If anyone needs help making their character or mech, go ahead and ask.
I'll be making more example mechs that you could use, base your own mech off of, and I'll be making my own character sheet later today if anyone needs an example.
Not sure if one is supposed to sign up here or ooc but i do have something to ask. First of all; By the amount of Mech warrior I see here, I would infer this is based in BattleTech universe or is based on Mech Warrior, a game set in that universe. Secondly somewhat relating to the first question. what are the parts (and hulls?) we can use in our mechs and the limitations. I looked at the Mechbay on ooc.
Heavily based on Battletech. I play a lot of Mechwarrior Online and I'm looking forward the new Battletech game, however this is an entirely different universe.
I really wanted to RP as a mech pilot exploring new worlds and environments. I wanted to scenes like a squadron of mechs walking in a V formation against winds, hundreds of miles per hour, through a desert. The sand chewing at our paint and armor. I wanted to walk on an ice moon, drilling through meters of solid ice, being blasted by lethal doses of radiation from the nearby gas giant, and the nearby star, when a distant mountain explodes and we find out that we were drilling next to a cryovolcano. Hail the size of houses raining down on us like artillery. Just some of the stuff I want to do in this RP.
As for parts and hulls, come up with that stuff on your own. As for limitations, the same. Of course there's going to be a lot rejecting and revising, since not everyone knows you can't fit LRM60's on a 25 ton light, but I'll accept it if it sounds right and it's within reason. I'll be coming up with mech chassis soon and put them in the Mechbay as examples or possible mechs others can use, but I'd prefer that you come up with your own stuff.
You sign up in the OOC by posting your character sheet. You express interest in the Int.Checks.
Traditionally you're supposed to make an Int.Check first, see how many people are going to join, then make an OOC. But I skipped that step since two of my buddies will be joining right off the bat.
We didn't know what was in this sector of space. So we sent a fleet. With the best technology, the best people. A fleet completely self sustaining, intending to be in space for an indefinite amount of time.
That was over a hundred years ago. The original crews of the ships in the 6th Exploration Command have grown old, they are now retired, living in the habitat colony vessels. Their children, supplemented by the few volunteers who have cryogenically frozen themselves to help the second generation, now man the labs and the ships.
There was always a person back home answering the phone. On Earth. The United Sol Alliances always picked up the phone, always updated the 6th Exploration Command with new findings in science, new technology, and new developments. Two days ago a message was received from Earth, a brutal attack by an unknown force. Then silence. Nobody was picking up the phone.
The Admiral looked at his ships, over two hundred vessels strong. Millions of soldiers, hundreds of thousands of armored vehicles. A force to be reckoned with. But how long would it take to get back to friendly space? He turned his back on Earth, instead looking towards the horizon. He would find a new planet, a new place for Humanity to call home.
You are a pilot in the 1st Vanguard Mechs. Pilots of massive bipedal machines. You are the first ones to step on a new planet, the first ones to explore a new celestial body. The first to experience the hazards of exploration and the first to witness the wonders. There are ten squadrons. You were the first.
Welcome to the Mechbay. Here I will detail everything you will need to know about your mechs. You will also see your Squadron roster here. Inspired by Battletech
Following a brutal training regimen, mech pilots are elite, skilled, strong. They are idolized by small children and adults alike. But with that reputation comes a cockiness only fighter and dropship pilots can match. There is a rivalry between the Mech Corps and the Flight Corps. Some call it friendly. Dropship pilots often drop mechs in hard to traverse locations, since mech pilots boast that their machines have the same agility as the human body. However in the end, both Corps have a deep respect for one another. The entry program of the Mech Corps has some requirements. To be in good health and to have a particularly strong mental fortitude. The entry exam is not difficult, but the training is. Entire classes of trainees can drop out, while the best classes have an average drop out rate of 80%. One of the primary causes of dropping out is the mental strength required to become a mech pilot. To interface with a mech, the pilot needs to don a neurohelm. The neurological link between man and machine provides the pilot with a sense of balance, a sense of where the mech limbs are, etc. The neurohelm aids in piloting the mech itself, which is commanded through pedals, switches, joysticks and throttles.
The Mech is a multi-ton, multi-meter machine of metal. Usually 20-100 tonnes, sometimes standing upwards 30 meters tall. The mech emulates the human body. A metal skeleton, covered by artificial muscle, then covered by armor. Mechs can vary in design, some stay true to the human body. Bipedal, with two arms and two legs. Other designs are more outlandish, some resembling birds, with beaks, weapon pods instead of arms, and digitigrade legs. Some mechs have hands. Others have claws. Others have no hands whatsoever, instead having large weapons where the hands would be. All mechs feature a gyroscope, an eject system, and a fusion engine, which powers the mech and its weapons.
Mechs can carry a wide variety of weapons and equipment. There are three primary weapon types. Laser, Ballistic and Missile. Laser weapons are common for their ease of use and zero requirement of ammunition, using the mechs engine to power the weapon. The laser is a beam of light concentrated on a small surface area, using heat to damage its target. While lasers have limited range, depending on the environment, they are still popular due to their independence from ammunition and accuracy. Lasers are categorized into Small, Medium and Large lasers. Each one generating more heat, dealing more damage, having more range and being heavier than the previous type.
Ballistic weapons are used for their reliability and variation. Whereas the laser is an accurate, elegant weapon, the ballistic weapon is a crude, difficult to use in comparison, and brutish weapon. This makes it a much loved type of weapon. Ballistics range from machine guns, to 120mm Autocannons, to 460mm Autocannons, to even Gauss guns. These weapons requires the pilot to account for bullet drop, wind, target lead, ammunition count, but the pilot can load a wide variety of rounds into their cannon. Ballistics also have great range, however a mediocre effective range. With distance, armor penetration drops for solid rounds. An exception to this rule is high explosive, and shaped charge rounds, but the general rule is the greater the distance, the less penetration you are going to have. You can generalize most ballistic weapons by giving it a designation like so, AC(#). Existing designations include AC2, a very fast firing, smaller caliber, cannon. The AC5, a larger, heavier, but still fast firing cannon. The AC10, a slower, heavy hitting cannon. And the AC20, the largest, heaviest, biggest cannon. Each AC deals more damage, has shorter range, and a slower faster rate than the previous AC. The AC20 being the shortest range, most damage dealing, slowest reload weapon. However you can still peg a guy at distance with an AC20, and still deal a huge amount of damage, if loading High Explosive and said target is not very well armored.
Missiles are the next type of weapon. Missiles are well liked for their effectiveness. There are a wide variety to missiles as well, although the type of missile is dependent on the type of launcher mounted. Long Range Missiles are as the name suggests, long range. They arc upwards to gain altitude, then fly downwards towards their target. LRMs typically require a lock on to be most effective, but their role as an artillery weapon is unmatched in the world of mech warfare. Dumbfire missiles are short range, no-lock on missiles used as a close range weapon. Dumbfires are small, fast, and dangerous, also called Short Range Missiles, or SRMs. In close quarters where they are most effective, a cluster of dumbfires can surprise an opponent, or deliver a powerful punch. All missiles are named by the amount of tubes they carry, for example an LRM-15 means that the missile module has 15 tubes, and can fire 15 missiles before requiring a reload.
Mech equipment is highly varied. Some examples are Upgraded Armor, Upgraded Sensors, Engine Upgrade. Jumpjets are also an equipment, however the mech itself must be jumpjet capable. Many light mechs are jumpjet capable, with diminishing numbers as the tonnage gets heavier.
Existing Mechs
Name: Journeyman Designation: RL-22 Journeyman Tonnage: 30t Light Height: Small, 8 meters tall. Mech Speed: Fast, top speed of 98kph Upgrades: Standard - No upgrades Traits: No traits. Combat Loadout: Head - N/A Center Torso - 2x Medium Laser Left Torso - N/A Right Torso - N/A Left Arm - Hand. 1x Medium Laser on the forearm. Right Arm - Hand. 1x Medium Laser on the forearm. Left Leg - 2x Class 4 Light Jumpjets Right Leg - 2x Class 4 Light Jumpjets Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space. Mech Appearance: N/A
Name: Monarch Designation: M55A4 Monarch-II Tonnage: 50t Medium Height: Medium Height, standing at 10 meters Mech Speed: Fast Speed, top speed of 81kph Upgrades: Standard - No Upgrades Traits: No traits. Combat Loadout: -Right Torso, 90mm AC2 -Left Torso, SRM4 -Right Arm, hand, 2 forearm mounted Medium Lasers -Left Arm, hand, 2 forearm mounted Medium Lasers Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space. Mech Appearance: NA
Name: Rayman Designation: MH12A7 Rayman Tonnage: 75t Heavy Height: Moderately tall height, standing at 12 meters Mech Speed: Moderate Speed, top speed of 64kph. Upgrades: Standard - No Upgrades Traits: No traits. Combat Loadout: Head - 1x Small Laser Center Torso - N/A Left Torso - N/A Right Torso - 280mm AC10 Left Arm - Hand. 1x Medium Laser on the forearm. Right Arm - 3x Large Lasers. Left Leg - N/A Right Leg - N/A Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space. Mech Appearance: N/A
Name: Avenger Designation: AV-744 Avenger Tonnage: 90t Massive Height: Tall, standing at 14m Mech Speed: Slow, top speed of 54kph Upgrades: Standard - No Upgrades Traits: No traits. Combat Loadout: Head - N/A Center Torso - N/A Left Torso - SRM12 Right Torso - N/A Left Arm - 2x Large Lasers Right Arm - 1x 460mm AC20 Left Leg - N/A Right Leg - N/A Lore: A venerable, well tested, and reliable mech. A common mech used across all of human space. Mech Appearance:
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Name: Rank: Using Naval Rank. Most will be Lieutenant, Junior Grade/Lieutenant, and one will be a Captain. Age: Equipment: History: Other: May omit/rename section. Example renaming - Existing Relations Appearance:
Mech Sheet Name: Designation: Tonnage: Weight Class. 20-35t is Light, 40-55t is Medium, 60-75t is Heavy. 80-100t is Massive. Height: Really small to Really tall. Exact height not needed. 6 meters - 16 meters height range. Mech Speed: Really Slow to Really Fast. Exact kp/h not needed. 48kph - 140+kph speed range. Upgrades: All equipment is standard unless said otherwise. At most 4 upgrades. Traits: Optional. Exploration Loadout: The primary loadout we'll be using Combat Loadout: For when there is a definite enemy we will be fighting. Lore: Mech Appearance:
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Squadron Roster Skyrte - Captain Zapka and The Aspis, 100t Noble Hoplite GuessWho - Lieutenant JG. Freeland and The Raptor, 35t M59 Raptor-C Barioth - Lieutenant Volkov and The Kazak II, 55t Volk WL1 The Irish Tree - Lieutenant Oberfield and The Daytona, 50t DYT-365/4
We didn't know what was in this sector of space. So we sent a fleet. With the best technology, the best people. A fleet completely self sustaining, intending to be in space for an indefinite amount of time.
That was over a hundred years ago. The original crews of the ships in the 6th Exploration Command have grown old, they are now retired, living in the habitat colony vessels. Their children, supplemented by the few volunteers who have cryogenically frozen themselves to help the second generation, now man the labs and the ships.
There was always a person back home answering the phone. On Earth. The United Human Alliances always picked up the phone, always updated the 6th Exploration Command with new findings in science, new technology, and new developments. Two days ago a message was received from Earth, a brutal attack by an unknown force. Then silence. Nobody was picking up the phone.
The Admiral looked at his ships, over four hundred vessels strong. Millions of soldiers, hundreds of thousands of armored vehicles. A force to be reckoned with. But how long would it take to get back to friendly space? He turned his back on Earth, instead looking towards the horizon. He would find a new planet, a new place for Humanity to call home.
You are a pilot in the 1st Vanguard Mechs. Pilots of massive bipedal machines. You are the first ones to step on a new planet, the first ones to explore a new celestial body. The first to experience the hazards of exploration and the first to witness the wonders. There are ten squadrons. You were the first.
Firstly are the pilots. Following a brutal training regimen, mech pilots are elite, skilled, strong. They are idolized by small children and adults alike. But with that reputation comes a cockiness only fighter and dropship pilots can match. There is a rivalry between the Mech Corps and the Flight Corps. Some call it friendly. Dropship pilots often drop mechs in hard to traverse locations, since mech pilots boast that their machines have the same agility as the human body. However in the end, both Corps have a deep respect for one another. The entry program of the Mech Corps has some requirements. To be in good health and to have a particularly strong mental fortitude. The entry exam is not difficult, but the training is. Entire classes of trainees can drop out, while the best classes have an average drop out rate of 80%. One of the primary causes of dropping out is the mental strength required to become a mech pilot. To interface with a mech, the pilot needs to don a neurohelm. The neurological link between man and machine provides the pilot with a sense of balance, a sense of where the mech limbs are, etc. The neurohelm aids in piloting the mech itself, which is commanded through pedals, switches, joysticks and throttles.
Next are the Mechs. The Mech is a multi-ton, multi-meter machine of metal. Usually 20-100 tonnes, sometimes standing upwards 30 meters tall. The mech emulates the human body. A metal skeleton, covered by artificial muscle, then covered by armor. Mechs can vary in design, some stay true to the human body. Bipedal, with two arms and two legs. Other designs are more outlandish, some resembling birds, with beaks, weapon pods instead of arms, and digitigrade legs. Some mechs have hands. Others have claws. Others have no hands whatsoever, instead having large weapons where the hands would be. All mechs feature a gyroscope, an eject system, and a fusion engine, which powers the mech and its weapons.
Then, Mech Equipment. Mechs can carry a wide variety of weapons and equipment. There are three primary weapon types. Laser, Ballistic and Missile. Laser weapons are common for their ease of use and zero requirement of ammunition, using the mechs engine to power the weapon. The laser is a beam of light concentrated on a small surface area, using heat to damage its target. While lasers have limited range, depending on the environment, they are still popular due to their independence from ammunition and accuracy. Lasers are categorized into Small, Medium and Large lasers. Each one generating more heat, dealing more damage, having more range and being heavier than the previous type.
Ballistic weapons are used for their reliability and variation. Whereas the laser is an accurate, elegant weapon, the ballistic weapon is a crude, difficult to use in comparison, and brutish weapon. This makes it a much loved type of weapon. Ballistics range from machine guns, to 120mm Autocannons, to 460mm Autocannons, to even Gauss guns. These weapons requires the pilot to account for bullet drop, wind, target lead, ammunition count, but the pilot can load a wide variety of rounds into their cannon. Ballistics also have great range, however a mediocre effective range. With distance, armor penetration drops for solid rounds. An exception to this rule is high explosive, and shaped charge rounds, but the general rule is the greater the distance, the less penetration you are going to have. You can generalize most ballistic weapons by giving it a designation like so, AC(#). Existing designations include AC2, a very fast firing, smaller caliber, cannon. The AC5, a larger, heavier, but still fast firing cannon. The AC10, a slower, heavy hitting cannon. And the AC20, the largest, heaviest, biggest cannon. Each AC deals more damage, has shorter range, and a slower faster rate than the previous AC. The AC20 being the shortest range, most damage dealing, slowest reload weapon. However you can still peg a guy at distance with an AC20, and still deal a huge amount of damage, if loading High Explosive and said target is not very well armored.
Missiles are the next type of weapon. Missiles are well liked for their effectiveness. There are a wide variety to missiles as well, although the type of missile is dependent on the type of launcher mounted. Long Range Missiles are as the name suggests, long range. They arc upwards to gain altitude, then fly downwards towards their target. LRMs typically require a lock on to be most effective, but their role as an artillery weapon is unmatched in the world of mech warfare. Dumbfire missiles are short range, no-lock on missiles used as a close range weapon. Dumbfires are small, fast, and dangerous, also called Short Range Missiles, or SRMs. In close quarters where they are most effective, a cluster of dumbfires can surprise an opponent, or deliver a powerful punch. All missiles are named by the amount of tubes they carry, for example an LRM-15 means that the missile module has 15 tubes, and can fire 15 missiles before requiring a reload.
Mech equipment is highly varied. Some examples are Upgraded Armor, Upgraded Sensors, Engine Upgrade. Jumpjets are also an equipment, however the mech itself must be jumpjet capable. Many light mechs are jumpjet capable, with diminishing numbers as the tonnage gets heavier.
In 2046, the Earth was under critical condition. Climate Change and unsustainable practices had caused biodiversity to plummet, the oceans to swell, swallowing most of the habitable land. People experienced famine, war, and loss.
In 2049 the United States of America said no more. Funding poured into NASA, and they began construction on new space stations, orbital colonies, ships to travel to mars and back. The European Space Agency quickly followed, collaborating on the projects, and not long after, Russia, China, India, many other nations contributed to the race back into space.
In just ten years, Humanity had entered another Space Age. Calling their unification the United Earth Alliances, Humanity surged towards the other planets in the solar system. Making shipyards over Jupiter, Neptune and Saturn, terraforming and colonizing Mars, Venus, and other planets. Over the next hundred years of technological development and expansion, Humanity had colonized several other star systems.
Then Mars rebelled. Saturn followed, and other colonies declared their independence. The home system of Humanity, Sol, was engulfed in a long and bloody war. Twenty years of conflict ended with The Greenwich Pacts, each colony would be given its independence, and the United Human Alliances was created.
Two hundred years later, the 6th Exploration Command was formed.
After the briefing Zhevon went up to grab his disguise. He kept some elements from his usual attire, keeping the armored boots, armor around the arms and legs. His breastplate was too large unfortunately, and too conspicuous. He wore a large black hooded coat, and a rebreather over his face, with goggles to cover his eyes. A large white patterned cloak covered his left arm for style, and a steel grey pauldron over his right shoulder. He kept his digital weapons, sword, and picked up a small stun stick. With his armor incomplete, the Ungents of Warding would so minimal that nobody would notice. And his swords sheath would suppress the Ungents on his blade. So long as nobody physically licks certain parts of his armor, and his sword kept in its sheath, he would remain undetected and vulnerable to Daemons. As a finishing touch he grabbed more than several fake military medals and pinned them to his breast.
Later he exited the safehouse and found that their transport would be a large armored vehicle. "This isn't very conspicuous." He muttered, getting inside of the armored vehicle, "Are we sure that we would welcome in a truck like this?" He asked, "It seems to me like we are invading instead of attending the party."
Adrianne walked down from the stairs, commenting that male Psykers typically enjoyed having larger staves. Especially the younger sort. Zhevon cracked a little smile, remembering his own childhood when he tried to lift a hefty two-handed sword. She then explained that she accepted Stukov under her wing. This also pleased Zhevon. Adrianne then said that it would take time to requisition a personalized force weapon for him. While normally it may takes entire months maybe years for someone to requisition such a weapon from the Mechanicus due to paperwork, queues and other various reasons, Zhevon had a fair amount of friends in the Mechanicus. And a few favors they owed each other. Zhevon put a bit of thought into it, and he came to the conclusion that it wasn't unreasonable to place an order for a force weapon personalized to Stukov and have it arrive within a few weeks, depending on the urgency, maybe even one week. But for now one of Adriannes old pieces would have to do.
"If you need anything, equipment, supplies, commodities, ask and I will get it for you." He offered, "This also extends to you too." Nodding towards Aviza, "Within reason. My friends in the Mechanicus would raise a few eyebrows if I started to ask for several Thunderhammers, eight Baneblades and twenty Leman Russes." He got up, and stretched a bit, "I think I know what to do in these eight hours." He turned and left the safehouse, bringing his sword.
For these eight hours, Zhevon was a surprisingly busy man. He had left and reentered the safehouse numerous times, each time bringing back a wrapped gift of various size, or a cardboard box. Once, he entered holding a single candle jar. Stopping in the middle of the safehouse, looking at it, then left with it still in hand, only to come back with four candle jars in his hands. After spending some time ferrying numerous boxes and gifts, piling them in an empty space in the room. He then dusted the bookcases, and added several books to the small library. He placed his sword on the coffee table across from where Aviza was lounging on the couch and disappeared into a dark side room. Seconds after he came out with numerous more swords, all unsheathed, caked in dirt, blood and... Whatever else stained their steel. He went back into the room. This time carrying an assortment of hatchets and axes. A third time, carrying a variety of small sword and dagger. All of them as dirty as the last. With all of them laid out on the table, with their scabbards and sheaths on the floor next to the table, Zhevon went to get a cleaning kit and went to work. Expertly and tenderly cleaning and tending to each weapon as if they were his own children. After each one had been cleaned, they would be placed in their respective sheaths and placed next to Zhevons own sword. Finally, it was time to maintain his own sword. He unsheathed it and checked if there was any edge damage, sure that there was none, he began to clean and oil it.
It was then there was a knock on the door. Aviza nearly fell off the couch, and essentially sprinted up the stairs. The door opened, revealing the Canoness that had provided them with support before. He greeted the Canoness Superior and made a final check on the huge array of melee weapons that was laid out in front of them. In the meantime, the Canoness went to the dinner table and set up her briefing. Aviza appeared, saluting. Then getting permission to sit down at the table. She had changed into her armor with surprising speed. “Evening Celestrian Aviza, as I said I would return to personally brief the retinue on this mission, and will do so once everyone arrives and takes a seat. This assignment has taken an intriguing turn and has become much more important.” The Canoness informed the two present. An intriguing turn? Zhevon thought, he sat down. It wasn't long before Adrianne appeared, with a new plasma pistol and a large box. Then Stukov, looking not dead, which was good. Adrianne greeted her apprentice, and asked if he had rested well. Meanwhile Zhevon was in deep contemplation about this development on the mission. A glaring issue that likely, only he could see. They were going to a party, and he didn't remember how to dance. He silently wished he had paid more attention to his mothers lessons when he was a younger man.