Decent reference points for this game include Armored Core and Hawken, but without any rocket thrusters.
Yeah, I don't talk much. Ask questions though, that'll make me talk more—and I'm sure I missed something in this text.
[.i]pilot[/i]
[.b]Name:[/b]
[.b]Species:[/b] (Human or any anthropomorphic animal.)
[.b]Sex:[/b]
[.b]Appearance:[/b] (Clothes don’t count for much, the characters are all going to be wearing uniforms.)
[.b]Personality:[/b] (You can keep this one short.)
[.b]Bio:
[.b]Specialties:[/b]
[.i]walker[/i]
[.b]Model Name:[/b]
[.b]Model Class:[/b] (superlight, light, medium, heavy, superheavy)
[.b]Primary Role: [/b]
[.b]General Information:[/b]
[.b]Appearance:[/b] (No pics. Keep in mind the general appearance of a CW)
Yeah, I don't talk much. Ask questions though, that'll make me talk more—and I'm sure I missed something in this text.
The world where the game takes place, currently, has no name. It’s an earth-like planet with five continents, arranged in a cross of the four basic directions, north, south, east, and west, with the fifth continent sitting in the center. The central continent, host to the two warring countries of Vader and Murtaw, has very few access points to the sea.
As a result of agreements to preserve the wilderness and terrible weather, much of the continent’s development has, for centuries, been subterranean. The underground world is a massive network of tunnels and domes that house entire cities and industrial plants. While there are surface settlements, their purpose is often to just mark an access point to the underground facilities and tend any nearby surface farms or industries.
The biggest exports of the two countries come from mines and high technology. While fossil fuels are an abundant resource, they are rarely, if ever actually used beneath the surface and are largely used to generate income.
As a result of agreements to preserve the wilderness and terrible weather, much of the continent’s development has, for centuries, been subterranean. The underground world is a massive network of tunnels and domes that house entire cities and industrial plants. While there are surface settlements, their purpose is often to just mark an access point to the underground facilities and tend any nearby surface farms or industries.
The biggest exports of the two countries come from mines and high technology. While fossil fuels are an abundant resource, they are rarely, if ever actually used beneath the surface and are largely used to generate income.
All intelligent life on the planet comes in the familiar humanoid form.
In this setting, humans are just another of the many species. While minorities and majorities do exist on a local level, it’s not, “Humans vs. Furries,” rather, “Dingoes vs. Wallabees.”
In the cases of Vader and Murtaw, the general populace consists of mostly inland species, being landlocked nations with maybe a river somewhere on the surface. A large number of folks are invested in mining, tech, and factory work.
In this setting, humans are just another of the many species. While minorities and majorities do exist on a local level, it’s not, “Humans vs. Furries,” rather, “Dingoes vs. Wallabees.”
In the cases of Vader and Murtaw, the general populace consists of mostly inland species, being landlocked nations with maybe a river somewhere on the surface. A large number of folks are invested in mining, tech, and factory work.
Most often abbreviated to, “CW,” or just called, “It’s a walker! Aaaaaah!” the combat walker was created by the desire for heavy armor in the tight, closed environments of the central continent. Traditional tanks had for a long time, proven to be very susceptible to attacks
The first generation of CW was very slow and cumbersome. They were very basic, legged tanks that were astoundingly easy to knock off balance—at which point, they would be unable to right themselves and become virtually useless. After falling victim to the same pitfalls they were intended to avoid, the combat walker’s evolution began to trend more and more toward agility than raw armor.
The current generation of combat walkers is believed to have hit the peak of agility. Their movement capabilities outstrip those of other vehicles by an impressive amount. In comparison to the tanks they were conceived to replace, they have higher top speeds, greater ability to deal with inclines and other vertical elements, the ability to accelerate to moderate speed and change direction almost instantly, and some models even jump several feet upwards and land with no mechanically adverse effects. Despite this mobility, due to the lightweight materials used, modern combat walkers retain enough armor to shrug off small arms and withstand hard collisions. Most walkers only weigh in the area of eight tons and are considered excessively large after five yards tall.
Combat walkers are powered by a rotator core, a self-sustaining, electrical power source that can, in theory, run indefinitely. In practice however, cores have broken themselves after a couple weeks of constant use and have to be reset before they expire. In the case of a sudden failure, walkers have a battery pack that can last for a few hours—long enough to retreat and have their primary power source repaired.
Armament on a walker varies depending on its role and objective. Most commonly used weapons include large machineguns, direct-fire cannons, and shrapnel launchers. Explosives such as standard grenades, shells, rockets, and missiles have less favor due to their increased likelihood of collateral damage, which can be and has proven disastrous, depending on the surrounding structure. Missiles and rockets are small and pack just enough punch to wreck a walker, though they have advanced guidance that allow them to avoid obstacles and even go around corners when the planets are aligned.
Layout of parts is relatively the same from walker to walker, with the cockpit inside the turret-shaped top, just above the center of mass. A single, wide angle display is connected to the, “head,” of the machine, which is generally a rotating ball with camera lenses somewhere on the front. Legs and utility arms come in many configurations, and the turret features several places for mount weapons and equipment along the sides, back, and top. Most walkers feature thick, retractable, rubber pads on the feet that allow them to grip the metal and concrete surfaces they’re commonly deployed on. Interfaces are generally driven by buttons and other tactile instruments—touch screens are used for internal computer operation, but can’t distinguish between the pilot’s gloved fingers or a loose object.
While there is several platoons’ worth of walkers in an army, they are uncommon and valuable. Pilots afford enough respect/leeway to place their own markings on their walkers. Camouflage has proven to have little effect when applied to the machine’s form.
Other Military
Other than walkers, the armies of Vader and Murtaw are primarily infantry wearing full body armor, basic drones, and wheeled vehicles (like Humvees). The underground nature of the theater does not lend itself well to any large, flying units.
The first generation of CW was very slow and cumbersome. They were very basic, legged tanks that were astoundingly easy to knock off balance—at which point, they would be unable to right themselves and become virtually useless. After falling victim to the same pitfalls they were intended to avoid, the combat walker’s evolution began to trend more and more toward agility than raw armor.
The current generation of combat walkers is believed to have hit the peak of agility. Their movement capabilities outstrip those of other vehicles by an impressive amount. In comparison to the tanks they were conceived to replace, they have higher top speeds, greater ability to deal with inclines and other vertical elements, the ability to accelerate to moderate speed and change direction almost instantly, and some models even jump several feet upwards and land with no mechanically adverse effects. Despite this mobility, due to the lightweight materials used, modern combat walkers retain enough armor to shrug off small arms and withstand hard collisions. Most walkers only weigh in the area of eight tons and are considered excessively large after five yards tall.
Combat walkers are powered by a rotator core, a self-sustaining, electrical power source that can, in theory, run indefinitely. In practice however, cores have broken themselves after a couple weeks of constant use and have to be reset before they expire. In the case of a sudden failure, walkers have a battery pack that can last for a few hours—long enough to retreat and have their primary power source repaired.
Armament on a walker varies depending on its role and objective. Most commonly used weapons include large machineguns, direct-fire cannons, and shrapnel launchers. Explosives such as standard grenades, shells, rockets, and missiles have less favor due to their increased likelihood of collateral damage, which can be and has proven disastrous, depending on the surrounding structure. Missiles and rockets are small and pack just enough punch to wreck a walker, though they have advanced guidance that allow them to avoid obstacles and even go around corners when the planets are aligned.
Layout of parts is relatively the same from walker to walker, with the cockpit inside the turret-shaped top, just above the center of mass. A single, wide angle display is connected to the, “head,” of the machine, which is generally a rotating ball with camera lenses somewhere on the front. Legs and utility arms come in many configurations, and the turret features several places for mount weapons and equipment along the sides, back, and top. Most walkers feature thick, retractable, rubber pads on the feet that allow them to grip the metal and concrete surfaces they’re commonly deployed on. Interfaces are generally driven by buttons and other tactile instruments—touch screens are used for internal computer operation, but can’t distinguish between the pilot’s gloved fingers or a loose object.
While there is several platoons’ worth of walkers in an army, they are uncommon and valuable. Pilots afford enough respect/leeway to place their own markings on their walkers. Camouflage has proven to have little effect when applied to the machine’s form.
Other Military
Other than walkers, the armies of Vader and Murtaw are primarily infantry wearing full body armor, basic drones, and wheeled vehicles (like Humvees). The underground nature of the theater does not lend itself well to any large, flying units.
A direct result of their small numbers is that the pilots of combat walkers are highly trained individuals that have had both a significant amount of time to handpick their personal machine and become acquainted with the quirks of its operation. If a pilot lacks real combat experience, they will, at the very least, have hundreds or even thousands of hours in the seat.
A walker that moves with organic (or near organic) fluidity is the mark of an ace pilot that has mastered their machine’s controls. Conversely, a pilot that has just graduated from the academy or obtained a new walker can be singled out by their stiff movements. The smoother the movement, the more dangerous the pilot.
The ranking of a pilot is separate from the rest of the army, with their own, distinctive markings for the ranks of private, corporal, sergeant, and lieutenant.
A walker that moves with organic (or near organic) fluidity is the mark of an ace pilot that has mastered their machine’s controls. Conversely, a pilot that has just graduated from the academy or obtained a new walker can be singled out by their stiff movements. The smoother the movement, the more dangerous the pilot.
The ranking of a pilot is separate from the rest of the army, with their own, distinctive markings for the ranks of private, corporal, sergeant, and lieutenant.
Blackcard is the second smallest walker platoon in Vader’s army, composed of three squads: Karma, Litmus, and Moss. Currently, the player characters are a part of Moss. As a platoon, Blackcard is on call for the southern border of Vader—which is also the northern border for Murtaw, a competing country with an unfriendly rivalry.
The game will begin just before Moss is called into battle at a recently constructed mining facility and its surrounding work residence.
The game will begin just before Moss is called into battle at a recently constructed mining facility and its surrounding work residence.
"What're you talking about? These restraints are secure as fuck!" Said an instructor to a nervous trainee. The trainee promptly broke their leg while practicing maneuvers.
[.i]pilot[/i]
[.b]Name:[/b]
[.b]Species:[/b] (Human or any anthropomorphic animal.)
[.b]Sex:[/b]
[.b]Appearance:[/b] (Clothes don’t count for much, the characters are all going to be wearing uniforms.)
[.b]Personality:[/b] (You can keep this one short.)
[.b]Bio:
[.b]Specialties:[/b]
[.i]walker[/i]
[.b]Model Name:[/b]
[.b]Model Class:[/b] (superlight, light, medium, heavy, superheavy)
[.b]Primary Role: [/b]
[.b]General Information:[/b]
[.b]Appearance:[/b] (No pics. Keep in mind the general appearance of a CW)
Moss 1, Calri Cross (Ramzam)
Moss 2, Sarah Feryana (datadogie)
Moss 3, Jinry Lattimer (Silverwind Blade)
Moss 4, Chet Sparks (Zaresto)
Moss 5, Mike Nawlin (HopelessIncubus)
Moss 2, Sarah Feryana (datadogie)
Moss 3, Jinry Lattimer (Silverwind Blade)
Moss 4, Chet Sparks (Zaresto)
Moss 5, Mike Nawlin (HopelessIncubus)