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-Arm Stryker-

 

[Spoiler=Rules]

If you are applying to this rp, then you must follow all the rules and guidelines of the roleplaying section and ycm. As well, by applying you agree to follow all rules that I set for the rp, written here or otherwise.
 
1. All Ycm rules/ advanced clause apply here.
 
2. This rp will be conducted using a round system, with each player taking turns in order.  A round of posting will consist of me posting then all other participants will post once. After that round, the next round of posting will begin with me posting once more. After I have posted to begin a round, it doesn't matter who posts next as long as everyone has posted once during the round.
 
3. Activity is a must. Do not apply to this rp if you cannot remain active. You will be booted from the rp after 2 days of non-activity without exceptions. This two day period begins at the time that the previous person in the round posts, and ends exactly 48 hours afterward. If it is impossible for some reason for you to post within this time frame, pm me about it.
 
4. Please read all of the information posted below in the Universe, Plot, and Important Information Sections before applying. It is also recomended that you browse through the encyclopedia and Vince Bullion sections.
 
5. These rules and by extension any information on this page can be subject to revision at any time. If this occurs, you will be notified by pm.
 

[/spoiler]

 

[spoiler=Universe] Arm Stryiker  takes place in the year 186 of the Astro Age Calendar.  The Astro Age began when the Anno Domini Calendar ended on December 31st, 2099: four months after the founding of the first human settlement on the moon. By Astro Age 57 Humans had founded settlements on Mars, and in the Asteroid Belt. In Astro Age 72, humanity made first contact with an Alien Race: The Kihlmaad (Pronounced Keel-May-Odd). Known as Dragonoids among humans, the Kihlmaad were a noble, warrior race of humanoid reptiles who possessed advanced technology.

 

Although the Kihlmaad were a warrior race, the small fleet that arrived in the Sol system came as refugees. They were the last survivors of a genocidal civil war that had engulfed their race. The human government agreed to give asylum to the Kihlmaad refugees in exchange for access to their technology. The Aliens agreed, and Humanity gained access to technology such as the warp drive, and the process for synthesizing Quetzarium: a fuel that provided enough energy to fuel warp drive engines, and could be easily synthesized from the iron found in space rocks.

 

With this technology, humanity’s empire expanded outward rapidly, and within 30 years humans had colonies on hundreds of other worlds. However, the farther away from Earth humans traveled, the less connected to their world, and by extension its government, they became.

 

Eventually, this disconnect led to rebellion in AA 172. The Outer Worlds Confederation (or OWC, pronounced “Ouch”), a loose conglomeration of about half the outer territories, banded together and declared a war of independence against the United Earth Government. This war saw the first deployment of a weapon that would change the face of warfare forever: The Arm Stryker.

 

Faster and more versatile than a tank, yet able to deliver nearly the same amount of firepower, Arm Strykers were 7 meter tall, humanoid combat mechs. While Arm Strykers were at first an OWC weapon, the UEG soon began to produce Arm Strykers of their own, and soon many different designs could be seen in the service of both sides.

 

After 5 years of bloody stalemate, both sides agreed to a ceasefire, with the OWC gaining control of half of the UEG’s outer territories. Those worlds that had maintained their neutrality during the war were granted independence by both sides, and came to be known as the Unaligned Territories (UT). The UT is not unified politically, and the region has become lawless due to the absence of a unifying government and police force. Both the OWC and UEG have bases and some level of control on multiple worlds within the UT, however.

 

In the 9 years since the war ended, both the OWC and the UEG have been conducting covert operations to undermine the integrity of the opposite side. Outright skirmishes between the two factions are frequent along the borders, as well as within the Unaligned Territories. The situation has been steadily worsening, and it is only a matter of time until the war begins again.

 

In order to avoid being stepped on by the two governments, many UT planets have begun recruiting their own militias for planetary defense, with many planets even buying Arm Strykers from OWC or UEG military contractors. The movement of Arm Strykers into the hands of third parties has also given rise to private security and mercenary firms.

 

These PMCs can often be found undertaking assignments for governments, or non-governmental organizations that require military precision. Of course, many of these PMC outfits are quite criminal in nature, and some even dabble in space piracy. Others are quite philanthropic, and positively contribute to the systems they operate in.[/spoiler]

 

[spoiler=RP encyclopedia]

 

[spoiler=Terminology]

[spoiler=Arm Stryker] An Arm Stryker (sometimes simply referred to as a Stryker) is a 6-7 meter tall humanoid combat mech. After their introduction to the battlefield 14 years ago, Arm Strykers changed the face of warfare. Originally developed by the OWC military, production of Arm Strykers is now largely conducted by private arms companies. As a result, Arm Strykers can now be found in the service of numerous different organizations, from the UEG to small colonial militias.

 

As well, this has also led to an increase in diversity among the mechs. Often two Arm Strykers will look very different from each other. That being said, Arm Strykers can, usually, be grouped into one of four different operation classes: General-purpose, which can be fitted to adapt to, but not excel at, almost any mission role. Fire-support, which make use of heavy weapons to deliver powerful strikes. Recon, which are highly mobiel arm strykers that specialize in sniping and information gathering. And Assault, which are designed to close with the enemy and neutralize them as efficiently as possible.

 

All Arm Stykers share a few things in common regardless of class, however.  A typical Stryker is operated by a single pilot, often referred to as a jockey. As well, all arm strykers have at least one arm that mounts a manipulator hand, a head, and two legs (whether those legs have feet or simply mount wheels or treads depends on the model, however). Although arm Strykers don’t usually pack as much firepower as a dedicated piece of armor like a tank, they make up for it in the variety of hand-held and mounted weapons they can carry, as well as their ability to traverse difficult terrain with ease.

 

Most arm Strykers operate in squads of 4-8, although your typical jockey is perfectly capable of fighting on his or her own. A typical Stryker contains a cockpit for the jockey in the torso, a main camera unit in the head, which usually takes the shape of any number of eyes or an opaque visor, two arms equipped with manipulator hands capable of wielding weapons or tools, as well as performing some other tasks, a backpack that often contains extra ammunition as well as the Stryker’s power source, and legs. The typical Arm Stryker’s feet mount deployable treads for use in cruise mode, which allows them to cover distances at a speed faster than running if the Stryker is on relatively smooth terrain. Although it isn’t typical, Strykers can operate under water or in space if equipped properly.[/spoiler]

 

[spoiler=Arm Species] A relatively new invention, Arm Species (often just called Species to further differentiate them from Arm Strykers) are larger, non-humanoid combat mechs. They come in many shapes and sizes, although your typical Species is somewhere close to the size of two Strykers. Species tend to resemble less traditional combat walkers or animals, and are usually more heavily armed and armored than Strykers. Of course, they are less mobile and versatile than Strykers. Still, they have proven quite popular, and are a large factor in the decline in tank and APC production, since species can fill both of these rolls while still maintaining some of the versatility of their smaller Stryker cousins. While all Species have at least two legs, many lack arms and manipulators.[/spoiler]

 

[spoiler=Traditional armored vehicles] While armored vehicles and APCs have become much less common since the advent of the Arm Stryker, they still see use. On the ground, Tanks are still unmatched in terms of raw firepower. As well, Arm Strykers tend to lack anti-air capabilities, and so many tanks and APC’s can be found sporting flak guns and SAM launchers. As well, Tanks and APCs make excellent platforms for mounting anti-Stryker/species (AS) rocket pods designed to take down the new mechs. Some Tanks and APC’s also come equipped with battlefield repair equipment.[/spoiler]

 

[spoiler=Weapons] While your typical foot soldier is still equipped with some form of assault rifle or heavier conventional weapon, the weapons mounted on armored vehicles and mechs have changed considerably. While there are many weapons that are unique to Arm Strykers and Species, there are two weapons that these mechs share in common with their heavier brethren. The first is the Rocket pod. Rocket pods of all shapes and sizes can be found mounted on mechs and armored vehicles, with mechs usually carrying lighter payloads than their heavy tank allies.

 

The second is the Railgun. Large bore railguns have completely replaced the conventional cannons mounted on most tanks. Arm species usually mount two or three smaller railguns, rather than one large railcannon as a main cannon. Arm Stryker Railguns usually take the form of semi-automatic marksman rifles or sniper rifles due to that fact that the technology for firing them at automatic speeds does not exist. Some heavier fire-support strykers are heavy and stable enough to mount a railcannon in place of a large cannon, although this is rare.

 

Some mechs also forgo traditional railguns in favor of the impact rifle. An Impact rifle operates in the same way as a standard railgun, save for the fact that it superheats its ammunition before firing, which decreases range, but increases damage. Most impact rifles fire specilized rounds with small hollow centers into which 1mm solid quetzarium rods are placed during manufacturing. The superheating process liquifies the quetzarium, drastically increasing the explosive force of the round upon impact.

 

However, the most common weapon found on mechs is the autocannon. Autocannons almost always take the form of a handheld assault rifle or submachinegun, and fire large caliber rounds at automatic speeds. Autocannons have a higher rate of fire, but deal a lot less damage than railguns.

 

Mechs also tend to wield heavy anti-armor rockets either as bazookas or mounted on the body in large rocket pods. Fire support mechs will generally make use of large cannons as their main armament, due to their inability to withstand the recoil of a fire support-class railcannon. Although it is uncommon, mechs and tanks with a large enough power plant can be found using projected energy weapons. Tanks will always mount these as their main guns, while mechs will carry extremely light versions as hand held rifles. Mechs have also been known to carry heavy grenade launchers and flamethrowers, which almost always look similar to their human-sized counterparts.

 

Because Arm Strykers have hands, they have the ability to carry melee weapons. Most of the time, a Stryker will carry a Vibro-knife: a metal combat knife that uses vibrations to increase its cutting power. Other Strykers can be seen carrying vibro-axes and vibro-broadswords. Polearms can be seen on occasion as well. Higher end Strykers will rarely carry monomolecular melee weapons. Jokeys often see these blades as a sign of status. They can cut through nearly anything, and many are custom made.[/spoiler]

 

[spoiler=Powerplants]Most mechs use a large quetzarium- turbine engine to power themselves. These engines often be mounted inside an Arm Stryker’s backpack, or are mounted internally within the mech, which decreases output but increases protection. These turbine engines vary in size and power depending on the mech. Occasionally, some mechs will use a much more powerful (but also more dangerous and expensive) compact quetzarium-fusion reactor in order to generate enough raw power to make use of energy weapons. These reactors are prone to catastrophic meltdown when they sustain damage, however. [/spoiler]

 

[spoiler=Ships] Spaceships equipped with Quetzarium-fueled warp engines are the most common forms of interstellar travel. While most ships are used for personal or cargo transport, many warships also exist. Most warships make use of projected energy weapons and missiles for combat, and many also carry a compliment of space fighters for defense. As well, larger warships serve as command centers, and often contain drop pods for use in deploying ground forces.[/spoiler]

 

[Spoiler=Quetzarium] The fuel responsible for powering much of the Kihlmaad and humanity’s advanced technology, Quetzarium takes the form of a reflective, silver metal that is almost always covered in an oily film generated by its chemical interactions with air. Quetzarium can be easily synthesized from the iron found in space rocks using a special chemical process. The process for synthesizing Quetzarium was given to humanity by the Kihlmaad refugees that joined the UEG in AA 72. Quetzarium resembles silver when in its inert, solid state, but liquid quetzarium is rainbow in color, and is highly volatile and explosive if not handled properly. It gets is name from Quetzacouatl, the mesoamerican rainbow feathered serpent god.[/spoiler]

 

[spoiler=Kihlmaad] A race of reptilian warriors that made contact with Humanity in AA 72. The Kihlmaad (pronounced Keehl-may-odd) are typically about 6-7 feet tall, with saurian heads and long heavy tails. They are bipedal, and their scales tend to be dark green in color, although navy and violet scales are not uncommon. Males tend to be smaller than females, and females are considered the dominant gender. Since joining the UEG, the Kihlmaad have integrated themselves almost seamlessly into human society. Their culture is very similar to humanity’s although the Kihlmaad have a more matriarchal society.

 

Humans tend to call them Dragonoids, a moniker that the Kihlmaad have somewhat grudgingly accepted, since their racial name is difficult for some humans to pronounce (The Kihlmaad, in turn, jokingly refer to humans as terranoids, highlighting the stupidity of the nickname). The Kihlmaad have their own language, but are also perfectly capable of speaking in human languages (although they speak with a heavy accent that many have said resembles those found in britain). Likewise, humans are able to learn to speak Kihlan, the native tongue of the Kihlmaad, although it is known to be quite difficult.

 

The Kihlmaad make up approximately 7% of the galactic population, and can be found in all factions. While interracial relationships have been known to occur, and aren’t necessarily frowned upon anymore, it is impossible for the two species to interbreed. Many Kihlmaad have taken up being Arm Stryker Jockeys, and tend to be excellent pilots.

 

A Kihlmaad's name is similar to a human's in that they possess a first name and a surname. However, the Kilhmaad's society was originally a caste system, with each individual's caste being identified by a prefix placed before their surname. The prefixes Min, SIn, and Vik denoted civilian castes, with Vik being the highest ranking. The prefixes Mun,Sun, and Grun denoted military castes, with Grun being the highest ranking. Even today, Kihlmaad individuals will often gravitate toward careers appropriate for their castes, although the collapse of their former society has allowed for some social mobility. Kihlmaad live slightly shorter lives than humans, with most living for around 65 years as opposed to the human 80.[/spoiler]

 

[spoiler=UEG] The United Earth Government has been the main governing body of the human race for close to two centuries. It is controlled by a ruling council of 5 who are elected to five year terms, with a new councilor being elected every year to replace one who’s term is ending. There is also a congress of nearly 5000 representatives from various worlds that act as a legislature. The UEG is rife with bureaucratic red tape, and some local system governments are thoroughly corrupt. On the whole, the UEG tends to be slow to act. The government is also very Earth-centric, and tends to cater to the rich, powerful members of its citizenry.

 

The UEG’s military is still efficient and powerful, and is much larger than the forces of the OWC.  Its soldiers are well trained and perfectly capable of responding to any and all threats. While not outright impoverished, the average UEG citizen is far from being well off, and many reform movements have tried and failed to change the system in recent years. Still, popular opinion holds that the UEG is what’s best for humanity. Most UEG citizens would rather improve their own government than acknowledge the OWC. There has, however, been some change recently, since the UEG recently elected its first Kihlmaad councilor: a progressive by the name of Gohrarth Min-iss. Unlike the rest of the council, Councilor Min-iss is strongly in favor of OWC independence, and seeks a peaceful resolution to the current military situation. The UEG’s colors are white and Navy blue.[/spoiler]

 

[spoiler=OWC] The other major faction is the Outer Worlds Confederation, commonly referred to as the OWC or “Ouch”. Calling itself a government “By the outer colonies, for the outer colonies”, the OWC is a democracy. Controlled by a congress of 400 popularly elected representatives, the OWC’s government is, usually, fair and just. However, the nation on the whole is very xenophobic and mistrusts outsiders as a result of the horrible treatment of its citizens while they were still a part of the UEG.

 

To outsiders, the OWC seems overzealous and violent, while its citizens see its aggressive stance as a necessary evil to prevent further abuse. The OWC military is about three fourths as numerous as that of the UEG, however they possess higher quality equipment (especially Arm Species), and OWC personnel tend to be better trained. The OWC’s colors are dark orange and grey.[/spoiler]

 

[spoiler=UT] The Unaligned territories are an area of space encompassing about one third of the outer colonies. Most of the planets here are, at least on paper, not a part of the UEG or the OWC. The UT is home to most of the PMCs and Mercenary outfits in the galaxy, and tends to be lawless due to the lack of a central government. Space pirates are common, and a few warlords have carved out their own spheres of influence. As well, both the UEG and the OWC control many worlds here, and skirmishes between their forces are common.[/spoiler]

 

[spoiler=Private Military Companies (PMCs)] PMCs are companies that employ mercenaries and are hired out to jobs that require military precision. These can range from hostage negotiations to orbital bombardments, and everything in between.[/spoiler][/spoiler]

[spoiler=Characters][spoiler=player characters]Jace Archer

Johnathan Blackmore[/spoiler][spoiler=NPCs][spoiler=Gold Raven][Spoiler=Arthur DeGaines]

Name: Arthur DeGaines

Gender: Male

Species: Human

Age: 46

Nationality: UEG

Physical Description: Arthur is 6 feet tall, and a bit lanky. He has short, light brown hair which is starting to grey slightly, and a brown eye. Arthur's most striking feature is that he is missing his left eye, and wears a black eyepatch over it. This, combined with his short beard and mustache, make him look a bit like a pirate, although he certainly doesn't act the part. He usually wears a his blue and black UEG captain's cap with the Hull number of his old ship, the Dauntless, on it, with his Gold Raven Uniform, to make himself look more like a captain. He can often be found smoking a pipe both on and off duty, which is against company policy. That said, the CEO is a personal friend, so most people let him slide. WHen he isnt in uniform, Arthur tends to relax in a polo and a matching pair of pants.

Personality: Arthur is rather laid back and easygoing. He knows that he works for a civilian outfit, and so most of the people under his command need not adhere to a military level of discipline. That isn't to say that he isn't a good commander, or that he lets his crew run amok. Rather, Arthur prefers to simply give everyone onboard their space. When on a job, however, he runs an efficient and well operated ship. When not in the command chair, Arthur is rather pleasant to be around. He has a good sense of humor, and can often be seen telling jokes during meals.

Misc.Information/fun facts: Arthur enjoys gambling, especially playing poker, and often holds games in the ship's navigation room during off-hours. He tends to sit at a different table in the mess hall each meal, so that he can personally get to know as many members of his crew as possible.

[/spoiler][spoiler=Marcus Haverson]

Name: Marcus Haverson

Gender: Male

Species: Human

Age: 39

Nationality: OWC

Physical Description: Marcus stands at 5 feet 10 inches, and is quite thin. He has short, black hair that he keeps combed back at all times, and brown eyes. He usually wears square rimmed glasses, and often has a stubble of a beard on his face. When not wearing his Gold Raven uniform, Marcus usually wears a tee shirt and sweat pants, since he likes to be comfortable. He tends to have a bit of a scowl on his face, although he's just as often seen with his trademark goofy smile.

Personality: Unlike his Commanding officer, Marcus tries his best to run a tight ship. Quick-thinking and adaptable, Marcus is suaually the one behind any unorthodox battle plans that the VInce's crew executes. Having been an OWC privateer operating within UEG territory for a number of years, Marcus is an expert improviser, and Arthur often defers to him on command decisions. Marcus is a bit uptight, however, and tends to come off as strict and unnaproachable. However, he is actually quite friendly, its just that he sometimes takes his job, and by extension everyone else's jobs, too seriously.

Misc.Information/fun facts: Absolutely adores sushi. Marcus, like Arthur, loves to play poker, and is almost always at the table whenever the captain decides to have a game.

[/spoiler][/spoiler][/spoiler]

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[spoiler=Factions] As factions come into play, their profiles will be posted here.

 

[spoiler=Gold Raven Security]

Gold Raven Security is one of the most well-known and renowned PMCs in the Unaligned Territories. Despite its small size, Gold Raven is known for their lethal efficiency and nearly spotless record. Owned by impulsive, philanthropic business mogul Leonard Perault, Gold Raven has made quite a name for itself in recent years. The company is known for its military precision, its willingness to take on and complete jobs other PMCs are unable to, and it’s CEO’s penchant for donating profits to charity. Its base of operations is located on Rivton IV, a swampy commercial planet home to a massive sprawling city.

 

Gold Raven currently operates three ships out of its headquarters: The General's Lode, Vince Bullion, and Appraise. It has plans to acquire a fourth ship. All three are heavily customized Manchu class light cruisers purchased from the OWC. Originally built for speed and convoy escort, the ships have been converted into heavily armed mobile bases of operation for Gold Raven’s mercenary crews.  Each can carry up to five mechs or armored vehicles, four space fighters, and a unit of about 40 soldiers. As well, each ship has a dedicated crew of about 30, including mechanics and bridge crew. All three come equipped with drop pods for use in deploying its armored vehicles, mechs, and footsoldiers.

 

The company’s colors are black and gold, and all personnel are issued uniforms in these colors which consist of a jacket with the Gold Raven logo, and matching pants (or a skirt, if female employees prefer one). The company also sells Gold Raven merchandise including baseball caps and tee shirts, which its employees are encouraged to purchase at a discount. Currently, the Vince Bullion is the only ship docked at the Gold Raven headquarters to undergo repairs and take on replacement employees after a portion of the crew and all of its pilots were killed on its most recent assignment.[/spoiler][/spoiler]

[spoiler=Planet Profiles]Whenever the rp moves to a new planet, that planet’s information will be posted here.

 

[spoiler=Rivton IV] A swampy planet home to a massive, sprawling city, Rivton IV serves as the base of operations for Gold Raven Security. It is here that the crew dormitories, ship docks, machine shops, company offices, and souvenir boutique are located. In short, it is home. It has a population of about 800,000,000. There is also a Shian Industries office on planet, which sells to civilians and mercenaries alike. Shian is an OWC based contractor know for selling everything from toasters to battleships to arm strykers.[/spoiler]

 

[spoiler=Mythryl] A desert world, Mythryl is a backwater planet with few inhabitants. It is notable for the presence of an OWC outpost, as well as a Quetzarium refinery in orbit. It is named Mythryl for its distinct metallic silver colored sand, which makes the planet look like a large silver sphere from orbit. The sand is composed primarily of iron flakes, and is therefore quite useful for quetzarium production. This sand is also highly reflective, and routinely causes blinding flashes of light and scorching heat waves when directly exposed to sunlight. This makes Mythryl next to uninhabitable during the day, and even heavy machinery like Arm Strykers must be specially equipped to operate without suffering damage here. At night, Mythryl is quite cool, although nights are only dark monthly, as the sand reflects any moonlight shining on it.[/spoiler][/spoiler]

[Spoiler=Mecha/ships]Any mecha designs the cast encounters will be posted here, including those used by our characters. The most common mecha used by both the UEG and OWC will also be posted here for reference.

[spoiler=Gold Raven Machines]

Name: EAS-006 Dominion Jace Archer Custom "Silent Shadow" (aka Double S)

Machine type: Recon Class Arm Stryker

Height: 6.1 Meters

Top speed: 96 mph

Powerplant: Backpack mounted Quetzarium turbine engine

Weapons/other equipment: |Collapsible Sniper railgun with scope and tripod x1, hand carried, attached to backpack when not in use| Light 6 shot rocket pod x1, mounted on left shoulder| Light autocannon (submachinegun) x1, hand carried, stored on right hip when not in use| Vibro-knife x1, hand carried, stored on left hip when not in use| Spare magazines for autocannon and railgun x2 each, stored on sides of backpack| ground scan sonar rod, hand carried, stored in left knee when not in use| Infrared/night vision scopes, stored as goggles mounted on the head, deploy over normal optics when in use

Description: Jace's custom Arm Stryker is a modified UEG Dominion general purpose Arm Stryker. Jace (rather shadily) acquired the Dominion he used during his tenure of service in the UEG military for his mercenary work, and used some money he'd saved up to modify it to suit his piloting skills. For the most part,  the Silent Shadow looks similar to a standard Dominion. It has a simple, roughly cubical head featuring a rectangular visor as optics. In place of the standard communications antenna (which has been moved to the backpack), the Silent shadow mounts a set of goggles that swivel down onto the optics for use as infrared and night vision scopes. The unit's torso is largely un-modified, still retaining its boxy shape and singular rectangular exhaust vent on the chest, just above the cockpit door. The Double S's arms have been stripped of their armor, which has been replaced with lighter, reactive armor plates of OWC manufacture. This armor lacks the traditional boxy shape of UEG armor, and is instead streamlined, with rounded shoulders. The Shadow's legs remain unmodified save for small thrusters that have been mounted on the calves to boost the unit's speed in cruise mode, as well as the enlarged left knee plate, which now holds a ground scan sonar rod. Mounted on the hips are the two holdovers from the Dominion's original loadout: a vibro-knife and a light autocannon in the form of a submachinegun. The Shadow's Backpack is taken from a larger Ophanin fire-support class Arm Stryker. Mounting the Ophanin's larger engine allows for better performance and top speed, as well as room to store both the Shadow's powerful sniper railgun as well as two spare magazines for the autocannon and railgun. The unit is painted a pale grey color with a red visor in place of the standard green seen on most Dominions. Overall, the Shadow's performance is superior to a regular Dominion, with a much higher top speed and higher maneuverability. However, this comes a trade-off for decreased survivability due to the larger silhouette and thinner armor. As well, the Shadow is not equipped for melee combat, and tends to stick to its role of a scout or long range marksman.

[/spoiler]

[spoiler=UEG Machines]

[spoiler=EAS-006 Dominion]  Name: EAS-006 Dominion

Machine type: General Purpose Arm Stryker

Height: 6.1 meters

Top speed:  75mph

Powerplant:  Backpack mounted Quetzarium Turbine engine

Weapons/other equipment: |Medium Autocannon (Assault rifle) with scope x1, hand carried, stored on right side of backpack when not in use| Light 6 shot rocket pod x1, mounted on left shoulder| Vibro-knife x1, hand carried, stored on right hip when not in use| extra magazine for autocannon x2, stored on left side of backpack

Description: The Dominion is the UEG's main general purpose Arm Stryker, and as such Dominions can be found operating in almost any theater, in almost every mission role (please note that the above armaments are only fond on stock Dominions. They can field just about anything with the right modifications). A stock dominion is generally painted grey or black, with some navy blue detail here and there. A Dominion has a roughly cubical head featuring a green rectangular visor for optics and a communications antenna on the left side of the head. A Dominon's torso boxy, with a large rectangular exhaust vent protruding slightly from the chest, just above the cockpit door. A dominion's arms feature box shaped shoulder pads (each shoulder has a hardpoint for a rocket pod) and rectangular armor plates with sharp corners. The legs are designed the same way, with the armor plates being sharp rather than round and streamlined. The Dominion's feet can flatten out and deploy into treads for use in cruise mode. It's backpack features a standard performance turbine engine, as well as hardpoints for storing extra ammunition and weapons.

[/spoiler][spoiler=EAS-004 Ophanin]

Name: EAS-004 Ophanin

Machine type: Fire-Support Class Arm Stryker

Height: 6.6 meters

Top speed: 68 mph

Powerplant: Backpack mounted Quetzarium Turbine engine

Weapons/other equipment: | Large cannon x1, mounted on left side of backpack, deploys over left shoulder when in use| AS Medium 6-shot rocket pod x1, mounted on right shoulder| Medium autocannon (Assault Rifle) x1, hand carried, stored on hardpoint on left hip when not in use|

Description: Note- Please describe your machine in as much detail as humanly possible. No pictures, please.

 

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[Spoiler=Plot] The rp focuses on the members of Gold Raven Security: a small private military company known for its lethally efficient personnel and its stellar success record. Despite this, Gold Raven recently lost an entire squad of pilots, as well as many crew members, on an assignment. In order to prevent profits from falling too far, the organization has begun looking for new recruits to fill the vacancies in its roster. Unfortunately for Gold Raven, the UEG has just offered them a lucrative contract on a world called Mythryl, and the company’s only ship that isn’t on assignment is the Vince Bullion: the ship in need of personnel. Not wanting to pass up a paycheck that will put the company back in the black and then some, CEO Leonard Perault has sent a message to the Vince Bullion’s captain, Arthur DeGaines: Hire on short notice, and proceed to Mythryl for a briefing and a down payment.

If you think you’ve got the talent to work with the best, then apply. If you make the cut, you’ll become a member of one of the most requested PMCs in the unaligned territories. Our reputation is good, and our pay is better. Opportunity is knocking, mercenary. Are you in?[/spoiler]

 

[spoiler=Important Information]

Please note that this rp is rated PG-16, and will include a medium to high amount of blood and gore, a medium to high amount of profanity, and low to medium amount of sexual content.

 

The plot of the rp will be largely episodic, with the crew of the Vince Bullion going from one job to another, with an overarching plot developing as more jobs are completed and time advances in the Arm Stryker universe. Eventually, the story may branch, in which case the cast will have to choose which jobs to complete at which point. Note that these choices may affect how certain events turn out.

 

Zai's Death Clause: Being a mercenary is a dangerous, and often lethal job. Characters can, and will, die in combat quite often. The choices the cast makes can and will effect the fates of NPCs they encounter. Player characters are not immune to this either. That being said, I will not be actively attempting to kill off any player characters. Should your character be put into a situation in which their death is likely, I will pm you about it, and you and I will discuss whether or not it is appropriate for him or her to meet their end. Should we agree to let your character die, you are welcome to submit another application or leave the rp at your own discretion. If you decide to leave, applications will be re-opened.
[/spoiler]

 

[spoiler=The Vince Bullion]The Vince Bullion (Sometimes simply called “The Vince” by her crew) is the second ship purchased for use by Gold Raven. Of the three, she has seen the most action. Her captain, Arthur DeGaines, has been with the company since its inception, and is a personal friend of the CEO. She sustained heavy damage on her last mission, and lost a good portion of her crew. Still, the job was a success. As of now, all but the five pilot positions have been filled. She is armed with two heavy particle cannons (one mounted above and behind the bridge and the other in the protruding “chin” section of the bow), 10 anti-ship railcannons (five on her port side, five on her starboard), numerous AA autocannons, and 20 aft mounted chaff flare launchers. Her Mech/tank squad’s callsign is “Crow”, and her fighter wing’s callsign is ”Halberd”.  The Vince's most defining feature, however, is her ability to outrun almost every ship in the galaxy. She isnt the absolute fastest, but very few ships can keep up with her at full speed. In atmosphere or out of it. Her current crew and machine compliment is as follows:

 

Captain: Arthur Degaines- 46 years old. Former battleship captain in the UEG navy. Arthur is laid back and easygoing in both his personality and his command style. Despite this, he is still an effective commander. Lost an eye during his tenure in the UEG navy, and received a medical discharge. Likes to gamble.

First Mate: Marcus Haverson- 39 years old. Former OWC privateer captain. Strict yet adaptable commander. He often acts as a disciplinarian to balance out Arthur's laid back attitude. Quite kind and compassionate when he gets a chance to be. Has numerous underworld contacts. Likes to gamble.

Head Mechanic: Lucas Dornick- 28 years old. Former Shian Industries technician. Gets very engrossed in his work and is always trying to come up with ways to improve the machinery on the Vince. Sociable and friendly when he isn't working. He's a huge Arm Species fan, and has always wanted to work on one.

Navigator: Charlotte Drew- 24 years old. Former Gold Raven intern in college, signed on full time after graduation. A bit of a ditz, but she is an excellent navigator. She's quite friendly. Likes to party on weekends off-ship.

Comm. officer: Sarah Graves- 23 years old. The sweet flower of the office (if you could refer to the Vince Bullion as an office). Former comm officer on a civilian freighter. Sweet and kind, and always volunteers when things need to be done on board ship.

Gunnery Chief: Shamsah Sun-Lido- 28 years old. Has been with Gold Raven for four years. Has a bit of a chip on his shoulder.

Chief Engineer: Heather Miizlow- 26 years old. Shes a bit of an introvert, and doesn't socialize much. This is partly due to her work, which always keeps her busy on one part of the Vince Bullion or another.

Head Chef: Gerryx Min-Samas- 50 years old. A jovial old Kihlmaad man, "Jerry" loves to try new dishes out for the crew. Unfortunately, this means that the quality of each meal will vary greatly. Gerryx also likes to gamble.

Shipboard A.I.: Merideth- Merideth was installed on the Vince Bullion 3 years ago. As well, fragments of her are installed in all of the Vince's machines. There are numerous terminals on board for crew members to access her.

Ship’s combat commander/ Crow Actual: Ganahra Sun-Ultin- 30 years old. Former OWC platoon commander. Revived a dishonorable discharge. Doesn't talk about his past, but is an excellent combat commander. likes to gamble.

Crow1 (Pilot): ?

Crow 2 (Pilot): ?

Crow 3 (Pilot): ?

Crow 4 (Pilot): ?

Crow 5 (Pilot): ?

Halberd 1 (Fighter Pilot)

Halberd 2 (Fighter Pilot)

Halberd 3 (Fighter Pilot)

Halberd 4 (Fighter Pilot)

40 Gold Raven Mercenaries

25 other crewmen

 

The Vince serves as the central location for the rp, and is home to the characters now that they have been hired on at Gold Raven. She has a room for each of her 83 crew members, as well as enough space to comfortably accommodate an additional 50 passengers should the need arise. Notable areas on the ship include her hangar/launch bay, located on the lower deck in the rear of the ship, the mess hall, which is where the entire crew eats their meals three times a day, the navigation room, from which mission briefings are given to operatives, the recreation room, which contains a few televisions arcade games, pool tables etc for the crew to use during off hours, and of course the bridge. Her interiors are somewhat cramped, due to the fact that the Vince was and still technically is a warship, but her amenities make living on board somewhat pleasant at best and tolerable at worst.

[/spoiler]

 

[spoiler=Application]

Applications for this rp are twofold. In order to be accepted into the rp, both your character, and his or her machine must be approved. If either or both do not make the cut, then you will be given one, and only one chance to revise and re-submit your application, provided that there is still room in the cast. When the cast has been filled, your characters will be assigned their call sign in the Vince Bullion's crow squad. Please note that the character who is designated Crow 1 will become the squad leader. While they will be taking orders from the ship's combat commander, the rest of the squad will be subordinate to the team leader and will be taking orders from him or her when the squad is deployed on a mission. I am looking for four players. no more, no less.

 

And now for your Gold Raven Security Career Application

 

 

Please remove all notes or items in parenthesis from the application before filling it out.

Pilot application-

Name:

Gender:

Species: (Kihlmaad or Human)

Age: Note- not a rule, but it is recommended that your character's age be at least 20. These are trained soldiers after all.

Nationality: (UEG, OWC, or UT)

Physical Description: note- you may attach a picture here for reference, but do describe your character as well.

Personality:

Misc.Information/fun facts: Note- List likes and dislikes, etc..

Skillset: (What does your character bring to the table? List both what they specialize in in combat as well as any other useful skills that they have that could be of use to a mercenary squad.)

 

Machine application-

 

Name:

Machine type: (Arm Stryker, Arm Species, or tank) Note- If it is an arm stryker, please list its class as well (General Purpose, Recon, Fire Support, or Assault)

Height:

Top speed:  Note- Most arm strykers can clock in at about 80 mph, with heavier ones maxing out at around 70 and the fastest recon class arm styrkers going at about 110. Tanks can move at the speed of their modern-day counterparts, and arm species can move just a hair faster than that.

Powerplant: (either a Quetzarium turbine or a Quetzarium fusion reactor)

Weapons/other equipment: Note- please list where the weapons and equipment are mounted/carried as well as what they are and what they do.

Description: Note- Please describe your machine in as much detail as humanly possible. No pictures, please.

 

Full bios for the Vince's crew will be up as soon as I have the time.

 

[/spoiler]

 

On another note, the RP needs a logo, but i'm not nearly graphically competent enough to make one myself. If someone would be so very kind as to make one for me, I'd greatly appreciate it.

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@Ketodama: interest noted. would love for you to apply.

 

Character is done. working on the crew next.

 

 

Name: Jace Archer

Gender: Male

Species: Human

Age: 29

Nationality: UEG

Physical Description: Jace stands at 6 feet, 2 inches tall, with black hair that goes half way down his neck. He has icy blue eyes and a goatee. While one would be hesitant to describe his build as large, Jace is quite muscular and toned. He has a fairly large scar on the left side of his face which goes from his cheekbone into his left side-burn that he got during a skirmish five years ago. When not dressed in his Gold Raven uniform, Jace will either dress himself in a black suit and tie, or, when he's dressing casual, a pink Hawaiian shirt and some blue jeans.He always wears either tan work boots or his old army combat boots when not wearing a suit. Carries his 9mm sidearm from his UEG days with him at all times, although it isn't always loaded. Despite being a fairly nice guy, Jace's face is usually contorted into a frown or a scowl, and he doesn't really smile much.

Personality: After a decade of being a soldier, Jace has become a bit jaded. He's seen a lot during his time as a jockey and most of it wasn't pretty. As a result, he's become pretty quiet, and doesn't talk too much. That isn't to say that he's aloof and unsociable, just that Jace is a man of few words, and that it's difficult for him to open up to someone (his wife notwithstanding). Despite this, Jace is a genuinely nice guy, and is always willing to listen to someone when they want to talk to him. He's quite helpful, and pretty handy as well, and as such he'll be the first to volunteer when someone on board needs an extra pair of hands. Aside from his compassionate streak, Jace is a cynic at heart, having seen too much of the dark side of the galaxy. He isn't vocal about his pessimism, but it certainly affects the decisions he makes both in an out of combat. This causes him to be more pragmatic and utilitarian mostly, but occasionally it escapes him in bouts of negativity and depression. He may or may not have a minor case of post-traumatic-stress-disorder. On another note, Jace has a dry wit, so he is occasionally prone to bouts of sarcasm and snarking. 

Misc.Information/fun facts: Jace is ambidextrous, but favors his right hand. He has no particular favorite food, but he enjoys soups and stews. Jace likes to hunt, but his choice of career prevents him from doing so very often. Jace has been married to a woman Mary Archer for three years, and applied to Gold Raven to help make ends meet for the two of them.

Skillset: UEG basic combat training, Arm Stryker operation, Expert Marksman, Reconnaissance skills, repair skills

 

Name: EAS-006 Dominion Jace Archer Custom "Silent Shadow" (aka Double S)

Machine type: Recon Class Arm Stryker

Height: 6.1 Meters

Top speed: 96 mph

Powerplant: Backpack mounted Quetzarium turbine engine

Weapons/other equipment: |Collapsible Sniper railgun with scope and tripod x1, hand carried, attached to backpack when not in use| Light 6 shot rocket pod x1, mounted on left shoulder| Light autocannon (submachinegun) x1, hand carried, stored on right hip when not in use| Vibro-knife x1, hand carried, stored on left hip when not in use| Spare magazines for autocannon and railgun x2 each, stored on sides of backpack| ground scan sonar rod, hand carried, stored in left knee when not in use| Infrared/night vision scopes, stored as goggles mounted on the head, deploy over normal optics when in use

Description: Jace's custom Arm Stryker is a modified UEG Dominion general purpose Arm Stryker. Jace (rather shadily) acquired the Dominion he used during his tenure of service in the UEG military for his mercenary work, and used some money he'd saved up to modify it to suit his piloting skills. For the most part,  the Silent Shadow looks similar to a standard Dominion. It has a simple, roughly cubical head featuring a rectangular visor as optics. In place of the standard communications antenna (which has been moved to the backpack), the Silent shadow mounts a set of goggles that swivel down onto the optics for use as infrared and night vision scopes. The unit's torso is largely un-modified, still retaining its boxy shape and singular rectangular exhaust vent on the chest, just above the cockpit door. The Double S's arms have been stripped of their armor, which has been replaced with lighter, reactive armor plates of OWC manufacture. This armor lacks the traditional boxy shape of UEG armor, and is instead streamlined, with rounded shoulders. The Shadow's legs remain unmodified save for small thrusters that have been mounted on the calves to boost the unit's speed in cruise mode, as well as the enlarged left knee plate, which now holds a ground scan sonar rod. Mounted on the hips are the two holdovers from the Dominion's original loadout: a vibro-knife and a light autocannon in the form of a submachinegun. The Shadow's Backpack is taken from a larger Ophanin fire-support class Arm Stryker. Mounting the Ophanin's larger engine allows for better performance and top speed, as well as room to store both the Shadow's powerful sniper railgun as well as two spare magazines for the autocannon and railgun. The unit is painted a pale grey color with a red visor in place of the standard green seen on most Dominions. Overall, the Shadow's performance is superior to a regular Dominion, with a much higher top speed and higher maneuverability. However, this comes a trade-off for decreased survivability due to the larger silhouette and thinner armor. As well, the Shadow is not equipped for melee combat, and tends to stick to its role of a scout or long range marksman.

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Pilot application-

Name: Johnathan "John" Alexander Blackmoore

Gender: Male

Species: Human

Age: 25

Nationality: UEG

Physical Description: A tall, strong young man Johnathan Alexander Blackmoore is a credit to his family in many ways.  Standing just short of six feet tall, the pale-skinned man bears a neatly-trimmed patch of dirty-blonde hair atop his head and emerald eyes set into the sockets of his sharply-angled face.  A scar runs directly beneath his eyes, completely from one side of his face to the other, and intersects with another coming up from his chin and up towards his right ear; yet that face is seen more often with a smile than a frown.  The rest of his body bares its own smattering of scars, most of them about his torso and stomach, that can easily be determined as the remnants of wounds suffered during an Arm Stryker explosion by eyes trained to recognize them.  The rest of his nearly six foot tall form is quite heavily muscled, and attests to a proud service in the UEG military as does the absence of his right arm.  The appendage in question has since been replaced by a high-grade cybernetic such that it allows him to function as if he had a normal arm in its place, the only noticeable difference being the exposed metal acting as armor against the elements and other such things that could interfere in its function.  When not required to wear some sort of uniform or other, John can be found clad in one of several oil-stained tank tops and an equally stained pair of camouflaged pants with a worn pair of military boots on his feet.

Personality: Hardly the typical military type, despite having spent seven years serving in the UEG's Shipborne Rangers and being honorably discharged at the rank of Sergeant due to the loss of his right arm, Blackmoore is often described as carefree.  He is easily approachable, relaxed, and probably the least-strict person one would ever meet.  While other soldiers might have become jaded from their experiences, John retains his good humor and quite a bit of generosity.  There is also a remarkable amount of intelligence hiding behind that thick skull of his, which led his father Alexander Blackmoore, head of Von Blackmoore Armaments, to say that he was "much too smart to be a soldier."  Not that John's ever paid his father too much attention with his choice in careers, despite the tension it has led to there being between the CEO and the young man he's been trying to groom into his eventual successor.  In combat he is loud, proud, and more than willing to shout at the top of his lungs "Rangers lead the way!"  Finally, the young man bears an inexorable attraction to machinery and loves nothing more than tinkering with it every chance he gets.

Misc.Information/fun facts:  Blackmoore used to be left-handed, but with the addition of the cybernetic he has since developed ambidexterity: he still favors his left hand.  As the son of the CEO of Von Blackmoore Armaments Johnathan has access to a great deal of resources beyond what a normal mercenary would, evidenced by his Arm Stryker.  Blackmoore has applied to the Gold Raven as a way to make enough money that he can ultimately return to his family's home on Mars without causing his parents concern for his lack of sufficient finances to do so.

Skillset: Special Operations Training, Elite Combat Training, Arm Stryker Operation, Interrogation Resistance Training, Lightning Assault Training, Prodigious Mechanical Skill, Weapon Mod. Construction, In-depth Arm Stryker Repair Skill.

 

Machine application-

 

Name: VBA M24-A1 Morrigan JBC "Hellfire"

Machine type: Multipurpose Assault Class Arm Stryker

Height: 7.2 m

Foot Top Speed: 76 mph

Assault Jump Top Speed: 105 mph

Powerplant: Internalized Quetzarium Fusion Reactor

Weapons/other equipment: Shredder Claws x2, mounted to upper arm pair | Single-shot Impact Rifle x2, mounted to upper arm pair | Light Autocannon (Sub Machine Gun) x2, hand carried, stored on chest when not in use | Single-shot Heavy Rocket Launcher x1, hand carried, stored on back when not in use | Marksman Rifle class Railgun x1, hand carried, stored on back when not in use | Impact Rifle Rounds x10, stored at waist | Thermite Incendiary Rockets x5, stored at  waist | Light Autocannon Drum Magazines (50 round) x4, stored on left thigh | Railgun Magazines (5 rounds) x4, stored on right thigh | Jump Pack, back-mounted | Infrared Optical Sensors, head-integrated.

Description: John's Stryker is a customized Von Blackmoore Armaments Morrigan Class Multipurpose Assault Arm Stryker, which his parents saw that he was issued when it appeared that he would be returning to active duty after the incident involving his previous Stryker being blown up with him inside and that he has since named the "Hellfire."  He maintained ownership of the mech even after his honorable discharge, and has since managed to find himself well and truly stuck on the planet of Rivton IV.  The Morrigan class is indicative of VBA's philosophy for producing mechs, allow them to excel in a single role and function competently in one which supports their primary purpose and the Hellfire is no exception to this.   The 7.2 meter tall mech is rather human in its shape, with the exception of it mounting four arms instead of the usual two and its elongated streamlined head, and bears a streamlined appearance despite its rather substantial bulk.  The upper of its two pairs of arms are substantially larger than the lower pair, and can easily be determined as ill-suited to carrying more traditional weaponry.  Each arm in fact ends in a large "hand" bearing what appear at first to be the traditional five fingers, but are in fact opposable blades attached to the hand in place of normal fingers.  A practiced eye can easily tell at a glance that these are Vibroblades based upon the way in which they are joined to the hand.  In fact, these blades together make up a weapon system known as a "Shredder Claw" which has the potential to be far more lethal than a normal sort of Vibroblade, but is also a highly skill-dependent weapon.  In addition to the Shredder Claws, the larger pair of arms carry integrated tubes along their undersides similar in appearance to the barrels of firearms.  These barrels are in fact single-shot Impact Rifles which the mech is capable of reloading on its own when not in melee.  The smaller pair or arms, attached to the torso directly below the larger pair, are designed to be highly versatile manipulators and bear hands far more similar to the human norm than those upon the more beastly weaponized appendages.  These arms are approximately the same length as the larger pair, and thus hang well lower on the mech's body when it is inactive.   The aforementioned head upon the Hellfire bears some resemblance to those of the Xenomorphs from the Alien Franchise, save the fact that it sits much lower to its broad torso on its thick neck.  The thickness of the neck does limit the rotation of the head to an arc of about 110 degrees to the front, which is not normally an issue due to the mech's surprising quickness and its intended combat role.  The Head contains a full sensory and communications array with its normal optics taking the form of a long rhombic visor which glows red when active, while its infrared sensors are contained in a second elliptical visor mounted above the first in the middle of the "forehead" of the mech.  The cockpit for the Morrigan Class Stryker is mounted higher in the chest than normal to make room for the large Internalized Quetzarium Fusion Reactor which provides the power for the mech's systems.  The Torso on the Hellfire is streamlined in shape, more evocative of the OWC Arm Strykers than those preferred by the UEG which controls the space in which it was manufactured, to allow for less resistance when operating in atmosphere and gives the whole construct a more organic look to it.  The legs on the Hellfire are massive, clearly built to get the heavy piece of machinery moving, and take on a digitigrade shape.  This unique shape allows the bipedal Hellfire to reach speeds not normally achievable by a Stryker of its weight and size, and furthermore causes its steps to impact the ground significantly more softly and therefore produce far less noise.  Of course the most noticable feature of the Hellfire is the back-mounted set of thrusters that make up its Jump Pack.  This is a system designed for the express purpose of getting the Hellfire into melee combat as quickly and noisily as possible, and is composed of two thrusters, each measuring over 3.5 meters in length, angled slightly back from the Hellfire to avoid scorching it with their exhaust.  The sheer size of the thrusters is required to get an Arm Stryker as large as the Hellfire moving through the air in the first place, and furthermore after a jump the thrusters require a "cool down" period to avoid damage from overheating.  In supplementary equipment, the Hellfire is equipped with an up-sized set of holsters and racks across its torso that act in a manner similar to a combat vest so that its manipulator arms can easily retrieve any of the contents.  Across its waist most of the space is devoted to ammunition storage for its ranged weaponry and on its chest it carries two holsters for SMG class Autocannons meant to be dual wielded when in combat.  Upon its back, it carries two weapons stowed safely out of the way of the Jump Pack's exhaust: a single-shot Heavy Rocket Launcher which can be equipped with a variety of ammunition but most often utilizes Blackmoore's favorite Thermite Incendiary Rounds, and a Marksman Rifle class Railgun for use at medium ranges.  Due to its classification as an Assault Class Arm Stryker, the M24-A1 Morrigan mounts some of the heaviest armor seen on Arm Strykers simply to allow it to survive reaching its target in the first place.  The mech itself was clearly once painted in all Tactical Black, but now sports Hot Rod Flames along its arms and legs along with a large orange sunburst in the center of its chest.  On the whole, the Hellfire is superior to most (if not all) other Assault Arm Strykers employed by both the UEG and the OWC and thanks to the small number of VBA Morrigan Arm Strykers in use it is likely to remain so for some time.

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@ketodama:

 

You character is accepted, but your machine application is going to need some work....

 

Before i start, don't let the length of this post discourage you. Because you only get one re-submission chance, i'm simply trying to be as thorough and as in-depth as possible.

 

As it is right now, the Hellfire is more or less a superweapon. Its got incredibly thick armor (which is apparently enough to withstand atmospheric re-entry unaided), can outrun almost every mech in the Arm stryker universe by a good 30 miles an hour with the use of its jump pack (which is powerful enough to slow it down from orbit), and possesses weapons which can more-or-less one-shot any target they connect with. Not to mention some of the technology in use on it simply does not exist in the Arm Stryker universe. So, here's what I recommend for your re-submission:

 

Lets start with the Kinetic fists. Now, part of this is my fault, since i didn't describe this correctly, but monomolecular blades are incredibly difficult to both manufacture and acquire, due to the fact that they can literally cut through anything that comes in contact with the cutting edge that isn't say, another monomolecular blade (and even then half the time the blades will simply cut each other). Having 8 of these makes the Hellfire both incredibly expensive  and incredibly overpowered. As well, while the use of electromagnetism to magnetically accelerate a piston for the arm stryker equivalent of a megaton punch is, in a phrase, flipping awesome, it also doesn't work. both the force of the acceleration and the heat generated by moving a piston which i can only assume is at least a few times the size of your typical magnetically accelerated projectile via the same method as said projectile is astronomical. Not to mention then having to stop that thing inside the arm while its still on its track lest it, you know, break through the arm with the force of a magnetically accelerated artillery shell (which we can make go something like mach 7 in 2008, according to wikipedia). In short, the current model of the kinetic fist is ridiculously expensive and probably physically impossible. Here's what we can do to make it more manageable. First, lets lose the 8 monomolecular fingers. Honestly this weapon would still be awesomely  effective if it was just a big flat hammer. That said, claws are cooler. I'd suggest bladed ones rather than vibro-claws since they're prehensile and can grab things. As for the acceleration of strikes, I'd probably either remove that feature all together, since these things are already big as it is and firing impact rifles point-black will pack more then enough force to deal a heck of a lot of damage, or just put some thrusters on the fists to make 'em hit harder.

 

Now, at 7.2 meters, the Hellfire is about as big as an Arm Stryker can get. Its huge and heavy and probably needs those chicken legs to move at anything resembling a reasonable top speed (i'm also going by the assumption that that ground top speed is based on running, rather than a tread-based cruise mode. correct me if i'm wrong). That being said, this thing is pretty high end, so that 76mph sounds perfectly reasonable for something this heavy (maybe a tad fast, but not enough to warrant a change really). Now, that's all fine and good, but then i looked at the specs for this physics-defying jump pack.

 

Lets start with the obvious. Nothing, and i mean nothing, that anyone can mount on an arm stryker is powerful enough to slow it down should the mech suffer the unfortunate mishap of falling from orbit while not in a drop pod. This is because one, an arm stryker will always burn up in re-entry due to a. being much too small to accomplish getting through the atmosphere, and b. not being protected in any way against the heat from re-entry, and will therefore never make it to the ground, and two, the size of a thruster powerful enough to not only counteract the force of a planet's gravity pulling the mech toward the ground, but also to slow this thing down enough for it to not be destroyed on impact, would have to be massive. Simply put, arm strykers are not re-entry capable. period.

 

Secondly, the Hellfire's jump pack allows it to move a good 30 mph faster than anything on the ground, which, while i wouldn't call it physically impossible, does make it quite overpowered and doesn't really make too much sense. Jumping really shouldn't propel an arm stryker to over twice its top speed, especially an arm stryker as large and un-aerodynamic as the hellfire. Honestly i don;t really see a need for it be able to do anything but, you know, jump with that pack. my advice is drop that  jumping speed way down, or remove that statistic all together..

 

Just a couple more things here: first, railgun technology in the Arm stryker universe isnt advanced enough to create railguns that fire at automatic speeds, so an assault rifle class railgun simply can;t exist. Change it to a marksman rifle and it'll be fine. Second, (and this is probably just a nitpick), but the hellfire carries 3 times the standard amount of magazines for its weapons (rockets and impact rifles not withstanding). perhaps 4 would be more reasonable.

 

feel free to pm me/post in the topic if you have any questions.

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[spoiler=WIP]Pilot application-

Name: Zaluru Grun-Marluo

Gender: Male

Species: Kihlmaad

Age: 24

Nationality: UEG

Physical Description: note- you may attach a picture here for reference, but do describe your character as well.

Personality:

Misc.Information/fun facts: Note- List likes and dislikes, etc..

Skillset: Master Pilot, Hand to hand specialist, extensive weapon training, multilingual, Survivalist, Engineering Knowledge

 

Machine application-

Name: TOX-000 Prototype"Achillies"

Machine type: Arm Stryker- Unclassified

Height: 7 M

Top speed: 125 mph, going top speed may be dangerous as no pilot has successfully done it without "mishap".

Powerplant: Internal compact quetzarium-fusion reactor

Weapons/other equipment: 16 Rocket pods on back and shoulders; 1 Fully Auto Machine Gun-Shots 325, Hand weapon holstered on left hip; 1 Semi Auto Machine Gun-Shots 175, Hand weapon holstered on right hip; Liquid quetzarium Grenade Launcher-Shots 6, holstered on lower back; Electro vibrating Forearm Blades, retractile both arms

Description: Note- Please describe your machine in as much detail as humanly possible. No pictures, please.[/spoiler]

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Hard to have an opinion on the app at this point, But a few things...

 

I like that you're applying as a Kihlmaad. bonus points.

 

Im not really sure exactly what the Achilles's weapons are, per say. is the word "shot" in each weapon describing the ammunition capacity, or am I missing something.

 

a bit nervous about the speed, but im going to need to see the rest of the Achilles's bio before i make any sort of judgement.

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Shots is weapon capacity I haven't decided yet and the speed is so high for three reasons; 1 it is the prototype for a next generation machine and look at the power plant it uses even though it doesn't use beams so with that it should out perform other machines but with drawbacks and bugs that are being "ironed out" including it isn't economical to mass produce right now, 2 it is the absolute max speed the machine can reach and even then the "mishaps" tend to involve crashing/technical trouble/explosions/ no chance the pilot survives, 3 its fighting style is dependent on speed which I'll get more into as I finish writing it.

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It is meant to be a high speed unit so yes it will have a lot of thrusters and light armor, it's is designed to break through the enemy line mess up their forces take out the command structure as much as it can then get out of there; a lot of benefits but is also has problems thus it being called Achilles. Also you don't use Beam weapons why do you need that much power?

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It is meant to be a high speed unit so yes it will have a lot of thrusters and light armor, it's is designed to break through the enemy line mess up their forces take out the command structure as much as it can then get out of there; a lot of benefits but is also has problems thus it being called Achilles. Also you don't use Beam weapons why do you need that much power?

The hellfire is about as large as an Arm Stryker can be, so it needs a huge reactor.
I like the hit-and-run concept, by the way.

 

However, i do request that you put it into one of the four Arm Styrker classes. Stick it in General Purpose if you don't feel your concept fits one of the other three

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Well, this seems to have died.

Yeah.... working on a new rp now. Gonna have this one locked. I like this concept though, so there's a decent chance i'll reboot it in the future.

 

Barian Warlord and Ketodama, thanks fro your interest. You'll both be invited if i decide to re-make this in the future.

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