Description: Craft stands at around 8 meters tall and weighs around 4 tonnes.
Body type: Bipedal/Reverse Jointed - Reverse jointed crafts have a series of benefits in manoeuvrability and aerial mobility, as well as this they are capable of technique known as "hopping" - hopping is when boosters are activated allowing a strong jump, the reverse jointed legs design allows them to have a significant jump thanks to the hydraulics used and a series of "thrust boosters" that give a short but powerful burst allowing serious distance being covered vertically - upon landing the kinetic energy and impact force are all direct into siphons in the hydraulic joints allowing; after a few seconds, another jump with little input required from thrusters, the second jump being weaker than the first, but using this technique can allow great distance being covered with very little energy required from the craft. A notable drawback in combat scenarios is that the jumps have predictable arcs allowing weapons with strong tracking capabilities such as flak, rifles as well as rail cannons and anything else that fires single powerful shots - to adapt and follow fairly easily after a while, as such additional input midair is required from the pilot to prevent being wasted fairly easily.
Type of NC - Assault - design emphasised for mobility and harassing enemies, akin to a vulture the craft is designed to never allow the enemy to gain a moment of relief.
Armaments:
- PAI-AR658 - MKIII: A strong and accurate assault rifle, designed to allow effective use during aerial engagements, a smaller variant than it's predecessor but still retains it's mid-range strength, at a cost of it's long range capabilities which are now not worth the cost of ammunition - as well as featuring a special round on every 3rd shot in the magazine, it's a flak based round that upon nearing impact explodes unleashing a cone of molten shrapnel at it's target - the damage is negligible but the round doubles as an additional tracking system for the crafts missiles and aids the FCS in tracking at distance for a couple of seconds.
- PAI-PLC672 - MKVIII: This weapon has come a long way from it's early days of a plasma cutter on steroids, it's now a full fledged blade that uses a great deal of energy, in the process creating a 4 meter long blade of energised plasma that can scythe through most metals with ease - the blade is designed to deal with the bigger crafts the exist through out the world considering that this one can be regarded as quite small, at least in overall size/weight compared to most.
The blade is very destructive leaving behind plasma burns on the metal it cuts through, meaning that it mimics a "bleeding affect" continuing to do damage over time for a short while - the favourite place to strike with this is legs, or anything that restricts mobility, making the fight rather one sided in favour of the far more mobile craft.
However, it's very much a matter of a Risk-reward scenario, going in close with this weapon is very dangerous, especially against far bigger crafts as typically there can be a fair amount of things that can occur leading to the crippling or immediate destruction of Crescendo - of course the trade off is the extensive damage done as a result, typically used when an advantage opens or as a last resort - typically not used for crafts smaller than it's own as the opening it makes on itself isn't worth it, the rest of it's arsenal is most the sufficient. - PAI-MICM669 - MKII: A strange micro-missile dispenser that launches a single missile vertically into the air - acting in a similar way to a Cruise missile, after being in the air for a few seconds it acquires any targets nearby - prioritising the ones marked by the AR658's shrapnel shot - a dispersion of 16 micro missiles are then launched after the targets, they launch in a "bloom" pattern pursuing the target from every angle, each missile doesn't really do a great deal of damage, however being struck by all of them at once is not recommended, the launch pattern means that they can distracted by flares with reliance, however attempting to shoot them all down isn't possible due to the wide dispersion from every angle.
- PAI-FLDS672 - MKXII: A multi-flare dispersion system allowing 12 uses every engagement, releases 3 bursts of flares over a space of 10 seconds in multiple directions, particularly effective against swarms of missiles.