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Synchro Frame: Conception [OOC/Started/Accepting/PG-16]


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still WIP

 

[spoiler: Abel Sayer]

Name: Abel Sayer

 

Age: 22

Gender: Male

Faction: SAF (TRAP)

Occupation: Frame Pilot

 

[spoiler: Appearance]

Abel is built athletically, paired with his above average height (6'1"). He is of mild, olive complexion with black hair and grey-green eyes. He has long arms for his height and very strong, sturdy legs. He most often wears his combat fatigues, having gone through military training and subsequently officer candidacy training. On the off chance that he is spotted in leisurely attire, it is normally a hawaiian shirt of loud color and floral design with his favorite jeans.

 

As for distinctive markings, his knuckles are all scarred over from fighting on the surface as a child. Another scar is above his left eye, diagonally intersecting with his eye brow and interrupting the hair growth there. His nose has the slightest of bends to it after being broken once in the ring.[/spoiler]

 

[spoiler: Personality]He is a gregarious person whose congenial demeanor becomes interrupted by the occasional competitive streak. Not everything is a competition to him, but a lot certainly is, and he wants to win all of them. Retreat isn't really an option. Thus, many of his inner machinations and plans are made in pursuit of his ambitions to "win" by rising above those around him. Despite this desire to succeed and advance, he refuses to compromise his camaraderie to do so. Though he hides it behind a grin and some jokes, he struggles with some of the things he has been tasked to do. As such, he suffers from chronic insomnia, of which there is no end in sight. Additionally, despite being confident in his own ability, takes compliments rather poorly. Most people are taken aback by how they fluster him, given his wit and usual levelheadedness.[/spoiler]

 

[spoiler: Biography]Born on the surface to a family that was able to make a modest living in service of the Shells at atmospheric elevators. Thus, both he and his twin brother, Cain, were able to have an above average education and life for surface-dwellers. Both of them were also forced to see the fact that people living better lives than theirs every single day, however. Abel grew to aspire for that life himself and do everything he could to attain it. Cain, on the other hand, grew to resent those who were born into privilege. Despite both boys being intelligent and strong, only Abel sought to succeed in the system in which he was currently involved. Excelling in school and athletics, Abel joined the SAF in order to climb the "ladder." Cain always resented his brother for his success. This resentment was only aggravated further by Abel's joining the Shells. At this time, Cain vowed to strike down his oppressors and joined the ranks of the ever-growing Terra Firma. Despite being so vastly different from Abel in terms of outlook, they shared much in terms of physical and mental capability. The first step of which involved him getting accepted to and proving himself during the duration of officer school. This he did, gaining a laudable reputation at the academy for his incredible performances in the Combat Frame simulators. Synchro Frames were first developed shortly before his graduation from the SAFOA (Shell Armed Forces Officer Academy). The higher-ups contacted him almost immediately after his graduation--of which he was second in his class, behind only Lauren Vega--to recruit him for testing. Abel was a very promising candidate for AMS compatibility, who was then commissioned to test-pilot a prototype suit for the HRE series (meant to be placed in hotly contested warzones and provide support, particularly to stop enemy advancement). After some missteps in the programming, a second suit was designed, and then a third after that. For the next iteration, Abel requested to be directly involved in the design of the Frame, so that he could finally understand the whole of the machine with which his mind would be melded. The end result was the Charlemagne. Being thus uniquely equipped to pilot the newest version, Abel received a call from TRAP...[/spoiler]

 

Machine: SFS-HRE04 "Charlemagne"

 

[spoiler: Skills/Specialization]

*Military officer training and tactical expertise.

*Excellent clay pigeon shooter and boxer (fought from youth all the way through officer academy).

*Specializes in high pressure situations; he is the "eye of the storm" in battle.

*?[/spoiler]

 

[spoiler: Miscellaneous]

*Has a fraternal twin brother, Cain, who is currently fighting as a Frame Pilot himself on the side of Terra Firma.

*Has perfect pitch, but never learned any instrument.

*Has above average peripheral vision, being able to see about everything in a 192 degree arc.

*?[/spoiler]

[/spoiler]

 

[spoiler: SFS-HRE04 "Charlemagne" ]

Unit Model Number & Name: SFS-HRE04 "Charlemagne"

Unit type: Heavy Armored Combat and Support Synchro-Frame

Faction(s): SAF (TRAP)

Pilot(s)/crew: Abel Sayer

Overall Height: 16.5 meters, without weapons

Top Speed: 205(?) km/h (ground movement), 0.9(?) Machs (aerial movement)

 

[spoiler: Image(s)]Basic Unit Design[/spoiler]

 

[spoiler: Description]

The HRE series Frames were designed with the intent to be inserted into highly dangerous and hotly contested warzones. Its design is intended to take a more serious beating and keep on going than most Synchro Frames to date. Thus, it is more viable to place in those types of situations mentioned earlier. Typically, the purpose of this Frame is to get right up near the fray and block the enemy's advances. It does so by excelling in close range combat, as well as taking a beating for and having support mechanisms/weapons for comrades nearby.

Up until Abel and Charlemagne, no Frame from this series has actually been piloted in the field of battle; only test runs have occurred. The model in the picture is closer to the one intended for mass use one day, but Abel's is differently customized to better fit his style of conducting battle.[/spoiler]

 

[spoiler: Armaments & Equipment Info][/spoiler]

 

[spoiler: Miscellaneous][/spoiler]

[/spoiler]

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[spoiler=Atelier Holyfield]
"....Executing termination...."
Name: Atelier Holyfield
Age: 21

Gender: F

Faction: SAF (TRAP)

Occupation: Frame Pilot, 'TRAP Assistant'


[spoiler=Appearance]

116um3o.jpg
157 cms tall, with a rather thin build, barely any excessive body fat at all. She has snowy white skin with a rather pale complexion, which really stands out compared to other TRAP members. Her icy blue eyes often appear blank or unfocused, which has caused people to think she's doing a thousand yard stare when she's really not. Topped off with the white hair, she gives off the impression of a sickly girl. Her expression is usually neutral, and rarely corresponds to the actual emotion she's feeling. When not wearing the SAF Uniform, she tends to wear turtlenecks with high collars, sometimes obscuring the bottom half of her face, and tight pants that the youth wears. Overall, her appearance has been noted to look outlandish and artificial, if not alien.
[/spoiler]




[spoiler=Personality]
Atelier's personality is rather... odd. Having been trained from a young age to never show emotion no matter how bad things get, she did exactly that. She has mostly lost the ability the convey her feelings, either via facial expressions or from the tone of her voice. No matter what she feels, her facial expression and voice won't reflect it. Overall, she acts like the stereotypical "Emotionless girl". But, unlike most other emotionless girls, she actually can feel human emotions, such as happiness, sadness and everything else, she's just incapable of conveying them. Case in point, she would often cry when the CF of a dead SAF member is brought back to home base, but her facial expression will still remain neutral.

The training she underwent also had another major effect on her personality, which is her obvious "Fish out of the water" tendencies. She's almost completely clueless to things normal people would consider basic, such as when not to say certain things, or even basic concepts such as "Love". A generally clueless, innocent, and naive person, she acts more like a robot than a person around the base. Which, combined with her general niceness, has led to her being ordered around the base by fellow TRAP members, such as asking her to bring coffee during meetings, clean up oil spills, and the the lot, which has led to her receiving the unofficial job title of "TRAP Assistant".


She does have a healthy amount of curiosity, and is more than willing to learn how to be more "human". However, the curiosity has often gotten her into trouble, such as asking her colleagues inappropriate questions at the wrongest of times.


In battle, she's a completely different person. Calculating and calm, she can sometimes be considered more machine-like than her own SF. Since she has only been taught that "Your targets are evil, your allies are good", she doesn't hesitate at all to kill the opposition, or even her allies, if the commander asks her to do so. She has little to no sense of morality on the battlefield, and only does what TRAP orders her to do. If it meant coming down and massacring an innocent village, she'd do it without any second thoughts. However, this is mostly because she's protected from knowing the truth about her missions, and is only given the barest of directions such as "Destroy X" or "Kill Y and retrieve the Frame". Basically, she thinks that TRAP's official's orders are absolute and cannot be refuted no matter what.

[/spoiler]




[spoiler=Biography]
Born as the sole daughter of the widely respected CF Designer Arthur Holyfield, Atelier's purpose in life was nothing more than an experiment by her father. Despite being regarded as one of the best Frame Designers of his time, Arthur had zero skills in piloting them. Thus, Atelier was raised to see how good a human can be with CF's if they started training in them from a very young age. When she turned 10, her ordinary life stopped and she started training to be a CF pilot under the watchful eye of her father. At first, she didn't like it and cried all the time. However, either out of fear of disappointing her dad or the realization that she can't change her fate, she started to like the training and followed it through without complaining. Arthur, believing that emotions stopped humans from fully reaching their potential in battle, taught Atelier to never show emotion, suppress her emotion, and never let her emotions make decisions over a logical calculation. The training was very, very though. She was forbidden from meeting other humans other than her dad and SAF scientists, and barely had time for herself.

Combined with the fact that she was raised in a very pro-SAF family and was brought up to never question their actions, Atelier grew to be the perfect soldier for the SAF. Time passes, and she became one of SAF's most valuable assets. Even at the young age of 19, her skills as a pilot are as good as pilots twice her age, but more importantly, she is completely obedient to the SAF and would do anything she is tasked without question. Even though she's nothing more than an empty shell at this point, Arthur was very pleased. His experiment was a success. In her first official mission, she completed her directives perfectly, without a single glint of hesitation nor doubt. Even though she had to shoot down a Terra Firma ship full of refugees, she did exactly that without even considering her actions even slightly.

A while later, Arthur and other scientists began developing a new system called the Allegorical Manipulation System, which would become the basis of Synchro Frames. Arthur, having proven time and time again that he is Father of the Year material, signed Atelier up to be one of the test pilots for the prototypes, despite the fact that he is fully aware that the technology is not perfect yet. Even though Atelier's brainwaves have been described as "simplistic" and "easy to work with" in tests, the prototype AMS malfunctioned and a huge accident happened. Even though no one was seriously hurt, the accident had the side effect of turning Atelier's black hair to a ghostly white, and further reduced her ability to express emotion. Luckily, no further accidents happened and Atelier saw through the development of SFs from its prototype stage until the completion of first units. It was around this time she met her future boss, Adelheid Schwarzchild.

Naturally, Atelier was chosen to be an SF pilot. However, none of the SFs completed at that time was to her liking, and so she commissioned a custom-built one instead. Construction took around a year, but upon completion, Gungnir was one of the most technologically advanced Frames at the time. (The gun took a longer time to build, and was only completed three months prior to the start of the RP) She was chosen to be one of the original members of TRAP, and was the original alpha sniper of the group.
[/spoiler]


Machine: SFS-XF327 Gungnir



[spoiler=Skills/Specializations]
Raised as an experiment to see how good humans can be with a Frame and was trained from a very young age, Atelier is a very highly skilled Frame pilot. Her skill level has been described to be just as good as those twice her age. She excelled in all sectors of combat, long-ranged, short-ranged, flying, the lot. However, her one true specialization is sniping. She is a very highly skilled marksman, capable of scoring kills from very far away. Paired with Gungnir, she is easily one of the best, if not THE best sniper in TRAP. She's even capable of holding a good shot even when things get rough, and has a very respectable shot to kill ratio of 1:1.76.

Despite being rather skilled at it, she has little to no hands-on experience with close-combat, and can be easily overwhelmed by an aggressive and unpredictable enemy.

Has the uncanny ability to remain calm no matter what happens. Only times she's shown to lose composure is when a fellow SAF dies, but even then she only shows her sorrow upon returning to base.
[/spoiler]



[spoiler=Misc. info]

-She is noted to have a good singing voice and is often asked to sing to boost the troop's morale before deploying.

-Despite being mistreated throughout her life by her father, she doesn't show outward signs of resentment to him. Her true feelings are somewhat clouded, though.

-Her favorite food is cold soba and her least favorite is any sort of grilled meat

-She has no idea what sex is

[/spoiler]

[/spoiler]

[spoiler=SFSXS327 Gungnir]

[font='Helvetica Neue']Unit Model Number & Name: SFS-XS327 Gungnir
[/font]

Unit type: Custom Long-Ranged Flying Sniper Synchro Frame
Faction(s): SAF (TRAP)
Pilot(s)/crew: Atelier Holyfield
Overall Height: 15.7 meters head to toe, 18.8 meters with long-range rockets
Top Speed: 170 Km/H (Ground) Mach 1.2 (Flying) 3549 Km/H (Flying with long-range rockets)
Image(s):
Gungnir SF
Gungnir Railgun in comparison to a similarly sized CF
[spoiler=Description]
Gungnir is the term applied to two different objects operating as a single Synchro Frame unit. The Gungnir unit is comprised of two things, a gigantic and terrifyingly powerful arc-railgun, and a sleek, unique Synchro Frame designed by Arthur and Atelier Holyfield together. The Synchro Frame is truly one of a kind, equipped from head to toe with specially built parts designed for efficiency, stability and precision. The Frame, just like many other Frames designed by Arthur Holyfield, is built as an all-rounder, with good overall speed, close-combat capability and durability. Gungnir is also designed to be extremely comfortable and accurate, with powerful dampeners ensuring that the pilot will have the best aim even when things get a little rough. Despite being generally better in every way compared to normal Combat Frames, Gungnir lacks an actual specilization. Well, without the gun anyway.
[/spoiler]
[spoiler=Armaments & Equipment Information]
Prototype Arc-Railgun 'Gungnir' - Gungnir's main weapon and what truly sets it apart from other long-range combat frames. It is a gigantic railgun, almost as tall-if not taller, than the frame itslef. The size alone makes it a very dangerous weapon, as no other railgun is as big as it, meaning it is capable of firing bigger shells from a longer distance with as much destructive capability. The size somewhat limits Gungnir's movement, and would be a major hindrance is close combat, but seeing as it's designed to be a sniper, it shouldn't be too much of a debilitating weakness. The shells it fires are around 200mm wide, and a single direct shot can easily destroy a Combat Frame. However, Atelier seeked to inflict even more damage. On her insistence for a "Higher death-per-shot ratio", the scientists and engineers worked hard to develop the first railgun which charges the shells with electric energy as it travels down the barrel, essentially turning it into an Arc weapon in effect. Basically, what they created is a gun that has the external damage capabilities of a railgun, and the internal damage an Arc weapon can give. However, she is advised to never use the Arc unless absolutely necessary, or under direct orders from a high-ranking TRAP official. When the gun is switched to "Arc Mode", the charged shells would explode into arc energy upon hitting and penetrating a target, disabling its innards . Being experimental technology, many things can go wrong with it, including the shells exploding prematurely, or the gun barrel malfunctioning. Some would say that it is overkill, as a single shot from the normal gun itself is enough to destroy the opposition, but she doesn't really care.
Long-range rocket boosters - A pair of rockets strapped to the back of the Frame. It's rather big and powerful, but it's main purpose is to give Gungnir the capability to retreat quicker in case things go awry. The boosters have very little fuel, barely lasting half an hour, or just enough to make it back to the nearest SAF base. It can only activate once the Frame is several kilometers above the sky, but once activated, it will propel Gungnir to speeds nearing mach 3.5. The boosters have highly explosive fuel and is a glaring weak spot of Gungnir's, but is deemed a necessary risk to take.
Full-auto double barreled assault rifle - A two-pronged standard issue action rifle for close combat. Nothing extraordinary about it at all. Like other long-range Frames, this is mostly used as a distraction for the pilot to escape and get in a sniping position. The twin barrels mean that it has a higher rate of fire than other assault rifles, but that's about it.
[/spoiler]
Misc. info
- The gun is deemed to be more important the Frame itself. Atelier was made to swear that she will never leave the battlefield without the gun, and that she has to be willing to risk life and limb to make sure the gun doesn't fall in the enemy's hands.
- The 'XS' part of its name comes from "Experimental Sniper", referring to, again, the powerful gun. It was named after the legendary spear Gungnir that was said to always hit and kill its target. This has led to the SF itself being affectionately nicknamed "Odin" by it's engineers & maintenance crew.
[/spoiler]

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[spoiler=Michael Wittman]
Name: Michael Wittman "The Black Baron" "The End"
 
Age: 42
 
Gender: Male
 
Faction: Terra Firma
 
Occupation: Pilot and Sniper
 
[spoiler=Appearance]

night_ops_by_marcodalidingo_d4leubt.jpg

Standing perhaps a hair taller than the average man, Wittman is a man shaped by a lifetime of military service.  Firm muscle sits upon his bones, giving him a toned appearance on those rare occasions when he leaves his body visible, which in turn is sat upon by the pale skin characteristic of those who spend a great deal of time in the cockpit of a combat frame.  Most notable is the massive amount of scars covering his body, testament to the great deal of combat experience he has had, and the complete lack of any hair upon his head.  Dark eyes set into a rugged face complete the image of a man who has seen far more than his share of war and yet refuses to step away, and a strange gait gives the impression of some improperly healed damage to his right leg.[/spoiler]
 
[spoiler=Personality]
Michael is a man fully aware that he is long past his prime, and as such has become far more careful than he ever would have been in his younger years.  As such, he can often be found eating healthy (he wouldn't touch an MRE if it was the last food on Earth), exercising when he can, and perhaps most notably fighting his enemies from a distance.  He does not engage in the "foolishness of close combat" but instead prefers "the sport of hunting down and destroying the enemy."  Yes, he sees his chosen profession as sport more than anything else; and it is a sport for which he has grown quite fond.  When asked on the subject, he invariably replies that he should surely go insane if he thought about what he was doing in any other way.
 
Like any father, he often worries about his daughter and her mother but for now remains content in the knowledge that she found herself a life as far away from the battlefield as any Terran could hope to.  Still, it was because of her that he ultimately chose to put his pilot suit back on and return to the soldier's life.  He knows that he has not always been around when she needed him to be, and he suspects that she hates him for it, but all the same he has chosen to continue fighting in the hopes of bringing about the day when she can live free of the confines of her birth, breath real clean air, and not have to worry about being blown up in an attack by the Shells.[/spoiler]
 
[spoiler=Biography]
Michael Wittman, a name that was at one time that of a Hero fighting on behalf of all Terrans in an attempt to bring down those that were oppressing them, is attached to this particular aging pilot.  Born to a family living in one of the many decrepit cities on Earth's surface long before the formation of the world government which he would ultimately come to serve under, Michael was exposed to some of the harshest examples of suffering that the world had to offer.  Too young to remember things any way than they were under the oppressive heel of the Shell Armed Forces, his childhood was spent first in the shadows of fighter pilots and tanks while Combat Frames took their place shortly after.  Though he did what he could to improve things for his family, there was little that he could do to reduce the increasing violence with which the SAF suppressed riots and uprisings.  This came to a head when his family home was destroyed as the result of action the SAF had taken against protesters, his parents and siblings did not survive.
 
As with many in that city, this was the last straw for a young Wittman.  Shortly after this outburst of violence he joined a local resistance group planning to make an assault on a local SAF base with the intention of seizing the resources there.  Though the planned attack initially went off without a hitch, as soon as the pilots on station got into their combat frames things started going sour.  The mission would have been a total failure were it not for Michael managing to get into the base's hangar and steel one of the unoccupied frames, thus turning the tide enough in the rebel's favor for them to win the day.  It wasn't long after this that the group was contacted by an organization calling itself Terra Firma, and they were offered a place in the slowly growing movement's ranks.  Michael accepted, and the rest of those he served with followed in suit.  Thus began the military career of a man who would come to be known as the Black Baron by those he served with and The End by those against whom he fought.  During this time, Michael gained fame as one of the most competent Ace Pilots that the various rebel forces had to offer and amassed a grand total of 712 confirmed kills, a record at the time.
 
Eventually, though, he grew tired of the constant fighting and sought a way to settle down with the woman whom he had fallen in love with, a fellow pilot by the name of Sarah Eidelheid.  For a short time, the two of them managed to detach themselves from the fight and found a fairly peaceful place to try and build a family.  The two of them had their first, and only, child not long after they were married, a girl they named Olga.  Olga was a young girl when the destruction of San Loma occurred, and when her Father was asked to return to service in Terra Firma's military she begged him not to go, but even the tears of his beloved daughter could not convince the Ace to stay away.  Thus it was that he joined them to put his marksmanship to work in the antiquated combat frame that he had fought with years ago, after ensuring that his wife and daughter would be sent some place safe and Olga given a proper education.  Since his return to the field of battle, his confirmed kill count has increased to 983; a record on both sides of the war that is unlikely to be broken as long as he continues fighting.[/spoiler]
 
Machine: TCF-096 Long-Arm Custom "Brunhilde" 
 
[spoiler=Skills/Specializations]
Marksmanship:  The skill for which he is most well know,  Michael may well be the single greatest marksman fighting in war at the current time.  He is able to regularly eliminate targets far more than 3 kilometers away from his current location, and generally wreak havoc in the midst of the enemy's forces.
 
Piloting:  In contrast to his marksmanship, Michael is really only a bit above average when it comes to piloting his Frame.  For this reason, he tends to stick to fighting from a distance where he doesn't risk taking as much damage as he did in his years of more direct combat.  Still, he is competent enough in close combat with frames to be able to defend himself.
 
Memory:  Michael has an incredible memory, able to recall specifics of events that happened decades ago and to memorize information given to him in only a few seconds.  Typically, this presents itself in the form of rapidly memorizing tactical data or mission instructions given to him.[/spoiler][/spoiler]
 
[spoiler=Brunhilde]
Unit Model & Number: TCF-096 Long-Arm Custom "Brunhilde" 
 
Unit Type: Long-Range Fire Support Combat Frame
 
Faction: Terra Firma
 
Pilot: Michael Wittman
 
Overall Height: 15.3m
 
Top Speed: 200kph (Ground)  836kph (Air)
 
[spoiler=Image]f6e0bf3dc44e9744272a1ac113da5c5f.jpg[/spoiler]
 
[spoiler=Description]
At one time, the 096 was the most frequently used Combat Frame on both sides of the conflict that gave birth to Terra Firma, and was even considered state-of-the-art when it was first deployed.  Only produced by manufacturers supplying the SAF, all variants of this frame seen in service of the various Terran anti-Shell rebellions are stolen.  In many ways, this slow and rugged machine could be called the grandfather of all modern combat frames as it made several advancements in their superstructure and motive systems.  Michael Wittman's "Brunhilde" is an admittedly battered example of the pattern, and many field repairs have left things functional but not optimal.  Furthermore, due to the fact that 096s are no longer manufactured, it is an imprecise science to repair system failures with newer parts.  Still, even though it is often considered a "piece of junk" by pilots used to more modern Combat frames, Brunhilde has proven time and time again that it doesn't much matter how old you are as long as you know what to do with what you've got.[/spoiler]
 
[spoiler Armaments and Equipment]
Wrist-mounted Combat Blades:  Heavy, piston-driven weapons mounted in the Brunhilde's forearms, these blades were standard equipment on all 096 frames.  Measuring two and a half meters in length, they are significantly larger and heavier than the similar weapons which would later be mounted to the 101 Myrmidon.  The greater weight of course requires a heavier hydraulic piston to deploy them, and also lends the weapons greater hitting power.  However, the design was scrapped in favor of smaller weapons as advances in motive system construction allowed frames to be more mobile and thus reduced the combat effectiveness of such a heavy weapon.  Still, these are not to be sniffed at as any of the old pilots who wielded them in combat has more than one story of hacking an opponent's arm off in a pinch.
 
"Optical Camouflage":  As much as Wittman may like to boast about how all the research into true Optical Camouflage is pointless, while citing the system used on his own frame as evidence, the example of "advanced technology" seen on the Brunhilde is truly little more than varying amounts of camouflaged netting in different colors depending upon the region into which pilot and frame are deployed.  While it does obscure the shape of the frame from view, its effectiveness is hardly comparable to that of the ability to make a frame completely invisible.
 
Long-range Target Acquisition System:  Probably the newest thing in the mech, this is a suite of sensors and enhanced optics that allow the Brunhilde's pilot to acquire targets up to 10km out from the unit itself.  These also provide the secondary benefit of allowing the pilot a comprehensive view of the battlefield, as is necessary for proper target acquisition.  Unfortunately, these sensors are unsubtle and thus while active produce a fair bit of energy which can interfere with communications up to 2km out from its origin.  This interference is easily recognized by the rhythmic pulses of static it produces in comm channels.  Fortunately, the sensors can be turned on and off at the pilot's leisure.
 
Heavy Rocket-Assisted Sniper Rifle:  Considered the most powerful conventional weapon ever to be equipped to a Combat Frame without being mounted to a hard point, the HRASR was at one time a design intended to be used upon battleships.  Utilizing a combination of solid rocket boosters and traditional explosive propellant, the cannon fires 25cm projectiles at speeds surpassed only by Rail Cannons.  Some would mention the fact that a weapon mounted on a frame uses such a bolt action as a flaw, given that in combination with the large rounds utilized it necessitates a "slow and awkward reload" in the middle of combat.  Still, the power that something so massive can bring to bear on the battlefield is difficult to question, given that a single shot can rip a targeted frame apart with ease.  Augmenting the destructive power are the Brunhilde's signature ammunition, the "Black Baron Special" rounds.  A tungsten-carbide tip allows for the round to cut through all but the heaviest of Frame armor like butter, while a mixture of high explosive and incendiary payload within produce an explosion capable of dealing damage to frames which is surpassed, and significantly at that, only by plasma.  Combined with a delayed explosive timer allowing the rounds to detonate inside of a frame's superstructure, these bullets make an already deadly weapon absolutely terrifying.  Perhaps unfortunately, these rounds could be seen as The Black Baron's calling card, given that the rifle for which they were made has fallen out of favor with most snipers.[/spoiler][/spoiler]

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So I’m going to try to establish some past relations, sort of like what I did with Blueblood. I went ahead and took liberties with everyone’s characters, so please do change anything you feel is not right.
 
Feng joined TRAP about a month prior to the start of the RP, sufficient time to have gotten to know Lauren Vega somewhat but not enough to develop any sort of familiarity. (will add more once Lauren’s profile comes out)
 
Of the group, Feng is most familiar with Aeolia Audevie, as she was his past supervisor during the AMS Project a year and a half ago. Despite being a very harsh superior, she is someone who Feng only holds respect for as a highly talented individual, perhaps it would not necessarily be the case if not for the fact that he actually seldom drew her ire. He did get a sizable lecture when he first snuck off to join TRAP, but other than that there was little reason to fault him.
 
Adelheid Schwarzchild was a rather difficult person to approach. Feng could detect that she disliked him already on their first encounter. He did note that she was rather distant from the rest of the group as a whole and decided he would try to get to know her later after everyone else.
 
Akira, Feng has a profound distaste for. He looks down on the guy and feels that he is a truly pitiful human being despite his skills as a pilot. Feng doesn’t let this show however, and greets Akira whenever the guy passes by as he would anyone else.
 
Being an outgoing kind of person, Heinreich was someone who Feng was able to get along easily with, finding the guy generally a pleasant person to have around and his skills were nothing to scoff at either. The other twin, however, Feng is more intrigued with. Being not a particularly nosy or disruptive person, outwardly at least, he was able to earn the right to hang out comfortably with the introvert.
 
Feng is able to get along well enough with the blind woman, Melissa, but he does feel some discomfort around her due to her disability.
 
Feng finds Atelier rather interesting, being completely different from any other human being Feng has interacted with. Utterly unexpressive, and there are hints of emotions beneath that empty face. There’s also the fact that Feng holds considerable admiration for her sniping and piloting capabilities. He is somewhat familiar with the girl’s father, having briefly worked with him before, although he does not really have favourable impressions of him. As for Mira, Feng looks favourably upon her competitive spirit. Again, as an extrovert, she was someone who Feng was able to approach easily. As snipers, the girls became people Feng relied upon to provide covering fire and so he was able to form a strong kinship with Mira, if not Atelier.
 
Did I miss anyone?
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Adelheid is familiar with both Aeolia and Cecilia, having been working with them as a test pilot for quite a while already, and while she's not exactly close to either, she had no problem working with either of them again, though she did find Aeolia constant harsh assessments and critique to be annoying at times. (will add more when CeCe is finished).

 

Her first meeting with Feng was during the time when AMS was being developed. Back then, she didn't really expect him to actually be an actual part of the research due to his age. His age and overall attitude made Adel view him as a brat. When he snuck up into TRAP with a stolen mech, Adel only shook her head, sighing, and said "whatever". Not wanting to get any headaches from this, she immediately accepted him, but moved every single paperwork regarding it to him, as a way of saying that "this mess is your fault, so clean it up if you want to still be here". Safe to say, Adel's view on him had gotten worse after this incident.

 

Her meeting with Atelier was also around the same time, as she remembered the accident revolving around her. Pretty nice person, and quite helpful, but Adel couldn't help but feel disturbed when she's near her for some reasons. Adel knew that there's definitely something wrong with her, and it's more than her lack of facial expression. She often entertained the idea to try inquire about this further, but as the CO of TRAP, she only had little time for that. So, while she's also pretty distant towards her, her reasoning behind this was quite different from her attitude to the other pilots though.

 

She noticed Mira's somewhat fangirling over her piloting skill, but she didn't care much about it.

 

Heinreich's eagerness to flirt with everyone, including her, is not something that she really appreciate, but she decided to not bother unless necessary, or when he tried to flirt around with her. Some disciplinary slaps would do the trick to stop him. His twin brother Johan didn't really noticeable enough for her to form an opinion about her, and she had no intention to inquire further.

 

Her opinion on Melissa is simply "So yeah, I know you are blind, but don't expect us to go slower for you. If you can't keep up, you shouldn't be here.", but with her not having much problem during her time so far in TRAP, Adel was relieved to know that there's one less headache for her to handle.

 

Aside from noticing that Akira was pretty handsome, Adel viewed him as just another brat for her to manage, though somewhat more annoying. She really didn't like his attitude, and his tendency to ignore orders (her orders) often required Adel to call the hell out of him, and during the time that he tried to pick a fight with anyone on the team, Adel would beat some sense towards him. Only reason why Adel didn't fill a complaint towards Aeolia or her superiors was because of how it would be even more work for her to do, and beating Akira up did prove to be a good outlet for her frustrations.

 

But yeah, Adel didn't really involve herself personally with most of the SF pilots, mostly keeping her relationship to them as professional and distant as possible. She made it a point from the very first day that she hated this job and Synchro Frames in general. Despite of this, she did genuinely try to be a good leader for them, though mentioning this to her wouldn't do anyone any good.

 

(will add more when Gavin, Lauren, and Leo is finished)

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[spoiler=Gavin Decker]

Gavin_Decker_headshot.jpg

"Yeah, 'stopping to smell the roses' is alright, but don't forget to pick a few after you're done."

Name: Gavin Decker

Age: 28

Gender: Male

Faction: SAF (TRAP)

Occupation: Frame Pilot, TRAP Second-in-Command

[spoiler= Appearance]Gavin_Decker.jpg

Gavin stands at roughly 6'1" with a thin, athletic build. He's in excellent shape thanks to his ten years of military training, with a good deal of both muscle mass and tone for his size. Devilishly handsome, Gavin always looks his best, with his long brown hair neatly combed and either a suit jacket or a uniform on him at all times. He can almost always be seen with an E-cigarette in his hand, though he tries his best to avoid using it. He's almost always wearing a confident, friendly grin. He has a habit of scratching his chin when thinking hard about something. He often flip flops between shaving his face clean or leaving a 5 o'clock shadow, and on any given day he can be seen with either style. [/spoiler]

[spoiler=Personality]Gavin is fun-loving, energetic, intuitive, and driven, as well as kind, and mischievous to a fault. In contrast to his commanding officer's calm, no-nonsense style, Gavin is almost constantly socializing with those under his command, cracking jokes and enjoying himself as much as possible. Often the first one awake in the morning and one of the last to turn in, Gavin is always trying to busy himself, be it helping the technicians work on TRAP's Synchro Frames or spending his time fraternizing with those under his command. As a result of the large amount of time he spends with his subordinates, Gavin is often privy to their problems and interests, and most of the members of TRAP find it easy to confide in him. He's very intuitive, and as a result he's able to pick up on changes in his subordinates' morale and root out any personal problems developing within TRAP. In addition, Gavin himself is, for the most part, an open book, and he's always willing to both discuss himself and share the knowledge he's gained from his ten years of frame piloting. In regards to himself, Gavin is always striving for self improvement. He works out daily, and can be found running simulations in his Hailstorm when he has spare time to train himself. He's always striving to stay in peak form, both to ensure his effectiveness on the battlefield and to set an example for those under his command.

 

When not focused on keeping TRAP running smoothly, Gavin easily blends in with the rest of the pilots in TRAP. He's often the one to organize various events both on base and during the rare occasions when the unit is granted leave, whether it be a trip to a local watering hole or simply playing poker to entertain the men during a long stretch between operations. Gavin is wont to crack jokes or tease the other members of TRAP to lighten the mood on base, and he's gained a bit of a reputation for his raunchy sense of humor and propensity to pull pranks on and poke fun at his Commanding Officer whenever possible (its all in good fun, though).

 

Despite the way he carries on with his subordinates though, Gavin is still an effective leader. He earns the respect of those under his command, and knows when it's time to cut loose and relax (which is most of the time, despite the fact that he gets on his CO's nerves from time to time) and when it's time to knuckle down and get work done. During operations, Gavin is all business, and has zero tolerance for any antics and insubordination while TRAP is deployed in the field.

 

In short, Gavin is an effective leader who cares deeply for those under his command, both on and off of the battlefield.[/spoiler]

[spoiler=Biography]Gavin is a typical military brat. Born the son to two SAF field officers, he spent most of his childhood moving with his parents between deployments on the shells and the surface. As such, he's developed a rather balanced viewpoint on the war, in contrast to the more gung-ho attitudes of his peers at SAF. He sees the war as a necessary evil and is much more focused on making sure his subordinates make it through each mission than his is on his kill count.

 

When he turned 18, Gavin enlisted as a frame pilot with SAF, quickly advancing up the ranks thanks to his natural leadership abilities as well as his excellent piloting skills. He partook in a number of skirmishes with rebel forces on the surface during his early piloting days, gaining a reputation for his use of massive amounts of indirect fire. This earned him the nickname "spray and pray" amongst his peers, and even today when he meets an old squadmate they will often refer to him by this moniker. When the war with Terra Firma began, Gavin was assigned to one of the many offensive squadrons on the ground, and continued his exemplary performance on the battlefield. It was during this time that an old friend from his early days, Altomare Weiss, asked Gavin to participate in the Synchro Frame program, since the project was in need of skilled test pilots. Gavin agreed, and it was here that he met and struck up a friendship with his future CO at TRAP: Adelheid Schwarzschild, though the two were initially at odds due to Gavin's easygoing nature (and his propensity to affectionately refer to her as "Addy"). Unfortunately, Adelheid was incompatible with the AMS, and was cut from the development program while Gavin and Altomare, who were compatible, remained as test pilots.  Upon the completion of the program, Gavin helped design and was given one of the first Synchro Frame units produced: his SFS-04 Hailstorm, which he has lovingly nicknamed "Skunk" due to the rather odd smell of the mixture of its various weapons' exhaust after a mission.

 

Upon hearing about the new TRAP unit being formed (and who was being placed in command) Gavin volunteered. Subsequently, he was placed in a leadership position just under the command of his old colleague, and he has been with the unit since, providing his own unique brand of leadership to contrast Adelheid's by-the-book way of running things.   [/spoiler]

Machine: SFS-04 Hailstorm "Skunk"

[spoiler=Skills/Specializations]

  • Combat Experience- Gavin has been a frame pilot for close to a decade, and as a result he is arguably one of the best pilots in SAF. His experience makes him an expert in frame-based combat, and as a result he is often the one responsible for TRAP's somewhat-unorthodox tactical maneuvers.
  • Ace pilot- In addition to his combat experience, Gavin is a naturally talented pilot. This allows him to compensate for his relatively low AMS compatibility with pure reflex and skill, and as a result he is able to perform on-par or better than many other more compatible SF pilots.
  • Leadership- Gavin is a charismatic leader, commanding both respect and admiration from those under his command. He's rather effective in his leadership role during combat, where his tactical experience often assists the unit in out-maneuvering their usually-numerically superior opponents.
  • Intuition- Gavin is excellent at reading people, and as such he's almost always able to guess at what someone else is thinking, or whether or not something is bothering them. [/spoiler]

[spoiler=Misc. Info]Theme- Flood of a Life

Misc. Facts- Gavin is very much infatuated with his CO, Adeheid, and has been since their days in the SF development program. However, he's kept this a secret from her in order to keep their relationship professional, though his repressed feelings often take the form of his teasing her.  [/spoiler][/spoiler]

 

[spoiler=SFS-04 Hailstorm "Skunk"]

Unit Model Number & Name: SFS-04 Hailstorm "Skunk"

Unit type: Heavy Assault Synchro Frame

Faction(s): SAF (TRAP)

Pilot(s)/crew: Gavin Decker

Overall Height: 15.2 Meters

Top Speed:  220 kph (ground, armored), 245 kph (Ground, unarmored)/ Mach 1.15 (flying, armored), Mach 1.3 (flying, unarmored)

[spoiler=Image(s)]Frontal View (Assault Armor equipped)

Frontal View (Assault Armor Weapon Pods open)

Rear View (Assault Armor equipped)

Frontal View (Assault Armor Purged)[/spoiler]

[spoiler=Description]The fourth Synchro Frame ever built, the SFS-04 Hailstorm is designed by and for its pilot, Gavin Decker, and is eminently suited to his fighting style. In contrast to most Synchro Frames, which tend to put an emphasis on making the most out of their high performance, the Hailstorm focuses on its raw firepower, making use of its high-performance design to compensate for the massive weight of its weapons. as such, its among the slowest and least maneuverable Synchro Frames, though by virtue of its design it can still outperform any combat frame, even with a full load. 

 

The Hailstorm's primary role is that of a mobile fire support unit, moving around the battlefield and punching massive holes in enemy formations as it goes. In order t efficiently accomplish this goal, the Hailstorm comes equipped with a staggering amount of weapons, including three rifles (with Gauss Gatling and grenade launcher attachments), two shields, nine missile pods, a conventional cannon, an artillery-grade railcannon, and a plasma blade. In addition, the Hailstorm's armor is among the thickest mounted on any Synchro Frame, meaning it can take as much punishment as it can dish out.  

 

Of course, being slow and bulky comes with its disadvantages, as the Hailstorm isn't as able to dodge incoming fire as its faster brethren. This problem is exacerbated thanks to the Frame's fighting style, which naturally makes it a high-priority target on the battlefield. However, this is offset somewhat thanks to the Hailstorm's unique Assault Armor System. The Assault Armor is a set of external armor plating that mounts roughly half of the Hailstorm's heavy weapons, and can be purged at any time and its ammunition detonated to allow the Hailstorm greater speed and freedom of movement more on par with its faster allies. [/spoiler]

[spoiler=Armaments & Equipment Information] Items marked with a * are part of the Assault Armor system

  • Hybrid Rifle- The closest thing to a primary weapon the Hailstorm has, the Hybrid Rifle is the most commonly carried and the most powerful of the Hailstorm's three rifles. A powerful plasma rifle, the Hybrid Rifle takes its name from the fire-linked micro Gauss Gatling mounted underneath the main barrel, which fires in bursts just prior the rifle's main bolt, allowing the smaller ammunition to deal damage and "soften up" a target before the larger plasma blast connects. This allows shots from the Hybrid rifle to shred and penetrate armor with ease, and most frames are unable to withstand more than a few hits from this weapon When not in use, the Hybrid Rifle can be stored on a hardpoint on the Hailstorm's rear skirt armor.
  • Burst Rifle- The second of the Hailstorm's three rifles, the burst rifle is a Gauss assault rifle with an attached grenade launcher. The Grenade launcher can be toggled to a fire-linked setting to produce reslts similar to that of the Hybrid Rifle, or fired independently. When not in use, the Burst Rifle can be stored on a hardpoint on the Hailstorm's rear skirt armor.
  • Force Rifle- The third of the Hailstorm's three rifles, the Force Rifle is simply a handheld railgun the possesses respectable mid-to-long range firepower. When not in use, the force Rifle can be stored on a hardpoint on the Hailstorm's rear skirt armor, where it is often equipped in canse either of the other two rifles run out of ammunition.
  • Dual Six Shot Missile Pods- Mounted inside the Hailstorm's shoulder armor, the Dual Six Shot missile pods can fire volleys of up to six missiles at a time, with each pod housing a total of 18 missiles for a maximum of three volleys per pod. The Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission.
  • Stabilizer Shield- Attached to the Hailstorm's right arm, the stabilizer shield is the same piece of equipment mounted on the CFS-114 Peacemaker, and provides a good deal of protection from enemy projectiles. In addition, the Stabilizer shield comes equipped with four stakes that can be used to anchor the shield to the ground or nearby terrain in order to stabilize the Hailstorm's firing arm or body, hence the shield's name.
  • Plasma Blade- Mounted to the Hailstorm's left forearm, the Plasma blade is capable of cutting through most enemy armor with ease, and can also be used to parry other plasma weapons.
  • Footlocks- In order to help stabilize the Hailstorm when firing its weapons on the ground, its feet are equipped with several footlocks that anchor it to the ground. The can be deployed and disengaged in under a second with ease.
  • 80mm Cannon- Probably the most low-tech weapon on the Hailstorm, the 80 mm cannon is mounted in the torso, and can deal a great amount of damage from close range, though it is capable of hitting targets at longer ranges.
  • *Dual Four Shot Missile Pods- Mounted to the sides of the Hailstorm's shoulder armor, the Dual Four Shot Missile Pods can fire volleys of up to four missiles at a time, with each pod housing a total of 12 missiles for a maximum of three volleys per pod. The Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. Like all the parts of the Assault armor, the Missile pods can be purged upon the pilot's command, and whatever ammunition they still hold detonated remotely.
  • *Dual 14 Shot Missile Pods- Mounted to the front of the Hailstorm's legs, the Dual 14 Shot Missile Pods can fire volleys of up to 14 missiles at a time, with each pod housing a total of 42 missiles for a maximum of three volleys per pod. The Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. Like all the parts of the Assault armor, the Missile pods can be purged upon the pilot's command, and whatever ammunition they still hold detonated remotely.
  • *11 Shot Micromissile Pod- Mounted to the Hailstorm's front skirt armor, the 11 Shot Micromissile Pod can fire volleys of up to 11 missiles at a time, housing a total of 55 missiles for a maximum of five volleys. The Micromissile pod can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. Being micromissiles, these weapons lack the punch of some of the Hailstorm's other projectiles, though they make up for this with a high ammunition count. Like all the parts of the Assault armor, the Micromissile pod can be purged upon the pilot's command, and whatever ammunition it still holds detonated remotely.
  • *Dual Six Shot Heavy Missile Pods- Mounted to the sides of the Hailstorm's legs, the Dual Six Shot  Heavy Missile Pods can fire volleys of up to six missiles at a time, with each pod housing a total of 18 missiles for a maximum of three volleys per pod. The Heavy Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. These Heavy Missiles pack a bigger punch than the Hailstorm's more standard ordinance, and as a result they are often conserved for use against heavily-armored targets. Like all the parts of the Assault armor, the Missile pods can be purged upon the pilot's command, and whatever ammunition they still hold detonated remotely.
  • *Assault Shield- A large shield mounted to the Plasma Blade emitter, the Assault shield is very durable and i able to parry plasma weaponry ans well as withstand a great deal of punishment. It also holds spare clips for the Hailstorm's rifles. Like all the parts of the Assault armor, the Assault Shield can be purged upon the pilot's command, and whatever ammunition it still holds detonated remotely.
  • *Radome- Attached to the right side of the Hailstorm's back, the Radome allows the  Hailstorm to extend its detection range out to a staggering 10 Km radius, as well as resist enemy ecm and coordinate TRAP's assaults.Like all the parts of the Assault armor, the Radome can be purged upon the pilot's command.
  • *200mm Railcannon "Thud"- The most powerful weapon mounted on the Hailstorm, bar none. Affectionately nicknamed "Thud" by its pilot, the 200mm Railcannon packs battleship-grade firepower into a compact package. Though its range is less than that of a typical artillery weapon thanks to the shorter barrel, Thud makes up for this by allowing the Hailstorm to deal frightening amounts of damage to targets at medium-to-long range. Thud is capable of destroying frames in one hit, and can deal a considerable amount of damage to enemy battleships. Like all the parts of the Assault armor, Thud can be purged upon the pilot's command, and whatever ammunition it still holds detonated remotely.[/spoiler][spoiler=Misc. info]Gavin often refers to the Hailstorm as "Skunk", to the point that TRAP's communication's officers have added this nickname to their code book.[/spoiler][/spoiler]
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[spoiler=Lauren Vega]Lauren_Vega_Headshot.jpg

"Focus on what's at hand first. You can worry about the little things later."

Name: Lauren Vega "The White Rose"

Age: 25

Gender: Female

Faction: Terra Firma

Occupation: Frame Pilot

[spoiler= Appearance]Lauren_Vega.jpg

Lauren stands at about 5' 4", with long, wavy blonde hair, icy blue eyes, and a fair complexion, all of which she inherited from her father. Though her fair skin and soft, pretty face at first seem to belie some sort of frailty, Lauren is actually in excellent shape thanks to her pilot training regimen. She has a good amount of muscle tone for her size, and her measurements are 33C-24-36. She's often cold, and as a result prefers warmer clothing most times, though no matter what she dresses in, there's always at least a slight hint of something feminine in her clothing choice. Lauren almost always wears a warm, comforting smile when speaking to someone, and its a rare sight to see her visibly upset in any way.  [/spoiler]

[spoiler=Personality]Lauren is pragmatic, supportive, willful, and idealistic, though she's also a realist to a degree and she has a selfish, independent streak that surfaces from time to time. Despite whatever she may believe, Lauren tackles most situations she comes across logically and with as level a head as she can muster, weighing her options carefully before deciding on a course of action. This isn't to say that she's not a quick thinker, however, but rather that she rarely rushes into a decision. Though she always carefully decides the right course of action, Lauren is often willing to set aside her logic-based train of though to lend a hand to others. Be it with a personal problem, an unfavorable tactical situation, or simply maintenance on her allies' Frames, she can always be counted on to lend her skills when necessary. This is especially true of her younger brother, Leo, to whom she has become somewhat of a parent since the death of their parents some 8 years ago. When it comes to her brother, Lauren is extremely protective, having originally joined SAF in the first place in order to support him as he made his way through school.

 

Despite these traits, Lauren has a strong will and drive. When she's made a decision, she sticks to it and it's actually rather difficult to dissuade her or change her mind about something. In other words, she's stubborn to a fault, and this can be troublesome on the rare occasions when she lets her idealism interfere with her decision making process. Despite being born and raised on the Shells, Lauren has always been very much aware of the amorality of the government's (and by extension SAF's) position regarding those who live on the surface. Lauren is a believer in equality for all, despite the futility of such beliefs for a person in her position, and these beliefs have only strengthened during her tenure on the surface in TRAP. Ultimately, her inability to reconcile these beliefs with her position as a pilot has led Lauren to leave SAF and defect to Terra Firma, though the decision to leave her brother behind on the Shells has weighed heavily on her conscience. [/spoiler]

[spoiler=Biography]Born in 2195, Lauren is the first child of Michael and Cheryl Vega, a computer programmer and an artist, respectively. Like many living on the Shells Lauren had a very normal childhood. She went to school, had a social life, took a boy to her senior prom, and was, for the most part, a very normal girl. Unlike her peers though, she never quite got behind the Shell government's propaganda regarding the surface, seeing the obvious disparity between those in the clouds and those on the surface as unfair.

 

When she was 18, however, both of her parents were killed in a traffic accident, forcing her to provide for herself and her then-10 year old brother from a relatively young age. Luckily, she rose to the occasion, enlisting in SAF as a frame pilot for the benefits and pay it provided, so that she could support her brother while still remaining on-station at their local Shell. Lauren was a natural pilot, her skills far surpassing those of her peers, and she quickly rose through the ranks of SAF on her merits. Often standing out on missions, she gained many more kills than her squadmates with her uncanny mastery of both long and short range combat. By the time the war broke out, Lauren had already become a certified ace, and soon she became feared among Terra Firma's frame pilots as "The White Rose" thanks to her efficient skill and the distinctive rose emblem she emblazoned on each of her machines. When it was found that she was AMS compatible, a Synchro Frame was designed (with a large deal of input from her, of course) specifically for Lauren's use, and she soon saw action on the front lines in her new SFS-09X Canis, where the new Synchro Frame's high speed and maneuverability gave her the edge needed to turn the tide of an engagement single handedly. When TRAP was being formed, Lauren was selected for the unit based on her well-rounded skillset and experience in small team formations, and she reluctantly left her long-time home in the clouds for a base in the former Italian alps.

 

During her tenure with TRAP, she easily endeared herself to the rest of her squadmates with her helpful attitude and warm personality, and during her five months on the ground she proved herself to be an invaluable asset to the unit. However, she was shot down during a recent engagement with a powerful black Terra Firma Synchro Frame. Though TRAP managed to recover her Canis, Lauren herself was nowhere to be found.

 

In actuality, Lauren had signaled a Terra Firma scout aircraft. After being picked up by a combat frame, she summarily informed the pilot's commander of her position as a SAF synchro frame pilot and her intention to defect (though out of concern for her former comrades she kept the existence of TRAP and her position within it hidden). After being interrogated and passing an AMS compatibility test, Lauren was summarily instated as a Lieutenant Junior Grade and sent off to Terra Firma's Mt. Rushmore research and testing facility, where a new synchro frame was hastily designed and constructed for her out of spare components. Afterward, Lauren was quickly assigned to the newly formed 'Shark Team' autonomous commando unit, led by Drayden Siedrich, the pilot who had unknowingly shot her down in battle weeks before.

[/spoiler]

Machine: TF-697S Charcharias

[spoiler=Skills/Specializations]

  • Natural Piloting Skill- Seemingly born to be a Frame pilot, Lauren's talent for piloting is nearly unequaled, with only some of her fellow Synchro Frame pilots rivaling her in raw skill. She is adept at all ranges of combat, and is able to use the extreme speed and maneuverability of her frame to engage the enemy at whatever range is most tactically advantageous.
  • Combat Experience- Lauren has seen her fair share of action in her seven years of piloting. Though not as experienced as her commanding officers she is knowledgeable enough to provide tactical insight on the battlefield. [/spoiler]

[spoiler=Misc. Info]Theme- The Bloody Honey Cannot Stop

Misc. Facts- Lauren hates being referred to by her pilot moniker, "The White Rose" as she takes no pride in being a skilled killer. Her friends often call her Lau-Lau. Though she rarely has occasion to show it, Lauren is a skilled dancer. [/spoiler][/spoiler]

 

[spoiler=TF-697S Charcharias]

Unit Model Number & Name:  TF-697S Charcharias

Unit type: General Purpose Synchro Frame

Faction(s): Terra Firma

Pilot(s)/crew: Lauren Vega

Overall Height: 15.4 Meters

Top Speed: 260 Kph (Ground)/ Mach 1.5 (Air)

[spoiler=Image(s)]Charcharias.jpg[/spoiler]

[spoiler=Description]Unlike most SFs, which are built mostly from scratch to better suit the fighting styles of their pilots, the TF-697S Charcharias constructed almost entirely from standard parts and unused components from various Terra Firma frame development projects, most notably Drayden Seidrich's TF-696S Hammerhead, with which the Characharias shares roughly 60% of its components. This was done in order to save time during the design process, as its intended pilot, Lauren Vega, had just recently joined Terra Firma and had been given a combat assignment almost immediately. In an incredible display of technical skill, the engineers at Tera Firma's Mt. Rushmore research and development complex designed and constructed the Charcharias in its entirety in just 13 days, and while the finished product is overall unremarkable when compared to more specialized Synchro Frames, the Chracharias reflects the best qualities of Terra Firma frame technology: versatility and durability, all the while boasting the incredible performance and power that all SFs are known for.

 

Resembling a scaled up TF-201C Argonaut at first glance, the Charcharias's design in fact incorporates a number of marked improvements to compensate for the deficiencies in the Argonaut's design. For starters, the Charcharias's silhouette has been streamlined, and this combined with its copy of the 696's extremely advanced SF-grade motive system allows for an astonishing degree of maneuverability when compared to the vast majority of Terra Firma's machines, almost on par with that of Lauren's previous machine: Canis. In addition, numerous thrusters and control surfaces have been incorporated into the Charcharias's frame, allowing it to reach speeds rivaling those of other, lighter synchro frames. This makes the Charch a deceptively fast and nimble dogfighter. This combined with the versatility of the Charcharias's weapon loadout, the sturdiness and rugged durability of its construction, and the extremely well-rounded skillset of its pilot means that the Charcharias can excel in any combat situation.   [/spoiler]

[spoiler=Armaments & Equipment Information] Weapons and Equipment marked with an * are optional and not part of a standard loadout.

  • Attack Shields: The Charch's primary means of both defense and melee combat, the Attack Shields perform a dual function. Like their name suggests they are first and foremost shields, which thanks to their location on the Charch's forearms, are excellent for both deflecting incoming enemy fire and parrying enemy melee strikes. They are thick enough to withstand repeated punishment and are even capable of resisting prolonged exposure to a plasma blade, though like all Frame-grade armor they will degrade after a few successive seconds of exposure. What gives the Attack Shields their name, however are the plasma blade emitters installed within them, which produce flat, sharp blades perfectly suited for bisecting enemy frames, though because of this they are less effective at damaging larger targets, being much better suited for cutting than melting. The blades are roughly as long as the blade mounted on the 696 Hammerhead, though unlike the hammerhead the shields cannot be rotated to create a saw effect. Instead, the attack shields are able to project their blade plasma out from all sides of the shield simultaneously. While this shortens the length of all the resultant blades to the point that they are nigh-useless for melee combat (requiring the Charch to literally punch or elbow a frame to land a hit), this setting enables the shields to protect more of the Charcharias from attacks, with the shortened blades acting in a similar manner to the Gohma's dome shields when hit by incoming fire. As well this "shield mode" allows the Charch to effectively parry plasma blades without damaging the Attack Shields themselves.
  • Triple Head Vulcans: Analogous to the weapon mounted in the TF-201C Argonaut's head, the Charcharias mounts three smaller, fire linked variants underneath a sliding armor plate in its head. This has the advantage of allowing the weapons in the machine's head to be adept at shooting down incoming projectiles while still delivering roughly the same damage output to an enemy target, though the triple vulcans' effective range is shorter than the Argonaut's single vulcan, as the Charch's speed allows it to close distance much faster.
  • Plasma Rifle: The Charch's primary ranged weapon, the Plasma Rifle fires larger bolts than the Fang Rifles mounted on the SFS-09X Canis at roughly the same speed, though unlike the Fang Rifles it is not rechargeable on the Charch itself and must be recharged on board a mothership or reloaded with a spare power clip in flight.
  • 90mm Grenade Launcher*: A heavy weapon for use in missions when a greater degree of firepower is necessary, the Grenade launcher  is excellent at delivering heavy damage at mid-to-short range, and has a large magazine capable of holding up to 35 grenades, allowing the Charcharias to deliver a respectable amount of heavy firepower throughout a protracted battle. The grenade launcher is mounted to a hardpoint on the Charcharias's back, and folds over its shoulder when in use.
  • Other Equipment*: Because of its more standardized design, the Charcharias is capable of wielding any equipment manufactured for the 101 Myrmidon, 161 Catapult, or 201 Argonaut, as well as any equipment compatible with the 696 Hammerhead thanks tot he two machine's sharing parts. This includes the Hammerhead's plasma cannon, multi-launchers, and plasma plade. [/spoiler]

[/spoiler]

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[spoiler=Sam Shaw]
"It's showtime, folks! Time to liberate these shitlords!"  
Name: Samuel Bradshaw
Age: 27
Gender: M
Faction: SAF (TRAP)
Occupation: Frame Pilot

 

[spoiler=Appearance]

[url=http://postimg.org/image/x8fr3c8ev/]3d1c77b5e548241bf3321cfff244f748de607f34[/url]

*minus the glasses*

At 6'3", he's one of the tallest members of TRAP, if not the tallest outright. Complimenting his stunning is 255 lbs of solid muscle, a result of spending his college and highschool years doing football and wrestling. Sam has a very impressive physique, with large pecs, biceps and full six-pack abs, and he's less than shy when it comes to showing off his abs. He would often work on his mech while only wearing loose baggy pants, and going completely topless in an attempt to woo the girls around the base. Obviously, none of them are very impressed.

 

When not wearing the uniform, his casual outfit is usually a tight-fitting sleeveless shirt with plain colours, and faded jeans. 

[/spoiler]

[spoiler=Personality]
At his very core, Sam is a rather overconfident guy who thinks far too highly of himself. One of the least serious members of TRAP, he would more often be seen playing around with his teammates and flirting around with the girls as opposed to doing his job, much to the annoyance of, say, Adelheid. He used to like boasting about his accomplishments in college and highschool, although TRAP's other members have done a rather good job of crushing his once overblown ego just by being there. He acts cool and smooth around the ladies, but acts more like a bro around the guy members of TRAP. Very fun loving, and is very rarely seen acting serious, if not ever. Like Gavin, he's usually the one TRAP members confides in, though not as often as Gavin.

Both in and out of the battlefield, he places far too much confidence in his skills and would often get into trouble for it, such as recklessly engaging the enemy without orders, and promptly getting his ass kicked. Additionally, he has a knack for charging head-on without thinking. As such, he's not popular among TRAP's board of directors and has come close to getting booted multiple times. When not chatting it up with the rest of TRAP, he would often train, both physical training and running simulations with Emperor. He knows that his skills are still rather lacking compared to his teammates, and as such seeks to improve himself daily.

He holds a great deal of hatred towards the people on the ground, almost to the point of racism. He would often call them as "nothing more than sub-human terrorists", and takes great pleasure in killing them. The hatred stems from his upbringing in a very pro-SAF family, as well as the fact that he's been seeing Terra Firma attacks regularly throughout his early childhood. His hatred of them is comparable to the hatred America harbors towards middle-eastern terrorists following 9/11.

Also, he is somewhat obsessed with the concept of Patriotism, and would gladly die for Shell and TRAP.
[/spoiler]




[spoiler=Biography]

Samuel Bradshaw, or Sam Shaw as he would prefer, was born and raised as a normal boy. He had average grades at school, got in a lot of fights, did sports, and was even arrested for unauthorized possession of an illegal drug. Overall, a pretty normal boy. His dad is a rather famous football player, while his mom is a fitness instructor, as such Sam found his true calling in sports. When he was younger, he planned to join the SAF and "Get revenge for my fellow Shell citizens!" as he would often say in school. However, his plans to join the SAF got sidetracked when he received a full scholarship thanks to his football skills. 

 

He played college ball for a rather famous university for 2 years before a knee injury sidelined him permanently. After his dreams of going pro crashed down, he turned to his second favorite sport in high school, wrestling. His natural strength as well as the agility he picked up from playing football landed him a spot in his uni's wrestling team. A year or so passes, and as he's nearing graduation and into a successful career as an Olympic wrestler, a rather peculiar incident happened.

 

While wrestling in front of a national crowd for the Junior Olympics, he heard three bombs go off, but not before hearing someone from the crowd yell out "Terra Firma!". The explosion killed hundreds of people in the crowd, and injured thousands. While Sam himself was fine, the attack reignited his burning hatred towards people on the ground, and he dropped off from college to join the SAF. 

 

His tryouts went well, and he climbed the ranks of SAF at a quick pace, thanks to his burning desire to serve and protect Shell. Soon enough, he became a frame pilot. Two years into his service, he was chosen to undergo a test to check his AMS compatibility. To the surprise of himself and others, not only was he capable of syncing with the AMS without a hitch, his reaction speeds are comparatively higher compared to the other soldiers, though by no means exceptional.

 

He received his SF, killed a few hundred more commies TFs and eventually he was chosen to join the new TRAP division.

[/spoiler]

 

Machine: SFS-SM587 Emperor

 

[spoiler=Skills and Specializations]

-Sam is, without a doubt, the most physically powerful person in TRAP. Being 255 pounds of pure muscle, he's more than capable of lifting grown men as well as very heavy Frame parts. Combined with his background of football and amateur wrestling, he's not a guy to mess with. Basically, he's The Muscle of TRAP. 

 

-Oddly, his Frame isn't built to be a huge tank, but rather as a lightning-quick rouge. He specializes in unorthodox close-to-mid range combat as a frame pilot. Very adaptable and unpredictable, Sam compensates for his lack of skills by being extremely daring and reckless in combat. 

[/spoilers]

 

[spoiler=Misc Info]

 

Sam's theme: [url=https://www.youtube.com/watch?v=jTQIogLBFBs]Rules of Nature[/url]
[/spoiler]
[/spoiler]
[spoiler=SFS-SM587 EMPEROR]
Unit Model Number & Name: SFS-SM587 Emperor
Unit type: High Maneuverability Close-Range Synchro Frame
Faction(s): SAF
Pilot(s)/crew: Sam Shaw
Overall Height: 1467 cm.
Top Speed: 350 Km/H (Grounded, in short bursts, with leg boosters) Mach 1.6 (Flying)

Image(s) http://i60.tinypic.com/wmdkpi.jpg (minus the sword and scabbard)


[spoiler=Description]
Emperor, one of the original Synchro Frame models completed at the start of the project. Originally under the name of SFS-EX001, it was built as an all-rounder for SAF to test their AMS technology on the battlefield. It was never meant to last long on the battlefield, and as such it was retired less than 3 months after its first deployment, as custom-built SFs take over. One of the last surviving EX001s eventually came in the hands of Sam Shaw, who recently just got promoted to be an SF Pilot. Unlike the rest of SAF's SF pilots who commissioned for custom frames to be made, Sam instead took the old EX001 and upgraded it. Now loaded with cutting-edge parts (but still retaining the look and chassis rigidity), it changed functions from a slow all-rounder to a quick and nimble close-range fighter.

Sam never stopped upgrading the old EX001. By scavenging parts from the enemies he defeated, as well as the unused spare parts of the other SFs in TRAP, the EX001 would soon be good enough to hang with its custom-made brethren. The frame was so heavily customized to the point it shared less than 5% of its parts with the original EX001, and thus Sam had it re-registered as SFS-SM587 with the nickname "Emperor". The main weakness it has, thanks to its mismatched parts, is the fact that it breaks down quite a lot, and requires a heck of a lot more maintenance than other SFs, much to the annoyance of its maintenance crew. Also, despite the EX0001 being built to be sturdy, Sam has replaced most of its bulky armor with more lightweight material, which makes it more fragile compared to other SFs.
[/spoiler]


[spoiler=Armaments & Equipment Information]
Dual Cannons "Desperado" - Or what people not named Samuel Bradshaw would call "A pair of pistols". Despite being called cannons, it's actually nothing more than a pair of rather large pistols with a very high rate of fire. Attained by cross-engineering a minigun mounted on one of Terra Firma's planes and the standard-issue assault rifle used by SAF, it can be regarded as one of the better close-range guns used in TRAP. The pistols fire out 120 mm bullets with a rate of fire comparable to, if not higher than, Gungnir's dual-barreled assault rifle. What sets it apart from other guns is its ability to change bullet types. The left pistol has a secondary barrel that fires out grenades, while the right one's second barrel can shoot out plasma blasts. Both are also capable of dealing arc blasts and point-blank range, similar to a Tazer. Like everything on Emperor, the guns are prone to breaking down and would often jam when changing bullet types. As such, Sam would only use the secondary ammo once the primary ones run out. The guns are 3 metres long each, and are usually kept in a holster on Emperor's thighs.

Wrist-Mounted Weapons - Once Sam runs out of bullets for his Desperado, he turns to the assortment of weapons hidden in Emperor's wrist. The main one is a wrist-mounted rocket launcher, which holds a total of 6 mini-rockets the size of Emperor's palm in each arm. Other than the rocket launcher, both wrists contain an assortment of grenades ready for Emperor to throw, a small blade (more like a needle, really) that fires a small burst of Arc, as well as a mini-flamethrower. When all else fails, the wrists themselves can detach and be launched towards the enemy with a small rocket hidden inside them. Not really an effective move, and more just a statement by Sam that he would not back down. The amount of technology and weapons hidden in Emperor's hands makes it the least reliable part of the Frame, and would often suffer malfunctions in the middle of combat. Luckily, the malfunctions are often small and can be fixed by cutting off power to the arms and turning it on again.

Rocket Boots - The main method of getting around for Emperor, and one of the reasons it's difficult to fight at close range. Each of Emperor's legs contain 2 large rockets that can easily propel it around the air at a speed of 350 Km/H, and gives it unparalleled maneuverability. Thanks to the lightweight armor of Emperor, the rockets are enough to give it the ability to do backflips, sudden movements in both the X and Y axis, as well as the ability to retreat like a coward do a high-speed tackle. There are also large jets hidden in the sides of his heels. These jets increase the speed and power of Emperor's kicks, with one kick to the midsection being able to send normal CFs reeling.
[/spoiler]


[spoiler=Misc. info]
-Sam's preferred method of fighting with Emperor involves him getting up close and personal with them, while using the rocket boots to dodge the enemy's attacks as he mercilessly shoots them with Desperado. Also, Sam would often turn to his background of wrestling in high school and do takedowns, as well as using the skills he picked up playing college football to do running tackles and punts to the head of a downed CF.
-The SM part of it's name comes from Sam's laziness and his decision of doing the paperwork for Emperor's registration in midnight, while being drunk off his ass. Nobody truly knows where the name comes from, not even Sam himself.
[/spoiler]

[/spoiler]

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[spoiler=Dad of the year]
"If I have to slaughter one, no, one thousand innocents for the sake of advancing humanity, it is a sacrifice worth making, no?"
Name: Arthur Holyfield
Age: 55
Gender: M
Faction: SAF, involved with TRAP
Occupation: High-ranking official within SAF, Mech designer, one of TRAP's largest investors.
[spoiler=Appearance]
2re6tt5.jpg
Minus the bandoleer of ammo and cowboy boots.

Arthur is 180cms tall, and weighs around 74 kilos. He used to be quite well built when he was younger, but years of regular scientist work as well age makes him a lot less muscular than he used to be. His blonde hair is graying slightly, but is otherwise very well kept and straight. He's said to look about 5 years older than he actually is.
[/spoiler]

[spoiler=Personality]
A very logical man with little to no regard for human life, that's what Arthur is. Arthur views humans as nothing more than a tool. A disposable, replaceable tool. His view on humans is best exemplified by his plan of turning homeless children into brainwashed killing machines, as well as his frankly inhumane treatment of his own daughter. He is a person dead set on advancing sciences and the SAF, morality be damned. There's pretty much nothing on the morality side that's stopping him from doing what he intends to. Some have called him a sociopath, and that might as well be true. Even at a young age, he already has this cold outlook on people, and his research into "The value of a person" (Averaging the amount of money the family of a SAF soldier killed in action is granted over the course of several years) did nothing but further reinforce his view on humanity.

A very intelligent and cunning man, Arthur sees the world from a purely logical standpoint, with little to no emotion interfering his in train of thought. The end result is all that matters to him, anything goes for the method of which it is achieved. Unlike Atelier who cannot express emotions at all, Arthur is comparatively more human. He smiles, gets angry, and even lets out an occasional laugh. His most dominant emotion is anger, though. Perhaps as a result of 30 years in service with very little breaks in between, he gets frustrated easily the moment his plan goes wrong. Thankfully for those in SAF and TRAP, he has been seen smiling and enjoying the world a lot more than usual.

He's generally not a pleasant person to work with. Very strict and a constant micromanager, he would often berate his underlings and even outright threaten to fire them on the spot if they anger him.

He does have a few soft spots though. One can easily get in a long conversation about Frames with him, and mentioning Atelier will always make him happy. The way he talks about Atelier is less of a father proud of his daughter and more like an engineer proud of his creation, however. Like Sam, he's obsessed with proving SAF's superiority to people on the ground.
[/spoiler]

[spoiler=Backstory]
"Father of all SFs", "The greatest Frame designer to ever exist" and "Sociopath on the side of justice". These are all titles that have been applied to the world-renowned Arthur Holyfield. Nobody truly knows about his past, and perhaps it'd be better for the world if it remained unknown. Prior to working on CFs, Arthur worked as a scientist for the SAF. He experimented mostly on the war machines used by either side of the war. Soon enough, SAF's R&D unit began working on a new technology known as "Combat Frames", manned robotic suits meant to vastly improve a soldier's capabilities both airborne and on ground. Arthur helped with the creation of the CF, and was by far the youngest scientist working on the project. He was only about 21 years old when the project first started, half the age of the other scientists working on it. Eventually, CFs are completed, and they proved to be a major success, helping SAF dominate TF for a short while.

Time passes, and Arthur continues to work on 'his' creation. He made designs of frames, SAF would build them, and TF would copy the technology. Before long, most of the Frames in combat are based off Arthur's designs, even the ones used by Terra Firma. He became one of the most influential figures in the war. However, his greatest creation is only yet to come. At this point in time, all Frame pilots are former pilots trained to fly Frames after several years of flying an aircraft, which is very different to Frames. Basically, Arthur thought that despite the machines being very advanced, none of the pilots can use them to their full potential. "What if one is trained to fly these magnificent machines from an early age?" He thought to himself. He began making plans of kidnapping homeless children and training them to be Frame pilots at a very early age, however, the plan leaked out and Shell's government canceled his plan. Luckily for him, his wife had just given birth.

Enter Atelier Holyfield, Arthur's (thankfully) only offspring. Raised from a very young age to be a Frame Pilot with undying loyalty to the SAF, she was arguably Arthur's greatest ever "machine". Of course, it wasn't an easy task molding a little girl to be a cold-blooded killer. The training she put Atelier through is anything but humane. She was forbidden from seeing other people. She was forbidden from showing any sign of remorse nor emotion. As part of the training, Arthur would take SAF's POWs who happen to be Frame Pilots, and put them in a fight against Atelier, as some sick way to make Atel used to killing before her 17th birthday. When she's asleep, scientists would inject her with serums that dull down the part of her brain that controls sympathy. Despite claiming to be working for the greater good, Arthur was no less psychopathic than an African war lord training kids to be child soldiers.

The SAF, nor the government couldn't do anything to stop him, as he was already in a very high position in SAF. Even his wife's endless pleading and untimely death did not faze him at all. 20 years after his daughter's birth, two of his greatest projects came to fruition. The "Synchro Frame" system was completed, and Atelier had grown up to be exactly what he 'designed' her to be: A cold, emotionless tool with unparalleled skill as a Frame pilot. When plans to make an elite unit within SAF started to appear, he immediately put a large sum of his earnings into the project, and became one of the 'Owners' of TRAP, so to say.

As of now, he's taking an extended break from military business. He might return very soon to see his children: TRAP, and Atelier.
[/spoiler]

Machine: Human-sized AI-controlled battle robot equipped with AMS, with looks based off his dead wife. Not really deadly in a war, and more of a bodyguard. It's powerful enough to handle 5 or so military guards, is equipped with several guns, as well as a plasma whip that extends from its heels.

[spoiler=Skills/Specializations]
Arthur is the only person alive right now to have been involved with the CF project from its start, as all other scientists that worked on it have died of old age or other causes. This means that he is one of the most knowledgeable people when it comes to Frames, be it regular combat Frames or Synchro Frames. Not just a scientist, he's also a master engineer and can quickly repair most frames, though he prefers to have someone do it for him, and in fact have not fixed a single Frame in over 15 years.

He has very keen intellect and is hailed as nothing less than a genius.

The only thing that's stopping him from becoming a perfect soldier is his inability to pilot frames. He simply isn't cut for it. The same way most airplane engineers aren't fighter pilots.
[/spoiler]

[spoiler=Other info]
As a child, Arthur was obsessed with military comics and war movies, and his passion for those things seem to have carried over to adulthood, as his office in SAF's headquarters is littered with war movies, some over a hundred years old.
[/spoiler]
[/spoiler]

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[spoiler=Nisaria Black]

 

Name: Nisaria “Saria” Black (The White Devil) (Adelar Schwarzschild)

Age: 16

Gender: Male

Faction: Terra Firma

Occupation: Synchro Frame Pilot

[spoiler=Appearance]

54a65bad179b7d99f6fe3a01d2fcdf977d4c6ad9

155 centimeters, 43 kilograms.

[/spoiler]

 

[Spoiler=Personality]

Young and energetic, optimistic, and usually cheerful during most situations, Nisaria looks like a beacon of brightness of hope in the middle of the darkness that is the war. When someone is feeling down, he will try to cheer them up. If someone wants to talk, he’ll try to hear them. Despite of this, he’s actually far from his outward appearance. All of the cheerfulness of his is merely a fabrication. He’s hurting inside, but he does not want everyone else to know. He’s just as depressed as the others, if not more, but he knows that everyone else needs a light to keep them from the edge of despair. So, even if it’s a lie, even if his heart feels otherwise, even if he’s crying inside, he’ll keep on smiling. Even the illusion of hope might be able to bring happiness towards other.

 

That aside, he really loves flying, as he was subjected to the confinement of the earth for a great portion of his life. Pretty submissive due to his training, but often tries to take his own initiative if he thinks it will do good for others. His reason of fighting in this war is pretty much not because of to avenge the city or his family and friends, but to try contributing somehow to end the war, as he sees it as the right thing to do. At times, he's pretty naive too. Though, this all will change if one manages to break through his outwardly appearance, but so far, no one has managed to do so, despite how frail he is.

 [/spoiler]

 

[spoiler=Biography]

Born as the youngest son to a family in San Loma that sympathized heavily with Terra Firma's cause often to extreme level, Saria was already subjected to his parent's ideology even during his childhood, and often got scolded for not really following their ideas. Probably due to this, he was closer to his older sister, and viewed her as something similar to a role model and a parental substitute. One day, he was pretty shocked when he learned that his sister joined the Terra Firma rebel group as a pilot, and even more shocked and completely crushed when he heard not long afterwards that his sister was killed in action during a skirmish. Hearing this news, instead of grieving, his parents forcefully entered him into a secret Terra Firma program to produce young piloting prodigies artificially. He himself, still shaken from the loss of his sister, at first vehemently protested this decision, but later on, he gave in, believing that this would be what his sister wanted for him to do. He was eight years old at that time.

 

The program, which was entirely conducted in a secret location inside the city without the participant being able to interact with the outside world, was very tough and torturing, and at times, even inhumanly so, but for five years, Saria managed to survive and perform well, with his self still intact for the most part. One day, when he was conducting several performance overview test outside of the city, the engine of his jet malfunctioned, and he was forced to crash-land it. Not long after that, as he was checking the engine of it, the city of San Loma was erased from the map by a series of bombing done by the SAF in quick succession.

 

He was rescued several days later by a Terra Firma survey team, as he walked alone dazed in what was left of the city, completely impoverished and shaken. Recognizing him as one of the children from the secret project, Terra Firma immediately assigned him as a Combat Frame pilot, a job that he managed to pull very well despite his age, and after several months, an important figure in the Terra Firma decided to raise him as a son or some sort, though this relation is more similar to that of a master and his subordinate, but Saria didn't mind it. Two years later, the man unveiled the Stellarion to Saria, and gifted it to him. Immediately afterwards, he was transferred to the battleship "Ceres" and served there ever since.

[/spoiler]

 

Machine: XCF-005 Type-KY “Stellarion”

 

[spoiler=Skills/Specializations]

-Above average reflex due to his training and "special conditioning", and coupled with the AMS system, it made him capable of several amazing feats that would be completely impossible for others, like dodging projectiles with ease.

-Great skill in aerial combat.

[/spoiler]

 

[spoiler=Misc. info]

-His feminine appearance are often lampshaded and teased by others on his unit, though he bear it no mind. Though, he somewhat disliked whenever they asked him to wear outright feminine clothes like dresses or something similar.

-Used to keep several cats in his house during his childhood that he and her sister cared deeply about, but after he was drafted into the secret program, he never heard anything about them anymore.

-Under his adoptive father/master's order, he has changed his name. "Nisaria Black" is not his birth name, though, it was close to what his old name used to be.

-In contrast to his feminine appearance, he remembers his sister to be more masculine, a tomboy, and always acting like a young man.

[/spoiler]

[/spoiler]

 

 

[spoiler=Stellarion]

Unit Model Number & Name: XCF-005 Type-KY “Stellarion”

Unit type: Custom Transformable Synchro Frame

Faction(s): Terra Firma

Pilot(s)/crew: Nisaria Black

Overall Height: 13 meters (Frame Mode)

Top Speed: 240 km/h (W), 1.6 machs (F) 3.5 machs (F, Jet Mode)

 

[spoiler=Image]

altairlion-cf.png

(Jet Mode)

 

altairlion.png

(Frame Mode)

[/spoiler]                                                               

 

[spoiler=Description]

The “Star of Hope”, as it’s usually called due to it being designed to turn the tide of battles when things are looking grim, Stellarion’s actual origin is pretty questionable, as not much is known about it until it was handed to Nisaria by the so-called Mr. White. Compared to other Synchro Frames, the machine was very frail except its nacelles, but that weakness was offset by its high damage output, amazing speed, and the pilot’s amazing reflexes coupled with the AMS system. It is also really energy and ammunition-inefficient, and even the installed solar panels only half-solved the problem.

[/spoiler]

 

[spoiler=Armaments & Equipment Information]

  • 2x MSX-41-R Deep Impact Plasma Cannon “Hyperion”

Placed on its nacelles, these fire highly destructive blasts of plasma towards its target. The power output can be adjusted to the level of the usual plasma weapons, but more often than not, Nisaria uses these cannons at full power to clear a group of enemies at once.

  • 4x Plasma Saber

In both of this mech’s arms and in its nacelles, this mech stores a plasma saber generator (in the case of its nacelles, it utilizes the Hyperion’s generator for this purpose, which made the sabers generated from it have a higher power output and longer range).

  • 12x Micro Missile Launchers

                Each can hold up to 12 missiles. Short-medium range, medium explosive power.

  • High-Efficiency Solar Panel

Mainly used to increase the Hyperion’s power output to a higher degree, these are foldable, and stored near the back of the machine. Requires the Stellarion to be static for it to be more effective.

 

[/spoiler]

 

[spoiler=Misc. info]

 

[/spoiler]

 

[/spoiler]

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[spoiler=Character]

 

Name:  Zalwara Adachi a.k.a. the Executioner

 

Age:  29

 

Gender:  M

 

Faction:  Terra Firma

 

Occupation:  Pilot

 

[spoiler=Appearance]

Standing at six feet and three inches, Zalwara is a thin, slightly muscular man.  His hair is jet black, short in length just barely reaching the end of his ears.  His eyes are silver in color, matching the necklace he wears.  In standard uniform, he appears to have little to no muscle.  Without a shirt, his chest is well built, but you can clearly see the scars left on his stomach as well.  His nose is slightly broadened, due to being broken twice, and his lips are average in thickness, but healthy.[/spoiler]

 

[spoiler=Personality]

Zalwara is the silent type.  He prefers to not speak, which gives him favor among his superiors.  He is, because of this, a very agreeable person.  That being said, his agreeable nature is often taken for weakness.  Though he will tend to avoid arguments, he will not hesitate to retaliate physically.  He dislikes the soft-hearted, and will often voice this, but this alone.  He has no beliefs, except in his blades.  He refers to them Yin and Yang.  They are his balance.  Despite his dreadful side, Zalwara enjoys very subtle things.  He insists on having his morning coffee, and has maimed many people for interrupting this ritual.  Zalwara also enjoys reading.  Being that reading materials are few, he will often stop to read signs out of curiosity and wonder.  Zalwara is often passive until provoked, at which time he sets aside everything in motion to see to his own quarrels.  He is admittedly selfish, and shows no sign of changing such.[/spoiler]

 

[spoiler=Biography]

Zalwara’s life, for the most part, was average.  He was not poor, but he was by no means rich.  He grew up in a middle class household in Southern Okinawa, Japan.  His father, Minori Adachi, was a butcher shop owner, and manager of meats for more than two generations.  His mother, Chiasa Adachi, was nurse at one of the city’s largest hospitals.  Conveniently, the hospital was located directly across the street from “Adachi Meats!”, where Chiasa would visit, nearly every day, for lunch.  When he wasn’t at school, or helping around the shop, Zalwara was taking Tae Kwon Do classes at a local dojo, twice a week.  He worked hard, but didn’t get out much.  Zalwara kept to himself for most of his young life.

 

In highschool, Zalwara was often pressured by his associates to partake in activities.  Despite his objection, Zalwara found himself elected as Prom King. Some six months later, he graduated from high school in the top 100 of his class, placing fiftieth.  Though he graciously accepted, inside, he was irritated, embarrassed, and only wanted to return to his cold cuts with his father.  He returned home, stripped off his cap and gown, and grabbed his white button shirt, and apron.  This was when Zal had the most joy:  with a blade in his hand and blood stains on his clothes.  Minori taught Zalwara everything.  From tenderloin and cold cuts, sausage links and ground beef, they worked hand in hand together.  Soon enough, Zalwara was a master butcher, when he realized he wanted to pursue culinary in college.  However, that goal would never come to realization.

 

One cold, fall evening, Chiasa worked a double shift, and found herself walking to the family butcher shop alone, not knowing she was being followed.  It was late, and the front door was already locked, causing her to inch around the alleyway, past the dumpsters, and through the backdoor of the butcher shop.  Inside, Minori was washing his tools in the kitchen sink, while Zalwara swept and mopped the front of the building.  “Be right there!” he called as he heard his mother and father conversing in the back of the shop.  Minori stopped to take out trash, and Chiasa followed, holding open the door.  That was when her followers, two would be gangsters, showed themselves, armed with pistols.  Chiasa and Minori were forced to the ground on their hands and knees, against the wall, where they were robbed, and shortly after, executed.  When the shots rang out, Zal panicked, running to the rear of the shop, and bursting through the backdoor.  He found his mother and father lying in cold blood, as if they were nothing.  He fell to his knees, stuttering, speechless, as the thugs fled the scene.  He screamed at them, ordering them to come back, but of course they did not respond.  He cried out for someone, anyone to help.  It was nearly twenty four hours before police arrived.  That night, something in Zalwara snapped, and he began to speak less, and less everyday.

 

One month later, he reopened “Adachi Meats!”, hoping to continue his family’s business.  He would speak when a customer placed an order, or came in for lunch.  But out on the streets, passing by his neighbors and associates, he would hardly muster a wave or a nod.  He eventually stopped showing up to his local dojo to run the shop full time.  Even at the loss of his parents, he could still find opportunity to smile when he picked up his father’s heaviest blade.

 

Surprisingly enough, his parent’s murderers returned to the scene of the crime two months later, this time for Zalwara.  They were bold, as they attacked the shop in broad daylight.  Two bricks came crashing through the front window of the shop, forcing Zal to duck.  He rolled past the counter tops and hid in the kitchen as he heard the thugs approaching.  He heard them cock their weapons, and Zalwara went for his own.  When they rounded the kitchen corner, Zalwara heaved a blade over one of their hands, severing it and causing the thug to drop to his knees in agony.  The other, whipped his gun around attempting to knock Zalwara out, but missed when Zal ducked and kicked the thug in his stomach with a heavy metal boot.  Both incapacitated, Zalwara closed shop.  He did not contact the police, he did not bring the perpetrators in.  Instead, he waited until the dead of night, that evening, to question his victims.

 

“Who do you work for?”  “What do you want?”  “Why were my parents targeted?”  The crooks did not cooperate, and forced Zalwara’s hand.  It was exactly what he was hoping for.  He forced the first thug to his feet, and placed his head on the cutting board.  Then, he turned the thug to face his partner, before beheading him in front of his ally.  He proceeded to torture the remaining thug, and beheaded him before sunrise.  “Adachi Meats!” was never opened again, as Zalwara disappeared without a word.  It was perfectly timed, as three days after he claimed his first victims, Zalwara was contacted by the very man who, unbeknownst to him, was the same man who plotted the death of Zalwara's parents.  He was suddenly offered a position in the Terra Firma Navy, where he would be personally trained by Admiral Takeo.

 

This was when he truly became silent.  He would respond to superiors, but that was all.  He was extremely obedient, and the first to act on orders without hesitation.  His commander, Takeo Yoshino, took Zalwara under his wing.  Zalwara complied, and was placed under rigorous combat training.  Already having martial arts under his belt, he quickly dispatched some of Takeo’s best men.  This brought a smile to his commander’s face, and led him to recommend Zalwara for the Synchro Frame program.  Soon enough, Zal was piloting as Takeo’s Lieutenant, under the Terra Firm’s own, custom designed, Shizu.

[/spoiler]

 

 

Machine:  TFB-CS23 Shizu

 

[spoiler=Skills/Specializations]

Skilled in Tae Kwon Do

Explorative but well learned cook

Excels in combat with blades of many kinds

Generous knowledge of human anatomy[/spoiler]

 

[spoiler=Misc. info]Theme shared with Takeo:

Water - by Breaking Benjamin[/spoiler][/spoiler]

 

[spoiler=Machine]

Unit Model Number & Name:  TFB-CS23 Shizu

Unit type:  Custom Close Combat Agile Frame

Faction(s):  Terra Firma

Pilot(s)/crew:  Zalwara Adachi

Overall Height:  15m

Top Speed: On foot:  290 km/h

In flight:  1.3 machs

 

[spoiler=Image(s)]http://s8.postimg.org/psrvt4u2t/shizu.jpg[/spoiler]

 

[spoiler=Description]This frame is one of the most recently created frames belonging to Terra Firma.  It was specifically built for Zalwara, with it’s design intent based around close combat.  The unit is one of the fastest on foot, and has the strongest blades that are not made of plasma.[/spoiler]

 

[spoiler=Armaments & Equipment Information]

Executioner’s Dual Delight:  Two, rounded blades on either arm of the mech, used primarily for decapitating destroying the cockpit of an enemy.

 

Executioner’s Dual Dread:  What appear to be standard blades, holstered on the Shizu’s back.  They have Siedrich generators built into their hilts, which, when activated, cause the blades to fill with energy and explode.  The blades will have to be replaced afterwards.

Executioner’s Single Intent:  The single medium ranged weapon that the Shizu carries.  A large pistol, equipped with an enhanced barrel to allow for better single target piercing.

 

Executioner’s Brighter Days:  In the soles of the unit’s feet, six flares in either foot can be fired to draw off missiles, blind a target, or provide escape.[/spoiler][/spoiler]

 

[spoiler=Character]

 

Name:  Takeo Yoshino, the Ocean’s Wake

 

Age:  52

 

Gender:  M

 

Faction:  Terra Firma

 

Occupation:  Admiral

 

[spoiler=Appearance]

Takeo is very well built, and keeps up his appearance even in his age.  He has neat, gray hair that spans the length of his neck.  He is approximately six feet and one inch tall, with a built, muscular frame and average athletic physique.  He has a very warm, welcoming face, with a full beard and rounded glasses.  His eyes are a mocha brown, and are often regarded as “murky waters”.  He does not have any noticeable disfigurations, scars, or blemishes, but he does have a tattoo that stretches from his right arm to his torso.  It is very ornate, but in its many shapes, figures, and obscurities, is a hidden phrase:  Sokonashi no.[/spoiler]

 

[spoiler=Personality]

Unlike his Vice Admiral, Zalwara, Takeo will speak as he pleases.  He enjoys giving encouraging speeches to the sometimes down-hearted, struggling Terra Firma.  It is because of his deep, and passionate drive towards the Terra Firma cause that allows him to speak in this way.  Many call him a strategist, and he prefers this because of its truth.  In terms of combat, Takeo has always treated it as a chess game.  He likes to analyze the board and judge his opponents movements.  This gives him a sense of comfort, but also a bit of arrogance.  He is not very close to many other Terra Firma soldiers; despite this, many look to him as a father figure.  Whether it is because of his desire to “free the world of its SAF oppressors”, or his uplifting spirit, he is popular among his men, and many other platoons as well.  He is regarded as kind, easy to read, easy to relate, cunning, and tactical.[/spoiler]

 

[spoiler=Biography]

Takeo comes from a long line of military family and personnel.  Since his fifth great grandfather’s days, the men of the Yoshino family have been involved with some form of military.  Takeo is the first member of his family to be a part of the Terra Firma Faction, as it was only established thirty-five years ago, when he was a strapping young man.  He is not married, but is currently engaged to a beautiful woman by the name of Kassandra Black.  She hails from the Western World, and is currently serving as his personal assistant and secondary Vice Admiral. 

 

Takeo gained his ranking after fifteen years of service in the Terra Firma Navy.  He is Admiral of the Dark Tide Motherwill, a deep blue Fortress that was recently acquired in his two years as Admiral.  The Dark Tide is among the more well-known Motherwills, as its color stands out from the typical grey or black.  On his two years aboard the ship, Takeo has trained and created more than five thousand Naval Seamen.  Of these, at least thirty percent of his men have graduated at the top of their class, and either continue to serve on the Dark Tide, or have gone on to other Motherwills, or have even become pilots for the Terra Firma faction.  Of these men, he personally recruited a youngster by the name of Zalwara.  Zalwara went on to become Takeo’s Vice Admiral, and one of the most dangerous men aboard the Dark Tide.

 

Takeo is very personable, and likes to give people nicknames based on their character, combat style, or appearance.  In this case, he personally named Zalwara the Executioner, for his style of beheading his opponents upon victory.  Likewise, he gathered a nickname for himself that he asked high ranking officers to come up with.  After a two week spat among themselves, the officers came to the conclusion of “The Ocean’s Wake”.  The Ocean, represented by the Dark Tide, and its commander being its Wake.  Despite his kind nature, Takeo was not raised in this manner.  In fact, he was destined to be the most brutal, heartless Admiral in the history of the Japanese Navy.  However, when war broke out and Terra Firma was established, he changed his ways, despite the wishes of his father and grandfather.

 

As a boy, Takeo was always told by his father, “Compassion turns the heart shallow.  Aggression makes the heart solid.”  But when he raised a question to his father, he was beaten and stomped until he bled.  Takeo’s mother had passed when he was but an infant, and was never there to console the child.  He had asked, “If the heart is shallow, is there water in its bottom?”  This thought process was considered foolish, and would not be tolerated.  Takeo remained hospitalized for two days, before he was released to his father again.  He apologized profusely, and underwent rigorous training with his father for the next six weeks.  It was during this time that Takeo’s grandfather fell ill, while Takeo was coming of age.  He had just turned sixteen, and was preparing to take on family responsibilities.  Takeo had been determined to uphold his father’s views, until he finally spoke with his grandfather on his death bed.   Takeo’s grandfather spoke loudly enough for both son and grandson to hear, as he said, “The tasks of life will be many.  But if you are like the waters of the world, endless and massive, then you will create shores for many.  You will open doors, and never limited by depth.  Do not be solid in your heart, but be bottomless.  Let your heart’s depth never be determined, and always finding new treasures.”

 

To this day, Takeo carries that memory with pride, and conviction.

[/spoiler]

 

 

Machine:  Dark Tide Motherwill

 

[spoiler=Skills/Specializations]

Bi-lingual (English and Japanese).

Professional Chess Player and enthusiast.

Avid speaker and Life Coach[/spoiler]

 

[spoiler=Misc. info]Theme shared with Zalwara

Water - by Breaking Benjamin[/spoiler][/spoiler]

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[spoiler=Ow The Edge]
"When I'm through with you, SAF scum, your nose isn't gonna here anymore, it's going to be over here by your ear. I say ear because you're only goinna have one left. I'm gonna rip your dirty f***ing hair out by the roots and I'm gonna shove it down your mouth. There'll be plenty of room left where your teeth used to be."
Name: Risario Blanc "Wind of Destruction"
Age: 15
Gender: F
Faction: TF
Occupation: Frame Pilot
[spoiler=Appearance]
9iuwjn.jpg
158 cms, 46 kg

The bottom half of her face is obscured by a mechanical mask that covers the injuries she sustained at the San Loma bombing, and it can't be taken off no matter what. Same case with her earpiece, as they have esentially replaced her actual ears. The odd outfit that she wears is actually combat armor, and she usually takes it off when off-duty. Her normal, everyday outfit is exactly like the one depicted in the picture, though she does wear skin-tight black pants for modesty reasons. Sometimes, she swaps the black tights for hotpants, but only on rare occasions.
[/spoiler]

[spoiler=Personality]
Stern, uptight, angsty, and somewhat psyhotic, are all traits attributed to Rio. Of course, when someone has spent their entire life in a war, they start picking up traits like that. She follows and upholds the military code completely, much more so compared to the majority of TF. Despite being only 15, she would often yell at soldiers over twice her age for slacking off. Her uptight and stern personality is probably due to the Terra Firma young pilots program, where she was subjected to a lot of punishment thanks to her previous upbringing. For that very reason, she seems to be afraid of some of the higher ranking TF members. She has a very short temper and often gets angry at the slightest provocation, but she cools off just as fast.

She tends to avoid people, often preferring to be by herself, brooding and angsting. She usually angsts over the fact that she lives on the surface and often looks up to the skies and see Shells in contempt and disgust. Perhaps it's jealousy, or perhaps she just wants to rebel against fate, but her ultimate goal is taking over Shell and make everybody who live on the surface live there. However, despite having a somewhat noble goal, her reason for fighting is much less noble.

Rio fights because she absolutely hates people on Shell, and by extention, SAF. Barely anything else in life gives her pleasure except for cleaving SAF mechs in half with her sword and seeing the look of horror in their faces. She loses the calm and cool demeanor when faced with the prospect of killing SAF soldiers, turning into a psychotic killer who slaughters with a sadistic grin. With each kill, she slowly loses control and reason and slips into a trance-like state. When she's really entranced, she stops differentiating between friend and foe and just slashes at anything near her. The earpiece she wears serves to stop her from slipping into her trance state.
[/spoiler]

[spoiler=Backstory]
Born to an outsider group of bona-fide terrorists, Rio has literally spent all of her life in battlefields. The terrorist group she was born to was considered too extremist even for Terra Firma, with missions such as full-on suicide bombings on Shell and kidnapping SAF soldiers and executing them in public. Their extremist nature has led to the group being constantly under siege from both Terra Firma and SAF. Her lullabies are gunfire and screams, while the smell that she wakes up to is that of gunpowder and blood. The group made use of child soldiers, training them at a very young age to kill soldiers after making them drop their guard. Like all the other kids in the group, Rio killed her first target before being old enough to enter elementary school.

At some point, her terrorist group fell into a trap set by Terra Firma and was forced to join TF, or face execution. Meanwhile, the children are put into the secret project to make young piloting prodigies artificially. Being only children, they had no say in the matter and was subjected to cruel and inhumane training for 5 years. Rio's rebellious and naturally spiteful nature only made things worse for her. Most of those who are too much for TF to handle are thrown out and sent to foster homes, but Rio was considered too talented to be let go. Instead, she was subjected to needlessly cruel punishment day after day, on top of the already inhumane training. She's only 1 year younger than Nisaria at this point.

5 years later, either because of the brutal punishment or a miracle, Rio calmed down and completed her training. However, the training had a substantial effect on her psyche. Just days after completing the programme, Rio snapped and took a Frame out to the city of San Loma, a place her terrorist group spent a lot of time on. Not running away, not to vent her frustrations, just... A flight to the city she was raised in. Have a rush of nostalgia, perhaps. Just mere hours after landing there, San Loma became witness to one of the cruelest acts in the war. Just like the city was erased from history books, Rio herself was almost erased from existence.

When the Terra Firma came to scout the location, they found Rio in a rather gruesome state. Parts of her chest was burnt, her entire lower jaw has peeled off from the heat, her eardrums are ruptured from the blast, and overall, things were looking grim. She was brought back to a team of scientists and doctors who used her grievously wounded body to create a more perfect soldier. Her brain was tinkered with and had implants installed, ranging from pain inhibitors to a built-in killswitch for when she starts to go crazy. Her ears were replaced by highly sensitive sound sensors that work almost exactly like real human ears, but doubles as a permanent commlink that can never be turned off. Her lower jaw was replaced by an all-new one made of metal, giving a skeletal appearance to her face.

With the help of the various brain implants, Rio became much more controllable and quickly became one of TF's greater assets. Later, she was taken in by the man who raised Nisaria, and the two basically became brother and sister. Rio treats Nisaria like a rival, and is especially stern and harsh with him. Around the same time as Stellarion's unveiling, she got her own Synchro Frame, Monsoon. She was then transferred to battleship 'Ceres' along with her stepbrother.
[/spoiler]

Machine: XCF-006 Type MC 'Monsoon'

[spoiler=Skills/Specializations]
-Highly skilled in hand-to-hand combat, and is especially deadly with a hunting knife. Her fighting style is somewhat savage and unrefined, but also very brutal. She's also very athletic and flexible.
-The gizmos loaded in her brain offer a variety of advantages. Pain inhibitors allow her to keep soldiering on even when badly hurt, various sensors heighten her AMS compability, and capacitors allow her to stay in full energy longer than other soldiers.
-Very gifted pilot, and her training further increases her capabilities. Along with Nisaria, she is probably among the greatest pilots in TF.
[/spoiler]

[spoiler=Other info]
-Just like Saria, "Risario Blanc" is not her birth name. The name was given to her when she entered the special training, and was named after her silvery white hair.
-Has a miniature version of Monsoon's katana in her room. Used mostly for decorational purposes.
-The extent of her modifications include: Artificial lower jaw, robotic ears, various brain implants, artificial lungs, and bionic left eye. The eye has no special functions and only serve to return her eyesight following the San Loma bombing.
-Her earpieces double as a music player and even has a USB slot on the back of it.
-may or may not be tsundere to Saria
[/spoiler]
[/spoiler]

 

 

[spoiler=Monsoon]

Unit Model Number & Name: XCF-005 Type-MC "Monsoon"

Unit type: Prototype Electromagnetic Synchro Frame

Faction(s): Terra Firma

Pilot(s)/crew: Risario Blanc

Overall Height: 13 meters

Top Speed: 240 km/h on ground, Mach 1.6 (Flying)

 

[spoiler=Image]

 

29qgx2c.jpg

(pic is accurate safe for the sword, ignore the lightsaber sword thingamajubbly)

[/spoiler]                                                               

 

[spoiler=Description]

Monsoon, a frame designed almost exclusively for close-quarters combat. Everything about it is designed to get in, slice through enemies, and get out again just as fast. It features lightweight armor, lightweight parts, and overall very little in ways of defense, relying exclusively on agility to protect its pilot from exploding. What sets it apart from other close-range Synchro Frames is its prototype experimentational magnetic reactor. The reactor pretty much replaces armor, by creating an electromagnetic field that repels plasma weapons. The reactor greatly reduces Monsoon's overall range, so Rio has to use it as little as possible. Being prototype technology, it's less than perfect and leaves a lot of room for improvement in the future.

[/spoiler]

 

[spoiler=Armaments & Equipment Information]

-High-Frequency Katana

Monsoon's primary weapon and what gives Rio her nickname of "Wind of Destruction". It is a long, curved katana-shaped sword reinforced by a powerful alternating current and resonates at extremely high frequencies, thus the High-Frequency part of the name. This oscillation weakens the molecular bonds of anything it cuts, thereby increasing its cutting ability. The blade itself looks like an ordinary katana seen in many other Frames. The hilt is fused with top half of the sword and is made of incredibly rigid carbotanium, and as such, is very light. When the blade is charged, one can see surges of electricity running through it similar to an Arc weapon, though it does not have the properties of one.

-Dual Electromagnetic Sais

Two black, magnetic knives that resemble a pair of sais. Being highly magnetic, the sais are effective against metal frames, with each swing delivering greater kinetic energy. When thrown, they can even magnetize towards metal, ensuring that they will always hit a target, as long as it is magnetic. The poles of the sais can be changed remotely from Monsoon's cockpit, and Rio utilizes this to its fullest.

-Magnetic Reactor

A powerful magnet reactor placed directly in front of Monsoon's ST drive. When activated, the magnet generates a very powerful 360 degree magnetic field around Monsoon, which can be manipulated to form various shapes using the Siedrich Effect. The magnetic field 'bubble' can be used to form any shape the pilot desires, as long as the volume remains the same. This magnet has two primary uses, one for offense and one for defense. For offense, it is used in conjunction with the Sais to increase mobility. After throwing a sai into an opponent, Rio can use the magnetic field to act as a rudimentary grappling hook, pulling Monsoon towards the Sai, and sometimes vice-versa. This grappling hook has a maximum range of around 20 metres. Defensively, the magnetic field can repel the majority of plasma weapons. This reactor can only be turned on for a maximum of 15 minutes, total. It can be turned on and off very quickly, though, something Rio takes full advantage of.

-Arm boosters

Both of Monsoon's arms are equipped with 4 jets. 2 are located at the top of Monsoon's forearm, and another is placed at the left side of the forearm. The jets increase Monsoon's slashing speed and strength, though it only affects its up-to-down and left-to-right slashes.

[/spoiler]

 

[spoiler=Misc. info]

-Monsoon is named after a typhoon in Southeast Asia. The name leads to Rio recieving the nickname "Wind of Destruction"

[/spoiler]

 

[/spoiler]

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Hopefully this mech library wont eat the page. new TF stuff here

 

[spoiler=Terra Firma mecha]

[spoiler=TF-101C Myrmidon]

Unit Model Number & Name: TF-101C Myrmidon 

Unit Type: General Purpose Combat Frame

Faction: Terra Firma

Crew: 1 Pilot

Overall Height: 15m

Top Speed: 230kph (Ground)/ 875kph (Flight)[spoiler=Image]MDG_Mirage_Ground_Type_by_CGVickers.jpg[/spoiler][spoiler=Description]

The first ever Combat Frame completely designed by surface-based interests for use, the 101 Myrmidon was designed to be workhorse of the Terra Firma military. Originally designed prior to the San Loma incident, the first few Myrmidon's saw action in small, isolated guerrilla operations conducted against SAF ground bases. The mysterious new machines were able to outperform SAF's less versatile designs, and the Myrmidon struck fear into the hearts of mystified SAF soldiers, who up until that point had only ever encountered stolen combat frames and more conventional vehicles. After San Loma and the beginning of the war, Terra Firma used its newly acquired resources to produce Myrmidons on a massive scale, and as a result it and its derivatives have all but supplanted Terra Firma's former arsenal of aging designs and stolen SAF units.

 

Still popular with commanders and pilots today because of its rugged design, the Myrmidon is notable for being designed to operate on all terrains and in all conditions. Furthermore, the Frame has garnered a reputation for being able to take as much punishment as the pilot is willing to put it through; there have even been reports of 101s returning to base with the majority of their armor stripped off and at least one of their arms missing only to be repaired and sent back out to the front lines. However, the ruggedness comes at the cost of increased weight and so lighter combat frames can outrun and outmaneuver the noble Myrmidon.

[/spoiler][spoiler=Armaments and Equipment]

  • Wrist-mounted Combat Knives: The only melee weapons with which the 101 is equipped, these stout and heavy blades are integrated such that they can deploy out of the armor plating on the backs of the Frame's wrists in less than a second thanks to a hydraulic piston mounted behind them.  Simply conventional blades, these weapons are nonetheless capable of puncturing armor thanks to their double-edged design which favors "punching" with the Myrmidon's heavy arms.
  • Assault Rifle:  The standard armament of the Myrmidon, the Assault Rifle fires standard projectiles at automatic speeds in 3 second bursts. The assault rifle can be equipped with a scope to enhance accuracy, as well as a grenade launcher attachment for more heavily armed targets. Typically considered a mid--ranged weapon, the Assault Rifle has proven itself time and time again to be as rugged and reliable as the Frame to which it is equipped.  An unfortunate drawback is the need to occasionally change out the weapon's barrel as it is worn down from continuous use, which has cost many a careless pilot their lives when they were forced to do so in a combat situation.
  • Shoulder-mounted Missile Pods:  Mounted on the inside of the Myrmidon's shoulders, these weapon systems typically carry either five standard or ten micro missile racks a piece.  Each rack is capable of storing two missiles equipped with High Explosive warheads, and grants the Myrmidon a method of engaging targets at long range.
  • Non-standard Equipment:  The weapons listed above represent the standard kit for a 101 Myrmidon, but that does not mean that they are all equipped the same way. Due to the age and venerability of the design, as well as the sheer number produced in the wake of the San Loma incident, many Myrmidons are fielded with alternate, additional, and/or custom equipment.  While every unit carries the Combat Knives and Missile Pods, certain commanders have been known to equip the odd Myrmidon with a Rail Gun, Arc Cannon, or even some sort of Plasma weapon. 

[/spoiler][/spoiler]

[spoiler=TF-161C Catapult]

Unit Model Number & Name:  TF-161C Catapult
Unit Type: Heavy Fire Support Combat Frame
Faction: Terra Firma
Crew: 1 Pilot
Overall Height: 15.4m
Top Speed: 200kph (Ground) / 825kph(Flight)

[spoiler=Image]MDG_Archer_by_CGVickers.jpg[/spoiler][spoiler=Description]Based on the Chassis of the rugged Myrmidon, the 161 Catapult is heavier than its predecessor as its superstructure is more reinforced to allow it to handle the load of much heavier weapons upon its frame. Of course, this has slowed the catapult's speed somewhat, but it makes up for this deficiency with its improved durability and heavy firepower.

 

Designed primarily as a fire support unit, the Catapult nontheless shares its predecessor's versatility, and as a result can also take on a number of alternate combat roles should the need arise. As well, Its unique weapon arm design allows the Catapult to easily and rapidly swap out weapons in order to suit its mission. As a result, the catapult is capable of countering almost any type of enemy, assuming it has access to the correct equipment.  Like the Myrmidon, the Catapult is known for being able to take an absurd amount of punishment and still remain functional, with severely damaged units often returning to base under their own power to be fully repaired again. This combined with its variable weapons and versatility have made the Catapult extremely popular with Terra Firma's frame pilots, with many new pilots requesting to be assigned Catapults over the more general purpose Myrmidon.

 
[/spoiler]
[spoiler=Armaments and Equipment]Items marked with an * are optional weapon arm equipment.
  • Heavy-Duty Stabilizers:  While the specific nature of this piece of equipment may vary from frame to frame the end result remains the same.  Whether through a set of large gyroscopes within the mech or a set of pistons to counter-act the recoil of the arm-mounted weaponry, all stabilizer systems allow the Catapult to fire its heavy weaponry while on the move and thus fill the role of a mobile fire support platform to the squadron to which they are attached.
  • Advanced Target Acquisition System:  A set of the latest Optical Sights and Sensors, the ATAS allows for catapults to lock on to targets at up to the maximum range of whatever weapon with which they are equipped.  As such, they are able to deliver accurate fire from the safety of a defended position or strike at enemies that have hidden themselves behind defensive measures to allow for an easier time taking a position.
  • Weapon Arms: In place of traditional manipulator arms, Catapults are generally equipped with one of a variety of large weapons mounted directly to their elbow joints. while this robs them of their ability to grab objects and hold handheld weapons, it allows the Catapult to field heavy weaponry with ease, which lends itself to its fire support role. Because of the variety of weapons with which a Catapult can be equipped, pilots often opt for a different weapon mounted to each arm, thus giving the Catapult a bit more versatility in combat when compared to a machine with two arms of a single weapon type. 
  • *Twin Rail Cannons:  The default weaponry for any 161, Rail Cannons are some of the most destructive weapons with which a Combat Frame can be equipped.  Mounted to the arms, this set of two RCs allows the Frame to deliver punishing firepower onto the enemy and even shoot down airborne targets before they can become a threat to those stuck on the ground.  The normal limitations of these weapons to single-target destruction is often overcome through the use of submunition rounds, which pack a great many smaller projectiles inside the shell of a larger one for the purpose of dealing damage over a wide area.
  • *Twin Assault Cannons:  An optional replacement for the RCs, Assault Cannons are large caliber traditional weapons with multiple barrels (usually six) mounted in a Gatling configuration.  Though significantly shorter range than Rail Cannons, they make up for it by being able to unleash a punishing storm of firepower that can make any enemy think twice about coming into their line of fire.  Furthermore, by mounting two of them the Catapult is capable of either alternating fire between the two to maintain a constant stream of lead for a longer time or firing with both to deal as much harm as possible to the enemy.
  • *Twin Arc Cannons:  Another optional weapon, Arc Cannons are dangerous because of their ability to completely disable a Combat Frame or interfere with the functions of larger machines.  Though short ranged, some models make up for this by equipping rocket propelled "harpoons" which trail wires linked to the cannons through which they can project their charge across a longer range.  Most Catapults do not include harpoon assemblies with their ACs, but by wielding two of them at a time they can increase the number of mechs effected. Certain modifications to the design also allow them to fire in "Pulse" mode, in which they expend a greater amount of power all at once to strike targets at extended ranges.
  • *Heavy Plasma Blades: Though it is comparatively slow, the Catapult can be equipped with large plasma blade emitters in place of one or both of its weapon arms. The blades generated by the emitters are easily the length of the Catapult itself, but thanks to the Catapult's arm design, these weapons aren't very maneuverable and as a result they aren't particularly useful in frame-to-frame combat. Instead, however, they are very effective as an anti-fortress weapon, being able to cause severe damage to SAF Solstices and Condors.
  • *Manipulator Arms: Being based on the Myrmidon's chassis, the catapult is also compatible with the the older machine's more traditional manipulator arms, and can equip them , and by extension any of the Myrmidon's more traditional handheld weapons in place if its own.
[/spoiler]

[/spoiler][spoiler=TF-201C Argonaut]
Unit Model Number & Name: TF-201C Argonaut
Unit type: Mass-Producton General Purpose Combat Frame
Faction(s): Terra Firma

Crew: 1 pilot
Overall Height: 15 meters
Top Speed: 250 kph (Ground)/ 1000 kph (Flight)
[spoiler=Image]

MDG_Mirage_Space_Type_by_CGVickers.jpg
[/spoiler][spoiler=Description]
A further development of the 101 Myrmidon, the 201 Argonaut is an improvement over the 101 Myrmidon in almost every way.  It sports a more advanced motive system, allowing it to move more quickly across the ground, and heavier thrusters for greater speed in the air, than its predecessor. The Argonaut also features heavier armor than its predecessor, making it even more durable than the already tough Myrmidon.  Unfortunately, this has led to it being markedly more expensive to produce as compared to the 101, but this has been almost completely offset by Terra Firma's increase in resources as a result of the San Loma bombing, with Argonaut being designed specifically to be manufactured on Terra Firma's new factory lines, making it the first truly mass-produced Combat Frame fielded by the surface. Like its predecessors, the Argonaut has proven incredibly popular with Terra Firma's frame pilots. In fact, many pilots whose 101s are destroyed irreparably request to be assigned 201s as replacements, and their commanders are often happy to oblige. [/spoiler][spoiler=Armaments & Equipment Information]

 

  • Grappling Arc Claws:  Following the example of the 101, the 201 is typically only equipped with these as a melee weapon.  Hidden in the armor plating on either of the Frame's forearms is an assembly of three wickedly sharp hooked blades, meant to be used more for slashing than thrusting. Additionally, each of the blades is wreathed in crackling electricity such that every strike against a foe has a significant chance of crippling one of their systems.  Though typically used as melee weapons, the claws can instead be launched at foes via small rockets fitted to them.  When launched in this way, each claw trails a thick cable which functions both as a constant source of power for the weapon and as a guidance system by which the pilot can control where they go.  After being fired, the pilot can reel them back in with a winch built into the Frame's arm.
  • Gauss Assault Rifle:  A continuation of the tradition started with the 101 Myrmidon, the arming of standard Combat Frames with Assault Rifles has been maintained with the 201 Argonaut's standard equipment.  An upgrade over the slow-firing conventional variants wielded by their predecessors, 201s are now equipped with the much more powerful Gauss Assault Rifles.  Though perhaps not true assault weapons, as they lack an automatic fire setting, GARs are capable of firing as quickly as their user can pull the trigger and thus go a long way to maintaining the accuracy of their predecessors. Furthermore, the lack of an automatic fire mode helps to train the pilot out of the reflex of holding down the trigger and emptying their weapon's magazine in a panic.
  • Heavy Bazooka: Usually equipped to a hardpoint on the Argonaut's rear skirt armor, the Heavy bazooka is a collapsible ranged weapon that is capable of firing ether 70mm cannon rounds, or large guided missiles. It is effective at mid-to-long range.
  • Head Vulcan: Mounted under an armor plate within the Argonaut's head, the Head vulcan is a large, 3-barreled vulcan gun capable of dealing a respectable amount of damage to targets at mid to close range.
  • Non-standard Equipment:  Though the weaponry listed above is indeed a powerful mix, it is only the armaments with which the 201 Argonaut is equipped when shipped from the factory.  Though it is still the most common set of armaments seen, more than a few Terra Firma commanders will equip their soldiers with weaponry outside of this set of equipment.  Many Argonauts can be seen sporting additional melee weapons, improved defensive measures, and any number of non-standard ranged weapons.

[/spoiler]
[/spoiler]

[spoiler=CFS-021/TF-096C Long-Arm]Unit Model & Number: CFS-021/TF-096C Long-Arm

Unit Type: General Purpose Mass Produced Combat Frame

Faction(s): Shell Armed Forces & Terra Firma

Overall Height: 15.1m

Top Speed: 215 kph (Ground) 845 kph (Air)

[spoiler=Image]NIHcoay_zps1fcuhdsw.jpg[/spoiler]

[spoiler=Description]

First seeing production in February of 2191, the CFS-021 was at the time the most advanced combat frame ever developed.  It was faster on both the ground and in the air than its predecessor, the CFS-014 Lawbringer, thanks to advancements in motive systems, and more resiliant thanks to a new design philosophy that saw the introduction of more durable materials in the various joints upon the frame's form.  This combined with a much more robust system of motors, pistons, and actuators in the limbs meant that the Long-Arm could continue to operate at peak efficiency under continuous fire for nearly double the time its predecessor could manage.  While this meant that the frame could only include the most rudimentary of integrated weapons, a design choice which was not expected to impress Shell High Command at the time, the sheer reliability of the machine impressed well enough that it was selected to begin live combat trials over the rest of the year.  It is also notable that the almost total lack of integrated weapons made the design far less expensive than other designs considered at the time, such as the CFS-020 which integrated 120mm cannons into each arm. Furthermore, with Gauss and Rail weapons becoming increasingly popular, the Long-Arm was designed with heavily reinforced arms to allow it to handle the greater recoil often associated with these weapons.

 

Combat trials were conducted on the design through limited front line deployment, and technicians and pilots alike began praising the design.  The highly durable superstructure meant that pilots were able to survive in situations which previously would have been suicidal, and the relative lack of overly complicated inner workings meant that repairs could be performed quickly and easily.  By November of 2191, the first mass production run of Long-Arms was brought into service and the phasing out of the Lawbringer began.

 

Issues began to arise around 2196, as the multitude of groups of surface rebel groups began to steal more and more of the Long-Arm frames and use them against the SAF occupying forces.  The likes of Michael Wittman,Takeo Yoshino, and William Blascowicz came to fame around this time as some of the most dangerous users of the CFS-021.  In spite of the growing number of the frames being used by the enemy, the SAF continued to produce the Long-Arm in significant number while frequently field testing prototypes of newer frames in an effort to find something that could surpass the Long-Arm. In the mean time, the growing organization that is Terra Firma began producing Long-Arms themselves, naming the frame the TF-096C, and began looking at ways to expand upon the design.  These efforts would later result in the production of the CFS-114 Peacemaker in 2204 by the SAF and ultimately the creation of Terra Firma's own TF-101C Myrmidon years later.

 

Despite its advanced age, a few examples of the CFS-021 can still be found on both sides, but for the most part they are kept out of the line of fire.  This is due to the fact that, as production of the frames came to a halt, spare parts have become increasingly difficult and expensive to find.  Furthermore, the specifics of the Long-Arm's design make adapting parts from more modern frames to fit it an imprecise science at best and at worst all but impossible. It is generally accepted by both sides of the fight that remaining Long-Arms would be best suited to being preserved in museums in the present day.[/spoiler]

[spoiler=Armaments and Equipment]

Wrist-mounted Combat Blades: Heavy, piston-driven weapons mounted on the Long-Arm's forearms, these blades are standard equipment on all 021/096 frames.  Measuring two and a half meters in length, they are significantly larger and heavier than the similar weapons which would later be mounted to the 101 Myrmidon.  The greater weight of course requires a heavier hydraulic piston to deploy them, and also lends the weapons greater hitting power.  While the design was later scrapped in favor of the lighter, shorter blades on the 101, these weapons are nothing to ignore as the piston behind them packs enough force to drive the blade cleanly through the armor plating over a frame's cockpit.  A pilot skilled in the use of these weapons is something to be feared even today.

 

Camouflage Netting: Often added by pilots or commanders in the field, this became an addition to the frames that was almost always seen in some form or another.  On most of the frames, the camo netting was used only as a way to allow pilots to visually identify friend from foe, with Terran pilots using desert-print netting and Shell pilots using jungle-print.  In these cases, the netting was typically restrained to one or both of the frame's shoulders, leaving the rest of the frame exposed.  On frames used for guerrilla missions, the netting was much more extensive and often covered most of the frame in something resembling a ghillie suit, and was used to break up the distinct shape of the frame so as to make it less distinguishable from the surrounding terrain.

 

40mm Chain Gun:  The standard weapon of the 021/096 combat frame, these tried and true weapons of war were every bit as reliable as the machine they were equipped to.  While many of the specifics of these weapons varied depending upon the faction using them, they all utilized a 40 x 100mm solid slug and could fire between 120 and 200 rounds per minute.  Taking advantage of the heavy bracing in the arms of the 021/096, these Chain Guns often utilized much larger powder charges than those seen in similar weapons before this time.  This resulted in both a significantly longer range for the weapon, and a much more forceful impact from the rounds.

 

Nonstandard Equipment:  The equipment above remained the standard suite with which the Long-Arm was deployed for the majority of its career, but there were some notable examples where the frames were given additional equipment.  Command variants were often given enhanced communication and sensor suites, while fire support variants could be given heavier weaponry.  Some Long-Arms were equipped with Gauss and Rail weapons as those became more common on the battlefield, though more frequently they would wield various traditional propellant weaponry.  This could be anything from large numbers of Gatling Guns, Recoilless Rifles, or even the Heavy Rocket-Assisted Sniper Rifles which were the largest traditional propellant weapon ever equipped to a combat frame.  Some were even equipped with additional melee weapons, such as Vibro or Heat swords.  Towards the end of their career, a few Long-Arms were deployed carrying the notoriously temperamental Gatling Gauss Cannons or Mark 1 Energized Combat blades. Both weapons were dropped, and would not see wide-spread use on frames again until the advent of the Synchro Frame made research into improving those highly expensive weapons worthwhile.  In any case with the remarkably few Long-Arms still in service today, it is highly unlikely that any two examples of the pattern carry the same combination of equipment anymore.[/spoiler]

[/spoiler][/spoiler]

 

 

 

[spoiler=Terra Firma vehicles][spoiler=TF-009F Gohma]
Unit Model Number & Name: TF-009F Gohma
Unit type: Defensive Combat Support Mobile Fortress
Faction: Terra Firma

Crew: 6
Overall Height: 45 meters
Top Speed: 50 km/h (walking)/ 100 km/h(treads)
[spoiler=Image]

sample_2a0f0e977208b55b100e40ed62c8b170.
[/spoiler][spoiler=Description]
Terra Firma’s answer the constant bombardment from the SAF. The Gohma is a semi-stationary fortress equipped with the most cutting edge Seidrich technology and a fearsome arsenal of weapons.  Designed to rotate its upper portion about like a turret, it is capable of bringing its considerable firepower to bare in any direction; albeit slowly. However, its main function is the deployment of its Seidrich Dome Shield, a defensive weapon capable of completely shielding itself and its allies from SAF's attacks. As a result, the Gohma has become an integral part of Terra Firma's continued survival. Because of this, keeping its Gohma force maintained and functioning is among Terra Firma's top priorities.

The Gohma, despite its slow speed, is remarkably mobile as it is able to walk about on its "legs" or fold them up to drive across the ground on treads.  It is also capable of locking itself in place on the ground, providing a defensive position for forces engaged with the enemy in almost any environment. In addition, its advanced sensory detection systems allow Gohmas to provide in-depth tactical data to allies in the field, making them ideal mobile command units.
[/spoiler][spoiler=Armaments & Equipment Information]

 

  • Fortress Plasma Cannon: One of the largest plasma weapons found on the battlefield today, the Fortress Plasma Cannon (or FPC, for short) is the Gohma's main weapon.  Firing a positively massive payload of plasma with each shot out to ranges equivalent to those of similarly sized Rail Cannons, it is capable of being used to engage Fortress-class platforms with a high degree of success.  The only drawback is the significant power requirements of the system, and so if the Gohma to which it is mounted wants to keep its other systems active it must spend a great deal of time charging up before each shot.  Still, the effectiveness of such a huge bolt of plasma striking a target cannot be ignored.
  • "Uranus" Seidrich-Plasma Dome Shield: The reason that the 009 Gohma can be considered an answer to the nearly constant bombardment of the surface by the SAF, the SPDS is one of the most comprehensive defenses seen on the battlefield today.  Nicknamed "Uranus" because its color is so similar to that of the sky, the Dome Shield is capable of standing up to hour after hour of constant fire from any type of weapon without so much as flickering and can be projected out over a circular area with a radius of  up to 100m from the projector (though the further out the shield is projected, the less resilient it is to enemy attack). The SPDS is in actuality a pair of opposite  charge Seidrich magnetic fields projected outward from the Gohma, in between which is a fixed amount of plasma fed from the Gohma's main cannon. When the SPDS is set up, the outer, positively charge magnetic field is deployed first, followed by the negative field, which is designed to have a small opening within it through which to feed the Shield's plasma from a specialized emitter located on top of the Gohma. Once a sufficient amount of plasma is fed, the negative field's opening is closed via manipulation of the Seidrich effect, which, thanks to their opposing charges, are attracted to each other, compressing the plasma and forming a rigid, solid barrier. The SPDS is capable of deflecting both plasma and conventional weapons (with the Seidrich fields deflecting incoming plasma bolts and the plasma within taking care of physical projectiles.), and is considered nearly impenetrable by weapons fire or enemy troops themselves. Multiple Gohmas are able to coordinate their shield deployments to set up an SPDS over a massive area, with groups of ten or twelve being able to cover an area equivalent to a small city. The downside to these larger shields however, is that its is extremely difficult to project them reliably in a full dome shape, and as such they are only effective against either ground based or airborne attacks, not both at once.
  • 12x Anti-Air Plasma Cannon: Originally developed by accident, the AAPC fires bolts of plasma contained within a Siedrich Field which decays rapidly after the shot has left the weapon.  Seen at first as a design flaw in a pattern of Plasma Weapon intended to be equipped to Frames, it was soon discovered that the rate of the field's decay could be controlled  and thus produce an effect similar to the Anti-Aircraft guns of old albeit far more destructively.  Essentially, by controlling the rate of the field's decay one can control how long it remains around the plasma and thus control how far from the cannon the plasma will bloom into a destructive cloud.  The Gohma Mobile Fortress mounts a total of twelve of these weapons, giving it the ability to intercept most aircraft and some missiles.
  • 2x Heavy Arc Cannon: Mounted on swiveling turrets on the rear of the Gohma's frame, the Arc cannons are designed to incapacitate or destroy any enemies that approach the Gohma. They are a good deal larger than the acr weapons carried by frames, and possess damage output comparable to a frame-sized plasma cannon.
  • Sensoric Orbs: A combination of various sensory equipment and optical cameras, these orbs are capable of detecting nearly anything on the battlefield and in most conditions.  Often described as looking like Disco Balls, they are typically mounted to Mobile Fortresses to give the crew a detailed view of the surrounding area.  The 009 MF in particular mounts one on either end of its upper assembly, allowing for a wide range of vision both in front and behind with very little in the way of blind spots. The orbs can also be deployed to operate autonomously, moving via small vernier thrusters or rolling into place to observe engagements.

[/spoiler]
[/spoiler]
[spoiler=Spirit of Motherwill class]

Unit Model Number & Name:  TF-000MACF Spirit of Motherwill Class Mobile Artillery Carrier Fortress

Unit type: Mobile Artillery Carrier Fortress

Faction(s): Terra Firma

Pilot(s)/crew: approx. 25000 crewmen, pilots, and technicians

Overall Dimensions: 300m (height), 854m (length, end of flight deck to end of opposite flight deck),  416m (width, leg to opposite leg)

Top Speed: 80 km/h (land), 76 knots (water)

[spoiler=Image(s)]arms_fort_spirit_of_motherwill_by_comman[/spoiler]

[spoiler=Description]Originally designed by the now defunct United States during the Fourth World War as the newest generation of carrier warship, the sheer size, cost and investment necessary to construct and deploy the original design that would eventually become the Spirit of Motherwill class was deemed to great for the then-losing nation to produce, and so the design was sealed away amongst many other failed designs in the Pentagon's databanks. 

 

Fast forward to the year 2205. Having just recently organized, a cell of the fledgling rebel group that would eventually go on to become Terra Firma stumbled on to the plans while scavenging the ruins of the old U.S. capital. Seeing potential in the design, the files were secretly forwarded to the organization's leaders, who quickly approved of the design as the core of their developing armed forces. Through a series of backroom deals with Shell-based arms manufacturers and the support of malcontent resource elevator personnel, arrangements were then made to secretly construct the first five vessels of a modified design in northern Svalbard, far away from the prying eyes of SAF. The new design, which corrected flaws in the original's construction while making accommodations for housing and deploying Combat frames, is easily the largest fighting vehicle ever constructed, and is  armored so heavily that it is nearly impossible to damage or destroy with a direct assault. This combined with the nearly 600 aircraft and combat frames stationed on board each vessel, and the terrifying array of fixed weapons each fortress carries, make each Spirit of Motherwill a nearly unstoppable force multiplier with the power to stand up to anything and everything SAF can throw at it. The first vessel, Spirit of Motherwill,  was completed in early 2216, and was quickly followed by her four sisters: Unsung, Dark Tide, Lance of Longinus, and Wong Shao Lung, with a whopping five more vessels set to be completed by 2220.

 

The Motherwill class would see its first action at the outset of the war between SAF and Terra Firma, punctuating the Terra Firma's declaration of war with a with a coordinated, defiant bombardment of Shell Eden, the 4 completed fortresses nearly shooting the massive platform out of the sky with their terrifying railcannon arrays. Subsequently, the threat of Shell bombardment by Motherwill-class vessels has become the number 1 factor preventing outright SAF victory in the war, with most of SAF's resources dedicated to keeping pressure on the ever-growing number of vessels in order to prevent enough of them from getting into firing position rather than targeting Terra Firma Installations, as a coordinated assault from 5 or more of these massive fortresses will surely bring a Shell and its millions of inhabitants crashing to earth. As of the war's third year, not a single Motherwill-class vessel has fallen in combat, and each of the 9 active fortresses has numerous victories under its belt.  [/spoiler]

[spoiler=Armaments & Equipment Information]

  • Onboard Combat Vehicles- As a carrier vessel, each Spirit of Motherwill Class fortress can comfortably house up to 550 aircraft or combat frames, and in emergencies can house even more (though the loss of space decreases efficiency greatly). It takes roughly 40 minutes for a Motherwill to deploy all 550 of its onboard craft, though most engagements will only require a maximum of 50-100 frames.
  • "Millennium Cannon" 1000mm Railcannon Array- Without a doubt the largest cannons in human history, each Motherwill comes armed with six 1 meter railcannons capable of projecting fire well past the typical flying altitude of the Shells. Shots from the Millennium Cannons are easily capable of erasing any target they connect with, though thanks to their massive size and limited degree of motion, they are most useful for shooting down SAF airborne fortresses and damaging Shells. When taking on smaller enemies, the Millennium Cannons are often loaded with massive submunition shells capable of saturating miles with bomblets, guided submissiles, and shrapnel.
  • Artillery Array- Spirit of Motherwill-class fortresses also come armed with a myriad of smaller canons ranging from small 20mm rifles ideal for shooting down Frames and fighter craft to rather large 200mm cannons adept at taking on armored targets. The artillery array covers all of the fortress's sphere of defense (including beneath it), and makes approaching it a daunting prospect.
  • Automated Anti-Air system- Known to Motherwill crews as "Triple A", the fortress's anti-air system consists of numerous flak guns and missile pods mounted within the vessel's armor plating. Like the artillery array, it covers every portion of the fortress. [/spoiler]

[spoiler=Misc. info][/spoiler][/spoiler]

[spoiler= Vulcan Class Battleship]Unit Model Number & Name:  TF-002AC Vulcan Class Battleship

Unit Type:  Battleship

Faction: Terra Firma

Crew: 12000 crewmen and technicians, 30-50 Pilots

Overall Dimensions:  110m (Height),  600m (Length), 250m (Width at fins)

Top Speed: 139 knots (Sea), 150 km/h (land)

[spoiler=Image]m_tec_sybaltin_schlachtschiff_orca_by_ni[/spoiler][spoiler=Description]

Originally developed in response to Terra Firma's need for a faster vessel capable of carrying superheavy weaponry, the Vulcan class is only slightly younger than the Spirit of Motherwill class.  Instead of being based upon a design left behind by a now defunct government, the battleship was entirely designed by those working in Research and Development.  Moving away from the more traditional amphibious designs of vehicles, it levitates off the ground courtesy of a series of ST Drive-powered hoverjets, though thanks to its design it is also capable of floating on water.  Due to its immense size and weight, along with difficulties in the system's application, the Vulcan class is only capable of levitating a maximum of 30m above the ground or ocean.  Still, this makes it an extremely versatile ship as it is capable of ignoring a great deal of adverse terrain and even the infamously stormy conditions of the Atlantic Ocean.

 

The first two vessels of the class, the Vulcan and Mars, were finished in 2217 and joined the Spirit of Motherwill as escort vessels.  Each of the following Spirit of Motherwill class superfortresses were provided with a pair of Vulcan class battleships to serve the same purpose.  However, the versatility and power of the battleship soon saw its production outpacing that of the larger vessels, and it has become an increasingly common sight in Terra Firma's fleets and a popular choice of flagship for officers charged with leading task forces.  Its ability to interface with Gohma class mobile fortresses, anti-fortress weaponry, and array of smaller weapons have made the Vulcan class a terror on the battlefield, especially when combined with its remarkable maneuverability.  In order to prevent these vessels from going the way of the Bismarck, each Vulcan class is capable of servicing and deploying a wing of  Combat Frames, making it Terra Firma's first "assault carrier": a ship that can both function as a dedicated battlewagon as well as a carrier. [/spoiler]

 

[spoiler=Armaments & Equipment Information]

Type 94 Superheavy Gun Turrets:  Widely regarded as the reason for the Vulcan class' success, each vessel mounts a pair of these truly gargantuan turrets.  While most vessels carrying turrets of this size would have an associated limited arc of fire, the Type 94 boasts a remarkable 240 degree horizontal arc and a maximum elevation of 45 degrees.  Compounding this effectiveness is the speed with which these turrets can traverse their arc, able to fully swing horizontally within 2 seconds, and able to raise to their maximum elevation within 1.5 seconds.  Technological innovation, combined with the varying preference of captains and the differences between missions Vulcans are deployed for, has seen variance in the primary weaponry seen mounted to these turrets.  The types of weapon seen on Vulcan class Battleships are listed below, and they are always mounted to their turrets in sets of 3.

  • Type 27 560mm Rail Cannons:  The original armament of the Vulcan class, the type 27 Rail Cannon is a terrifying weapon.  With a maximum accurate range in excess of 60 km, these weapons are able to deliver a punishing barrage onto their target while allowing the vessel to maintain a relatively safe distance from the enemy.  Of course, the problems endemic to Rail Cannons are exaggerated in these weapons.  A slow reload time, combined with the necessary wait for the weapon to fully charge before firing mean that the type 27 can only fire a handful of rounds every minute.
  • Type 66 310mm Gatling Gauss Cannon:  An attempt at granting the Vulcan class a primary armament with a higher rate of fire, the Type 66 is a mixed bag when it comes to weaponry.  On the one hand, its ability to absolutely saturate a target with a hail of artillery class shells makes it an undeniably powerful weapon.  On the other hand, its maximum range of only 25 km means that a vessel carrying them must close well within the effective range of most other vessels.  While the speed and maneuverability of the Vulcan class somewhat makes up for this, nothing can completely compensate for the problematic nature of Gatling Gauss cannons.  The Type 66 is notorious for its tendency to overload if fired for too long, and has even earned the nickname "Suicide Gun" among Terra Firma's seamen.  The case of the Spirit of San Loma experiencing a catastrophic overload of its Type 66 guns during the Battle of the Aleutians did not help the case.  In spite of all this, there are still a number of captains and crews that prefer to utilize the Type 66 over other weapons.
  • Type 1 500mm Hybrid Gauss/Rail Cannon:  Currently mounted on only the two newest Vulcans, the Yamato and Bismarck, the Type 1 is an attempt to combine the benefits of Rail and Gauss weaponry.  It replaces the traditional rails with massive coils, and using 4 arranged in an "x" configuration instead of the normal 2 on either side of the round.  Testing has shown that the Type 1 maintains a maximum accurate range of approximately 45 km, and is capable of reliably firing at roughly three times the rate of the Type 27 Rail Cannon.  Though the battleships to which these weapons are mounted have yet to see combat, it is expected that the H G/R will be shown to be as effective as similarly sized Rail weaponry in combat.

Type 87g-1 Superheavy Missile Pods:  An example of the ubiquitous weapon system on a truly massive scale, the Type 87g-1 has been seen on the Vulcan class since the very first.  Including an advanced targeting array (seen in the underside of the opened cover) allowing the system to acquire targets up to 30 km away in the air, on the sea, and on the ground, this particular type of missile pod is especially powerful.  Capable of carrying 100 Super Heavy or 300 Heavy missiles with varying warheads, these weapon systems are mounted to Vulcan class Battleships in pairs with one on top of each of the ship's fins.  When not in battle, or in adverse weather conditions, Vulcans will keep their missile pods shut.

Smaller Weaponry:  The area of greatest variance between individual vessels, each Vulcan carries an array of Standard to Heavy weaponry mounted on various places about its body.  Most commonly, Vulcans will mount 8 turrets carrying pairs of heavy weapons around the bridge to provide an extra degree of protection to the Captain and his staff.

Gohma Interface Systems:  Located down either side of the vessel are a total of 8 points, 4 per side, where Gohma Mobile Fortresses can lock down and directly interface with the Vulcan.  This both grants the docked Gohma units an extra degree f protection (as well as convenient position from which to deploy a composite dome shield), and allows the Gohmas' Sensoric Orbs to feed still more information directly to the crew of the ship.  This grants the Vulcan class a unique advantage in its ability to gain a far more complete view of the battlefield than other similar vessels.

Hangar and Launch Bays:  A design feature implemented to allow the battleships to further protect themselves against a wider array of threats, each and every Vulcan comes with a small hangar.  Completely internal to the ship, the hangar's position protects the Combat Frames and the equipment necessary to maintain them from the worst of impacts from superheavy weapons.  On the Vulcan and Mars, the Hangar was relatively small and could carry only a maximum of 30 Combat frames.  Thanks to technological advancement allowing for the reduction in size of other components without a loss of effectiveness, later iterations of the class were able to carry more frames.  The most recent ships, Yamato and Bismarck, along with a few of those constructed before them mount larger hangars capable of carrying and servicing a grand total of 50 combat frames instead.  In any case, each Vulcan class mounts a pair of Launch/Landing bays with one on the underside of each fin.  Each of the bays mounts a trio of launch catapults, allowing a total of 6 frames to be launched at once to engage enemies that come too close.[/spoiler]

[/spoiler]

[spoiler=Trilobite]
Unit Model Number & Name: TF-012RDW Trilobite
Unit type: Remote Drone Warship
Faction(s): Terra Firma
Pilot(s)/crew: None
Overall Dimensions: 212m (length), 50m (hull width), 125m (width, engine to engine), 70m (height)
Top Speed: Mach 1.3
[spoiler=Image]qnOJ3KT.jpg[/spoiler][spoiler=Description] A new prototype designed by Anaheim Avionics for Terra Firma's Navy, the Trilobite is designed to engage and destroy enemy naval units while being able to avoid or defend itself from enemy airborne attack. In order to accomplish this, the Trilobite incorporates several new and experimental technologies and completely eschews traditional warship design. Though it is roughly the size of a cruiser, the Trilobite moves much more like a hovercraft than a traditional naval vessel, and it is in fact designed to engage targets in melee combat. It accomplishes this through its powerful, experimental  propulsion system, which is capable of propelling it to speeds exceeding the speed of sound, as well as its massive plasma blade, which is adept at slicing into the hulls of enemy vessels at or below the water line, and is easily large enough to completely bisect smaller ships. In addition to its melee weapon, the Trilobite comes equipped with numerous missile launchers ranging from its numerous micromissile pods to a  superheavy missile launcher located near its stern. Other than its unorthodix shape and weaponry, the Trilobite is notable for being completely unmanned, being either remotely controlled by operators or acting autonomously under the control of its own on board computer system when operators are unavailable. This lack of onboard personnel allows the Trilobite to perform maneuvers that would otherwise be impossible to perform with a crew on board, such as extremely sharp turns and ramming maneuvers. Though only a test machine, this odd combination of maneuverability and weaponry has already proven itself in isolated deployments against small SAF naval groups, and there is talk of constructing additional units should further testing go well.[/spoiler][spoiler=Armaments & Equipment Information]

  • Anti-Ship Plasma Blade- The Trilobite's primary weapon, the ASPB is located in the Trilobite's bow section, near the waterline. Easily the largest plasma weapon yet constructed, the ASPB is capable of projecting a blade up to 200m long and 20m wide, making ideal for utterly destroying enemy naval vessels, or anything else that happens to be in front of or to the sides of the Trilobite. This weapon is especially potent when used in a ramming maneuver, vaporizing whatever may be in front of the Trilobite's path.
  • Anti-Air Missile Launchers- Scattered all along the Trilobite's hull over 100 small missile launchers capable of launching guided projectiles at enemy aircraft. Though the damage from individual warheads is small, the sheer number of projectiles is easily able to overwhelm even large targets. 
  • Superheavy Missile Launcher- The Trilobite also possesses a singular superheavy missile launcher located near its stern. Roughly identical in function tot eh models found on SAF's Solstice fortresses, the Superheavy missile launcher is usually armed with 7 high yield plasma warheads, which are capable of doing severe damage to a large target at long range.   [/spoiler]

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