Name: John Reynolds
Appearance: Age: 25
Role: Multi-Range Multi-Purpose Artillery Support
Personality: Summed up in a few sentences, John is kind of an all around type of guy. He'll take things a little too seriously, but he also enjoys joking around. He's not always the happiest camper, yet you'll rarely see him depressed or enraged. And in a fight he is determined and will throw everything he has at the opposition, though retreat is most definitely always an option.
Backstory: John learned the harshness of reality fairly early on in his childhood, as his parents were killed...by evil intent or mere accident, he does not know. What he does remember, however, are the last words spoken to him by his father..."
Son, listen...don't let anyone get the better of you, alright? Don't let yourself become trapped...and I don't mean physically...I mean emotionally, and mentally. Don't end up owing the wrong people...don't end up like me and your mother...you gotta promise me that, okay? We won't be here with you forever...but you can't let that kind of hold you down...you gotta push on. Don't mourn our passing, honor it by looking forward. You gotta have hope - you've gotta see the brighter side of things, okay? Do it for us...but not just us; do it for yourself, and for your children. I love you, John...I always will..."
In hindsight...his father might have probably saw it coming...but nevertheless, it's too late to worry about it now. There's still a story to tell...
After the death of his parents at the age of eight, John did as he had promised - he moved on. From settlement to settlement he was constantly on the move, working only when he absolutely needed, stealing and smuggling otherwise. Over the years he began to slow down, leaving the days of theft and smuggling behind in favor of better-paying contracts as a guard or mercenary. Eventually his struggles began to lighten, and he came into possession of his very own NC...but he won't say
how. At the age of twenty-one, thirteen years after the death of his parents, he was tracked down by a man named Clyde Camden, who introduced himself as a friend of John's parents. though as it would turn out, Clyde was no friend - he wanted nothing less than everything John had, as John's parents had owed a fair deal of debt to Clyde's family.
Long story short; Clyde is dead, and not only is John the one who killed him, but he also took Clyde's ol' western-style hat and signature revolver for himself. He also stripped Clyde's dead body down and dressed him up in raggedy clothes, poured a bottle of alcohol on him, pissed on him for giggles, then left his body to rot in a desolate and rusted shack...not alone, of course, as Clyde would be kept company by two other rotten corpses. No idea who they were, but John couldn't just leave him all dead and alone, could he? Not after having known his parents...
But in the end, John is still the same man. He still loves to look up at the stars that are sprinkled across the night sky, longing to join them...to walk among them and learn their secrets. But he could only hope to so...and so he will continue to do.
Tactical Preference & Skills:-John typically prefers to hang back and pelt enemies with artillery from a distance, but will not hesitate to participate in medium-ranged engagements if and when needed(or even just when he wants). He is quite acquainted with using artillery and mortar tactics, as well as converting them for use as cannons to compensate for poor short-ranged capabilities.
-He is not, however, as well acquainted with the Energy Projector weapon system.
-John also needs to have an ally help with spotting and identifying target areas, or else accidental friendly fire could occur.
Notes: -A bit of a hopeless romantic.
Text Color: 00aeef
Codename: Delta Silver
Appearance: Body & Type: Equipped with medium-strength armor, allowing for decent movement speed and flexibility.
Equipment & Armaments:-The primary weapons system consists of twin Artillery/Mortar cannons, complete with Projectile Flight Path Calculation Systems that predict the arcing paths of shells before they are fired. Weather is not taken into account by the calculations, though as the shells are generally both heavy and explosive; weather is less of a concern when it comes to hitting a targeted area. The movement of enemy units is also not taken into account in the system's calculations, as the same excuse was used; the shells are generally explosive and the weapon is intended for area of effect devastation and overall area denial. The cannon barrels are also modified to extend or shorten in length to allow better control over operational range, which, when coupled with the 90 Degree Vertical Aiming Drive, permits the cannons to fire shells at short-to-long ranges. "Artillery Mode" refers to when the cannons are both extended and angled within 45 degrees up from the horizontal position(or 45 degrees down from the vertical storage position) over the shoulders to allow for long-range bombardment, while "Mortar Mode" refers to when the cannons are shortened and within 45 degrees of being vertical to allow for rapid bombardment at medium ranges, and lastly "Direct Mode" refers to when the cannons are angled almost entirely horizontal over the shoulders to allow for direct fire at shorter ranges. With the barrels extended beyond 50% length, the cannons can achieve a fire rate of about 1 / 6 seconds each, while reaching as fast as 1 / 3 seconds each when the barrels are shortened to below 50% length. These cannons also have an assortment of shells available for use that can be switched out by pilot commands, the available shells are as follows;
- Standard Shell: Standard-issue shell, designed for balance and all around performance. Most effective when used in the Direct or Artillery mode settings, as the impact detonation is rather minor.
- Tracer Shell: A low impact, high-volume shell designed to mark weapon spread across long distances and during nocturnal exercises, using a firework-style explosion rather than a vapor or burn trail that could expose the user's location. While these shells deal less damage, they can be used to some effect to partially blind, stun, scare, or confuse enemies within the blast radius. (Explosion color is green)
- HEF-I Shell: High-Explosive Fragmentation Incendiary shells that are more dangerous to use at shorter ranges due to the fragmentation and incendiary effects of the shells. These shells have a more pronounced arc, and are recommended for use in either Artillery or Mortar Mode.
- APHE Shell: Armor-Piercing High-Explosive shells designed for short to long range engagements. These shells have a less pronounced arc that allows for greater range, and are especially effective in Direct Mode due to possessing a smaller explosion radius.
- Titan Shell: Shells fitted with with Large-Yield (Conventional)Explosive Warheads, resembling the detonation size and strength of a proportionally sized Massive Ordinance Air Blast(MOAB). Recommended only for Artillery Mode, as the explosion radius is...quite large. Shell loading times are increased by 5x, slowing the maximum firing rate. [USER WARNING: USAGE OF MUNITIONS MAY RESULT IN ACCIDENTAL LOSS OF LIFE OR UNINTENDED SUICIDE] [ALERT: LOW RESERVES!]
-The secondary weapons system consists of Energy Projectors that are built into both forearms, capable of generating shields and blades made of energy. An Energy Shield generated from one arm is a little wider than the NC's profile, while an Energy Shield generated from both arms is a little wider than the total width of the NC's body. Energy Blades can reach up to 1/2 the total height of the Frame itself in length, with 1/4 being the usual blade length. Using the Energy Projector too frequently can cause the system to overheat and result in internal system damage, and for that reason the Energy Blade and Energy Shield can only be safely maintained for a few seconds at a time.