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Falling Skies
It is year 2723. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an industrial boom of technological advancement. With powerful self sustaining AI's to aid humans and their machines, and cybernetics and biotech have vastly increased life expectancy of the average human. The growth and 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, all linked by webways of interstellar faster than light travel. Humanity had reached a veritable Golden Age of expansion, spreading further and further across the galaxy.
By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large and expansive for it to support itself. The distance and communication between the outer colonies and the core worlds slowed to a crawl as the cracks in the machine finally began to reveal themselves. The empire of man collapsed onto itself. Over 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 grand-scale feudal war. Local powers grew by warring with other factions, only to be taken over by an even larger neighbor; others stayed secluded for as long as they could, eventually lost or forgotten about in their isolation. Many worlds were eventually taken back by the newly reconstituted United Earth Empire, and just as many were lost in deep space. Some of the greatest advancements of humanity were lost to the void, along with their means of production, leaving the remains of those pieces of technology as irreplaceable cornerstones upon which societies were wrought.
Some time around the mid 26th century- 2542, most of the numerous factions had consolidated into a few major powers: The original and newly christened United Earth Empire, retaining much of their old powerbase, was made up of most of the core empire planets; The Coalition, a group of loosely allied separatists strictly opposed to the Earth Empire, spanning across most of the far reaches of colonial space; and the Krellian Diktat, a reclusive, bizarre group focused mainly along the outskirts of known space, and in the most hostile pockets of natural phenomena within the known galaxy. Alongside these three powers, dozens of smaller stellar kingdoms and fiefdoms still cling onto independence, eking out rather meager existences in comparison, remaining ardently independent, even as their fellows are quickly absorbed into the domains of the larger powers. The Earth Empire and the Coalition fought bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The rest of the galaxy did their best to avoid being drawn into the conflict themselves, building up their own power bases where possible.
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, marking the start of an intergalactic cold war, as the two superpowers began a buildup of military strength. Though despite this purported peace, the two powers continued to engage in proxy wars with smaller nations and colonies, and small skirmishes between the two powers were a fairly common occurrence.
As the end of the 27th century drew near, a series of failed operations by the Earth Empire and rumors of a Coalition Superweapon have sparked up and reignited the flames of war. After almost a century of peace, war between the Coalition and the Empire has renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. Well coordinated Coalition forces take advantage of the Empire’s overextended lines and sluggish reaction time 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 aerospace craft and more durable than typical ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire have slowly begun the rollout of their own Mobile Armor Suits, reverse-engineering their own designs from captured and destroyed Coalition suits. The war escalates again as The Empire formally 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.
As the years of dogged fighting turn to decades, with no major headway gained by anyone, the UEE and Coalition have fought one another yet again to a stalemate. Lines drawn on starmaps have been forged by the blood of countless millions of lives lost, and still not an end to the bloodshed is even remotely in sight. Every twist and surprise is countered by another, each paid for in blood and steel.
In the middle of all of this, are a small detachment of men and women from the 101st Special Operations Group. Newly reconstituted and bolstered with a new batch of enterprising pilots, the 101st find themselves attached to the United Earth Empire's 5th Expeditionary Fleet. They prepare themselves for what can only be another bloody campaign, as the Fighting Fifths embark to join the front within the Persean Sector. Their first task is a simple one: To break the backs of the Coalition occupation in the Terimon System, and to secure the system's Nanoforge, a powerful piece of technology dating back to the original empire.
Unfortunately for all, nothing is ever quite as simple as it seems. The men and women of the 101st will find themselves yet thrust into extraordinary circumstances. Only time will tell how well they fare.
By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large and expansive for it to support itself. The distance and communication between the outer colonies and the core worlds slowed to a crawl as the cracks in the machine finally began to reveal themselves. The empire of man collapsed onto itself. Over 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 grand-scale feudal war. Local powers grew by warring with other factions, only to be taken over by an even larger neighbor; others stayed secluded for as long as they could, eventually lost or forgotten about in their isolation. Many worlds were eventually taken back by the newly reconstituted United Earth Empire, and just as many were lost in deep space. Some of the greatest advancements of humanity were lost to the void, along with their means of production, leaving the remains of those pieces of technology as irreplaceable cornerstones upon which societies were wrought.
Some time around the mid 26th century- 2542, most of the numerous factions had consolidated into a few major powers: The original and newly christened United Earth Empire, retaining much of their old powerbase, was made up of most of the core empire planets; The Coalition, a group of loosely allied separatists strictly opposed to the Earth Empire, spanning across most of the far reaches of colonial space; and the Krellian Diktat, a reclusive, bizarre group focused mainly along the outskirts of known space, and in the most hostile pockets of natural phenomena within the known galaxy. Alongside these three powers, dozens of smaller stellar kingdoms and fiefdoms still cling onto independence, eking out rather meager existences in comparison, remaining ardently independent, even as their fellows are quickly absorbed into the domains of the larger powers. The Earth Empire and the Coalition fought bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The rest of the galaxy did their best to avoid being drawn into the conflict themselves, building up their own power bases where possible.
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, marking the start of an intergalactic cold war, as the two superpowers began a buildup of military strength. Though despite this purported peace, the two powers continued to engage in proxy wars with smaller nations and colonies, and small skirmishes between the two powers were a fairly common occurrence.
As the end of the 27th century drew near, a series of failed operations by the Earth Empire and rumors of a Coalition Superweapon have sparked up and reignited the flames of war. After almost a century of peace, war between the Coalition and the Empire has renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. Well coordinated Coalition forces take advantage of the Empire’s overextended lines and sluggish reaction time 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 aerospace craft and more durable than typical ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire have slowly begun the rollout of their own Mobile Armor Suits, reverse-engineering their own designs from captured and destroyed Coalition suits. The war escalates again as The Empire formally 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.
As the years of dogged fighting turn to decades, with no major headway gained by anyone, the UEE and Coalition have fought one another yet again to a stalemate. Lines drawn on starmaps have been forged by the blood of countless millions of lives lost, and still not an end to the bloodshed is even remotely in sight. Every twist and surprise is countered by another, each paid for in blood and steel.
In the middle of all of this, are a small detachment of men and women from the 101st Special Operations Group. Newly reconstituted and bolstered with a new batch of enterprising pilots, the 101st find themselves attached to the United Earth Empire's 5th Expeditionary Fleet. They prepare themselves for what can only be another bloody campaign, as the Fighting Fifths embark to join the front within the Persean Sector. Their first task is a simple one: To break the backs of the Coalition occupation in the Terimon System, and to secure the system's Nanoforge, a powerful piece of technology dating back to the original empire.
Unfortunately for all, nothing is ever quite as simple as it seems. The men and women of the 101st will find themselves yet thrust into extraordinary circumstances. Only time will tell how well they fare.
Plot, Premise, Expectations:
Hello everyone! Welcome to the interest check for Falling Skies! This is a reboot of a particularly old series- the original being written about a decade ago, and the last iteration being about 4 years ago. This Space-Opera-with-mechs RP follows the adventures of a group of men and women from the Empire's 101st Special Operations Group. I will be accepting a relatively small number of players- thinking between 3 and 5 not including myself or any co-gms, so this is not first come first served. This is a Mecha RP, with the idea that the mechs themselves are reminiscent of Gundam (specifically its 'grunt' suits), Macross/Robotech, Front Mission and Armored Core.
While nothing about giant mechs really fit the premise of 'hard sci fi', this RP will be aiming to fit something along the lines of 'hardish' sci fi: grounded in reality where possible, with some rule bending of realism and suspension of disbelief where needed. Something sorta like classic Halo 1-3 in terms of gritty military fiction vs space fantasy.
We the players will play the role of the 7th MAS Squadron, a squad from the United Earth Empire's 101st Special Operations Group, as they embark on their next campaign into the Persean Sector, a stretch of hotly contested space. Par for the course, absolutely everything goes wrong and they'll find themselves struggling for survival in increasingly hostile space. The RP itself will loosely follow a mission -> hub -> mission framework, though things may change and adapt as the RP progresses. Posts will be expected within 7-10 days following the GM post, with extensions to be provided as necessary. This RP aims to blend the 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 the United Earth Empire, as international differences became less and less important when compared to planetary and systemwide differences. After the Fall, 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 Fall 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 oppressive nature 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, competition and power struggles are a common occurrence. Despite this, their armed forces are able to remain mostly standardized and advanced thanks to the large number of powerful companies and manufacturers seeking the rampant 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- bordering on, if not outright anarcho-capitalism, the Coalition is constantly trying to dismantle the UEE once and for all- or at least sell everyone the weapons with which to do it with.
The Krellian Diktat:
Very little is known about the Krellian Diktat. They are a reclusive group of fringe world colonies, or those in rather inhospitable nebulas and dangerous debris fields, 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 Diktat being so far removed from contested space, the galaxy has yet to see any semblence of the Krellian military outside of admittedly well armed and surprisingly advanced local defense forces and mercenaries, 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, petty governors and local 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 alike often rub shoulders, and can even be cordial with one another.
Neutral States:
The catch-all term for smaller nations and powers not aligned with any of the major powers. Most of these neutral states are fairly small- usually a few planets, at most a few systems in size- many located within the FEZ, though some find themselves in Coalition or UEE occupied space. This is typically by design, as at their largest they're not big enough to warrant a major threat to any of the major powers and don't face retaliation or potential war, but at the same time are strong enough that annexing them would often be more trouble than its worth. As a result, most citizens from neutral states range from indifferent to outright hostile of foreign powers, generally refusing communications and aid to anyone that enters their borders except for the purposes of trade. This porcupine like neutrality is typically seen as their way of keeping either major power from perceiving them as helping the enemy. That being said, due to the nature of the Coalition, many believe that most of the neutral states at least tacitly support the Coalition.
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 Coalition forces at any one time. Imperial Navy Ship technology is generally considered to be broadly more well armored and armed than their Coalition counterparts, and its combat doctrine relies primarily on large 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 mobile armor 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 recently introduced its own mobile armor units into its order of battle, and have been slowly integrating Mobile Armor Suits into their frontline units. 101st Special Operations Group:
Only recently initiated but finding considerable success, the 101st is the UEE's premier mobile armor fighting force, one of a few elite units within the newly formed Mobile Armor Corps. With heavily specialized training that focuses on not only superior piloting, but also highly competent infantry tactics, the members of the 101st Legion are capable in a variety of combat situations, from air and land, to space and sea. Compared to other military units, the members of the 101st are notably more individualistic than their standard issue counterparts, operating in small teams and conducting sensitive and dynamic strikes. 101st SOG pilots tend to have a rather fierce camaraderie, often viewing themselves as a separate from other non-elite units. Members of the 101st are permitted to customize and personalize their Mobile Armor, its quality and handling tailored to their personal and unit preferences.The Coalition Spacy:
Much like the Coalition itself, the Coalition Spacy is a conglomerate of independent militaries and private military companies working in tandem to fulfill their overall goals. Despite differing backgrounds, Coalition ships and materials are often follow some standardization to allow for more efficient production, though its many groups often have just as many differences as they do similarities. Unlike the UEE, most of the Spacy's combat doctrine revolves around the use smaller strike groups or wolfpacks, striking quickly against the thin UEE lines and retreating before the UEE can bring its larger military to bear. Coalition ships are often different depending on the manufacturer, but are widely considered faster and more maneuverable than UEE counterparts, with many often sporting specialized technology to provide an edge in specific missions- such as the widespread broadband jamming meant to force UEE forces into close combat. Each strike group is typically made up of vessels and units from the same military group or company, and the majority of Spacy vessels feature at least a small hangar, as Coalition forces make widespread use of Mobile Armor Suits. While the Coalition still makes use of support craft like aerospace transports, IFVs, gunships and troop carriers, the Coalition have replaced a majority of armored vehicles and aerospace craft with Mobile Armor. Coalition Mobile Armor Division:
The broad term for the many militaries and company's Mobile Armor Forces, C-MAD is considered the most dangerous and numerous mobile armor force in the galaxy. Though their training and specific unit makeups are unique to each team, their pilots as a rule of thumb are often better trained, more experienced and more capable than their UEE Counterparts- with the UEE's elite units being the only exceptions. While markedly superior to the Imperial Navy's aerospace craft, C-MAD pilots have a tendency to be overconfident, and while this brash boldness often results in success against lesser mobile units and conventional aerospace craft and armor, they are often surprised with the effectiveness of newer UEE Mobile Armor Suits.Mobile Armor Suits are the newest development in mechanized armor, regularly capable of besting aerospace craft as well as ground armor. Mobile Armor Suits, while generally not as fast as aerospace craft, are considerably more maneuverable, more heavily armored and durable, and can make sharp turns and reacquire targets to out maneuver and defeat aerospace craft. They are also more resilient than conventional ground armor, and are even able to take out warships when properly equipped.
Typically standing around 40 feet tall, Mobile Armor Suits are generally but not always, 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. UEE forces have only recently begun producing Mobile Armor Suits, and have begun equipping units with them. However a large portion of the UEE still relies on Aerospace fighters and traditional ground armor to conduct combat.
Mobile Armor Suit Builder:
Since this RP revolves around Mobile Armor Suits, you need to know how to build one. While unfortunately not actually giving us the ability to DIY build it in your backyard, the following section will provide the general guidelines and the ins and outs of what your mecha needs to be in order to be considered a MAS in this universe. The items listed below are intended serve as a general guideline. Exceptions to the rules will are allowed and welcome- just run them by me first- Same goes for equipment that you come up with that I haven't listed. Myself and Co-GMs will make ultimate judgement calls on what is allowed or not. Feel free to raise questions through either PM or OOC to discuss exceptions you are considering.
This system has been overhauled drastically since the last iteration, with the goal being making it easier and more streamlined to use, and less gamey. Weapons and systems will be using a 'slot' system, which will be described in more detail in a bit.
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:
Light:
Light MAS' are typically viewed as the smallest "True" class of MAS. Standing at anywhere between 20 and 30 feet in height, these MAS' typically use a lighter weapon systems due to their lower tonnage. With their relatively thin armor, and faster speeds, Light MAS' typically avoid direct combat and are often used in scout, skirmisher and sniper roles, as well as interception and rapid response. Light MAS' are typically the only types capable of sustained flight in atmosphere, and some faster ones can even rival supersonic aerospace fighters in speed.
Medium:
Medium MAS' are the mainstay and standard class for MAS units, and stand in at at about from 40 feet in height. Combining armor with mobility, Medium MAS' are the versatile standard for frontline units, and can be used in a variety of roles. While capable of limited flight and boosted movement, Medium MAS' are typically incapable of sustained flight without specialized equipment.
Heavy:
Heavy MAS' are similar to their Medium counterparts, but with considerably more powerful weapons and armor- though are typically not much taller than Medium MAS. With their heavy armor, Heavy MAS' are usually incapable of flight, but are essentially walking artillery platforms, most typically fielded for medium and long range situations. Heavy MAS are well protected, and heavily armed, but generally lacking in mobility.
Unplayable:
Ultra-Heavy:
Ultra-Heavy class MAS' are in a class all their own. Usually 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-Heavy class MAS' are usually developed for specific roles. Ultra-Heavy class MAS' are not mass produced or readily available to most frontline units, finding their homes in the hangars of experimental science units.
Ultra-Light:
Ultra-light MAS' are less Mobile Armor Suit, and more powered Exoskeleton. Typically stand in at 7-10 feet tall. Ultra Light MAS' often act as direct infantry support, similar to an armored car or scout vehicle, and see considerable use among marine units. Ultra Light MAS can often be found in ship hangars, used to help move heavy materials. Comparatively lightly armed and armored, they are typically a liability in MAS vs MAS combat. Ultra Lights are capable of limited flight and many can reach ground speeds of comparable to a typical light ground vehicle.
This system has been overhauled drastically since the last iteration, with the goal being making it easier and more streamlined to use, and less gamey. Weapons and systems will be using a 'slot' system, which will be described in more detail in a bit.
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:
Light:
Light MAS' are typically viewed as the smallest "True" class of MAS. Standing at anywhere between 20 and 30 feet in height, these MAS' typically use a lighter weapon systems due to their lower tonnage. With their relatively thin armor, and faster speeds, Light MAS' typically avoid direct combat and are often used in scout, skirmisher and sniper roles, as well as interception and rapid response. Light MAS' are typically the only types capable of sustained flight in atmosphere, and some faster ones can even rival supersonic aerospace fighters in speed.
- Primary Mount
- Primary Mount
- Secondary Mount
- Secondary Mount
- 1 Utility Systems
Medium:
Medium MAS' are the mainstay and standard class for MAS units, and stand in at at about from 40 feet in height. Combining armor with mobility, Medium MAS' are the versatile standard for frontline units, and can be used in a variety of roles. While capable of limited flight and boosted movement, Medium MAS' are typically incapable of sustained flight without specialized equipment.
- Heavy Mount
- Primary Mount
- Primary Mount
- Secondary Mount
- Secondary Mount
- 2 Utility Systems
Heavy:
Heavy MAS' are similar to their Medium counterparts, but with considerably more powerful weapons and armor- though are typically not much taller than Medium MAS. With their heavy armor, Heavy MAS' are usually incapable of flight, but are essentially walking artillery platforms, most typically fielded for medium and long range situations. Heavy MAS are well protected, and heavily armed, but generally lacking in mobility.
- Superheavy Mount
- Primary Mount
- Primary Mount
- Secondary Mount
- Secondary Mount
- 2 Utility Systems
Unplayable:
Ultra-Heavy:
Ultra-Heavy class MAS' are in a class all their own. Usually 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-Heavy class MAS' are usually developed for specific roles. Ultra-Heavy class MAS' are not mass produced or readily available to most frontline units, finding their homes in the hangars of experimental science units.
Ultra-Light:
Ultra-light MAS' are less Mobile Armor Suit, and more powered Exoskeleton. Typically stand in at 7-10 feet tall. Ultra Light MAS' often act as direct infantry support, similar to an armored car or scout vehicle, and see considerable use among marine units. Ultra Light MAS can often be found in ship hangars, used to help move heavy materials. Comparatively lightly armed and armored, they are typically a liability in MAS vs MAS combat. Ultra Lights are capable of limited flight and many can reach ground speeds of comparable to a typical light ground vehicle.
The original Falling Skies mech builder used a rather convoluted system of weight and power distribution that while I personally loved, upon some review may have been making things more complex than they needed to be. So I've devised a new system based off of some TTRPGs I've played in the years since. This RP will not be played out as a TTRPG by any means, and these mount rules are more guidelines than anything. Whatever you're cooking up, we can try to make it work.
Each mech weight class has a different distribution of weapon mounts. Typically, heavier mechs get access to bigger, heavier, and more power hungry weapon systems. Mounts are broken down into the following:
Each mech weight class has a different distribution of weapon mounts. Typically, heavier mechs get access to bigger, heavier, and more power hungry weapon systems. Mounts are broken down into the following:
- Primary Mounts - The bread and butter of mech weapon mounts. Consisting of automatic autocannons, rifles, melee weapons, and other 2-handed weapons or particularly powerful 1-handed weapons. Primary mounts can also be converted into two secondary mounts.
- Secondary Mounts - These weapons typically consist of sidearms, mech sized combat knives and point defense weapons. Generally rated for lightly armored and infantry targets, these weapons can be used against MAS in a pinch, but are generally not suited for general combat. However, some potent weapons such as underslung grenade launchers or scatterguns with limited or niche use may be considered secondary. Handheld shields are also considered secondary weapons.
- Heavy Mounts - These weapons are devastating to most MAS- often to the point of disabling most non-Heavy MAS in a single hit/volley, and can even give a warship pause. These weapons typically consist of plasma weapons, heavy cannons/machineguns, sniper rifles, back mounted artillery, or particularly large two handed weapons. Heavy mounts can also be converted into a primary and secondary mount and vice versa.
- Superheavy Mount - Borderline overkill for MAS vs MAS combat- often to the point that their size and weight may make targeting faster MAS difficult. These weapons are generally rated to be as dangerous as warship based weapons platforms, and are primarily targeted towards large vessels or installations as opposed to MAS or infantry targets. These include anti-ship missiles, heavy artillery cannons, anti-ship plasma casters, and the like. Superheavy mounts can also be converted into a heavy mount and a secondary mount, or into two primary mounts and vice versa.
Obviously a machine of war needs weapons and armor. Weapons are typically kinetic, though laser weapons are fairly common as well. Plasma weapons are powerful, but expensive, heavy and unwieldy, and their larger power draw prevents them from being fielded by most regular units, though you can still find them in the hands of special purpose mechs. Hybrid plasma-kinetic weapons (HPK weapons) are also a relatively new development in weapons technology that combine the strengths of kinetic and plasma weapons. They are easier to field, but are still generally expensive and not commonly found on frontline units.
- Ballistic Weapons: Assault cannons, hand held autocannons in the shape of assault rifles, missiles 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. For a caliber reference, standard UEE autocannons tend to use 30mm, while heavier long range rifle-cannons tend to use 80mm or 120mm shells, and lighter weapons use 20mm shells. Missile weapons in the UEE aresnal tend to be named after bladed weapons.
- Laser Weapons: 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 ballistic weapons. Laser weapons are considerably more accurate, lightweight, and lack the need for any sort of ammunition but lack kinetic punch and are less effective against armor and energy reflex shields. They are however rather capable at interfering with and destroying subsystems mounted on the outside of MAS, such as optical cameras and even some weapons. Though generally used for point defense weapons, there are several examples of lasers being used as primary weapons.
- Plasma Weapons: Though not a new for ship based weapons, plasma weapons are a relatively new concept in mobile weapons technology. Plasma weapons are powerful and destructive, but are typically both heavy and power hungry. Fired as concentrated bolts of energy or as beams, or even occasionally gouts of 'flame', plasma launching weapons are extremely devastating, and many are capable of outright destroying if not heavily damaging or disabling Light or Medium MAS' in a single hit. Projectors make plasma melee weapons possible as well. Rather expensive, most ranged plasma weapons see deployments on specialist units only, and are limited from general use, though plasma beam sabers or melee weapons with plasma edges have soared in popularity amongst UEE and Coalition pilots alike.
- Hybrid/HPK Weapons: Combining Plasma weaponry with ballistics, Hybrid weapons- also known as H.P.K.(Hybrid Plasma-Kinetic) weapons combine the best of both worlds. Taking the reliability and ease of use of ballistic weaponry, and giving it the enhanced power of plasma weapons. While lacking the raw, devastating power of plasma weapons, HPK weapons are quite powerful in their own right, with small shells capable of punching at levels considerably higher than their size would suggest. HPK technology is relatively new, making it almost as expensive as plasma weaponry, and sees only limited deployment to specialty units.
Extra systems designed to give your MAS an edge in combat or modify its combat role. Each system will typically take up one system slot unless otherwise mentioned. These are also just examples, if there's another unique system you'd like to put into your mech, just let me know!
- Reflex Energy Shield: - A MAS energy shield is a thin barrier of energy that coats the exterior of the MAS. While easily dissipating laser weapons, shields offer varying levels of 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. A reflex shield will typically stop a few hits from an autocannon or withstand the blast of a missile, but is generally not strong enough to protect a MAS from more than a glancing blow from plasma weapons. Shields are split into Class 1-3. Class 1 shields regenerate quickly, but are considerably weaker, Class 3 shields have enough durability to block a plasma weapon, but have a slow regeneration speed, Class 2 strikes a balance between durability and regeneration speed.
- Uparmor: - Additional armor plating bolted on top of the MAS. Effectively raises your MAS armor by half a weight class. Reduces mobility and maximum speed, but increases defensive rating.
- Stripped Armor: - Reduced armor plating from non-essential parts of the MAS. Effectively reduces your MAS armor by half a weight class. Improves mobility at the cost of defenses. Removing armor does not take up a utility system slot.
- Flight Boosters: - Catchall term for any type of technology used to provide a MAS flight. Typically mounted on its back, legs, or both, Flight Boosters allow Light MAS' to fly faster, Medium and Ultralight MAS' can sustain flight, and Heavy MAS' are able to give themselves limited flight capacity. Note that all MAS' can "fly" in space, boosters are only necessary for in-atmospheric flight for Medium/Heavy MAS.
- Weapons Package: - Additional weapon mounts and the engine upgrades necessary to support them, provides an additional Primary mount. Reduces mobility.
- Countermeasure System: - Countermeasure systems are often used by lighter MAS' to avoid missiles instead of using body mounted machine guns to intercept them. Using chaff and flares, countermeasure systems have limited number of uses before needing to rearm. Countermeasures are considered standard on Light and Medium MAS and thus do not take up a utility system slot.
- Enhanced Radar Suite: - effectively doubles the MAS' radar detection and targeting range, increasing its effective accuracy with long range and guided weapon systems.
- Upgraded Smart-Targeting Suite: - Increasing the effective accuracy and response time of the MAS' weapon systems, Upgraded Targeting Suites often feature Smart AI that quickly and more accurately determines range as well as any other environmental factors faster than MAS' the onboard computer. The AI allows users to rapidly acquire multiple targets simultaneously, making 'blind firing' more accurate and providing an edge in close ranged combat.
- 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, reducing recoil and providing a detection distance 5 times that of the standard MAS. Note that its sonar portion is less effective in Space, as it can only detect targets on the ground.
- Stealth Drive: - Stealth Drives allow a MAS to remain hidden from most scanning and targeting modules, and removes most of the MAS' emissions at the cost of maximum thrust output. Even with the drive, stealth is difficult to maintain when actively firing weapons and it does not protect the MAS from visual recognition.
- 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 the visual camouflaged is drastically deteriorates when firing weapons.
- Mimetic Paint: - Originally a prototype for active or adaptive camouflage, Mimetic Paint is both expensive and overall ineffective for the purposes of providing stealth. Nowadays, it is more or less used as rather expensive color changing paint, and can mimic a variety of camouflage patterns to suit the environment. Mimetic paint does not use a utility slot.
Tech Room:
Aerospace Craft
General Production MAS
Limited Production MAS
Capitol Ship
A E R O S P A C E C R A F T
S P E C I F I C A T I O N S
Designation:
IAF-210 Naginata
Role:
Aerospace Superiority Fighter
Description:
The mainstay of the Imperial Aerospace Corps, the Naginata Aerospace Fighter is a multi-role combat strikecraft designed for interception as well as aerospace superiority. Fast, cheap, and well armed for its size, this venerable craft has served in the Imperial Navy for decades, and is still seen in large numbers across UEE formations, 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.
A R M A M E N T
M70 20mm Rotary Cannon (Primary):
- The primary armament for the Naginata Aerospace Fighter is a chin mounted 20mm rotary cannon. Newer variants of the Naginata feature a gimbal mounted cannon to aid pilots in targeting the more maneuverable MAS units. Fast firing and moderately powerful for its size.
Variable Missile Mounts (Primary):
- 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.
Emergency Countermeasures (Utility):
- A combination of chaff and flares in order to avoid missiles.
General Production MAS
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
FTM-003 Sparrow MkIII M (Mass Produced)
Role:
Rapid Response, Reconnaissance
Weight Class:
Light
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 when folded into flight mode, can reach maximum cruising speeds of 1200 mph. Though poorly armored when compared to the other MAS designs, it is fast, and relatively cheap to manufacture. The Sparrow is designed for a variety of purposes, primarily long range reconnaissance, interception and rapid reaction, and has a impressive operational window- twice that of the standard Naginata fighter. The Sparrow is also the preferred unit for many new pilots, due to its similarities to aerospace craft.
A R M A M E N T
M250 80mm Marksman Autocannon (Primary):
- The M290 Heavy Autocannon is a battle rifle styled autocannon that fires 80mm shells from a 60 round magazine. The M290 has semi-automatic, and 2 round burst firing modes. 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. 4 Additional box magazines are carried in storage compartments
Claymore Missile Racks (Primary):
- Mounted under each of the Sparrow's wing are a quartet of Claymore missiles, totaling 8. These small missiles pack a large punch, capable of disabling most Light and Medium class MAS' with 1 or 2 missiles.
Head Mounted Point Defense Gun .50 Cal (Secondary):
- A .50 caliber machine gun mounted on the Sparrow's head, this light weapon provides the Sparrow with anti-personnel and direct missile defense. It has a 500 round magazine.
S8 Combat Shield (Secondary):
- A lightweight combat shield meant to provide the Sparrow with limited protection from incoming fire. Treated with anti-beam coating, though the shield itself is too lightweight to fully block hits from incoming plasma.
Solid Fuel Afterburners - Flight Booster (Utility slot):
- Powerful afterburners give the Sparrow large boosts of speed, allowing it to get in and out of trouble quickly.
Countermeasure System (Utility slot):
- The Sparrow relies on a combination of speed, maneuverability, and countermeasures to avoid missiles.
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
GTM-021 Sentry M (Mass Produced)
Role:
Assault, General Purpose
Weight Class:
Medium
Description:
The first successful UEE MAS design after years of testing, reverse engineering and experimentation, the Sentry is the general workhorse unit for the UEE. Generally considered to have a build quality when compared to the Coalition Fenrir, the Sentry is a versatile fighting unit, with no real weaknesses or strengths. Despite this, the Sentry is generally considered inferior to the Coalition Fenrir, though this is generally attributed to the difference in experience in pilots. Decently quick and well armored, though lacking the ability to fly, the Sentry serves as the standard ground and space unit for UEE MAS teams. While the Sentry can fit a variety of loadouts, it typically defaults to a 'rifleman' loadout.
A R M A M E N T
M90 30mm Assault Autocannon (Primary):
- A general purpose machine gun in use by the UEE, the M90 fires 30mm armor piercing incendiary shells from a 120 round box magazine. The M90 has a semi-automatic, a 5-round burst mode, and automatic fire mode, with a fire rate of 600 RPM. Up to 4 additional magazines carried by the Sentry.
Claymore Missile Racks (Primary):
- Mounted in armored cases on either of the Sentry's shoulders are 6-tube Claymore missile launchers, totaling 12. These small missiles pack a large punch, capable of disabling most Light and Medium class MAS' with 1 or 2 missiles.
EB-1 Combat Warhawk (Primary):
- A combat axe used by the Sentry in close quarters. Its handle can be extended to allow it to function as a one or two handed weapon. A heat edge projector provides it with additional cutting power.
S10 Combat Shield (Secondary):
- The standard S10 combat shield is a basic lightweight combat shield utilized by UEE forces. It provides limited directional defense from ballistic weapons, and an anti-beam coating allows the shield to absorb a single hit from plasma weapons. It is commonly mounted on the shoulder or arm, and specialized clamps allow it to swap positions as necessary.
Jackknife Underslung Micro Missile Launcher (Secondary):
- Mounted underneath the Sentry's M90 Autocannon is a small 4 tube micro missile launcher. After launch, these projectiles split into four small munitions in mid-air, and have a potent payload for their size, though lack in armor penetration. While ineffective against most larger MAS, Micro Missiles have varying degrees of effect on soft targets such as light vehicles, light MAS, and infantry. Extra reloads are carried in a sealed case on the back.
M15 Combat Knife (Secondary):
- A long combat knife with a heated edge. Used by the Sparrow in close quarters.
C-2 Reflex Shield Generator (Utility slot):
- The Sentry comes armed with a basic Class 2 reflex shield on top of its standard armor for defense.
Countermeasure System (Utility slot):
- The Sentry utilizes a simple countermeasure system to avoid missile strikes.
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
GTM-021 Sentry M (Mass Produced)
Role:
Assault, Fire support
Weight Class:
Heavy
Description:
Originating as a variant of the Sentry, the need for a heavy weapons platform soon saw the Sentinel as its own unique model. Though still keeping a significant degree of parts compatibility, the Sentinel was redesigned 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 Sentinel compensates by providing potent firepower over a wide operational range.
A R M A M E N T
Warhammer Artillery System (Superheavy):
- Built into the back shoulder of the Sentinel is a long range artillery system designed to provide accurate direct and indirect fire over a long range. Firing a variety of explosive shells out of a 150mm howitzer, its extending barrel can be re-angled to acquire targets in space as well as in atmosphere. An internal magazine feeds the system with 40 rounds of ammunition.
M90 30mm Assault Autocannon (Primary):
- A general purpose machine gun in use by the UEE, the M90 fires 30mm armor piercing incendiary shells from a 120 round box magazine. The M90 has a semi-automatic, a 5-round burst mode, and automatic fire mode, with a fire rate of 600 RPM. Up to 4 additional magazines carried by the Sentry.
Claymore Missile Racks (Primary):
- Mounted in an armored case on the shoulder opposite the Warhammer is an 8-tube Claymore missile launchers. These small missiles pack a large punch, capable of disabling most Light and Medium class MAS' with 1 or 2 missiles.
S30 Combat Shield 'Pavise' (Secondary):
- The S30 is a hefty and large shield utilized by the Sentinel. It provides directional protection from ballistic weapons, and an anti-beam coating allows the shield to absorb a few hits from plasma weapons. Mounted on the forearm, swiveling mount allows the shield to be rotated 360 degrees, and features an additional grip for a hand if necessary. Spikes at the bottom allow the shield can also be planted on a surface and a cutout on the shield providing a resting place for a MAS rifle to be braced.
Jackknife Underslung Micro Missile Launcher (Secondary):
- Mounted underneath the Sentinel's M90 Autocannon is a small 4 tube micro missile launcher. After launch, these projectiles split into four small munitions in mid-air, and have a potent payload for their size, though lack in armor penetration. While ineffective against most larger MAS, Micro Missiles have varying degrees of effect on soft targets such as light vehicles, light MAS, and infantry.
M15 Combat Knife (Secondary):
- A long combat knife with a heated edge. Used by the Sparrow in close quarters.
C-2 Reflex Shield Generator (Utility slot):
- The Sentinel comes armed with a basic Class 2 reflex shield on top of its standard armor for defense.
Enhanced Radar Suite (Utility slot):
- The Sentinel comes standard with an advanced internal targeting suite and radar, allowing the pilot to effectively and accurately lay down fire from long ranges.
Limited Production MAS
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
GTM-041 Centurion L (Limited Produced)
Role:
Assault
Weight Class:
Medium
Description:
Designed as an upgrade to the standard Sentry, the Centurion is built for assault and extended combat situations with limited support. With its hardened armor, and more refined control system, the Centurion maintains the versatility of the Sentry, with an added focus on staying power and aggressive efficacy. Slowly rolling out of production lines, the Centurion typically sees use by special forces and squadron leaders. 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.
A R M A M E N T
M90C 30mm Autocannon Carbine (Primary):
- A lightweight variant of the standard M90 autocannon. the M90C fires 30mm armor piercing incendiary shells from a 120 round box magazine. The M90C has semi-automatic, 5-round burst, and fully automatic firing modes, and has a fire rate of 900 RPM. Up to 4 additional box magazines are stored in within compartments.
S22i Independent Combat Shield (Primary):
- The S22 Independent Combat Shield is an advanced, automatic protection system utilized by the Centurion. It provides directional defense and has a miniature Class 1 Reflex shield generator for sustained protection. Though it can be mounted on the arm, it is typically mounted on an independent arm attached to the shoulder of the Centurion, its targeting AI automatically re-orients the shield to protect the Sentinel from incoming threats. The shield carries a 4 Javelin Torpedos for heavier threats.
EB-21 Beam Saber (Primary):
- A plasma beam saber used by the Centurion in close combat. The blade length can be adjusted, and its high energy output allows it to be a deadly close ranged weapon.
T10 Tactical Munitions Launcher (Secondary):
- Mounted on the shoulders in armored casings are two racks of multi-munitions launchers. Capable of launching a variety of tactical munitions, including sensor interfering 'flashbangs', smoke and signal interfering chaff, system scrambling EMPs, and the like.
Jackknife Underslung Micro Missile Launcher (Secondary):
- Mounted underneath the Centurion's Autocannon is a small 4 tube micro missile launcher. After launch, these projectiles split into four small munitions in mid-air, and have a potent payload for their size, though lack in armor penetration. While ineffective against most larger MAS, Micro Missiles have varying degrees of effect on soft targets such as light vehicles, light MAS, and infantry. Reloads are stored in a back compartment.
Head Mounted Point Defense Gun .50 Cal(Secondary):
- A .50 caliber machine gun mounted on the Centurion's head, this light weapon provides the mech with anti personnel and small missile defense. It has a 500 round magazine.
C-1 Reflex Shield Generator (Utility slot):
- The Centurion comes armed with a fast regenerating Class 1 reflex shield on top of its standard armor for defense.
Smart-Targeting AI (Utility slot):
- Originally meant to allow the Centurion's shield to protect the MAS automatically, its Smart Targeting AI also provides the mech with an edge in close ranged combat.
Capitol Ship
C A P I T O L S H I P
'Astra inclinant, sed non obligant'
Name of Ship:
The INS Roanoke
Type:
Carrier
Class:
Ares-Class Light Carrier
Developed by Boeing Aerospace Industries, the Ares-Class light carrier is a small but fast and maneuverable carrier. The Ares-Class is a lightweight next-generation warship designed from the ground up to facilitate MAS combat. Unlike older vessels, which are designed to deliver high intensity firepower from relatively stationary positions, the Ares-class is designed to skirt through smaller engagements and project power where needed, and is often suited to smaller task forces rather than line combat duty. The Ares possesses both an oversized reactor and thrusters for its size, and its comparatively stripped down armor makes it a capable quick reaction vessel.
Its lighter armor does not however mean it is a fragile ship. Featuring dozens of redundancies and functionally independent systems, the Ares is a difficult ship to kill, capable of sustaining major damage and limping back to base with as little as a single engine pod and 25% structural integrity. As a result, this ship is favored by special operations units and small task forces for its small profile and robust nature.
L A Y O U T
Cramped and at times uncomfortable, the Ares-class is often simultaneously loved and hated by its crew. Its hallways are narrow and seemingly all spare space is filled with systems and terminals. Aside from a small canteen it does not by design offer any shared living spaces. As a result, crews onboard Ares-class carriers often end up converting parts of the ship into their own personal spaces as deployments drag on and materials dwindle. The ship itself provides small amenities for its officers, affording most officers small-but private quarters, and a small lounge for recreation.
The heart of the Ares-Class is its Phobos Fusion Reactor. With deuterium tankage for twelve months, tied to an efficient mag-grav sweep system, the Phobos can sustain The Ares-class for up to eighteen months of light activity before fuel reserves will run low. Aft of the reactor section and the tankage is the ships battery of Impellor drives, rated for 3.5G of continuous acceleration. The drive section can also deploy solar panels to provide additional power when in range of a star.
Nestled between the Impellor drive and the Reactor is the ship's Kearnsky-Fuchida Warp drive. By bridging two points in space the drive can rapidly move the Ares-class up to 100 light years, cutting the travel time to a few hours. While this typically requires significant charging, the Ares-class features a jump delay of 12 hours- much faster than the fleet norm, which is currently 20 for most cruisers and battleships. The Ares also features a 'Rapid-Jump' ability, allowing it to make up to 3 shorter 30 LY jumps repeatedly, with as little as a half hour between jumps. Using this ability is typically reserved for tactical or emergency situations, as it risks damaging both the drive and reactor.
The largest space on the Ares-class carrier is easily its central hangar. Built primarily for MAS, but capable of supporting VTOL style aerospace craft, the Ares flight decks open up via wide ventral hangar doors along the spine of the ship, allowing multiple craft to take off at once. Specialized energy shields prevent atmosphere from venting out of the ship whenever the hangar doors open.
Sitting ahead of the engine and reactor, and off-centered is the bridge and CIC, a tall structure, reinforced with armor and support struts. The CIC itself is multilevel, and has metal blast shields lowered over the glass during combat.
A R M A M E N T
In order to fulfill its requisition order, the Ares-Class, designed to work as a QRF unit to support fleet actions, is only moderately armed. The most important aspect of the Ares-class is its ability to quickly project power in the form of strike craft.
Mounted along the dorsal line the ship and powered by its own reactor and capacitor system, the Ares-class mounts a 'Can Opener' 350mm Rail Cannon System. This triple barreled rail cannon fires 3 high velocity projectiles in quick succession. The first two projectiles fired are solid depleted uranium slugs, and is typically followed by a nuclear warhead cased in a tungsten shell. The initial slugs are capable of punching clean through the shield (and often times the hull) of most cruiser sized ships in the Coalition Spacy, allowing for the nuclear warhead to impact on the softened, unshielded hull of the opposing ship. Its relative limited ammunition, and the requirement of draining almost all non-combat essential systems means that the 'Ship-Buster' must be used judiciously, or risk the destruction of the ship at an inopportune time.
Instead, the primary armament for the Ares-class is a pair of twin-barreled Plasma Pulse Cannons mounted near the aft above and below the ship engines. These plasma cannons make short work of most smaller vessels, overload shields, and ward off close range attackers, but can also be a threat to larger capital ships. Unlike traditional Mass-driver cannons, the Ares' plasma cannons are considerably more accurate and powerful, but draw more heavily on the ship's power capacitors.
Supplementing the main guns, the Ares also mounts 16 120mm Mass Driver turrets mirrored above and below the ship for close in defense against smaller ships as well as point defense against enemy MAS and munitions, though the sheer number of shells can also pose a threat to larger cruiser type ships as well. Working as a point defense system as well as an anti-ship system, these turrets can switch out ammunition types even mid combat, from armor melting superheated iridium flak, to even ship piercing hybrid-plasma-kinetic shells.
Two front mounted Rapier Missile Tubes carry 20 anti capital missiles each, with a secondary magazine located in the hold holding another 60. These missiles are remote piloted by operators in the CiC, but can revert to on-board guiding if they are jammed. Configurable for a variety of targets, these missiles are also the primary means of attacking a surface target the Ares-class has. The Ares also features 16 smaller missile systems, installed on each of the aforementioned Mass driver turrets- these missile launchers are 12-racked launcher systems that can deploy a variety of smaller missiles, such as the popular Claymore or Longsword missiles, for anti-fighter/MAS purposes.
D E F E N S E S
Along with the aforementioned rail cannons, the ship mounts about a quarter meter of Durralex Nano-plasteel armour plate, reinforced with Cobblestone Reaction ceramic ablative plate. ECW defence includes several dedicated ECM defence nodes, located on top of the bridge and observation deck. Finally, a powerful reflex shield generators allows the ship to deflect a limited amount of conventional and plasma attacks.
Like all ships of her size and construction, the greatest threats come from bigger, meaner capital ships, concentrated attack by destroyers or close range 'skin dancing' attacks by Strike craft. An Ares separated from its MAS support is considered a worst case scenario, and the best defense for the carrier is its speed and its own strike craft complement.
F L I G H T D E C K
Small and cramped compared to most carrier type ships, every square inch onboard the Ares-class is valuable. The Ares-class carrier sports the storage bays for a single squadron of 12 MAS, along with additional space for a single transport shuttle, a pair of augmented Naginata scout fighters, and 3 SRR (Search-Rescue-Repair) craft. Even with this capacity, space is often limited, and it isn't uncommon to for craft and MAS to mount themselves to one of the 4 'ready' decks on the underside of the Ares when security is relaxed to afford its crew more space.
C R E W C O M P L E M E N T
With many of the ship's systems automated, the ships company runs to a small 250 across all ranks and specializations, including a dedicated security detachment. Attached to each Ares-class carrier a MAS squadron. The combined airwing has a compliment of about 80 crew, including pilots, support pilots, and maintenance crews, and the attached marine platoon numbers 40.
O T H E R C A P A B I L I T I E S
The ships computer systems are managed by Eva, a gestalt LV 3 Virtual intelligence. Not true AI, she instead is an exceptionable personable interface program designed to ease crew interactions with the ships systems, function as a organizer and statistician, and provide ready advice and information for the command crew. Capable of independent management of many of the ships defensive systems and day-to-day management of the ships immediate Battlespace, she is designed to both take, interpret and redistribute orders.
S T A T I S T I C S
Length: 250m
Mass: 30,000 metric tons
Crew Complement: 370~
Jump Range: 100 light years
Jump delay: 36 hours
Endurance: 8 months
General Production MAS
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
AAT-006 Garmr M (Mass Produced)
Role:
Patrol
Weight Class:
Light
Description:
A somewhat less common Coalition Mobile Armor Suit, the AAT-006 Garmr is a light MAS designed for skirmishing and fast attack purposes. Designed to fill a need for faster, more mobile MAS than the commonly fielded Fenrir II, while retaining low costs and ease of maintenance. Relatively mobile but lightly armored, the Garmr cannot match the UEE Sparrow in terms of speed or mobility, but is more heavily armored and simpler to maintain. While not uncommon, production of the Garmr has largely superseded by the production of Fenrir, and its numbers are dwarfed by the numbers of its larger brother, but can still be found across the Coalition fleets as patrol and training craft, and has even found a home among neutral militias as a light duty unit.
A R M A M E N T
Type-3 35mm Assault Autocannon (Primary):
- A basic, easy to maintain assault weapon widely fielded by Coalition forces, the Type-3 fires a powerful 35mm armor piercing shell from a 90 round box magazine. The Type-3 fires at a rate of 450 rounds per minute, and has a semi-automatic, three round burst, and fully automatic fire modes. 4 Additional box magazines are stored in open cases mounted to the armor.
E2 Sledgehammer Missile Launcher(Primary):
- a pair of single tube missile launcher systems set on top the Garmr's shoulder. The Sledgehammer Missile System fires large, powerful missiles, effective against most MAS types, as is a credible threat to smaller, 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. Each launcher tube only carries one missile, but the launcher can be easily ejected and replaced even in the middle of combat operations.
Spiker Rocket Pod(Secondary):
- Mounted on the shoulder in a gimballed mount is a 10 tube Spiker rocket pod. Spiker rockets are unguided and have poor performance against heavy armor, but fires rapidly and can easily destroy lightly armored craft and vehicles. The cylindrical tube can be ejected and easily replaced even in the middle of combat operations.
PowerLite Point Defense Laser(Secondary):
- Mounted on the Garmr's head is a lightweight laser weapon. The PowerLite rapidly pulses laser beams and is capable of defeating infantry, light armor and incoming missiles, but has limited effect on the heavier armor of dedicated combat MAS. Despite its low power, the PowerLite is still capable of damaging more sensitive subsystems and equipment on enemy MAS.
Uparmor Kit (Utility slot):
- Additional armor plating attached to the core areas of the Garmr give it surprising amount of staying power, given its weight class, though is still less durable than many of its medium class counterparts.
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
AAT-002 Fenrir II M (Mass Produced)
Role:
Assault, General Purpose
Weight Class:
Medium
Description:
The standard Coalition Mobile Armor Suit, the Fenrir II 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 mono-eye design, the Fenrir II has been in service ever since the start of the 27th Century war. While its aged design raises questions about its capabilities, it has still proved to be a serviceable unit for decades. However, with the advent of the UEE MAS units, the Fenrir has begun the process of being phased out for various newer models to combat the new threats. Despite this, the Fenrir II, with its incredibly thick armor and near ubiquity, remains the most common MAS in the Galaxy seeing service among Coalition, neutral state militias and mercenary forces alike. A few have even made their way into UEE service, either as captured machines or for use in deniable operations.
A R M A M E N T
Type-3 35mm Assault Autocannon (Primary):
- A basic, easy to maintain assault weapon widely fielded by Coalition forces, the Type-3 fires a powerful 35mm armor piercing shell from a 90 round box magazine. The Type-5 fires the same ammunition 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.
E3 Sledgehammer Missile Launcher(Primary):
- a rack of 3 Sledgehammer missiles set on top the Fenrir's shoulder. The Sledgehammer Missile System fires large, powerful missiles, effective against most MAS types, as is a credible threat to smaller, lightly armored naval vessels. While slower and easier to dodge than smaller missile systems, Sledgehammers are also more difficult to destroy with point defense weapons. Each rack only carries 3 missiles, but the rack can be easily ejected and replaced even in the middle of combat operations.
Type-7 Combat Broadsword (Primary):
- A wide bladed combat weapon equipped a plasma heated 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 edge for increased cutting power. With its size and weight, its still capable of being used as a combat weapon without the plasma edge.
Spiker Rocket Pod(Secondary):
- Mounted on the shoulder in a gimballed mount is a 14 tube Spiker rocket pod. Spiker rockets are unguided and have poor performance against heavy armor, but fires rapidly and can easily destroy lightly armored craft and vehicles. The cylindrical tube can be ejected and easily replaced even in the middle of combat operations.
Ballistic Shoulder Shield (Secondary):
- A simple slab of metal mounted to the shoulder to provide protection while firing its main weapon. Durable and heavy, but not beam treated.
Chest Mounted Point Defense Gun .50 Cal (Secondary):
- A .50 caliber machine gun mounted on the Fenrir's chest, this light weapon provides the Fenrir with anti-personnel and direct missile defense. It has a 500 round magazine.
Uparmor Kit (Utility slot):
- Additional armor plating attached to the Fenrir II give it considerable staying power, allowing it to absorb a decent amount of incoming fire.
Flight Booster (Utility slot):
- Originally an upgrade for Aces and commanders, propellant based flight boosters quickly became standard for Fenrir Mk II MAS's. Slightly improving maximum speed and greatly improving its handling, the Fenrir is able to easily outclass and out maneuver the already disadvantaged aerospace fighters- and allows them to even keep up with the UEE Sentries. The flight boosters also serve the Fenrir well in atmosphere as the sturdy Fenrir can use them to survive a descent into a planet's atmosphere from orbit, allowing them to essentially act as mechanized paratroopers and drop onto a planet from space. While in atmosphere, the flight boosters also grant the Fenrir the power of flight, though the weight and bulk from its armor plating slows it down considerably.
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
AAT-018 Sköllr M (Mass Produced)
Role:
Fire Support, Anti-Ship
Weight Class:
Heavy
Description:
A relatively new design off the Coalition production lines, the AAT-018 Sköllr is a ship commander's nightmare. With heavy armor and a thick shield capable of shrugging through AA defenses and MAS weapons, and a heavy plasma cannon to rip apart ships, the Sköllr is used by the Coalition to provide heavy firepower and devastation to an assault force. Sköllr 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. To counter this, Sköllr are commonly deployed with Fenrirs for support.
A R M A M E N T
Type-27 Plasma Scattercannon (Superheavy):
- A short barreled heavy plasma beam cannon utilized by the Sköllr the Type-27 is little more than a ship based plasma cannon, torn off its housing, with its barrel sawed off and mounted onto the back of a MAS. Primarily designed to take on and destroy naval vessels, the Type-27 is extremely devastating when used against a MAS. The Type-27 has a mild windup time before firing a devastating blast of plasma that deals incredible damage over a large area- akin to a scattergun. While incredibly deadly against MAS, the windup time can make it more difficult for an operator to get a good shot on an opposing MAS who is actively attempting to dodge. It's considerably shortened barrel means that a pilot needs to get much closer to a target to be effective.
Type-9 85mm Rotary Autocannon (Heavy):
- A triple barreled rotary autocannon mounted to the Sköllr's arm, the Type-9 allows the Sköllr to deliver a withering hail of 85mm autocannon shells at a rate of 600 rounds per minute. A large 3,000 round drum is attached to the back and shoulder allowing it to provide a large amount of supporting and suppressive fire. Despite its relative inaccuracy, the sheer weight behind each of its 85mm shells should give significant pause to more lightly armored MAS.
Maul Missile System(Primary):
- A 4 tube missile launcher system set the shoulder of the Sköllr, the Maul Missile System is a compact anti-MAS missile system. The smaller cousin of the Sledgehammer Maul missiles are considerably more maneuverable and fast, but still potent enough to penetrate the thicker armor of MAS.
Siege Shield (Secondary):
- A simple slab of extremely thick metal mounted to provide protection from enemy fire. It's heavy enough to hold under sustained fire and it's many layers of anti-beam coating allow it to soak up multiple hits from plasma weapons.
Uparmor Kit (Utility slot):
- Additional armor plating attached to the Sköllr give the already durable unit considerable staying power, allowing it to absorb an immense amount of incoming fire.
Enhanced Radar Suite (Utility slot):
- An externally mounted radar system gives the Sköllr improved detection range and accuracy over long distances
Character Sheets:
The following are the Character Skeletons for the the 7th MAS Squadron. The CS's are a 2 part set. The first part is your character, the pilot. The second part is your mech, which you can make using the builder above or choose one of the UEE MAS' from the Tech Room.
A note on Callsigns: A callsign is a typically a name given to you by the rest of the squadron (whether you want it or not). There are very few people that will be willing to unironically call you "Grim Reaper" or "Kingslayer". Nicknames and Callsigns should be short, sweet, easy to call out. Examples of common callsigns are in reference to habits people observe you doing or quick shortening of your names: eg "Brit" because you have a strong English accent, "Twitch" because you tend to look around a lot/rapidly, "Kanga" because your last name is Roo, etc. If you're a brand new pilot and haven't been around long enough- or haven't been notable enough- to have an established callsign, you either won't have one or will be referred to something along the lines of "Noob", "Rook", "Rookie", "FNG", etc.
As far as roles within the squad goes- I'd like to see a relatively diverse mix of experience and talent. Squad leader, Rookie, Veteran, etc.
FIRST NAME 'CALLSIGN' LAST NAME
D O S S I E R : I D #123456789
Name:
Last Name, First Name
Callsign:
Nickname - short and sweet. See 'callsign' section above.
Rank:
Paygrade, Rank - Pilots use Navy Officer ranks, most players should fall between O-1 and O-4, Any player applying to be the Squadron Leader may use O-5
Kills:
Your pilot's kill record. Obviously a fresh pilot should have pretty much no kills, whereas a veteran should have more. 'Ace' status is earned at 25 kills - Note that kills indicate the number of confirmed enemy MAS' destroyed. Aerospace craft and ground vehicles don't count.
Gender:
Self Explanatory
Age:
The minimum age of a pilot fresh out of training is generally 20
Height:
Self Explanatory
Weight:
Self Explanatory
S E R V I C E R E C O R D
Psychological Analysis:
Fancy talk for 'Personality'. A paragraph or so detailing the character's general disposition or outlook on life.
Personal Record:
A short rundown of your character's background, where do they come from, how does their history reflect what they have become- if applicable. Maybe their family are notable in the military/political spheres, maybe they did exceedingly well during training, maybe they're a war criminal. This doesn't need to be extensive or exhaustive, just a few paragraphs about the character.
Personal Skills:
Unique skills, if applicable. Generally speaking, every character is expected to be proficient with weapons, marksmanship and infantry tactics, this section generally refers to combat skills unique to them or skills outside of combat.
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
Alphanumerical ID, MAS Model Name, Production type (M - Mass Produced, P - Prototype, C - Custom, SOC - Special Operations Custom, etc. Players can create their own custom and mass-produced models- Note that advanced prototypes and custom units may be more heavily scrutinized)
Role:
combat role- eg. Assault, Interception, Recon, etc.
Weight Class:
Size category of mech
Description:
Technobabble about your MAS' design history and intended purpose. Strengths and weaknesses, details, design quirks, etc.
A R M A M E N T
Weapon Name. Caliber if Applicable. (Slot Size):
- Weapon description and technobabble
Weapon Name. Caliber if Applicable. (Slot Size):
- Preferably list from large to small
Utility Device. (Utility slot):
- Utility description and technobabble
A PC for reference:
Sabine 'Rabbit' Laurent
D O S S I E R : I D # 200115871
Name:
Laurent, Sabine
Callsign:
Rabbit
Rank:
O-3 Captain
Kills:
31
Gender:
Female
Age:
26
Height:
5'3"
Weight:
130 lbs
S E R V I C E R E C O R D
Psychological Analysis:
Energetic and snarky, Sabine is for the most part rather easygoing and playful. Despite being casually flirtatious with practically everyone she meets, Sabine shows little interest in actual romantic relationships. Regarded by many as an adrenaline junky, Sabine is excitable and has a reputation for being a bit of a thrillseeker and a capable- if oftentimes reckless, pilot. She trends towards sarcasm when faced with serious situations, and will regularly tease friends, coworkers and foes alike, often clogging the open comms with long strings of taunts and vulgar epithets as she relentlessly mocks any Coalition pilot within transmission range. Coming from old wealth, Sabine has absolutely no issue throwing money around, especially if it can solve immediate problems. Despite her at times crass attitude, Sabine seems to have a soft spot for those displaced by the war- particularly children, and reacts aggressively in their defense.
On the rare, chance encounter with Sabine's more 'serious' side, it can be assumed that a lot of Sabine's more casual, devil-may-care attitude can be attributed as a way of dealing with the stresses of combat and warfare. Those particularly close to Sabine note that while she's still generally friendly and outgoing, she tends to be far more reserved when in the presence of those she's comfortable around. She avoids being 'mopey' when possible, often hiding behind vices or vaguely related and outrageously embellished stories when pressed.
Personal Record:
Born to a pair of unknown parents, Sabine's earliest memories were of an orphanage on Artebois, a planet nestled in the middle of what would soon become the Free Economic Zone in a few short years. As war erupted across the system around her, a young Sabine was found in the burnt out husk of the orphanage and subsequently adopted by a Lucien Laurent, a veteran of the ongoing conflict and the son of current head of the Dassault Aerospace Corporation. Taken back into Imperial space, as a newly minted heir, Sabine was afforded practically any and every luxury she could want for. The best things, tutors, schools and education available in the Empire.
Perhaps unsurprisingly, a young Sabine- like many a youth in these trying times, spent much of her formative years inundated by news and stories of the war, the heroic tales of brave Imperial pilots and soldiers fending off the unwashed capitalist horde of Coalition war machines and their Mobile Armor Suits. Countless holo-feeds of real-to-life superheroes flying into battle in the machines her family made, and the exciting and death defying feats they accomplished. From a young age, she was hooked.
A young scion of a defense manufacturer, Sabine saw firsthand as her company took its first steps into developing and producing usable MAS for the UEE war machine, and took great interest in their burgeoning mech industry. She learned how to move a mech before she learned how to drive a car, and perhaps even surprisingly enough, she was a natural at it. By the age of 15, she was a test pilot at Dassault's R&D group, and by 18- along with a the hefty backing of her father, was put into the Mars Military Academy. The Academy was a hard adjustment for Sabine- whom while a gifted pilot and a decent academic, her instructors always found her a little difficult to control, a little too foolhardy and eager for a fight. Despite these setbacks, Sabine graduated from the Academy with relatively high marks and was assigned her desired role: Pilot- specifically MAS Pilot.
Over the next few years, her first deployments would see Sabine sent back to the chaotic FEZ, holding back and skirmishing with dug in Coalition forces. She'd discover that, unlike the holos, the war against the Coalition was not nearly as glamorous and exciting as she'd originally thought it to be. On her first sortie, over half of her unit was shot down, and she'd barely made it through her second sortie alive. The horrors of war broke the spirits of many rookies, but somehow Sabine managed to keep her sanity in spite of what she'd witnessed. She proved to be a natural, regarded as a top performing junior officer by her peers by the end of her first tour, and an up and coming ace by the end of her second.
During her second tour of duty, Sabine would earn some notoriety for both her recklessness and her daring prowess. During the Siege of Cerol, a garden world within UEE space, just outside the FEZ, the planet came under surprise attack by a massive Coalition fleet. The sheer speed of the assault caught the UEE Fleet in orbit around the planet with their pants down, and a vicious fight ensued. During the opening stages of the battle, Sabine's squadron leader was shot down, as they were overwhelmed by large numbers of Coalition MAS'. Managing to rally the remains of her squadron, Sabine would regroup with another depleted squadron and their surviving mechs would go on to run a counter offensive. Running out of ammunition in most of their weapons, the remaining pilots would scavenge gear from the destroyed wreckage in space, including the remnants of a UEE destroyer's broken magazine- containing undetonated nuclear mines. Using the mines as impromptu bombs, Sabine's remnant wing, against the warnings of their commanding officers, flew and threw these mines into Coalition lines, resulting in the destruction of no less than 6 Coalition warships. Surviving the battle, though heavily injured, Sabine would be formally reprimanded for her stunts, though she'd be tapped to join the UEE's special forces legion not long after.
Now on her sixth tour of duty, Sabine has been with the 101st Special Forces Group for a bit over 3 years now, where she remains a pain in the ass to any and every Commanding Officer she serves under.
Personal Skills:
'Does money count as a skill?' Sabine has a near flippant misunderstanding of costs and logistics, but is surprisingly handy with a wrench, understanding most mech systems enough to perform limited amounts of repairs or modifications if given the right tools, though not to the level of dedicated engineers or mechanics.
M O B I L E A R M O R S U I T
S P E C I F I C A T I O N S
Designation:
FTM-007 Sparrowhawk MkIIb Custom
Role:
Interception, Rapid Response
Weight Class:
Medium
Description:
An advancement of the UEE Sparrow, the Sparrowhawk was built in response to complaints regarding the Sparrow's staying power. The resulting Sparrowhawk is a 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 features armor comparable, though slightly lesser to the UEE Sentry while still retaining the Sparrow's signature high mobility. Like its smaller relative, the Sparrowhawk is also capable of folding into flight mode, where it can reach top speeds of around 1000 MPH.
Sabine flies a heavily customized Sparrowhawk-B Unit. Fine tuned to reach top speeds well over that of a standard Sparrowhawk, as well as slightly improving its maneuvering capabilities, the high speed Sparrowhawk Custom performs well at medium to medium-long engagement ranges, with an emphasis on mobility. Sabine's Sparrowhawk has been coated with a type of mimetic paint- originally designed as a precursor to adaptive camouflage, it proved to be relatively ineffective in combat, and is now being used by the heiress as exceedingly expensive color changing paint. When taunting her enemies, Sabine typically enjoys changing her mech's color to a distracting hot pink, firing deadly plasma at them while staying frustratingly just out of reach.
A R M A M E N T
DPW-12 Light Plasma Beam Rifle (Heavy):
- In place of the Sparrowhawk's standard 120mm rifled cannon, Sabine's 'hawk sports a light plasma rifle. The DPW-12 LPBR is a semi-automatic plasma beam rifle, designed to be light on both weight and power draw- with mixed results. The LPBR uses a low powered plasma capacitor to fire relatively low strength lances of plasma, which while still dangerous, is not nearly as deadly as a dedicated heavy plasma weapon: still capable of taking out a light MAS with a single clean hit, though may require more concentrated fire to take down heavier targets. Unlike heavier plasma cannons though, it is both quicker to aim and faster to fire, putting out 2 or 3 beams in the time a heavier weapon might fire once. Charging directly from the MAS engine core, the weapon's battery 'banks' up to 40 shots, with 2 spare battery banks kept on hip compartments- allowing for effectively limitless ammunition, provided the pilot is conservative with their rate of fire. A 'bayonet lug' mounted underneath the main barrel allows a melee weapon to be attached. A magnetic clamp mount is located behind the shoulder when the rifle needs to be stowed.
Claymore Missile System (Primary):
- Mounted on either side of the Sparrowhawk's legs are racks of Claymore missiles, totaling 12. These small missiles pack a large punch, capable of disabling most Light and Medium class MAS' with 1 or 2 missiles. Emptied racks can be ejected to save weight and increase mobility, though unlike Coalition mechs, Claymore missile racks cannot be hot swapped mid-combat.
EB-21 Beam Saber (Primary):
- A plasma beam saber used by the Sparrowhawk in close combat. The blade length can be adjusted, and its high energy output allows it to be a deadly close ranged weapon. The weapon comes pre-charged prior to launch, though can be charged from the mech core if needed during long sorties. One is carried in the forearm of the Sparrowhawk.
Chest Mounted Point Defense Gun .50 cal (Secondary):
- A .50 caliber machine gun mounted on the Sparrowhawk's chest, this light weapon provides the Sparrow with anti-personnel and direct missile defense. It has a 500 round magazine.
M15 Combat Knife (Secondary):
- A long combat knife with a heated edge. Used by the Sparrow in close quarters
F-22 'Afterburner' Flight Booster (Utility slot):
- Powerful afterburners give the Sparrowhawk the ability to maintain flight, as well as large boosts of speed, allowing it to get in and out of trouble quickly.
C-1 Reflex Shield Generator (Utility slot):
- The Sparrowhawk comes armed with a fast regenerating Class 1 reflex shield on top of its standard armor for defense. Not meant to sit and take sustained fire, the C-1 shield provides just enough protection for the Sparrowhawk to trade fire before darting away to reposition and regenerate.
Countermeasure System (Utility slot):
- The Sparrowhawk relies on a combination of speed, maneuverability, and countermeasures to avoid missiles. Does not use utility slot.
Stripped Armor (Utility slot):
- The Sparrowhawk has reduced armor plating from non-critical parts of the MAS, greatly improving its mobility and reducing its overall weight. Does not use Utility slot.
Mimetic Paint (Utility slot):
- Originally a prototype for the UEE's active camouflage program, the Mimetic Paint was deemed to be both too costly and ineffective, and the program was abandoned. Through family connections, Sabine has obtained a not small amount of the paint for her unit. While designed to adopt different camouflage patterns in different theaters of combat, Sabine mainly uses it to make her mech flashy and gaudy, typically to taunt Coalition pilots. Does not use Utility slot.