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Re: Ḡαґℊαᾔтüαη (Sci-Fi/Mecha/Powers/Monster RP)

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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
15 May 2016 07:44 PM
Gargantuan



*||BACKSTORY||*

Following the devastating Terminus War and the expulsion of the Enlightened, the Sigma Sector was divided into two separate governments: the New Union and the Aequalis Federation. The New Union initially derided the Aequalis Federation as a radical organization that should be destroyed, but the Treaty of New Omsk soon stabilized relations between the two governments. The New Union recognized the Aequalis Federation as a legitimate government and the Aequalis Federation returned the recognition. Even then, relations between the two nations remained cold, with both sides trying to exert more influence on the Sigma Sector. War-weary citizens demanded that no more wars be waged, and peace ensued throughout the Sigma Sector.

Peace could only last for so long.

In the year 2431 CE, New Krona, the capital world of the New Union, faced a massive attack from an unknown gigantic monster. Later called a Leviathan, the monster proceeded to trash the New Union capital until it was killed one week later. The surprising presence of an I-Field required the Phoenix Division, a military division made up of Silentians, to Sync and neutralize the I-Field. Even then, the sheer mass of the Leviathan forced an entire brigade to Sync in order to barely neutralize the I-Field. One week of constant airstrikes and a final orbital bombardment finally killed the Leviathan, but that would not be the end of the attacks.

Both the Aequalis Federation and the New Union faced numerous Leviathan attacks, causing millions to perish within the year 2431 CE. Forced to take action, the Aequalis Federation and the New Union formed an alliance and established the Anti-Leviathan Taskforce (ALT) in the year 2432 CE to combat the increasing frequency of attacks. Along with the formation of the ALT, the New Union and the Aequalis Federation jointly reactivated the NLSYS Project in order to create gigantic mechs to counter the Leviathan’s stature. The first AMSU (Advanced Mechanized Support Unit) produced, the RAIDER, managed to kill a Leviathan within two hours during the year 2432 CE. Hope rekindled within the citizens of the Sigma Sector.

However , the production of the AMSUs couldn’t match the frequency of Leviathan attacks, and eventually led to the abandonment of the surface on most planets. Retreating underground, the New Union and the Aequalis Federation focused on exterminating the Leviathans at all costs. More and more AMSUs fell victim to the increasingly powerful Leviathans, and humanity is now at the edge of extinction.

It is the year 2440 CE, and an unprecedented four Leviathans are simultaneously attacking Spera. The Anti-Leviathan Taskforce is deploying the AMSUs in order to intercept the Leviathans, but will it be enough? That is up to you soldier. Save humanity. Kill the Leviathans.

1. Factions
2. Leviathans
3. Advanced Mechanized Support Units (AMSU)
4. AMSU Weapons
5. Locations
6. Background Info
7. Character Sheet (CS)
8. Rules
9. Starting Info



*||FACTIONS||*

Anti-Leviathan Taskforce (ALT):
The main military effort against the Leviathan attacks, the Anti-Leviathan Taskforce, or ALT, is a joint military effort of the New Union and the Aequalis Federation. Composed of the finest military personnel of the two nations, the ALT remains the Sigma Sector’s last hope against the Leviathans. Founded in the year 2432 CE, the ALT continues its efforts against the Leviathans and employs the AMSUs to do so. Comprised entirely of Silentians, the only group of humans capable of piloting the AMSUs, the ALT inherited the devastating powers of the Crepitus Event. The ALT is divided into two sub units according to the New Union and the Aequalis Federation.

Sub-Factions

Phoenix Division:
The proud descendants of the original Silentian Corps, the Phoenix Division is an all-Silentian military division within the New Union. Now under the authority of the Anti-Leviathan Taskforce, the Phoenix Division continues to defend the Sigma Sector against the Leviathans. The Phoenix Division’s members are selected from the best Silentian troops offered by the New Union Armed Forces, and undergo a year-long, grueling training process at the age of 18. At graduation, all Phoenix Division cadets must serve for 5 years minimum. Although originally an infantry division, the Phoenix Division is now comprised entirely of AMSU pilots. The Phoenix Division shares a rivalry with the Aequalis Federation’s Werewolf Corps.

Werewolf Corps:
The descendants of the old Lone Wolves, the Werewolf Corps is the Aequalis Federation’s Anti-Leviathan Taskforce division. While no longer working for the highest bidder, the Werewolf Corps continues the Lone Wolf style of independent field work. The Werewolf Corps operates on a flexible command structure, where the main Command Office only takes care of mission assignments and logistics, while individual Werewolf Corps. Squadrons operate independently and perform their missions. Like the rival Phoenix Division, the Werewolf Corps. selects only from the most promising Silentian candidates from the Aequalis Federation, with cadets starting their training at the age of 18.



*||LEVIATHANS||*

History:
The ultimate monsters of destruction, the Leviathans first appeared in the Sigma Sector in the year 2431 CE at the New Union capital world of New Krona. Since then, the Leviathans seemingly emerge out of nowhere for every attack. Already, millions have died as a result of the increasingly frequent Leviathan attacks, ranging from the Outer Territories to the Core Worlds.

Physiology:
All Leviathans are uniquely shaped and sized, although a few similarities persist between each one. All Leviathans have heights ranging from 75 meters to 90 meters. In addition, each Leviathan possesses energy crystals growing in seemingly random patterns over their grey hide, pulsating with differing shades of colors. All Leviathans have blank, iris-less eyes, although some have been reported to lack eyes altogether. Like the Ghouls of the past, the Leviathans are capable of producing Inversion Fields, or I-Fields, that regenerate any damage inflicted on their bodies. The Leviathans are so massive that their I-Fields are also capable of functioning as energy barriers, effectively shutting down conventional means of combat. For this reason, Leviathans are suspected to be somehow related to the Ghouls.

Abilities:
Leviathans have been known to exhibit unusual abilities whenever they appear. Each Leviathan has unique abilities that defy known physics and other scientific explanations. Some of these abilities range from gravity manipulation, I-Field weapon generation, extremely high-powered energy beams, corrosive acid, self-destruction, and other abilities. These abilities hinder efforts to defend against Leviathan attacks, forcing the AMSUs to compensate with their Silentian pilots’ unique abilities.



*||ADVANCED MECHANIZED SUPPORT UNIT (AMSU)||*

History:
Originally conceived during the last days of the Old Union, the NLSYS (Neural Link System) Project was originally a military project to develop support mechs in the field of battle. With the Leviathans threatening the entire Sigma Sector, the NLSYS Project was reactivated. With the joint effort of the New Union and the Aequalis Federation, the AMSUs (Advanced Mechanized Support Unit) became a valuable military asset against the Leviathans, often being the only military hardware capable of any meaningful damage. So far, there have been 60 RAIDERs, 50 VIKINGs, and 70 BANSHEEs constructed to battle against the Leviathans.

Technology:
Originally envisioned as nuclear fusion powered mecha units, the prototype mecha required a gigantic energy source in order to operate, ruling out fusion alone as a power source. With the joint development by the New Union and the Aequalis Federation, the Silentium-Converter Drive was developed to match the power requirements, solving the issue. However, as a result of the SCD, only Silentians are capable of piloting AMSUs. The AMSUs operate as extensions of the Silentian Pilot’s body, and is equipped with human-weapon equivalents for combat. In addition, the AMSU is able to manifest the Silentian Pilot’s Silentium abilities thanks to the inclusion of the S-Node, allowing for even more firepower. All AMSUs come with a stock appearance, but most pilots customize the appearance to their preferences.

- Common Features -

- Neural Link Armor:
The main control method for the AMSUs. The armor is integrated into the main control surfaces of the mech, and is designed to be connected neurally to the pilot. The outside camera feeds are directly connected to the HUD, with very few transfer lag. The interface is extremely similar to the ARMSYS personal armor, so the training curve is naturally light.

- Oversized E-Shield System (OESS):
As its name suggests, the OESS is an oversized version of the VESS (Variable E-Shield System) of the ARMSYS armor. Like the VESS, the OESS is automatically generated upon the detection of a harmful projectile or attack, and manages to block out most of the damage. Can be overloaded if used too frequently or the attack is too powerful.

- Silentium-Converter Drive (SCD):
The main power-source of all AMSUs. The SCD converts the naturally formed Silentium within Silentians into a form usable for the AMSU’s systems. As the SCD is directly connected to the Silentium production of its pilot, too much power strain can cause the pilots to black out. A back up nuclear fusion generator is present and can power the Mech for a further 3 minutes without the SCD.

- Custom Module Sockets:
As with the ARMSYS armor, the AMSUs allow for further customizations of the mechs to the pilot’s preferences. Each AMSU variant has specialized Custom Modules to be installed at the pilot’s request.

- Type-145 Maneuvering Jets:
Built in oversized RCS jets utilized by the AMSUs. In addition to the RCS jets, three main thrusters are present to help with speed acquisition both in outer space or on land. The Maneuvering Jets provide most of the thrust for outside the atmosphere operations.

- S-Node:
Another ARMSYS-based tech, the S-Node amplifies the natural Silentium powers wielded by the Silentian Pilot. Boosting their effectiveness to AMSU scales, the S-Node works in tandem with the Silentium-Converter Drive to provide another method of attack for the AMSUs.

- I-Field Frequency Scanner (IFS):
As Leviathans are much more massive than Ghouls, Harmonics Grenades are not a practical option for the AMSUs. As they have much more room than the ARMSYS armor and a lot more power, the AMSUs have a built in I-Field Frequency Scanner to assist with the Pilot’s Sync.

- Assistant AI:
Derived from the Smart AIs of the ARMSYS Suits, the Assistant AI is a personal assistant for optimal AMSU operations. They are capable of running diagnostics and system repairs for the AMSUs. In addition, they can be stored on a data-chip to be transferred to another computer system. Assistant AIs are completely capable of normal conversation, and most AMSU Pilots report a sense of camaraderie with their Assistant AIs.

- COFFIN Drop System:
A system used to rapidly deploy AMSUs into battle, the COFFIN is an air-dropped AMSU container. Often released in orbit, the COFFIN is capable of re-entry and slows down with retro-rockets and parachutes. The COFFIN contains the AMSU’s weapons and other equipment required for a mission. The Anti-Leviathan Taskforce’s capital ships are often equipped with four COFFIN Drop Systems.


Variants

Mk. 1 RAIDER:

Description:
The first ever combat-ready AMSU designed, the RAIDER remains a reliable asset against the Leviathans. The older Silentium-Converter Drive limits the maneuverability of the RAIDER, and its relatively older class of armor renders it less capable on the defence front. However, the RAIDER remains one of the most customizable AMSUs out there, with many mission kits designed for the class. With an average maneuverability and average defence, the RAIDER relies more on the individual skill of its pilots and its custom kits to perform missions.

Stock Appearance:
Has a head shaped along the lines of military ships, with a boxy, yet stealth-angular design. The body is shaped like a humanoid, although the body is more top-heavy. Stock coloring are grey stripes and military green columns alternating in a camouflage pattern.

STATS (use these for the general performance of your Mechs in the RP)

Maneuverability: 40%
Defense: 25%
Strength: 35%
Height: 73 meters
Mass: 45,000 tons
Maximum Speed (Outer Space): Mach 25
Maximum Speed (Planetary/Land): Mach 0.9


Mk.2 VIKING

Description:
The second AMSU to be designed, the VIKING is more focused on defense compared to the other two AMSUs. Learning from the experience with the RAIDER, the VIKING improves upon the defensive plates of the RAIDER at the cost of speed. In addition to defense, the VIKING is considerably stronger than the RAIDER as a result of a newer Silentium-Converter Drive. As the armor plating became much heavier than the RAIDER, the VIKING’s speed suffered.

Stock Appearance:
The entire body is much more bulky than the RAIDER, and the head is shaped more along the lines of small curves than angles. Maintains the humanoid shape, although the body is balanced and thick compared to the RAIDER. The stock coloration is a pattern of grey and blue stripes.

STATS

Maneuverability: 20%
Defense: 40%
Strength: 40%
Height: 75 meters
Mass: 55,000 tons
Maximum Speed (Outer Space): Mach 15
Maximum Speed (Planetary/Land): Mach 0.5


Mk.3 BANSHEE

Description:
The third and final AMSU to be designed, the BANSHEE incorporates the lessons learned from the deployments of the RAIDER and VIKING Mechs. The newest AMSU to be introduced, the BANSHEE lacks experienced pilots, and has a few glitches that still need to be worked out. Unlike the previous VIKING, the BANSHEE focuses more on speed to overwhelm the Leviathans. In order to gain the best speed possible, defence and strength suffered as a result.

Stock Appearance:
The entire body is a slimmed down version of the RAIDER, and has a lot more curved armor pieces in its design. Unlike the RAIDER, the Mk.3 BANSHEE is aerodynamically designed, in order to induce its unique supersonic speed on the planet surface. The head is a sharp, angular design, intended to deflect projectiles away from the vulnerable Pilot.

STATS

Maneuverability: 60%
Defense: 10%
Strength: 20%
Height: 74 meters
Mass: 35,000 tons
Maximum Speed (Outer Space): Mach 35
Maximum Speed (Planetary/Land): Mach 1.2


CUSTOM MODULES (a total of three can be chosen)

Serial Number 004 Enhanced Ballistic Plates:
Increases the defence stats by 10% while decreasing the maneuverability by 10%.

Serial Number 005 Enhanced Strength Module:
The ESM improves the strength of a AMSU by 14% at the cost of 14% defense.

Serial Number 006 Enhanced Maneuverability Booster Packs:
Incorporates stronger Booster Packs into AMSUs. Increases Maneuverability by 15% while costing 15% of Defense.

Type-190 Photon-Blade:
Adds a special emitter to the forearms of the AMSU. Capable of cutting through the toughest of armors without too much trouble. Too much use can result in overheating and failure of the Photon-Blade. The Blade is approximately 11 meters long and 3 meters wide.

Type-200 Spike Launcher:
A built in spike (or flechette) launcher located on the shoulder of a AMSU. A last resort weapon, the Spike Launcher launches 120 flechette rounds capable of penetrating the hardest materials. There is only one magazine of 120 rounds, and after usage must be discarded.

Grappling Hook:
As its name suggests, the Grappling Hook is an oversized version of the ARMSYS Grappling Hook. Similarly to its predecessor device, the Grappling Hook is a magnetized hook connected with a metal cable on the forearms. The sheer launch speed allows for the Grappling Hook to function as a weapon of its own, pulling in Leviathans.

Type-170 Cluster Missile Launchers:
Shoulder mounted missile launchers, as its name suggests. A total of four missile launch clusters, with 30 missiles per cluster. Takes approximately 10 seconds to target an enemy and fire. Each missile has a speed of approximately Mach 3, and has a explosive yield of 10 tons of TNT per missile.

Type-204 Railgun Mounts:
Modified variants of capital ship railguns, the Railgun Mounts provide another offensive option for the AMSUs. The Railguns use depleted uranium projectiles or tungsten rounds, and have a projectile speed of 25,000 meters per second. The resulting impact damage is often significant, although Leviathans are known to tank several Railgun shots without too much trouble.

Pilot-directed Custom Modules:
Unlike the other stock Custom Modules, the Pilot-directed Custom Modules are made to order according to the needs of each individual AMSU Pilot. (Create your own Modules here if the Modules provided are not enough)



*||AMSU WEAPONS||*

Along with a couple of built-in weapons, the AMSUs are designed to wield custom-made weapons just as a human soldier can. Most of these weapons are oversized variants of human weapons in order to maintain familiarity for the Pilots.

PRIMARY WEAPONS

Type-103A1 HoloCannon:
The HoloCannon is essentially a massively oversized variant of the infantry HoloRifle commonly utilized by the New Union and the Aequalis Federation. The Type-103A1 has three modes of fire: safe, semi, auto. The HoloCannon is a bullpup rifle with a firerate of 250 RPM, and chambered for 130 mm holo-artillery. It has a magazine of 32 holo-rounds.

Type-105A1 HoloScatter:
The Type-105A1 is an oversized shotgun for the AMSUs, and utilizes 60 mm holo-artillery pellets per shot. A semi-automatic bullpup design, the HoloScatter has a firerate of 105 RPM and can overheat if used for an extensive amount of time. It has a magazine size of 10 holo-rounds.

Type-107A1 HoloRanger:
The Type-107A1 HoloRanger is a AMSU-scale sniper rifle. It is chambered for the 150mm holo-artillery and has a firerate of 100 RPM. It is a semi-automatic bullpup design, and has a NLSYS-linked x15 optics, with a maximum zoom of x40. It has a magazine of 15 holo-rounds.

Type-101A1 HoloBurst:
The Type-101A1 HoloBurst is a rapid-fire close range firearm for the AMSUs. It has a firerate of 400 RPM, quite fast for a AMSU-scale weapon, and is chambered for the 40 mm holo-artillery. The HoloBurst suffers in the damage department because of its 40 mm chamber, but makes up for it with a fast firerate dumping holo-bolts in rapid succession. The Type-101A1 is a bullpup weapon and has a magazine size of 50 holo-rounds.

Type-102A1 HoloHAC:
The Type-102A1 HoloHAC (Heavy AutoCannon) is a heavy autocannon developed to deal the maximum damage possible. It has a standard box magazine of 200 rounds, and has a firerate of 150 RPM. The Type-102A1 focuses on damage and suppression rather than directed shots, so its accuracy is poorer than the other AMSU weapons. It is chambered in 130 mm holo-artillery rounds


SECONDARY WEAPONS

Type-110A1 HoloPistol:
A variant of the normal infantry sized HoloPistol, the Type-110A1 is an upscaled version of the original HoloPistol. The Type-110A1 has a firerate of 330 RPM and a magazine size of 18 rounds, although the HoloPistol is limited to semi-automatic fire only. The Type-110A1 is chambered for the 40 mm holo-artillery rounds.

Type-112A1 AutoPistol:
An automatic sidearm option for the AMSUs, the Type-112A1 AutoPistol has a firerate of 370 RPM and has a magazine size of 20 rounds. It is chambered in the same 40 mm holo-artillery rounds as the Type-110A1 and also shares the same magazine type.



*||OPERATIVE WEAPONS||*

- Of course, both the Phoenix Division and the Werewolf Corps did not abandon their infantry roots after taking command of the AMSUs. While infantry weapons are useless against the Leviathans, the Phoenix Division and the Werewolf Corps continue to train with their various infantry weapons in order to serve as infantry units if a situation calls for it, such as an uprising.

- Both the Werewolf Corps and the Phoenix Division share the same weapon types in order to facilitate supply runs.

- Choose 1 Primary Weapon and 1 Secondary Weapon when writing your CS.


PRIMARY WEAPONS

- Type-90A2 HoloSniper: A bolt-action sniper rifle for soldiers with exceptional long-range marksman skills. The Type-90A2 holds 12 rounds in its magazine and has an average firerate of 51 RPM. The HoloSniper has an effective range of 800 meters, and has its magazine located in front. The HoloSniper also comes with a built in x10 scope. The bolt action nature of the HoloSniper prevents semi-automatic fire, but gives a vastly improved accuracy as a result of fewer moveable parts.

- Type-100A1 HoloRifle: The general infantry-weapon of both the Phoenix Division and the Werewolf Corps, the Type100A1 continues to be the reliable work-horse just like its predecessor, the Type-50A4 HoloRifle had. The HoloRifle holds 30 holo-bolts within its magazine, with the magazine located behind the trigger, forming a bullpup rifle. The HoloRifle has a maximum firerate of 700 RPM and has three firemodes: safe, semi, and auto. The HoloRifle is also capable of firing a charged shot in its semi-automatic mode, dealing more damage in exchange for a slow charge-time.

- Type-68A3 HoloLMG: One of the more older designs of the Phoenix Division and the Werewolf Corps, the HoloLMG is actually a modified Type-40A3 HoloLMG, the LMG used almost 40 years prior. The HoloLMG holds 100 holo-bolts in its box-magazine, and can also accept HoloRifle magazines if running short of ammo. The HoloLMG has a firerate of 150 RPM, but can overheat if fired for too long. As a result, the HoloLMG has a replaceable barrel. It has 3 modes of fire: auto, semi, safe.

- Type-134A1 HoloSMG: A weapon designed for CQC situations, the HoloSMG holds an astounding 50 rounds in its holo-magazine and has a firerate of 900 RPM. It is mostly used by soldiers that prefer to get in close for battle and for those that emphasize spray and pray rather than controlled aim. As a result, the HoloSMG is not nearly as accurate as the HoloRifle and has a higher damage drop-off than the other weapons. The magazine is located behind the trigger, making the HoloSMG a bullpup weapon. The HoloSMG has three firemodes: safe, auto, semi.

- Type-30A4 HoloShotgun: Unlike the previous Type-15A1 Shotgun, the HoloShotgun no longer relies on physical pellets to inflict damage. The HoloShotgun utilizes a modified variant of the standard holo-cartridge, which fragments into 8 deadly pellets rather than stay as 1 holo-bolt. The HoloShotgun holds 10 rounds in its magazine and is operated as a semi-automatic firearm, with a firerate cap of 187 RPM.


SECONDARY WEAPONS

- Type-6A2 HoloPistol: The standard-issue sidearm of the Phoenix Division and the Werewolf Corps, the HoloPistol rarely sees combat. However, in times of need, the HoloPistol is more than capable of penetrating most types of conventional armor or at least damaging the armor. The HoloPistol holds 15 holo-bolts in its magazine and has a firerate of 352 RPM.

- Type-8A1 AutoPistol: A more specialized pistol for those that are more CQC oriented, the AutoPistol is the standard automatic pistol for the Phoenix Division and the Werewolf Corps. The AutoPIstol shares the same holo-bolt cartridge that the HoloPistol uses, allowing for supplies to be streamlined. The AutoPistol features 4 firemodes: safe, semi, burst, and auto. The magazine can hold 20 rounds and sticks out of the AutoPistol’s grip as a result of its larger capacity. The AutoPistol boasts a firerate of 600 RPM.

- Remington Revolver Mk.10: Another update to the signature Lone Wolf revolver, the Mk.10 boasts an improved trigger pull and better accuracy over the older Mk.6. The Mk.10 is a double-action revolver unlike the older models, and holds 10 rounds in its cylindrical holo-magazine. While the Mk.10 is available to both the Phoenix Division and the Werewolf Corps, it is one of the preferred pistols of the Werewolf Corps, just as the Mk.6 was to the Lone Wolves.


Custom Attachments (a total of 3 can be chosen for primaries, 2 for secondaries)

- Laser Sight
- 4x Zoom Scope
- Grip
- Red-dot Sight
- Extended Magazines (+10 rounds)
- Fast-Mags (reduce reload times)
- Suppressor
- Range-extender (barrel attachment)



*||LOCATIONS||*

Core Worlds: The richest planets within the Sigma Sector. The New Union and the Aequalis Federation both have claims within this area. Mostly relying on the Outer Territories for imports, the Core Worlds did much to help rebuild the Outer Territories using their resources and wealth. The high population density of the Core Worlds resulted in heavy civilian losses during Leviathan attacks. Most of the population now live in underground cities to avoid the Leviathan attacks, abandoning the surface.

- New Union Territories -

- New Krona:
The capital of the New Union. All government branches are located here, along with a growing city around the administrative area. A temperate, Earth-like planet with 3 major oceans, New Krona is one of the most comfortable places to live in the Sigma Sector. Suffered the earliest Leviathan attack, but remains a center of the Anti-Leviathan Taskforce’s war efforts.

- New Omsk:
An influential industrial planet with a heavy emphasis on weapons manufacturing and development. Formerly a lush jungle world, New Omsk is now covered with weapons foundries and factories. The conversion to clean nuclear fusion reactors allowed for the atmosphere to start becoming clean again, although it remains one of the most polluted atmospheres in the Sigma Sector. The Leviathan attacks have since forced all weapons manufacturing to go underground, significantly slowing down production for all weapons, including the AMSUs.

- Potenza:
Devoted to shipbuilding, Potenza is rich with minerals used in construction. The entire planet is tasked with the creation of cruisers, destroyers, and carriers of the New Union Navy (space-based). An ocean world, the first colonists had to rely on artificial islands, which Potenza continues to maintain and create. Both orbital and ocean-based shipyards construct the various naval ships needed by the New Union. One of the few areas where Leviathan attacks rarely occur, as a result of the oceans covering the entire surface. Potenza has since become overpopulated with the influx of refugees from all over the Sigma Sector.

- Aequalis Federation Territories -

- Thorix:
The old capital planet of the Federation. The old capital city, Aurae City, is situated here. The Aequalis Federation has since taken over Thorix from New Union control. A somewhat temperate world, Thorix is a world where it constantly rains, with only occasional bits of sunshine. Even when not raining, Thorix continues to be covered in dull, grey clouds. The entire world remains under the iron grip of the Aequalis Federation, with strict curfew times and restrictions on leaving. As with the other Core Worlds, the surface remains abandoned except for a few governmental buildings. Underground cities are the norm.

- Ocroria:
Used to be a stronghold for the Old Federation’s navy, Ocroria now functions as the ship-building capital of the Aequalis Federation. It’s naval infrastructure was revamped to fit modern capital ship requirements, and now rivals the production scale of Potenza. Ocroria is a cold-leaning temperate world, with many parts of the planet covered in a snowy tundra. The more habitable equator is still a rather cool climate, with short summers and long winters. The Leviathan attacks have caused the manufacturing sector to slow down, as with Potenza.

- Florus:
The most beautiful planet in the entire Sigma Sector, Florus used to be the paragon of tourism. The planet has a mild temperate climate, and has numerous pristine beaches and lakes to view around. In addition, the air is absolutely clean and fresh, differing from the more polluted Core Worlds. Since the Aequalis Federation took over Florus, the planet has been used in propaganda pieces to attract new settlers, although the Leviathan attacks have defiled a lot of the original surface area. Again, underground cities have since been formed.


Outer Territories: Planets that are on the outskirts of civilized space. Because of the rather insignificant nature of the Outer Territories, they rarely receive nearly as much protection as the Core Worlds. However, the lower population density caused fewer civilian casualties during Leviathan attacks. Most Outer Territory civilians continue their lives above on the surface, as most planets have only a few amount of cities in comparison to the Core Worlds.

- New Union Territories -

- Portus:
The most outward planet in the entire Sigma Sector, the planet orbits a small red dwarf, which provides just enough energy for life to live. Primarily a desert world and houses a large population of simple farmers. It is now an important agricultural world, with the importation of improved greenhouse tech from the Core Worlds. The Leviathan attacks have reduced productivity, but regular shipments of food continues to be exported for income.

- Cesena-01:
A small moon orbiting the gas giant Cesena. All access to the site has since been restricted. A few Leviathan sightings have been reported by orbital satellites, although they do not present a threat to the Sigma Sector.

- Spera:
A backwater planet with a barren surface, Spera used to serve as the temporary New Union capital during the Terminus War. One of the farthest planets from the Core Worlds, it takes approximately a week to travel to the Core Worlds by hyperspace. Covered in massive canyons and mountains, Spera’s rough terrain made initial colonization efforts difficult, although not impossible.

- Aequalis Federation Territory -

- Vaccaro:
A formerly temperate world, Vaccaro was the site of the largest battle during the Insurgency Wars, when several nuclear detonations caused a planet-wide nuclear winter to settle in. Without proper access to its orbiting star’s energy, Vaccaro soon turned into a snowy wasteland with pockets of lethal radiation still on the surface. The former HQ of the Free Silentians, Vaccaro is paraded as the Aequalis Federation’s most historically significant planets. The cold deters Leviathans, and so far only one Leviathan attack had been confirmed. On the surface, only a small trading and mining settlement exists.

- Pacem:
A somewhat lush jungle world, Pacem remains one of the safehouses of the Sigma Sector. The entire planet has been ruled a preserve by the Aequalis Federation, surprising the New Union. Pacem has a jungle climate, with humidity and heat being major factors. As of now, Pacem suffers from Leviathan attacks, although not as nearly as much as the Core Worlds. Numerous bunkers have since been built on Pacem for citizens to evacuate to during Leviathan attacks.

- Starko:
One of the few gas planets that were colonized, Starko houses one of the largest networks of floating cities in the Sigma Sector. Originally unpopulated, as it is a gas planet, Starko only began to house humans as the Aequalis Federation took the planet from the New Union. Existing gas mining stations were reconfigured to housing facilities, and further expansion resulted in multiple cities dotting Starko’s atmosphere. Occasional storms cause significant damage to the city infrastructure, often requiring extensive repairs after the storm blows over. Because of its status as a gas planet, Leviathans do not seem to appear.



*||BACKGROUND||*

The Sigma Sector:
The furthermost part of the Milky Way from Old Earth, the Sigma Sector is now the host of the most successful human colonist movement by the Old United Nations. First discovered by scientific probes in the year 2140 CE, the first human colonists, organized by the UN, entered the Sigma Sector during the year 2170 CE. With the establishment of a colonial government, human colonies expanded further into the Sigma Sector, until the UN finally granted the colonial government independence during the year 2210 CE, forming the Federation.

The Federation of the Sigma Sector (disbanded):
The old government of the entire Sigma Sector, the Federation lasted from the years of 2210 CE through 2290 CE. Descended from the first human colonists of the Sigma Sector, the Federation was a federal republic with democratic elections held to elect politicians. With the advent of the Crepitus Event, the Federation devolved into the Federation Remnant, before completely collapsing because of the crisis.

The Union of the Sigma Sector (disbanded):
Taking the place of the collapsed Federation, the Union followed the federal republic-style government that the Federation employed. Unlike the Federation, the Union was much more autocratic in its rule, and citizens often paid high taxes to support the military expansions. As the Union was formed during the Federation’s fall, it had to impose order on the insurgency-filled Sigma Sector, sparking the Insurgency War of 2310 CE. With the discovery of the Silentians among its population, the Union quickly began to repress the Silentians, sparking a revolutionary faction known as the Free Silentians. When the Free Silentians eventually conquered the Union capital of New Krona, the Union fell and the New Union emerged. The Union is now referred to as the Old Union to differentiate it from the New Union.

Free Silentians (disbanded):
The Free Silentians was a faction that emerged during the year 2320 CE. Fighting for Silentian-rights as the Union continued to repress the Silentians, the Free Silentians was a rebel faction that managed to take over the Union in the year 2331 CE. Descendents of the Free Silentian soldiers continue to be honored in both the Aequalis Federation and the New Union.

The New Union of the Sigma Sector:
The continuation of the Old Union, the New Union is one of the two governments that controls the Sigma Sector. When first formed, the New Union managed to maintain control over the entire Sigma Sector, but the Ghoul invasions cut off the New Union from the Core Worlds. One by one, the New Union eventually gained back their old worlds, but several dozen planets continued to be held by a splinter faction known as the New AERIS Division. The New AERIS Division would eventually turn into the current Aequalis Federation, and holds approximately half the Sigma Sector under their control, leaving the other half to the New Union.

The Aequalis Federation of the Sigma Sector:
The descendents of the splinter Silentian Corps faction, the New AERIS Division, the Aequalis Federation is a republic in name only. While maintaining that it is a democratic society, the Aequalis Federation is in truth an oligarchy, run by the military leaders rather than the civilians. The Aequalis Federation continues its propaganda that the New Union is not capable of ruling the Sigma Sector properly, and that the Aequalis Federation is the only legitimate government. The Treaty of New Omsk required that the Aequalis Federation recognize the New Union’s legitimacy, which the Aequalis Federation reluctantly signed.

Fractured War:
An inter-dimensional war waged between the Federation and the Empire of Terrarum. While the war started in the year 2270 CE, the Schism, a portal linking the two worlds, decayed in the year 2274 CE, stopping the war effectively.
(RP Information here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=175596899)

Crepitus Event:
A catastrophic disaster that occurred in 2283 CE. Wiped out almost 2/3rd of the Sigma Sector’s population. The years that followed were filled with instability and rebellions. Officially reported to be a record solar flare.
(RP Information here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=177477088&PageIndex=1)

Insurgency War:
An armed struggle during 2310 CE between the Union and rebel forces. Lots of lives were lost, but in the end the Union came out as the dominant government of the Sigma Sector.

Great Silentian War:
A war waged between the years 2315 CE and 2331 CE, the Great Silentian War was a struggle between the Free Silentians and the Union. The old, corrupt Union government mistreated and tortured Silentians in search for their power, and thus the Free Silentian resistance group formed and ended with the defeat of the Union and the formation of the New Union government.
(RP Information here: http://forum.roblox.com/Forum/ShowPost.aspx?PostID=180459696&PageIndex=1)

Silentians:
The mutated portion of the Crepitus Event survivors. Capable of harnessing Silentium, a special element that manifests within their Silent Genes, the Silentians are a force to be reckoned with. More powerful than the old power-users of the AERIS Division, the Silentians caused alarm for the Union. As a result, many of them were hunted down by the Old Union and experimented to discover any weaknesses and special properties of Silentium. Silentians now serve as the last hope for the Sigma Sector, as only they can pilot the AMSUs capable of countering Leviathan attacks.

Silentian Corps (disbanded):
A retired military division of the New Union during the Terminus War, the Silentian Corps used to be the most elite of the entire New Union Armed Forces. After the end of the Terminus War, there was no reason for the Silentians to be in a separate division, and many troops were dispersed among the Army, Navy, Air Force, and Marine Corps. Former Silentian Corps soldiers provide some level of training among the Phoenix Division, using their many years of military experience.

Lone Wolves (disbanded):
An discontinued network of Silentian mercenaries, the Lone Wolves used to be the most effective hired guns throughout the Sigma Sector. With the Terminus War, many of them didn’t see a need to stay within the New Union’s weakened Lone Wolf Network, and began to take jobs by themselves. Many former Lone Wolves were hired by the Aequalis Federation to train the Werewolf Corps, resulting in a fiercely independent and effective military division.

Sync:
A Silentian ability, Sync allows Silentians to disable the Leviathans’ I-Fields in battle. There are two types of Syncs: Normal Sync and Deep Sync. Most of the time, the Anti-Leviathan Taskforce AMSU Pilots use Normal Sync to deal with the Leviathans, but in dire situations, resorts to Deep Sync to completely eradicate the I-Field. The problem with Deep Syncing is that it connects the minds of a Silentian and a Leviathan, forcing the Silentian to share the pain of the dying Leviathan. If a Silentian goes too Deep Sync, they can end up losing their minds.

Leviathan Crisis:
The current war being waged against the incoming Leviathans. Officially started during the year 2431 CE when the first Leviathan attacked the New Union. Since then, a fragile alliance was born between the rival governments of the New Union and the Aequalis Federation to fight against the Leviathan threat. Most of humanity has since retreated to underground cities where they wait out the Leviathan attacks.



*||CHARACTER SHEET (CS)||*

Main Character CS (delete the parentheses in your actual CS)

Name
Gender
Age
Appearance
Operative Weapons (1 Primary, 1 Secondary) (List Custom Attachments as well)
Ability/Powers (One general ability, and 4 skills) (ability ranges and effects are scaled to AMSUs when piloting)
Weakness(s) (Minimum of 1, maximum of 3)
Faction
Sub-faction
Bio (optional)
Others/Extra

Note: Abilities must have 1 general power, like Ice-Manipulation for example, and 4 skills that relate to your general ability, such as a Freezeing Ray, Ice Shard, etc. Also, it is easier to put limitations to your skills and powers in order to create weaknesses, rather than make unrelated weaknesses.


AMSU CS (delete the parentheses in your actual CS)

Callsign/Codename
AMSU Variant
Custom Modules
AMSU Weapons (PRIMARY and SECONDARY)
Assistant AI Name (AIs are like JARVIS-ish assistants)
Modified Stats (Copy over the stats after applying the Custom Module boosts/costs. Boosts are percentage increases and costs are percentage decreases, like add/subtract)
Appearance (Feel free to describe your AMSU however you want. I’ve only provided general descriptions to work with)



*||RULES||*

1) No godmodding for obvious reasons.
2) No power-playing. Please, keep your writing to your own character
3) No harassment. We want a nice community here
4) If you have suggestions to improve the RP thread, send me a PM
5) Listen to all admins. They know the best
6) No romancing in RP. Respect ROBLOX rules.
7) Do not attempt a Player Kill (PK) unless sanctioned by me
8) You can create NPC companions during the RP. There is no need for CSs for NPCs, just make sure you give them a name and a purpose (no overpowered NPCs please)
9) Otherwise, have fun! I will drive the story with DM posts and important NPC dialogues.



*||STARTING INFO||*

The Anti-Leviathan Taskforce’s Phoenix Division and the Werewolf Corps are deployed on Spera to counter the sudden appearance of four Leviathans. Further information will be relayed through the ARC 1 instructions.
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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
15 May 2016 07:46 PM
CS

Name: Eric Michael Tanner

Gender: Male

Age: 24

Appearance: Eric is a very healthy and fit man, as most graduates of the Phoenix Division should be. Born with sharp, striking brown eyes and somewhat wavy hair, Eric has a slightly better than average looking face. Even then, Eric is no model, and his skin is tough and leathery from the abuse of the battlefield. He is 5ft 9in, and wears a regular polo shirt and khaki pants when not on duty, which is very rare.

Operative Weapons:

PRIMARY: Type-100A1 HoloRifle
- Red-dot Sight
- Grip
- Fast-Mags

SECONDARY: Type-8A1 AutoPistol
- Laser Sight
- Suppressor

Ability/Powers:

Electrokinesis: Eric can control electricity to perform his bidding. The techniques he can use are limited however, and can draw a vast amount of Silentium from Eric’s body and cause fatigue.

1) Electrosphere: Eric fires off a wave of electricity to stun and damage surrounding enemies. The wave is limited to 10 meters wide, and must cool down for 10 minutes before being used again. This attack is most often used when Eric is cornered or ambushed.

2) Electric Arc: Eric launches a damaging arc of electricity down his arms to a specific target. The arc has a range of 30 meters, and can also have a side effect of stunning the target. The Electric Arc takes 4 seconds to charge and has a cool down period of 1 minute per use.

3) Electric Transfer: With a touch of the enemy, Eric can send a devastating charge of electricity to the target. The resulting shock can often cause severe damage and stuns the enemy for 12 minutes. Eric must be touching the target for 2 seconds for this attack to be successful, and a cooldown of 14 minutes is imposed after use.

4) Lightning Strike: With intense focus, Eric can call forth a lightning strike against a target. The ability takes 1 minute to charge, and Eric must have the target area within his vision, otherwise causing the attack to cancel. The Lightning Strike has an attack radius of 15 meters, with stunning effects reaching out all the way to 30 meters. The ability has a cooldown period of 20 minutes after use.

Weaknesses

1) Non-conductive materials: As Eric’s power is based on electricity, any material that is non-conductive can absorb his attacks, such as rubber.

2) Water: If Eric is immersed in water, he cannot attack with his abilities without damaging himself as well.

Faction: Anti-Leviathan Taskforce

Sub-faction: Phoenix Division

Bio: Eric was born on the year 2416 CE, and his father was a Silentian. As a result, Eric inherited his father’s Silentian nature and manifested his powers at the age of 3. Since then, Eric applied to the Phoenix Division Academy at the age of 18, intending to prove his military skill. Despite the grueling training process, Eric was able to graduate and enlist in the Phoenix Division in the year 2435 CE, 4 years after the start of the Leviathan Crisis. Since then, Eric has been deployed on numerous New Union and Aequalis Federation worlds under the Anti-Leviathan Taskforce’s jurisdiction. He is part of Firebolt Squadron, which only has two members including him.

Others/Extra: Eric often has dreams of meeting other beings, although he cannot remember them so well.


NLSYS Mech CS

Callsign/Codename: Firebolt-01

NLSYS Variant: Mk.1 RAIDER

Custom Modules:

1) Type-204 Railgun Mounts
2) Type-190 Photon-Blade
3) Type-170 Cluster Missile Launchers

AMSU Weapons:

PRIMARY: Type-103A1 HoloCannon
SECONDARY: Type-110A1 HoloPistol

Assistant AI Name: Tracker

Modified Stats:

Maneuverability: 40%
Defense: 25%
Strength: 35%
Height: 80 meters
Mass: 45,000 tons
Maximum Speed (Outer Space): Mach 25
Maximum Speed (Planetary/Land): Mach 0.9

Appearance: Eric’s RAIDER has replaced its stock coloration with different shades of blue and black, resembling a bluejay of sorts. The head is faceless, although there are sharp eye-pieces in a slanted triangle shape to house the camera modules. Eric’s RAIDER’s body is in a similar fashion to a human’s, with curved armor pieces to form a somewhat natural shape. However, the upper half of the body remains a little more developed than the lower half. A pattern resembling a dragon can be found on the upper right chest of the RAIDER.
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parsoktek is not online. parsoktek
Joined: 08 Oct 2010
Total Posts: 6178
15 May 2016 07:53 PM
(Marked.)


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GearBlade654 is not online. GearBlade654
Joined: 18 Nov 2013
Total Posts: 10203
15 May 2016 07:56 PM
(Marked.)
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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
15 May 2016 08:10 PM
(bump)
(also, thanks guys. looking forward to a good RP!)
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JeopardizedJake is not online. JeopardizedJake
Joined: 10 Jan 2010
Total Posts: 7861
15 May 2016 08:44 PM
(Please tell me the AMSUs aren't single-handedly controlled!)
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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
15 May 2016 09:00 PM
(Pretty much one pilot, but with a custom module you can make it dual piloted or something like that)
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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
15 May 2016 10:08 PM
(bump)
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JeopardizedJake is not online. JeopardizedJake
Joined: 10 Jan 2010
Total Posts: 7861
15 May 2016 10:16 PM
(Aw, I was hoping it'd be a crew of about four, manning different parts to maximize its effectiveness, y'know? I don't know if I'm gonna drop it on the one if that's the case, sorry to say.)
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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
16 May 2016 05:45 AM
(I mean, crew size is up to you, but by default it is 1 pilot)
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LNG257 is not online. LNG257
Joined: 13 Jun 2012
Total Posts: 11767
16 May 2016 06:27 AM
I congratulate thee on basically taking Pacific Rim to SPAAAAAAAAAAAAAAAACE.

I shall consider joining. Mech RPs are always fun.
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Roxasthedemon is not online. Roxasthedemon
Joined: 27 Jul 2014
Total Posts: 4282
16 May 2016 07:17 AM
Name: Lelouch Lockwood.

Gender: Male.

Age: 28.

Appearance: Lelouch Lockwood is a man with a good physique and he stands at the height of 5 ft 9. Lelouch has neat, tidy and combed back black hair. Lelouch has brown eyes. Lelouch has burn scars on his arms, legs and a burn scar over his right eye from some of his out of control flames. During days off of work, he wears normal attire such as black, white, green or other shirts and pants of many kinds.

Operative Weapons:

Primary: Type-100A1 HoloRifle.
-Red Dot Sight.
-Range-Extender.
Secondary: Remington Revolver Mk.10.
-Suppressor.
-Extended Magazines.

Ability/Powers: Cosmo-Pyrokinesis - Lelouch has the ability to manipulate cosmic flames that come from the depths of space from celestial objects that float around in space. Like stars, meteors, planets, etc. These flames are powerful. They also need no oxygen so these flames can survive in space.

1)  Stellar Flame Projectiles - Lelouch shoots flaming projectiles at his enemies that set them on fire. They can be in different shapes and sizes and depending on what it's shape or size is, the more of his energy it takes.

2) Cosmic Phoenix Inferno Blades - Lelouch covers his arms or legs in flames and shape them to a blade like shape and he can kick or punch them and conflict burns on his enemies. A fairly simple move that's dangerous if he loses focus.

3) Blazing Phoenix Conflagration - Lelouch fires a large and long blast of flames and burn his enemies from afar, like his projectiles except that this is only one large, amazing kamehameha-like blast for a large and amount of enemies. He can perform this once he focuses enough and creates enough fire to do this, which would take a lot of his stamina.

4) Blazing Cosmo Phoenix Empowerment - This is Lelouch's most powerful move, this move covers Lelouch's body and forms a phoenix-like form around him and also enables him flight and grants more powerful flaming melee attacks. However, this can take a lot of his stamina and tire him out a lot after this mode turns off and to activate this, he would need to feel insane amounts of rage or be on the edge of dying.

Weakness(s): Water - The flames may be capable of surviving in space, but they still can't survive water.

Out of Control Flames - The flames he can manipulate can become out of control because of it's cosmic nature and harm him if he ever loses his focus. Can cause him burns.

Faction: Anti-Leviathon Taskforce.

Sub-faction: Werewolf Corps.

Bio (optional);

Others/Extra: Amazing flames!

AMSU CS

Callsign/Codename:  Ifrit-07.

AMSU Variant: Mk.3 BANSHEE.

Custom Modules:

Grappling Hook.
Type-190 Photon Blade.
Type-170 Cluster Missile Launchers.

AMSU Weapons:

Primary: Type-105A1 HoloScatter.
Secondary: Type-112A1 HoloPistol.

Assistant AI Name: Sun.

Modified Stats:

Maneuverability: 60%.
Defense: 10%.
Strength: 20%.
Height: 74 meters.
Mass: 35,000 tons.
Maximum Speed (Outer Space): Mach 35.
Maximum Speed (Planetary/Land): Mach 1.2.

I don't think much of the stats have changed, unless they have and I'm just dumb.

Appearance: Lelouch has changed the color of his Mk.3 BANSHEE to have accents of orange, black, red, yellow and other colors to go with his Cosmo-Pyrokinetic ability and what he named it as, an Ifrit. Other than that change, he hasn't really done much of anything else to it.


Hopefully I can keep up with the RP.
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jhewoi is not online. jhewoi
Joined: 06 Jan 2013
Total Posts: 2230
16 May 2016 10:15 AM
I'M BAAAAAAAAAAACK

Also, CS:

Name: Arthur Jonathan Cooke

Gender: Male

Age: 23

Appearance: Lanky man of British descent (or whatever you call British people in the future). Stands at 5ft 7in, has a cleanly shaven head, comfortably within military standards all while not being ridiculously bald. Multiple bruises and recently healed cuts can be found all over his body and face, most were obtained from work hazards and maintenance.

Operative Weapons:
Type-134A1 HoloSMG. Attachments: Grip, Extended Magazines, Fast Mags.
Remington Revolver Mk.10. Attachments: Laser Sight, Extender.

Ability/Powers:
+ Unhindered Rage: Enhances strength by 30-40%, but loses intelligence and self-control over time. If used too long, may result in permanent brain damage, or even losing the ability to speak.
+ Unchallenged Poise: User's ability to withstand damage greatly enhances, enabling user to take more hits, at a loss of nutrients and blood cells.
+ Unstoppable Strike: Uses almost the entirety of the combined strength of both user and their Silentium power, and concentrates it on any part of the body to use as kinetic energy against foe, although user will be vulnerable during the long cooldown time, as the skill literally takes all power from the user.
+ Unbreakable Defense: Uses the entirety of the combined strength of both user and their Silentium power, and concentrates it to reinforce the entire body of the user, at the cost of intelligence.

Weakness:
- Arthur is hot-headed and reckless.
- Arthur is extremely impatient.
- Arthur's powers make him very easily angered after each time he uses them.

Faction: Anti-Leviathan Taskforce

Sub-faction: Werewolf Corps

Bio: Arthur was born in relative comfort of a middle-class family, although he left home and underwent training for the Werewolf Corps as soon as he could. Arthur barely passed, and had accepted the Werewolf Corps as his new home, although he still keeps in touch with his family, who longs for the day he can return home, but that day doesn't seem like any time soon.

Others/Extra: Arthur has an inherent British accent.


AMSU CS:

Callsign/Codename: Cestus-01

AMSU Variant: Mk.2 VIKING

Custom Modules:
+ Grappling Hooks
+ Enhanced Maneuverability Booster Packs
+ Type-204 Railgun Mounts

AMSU Weapons:
+ Type-105A1 HoloScatter
+Type-112A1 AutoPistol

Assistant AI Name: Samuel

Modified Stats:
Maneuverability: 35%
Defense: 25%
Strength: 40%
Height: 75 meters
Mass: 55,000 tons
Maximum Speed (Outer Space): Mach 15
Maximum Speed (Planetary/Land): Mach 0.5
Appearance:
Arthur's VIKING AMSU had been stripped of its default grey and blue stripe color pattern, and was instead replaced with a dark green and deep ocean blue tiger stripes coming in from a roughly 45-degree angle of the AMSU. Arthur had also taken the liberty to visit the scrap yard and add on some spare metal as armor, albeit their added armor would almost be negligible in the face of the Leviathans, but some armor's better than none.

The areas where the camera modules are positioned have been armored up with extra metal parts welded on. The added metal part welding patterns can be found all over the AMSU, especially the arm sections and the head.

On the left forearm of the VIKING, the word "CESTUS" is painted on with white paint, and the left fist is the most heavily armored part of the AMSU, with more than 100 spare metal parts salvaged from the scrap yard welded onto it.
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LNG257 is not online. LNG257
Joined: 13 Jun 2012
Total Posts: 11767
16 May 2016 01:33 PM
Sooooooo

I'd like some custom modules. My idea is a fast BANSHEE that moves in close and deflects rather than directly meets attacks with its shields, turning every attack into a glancing blow. First, a module to make the shield like that, a thing that reshapes and readapts the shields to deflect a hit to make it bounce off, most of the energy being dissipated and not affecting the mech. Basically using Maneuverability for damage reduction instead of Defense.

Second, something capable of dealing constant, directed damage at a steady rate. It doesn't have to be too accurate because I intend to be at close range(or another idea is that it's a laser or something, so the power dissipates the longer the range), but sustained damage on a general area is a must. For the third module I'll probably use Enhanced Maneuverability Booster Packs, which will send me into negative regular Defense. Or just 0% if negatives aren't possible. Which is actually good because my idea is to dodge or mostly negate attacks by deflecting them, while unloading massive, concentrated damage from close range.

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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
16 May 2016 02:07 PM
(all CSs before have been accepted)
(LNG, well those Custom Modules will be accepted, just make a CS already! yes, no negative defenses, so just 0% if you are that risky)
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pirate59392 is not online. pirate59392
Joined: 29 Jul 2008
Total Posts: 3869
16 May 2016 02:49 PM
Pacific Rim with Gundams?

Yeah sure why not. CS in progress, may take a while.
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Perambulation is not online. Perambulation
Joined: 08 Jun 2014
Total Posts: 3569
16 May 2016 03:04 PM
(Pacific Rim was one of my inspirations, but not all. looking forward to your CS!)
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StingrayWWW is not online. StingrayWWW
Joined: 17 May 2014
Total Posts: 771
16 May 2016 03:19 PM
Dang this is going to be long.

Name: William Harrison

Gender: male

Appearance: William has pale skin but on the top it's a little darker because of sun tan. He has flowing black hair and brown eyes.
You could usually see him when not in uniform in fancyish clothing.

Operative weapons: type-100A1 holo-rifle and type-8A1 auto pistol.
Primary attachments: laser sight, fast mags, suppressor.
Secondary attachments: fast mags, laser sight.

Ability/powers: William can move his molecules so fast but staying together making him blur or if fast enough, turn invisible.

Blur: William is able to blur, making his visibility cut in half. Also if for example, a bullet is shot at him when in blur it will pass through him with minimum effect, he will still be wounded, but even if it went through the head, not dead.

Invisibility: this is basically blur but level two. He is invisible, self explanatory, and being hit by a projectile does less effect then blur. Sadly though this is hard to maintain and if stressed, can maintain this ability for 5 minutes top.

Teleportation: William if not in stress, is able to move his cells to other places. Sadly it can be only in a straight line and can not go through any solids and liquid masses with more mass then William. Also William is dazed for 10 seconds after teleporting.

Weakness(s): under stress Williams powers take up to a minute to activate and the amount of Time Williams powers can be stable is cut in half. Also William is very grumpy under un-comfy living conditions.

Faction: ALT

Sub faction: Phoenix division.

Bio(optional)


Others/extra: I like food.

AMSU CS

Callsign/codename: guntree-707

ASMU variant: RAIDER.

Custom modules:type 204-rail railgun mounts. Grapple hook, and cluster missile launchers.

ASUM weapons: holocannon and autopistol.

Assistant AI name: windman

Modified stats

Maneuverability: 40%
Defense: 25%
Strength: 35%
Height: 73 meters
Mass: 45,000 tons
Maximum Speed (Outer Space): Mach 25
Maximum Speed (Planetary/Land): Mach 0.9

Appearance: guntree is painted all white and scars for example a scratch from a levitian is painted a whitish grey.

One more thing, in guntrees pilot capsule has speakers inside that put out sounds that calm William down when on.

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StingrayWWW is not online. StingrayWWW
Joined: 17 May 2014
Total Posts: 771
16 May 2016 03:20 PM
That took like, 3 hours
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pirate59392 is not online. pirate59392
Joined: 29 Jul 2008
Total Posts: 3869
16 May 2016 03:23 PM
Little bit of NGE in there maybe?

Aaaaand Sting took my ability idea. Fantastic.
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pirate59392 is not online. pirate59392
Joined: 29 Jul 2008
Total Posts: 3869
16 May 2016 03:23 PM
Actually, I think I might have a better one.
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StingrayWWW is not online. StingrayWWW
Joined: 17 May 2014
Total Posts: 771
16 May 2016 03:28 PM
*sigh* we all have opinions, we all have opinions.



This always happens to me, I try to make a CS then it get shamed upon
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StingrayWWW is not online. StingrayWWW
Joined: 17 May 2014
Total Posts: 771
16 May 2016 03:30 PM
Perambulation, please don't negate this CS. It was so hard to make.
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JeopardizedJake is not online. JeopardizedJake
Joined: 10 Jan 2010
Total Posts: 7861
16 May 2016 03:46 PM
(Peram has probably got finals like the rest of us, Sting. Give him a day.)

(So Peram... If I could have a crew of say four, could the mech be possibly more powerful in some ways?)
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pirate59392 is not online. pirate59392
Joined: 29 Jul 2008
Total Posts: 3869
16 May 2016 04:11 PM
I'm not shaming anything Sting. You just beat me to the punch is all.
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