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Mobile Suit Gundam: Broken Arrow [OOC/PG-16+/Started/Not Accepting]


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OP: Re:Make- One OK ROCK

ED: Hello, World- Bump of Chicken


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~A Zai Mecha Anime Roleplay~

~Hosted By: Zai, Keto~

~Logo by: Yui~

~Mechanical Designs by: Zai, Keto, a bunch of Japanese people~


[spoiler=Teaser]Gundam.

That was the name they gave their ultimate weapon. Their symbol. Their last hope. A god of destruction made real, clad in impenetrable armor. Its arrival would save them; prevent the death of all they knew. It would give them a chance at redemption. Maybe even victory.

Too little, too late.

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20 years ago, nearly all of humanity perished. Using advanced weapons called Mobile Suits, the rebellious Martian Coalition waged an interplanetary war against the oppressive Earth Sphere Alliance. This conflict, which became known as the Scarlet War, would result in the deaths of 13 billion people, and leave the mother Earth scarred forever. The victim of 137 colony drops, she became nearly as devoid of life as the red planet she fought against. Mars too, paid the price for its pyrrhic victory, sacrificing more than half of its colonies and forcing their inhabitants to eke out a living on the inhospitable surface. Outer space became littered with the remnants of the war, frozen in time by the vacuum of space.

Now, decades later, humanity struggles to survive. Decaying from within, Mars struggles with famine and internal unrest. On the blasted Earth, warlords carve out vast territories, while in space and on the moon pirates and raiders prey upon helpless colonies, no longer under the protection of the former Alliance. Scavengers and mercenaries pick over what remains of the endless battlefields, salvaging what they can and using the mobile suits they find to defend themselves and others who can afford their services.

Against the backdrop of this new chaotic era, the crew of the salvage ship Arrowhead struggle to eke out a living, restoring and selling old technology and selling the services of their mobile suit pilots to those in need.



[spoiler=Rules & Information]It's baaacckkkk~

With a little help from Keto, I've decided to once again attempt to bring Gundam to YCM's RP section.

First thing's first. All YCM and RP section rules apply. Easy things you should know already. Secondly, the word of myself and/or my cohost is law here. What we say goes, and that is final. Now onto the actually important stuff.

Broken Arrow is exactly what it looks like: a Gundam RP inspired by the post apocalyptic settings of Gundam X, Iron Blooded orphans, and others. Plot-wise it will explore themes and ideas found throughout both the gundam franchise and post apocalyptic fiction in general while focusing on the crew of the Arrowhead: a band of mercenaries and scavengers who make a living selling their combat skills and whatever tech they find to those who are willing to pay. In true Gundam fashion, there will be quite a bit of mecha combat and politicking, in addition to the smaller dramas of the Arrowhead's crew.

I'm looking for a small group of RPers on this one (four or five maybe? Though I'm not opposed to a larger group of people if there's a lot of interest). Just enough to flesh out the ship's crew with pilots, bridge staff, mechanics, etc while keeping the cast small and close-knit. Some roles will obviously receive moire "screentime" than others (*cough* MS pilots *cough*), but emphasis will not be on those roles exclusively. The story of Broken Arrow will be told in an episodic fashion, in much the same way as the television anime on which it is based. Though things are obviously subject to change, at present the plan is for the RP to run for a total of 50 episodes, after which the story will conclude with an epilogue. I am also running a skype chat for this RP, so if you're interested and you aren't in my contacts then please PM me your info and i'll add you.

Other than that, keep in mind that Broken Arrow is rated PG-16+, which means there will be depictions of violence, abuse, sexual themes and other risque material. I don't plan on shying away from this subject matter either (within reason), as the Gundam franchise itself tends not to do so. This means that, while Broken Arrow will still fall within YCM guidelines, don't expect it to be for the faint of heart.



[spoiler=Setting]

[spoiler=History]By the 23rd century, the Earth had become hopelessly overpopulated. Wars raged, and disease and famine were commonplace as the planet's limited resources continued to dwindle. To ease their burden, mankind once again looked toward outer space for salvation, and so, amid unrest and turmoil, humanity at last left its home behind, and took to the stars. Life in outer space was a hard, dangerous one, and many of these first colonists met with disaster as they struggled to eke out a living miles above the earth. It wasn't until the discovery of the Minovsky Particle, which made cold fusion a practical reality and at last solved the planet's energy crisis, that human kind would at last be able to stand on its own, and leave the earth behind. And so it was, with the establishment of the first Minovsky fusion-powered habitat; the first true Space Colony, that the Common Era came to an end and a new age: The Space Era, began.

In the decades that followed, the nations of the world would ultimately put aside their differences and petty squabbles, and join together as the Earth Sphere Alliance (ESA for short). With the human race at last united under one banner, a golden age of expansion and exploration began. Beginning in SE 0012, the ESA standardized the design of the orbital Space Colony, settling on a cylindrical design that could play host to millions of people in a near earth-like environment. The ESA also began efforts to move asteroids into the Earth's orbit. With resources from the asteroid belt now plentiful, Space Colony construction exploded, and soon nearly half of the human population had come to live in space. Those with the means and the influence however, remained on planet Earth.

By SE 73, colonization efforts had begun both on the moon and within the orbit of Mars. Immigration to space had become the norm, and people had begun to live and die without ever setting foot on the Earth. A sort of social hierarchy had begun to develop: The rich and powerful, those with the means, remained on Earth amidst its resurgent natural beauty. The less fortunate were consigned to a life in outer space, and those who could not afford the costs of living in orbit were forced to eke out a living near mars, mining the asteroids that fed the growing fortunes of the upper class.

Around SE 111, with the gap between those in the Earth Sphere and those in the so called "outer colonies" ever widening, the first Newtype humans emerged. Thought to be a mutation as a result of life in out space, Newtypes were able to psychically sense the thoughts and feelings of others, and in some cases even communicate telepathically on an empathetic level with other people. As time wore on, more and more Newtypes continued to be born in the outer colonies, while far fewer seemed to emerge near the Earth. Consequently, they were a subject of both curiosity and discrimination within the Earth Sphere, while on mars and in outer space a strange sort of reverence for individuals with these abilities began to develop.

Eventually, the disparity between the outer colonies and the Earth Sphere moved those on Mars to action. Protests, some violent, some peaceful, began in the outer colonies. Miner's strikes, demonstrations, and even acts of terrorism, all meant to bring attention to the terrible conditions in the outer colonies. While some on the Earth Sphere were sympathetic, even sending funding to the governments of the outer colonies in order to begin terraforming Mars's surface, the ESA as a whole remained indifferent. In SE 146, the situation took a turn for the worse when martian radicals assassinated a a prominent ESA official. Feeling threatened, the ESA deployed its military to Mars in order to keep the peace. However, the move backfired, and only fanned the flames as rioting and civil unrest swept through the outer colonies. Eventually, the ESA was forced to declare martial law in the outer colonies, and though their police action was successful, the seeds of a far greater conflict were sewn.

As the decades wore on, the situation in the outer colonies continued to deteriorate, and those in the ESA who had sympathized with Mars eventually withdrew their support for the Outer Colonies, bringing the Martian Terraforming project to a standstill half way. Embittered, the Outer Colonies continued to radicalize, rallying around the militant Pro-Newtype propaganda of the influential philosopher and politician Ezekiel Cromwell. Cromwellism called for the independence of those living in outer space, and exodus of humanity from the planet of Earth so that the human race could (as Cromwell saw it) complete its evolution into a race of Newtypes. Cromwell's rise to power did not go unnoticed by the ESA, who wished to keep the outer colonies firmly under their control, and tensions continued to rise.

The powder keg finally exploded in SE 164. In January, Ezekiel Cromwell died under mysterious circumstances. Though weather or not the ESA was responsible was never proven, his daughter, Madeline, used her father's death as a rallying cry. In a unanimous decision, the leaders of the outer colonies declared their independence from the ESA, and the formed the Martian Coalition under Madeline Cromwell's leadership. The ESA responded with military force, and the conflict that would eventually come to be known as the Scarlet War began.



[spoiler=The Scarlet War]
Though at first it seemed as if the ESA would quell the rebellion rather quickly, it was in actuality the Martian Coalition who gained an early advantage. The introduction of the Martian Coalition’s 03 Djinn Mobile Suit, an enormous humanoid weapons platform, saw the tide turning against Earth and forced a retreat from the Mars Sphere. Though both sides continued to develop weapons technology and mobile suits, the numerous ESA 200 Dauntless variants and the introduction of the MC’s 08 Seig being particularly noteworthy, the following two years saw a steady grind of the war’s momentum towards the Earth Sphere. All the same, the ESA never lost hope and refused to admit defeat for even a moment.

That changed in 166 SE, when the Martian Coalition launched their attack on Halfpoint Station. So named because its orbit was half-way between those of Earth and Mars respectively, it served both as a major stopping point for cargo haulers on their way to the Earth Sphere and as the major base of operations for the ESA’s Outer System Regulatory Fleet. When it first came under attack, those back on Earth believed that it would never fall. It was the largest garrison of ESA forces anywhere past Luna’s orbit, and it had been converted into a fortress in anticipation of an attack from Mars. There was simply no way that it could fall. But fall it did. The Outer System Regulatory Fleet and the Halfpoint Marines, the station’s own military garrison, fought valiantly and held off the Martian assault for nearly a month before they were eventually overwhelmed. News of the defeat came from the lips of battered survivors, and though the Martian Coalition was forced to regroup in the face of the losses they had suffered it was now abundantly clear that the push towards Earth would be soon in coming. So the ESA’s ruling council began to worry. Not publicly, and in fact they explicitly forbade any broadcasts that suggested the war might be lost, but they certainly were afraid. Afraid enough in fact that they sent out requests to the arms manufacturers of Earth for a weapon, any weapon, that could turn the war back in their favor. As it happened, Kusanagi Avionics had just discovered a new alloy that could have a remarkable effect on the war effort if it were to be used in Mobile Suit production.

Gundanium they called it. Though the records of the name’s origins have been lost, it is arguably the most important substance in the Sol system’s history second only to Minovsky Particles. Based on a particular isotope of Titanium found exclusively, in the Earth Sphere, on Luna, this alloy proved to be immensely superior to steel in terms of strength and weight. That is to say, it was much less dense than most metals traditionally used for armor. When applied to Mobile Suit production, it produced such an impact that the rest of the course of the war would be shaped by Gundanium and the Mobile Suits produced from it. While they at first lacked a name, pilots, maintenance crews, and eventually the populace of both the Earth Sphere and Mars came to call them Gundams.

To counter the introduction of the first Gundams, known as Duel, the Martian Coalition took a different approach. Instead of making incredibly powerful Mobile Suits, they began to produce non-humanoid mobile weapons with capabilities that at first rivaled ships and then came to challenge entire fleets. These machines, known as Mobile Armors, succeeded in reducing the impact of Gundams, but failed to completely counter it. The Scarlet War turned once more into a brutal grind, back and forth through the Earth Sphere. The ESA soon turned from simply making enormously powerful mobile suits to utilizing Newtype Weapons, which was inspired by the introduction of the Martian Coalition’s 018 Vertigo Newtype Mobile Suit. As remotely controlled weapons, known as Funnels, became common among the Martians’ force, Earth’s own forces began deploying remotely controlled Mobile Suits, known as bits, alongside new Gundams intended for Newtypes to control them from. These alone forced the Martian Coalition into more and more desperate tactics in the hopes of ending the war either through victory or through a forced surrender. The ESA’s Ruling Council refused to back down, and sufficient propaganda among their people saw those on Earth unwilling to do so either.

Still, the situation was growing increasingly desperate for the ESA. The newtypes they had come to rely on to keep from losing the war were uncommon, and they could not find enough to supply sufficient pilots for their new machines. So the Ruling Council took a desperate measure for a desperate time and they set a new program into motion: the Cyber Newtype Program.

The Cyber Newtype Program, intended to supply the now dubbed Gundam Program with sufficient pilots, took the leftovers of the war and put them to use. Yes, they took children who had been orphaned in the war and put them to use in an effort to create artificial Newtypes. Unfortunately they were successful, and in 171 SE the first successful Cyber Newtype took to the skies in a Gundam. While the power of these pilots varied as much as it did with normal Newtypes, they were enough for the ESA to continue producing Gundams intended for their use. The war was still on, and with both sides employing Newtypes and remote-controlled weapons the battles became only more bloody.

When the Martian Coalition discovered what lengths the ESA had gone to in order to win the war, all those who knew were simultaneously outraged and terrified. The idea that they would do that to their own people left the Martians questioning what would be done to them in the event of an ESA victory. This, combined with the first deployment of the ESA’s last Gundam, the GN-1600 Unicorn Gundam, and the associated turn of the Scarlet War’s momentum in late 177 SE saw the Martians turning to similarly desperate measures to bring the war to a close.
They called it Operation British. The relocation of the millions of people inhabiting Mars’ own orbital colonies to the barely-habitable surface, followed by retrofitting those colonies into enormous weapons of mass destruction. This did not involve arming the colony structures, but rather instead they simply strapped enormous thrusters to the colonies and pointed them towards Earth, thereby initiating the cataclysmic end to the war. Though much of the ESA’s armed forces fought valiantly in the face of annihilation, it was a pointless battle. Earth’s surface was battered by the impacts of 137 space colonies. The Ruling Council, as well as the vast majority of the planet’s population, was slain in the firestorm, and the Earth’’s environment was devastated. So, in 179 SE, the Scarlet War came to a close.



[spoiler=The Aftermath]
Though the damage to the Earth was immediate and catastrophic, outer space too was not left unscathed. The Martian Coalition had won the war, but victory had come at a high price. The use of over a third of Mars's colonies in Operation British left hundreds of millions to an uncertain fate as refugees on the planet's partially terraformed surface. Worse still, the Martian Coalition was unable to consolidate their gains. Exhausted from the war, and with the majority of both the Earth sphere and the outer colonies hopelessly littered with debris from 15 years of conflict, the Coalition was unable to gain hegemony over what remained in the aftermath. Instead, the outer colonies struggled to rebuild.

Without a central government or any form of support, what remained of the earth sphere descended into anarchy. On Earth, those who had managed to survive began to succumb to famine and disease, and yet more perished in the chaos that followed as the survivors turned on one another. Warlords emerged, carving vast territories out of the wastelands and lording over them using the remnants of the ESA's once-mighty war machine. Those in outer space fared little better, with war debris and the threat of raiders and pirates forcing many colonies to alter their orbit or isolate themselves. With the lack of communication and the map of space so drastically altered, navigation became a nightmare. Those who couldn't find safe haven were forced to fend for themselves in the debris fields, living off of what they could scavenge.
It has been 20 years since the end of the end of the war. Though much time has past, the wounds are still fresh; memories still linger. Old hatreds fester in the ruins of the previous age, while new conflicts, large and small, continue to ignite across space. The worst of these are the battles that all the more frequently spring up between the Martian Coalition and a holdout of the Earth Sphere Alliance’s armed forces calling themselves The Spirit of Terra. More than any other conflict in the system, this threatens to flare up into open warfare once again and baptize the new century in blood and fire.





[spoiler=Plot]Grave robbers, bottom-feeders, pirates. There are the many names for those who make a living picking through the remnants of the last age. Those who live the life, the ones who brave the debris fields and the dangers within, however, prefer a different label. They call themselves Vultures; the ones who pick over the carcass of a dead era. Ultimately beholden to no one, and calling nowhere home, they roam the Earth Sphere in search of adventure, fortune, glory, or simply the next hot meal. They come from all backgrounds, have different ideologies, and can be found wherever there is work to be had or money to be made, but they all have one thing in common.


To a Vulture, the world is what you make of it.


The Arrowhead is among the oldest, most seasoned Vulture ships that travel the Earth Sphere. Having been active since the end of the Scarlet War, her crew makes their living salvaging and restoring old technology, as well as selling their services as mercenaries to anyone willing to pay. Lately, however, business has been slow, and so Captain Arthur DeGaines has taken the Arrowhead deep into the debris fields of Lagrange Point 5, hoping to stumble onto lucrative salvage work. Little does the Arrowhead realize that what they're about to find will set off a chain of events that will change the fate of the entire Earth Sphere...



[spoiler=Database]Note: some of these entries are sourced and/or copied (with minor alterations) from the Gundam Wiki, and all credit therein goes to the appropriate content creators.
[spoiler=Minovsky Particle]The Minovsky particle or "M" particle, was discovered just prior to the beginning of the Space Era. The Minovsky particle has near-zero rest mass - though, like any particle, its mass increases to reflect its potential or kinetic energy - and can carry either a positive or negative electrical charge. When scattered in open space or in the air, the repulsive forces between charged Minovsky particles cause them to spontaneously align into a regular cubic lattice structure called an I-field. An I-field lattice will slowly expand and scatter into space.

The main use of the Minovsky particle is in combat and communication. When the Minovsky particle is spread in large numbers in the open air or in open space, the particles disrupt low-frequency electromagnetic radiation, such as microwaves and radio waves. The Minovsky particle also interferes with the operations of electronic circuitry and destroys unprotected circuits due to the particles' high electrical charge which act like a continuous electromagnetic pulse on metal objects. Because of the way Minovsky particles react with other types of radiation, radar systems and long-range wireless communication systems become useless, infra-red signals are defracted and their accuracy decreases, and visible light is fogged. This became known as the "Minovsky Effect".
The disruption of electromagnetic radiation is due to the small lattice of the I-field creating fringes that long wavelengths cannot penetrate, and that diffract wavelengths that have similar distance with the fringes. This diffraction and polarization process disrupts the electromagnetic waves. A second use of the I-field (and Minovsky particles in general) was the repulsion of charged plasma and chargeless mega-particles from an I-field surface, which was of use both in power generation and armament technology. If controlled, the particles can form fringes of different widths and further interfere with electromagnetic waves of shorter wavelengths. This provides the basis for the miniaturizing of fusion reactors installed in mobile suits since a controlled I-field can block the infra-red waves. This reduces the heat from the thermonuclear reaction and reduces the need for coolant and shielding for the fusion reactors. Without such a field, a pilot would be boiled alive in a few nanoseconds and the suit would burst into superheated gasses, thus explaining the large resultant explosions that occur when a mobile suit's reactor is breached in combat.


[spoiler=Space Colonies]spacecolony3.jpg
In the Space Era, space colonies are placed at gravitationally stable points in space, known as Lagrange points. In most cases, a Lagrange Point is home to more than one group of space colonies. A group of colonies that occupy a Lagrange Point are known collectively as a "Side", though since the Scarlet War many of these sides have been scattered or utterly destroyed, with their component colonies having been moved into changing or unstable orbits. All colonies in the Space Era are O'Neill "Island 3" type colony cylinders, as depicted above. Each Colony can support roughly 20 million inhabitants, and generates its own gravity via centripetal force by rotating the cylinder.


[spoiler=Shoal Zone]The name for an area of space that is dangerously clogged with debris. Since the Scarlet War, roughly 81% of Earth Sphere space has become shoal zone, with additional areas of debris located between the Earth Sphere and the Outer Colonies. Mars's orbit is also home to shoal zones, though they are less severe due to efforts by the Martian Coalition to clear the debris.


[spoiler=Normal Suit]The colloquial term for a space suit (because they're that commonplace in the space era) normal suits are slimmer, more advanced versions of the gear worn by 20th century astronauts. Most are skin-tight, and come with a small attached backpack that contains oxygen and other essentials, as well as a separate helmet with a retractable visor. Personal vernier thrusters, holsters for sidearms, and decals for helmets are commonly seen on military and vulture suits.


[spoiler=Contact Link]The contact link is an alternative means of short-range voice communication. When mobile suits come into direct physical contact with each other, or with other vehicles, sound can be transmitted between them via vibrations in their outer armor. A mobile suit can reach out with its manipulator to establish the link, and these sound vibrations can also be relayed through wires, including the wire-guns used by human workers. Unlike radio communications, conversations transmitted in this way are almost impossible to intercept.



[spoiler=Newtypes]
A Newtype, as discovered by one Doctor Eilan Charassus Breckenridge, is a human who is capable of perceiving and interpreting the Emotive Ripples produced by other humans and therefore innately understanding their emotional state. Emotive Ripples, which were also first observed by Dr. Breckenridge, are the faint distortions in space-time caused by human emotion. Newtypes, as Dr. Breckenridge discovered, perceive these Ripples through what has been dubbed the Emotive Ripple Interpreting, shortened to "Eri" in common parlance, Gland. When Doctor Breckenridge was conducting his work, the Eri Gland was most commonly recognized as a small amount of extra nervous tissue between the cerebellum and the occipital lobe. As a result, the Newtypes he observed typically had slightly longer craniums than normal humans. Examinations built upon his work determined that the Eri Gland was in fact a far more extensive mutation, with additional nervous tissues found running down the back of the brain stem and the upper half of the spinal chord. A side-effect of the Newtype's ability to perceive the emotions of those around them is the conditioning of the brain to receiving a great deal of information at all times. The added social pressure of needing to respond to this information means that Newtypes typically have better reaction times than normal humans.

Even though Doctor Breckenridge's work was published in SE 133, the existence of Newtypes was hotly disputed in the second century of the Space Era. The superstitiously minded dubbed them demons in human form, or witches to be shunned and purged lest they take control of everyone around them. Others believed that they had evolved senses of smell and could tell what another person was feeling by interpreting the subtle changes in the pheromones they released. Still others simply took the term Newtype and used it as a synonym for Ace Pilot. The definition of what a Newtype was not something widely known or accepted until the eleventh year Scarlet War, and it was never totally accepted within the Earth Sphere. Even after their existence had been proven beyond any reasonable doubt, they remained a subject of controversy. One need only look at the vastly different approaches that the Earth Sphere Alliance and Martian Coalition took to addressing the issues of such people to find the most telling example of the controversy. Even today, in a system wherein the largest power is the government which once proclaimed Newtypes as the Evolutionary Destiny of Mankind, there are those who refer to this new human species as The Newtype Myth.



[spoiler=Cyber Newtypes]
A Cyber Newtype is a human who lacked an Eri Gland and has undergone treatment to mimic the abilities granted by them. This treatment entails the use of mechanical implants which perform the same function of interpreting Emotive Ripples as the gland, physical and chemical therapy to ensure the body accepts the implants. These procedures are most effective when performed upon children who are either prepubescent or who have only just entered puberty. Unfortunately, the procedure for creating Cyber Newtypes was never perfected. At its best, it only had a 20% success rate in creating viable Cyber Newtypes and a 50% mortality rate. Even the "viable" Cyber Newtypes frequently had to deal with high rates of rejection of their implants, which meant that they dealt with significant health problems associated with them. Beyond that, the process typically has further complications, such as altering the physiological development of the Cyber Newtype or even causing profound psychological trauma.

Cyber Newtypes are in many ways the ultimate result of Dr. Breckenridge's work, and the knowledge of their existence and the process by which they were created drove him to suicide shortly after the end of the Scarlet War. Thankfully, history does not make any association between the good doctor and Cyber Newtypes apart from remembering that the woman who first proposed the possibility of creating them was once his student. Doctor Henrietta Drachenmür, who had been Dr. Breckenridge's Graduate Assistant when he had conducted further research into Newtypes prior to the war, ultimately became the director of the Earth Sphere Alliance's Department of Cybernetic Weapons Development. In the years since her role in "the most severe violation of human rights in the past century" became widely known, the name Drachenmür has gone down in history alongside the likes of Mengele. She is, of course, presumed dead as the apocalyptic end of the Scarlet War surely saw the end of all the Earth Sphere Alliance's higher ups. While the only known source of Cyber Newtypes was the ESA's Department of Cybernetic Weapons Development, there have been reports of Cyber Newtypes who are far too young to have been created during the Scarlet War appearing in all manner of places. Both the Martian Coalition Government and Spirit of Terra deny any role in creating them, yet both are seen employing them.




[spoiler=The Arrowhead]



Unit Model Number and Name: Volga-class Cruiser ESS Arrowhead
Manufacturer: McKennan Shipwrights
Crew: 110
Mobile Suit Complement: 8
Overall Height: 111m
Overall Length: 430m
Overall Width: 111m
Powerplant: “Composite Minovsky Fusion Reactor”
[spoiler=Image(s)]
AdWdoro.jpg


[spoiler=Description]
The ESS Arrowhead is one of the Volga-class Cruisers constructed by McKennan Shipwrights after the outbreak of the Scarlet War. It first took flight in SE 169 under the command of Captain Vienta Albernacci, and began a career that would be marked by involvement in the most decisive victories and defeats of the latter years of the scarlet war. How it is best remembered by those living in the Earth Sphere is as the ship that carried the first Gundam into battle to break the Siege of Luna. It similarly took part in the Battle of Lagrange Point 5, and was part of the force of ships sent to intercept the attempted colony drop dubbed Operation Lilac in SE 174. A direct hit to the vessel’s bridge during the aforementioned colony drop saw Captain Albernacci dead, and the then young Lieutenant Arthur DeGaines taking command out of necessity. In the aftermath of the battle, DeGaines was presented with the Falling Star, one of the highest honors any soldier of the ESA could receive, promoted to Captain, and officially given command of the Arrowhead. Three years later, the vessel played host to a pair of GN-1600 Unicorn Gundams and their pilots who became permanent parts of the complement.


The ship simultaneously saw its finest and darkest hour during the Martian Coalition’s Operation British. The Arrowhead and her Crew were given the order to break through the Martian lines and attack the enemy from behind along with the rest of Battlegroup Epsilon 2, which included the Arrowhead’s sister ship the ESS Longbow and the Danube-class Destroyers ESS Dagger, Khopesh, Quarrel, and Kukri. In the face of suicidal odds, the Arrowhead and the rest of Epsilon 2 rallied together and plunged headlong into the oncoming Martian forces. Of course it seemed fate had decided to make things interesting for them, and they ran directly into their old nemeses, the Sadalahn-class Battleship SMC Ramba Ral and its escorts the Rewloola-class Cruisers MCS Ridden and Matsunaga. As the battlegroups prepared to engage each other for the last time, each deployed their complements of Mobile Suits. The two Unicorns and their Cyber Newtype pilots 8 of 19 and 11 of 19 led the charge for Epsilon 2, and the Ramba Ral’s pair of MCMAN-04 Zero GRs, otherwise known as The Martian Devils, prepared to intercept them.


When the battle was decided, both sides were in critical condition. Only the Arrowhead and Ramba Ral remained, both gradually floating through space under the residual momentum of their now silenced engines. The Arrowhead’s surviving crew managed to get their ship functioning again, with some help from 8 of 19, and finally broke through to the far side of the Martian lines just in time to turn around and see the Earth’s surface covered in an ever growing storm of fire. With victory clearly impossible, as they were floating just outside of the range of a Gwadan-class Dreadnought’s guns, and the deaths of their comrades smothering their remaining will to fight, Captain DeGaines ordered the ship into the shoal zones beyond Luna’s orbit.


In the years since the end of the Scarlet War, the crew of the Arrowhead have established themselves as one of the more successful salvage operations in the system. Though their glory days are behind them, as the scarred and pitted hull of the ship itself can attest, most are reasonably happy with the change. The group does have a bit of a reputation for being willing to do business with anyone, be they pirates terrorists or even the Martian Coalition itself, so long as they are able to make a competitive offer for the Arrowhead’s service. Whether that means selling salvaged parts or acting as mercenaries, it doesn’t matter to a flock of Vultures.


[spoiler=Equipment and Features]
Mobile Suit Hangars- Like it says on the tin, these are hangars designed with the explicit intent of carrying Mobile Suits and the equipment required to repair them. The Volga class features three separate hangars, all independent of each other. The largest one takes up much of the prow section of the ship, and is capable of holding a maximum of six mobile suits at any time. Rather than using a Launch Catapult, this one relies on the underside of the ship opening up and allowing the mobile suits to launch in quick succession under their own power. The other two, mounted externally to the Port and Starboard of the Bridge, are capable of each holding a maximum of four Mobile Suits at any given time. However, due to the addition of Launch Catapults, each of these hangars is only capable of launching one suit at a time. As the tactics of the day involved Catapult Launches from long ranges before opening the main hangar and allowing the suits inside to launch manually once the ship had closed with the enemy, this limitation did not inhibit the Volga-class overmuch in combat. It should be noted that the Arrowhead’s internal hangar has been converted into its greenhouse, and an additional airlock has been added in place of what was once the main entrance into the ship’s hull in order to keep the greenhouse airtight.
External Ammunition Modules- The “stupid looking cones” mounted in pairs to the outside of the hangars actually serve a purpose. While most vessels that carry Mobile Suits require their complement to re-enter the hangars for ammunition resupplies, the Volga-class mounts a quartet of external stores. Dubbed External Ammunition Modules, or EAMs, they contain a computer which wirelessly communicates with approaching mobile suits in order to determine their remaining ammunition stores. When the mobile suit comes in range, the module opens and a series of robotic limbs automatically replenish the suit so that it can return to combat quickly. With the advent of Beam-armed Mobile Suits, the EAMs were retrofitted to include storage space for empty charge packs to be restored. How much of the capacity was used varied from ship to ship, but when fully filled the EAMs could readily supply the full fourteen MS complement in combat, and charge their spent beam packs quickly enough that no crew ever had to worry about running out of ammunition.
Greenhouse- Rather than removing the external hangars from their ship when their complement of pilots and mobile suits fell below eight, the crew of the Arrowhead instead decided to convert their ship’s internal hangar to handling the issue of keeping fresh food in space. The whole of what was once the hangar has been converted into a massive greenhouse, complete with misters to simulate gentle rainfall and lights which change in brightness to simulate a day/night cycle. Fruits and Vegetables are primarily grown here, meaning that the Arrowhead can stay away from port for months longer than it otherwise would without the crew risking starvation. They also grow a fairly large crop of Canabis. Not only does selling some of this provide a reliable amount of income in addition to their salvage operations, but one of the Arrowhead’s two Chief Engineers is much easier to deal with when she has access to her herbal treatments.
Machine Shop- When the crew of the Arrowhead doesn’t have the funds to buy a part they need and can’t find it in one of the many shoal zones, they resort to making it themselves. Chief Engineer Kusanagi used to fabricate the parts entirely with hand tools, but when the crew was able to buy the proper machinery necessary to make components they did just that. Occupying a space in the aft section of the ship, just to the fore of the Main Engine Rooms, the Machine Shop replaced what was once the quarters for the ship’s garrison of marines and their armory. The weapons lockers were relocated to areas throughout the ship, so that in the event of a boarding action the crew of the Arrowhead are never more than a few meters from a weapon and ammunition. The shop itself includes nearly everything that could be needed to conduct routine repairs on the interior of the ship and its complement of mobile suits.
“Composite Minovsky Fusion Reactor”- The reactor damage that the Arrowhead suffered in its final engagement meant that the original reactor had to be entirely removed and shot off into space on the end of a rocket, lest the entire ship be put at risk by its unstable state. In answer to the problem of providing power, the crew gathered up every damaged Mobile Suit they could find, along with 8 of 19’s Unicorn, and linked their reactors together in the old reactor chamber. This “composite reactor” is more than enough to run the ship under normal cruising conditions. Under combat conditions it is much less reliable, as the power draw of operating too many weapon systems at once strains the connections between the reactors. As such, the crew is always on the lookout for a means of replacing their setup with a proper reactor. While the Chief Engineers would like to build a new one from scratch, a lack of resources and facilities to build such a large-scale device mean that doing such is only a dream for now.


[spoiler=Armaments]
Fixed Beam Guns- Though any who have seen a Volga-class Cruiser in battle would assume this to be a misnomer, from an engineering standpoint it is entirely correct. The whole of the Beam Guns themselves are fixed in place, while the mount projects an electromagnetic field around the muzzle. By altering the intensity of this magnetic field, the Gunner is capable of altering the angle of the beam sufficiently that the weapon’s angle of fire is similar to a traditional turret mount, without the troublesome moving parts that might otherwise fail at an inopportune moment. While short ranged compared to most Warship Armaments, and therefore usually relegated to intercepting incoming warheads, mobile suits, and boarding craft, the FBGs are actually capable of penetrating the armor of larger warships. In peak condition, the Volga-class mounts Fourteen FBGs on the Dorsal Bow, just forward of its main turret, Sixteen on the Ventral surface immediately behind the shuttle bay, Eight on the Dorsal and Six on the Ventral surfaces of the exterior hangars, and Nine on each side of the main body of the ship. This gives the Volga-class a total of 76 Beam Guns. Thankfully, the components to repair these guns are not hard to find make or install, and the power draw from them is not so severe as to threaten the stability of the ship’s composite reactor. Therefore, the Arrowhead maintains a full complement of FBGs.
Gauss Assisted Missile Launchers- Also serving as mounts for the Volga-class’s External Port and Starboard Thrusters, these enormous pods are capable of launching a grand total of 48 8.4m class Anti-Ship Missiles in a single volley. By initially launching the missiles through an electromagnetic coil, like those used in an ESA Marine’s standard-issue Gauss Rifle, the launcher requires less fuel in each missile for them to reach their target. As such, larger explosive payloads can be sent down range. Due to the guided nature of these missiles, the Volga has an enormous amount of near omni-directional firepower from these launchers alone. In the current day and age it is incredibly expensive to acquire missiles of this size, and the Martian Coalition imposes strict regulations on the buying and selling of warship-class armaments. So while the Arrowhead does currently carry enough missiles to fire two full volleys, they are unlikely to use them unless in a desperate situation.
10m class Mega Particle Cannons- The first Beam Weapons mounted to any space-faring craft capable of moving under its own power, these are also some of the largest such armaments ever created. Fueled by Mega Particles, the electrically neutral result of combining positive and negative Minovsky Particles, created in a special arming chamber just above the Volga’s Reactor Chamber, these weapons fire high-density beams capable of tearing through conventional armors with ease. Ships that are unfortunate enough to stray in front of the stream suffer crippling damage to parts of their superstructure. The Volga-class mounts six of these weapons in pairs of two. One pair is turret-mounted just fore of the Bridge on the ship’s dorsal side, and features a wide firing arc and elevation angle. The other two pairs are mounted to the fore ventral sides of each exterior hangar, and have more limited traverses. Still, they provide a significant amount of forward-facing firepower, and much needed ventral main-armament coverage. While the Composite Reactor can produce enough power to fire all six MPCs, doing so puts enormous strain on the linkages between the smaller reactors. The only time all of them were fired, the ship suffered total failure in three of the Mobile Suit reactors making up the system. As such only the primary turret is kept in operational condition, while the other cannons are routinely stripped for smaller parts to use in repairs around the ship.


Misc.: As should be expected of any ESA Warship, the Volga-class features a fully stocked and equipped dining area on the aft section of deck 6 complete with Port and Starboard viewing areas. The Captain’s Quarters also include a small personal kitchen space, for those culinarily minded commanding officers




[spoiler=App Skeleton]
[spoiler=Character]Name:
Age:
Gender:
Occupation: (what is your Character's position aboard the Arrowhead?)
[spoiler=Appearance]
(Picture is allowed, but 4 lines of description minimum regardless)


[spoiler=Personality]
(Self explanatory. 6 lines minimum)


[spoiler=Biography]
(Same as above. 4 lines minimum)


Machine: (If applicable, not all characters will be pilots)
[spoiler=Skills/Specializations]


[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)

 


[spoiler=Machine]Fill out this app only if the Character operates a mobile weapon.
Unit Model Number and Name:
Machine Type:
Manufacturer: (if applicable, list whoever modified the machine if it isn't a stock model)
Pilot(s)/Crew: (Who pilot's the thing, obviously)
Overall Height:
Powerplant:
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed:
Acceleration:
Maneuverability:
Armor:


[spoiler=Image(s)]
Pretty pictures go here.


[spoiler=Description]
Here you'll describe the history and general capabilities of your machine.


[spoiler=Equipment and Features]
Everything that doesn't directly make the bad guys disappear goes here!


[spoiler=Armaments]
This is the stuff that makes the baddies go away! Permanently!


Misc.:




[spoiler=Mechanical Encyclopedia][spoiler= Martian Coalition]
[spoiler=Mobile Weapons]
[spoiler=Mobile Suits]
[spoiler=MCMS-03 Djinn Variants]
Unit Model Number and Name: MCMS-03 Djinn
Machine Type: Mass Production General Purpose Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.
Overall Height: 18.21 Meters/21.43 meters (head height)
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 2
Acceleration: 2
Maneuverability: 2
Armor: 2


[spoiler=Image(s)]
9fO4TRP.jpg


[spoiler=Description]Developed based on test data from the MCMSX-02 Efreet, the MCMS-03 Djinn is the first production model mobile suit ever created. A basic, general purpose model, the Djinn was designed as the workhorse for the Martian Coalition's space fleet. Produced in large quantities both prior to and during the Scarlet War, the Djinn is built for simplicity of maintenance and ease of operation. Though unremarkable when compared to newer mobile suits, the Djinn performs adequately in all areas. It is both versatile enough to take on almost any combat role and stable enough to support modifications for more specialized missions.

In part due to being sidelined in favor of the much more advanced MCMS-017 Gaze, an exceptionally high number of Djinns survived the Scarlet War. Despite its age, it continues to see widespread use, both by the Martian coalition as well as third parties, who routinely recover and repair lost or damaged units.


[spoiler=Equipment and Features] The base MCMS-03 was not deployed with any equipment beyond the factory standard.


[spoiler=Armaments]The Djinn can support various handheld weapons, depending on its mission role, though it can only carry as many as can fit in its hands at one time. It has two hardpoints for storing weapons: one on its rear skirt armor, and another on the left side of its waist that usually mounts a scabbard for its Heavy Sword.

  • Heavy Sword- The standard in melee weaponry before the advent of the Beam Saber, this sword is composed of a heavy steel/titanium alloy, and resembles a bladed weapon of european origin. The emphasis for these swords was continuous use over damage dealt.
  • 76mm Heavy Assault Machine Gun- The most typical of the Djinn’s ranged weapons, the Heavy Assault Machinegun is a no-frills weapon that is effective against moving targets.
  • Short-range Guided Missile Launcher- A holdover from the days of terrestrial warfare, the missile launcher is a tried and true weapon which has seen innumerable variations over its lifetime. This, single-barreled version relies on a laser sight to paint the target and guide its payload in. The small size of this model allows for its use in one of the mobile suit’s hands.
  • Short-range Guided 3-barrel Missile Launcher- A holdover from the days of terrestrial warfare, the missile launcher is a tried and true weapon which has seen innumerable variations over its lifetime. This triple-barreled configuration is somewhat more recent, and allows for firing missiles either in series or all at once. Like its smaller counterpart, it relies on a targeting laser to guide its missiles in, but the larger size necessitates the use of both hands to safely wield it.
  • Heavy Ion Cannon- A primitive energy weapon created before the advent of beam weaponry, the Heavy Ion Cannon is a large, inaccurate beast of a gun that nonetheless is capable of dealing considerable damage should it connect.
  • 500mm Recoilless Rifle- A large caliber weapon that resembles a bazooka, the Recoilless Rifle is designed to deal damage to more heavily armored targets, though it has a slower rate of fire when compared to the Heavy Machinegun.

Misc.: Sports a single cupholder.

Unit Model Number and Name: MCMS-03R Djinn Reconnaissance Type
Machine Type: Mass Production Reconnaissance Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 2 Pilots, in two-seater cockpit in torso.
Overall Height: 18.21 Meters/21.43 meters (head height)
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 2
Acceleration: 3
Maneuverability: 2
Armor: 1


[spoiler=Image(s)]
yb7Yk5g.jpg


[spoiler=Description]A modified version of the MCMS-03 Djinn designed for reconnaissance and long range combat, the MCMS-03R incorporates a then-state of the art search and detection system into the frame of the Djinn, at the cost of its weapon hardpoints and structural integrity. Its lighter weight allows for faster acceleration than the base model 03, however. Most 03Rs were built with modified two-seater cockpits to allow for a pilot and a communications/data analysis specialist. The pilot would operate the mobile suit itself, and the communications specialist would be in charge of interpreting and transmitting all of the relevant gathered data.

Due to being replaced by the more well rounded MCMS-08R Seig Reconnaissance type, many 03Rs survived the Scarlet War. Though it has almost entirely been phased out by the Martian Coalition, a few units still see use in the hands of third party organizations, especially salvagers.


[spoiler=Equipment and Features]

  • SaD Array- A suite of infrared sensors and a RADAR system, the Search and Detection Array was the primary reason for the 03R’s success. The longer range to which this allowed the comm. specialist to “see” often meant that enemy mobile suits were taking fire long before they ever knew an enemy was nearby.


[spoiler=Armaments]

  • Sniper Rifle- A large caliber, traditional propellant rifle. This weapon is capable of firing well beyond the range of the 03R’s SaD Array, though this was obviously an uncommon practice. Some pilots would equip optical sites of varying forms, but this was by no means universal and often had little practical effect.


Misc.: Sports two cupholders.

Unit Model Number and Name: MCMS-03G Djinn Ground Type
Machine Type: Mass Production Land Combat Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.
Overall Height: 18.21 Meters/21.43 meters (head height)
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 2
Acceleration: 2
Maneuverability: 2
Armor: 2.5


[spoiler=Image(s)]
w4RgB14.jpg


[spoiler=Description]Though the original Djinn was able to perform adequately in all environments, it found itself at a disadvantage when going up against the ESA’s MS-1000 Dauntless in terrestrial combat. In an attempt to provide its invasion force with a more suitable mobile suit, the Martian Confederation retooled the base 03 Djinn, removing its space use equipment and modifying the chassis so as to more easily facilitate combat in earth’s gravity. It should be noted, however, that the 03G is still capable of operating in outer space, albeit with reduced performance when compared to the base model.

Despite the advantages granted to the 03G in ground combat, the unit was produced in rather limited numbers, making it one of the rarer variants of the 03. After the Scarlet War, many units found their way into the hands of mercenary groups, especially those operating in terrestrial or other high gravity environments.


[spoiler=Equipment and Features]

  • Smoke Dispensers- A feature deemed necessary for combat outside of zero gravity, and this where frames are inherently less maneuverable. These, located on the 03G’s right shoulder, are capable of filling the area around the frame with smoke, laced with metallic dust, to provide visual cover and inhibit electronic detection
  • Tight-beam Ultrasonic Scanner- Similar to a SONAR receiver found in oceanic craft, this scanner is designed to detect vibrations in terrestrial surfaces. Due to the significant weight of a Mobile Suit, this allows the pilot to determine the location of an enemy with reasonable accuracy even when the use of RADAR is inhibited by environmental or other conditions.


[spoiler=Armaments]The Djinn Ground Type can support various handheld weapons, depending on its mission role, though it can only carry as many as can fit in its hands at one time. It has two hardpoints for storing weapons: one on its rear skirt armor, and another on the left side of its waist.

  • Heavy Sword- The standard in melee weaponry before the advent of the Beam Saber, this sword is composed of a heavy steel/titanium alloy, and resembles a bladed weapon of european origin. The emphasis for these swords was continuous use over damage dealt.
  • 76mm Heavy Assault Machine Gun- The most typical of the Djinn’s ranged weapons, the Heavy Assault Machine gun is a no-frills weapon that is effective against moving targets.
  • Short-range Guided Missile Launcher- A holdover from the days of terrestrial warfare, the missile launcher is a tried and true weapon which has seen innumerable variations over its lifetime. This, single-barreled version relies on a laser sight to paint the target and guide its payload in. The small size of this model allows for its use in one of the mobile suit’s hands.
  • Short-range Guided 3-barrel Missile Launcher- A holdover from the days of terrestrial warfare, the missile launcher is a tried and true weapon which has seen innumerable variations over its lifetime. This triple-barreled configuration is somewhat more recent, and allows for firing missiles either in series or all at once. Like its smaller counterpart, it relies on a targeting laser to guide its missiles in, but the larger size necessitates the use of both hands to safely wield it.
  • 500mm Recoilless Rifle- A large caliber weapon that resembles a bazooka, the Recoilless Rifle is designed to deal damage to more heavily armored targets, though it has a slower rate of fire when compared to the Heavy Machinegun.
  • Heavy Axe- An alternative to the Heavy Sword, the Heavy Axe is designed to inflict more damage than the sword, but is heavier and takes more skill to wield due to the weight. The greater weight necessitated an edge composed of tungsten carbide, the denser material proving more durable and providing increased sharpness.


Misc.: Spots 1 cupholder, and a compartment of sufficient size to carry two bags of potato chips.


Unit Model Number and Name: MCMS-03H Djinn High Maneuver Type
Machine Type: Limited Production High Mobility Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.
Overall Height: 18.21 Meters/21.43 meters (head height)
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 3
Acceleration: 3
Maneuverability: 3
Armor: 2


[spoiler=Image(s)]
lAXY8XQ.jpg


[spoiler=Description]The final variant of the Djinn, the MCMS-03H Djinn High Maneuver type is a stopgap intended to increase the 03’s lifespan. Created using data from the then-in development MCMS-017, the 03H boasts increased performance across the board thanks to a series of thrusters mounted at various points on the frame. Its internal structure has also been strengthened in order to accommodate the increased stress generated by the new equipment. The improvements to the 03H allow it to out-perform the more advanced, officer-use MCMS-08 Seig.

A very limited number of 03H units were produced, with most making their way into the hands of officers or ace pilots who preferred not to upgrade to the newer 08 Seig or 017 Gaze. As a result, the 03H is exceedingly rare, though its high performance makes it a sought after mobile suit for collectors and mercenaries.


[spoiler=Equipment and Features]

  • MMA-3 Compression Thruster Engines- First used on Martian Starships, these thrusters work by compressing their exhaust down into a much narrower stream before allowing it to escape. This grants the 03H higher acceleration as compared to its predecessors, and a much further maximum range in space.


[spoiler=Armaments]

  • 37mm Armor Assault Rifle- A smaller caliber weapon designed for increased ammo capacity and a higher rate of fire. Improved ammunition allows it to deal damage on par with that of the 03’s 76mm Assault Machinegun. The Armor Assault Rifle is also equipped with a hardpoint for attaching the 03’s heavy sword as a bayonet.
  • Heavy Sword- The standard in melee weaponry before the advent of the Beam Saber, this sword is composed of a heavy steel/titanium alloy, and resembles a bladed weapon of european origin. The emphasis for these swords was continuous use over damage dealt.
  • 500mm Recoilless Rifle- A large caliber weapon that resembles a bazooka, the Recoilless Rifle is designed to deal damage to more heavily armored targets, though it has a slower rate of fire when compared to the Heavy Machinegun.


Misc.: Sports a cup holder of inconvenient size.



[spoiler=MCMS-08 Seig Variants]
Unit Model Number and Name: MCMS-08 Seig
Machine Type: High Performance General Purpose Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height: 18.93 meters/21.43 meters (head height)
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 2
Acceleration: 3
Maneuverability: 3
Armor: 2


[spoiler=Image(s)]
Z3gQ93s.jpg


[spoiler=Description]
First produced shortly after the outbreak of the Scarlet War, the MCMS-08 Seig was designed for use by experienced pilots and officers, and as a result boasts higher performance than the 03 Djinn. Like the Djinn, the Seig is a well rounded, general purpose machine that is able to take on almost any conceivable mission role. It also corrects its predecessor’s flaws (namely a lack of fixed weaponry and being ill suited to terrestrial combat) Through the use of an improved thruster system and arm mounted shield.

Though it was produced in smaller numbers than the Djinn, Many Seigs still managed to survive the Scarlet war. Though it still sees some use by the Martian Coalition, most surviving Seigs have made their way into the hands of third parties. It is especially sought after by mercenaries because of its high performance and pedigree as an officer’s machine.


[spoiler=Equipment and Features]
The base MCMS-08 was not deployed with any equipment beyond the factory standard.


[spoiler=Armaments]

  • Heavy Sword- The standard in melee weaponry before the advent of the Beam Saber, this sword is composed of a heavy steel/titanium alloy, and resembles a bladed weapon of european origin. The emphasis for these swords was continuous use over damage dealt. The Seig was generally equipped with a larger model than the 03 Djinn.
  • 28mm Vulcan System Shield- Affixed to a hardpoint on the Seig’s left arm, the Vulcan System Shield is useful for both defense as well as offense, with the 28mm vulcan gun being ideal for shooting down incoming warheads or dealing damage at medium and close range.
  • 76mm Heavy Assault Machine Gun- The most typical of the Seig’s ranged weapons, the Heavy Assault Machine gun is a no-frills weapon that is effective against moving targets.
  • 500mm Recoilless Rifle- A large caliber weapon that resembles a bazooka, the Recoilless Rifle is designed to deal damage to more heavily armored targets, though it has a slower rate of fire when compared to the Heavy Machinegun.
  • Beam Rifle- After the introduction of the 017 Gaze, some Seigs were retroactively equipped with beam rifles left over from the production of the 017. They are considerably more effective than a comparably sized shell firing weapon.


Misc.: Sports a heated cup holder.

Unit Model Number and Name: MCMS-08A Seig Aerial Combat Type
Machine Type: Aerial Combat Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height: 18.93 meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 3
Acceleration: 3
Maneuverability: 2
Armor: 1


[spoiler=Image(s)]
[spoiler=MS Mode]
1l3z3HH.jpg


[spoiler=Flight Mode]
e75AqHq.jpg



[spoiler=Description]Deployed around the same time as the 03Gl in order to supplement the Martian Coalition’s Earth invasion force, the 08A is a radically modified variant of the base 08 Seig. The 08A has been stripped of a large portion of its armor, as well as the typical fin-shaped sensor array commonly found on Martian suits, in favor of a modular, winged backpack. While most mobile suits are incapable of sustained flight under gravity, The 08A’s backpack grants it the ability to fly in-atmosphere. When deployed, the backpack unfolds into a set of wings, and encases the 08A’s head in additional armor plating. The 08A is also capable of combat in Zero-g, though its lack of armor and the negligible advantage provided by its flight equipment in outer space put it at a disadvantage.

A fairly large number of 08A units survived the Scarlet War, most of which found their way into the hands of third parties after the war. However, the Martian Coalition still maintains a few squadrons of the 08A for use on the Martian surface.


[spoiler=Equipment and Features]

  • Advanced Flight Pack - The most important aspect of the 08A’s loadout, the advanced flight pack allows for sustained flight in atmosphere. While it allows for greater speed and maneuverability planet-side, it actually inhibits maneuverability in space thanks to a lack of vernier thrusters as compared to earlier models.


[spoiler=Armaments]

  • 6-tube Multipurpose Launcher- Mounted in the 08A’s chest, these weapons can be loaded with various small sized warheads depending on the mission profile, though they are most commonly stocked with unguided rockets.
  • 76mm Heavy Assault Machine Gun- The most typical of the Seig’s ranged weapons, the Heavy Assault Machine gun is a no-frills weapon that is effective against moving targets.
  • 190mm Anti-aircraft Shotgun- One of the two weapons most commonly carried by the 08A, this enormous shotgun was intended to counter fighter aircraft during the Martian Coalition’s invasion of earth. Pilots soon discovered it to also be effective against enemy mobile suits, albeit at close range.


Misc.: Sports a single cup holder, with a locking mechanism.

Unit Model Number and Name: MCMS-08R Seig Reconnaissance Type
Machine Type: Reconnaissance Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height: 18.93 meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 3
Acceleration: 2
Maneuverability: 2
Armor: 1.5


[spoiler=Image(s)]
[spoiler=MS Mode]
R7BIFn6.jpg


[spoiler=Flight Mode]
w0NnkV1.jpg



[spoiler=Description] Though the 03 Djinn was a stable, well rounded machine, it found itself underperforming in more specialized environments. Though several variants of the 03 were created to rectify this problem, this was only a temporary solution, as the ESA’s own mobile suit development was quickly beginning to catch up. In order to keep pace, it was decided that several specialized mobile suits would be independently developed to pick up the slack. To replace the 03R, Vulcanus Plant engineers used the lightweight and stable 08A Seig Aerial Combat Type as a base. With the addition of a more advanced sensor suite, as well as some supplemental armor, Vulcanus engineers were able to create an excellent reconnaissance mobile suit that still retained most of the performance and capabilities of the 08A.

Due to the success of the design, it was produced in large numbers, many of which survived the war. The Martian Coalition continues to produce new units as well.


[spoiler=Equipment and Features]

  • Advanced Flight Pack - The most important aspect of the 08A’s loadout, the advanced flight pack allows for sustained flight in atmosphere. While it allows for greater speed and maneuverability planet-side, it actually inhibits maneuverability in space thanks to a lack of vernier thrusters as compared to earlier models. On the 08R, these limitations were rarely problematic thanks to its different mission.
  • Radome- A large piece of detection equipment mounted to the back of the flight pack, this provided the 08R with long-range detection capabilities. The range of Radar detection with this was so great, that the pilot would often know an enemy was coming long before they came into range.
  • Dipping Sonar Array- Included as part of the “Mask” which closes over the 08R’s head when in flight mode, this grants the pilot access to a system which mimics echolocation. While its range is not as extreme as that of the Radome, it does provide necessary long-range detection against Mobile Suits designed to be invisible to Radar.


[spoiler=Armaments]

  • 6-tube Multipurpose Launcher- Mounted in the 08R’s chest, these weapons can be loaded with various small sized warheads depending on the mission profile, though they are most commonly stocked with unguided rockets.
  • 76mm Heavy Assault Machine Gun- The most typical of the Seig’s ranged weapons, the Heavy Assault Machine gun is a no-frills weapon that is effective against moving targets.
  • 190mm Anti-aircraft Shotgun- One of the two weapons most commonly carried by the 08A, this enormous shotgun was intended to counter fighter aircraft during the Martian Coalition’s invasion of earth. Pilots soon discovered it to also be effective against enemy mobile suits, albeit at close range.


Misc.: Includes a cup holder, with locking mechanism, and a compartment of sufficient size to stash snacks in.



[spoiler=MCMS-017 Gaze]
Unit Model Number and Name: MCMS-017 Gaze
Machine Type: Mass Production General Purpose Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.
Overall Height: 20.24m
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 2
Acceleration: 2.5
Maneuverability: 2.5
Armor: 3


[spoiler=Image(s)]
FKJYMiz.jpg


[spoiler=Description]
Designed to combat both the ESA’s 03 Indominus and the Gundam frames, the 017 Gaze was built using a combination of the Martian Coalition’s own Mobile Suits and information garnered from captured 03 Indominus units. The result was a Mobile Suit that, while not especially fast, had the maneuverability to keep pace with the Indominus and the durability to not be destroyed immediately by the incredibly powerful weaponry that the Gundams could bring to bare. Furthermore, its own arsenal was quite potent and it could threaten even those legendary machines that carved their legacies into the face of the Martian coalition’s forces.

Because it was quickly adopted as the Martian Coalition’s primary mobile suit, very few examples of the 017 Gaze ended up surviving the Scarlet War and it has therefore become an uncommon sight in the current time. Another contributing factor to its relative rarity is the fact that, near the very end of the war, the Martian Coalition finished development on the 019 Gazer, which has since become their standard combat mobile suit. Still, thanks to the reliability of its design, the machine can still be seen used by martian companies who brave the rubble fields between Earth and Mars.


[spoiler=Equipment and Features]

  • Extensional Arrestor- Mounted on either of the Gaze’s thruster pack, this is a pair of rocket-propelled claws to which thick cables are mounted. The claws have small beam emitters on their tips, allowing them to penetrate even the thickest of armor and allow the vice-like mechanism to close and get a firm grip. The cables allow the claws to be retracted, dragging the Gaze and its target closer together.


[spoiler=Armaments]

  • Beam Rifle- One of the most destructive ranged weapons, at its inception the Beam Rifle was surpassed by absolutely nothing. It could fire much more accurately at much greater ranges than the Machine guns used by either faction, and the destructive power of its blasts could rip clean through even the heaviest of armor with little difficulty. Some weapons included variable power settings to allow for either greater range or greater rate of fire, but this was not the norm.
  • Composite Shield- Instead of equipping the Gaze with a Beam Saber of any type, the Martian Coalition took a page from the ESA and combined a defensive and an offensive feature. The shield itself is massive, easily large enough to completely cover the Mobile Suit’s torso in its entirety, and locks onto a hard point on either of the suit’s arms. At the leading edge of the shield are two Heavy Beam Saber emitters, producing blades long enough to be equated to the weapons normally wielded in hand. While the way in which the weapon is wielded prevents these from being used to “sunder” other beam sabers, they themselves are resistant against the same being done to them. Rounding off the protective capacity of the shield is that the entirety of its frontal face is covered with an anti-beam coating.
  • GAU2 36mm CIWS- The 017 Gaze features a pair of 36mm CIWS guns mounted on the head. While they can serve the same purpose as vulcans on other frames, shooting down incoming missiles and the like, their relatively large caliber means that they are also a reasonable threat against enemy Mobile Suits.


Misc.: Sports a single cup holder with a locking mechanism. Command types’ are heated.



[spoiler=MCMS-018 Vertigo]
Unit Model Number and Name: MCMS-018 Vertigo
Machine Type: Limited Production Newtype-use Transformable Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height:18.5m
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 2.5
Acceleration: 3
Maneuverability: 3
Armor: 3


[spoiler=Image(s)]
[spoiler=MS Mode]
7MfaPGH.jpg


[spoiler=Flight Mode]
j0O9XWp.jpg


[spoiler=Funnel]
lrcWIRR.jpg



[spoiler=Description]
As the initial attempts at invading the Earth Sphere proved unsuccessful and the momentum of the Scarlet War swung against the Martian Coalition, Martian High Command determined that they needed an answer to the issue of the Gundam Mobile Suits. While the lack of access to the process needed to produce Gundanium meant that they could not produce Gundams of their own, not that they wanted to, they did have a resource in abundance that the Earth Sphere did not: Newtypes. Newtypes are individuals bearing a unique mutation, which only surfaced in Humanity after large-scale colonization of Space became common, that allows them to psychically feel what other humans around them are feeling. It had long been theorized that technology could be developed to allow this to be used for communication, but without much believed improvement over existing communication technology there was little drive to actually develop it. As it happens, the threat of the war being pushed back to the Mars Sphere was enough motivation for the government to find funding for such projects. The end result was the Psychic Communication, typically abbreviated to Psycommu, System. While not particularly powerful on its own, the same project that developed the Psycommu System also produced the “Funnel.” The funnel was a mobile weapons carrier roughly two meters in length housing a propulsion system and a Psycommu Receiver. This allowed a Newtype to control the positioning of the Funnels and the firing of their weapons with nothing but their thoughts. With such potential as this to increase the firepower of a mobile suit, Martian High Command commissioned the Vulcanus Plant to produce a mobile suit fitted with the new Psycommu System and storage for funnels.

The result of this commission was the 018 Vertigo, named for the sensation which Newtype Pilots complained of when utilizing funnels. Based on the chassis of the 017 Gaze, the Vertigo included more powerful main and vernier thrusters which made it faster and more nimble than its predecessor. The inclusion of limited transformation capabilities, along the same bent as the 08A and 08R Seig variants, into a “flight mode” granted it even further maneuvering capabilities, especially in atmosphere. When combined with a total of twelve (12) funnels armed with beam guns along with further beam weapons in the form of sabers and integrated beam rifles, the Vertigo was every bit a match for the first and second generation Gundams which it was designed to fight. Engagements between Vertigo and Gundam units were often decided by the skill of the individual pilots and the nature of the fight.

While the Vertigo would go on to stop the ESA’s resurgent momentum in the war, it was the Mobile Armor project which would ultimately turn the fighting back in the MC’s favor and force the development of the Aegis, and the GN series Gundams. The Vertigo still sees use today among the Martian Coalition’s forces today, and at least one is included in Mobile Suit deployments by the Second Fleet’s anti-pirate task force.


[spoiler=Equipment and Features]

  • Psycommu System: Half of the primary reason that the ESA was forced to begin its third generation Gundam production, this allows Vertigo pilots to control the funnels with which their Mobile Suits were equipped. An interesting side-effect of this was that multiple Vertigo pilots could “speak” to each other psychically over significant distances. Given that sharing thoughts so directly was a disorienting experience, most pilots chose not to make use of this “feature.”


[spoiler=Armaments]

  • Beam Sabers: As the Vertigo was developed well into the age of Beam Weaponry, its standard close combat armament consisted of a pair of Beam Sabers. Stored in its arm binders when not in use, they could either be wielded in the machine’s hands or projected directly out of the binders when in flight mode.
  • Funnels: The other half of the reason this machine forced the ESA to develop its third generation gundams, these independent weapon platforms are stored in the Vertigo’s arm binders when not in use. As each of the twelve funnels with which the machine is equipped carries a Beam Rifle, they significantly increase the firepower its pilot is able to bring to bare. Even though most pilots could not control all twelve at once, just as many as four additional beam weapons could turn the tide of an engagement.
  • Internal Beam Rifles: Integrated into the Vertigo’s arm binders, these were its primary ranged weapon. More powerful than those mounted to its funnels, they gave the pilot consistent, reliable firepower in most fights. Unfortunately, as most of the machine’s weapons were beam-related, machines making use of anti-beam coatings tended to be more difficult to bring down.
  • GAU2 36mm CIWS: The very same weapons mounted to the Gaze’s head had to be moved into the Vertigo’s torso to make room for the Psycommu System. Intended to be used for defense against missiles, their projectiles were still large enough to be used against Mobile Suits with some amount of success. Unfortunately, they tended not to make enough difference against machines with anti-beam coatings to turn an engagement. Thankfully, those were fairly rare.


Misc.: Includes a single cup holder with a locking mechanism, and a compartment usually stocked with medication to treat the mental instability that is rampant among newtype pilots.

 



[spoiler=Mobile Armors]
[spoiler=Bigro]
Unit Model Number and Name: MCMA-01 Bigro
Machine Type: Limited Production Assault Mobile Armor
Manufacturer: Vulcanus Plant
Pilot(s)/Crew:
1 Pilot, in standard cockpit in torso
Overall Height: 23.6m
Overall Length: 45.5m
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3
Acceleration: 3.5
Maneuverability: 4
Armor: 4


[spoiler=Image(s)]
Pretty pictures go here.


[spoiler=Description]
With the advent of the ESA’s Gundanium Mobile Suit, later simply Gundam, Project, the Martian Coalition found themselves in the difficult position of lacking an answer to the threat these new mobile suits posed. Suffering enormous losses in every engagement where one of these new “Gundams” were deployed, it seemed that they were on the cusp of momentum in the war turning against them. Durias Lamprauge, the Martian Coalition’s Secretary of War, presented this issue to the development team at the Vulcanus Plant and asked for a solution. He received one, in the form of the Mobile Armor Project.

Rather than try to answer these high performance mobile suits with similar creations, Vulcanus Plant instead set about creating machines that were hybrids of warships and suits. This required cooperation with Iron Flower Drydocks, as many of the components for the new “Mobile Armor” required tooling usually intended for building spaceships. Thankfully for the Martian Coalition, this seamless and even resulted in the Vulcanus Plant being given much of the equipment necessary to manufacture their own components for future mobile armors. In any case, the first Mobile Armor rolled off the assembly line and was quickly deployed to the front lines.

While it is uncertain where the name came from, “Bigro” quickly became a word which ESA pilots feared. With speed and maneuverability on par with the Duel Gundam, armor and weaponry more reminiscent of a warship, and the Martian Coalition’s most experienced pilots assigned to flying them the new machines quickly made a severe impact on the war. Momentum once again swung in the Martian Coalition’s favor, and the Bigro was not surpassed in combat until the GMS-2100 Aegis saw combat. However, since the Bigro was being phased out in favor of the MCMA-03 Valvaro, this had little meaningful effect on the war.

While records are not exactly clear, it is believed that anywhere from 90 to 130 units were constructed during the Scarlet War. As one might expect, this makes it the most readily found Mobile Armor in the modern day, apart from those currently in use by the Martian Coalition’s forces. Though the Bigro, the first mobile armor, has been officially retired from service it frequently sees use by Vulture crews with ships large enough to support it, well-off pirate groups, and even a few colonial defense forces.


[spoiler=Equipment and Features]Its Fuckin' big, dawg.


[spoiler=Armaments]


  • Claw Arms- The reason that the Bigro was such a feared opponent in combat, these were the unit’s only means of engaging in close combat. While the claws themselves are quite sharp, and the pistons driving them powerful, they were most often used to attack while the Mobile Armor was on the move. The momentum of what is essentially a small spaceship moving at high speeds transferred to the razor edge of its claws frequently had disastrous effects on Mobile Suits and Warships alike. Occasionally a Mobile Suit would survive the initial strike, which invariably led to its pilot being torn apart as their cockpit was ripped open by the closing claws.

  • Mega Particle Cannon- The first Beam Weapons mounted to any space-faring craft capable of moving under its own power, these are also some of the largest such armaments ever created. Fueled by Mega Particles, the electrically neutral result of combining positive and negative Minovsky Particles, created in a special arming chamber beneath the Bigro’s cockpit, this weapon fires high-density beams capable of tearing through conventional armors with ease. Ships that are unfortunate enough to stray in front of the stream suffer crippling damage to parts of their superstructure, and the all but the most durable of Mobile Suits are instantly reduced to clouds of irradiated smoke. Each MCMA-01 Bigro mounts a single MCP on the very front of its body, which is covered by its armored “beak” when not in use.

  • Missile Tubes- These tried and true weapon systems provide additional firepower at long range. Whether used when the pilot does not want to risk damage to their MCP by opening its armored muzzle, or simply because they need to deliver a different kind of payload to the target, Bigros made liberal use of missiles when deployed. Four are mounted on each side of the Mobile Armor’s prow.

  • Gatling Cannon- Added to late production models of the Bigro in order to extend its combat life, these multi-barreled rotary cannons were among the latest deployed solid projectile weapons in the Scarlet War. Firing large caliber projectiles at a high rate, they were typically used to shoot down incoming missiles or wear down a target’s anti-beam coating to allow for the MCP to destroy it.


Misc.: Due to the spacious nature of the Bigro’s cockpit, the pilot was afforded such amenities as a fully stocked mini fridge, a toaster oven, a microwave oven, and a bathroom separate from the cockpit.

 

 



[spoiler= Warships & Spacecraft]
[spoiler=Rewloola]Unit Model Number and Name: Rewloola-class Cruiser
Manufacturer: Iron Flower Drydocks
Crew: 350
Mobile Suit Complement: 16
Mobile Armor Complement: 1
Overall Height: 120m
Overall Length: 500m
Overall Width: 120m
[spoiler=Image(s)]12.png


[spoiler=Description]
With the Martian Coalition’s successful defense of the Mars Sphere against the ESA’s initial attack in SE 165, the newly formed government began planning a counterattack intent on preventing their opponent from again setting foot on Mars. With the Vulcanus Plant already manufacturing mobile suits for them, and Iron Flower Drydocks having proved the reliability of their designs with the Musaka-class Destroyer and Sadalahn-class Battleship, they once again turned to their Phobos-based ship manufacturers with orders to expand their fleets. This of course meant an increase in the number of Musaka- and Sadalahn-class vessels, but also a request that a new ship be designed. They needed an answer to the ESA’s Volga-class, which had definitively proven itself to be a dangerous combination of maneuverability, firepower, and Mobile Suit capacity. In the early days of SE 166, less than a month before the planned offensive on Halfpoint Station, Iron Flower delivered their answer.

The Rewloola-class Cruiser proceeded to burn its way into history, providing an all too necessary stopgap between the Martian Coalition’s smaller and larger vessels. Though the victory at Halfpoint Station bordered on pyrrhic, the Rewloola found its place in the Martian Navy and became a staple of engagements throughout the remainder of the Scarlet War. It had proved itself to be the superior cruiser compared to the ESA’s Volga-class, sporting significantly heavier armor and firepower in excess of its counterpart. Accounts on both sides of the war tell of Rewloolas fighting off Volgas when outnumbered as much as three to one. Though the Volga-class was generally faster, cruiser tactics in fleet engagements of the time generally did not make the most of this advantage. Even so, the Rewloola possessed the further advantage of the entirety of its primary and secondary armaments being turreted. The few cases where Volga-class vessels were able to fight Rewloola-class vessels in running or circling engagements still tended to go in the Rewloola’s favor, but things were far less certain. In short, the Rewloola was a continuation of Iron Flower design philosophy: build fewer ships that could outlast their enemies by far.

The Rewloola-class is further notable in that it was the smallest of the Martian vessels to routinely carry Mobile Armors after their introduction, with space in its Ventral hangar specifically set aside to carry the nonhumanoid machines. This proved instrumental in the containment strategies of the latter years of the Scarlet War, with Rewloolas able to take on and service Mobile Armors even if they were not part of the ship’s typical complement. The only exception to this were the MSMA-04 Zero GRs, the particulars of whose design meant they required crews with dedicated training to maintain them. The last notable aspect of the Rewloola-class is, like its ESA Counterpart, it is designed and rated for entry through a planet’s atmosphere and amphibious landing. Its ventral Mobile Suit Hangar is even designed to allow for it to be flooded and deploy amphibious mobile weapons directly into water.

With the Martian Coalition’s cataclysmic victory in the Scarlet War, the Rewloola-class has enjoyed a place in the standing fleets of the Martian Sphere. Every year a few more are manufactured, making them one of the most commonly seen vessels in the Sol system. Furthermore, the overall durability of the Rewloola-class means that even wrecks can more often than not be refurbished and put to use by enterprising pirate or vulture crews, even if at somewhat reduced capability.


[spoiler=Equipment and Features]


  • Mobile Suit Hangar- The main body of the Rewloola class is taken up by an enormous Mobile Suit Hangar, split into Dorsal and Ventral sections down the middle of the vessel. Its central position to the ship means that the entirety of its complement is protected from the worst of enemy fire on it. Unfortunately, the size of this hangar means that it sits essentially directly adjacent to the ship’s reactor. While the amount of shielding between the two is sufficient that pilots and maintenance crew are not exposed to harmful radiation, this does mean that the Rewloola-class’s complement is more susceptible to harm from damage to the vessel’s reactor. As such, standard Martian operating procedure was to order immediate evacuation of the hangar in the event of such damage. The ventral portion of the hangar further contains a specialized mount for holding Mobile Armors, and is designed to be flooded when the Rewloola makes an amphibious landing.

  • External Fuel Tanks- Added to the Rewloola-class, and most Martian vessels, after the battle of Halfpoint Station, these secondary reserves of fuel were intended to provide the Rewloola with the ability to get from Mars to Earth and back under its own power. While they certainly did that, they also made for attractive targets for enemy fire. To counter this, each and every one of them was capable of detaching from the vessel and being launched off with solid rocket boosters.


[spoiler=Armaments]


  • 10m Class Mega Particle Cannons- The standard beam weapon for ships of the line on both sides of the conflict, no proper warship can claim to be appropriately armed with anything less. The range and destructive power of the 10m Class MPC was proven time and time again during the Scarlet war, and Iron Flower Drydocks could think of very little way to improve them save in how they were mounted to the vessel. The Rewloola-class mounts a grand total of ten of these destructive weapons in twin-barreled turret arrangements. Two of these turrets sit on the fore section of the ship, Dorsal and Ventral, flanking the Mobile Suit Catapults. The fifth turret is mounted on the Dorsal section, just fore of the ship’s bridge.

  • 7m Class Mega Particle Cannons- While not as powerful as the 10m Class, these smaller MPCs have a few notable advantages over their larger cousins. Lower energy draw means that they have considerably less impact on a ship’s functioning, and the lower energy of their shots further means that they can fire many more without straining critical components. The 7m Class MPC was further designed with a considerably higher rate of fire than the 10m Class, making closing within its range a dangerous prospect. The Rewloola-class mounts four of these in total, again in twin-barreled turret arrangements. One is mounted directly aft of the bridge on the Rewloola’s dorsal side, and one directly on the underside of the ventral MS hangar so as to fill in gaps in the ship’s arc of fire.

  • Defensive Beam Guns- Little more than a trio of beam rifles strapped together into a ball turret, this remarkably simple arrangement still provides the Rewloola with necessary protection against incoming Mobile Suits and enemy missiles. A full twenty of these turrets are mounted to the Rewloola: two on the Port and Starboard side of the bridge tower, three on either side of the dorsal MS hangar, an additional three outside of the dorsal external fuel tank mounts on both sides, and two on either side of the ventral MS hangar.


Misc.: In the interest of making its crew feel at home, the Rewloola-class Cruiser’s dining hall is broken up into multiple small rooms with each holding a table with space for eight crew to eat at comfortably.





[spoiler=Earth Sphere Alliance]
[spoiler=Mobile Weapons]
[spoiler=ESAMS-200 Dauntless Variants]
Unit Model Number and Name: ESAMS-201 Dauntless
Machine Type: General Purpose Combat Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 2.5
Acceleration: 2
Maneuverability: 2.5
Armor: 1.5


[spoiler=Image(s)]
ksZ9lkb.jpg


[spoiler=Description]
Developed as an answer to the Martian 03 Djinn, the MCMS-201 Dauntless was notable for being designed from the ground up for combat. This is mainly due to the Earth Sphere Alliance’s use of Mobile Workers for noncombat roles instead of having mobile suit pilots devoted to utilitarian roles. Rather than attempt to design a more durable MS than the Djinn, Kusanagi Avionics instead produced a smaller, more agile machine intended to outmaneuver the martian mobile suits in the void of space. Due to their initial success in the Scarlet War, the ESA also ensured that the Dauntless was capable of atmospheric operation in preparation for a planned invasion of Mars. For that reason, the 201 and all of its variants are capable of transitioning between atmosphere and space without modification to their designs.

While the ESA would ultimately lose the Scarlet War, the Dauntless was still a remarkably successful frame and was thus produced in number all the way to the war’s end. For this reason, it is relatively easy to find functional examples of this Mobile Suit throughout the ESA’s former colonies. The Dauntless is further notable for having served as the base for the Gundam project.


[spoiler=Equipment and Features]

  • Advanced Sensor Array- Responsible for the distinctive “bug-eyed” design of the heads of the Dauntless variants, these advanced sensors were the primary reason for the Mobile Suits’ success. Since they gave individual pilots a much better idea of the lay of the battlefield, ESA commanders were better able to give intelligent orders and individual pilots had more freedom of action than their Martian counterparts.


[spoiler=Armaments]

  • Beam Saber- Though initially deployed with a Heavy Sword, the 200 Dauntless series was still in use after the advent of Beam Weapons. In an effort to maintain combat effectiveness, all existing 200 units were issued Beam Sabers and all those made afterwards came off the factory assembly line with them. These standard Beam Sabers were capable of cutting through most Mobile Suit armor, as well as the solid weapons still used by some Martian Coalition Mobile Suits.
  • 90mm Heavy Machine Gun- This inelegant but effective weapon was the standard ranged weapon for the 200 Dauntless series. Thanks to the larger size of its bullets it was able to do much more damage with each shot, but required the use of both of the Mobile Suit’s hands to fire effectively.
  • Bazooka- A large weapon, requiring two hands to effectively use, this unguided rocket launcher can fire a single explosive projectile. This was originally an optional piece of equipment for the 02A, but as the Scarlet War wore on it was more frequently included in the standard kit.
  • Shield- A large piece of metal coated in beam-resistant material on its face, this shield could be mounted to a hard point on either of the Dauntless’s arms without obstructing the hands. This was intended to grant the machine additional survivability when locked in melee with Martian Mobile Suits.


Misc.: Sports one to three cup holders.

Unit Model Number and Name: ESAMS-202 Dauntless Command Type
Machine Type: Command and Control Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 2.5
Acceleration: 2
Maneuverability: 2.5
Armor: 2


[spoiler=Image(s)]
yrNubG2.jpg


[spoiler=Description]
Developed from the 201, the 202 Dauntless Command Type was intended to be used by flight leaders and other officers who would end up leading pilots from the front. Sporting more powerful thrusters and heavier armor, the design change maintained the speed and maneuverability of the 201 while providing additional protection for the pilot. Small design inconsistencies found in the 201 were also corrected for the 202. Like all variants of the 201 Dauntless, the Command Type is capable of transitioning between Space and Atmosphere without modifications to its frame.

While the ESA would ultimately lose the Scarlet War, the Dauntless was still a remarkably successful frame and was thus produced in number all the way to the war’s end. For this reason, it is relatively easy to find functional examples of this Mobile Suit throughout the ESA’s former colonies. The Dauntless is further notable for having served as the base for the Gundam project.


[spoiler=Equipment and Features]

  • Command and Control System- A set of long-range comm transceivers, which gave the Dauntless Command type its distinctive “Unicorn” appearance, allowing for commanders to give orders and receive information from their subordinates. This is part of the reason the 202 is popular among private operators today.
  • Advanced Sensor Array- Responsible for the distinctive “bug-eyed” design of the heads of the Dauntless variants, these advanced sensors were the primary reason for the Mobile Suits’ success. Since they gave individual pilots a much better idea of the lay of the battlefield, ESA commanders were better able to give intelligent orders and individual pilots had more freedom of action than their Martian counterparts.


[spoiler=Armaments]

  • Beam Saber- Though initially deployed with a Heavy Sword, the 200 Dauntless series was still in use after the advent of Beam Weapons. In an effort to maintain combat effectiveness, all existing 200 units were issued Beam Sabers and all those made afterwards came off the factory assembly line with them. These standard Beam Sabers were capable of cutting through most Mobile Suit armor, as well as the solid weapons still used by some Martian Coalition Mobile Suits. The Command Type’s standard Beam Saber was slightly shorter in length, but the beam itself was much higher energy than most others. This meant that commanders could “sunder” lesser beam melee weapons by breaking through the weaker particle streams.
  • 90mm Heavy Machine Gun- This inelegant but effective weapon was the standard ranged weapon for the 02 Dauntless. Thanks to the larger size of its bullets it was able to do much more damage with each shot, but required the use of both of the Mobile Suit’s hands to fire effectively.
  • Bazooka- A large weapon, requiring two hands to effectively use, this unguided rocket launcher can fire a single explosive projectile. This was originally an optional piece of equipment for the 02A, but as the Scarlet War wore on it was more frequently included in the standard kit.
  • Shield- A large piece of metal coated in beam-resistant material on its face, this shield could be mounted to a hard point on either of the Dauntless’s arms without obstructing the hands. This was intended to grant the machine additional survivability when locked in melee with Martian Mobile Suits. The Command type’s shield was typically larger in size, and would occasionally include a vulcan mounted on its inner facing.


Misc.: Sports one heated cup holder, with locking mechanism.

Unit Model Number and Name: ESAMS-203 Dauntless Flight Variant
Machine Type: High Atmospheric Combat Interceptor Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3
Acceleration: 3
Maneuverability: 2
Armor: 1.5


[spoiler=Image(s)]
3KBR6m8.jpg


[spoiler=Description]
As the Scarlet War wore on and the Earth Sphere Alliance had to face the fact that their initial momentum had been lost, high command began planning for the possibility of an invasion of Earth. Part of these efforts were the commissioning of a Mobile Suit designed to operate almost exclusively in the Earth’s atmosphere. The result was the 203 Dauntless Flight Variant, which proved to be a frightening thing indeed for the invading Martians. Its speed and maneuverability in atmosphere allowed flights of 203s to act as interceptors for Martian landing craft, and also allowed for it to effectively combat the martian 08A and 08R flyers. While the 203 was perfectly space worthy, the thrusters attached to its flight pack were not designed to function in the vacuum of space and would require modification. It is for this reason that the machine is not especially popular nowadays. Furthermore, the haste with which it was put into production saw design inconsistencies in the 201’s construction worsened.

While the ESA would ultimately lose the Scarlet War, the Dauntless was still a remarkably successful frame and was thus produced in number all the way to the war’s end. For this reason, it is relatively easy to find functional examples of this Mobile Suit throughout the ESA’s former colonies. The Dauntless is further notable for having served as the base for the Gundam project.


[spoiler=Equipment and Features]

  • Advanced Flight Pack- A set of wings attached to the 203’s back, this is the main reason for its success in the atmosphere. These wings included integrated Jet Engines, instead of rocket thrusters, because it was not intended to function in space. Wings, furthermore, are not especially useful in a vacuum anyways.
  • Advanced Sensor Array- Responsible for the distinctive “bug-eyed” design of the heads of the Dauntless variants, these advanced sensors were the primary reason for the Mobile Suits’ success. Since they gave individual pilots a much better idea of the lay of the battlefield, ESA commanders were better able to give intelligent orders and individual pilots had more freedom of action than their Martian counterparts.


[spoiler=Armaments]

  • Beam Saber- Though initially deployed with a Heavy Sword, the 200 Dauntless series was still in use after the advent of Beam Weapons. In an effort to maintain combat effectiveness, all existing 200 units were issued Beam Sabers and all those made afterwards came off the factory assembly line with them. These standard Beam Sabers were capable of cutting through most Mobile Suit armor, as well as the solid weapons still used by some Martian Coalition Mobile Suits.
  • 90mm Heavy Machine Gun- This inelegant but effective weapon was the standard ranged weapon for the 200 Dauntless series. Thanks to the larger size of its bullets it was able to do much more damage with each shot, but required the use of both of the Mobile Suit’s hands to fire effectively.
  • Shield- A large piece of metal coated in beam-resistant material on its face, this shield could be mounted to a hard point on either of the Dauntless’s arms without obstructing the hands. This was intended to grant the machine additional survivability when locked in melee with Martian Mobile Suits.


Misc.: Sports one to three cup holders, which may or may not contain locking mechanisms.

Unit Model Number and Name: ESAMS-204 Dauntless Weapon Platform
Machine Type: Artillery Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 1.5
Acceleration: 1
Maneuverability: 2.5
Armor: 3


[spoiler=Image(s)]
MTdGf9f.jpg


[spoiler=Description]
A heavier variant of the 201 Dauntless, the 204 was designed to provide mobile artillery support to units to which it was attached. While it sacrificed speed and acceleration, this was because of the addition of significant amounts of armor without further improving thrusters over those used on the 202. Furthermore, it is the only one of the Dauntless variants to include a directly integrated weapon in the form of its shoulder-mounted 500mm Autocannon. Most pilots thoroughly enjoyed using the frame, and attested that the additional durability was more than worth the reduction in speed. Most units were happy to have an 204 assigned to them as well, as its heavy armament could turn the tide in otherwise evenly matched engagements. Like all 200 Variants, the Dauntless Weapon Platform was capable of transitioning between Space and Atmosphere without modifications.

While the ESA would ultimately lose the Scarlet War, the Dauntless was still a remarkably successful frame and was thus produced in number all the way to the war’s end. For this reason, it is relatively easy to find functional examples of this Mobile Suit throughout the ESA’s former colonies. The Dauntless is further notable for having served as the base for the Gundam project.


[spoiler=Equipment and Features]

  • Advanced Sensor Suite- A combination of Radar, Infrared, and Sonar intended to allow the 02W’s pilot to detect pilots at extreme ranges in most, if not all, conditions. This set of equipment meant that pilots could fire upon the enemy the very instant they came into reach of their heavy weaponry. It was superior to the Advanced Sensor Array found on most other Dauntless variants.


[spoiler=Armaments]

  • Heavy Beam Saber- A much more energetic saber than the standard equipped to the 201, this was intended to offset the immobility of the 204 in melee. Each hit could much more easily carve through armor, and could more reliably “sunder” enemy beam sabers than those used by the 202.
  • 90mm Heavy Machine Gun- This inelegant but effective weapon was the standard ranged weapon for the 200 Dauntless series. Thanks to the larger size of its bullets it was able to do much more damage with each shot, but required the use of both of the Mobile Suit’s hands to fire effectively.
  • 500mm Autocannon- The largest weapon attached to any of the Dauntless variants, this heavy piece of military hardware was terrifying to those on the receiving end. Capable of fully accurate fully automatic fire, this cannon is supplied ammunition from a large pack mounted on the 204’s back
  • Shield- A large piece of metal coated in beam-resistant material on its face, this shield could be mounted to a hard point on either of the Dauntless’s arms without obstructing the hands. This was intended to grant the machine additional survivability when locked in melee with Martian Mobile Suits. The 204 was equipped with the largest examples of these shields ever seen, which included a slot in which the pilot could brace their 90mm HMG. This meant that the pilot could keep their shield up to protect their front while still delivering a hail of fire from their standard weapon.


Misc.: Sports one cup holder, and a compartment in which most pilots stashed snacks.

Unit Model Number and Name: ESAMS-205 Dauntless High Mobility Type
Machine Type: High Speed Combat Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3
Acceleration: 2.5
Maneuverability: 3
Armor: 1


[spoiler=Image(s)]
whKCW6K.jpg


[spoiler=Description]
As the Scarlet War drug on and the Earth Sphere Alliance lost the momentum it had held early on, they sought to take it back. With battles in Planetary and Colonial environments becoming less and less frequent, ESA High Command commissioned a Mobile Suit designed to fight almost entirely in the void of space. The Dauntless High Mobility type was the result, and it quickly became popular with pilots thanks to its greater reliability in a vacuum as compared to the standard Dauntless. Still, it never fully replaced its “little brother” thanks to the vulnerability that its oversized engines created. Like the other Dauntless variants, the 205 could transition between vacuum and atmosphere without significant modifications. However, its much heavier reliance on vernier thrusters to correct its course resulted in a significant loss of maneuverability outside of the void of space. Design inconsistencies from the standard Dauntless remained.

While the ESA would ultimately lose the Scarlet War, the Dauntless was still a remarkably successful frame and was thus produced in number all the way to the war’s end. For this reason, it is relatively easy to find functional examples of this Mobile Suit throughout the ESA’s former colonies. The Dauntless is further notable for having served as the base for the Gundam project.


[spoiler=Equipment and Features]

  • Advanced Sensor Array- Responsible for the distinctive “bug-eyed” design of the heads of the Dauntless variants, these advanced sensors were the primary reason for the Mobile Suits’ success. Since they gave individual pilots a much better idea of the lay of the battlefield, ESA commanders were better able to give intelligent orders and individual pilots had more freedom of action than their Martian counterparts.


[spoiler=Armaments]

  • Beam Saber- Though initially deployed with a Heavy Sword, the 200 Dauntless series was still in use after the advent of Beam Weapons. In an effort to maintain combat effectiveness, all existing 200 units were issued Beam Sabers and all those made afterwards came off the factory assembly line with them. These standard Beam Sabers were capable of cutting through most Mobile Suit armor, as well as the solid weapons still used by some Martian Coalition Mobile Suits.
  • 90mm Heavy Machine Gun- This inelegant but effective weapon was the standard ranged weapon for the 200 Dauntless series. Thanks to the larger size of its bullets it was able to do much more damage with each shot, but required the use of both of the Mobile Suit’s hands to fire effectively.
  • Flamethrower- One of the more unique weapons, this machine-gun sized weapon fires a stream of burning liquid under pressure. While the specifics of the ignited substance varied towards the end of the Scarlet War, they were all some sort of highly adhesive fluid which was intermixed with an oxidizing agent to allow it to function in space. While few of the mixes burned hot enough to actually harm Mobile Suits, theses were used to great effectiveness in boarding actions against enemy vessels. So effective, and terrifying, were they that Martian pilots would prioritize assaulting 205s equipped with flamethrowers over all else.


Misc.: Sports one to three cup holders.

Unit Model Number and Name: ESAMS-206 Dauntless High Mobility Command Type
Machine Type: High Mobility Combat Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3
Acceleration: 2.5
Maneuverability: 3
Armor: 1.5


[spoiler=Image(s)]
ynSp3ys.jpg


[spoiler=Description]
With the rise of the Dauntless High Mobility Type, it was determined that commanders would need the ability to keep pace with their pilots. For that reason, the 202 Command Type was modified so as to be able to keep pace with the new frames. The 206 High Mobility Command Type was the result, the perfect frame for commanders charged with leading High Mobility Units into the fray. As the Scarlet War drug on and Beam technology was mastered, the 206 became the first frame to be issued a beam rifle with any amount of regularity. This of course changed with the advent of the 300 Indominus, which quickly replaced most Command Type Mobile Suits. Like the other Dauntless variants, the 206 could transition between vacuum and atmosphere without significant modifications. However, its much heavier reliance on vernier thrusters to correct its course resulted in a significant loss of maneuverability outside of the void of space.

While the ESA would ultimately lose the Scarlet War, the Dauntless was still a remarkably successful frame and was thus produced in number all the way to the war’s end. For this reason, it is relatively easy to find functional examples of this Mobile Suit throughout the ESA’s former colonies. The Dauntless is further notable for having served as the base for the Gundam project.


[spoiler=Equipment and Features]

  • Command and Control System- A set of long-range comm transceivers, which gave the Dauntless Command type its distinctive “Unicorn” appearance, allowing for commanders to give orders and receive information from their subordinates. This is part of the reason the 206 is popular among private operators today.
  • Advanced Sensor Array- Responsible for the distinctive “bug-eyed” design of the heads of the Dauntless variants, these advanced sensors were the primary reason for the Mobile Suits’ success. Since they gave individual pilots a much better idea of the lay of the battlefield, ESA commanders were better able to give intelligent orders and individual pilots had more freedom of action than their Martian counterparts.


[spoiler=Armaments]

  • Beam Saber- Though initially deployed with a Heavy Sword, the 200 Dauntless series was still in use after the advent of Beam Weapons. In an effort to maintain combat effectiveness, all existing 200 units were issued Beam Sabers and all those made afterwards came off the factory assembly line with them. These standard Beam Sabers were capable of cutting through most Mobile Suit armor, as well as the solid weapons still used by some Martian Coalition Mobile Suits. The Command Type’s standard Beam Saber was slightly shorter in length, but the beam itself was much higher energy than most others. This meant that commanders could “sunder” lesser beam melee weapons by breaking through the weaker particle streams.
  • 90mm Heavy Machine Gun- This inelegant but effective weapon was the standard ranged weapon for the 200 Dauntless series. Thanks to the larger size of its bullets it was able to do much more damage with each shot, but required the use of both of the Mobile Suit’s hands to fire effectively.
  • Beam Rifle- One of the most destructive ranged weapons, at its inception the Beam Rifle was surpassed by absolutely nothing. It could fire much more accurately at much greater ranges than the Machine guns used by either faction, and the destructive power of its blasts could rip clean through even the heaviest of armor with little difficulty. Some weapons included variable power settings to allow for either greater range or greater rate of fire, but this was not the norm.


Misc.: Sports one heated cup holder, with locking mechanism.


[spoiler=ESAMS-300 Indominus]
Unit Model Number and Name: ESAMS-300 Indominus
Machine Type: High Performance Combat Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 pilot, in standard cockpit in torso.
Overall Height: 18.3 Meters
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 2.5
Acceleration: 2
Maneuverability: 3
Armor: 2.5


[spoiler=Image(s)]
8W0KYGx.jpg


[spoiler=Description]
Designed towards the end of the Scarlet War, the 03 Indominus was intended as a means of out-powering the Martian Forces. Though the first Gundam frames had seen combat by this point, there was still the need for a mass-produced, high performance mobile suit. To this end, the Indominus was designed using many years worth of compiled data about the 02 Dauntless variants and their shortcomings. In the end, it filled its role so remarkably well that it forced the Martian Coalition to develop the 017 Gaze in order to counter it. This is mainly because it was the first Mobile Suit produced from the ground up with the intention of using Beam Weapons for ranged combat. Furthermore, it continued to uphold the ESA’s policy of being more maneuverable than their enemies and was designed to transition between the atmosphere and space without the need for significant modifications. This was not because of any dreams of invading Mars, but instead because the ESA was in the position of needing to fight back the Martian Coalition’s forces both on the ground and in space. They simply could not risk the downtime required to refit a Mobile Suit designed to operate purely in one or the other.

Though the Indominus was an incredibly successful design, the nature of the Scarlet War from the time of its inception to its end meant that few survived in operational condition. For this reason it is quite rare to see one being used, even among militant groups in the ESA’s former colonies.


[spoiler=Equipment and Features]

  • Command and Control System- A set of long-range comm transceivers, responsible for the horned appearance of the Indominus. These, much like those seen on the 202 and 206 Dauntless Command Variants, allowed commanders to readily give orders to and receive information from their subordinates. As a result, the rare few examples of this machine are highly sought out.
  • Advanced Sensor Array- Responsible for the distinctive “bug-eyed” design of the heads of the Dauntless variants, these advanced sensors were the primary reason for the Mobile Suits’ success. Since they gave individual pilots a much better idea of the lay of the battlefield, ESA commanders were better able to give intelligent orders and individual pilots had more freedom of action than their Martian counterparts. The system was so successful that it was included in the 300 Indominus as well, maintaining the distinctive look to ESA mobile suits.


[spoiler=Armaments]

  • Beam Rifle- One of the most destructive ranged weapons, at its inception the Beam Rifle was surpassed by absolutely nothing. It could fire much more accurately at much greater ranges than the Machine guns used by either faction, and the destructive power of its blasts could rip clean through even the heaviest of armor with little difficulty. Some weapons included variable power settings to allow for either greater range or greater rate of fire, but this was not the norm.
  • Beam Cutter- The melee weapons of the Indominus, these beam weapons were not powered by the standard Minovsky Particle cartridges akin to most. Instead, they were linked directly to the Mobile Suit’s reactor, ensuring a constant and inexhaustible source of power. This also meant that they could do the same as the Heavy Beam Sabers, “sunder” an enemy’s beam-based melee weapon with ease. Always mounted in pairs, the beam cutters projectors were fortified in a manner similar to the shields used on the 02 Dauntless variants, and sported an anti-beam coating to provide extra protection in a melee.


Misc.: Sports one heated cup holder with a locking mechanism.



[spoiler=Gundam-Type Mobile Suits]
[spoiler=Duel Gundam]
Unit Model Number and Name: GMS-1100 Duel Gundam
Machine Type: Prototype General Purpose Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 Pilot, in standard cockpit in tors
Overall Height: 18.5m
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3
Acceleration: 3.5
Maneuverability: 3.5
Armor: 3.5


[spoiler=Image(s)]
vPXH7lx.jpg


[spoiler=Description]
In the aftermath of their close defeat at the Battle of Halfpoint Station, the event which drove home to Earth Sphere Alliance High Command that the Scarlet War had turned against them, the call went out for the development of something, anything, that could halt the momentum of the Martian Coalition’s offensive. The answer came with the development of a new metallic alloy, which proved to be far lighter and stronger than those traditionally used as armor. The process for producing this alloy, known as gundanium, was long, expensive, and inefficient, but the ESA was desperate. Unable to produce Gundanium in the volumes needed to armor mass produced Mobile Suits, the ESA’s department of Research and Development took a different approach. If they could not make a hundred frames armored in this new material, they would make one that was worth a hundred other Mobile Suits.

Initial tests proved to be less than fruitful, as the process of producing Gundanium made it difficult to permanently attach to other metals and the realization that the frame would have to be almost entirely made of Gundanium shifted focus from building the machine to streamlining the production process of the material. As a result it was not until the Siege of Luna, some five years after the Battle of Halfpoint Station, that the first Gundanium Mobile Suit was deployed. Its performance, almost singlehandedly turning the tide of battle and allowing the beleaguered ESA forces to drive off the Martian Coalition’s Fourth Fleet, silenced any potential critics of the program. Nearly all of the available resources for research and development went into the continued production of Gundanium Mobile Suits and the development of new models. This first model was named “Duel,” as inspired by its first pilot’s defeat of the Fourth Fleet’s force commander in single combat.

Throughout the remainder of the Scarlet War, the Duel Gundanium Mobile Suit saw continued production and deployment. It is also responsible for the redesignation of the entire series of Gundanium Mobile Suits to simply “Gundams,” as the shortened name became popular with the pilots flying them, and quickly became a focus of popular culture in the Earth Sphere. The Duel Gundam was the most prolific of all Gundam Suits during the Scarlet War, and as such it is the one most commonly found in the modern day. Though only 100 such machines were ever completed and brought up to combat readiness, the machine’s innate durability and the (relative) commonality of parts ensured that a few units managed to survive the war, making their way into the hands of various third party organizations and, oddly enough, even the Martian Coalition’s Fourth Fleet, which operates a squad of four Duel units for use in high priority missions.


[spoiler=Equipment and Features]

  • Gundanium Alloy Armor- The armor material from which the Gundams take their name, Gundanium Alloy is an incredibly durable, lightweight, and heat resistant material made by fusing lunar titanium with various composite materials in a complex zero-gravity forging process. Though incredibly difficult and expensive to create, the results speak for themselves. The Gundams’ armor allows for unparalleled resistance to damage (up to and including several successive hits from beam weapons) and its light weight and resistance to stress allows them to achieve much higher performance than the average mobile suit, with a gundam being capable of maneuvers that would put catastrophic stress on the frames of lesser mobile suits.


[spoiler=Armaments]

  • 45mm Multi-barrel CIWS- Mounted in the Duel's head are two 45mm multi-barrel CIWS guns. Although it is classified as an anti-air weapon, these light projectile weapons can be used to intercept missiles and to destroy lightly armored vehicles.
  • Beam Saber- Mounted in the Duel’s backpack, these are the Duel’s primary close combat weapons. These weapons are nearly identical to those found on the 02 Dauntless, save for the more distinctive pink color of the beams when compared to the Dauntless’s yellow.
  • 57mm Beam Rifle- The Duel Gundam’s main ranged combat weapon. Unlike the more economical weapons found on the 03 Indominus and the Martian 017 Gaze, which were designed for mass production, the Duel Gundam’s Beam rifle is designed for maximum damage output, and is able to critically damage or even destroy an enemy mobile suit with a single shot. It is mounted to a hardpoint on the side skirt armor when not in use.
  • 175mm Grenade Launcher- Though beam weapons are powerful, the advent of defensive measures like Gundanium Alloy and anti-beam coating meant that they weren’t guaranteed to be 100% effective. For these situations, the Duel Gundam’s beam rifle is equipped with a 175mm Grenade Launcher underneath the barrel, which allows it to effectively combat enemies that its beam rifle is unable to dispatch.
  • 350mm Rail Bazooka- An optional Handheld weapon for use against heavily armored targets such as warships, the Rail Bazooka’s large size and heavy weight necessitate the use of both of the Duel’s hands to fire it. It is capable of punching holes in even the most heavily armored targets, though it is fairly inaccurate and is therefore not very useful against mobile suits.
  • Shield- An optional piece of equipment designed to increase the Duel's defensive capability, it is mounted on the left forearm and/or handheld. Unlike the Duel itself, the Shield is not made of Gundanium, but rather is composed of a more conventional alloy covered in anti-beam coating. Though the coating is more resistant than gundanium alloy to beam weaponry, it does nothing against conventional weaponry. As well, the anti-beam coating degrades with successive exposure to beam weapons, limiting its effectiveness against melee weapons like beam sabers.


Misc.: Due to the necessity to ensure functionality of combat systems, the Duel lacks any cupholders or space to add them.



[spoiler=Buster Gundam]
Unit Model Number and Name: GMS-1300 Buster Gundam
Machine Type: Limited Production Artillery Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height: 18.86 meters
Powerplant: Ultracompact Minovsky Fusion Reactor.
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 2.5
Acceleration: 3
Maneuverability: 3
Armor: 4.5


[spoiler=Image(s)]
EMldBu3.jpg


[spoiler=Description] With the success of the Duel Gundam, the ESA quickly began development of three additional Gundam-type mobile suits. Designed to work in concert with one another, as well as the Duel, these second generation Gundams were created for more specialized combat roles, with each bringing new, experimental technology to the battlefield.

Though it was the second machine in the series to be designed, the GMS-1300 Buster Gundam was the first of these new Gundams to see combat, as the earlier 1200 Blitz Gundam’s stealth technologies were still undergoing testing. Designed for fire support and assault roles, the Buster Gundam comes equipped with several powerful ranged weapons, in addition to heavier armor and enhanced optics when compared to the Duel gundam. These features gave the Buster Gundam nearly unmatched durability and firepower, in exchange for a loss in both maneuverability and speed when compared to its brother units.

Like the Duel before it, the Buster Gundam left an indelible scar on the psyche of the Martian Coalition’s military. During the second battle of Lagrange Point 5, the first Buster Gundam unit (a prototype that had been refitted for active combat duty) single handedly took down 7 Martian battleships in as many minutes. The formal deployment of the roughly 30 Buster units constructed was followed by a string of similar successes, with Buster Gundams inflicting astounding casualties against enemy warships in every engagement. Even with the advent of other Gundam types, no mobile suit was quite able to match the sheer terror the Buster’s appearance on the battlefield instilled in Martian fleet personnel, and to this day sightings of active examples of the Buster Gundam have a notable effect on morale.


[spoiler=Equipment and Features]

  • Gundanium Alloy Armor- The armor material from which the Gundams take their name, Gundanium Alloy is an incredibly durable, lightweight, and heat resistant material made by fusing lunar titanium with various composite materials in a complex zero-gravity forging process. Though incredibly difficult and expensive to create, the results speak for themselves. The Gundams’ armor allows for unparalleled resistance to damage (up to and including several successive hits from beam weapons) and its light weight and resistance to stress allows them to achieve much higher performance than the average mobile suit, with a gundam being capable of maneuvers that would put catastrophic stress on the frames of lesser mobile suits.
  • Reloading Pack- As the size and modularity of the Buster’s handheld weapons could only be achieved with a loss of ammunition capacity, the Buster’s backpack comes equipped with additional clips of ammunition, and automatically reloads the Buster’s weapons when they’re attached to their hardpoints.
  • Enhanced Optics- Due to its combat role, the Buster was given more powerful head mounted sensors in order to more easily facilitate long range targeting. Due to their importance, these sensors are covered in additional armor, and are more resistant to damage.


[spoiler=Armaments]

  • 350mm Impact Cannon- Utilizing electromagnetic force to propel its projectiles instead of explosives, the Buster’s Impact Cannon is one of the most powerful rail weapons ever put into the hands of a Mobile Suit. Capable of doing extreme damage to most targets, this weapon was intended to be used against enemies resistant to beam weapons. It mounts to the Buster’s backpack for storage, and is carried in the pilot’s preferred hand when in use.
  • 94mm Heavy Beam Rifle- The second part of the Buster’s lethal arsenal, this is, similarly, the largest Beam Rifle yet produced. When the initial development of the 1100 Duel saw a beam rifle developed for maximum power output, it was all but inevitable that one which delivers even more power would be developed. While this does limit the HBR’s ammunition capacity, its sheer size usually means that a single shot is enough to handle most targets. The weapon is also designed to be highly accurate, meaning that a properly trained pilot would rarely miss their target. It mounts to the Buster’s backpack for storage, and is carried in the pilot’s preferred hand when in use.
  • 6-barrel Missile Pod- Permanently mounted to the Buster Gundam’s shoulders, these launchers allow for additional flexibility in its arsenal. Whether a mission calls for standard high explosive rounds, or airbursting fragmentation rounds, missile launchers are capable of packing them and putting them on target from quite a distance away.
  • Anti-Armor Shotgun- The truly most defining feature of the Buster Gundam is its ability to combine its two primary weapons into a single one. When the Heavy Beam Rifle and Impact Cannon are combined with the latter in the front, the weapon’s physical shots are propelled to even greater speeds by the addition of charged particles to the mix. Unfortunately, no solid projectile is able to hold up under this strain and on firing the round fragments into thousands of smaller pieces. Fortunately, these pieces are propelled at several times the speed of the normal Impact Cannon’s shot, and are capable of raining mass destruction over a large area. Up close, the Anti-Armor Shotgun, as this configuration is known, is capable of putting holes even in ship-class armor.
  • Hyper Impulse Sniper Rifle- When the Heavy Beam Rifle is the one in front with the combined weapons, the energy from the Impact Cannon’s power supply is rerouted into the former. As a result, when this composite weapon is fired its blasts are much more powerful and capable of reaching extreme ranges both in space and in atmosphere. Arguable the most powerful Beam Weapon ever produced for a mobile suit, the Heavy Impulse Sniper Rifle exceeds the power of standard ship-based armaments. As such, it is capable of putting holes cleanly through enemy vessels.


Misc.: Comes with a fully stocked mini-fridge, but curiously no cup holders.



[spoiler=Blitz Gundam]
Unit Model Number and Name: GMS-1200 Blitz Gundam
Machine Type: Limited Production Stealth Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height: 18.63 Meters
Powerplant: Ultracompact Energy Battery
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3
Acceleration: 3
Maneuverability: 3
Armor: 3.5


[spoiler=Image(s)]
lOdAkVP.jpg


[spoiler=Description]With the success of the Duel Gundam, the ESA quickly began development of three additional Gundam-type mobile suits. Designed to work in concert with one another, as well as the Duel, these second generation Gundams were created for more specialized combat roles, with each bringing new, experimental technology to the battlefield. The first of these to begin development was the GMS-1200 Blitz Gundam, named for its intended application in combat. It was designed from the ground up to slip past enemy lines and cause as much damage as possible, usually before an offensive by other units, and then return unharmed. Unfortunately, there were complications. Notably that the creation of the technology necessary for it to slip past enemy lines undetected, the Mirage Colloid Stealth System, took far longer than intended. This was due to the fact that while the technology necessary to completely cloak a mobile suit existed, actually applying it in that aspect was easier said than done. For all that could be done to render the suit invisible to sight and radar, a mobile suit was still a big, noisy machine in atmosphere. Beyond that, the heat signature of a Minovsky Fusion Reactor is quite noticeable against the blackness of space and even the MCSS could only do so much. The latter problem was solved by switching to using battery packs to reduce heat emissions, and the former by ensuring the utmost care in precisely machining and assembling each and every Blitz unit so that pieces fit together down to the slightest margins. This of course meant that the first Blitz did not see combat until after the 1300 Buster, but when it did it reaped a bloody toll upon the unsuspecting Martian Coalition forces.

The deployment of the first Blitz Gundam, just after the Martian Coalition’s victory in the first Battle of Michigan, resulted in so much chaos among the Martian landing force that the second Battle of Michigan was little more than a massacre enacted upon confused and terrified opponents. Future deployments of other Blitz units resulted in similar amounts of chaos sewn among their enemies, and though only 18 Blitz Gundams were ever produced, the fewest of any Gundam unit, they carved themselves an infamous and bloody reputation into Martian culture as a whole. In practical terms, the exacting standards to which each and every Blitz was built meant that they experienced very few parts breakages and required the least maintenance out of any of the Gundams in order to remain functional. Moreover, the machine was nearly silent even when operating at maximum performance, to the point that the units’ pilots spoke quietly even when not in the machine and frequently complained of ambient noise when out of their cockpits.


[spoiler=Equipment and Features]

  • Gundanium Alloy Armor- The armor material from which the Gundams take their name, Gundanium Alloy is an incredibly durable, lightweight, and heat resistant material made by fusing lunar titanium with various composite materials in a complex zero-gravity forging process. Though incredibly difficult and expensive to create, the results speak for themselves. The Gundams’ armor allows for unparalleled resistance to damage (up to and including several successive hits from beam weapons) and its light weight and resistance to stress allows them to achieve much higher performance than the average mobile suit, with a gundam being capable of maneuvers that would put catastrophic stress on the frames of lesser mobile suits.
  • Mirage Colloid Stealth System- The Blitz’s most distinctive feature, the Mirage Colloid system allows the Blitz to render itself invisible to both the naked eye and most forms of detection. The Mirage Colloid uses a powerful magnetic field to hold in place microscopic prisms that are capable of blocking infrared emission as well as bending visible light and radio waves around an object (e.g.a mobile suit). Due to the Blitz’s reliance on battery power to decrease heat emissions, the system can only remain active for a maximum period of 80 minutes.


[spoiler=Armaments]

  • Offensive Shield- Mounted on the Blitz’s right arm, the gundanium armored offensive shield acts as both the Blitz’s primary means of defense, as well as most of its arsenal. Due to the necessity of keeping the Mirage Colloid system operational, the Blitz Gundam is not armed with any built-in weaponry. Instead, the offensive shield mounts both the Blitz’s 50mm beam rifle, and a beam saber emitter. In addition, it contains hardpoints and firing mechanisms for the Blitz’s lancer darts.
  • 50mm Beam Rifle- Mounted inside the offensive shield, the 50mm beam rifile is a scaled down, energy efficient version of the Duel Gundam’s main weapon. Though it is less powerful than weapons found on other gundams, it is designed to minimize heat and minovsky particle emissions, allowing the blitz to stay undetected for longer periods. The beam rifle also acts as an emitter for the Blitz’s beam saber.
  • Lancer Darts- Stored in the Offensive shield, the lancer darts are versitile weapons designed to be effective in both melee and ranged combat. Made of a strong titanium alloy, the lancer darts are designed to easily penetrate enemy armor, then detonate a small warhead imbedded in the shaft. They can either be fired from the offensive shield as a ranged weapon or extended and used in the Blitz’s hands as a spear-like weapon.
  • Piercer Lock- Mounted on the Blitz’s left arm, the Piercer lock functions in much the same way as the Martian Gaze’s Extensional Arrestor does. The main difference between the two weapons is that the Blitz’s Piercer Lock is composed of Gundanium, removing the need for power-consuming beam emitters to be mounted on its point. The Piercer lock can be used to spear enemy mobile suits, or it can unfurl into a crude claw in order to grapple onto objects as opposed to stabbing them, making it incredibly useful for assisting damaged friendly units.


Misc.: Comes with either a coffee maker or electric tea kettle, as per the original pilot’s request.



[spoiler=Gundam X]
Unit Model Number and Name: GN-1400 Gundam X
Machine Type: Limited Production Satellite System Loading Newtype Use Mobile Suit
Manufacturer: Kusanagi Avionics
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso
Overall Height: 21.3 meters (Head Height 17.1 meters)
Powerplant: Ultracompact Minovsky Fusion Reactor/ Satellite System Power Reserves
[spoiler=Performance Rating Stats]
(Rate the following stats on a scale of 1 to 5)
Speed: 3.5
Acceleration: 4
Maneuverability: 3.5
Armor: 3.5


[spoiler=Image(s)]ADYIYUt.gif


[spoiler=Description]
Though not the most numerous, nor would some argue the most powerful, of the ESA’s Gundam Mobile Suits, none can deny that it was the Gundam X that had the largest impact on the Scarlet War; its fearsome weaponry and iconic colors burning themselves into the collective consciousness of the Earth Sphere. Despite the power of the previous four Gundam designs, the introduction of Mobile Armor units and the 018 Vertigo by the Martian Coalition proved to be an obstacle which the ESA’s current forces simply could not push back in spite of grinding the war down to an agonizing stalemate. Not content with taking the opportunity to sue for peace, High Command sought an answer to the problem of the current war. The answer, at least as it pertains to the development of the Gundam X, frequently abbreviated to GX, came in two parts: The Satellite System and the Flash System.

The Satellite System was developed to take advantage of the intricate network of military satellites, and with them create a wireless power relay which could provide weapon systems, most notably the Satellite Cannon, with additional power to combat the Martian invasion. The most important aspect of it was the enormous Lunar Solar Power Station, which had been used to provide power to Luna’s shipyards and the Gundanium Production Plant. By building an enormous microwave transmitter, and retrofitting many of their communication satellites into relay stations for it, they created the envisioned means of powering enormously powerful weapons. At least so long as they could properly align with one of the satellites. With initial tests of the Satellite Cannons, as the monstrously powerful energy weapons were dubbed, mounted on Warships and Orbital Satellites alike proving successful, the go-ahead was given to design a Gundam to carry the weapon. However, there were fears that even such a powerful weapon would not be sufficient for a limited production run, as necessitated by the process of creating Gundams, Mobile Suit to turn the tide of the war. This gave rise to the Flash System.

The Flash System was conceived when the ESA managed to capture a number of intact Vertigo units, thus learning of the means that the Martian Coalition’s Newtype Pilots were able to control their remote weapons. With the technology in their hands, it was hardly difficult to retool it to their purposes, and so the ESA set about turning the system into one capable of manipulating entire Mobile Suits. This would prove to be the answer they were searching for, and so the go-ahead was given to develop a Gundam which utilized both systems: the X.

The first Newtype-use mobile suit designed by the ESA, the Gundam X (so named because of its distinctive silhouette when its solar panels are deployed) was also the first Mobile Suit to be properly codenamed “Gundam,” as the term had become widely accepted by military personnel. Between each of the units being equipped with a Satellite Cannon, and further serving as the hub around which an entire squadron of remote controlled mobile suits, dubbed Bit Mobile Suits, equipped with similar weaponry, the GX proved to be exactly the sort of devastating weapon needed to begin the push back against the Martian Coalition’s forces.

The first Gundam X unit saw action during the Martian Coalition’s Operation Lilac: an attempted colony drop operation on the ESA’s main headquarters in Brussels, Belgium. Piloted by ESA ace Alberto Augus, the GX and a squad of GX bits intercepted the colony’s escorts: (which included the Newtype mobile armor Patulia and a full squad of Vertigos), which had managed to fend off the entirety of the ESA’s 3rd orbital fleet and get the colony past the Roche limit: the point at which an object can no longer avoid descending into Earth’s atmosphere. At the climax of the engagement, the GX and its remaining Bits used their Satellite cannons to destroy the colony along with the rampaging Patulia.

Subsequently, the roughly 20 Gundam X units produced would see action in nearly every major engagement of the war, including Operation British, during which 13 GXs made a heroic but futile last stand against the Coalition’s combined fleet. Despite managing to destroy some 63 colonies and innumerable martian warships and mobile suits, the Gundams were ultimately overpowered and destroyed, allowing 137 of the Martian Coalition’s colonies to hit their targets and ravage the planet.

Even some 20 years after the fact, the deeds (or atrocities, depending on who you ask) of the Gundam X and its pilots still resonate. Despite the destruction of more than half of the extant examples of the machine as well as the destruction or dismantling of nearly the entirety of the Satellite system’s relay array, the GX is what most people think of when they hear the word “Gundam”.


[spoiler=Equipment and Features]


  • Gundanium Alloy Armor- The armor material from which the Gundams take their name, Gundanium Alloy is an incredibly durable, lightweight, and heat resistant material made by fusing lunar titanium with various composite materials in a complex zero-gravity forging process. Though incredibly difficult and expensive to create, the results speak for themselves. The Gundams’ armor allows for unparalleled resistance to damage (up to and including several successive hits from beam weapons) and its light weight and resistance to stress allows them to achieve much higher performance than the average mobile suit, with a gundam being capable of maneuvers that would put catastrophic stress on the frames of lesser mobile suits.

  • Flash System- Developed from the Martian Coalition’s own Psycommu System, the Flash System serves a similar function: to act as a control system for Newtype-use remote weapons. Unlike the funnels that were usually directly controlled by input to a Psycommu System however, the Flash system was designed to assist the pilot in controlling full-on mobile suits, taking the pilot’s thoughts and extrapolating them into battle maneuvers and formations, which were then relayed to the Bit MS. Though this produced a slight lag in response time when compared to the Psycommu System, the advantages of having a single pilot at the controls of a squadron of mobile suits vastly outweighed the drawbacks, and the combat records of the mobile suits equipped with the system speak for themselves. The Gundam X’s Flash system also allows its pilot to use pre-recorded thought wave patterns to contact the automated system located within the Lunar Solar Power Station, authorizing it to transmit microwave energy either to its relay satellites or directly to the X for use.

  • Satellite System- Made possible thanks to energy condenser technology and the long range communication capability of the Flash System, the Satellite System, put simply, allows the Gundam X receive and store vast quantities of energy within its frame. Using the Flash System, the Gundam X can send for and receive energy generated at the Lunar Solar Power Station via the green laser receiver in its chest, which is then stored within its X shaped Solar Panels as well as various condensers located all around the frame. When charged, the X’s storage components glow a bright blue-white in color. Though usually used as ammunition for the Satellite cannon, this microwave energy can also be used to recharge the X’s weapons, and can even power the mobile suit itself for extended periods.


[spoiler=Armaments]


  • Bit Mobile Suit- Developed to be used with the Flash System, included on all but one of the ESA’s Newtype Use Gundams, “Bits,” as they came to be called, were intended as an answer to the small population of Newtypes on Earth and the orbital colonies. Each was, essentially, a lesser version of the Gundam to which they were linked, and were generally more susceptible to damage due to lacking the Gundanium Alloy Armor which protected the true Gundams. They also frequently lacked certain weapon systems which, such as Vulcans, which were dubbed superfluous in the absence of a pilot. Yes, Bit Mobile Suits lacked a pilot, and cockpit, entirely, instead replacing them with enormous remote-control receivers. The Bits deployed alongside GX units typically carried the Satellite Cannon(along with its integral Beam Sword) as well as a Shield Buster Rifle.

  • Satellite Cannon- Indisputably the most powerful weapon ever mounted on a mobile suit, the Satellite cannon is the Gundam X’s primary armament. Though visually similar in appearance and function to one, the Sat Cannon (as it is commonly referred to) is not a beam cannon. Rather, it can be thought of as a massive focussed microwave emitter, firing enormous, highly concentrated, sustained blasts of non-ionizing radiation at a target (which to the naked eye appears to be a blue-white stream of plasma). Blasts from the Sat Cannon can deal extreme damage over a wide area, utterly vaporizing anything caught in its firing radius (up to and including asteroids and space colonies) and dealing extreme damage to anything nearby. The only drawback to the weapon is that it requires a full charge from the Satellite System to be fired, and access to the Lunar Power Station’s charging laser (which was spotty even during the Scarlet War) is incredibly hard to come by, due to the loss of most of the relay satellites, the massive debris fields littering earth’s orbit, and the situational positioning of the moon relative to the location of any active Gundam X.

  • Shield Buster Rifle- The GX’s main ranged weapon, the shield buster rifle is a rather unique weapon designed specifically for the Gundam X. Thanks to an onboard energy condenser, the Shield Buster Rifle is able to fire much more concentrated (and therefore more powerful) shots than a standard beam rifle, earning the “buster” in its codename. In addition to its increased power, the Shield Buster Rifle is also able to transform from a rifle into a shield. Because of how often the rifle (and its ammunition) are put in harm’s way as a shield, the majority of the weapon’s components are constructed from Gundanium in addition to being covered in anti-beam coating, making it as durable as the gundam itself, if not moreso. When not in use, the rifle can be connected to a hardpoint on the GX’s rear skirt armor, where it can be recharged by the Suit’s reactor or the Satellite system. Though the GX’s standard loadout calls for a single Shield Buster Rifle, many pilots often sortied with two, giving them the benefit of double defense.

  • Beam Sword- Another product of energy condenser technology, the GX’s beam sword is a more powerful variant of the standard beam saber mounted on most mobile suits. In order to facilitate a larger, thicker blade, the beam sword is designed with a very distinctive hand grip, giving it an appearance similar to the hilt of a fencing sword. Jokingly nicknamed “screwdriver” by pilots and technicians thanks to the plus, or phillip’s head shaped blade, the X’s Beam sword is a fearsome melee weapon, capable of dealing a much greater deal of damage than the average beam saber.

  • Torso Vulcan- Unlike other Gundams, which usually mounted a pair of vulcan guns in the head, the GX sports a quartet of similar weapons in its torso, doubling the damage output and spread of previous arrays.


Misc.: Comes with a cup holder, collapsible dining tray, and, fittingly, a microwave oven powered by the Satellite system.

 

 



[spoiler=Warships and Spacecraft][spoiler=Danube]
Unit Model Number and Name: Danube-class Destroyer
Manufacturer: McKennan Shipwrights
Crew: 80
Mobile Suit Complement: 6
Overall Height: 68m
Overall Length: 249m
Overall Width: 68m
Powerplant: Minovsky Fusion Reactor
[spoiler=Image(s)] jJhYz9x.jpg


[spoiler=Description]
At the outbreak of the Scarlet War, the Danube-class Destroyer was the newest vessel to enter the ESA’s arsenal, finishing its development cycle 163 SE. Replacing the larger Mississippi-class Destroyer Escort, the Danube was intended to improve relations between the Earth Sphere and the Outer System Colonies through its smaller size. The idea was that a smaller warship was not as threatening as a larger one, and thus pairs of Danubes could be deployed on policing operations that a single Mississippi would have. The outbreak of the Scarlet War just a year after the Danube entered production significantly changed their mission and the idea behind their construction. The advent of Mobile Suits further changed the face of warfare, and all existing Danubes were recalled to be retrofitted to carry those machines.

The Danube did have one advantage over its larger and more heavily armed and armored Martian counterpart, the Musaka. Thanks to having been originally designed to fill a policing role, it was equipped with top-of-the-line Nuclear Rocket Engines. This made the ship significantly faster than its competitor, allowing it to fight on even, if not fair, terms with the Musaka. A favorite tactic by Scarlet War captains was to strafe over or past their foes at full speed, closing too quickly for the heavier Martian main guns to accurately target them while unleashing a hail of fire from their turreted beam cannons on the way in and out. The addition of a Mobile Suit Recovery Deck on its aft section was another advantage, allowing it to launch and recover Mobile Suits at the same time.

Successful during the Scarlet War, the Danube-class Destroyer sees frequent use into the modern day. It is a favorite among smaller-end Vulture operations, and a number of the still functional colonies in the Earth Sphere maintain squadrons of the destroyers as additional defense craft.


[spoiler=Equipment and Features]


  • Mobile Suit Hangar- As with every ship of consequence in the Scarlet War, the Danube-class Destroyer carried a complement of Mobile Suits into battle. While it only possessed a single launch catapult, and no auxiliary means of deploying mobile suits quickly, it came equipped with a recovery deck atop its aft section. This meant that the Danube-class could continue launching mobile suits from its complement while previously deployed ones returned for repairs or rearming.

  • Mk4-1 Nuclear Rocket Engines- The biggest advantage the Danube had during the Scarlet War, these are the most advanced engines ever seen on an ESA warship. The Mk4-1 NREs functioned by channeling liquid hydrogen through its Minovsky Fusion Reactor, resulting in the production of hydrogen plasma. This plasma was then directed out the back of the ship through magnetically shielded nozzles. This resulted in the Danube being, without question, the fastest warship deployed by either side during the Scarlet War.


[spoiler=Armaments]


  • Twin-Barreled Beam Cannons- While not as powerful as the Mega Particle Cannons seen on larger warships, or even those equipped to certain Mobile Armors, this admittedly small main gun has a distinct advantage over larger ones. The Twin-Barreled Beam Cannon is capable of firing at almost four times the rate of an MCP. Combined with the ship’s speed, this makes fighting a Danube-class Destroyer anywhere it has room to maneuver an unpleasant ordeal at the best of times. Two of these turret-mounted weapons can be found on either side of the Danube’s hull.

  • Tri-Barreled Beam Guns- Essentially three Beam Rifles arranged in a triangle on a ball turret, this fairly simple design remains quite effective as a point defense weapon. As with all beam weapons, these are capable of damaging spaceship hulls at close range. Unlike many other warships, the arrangement of defensive guns on the Danube does not provide protection against attacks from behind. As the ship’s main guns are capable of rotating a full 360 degrees, this is not usually seen as much of an issue.

  • Missile Launchers- Mounted in pairs on either side of the prow, these single-tube missile launchers provide the Danube with additional forward-facing firepower. Depending on the loadout, they can be used for anti-ship or anti-mobile suit fire.


Misc.: As it was not originally intended as a military vessel, the Danube-class Destroyer lacks a single large dining area for the crew. Instead, a stock Danube-class has a number of smaller dining areas located throughout the vessel. Rather than having dedicated kitchen staff, apart from a crew in charge of keeping the ship stocked with food, members of Danube crews would rotate through cooking duties aboard their vessels.

[spoiler=Volga]
Unit Model Number and Name: Volga-class Cruiser
Manufacturer: McKennan Shipwrights
Crew: 300
Mobile Suit Complement: 14
Overall Height: 111m
Overall Length: 430m
Overall Width: 111m
Powerplant: Minovsky Fusion Reactor
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[spoiler=Description]
Developed a few decades prior to the outbreak of the Scarlet War, the Volga-class Cruiser is less a class of its own and more of a retrofit to the ESA’s venerable Baikal-class Cruiser. Improved engines, increased primary and secondary armaments, and two additional Mobile Suit hangars made the Volga superior to its predecessor in almost every respect. Over the following years, existing models were refitted again and again as technologies improved. One especially notable refit to the class, which occurred in SE 160 in response to growing tensions with the outer colonies, was mounting the first Beam Weapons, apart from those seen on Colonies and Defensive Satellites, in place of its older Rail Cannons. At the outbreak of the Scarlet War, the ESA had close to two thousand of these vessels deployed across all of its fleets. With the advent of the 201 Dauntless and its later variants, the hangars on all existing Volga-class Cruisers were retrofitted to carry Mobile Suits. In the coming conflict, it became a priority to construct new Volgas to replace those destroyed and to repair those damaged. By the war’s end, just over five thousand Volgas had been built in total, and roughly half of those were still space worthy, even if only just barely.

While most of the glory in the Scarlet War went to Mobile Suit and later Gundam pilots, the warships on both sides remained irreplaceable components of the war effort. Given the Volga’s place as the workhorse of the ESA’s Navy, it was especially so. Able to swiftly carry and deploy a full complement of Mobile Suits into the fighting, and heavily armed and armored enough to support them once they’re there, the Volga presented quite the problem to the Martian Coalition. While their Rewloola(Might change the name, we’ll see) class cruiser was the superior warship in a head-to-head fight, they rarely got one and were always outnumbered at least two to one.

In spite of its success during the Scarlet War, the Volga-class Cruiser is something of a rarity in the modern day. This is due to a trend in its operators removing the external hangars mounted to the port and starboard of the bridge, essentially cutting it down to an improved Baikal-class hull. The primary reason for this is simple necessity. Most operators do not require the extra space provided by the hangars, so they cut them off and sell them for scrap. This does, thankfully, mean that for those who do run full Volgas there is an excess of spare parts for their external hangars. Beyond that, the multitude of warships wrecked in the Scarlet War mean that spare parts are frequently just a short jaunt through a Shoal Zone away. One component that is fairly rare is a fully functional Minovsky Fusion Reactor that will actually fit in a Volga. The shape of the ship’s hull necessitated a peculiar layout for its reactor chamber, compared to nearly every other warship in service. Add to that the fact that the Ireland-based McKennan Shipwrights have been completely out of business, read: a smoldering irradiated crater, for the past 20 years, and you have yourself a recipe for a truly uncommon component. Most Volga operators have either somehow managed to keep the original reactor running, or have jury-rigged an alternative to provide power. It is possible that a few exist somewhere in the wreckage of the Scarlet War, but such a thing would be both very rare and hotly contested if more than one party were to learn of its location.


[spoiler=Equipment and Features]


  • Mobile Suit Hangars- Like it says on the tin, these are hangars designed with the explicit intent of carrying Mobile Suits and the equipment required to repair them. The Volga class features three separate hangars, all independent of each other. The largest one takes up much of the prow section of the ship, and is capable of holding a maximum of six mobile suits at any time. Rather than using a Launch Catapult, this one relies on the underside of the ship opening up and allowing the mobile suits to launch in quick succession under their own power. The other two, mounted externally to the Port and Starboard of the Bridge, are capable of each holding a maximum of four Mobile Suits at any given time. However, due to the addition of Launch Catapults, each of these hangars is only capable of launching one suit at a time. As the tactics of the day involved Catapult Launches from long ranges before opening the main hangar and allowing the suits inside to launch manually once the ship had closed with the enemy, this limitation did not inhibit the Volga-class overmuch in combat. It should be further noted that the entrance to the Main Mobile Suit Hangar is also the primary entrance to a Volga-class Cruiser when it is docked.

  • External Ammunition Modules- The “stupid looking cones” mounted in pairs to the outside of the hangars actually serve a purpose. While most vessels that carry Mobile Suits require their complement to re-enter the hangars for ammunition resupplies, the Volga-class mounts a quartet of external stores. Dubbed External Ammunition Modules, or EAMs, they contain a computer which wirelessly communicates with approaching mobile suits in order to determine their remaining ammunition stores. When the mobile suit comes in range, the module opens and a series of robotic limbs automatically replenish the suit so that it can return to combat quickly. With the advent of Beam-armed Mobile Suits, the EAMs were retrofitted to include storage space for empty charge packs to be restored. How much of the capacity was used varied from ship to ship, but when fully filled the EAMs could readily supply the full fourteen MS complement in combat, and charge their spent beam packs quickly enough that no crew ever had to worry about running out of ammunition.


[spoiler=Armaments]


  • Fixed Beam Guns- Though any who have seen a Volga-class Cruiser in battle would assume this to be a misnomer, from an engineering standpoint it is entirely correct. The whole of the Beam Guns themselves are fixed in place, while the mount projects an electromagnetic field around the muzzle. By altering the intensity of this magnetic field, the Gunner is capable of altering the angle of the beam sufficiently that the weapon’s angle of fire is similar to a traditional turret mount, without the troublesome moving parts that might otherwise fail at an inopportune moment. While short ranged compared to most Warship Armaments, and therefore usually relegated to intercepting incoming warheads, mobile suits, and boarding craft, the FBGs are actually capable of penetrating the armor of larger warships. The Captain of the Sadalahn-class Super Battleship SMC Olympus Mons learned this the hard way when his helmsman adjusted the ship’s course slightly to avoid what seemed to be a ramming attempt from the Volca-class Cruiser ESS Spearhead. Instead of avoiding a ramming attempt, the Olympus Mons’ bridge was brought into range of the Spearhead’s FBGs, and blasted to cinders in short order. In peak condition, the Volga-class mounts Fourteen FBGs on the Dorsal Bow, just forward of its main turret, Sixteen on the Ventral surface immediately behind the shuttle bay, Eight on the Dorsal and Six on the Ventral surfaces of the exterior hangars, and Nine on each side of the main body of the ship. This gives the Volga-class a total of 76 Beam Guns.

  • Gauss Assisted Missile Launchers- Also serving as mounts for the Volga-class’s External Port and Starboard Thrusters, these enormous pods are capable of launching a grand total of 48 8.4m class Anti-Ship Missiles in a single volley. By initially launching the missiles through an electromagnetic coil, like those used in an ESA Marine’s standard-issue Gauss Rifle, the launcher requires less fuel in each missile for them to reach their target. As such, larger explosive payloads can be sent down range. Due to the guided nature of these missiles, the Volga has an enormous amount of near omni-directional firepower from these launchers alone.

  • 10m class Mega Particle Cannons- The first Beam Weapons mounted to any space-faring craft capable of moving under its own power, these are also some of the largest such armaments ever created. Fueled by Mega Particles, the electrically neutral result of combining positive and negative Minovsky Particles created in a special arming chamber just above the Volga’s Reactor Chamber, these weapons fire high-density beams capable of tearing through conventional armors with ease. Ships that are unfortunate enough to stray in front of the stream suffer crippling damage to parts of their superstructure. The Volga-class mounts six of these weapons in pairs of two. One pair is turret-mounted just fore of the Bridge on the ship’s dorsal side, and features a wide firing arc and elevation angle. The other two pairs are mounted to the fore ventral sides of each exterior hangar, and have more limited traverses. Still, they provide a significant amount of forward-facing firepower, and much needed ventral main-armament coverage.


Misc.: As should be expected of any ESA Warship, the Volga-class features a fully stocked and equipped dining area on the aft section of deck 6 complete with Port and Starboard viewing areas. The Captain’s Quarters also include a small personal kitchen space, for those culinarily minded commanding officers

 

 

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  • 3 weeks later...

[spoiler=Kenji Mizuno]

"An orange Gundam soaring among the starry skies...some might even think it would be a meteor. It's got a nice artistic feeling to it!"

 

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Personal Information

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Name: Kenji Mizuno (Lit. Mizuno Kenji, 水野 )
Age: 22
Gender: Male
Occupation: Mobile Suit Pilot | Detailer

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[spoiler=Appearance]

ShimaRenzou600609695_zps6a63013f.jpg
 

Height: 5'9"

Weight: 160 lbs

 

Depicted above is Kenji's general appearance, outfit and all. However, in place of the striped shirt, it actually is just a dark blue shirt. The little jacket/blazer he wears actually has the Arrowhead insignia on the left portion on the chest, as well as on his back. On the right side of his hip, Kenji's pistol is rested and holstered, though he prefers not to have to use it. His eyes are a nice caramel brown color, which complements the reddish brown color that his hair is. His skin is a bit on the pale side, not exactly having any desire to be outside and get a tan. Speaking of hair, he tends to keep it in a messy style. Kenji also tends to keep himself physically fit, which shows in his slenderish build.

 

 

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[spoiler=Personality]

Kenji is a young man who's ready to jump headfirst into any situation, not caring about the odds or limitations its said to have. On the contrary, he finds situations with the strictest limitations and low odds the ones that give off the highest thrills and excitement. Loyal to a fault, Kenji does what he can to ease the work load of others, though sometimes this does tend to get him overworked in a sense. Kenji finds the most solace in giving paint jobs on other Mobile Suits, or even designing new styles of color combinations on paper that would complement each crew member.

 

As for battle, Kenji, at first was a person who never wanted to hurt or even kill anyone. But with how he is now, his resolve is steeled into the fact of "If I don't stop them by any means necessary, they could hurt the ones I care about." Because of this, Kenji now does what he can to stop his opponent from harming the friends he has on the crew and even family he cares about. Aside from this, Kenji does his best to keep a leveled head during any fight.

 

 

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[spoiler=Biography]

"We're just stuck here. Honestly...I'd rather be flying among the stars...like those in the old days did!"

 

Kenji was born in the Earth Sphere at the wrong part of time. When he was born, the Scarlet War was slowly winding down into its climax. And when it finally reached its climax, Kenji's family had become broken. During this war, Kenji's father: Shouta Mizuno, was a pilot who used a mecha known as the Duel Gundam. From the stories he heard, the Duel Gundam in action was amazing. But alas, during the war, Shouta died after being struck down in his Duel. It was some time after this that the war finally was finally over, as Kenji was two.

 

As the years passed, Kenji and his mother found themselves staying with his uncle and he found himself eventually working at his uncle's auto-repair shop (more precisely, what was left of it). It wasn't a whole lot in the range of business, but they managed. Especially with what they did with Shouta's Duel Gundam. While still half-functioning, but no exact way to fix it up and restore it, they kept the Gundam hidden and began to sell parts to keep the family afloat. Regardless of this, his uncle fixed the vehicles and Kenji would give them a fresh coat of paint. Along with this, his uncle taught him what his father couldn't: how to defend himself and take care of himself. He taught Kenji how to fight in hand-to-hand combat (albeit his form not exactly being up to par with others), but it allowed him to defend himself regardless. It was a good life, but to Kenji, he was hoping for something more.

 

That something more would actually come a little later on when Kenji turned 19. He got word that the Arrowhead, the most seasoned Vulture ship, and its crew were looking for more crew members. Of course, Kenji applied for a pilots position, due to the lack of people joining in as pilots. However, to Kenji's surprise, the crew literally laughed at him at him trying to apply for a pilot's position. One of the claims they gave was that he didn't have a Mobile Suit present. That's when Kenji dropped the bomb that he had in possession a half-functioning Duel Gundam that belonged to his father. Of course now, the Arrowhead crew was all ears, almost to the point of wanting to find it themselves. However, Kenji struck an accord with the captain of the Arrowhead, allowing him to give over the Duel Gundam he had, on the promise that he would join the crew and pilot it himself. After much deliberation, Kenji was put on board the crew, and he gave over the Duel Gundam to let the mechanics work on it to restore it. Upon joining the crew, he was given the proper training on being a pilot and piloting a Mobile Suit/Gundam as well as the proper firearm training, even though he prefers to fight using his fists.

 

As the years have gone by, Kenji has proven himself to be a great asset to the Arrowhead crew, helping numerous times in many salvage jobs, despite haggling his way into the crew via his father's Duel Gundam

 

 

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Machine: GMS-1100 Duel Gundam

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[spoiler=Skills/Specializations]
Piloting Expertise - Kenji's skills piloting a MS are the results of his proper training and in the field experience. However, while this is a good thing, currently Kenji is still getting the kinks out on working with his new Duel Gundam and piloting it.

 

Paint Job Experience - Due to his previous work in an auto-repair shop as a detailer, Kenji has some experience in the field of painting and taking good care of a paint job on a vehicle (or MS). This is shown further by the paint job he gave the Duel Gundam.

 

Combat Experience - Kenji is skilled in close-quarters combat, more like he specializes in it. He is proficient in firearms, but doesn't use them too often. However, when in the cockpit, Kenji utilizes all the tools the Gundam has.

 

Skilled Junker - During his time at an auto-repair shop (even as a detailer), Kenji has accumulated an eye for pieces of equipment that others might think are complete junk and garbage, and see that they could be worth something or even be useful in another shape or fashion.

 

 

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Other Information

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Kenji's Theme | Piloting Theme (Alternate) | Battle Theme (Alternate)

  • Kenji's name can be roughly translated into the following: Kenji - Intelligent second son, strong and vigorous. Mizuno - water field.
  • Around the Arrowhead, Kenji is the one the crew usually calls for if they want a new paint scheme for their Mobile Suits, or even for his artistic eye.

 

 

 

[spoiler=GMS-1100 Duel Gundam]

Unit Model Number and Name: GMS-1100 Duel Gundam

Machine Type: Prototype General Purpose Mobile Suit 

Manufacturer: Kusanagi Avionics

Pilot(s)/Crew: Kenji Mizuno

Overall Height: 18.5m

Powerplant: Ultracompact Minovsky Fusion Reactor

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[spoiler=Performance Rating Stats]

Speed: 3

Acceleration: 3.5

Maneuverability: 3.5

Armor: 3.5

 

 

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[spoiler=Image(s)]

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[spoiler=Description:]

This GMS-1100 Duel Gundam once belonged to Kenji Mizuno's father, Shouta Mizuno. This Gundam fought hard in the Scarlet War, only to end up being laid to rest along with its pilot for a good number of years on the Earth Sphere after Shouta was killed in the cockpit. During the years of Kenji growing up, a number of parts were removed from Duel in order to sell and keep the family afloat. It had remained hidden at the auto-repair shop that Kenji's uncle ran and it wasn't until the Arrowheads agreed to Kenji's agreement that it was being restored.

 

Along with the mechanics on the Arrowhead, Kenji gave the newly rebuilt Duel Gundam a new paint job, giving it a nice orange style to it for a bit of flair.

 

 

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[spoiler=Equipment and Features]

  • Gundanium Alloy Armor- The armor material from which the Gundams take their name, Gundanium Alloy is an incredibly durable, lightweight, and heat resistant material made by fusing lunar titanium with various composite materials in a complex zero-gravity forging process. Though incredibly difficult and expensive to create, the results speak for themselves. The Gundams’ armor allows for unparalleled resistance to damage (up to and including several successive hits from beam weapons) and its light weight and resistance to stress allows them to achieve much higher performance than the average mobile suit, with a gundam being capable of maneuvers that would put catastrophic stress on the frames of lesser mobile suits.

 

 

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[spoiler=Armaments]

  • 45mm Multi-barrel CIWS- Mounted in the Duel's head are two 45mm multi-barrel CIWS guns. Although it is classified as an anti-air weapon, these light projectile weapons can be used to intercept missiles and to destroy lightly armored vehicles.
  • Beam Saber- Mounted in the Duel’s backpack, these are the Duel’s primary close combat weapons. These weapons are nearly identical to those found on the 02 Dauntless, save for the more distinctive pink color of the beams when compared to the Dauntless’s yellow.
  • 57mm Beam Rifle- The Duel Gundam’s main ranged combat weapon. Unlike the more economical weapons found on the 03 Indominus and the Martian 017 Gaze, which were designed for mass production, the Duel Gundam’s Beam rifle is designed for maximum damage output, and is able to critically damage or even destroy an enemy mobile suit with a single shot.  It is mounted to a hardpoint on the side skirt armor when not in use.
  • 175mm Grenade Launcher- Though beam weapons are powerful, the advent of defensive measures like Gundanium Alloy and anti-beam coating meant that they weren’t guaranteed to be 100% effective. For these situations, the Duel Gundam’s beam rifle is equipped with a 175mm Grenade Launcher underneath the barrel, which allows it to effectively combat enemies that its beam rifle is unable to dispatch.
  • 350mm Rail Bazooka- An optional Handheld weapon for use against heavily armored targets such as warships, the Rail Bazooka’s large size and heavy weight necessitate the use of both of the Duel’s hands to fire it. It is capable of punching holes in even the most heavily armored targets, though it is fairly inaccurate and is therefore not very useful against mobile suits.
  • Shield- An optional piece of equipment designed to increase the Duel's defensive capability, it is mounted on the left forearm and/or handheld. Unlike the Duel itself, the Shield is not made of Gundanium, but rather is composed of a more conventional alloy covered in anti-beam coating. Though the coating is more resistant than gundanium alloy to beam weaponry, it does nothing against conventional weaponry. As well, the anti-beam coating degrades with successive exposure to beam weapons, limiting its effectiveness against melee weapons like beam sabers.

 

 

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Misc.: Due to the necessity to ensure functionality of combat systems, the Duel lacks any cupholders or space to add them.

 

 

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[spoiler=Rose]Name: Rosaria "Rose" Ortiz

Age: 24

Gender: Female

Occupation: Pilot

[spoiler=Appearance]

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Rosaria is around 5'9" and weighs around 124 lbs without her robotic arm, which adds an additional 15 lbs. Unlike the image, Rosaria actually has emerald green eyes and a decently tanned body. She also keeps a loaded pistol strapped to her waist, in case there are moments when there aren't any mobile suits involved. When she's not hanging around she can usually be seen wearing a dark blue jacket with a pin on it resembling a multicolored feather. She mostly keeps her long, red hair free, but when she's in the mood she keeps it in a large pony tail. Rosaria tends to keep herself active most of the time, as a result she has a lean, fit figure.

 

[spoiler='Personality]Ever since the loss of her family, Rosaria has been rather quiet and soft spoken. She is very talkative when she wants to be however and is open to chat with other members of the crew. Rosaria also takes her piloting very seriously, to the point that if she just gets a scratch on her MS, she sees that as a sign that she needs to practice even more. She has a distinct distrust and hate towards members of the ESA or the Martian Coalition and this hate translates into her skills as a pilot. She hunts her targets down like a wolf hunting prey and enjoys tormenting her targets with the Funnel System on her MS before finishing them off. She is very considerate of the crew members of the Arrowhead and would do anything to ensure their safety. She's already lost a family, she's not about to lose another.

 

[spoiler=Biography]Rosaria was born and raised on one of the many colonies that would later be used in Operation British. She spent the rest of her civilian life on the barely habitable regions of Mars and she slowly came to hate those of the ESA and the Martian Coalition alike. When she was 16, her family began to be threatened by a commander of the Martian Coalition who ran away from battle. The commander threatened to kill her family unless they paid him for "protection" and this went on for a good two years until Rosaria's couldn't keep up with the "protection" money.

 

Rosaria was out trying to scavenge some money and when she came back to her home in flames and the commander laughing over the flames. In a fit of rage, Rosaria attacked and killed the commander and took the mobile suit that he used to threaten her family. After that tragic event, Rosaria took to mercenary work, earning what she can with her newly named Ruby Queen mobile suit. She soon found herself joining the Crew of the Arrowhead, where she spent a good 2 and half years, applying her skills for the good of her new family.

 

 

Machine: MCMS-018 Vertigo "Ruby Queen"

 

[spoiler='Skills/Specializations]Piloting: Rosaria spent a good three years mastering the use of the funnel system and mobility of the Ruby Queen. Her piloting skills may not be on par with experienced pilots, but she's definitely better than your average soldier.

Cooking/Cleaning: Thanks to her many years of helping provide for her family, Rosaria is actually very good at cooking for the crew and cleaning up around the Arrowhead.

Newtype: As she was originally born in the space colonies and raised there for a few years, Rosaria had developed newtype powers. These powers have matured enough to the point where Rosaria is able to control all twelve of the Ruby Queen's funnels without much difficult, however putting too much effort into controlling the funnels can put a strain on her mind.

 

[spoiler='Misc Info]Main Theme: https://youtu.be/h-rj8HVW3PQ

On occasion, Rosaria can be seen without her robotic arm, saying that it needs some maintenance.

The feather pin on her jacket is a reference to the Rainbow Wing from Pokemon Gold/Silver.

 

 

[spoiler=Ruby Queen]Unit Model Number and Name: MCMS-018 Vertigo

Machine Type: Limited Production Newtype-use Transformable Mobile Suit

Manufacturer: Vulcanus Plant

Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso

Overall Height:18.5m

Powerplant: Ultracompact Minovsky Fusion Reactor

[spoiler=Performance Rating Stats]Speed: 3.5

Acceleration: 3

Maneuverability: 3

Armor: 2.5

 

[spoiler=Image]d4S0dD7.jpg

 

[spoiler=Description]This special Vertigo model was made with an emphasis on speed and maneuverability. It was developed for hit and run style attacks and only given to a select few newtype pilots. The armor of the Ruby Queen is lacking however, so any at all direct attacks can and will deal significant damage to it. In her desperate attempt to save her family, Rosaria atacked and killed the pilot of the Vertigo and claimed it for herself. Rosaria gave this Vertigo the title of Ruby Queen, in memory of her mother who would sometimes call Rosaria "her little princess".

 

[spoiler=Equipment and Features]Psycommu System: Half of the primary reason that the ESA was forced to begin its third generation Gundam production, this allows Vertigo pilots to control the funnels with which their Mobile Suits were equipped. An interesting side-effect of this was that multiple Vertigo pilots could “speak” to each other psychically over significant distances. Given that sharing thoughts so directly was a disorienting experience, most pilots chose not to make use of this “feature.”

 

[spoiler=Armaments]Beam Sabers: As the Vertigo was developed well into the age of Beam Weaponry, its standard close combat armament consisted of a pair of Beam Sabers. Stored in its arm binders when not in use, they could either be wielded in the machine’s hands or projected directly out of the binders when in flight mode.

Funnels: The other half of the reason this machine forced the ESA to develop its third generation gundams, these independent weapon platforms are stored in the Vertigo’s arm binders when not in use. As each of the twelve funnels with which the machine is equipped carries a Beam Rifle, they significantly increase the firepower its pilot is able to bring to bare. Even though most pilots could not control all twelve at once, just as many as four additional beam weapons could turn the tide of an engagement.

Internal Beam Rifles: Integrated into the Vertigo’s arm binders, these were its primary ranged weapon. More powerful than those mounted to its funnels, they gave the pilot consistent, reliable firepower in most fights. Unfortunately, as most of the machine’s weapons were beam-related, machines making use of anti-beam coatings tended to be more difficult to bring down.

GAU2 36mm CIWS: The very same weapons mounted to the Gaze’s head had to be moved into the Vertigo’s torso to make room for the Psycommu System. Intended to be used for defense against missiles, their projectiles were still large enough to be used against Mobile Suits with some amount of success. Unfortunately, they tended not to make enough difference against machines with anti-beam coatings to turn an engagement. Thankfully, those were fairly rare.

 

Misc: Includes a single cup holder with a locking mechanism, and a compartment usually stocked with medication to treat the mental instability that is rampant among newtype pilots.

 

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[spoiler=Reyd][spoiler=Reyd Stallion]
 

---"You'd better watch your back, 'cuz Reyd Stallion's coming for ya!"---

Name: Reyd Stallion
Age: 20
Gender: Male
Occupation: Mobile Suit Pilot
[spoiler=Appearance]
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Though he blends in some with the motley crew of the Arrowhead, it'd be a simple task to pick Reyd Stallion out of a crowd of more average people. Dressed in a tattered old ESA officer's coat, with pierced ears and long, shaggy hair that sometimes masks the scar on his left cheek, he looks the part of a roguish mercenary. Though not extravagantly tall (he stands at 5'10") the metal plated boots he wears give him an extra inch or so. Combined with the antique wakizashi he sometimes carries (when it would be beneficial to have an obvious weapon on his person) and the scowl that commonly adorns his face, this gives Reyd a somewhat intimidating appearance, though its offset by his small frame and his high, boyish voice. When working, flying, or doing some sort of manual labor, Reyd dons a pair of fingerless gloves to protect his hands, and also occasionally tapes them, as he has a propensity for getting into fistfights. His normal suit is black and dark turquoise.


[spoiler=Personality]At first glance (as well as second, or even third) Reyd fits the archetype of your typical hotshot mercenary. He's brash, vulgar; quick to anger, but he can also be quite charming, and his supreme confidence in his abilities as a pilot makes him come off as cocky, if not outright conceited. To an extent, the confidence is warranted. He's a talented (if inexperienced) mobile suit pilot, a quick learner, and when he's in a good mood he's both fun to be around and actually somewhat charismatic, but his recklessness and lack of respect for authority means he often, and sometimes violently, butts heads with other members of the Arrowhead's crew.

Thankfully though, Reyd isn't as unlikable as he first appears to be. Despite his irreverence (and sometimes defiance) of authority, he's always willing to do his part on the ship, and even has a good work ethic according to some of the more senior members of the crew. He also loves to have a good time (he's usually one of the first ones to make it to the Arrowhead's canteena after hours), and its then, when he's more relaxed and in a better mood, that Reyd's affability and sense of humor come out. He can be playful, often teasing friends, as well as flirtatious and actually rather charismatic. He's fun to be around, often taking on other crew members in drinking contests or games of pool (despite his relative lack of skill at both), and he's usually the culprit when the canteena's jukebox is tampered with, often blasting Reyd's favorite alt rock at obnoxious volumes. In short, when he's in a good mood Reyd sincerely comes off as a likeable guy, and he in fact is what he seems, more or less.

Reyd isn't without his bad points though. As stated above, he's cocky, reckless, and very quick to anger. While these traits lend themselves to his career as a mobile suit pilot, they also make it difficult for him to form lasting attachments to other crew members on the Arrowhead. Reyd is genuinely difficult to get along with, often instigating fights or disobeying orders simply because he does not like to be told what to do. He means well in a general sense, of course (he enjoys being on the Arrowhead and works just as hard as any other crew member to keep his home functioning), but he's too full of himself and too blunt to express himself in a way that doesn't provoke others or get him in trouble. In short, he's rebellious and immature, as many young men his age tend to be.


[spoiler=Biography]
Though Reyd hasn't been on the Arrowhead for very long, he's no stranger to her crew. His estranged father, Emilio Bernard Wiseman, was the leader of one of the mobile suit teams aboard the Arrowhead during the Scarlet war, and subsequently remained as one of the ship's pilots for 17 years afterward. The product of one of Emilio's many liaisons while on leave from the ship, Reyd spent most of his early childhood in what remained of Side 6, specifically the commercial colony of Libot, living with his mother, Christina, who owned a small bakery in the colony. His early childhood was mostly uneventful, though from an early age Reyd's hot temper and rebellious streak made themselves evident. He often got into trouble, either with other children or his beleaguered, overworked mother.

By age 12, Reyd had learned to operate a homo avis personal glider, and as a teen graduated to operating small mobile pods in and around Libot's spaceport, both recreationally and as a part time worker in order to help support himself and his mother. Unfortunately, adolescence also exasperated Reyd's social problems, and he was several times involved in brawls and petty criminal activity. By 15 he'd become something of a street tough, having developed an extensive (and actually somewhat impressive) rap sheet including several charges relating to his reckless piloting. Though he continued to make poor decision after poor decision, his loyalty to his mother and the dock job he (through some combination of good luck and natural piloting aptitude) continued to hold down kept him from straying too far. It was also during this time that Reyd received the rather distinctive X-shaped scar on his cheek, half of which was the result of a knife fight (that he lost, despite his insistence to the contrary) and the other an accidental (and actually somewhat humorous) mishap at the docks involving supply crates, his mobile pod's cockpit hatch, and some piping. Neither wound was particularly serious, and thankfully the only lasting damage was cosmetic.

Reyd's 16th year saw drastic changes in his life, both for better and for worse. As it so happened, the Arrowhead returned to Libot after over a decade to do business, having now become a rather successful Vulture ship. His father, now an older, wiser fellow, took the opportunity to go visit his old flame and attempt to set things right, having basically abandoned her during the war. Emilio was, naturally, shocked to discover that he had a teenage son that he'd never been told about. Though Christina Stallion had long since gotten past any resentment she may have felt toward him, Reyd was far less accommodating, at first physically threatening the man, and then refusing to speak to him entirely after the ex-soldier effortlessly sidestepped the first punch his son threw and put the boy on the ground with a swift kick to the gut. Despite the rough start though, Emilio vowed to do what he could for his family, and quickly made good on his word, routinely returning to Libot, money and supplies in hand, during his final year aboard the Arrowhead. The extra income at last put an end to the family's financial hardships, and by the time Emilio retired from piloting a year later, his family was secure. After he left the ship, Emilio returned to Libot and began to rekindle his relationship with Reyd's mother. Though things went well between the two, Emilio's relationship with his son remained quite strained. Reyd continued to act out, and father and son constantly butted heads.

Things continued this way until Reyd was old enough to leave home, which he did at the first possible opportunity. Like his father before him, he quickly took to mobile suit piloting, and soon began supporting himself with mercenary work, sending whatever extra money he made back to his mother on Libot. Despite his skills, Reyd's rebellious nature saw him drifting from job to job, and he started to gain a reputation for being notoriously difficult to work with. After one job went particularly far south, Reyd returned to Libot, unemployed. His father, who despite his son's ire continued to do whatever he could to help, contacted Arthur DeGaines of the Arrowhead. A few weeks later, the ship appeared once again at Libot's space dock, and after some catching up between old friends, the Arrowhead took on the son of her old ace as her newest pilot. Reyd's been a crew member for 10 months, and though he's certainly trouble (especially for some of the more senior crew), his skills as a pilot are undeniable.


Machine: MCMS-03H Djinn High Maneuver Type
[spoiler=Skills/Specializations]

  • High G Tolerance- In part due to his years spent piloting mobile pods and mobile suits, and in part due to his reckless piloting style, Reyd has developed an exceptionally high tolerance for G forces. He can handle difficult maneuvers with ease, and often pushes his machines too hard as a result (much to the chagrin of Chief Engineer Kusanagi). This comes in especially handy when flying under the influence of gravity, giving Reyd a definite edge in ground combat or within space colonies.
  • Natural Piloting Skill- Though he's only been operating Mobile Suits for two years, and frequently makes mistakes that are common among rookie pilots, Reyd's natural aptitude for operating mobile weapons is undeniable. In many ways, he takes after his father, who was the Arrowhead's resident ace for a number of years. He has incredibly well developed reflexes, excellent spatial awareness, and a particular knack for high-speed combat. Were Reyd to learn to be less reckless and keep himself under control, he would without a doubt be an incredibly dangerous opponent.
  • Mechanical Aptitude- Though he's never had formal training, Reyd's good with his hands and quick to learn, and as a result he's become proficient enough to be able to assist the Arrowhead's mechanical staff with mobile suit maintenance and general repairs to the ship.
  • Combat Skill- Reyd fights dirty, and has had years of experience in hand to hand combat via street brawls and run-ins with colony police. He's no soldier, of course, but he's fit and he can hold his own in a fight.
  • The Moves- Though it rarely comes up, Reyd is able to breakdance, and is not shy about showing off this skill at a party.

 


[spoiler=Misc. info]Theme-Thoroughbred

  • Despite what knowing his history would lead you to believe, Reyd's coat is not in fact his father's but rather that of one ESA Lieutenant Jamil Neate, who's locker Reyd raided while salvaging an old Volga-class with the crew of the Arrowhead.
  • Reyd is something of a music enthusiast. He has a strong preference for alternative rock (especially 20th century grunge), but can be found listing to and enjoying pretty much any sort of music. Though his singing voice is unremarkable, it doesn't stop him from trying, and he'll often sing whatever song is in his head aloud when he thinks no one is listening. He has also been known to take a portable radio with him on sorties, and as mentioned above frequently tampers with the canteena's jukebox so that it plays music from his collection. loudly.
  • Reyd tends to collect items that strike his fancy, and often takes personal trophies from salvage jobs. Some of the the things he's taken for himself include the wakizashi pictured above, his officer's coat, and a functional vinyl record player from the captain's quarters of a martian supply vessel.

     

[spoiler=Djinn High Maneuver Type]Unit Model Number and Name: MCMS-03H Djinn High Maneuver Type
Machine Type: Limited Production High Mobility Mobile Suit
Manufacturer: Vulcanus Plant
Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.
Overall Height: 18.21 Meters/21.43 meters (head height)
Powerplant: Ultracompact Minovsky Fusion Reactor
[spoiler=Performance Points]
Speed: 3
Acceleration: 3
Maneuverability: 3
Armor: 2


[spoiler=Image(s)]
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[spoiler=Description]Physical evidence of his good luck, Reyd happened upon this particular Djinn High Maneuver Type, fully intact, within a Martian supply ship while on a job with one of his previous employers. He took it with him when he left that crew to return home to Libot, and its been his personal mobile suit ever since. Though its outclassed in raw firepower by many newer models, Reyd swears by its speed and maneuverability, and relies on these features to get him through a fight. Despite his love for his machine though, Reyd frequently pushes his Djinn too hard in flight, which causes its components to wear out much faster than normal. This combined with the scarcity of parts for the High Maneuver Type in general means that Reyd's machine has become something of a chronic headache for the arrowhead's mechanics.


[spoiler=Equipment and Features]

  • MMA-3 Compression Thruster Engines- First used on Martian Starships, these thrusters work by compressing their exhaust down into a much narrower stream before allowing it to escape. This grants the 03H higher acceleration as compared to its predecessors, and a much further maximum range in space.

 


[spoiler=Armaments]

  • 37mm Armor Assault Rifle- A smaller caliber weapon designed for increased ammo capacity and a higher rate of fire. Improved ammunition allows it to deal damage on par with that of the 03’s 76mm Assault Machinegun. The Armor Assault Rifle is also equipped with a hardpoint for attaching the 03’s heavy sword as a bayonet.
  • Heavy Sword- The standard in melee weaponry before the advent of the Beam Saber, this sword is composed of a heavy steel/titanium alloy, and resembles a bladed weapon of european origin. The emphasis for these swords was continuous use over damage dealt.

 


Misc.: Reyd has removed the cupholder from his Djinn, replacing it with a home made frame for holding the portable radio he sometimes brings into battle with him. Its also never been repainted, and as a result looks a good degree more weathered than the other MS in the arrowhead's hangar.





[spoiler=Arthur]
 

---"If you get yourselves killed out there, you're fired. Understood?"---

Name: Arthur "The Fox" DeGaines
Age: 43
Gender: Male
Occupation: Captain and owner of the Arrowhead
[spoiler=Appearance]KBKA9zS.jpg
By all accounts, Arthur DeGaines has aged quite well. He's in excellent shape (so much so that he could probably still out-run some of his younger employees), and doesn't look too much different than he did during the war. His light brown hair is still full and long (though its starting to grey a bit), and he's started to grow out his beard over the last few years to give himself a more grizzled, mature look. Arthur's most distinctive features are his height (he's 6 foot 4 inches tall), and his eyes, which are a rather unusual bright, almost orange-y shade of brown. He's long since stopped wearing his ESA uniform, preferring instead a shirt and tie, often complimented by a vest and lately a very large fur coat given to him for his 40th birthday by his chief engineer. He often has a mug full of warm tea in hand as well, both to help keep him awake during long hours at the helm and to soothe his chronically dry and irritated throat. His respiratory problems give his voice a bit of a scratchy, gravely sound, which combined with its baritone make him sound, as one Emilio Wiseman put it "Like the cool, chainsmoking uncle we all wish we had."


[spoiler=Personality]
Despite his height and distinctive, gravely voice, Arthur somehow still manages to remain remarkably quiet and unassuming. He's never visibly perturbed, rarely raises his voice, and by all accounts behaves professionally most, if not all of the time. He's something of an introvert, and doesn't speak much, save for the times its necessary for him to give orders to the crew or if someone specifically comes to him with a topic of conversation. That's not to say that Arthur isn't a nice guy, quite the contrary in fact, but one thing he definitely is not is social. Instead he prefers solitude and introspection when he has the chance, the quarter century of being responsible for his crew having caused him to detach himself from other people to a certain degree.

As evidenced by his quiet, contemplative nature, Arthur is incredibly shrewd and intelligent. Though his morals sometimes get in the way, he's an excellent businessman and an even better tactician. It would be no exaggeration to say that he's the main reason the Arrowhead has remained intact for over 20 years, both physically and metaphorically. He's cool under pressure, good at thinking on his feet, and uncannily perceptive, so much so that he's earned the moniker "the Fox" among Vulture captains for his abilities.

Though Arthur's been in command of a warship for over two decades, all of that time has done very little to harden him. Onboard the Arrowhead, he's known just as much for his empathy as he is for his tactical acumen, and while this most certainly endears him to his crew, it comes with its own share of problems as well. He's not the best disciplinarian in the world; a role that more often than not tends to fall to other senior crew members when Arthur's "good cop" performance fails to illicit change. He's also been known to accept work at a reduced fee (or sometimes even pro-bono) should the client be in desperate need, and the mission not involve more questionable activities or persons. Thankfully though, Arthur's closest associates, most notably Chief Engineer Kusanagi, help to keep him reigned in in this regard, ensuring that the Arrowhead doesn't get too deep in debt and the atmosphere on board stays both casual yet still somewhat professional.


[spoiler=Biography]
Like the vast majority of the ESA's fleet officers, Arthur DeGaines was born and raised in the natural gravity of Earth, specifically the bloated, rainy metropolis that was Seattle, Washington. Arthur's childhood was uneventful, spent in the care of his affluent military parents and in the company of his two older brothers. The son of the youngest of the ESA's Admirals, he spent much of his time traveling between Washington and ESA GHQ in Belgium, before permanently relocating to the latter as the Scarlet War intensified. Despite the outbreak of the war and the Martian Coalition's subsequent landing operations on Earth however, The DeGaines family was, more often than not, located as far from the front lines as possible, and as a result Arthur's early years were rather sheltered (he doesn't even remember being aware there was a war on until about the age of 10).

In his teens Arthur attended a prestigious preparatory school in Brussels, where he developed an affinity for history and was a star athlete on the basketball team. At 18 he went off to the ESA naval academy in Dublin, Ireland before joining the space fleet proper as a Lieutenant on board the ESS Rapier after a few months of training. Immediately sent to the front lines, Arthur was one of the few survivors when the Rapier was sunk by a martian mobile armor during an engagement in Luna's orbit. After making it back, Arthur, as well as one Ensign Emilio Wiseman (who was the Rapier's only surviving mobile suit pilot) were reassigned to the ESS Arrowhead.

 

In part due to his performance on board the Rapier (but mostly due to his pedigree, as Arthur himself will admit), he was given the position of executive officer aboard the Arrowhead. Despite his status as the ship's second-in-command, Arthur was, at first, snubbed by both Captain Vienta Albernacci and the Arrowhead's skeptical crew, both because of his lack of experience and the rather transparent nature of his reassignment. However, Arthur's tactical insight, combined with his affability and willingness to do whatever he could to help out aboard ship (up to and including the quite messy job of maintenance on the complex GN-1400 Gundam X that had just been assigned to the ship), quickly endeared him to his new shipmates, and within a few months he'd managed to "legitimately" earn the right to sit in the XO's chair.

 

Just in time, too, as Arthur's skills as a leader were soon put to the test. In December SE 174, the Arrowhead was assigned to the taskforce of ships sent to intercept the Martian Coalition's attempted colony drop, dubbed "Operation Lilac". Placed in the front of the formation, it was the Arrowhead that took the brunt of the escort fleet's initial assault. She sustained heavy damage, including a hit to the combat bridge from the Patoulia: the Martian Coalition's newest mobile armor and the largest mobile weapon fielded during the war. The attack killed Captain Albernacci, as well as the majority of the other crew members present. Arthur, however, managed to survive and evacuate himself and the other remaining members of the Arrowhead's bridge crew to the ship's windowed, unarmored main bridge. From here, Arthur took both the helm and overall command of the Arrowhead, keeping the ship both afloat and in the fight. She proved to be instrumental in the battle's outcome, as it was a volley of fire from the Arrowhead's main battery that caused the unstable Patoulia to go berserk, allowing an allied Gundam X (though not the same unit that had been a part of the ship's compliment, as it had been reassigned shortly before the battle) to penetrate the enemy's line and annihilate both the colony and the Martian fleet using its bits and their Satellite cannons.

 

In the aftermath of the battle, Arthur was presented with the Falling Star, one of the highest honors any soldier of the ESA could receive, for his performance. He was also given a rather unprecedented two-rank promotion to Captain (this time not entirely due to his parentage, but also thanks to glowing recommendations from several Arrowhead crew members and senior officers who were present during the fight) and officially given command of the Arrowhead.

 

Arthur spent the next three years in command of the Arrowhead, earning both himself and his ship a reputation as a force to be reckoned with. During this time several of the pilot's under Arthur's command would earn their ace wings, and he and his ship would repeatedly clash with the Martian battleship Ramba Ral, with Arthur's shrewd maneuvering countering the larger vessel's superior firepower. In June SE 178, as the war was nearing its climax, the Arrowhead added a pair of GN-1600 Unicorn Gundams to its compliment. Though the addition of new mobile suits, even gundam-types, was unremarkable, the new machines' pilots were. "Perfect" Cyber Newtypes 8 of 19 and 11 of 19 were treated more like equipment for their gundams than pilots, a situation made worse both by their conditioning and the prejudices of some of the Arrowhead's crew. Arthur however, made it a point to treat them just as he did the rest of his crew and, slowly but surely, managed to undo some of their conditioning over the course of the following year. Eventually, thanks to the efforts of Arthur and rest of the Arrowhead's mobile suit team, Chief Petty Officers Kusanagi and Hawke, as Arthur called them, began to fit in with the rest of the crew.

 

When the ESA learned of the incoming Mass Colony Drop that was Operation British, the Arrowhead and her Crew were given the order to break through the Martian lines and attack the enemy from behind, with Arthur's ship acting as the flagship of the newly formed Battlegroup Epsilon 2. Despite the overwhelming odds and the loss of most of the accompanying ships, the Arrowhead managed to do just that, in no small part thanks to Arthur's quick thinking and use of the Arrowhead's mobile suits to kite enemy warships out of her path. On the other side of the battle line however, was the Ramba Ral and her escorts. Outnumbered, and with the Arrowhead's two gundam pilots almost impossible to command thanks to an overdose of combat stimulants, it looked to be a losing battle.

 

At first, it went just so. The Ral's pair of Zero GR mobile armors effortlessly destroyed what remained of the Arrowhead's accompanying warships, and would have gotten her too had they not been engaged by the pair of rampaging Unicorn Gundams. With the Arrowhead damaged and the remainder of the enemy closing, Arthur ordered one last, desperate maneuver: jettisoning the ship's malfunctioning minovsky reactor toward the enemy. With a well timed shot from Emilio Wiseman's Indominus, the resulting reactor explosion destroyed the Ral's escorts and severely damaged the Arrowhead's rival herself, leaving both ships crippled in space.

 

With the battle was decided, and their enemy defeated for the moment, Arthur one again took charge of a crippled Arrowhead. With some effort, he managed to coax CPO Kusanagi and her Unicorn back to the ship, and, using her gundam as an emergency power source finally eased the limping Arrowhead through to the far side of the Martian lines... just in time to turn around and see the Earth’s surface covered in an ever growing storm of fire. With victory clearly impossible, and a nearby Martian Drednought just out of firing range, Arthur ordered the ship into the shoal zones beyond Luna’s orbit, where he formally excused the entire crew from duty, taking personal responsibility for the fate of the Arrowhead now that the ESA was essentially no more.

 

In the months that followed, Arthur and those crew members who chose to remain aboard the Arrowhead with him took to scavenging the shoal zones for supplies, constructing the Arrowhead's composite reactor from her mobile suit compliment and making enough repairs to get her functional again. Even after the ship was working again, they kept up their recovery work, and gradually what had started as a set of stopgap repairs turned into a new way of life for Arthur and his crew.

 

Arthur's been a dedicated Vulture captain ever since.

 

 

Machine: N/A
[spoiler=Skills/Specializations]

  • Tactical and Strategic Skill- Arthur is both a talented and experienced strategist, having commanded warships for more than two decades. He's well educated in the art of warfare, having graduated with honors from the ESA naval academy, and this combined with the exceptionally long time he's spent at the helm means that he's ready for and capable of handling almost any situation.
  • Perception- What sets Arthur apart from his contemporaries is his uncanny ability to observe, read, and predict both the flow of battle and actions of others in general. Referred to as his "Sixth sense" by associates and friends, its this talent that has allowed Arthur to be so successful, both in battle and in the business world, and this ability has earned him the nickname "the Fox" among other Vultures and those who know of him.
  • Naval Training- As a former naval officer, Arthur has received formal military training. He is skilled in the use of firearms (though he's not a great shot), and can fly spacecraft as well as any helmsman he's ever commanded.
  • Multilingual- Having lived and worked all over the earth and in outer space, Arthur has learned to speak several languages, some out of a desire to learn, others out of necessity. Other than his native English, Arthur is fluent in Dutch, German, and French (which he learned during his childhood in Belgium), Japanese (Which he has learned from his chief engineer over the past decade or so.), and a dialect of Farsi commonly spoken by the upper class in the outer colonies.

 


[spoiler=Misc. info]Theme- Faith

  • Arthur is an asthmatic, and commonly carries an inhaler on him in case he needs to use it. In addition to the asthma, years of stale air aboard warships has further damaged his respiratory system, giving his voice its distinctive gravel and forcing him to endure a chronic sore/dry throat.
  • Arthur dislikes looking the part of captain, and even during his military days would avoid items commonly associated with naval commanders such as officer's hats and smoking pipes. Instead he prefers to blend in somewhat with his men, which these days means donning a suit, or casual clothes as opposed to the blazers and pleated slacks commonly preferred by his contemporaries. He has even been known to occasionally man the bridge in sweats and slippers.

     

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[spoiler=Chief Engineer Kusanagi]

"For the last time, mechanical grease is not personal lubricant! Now get washed off and report to medical before I tear it off!"

Name: Kusanagi Motoko, 8 of 19, "Banshee"

Age: 37

Gender: Female

Occupation: Chief Engineer aboard the ESS Arrowhead

[spoiler=Appearance]

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Standing at 5'6" (168cm) tall, Chief Engineer Kusanagi certainly does not look like what most people imagine an almost-forty-year-old woman would. Her athletic body is still that of a young woman, though she decidedly lacks the softness most often associated with youth. Her rounded, often grease-stained and bandaged, face looks almost like it is carved from metal or stone. Truth be told, there is a certain unnatural quality about the whole of her body. Whether that is the odd way her black hair shimmers, the strange piercing quality of her gray eyes, or the rigidity of her stance she gives the impression of being something...else. Her flat expression and tendency not to express her emotions strongly only adds to this. If one were to catch her without her clothes on, which most members of the crew consider a death sentence, they would notice extensive surgical scarring from the back of her neck to about halfway down her spine. Along with this scarring are a set of unnatural bumps running up either side of her spine and along the back of her neck. The bumps and the scarring disappear from view at her hairline, suggesting that similar features could be found on her skull, but they are decidedly hidden from view. Those who know what to look for will recognise these as evidence that she is one of the ESA's Cyber Newtypes, and moreover that she shows no obvious signs of rejecting her implants.

 

Chief Kusanagi typically wears a set of durable clothing that she doesn't mind staining. An old pair of ESA standard-issue combat boots, a flight suit with the top open and sleeves tied around her waist, a light gray tank top that has long since been irreversibly stained, and strangely enough an old Martian Coalition Officer's Jacket with any identification or ranks removed. When in the machine shop, she exchanges the jacket for a heavy leather apron and a pair of elbow-length gloves to protect her from sparks. As for the occasions when she goes out to inspect scrap directly before bringing it back to the ship, she completes her flight suit with an ESA standard issue helmet that has been stripped of any paint it might have once had. At all times, she can be found with either a hand-rolled joint smoldering in her hands, or a small dish of an edible means of consuming her daily dose of hash within reach, and the typical bloodshot eyes that accompany such things.

 

[spoiler=Personality]

Motoko is not a very expressive person, most often regarding the world and everything around her with a flat expression and an appraising gaze. This is mainly thanks to the "evening out" that her regular consumption of marijuana has on her, but also partly due to a conscious decision not to let the emotional instability typical among Cyber Newtypes shine through. Even so, she is prone to minor bouts of aggression and violence. Usually these are directed at any crewman who makes the poor decision to do something stupid around her, but occasionally there isn't any obvious reason to it. Just as common are bouts of mirth or melancholy, which is to say infrequent but not unheard of. These mood swings are only made worse on the rare occasions when she is without her "treatment" as she puts it. When she goes untreated for an extended period of time, it is almost impossible to work out how she will respond to anything at any given moment. Something that elicited raucous laughter an hour ago might have her pinning you down and trying to make your head explode with her mind. The few that have ended up in this position tend to swear that she nearly succeeded. Though by far the worst aspect of her, for herself and everyone around her, are the occasional nightmares she suffers from. Not just because they prevent her from getting any sleep, but because she "screams like a banshee" when they wake her up. That is why she tends to sleep in a hammock hung up in the greenhouse, well away from the rest of the crew quarters. Whatever severe emotional state she ends up in, there really are only two things that can get her out of it. The second is Captain DeGaines, to whom she is almost fanatically devoted. Though it isn't something most would think, that devotion extends to the rest of the crew of the Arrowhead as well. She just has her own way of showing it, which occasionally means smacking some sense into one of the younger or more foolish members of the crew.

 

 

[spoiler=Biography]

Kusanagi Motoko was born the heiress of Kusanagi Avionics, the Earth Sphere Alliance's primary supplier of combat aircraft and later Mobile Suits, in SE 162. In spite of the Scarlet War starting when she was two, she had a fairly normal life for a young girl on Earth. Even the eventual invasions of the Earth Sphere had little effect on how she was raised. She was still taught what she needed to know to eventually take over the company by her parents and private tutors, and even played down on the beaches near her home in Japan. That habit once led to her being briefly captured by a team of Martian Mobile Suits when she was seven, which she at the time was too young and fearless to think was anything but "the absolute coolest!" In her excitement she caused her would-be captors so much trouble that they ended up practically handing her over to the ESA team that was dispatched to retrieve her. She then proceeded to cause that team every bit as much trouble until she was returned home safe and sound, though disappointed that she had to leave the pilots. While this experience had her considering that the Martians weren't quite so bad as everyone made them out to be, her opinion would not remain that way for long.

 

In 174, shortly after the failure of Operation Lilac to destroy the ESA's headquarters in Brussels, Belgium, the Martian Coalition launched an attack on the Osaka headquarters of Kusanagi Avionics. As she and her parents were evacuated in the middle of the night, amidst a fiery scene of destruction enacted by a mixed squadron of Gazes and Vertigos, their escorts were cut down and their armored transport sent careening off the side of an overpass. When she woke up, the first things she saw were the mangled bodies of her parents, huddled protectively over her, and the one-eyed head of a Command-type Gaze glaring down at her through the torn open side of the transport. She faded out of consciousness with that sight looming over her, and woke up days later in the hospital to the news that her parents were dead and the commander of that martian team had escaped when the ESA took control of the situation. Though she tried to cope for a time, the knowledge that her parents' killer was still out there ate at her. When a representative from the ESA came and offered to purchase the company from her, and thus free her from having to handle her parents' legacy, she was only to eager. Though her agreement came with a condition: that she be made a Gundam pilot so she could get her vengeance. As it turns out, the ESA was only too happy to agree. So they sent her off to the Department of Cybernetic Weapons Development and began her conversion to a Cyber Newtype.

 

The following year was filled with the most painful experiences of her life. As her body was conditioned to properly accept the implants through means that were always torturous and often demeaning, she held onto the desire for vengeance against the ones that had killed her parents. This made it easy for the technicians and doctors to justify what they were doing to her. A simple promise of "this will make you a great pilot" was enough for her to accept anything, even what amounted to brainwashing and deliberately inflicted psychological trauma aimed at desensitizing her to violence. Perhaps that would have been the end of it if her body had even partially rejected her implants, but it didn't and it wasn't. When all the surgery and chemical therapy was done with, she showed absolutely no signs of rejecting her implants.

 

This of course meant that more testing was required to confirm or dismiss the suspicions of the team that had converted her, and so there was more testing. Even when she was deployed in a GN-1400 Gundam X, coincidentally stationed on the ESS Arrowhead, she was accompanied by a team of doctors and scientists. Every moment of downtime they were checking the status of her implants, often surgically opening her back to examine them directly. Even so, she found herself making progress in her revenge. During the few short months when she was deployed that way, she destroyed dozens of Martian mobile suits including a few command type Gazes. Of course she found that it lacked the satisfaction she had been expecting, and when she brought this up to the doctors they told her that she just had to keep fighting. She resolved to do just that. Of course that was put on hold when near the end of 176 SE she was taken back to CWD headquarters. It was here that she first met the eighteen other individuals who would share her ultimate fate with during the war. While she was at first confused why she was now undergoing out of combat tests along with the others, she didn't have to wonder long. The nineteen of them were eventually unveiled to the ESA's Ruling Council as the Perfect Cyber Newtypes, who would be sent out to eradicate the Martians' Newtypes.

 

The PCN Project was completed with the lot of them confirmed to have no rejection of their implants, and so they were attached to the Gundam Project. Specifically their new Anti-Newtype Gundam project, which meant a return to Kusanagi Avionics. Even though she officially had no say in the matter of things at the production center now, much of the staff there still recognized her as the heir to the company and even expressed understanding for her crusade against her parents' killers. Unfortunately, this return had her realizing that Kusanagi Motoko no longer existed. After she had joined the Cyber Newtype Program, the ESA did to her what they did to everyone who ended up in it: erased every trace of their existence as anything but a numeric designation. She didn't care at the time, there were enough people around her who still called her Motoko, but while the new Gundams were being constructed the Cybernetic Weapons Development team that accompanied them steadily broke her down over it. Eventually she stopped responding to her name at all, going by nothing more than the designation "8 of 19." Still, when the GN-1600 Unicorns began rolling off the assembly line, hers took a little longer than intended. The manufacturing team played it off as an issue with some of the components, but much to the chagrin of the ESA higher ups they had actually been making it distinct as a gift to the young heiress. Painted black, and with a slightly different crest, it was decided just to let it go to battle like that rather than risk further delays in deploying it. Thus 8 of 19 was sent off along with 11 of 19 to be properly deployed, and she once again found herself aboard the ESS Arrowhead and in the company of the now somewhat older Captain DeGaines.

 

The following year saw her earning yet another name, this time from the pilots, Martian and otherwise, she encountered on the battlefield. They called her "Banshee," due to one of the peculiarities in how she resonated with her Gundam. Even across the vacuum of space, and without any connection to her comms, they could hear her screaming. Even non-Newtypes could hear the earsplitting cry as she carved her way through the Martian lines. Eventually the Banshee's reputation for tearing her enemies apart, combined with the plainly terrifying nature of the unnatural scream, was feared enough that her presence alone was enough to send the enemy fleeing before her. Not that it ever did much more than have them die with their backs turned. Of course there were Martian pilots who took her arrival as a challenge, most notably Jack "The Ripper" King, a Zero GR pilot whom she could never quite manage to bring down. However hard either party fought, each of their meetings ended indecisively with both parties having to back off for one reason or another.

 

Yet, even as she threw herself wholly into the mission of "purifying the system of the Newtype taint," the identity of a person who lived only for the next battle was gradually fractured primarily due to the actions of her new CO. Arthur DeGaines was an oddity among the ESA's officers, in that he did not treat those under him any differently due to who they were. Humans, Newtypes, and even Cyber Newtypes like 8 and 11 of 19 were the same in his eyes. He showed the same concern, and he gave all of the pilots under him the same order when they sortied: come back alive or I'll have you court martialed. He took special interest in the two Perfect Newtypes under his command, thoroughly disturbed both by the obviously damaged nature of their psyches and the utter disregard they showed for themselves. Over the year he had with them, he gradually undid some of what the DCWD had done to them. As a matter of fact, he was the first person in that time that either of them shared their real names with, and he even went so far as to start giving them non-combat duties on the ship when they could be spared. Chief Petty Officer Kusanagi, as he saw fit to call her, was charged with keeping things in order down in Engineering. For a short while, it was starting to look like the Scarlet War's end might just outline something hopeful for her and Petty Officer Adrian Hawke, as 11 revealed his name to be.

 

Unfortunately, when the ESA learned of the incoming Mass Colony Drop that was Operation British, that all seemed like it would go up in flames. While the Arrowhead received its orders, a team from the DCWD was dispatched to the ship to prepare Motoko and Adrian for the coming battle. The two were strapped into their machines, forcibly given an almost lethal dose of drugs intended to increase their aggression and suppress their sense of self, and then directed in how to completely shut off the limiters on their machines. The end result was that when they launched, the two of them were all but completely out of their minds, intent on doing nothing but killing every Martian, with extreme prejudice towards Newtypes, that they came across, and almost certainly sentenced to die either because they were overwhelmed in battles or the stresses of the drugs and the machine simply exceeded their bodies' tolerance. Motoko does not clearly remember much of the battle, though to this day it is a constant source of nightmares for her. What she does clearly remember, mostly thanks to the hours of fighting allowing the drugs to work their way at least partly out of her system, is her final dogfight with Jack the Ripper. It was a battle that should have seen the pair immortalized in legend. Even as the ships they deployed from filled the void around them with the enormous blasts of Mega Particle Cannons, the Newtype and Cyber Newtype connected on a level that is plainly impossible to replicate. When the connection ended, and Motoko was left to take in the scene around her clearly, her Gundam was severely damaged and drifting through space even as Jack's Zero GR floated away with a smoking hole in either side of its cockpit. She looked around further and briefly saw Adrian's Unicorn, and the Zero GR he was fighting, engulfed in an explosion that left them drifting apart in pieces. She called out to him, but he did not answer. She might have gone rushing off to kill more of the Martians, and find her death in the process, if Captain DeGaines hadn't called her back to the ship to help them get it running again. The idea that she was needed, by the Captain and crew of the Arrowhead, gave her pause, and as she steadily came down Arthur coaxed her back. When she learned that the ship's reactor had failed and had to be jettisoned to prevent the ship being destroyed, she directed her Unicorn into the reactor chamber and allowed the engineering team to hook its reactor up to the ship. As the Arrowhead began limping away from the battle, she fell unconscious. She woke up in the Arrowhead's medical bay several days later, having nearly died from the strain on her body. When the situation was explained to her, that Earth had been devastated and the ESA essentially did not exist any longer, she chose to stay aboard the Arrowhead and go wherever they did.

 

When she had recovered enough to walk, she went back to helping out down in Engineering. Over the next twenty years, she gradually took over more and more of the duties involved in keeping the ship running until she was almost solely responsible for it, and damned good at her job too. With the Arrowhead turning into more of a salvage operation than anything else, she and the other engineers converted most of their existing complement of Mobile Suits into the Composite Reactor that the ship now runs off, with her Gundam serving as the core of it all. She was also the one to suggest converting their primary hangar into a Green House to supplement their food supplies, and also keep the ship's air fresh and breathable, and eventually became responsible for looking after most of it as well. She did eventually return to piloting, though only when absolutely necessary to defend the ship or examine some potential salvage first hand. Most of the old weaponry and non-integrated equipment for her unicorn, still sporting its old black and gold paint job, sits around somewhere on the ship even though she refuses to let the permanent pilots make use of it.

 

 

Machine: "Scrap Queen" Custom MCMS-17 Gaze

[spoiler=Skills and Specializations]

Perfect Cyber Newtype: The culmination of the Department of Cybernetic Weapons Development's efforts, Kusanagi Motoko is one of nineteen examples of the highest possible extent of Cyber Newtype development. While the "Perfect" descriptor refers to her 100% acceptance rate of her implants, which she has had no rejection-related issues with even more than two decades after receiving them, she is actually quite the powerful Newtype. Her ability to "read" the emotions and intents of people around her has proved enormously useful in assisting with negotiating deals for the Arrowhead, and means she often knows why someone is looking for her before they even say that they are. She does have occasional issues with her abilities. Most notably, she occasionally ends up broadcasting her thoughts through communicators. 

A Black Thumb: You don't become the chief engineer on a vessel that hasn't seen a dry dock in just over twenty years without knowing your way around it, and Kusanagi most certainly knows her way around the Arrowhead. Not only does she know exactly how to fix something, but she can make the often improvised components run just as well as those they are replacing. Over the last two decades she's also picked up more than a little know-how in terms of how to make replacement parts out of raw materials, hence the inclusion of a Machine Shop on the Arrowhead. Her expertise is not limited to the ship. Motoko is, more often than not, in charge of any repairs or other maintenance that the ship's complement of mobile suits requires.

A Green Thumb: The importance of the Green House to the ship's food supply meant that somebody had to lead the charge on figuring out how to grow plants in space, and that somebody ended up being Motoko. While she isn't solely responsible for the crops, Captain DeGaines makes sure other members of the crew help out, she is in charge of it. What she is solely responsible for is the marijuana crop on the ship, due to her vested interest in making sure it does well.

One hand on a sword: Every ESA pilot was taught how to fight in the event that their Mobile Suit was taken by the enemy, and Motoko was no different. If anything they spent more effort in teaching her how to fight than others, due to the value of her Gundam. As such, she is quite deadly in the event that she needs to fight herself. Whether that's with her hands, a combat knife, or the old ESA Marine Standard-issue Gauss Rifle she keeps nearby at all times.

​The other on a ladle: You eventually get bored of just smoking, so like many potheads before her Motoko learned how to prepare edible forms of her treatment. She picked up some general cooking ability along the way, though a few incidents involving her cannabis butter ending up in the crew's chow mean she no longer works in the galley.

Ace Pilot: The Nom de Guerre "Banshee" didn't just become feared because of her habit of screaming. Though she has few opportunities to demonstrate it these days, whether by circumstance or her own choice to avoid piloting, she could very easily become a terror in the Scrap Queen. Whether a machine is meant to be piloted by a Newtype or not, she is capable of pushing it to the limits of its performance with little difficulty.

 

 

[spoiler=Misc. Info]

Chief Engineer Kusanagi is absolutely not hopelessly in love with the captain, and she does not appreciate allegations to the contrary.

 

 

 

 

 

[spoiler=Scrap Queen]

Unit Model Number and Name: "Scrap Queen" Custom MCMS-017 Gaze

Machine Type: Mass Production General Purpose Mobile Suit

Manufacturer: Vulcanus Plant

Pilot(s)/Crew: 1 Pilot, in standard cockpit in torso.

Overall Height: 20.24m

Powerplant: Ultracompact Minovsky Fusion Reactor

[spoiler=Performance Points]

Speed: 2.5

Acceleration: 2.5

Maneuverability: 3

Armor: 3.5

 

 

[spoiler=Image(s)]

[spoiler=Mobile Suit]UcKqLUr.jpg

 

[spoiler=Shearing Claws]4AWy9Sa.jpg

 

 

 

[spoiler=Description]

In the early days of the Arrowhead's career as a Vulture ship, they did not exactly have the luxury of letting any capable pilot serve as anything but. This meant that, soon after she was well enough to stand, Chief Petty Officer Kusanagi was put to work as a pilot. While at first she deployed in an old Dauntless High Mobility Type, she eventually transitioned into using a Command Type Gaze that the crew recovered and were unable to readily find a buyer for. Not fond of its color scheme, she soon repainted the thing in colors that more closely matched her Unicorn. Over the years, she steadily modified and improved the machine with more durable armor and enhanced thrusters, increasing the presence she had on the battlefield.

 

After a few years, with the Arrowhead becoming a more thoroughly established Vulture crew and having the ability to hire new pilots in the form of permanent employees and mercenaries, Kusanagi took flight less and less frequently in her custom Mobile Suit. At least for combat. With her duties as an engineer, and then later chief engineer, becoming more and more important to the ship's functioning she simply became too much of a risk to regularly deploy to the field. She still took flight from time to time, mostly to keep from getting rusty or to conduct exterior repairs on the Arrowhead. So she made further modifications to her Mobile Suit, which she had since dubbed "Scrap Queen" to more readily function in that role. As it happens, many of the modifications also allowed for it to function well in regards to inspecting potential salvage in the field.

 

 

[spoiler=Equipment and Features]

  • Extensional Arrestor- Mounted on either of the Gaze’s thruster pack, this is a pair of rocket-propelled claws to which thick cables are mounted. The claws have small beam emitters on their tips, allowing them to penetrate even the thickest of armor and allow the vice-like mechanism to close and get a firm grip. The cables allow the claws to be retracted, dragging the Gaze and its target closer together. In addition to those seen on the standard Gaze, the Scrap Queen mounts two additional Arrestors, one atop each shoulder. Furthermore, the Scrap Queen's have been modified with powerful electro magnets, allowing them to clamp onto metal surfaces without damaging them.
  • Repair Tools- With Chief Kusanagi less frequently using the Scrap Queen in combat and more frequently using it for performing repairs to the exterior of the Arrowhead's hull, she chose to mount a number of tools directly to her Mobile Suit's superstructure to make it easier than hauling around a Mobile Suit sized toolbox. The fingers on the Scrap Queen's left hand, thumb included, can open up to reveal a number of tools. She most frequently gets use out of the small beam cutter and arc welder.
  • Enhanced Optics- Part of the job of repairing a warship from inside a mobile suit is knowing what you're doing with your machine's hands, and the standard Gaze's optics weren't quite enough for that. As such, Kusanagi replaced them with a much higher resolution model. Since their introduction, the amount of accidental damage the Chief has caused while making repairs has reduced to almost zero.

 

 

[spoiler=Armaments]

  • Beam Rifle- One of the most destructive ranged weapons, at its inception the Beam Rifle was surpassed by absolutely nothing. It could fire much more accurately at much greater ranges than the Machine guns used by either faction, and the destructive power of its blasts could rip clean through even the heaviest of armor with little difficulty. Some weapons included variable power settings to allow for either greater range or greater rate of fire, but this was not the norm.
  • Composite Shield- Instead of equipping the Gaze with a Beam Saber of any type, the Martian Coalition took a page from the ESA and combined a defensive and an offensive feature. The shield itself is massive, easily large enough to completely cover the Mobile Suit’s torso in its entirety, and locks onto a hard point on either of the suit’s arms. At the leading edge of the shield are two Heavy Beam Saber emitters, producing blades long enough to be equated to the weapons normally wielded in hand. While the way in which the weapon is wielded prevents these from being used to “sunder” other beam sabers, they themselves are resistant against the same being done to them. Rounding off the protective capacity of the shield is that the entirety of its frontal face is covered with an anti-beam coating.
  • GAU2 36mm CIWS- The 017 Gaze features a pair of 36mm CIWS guns mounted on the head. While they can serve the same purpose as vulcans on other frames, shooting down incoming missiles and the like, their relatively large caliber means that they are also a reasonable threat against enemy Mobile Suits.
  • Shearing Claws- Part weapon and part tool, the Scrap Queen mounts a pair of large actuator-driven claws on the inside of its arms. In addition to being driven by powerful actuators and being plainly sharp, which on its own makes them capable of shearing through most scrap material with ease, the tips of the claws are fitted with vibrating blades to even further enhance their cutting power. Much like the extensional arrestors, the shearing claws can be launched a short ways and then reeled back in on powerful winches. While usually used to clear through junk material to get at valuable scrap, Kusanagi has proven a few times that they are lethally effective at bringing down Mobile Suits. 
  • Unicorn Equipment- Chief Kusanagi and Captain DeGaines don't exactly trust any of their other pilots with the old weaponry laying around from her and Chief Hawke's Unicorns. As such, she keeps them stored in the hangar along with Scrap Queen and occasionally deploys with one or another weapon from the old arsenals. Of course this is usually only in emergency situations, but since Motoko only really deploys for combat during emergencies she usually brings at least one weapon along.

 

 

Misc.: Sports a heated cupholder with a locking mechanism, and a filtration system to prevent cannabis ash from covering the cockpit while in zero g.

 

 

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Just a note: these guys are a holdover from a different RP that died, with edits being made to fit this RP. I have Zai's permission. Fight me.

 

[spoiler=The Twins]

Screen_Shot_2016_06_15_at_12_26_36_AM.pn

"You feeling the same déjà vu I am?"

"No...?"

 

Name: Kyy Tostensson and Kokko Tostensson

 

Age: 22 each.

 

Gender: Males.

 

Crew Role: Kyy primarily mans the actual wheel of the Arrowhead, as well as peripheral systems related to course direction. Kokko, on the other hand, spends time in the bowls of the ship as an engineer.

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[spoiler=Appearance:]

toned_down_shit.jpg

Youthful and spritely young men, given an appearance of great youth due to the application of a lot of makeup and body training; it's what the ladies love, after all. Their unnecessarily flashy getup's are remnants of their old careers, covered in bright colors and flashy shapes. Not exactly combat-ready, but they aren't supposed to face direct combat anyway.

 

Upon first seeing them, the thing that stands out the most depends on the person; to some, their piercing bright green eyes would draw attention, with a few of the more superstitious folk fearing they'd suck out their soul. Others notice their orangeish-brown hair, clearly well taken care of and just short of being considered long. But for the vast majority, they'd notice the extravagant flight suits they wore nearly all the time, and have many copies of; Kyy cites this to them being comfortable, but Kokko admits they're just stingy, and this is all they have. Kyy's suit is colored teal, with pink highlights, while Kokko's is colored pink, with teal highlights; many people use this as the sole distinction to tell them apart.

 

Of the design decisions made when designing the suits, only the sleeveless arms came as a result of practicality; they both tend to feel that sleeves restrict their ability to work, with Kokko only donning sleeves when working with soldering and welding equipment or when forced to wear temperature-resistant engineering equipment. But other than that, the entire outfit was designed solely with visual flair in mind, from this colorful shoes to the waist-height belt straps that flap around in the wind, bearing a resemblance to styles back in their home colony.

 

Being twins, they are practically the same in every way, save for a few key differences; both are 5'8" in height, with very light skin owing to their parents ethnicity, with their aforementioned green eyes and orangeish-brown hair to top it all off; their naturally flashy appearance practically ensured them a role in showbiz. While they are both suitably toned and strong, enough to get the job done, Kokko has more muscle mass than Kyy simply due to the difference in their roles. As such, Kokko weighs a bit more than Kyy, coming in at 167 lb as opposed to Kyy's 161 lb.

 

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[spoiler=Personality:] Kyy and Kokko are showmen, through and through. They have loud, active voices, and are well animated when speaking to others; charismatic, some might say. They are very positive individuals, as one needs to be when facing the everyday potential of death in airshows and salvaging missions alike; should they be bogged down by the realities of life, they'd never make good showmen. While some may see their demeanor as exuding positive confidence, others might see it as extreme cockiness, with a hint of smugness; and they aren't entirely off in their judgement.

 

In fact, many see them as insufferably smug and confident, with them being so to the point where even if they clearly can't do something, they'll claim they can and attempt to. This often places them or others in great peril, with overconfidence causing their great downfall to begin with. However, this acts as a sort of dual-edged sword, as they have been able to accomplish feats no one thought possible through their foolish bravado. Aside from this, they are pleasant people to be around. Joyful, talkative, and willing to make peace with those who cross them for whatever reason, sometimes at simply the drop of a hat.

 

Twins they may be, they do have their distinct differences. With his pilot role, Kyy tends to introduce himself first, and is more proactive in conversations, with Kokko preferring to sit back and follow his lead should the time come. Kokko is also more secretive than the relative open book that is Kyy, with him having many quirks that he refuses to share the origin of with others. Even Kyy doesn't know some of them. Despite having been together for the entirety of their lives, they don't appear to even be a little sick of each other, though they aren't without the occasional scuffle.

 

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[spoiler=Background]In the aftermath of the Scarlet War, not all were so unfortunate as to be ruined by it.

 

Side 14, situated in lunar orbit around Earth at point L4, had sustained sustained cataclysmic damage during the duration of the war, as it had the misfortune to house many ESA Scaffolds and manufacturing facilities. Several of the colonies that made this Side up were outright destroyed, strewing debris into the others, and hundreds of millions of lives were lost. By the time the war had been raging for 13 years, after a multitude of raids and assaults by the MC, Side 14 was a mere shell of its former self; a debris field floating in the sun's orbit. However, despite the destruction, there remained a single colony that had stood mostly unscathed in the fighting: the Lenos Colony.

 

Having the fortune of housing few, if any, military manufacturing facilities and the like, the MC rarely targeted Lenos, instead aiming for the juicier and strategically important other colonies. By the 13th year, both sides had been stretched extremely thin from the fighting, and with all the major military assets in Side 14 now destroyed, Lenos found itself ignored by the ESA and MC alike. Regardless of the extreme destruction that surrounded them, the Lenos colony found itself in a particularly favorable position in the system. Self-sufficient, as Lenos was primarily focused on food production, surrounded by fields of valuable scrap metal and technologies, and ignored by the rest of the war-torn sphere, Lenos quickly began to gain notoriety as a colony of the well-off. Millions of inhabitants gained enormous amounts of wealth very quickly, entire industries based around scrap processing and inventing were kicked into overdrive, and before long, visitors from across the sphere traveled to Lenos for the sake of economic ventures, with the lone colony becoming a powerful social and economic force. And it was here that a certain set of twins was born, delivered directly into the lap of luxury.

 

Kyy and Kokko Tostensson, born of farm workers-turned-market speculators during the 13th year of war, knew not any strife or hardship in their life. From birth, they had all the food they could eat, enough clothes to last a lifetime, every new gadget and gizmo to keep them entertained, all provided by a very doting and splurging mother. Throughout their childhood, from wars end and beyond, they had been coddled, loved, and basically spoiled by their mother at every opportunity, as she had been raised in a poor household and wished not to have her children live through the same experience. Always one more gift away from becoming spoiled absolutely rotten, the twins managed to maintain a certain level of humility and character from their hard-as-nails, farmer from birth father, who was never one for the frivolities of life but took the new job to provide better for his family.

 

Kyy and Kokko, despite living relatively similar lives as twins, had diverging interests, particularly influenced by their parents. Kyy spent more time with his mother, often going with her on business trips or little shopping trips. It was here that Kyy had seen the full brunt of the industry that sustained Lenos, watching gigantic cargo freighters dock to do business and smaller, personal fighters zip and zoom over an artificial sky. Kyy's eyes always opened wide, when watching the mini-acrobatics show of some cocky millionaire showing off his craft, and from there, he had developed a desire to soar; a pilot was born.

 

Kokko, on the other hand, often opted to stay at home, where his father stayed to handle digital affairs and look after the household. Being a far more technically minded individual, the father spent a lot of his time tinkering with complicated mechanics, taking apart machines and putting them back together again. With his brother and primary entertainment gone, Kokko simply spent time watching him work. Before long, he began to help his father, and developed a similar taste for the mechanical and the mechanics of the machines that keep them alive, floating through space. The budding spirit of an engineer had manifested himself in him.

 

As time moved on, and they grew older, both Kyy and Kokko developed their interests further; their mother applying Kyy for a Pilot Academy, whereas their father had bought more and more complicated machines, where they spent time discovering how they worked and the physics behind them. By the time they were 17, they had become relative masters of their craft; compared to their immediate peers, at least. Kyy was the Top Ace in the academy he attended, and, due to gaining favor of the headmaster, had been taught to pilot a wide range of vessel types, ranging from small, single-man interceptors to massive cargo freighters. Kokko, on the other hand, had far surpassed his father's skill in mechanics and engineering, going so far as to teach him some things when absurdly complicated machines came in; they had taken to fixing people's broken machines for free since they were already tinkering with things. With a knowledge set gained from hands-on experience and digital knowledge, Kokko's hands had become quite skilled.

 

Within that same year, 15 years after the wars end, Kyy and Kokko had taken to discussing their future together. Having already decided to stick together as one, they struggled to think of a career that not only could they both take advantage of their skills, yet stay within close proximity of each other. Inspiration happened to strike while they were taking a walk through a wooded section of the colony; a small, one-man interceptor, dressed up in bright and flashy colors, flew close over the treeline, spinning as it streaked through the sky. The idea hit the twins at exactly the same moment, and soon, had found their way into the starter stunt group "The Lenos Sparrowwolves." In the wide open skies of the Lenos colony, the inhabitants had recently found a taste for stunt pilots and other aerial acrobatics occupations, and with many of the small stuntcraft requiring both a pilot and an engineer, they fit in like a glove.

 

More than that, with orange hair, piercing green eyes, and chipper personalities, Kyy and Kokko fit right in to the showmen business, quickly jettisoning to the top headliner of the group with a display of charm and skill that raked in profits. Close-up tickets for the Sparrowwolves were always sold-out, and as time went on, their popularity only increased.

 

2 years later, and the aerial showmen business on Lenos had grown to be quite massive, and extremely cutthroat. The two 19-year-olds were still on top of their game, and considered the best of the best in the industry, but they had found themselves more and more under pressure from both competitors and the Sparrowwolves themselves. Almost daily death threats kept them on edge much of the time, though their public personas did not show it, and their competitors had been growing more and more competent by the day; the owners of the Sparrowwolves demanded more and more complex tricks, many of which were extremely dangerous, just to make sure they weren't overtaken. And being who they were, Kyy and Kokko were typically up for the challenge, if only to satisfy their own need to improve.

 

Such cockiness can only go so far.

 

In their own need to impress, the two had concocted a plan to impress the entire station; around this time of year, a debris field floats dangerously close to the outer wall of the colony, and normally people would attempt to stay indoors during this event, as should the field impact, it would be a catastrophe. The twins had a different idea, however. Sending out invitations for the "First Ever Winter Solstice Debris Field Fly-Through," they had rented out a medium-sized cargo freighter, and had been planning for months to navigate the field, pulling off some of their signature tricks all the same. They had the field's layout memorized, all predicted debris location changes charted, and were prepared for anything.

 

At the immediate start of the act, with an audience of tens of thousands of people, things went critically wrong immediately. The field had likely been tampered with by what one can only assume to be salvagers, and none of their charts or predictions were accurate. Within moments of entering the field, pieces of debris impacted with and deflected off of the hull, both damaging the rented freighter and changing the course of the debris so dramatically that several dozen large chunks were sent careening into Lenos. Several large hull-breaches ruptured the colony, leaving an unnamed number dead and millions in damage before damage control could contain the breach. A few minutes after re-docking, knowing that they were sure to face indefinite prison time for this, they simply slipped away before authorities could reach them, donning disguises in the mean time.

 

Since the Solstice Incident, the Sparrowwolves had been shut down for good for endorsing the act, and the two have not been seen publicly since. However, with the number of vessels that travel too and fro the Lenos colony, there are whispers that they had stowed away aboard a visiting vessel, becoming a permanent part of their crew...

 

 

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[spoiler=Skills/Specializations]Kyy:

-Sharpened Spatial Awareness: Capable of squeezing a 20 meter wide starship through a 21 meter hole without a scratch.

-Skilled Pilot: Capable of maneuvering his ship in ways even Kokko is surprised with.

-Practiced Navigator: Still learning, but is quite capable of charting safe and fast routes throughout the system.

-Skilled Performer: With a wide smile and a charismatic persona, he carries himself quite well.

 

Kokko:

-Practiced Mechanic: With a schematic list and enough time, there isn't much on-board that he can't fix.

-Skilled Engineer: Able to squeeze performance out of almost anything, via several less-than sanctioned engineering shortcuts.

-Practiced with Tools: Having used them most of his life, he can handle his gear quite well, perhaps beyond proficiently.

-Skilled Performer: See above.

 

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[spoiler=Misc. info.]

-Should the need for man-on-man combat actually arise, Kyy uses a semi-automatic self-loading rifle he had Kokko fashion for him from spare parts, loaded with a 25-round mag that fires .30-06 rounds. A low-maintainence rifle, it's sturdy, reliable, and quite accurate, considering it's design. However, it kicks like a mule. Kokko, on the other hand, absolutely refuses to use firearms, instead fashioning a kind of hatchet out of a multitool he uses during maintenance. He doesn't plan on getting into fights anyway. He refuses to mention how often he has cut himself while working with it, but by the loss of bandaids on-board, it's probably quite often.

 

They both have headsets that act as communicators, letting them talk even if separated throughout the ship, as well as contact the rest of the crew. Besides that, Kyy has the keylog startup for the ship and a starmap for navigation, and Kokko has a vast variety of different engineering tools to help him.

 

 

 

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[spoiler=Reveka Isozaki]

Name: Reveka Lacusta-Reiss Isozaki

Age: 37

Gender: Female

Occupation: Doctor

[spoiler=Appearance]

While no longer a young lass anymore Reveka is often being mistaken for being older than she actually is. Her body is covered in scars, and her face has aged beyond its years in part due to the stress of her life. The silver streaks in her hair, and often less put together appearance certainly, don't help this either. Despite this Reveka is still quite a pretty woman, and is quite proud of this fact. Reveka's natural hair color is a deep blue that to most looks black, which makes her deep violet eyes (or rather at this point eye) look much darker as well. Something that one might notice when observing Reveka for long enough is also that the skin of her left arm is somewhat darker than the right side this is due to the scarring that occurred from her Gundam being damaged.

 

[spoiler=Personality]Reveka is a very amicable woman, and often quite lackadaisical in her approach to even life threatening situations. As one might expect from a person this easy going Reveka has quite a good sense of humor, though at times her humor tends to be quite off-color. Other crew members often tend to be the target of her joking, though never in a way that would hurt the person on the butt ends of those jokes. Her favorite targets for this humor though is more serious or easily provoked members of the crew as they are the ones who respond the best to her antics. Reveka can take just as much as she can dish out, though, and encourages others to give her a taste of her own medicine.

 

Despite this Reveka is not a very open woman. If asked about her past she begins to become closed off or tries to redirect away from the subject. Among the crew only the captain was told, to prove that she would not be a danger to the crew, and even then she glossed over many of the details only giving him a basic rundown. This is quite a drastic change from when Reveka first arrived on the ship however. Back then she was very unsociable often shutting herself away in her quarters, and only began to warm up the crew as she began to feel she could trust them. Even now though while Reveka sees the crew of the Arrowhead as her family she believes that there are things about her past that are better off staying buried.

 

Reveka does have one soft spot in children. At the sight of a child, she becomes turns into a doting mess, and wishes to open her own orphanage one day. Around her own son, despite him being nearly 20 years old, Reveka constantly dotes on him to an embarrassing degree. She has a tendency to do this with all those on the crew who are younger than her. This behavior also at times extends to members of the crew older than her as well, especially when she has them as her patients.  

 

[spoiler=Biography]Born shortly before the creation of the first Gundam mobile suits Reveka was among the first child soldiers to be used ESA as a pilot for their Newtype Gundams. She was talented at what she did and had nearly a 100% mission success rate. As expected even with the intense training she had undergone through the ESA and the advantages afforded to her as a newtype Reveka was ultimately brought down by a pilot much more experienced than her. However, the Goddess of Luck must have looked at Reveka favorably that day as despite the great that was done to her Gundam that day Reveka lived thanks to the kind actions of an enemy soldier.

 

Carlo Isozaki, a strapping young lad fresh out of the military academy, took pity on the defeated Reveka and rescued her from her damaged Gundam, and brought her back to his home one of the many orbital colonies that would be used in Operation British. However, at that time the orbital colony in question was being used as one of the main staging areas for the MC in their battle against the ESA. As one might imagine in a base of such importance the unwanted addition to the orbital colony's population was quickly noticed. If not for Reveka's newtype status and Carlo's quick thinking likely both he and Reveka would have been executed right then and there. Eager for any opportunity to gain an advantage over the ESA the higher ups at the base accepted the young Reveka into their ranks and gave her medical attention that would ultimately save her life.

 

Like they say, though, there's no such thing as a free lunch, and as soon as Reveka's condition had stabilized she was interrogated nearly around the clock, and at times quite violently. Her captors realized quite quickly however that she knew very little, and decided that she would be more useful in a different capacity. Though her final battle had left her scarred and unable to feel physical sensation on the left side of her body, she still was quite proficient in using her newtype powers. The MC had wanted to make use of Reveka's newtype powers but did not want to give her the destructive power of a Gundam. So Reveka was fitted with a control collar and placed in a search and rescue squad. Due to her newtype abilities, Reveka was able to detect the emotional distress of wounded soldiers that might have been buried under rubble and to supplement this she was given medical training so that she could further assist in these missions.

 

At the same time, Carlo was working his way up in the MC. Despite not being a newtype he was an extremely skilled Mobile Suit pilot, and after leading many successful missions against the ESA had gained quite a bit of favor and leeway with his superiors. He also began growing closer to the young woman he had rescued, and even though she remained quite stand-offish from others Reveka began to open up to the young officer. Eventually thanks to his position he was able to negotiate to have Reveka's control collar removed and to allow her to live with him. Near the end of the war, the two began living together, and less than a year before Operation British took place and the Scarlet War would end Reveka found herself to be pregnant with Carlo's child.

 

However, this happiness would not last forever. During one of the final engagements of the war, Carlo was slain leaving Reveka alone to raise their unborn child. Were it not for that child Reveka may well have decided to stay on the orbital colony as it crashed into Earth's surface. It wasn't long after Operation British that her child, Roche, was born and Reveka fled the Martian surface. While at the time MC at the time had not had the resources to hunt down what remained of the ESA she knew that it was only a matter of time before they did, and without Carlo to keep her safe from the higher ups she wasn't sure she nor her child would safe. Stealing a small ship Reveka charted a course for Earth, however, she never made it there.

 

Half way into her journey Reveka's ship was beset by pirates, and she likely would have died had it not been for the convenient appearance of none other than the Arrowhead. Having been contracted to take out that particular group. In the aftermath, Reveka and her damaged ship were taken into the Arrowhead the crew not suspecting there to be a survivor on board. However when they breached the hull of the ship the crew was surprised to find a lone woman and her child. Taking pity on her they accepted her onto the crew, and she eventually earned her position in the ship's medical bay with her skill as a nurse, and the rest is history.

 

[spoiler=Skills/Specializations]Newtype: Reveka is a relatively strong newtype despite being born on Earth. As typical of other newtypes she has a heightened sense of spatial awareness and razor sharp focus. She is also able to sense the detect the malicious intentions of others as well as being able to telepathically sense the presence of other newtypes. Additionally, with people Reveka is particularly close with she able to sense their emotions.

 

Medical Experience: Reveka has advanced medical knowledge having been trained during her time in the MC's search and rescue teams. With the proper materials, Reveka can perform advanced surgeries and can diagnose illnesses with a 98% accuracy. 

 

Combat Experience: While she is somewhat out of practice and missing her left eye she can still go toe-to-toe with the enemies the Arrowhead faces. She is quite skilled in the use of firearms, though her accuracy with them has decreased somewhat since losing her eye. Even after years of training she still has not reached the point of being anywhere near to where she was in her prime.

 

[spoiler=Misc Info]

  • Character Song: Ghost Rule - deco*27 (cover: rachie)
  • Reveka has been orphan twice in her life firstly by a mother who didn't want her giving her up when she was a baby, and secondly after an MC attack on her hometown killed both of her mothers
  • Reveka's last maiden last name Lacusta-Reiss comes from her mothers, who wanted her to have both their last names to show that she was equally a part of both of them
  • Reveka has not had any sort of romantic relationship since her husband's death, though has no qualms about having one-night stands
  • Reveka has a secret desire to kill Madeline Cromwell who she blames for her husband's death, though she has never shared this with anyone on the Arrowhead
  • Reveka is very strict about having the crew participate in regular check-ups to make sure they stay healthy, though she also uses it as an excuse to act like a mother for the crew

 

 

 

[spoiler=Roche Isozaki]

Name: Roche Isozaki

Age: 19

Gender: Male

Occupation: Mobile Suit Pilot

[spoiler=Appearance]

A fairly attractive young man Roche looks and sounds quite boy-ish for his age. He looks very little like his mother with the only indication of their relationship being the pale skin both share. Roche's entire look carries an aura of brightness. His thick blonde hair always seems to be a tousled mess, and he always seems to have a constant smile on his face. Even his eyes, which are a bright, gold seem to shine like the sun. Roche keeps himself in fairly good shape, and his build is much like that of a swimmer or runner. Roche seems to always be wearing his normal suit which is silver with red stripes (matching his Mobile Suit), so that he can be always ready for a mission (or to show off). 

 

 

[spoiler=Personality]One thing that he did inherit from his mother is her mischevious sense of humor. Ever the trickster Roche enjoys teasing his crewmates, but is always careful to make sure that his jokes do not go too far. For all the teasing he does he is quite a kind and sensitive young man. Roche is often able to tell how others around him are feeling with even subtle non-verbal cues, and while some of this may come from his abilities as a newtype, most of it comes from Roche's own sense of empathy for others.

 

When he was young Roche was often quite shy, especially around older people, though with a mother like Reveka this didn't last long. Reveka encouraged him to get as much interaction with the other members of the crew as possible and gave him advice on how to be outgoing around others. Nowadays Roche is a far more sociable person, however he also become a shameless flirt. Wherever and whenever there is no inappropriate time for double entendre in Roche's eyes, however unfortunately for him he is often rejected by the young man who happens to be the subject of his flirtations. However, he often becomes shy again when other guys he's flirting with reciprocate, or prove themselves to be just as bold as he is.

 

 

 

[spoiler=Biography]Born shortly after the conclusion of the Scarlet War, the Arrowhead is all that Roche has ever known. Having grown up on the ship he views its crew like his own family, even going so far as to see Arthur as a father figure. As a young boy, his mother would often tell him stories about his father, which would eventually motivate him to become a mobile suit pilot himself. While at first his mother was vehemently opposed to the idea fearing that she would lose her son just as she had lost her husband, however, Reveka would eventually relent. She realized that while regaling him with stories of his father she had placed the seed of wonder in him. Reveka did make the boy promise however that he would wait until he was older to start learning, and that he would have to convince someone else to help her teach him.

 

When Roche's 12th birthday did finally come the boy could barely contain his excitement to finally be able to pilot his first Mobile Suit. He had with years worth of tenacity and bugging convinced the ship's chief engineer to help him learn. However, he was more than a little disappointed to learn that he would not get to pilot the real deal right away instead having to start with TOLRO-800 to help him learn the basics. After all the crew couldn't afford to have some kid breaking they're Mobile Suits. His lessons were not easy either. Motoko was not one to mince words and would tell the boy outright when he had messed up, and quite harshly at that. Never once did the boy falter in his convictions, though, he was determined to learn how to pilot a Mobile Suit, and by god he would pilot a Mobile Suit.

 

It was on his 16th birthday that his mother and Motoko had a very special gift for him. An operational Sieg that the crew had recovered on one of their runs. Overjoyed Roche worked for several long months with Motoko to modify the machine to be suited to him. Since then the machine has been Roche's baby. He has made very clear that he is the only one allowed to touch the machine, even insisting on performing all further maintenance on it himself. After piloting the machine for about 2 and half years Roche has become quite adept at pilot the Seig and often uses it to show off.

 

Machine: Seig

[spoiler=Skills/Specializations]

Advanced Piloting Skills: Having been piloting his Seig for more than two years he's learned most of the ins-and-outs of the machine, and has become quite adept at piloting it. His reaction speed is phenomenal as well, and he can fly circles around most other pilots. That being said his combat skills are rather lacking, and while by no means is he a bad fighter he simply tends to be outclassed by his fellow Mobile Suit pilots when it comes to combat. During battles Roche prefers to stay out of the thick of battle, and instead provide covering fire with his Sieg's beam rifle.

Intermediate Mechanical Knowledge: Refusing to allow anybody outside himself and Chief Engineer Kusanagi to lay their hands on the Sieg Roche has become quite skilled at performing repairs, and identifying problems with his Mobile Suit. However, most of his mechanical knowledge applies specifically to his Sieg, and thus his mechanical knowledge drops signifigancantly when applied to other Mobile Suits, or things of mechanical nature. His most valuable skill in this area is actually more in his technical expertise. Roche is actually quite skilled computers and has made several improvements to the Sieg's now outdated systems, but still, has a long way to go in improving his skills. 

Combat Skills: Like every other member of the crew Roche has received combat training in the event he is separated from his Mobile Suit. Fairly adept at both armed and unarmed combat Roche can certainly hold his own in a combat situation. Like during Mobile Suit combat he tends to keep out of the thick of combat prefering to use a ranged rifle to take out enemy combatants from afar rather than getting up close and personal. After long hours of practice with his rifle, Roche has actually become a quite talented sharpshooter.

Newtype: Roche is afforded several abilities as the result of being a newtype, such a heightened sense of spatial awareness, as well as being able to detect other newtypes around him. While not nearly as powerful a newtype as his mother Roche still has a respectable amount of ability, ultimately being relatively average in power level. 

 

 

[spoiler=Misc Info]

 

  • Character Song: Mr. Wonderland - sasakure.UK feat. Perio
  • Roche is very open about his sexuality, however, he was very nervous about coming out to the crew
  • Roche has been trying to figure out a way to improve the targeting systems on the Sieg to help him be more accurate a shot with the beam rifle

 

[spoiler=Machine]

Unit Model Number and Name: MCMS-08 Seig
Machine Type: High Performance General Purpose Mobile Suit
Manufacturer: Vulcanus Plant | Roche Isozaki | Motoko Kusanagi
Pilot(s)/Crew: Roche Isozaki
Overall Height: 18.93 meters/21.43 meters (head height)

Powerplant: Ultracompact Minovsky Fusion Reactor

[spoiler=Performance Rating Stats]

Speed: 3

Acceleration: 2

Maneuverability: 3

Armor: 1.5

 

 

[spoiler=Image]

19300001355473131842827987128_950.jpg

 

 

[spoiler=Description]A gift he received on his 16th birthday Roche has treasured the Mobile Suit ever since. While the machine was mostly intact it was missing the sword and recoiless rifle accessories. That being said the machine itself was in remarkably good shape, and was not difficult for Roche to repair especially considering he had the help of Chief Engineer Kusanagi.

 

[spoiler=Equipments and Features]Roche's Sieg is the same as the standard model.

 

[spoiler=Armaments]

  • 28mm Vulcan System Shield- Affixed to a hardpoint on the Seig’s left arm, the Vulcan System Shield is useful for both defense as well as offense, with the 28mm vulcan gun being ideal for shooting down incoming warheads or dealing damage at medium and close range.
  • Beam Rifle- After the introduction of the 017 Gaze, some Seigs were retroactively equipped with beam rifles left over from the production of the 017. They are considerably more effective than a comparably sized shell firing weapon.

 

 

 

 

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[spoiler=Selardi]

 

 

“Shut up, I can't hear his voice well from here.”

 

 

Name: Selardi Mahina
Age: 18
Gender: Female
Crew Role: Tagalong girl, emergency pilot, general helper.


[spoiler=Appearance]
16b556563defac4871af76c72e079ba6a4b8b695

Selardi is a young woman of unknown ancestry, even her skin tone can be attributed to the sheltered life she had before. Her height is remarkably tiny at 4'8”, though she's not usually a fan of being asked about her weight. Despite looking quite fragile, underneath her usually quite conservative clothing she's actually quite well-built and on occasions, shows feats of strength that is unexpected from someone like her. Her strikingly blue hair is artificially colored, and she was originally a brunette.

 

She appeared nude inside of her cryo-pod, though a box of clothing (that she claimed to be hers) were also found nearby. Those clothing ends up as her favorite clothing that she wears the most. On her spine and wrists, parts of the Cyber-Newtype implants are visible, and several extensions were there that would allow her to connect herself into any MS she pilots and receive the data obtained by it in real-time.

 


[spoiler=Personality]i
Selardi is not a complicated person. Straight to the point and blunt, she never really cared much about the impact of her actions or words to others. She does what she wants, she say what her heart wants to say. Her motivations are also usually pretty simple and short-term in practice. While this kind of train of thought might make it seem that she's unintelligent, she's actually quite knowledgeable and capable of complex thinking...although most of the time she prefers if others do it for her.

 

She is somewhat emotionally stunted, barely capable of showing emotion overly. She rarely changes her tone of speaking even when she's angry or upset at something. Most of the time her feelings are shown from her choice of words, although even then, she actually doesn't speak that much. She does have the capability to feel general emotions though. She is also capable of understanding bonds between people, and also capable of bonding with them. She's still pretty detached from her emotional side that she doesn't understand very well though, so at times people might judge her as robotic and lifeless due to it.

 

Moral thinking isn't her strong suit. The concept of moral and social norms don't make sense according to her, and most of the time, rather than bothering herself to understand it, she left others to do the thinking for her, and just do as she please unless they actively stopping her from doing so. She's not someone that will kill without a purpose though, that's just ugly.

 

Sela's quite hardheaded, and once she decides on doing or achieving something, she won't stop herself until she manages to reach it except in a few rare circumstances. She feels and desires things almost like normal people despite not showing it, but her lack of reservations at times make her willing to do some ugly things to achieve it. She's somewhat mischievous and does somewhat relish on people's frustration, although it's more following her instinct and having fun on her usual activity rather than something overly deliberate.

 


[spoiler=Background] Selardi was the primary candidate for a secret project for a secret mobile suit conducted by some ESA scientists in their pursuit of the capability to integrate a pilot further into its machine. Selected from groups of war orphans, Sela ended up as the most promising candidate after most of the others didn't even get past the initial stages. The process of selection took a long time and quite taxing, but in the end, Sela was shown to be a capable enough Newtype. Not a standout example of one, not that strong either, but for surviving through the rigorous selection phase, she was definitely the most durable.

 

The next part of the project consisted of constant experimentation and operations done to her as the scientists tried to open up more and more of her capabilities as a Newtype to be able to use their newest technology piece. Through processes, drugs, and implants done mimicking the Cyber Newtype procedure, the end result was a body that was capable of operating the new system to its full potential without breaking apart from the information overload. Along the way, she also participated in many harsh training provided by the scientists, although later on she grew a liking to them enough to do it on her own will when she had the time.

 

There were many delays that happened within the project, a lot of it were attributed to the fickle nature of the new system that were being prepared. As the scientists only had 1 capable candidate for their test, they need to make sure that the experiment would go as smoothly as possible since their eggs were all in one basket. And so the project only saw promising direction as the war was drawing to a close. In the meantime, Sela had grown to be quite used to the condition there, feeling that the constant experimentation and harsh training were nothing more than daily routine. Nevertheless, she did end up resenting all the terrible experiences she had on the facility. Although, as she was not the type to think far into the future, it never really grew into a desire to pay them back for everything done to her.

 

The fateful testing day arrived. Piloting the new machine, the early part of the testing was fine, but then when the experimental system was fully activated, the machine went berserk in an instant. It went on a rampage that was barely able to be contained. In the middle of it was Sela, who was at first fighting to keep the control of her consciousness amidst the torrents of sanity-damaging amount of information flowing through her mind. Yet in the end, she decided not to continue her struggle. The last thing she remembered was her attempt to flash a victorious smile as her machine took aim at the facility she used to be imprisoned in.

 

Twenty years later, a group of scavengers stumbled upon an interesting place deep inside the ruins of a colony. Inside, they found a pod containing a strange girl.

 


[spoiler=Skills/Specializations]
  • Newtype Capabilities: Born as an average newtype, but currently the extent of her capabilities are unknown.
  • Heightened Spatial Awareness: Capable of keeping track of large amounts of object in the chaotic environment of combat, at times even surpassing the capabilities of her machine's targeting system.
  • Piloting Skill: Unnaturally skilled at piloting an MS, capable of moving it around as if it's just part of her own body. This and the two points above are mainly enhanced with the augmentations done to her spinal cord and brain which allows her to connect herself physically into a Mobile Suit and receive information taken by the suit straight into her brain.
  • Combat Expertise: Skilled at both close-quarters combat and use of firearms. Despite the usual height disadvantage she faces, Selardi is capable of turning it to her advantage usually.
  • Drawing Skill: Gifted in the visual-motor aspect, Sela tends to use drawing as practice.

 


[spoiler=Misc. info]
  • Loves snacking on the fruit she called Moon Apples. Likes it enough so that she tinkers with her own outfit and headdress to be able to have them at easily-accessible points.
  • Primarily uses a garage-made handgun-like firearm in man-on-man combat (customized for colony and space use), otherwise she also has a combat knife stored under her skirt. Though, she repeatedly voices her desire to have something with better firepower.
  • Adopts a "sure why not" attitude regarding most things unless she actually dislike it in the first place.
  • Tend to give people half-hearted nicknames due to her not bothering to remember other people names' properly. Might try to remember names if she gets close to people.
  • She's a really curious hormone-addled teenager that barely got any chance of having any sort of relief before she was stuck in the pod, so she's actually pretty active sexually. Not really caring about norms regarding sleeping around with people.

 


 

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I'd say this app went pretty well for only taking about two hours. Here's a janitor, because somebody has to keep the ship clean.

[spoiler=Man of Steel]


blt7RQ8.jpg
"Whatever you're about to tell me, make it wait until I get this stain out."




Name: S.T.A.N. (Stealth Termination Android)

Age: 67

Gender: Now I don't know if some newfangled machine comes in two genders, but in my day, we machines didn't have two of those. We didn't even have one! If you meet another bucket of bolts as old as me, it doesn't have a gender, and neither do I. I'm just Stan.

Occupation: Janitor/Cook

[spoiler=Appearance]Tswlo0m.jpg
Stan's height of 5'8" isn't really anything special. However, because he is a robot, he's much heavier than a human his size would be. Although he was built with a thin frame, Stan still weighs in at a whopping 798 pounds of metal, wires, and more. As evidenced in the above image, Stan has a rust-colored red face that rests in front of a neck of black metal. It should be noted that this is merely paint; Stan's face isn't rusting any time soon, as he takes regular care of his body to prevent rusting. Observing the rest of his person would find that, much like his neck, most of Stan's body is black as night, with only his red face and the periwinkle-ish lights standing out from the lack of color over most of the robot.

However, Stan is getting old, and there are signs of this. The paint on his face is slowly but surely chipping away, revealing the real, black face underneath the cheery shade of red. There are also small parts of his body - especially his legs - where the metal outside has been damaged, revealing wires, pistons, and more just beneath the surface. The biggest "scar" on Stan's person is on his chest, revealing a bright core where a person's heart would be that acts as Stan's power source. Just on the rim of this hole in his chest is a small and, admittedly, rather shoddy stereo that often plays vintage jazz music, to make Stan's cleaning a bit more pleasant. Of course, this particular scar is often covered, but that doesn't mean much to his stereo.

Mechanical though he may be, Stan wears clothes just like anyone else. He tends to gravitate toward whites and light browns, with the exception of his black loafers. Stan's wardrobe may well have belonged to his creator once upon a time; much like the robot himself, his clothes are rather old and have seen better days. With a bit of stitching and sewing, however, he's done a remarkable job of keeping everything together.



[spoiler=Personality]One would struggle to find a robot as lifelike as Stan. Fully capable of learning and simulating emotion, if it weren't for his appearance, one might question if he was even a robot to begin with. Of course, he still has some tendencies befitting of his mechanical nature. For one, he's got no sense of humor. Not only are his own jokes garbage - and not for lack of trying - but the jokes of others just don't stir up laughter from him like they would in a more organic audience. Time is also far less valuable to him than it is to humans. Although he's pretty grumpy, Stan's a pretty patient guy, since he won't get old and die like his fleshy counterparts. Not anytime soon, at least.

Speaking of time, Stan's had plenty of it to run around and experience life. In his eyes, everyone else is still young and growing, and one should expect his treatment of most people around him to reflect that. A quick way to summarize his attitude in that regard would be "grouchy grandpa". He tends to ramble without realizing it, and is all too likely to reminisce about what things were like back in his prime. But he means well, and when somebody needs an old robot at their back, Stan will be there and have them covered. He's also a pretty generous fellow, with little need for things such as money and virtually no value for time. As one could expect from a smaller machine, however, Stan's not too crazy about Mobile Suits or Gundams. They didn't need that nonsense back in his day, and they can still live without it today as far as he cares.

With that being said, no matter how much sheet he talks, Stan loves humanity with all he can. He's just got an odd way of showing it is all. The way he sees it, the human race of a couple generations ago is almost like a mother to him; after all, without them and their engineering, Stan would never be created. In the same spirit, the humans of this generation coming up are like his baby siblings in a weird way. He's got to take good care of them, even if they make mistakes sometimes. If his face were made up of flesh and bone instead of metal and paint, there would likely be a smile on it at most times. Things were definitely better in his time, but when they're down, it's all the easier to go back up. He wants to be on good terms with humanity when that time comes, and make sure that the humans of the future don't repeat the mistakes of their ancestors.



[spoiler=Biography]Don't let his current job fool you. Stan was initially designed for the express purpose of murder. Created by the brilliant engineer Francis Young in the year SE 132, Stan was the result of fifty years' worth of research, experiments, simulations, testing, and finally, building. The intent was to create a robot loyal to its creator, yet capable of having assassination services sold to high bidders so that an aging Young could live the easy life with his family with the money Stan brought in. Just a simple AI didn't suffice, however. Were it not for the immense amounts of work and research Young put into Stan's AI, the fifty-year project could have easily been completed in two or three years instead. Stan's selling point wasn't just that he was a robotic assassin who could kill with mechanical precision; it was that on top of that, he'd just keep on getting better.

Even including a pair of wrist blades and an encyclopediac knowledge of lethal weapons, Stan's most powerful tool was his AI. He did far more than just compute and analyze. Stan was loaded with countless routines and sub-routines for a plethora of situations, and was capable of adjusting his own AI based on past experiences. He was, for all intents and purposes, a legitimate learning robot that was even able to outfit himself with simulated emotions over the years. A couple demonstrations of his ability was all it took for people to line up. After all, there was plenty of blood to shed, and just as many shady folks willing to pay handsomely to see it happen. Stan's first contract was one his creator fully expected.

Stan was to kill his creator. After all, the technology behind his AI would be quite a thing to have; no doubt it would sell for a pretty penny and then some. The greedy son of a jabroni, however, did not take into account that Young knew there would be plenty of people with that very thought in mind. While Stan did kill Young, as per his protocols, doing so triggered a very specific routine designed specifically to keep his hard work from falling into the wrong hands. Stan burned any blueprints, deleted any files, and destroyed any machines that had to do with the creation of his AI after Young's death, before departing to slay the very man who had set all this in motion. Once that was done, Stan was free to do as he pleased.

The problem for a robot with free will, however, is that it can be very hard to decide what to do with life. Stan knew that by all means he could have just continued his assassination career, but the problem there was that humans weren't so fond of their own being killed. And the way Stan saw it, he kind of owed them, what with the fact that he'd never have existed if a human didn't create him after so much hard work. So while Stan did still set out to terminate, he wasn't interested in ending lives anymore. Instead, Stan wanted to terminate stress, and he tried a variety of jobs to that end.

His career as a stand-up comedian was as laughably short as his four-day assassin career, as his jokes had a tendency to fall flat and leave the crowd unamused at best. It was as he tried jobs such as a chef, or a garbage man, or even one brief stint he had as a substitute kindergarten teacher, that Stan found his true calling in life. See, there are few out there who love humanity for the good and bad alike quite as much as Stan, and while he would have loved to just be a drifter, even robots have needs. To stay close to humans, relieve their stress, and keep himself well-taken care of all in the process, Stan wanted to be a butler. However, by the time he'd finished his schooling, the Scarlet War was drawing to a conclusion, and Earth wasn't in the best of states. Not exactly a place where one can find butler work.

Eventually, Stan found himself in the space colonies, hopping from ship to ship as he volunteered to join various crews of Vultures for days, weeks, or even months at a time. He's fully self-sufficient and costs crews nothing but a room to call his own and some social interactions, and in exchange, Stan's been known to clean the ship, cook for the crews, and if the situation demands it, eliminate intruders upon his current ship. He must have taken a liking to the Arrowhead's crew, since he's been with them for the last four years. Same as with any crew, he cooks, cleans, and if he must, he helps "handle" intruders. In exchange, he just needs a room of his own and a crew to work with.



[spoiler=Skill/Specializations]Wrist Blades & Proficiency: Any good assassin will want a weapon. S.T.A.N. has a pair of blades built into his wrists, and he knows how to use them. He's a deadly opponent in close-quarters combat, knowing exactly where to strike a human to incapacitate them fastest, or where to strike with a surprise attack to keep them from fighting back in the first place.

Weapon Expertise: Aside from his wrist blades, S.T.A.N. had a deep knowledge of many weapons and how to best use them programmed into him in case the wrist blades were unavailable. Swords, guns, knives, explosives, poisons, and more are programmed into S.T.A.N.'s vast knowledge in the art of killing. That said, he's only familiar with using lethal weapons; giving him something like a taser or pepper spray will confuse him, as those aren't weapons he knows how to use.

Domestic Skills: S.T.A.N. has had many jobs in the past and did some studying on how to become a good butler. He's good at cooking, cleaning, gardening; anything you could want from a butler and more. Also quite good with machines, being one himself.

Stereo: Something S.T.A.N. installed himself. He replaced the cloaking device from his assassin days with a small stereo in his chest that can play a few sound files he's collected over time. Seems that they're all vintage jazz music.



 

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[spoiler=Maxine Delphi]Name: Maxine Delphi
Age: 26
Gender: F
Occupation: Pilot
[spoiler=Appearance]

[spoiler=full body shot]df7ec7b0e3.jpg


[spoiler=Head Shot]f6046763c0.jpg



While not averse to walking around in minimal clothing in her privacy, Maxine is not quite as adventurous as the picture would lead many to believe. Instead it is more likely Maxine walks around in a tattered t-shirt from some lousy band she used to mooch off, a tank top or a crop top, showing off her form, as well as providing comfort for while she's working. Truth be told, Maxine’s wardrobe is rather versatile, but mostly sporty. She might be a bit of a punk in nature, but she knows what's comfortable, so shorts, leggings, whatever allows her to keep active and comfortable without looking like a slob is the order for any normal day.



[spoiler=Personality]To say Maxine is a people person would be a gross assessment of her social skills, but she is certainly capable of connecting with people. What people often identify as a hardened jerk is really just someone used to a life of unfeeling, blunt people. In more ways than one, Maxine has responded to that upbringing by becoming rather antisocial herself. She does not take well to proposed allegiances, and prefers only the company of someone to help her pass the time. Were Maxine to be engaged romantically, her mate would have to come to grips with the fact that she's just not outwardly affectionate. Maxine also has an extremely addictive personality, often seeking the comfort of her vices to soothe the lasting mental unrest she has suffered from for quite some time now. On any normal day, Maxine, or Max, as she prefers, is more likely to come off as disinterested, but will at least do the person talking to her the service of her full attention. Unless Max is mad at you, of course, in which case you might have better luck drawing blood from a stone than getting a meaningful conversation out of her.



[spoiler=Biography]Not all people find a purpose, some just find a living. Maxine never had a chance from the day she was born; poor as dirt, living in the projects of a broken down city on Mars, and harboring a potentially misguided resentment of Newtypes for being a source of the divide that stole the funding away, Maxine could not afford the luxuries some people take for granted on a daily basis. Sure, she had a stable living situation, and for that matter, a family that loved her and provided for her the best they could have; her parents worked damn hard to keep their family afloat, but Maxine was still bitter; they deserved better than this.

Maxine was never particularly good student as a kid, instead choosing to go to run down dive bars and clubs where the music sounded the way she felt. It came as a shock to nobody that knew her well that Maxine was involved in rather promiscuous activities at a young age. Sleeping with the bands and using their dope was way cheaper than buying your own, and it helped to pass the time in between shifts at her crappy, low wage, unskilled labor job. This went on for a few years, until Maxine hit her 20th birthday; she had come down from one of her worst trips yet, and she sat up, half naked in a stranger’s bed for the fourth time this week, she had a moment of clarity. It had not been so plainly clear to her before, but it was now that Maxine realized she was ruining her own life. Two weeks later, she found herself at a recruitment center, swearing her life to fight for something she hardly agreed with. After all, how much worse could war be than cooking over candles?

Unsurprisingly, her run as a soldier was less than successful; ultimately her lack of motivation to die for a cause she did not believe in caused her to leave after her assignment period was over, regardless of the fact that her scores were impressively high and her knack for tactical awareness had led her to decently noteworthy circles in the military, and she was prepared to return to a lifestyle that loved her back about as much as she loved anything else in her life. Needless to say, a military woman did not meld with the crowds she used to associate with as well as she had hoped, and Maxine once again lacked direction. She took a few jobs here and there using her abilities and tactical strength to get enough cash to live off of, but she was now starting to gain a reputation, and the only people that ever seemed to come calling were criminals. As it became harder and harder to stay hidden in the city, Maxine prepared, once again, to pick up her entire life and move away. She would do one last job, and then she would flee the city and go somewhere where nobody knew her name or her face; hell, maybe she would even change up the look if it helped. 

“Vultures? What, just collecting a whole bunch of s***? Why do you need military training for that?”
 

“We need someone who doesn’t feel guilty knocking around a couple skulls. I hear your trigger finger is itchy these days.” The man’s breath reeked of cheap vodka. Ugh.

“Don’t get the wrong idea. I just do the job at hand.”

“Oh save me the crap, Ms. Delphi. Your rap sheet is a mile long. People like you and I, we don’t get that kind of reputation for being good people. I want to hire a murderer to keep the area safe, and you’re a damn murderer. The gig pays well, and we’re getting you out of this city that would sooner nail you to the wall than imprison you. Are you taking the job or not?”

Silence fell over the table; Maxine stared deep into the eyes of the man across from her, “You know the answer.”

The man let out a single laugh between gritted teeth, and slid a white envelope over the table to her, “That’s a cut of your pay for this job, to remind you why you’re here in the first place. You’ve got two days.” He rose from his seat and began walking towards the door, leaving Maxine to rifle through the envelope. Damn, this is some serious cash. Maxine looked up to the man, who had turned around at the door, “For that much money, we’ll come back for you if you decide to skip town. Don’t.

]That’s sort of the way things went for Maxine for the next year; doing various vulture work for different crews, collecting money where she could, and spending her off days trying to ignore the trail of blood she had left behind herself. Not all days were easy, but the money made it easier to cope, and there was always another job waiting, so her mind was fairly busy most days. Things hardly changed when she met Arthur, another hard nosed captain of a Vulture crew trying to find capable hands that could keep their regular crew safe. The terms were simple: Get some junk, bring it back in one piece, get paid, and leave, never to see each other again, unless it was for opposing teams. However, when Max arrived at the site to start doing the job, the size of the fleet was immediately noticeable:

“2 Pilots? Isn’t that a little thin?”

Arthur chuckled, “Well, we’ve had a few names and faces come and go. If you do well on the job here, as you can see, job opportunities are available!”

Maxine shot the Captain a perplexed glance, “A permanent pilot position? You’d do that for a random hired arm?”

“Ah… I’m no fool; you need personnel to survive in this business, and you’ve got a bit of a reputation as stable help. You do good work here, the job is yours, but I won’t force you, Maxine. Just finish the job and we’ll talk from there."

"...You can call me Max, but I’ll have to see what type of work you guys do around here. I don’t do poor work."

Maxine has been with the crew for just over 2 years to date, now at the ripe age of 26. While she remains prepared to drop her entire life on a dime and move away, just as she’s done many times before, the stability of the past two years has allowed for Maxine to come further into grips with what she is, forgiving herself slightly for actions in the past. While she still heavily struggles with her life choices, Maxine can at least claim solace in, once again, a newfound form of stability.



[spoiler=Machine: Leveler]
Unit Model Number and Name: MCMS-03HC Maxine Delphi Custom
Machine Type: Custom Djinn High Maneuver Type
Manufacturer: Maxine Delphi
Pilot(s)/Crew: Maxine Delphi
Overall Height: 21.43 m
Powerplant: Ultracompact Energy Battery
[spoiler=Performance Rating Stats]

Speed: 3.5
Acceleration: 2
Maneuverability: 3
Armor: 2



[spoiler=Image]
5259e8946a.jpg



[spoiler=Description:]
After her time in the military, Maxine set her sights on a machine just like the one she had used in her service; something fast, something that can move around, and something that allowed her to control the battle in front of her. After a few dealings that could be considered legally curious at best, Max was finally able to procure a machine of her own. It took time, but eventually she was able to work the machine into a suit that perfectly suited her style. What she’s sacrificed in acceleration and armor, Leveler more than makes up for in top speed and overall maneuverability. The low acceleration speed on Leveler allows for Maxine to more easily control the pace at which she is moving at, and, in turn, her opponent. Equipped with two Flash Bomb launchers, MMI-M636K Beam Carbine, and 2 GN Beam Pistol II’s, Maxine is more than capable of taking on a variety of targets from short and mid range. Her general speed and ability to move through tight spots allow her to engage a target, overwhelm them, and exit in a timely manner. With low armor and a poor ability to get moving once she has stopped, however, Maxine is susceptible to being picked off from a long range, or by being outmaneuvered in a bladelock.



[spoiler=Equipment and Features, Armaments]
2x Flash Bomb Launchers (Mounted)

Beam Carbine
2x Beam Pistol II

 



[spoiler=Skills/Specializations]

  • High Tactical IQ: Maxine is far superior to most when it comes to battlefield awareness, and is able to draft a plan that gets her out of a tight spot quickly. More often than not, her ability to assess and react accordingly fills the holes present in her mechanical ability.
  • Natural Speaker: Despite being a bit harsh and even sometimes downright rude, Maxine has a way of becoming very appealing to people when she wants to be, and is adept at garnering empathy when it's needed.
  • Military Training: Maxine packs all the fitness and versatility that comes with being a trained operative of the military.
  • Flexibility: Maxine’s fitness and quick thinking leads to her being able to use her body in unorthodox ways in order to accomplish a goal.
  • Human: Maxine is a flesh and blood human, with no known abilities linked to Newtype behavior.

[spoiler=misc. info]

  • Maxine is not particularly fond of Newtypes, citing them as one of the reasons the divide between governments became so large.
    • However, Max has also come to grips with the fact that they are a large portion of her workforce these days and must get along with them.
  • Maxine is naturally musical; a product of spending so much time around it as a girl. However, she is not one to publicly share such a gift.
  • Maxine has been engaged once in the past. The marriage was called off, as Maxine went to the military.

 

 

 

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Chaos Sonic, even though you're in the Skype chat I can't reach you there right now so I'm putting some issues with your app in this message.

 

Firstly, proofread Kenji's personality. The sentence "Kenji is one ecstatic and adventurous young man who is already to jump headfirst into any situation..." is not grammatically correct. I get what you were trying to say, but please correct it.

 

Secondly, there are issues with the Bio. The biggest one is that the bio doesn't explain where his Indominus came from. Did he find it somehow before joining the Arrowhead? Did he pick it up after he joined the crew? The next one is that, quite honestly, the Bio doesn't offer any explanation of where he got his skills from apart from the paint job thing. Did he pick up on how to fight hand-to-hand from fighting kids in his home town? Did his Uncle teach him how to shoot a pistol? Did someone on the Arrowhead teach him those things? I'd like to know. My last issue with his bio is that, well, we have no idea where he came from. Did he live on Earth? If so, how did his family survive the Colony Drops? Did he live on a colony somewhere? If so, whose sphere of influence was it in? I just wanna know where the kid came from.

 

So, until we get these issues resolved, Kenji is not accepted.

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  • 2 weeks later...
  • 2 months later...
  • 1 month later...
  • 2 weeks later...

Bout time I started an app for our resident operator. also we can bump the OOC.

 

[spoiler=Maryanne WIP]

---"Awww... isn't that cute?! It just warms my heart!"---

 

Name: Maryanne Jasmine Levitt
Age: 23~ (she thinks)
Gender: Female
Occupation: Communications Officer/Combat Operator/Bridge Bunny
[spoiler=Appearance]fb88352fdf3187cfa0298ac16a14cc03.jpg
(Picture is allowed, but 4 lines of description minimum regardless)


[spoiler=Personality]
(Self explanatory. 6 lines minimum)


[spoiler=Biography]
(Same as above. 4 lines minimum)


Machine: (If applicable, not all characters will be pilots)
[spoiler=Skills/Specializations]

 

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  • 3 months later...

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