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Blueblood [ OoC | PG-16 | Started | Not Accepting ]


Aix

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we're just excited vector. And i myself wouldn't be introducing any new characters until an appropriate time, anyway.

 

you know, you're welcome to join the skype chat. we're mostly just speculating and being morons there for fun, anyway.

 

And shipping, don't forget the shipping.

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Considering making a bio for the MK-I beowulf, as well. [spoiler=RIV-IX Aves][spoiler=Image]jehuty13.jpg[/spoiler]The Aves is a marvel of modern technology. Lighter and faster than any previous Valkyrie, the Aves is nonetheless more heavily armored and armed than its predecessors. Being a Valkyrie, the Aves is designed as both a combat and a recovery machine, and it performs both of these roles rather well. Despite this, its still a small Valkyrie unit, and as a result it isn't designed to take a great deal of punishment. As such, it is advised that Valkyrie pilots stay out of any engagements until they see an opening to accomplish their objectives.

 

When outfitted for a combat role, the Aves is equipped with a few different weapon systems. The first of these is the ion blade mounted on its right arm. The Ion blade is a solid blade which runs a very strong electric current through itself when unfolded, allowing the Aves to deal massive amounts of internal damage to an enemy mech provided the blade can pierce the target's armor. Successful attacks from the ion blade have been known to cause entire limbs on enemy mecha to become nothing more than dead weight, and groups of Aves units have even been able to entirely disable an enemy mech. On its left arm is a buckler shield which, while providing little defense, mounts a laser gun on its underside which is capable of dealing a respectable amount of damage for a weapon its size. The Aves also comes equipped with two heat katars for supplemental melee combat and anti-personnel actions. there is one stored on each hip in a holster. When outfitted for mid-battle repair and personnel retrieval, the Ave's Ion blade is replaced by a large, rectangular pod capable of carrying and stabilizing up to three seperate battlefield casualties. as well, its katars are replaced by MRDs (Mobile Repair Droids) that, when activated, maneuver independently of the Aves and automatically conduct repairs on a designated allied machine. It retains its buckler shield and laser gun in both configurations. As well, its hands are capable of very delicate work, and skilled pilots have been known to be able to even suture wounds with the large mechanical hands of an Aves.

 

The Aves excels at its recovery and repair roles, and is a large part of the reason that Imperial casualties have become rather low, even in the many recent losing engagements. As well, its combat configuration has proved to be an excellent supplement to the Empire's mech forces. Despite this, its light and maneuverable construction make the Aves extremely vulnerable to attack, and casualties among Valkyrie squadrons are often high as a result.

 

[/spoiler]

 

 

[Spoiler=RIM-VI-II Beowulf MK-II][spoiler=images]hEl7hGY.jpgGawain-line-art.jpg[/spoiler]Recently introduced to supplement the aging Beowulf MK-I, The MK-II version is much better equipped to handle the powerful mech units of the Federation while still packing enough firepower to target enemy ships. Designed with a much heavier animalistic aesthetic than its predecessor, the Beowulf MK-II casts an intimidating shadow over the battlefield. Its weapons pack a heavy punch too. However, the Beowulf is not without its disadvantages. For starters, its on its backpack for most of its maneuverability and thrust power (the only other non-attitude thrusters on the machine are in its feet, and all of its stabilizers are located in the backpack). This means that, should its backpack be destroyed, the Beowulf will become almost immobile and very vulnerable. As well, its animal appearance is indeed intimidating, but it also makes its silhouette very easy tot target. Also, despite its bulk, its armor isn't as thick as its federation counterpart: the Mars, although this does make it faster than the heavier federation machine.

 

The Beowulf's Weapons systems are few, but powerful. Although it's able to hold and interface with any handheld weapon manufactured by the empire (and its almost always equipped with a hand held railrifle), all of its stock weapons are mounted in the frame itself. The Beowulf's main weapons are the twin linked Laser cannons inside its shoulders. These cannons are powerful enough to damage ships, and can take out a mech with a direct hit. The downside to this is that both cannons are fire-linked, and must be fired at the same time. as well, they take about 0.5 seconds to charge before firing, and so their rate of fire is abysmally slow. They are best used as an anti-ship weapon. The Beowulf also mounts a medium Gatling gun in each of its forearms, which is extremely useful for hitting fast moving targets (like the federation minerva) as well as for taking down incoming missiles. When not in use, the Gatling guns are folded into the arm's armor plating. Lastly, the Beowulf mounts two laser blades stored in its skirt armor plates for melee combat.

 

The Beowulf is indeed an improvement over the older MK-I, however its introduction has done little to stem the tide of the empire's decline. It's not equipped to handle the heavy anti-mech weapons on the federation's newest third generation machines, and as a result has trouble punching through enemy formations to take out enemy ships. Even with the reduced casualties resulting from the introduction of the newer Aves Valkyrie, its clear that the empire is in need of a more competitive design. Still, the Beowulf is quite effective in defensive and fire-support actions when using its laser cannons, and as a result the empire is still producing it in vast quantities.[/spoiler]

 

 EDIT: added the fed mechs to this post for ease of viewing until they get added to the OP.

[Spoiler= IF-INM003 Minerva ][spoiler=image]273992-1262232366246_super.jpg[/spoiler]The more common variety of mech fielded by the Federation is the Minerva. A third generation machine, the Minerva is designed primarily to combat enemy mecha. As the first mech designed after the imperial Valkyrie was widely introduced, an emphasis was put on the Minerva's speed and maneuverability in order for it to attempt to keep up with and destroy the empire's casualty reducing Valkyries, as well as out maneuver enemy full-sized mechs.To do this, its frame has been designed to reduce mass and increase speed and acceleration at the cost of its armor, which is decidedly less heavy  than its predecessors', or its brother unit: Mars. This makes the Minerva extremely susceptible to sustained fire, and it therefore has to rely on its high speed and maneuverability to avoid damage.

 

For weapons, the Minerva comes equipped with four missile launchers mounted in its shoulders/wing assembly, as well as two unique, variable weapons systems. The first is the grappler shield mounted on the right arm. While solid shields are largely useless to mechs, the Minerva's Grappler shield is unique in that its primary function is as a melee weapon. The two blades mounted on the front end are able to extend outwards and function as a pincer weapon. As well, a light laser Gatling gun is mounted within the shield, between the pincer blades, and is excellent for both eating away at a grappled enemy's armor and shooting down incoming missiles. The second, and by far the most deadly weapon on the Minerva, is its hand-carried Driver Lance. In its normal mode, the Driver lance acts as a piercing melee weapon. once it punctures enemy armor, however, a large piston mounted on the lances hilt thrusts the entirety of the weapon's blade through the enemy similar to a giant pile driver. This attack is often aimed at an enemy cockpit, and as a result this weapon is feared by imperial pilots for the painful and gory deaths it can cause. The Driver Lance also has a secondary mode in which it can be converted into a railgun for mid-to-long range combat. This conversion is near-instantaneous, and The Minerva can swap between driver lance modes mid-battle with ease. The driver lance also mounts a removable combat knife for emergencies, in case the Minerva is in need of a second melee weapon.

 

In terms of its performance thus far in the war, the Minerva has proven itself time and again to be very effective against  Imperial Mecha. Although it isn't able to outrun most modern Valkyries as it was intended to do, its still fast enough to flank and out maneuver most of the Empire's full-sized units, and its versatile weapons allow it to adapt to most combat situations, and its long-range armaments have proven to be quite deadly against lightly armed Valkyries, so its speed deficiency against them is offset. Of course, its light armor has made it equally infamous among federation pilots, since Minerva casualties in large engagements tend to be quite high, especially when the empire fields higher-end models that can out-maneuver it.  [/spoiler]

 

[spoiler=IF-ASM003 Mars][spoiler=images]raft.jpgraftclans.jpg[/spoiler]The Mars is the less common standard mech found within the Federation's ranks. Usually reserved for higher ranking pilots (although officers tend to operate their own custom machines), the Mars lives up to its namesake, and is feared throughout the galaxy for its raw power and its uncanny ability to decimate unprepared formations. Designed to target and destroy enemy ships with its heavy weapons, the Mars's equipment also lends itself quite well to destroying enemy full-sized mechs (although its a tad too slow to reliably target fast-moving Valkyries). As well, since its designed to take on ships as well as withstand enemy formations, its armor is a great degree thicker than its brother unit, Minerva.Like any mech, however, it will still fall to a large amount of sustained fire, although it is quite possibly the best armored production model in the galaxy. This armor makes it slower than a lot of its competition, however, and it is therefore more susceptible to enemy fire than other units might be.

 

The Mars's weapons are frightening, to say the least. In addition to light vulcan guns mounted in its head (mostly used for shooting out enemy optics or taking down missiles), and two laser blades stored in its wing binders, it comes equipped with two heavy weapons systems. The first is its shield mounted on the left arm. As well as being thick enough to withstand a good deal of punishment, the shield also mounts two medium laser cannons within itself, which fold out of the top of the shield when firing. They are capable of doing a decent amount of damage to any ship they target, and are quite deadly anti-mech weapons.  The sides of the shield are also bladed, and its front ends in a point, making the shield a useful melee weapon. However, the Mars's most powerful weapon is its Titan Blade: a variable weapons system similar to the Minerva's Driver Lance. The titan blade's primary function is as a giant laser blade emitter. This laser blade is nearly the height of the Mars itself, and is devastatingly effective at damaging the hulls of enemy ships. As well, it's quite useful for cleaving enemy mecha if they're slow enough to be caught by a swing of the very heavy weapon. The titan blade can, like the Driver lance, change into a ranged weapon and back mid-battle. Instead of a railgun, however, the titan blade converts to a heavy laser cannon, which is powerful enough to destroy an enemy mech with one direct hit, as well as do a great deal of damage to the hull of a capital ship.

 

The Mars has consistently proven itself to be devastatingly effective against the empire, and is a major contributor to the current state of the war. Its power is offset by its high cost, however, and as a result Mars units are reserved for elite squads or commanding officers. Their powerful weapons make them difficult adversaries to fight against, and combined with the usual skill of Mars pilots, this makes the mech positively deadly. Still, its not without weaknesses. Its lack of conventional weaponry means that it becomes less effective against units with anti-energy coating (although the sheer power of its laser weapons offsets this somewhat), and its slow speed means that massed Valkyrie units are actually an effective counter against it, since it has difficulty taking down many small targets. Lastly, its still a mech, and as a result is quite susceptible to sustained fire, just like any other mech. [/spoiler]

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Basically time for us to run to the Academy, organize everyone to get in their ships and fly off. Do note that the enemy fleet is still above and we will need to break through them. We can't go by without any action in this RP, can we? But don't engage them yet, except perhaps some preliminary shots, there should be enough material in getting to the ship. Since you're Lonn's crew, you do have the authority to tell people around.

 

Vector Nightmare's character, Rygan, is the pilot and the only one since the rest of the interface is AI-controlled.

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Basically time for us to run to the Academy, organize everyone to get in their ships and fly off. Do note that the enemy fleet is still above and we will need to break through them. We can't go by without any action in this RP, can we? But don't engage them yet, except perhaps some preliminary shots, there should be enough material in getting to the ship. Since you're Lonn's crew, you do have the authority to tell people around.
 
Vector Nightmare's character, Rygan, is the pilot and the only one since the rest of the interface is AI-controlled.


So everyone is supposed to get on Lonn's ship, which I'm guessing is a flagship-class, right? Are there any special features we need to know about it? (unique characteristics, name etc)

And we're generally meant to RP up until around the point where we engage with the enemy fleet, right?
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So everyone is supposed to get on Lonn's ship, which I'm guessing is a flagship-class, right? Are there any special features we need to know about it? (unique characteristics, name etc)

And we're generally meant to RP up until around the point where we engage with the enemy fleet, right?

that's about right. from what I gathered.

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Lonn's flagship is the Mjolnir, about half a kilometer long, most space is devoted to its mecha hangar, its guns and its engines. Its size and power is sufficient to even simply ram through opposing ships and it's heavily armored on all sides. I'm updating OP right now and then I'll be making another post (don't worry, this one won't be to advance the plot).

 

Many thanks to Zai-Guard for doing the mech bios.

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Lonn's flagship is the Mjolnir, about half a kilometer long, most space is devoted to its mecha hangar, its guns and its engines. Its size and power is sufficient to even simply ram through opposing ships and it's heavily armored on all sides. I'm updating OP right now and then I'll be making another post (don't worry, this one won't be to advance the plot).

 

Many thanks to Zai-Guard for doing the mech bios.

Speaking of Zai doing mech bios, Aix if you want I could do weapon profiles for you so that we have some sort of standard weaponry for each faction.

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So can I do some not-really-bios-but-let's-call-them-bios-because-Zaiguard-did-so for ships? Given that I'm playing a pilot and all.

Also am I correct in assuming that there are also smaller ships that are meant to be used by a single person? (like X-Wings in Star Wars) I understand mechs would be used for that purpose, but there are advantages to having smaller ships as well.

EDIT: Such ninja much speed wow

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Not really, the only thing that ships would have over mechs in a usual circumstance is that they're streamlined and fast, but there's no need for streamline in space so the agility of a mech much outclasses a ship and they should be able to come close to matching the speed as well. I do see your point that since your the pilot you should be doing the ship bios. Go ahead.

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