The world was no different from ours, except for the exponential growth in technology.
Everything was going well in the world, as humanity reached a golden age of wealth and technology. Many diseases that plague the current age were cured, and major wars became nonexistent.
Humanity prospered... until it became apparent that the population was outpacing resources to sustain them. The gap between the rich and the poor became so wide that it was barely amusing.
The golden age was shattered in an instant as the governments of the world went to war with each other in order to seize their resources and land.
The war was known as the Judgement War, the war that would change everything. This was when the first generation of highly advanced weapons, known as Shells, was first put into use. These weapons were what changed the face of war forever, as their utility made the best armies relatively obsolete as a single Shell could change the outcome of a battle. The nations of the world were coming up with new weapons and technology that made the weapons of old obsolete. This war went on for ten years and turned most of the world into an inhabitable hellscape.
However, the Judgement War came with a world-changing cost. The world was torn to pieces, what were once illustrious cities were just ruins filled with the skeletons of those who fell in the war. Eventually, there was nothing left to fight for, nations were burnt to the ground, and the land was polluted. They singlehandedly solved the population issue that started the war - however, the people began to flock towards corporations that eventually seized control of the remaining nations. Thus, ending the Judgement War, but its repercussions would be felt for generations.
Advances in cybernetic technology meant that the corporations could create weaponized cyborgs in an attempt to wage war against not only the mutants but the other corporations. The corporations began to wage war against each other for domination of the free spaces, resources, and control over their people. They employed their armies, developed their own Shells, Bastions, and other weapons, in an attempt to destroy the other corporations, and achieve dominance.
One of the many advertisements for cybernetics...................................................................................
Cybernetics... the world has had differing opinions about the matter of self augmentation, but cybernetics is considered to be the next step in human evolution. As the scientists and big wigs say; the biological ceiling has been reached and evolution must be achieved through technology. That step is cybernetics and it is quite a common sight on the streets of where ever you are. The H+ corporation is the lead in all cybernetics and they claim that they can remove all limitations, solve all problems, and make you into your best self.
In the aftermath of the Judgement war, a large majority of mankind ended up with crippling birth defects, mutations and injuries. This is where cybernetics come in, if someone's leg is deformed to the point where they can't walk on it; they cut it off and replace it with something better. Cybernetic limbs, organs, and more are all the gateway to nearly limitless possibilities for expanding the human body through technology.
Most cybernetics place themselves shoulders above mere prosthetics by being linked to the human neural network, and allow them to act as a replacement limb - Minus the sensation. Some cybernetics are hidden under false flesh but many have their cybernetics out exposed for the world to see.
These cybernetics ranges from the civilian grade machinery (replacement limbs, etc) to the heavy-duty military cybernetic that makes someone superhuman. In theory, anyone has access to these cybernetics however they are extremely expensive, with even the cheapest cybernetic replace capable of putting a family in heavy debt. The H+ organization offers payment plans for these cybernetic enhancements, but at the catch of it being "repossessed" if someone misses a payment. These repossessions can be very... brutal, at times.
A large majority of the human culture has been conditioned to accept cybernetics except for a few pockets which sees them as... intrusive at the very best. Cybernetics has become commonplace and mainstream due to the constant and very subtle dehumanization of man and pushing for cybernetics to become the best you. Apart of this has been how people with certain cybernetics are a bit more marketable to corporations than others. However, the job market fluctuates constantly and people become obsolete at the flick of a wrist. One major issue with cybernetics is the pricing, as these machines are extremely high maintenance. A cyborg needs to constantly update and receive tune-ups or else their cybernetics will fall into disrepair. For cybernetics that takes the place of organs, this can be extremely important. Missing one tune up can be the difference between life and death. When people receive cybernetics in childhood, they have to get replacements as they grow or else they'll look lopsided.
The other enormous issue with cybernetics is rejection. Obviously adding a foreign object onto the body is not going to come without the dangers. The body will interpret these cybernetics as a hostile organism and attack it, blocking out neutral signals and causing seizures. It's different from person to person, however, some people have to constantly live with the fear of their cybernetics failing and having a seizure. There's a large number of different medications and ways to upset this but they are not perfect. Some people don't suffer from this but they are extremely rare and constantly studied... and most people wouldn't even know because they don't even risk not taking the drugs.
The most advanced cyborgs are combat cyborgs that are line of the line soldiers employed by the corporation with all sorts of abilities. These people are more machine than man and are capable of feats that are beyond human... however, they are rare and near impossible for anyone but the richest to obtain.
Ai, Android, and Automoton (or Triple A), is a collective term for self operated beings. Despite technically being three different types of being, they are placed under the same category due to the fact that they are powered by different artificial bits of intelligence. AAA is a term tossed around referring to these beings from time to time, but they treated as separate beings. This term is used because some AAA's don't have physical bodies or designed to appear human.
Artificial Intelligence (or AI) is treated as the backbone of AAA, and without AIs robots are incapable of independent and self-operated movements. AIs are self-operated and self-aware computer programs with near-limitless capabilities and are insanely diverse. AIs are used day to day by the citizens of the corporations for simple tasks as more or less being a living search bar, calendar/reminder, or being an opponent in a videogame.
While some AIs are incredibly simple, there are more advanced artificial intelligence capable of learning, having personalities, and storing information. There are some concerns about some AIs going out of control and the creation of new AIs is heavily regulated by the corporations. One trick about AIs is that they can be uploaded and downloaded from one system to another.
Next up are Automotons and they are machines at their most basic. They might be modeled after the human body but most automatons are designed for a specific purpose without any regard to aesthetics. Automatons are incredibly varied in their design, looks, and purpose but generally are made to be easily identifiable. In terms of intelligence, they also vary widely depending on their purpose with those with more complicated tasks given more advanced artificial intelligence. While it's possible to place an advanced artificial intelligence into a simple machine some of them literally can't handle an AI that advanced. Many automatons are treated like trash and slaves but some are intelligent as humans and find themselves on the fringes of society. Automatons are generally made to do the tasks that are too dangerous for humans or jobs that are undesired by humans.
Finally, there are Androids (Often nicknamed Andys) are above Automatons as they are designed to appear human. They are an uncommon sight but some are designed so well that they are physically indistinguishable from humans. Andys are usually given the most advanced and human-like artificial intelligence, but despite of this, they are usually limited to one task. Androids are designed for a large number of reasons, mostly because they lack human limitations and can work theoretically forever. A lot of the major corporations employ Androids as secretaries and other help, but a lot of Androids are used as a security force and their human-like appearance makes them seem less threatening than Automatons. Many Androids have free will and are no different than humans in a lot of ways.
The Judgement War created a lot of problems that the future civilizations have to come to grips with. The Mutants are on top of that list, as they are either created from pollution or are the leftover bio-organic weapons from the war. Some of which are former humans, but anything organic from animals, to plants, can become mutants. They have varying amounts of intelligence... and aggressive, and they make roaming the Wilds dangerous. The Corporations - usually - never have to deal with them in their territory but there have been reports of mutants in the sewers or being brought in by the criminal factions.
The cities on the edges of the wilds have to deal with the Mutants the most. However, not all of the mutants are dangerous, some are kept as pets for people in the wild. The humans that are mutated can possibly get their mutations removed and replaced with cybernetics. However, these mutants are more susceptible to cancer and other genetic diseases. However, some are massive monsters that barely retain intelligence or memory of their old lives, and are dangerous enough to be on par with combat cyborgs. However, they barely go past twenty or so feet in height and are no match for a Shell or a Bastion.
An upstart in the Corporation world, a conglomerate of dozens of smaller companies and organizations that got tired of getting bullied by the larger corporations. Paragon is a more recent development in the corporation world, but most of their powerful assets are from the dying corporation Ark Technology Firm. Ark Technology was situated in Africa but had territory in the remnants of South America, North America, and Western Asia.
They went to war with Grand Union and were quickly losing territory when the Paragon Conglomerate was first suggested. They either pool their resources with dozens of weaker organizations or chance it and possibly get destroyed. Ark Technology died quick and painless death and then Paragon United came from the ashes. Paragon rebranded everything within these companies and managed to save them from the brink, however, they eventually lost individuality.
Paragon United's headquarters is situated in South Africa, not too far away from the wilds. They own the most territory of all the corporations as they own Sanctums in every continent. Paragon also owns a massive military force as their main purpose is protection from the other corporations. However, one issue that Paragon United runs into is that they have too much territory to properly defend. They have a vast force of "volunteers" (actually conscripts) but they're mostly armed with the cheapest and most reliable weaponry and cybernetics opposed to the deadliest.
Paragon doesn't have a specific specialty as opposed to the other corporations. They are a jack of all trades... or a master of none. They output many different types of products, however, their products are cheaper but notably not as expensive as the other corporations. They output a lot of products but a huge problem that Paragon runs into is that they outpaced the demand, thus they're sitting on a majority of their equipment. From food to medical equipment, to Shell parts, they're desperate to sell.
Life within Paragon is relatively simple; everyone is allowed to live their best life freely. However, they are constantly bombarded with doing things the "Paragon way". That essentially means that everything you want is obtainable through hard work, and Paragon United subtly manipulates the masses into being obsessed with this ideal. Constantly dangling this idea over your head with tv shows, movies, books, and commercials, and building up the idea that if anyone doesn't flaunt their wealth, there's something wrong with them. Poverty and crime is insanely rampant in Paragon territories because, again, they have too little enforcement for such a massive population.
Paragon is headed by an elected council of twelve people who agree to make all the big decisions. It's actually more of an admin job than anything, with the council making big speeches to appear as if they're leading. The Council is corrupt at best, dangerously incompetent at worse. There's a lot of outside influence and manipulation affecting the council's decisionmaking (with some suspected from other corporations). Because of this, Paragon is dangerous inefficient and ineffective at what they do.
Rising out of Japan, Murakumo Robotics is a major player in the corporation world. Despite technically being the smallest and least populated out of all of the companies. Murakumo Robotics is the leader in robotics, artificial intelligence, and self-automated systems, and they have the largest self-automated military force. Murakumo robotics boasts having the highest standard of living because most of their heavy duty labor is completely automated and other technology deemed futuristic as household items. Despite their small size, very few people dare cross the mighty Murakumo robotics.
Murakumo Robotics has a massive automated army, as their low population makes it rather... unwise, to have a conventional army. They have a massive army of automatons and other automated forces, from footsoldiers to Shells, to even Bastions. They aren't fully self-operated as they are commanded on the fly by "Operators" which surveys the battlefield and gives out orders to their forces. The Automatons are very well programmed and they're given enough intelligence on how to follow orders, but they're placed with special limiters. In which they are not allowed to rebel or rise up against Murakumo in any way.
Murakumo Robotics is the one corporation with the largest amount of Automatons, as they are used to do the dangerous tasks and the jobs that no one wants to do. However, this comes with a steep price as life in Murakumo is not an easy one... it's extremely expensive in the corporation's territory and the job market is very picky. For the upper class it's paradise, but if you aren't in that category, you are struggling, dead, or a criminal. There's a huge criminal empire in Murakumo's territories as they smuggle weapons, drugs, and people. There's a massive amount of human trafficking going on in Murakumo's territories where people, often young women, are kidnapped and usually sent out to the Wilds to be a crimelord's pride. Little to none is done about this as Murakumo is very careful about what they pool their resources into.
Murakumo Robotics is also the lead in laser and plasma technology, opposed to the other corporations and their ballistic weaponry. Their energy-based weaponry is more expensive, but they lack such things such as ammo pools and their heat-based weaponry can cleave through people like hot butter. However, they're limited by heat and much of their weaponry has a "heatcap" to ensure that they don't go over.
Murakumo Robotics' population is on a steady decline due to a large number of reasons. The biggest scapegoat is the Androids and VR sex games. However, the true reason is due to Murakumo's work culture; it's incredibly difficult to find time to date and marry. Some people are literally struggling and can't support the "ideal" family-life that Murakumo tries to push. However, Murakumo is aware of this and is subtly pushing agendas and scapegoating.
Out of the remnants of NATO, Grand Union rose as originally a PMC but during the fall of nations they quickly grabbed what territory they could. That territory ended up being the eastern coast of the United States, Western Europe, and various parts of South America, Western-Asia, and Northern Africa. They announced this as a grand union between the United States of America and the European Union to ease any thoughts of the hostile takeover.
Grand Union was a corporation built and founded on war and they subtly work that into their culture. Where their warriors are treated as being selfless heroes for volunteering and training for their military force. However, while Grand Union's military is the largest out of all of the corporations, they find themselves using outdated and cheap weaponry (some of which produced by other corporations).
Grand Union boosts the highest standard of living for their people, despite the huge hunger crisis and poverty. Most of the Grand Union's interests lie in its military as it is their grand plan to defeat the other two ruling nations and establish the Grand Union world order. This leaves a huge amount of issues utterly ignored in favor of military dominance, such as the food crisis, homelessness, and the insanely corrupt justice system and government. A big part of the Grand Union's culture is preserving the "old ways" of the Western World, and their ideals. Such as freedom, respect for human rights, and other such things... in practice, this is far from the truth as there is a heavy amount of racism, classism, and xenophobia.
A big part of the Grand Union's products are Shells and other vehicles. Out of all of the three ruling corporations, they produce the most Shell parts and are known for their large, bulky shells. In sharp contrast to Murakumo being the lead in energy weapons, Grand Union is the lead in ballistic weapons. What they use may be considered outdated, but they are still extremely effective and practical as opposed to the flashiness of Murakumo's weaponry. That isn't to say they don't use energy weapons from time to time as they incorporate them into their forces in a limited capacity.
Human Plus (or stylized as H+) is one of the most well-known and popular of the independent corporations that has deals with all three of the ruling corporations. They call themselves a completely neutral force in the various squabbles and feuds of the ruling nations, and they wish to sell their products to the masses. What are these products? Cybernetic and mechanical augmentations.
One can see their advertisements (Especially their slogan: More Human Than Human!) all over the streets. Their goals, as they state, are the augmentation of humankind through technology and leaving behind their fragile forms. H+ isn't just in the Corporate nations, however, but they are also located in the Wilds.
H+ has an insanely large variety of different products for cybernetics and they are the lead organization in cybernetics. They have an insanely wide variety and catalog of cybernetics, from cheap and easily purchasable limbs to complex combat cybernetics. They seemingly have cybernetics at any price... even if that price is humanity. A great deal of how H+ became the big dog because of their aggressive business practices and their ability to push out smaller upstarts. They either purchased these corporations and added them to the H+ collective, or... they destroyed them from the inside out. H+ is insanely aggressive in their field and have been known to employ mercenaries and other corporate spies to figure out their secrets. There were also rumors of H+ hiring assassins to literally eliminate the competition.
Regardless, H+ is the top dog and nobody dares to interfere. However, one can only wonder if there is one ulterior motive, especially with some of their advertisements. Their impact of the culture can be seen as they subtly have been manipulating the cultures of the various ruling corporations by dehumanizing people. Making it feel like flesh is not good enough and those cybernetics was the key, their products were the key.
Possibly the greatest military force outside of the ruling corporations, WOLFHOUND is the largest PMC in the world. They have the skills and talents to cement that they are possibly one of the best. Their rise was humble, as after the Judgement War ended, there were millions that soldiers that wanted nothing to do with the corporations, nor want to live under their thumb.
However, they barely had any useful skills other than fighting, so they became mercenaries. Eventually, one man assembled them all under one banner: WOLFHOUND LLC. PMC groups came and went, but WOLFHOUND LLC remained regardless of whether or not there was war. Being a WOLFHOUND was a distinguished honor as people saw them as being the best of the best, and they were able to remain independent of the corporations.
WOLFHOUND LLC, in and of itself, is an arbitration group and a middle man between the WOLFHOUNDS and the corporations (and other interested parties). WOLFHOUND's job is to overlook, approve, and review any and all contracts and potential deals between a WOLFHOUND and the client. What is notable about WOLFHOUND and one of the things that put them above other PMC organizations is that they have a large number of Shells at their disposal. In fact, they have the most outside of any corporation, which is what makes some of those organizations a bit nervous. However, a large number of WOLFHOUNDS are combat cyborgs and other augmented soldiers.
The big draw to the WOLFHOUND lifestyle is being a private contractor, which means one is independent of the corporations. However, this comes at the cost of being responsible for the maintenance of their own equipment, travel, and travel. However many feel as if it's worth it, as they maintain their independence. WOLFHOUNDs are constantly employed by the corporations to attack each other and preform special missions to compensate for the limitations of their own forces. Often a WOLFHOUND is allowed to accept and decline missions as they please and sometimes a WOLFHOUND works for one corporation only to get a bigger bid from another.
They're under a non-liability contract from the corporations so they are not held liable for any destruction they cause. That said, there are reports of corporations resorting to underhanded means to eliminate WOLFHOUNDS that piss them off. These reports are few and in between, but it's a possibility it happens.
The Syndicate... the largest organized crime ring in the world that rose out of Murakumo Robotics but their web of sin transcends territory. The Syndicate rose as a mere crime ring but they quickly expanded into a worldwide organization through clever trickery, taking advantage of those scorned by corporations, and other tactics. The Syndicate at its core is a collective of different black market organizations and crime families that are all in the interest of making money.
Their primary means is black market trades, drug peddling, human trafficking, and more. If you're one of them, they will take care of you, but if you aren't... well, you aren't long for this world. The Syndicate has access to all sorts of hitmen and assassins, some of which are some of the most ruthless and powerful people known to man. Sometimes if they really want something destroyed, they go to WOLFHOUND and strike a deal with them. However few are willing to work with the syndicate.
The Syndicate operates out of the Wilds, far outside of the Ruling Corporations. Most of the people that operate within the Ruling Companies territories are proxies and eliminating them will prove ineffective in the long run. They have a large number of thugs and other desperate individuals in their pockets and with how the League operates, that's unlikely to change.
The final bastion of the old world, the Russian Federation survived the Judgement War and the subsequent change in the world order by pooling their resources at the last second and resisting. They lost a great deal of territory, but they still have access to a great chunk of resources, enough to hold back the ruling corporations if necessary. Since then, the Russian Federation has put up The Iron Curtain, a massive barrier and defensive system to isolate them from the outside world. Nothing goes over the Iron Curtain without being destroyed, and they have systems scrambling technology in place to prevent any other prying eyes.
Because of this, it's near impossible to tell just what goes on in the Russian Federation, they don't allow anyone in or out. Despite this, there have been a few deserters and they can tell that the Russian Federation is extremely xenophobic, however they preserve their lifestyle nonetheless. Not much has changed in the Russian Federation, they are still a republic that's extremely cut-throat and brutal.
Their technology is advancing, not at the pace of the corporations, however, they have access to Shells and Bastions of their own design - Along with a powerful and brutal conscripted army. They were one of the few nations to resist the wave of cybernetics and without the influence of H+, they are relatively cybernetics free. However, they have some combat cyborgs at their disposal... as they've been launching secret missions to the outside world and stealing technology to reverse engineer.
The Russian Federation is planning on a massive push to reclaim their lost territory and expand the Iron Curtain as far as possible. However, they are biding their time for just the right time.
The Wilds is the collective term for all of the territory outside of the Ruling Corporations. When the old nations were torn down and the new world order was established; there were some who didn't want to live under these people's thumbs. So they fled to the places outside of the reach that were deemed unimportant and inconsequential to their rule and built new civilizations up in them.
Many of these places despise the corporations, however, they have to live under the constant threat of criminals, mutants, and bandits. As many of these independent colonies don't have the money or resources capable of protecting themselves. However, some cities are more or less nation-states and even have Shells under their control... but they're still struggling. Some of these cities are desperately fighting for their own individuality and freedom from the corporations.
One of the biggest and most famous territories in the Wilds is known as Paradise in the African Sahara. It was built from scratch following the Ruling Corporations' rise to power and was advertised as free space. However, in the coming decades, the Syndicate and other organized crime came to power and turned Paradise into a hive of scum and villainy. However, the Corporations have a heavy hand in the more underground deals made with the Syndicate.
The Shells are the high-tech fighting vehicles that the universe is named after. Shells were developed pre-Stormrise and were such a huge factor in the Judgement War that they more or less became the deciding factor in battles. As they carry extraordinary firepower and strength and are backed by a good pilot, they can easily take an army alone. All Shells are about five to fifthteen meters tall.
Shells have many pieces to them, but they are generally bipedal (but some Shells are quadrupedal, or even have tank treads or are jets). They have various parts to them, a cockpit, generator, targeting controls, etc.
Shells are highly sought after pieces of technology, with pilots being treated as masters of the battlefield. One of the main strengths of Shell is its customization. Pilots can customize their Shell units to fit their needs. From being a heavy-weapons bruiser to a lightning-fast sniper, the main strength of the Shells is their versatility. However, that comes with the weakness of having a hefty price attached to them. Shells are incredibly expensive, and hard to upkeep. Only the top corporations can reliably maintain their team of Shell pilots, or hire mercenaries from WOLFHOUND LLC.
Shell pilots are hard to come across. As Shell is a difficult and expensive piece of technology, not everyone gets a chance to pilot one. The best way to become one is through the corporations, who will give a worthy member of their fighting force a chance of becoming a pilot. However, a pilot has to go through a series of at least twenty tests before they're even let near it. Which means that only the best of the best are allowed to become Shell pilots.
Despite the vast array of customization, there are quite a few features that are consistent between all the Shells. For starters, height. Most Shell models are thirty meters in height, with some being shorter, or larger. The standard Shell unit is bipedal, with some having four legs. Shell models are generally capable of holding four weapons (with the option to have two extra backup weapons); weapons held in hands, and weapons mounted on the back (shoulders) of the Shell. These can be any weapon, but some pilots omit to give their Shells a large number of weapons due to weight, and costs. Also, no Shell can use all weapons at once - pilots have to switch from back weapons to handheld weapons.
Due to the market demands, almost every corporation produces parts and weapons for Shells. Free to sell to all with pockets big enough to purchase them. However, most Shell parts are used in their own Shell units, with a small amount sold to the general market.
COMPONENTS
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β Head: The unit that manages visuals for the Shell unit. Radar, visual sensor, targeting computers, mapping, and missile systems. All units that are extremely important for a Shell unit. However, the Head unit is usually the least armored part of the Core, and generally, the first target needed to cripple one. More Armored.
β Core: The true heart of the Shell unit; it is where the cockpit is located, and thus the most armored part of the Shell unit. It is the torso and the part that holds the armored core together. It is generally the hardest part of the Shell unit to destroy. In the case of a mission gone awry, the Shell unit comes equipped with an emergency ejection system that allows the pilot to escape.
β Gravity Matrix A relatively recent invention that allows the Shells to maneuver, the Gravity Matrix controls Shell's gravity and prevents them from collapsing in on their weight. The larger the Shell, the larger the Gravity Matrix. These gravity matrixes are sensitive pieces of technology, and if damaged could greatly inhibit Shell's mobility. What's more, if it's destroyed, then the Shell will go with it. These weak points are heavily armored or shielded, as nobody can afford to lose a shell.
β Arms: Arm units hold weapons, or in some cases, are the weapon. Normal arms are designed after the human arm: with five fingers and are designed to grasp either weapons or other objects. There's such a thing as Weapon-arms, which are Shell's weapons themselves, which are powerful at the cost of losing versatility.
β Legs: Easily the most important component in a Shell; the legs decide the method of movement, and how much weight a Shell can support. There are many different types of legs: Bipedal, Reverse Joint, Quadrupedal, Tank, and Hover.
β Bipedal Legs: The most common types of leg units, and are considered the jack of all trades when it comes to legs, with load and energy consumption determined by weight.
β Reverse Joint: Backwards facing legs, and are known for their incredible jumping power, and speed, but low armor, and load.
β Quadrupedal Legs: High load and capable of heightened stability. However, their main strength is being able to fire cannons while moving, and are almost a must-have for sniper pilots.
β Tank Legs: Tank legs have the highest armor, and load, out of any Shell unit. Being capable of loading any weapon, and using it even while moving. At the cost of being incredibly slow, large, and lacking the jumping ability of other Shells (Which means they use up more energy by using their boosters).
β Hover Legs: Agile, and are hovering platforms the Shell is mounted on. They can hover over danger, and can zip around the battlefield. At the cost of having an incredibly low weight limit, and having very low armor.
β FCS: Firing Control System. Mounted in the head of the Shell, it is responsible for targeting (locking on). Several different kinds take into account factors such as distance, lock-on speed, numbers, and so on.
β Boosters: Boosters are also an important factor when it comes to Shell's mobility. They give Shell units the ability to accelerate to amazing speeds, and without them, their mobility would be limited to walking. Boosters allow Shell units to quickly glide around the area and fly for periods. Factors such as speed, and flight-time depend on the model of the booster, and the generator - as Boosters are dependant on the power output, and efficiency comes at the cost of a weaker thrust.
β Generator: An essential part of the Shell that provides energy for the Shell. It's composed of two parts: the generator itself, and the Condensers, which dictate the energy storage. Normally, while the generator's energy output is normally enough to power a Shell unit; many Shells use boosters that gradually deplete energy and some Shells use energy weapons that consume power. If a generator outpaces its energy rates, it will shut off all high powered functions until it has reached a threshold. There is also a state where the limiters for generators are disabled and effectively allows a Shell to produce infinite amounts of energy. This was very risky, as it would cause extreme amounts of damage to the Shell unit, and could disable, or destroy it. Many Shells don't even have the option.
β Radiator: Shell units can get very hot, so it's necessary for a cooling system. Heat is generally built up by taking damage, by the environment, and by using the boosters. It quickly cools down the Shell unit to manageable levels, but in the case of overheating, damage to internal systems may incur. At that point, energy is funneled from the generator into the radiator to control its heat. If there isn't enough power, a core overload may occur.
β Weapons: Should go without saying, weapons are mounted upon a Shell unit to give it the destructive capabilities it's known for. The next section should cover many types of weapons.
WEAPONRY
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HELD-WEAPONRY
_______________________________________________ β Rifles: The basic, well-rounded, weapon type that most Shell pilots use. It's well-rounded in ammo capacity, fire-rate, damage, and speed. Compared to other weapons, they are not the best, but are cheap and versatile.
β Handguns: A large, powered up, version of its small arms counterpart. Overall, are bad weapons. With minimal damage and range, they make up for it for being fairly light, and cheap. Besides, their small size allows them to be compacted into the interior of a Shell unit to be used as a backup weapon.
β Machineguns: One of the most reliable damages dealing weapons, as expected machineguns fire a volley of bullets that do small amounts of damage. At close range, a machinegun can shred an enemy Shell to bits, on the flip side, they are known to be ammo sponges and it can be costly with all the ammo is wasted.
β Shotguns: Much like their smaller counterparts, shotguns are powerful weapons that spray a volley of slugs that spread from the barrel of the gun. Thus, are best used when in close range as the damage falloff will render them useless at longer ranges but if every slug connects, it can deal with incredible amounts of damage. Due to their short-range; they are best used by faster Shell units and because of their damage, they are best used as Anti-Shell weapons.
β Sniper-Rifles: Long-ranged and powerful weaponry; sniper rifles are made for engaging opponents at ranges where they cannot fight back. They have very low ammo capacity, so it can be costly if sniper rifles are used widely. Best used with highly agile Shell units that can get into position quickly, and escape.
β Bazookas: A favorite of heavyweight Shell's, Bazookas don't work on the same principles as their real-life counterparts. It acts similar to a rifle; firing a rocket that travels in an arc. It does insane amounts of damage once it hits, however, the rocket travels relatively slow, and its ammo capacity is low. They are also more suited for heavy-weight Shells due to their size and weight.
β Laser Rifles: A niche weapon among Shell units. They have the fire rate of machineguns, with the damage of rifles, with the weight of pistols. They fire a series of laser beams that do high damage. They are not connected to a specific ammo supply and are instead supplied by generators. However, they are ill-suited for Shell units that have a heavy reliance on boosters and build up an intense amount of heat if overused.
β Laser Blades: Forearm attachments that project a stream of energy that cuts through most armor with ease. Laser blades are a staple of most Shell units as they give Shells close quarters damage. Like Laser rifles, they are connected to the generator supply. However, they tend to use high amounts of energy. They are better suited in mobile Shell units, rather than heavier frames.
β Shields: Similar to blades; solid or energy shields are optional for Shell pilots. However, they've always been niche, a shield can be deployed to cover a majority of the Shell unit and shield it from damage. The difference between normal and energy shields is simple. The energy shields can withstand less damage, and are connected to the generator supply, but can regenerate. Solid shields will break after a while and will need to be repaired but are sturdier.
BACK-WEAPONRY
β Missiles: A mainstay of many Shell pilots, they are back-mounted missile launchers that are guided by the FCS. They guide warheads that track their targets and do insane amounts of damage when they explode. There's a wide variety of Missile types that have a variety of different factors involved. Such as damage, speed, the number of missiles fired, and the tracking ability. You'd rarely find a model that is good in all these areas. However, since Missile systems are such a mainstay for Shell units, there are a variety of different counters. From flares to FCS scramblers, there is a lot that can render a missile system useless.
β Gatling Guns: Multi-barrelled cannons that are an upgraded version of the machine gun. They have a higher firing rate, high magazines, and deal impressive damage to targets. Two Gatling guns can easily destroy an unprepared Shell. However, they require most Shell units with legs other than tanks and quads, to stop and kneel - thus limiting their effectiveness. Also, they are incredibly heavy, costly, and tend to overheat.
β Laser-Cannon: Not quite a larger version of the laser-rifle like Gatling-Guns are to Machine guns. They are large weapons that fire powerful beams, or blasts of energy, with no ammo limit in mind. They do insane amounts of damage, overheat other Shell units, and some models even can disrupt generator output. While they aren't as heavy as other back-mounted cannons, they have an extreme consumption of energy. Only the best generators can consistently use them - their fire-rate is terrible. Also, most Shell models have to kneel in other to use them.
β Sniper-Cannon: Beefed up versions of sniper-rifles, and are generally considered vastly superior by sniper Shells. They are large cannons that need to be deployed (except for those with tank and quadrupedal legs) to fire. However, they are capable of dealing insane amounts of damage - with the heaviest sniper cannons being able to destroy a lightly armored Shell with one well placed one shot. Even though they have to be deployed, that's considered to be enough of an advantage to be worth it. However, they have very slow firing rates and very low ammo pools. Which means every shot has to count.
β Howitzers: Unique weapons in away. They are large cannons mounted on the back of a Shell unit that fire powerful rockets in a linear fashion. Much like bazookas, but much stronger. Unlike the other back-mounted weapons, they do not require the Shell to be deployed and can be used on the run. However, they are extremely heavy, the heaviest of the back-mounted weapons, and are very expensive. While they can destroy large groups of enemies and ravage Shells, the rockets are also very slow, and will not hit a fast-moving target. They are best suited for slow or immobile targets.
BASTIONS... legendary weapons. Bastions are, as the name implies, massive mobile fortresses super weapons deployed by the Corporations after being developed in secret. Once the Corporations began their grand offensive against the nations of the world, they were widely successful with not a single Bastion being destroyed. Since then, the Bastion always saw usage as a means of maintaining control over their territory and persuading other corporations from attacking them. Bastions are incredibly powerful weapons capable of giving a squad of Shells a problem. They are the only form of weaponry above the powerful Shells.
However, they are still capable of falling to a well-prepared and equipped team of Shells (with rumors having it that a single Shell once defeated a Bastion). Bastions come in many shapes and sizes and can be ground-bound, airborne, or a sea-vessel. Every major corporation has at least two Bastions, with more being developed. However, they are a point of controversy and contention, as many want a limit placed on the amount of Bastion each Corporation may have.
With the rise of the new world order and the brand new golden of technology, new forms of transportation were invented. The most popular of them being the Airship. Airships are not quite Bastions but are self-propelled vehicles that are a mixture of the speed and maneuverability of airplanes and with the size and carrying capacities of ships.
They are equipped with Gravity Matrixes so they are capable of these feats without collapsing in on themselves or falling. However, they come in a variety of shapes and sizes and have a bunch of different purposes. Such as the civilian sector in which they are transported for both cargo and people, and the military sector in which they serve the same purposes but are often outfitted with weaponry.
They are a quite common sight going from one place to the other, but because of how common they are; Airship Pirating has become a thing. Where airships are attacked by pirates when they enter the Wilds and looted of their wares. This was remedied by arming the crew and providing escorts to the Airships. However, this isn't a cure and some pirates get inventive... or crazy.
In the Tyrant Shell universe, the world is dominated by the big three corporations.
Paragon United: Paragon is an organization that is a combination of several different smaller companies with the grand goal of everyone else getting ahead in the current status quo. They have managed to compete with the heavy hitters in the industry and have established themselves as a versatile company. Unlike the other companies, they have no real specialization but produce a wide range of technology from cybernetics, biomedical, to war machines such as Shells. They have functionally declared war on Murakumo Robotics over control over America and Europe. Paragon is controlled by a council of sorts that are headed by the various smaller companies, and they all vote on what decisions to make. Other than that, each organization is free to do as they please long as they don't compete with the other organizations within Paragon. As a result of this, one major issue the Industries sees is that their organization is too chaotic and that there's too much conflict of interest that halts Paragon from getting ahead. The other issue is that they're the largest and they have far too much ground to cover and not even enough men. They're forced to use obsolete and outdated technology at times.
Murakumo Robotics: Rising out of Japan, Murakumo Robotics has added other East Asian countries under their control such as Korea and China. They quickly established themselves as a superpower among the corporations, and have gone relatively unchallenged until they attempted to push into Europe. Which brought them into conflict with both Grand Union and Paragon United, and there are talks that they may clash with the Remnants of the Russian Federation. Murakumo, as their name suggests, specializes in robotics and is the leader in robotic technology. In cities owned by the company, they have robot servants doing menial tasks for the citizens and have lasers and other technology we deem "futuristic" as household items. This extends to their armies, as Murakumo has the lowest population, they have delegated their entire armies to machines. They have an automated army that is controlled by a network of "Operators" that give out orders as if they were real soldiers. This goes from basic footsoldiers, to even having automated Shells and Bastions. However, they are forced to use these robotic soldiers only because they have a much lower population than the other corporations.
Grand Union: Born out of the remnants of NATO, the Grand Union is both the remnants of America and Western Europe. They boast the highest living standards despite how miserable their people are (due to poverty, hunger, and more). The Grand Union is a force to be reckoned with, having an army of foot soldiers and drones that are easily the most numerous and dangerous. Grand Union has a fleet of Bastions that are feared worldwide, and their Shells aren't too shabby, either, as they're the lead in producing Shell technology. Their entire culture is based around war and hero-worship so they don't have a shortage of soldiers - but they do have a shortage of weapons and end up using weapons from other corporations. Grand Union's government is somewhat based on the United State's; with a Senate that elects a CEO. This CEO has control of the company until he either dies, steps down, or is impeached, and then the process begins anew.
WOLFHOUND ENFORCEMENT LLC: When the wars ended, many soldiers took to becoming mercenaries to put food on the table for their families. They worked for whoever paid the most, and soon a man formed WOLFHOUND, the world-famous mercenary group. They act as an arbitration group between mercenaries, and corporations, and anybody else that wishes to hire a WOLFHOUND. They consider themselves to be strictly neutral and will take jobs for anybody long as they pay. WOLFHOUND is notable for having many Shells at their disposal that make many corporations nervous, but many of their forces are combat cyborgs. The mercenaries themselves are practically given free will to do as they please but are responsible for maintenance, ammo, travel, and anything else along those lines.
Human Plus: The very lead in cybernetics, the Human Plus (Stylized as H+) is a neutral entity in the corporate world but they have links to each of them. Almost all of the cybernetics in the setting are made and distributed by them - as they've aggressively pushed out other corporations. They offer a wide variety of cybernetics at a wide variety of different prices... but their practices are extremely predatory and exploitative. The H+ advertisements are seen in almost every major city and media.
Cybernetics was the development of technology that melded both man and machine together and has come a very long way. Now a variety of different cybernetics is available, from replacing missing limbs and organs, to giving a person superhuman abilities. Cybernetics are capable of many feats that would be impossible in our modern times. It has become a common sight to see on the street as many people have lost their limbs (to war or mutations or to up their marketability to the corporations), but there are more advanced cyborgs out there. Many of these are known as "Combat Cyborgs" and these are cyborgs who have been given top of the line cybernetics that has turned them into super soldiers. They have superhuman abilities and are given incredibly powerful weaponry (which can range from guns to swords) and can decimate a squad of average soldiers on the battlefield. However, it's not an idealistic dream, as the body rejecting the part is still a real possibility. Drugs have been developed that prevent rejection but they are not infallible, nor are they perfect. Many have to cope with the loss of their body parts, or even up to their entire body.
Shells are powerful robotic war machines that were created by the corporations with the intentions of waging war with each other. They are highly valued and incredibly coveted as a single Shell can turn the tide of a battle. Highly customizable, the Shells come in a variety of different shapes and appearances as they change to suit the needs of the pilot and the corporations. All Shells are about five to fifthteen meters tall. Generally, the Shells have the same components, a head, chest, arms, legs, weapons, and internal systems such as FCs, radiators, boosters, and even a gravity matrix. The gravity matrix is more or less the "heart" of the Shell and prevents it from collapsing in on itself. Shells can have a variety of different weaponry affixed to their being, however, Shells are incredibly expensive and only certain corporations can reliably manage a Shell.
Bastions on the other hand are legendary weapons. Bastions are, as the name implies, massive mobile fortresses super weapons deployed by the Corporations after being developed in secret. Once the Corporations began their grand offensive against the nations of the world, they were widely successful with not a single Bastion being destroyed. Since then, the Bastion always saw usage as a means of maintaining control over their territory and persuading other corporations from attacking them. Bastions are incredibly powerful weapons capable of giving a squad of Shells a problem. They are the only form of weaponry above the powerful Shells. However, they are still capable of falling to a well-prepared and equipped team of Shells (with rumors having it that a single Shell once defeated a Bastion). Bastions come in many shapes and sizes and can be ground-bound, airborne, or a sea-vessel. Every major corporation has at least two Bastions, with more being developed. However, they are a point of controversy and contention, as many want a limit placed on the amount of Bastion each Corporation may have.
The Triple-A stands are AI, Automaton, and Android - three different beings that have one common strand: Artificial Intelligence. AIs are self-explanatory but generally, they're used as virtual assistants and planted inside computers. They have varying amounts of intelligence but usually, they're prevented from learning on their own - an AI can be moved from one system to another provided that it can handle their capabilities. Automatons are machines that are not human and come in a variety of different sizes and shapes - some of which are not even bipedal. They are usually assistants but Automatons can be designed to do anything. Androids on the other hand are like automatons, except they are designed to appear human as possible. Usually, androids have the most advanced AI, and some androids are impossible to discern from regular human beings.
The Apex War created a lot of problems that the future civilizations have to come to grips with. The Mutants are on top of that list, as they are either created from pollution or are the leftover bio-organic weapons from the war. Some of which are former humans, but anything organic from animals, to plants, can become mutants. They have varying amounts of intelligence... and aggressive, and they make roaming the Wilds dangerous. The Corporations - usually - never have to deal with them in their territory but there have been reports of mutants in the sewers or being brought in by the criminal factions. The cities on the edges of the wilds have to deal with the Mutants the most. However, not all of the mutants are dangerous, some are kept as pets for people in the wild. The humans that are mutated can get their mutations removed and replaced with cybernetics. However, these mutants are more susceptible to cancer and other genetic diseases. However, some are massive monsters that barely retain intelligence or memory of their old lives, and are dangerous enough to be on par with combat cyborgs. However, they barely go past twenty or so feet in height and are no match for a Shell or a Bastion.