Name/Title: Northern Artillery Unit Mk II "Arachne"
Appearance: Body & Type: Beast Type
Equipment & Armaments :Hand Slots: Multi-Missile Launcher: Since the Artillery unit does not possess hands, this weapon is mounted on it's back. Capable of launching up to 10 Laser-guided and/or anti-armor missiles at once, and can store a hell of a lot more. This, combined with the salvo, is it's main form of offense.
Sub Weapon Slot: Sub Machine Guns x2, C-4 x2: Sub machine guns located near the underside of the Artillery Unit, meant to deter close range opponents. While weak, they provide a good distraction, allowing C-4 to be launched from the lowest glowing "eye".
Shoulder/Back Spot:Missile Salvo: Same as the Multi-missile launcher. If both are fired at the same time, it launches a total of 20 missiles, with a staggeringly large range, and takes 10 seconds to reload.
Gadget Slot: EMP Missile, Laser Guidance: Laser guidance assists with making the missiles hit long range targets, and the EMP missile can deactivate most mechs that attempt to make it into close range.
Stats ScaleLight/Heavy Body: 9.
Weighing 83 metric tons, the Northern Artillery Unit Mk II is one of the most defensive mechs in use, capable of taking anything from bullets to explosions with relative ease. Hell, it can even survive being hit with plasma-based weapons! Of course, this model has it's limits - plasma-based weaponry and explosives can still destroy it, it just requires far more to be thrown at it to take much damage. Additionally, the underside of the mech is relatively weak compared to the rest - while it can still take far more damage the the average, a plasma knife through the underside will probably take it out. This armor's biggest drawback, however, is it's speed - it's walking speed is a pathetic 10 mph, and it's "Flying speed" is a relatively slow 75 mph.
Accuracy & Tracking/Firepower: 7.
The ammunition of the Artillery unit is it's strongest factor - anti-armor, laser-guided, anti-air, if it exists, they are probably somewhere in the unit. The missiles themselves are incredibly powerful, capable of taking out most light mechs with a single hit or two. Due to their weight, their accuracy is somewhat diminished, but thanks to the laser-guidance system, the missiles are still able to lock onto targets with relatively high accuracy. Unfortunately, this also means that they can be fooled with flares and other methods of hiding heat signatures.
Air Mobility/Thrusters: 9.
The most... "unique" thing about the Artillery unit is it's method of flight. Completely forgoing the concept of maneuverability and grace, the Artillery unit relies on controlled explosives as thrust. While this seems rather idiotic, it is quite ingenious if you think about it - since it is so heavy, explosives are an excellent way to generate the force necessary to fly, and since the mech is mostly ground-based, maneuverability isn't as important. The Artillery unit can achieve a maximum speed of 75 mph and, surprisingly, is very good at dodging attacks - Since it relies on massive amounts of thrust to push it forwards, it can simply fire an explosive in another direction, and it will move out of the way of enemy attacks rather swiftly. Additionally, this method of flight is actually somewhat damaging, but only enough to leave minor damage to medium-sized mechs - and the mechs would have to be extremely close and slow to not move out of the way before the blast. Of course, because of it's size and lack of maneuverability, it will almost certainly lose any air battle it participates in.
Solo/Skirmisher: 7.
The Artillery Unit's main purpose is just as it's name describes - it is meant to supply artillery support, staying away from direct combat as much as possible. Despite this, however, the Artillery unit is suprisingly well suited for single combat - Most mechs will try to get close, allowing it to launch a salvo of missiles with little misses. Of course, it would stand no chance against a ship meant for solo combat, and excels at skirmishes.
Flavor Text: Designed shortly after the Mk I type mechs became obsolete, the Northern Artillery Unit is a Mk II-class mech, meant for long-ranged assault of enemy troops. It is meant to mainly remain stationary, and the legs are meant to distribute weight, allowing it to traverse the icy wastes of the North and rough terrain at it's slow and steady speed. It was designed to be almost a mobile bunker, capable of having up to 4 other people in the mech along with the pilot, and is densely armored in order to protect the slow moving mech. The missiles are laser guided in order to help aim, and the explosives themselves can easily rip apart smaller mechs. They saw their most use in the land campaigns against Hylo, able to hold out against the Coalition forces by bombarding them with explosives. Comes with an EMP and smaller explosives in order to deter close range combatants. Nick's "Arachne" runs on a Hybrid Generator, allowing it to function at all times with no need to refuel, and combined with the massive storage of ammunition and nearly impregnable armor, the North Artillery Unit is truly a fortress on the battlefield.