowing the second pulse to impact directly against the foe's armor, as opposed to most single shot plasma weapons which rely on residual heat and energy to slag armor after overwhelming shields.
Total WT: 25
Total PWR: 26
Designation: FTX-003 Sparrowhawk M (Mass Produced)
Role: Rapid Assault
Chassis: Light
Engine: Tri-Core Engine. 15 PWR
Description:
An advancement of the UEE Sparrow, the Sparrowhawk is a next generation MAS combining the maneuverability of the Sparrow with heavier weapons and armor for more survivability. Though it trades the max speeds the Sparrow affords, the Sparrowhawk is one of the only light class MAS's to feature armor comparable to the UEE Sentinel while still maintaining high speeds. As with other Next-Gen units, it has only recently begun phasing the Sparrow out of production lines.
Systems:
Rotary Arm-Mounted Autocannon. 1 WT 1 PWR. - The Sparrowhawk's arm features a 6-barrel rotary autocannon firing 20mm Autocannon rounds at a rate of 2400 Rounds per minute from a 1200 round internal magazines.
Spitfire Swarm Missile System x2 6 WT 4 PWR. - Built into each shoulder of the Sparrowhawk is a mutli-purpose Spitfire Swarm Missile System. A scaled up version of the Micro-Missile, the Spitfire missile splits into 4 missiles in flight, overwhelming point defense systems and delivering consistent damage to its target. Individual warheads have about a third of the stopping power of a typical Claymore Missile, and each shoulder launcher sports 8 Spitfire missiles.
Countermeasure System. 0 WT 0 Power. - The Sparrowhawk relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
Class 2 Shield Generator. 5 WT 5 PWR. - A standard shield generator provides the Sparrowhawk with a respectable defenses system.
Extending Whip-Blade 3 WT 3 Power. - A heavy cord launcher featuring interlocking blades launched from the Sparrowhawk's forearm. It features flexible cutting power, and can become a rigid blade when needed. The edges of the blades feature energy projectors to provide additional cutting power.
Optimized Alloy Plating 5 WT 0 Power.- A layer of extra compound armor over the MAS's arms, shoulders, legs, and cockpit. More durable than light plates, but lacking the protection of heavy plates.
Total WT: 20
Total PWR: 13
Designation: FF-210 Naginata
Role: Aerospace Superiority Fighter
Description:
The mainstay of the Imperial Aerospace Corps, the Naginata Superiority Fighter is a multi-role combat strike craft designed for interception as well as assault roles. Fast, cheap, and well armed for its size, this venerable craft has served in the Imperial Navy for decades, and is still seen in mass numbers in UEE space, patrolling space to keep the populace safe from pirates and Coalition forces alike. While faster than most MAS, it lacks the durability and maneuverability to make a major impact on the modern battlefield, and the attrition rate for Naginata pilots have skyrocketed since the war began. Current analytics put 3 Naginatas as a match for a single Coalition Fenrir.
Systems:
M70 20mm Rotary Cannon - The primary armament for the Naginata Aerospace Fighter is a chin mounted 20mm rotary cannon. Newer variants of the Naginata feature a gimball mounted cannon to aid pilots in targeting the more maneuverable MAS units. Fast firing and moderately powerful for its size.
Variable Missile System - Underneath the wings and fuselage of a Naginata are hardpoint slots for 6 missiles. The Naginata utilizes a variety of missiles, from close range lock-on missiles, to long range anti-bomber missiles and air-to-ground missiles.
Designation: PTX-051 Sentry MkII M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Tri-Core Engine. 15 PWR
Description:
The successor to the original Sentry MAS, the Sentry MkII has replaced the MkI as a general workhorse unit for the UEE. Similar in build quality to the Coalition Fenrir, the Sentry MkII is a versatile fighting unit, with no real weaknesses or strengths. Lacking the ability to fly, the MkII serves as the standard ground unit for UEE MAS teams, and comes in standard tan, though many pilots add accents or change the color of their machines.
Systems:
M90 30mm Assault Autocannon. 5 WT 3 PWR. - A general purpose machine gun in use by the UEE, the M90 fires 30mm armor piercing rounds from a 250 round magazine. The M90 has a semi-automatic and a 5-round burst mode, and has a fire rate of 600 RPM.
Micro Missile Launcher. 1 WT 1 PWR - This small launcher system is installed in the Sentry's chest and fires six Micro Missiles. 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
Claymore Missile Launcher. 3 WT 2 PWR - A missile launcher system set into the right chest of the Sentry. Launching 3 Claymore missiles from its chest mounted launcher, these small missiles pack a large punch, capable of downing most Light and Medium class MAS's with 1 or 2 missiles.
Dual linked .50 Caliber Machine guns. 1 WT 0 PWR. - A pair of .50 caliber machine guns mounted on the Sentry's chest, these light weapons provide the Sentry with anti personnel and small missile defense. Each machine gun has a 300 round magazine.
Class 2 Shield Generator. 5 Wt 5 PWR. - The Sentry comes armed with a Class 2 shield Generator on top of its standard armor for defense.
Combat Tomahawk. 3 WT 3 PWR - A small combat axe used by the Sentry in close quarters. A plasma edge projector provides it with additional cutting power.
Total WT: 18
Total PWR: 14
Designation: FTX-003 Sparrow MkIII M (Mass Produced)
Role: Rapid Response
Chassis: Light
Engine: Twin-Core Engine. 10 PWR
Description:
Favored by scouts and acrobats for its maneuverability, the Sparrow series of MAS are the UEE's first Mobile armor suit to have sustained flight. The main body is reminiscent of various fighter planes and contains extremely aerodynamic features, with maximum flight speeds reaching over 1200 mph. Though poorly armored when compared to the Sentry, it is capable of performing maneuvers the Sentry could never hope to accomplish. The Sparrow is designed for a variety of purposes, primarily long range reconnaissance, interception and rapid reaction, and has a surprisingly long operational window.
Systems:
P120 20mm Flechette Mass Driver. 5 WT 3 PWR. - A rail-based rotary cannon attached to the Sparrow's arm, the P120 uses an advanced electronic mass driving system to propel its flechettes at extremely high speeds, resulting in an effective weapon with a high rate of fire. The P120 has a 4000 RPM rate of fire, and uses an integrated 1500 round magazine. The P120's edges are sharpened, allowing it to be used as a sword.
Triple barreled .30 Caliber Light Machine Gun 1 WT 0 PWR. - A body mounted machine gun on the Sparrow's torso, used for strafing and anti-personnel purposes.
Countermeasure System. 0 WT 0 Power. - The Sparrow relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
'Shield' Missile Launcher. 5 WT 3 PWR. - A missile launcher attached to the Sparrow's other arm, the Shield launcher fires 6 100mm multi-purpose missiles. With impact safe explosives, and a wide launcher size made of hardened alloys, the launcher also works as a shield to pair with the Sparrow's sword railgun.
Class 1 Shield Generator. 3 WT 3 PWR. - A small shield generator provides the Sparrow with the minimum military grade defense system.
Total WT: 14
Total PWR: 9
Designation: PTX-071 Sentinel MkI M (Mass Produced)
Role: Assault
Chassis: Medium
Engine: Tri-Core Engine 15 Power
Description:
Designed as an upgrade to the standard Sentry, the Sentinel is built for assault and extended combat situations. With its thicker armor, and more potent weapons, the Sentinel maintains the versatility of the Sentry, with an added focus on staying power. Slowly phasing out the aging Sentry design, more and more frontline units are beginning to use a mixture of Sentinels and Sentries. Like the Sentry, it is incapable of full flight, but can use its boosters to both jump large heights, hover over the ground, and boost forward.
Systems:
M290 30mm Support Autocannon. 5 WT 3 PWR. - A machine gun in use by the UEE designed for prolonged engagement and sustained fire, the M290 fires 30mm armor piercing rounds from a 500 round internal belt/box magazine. The M290 has semi-automatic, 5-round burst, and fully automatic modes of fire and has a fire rate of 750 RPM.
Claymore Missile System. 3 WT 2 PWR. - A missile launcher system set into the shoulder of the Sentinel. Launching 6 Claymore missiles, these small missiles pack a large punch, capable of downing most Light and Medium class MAS's with 1 or 2 missiles.
Head Mounted .50 Caliber Machine Gun. 1 WT 0 PWR. - A .50 caliber machine guns mounted on the Sentinel's head, this light weapon provides the Sentinel with anti personnel and small missile defense. It has a 400 round magazine.
Energy Saber. 1 WT 3 PWR - The Sentinel utilizes a high powered energy saber stored in its shoulder. The blade length can be adjusted, and its high energy output allows it to be a deadly close ranged weapon. The saber uses its own power capacitors, and has a limited operational time of about an hour of constant use before needing to be recharged.
Alloy Knife. 1 WT. - Ideal for close quarters when the 'continuum of force' has been reduced to hand to hand combat. For optimum performance, the leading edge, 'pointy end', should be applied to the enemy and thrust into vital regions. This should be repeated as necessary.
Alloy Shield. 4 WT. - A large rectangular alloy shield attached to the forearm of the Sentinel. A swiveling mount allows the shield to be rotated 360 degrees, and features an additional grip for a hand if necessary. The shield has a viewing slot cut into it and has anti-beam coating, providing it with limited protection from plasma weapons.
Class 3 Shield Generator. 5 WT 7 PWR - With a higher level shield generator than the standard Sentry, the Sentinel improves its overall staying power.
Total WT: 20
Total PWR: 15
Designation: PTX-088 Centurion MkI M (Mass Produced)
Role: Fire Support
Chassis: Heavy
Engine: PentaCore Engine 25 Power
Description:
Originating as a variant of the Sentinel, the need for a heavy weapons platform soon saw the Centurion as its own unique model, designed with a heavier chassis to allow it to focus more on firepower, at the cost of some mobility. A heavy and somewhat sluggish machine, the Centurion compensates by providing potent firepower over a wide operational range.
Systems:
Jackhammer Missile Launchers x2 6 WT 4 PWR. - A missile launcher system consisting of a heavy mounted on each shoulder of the Centurion. Each missile pod holds 4 powerful Jackhammer missiles, designed to deliver critical damage to Heavy MAS's as well as considerable- if not fatal damage to most small to medium sized spacefaring vessels.
Micro Missile Launcher. 1 WT 1 PWR. - A small launcher system is installed in the Centurion's chest and fires six Micro Missiles. 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
Warhammer Artillery System. 5 WT 3 PWR. - Built into the back of the Centurion is a long range artillery system designed to provide accurate fire over a long range. Firing howitzer style shells, the Warhammer artillery system has an internal magazine of 50 150mm shells. An extending barrel can be re-angled to acquire targets in space as well as in atmosphere.
'Oculus' Point Defense Laser. 0 WT 1 PWR. - Mounted in front of the Centurion's 'head' the Oculus serves as a multi purpose camera feed interface, as well as a powerful point defense laser, providing it with anti-personnel and missile defense.
M200 50mm Battle Autocannon 5 WT 3 PWR - The M200 Battle Autocannon is a semi-automatic battle 'rifle' autocannon that fires 50mm shells from a 120 round magazine. This weapon is designed to lay down accurate fire at mid to long ranges, and while lacking in rate of fire, makes up for it with a powerful punch.
Advanced Internal Targeting Suite. 0 WT 3 PWR. - The Centurion comes standard with an advanced internal targeting suite and computer, allowing the pilot to effectively and accurately lay down fire from long ranges.
Class 4 Shield Generator. 5 WT 10 PWR - The Centurion boasts an extremely powerful shield generator, which on top of its already considerable armor plating gives it very considerable staying power.
Alloy Shield. 4 WT. - A large rectangular alloy shield attached to the forearm of the Centurion. A swiveling mount allows the shield to be rotated 360 degrees, and features an additional grip for a hand if necessary. The shield has a viewing slot cut into it and has anti-beam coating, providing it with limited protection from plasma weapons.
Total WT: 25
Total PWR: 25
Designation: PTX-101 Gladiator M (Mass Produced)
Role: Assault
Chassis: Medium
Engine: Quad-Core Engine 20 Power
Description:
The Gladiator is the first of a line of Next-Generation MAS designed to give the UEE an marked advantage over the Coalition forces in a bid to turn the tides of the war. The Sentry, while in almost all regards superior to the Coalition Fenrir II, still manages to generally underperform when compared to the older machine- this is generally attributed to the fact that most of the UEE pilots are in general less experienced than Coalition pilots, and the fact that the Sentry's operating system is roughly reverse-engineered from the Fenrir OS. The Gladiator's operating system was designed from the ground up, and its familiarity and innovation is designed to allow UEE pilots to match the skill at which Coalition pilots fly. This, when combined with a markedly superior weapons package, armor and support systems utilized by the Gladiator makes for a deadly combination. The Gladiator is capable of significantly outperforming the Fenrir II and Sentry, and rivals the Fenrir III in terms of maneuverability. Though it is considerably more expensive than the Sentry or Sentinel, it has slowly begun replacing the old Sentries on the production lines.
Systems:
XBR 30mm Multi-role Autocannon. 3 WT 2 PWR. - A carbine style autocannon used by UEE forces using the standard 30 Autocannon round, the XBR is considerably lighter and more accurate than the standard M90, and has a higher rate of fire at 800 rounds per minute, and features a 100 round 'stick' magazine, along with 2 spare magazines on each leg. Advanced recoil mechanisms allow this weapon to be accurately fired with one hand.
Gladius Missile System x2 6 WT 4 PWR. - A medium range missile launcher system set on the shoulders of the Gladiator. Launching 4 Gladius missiles from each leg, these powerful missiles pack a large punch, capable of downing most Medium class MAS's with a single missile.
Head Mounted .50 Caliber Machine Gun. 1 WT 0 PWR. - A pair .50 caliber machine guns mounted on the Gladiator's head, this light weapon provides the Gladiator with anti personnel and small missile defense. It has a linked 400 round magazine.
Energy Saber. 1 WT 3 PWR - The Gladiator utilizes a high powered energy saber stored in its shoulder. The blade length can be adjusted, but due to the saber using its own power capacitors, the operational limit of the blade is an hour before needing to be stored to recharge.
Composite Shield. 2WT. - A medium sized composite shield with multiple layers of anti-beam coating sandwhiched between multiple layers of alloy, this new shield design allows a the Gladiator to withstand multiple hits from plasma weapons.
Class 3 Shield Generator. 5 WT 7 PWR - With a higher level shield generator than the standard Sentry, the Gladiator improves its overall staying power with a powerful shield unit.
Boosters 3 WT 4 PWR - Using advanced booster units situated on its back and feet, as well as behind its shoulders, the Gladiator has considerably more maneuverability than most Mass produced medium MAS's, and can reach and sustain high speeds as well as flight. This enhanced mobility allows the Gladiator to rival the Fenrir Mk III in regards to maneuverability.
Total WT: 21
Total PWR: 20
Removed XBR Autocannon +3 WT +2 PWR
Removed Gladius Missile Launchers x1 +3 WT +2 PWR
External Power Cores 5 WT +10 PWR - Coming in the form of a pair of large battery packs attached to the sides of the Gladiator, these Power Cores are designed to be quickly removed, and are often either utilized to extend the Gladiator's operating time or to allow it to equip more powerful Class B plasma weapons.
AEBR-32 Multi-pulse Plasma Gun 5 WT 7 PWR - Replacing the XBR, the AEBR is a rather cut down weapon when compared to other plasma weapons, the AEBR makes up for its lesser firepower by allowing it to be fired in rapid bursts of two bolts alongside its standard semiautomatic firing system. While less powerful than the standard plasma weapon, it is still capable of heavily damaging machines, and the two round burst is often capable of crippling most unshielded units. Its 2 bolt burst has more efficiency when compared to similar sized plasma weapons as its first pulse alone is often capable of downing weaker MAS shields, allowing the second pulse to impact directly against the foe's armor, as opposed to most single shot plasma weapons which rely on residual heat and energy to slag armor after overwhelming shields.
Total WT: 25
Total PWR: 26
Designation: FTX-003 Sparrowhawk M (Mass Produced)
Role: Rapid Assault
Chassis: Light
Engine: Tri-Core Engine. 15 PWR
Description:
An advancement of the UEE Sparrow, the Sparrowhawk is a next generation MAS combining the maneuverability of the Sparrow with heavier weapons and armor for more survivability. Though it trades the max speeds the Sparrow affords, the Sparrowhawk is one of the only light class MAS's to feature armor comparable to the UEE Sentinel while still maintaining high speeds. As with other Next-Gen units, it has only recently begun phasing the Sparrow out of production lines.
Systems:
Rotary Arm-Mounted Autocannon. 1 WT 1 PWR. - The Sparrowhawk's arm features a 6-barrel rotary autocannon firing 20mm Autocannon rounds at a rate of 2400 Rounds per minute from a 1200 round internal magazines.
Spitfire Swarm Missile System x2 6 WT 4 PWR. - Built into each shoulder of the Sparrowhawk is a mutli-purpose Spitfire Swarm Missile System. A scaled up version of the Micro-Missile, the Spitfire missile splits into 4 missiles in flight, overwhelming point defense systems and delivering consistent damage to its target. Individual warheads have about a third of the stopping power of a typical Claymore Missile, and each shoulder launcher sports 8 Spitfire missiles.
Countermeasure System. 0 WT 0 Power. - The Sparrowhawk relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
Class 2 Shield Generator. 5 WT 5 PWR. - A standard shield generator provides the Sparrowhawk with a respectable defenses system.
Extending Whip-Blade 3 WT 3 Power. - A heavy cord launcher featuring interlocking blades launched from the Sparrowhawk's forearm. It features flexible cutting power, and can become a rigid blade when needed. The edges of the blades feature energy projectors to provide additional cutting power.
Optimized Alloy Plating 5 WT 0 Power.- A layer of extra compound armor over the MAS's arms, shoulders, legs, and cockpit. More durable than light plates, but lacking the protection of heavy plates.
Total WT: 20
Total PWR: 13
Current Generation MAS
Designation: AAT-004C Fenrir MkII M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Tri-Core Engine 15 Power
Description:
The standard Coalition Mobile Armor Suit, the Fenrir is one of the first Mobile Armor Suits ever designed, and is the first unit ever developed for space combat. Originally only lightly armored and armed, developed for an infantry support role, the Mark I was quickly superseded by the more prevalent Mark II. Heavily armored and easily recognized by its almost alien 4 "eyed" sensors, the Fenrir Mk II has been in service ever since the start of the 29th Century war. While its aged design raises questions about its capabilities, it has still proved a serviceable unit for decades. However, with the advent of the UEE MAS units, the Fenrir has begun being phased out by various newer models to combat the new threats. Despite this, the Fenrir, with its incredibly thick armor and remarkable operating time, remains the most common MAS unit in the Galaxy.
Systems:
A70 Type-3/5 35mm Assault Autocannon. 5 WT 3 PWR. - A heavy assault weapon utilized by the iconic Fenrir, the Type-3 fires a powerful 35mm Armor Piercing round from a 210 round internal magazine. The Type-5 fires the same round from a 2000 round belt fed 'backpack' magazine. The Type-3/5 fires at a rate of 450 rounds per minute, and has a semi-automatic, three round burst, and fully automatic fire modes.
Hammer Missile System. 3 WT 2 PWR. - A missile launcher system set on top of the Fenrir's shoulder, the Hammer Missile System fires large, powerful missiles, effective against most MAS types, as well as lightly armored naval vessels. While slower and easier to dodge than smaller missile systems, the projectiles fired from these launchers are also more difficult to destroy with point defense weapons. The shoulder launcher carries three of these missiles.
Combat Broadsword. 3 WT 3 PWR - A wide bladed combat blade equipped a plasma cutting edge. Originally just a heavy metal slab turned forged into the shape of a sword, recent technological advancements have seen the combat blade equipped with a plasma capacitor for increased cutting power. With its size and weight, its still capable of being used as a combat weapon without the plasma edge.
External Alloy Plating (Heavy). 7 WT 0 PWR - With shields being a more recent technology, energy shielding was unavailable when the Mk II was being designed. While the Fenrir Mk III boasts an energy shield, the more common Fenrir Mk II utilizes a large coat of heavy plating, with excess armor over all important areas of the MAS. The heavy armor plating results in the bulky, large size the Fenrir is known for.
Tesla Drive. 1 WT 6 PWR - Originally an upgrade for Aces and commanders, Tesla Drives quickly became standard for Fenrir Mk II MAS's. The Tesla Drive increased its maneuvering and top speeds in space, its improved handling allowing it to easily outclass the already disadvantaged aerospace fighters. The Tesla Drives are also used in atmosphere as the sturdy Fenrir can easily survive a drop into a planet's atmosphere from orbit. the Tesla Drives allow them to essentially para drop onto a planet from space. While in atmosphere, the Tesla Drives also grant the Fenrir the power of flight, though the weight and bulk from its armor plating slows it down considerably.
Total WT: 19
Total PWR: 14
Designation: AAT-064C Fenrir MkIII M (Mass Produced)
Role: Assault
Chassis: Medium
Engine: Tri-Core Engine 15 Power
Operating Time: 14 Hours
Description:
A more advanced iteration of the widespread Fenrir Mk II, the Mk III has numerous improvements over its older counterpart, namely: the presence of energy shields. Considerably more advanced than its older variant, the Fenrir MK III trades its thick heavy plating and robust stature, for more a more maneuverable and well shielded unit. Due to their cost, and the already massive numbers of Mk IIs, the Mk III has been slow to phase into Coalition military, and is commonly only seen in the hands of veterans and squadron leaders.
Systems:
A70 Type-6 35mm Autocannon 3 WT 2 PWR - A carbine variant of the Type-3 assault autocannon used by the Fenrir, the Type-6 is a cut down, lightweight assault weapon that combines light weight and the heavy firepower of a 35mm shell fired from a 180 round internal magazine. The Type-6 fires at a rate of 600 rounds per minute when in fully automatic fire mode, and fires at a rate of 900 Rounds per minute when in 5 round burst. A scattergun attachment to the bottom of the weapon provides it with improved close quarters capabilities
Alloy Shield 4 WT - A solid slab of thick alloy provides the Fenrir Mk III with directional protection.
Punching Blade 3 WT - A short punching blade stored on the underside of the alloy shield. Meant for cleaving through joints and chinks in armor.
External Alloy Plating (Light). 3 WT 0 PWR - While the Fenrir Mk III boasts an energy shield, it still maintains a solid layer of armor plating iconic to the Fenrir series. The combination of shields and armor make it incredibly tough.
Class 3 Shields . 5 WT 7 PWR - A more powerful Shield generator, this shield provides protection to limited amoumts of sustained fire, and can take a direct hit from a plasma weapon before collapsing.
Tesla Drive. 1 WT 6 PWR - Originally an upgrade for Aces and commanders, Tesla Drives quickly became standard for Fenrir Mk II MAS's- an idea that carried on to the Mk III variant. The Tesla Drive increases its maneuvering and top speeds in space, its improved handling allowing it to easily outclass the already disadvantaged aerospace fighters and MAS's. The Tesla Drives are also used in atmosphere as the sturdy Fenrir can easily survive a drop into a planet's atmosphere from orbit. the Tesla Drives allow them to essentially para drop onto a planet from space. While in atmosphere, the Tesla Drives also grant the Fenrir the power of flight, which the Mk III uses to its advantage due to the removal of much of its bulk and weight.
Total WT: 19
Total PWR: 15
Designation: AAT-007 Hardballer MkI M (Mass Produced)
Role: Anti-Ship
Chassis: Heavy
Engine: PentaCore Engine 25 Power
Description:
The AAT-007 Hardballer is a ship commander's nightmare. With heavy armor and shields capable of shrugging through AA defenses and MAS weapons, and a heavy plasma cannon, the Hardballer is used by the Coalition to provide heavy firepower and devastation to an assault force. Hardballers are generally disliked by Coalition forces due to their relatively unweildy, as well as the fact that UEE forces tend to concentrate fire on these units. Nevertheless, Hardballers are commonly deployed in small squadrons tasked with destroying enemy capital ships.
Systems:
P170 Type-11 Plasma Cannon. 7 WT 10 PWR. - A long barreled heavy plasma cannon utilized by the Hardballer, the P170 is primarily designed to take on and destroy naval vessels, though can be extremely devastating when used against a MAS. The P170 has a short windup time before firing a devastating lance of plasma that deals incredible damage over a rather large area. While also incredibly deadly against MAS, the windup time makes it more difficult for an operator to get a lock on an opposing MAS who is actively attempting to dodge.
Type-9 35mm Rotary Autocannon. 5 WT 3 PWR. - A 6 barreled rotary autocannon mounted on the Hardballer's back, the Type-9 allows the Hardballer to deliver a withering hail of 35mm autocannon shells at a rate of 2,000 rounds per minute. A large 5,000 round drum is attached to the Hardballer's other shoulder, allowing it to provide a large amount of supporting fire, though its accuracy over range is considerably worse than a typical autocannon.
Goliath Missile System x2 6 WT 4 PWR. - A missile launcher system set either on both legs of the Hardballer, the Goliath Missile System is a compact anti-ship missile system. Goliath Missiles are fast, but possess limited tracking, but are extremely potent, penetrating through thick layers of armor before detonating its warhead. Goliath missiles were designed primarily for destroying ships and large MAS's. Each launcher carries 3 missiles.
External Alloy Plating (Heavy). 7 WT 0 PWR - While the Hardballer has its own energy Shields, it also utilizes incredibly thick armor to defend it from all manner of MAS weapons. The cost of this heavy armor is an even slower and more sluggish MAS.
Alloy Shield 4 WT - A solid slab of thick alloy mounted on the shoulder provides the Hardballer with additional directional protection.
Class 3 Shields . 5 WT 7 PWR - A more powerful Shield generator, this shield provides protection to limited amoumts of sustained fire, and can take a direct hit from a plasma weapon before collapsing.
Total WT: 34
Total PWR: 24
Designation: AAT-014 Garmr M (Mass Produced)
Role: Fast Assault
Chassis: Light
Engine: Dual-Core Engine 10 Power
Description:
A less common Coalition Mobile Armor Suit, the AAT-014 Garmr is a light MAS designed for fast attack purposes. Designed to fill a need for faster, more mobile MAS than the commonly fielded Fenrir II, but also cheaper than Fenrir III. Highly mobile and lightly armored, the Garmr cannot match the UEE Sparrow in terms of speed, but outclasses it in maneuverability- its large shoulder mounted boosters allowing it to rapidly change directions on a dime, while also making it very recognizable. Its sees fairly limited production, largely superseded by the production of AAT-101 Fafnirs, and its numbers are dwarfed by the numbers of Fenrir IIs, but can be found in many local Coalition Garrisons, or on a few vessels.
Systems:
Type-9 35mm Rotary Autocannon. 5 WT 3 PWR. - A 6 barreled rotary autocannon held and braced in the Garmr's hand, the Type-9 allows the Garmr to deliver a withering hail of 35mm autocannon shells at a rate of 2,000 rounds per minute. A 2,000 round drum is attached to the Garmr's leg, allowing it to engage targets at relatively close range- its accuracy suffering over long ranges.
Pneumatic Fist 4 WT - A giant fist attached to the Garmr's hand, this powerful melee weapon allows it to disable most enemy targets on contact- the concussive force transferred into the cockpit often enough to knock a pilot unconscious. As a dueling weapon, it is a poor choice due to its unweildy size and weight.
Class 1 Shield 3 WT 3 PWR - A basic shield to provide the Garmr with basic protection.
Omni-directional Boosters. 3 WT 4 PWR - The Garmr was designed to be as fast and cheap as possible. With Tesla drives at a premium, being installed on most main line MAS, designers of the Garmer decided to place round, bulbous boosters on the shoulders of the Garmr instead, boosters pointed in each direction providing it with the same effect as a tesla drive would.
Total WT: 15
Total PWR: 10Next-Gen MAS
Designation: AAT-101 Fafnir M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Quad-Core Engine - 20 Power
Description:
The Fafnir is a high performance mobile armor suit designed by the Coalition based company Lockheed Martin. Developed to combat the increasingly efficient UEE mobile armor suit designs, the Fafnir series MAS is designed as a replacement for the aging Fenrir series of MAS. An excellent, well rounded machine with low development and operational cost, the Fafnir, unlike the more expensive Fenrir III is meant to combine combat effectiveness as well as affordability.
The Fafnir was designed for general purpose use, and can adapt to various environments by using various equipment setups to meet the needs of different missions. The frame was also developed to be lighter when compared to the Fenrir series that represents the majority of the MAS forces, while maintaining its simplicity and ease of use. New advances in technology allow it to possess with more power than its predecessor, without breaking the bank like the Fenrir III did.
Systems:
Class 3 Shield. 5 WT 7 PWR - While the old Fenrir II forwent shields, due to the technology not existing at the time, the Fafnir takes advantage of new industry standards to mass produce and equip class 3 shields, which when combined with its armor, makes it more resistant to damage than a Fenrir II.
Tesla Drive 1 WT 6 PWR. - Like most Coalition designs, the Fafnir utilizes a tesla drive system to allow it to fly while in atmosphere and also maintain high degrees of mobility in and out of zero-g conditions. The Fafnir Tesla Drives are mounted onto its back, reminiscent of traditional boosters, allowing the tesla systems to be mass produced and easily replaced when damaged beyond repair.
External Alloy Plating (Optimized) 5 WT 0 PWR - Sticking to the age old standard of Coalition design philosophy, the Fafnir features a lightweight composite alloy plating over the majority of its body, along with anti-beam coating to lessen the effects of weaker plasma weapons.
Total WT: 11
Total PWR: 13
Designation: AAT-004C Fenrir MkII M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Tri-Core Engine 15 Power
Description:
The standard Coalition Mobile Armor Suit, the Fenrir is one of the first Mobile Armor Suits ever designed, and is the first unit ever developed for space combat. Originally only lightly armored and armed, developed for an infantry support role, the Mark I was quickly superseded by the more prevalent Mark II. Heavily armored and easily recognized by its almost alien 4 "eyed" sensors, the Fenrir Mk II has been in service ever since the start of the 29th Century war. While its aged design raises questions about its capabilities, it has still proved a serviceable unit for decades. However, with the advent of the UEE MAS units, the Fenrir has begun being phased out by various newer models to combat the new threats. Despite this, the Fenrir, with its incredibly thick armor and remarkable operating time, remains the most common MAS unit in the Galaxy.
Systems:
A70 Type-3/5 35mm Assault Autocannon. 5 WT 3 PWR. - A heavy assault weapon utilized by the iconic Fenrir, the Type-3 fires a powerful 35mm Armor Piercing round from a 210 round internal magazine. The Type-5 fires the same round from a 2000 round belt fed 'backpack' magazine. The Type-3/5 fires at a rate of 450 rounds per minute, and has a semi-automatic, three round burst, and fully automatic fire modes.
Hammer Missile System. 3 WT 2 PWR. - A missile launcher system set on top of the Fenrir's shoulder, the Hammer Missile System fires large, powerful missiles, effective against most MAS types, as well as lightly armored naval vessels. While slower and easier to dodge than smaller missile systems, the projectiles fired from these launchers are also more difficult to destroy with point defense weapons. The shoulder launcher carries three of these missiles.
Combat Broadsword. 3 WT 3 PWR - A wide bladed combat blade equipped a plasma cutting edge. Originally just a heavy metal slab turned forged into the shape of a sword, recent technological advancements have seen the combat blade equipped with a plasma capacitor for increased cutting power. With its size and weight, its still capable of being used as a combat weapon without the plasma edge.
External Alloy Plating (Heavy). 7 WT 0 PWR - With shields being a more recent technology, energy shielding was unavailable when the Mk II was being designed. While the Fenrir Mk III boasts an energy shield, the more common Fenrir Mk II utilizes a large coat of heavy plating, with excess armor over all important areas of the MAS. The heavy armor plating results in the bulky, large size the Fenrir is known for.
Tesla Drive. 1 WT 6 PWR - Originally an upgrade for Aces and commanders, Tesla Drives quickly became standard for Fenrir Mk II MAS's. The Tesla Drive increased its maneuvering and top speeds in space, its improved handling allowing it to easily outclass the already disadvantaged aerospace fighters. The Tesla Drives are also used in atmosphere as the sturdy Fenrir can easily survive a drop into a planet's atmosphere from orbit. the Tesla Drives allow them to essentially para drop onto a planet from space. While in atmosphere, the Tesla Drives also grant the Fenrir the power of flight, though the weight and bulk from its armor plating slows it down considerably.
Total WT: 19
Total PWR: 14
Designation: AAT-064C Fenrir MkIII M (Mass Produced)
Role: Assault
Chassis: Medium
Engine: Tri-Core Engine 15 Power
Operating Time: 14 Hours
Description:
A more advanced iteration of the widespread Fenrir Mk II, the Mk III has numerous improvements over its older counterpart, namely: the presence of energy shields. Considerably more advanced than its older variant, the Fenrir MK III trades its thick heavy plating and robust stature, for more a more maneuverable and well shielded unit. Due to their cost, and the already massive numbers of Mk IIs, the Mk III has been slow to phase into Coalition military, and is commonly only seen in the hands of veterans and squadron leaders.
Systems:
A70 Type-6 35mm Autocannon 3 WT 2 PWR - A carbine variant of the Type-3 assault autocannon used by the Fenrir, the Type-6 is a cut down, lightweight assault weapon that combines light weight and the heavy firepower of a 35mm shell fired from a 180 round internal magazine. The Type-6 fires at a rate of 600 rounds per minute when in fully automatic fire mode, and fires at a rate of 900 Rounds per minute when in 5 round burst. A scattergun attachment to the bottom of the weapon provides it with improved close quarters capabilities
Alloy Shield 4 WT - A solid slab of thick alloy provides the Fenrir Mk III with directional protection.
Punching Blade 3 WT - A short punching blade stored on the underside of the alloy shield. Meant for cleaving through joints and chinks in armor.
External Alloy Plating (Light). 3 WT 0 PWR - While the Fenrir Mk III boasts an energy shield, it still maintains a solid layer of armor plating iconic to the Fenrir series. The combination of shields and armor make it incredibly tough.
Class 3 Shields . 5 WT 7 PWR - A more powerful Shield generator, this shield provides protection to limited amoumts of sustained fire, and can take a direct hit from a plasma weapon before collapsing.
Tesla Drive. 1 WT 6 PWR - Originally an upgrade for Aces and commanders, Tesla Drives quickly became standard for Fenrir Mk II MAS's- an idea that carried on to the Mk III variant. The Tesla Drive increases its maneuvering and top speeds in space, its improved handling allowing it to easily outclass the already disadvantaged aerospace fighters and MAS's. The Tesla Drives are also used in atmosphere as the sturdy Fenrir can easily survive a drop into a planet's atmosphere from orbit. the Tesla Drives allow them to essentially para drop onto a planet from space. While in atmosphere, the Tesla Drives also grant the Fenrir the power of flight, which the Mk III uses to its advantage due to the removal of much of its bulk and weight.
Total WT: 19
Total PWR: 15
Designation: AAT-007 Hardballer MkI M (Mass Produced)
Role: Anti-Ship
Chassis: Heavy
Engine: PentaCore Engine 25 Power
Description:
The AAT-007 Hardballer is a ship commander's nightmare. With heavy armor and shields capable of shrugging through AA defenses and MAS weapons, and a heavy plasma cannon, the Hardballer is used by the Coalition to provide heavy firepower and devastation to an assault force. Hardballers are generally disliked by Coalition forces due to their relatively unweildy, as well as the fact that UEE forces tend to concentrate fire on these units. Nevertheless, Hardballers are commonly deployed in small squadrons tasked with destroying enemy capital ships.
Systems:
P170 Type-11 Plasma Cannon. 7 WT 10 PWR. - A long barreled heavy plasma cannon utilized by the Hardballer, the P170 is primarily designed to take on and destroy naval vessels, though can be extremely devastating when used against a MAS. The P170 has a short windup time before firing a devastating lance of plasma that deals incredible damage over a rather large area. While also incredibly deadly against MAS, the windup time makes it more difficult for an operator to get a lock on an opposing MAS who is actively attempting to dodge.
Type-9 35mm Rotary Autocannon. 5 WT 3 PWR. - A 6 barreled rotary autocannon mounted on the Hardballer's back, the Type-9 allows the Hardballer to deliver a withering hail of 35mm autocannon shells at a rate of 2,000 rounds per minute. A large 5,000 round drum is attached to the Hardballer's other shoulder, allowing it to provide a large amount of supporting fire, though its accuracy over range is considerably worse than a typical autocannon.
Goliath Missile System x2 6 WT 4 PWR. - A missile launcher system set either on both legs of the Hardballer, the Goliath Missile System is a compact anti-ship missile system. Goliath Missiles are fast, but possess limited tracking, but are extremely potent, penetrating through thick layers of armor before detonating its warhead. Goliath missiles were designed primarily for destroying ships and large MAS's. Each launcher carries 3 missiles.
External Alloy Plating (Heavy). 7 WT 0 PWR - While the Hardballer has its own energy Shields, it also utilizes incredibly thick armor to defend it from all manner of MAS weapons. The cost of this heavy armor is an even slower and more sluggish MAS.
Alloy Shield 4 WT - A solid slab of thick alloy mounted on the shoulder provides the Hardballer with additional directional protection.
Class 3 Shields . 5 WT 7 PWR - A more powerful Shield generator, this shield provides protection to limited amoumts of sustained fire, and can take a direct hit from a plasma weapon before collapsing.
Total WT: 34
Total PWR: 24
Designation: AAT-014 Garmr M (Mass Produced)
Role: Fast Assault
Chassis: Light
Engine: Dual-Core Engine 10 Power
Description:
A less common Coalition Mobile Armor Suit, the AAT-014 Garmr is a light MAS designed for fast attack purposes. Designed to fill a need for faster, more mobile MAS than the commonly fielded Fenrir II, but also cheaper than Fenrir III. Highly mobile and lightly armored, the Garmr cannot match the UEE Sparrow in terms of speed, but outclasses it in maneuverability- its large shoulder mounted boosters allowing it to rapidly change directions on a dime, while also making it very recognizable. Its sees fairly limited production, largely superseded by the production of AAT-101 Fafnirs, and its numbers are dwarfed by the numbers of Fenrir IIs, but can be found in many local Coalition Garrisons, or on a few vessels.
Systems:
Type-9 35mm Rotary Autocannon. 5 WT 3 PWR. - A 6 barreled rotary autocannon held and braced in the Garmr's hand, the Type-9 allows the Garmr to deliver a withering hail of 35mm autocannon shells at a rate of 2,000 rounds per minute. A 2,000 round drum is attached to the Garmr's leg, allowing it to engage targets at relatively close range- its accuracy suffering over long ranges.
Pneumatic Fist 4 WT - A giant fist attached to the Garmr's hand, this powerful melee weapon allows it to disable most enemy targets on contact- the concussive force transferred into the cockpit often enough to knock a pilot unconscious. As a dueling weapon, it is a poor choice due to its unweildy size and weight.
Class 1 Shield 3 WT 3 PWR - A basic shield to provide the Garmr with basic protection.
Omni-directional Boosters. 3 WT 4 PWR - The Garmr was designed to be as fast and cheap as possible. With Tesla drives at a premium, being installed on most main line MAS, designers of the Garmer decided to place round, bulbous boosters on the shoulders of the Garmr instead, boosters pointed in each direction providing it with the same effect as a tesla drive would.
Total WT: 15
Total PWR: 10
Designation: AAT-101 Fafnir M (Mass Produced)
Role: General Purpose Combat
Chassis: Medium
Engine: Quad-Core Engine - 20 Power
Description:
The Fafnir is a high performance mobile armor suit designed by the Coalition based company Lockheed Martin. Developed to combat the increasingly efficient UEE mobile armor suit designs, the Fafnir series MAS is designed as a replacement for the aging Fenrir series of MAS. An excellent, well rounded machine with low development and operational cost, the Fafnir, unlike the more expensive Fenrir III is meant to combine combat effectiveness as well as affordability.
The Fafnir was designed for general purpose use, and can adapt to various environments by using various equipment setups to meet the needs of different missions. The frame was also developed to be lighter when compared to the Fenrir series that represents the majority of the MAS forces, while maintaining its simplicity and ease of use. New advances in technology allow it to possess with more power than its predecessor, without breaking the bank like the Fenrir III did.
Systems:
Class 3 Shield. 5 WT 7 PWR - While the old Fenrir II forwent shields, due to the technology not existing at the time, the Fafnir takes advantage of new industry standards to mass produce and equip class 3 shields, which when combined with its armor, makes it more resistant to damage than a Fenrir II.
Tesla Drive 1 WT 6 PWR. - Like most Coalition designs, the Fafnir utilizes a tesla drive system to allow it to fly while in atmosphere and also maintain high degrees of mobility in and out of zero-g conditions. The Fafnir Tesla Drives are mounted onto its back, reminiscent of traditional boosters, allowing the tesla systems to be mass produced and easily replaced when damaged beyond repair.
External Alloy Plating (Optimized) 5 WT 0 PWR - Sticking to the age old standard of Coalition design philosophy, the Fafnir features a lightweight composite alloy plating over the majority of its body, along with anti-beam coating to lessen the effects of weaker plasma weapons.
Total WT: 11
Total PWR: 13
A70 Type-6 35mm Autocannon 3 WT 2 PWR - A carbine variant of the Type-3 assault autocannon used by the Fenrir, the Type-6 is a cut down, lightweight assault weapon that combines light weight and the heavy firepower of a 35mm shell fired from a 180 round internal magazine. The Type-6 fires at a rate of 600 rounds per minute when in fully automatic fire mode, and fires at a rate of 900 Rounds per minute when in 5 round burst. The lighter frame of the weapon increases the weapon's noticeable recoil, and as a result, most pilots fire in single and burst mode.
Composite Shield 3 WT 0 PWR - Providing the Fafnir with improved defenses is a medium sized slab shield attached to the Fafnir's forearm. Lightweight alloy alongside beam coating provides the Fafnir with extended protection against enemy weapons fire.
Combat Blade 3 WT 3 PWR - A thin combat longsword used by the Fafnir in close quarters combat. The edge of the blade utilizes a plasma edge to increase its cutting power.
Total WT: 20
Total PWR: 18
Composite Shield 3 WT 0 PWR - Providing the Fafnir with improved defenses is a medium sized slab shield attached to the Fafnir's forearm. Lightweight alloy alongside beam coating provides the Fafnir with extended protection against enemy weapons fire.
Combat Blade 3 WT 3 PWR - A thin combat longsword used by the Fafnir in close quarters combat. The edge of the blade utilizes a plasma edge to increase its cutting power.
Total WT: 20
Total PWR: 18
P200 Long Range Beam Rifle 7 WT 10 PWR - A long ranged beam plasma rifle, the P200 is a high cost, high damage plasma weapon capable of picking off targets at long range. The P200 is capable of destroying anything weaker than a class 3 shield and slagging the opposing MAS behind it. Due to its properties as a beam, it has a lower rate of fire than traditional plasma weapons, with a longer venting time between volleys, but is more capable of destroying anti-beam coated armor. While designed to destroy MAS, it also poses a threat to ships as well.
External Targeting Suite 1 WT 1 PWR - Mounted on the Fafnir's head is an advanced targeting unit, allowing it to track enemies from extreme distances.
External Power Cores 5 WT +10 PWR - A large power pack mounted on the Fafnir's back provides it with extended operational time, allowing Fafnir snipers to lie in wait for long periods of time, as well as operate its powerful beam rifle.
External Enhanced Radar Suite 1 WT 1 PWR - Also mounted on the Fafnir's head is an advanced radar unit, allowing it to detect targets from further away.
Stealth Drive 5 PWR - Stealth Drives allow the Fafnir Sniper to remain hidden from most scanning and targeting modules, and removes most of the Fafnir's emissions at the cost of a small amount of maximum thrust. It does not however protect the Fafnir from visual recognition.
Total WT: 25
Total PWR: 30
External Targeting Suite 1 WT 1 PWR - Mounted on the Fafnir's head is an advanced targeting unit, allowing it to track enemies from extreme distances.
External Power Cores 5 WT +10 PWR - A large power pack mounted on the Fafnir's back provides it with extended operational time, allowing Fafnir snipers to lie in wait for long periods of time, as well as operate its powerful beam rifle.
External Enhanced Radar Suite 1 WT 1 PWR - Also mounted on the Fafnir's head is an advanced radar unit, allowing it to detect targets from further away.
Stealth Drive 5 PWR - Stealth Drives allow the Fafnir Sniper to remain hidden from most scanning and targeting modules, and removes most of the Fafnir's emissions at the cost of a small amount of maximum thrust. It does not however protect the Fafnir from visual recognition.
Total WT: 25
Total PWR: 30
CS08 Anti-Capital Ship Missile Launcher 5 WT 3 PWR- Following the design of a traditional infantry shoulder mounted rocket launcher, CS08 is a magazine fed 110mm Missile launcher. Sporting a 10 missile magazine, in impact resistant casing, the CS08 provides the Fafnir with powerful anti capital ship missiles, without the massive power draw or weight of a typical Hardballer's P170.
Composite Shield 3 WT 0 PWR - Providing the Fafnir with improved defenses is a medium sized slab shield attached to the Fafnir's forearm. Lightweight alloy alongside beam coating provides the Fafnir with extended protection against enemy weapons fire.
Combat Blade 3 WT 3 PWR - A thin combat longsword used by the Fafnir in close quarters combat. The edge of the blade utilizes a plasma edge to increase its cutting power.
Total WT: 22
Total PWR: 19
Composite Shield 3 WT 0 PWR - Providing the Fafnir with improved defenses is a medium sized slab shield attached to the Fafnir's forearm. Lightweight alloy alongside beam coating provides the Fafnir with extended protection against enemy weapons fire.
Combat Blade 3 WT 3 PWR - A thin combat longsword used by the Fafnir in close quarters combat. The edge of the blade utilizes a plasma edge to increase its cutting power.
Total WT: 22
Total PWR: 19
A70 Type-6c 35mm Ceremonial Autocannon 3 WT 2 PWR - A ceremonial version of the Type-6 carbine. Designed for aesthetics over functionality, the Type-6c fires 35mm from an 80 round internal magazine. It has the appearance of an ornate parade rifle, and while is capable of being used in combat, is clearly not meant for it. It features single fire and three round burst.
Ceremonial Alloy Shield 4 WT 0 PWR - A large, ceremonial kite style shield mounted on the Fafnir's arm, this ornamental shield bears the crest of the Coalition across its face. Though made of the same alloy as typical shields, it lacks anti-beam coating, and is therefore only marginally defensible against anything more than low caliber autocannon fire.
Ceremonial Blade 3 WT 0 PWR - A thin, ornamental longsword used by the Fafnir in an Honorguard situation. While capable of being used as a viable weapon, it lacks the cutting edge of most modern weapons.
Honorguard Energy "Cape" 3 WT 5 PWR - A unique piece of equipment attached to the shield generator and used by Fafnir Honorguard units, energy projectors attached to its back projects a "cape" made of the same energy as shields. While capable of absorbing oncoming fire similar to an extra class 2 shield, its main purpose is for show.
Total WT: 24
Total PWR: 20
Ceremonial Alloy Shield 4 WT 0 PWR - A large, ceremonial kite style shield mounted on the Fafnir's arm, this ornamental shield bears the crest of the Coalition across its face. Though made of the same alloy as typical shields, it lacks anti-beam coating, and is therefore only marginally defensible against anything more than low caliber autocannon fire.
Ceremonial Blade 3 WT 0 PWR - A thin, ornamental longsword used by the Fafnir in an Honorguard situation. While capable of being used as a viable weapon, it lacks the cutting edge of most modern weapons.
Honorguard Energy "Cape" 3 WT 5 PWR - A unique piece of equipment attached to the shield generator and used by Fafnir Honorguard units, energy projectors attached to its back projects a "cape" made of the same energy as shields. While capable of absorbing oncoming fire similar to an extra class 2 shield, its main purpose is for show.
Total WT: 24
Total PWR: 20
Current Generation MAS
Designation: CMS-110 Gowser M (Mass Produced)
Role: Industrial Work Unit
Chassis: Medium
Engine: Tri-Core Engine 15 Power
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. The Gowser is available in relatively large numbers in the Free Enterprise Zone, and is often used and converted by PMC's, and militias, as well as civilian sector workers.
Systems:
A70 Modified 35mm Nail Gun. 3 WT 2 PWR. - A heavily modified construction weapon, the Nail Gun has been modified to fire Coalition 35mm Autocannon rounds. The Nail gun is a semiautomatic weapon with a firing cap of 600 Rounds per minute and has a 150 round integrated magazine. The Nail gun is also mounted with a construction grade chainsaw, capable of tearing through shields and armor alike.
Alloy Knuckle Duster. 3WT - As is aptly described, the Gowser holds a sturdy knuckle duster made of strong alloys allowing it to do more damage with an unarmed strike with less risk of damaging its sensitive hand units.
Civilian Grade Shield: 5 WT 5 PWR - Generally used by space mining and construction craft to protect against debris, Civilian grade shields are considerably weaker than Class 2 shields, rating similar to a Class 1 Shield.
Light Armor Plating 3 WT - Because of its nature as a general purpose construction unit, armor plating is often necessary to provide protection against the elements.
Total WT: 16
Total PWR: 7
Designation: CCS-099 Stylet M (Mass Produced)
Role: Commercial Service/Recreation
Chassis: Light
Engine: DualCore Engine 10 Power
Description:
A civilian grade MAS designed by the Coalition based company Mara Aerospace, the Stylet is a high performance suit designed for the rich and wealthy denizens of the Coalition. Agile and maneuverable, the Stylet is one of the best selling civilian grade suits on the market. Often stolen and repurposed as war machines on the black market, the Stylet, while relatively expensive, is well received by PMC aces and can be easily outfitted with a variety of weapons.
Systems:
20mm M600 Vulcan. 5 WT 3 PWR. - A relatively common military grade rotary cannon strapped onto the Stylet's arm, The M600 uses a relatively primitive electrical system to provide the weapon with a 4000 RPM rate of fire, and uses an integrated 1200 round magazine. While capable of firing one handed, considerably better accuracy has been observed when using the free hand to balance and brace the firing arm.
Pilum Missile Launcher 3 WT 2PWR - A missile launcher attached to the Stylet's other arm, the Pilum missile system fires a pair of 100mm impact-safe multi-purpose missiles.
Stylet Boosters. 3 WT 4 PWR - While already quite agile and capable of flight, the Stylet's commercial boosters allow it to reach even greater maximum speeds, at the cost of some maneuverability at close range when activated.
Light Armor Plating 3 WT - A common addon made by mercenaries and black market dealers, armor plating provides the shield lacking Stylet with some much needed protection.
Total WT: 14
Total PWR: 9
Designation: PMT-075 Enforcer M (Mass Produced)
Role: Police/SWAT Enforcement
Chassis: Heavy
Engine: PentaCore Engine 25 Power
Description:
A 'Civilian' grade MAS designed by Coalition based company H&K, the Enforcer was designed for Police and SWAT units as a heavy support platform to aid their smaller Ultra-Light police MAS units. A heavy and sturdy machine, it is plain to see why this dedicated civilian grade combat unit would be so valuable on the black market. Found in relatively few numbers on the black market, the Enforcer is a stalwart Heavy MAS capable of holding its own against other military grade machines. The Enforcer is meant to be deployed for long periods of time to settle unruly worlds, and as such has an abnormally long operating time.
Systems:
50mm Battle Autocannon /w 75mm Canister System. 8 WT 4 PWR. - The Enforcer sports a semi-automatic 50mm battle 'rifle' autocannon as its primary weapon, allowing it to send accurate, heavy hitting, and rapid fire down range. The rifle also has a built in canister system, originally meant to dispense large amounts of CS gas, these 6 Canisters are often replaced with 75mm Rocket Propelled Grenades or guided missiles.
Civilian Grade Shield: 5 WT 5 PWR - Generally used by space mining and construction craft to protect against debris, Civilian grade shields are considerably weaker than Class 2 shields, and can be condiered Class 1 shields. These shields, while weak compared to military shields, are often enough to deal with criminal incursions.
Heavy Armor Plating 7 WT - Heavy plate armor serves to make the already durable Enforcer even more durable, capable of resisting several insurgent explosive and incendiary weapons before sustaining bodily damage.
Alloy Riot Shield 4 WT - This massive shield is often coated with an anti-beam/plasma coating and provides the already defensible Enforcer with even more directional defenses.
Upgraded Targeting Suite Internal: 3 PWR - The massive horn on top of the Enforcer's head, while intimidating is also where its upgraded targeting suite is installed, allowing it to accurately identify and target criminals and individuals at most ranges.
Total WT: 24
Total PWR: 12
Designation: CMS-110 Gowser M (Mass Produced)
Role: Industrial Work Unit
Chassis: Medium
Engine: Tri-Core Engine 15 Power
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. The Gowser is available in relatively large numbers in the Free Enterprise Zone, and is often used and converted by PMC's, and militias, as well as civilian sector workers.
Systems:
A70 Modified 35mm Nail Gun. 3 WT 2 PWR. - A heavily modified construction weapon, the Nail Gun has been modified to fire Coalition 35mm Autocannon rounds. The Nail gun is a semiautomatic weapon with a firing cap of 600 Rounds per minute and has a 150 round integrated magazine. The Nail gun is also mounted with a construction grade chainsaw, capable of tearing through shields and armor alike.
Alloy Knuckle Duster. 3WT - As is aptly described, the Gowser holds a sturdy knuckle duster made of strong alloys allowing it to do more damage with an unarmed strike with less risk of damaging its sensitive hand units.
Civilian Grade Shield: 5 WT 5 PWR - Generally used by space mining and construction craft to protect against debris, Civilian grade shields are considerably weaker than Class 2 shields, rating similar to a Class 1 Shield.
Light Armor Plating 3 WT - Because of its nature as a general purpose construction unit, armor plating is often necessary to provide protection against the elements.
Total WT: 16
Total PWR: 7
Designation: CCS-099 Stylet M (Mass Produced)
Role: Commercial Service/Recreation
Chassis: Light
Engine: DualCore Engine 10 Power
Description:
A civilian grade MAS designed by the Coalition based company Mara Aerospace, the Stylet is a high performance suit designed for the rich and wealthy denizens of the Coalition. Agile and maneuverable, the Stylet is one of the best selling civilian grade suits on the market. Often stolen and repurposed as war machines on the black market, the Stylet, while relatively expensive, is well received by PMC aces and can be easily outfitted with a variety of weapons.
Systems:
20mm M600 Vulcan. 5 WT 3 PWR. - A relatively common military grade rotary cannon strapped onto the Stylet's arm, The M600 uses a relatively primitive electrical system to provide the weapon with a 4000 RPM rate of fire, and uses an integrated 1200 round magazine. While capable of firing one handed, considerably better accuracy has been observed when using the free hand to balance and brace the firing arm.
Pilum Missile Launcher 3 WT 2PWR - A missile launcher attached to the Stylet's other arm, the Pilum missile system fires a pair of 100mm impact-safe multi-purpose missiles.
Stylet Boosters. 3 WT 4 PWR - While already quite agile and capable of flight, the Stylet's commercial boosters allow it to reach even greater maximum speeds, at the cost of some maneuverability at close range when activated.
Light Armor Plating 3 WT - A common addon made by mercenaries and black market dealers, armor plating provides the shield lacking Stylet with some much needed protection.
Total WT: 14
Total PWR: 9
Designation: PMT-075 Enforcer M (Mass Produced)
Role: Police/SWAT Enforcement
Chassis: Heavy
Engine: PentaCore Engine 25 Power
Description:
A 'Civilian' grade MAS designed by Coalition based company H&K, the Enforcer was designed for Police and SWAT units as a heavy support platform to aid their smaller Ultra-Light police MAS units. A heavy and sturdy machine, it is plain to see why this dedicated civilian grade combat unit would be so valuable on the black market. Found in relatively few numbers on the black market, the Enforcer is a stalwart Heavy MAS capable of holding its own against other military grade machines. The Enforcer is meant to be deployed for long periods of time to settle unruly worlds, and as such has an abnormally long operating time.
Systems:
50mm Battle Autocannon /w 75mm Canister System. 8 WT 4 PWR. - The Enforcer sports a semi-automatic 50mm battle 'rifle' autocannon as its primary weapon, allowing it to send accurate, heavy hitting, and rapid fire down range. The rifle also has a built in canister system, originally meant to dispense large amounts of CS gas, these 6 Canisters are often replaced with 75mm Rocket Propelled Grenades or guided missiles.
Civilian Grade Shield: 5 WT 5 PWR - Generally used by space mining and construction craft to protect against debris, Civilian grade shields are considerably weaker than Class 2 shields, and can be condiered Class 1 shields. These shields, while weak compared to military shields, are often enough to deal with criminal incursions.
Heavy Armor Plating 7 WT - Heavy plate armor serves to make the already durable Enforcer even more durable, capable of resisting several insurgent explosive and incendiary weapons before sustaining bodily damage.
Alloy Riot Shield 4 WT - This massive shield is often coated with an anti-beam/plasma coating and provides the already defensible Enforcer with even more directional defenses.
Upgraded Targeting Suite Internal: 3 PWR - The massive horn on top of the Enforcer's head, while intimidating is also where its upgraded targeting suite is installed, allowing it to accurately identify and target criminals and individuals at most ranges.
Total WT: 24
Total PWR: 12