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Unread 16 Mar 2004, 16:45   #1
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
mech wars, the rise of man

It is the year 4586, in the year 4232 mankind developed an inter-galactic drive with which they could finally start to explore the universe. In the year 4256 they encountered the cybrids, which quickly imitated their inter-galactic drive and started the next war.

By the year 4479 mankind was almost wiped out, no colonies where left in human control and earth had fallen not long ago, it was then that a group of dedicated mech warriors managed to push directly into the Prometheus compound and destroy the controller of the cybrids, their sacrifice would be rememberd forever. By the year 4584 the Sol system was back under human control entirely, most of the old advanced technology was however lost in the struggle, the entire human race now numbers only a few billion scattered across several galaxies.

You are about to become a mech warrior, you are each being prepared for your long crusade through space, your mission is to clear the galaxy of cybrids, your chance of success almost 0, but there are more like you and with the cybrids in their current weakness, humankind will certainly prevail again.

During your mission aboard the UESV Montreal, you will regurlarly be resupplied with new technology, weapons and mechs, you will each start at rank 1, tech 1, allowing you to use only a small selection of mechs, tanks, battlesuits, aerospace fighters and weapons.

In order to improve your rank, complete missions, act heroicly and RP good, stats are included but RPing is what will save, or lose, the day. The tech level aboard the ship can improved by researching artifacts, finding item plans or salvaging parts of enemy mechs.

please make your character and design your mech, there is no money system and there aren't any restriction to the amount of items right now, once the ship leaves and you start your missions however certain items might not be availble.

name:
age:
appearance:
history:
mech/tank/battlesuit/fighter:
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
flapjack is offline   Reply With Quote
Unread 16 Mar 2004, 16:48   #2
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
mechs/tanks/fighters and battlesuits

Mech chassis: The basis of your mech, it holds your equipment and when it's damaged your equipment will also begin suffering, a powerfull chassis is capable of using powerfull weapons. Choose your chassis carefully.

Cheetah class scout mech: Designed specifically for scouting, the basic equipment of this mech consists of a LM mk2 drive, long range imaging suite and a passive ECM suite, it cannot hold much in the form of weapons or armor but it's not designed for direct combat against other mechs.
class: scout mech
chassis weight/max weight: 15/30 tonnes
weapon mounts:
right arm: light weapon mount
left arm: light weapon mount
left shoulder: light missile mount
right shoulder: light missile mount
c*ckpit left: light weapon mount
c*ckpit right: light weapon mount
armor(arms/torso/legs/c*ckpit):5/10/10/5
tech: 1
rank: 1
special: ECM, long range imaging sensors, LM mk2 drive, Jumpjets.

Mouse class recon mech: Designed to infiltrate deep behind enemy lines, the Mouse class has a very low profile and powerfull ECM systems, it also has 1 of the most advanced passive sensor systems but sports very little armor or weapons
class: scout mech
chassis weight/max weight: 10/20 tonnes
weapon mounts:
right arm: light weapon mount
left arm: light weapon mount
shoulders: light missile mount
armor(arms/torso/legs/c*ckpit):0/5/5/5
tech: 1
rank: 1
special: ECM mk2, advanced passive sensor, jumpjets.

Jumper class light attack mech: Fast yet powerfull, the Jumper class sports a powerfull jumpjet system, sufficient armor and weapons and a powerfull drive. It is the first mech you'll be able to choose with which you can really wreck some havoc.
class: light attack mech
chassis weight/max weight: 10/30 tonnes
weapon mounts:
right arm: medium weapon mount
right arm: light weapon mount
left arm: medium weapon mount
right arm: light weapon mount
left shoulder: light missile mount/light weapon mount
right shoulder: light missile mount/light weapon mount
torso: medium missile mount
c*ckpit left: light weapon mount
c*ckpit right: light weapon mount
armor(arms/torso/legs/c*ckpit): 10/10/15/5
tech: 1
rank: 1
special: Jumpjets, AMS

Hammer class medium mech: A rather simple, but allround, mech design, based around the old perception of walkers. Four legged so no arms to mount weapons on but much less prone to falling over and very well armoured for its size.
class: frontline mech.
chassis weight/max weight: 15/40 tonnes
weapon mounts:
left shoulder: medium missile mount
right shoulder: medium missile mount
back: heavy weapon mount
right c*ckpit: light weapon mount
left c*ckpit: light weapon mount
armor(torso/legs/c*ckpit):25/20/15
tech: 1
rank: 2
special: 4 legged mech

Catapult class medium support mech: Designed with support in mind, this mech is equipped with multiple racks of missile launchers and sports very little weapons for short range defense, it can however match most assault mechs in long range firepower.
class: support mech
chassis weight/max weight: 20/45 tonnes
weapon mounts:
left shoulder: medium missile mount
left shoulder: medium missile mount
right shoulder: medium missile mount
right shoulder: medium missile mount
Center shoulder: heavy missile mount
left c*ckpit: light weapon mount
bottom c*ckpit: light weapon mount
right c*ckpit: light weapon mount
armor(shoulders/torso/legs/c*ckpit):10/10/15/10
tech: 2
rank: 2
special: jumpjets, AMS

Badger class medium mech: Sturdier and more armed then the Hammer class medium mech, this mech can easily take several light mechs at a time and come out intact and is easily a match for most medium mechs.
class: medium attack mech
chassis weight/max weight: 20/50 tonnes
weapon mounts:
left arm: medium weapon mount
left arm: medium weapon mount
right arm: medium weapon mount
right arm: medium weapon mount
left shoulder: medium missile mount
right shoulder: medium missile mount
left torso: medium weapon mount
right torso: medium weapon mount
c*ckpit left: light weapon mount
c*ckpit right: light weapon mount
c*ckpit top: medium weapon mount
armor(arms/torso/legs/c*ckpit): 20/20/30/25
tech: 3
rank: 2
special: ECM system, AMs

Uziel class medium mech: Designed with heavy weapons in mind, this mech can't take a lot of weapons but can take some of the most powerfull guns around, a fully loaded Uziel can scare off even the most dedicated light mechs and take out most heavy mechs.
class: medium mech killer
chassis weight/max weight: 25/60 tonnes
weapon mounts:
left arm: super-heavy weapon mount
right arm: super-heavy weapon mount
c*ckpit left: light weapon mount
c*ckpit right: light weapon mount
c*ckpit top: light missile mount
armor(arms/torso/legs/c*ckpit):20/20/25/20
tech: 2
rank: 3
special: Jumpjets, improved targetting system.

Archer class heavy mech: The first mech to fit into the heavy category, it is designed to fight aircraft and long distance threats, for this purpose it's equipped with a high power radar which does not add to its stealth in any way.
class: Air defense mech
chassis weight/max weight: 40/80 tonnes
weapon mounts:
left arm: twin medium weapon mount (must have the same weapon once or twice, not 2 different weapons)
right arm: twin medium weapon mount
left shoulder: medium missile mount
right shoulder: medium missile mount
left torso: medium weapon mount
right torso: medium weapon mount
c*ckpit left: light weapon
c*ckpit right: light weapon
armor(Arms/torso/legs/c*ckpit): 25/30/20/25
tech: 3
rank: 3
special: Advanced radar system, advanced air tracking system, advanced weapons guidance, jumpjets

Fido class heavy mech: Another four-legged monster, this mech is truelly awesome at long ranges and is quite fast yet sturdy. Unfortunately Fido's can't take as much weapons as the other heavy mechs and because of that always need close-in support.
class: super-weapon mech
chassis weight/max weight: 40/75 tonnes
weapon mounts:
back: super-weapon mount
left c*ckpit: medium weapon mount
right c*ckpit: medium weapon mount
armor(torso/legs/c*ckpit):30/35/25
tech: 5
rank: 4
special: Super weapon mech, large sensor signature

Thor class heavy mech: Fast, the fasted heavy mech around. This mech can keep pace with the heavier medium mechs and outrun any heavy or assault class mech while still packing enough of a punch to seriously harm such a mech. Thors are feared for a reason.
class: melee mech
chassis weight/max weight: 30/75
weapon mounts:
left arm: medium weapon mount
right arm: medium weapon mount
right torso: medium weapon mount
right torso: medium weapon mount
left torso: medium weapon mount
left torso: medium weapon mount
shoulders: 2 light missile mounts
armor(arms/torso/legs/c*ckpit): 35/35/30/30
tech: 3
rank: 4
special: torso mounts for short range weapons only, advanced AMS system, jumpjets.

Mad cat assault mech: Big bad and really ugly, this giant with missile pods is hard to swarm, heavily armored and equally heavily armed. A single mad cat walking about with twin PPCs is truly a sight to behold.
Class: long range attack mech.
chassis weight/max weight: 55/105 tonnes
weapon mounts:
left arm: super-heavy weapon mount
left arm: light weapon mount
right arm: super-heavy weapon mount
right arm: light weapon mount
left torso: medium weapon mount
right torso: medium weapon mount
right missile pod: 2 heavy missile mounts
left missile pod: 2 heavy missile mounts
left c*ckpit: light weapon mount
right c*ckpit: light weapon mount
armor(arms/torso/legs/c*ckpit):40/45/40/35
tech: 4
rank: 5
special: AMS

Kodiak assault mech: Bigger, badder, a lot uglier and named after a bear, the Kodiak lives up to its namesake with groundshattering weaponry and some of the heaviest armor ever seen on mechs. Unfortunately it's extraordinarily unwieldly and slow as a result.
class: Frontline mech.
chassis weight/max weight: 75/130 tonnes
weapon mounts:
left arm: super-heavy weapon mount
left arm: medium weapon mount
left arm: light weapon mount
right arm: super-heavy weapon mount
right arm: medium weapon mount
right arm: light weapon mount
center torso: medium missile mount
left torso: medium missile mount
right torso: medium missile mount
left shoulder: heavy weapon mount
right shoulder: heavy missile mount
armor(arms/torso/legs/c*ckpit): 50/55/50/45
tech: 3
rank: 6
special: heavily armored, all damages reduced by 25%

Atlas assault mech: Huge and heavily armed, the Atlas assault mech is less heavily armored then the Kodiak and has an about equal offensive punch, however it has many neat specials and much better controls.
class: frontline/assault mech.
chassis weight/max weight: 70/130 tonnes
weapon mounts:
left arm: super-heavy weapon mount
left arm: medium weapon mount
right arm: super-heavy weapon mount
right arm: medium weapon mount
left shoulder: medium missile mount
right shoulder: medium missile mount
center torso: heavy missile mount
left torso: medium weapon mount
right torso: medium weapon mount
lower left torso: medium weapon mount
lower right torso: medium weapon mount
armor(arms/torso/legs/c*ckpit): 45/50/50/45
tech: 4
rank: 6
special: AMS, ECM suite, passive weapons lock detector

Tanks, battlesuits and Aerospace fighters: The less often used brethren to the Mechs, these are now reasonably outdated and often delegated to defense because of the potent mix of speed, firepower and armor that mechs present. note: all tanks/battlesuits/Aerospace fighters may equip a standard deflector shield at the cost of some speed

Weasel Armoured vehicle: A small, lightly armoured but fast vehicle capable of top speeds around 130mph. It is normally equipped with twin SRMs.
class: light attack vehicle
weapon mounts:
turret: twin light missile mount
coaxial: light weapon mount
armor(left/right/forward/aft/turret): 5/5/5/5/10
tech: 1
rank: 1
speed: 130mph

Badger light tank: A light tank with light weapons, it can reach quite high speeds and has decent armour.
class: light tank
weapon mounts:
turret: medium weapon mount
armor(left/right/forward/aft/turret):10/10/20/15/10
tech: 1
rank: 1
speed: 100mph

SAM armoured vehicle: Designed originally as a SAM vehicle, but now equipped with quad long range missile launchers instead, it is slow and not very heavily armoured but packs quite a punch.
class: missile vehicle
weapon mounts:
turret: quad medium missile mount
armor: none at all
tech: 2
rank: 2
speed: 30mph

Devastator heavy tank: Big and heavy, this tank does not feature speed, it does feature armor and guns.
class: heavy tank
weapon mounts:
turret: twin heavy weapon mount
turret: light missile mount
coaxial: light weapon mount
armor(left/right/forward/aft/turret): 15/15/35/25/25
tech: 4
rank: 5
speed: 50mph

Hawk light fighter: The simplest, smallest and lighest fighter around, it's also the first fighter availble and it's not very heavily armed or armored.
class: light fighter/dogfighter
weapon mounts:
left wing: light missile
right wing: light missile
nose: light weapon
armor(bottom/left wing/right wing/front/aft): 10/5/5/10/5
tech: 1
rank: 1
speed: 800mph cruise, 900mph max, 500mph combat, 120mph stall speed

Eagle air superiority fighter: Fast yet highly maneuverable, this fighter features a morphing wing design that allows it to go supersonic yet still manuever excellently at subsonic speeds.
class: air superiority jet.
weapon mounts:
left wing: light missile
left wing: light weapon
right wing: light missile
right wing: light weapon
bottom: light missile
nose: light ballistic weapon
armor(bottom/left wing/right wing/front/aft): 10/10/10/15/10
tech: 1
rank: 2
speed: mach 1.8 cruise, mach 2.5 max, 600mph combat, 150mph stall

Buzzard bomber: A simple yet rugged design with heavy armor and a powerfull weapons load.
class: bomber.
weapon mounts:
left wing: medium weapon
right wing: medium weapon
bottom: twin medium missile.
nose: light weapon
armor(bottom/left wing/right wing/front/aft): 25/15/15/10/15
tech: 2
rank: 2
speed: 800mph cruise, mach 1.4 max, 800mph combat, 250mph stall

Wraith battlesuit: Simple, small and stealthy, the wraith is the ultimate scare of every mech pilot, loaded with several high explosive charges and a light weapon, these battlesuits can sneak up to a mech, plant explosives on its legs and then blow it down to the ground with ease.
class: battlesuit
weapon mounts:
right arm: light weapon
backpack: 4 demolition charges.
armor(front/back): 5/5
tech: 1
rank: 1
speed: 120mph

Elemental battlesuit: An old design, this battlesuit is quite capable of taking on tanks and moving extremely fast, however it is no match for a mech in 1 on 1 combat
class: battlesuit
weapon mounts:
left arm: light weapon
right arm: light weapon
shoulders: twin light missile
armor(front/back): 15/10
tech: 1
rank: 1
speed: 90mph
special: high power jumpjets
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 9 Apr 2004 at 19:20.
flapjack is offline   Reply With Quote
Unread 16 Mar 2004, 16:49   #3
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
generators, drives, armor and shields

Engines and generators: The core of your mech is its generator, the next step its engine/drive. Both come standard in each mech but may be insufficient with what you're planning. A better drive will improve your speed, whereas a better generator will improve your weapon's refire rate and shield regen rate, the improved heatsinks that come with a better generator also reduce the chance of overheating your precious mechs.

LM mk1 drive: The standard drive for light mechs, it is low power, low signature and easy to produce.
speed(10/15/20/25/30 tonnes): 95/95/90/80/65mph
heat generation: very little
tech: 1
rank: 1
weight: included in chassis weight

LM mk2 drive: Capable of even better performance then the mk1 with only a minimal increase in energy use.
speed(10/15/20/25/30 tonnes): 110/105/100/90/75mph
heat generation: very little
tech: 1
rank: 1
weight: 1 ton, no increase for Cheetah class light mech.

LM mk3 drive: Fast, all that can be said about this drive is fast. If speed is important, use this drive.
speed(10/15/20/25/30 tonnes): 130/125/115/100/85mph
heat generation: little
tech: 2
rank: 2
weight: 2 tonnes

Class 1 LM reactor core: Simple and easy to use fusion reactor, easy to build and maintain yet very safe, the standard reactor on board all light mechs
power generation: low
heat sinks: low
tech: 1
rank: 1
weight: included in chassis weight

Class 2 LM reactor core: A slightly bigger and more efficient fusion reactor with bigger heatsinks, it provides quite a lot of power for a light mech to use and isn't used much.
power generation: low-medium
heat sinks: low-medium
tech: 1
rank: 1
weight: 1 ton

Class 3 LM reactor core: Considered overkill by most mech pilots, only those wanting to equip the true energy users should use 1 of these
power generation: medium
heat sinks: medium
tech: 2
rank: 1
weight: 3 tonnes

MM mk1 drive: Commonplace on medium mechs, most if not all medium mechs carry a mk1 MM drive, due to a lack of a reasonable alternative.
speed(15/20/25/30/40/50/60): 90/90/85/80/70/65/60mph
heat generation: low
tech: 1
rank: 2
weight: included in chassis weight

MM mk2 drive: The only other medium mech drive, it sees little use due to its high energy use and heat generation.
speed(20/25/30/40/50/60): 110/100/95/85/75/70mph
heat generation: medium
tech: 2
rank: 2
weight: 5 tonnes

Class 1 MM reactor: A simple fusion reactor built into every medium mech chassis, it provides plentifull amounts of energy for most medium mechs.
power generation: low-medium
heat sinks: medium
tech: 1
rank: 2
weight: included in chassis weight

Class 2 MM reactor: A much more efficient but only barely larger and heavier reactor for use in medium mechs, tough some have been converted for use in light mechs.
power generation: medium-good
heat sinks: medium-good
tech: 2 (LM conversions requires tech 3)
rank: 2
weight: 1 ton

Uziel class MM reactor: The only medium mech to actaully require a specialised powerplant because of its normal load-out of 2 PPCs.
power generation: good
heat sinks: good-very good
tech: 2
rank: 3
weight: 5 tonnes, none extra for Uziel mechs.

HM mk1 drive: Standard drive for heavy mechs and often used for Archers, these drives are not particularly powerfull.
speed(40/50/60/70/75/80 tonnes): 80/70/60/50/45/40mph
heat generation: low-medium
tech: 3
rank: 3
weight: included in chassis weight

HM mk2 drive: Often used for Fidos so they can get in and out of combat a little faster despite their high weight.
speed(40/50/60/70/75/80 tonnes): 90/80/70/60/55/50mph
heat generation: medium
tech: 4
rank: 3
weight: 2 tonnes

Thor HM drive: Specially designed drive for the Thor, can only be used on Thor class mechs and provides it with its excellent speed.
speed(40/50/60/70/75):110/95/85/75/70mph
heat generation: medium-low
tech: 3
rank: 4
weight: included in chassis weight, Thors only

Class 1 HM reactor: Several redesign were required to produce a working fusion reactor that was compact yet powerfull enough to supply the heavy mechs with energy for their atacks.
power generation: good
heat sinks: good
tech: 3
rank: 3
weight: included in chassis weight.

Class 2 HM reactor: Improved design and increased sturdiness of the reactor shell increases the energy output of these reactors by quite a margin as well as severely improving heat management.
power generation: good-very good
heat sinks: very good
tech: 4
rank: 3
weight: 5 tonnes

Fido power: A reactor specially designed to power the Fido class mechs and their super-weapons.
power generation: very good
heat sinks: good
tech: 5
rank: 4
weight: included in chassis weight, Fidos only

AM mk1 drive: Designed to drive these behemoths, tough their speed is not impressive their guns definately are
speed(60/70/80/90/100/105/110/120/130):90/80/70/60/50/45/40/30/20mph
heat generation: medium
tech: 3
rank: 5
weight: included in chassis weight

AM mk2 drive: A minor improvement over the mk1 drive, this driver provides those lumbering bricks of armor a small boost in speed.
speed(60/70/80/90/100/105/110/120/130):100/90/80/70/60/55/50/40/30mph
heat generation: medium-high
tech: 4
rank: 6
weight: 5 tonnes

Class 1 AM reactor: Big and powerfull is what assault mechs are all about, this also means massive power demands to be filled and that is where these reactors come into play, the only Assault mech reactor ever to be built
power generation: very good
heat sinks: excellent
tech: 3
rank: 5
weight: included in chassis weight

Armor and shields: Shields are a thin layer of energy between you and your enemy, they can absorb most of the incoming damage for a few moments but unfortunately they haven't quite kept up with weapons technology and thus shields won't last long tough they regen quite fast. Armor is a lot better, but can't be repaired in combat

Armor: Standard armor can easily be plated onto an existing mech at a cheap price in tonnage. 2 points of additional armor needs 1 ton of space to be installed, remember however that you are expending tonnage and armor is not easy to remove.
weight: 1 ton to 2 points of armor on the area the armor is installed in

Improved high density armor: Heavier but much stronger type of armor developed in an attempt to stop enemy ballistic and guided weapons. It provides medium protection against energy weapons but very good against ballistic and guided weapons.
tech: 2
rank: 1
weight: 2 tonnes of space to 5 points of armor on the area the armor is installed in

Shields: Shields are a bit more complex, some regen fast, while others are stronger to start with and will last a little longer.

Standard deflector shields: The most common shield used, decent protection, fast regeneration and low weight make this a good shield for those that have some spare energy and space and want to put it to good use.
energy use: low
shield strength: medium
regeneration: medium
tech: 1
rank: 1
weight: 2 tonnes

Improved deflector shields: Slightly better in both ways then the standard deflectors, however also bigger and less energy efficient.
energy use: low-medium
shield strength: medium-high
regeneration: medium-high
tech: 2
rank: 1
weight: 4 tonnes

Energy screen: Provides protection against energy weapons only and does not regenerate very fast, energy shields are quite sturdy and don't use much energy however.
energy use: low
shield strength: high against energy, none against projectile
regeneration: low
tech: 2
rank: 1
weight: 3 tonnes

Plasma shields: A field of high energy plasma around your mech sound uncomfortable, well, it is, this shields uses a lot of energy but isn't very strong, it does however regenerate to full power in a matter of seconds.
energy use: high
shield strength: low
regeneration: really damned fast
tech: 3
rank: 2
weight: 5 tonnes
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 16 Mar 2004 at 17:16.
flapjack is offline   Reply With Quote
Unread 16 Mar 2004, 17:17   #4
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
Re: mech wars, the rise of man

weapons: Things to kill things with, simple. Weapon come in several categories, first and foremost, energy weapons, they use a lot of energy and generate a lot of heat, but they don't use ammo. Second come guided projectiles, aka missiles, these devices of death use ammo, generate a lot of heat and sure to leave a big mark on your enemy. Last but certainly not least, the favorite of Thor pilots, ballistic weapons, these vary wildly, tough all use ammo and most do decent damage

energy weapons:

LLC: Light Laser Cannon, the simplest smallest light weapon availble, it fits in all mechs, is light, doesn't use much energy and doesn't do much damage either. They are however cheap and light.
weapon class: light weapon
damage: low
rate of fire: high
energy use: low
heat generation: medium
range: good
tech: 1
rank: 1
weight: 1 ton

LPLC: Light Pulse Laser Cannon, a redesign of the original lasers weapons resulted in these pulse lasers weapons, which have a lower accuracy but a much improved rate of fire.
weapon class: light weapon
damage: very low
rate of fire: excellent
energy use: low-medium
heat generation: low-medium
range: medium
tech: 2
rank: 1
weight: 1 ton

MLC: Medium Laser Cannon, a bigger and more powerfull version of the original laser cannons, this weapon is capable of reasonably fast firing with a decent amount of damage for its energy consumption. It's not very big either.
weapon class: medium weapon
damage: low-medium
rate of fire: high
energy use: low
heat generation: medium
range: good-very good
tech: 1
rank: 1
weight: 2 tonnes

MPLC: Medium Pulse Laser Cannon, an upgrade of the light pulse lasers and slightly more powerfull, they have a slightly improved rate of fire as well.
weapon class: medium weapon
damage: low
rate of fire: excellent
energy use: medium
heat generation: medium
range: medium
tech: 2
rank: 1
weight: 2 tonnes

HLC: Heavy Laser Cannon, the biggest of the laser weapons as well as the most lethal. It still pales in comparison to some of the more high tech weaponry that will come into use later.
weapon class: heavy weapon
damage: medium
rate of fire: high
energy use: medium
heat generation: medium-high
range: very good
tech: 1
rank: 1
weight: 3 tonnes

HPLC: Heavy Pulse Laser Cannon, the biggest pulse laser around and 1 of the fastest firing energy weapons around. It does good overall damage to enemies.
weapon class: heavy weapon
damage: low-medium
rate of fire: excellent
energy use: medium
heat generation: medium
range: medium
tech: 2
rank: 1
weight: 4 tonnes

Gatling laser cannon: A repeater laser weapon built before the first pulse lasers, it is capable of keeping an almost constant beam of laser energy on a target and thus doing heavy damage to it in little time.
weapon class: light
damage: low
rate of fire: almost constant
energy use: medium-high
heat generation: high
range: good
tech: 1
rank: 1
weight: 5 tonnes

Pulse gatling laser cannon: A minor redesign of the gatling laser to incorporate pulse lasers instead, it fires off streams of pulse laser fire but is bigger and more powerfull then the gatling laser.
weapon class: medium
damage: low-medium
rate of fire: extremely high
energy use: medium
heat generation: medium-high
range: medium-good
tech: 2
rank: 1
weight: 5 tonnes

LMC: Light Maser cannon, a reasonably recent advance in energy weapons has produced these impressive weapons which are now quickly becoming standard among mech forces.
weapon class: medium
damage: medium
rate of fire: high
energy use: high
heat generation: medium
range: good
tech: 3
rank: 1
weight: 6 tonnes

HMC: Heavy Maser cannon, the direct jump to heavy masers was made because there wasn't any real intermediate possible between the 2, it combines high energy use with high hitting power.
weapon class: heavy
damage: medium-high
rate of fire: high
energy use: high-very high
heat generation: high
range: very good
tech: 3
rank: 2
weight: 10 tonnes

Maser Offensive Cannon: A massive upgrade of previous Masers designed to be fitted on the Fido class mech, these massive and extremely heavy weapons use large amount of energy, fire slowly, have a good range and will wipe out light mechs in a matter of moments.
weapon class: super-weapon
damage: extreme
rate of fire: low
energy use: very high
heat generation: very high
range: good
tech: 3
rank: 4
weight: 25 tonnes

PPC: Particle Pulse Cannon, a slightly tracking highly dangerous and fast moving ball of particles and energy, lethal on impact, this impressive weapon can only be mounted on Uziel medium mechs and assault mechs
weapon class: super-heavy
damage: very high
rate of fire: low
energy use: very high
heat generation: high
range: very good
tech: 2
rank: 3
weight: 15 tonnes

PC: The Particle cannon, firing off short bursts of highly energised particles. Unfortunately this weapon is useless at any range beyond short and uses quite a lot of energy. However at short range, it does very good damage.
weapon class: light
damage: medium
rate of fire: medium
energy use: medium-high
heat generation: low
range: low
tech: 1
rank: 1
weight: 2 tonnes

MPC: Medium Particle Cannon, an improved and upsized version of the original PC, it still has to suffer from short range but does even more damage.
weapon class: medium
damage: medium-high
rate of fire: medium
energy use: medium-high
heat generation: medium
range: low
tech: 1
rank: 1
weight: 5 tonnes

HPC: Heavy Particle Cannon. The biggest version of the PC, with a slightly better range and much better damage potential.
weapon class: heavy
damage: high
rate of fire: medium
energy use: high
heat generation: medium
range: low-medium
tech: 1
rank: 1
weight: 10 tonnes

PBC: The simplest of medium range particle weapons, the particle beam cannon fires a short beam of charge particles at medium ranges for good damages.
weapon class: medium
damage: medium-high
rate of fire: 1 second beam, 2 second recharge
energy use: medium
heat generation: high
range: medium
tech: 2
rank: 2
weight: 10 tonnes

HPBC: Heavy Particle Beam cannon, named heavy for a reason as this monster can rip apart small mechs with extraordinary ease.
weapon class: heavy
damage: high
rate of fire: 1,5 second beam, 2 second recharge
energy use: high
heat generation: very high
range: medium
tech: 2
rank: 3
weight: 15 tonnes

Particle Beamer: The particle super-weapon, firing off a stream of highly agitated ionic particles of high density, this weapon can sustain its beam for several seconds and rip apart a medium mech with ease during that time.
weapon class: super-weapon
damage: extreme
rate of fire: 3 seconds, 7 seconds recharge
energy use: extreme
heat generation: extraordinary
range: medium
tech: 4
rank: 4
weight: 25 tonnes

Xaser: X-ray weaponry has been under research for a long time, but finally such researches have paid off and produced a useable high energy weapon of mass-destruction, and high energy use.
weapon class: medium
damage: high
rate of fire: high
energy use: high
heat generation: medium
range: high
tech: 6
rank: 5
weight: 10 tonnes

HXaser: Heavy Xaser cannons did take their time to be finished and now can only be fitted on a few mechs due to size and weight issues.
weapon class: super-heavy
damage: very high
rate of fire: high
energy use: very high
heat generation: high
range: very high
tech: 6
rank: 5
weight: 15 tonnes

Xaser assault cannon: The super-weapon x-ray device, capable of slicing up heavy mechs with ease.
weapon class: super-weapon
damage: extreme
rate of fire: high
energy use: extreme
heat generation: extreme
range: high
tech: 6
rank: 6
weight: 25 tonnes

Ranger beam cannon: An improved directed energy weapon capable of delivering large amounts of energy at extreme ranges, it is the sniper weapon of choice despite the blue beam it leaves behind.
weapon class: medium
damage: high
rate of fire: low
energy use: high
heat generation: high
range: extreme
tech: 3
rank: 3
weight: 8 tonnes

Advanced Ranger Beam Cannon: Even more deadly and unwieldly then the conventional ranger beam cannon.
weapon class: heavy
damage: very high
rate of fire: low
energy use: very high
heat generation: high
range: extreme
tech: 4
rank: 3
weight: 10 tonnes

Tachyon cannon: Based on Cybrid technology, Tachyon cannons fire bursts of particles much like particle cannons do, however Tachyon bursts have the unique ability of partially ignoring shields and severely disrupting electronic systems.
weapon class: medium
damage: low, disables electronics, partially ignores shields
rate of fire: medium
energy use: high
heat generation: low
range: medium
tech: salvaged
rank: 2
weight: 5 tonnes

Missile weapons:

SRM: Short Range missiles, designed to deliver a reasonably heavy payload on short ranges. The guidance of these missiles is simply bad and they're not very fast either but they are powerfull and light
weapon class: light missile
damage: medium
heat generation: low
ammo per pod: 32 SRMs to a pod
range: low
tech: 1
rank: 1
weight: 1 ton

SSRM: Streak Short Range Missile, a special targetting and aqcuiring system assures a hit by these weapons, there are less to a pack then normal SRMs and they're slightly heavier tough.
weapon class: light missile
damage: medium
heat generation: low
ammo per pod: 24 SSRMs to a pod
range: medium-low
tech: 2
rank: 1
weight: 1 ton

Crossbow missile launcher: a slightly slower firing heat-seeking missile type, another improvement over the original unguided SRMs, they lock quickly and have a very good chance of hitting
weapon class: light missile
damage: medium-high
heat generation: low-medium
ammo per pod: 32 Crossbows to a pod
range: medium
tech: 2
rank: 2
weight: 2 tonnes

Hammer missile launcher: The missile with a punch, a hammer is a timer-based unguided heavy demolitions rocket capable of doing massive damages in a large range across medium to long distances
weapon class: medium missile
damage: very high
heat generation: medium-high
ammo per pod: 12 Hammers to a pod
range: medium-high
tech: 1
rank: 2
weight: 5 tonnes

LRM: unguided long range missiles, designed for bombarding an enemy with medium yield explosives across long ranges and ballistic arcs if needed.
weapon class: medium missile
damage: high
heat generation: medium
ammo per pod: 36 LRMs to a pod
range: very high
tech: 1
rank: 3
weight: 4 tonnes

SLRM: Streak guidance was added to long range missiles to provide them with an almost 100% hit rate at the cost of some payload and an increase in missile size.
weapon class: medium missile
damage: high
heat generation: medium
ammo per pod: 24 SLRMs to a pod
range: extreme
tech: 2
rank: 3
weight: 4 tonnes

Javeling long range missile launcher: Another improvement over LRMs, the Javelin features multi-aspect target tracking ability, extraordinary range and a decent payload as well as being 1 of the few types of launchers that can launch their full load in 1 devastating volley of rockets. These weapons are especially lethal on Catapult or Mad cat class mechs with 4 pods filled up with Javelins.
weapon class: medium missile
damage: medium-high
heat generation: medium
ammo per pod: 48 Javelins to a pod.
range: extreme
tech: 3
rank: 4
weight: 5 tonnes

Reaper missile launcher: a mid-range high damage missile of death and destruction, these weapons are equipped with a simple heat-guidance system and a decent rocket drive.
weapon class: heavy missile
damage: high
heat generation: medium-high
ammo per pod: 16 Reapers to a pod
range: medium-high
tech: 3
rank: 3
weight: 7 tonnes

SAT launcher: Saturation launcher system, capable of launching specially designed multi-warhead missiles that can wreak havoc on groups of enemies or structures, often employed only on catapults.
weapon class: medium missile
damage: low per warhead, 12 warheads per missile
heat generation: high
ammo per pod: 8 SAT missiles to a pod
range: very high
tech: 2
rank: 4
weight: 8 tonnes

HOG launcher: Hammer Of God, a 2 shot extremely powerfull missile system capable of destroying heavy mechs with a single hit, these totally unguided medium range weapons are the weapon of choice for assault mechs when facing heavily reinforced walls.
weapon class: heavy missile
damage: extreme
heat generation: very high
ammo per pod: 2 HOGs to a pod
range: medium
tech: 4
rank: 6
weight: 10 tonnes

Ballistic weapons:

20mm machinegun: Simple and small the 20mm machinegun fires off thousands of round per second with a simple gatling system and is capable of ripping through tanks and light mechs with reasonable ease at short range.
weapon class: light weapon
damage: low to medium
rate of fire: extreme
energy use: very low
heat generation: very low
range: short
ammo: 25000 rounds, can add 50000 additional rounds at the cost of 1 ton
tech: 1
rank: 1
weight: 1 ton

50mm machinegun: Bigger and better, the big brother to the 20mm machinegun spits out fewer rounds but does much more damage all together.
weapon class: medium weapon
damage: medium to high
rate of fire: very high
energy use: very low
heat generation: very low
range: short
ammo: 20000 rounds, can add 40000 additional rounds at the cost of 1 ton
tech: 1
rank: 1
weight: 2 tonnes

75mm machinegun: The biggest, the baddest fully automatic rapid fire multi-barrel deliverer of doom and death, at short range that is.
weapon class: heavy
damage: high to extreme
rate of fire: high
energy use: very low
heat generation: low
range: short
ammo: 15000 rounds, can add 30000 additional rounds at the cost of 1 ton
tech: 1
rank: 3
weight: 4 tonnes

120mm autocannon: An automatic reloading system combined with 120mm AP rounds, it has a decent rate of fire and does pretty good damage at medium ranges.
weapon class: medium
damage: medium to high
rate of fire: medium
energy use: low
heat generation: medium
range: medium-high
ammo: 500 rounds, can add 1000 additional rounds at the cost of 1 ton
tech: 2
rank: 2
weight: 2 tonnes

180mm autocannon: Automatic loading combined with large rounds makes for heavy weapons, the 180mm autocannon can shoot clean through most tanks and put holes in light mechs with apparent ease.
weapon class: heavy
damage: high to very high
rate of fire: medium
energy use: low
heat generation: medium-high
range: high
ammo: 300 rounds, can add 1000 additional rounds at the cost of 1 ton
tech: 2
rank: 2
weight: 5 tonnes

Gauss gun: Heavy and powerfull, the gauss gun fires 250mm metal slugs weighing in at up to 10 pounds at extreme speeds, this weapon fires slowly but can take out targets at extreme range with apparent ease.
weapon class: super-heavy
damage: high to extreme
rate of fire: low
energy use: medium
heat generation: low
range: extreme
ammo: 150 rounds, can add 200 additional rounds at the cost of 1 ton
tech: 4
rank: 4
weight: 10 tonnes

Mass driver: The Mass driver is a slow firing weapon that launches massive 10" rounds at a slow rate but for extreme damages on long ranges.
weapon class: super-weapon
damage: extreme to extraordinary
rate of fire: very low
energy use: high
heat generation: medium
range: extreme
ammo: 50 rounds, can add 100 additional rounds at the cost of 1 ton
tech: 5
rank: 6
weight: 30 tonnes

Melee weapons: Weapons for short range, these use little energy and no ammo, but only work at melee ranges and can tople the mech using them if they're not properly used.

Dagger: A simple, sharp, stabbing weapon mounted on either arm of a mech
weapon class: light
damage: light to medium, stab only
tech: 1
rank: 1
weight: 1 ton

Hatchet: Bigger then the normal dagger, this weapon is ment to be swung around by medium or light mechs, unlike the normal strategy of dagger equipped mechs to just ram your enemy as fast as possible, Hatchet equipped mechs would rather sneek up close and deliver a blow to the enemy's legs.
weapon class: medium
damage: medium, swing only
tech: 1
rank: 1
weight: 2 tonnes

Short sword: a shorter version of the sword to fit on light mechs, it can be used to stab as well as swing at enemies and is thus the perfect replacement for a dagger, unfortunately it's only heavier then the dagger.
weapon class: light
damage: light to medium
tech: 2
rank: 1
weight: 2 tonnes

Sword: about the same size as the hatchet, but with a much larger hitting area. The sword is perfect for melee combat against a smaller enemy mech but unfortunately does slightly less damage then the hatchet can and is heavier.
weapon class: medium
damage: medium
tech: 1
rank: 1
weight: 3 tonnes.

Hammer Of Death: Big and heavy, the Hammer can easily know over most medium and heavy mechs and still do a decent amount of damage to assault mechs. Light mechs will simply be squashed if they're hit by this massive weapon.
weapon class: heavy
damage: high
tech: 2
rank: 3
weight: 5 tonnes
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Unread 16 Mar 2004, 17:18   #5
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Re: mech wars, the rise of man

misc systems: none at the moment
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Unread 16 Mar 2004, 21:05   #6
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Re: mech wars, the rise of man

WOOT!!! mech thread, you forgot the daishi how could you Name: Tobias Reiper usually just called reiper
age:33
appearance:tall but well built, bald, steel grey eyes
history:a veteran soldier who has been fighting the cybrids for several years, he has only recently been selected to be a *******rior

Mech: Jumper class
object, tonnage
Class 2 LM reactor core 1
LM mk2 drive 1
Standard deflector shields 2
right arm: Medium Particle Cannon 5
right arm: Light Laser Cannon 1
left arm: Pulse gatling laser cannon 5
right arm: Light Laser Cannon 1
left shoulder: Short Range missiles 1
right shoulder: Short Range missiles 1
torso: empty
c*ckpit left: 20mm machinegun 1
c*ckpit right: 20mm machinegun 1
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Unread 16 Mar 2004, 22:34   #7
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Re: mech wars, the rise of man

mad cat: you'll have to dump the 2 machineguns, your mech is 10 tonnes overweight.

the listing is 10/30 tonnes, which means the chassis weighs 10 tonnes and the maximum weight of the mech is 30 tonnes, thus your effective payload is only 20 tonnes, i'd have added that pulse gatling laser cannon is a tech 2 device, but seeing as how i made a typo there, i'll allow it as a prototype weapon

overall you've made a nice high speed mech for short to medium range combat and i like it

oh and what is a Daishi ?
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Unread 17 Mar 2004, 00:17   #8
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Re: mech wars, the rise of man

Name: Joseph Anderson
Alias/callsign: "Death" or "Grim Reaper"
Age: 28
Appearance: Tall, black hair, silver coloured eyes, well built, clean cut and polite. A model officer, if he would want to be one.
History: A former fleet commander, although he may appear human, his race is a distant cousin to the Humans, he, like many of his people, have helped the humans without their knowing. He has decided to lower himself in the ranks and re-join in the good ol' combat.
Mech/Tank/Battlesuit/Fighter: "Wasp" Jumper class mech 10/30 tonnes

LM mk2 drive - 1 ton

Class 1 LM reactor core - included in chassis weight

Standard deflector shields - 2 tonnes

Right arm: 50mm machinegun - 2 - 1/2 extra ammo - 1/2 ton
Right arm: Empty
Left arm: 50mm machinegun - 2 - 1/2 extra ammo - 1/2 ton
Left arm: Empty
Left shoulder: LLC: Light Laser Cannon - 1
Right shoulder: LLC: Light Laser Cannon - 1
Torso: SRM: Short Range missiles - 1 Ton (Overweight)
C*ckpit left: Empty
C*ckpit right: Empty

Hope this meets standards, I know that I'm a ton overweight, is it alright? It'd probably slow me down and all, but if it's not alright, I'll be gettin rid of the SRM on the Torso.
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Unread 17 Mar 2004, 00:19   #9
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Re: mech wars, the rise of man

if you know what a masakari is its like that but bigger and much more heavily armedhttp://www.heavygauss.com/ASSAULT/daishi.html click on any of the pics and for stats (the max speed is off, its actually 75 kph)
http://www.mechbay.com/battletech/Ba...02&Origin=Clan
and iv edited origonal post
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Unread 17 Mar 2004, 05:04   #10
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Re: mech wars, the rise of man

http://www.angelfire.com/ks/damageinc/images/wasp.jpg

The link to the battlemech "Wasp" A bit different in weapon config., but close enough
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Unread 17 Mar 2004, 10:00   #11
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Re: mech wars, the rise of man

Io cor, your Jumper class mech currently has a total weight of 21 tonnes, to a maximum of 30 tonnes, you're 9 tonnes underweight.

it's also impossible to load half ammo pods (you can load 1 ammo pod for both guns, but not 2 half ammo pods)

mad cat, your mech is approved
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Unread 17 Mar 2004, 19:50   #12
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Re: mech wars, the rise of man

two more 50mm machineguns then, and extra ammo, so that means I'm now 3 tonnes underweight, I think it's good enough for me now, I'll place them on the arms too, so both arms have two 50mm Machineguns.
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Unread 17 Mar 2004, 20:01   #13
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Re: mech wars, the rise of man

50mm machineguns are however medium weapons, your arms can only carry 1 medium weapon each.

thus you'll have to think of a better way, perhaps you can fit some particle weapons for short range fighting, seeing as how your mech is already reasonably limited to short range fighting.
or you have add a melee weapon, in addition you could switch to 1 additional ammo pod per 50mm machinegun
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Unread 19 Mar 2004, 16:02   #14
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Re: mech wars, the rise of man

ooc: Probably shouldn't be joining another thread with the limited time I now have but yeah... I always have a soft spot for mech threads.

Juch mech for now. Char later...


Chassis:
Jumper

Class:
Light attack mech

Max weight/Total weight: - 30/30 tonnes

Chassis weight: - 10 tonnes

Powerplants: - 2 tonnes
- LM mk2 drive (1 ton)
- Class 2 LM reactor core (1 ton)

Weapon mounts: - 18 tonnes
Right arm:
- MLC (2 tonnes)
- Gatling laser cannon (5 tonnes)

Left arm:
- MLC (2 tonnes)
- Gatling laser cannon (5 tonnes)

Left shoulder:
- SRM (1 ton)

Right shoulder:
- SRM (1 ton)

Torso:
- Unused: medium missile mount

C*ckpit left:
- 20mm machinegun (1 ton)

C*ckpit right:
- 20mm machinegun (1 ton)

Armour
Left Arm - 10
Right Arm - 10
Torso - 10
Left Leg - 15
Right Leg - 15
Head - 5

Special:
- Jumpjets
- AMS (Anti-missile system)

Ammo:
- 64 SRM rounds
- 50000 20mm rounds

Other:
- Top speed - 75mph
- Power Generation - Low to Medium
- Heat sink capabilities - Low to Medium
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Unread 19 Mar 2004, 18:16   #15
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Re: mech wars, the rise of man

Hewitt: looks good, mech approved, tough i must add you could get heat and energy trouble if you keep that thing firing for prolonged periods of time, so try not to ok?

i'll be posting your first mission(s) soon
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Unread 20 Mar 2004, 16:30   #16
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Re: mech wars, the rise of man

I'll just sort my weapons into groups and cycle through them.

Either that or find the closest body of water to jump into.
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Unread 20 Mar 2004, 20:28   #17
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Re: mech wars, the rise of man

Hey flapjack. No Elementals? If you give me the elemnetal chasis I'll give you a scout mech that can hit 216 kph But if not then I'll go with my Thor.
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Unread 20 Mar 2004, 23:24   #18
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Re: mech wars, the rise of man

elementals are power armor, they're way at the bottom of the page and they can be used.

you can't use a thor yet and the elemental has a fixed top speed of 90mph, so go and design a normal mech, we still don't have a mech with much sensors yet, so you might want to take a cheetah or a Mouse, if you really want fast, use a mouse with 2 daggers and a crossbow missile launcher using an LM class 2 drive, that'll bring you up to 105mph

anyways, for your first mission you'll be starting on a small moon, average temperatures are -50 degrees celcius, gravity is 0.2 times earth and atmospheric density is 0.1 atmosphere. Overall this means you can fire faster then normal, move a lot faster then normal and jumpjet immense distances, in addition guided weapons will be more effective then normal due to a lower friction.

Long range scans show several Cybrid hot spots on the planet and 1 small base on the moon, the moonbase appears to be equipped with anti-orbital weapon so it'll have to be destroyed before we can move into orbit.

Your mechs leave in 15 minutes and will be deployed via dropships, you will probably encounter defensive fire from the moon and will land about 10 to 25 miles from your target, your mission is to move in and destroy the primary reactor AND the construction bays, once both are destroyed the cybrid base will be unable to fire or repair its guns, additional damage done to the base is good and any cybrids destroyed are obviously a good sign as well.

Long range sensors have also revealed that there are at most 5 cybrid mechs in the base, backed up by an unknown number of tanks and base defenses, be carefull out there.
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Unread 21 Mar 2004, 04:00   #19
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Re: mech wars, the rise of man

90 kph? Thats sluggish! I'm serious though, within the rules set in any Mech Warrior game, I can get my power suit to hit those speeds. But I'll respect your wish's and change my mech.

I'll post it later, I'm thinking of a Altilriery style. For future note, later on can we make more then one chasis then slecet the one that best suits our mission?
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Unread 21 Mar 2004, 05:51   #20
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Re: mech wars, the rise of man

Character:
name: Unknown
Nickname: Coffee

Former champion of an underground mech deathmatch arena, Decided to join up to kill the Cybrids after the crackdown on death sports caused the deathmatches to be disbanded.

he is tall with medium length dirty blonde hair and has green eyes.
he also has a large scar stretching from his forhead across his nose which he got during his first deathmatch.

Mech:

class: light attack mech

chassis: Jumper

weight: 30 tonnes

drive: LM mk2

reactor core: Class 2 LM

Standard deflector shields

weapon mounts:

right arm: Sword

right arm: PC

left arm: Medium Laser Cannon

left arm: Light Laser Cannon

left shoulder: SRM

right shoulder: SRM

torso: Unused

c*ckpit left: 20mm machinegun

c*ckpit right: 20mm machinegun

armor: 12/14/17/5

special: Jumpjets, AMS

Last edited by LividCoffee; 21 Mar 2004 at 21:15.
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Unread 21 Mar 2004, 16:02   #21
Amused Frog
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Post Re: mech wars, the rise of man

Name: Tom "Ember" Johnson
Age: 25
Appearance: 5'11", Shoulder Length Greasy Red Hair, Pale but dirty skin, One blue eye, the other is a mechanical, welded into his socket.
History: Called Ember on account of his red hair and liability to flame his temper quickly, Johnson was thrown out of the Terran Academy for Gifted Engineers, and managed to wind up as part of a mech engineer team in a training station. He managed to get himself onto the list of pilots, and has been on a few assignments, often letting his anger overcome him and put himself in danger.

Mech: Jumper Class
(Location: Object / Tonnage)
Chassis: LM MK 2 Drive / 1
Chassis: Class 2 LM Reactor / 1
Chassis: Standard Deflection Shields / 2
Right Arm: Light Laser Cannon / 1
Right Arm: 50mm Machinegun / 2
Left Arm: 20mm Machinegun / 1
Left Arm: Medium Laser Cannon / 2
Left Shoulder: 20mm Machinegun / 1
Right Shoulder: 20mm Machinegun / 1
Torso: Short Range Missiles / 1
C*ckpit Left: Light Laser Cannon / 1
C*ckpit Right: Light Laser Cannon / 1
C*ckpit: Armour (5 points) / 2.5
Legs: Armour (1 Points) / 0.5
Arms: Armour (2 Points) / 1
Torso: Armour (2 Points / 1

Total Armour (Arms/Torso/Legs/C*ckpit): 12/12/16/10

Special: Jumpjets, AMS

Weight: 30 Tonnes

Hope that's all in order

Last edited by Amused Frog; 21 Mar 2004 at 21:36.
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Unread 21 Mar 2004, 16:51   #22
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Re: mech wars, the rise of man

[ooc] That's 90 mph Wo2

For visual purposes my mech looks like the 'Firefly' from MW3... Spectre colour system.[/ooc]

Reactor online.

Weapons online.

Systems online.


*Brrrrrr-Beep!*

*Hewitt looked out at the still gray surface of the moon as his small 30 ton mech powered up. Somewhere out there were enemy cybrid mechs most likely reacting to the sudden appearance on a number of unknown radar signatures on their respective targeting and navigation systems. According to intel this mission shouldn't be too difficult, a simple quick sweep and burn of an enemy base then back to HQ. Perfect for a bunch of green rookies.

In theory.....*

"Well. Time to go out and greet the locals I suppose."

*Waiting for confirmation that the other mechs in the new squad had come online, Hewitt proceeded to engage the controls and set off towards the first nav point.*
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Unread 21 Mar 2004, 17:02   #23
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Re: mech wars, the rise of man

Coffee begins to power up his mech as the drop ship ends its final decent to the surface of the moon.

As the drop ship bay door slammed open against the dusty surface, Coffee pilots his 30 ton light mech through the cloud of dust which arose from the drop ships thrusters.

*weapon systems online*

Coffee begins to maneuver his mech towards the first waypoint alongside Hewitt. He motions his sword towards Hewitt.

"you've got point"
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Unread 21 Mar 2004, 17:18   #24
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Cool Re: mech wars, the rise of man

Feeling his dropship thump gently into it's landing, Ember starts flicking switches.

*Weapons Systems Online*
*Shields Activated*
*Mobile Units Powered Up*
"One liners ready and waiting" He mutters to himself.

Turning to the first waypoint, he feels himself ease into the control of the mech and starts moving. Stretching out each section of the mech he makes sure everything is working manually, not trusting his computer reports. Once he reaches the waypoint he motions to the two already there. "Where to next then?"
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Unread 21 Mar 2004, 19:16   #25
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Re: mech wars, the rise of man

Coffee flicks to infra-red viewing mode and looks around.

"All I can see is us.. are you sure we're in the rightplace?
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Unread 21 Mar 2004, 21:00   #26
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Re: mech wars, the rise of man

Coffee: you're 2 mechs overweight, i suggest dropping the armour on the c*ckpit.

Frog: you listed 2 enhancements of your c*ckpit armour, please edit 1 out while i'll use the 5 point increase for calculating your weight and getting it to exactly 30 tonnes, it's approved.

coffee/frog/hewitt: Your passive scanners show no enemies in range, however you are picking up vague activate scans from the general area of the base, chances are you've been discovered. Your dropships were not attacked and according to their scanners you're about 15 miles out from the cybrid base
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Unread 21 Mar 2004, 21:27   #27
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Re: mech wars, the rise of man

Name: Fluffie.
Code/Nickname: Fluffie.
Sutff-ness: Not really important. Likes using 'ballistic weapons'.



"Jumper" Class Light Attack Mech

Chassis weight/max weight: 30/30 tonnes
Armor (Arms/Torso/Legs/****pit): 10/10/15/5
Speed: (max) 75 Mph
Rank: 1
Tech: 1
Reactor: Class 1 LM Reactor Core
Drive: LM Mk 2 Drive

Weaponry:
Right Arm: 50mm Machine Gun (+2 Ammo Pods), 20mm Machine Gun (+1 Ammo Pod) (100,000 / 75,000 rounds)
Left Arm: 50mm Machine Gun (+2 Ammo Pods), 20mm Machine Gun (+1 Ammo Pod) (100,000 / 75,000 rounds)
Left Shoulder: SRM Launcher (32 missiles)
Right Shoulder: SRM Launcher (32 missiles)
Torso: SRM Launcher (32 missiles)
****pit Right: 20mm Machine Gun (+ 1 Ammo Pod) (75,000 rounds)
****pit Left: 20mm Machine Gun (+ 1 Ammo Pod) (75,000 rounds)

Specials: Jumpjets, AMS
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Unread 21 Mar 2004, 21:29   #28
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Re: mech wars, the rise of man

-ooc- Armour dropped -ooc

Coffee switched back to normal view mode and glanced at his scaners.

"Im picking up activation signals"

Coffee indicates the direction with his sword.

"Lets move out ladies!"
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Unread 21 Mar 2004, 21:29   #29
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Re: mech wars, the rise of man

"Fluffie, present. Ready to fry."

His mech wasn't especially fast, nor good. He thought. But he was capable of delivering shredding-ness. Or at least, that was what Fluffie liked to think. Yeah, damned right. Checking the status on his weapons, he sighed shortly, he really didn't have any idea how well his Jumper would be. He would've preffered to have something bigger, with more and bigger Machine Guns and Rocket Launchers. Stuff like that, but this would have to do. At least now he could jump up and rain down fire from above.

Oh yeah.

But now he just kept in line with the formation, waiting for targets to appear.

//

AMS = Anti Missile System ?
or...
AMS = Advanced Mayhem Stuff ?
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Unread 21 Mar 2004, 21:41   #30
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Re: mech wars, the rise of man

((OOC: Sorry about that))

He swings around to follow Coffee.

"First person to see any activity, tell me" He grins to himself and swings the machineguns on his arms around a few times, "I'd hate to miss it"

He jogs after Coffee, making sure his Jump jets are ready.
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Unread 21 Mar 2004, 21:50   #31
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Re: mech wars, the rise of man

Coffee begins to speed his mech up a notch

"Hey Ember, Bet you 10 bucks I get the first blood"
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Unread 21 Mar 2004, 21:59   #32
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Re: mech wars, the rise of man

"Bet you 20 I get the first kill"
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Unread 21 Mar 2004, 22:26   #33
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Re: mech wars, the rise of man

Quote:
Originally Posted by Fluffie
"Jumper" Class Light Attack Mech

Chassis weight/max weight: 30/30 tonnes
Armor (Arms/Torso/Legs/****pit): 10/10/15/15 <---
Speed: (max) 75 Mph
Rank: 1
Tech: 1
Reactor: Class 1 LM Reactor Core
Drive: LM Mk 2 Drive

Weaponry:
Right Arm: 50mm Machine Gun (+2 Ammo Pods), 20mm Machine Gun (+1 Ammo Pod) (100,000 / 75,000 rounds)
Left Arm: 50mm Machine Gun (+2 Ammo Pods), 20mm Machine Gun (+1 Ammo Pod) (100,000 / 75,000 rounds)
Left Shoulder: SRM Launcher (32 missiles)
Right Shoulder: SRM Launcher (32 missiles)
Torso: SRM Launcher (32 missiles)
****pit Right: 20mm Machine Gun (+ 1 Ammo Pod) (75,000 rounds)
****pit Left: 20mm Machine Gun (+ 1 Ammo Pod) (75,000 rounds)

Specials: Jumpjets, AMS
fluffie: see the arrow, those 10 points of extra armor make you go 5 tonnes overweight, drop it or drop some of those huge amounts of extra ammo. Did i mention that ammo is seperate per weapon and the pods are shared, so you have a total of 200,000 rounds of extra 20mm ammo and 160,000 rounds of extra 50mm ammo, needless to say you can wipe out a sizeable amount of enemies with that. If you get rid of the overweight, your mech is approved. and fluffie, AMS obviously stands for Anti-Missile System, it fires a special decoy that'll attract any missiles in the general area towards it, INCLUDING FRIENDLY MISSILES, use with caution and try to hit an enemy on it for funny effects

Coffee/fluffie/frog/(hewitt): After only 5 miles your sensors suddenly pick up several things, first of all there is a small group of cybrid light tanks right over the next hill, a mere 500 meters away. Second of all you're picking up 3 cybrid light mechs and some turrets 2 miles out, you'd better prepare for combat and start shooting those tanks while you have a chance.

Cybrid light defensive tank:
class: light tank
weapon mounts:
turret mount: LLC
coaxial mount: 20mm machinegun
armor(left/right/front/aft/turret): 5/5/5/5/10
max speed: 110mph
special: cybrid computer link (increases accuracy and speed of communication)
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Unread 21 Mar 2004, 23:06   #34
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Re: mech wars, the rise of man

Ember fires his jump jets, powering himself up into the air and forwards, approaching the tanks. He begins firing the lasers on his arms towards the tanks and prepares himself to hit the ground again.

"Come on guys! We're rolling!"
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Unread 21 Mar 2004, 23:23   #35
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Re: mech wars, the rise of man

Coffee puts his mech into a stable stance and fires both Medium Laser Cannon and Light Laser Cannon at the closest tank as Ember activates his jump jets.

The smaller of the 2 laser beams falls short but the larger one hits home into the tanks tracks before dissapearing into the tanks interior.

The laser hits the tanks super-conductor storage loop, shorting it out and in a bright blue explosion the tank is blown high into the air.

Coffee starts to lock his missles onto another tank, just as the burning shell of the first lands some way away from his mech

"Oooh yes! Target destroyed"
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Unread 21 Mar 2004, 23:34   #36
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Re: mech wars, the rise of man

As he lands, Ember starts powering his jump jets again, and begins running towards the tanks firing his lasers, seeing one of the tanks fly into the air, he locks a missile onto the furthest tank, and jumps again, firing his shoulder mounted machineguns at a tank as he flies over it, and tilting his mech to fire immediately down with his Missile at the back tank. He sees the missile fly into the turret of it's target, A few small initial explosions go off, then a large one as the missile itself detonates, setting off similar explosions around the tank. As the tank drifts out of his sight, it lies in a smoking wreck. Landing on the ground with his back to the tanks, he shouts into the radio.

"Hey! This is going to be a walk in the pa..." he suddenly cuts off as laser fire opens up, seeing a few shots fire past him, and then his mech jolt as he is hit dead on the back of the torso.

Turning again he sees the tank he fired the machineguns at firing towards him, and shots are quickly draining his shields. Going to open fire with his machineguns, he finds it jammed.

"Erm... guys?"

Last edited by Amused Frog; 22 Mar 2004 at 00:21.
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Unread 21 Mar 2004, 23:34   #37
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Re: mech wars, the rise of man

flapjack - i must've mistyped when copying them stats, its supposed to be 5, i'll edit that post.

//

Fluffie's mech's torso and arms turn about, levelling themselves with the tanks. Inside the ****pit, our heroic pilot smiles as he presses the triggers for his two heaviest machine guns, unleashing a short hail of bullety mad-ness on one of the tanks, the one that at that very moment is the least fired upon. The burst of fire is small and concentrated... and of course only unleash when the tank gets in range.
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Unread 21 Mar 2004, 23:45   #38
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Re: mech wars, the rise of man

"Screw it" Ember mutters as he unleashes his four laser cannons at the tank shooting him. He watches as the first few hit the surface of the tank and it shudders slightly. He starts his mech walking towards the tank, the continues firing at it. Feeling the tanks shots marking his hull, he continues his approach. Just before he is right on top of the tank, a small explosion takes place in the front, then another in the back, then the whole tank tears itself apart, sending the debris high into the air. Ember's mech stumbles backwards and he finds himself between the wreckage of the two tanks, watching the others fire at the rest of the tanks. Then he glances down at his display again.

"You know, we should be getting awful worried about those other mechs..."
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Unread 21 Mar 2004, 23:50   #39
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Re: mech wars, the rise of man

ooc/ no DM till hewitt posts
frog, how is a 20 ton light tank going to get tossed about by a missile that requires a direct hit to destroy the tank, remember that these weapons are all armour piercing weapons so they're not going to cause big explosions, in addition please post only once per DM to prevent me from having to read masses of posts.
coffee, tough your medium laser is definately powerfull enough to destroy a light tank, it won't blow up any fuel tanks as fossil fuels are no longer used, at the best you'll hit a super-conductor storage loop and short it out, causing a small explosion. Both of your lasers are however rate for high range, that indicates several miles minimum, your targets are a mere 500 meters away and thus easily within range.
Fluffie, good boy, your weapons should be able to do decent damages on that range and shouldn't have much trouble making holed cheese out of your unfortunate target /ooc
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Unread 21 Mar 2004, 23:54   #40
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Re: mech wars, the rise of man

Sorry... I'm a first timer and don't know too much about mechs...

Edit: And I've amended my posts.

Last edited by Amused Frog; 22 Mar 2004 at 00:22.
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Unread 22 Mar 2004, 00:10   #41
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Re: mech wars, the rise of man

- ooc -

-I fixed my previous post about the fuel, i did consider that it might not use fuel but i looked at your vehical stats and i couldnt see anything.

-although the explosion would not usualy blow the tank that high into the air, the moons low gravity allowed it to.

-I didnt know how far the ranges you said were (takes note for future) but just because a weapon is meant for long range, doesnt mean it wont work for short range.

- ooc -

Coffee's missles lock on and he fires both of them towards one of the remaining tanks.

"where are these enemy mechs then, im itching for a challange!"
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Unread 22 Mar 2004, 06:01   #42
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Re: mech wars, the rise of man

powers up his mech after a slight problem caused delays and notes that people have already done stuff he starts the mech moving and activates his comm

sorry folks had a little reactor trouble there nothing sereous but now im good

turns the active radar on and its sensitivity up to maximum causing the mechs radar signature to stick out like a sore thumb to anyone watching their radar (possibly making them think i have a much bigger mech )

so, shall we begin our attack?
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Unread 22 Mar 2004, 07:51   #43
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Re: mech wars, the rise of man

ooc: Yikes, mass postage... *hurries to catch up*

"Yeah, I see em."

*Hewitt's light mech continues on at it's leasurely pace as a three others rush in to meet the small group of light armour. A quick analysis of the target read out shows the vehicles are lacking in the armour department so Hewitt selects group fire for his pair of MLC's and angles in for an attack vector.

The enemy has no chance.

As Hewitt circles around the group the others begin tearing it apart. Hewitt makes his presence known by blasting one hapless cybrid vehicle as he passes by. The small armoured tank glows red as the two energy beams hit it dead on before it explodes in a semi-spectular fashion.*

"Boowah!"

Not stopping, Hewitt instantly swings his torso around to bring himself to bear on another light tank. This vehicle seemed intent on attacking him in particular as it's main turret began to swing around towards the Jumper. Quickly, Hewitt switched to his Dual GG's (Gatling Gun) and with group fire still selected let rip with the laser tommy guns. He took little notice of the temp gauge as it suddenly began to surge upwards as rapid laser fire traced along the hull of the cybrid tank, tearing it to pieces.*
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Unread 22 Mar 2004, 17:29   #44
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Re: mech wars, the rise of man

Frog: Several flashy lights indicate what areas where hit, your shoulder 20mm guns are both jammed, whereas the arm mounted machineguns have already been unjammed automatically, your shields are down but recharging, 5 seconds till they come back online. There is minor damage to your torso armor (now 11) however you did manage to get 2 kills.

Coffee: Your smaller laser shot misses and hits a little in front of your target, the other however is enough for the desired effect, your 2 missiles strike dead on target and destroy it, but not before it returns fire and smacks your shield down to 70%.

Fluffie: The ensueing barrage of fire breaks away the tank within moments, tough another 1 of the tanks managed to fire at you and bring your torso armor down to 8 points

Mad cat: As your radar comes online you get a clear view of the cybrid mechs, now at a mere 2 miles, warning lights flash on as a cybrid mech locks missiles on you and fires, sending 2 LRMs your way. Within a few moments you however do manage to identify the enemy mechs and spread the intel across the group

Hewitt: Your heat measure turns green to indicate there is in fact an amount of excess heat however the build up is slow and should prove easy to control, A number of green flashy lights and yellow flashy lights however indicated several minor hits on your torso armor (8 points armor left). Several warning lights flash to indicate a radar lock has been established onto your mech.

all: The cybrid mechs, 3 of them, are now at a mere 2 miles, missiles are incoming on mad cat and are homing into his active sensors, the cybrid mechs are as following:

2x cybrid light mech: unknown design, cybrid light mechs are built Bi-pedal and are supposed to be capable of high speeds, they are however fragile.
class: scout mech.
aprox speed: 100mph
aprox weight: 18 tonnes
weapon mounts:
right arm: light mount (LLC)
right arm: light mount (LLC)
left arm: light mount (LLC)
left arm: light mount (LLC)
right torso: light missile mount (SSRM) (24 missiles)
left torso: light missile mount (SSRM) (24 missiles)
armor(legs/torso/arms): 10/15/15
danger: 1

Cybrid missile mech: Light mech class, features 2 large missile pods and is blistering with missiles, engage at short ranges only.
class: missile support mech
aprox speed: 70mph
aprox weight: 30 tonnes
weapon mounts
left weapon pod: light mount (LLC)
right weapon pod: light mount (LLC)
left missile pod: medium missile mount (SLRM) (24 missiles)
left missile pod: medium missile mount (LRM) (36 missiles)
right missile pod: medium missile mount (SLRM) (24 missiles)
right missile pod: medium missile mount (LRM) (36 missiles)

ooc/ yes, rushing into close combat would be a good idea against that missile mech, unless you like getting hit by SLRMs /ooc
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<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 22 Mar 2004 at 18:37.
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Unread 22 Mar 2004, 17:30   #45
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Re: mech wars, the rise of man

ooc/ howdy ya'll looks like i get to be airsupport!!!!!

Character:
Name: Duke
Apperance: Blackish blue flightsuit, buzz cut black hair, brown eyes, 6 ft, muscular build, barely fits in his jet..
Age:25
History: Fresh from the acadamy, ready to drop some crap all over cybrids.

Vehicle/mode of Death infliction: Hawk light fighter
Class: light fighter/dogfighter
L wing missile: SRM
R wing missile: SRM
Nose weapon: gattling laser cannon ?
Armor (Bottom, Left, Right, Front, Aft) 10/5/5/10/5

Standard shields?

ooc/ i didnt see anything about tonnage so i didnt know...
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Unread 22 Mar 2004, 17:37   #46
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Re: mech wars, the rise of man

Disrupter: Fighters have no shields, just lots of speed. There isn't a tonnage because it's irrelevant, you can't add armor/shields/things other then weapons onto anything but a mech for the moment. It's definately possible to use a GLC (Gatling Laser Cannon) as your nose weapon btw.

Your fighter is approved, you are launched towards the planet immediatly and will arrive at about the same point the rest did, try to stay away from missiles btw, they hurt
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Unread 22 Mar 2004, 17:44   #47
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Re: mech wars, the rise of man

[ooc] Hewitt, 90mph is still slower then 212 Kph. Do the math will yah? [/ooc]
]
Name: Varis "Chaos" Omatar
Apperance: Standing at about 5'6 with dark brown hair that has been combed into submission, and rwon eyes. He rather slender but is quick to action. He wears a Red jumpsuit with designs that follow the seam lines. The designs are in orange.
Age: 27
History: He used to work with Intel but realized that the Mech combat called to him. He never really cared to get into the thick of things, always prefering to either sit off in the distance and shell his targets into dust or work in close as a stealthy unit.

BattleSuit: Wraith Suit
Weapons:
Right Arm: 20mm Machine gun -25000 rounds
Backpack: 4 Demo Charges
Armor(Front/Back) 5/5
Speed: 80 Mph
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Unread 22 Mar 2004, 17:49   #48
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Re: mech wars, the rise of man

ooc: Erm... shields? (I don't have any )

BEEEEEEEEEPPPPP!!!!

"Oh crud."

*Hewitt's control panel lights up in several areas as a radar lock is engaged on his mech. With a virtual missile boat out there it could mean only one thing....*

LRM. LRM. LRM.

"Sh.t!"

*Remembering his training, Hewitt immediately engages the Jumper's jumpjets and hits the directional control to a full 90 degrees. The result is his mech suddenly jets off at right angles to his current movement, now rocketing at god knows what speed to his left.*

"INCOMING!!!"

*Hewitt hopes like hell that he can avoid the enemy long range missiles......*
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Unread 22 Mar 2004, 17:57   #49
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Re: mech wars, the rise of man

Quote:
Originally Posted by Wo2
[ooc] Hewitt, 90mph is still slower then 212 Kph. Do the math will yah? [/ooc]
ooc: Yeah and? Who said I was saying otherwise?

90 mph is still faster than 90 kph.

Anywho...

Let's see 1 mile equals about 1.5 k's. Therefore 90 mph approx. = 90 x 1.5....

Which is 135 kph.
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Unread 22 Mar 2004, 17:57   #50
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Re: mech wars, the rise of man

yeah, i don't think i have shields either. unless we all have a standard shielding stuff-ning-ness stuff. or something.

//

"Fluffie. Missile Mech, mine. Feel free to provide covering fire. Out."

The Machine Guns stop their speech, adressed to the tanks, as the small Mech begins turning about and facing the Missile Mech as fast as it can. It starts moving, running, as fast as it can, beginning to circle around the Missile Mech, but still in such fashion that he quickly begins closing the distance between them.

Somewhere during all this, Fluffie prepares his AMS and Jumpjets for use, followed by readying his full arsenal of weapons, intending on playing cheese grater and cheese with the Missile Mech, Fluffie's Mech being the grater.

Green lights everywhere on a weapons' screen make him smile, all his weapons where ready to play their part. Turning his eyes back on the game, ahum, field itself, he sees the distance between himself and the enemy mechs is by now very non-existant.

His tumb presses the Jumpjet button, the jets themselves activating immidiately, propelling the Jumper into the sky. Turning its body about, all weapons face the Missile Mech from above, unleashing their maddening destruction in a blur of weapon nuzzles and missile streaks (2 SRM's from each launcher). After a period which must have seemed like several lifetimes to the enemy pilot, Fluffie maneuvers his Mech down to the ground again, beginning to circle around his foes again, keeping them covered with bullets.
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