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The Science Fish TankMy underwater researchbase (The old one got crowded...)


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#1
Yuu Inohara

Yuu Inohara

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#2
Yuu Inohara

Yuu Inohara

    Mach Speed Fighter

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Sapphira Chronicles

Manta Drop Ship
(Unit Type: Submarine)
(Size: 32m)


Despite the bulk of the Sargasso Corps' military being comprised of Remora units, they aren't in fact creations of this rogue faction. They are relics of the first kingdom to fall to their raids. The units were originally designed for security purposes around the Karthian colony domes to hold intruders at bay until the main force could scramble. Due to their nature a quick transport method was devised in the form of the Manta Drop Ship, a large broad bodied ship piloted by a small crew of three individuals, a gunner, a pilot, and a navigator/co-pilot. The broad wing-like structure of its body allowed it to glide smoothly through the water, increasing the effectiveness of their hydro-jet thrusters and granting better mobility. The ships were large enough to carry three Remoras over long distance in a short amount of time. In addition to carrying Remoras, the Manta could also be used to carry cargo and drop off supplies on the battlefield and due to their versatility as a support craft were also adopted into the Sargasso Corps ranks. This unit is remarkably resilient, able to soak up large amounts of damage without slowing down, making it a highly efficient transport unit.

Weapons-

Anti-DF 90mm Autocannons: A set of automatic guns mounted to either side of the unit's head for use against enemy DFs that might try to attack the ship before it is able to drop off its cargo. Not very powerful, but accurate and fast firing.

Anti-DF Torpedoes: A set of torpedoes mounted under each wing in sets of six. Highly effective against light DFs as they track down targets and chase them even as they are dodged until they make collide with something.

Plasma Cannon: The Manta's only answer to heavily armored enemies, a rotary cannon mounted on the unit's back which fires of a superheated bolts of plasma at enemies which easily cuts through water without losing power and deals a reasonable amount of damage at medium range. The weapon draws energy from its hydroelectric generator, meaning it can be used without limit, only having to stop to let it cool down so as not to overheat it or over work the generator. The cannon can be turned horizontally 360 degrees, and 180 degrees vertically.

Other-

Hydroelectric Generator M: The unit's main power source which uses an external filter to draw in water, allowing it to generate and store energy almost indefinitely while operating underwater.

Repair: In addition to the equipment used to hold its cargo in place, the Manta comes equipped with specialized modules to allow it to patch up minor damages on allied units in battle.

Resupply: In addition to the equipment used to hold its cargo in place, the Manta comes equipped with specialized modules and extra munitions allowing it to resupply allied units in battle.

Summon: As was its original intention, the Manta often enters battle with three Remora units attached to its underside ready to deploy into battle.

----

Guppy Attack Craft
(Unit Type: Submarine)
(Size: 6m)


An incredibly tiny, but highly maneuverable ship employed in large numbers. It is cheap and easy to produce, making it a staple for security forces throughout Sapphira, and a favorite of raiders thanks to their ease of acquisition. However, they are only lightly equipped, and are rather fragile, meaning that they are useless when used individually.

Weapons-

Anti-DF 40mm Autocannons: A set of automatic guns mounted to either side of the unit's head for use against enemy DFs.

Anti-DF Torpedoes: A set of four torpedoes, two mounted on either side of the ship, which home in on and track its target through the water.

Blast Harpoon: A small harpoon launcher mounted on the unit's underside which fires long hooked armor-piercing harpoons that lodge themselves in a target before detonating.

Other-

Hydroelectric Generator S: The unit's main power source which uses an external filter to draw in water, allowing it to generate and store energy almost indefinitely while operating underwater.

----

Dasyatidae
(Unit Type: Diver Frame)
(Size: 9m)


A command unit formerly employed by the Karthians and now by Sargasso Corps forces. Standing slightly taller than the average Diver Frame, Dasyatidae features a large flap between its arms and torso which is made out of a highly durable material similar to what is used for anti-sonar stealth equipment allowing it greater control of its movement through the water and better than average mobility, this is combined with durability comparable to that of the Remora units, making it more than a match in terms of performance for the Calidian Angler. It is often accompanied by a small complement of Remora units as support, amplifying the threat it poses to unprepared foes.

Weapons-

Heat Edge: A long retractable blade mounted on either arm. While effective as a normal bladed weapon, the edges of the blades can be superheated until they glow orange, greatly increasing the weapon's cutting power.

Dart Launcher: A rapid fire gun which fires off stout metal bolts with sharpened tips which are stored in 36 shot cartridges. Each individual shot is less damaging than one from a Jet Harpoon, however many can be fired in a short period, amplifying its potential damage and granting better accuracy over the single shot rifle. The weapon is also quite small, able to be held in one hand, and has a rather low recoil, and as such it is often used two at a time.

Shark Fang Torpedo Launcher: A set of four pods mounted on the unit's hips. When launched they home in on a target, splitting open once they get within a certain range and firing off a spray of explosive harpoons.

Hydro-Jet Cannon: A heavy autocannon which loads a cartridge of specially designed shells. The weapon fires at a rapid rate utilizing water pressure generated as its barrels spin. While somewhat unwieldy, the weapon is capable of chewing through most opposing Diver Frames, however its high rate of fire means that it exhausts ammunition fairly quickly.

Whip-Tail Heat Wire: A long wired weapon topped with a barbed metal spike stored on the unit's back side. The weapon is swung at an opponent, and once hooked, releases a powerful charge of electricity into the unfortunate target. The effect is usually strong enough to completely disable them, and cause severe damage, sometimes even going so far as to destroy their hydroelectric generator.

Hull Buster Torpedo Launcher: A shoulder fired tube which a single torpedo at a target. The projectile is topped with a sharp metal head allowing it to punch through thick armor before detonating, increasing the amount of damage done to a target and making it highly effective against subs that are too dangerous to approach and use breaching charges on. Due to the size and weight of the weapon, the unit is only able to carry three shots worth of ammunition on it at one time, with the two spare torpedoes stored on its thighs.

Anti-Sub Breaching Charges: A powerful explosive designed to be planted on enemy submarines and remotely detonated from a safe distance. The weapon is a rather large red block with powerful waterproof adhesive on one side to allow it to stick to the hull of its target, and delivers a blast strong enough to blast through even the heaviest armor and expose the inside of ships, flooding them and either allowing entry of causing them to sink. While the weapon can be planted on Diver Frames, doing so safely is risky and as such this weapon is best used against large slow moving targets.

Map Weapons-

Ink Bomb: A small black canister which releases a thick cloud of ink into the water, obstructing the view of anyone caught in it and coating external cameras, greatly reducing the accuracy of its victims. Primarily used as an escape measure, it can also be used in ambushes to cause chaos in the ranks of enemies before striking.

Other-

Hydroelectric Generator S: Hydroelectric Generator S: The unit's main power source which uses an external filter to draw in water, allowing it to generate and store energy almost indefinitely while operating underwater.

Command Relay: A system which allows the pilot to easily transmit orders and information to nearby allies, increasing their combat efficiency and the effectiveness of the orders given.

----

Black Marlin
(Unit Type: Diver Frame)
(Size: 9m)


One of two prototypes developed by Calidia. The black marlin was intended as a fast attack unit, used to out maneuver and overwhelm enemy targets, as such it is outfitted with enhanced tide-flow hydro-jet thrusters, the standard class for diver frames, as well as four jet stream class thrusters, the kind of hydro-jets utilized by larger support craft. To cope with the heavy energy demands imposed by the thrusters the unit is outfitted with an enlarged hydro electric generator. To further increase its maneuverability in the water the unit is equipped with a pair of adjustable fin like binders mounted on either side of its jet stream thrusters, allowing it to literally fly through the water.

Originally stationed at a research base hidden away in the black water chasms the Black Marlin was transferred to the Nautilus following a raid by the Sargasso Corps which lead to the theft of it's sister machine, the Blue Marlin.

Weapons-

Micro-Torpedo Spray Pods: A pair of large multi-tube torpedo launchers mounted on the unit's shoulders. The weapon fires a spray of small torpedoes which home in on targets, relying less on raw damage to take down enemies, but more on the sheer number of shots and the difficulty most would have in dodging them all. Despite their size, much of the pods are taken up by ammo storage, allowing for multiple volleys to be fired.

High Maneuver Torpedo Launchers: A pair of launchers mounted on the unit's hips which fires off three high maneuverability torpedoes each.

Heat Edge: A long retractable blade mounted on the right arm. While effective as a normal bladed weapon, the edges of the blades can be superheated until they glow orange, greatly increasing the weapon's cutting power.

Bunker Lance: The stakes used by the heat bunker are long enough to be used separately as spears, the super heated tip and sharp point providing excellent penetration, however it still pales in comparison to their proper use.

Pepper Gun: A double barreled gun which fires a spray of explosive pellets over a wide area. The combined spread and blast radius of the pellets make for a highly accurate weapon, however its effective range is fairly limited and it cannot be used effectively in close quarters due to the risk of the user getting caught in its own explosions.

Hydro-Jet Rifle: An experimental weapon created in an attempt to scale down the Hydro-Jet Cannon and make it easier to wield. The weapon retains the same rate of fire as its predecessor, however the shells are scaled down, both to compensate for the smaller size and to allow for more ammunition per cartridge, resulting in a slight loss in damage output per burst but in turn increasing the weapon's effective range.

Heat Bunker: A large hand held weapon which drives long sharpened metal poles into a target. When ejected, a switch is flipped on the the poles that cause the tip top become superheated, greatly increasing its already great penetrating power, allowing it to easily punch holes in even the thickest hulls. Highly effective against armored opponents, much of its damage comes from its ability to deal heavy damage to the target's internal systems. The Black Marlin carries five stakes, two on its hips tucked beneath its torpedo launchers and one in the weapon its self.

Anti-Sub Breaching Charges: A powerful explosive designed to be planted on enemy submarines and remotely detonated from a safe distance. The weapon is a rather large red block with powerful waterproof adhesive on one side to allow it to stick to the hull of its target, and delivers a blast strong enough to blast through even the heaviest armor and expose the inside of ships, flooding them and either allowing entry of causing them to sink. While the weapon can be planted on Diver Frames, doing so safely is risky and as such this weapon is best used against large slow moving targets.

Map Weapons-

Sounder Bomb: A small spherical explosive. Designed not to cause damage on detonation, but rather to create a loud sonar disrupting noise in the water, making it difficult for subs and diver frames caught in the blast to track or lock on to enemies not directly in visual range.

Ink Bomb: A small black canister which releases a thick cloud of ink into the water, obstructing the view of anyone caught in it and coating external cameras, greatly reducing the accuracy of its victims. Primarily used as an escape measure, it can also be used in ambushes to cause chaos in the ranks of enemies before striking.

Other-

Folding Shield: A round shield made up of metal plate segments that fold and unfold from the left arm. In addition to making the shield less cumbersome, the segmented design also makes the shield slightly more durable, the segments being designed to lock together in such away that as it takes abuse the pieces support each other, reducing impact from most weapons.

Hydroelectric Generator M: The unit's main power source which uses an external filter to draw in water, allowing it to generate and store energy almost indefinitely while operating underwater. The Black Marlin was equipped with a larger generator than most units of its size class to allow it to support its additional thrusters.

Jet Stream Boost: A set of four 'Jet Stream' class hydro-jet thrusters mounted in the unit's back which provides a quick burst of speed, allowing the unit a short period of enhanced agility and making it better able to evade attacks and close in on attackers. While handy, the thrusters drain energy faster than the generator can process, and thus it can only be used in short bursts without risk of the unit shutting down.

----

Blue Marlin
(Unit Type: Diver Frame)
(Size: 12m)


The sister machine to the Black Marlin. An imposingly large diver frame equipped to combat heavily armed and armored submarines, though it is still a rather lethal opponent against smaller targets as well assuming it is able to land a hit. While it is impressively fast and agile for its size, it still can't match the smaller diver frames, and its size serves to make it a big target. To make up for this it is equipped with thick plates of armor, giving it unprecedented durability and ability to soak up oncoming damage. To keep it from simply sinking to the bottom of the world ocean it is outfitted with a large number of powerful thrusters to keep it afloat.

One notable aspect of the Blue Marlin was the fact that it was equipped with the first diver frame scale plasma weapon. Plasma weapons were initially restricted to submarines due to the massive amounts of energy required to fire them, something that simply couldn't be produced with a standard diver frame's generator. This is a major reason for the unit's large size, allowing it to mount a generator typically reserved for carrier class submarines, as well as allowing it to more easily wield the large, rather bulky weapons.

Originally stationed at a research base hidden away in the black water chasms the Blue Marlin was hijacked by the Sargasso corps when they managed to locate the base and launched a surprise attack on them at night.

Weapons-

Net Launcher Torpedo: A set of four torpedoes mounted on the unit's upper arms. The weapons home in on a target before breaking open when they reach a certain distance from the target, releasing a large net to restrain them, holding them in position so the user can pick them off at their leisure.

Micro-Torpedo Spray Pods: A set of four large multi-tube torpedo launchers mounted on the unit's shoulders. The weapon fires a spray of small torpedoes which home in on targets, relying less on raw damage to take down enemies, but more on the sheer number of shots and the difficulty most would have in dodging them all. Despite their size, much of the pods are taken up by ammo storage, allowing for multiple volleys to be fired.

High Maneuver Torpedo Launchers: A pair of launchers mounted on the unit's hips which fires off six high maneuverability torpedoes each.

Bunker Lance: The stakes used by the heat bunker are long enough to be used separately as spears, the super heated tip and sharp point providing excellent penetration, however it still pales in comparison to their proper use.

Pepper Gun: A double barreled gun which fires a spray of explosive pellets over a wide area. The combined spread and blast radius of the pellets make for a highly accurate weapon, however its effective range is fairly limited and it cannot be used effectively in close quarters due to the risk of the user getting caught in its own explosions.

Plasma Edge: An experimental weapon mounted on the unit's right arm which projects a long blade of focused plasma, capable of cutting easily through the water and ripping through armor like wet paper. The high heat of the weapon makes it incredibly difficult to parry with conventional weapons.

Heat Bunker: A large hand held weapon which drives long sharpened metal poles into a target. When ejected, a switch is flipped on the the poles that cause the tip top become superheated, greatly increasing its already great penetrating power, allowing it to easily punch holes in even the thickest hulls. Highly effective against armored opponents, much of its damage comes from its ability to deal heavy damage to the target's internal systems. The Blue Marlin carries ten stakes, nine bundled in its shield, and one in the weapon its self.

Plasma Launcher: A large, powerful cannon which fires a bolt of superheated plasma at a target. Its power is comparable to those used by the Nautilus and other assault carrier and the shots generate enough heat that they can tear through the water for quite a distance before losing power.

Map Weapons-

Sounder Bomb: A small spherical explosive. Designed not to cause damage on detonation, but rather to create a loud sonar disrupting noise in the water, making it difficult for subs and diver frames caught in the blast to track or lock on to enemies not directly in visual range.

Ink Bomb: A small black canister which releases a thick cloud of ink into the water, obstructing the view of anyone caught in it and coating external cameras, greatly reducing the accuracy of its victims. Primarily used as an escape measure, it can also be used in ambushes to cause chaos in the ranks of enemies before striking.

Other-

Heavy Shield: A large shield mounted on the unit's left arm. It is covered in heavy plates similar to those that cover its body. Within the shield is an advanced cooling system that links up to its generator, keeping it from overheating from extended use of the unit's plasma weapons. She shield also contains a compartment to store its heat bunker stakes, and the heat bunker its self.

Hydroelectric Generator L: The unit's main power source which uses an external filter to draw in water, allowing it to generate and store energy almost indefinitely while operating underwater. The Blue Marlin was equipped with a massive generator to support its size, additional thrusters, and to provide enough energy to use its experimental plasma weapons.

Jet Stream Boost: A set of six 'Jet Stream' class hydro-jet thrusters mounted in the unit's back which provides a quick burst of speed, allowing the unit a short period of enhanced agility and making it better able to evade attacks and close in on attackers. While handy, the thrusters drain energy faster than the generator can process, and thus it can only be used in short bursts without risk of the unit shutting down.

Edited by Yuu Inohara, 15 August 2010 - 06:28 PM.


#3
Yuu Inohara

Yuu Inohara

    Mach Speed Fighter

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Mamono Senshi Gakuen


(Monster (Girl) Soldier School)


Backstory-
No one quite remembers when it began, the attacks by strange machines, and the sudden transformation of humans in the strange creatures. It wasn't even until recently that anyone knew the cause of these turns of event, a powerful demon lord bent on taking the human world as his own domain. As his influence spread, residual energy from himself and his minions began to seep into the environment, and while the effects on animals and plants were rather subtle, save for the animals becoming a bit more skittish and aggressive, the results of humans being exposed to this energy was rather drastic.

Entire cities would fall into a deep sleep, only to wake up the next day with strange charms in their possession. After a while, they would experience changes, transforming them into strange monster like forms. Men tended to receive the worse end of this, often become bestial and aggressive. While women still got hit fairly hard, they often simply took on a more exotic look, though they could still be potentially dangerous.

At first, few were actually able to control these monster forms, and fewer still were able to make use of the special charms granted to them. However some were able to restrain their new bodies and take human form again. It seemed women were most capable of doing this, though a handful of men were able their monster forms as well. From these people, a small school was opened, initially intended to teach others how to control their new forms, as more research was done, it soon became an institution teaching how to unlock the latent abilities of these forms.

With an understanding of the forces that caused these changes came an understanding of the strange charms that would be found on changed individuals. These items actually contained the soul of the wearer, and could be used to unleash it in the form of a giant armored mechanical warriors designed after the monster that the summoner had become.

The schools eventually began to train students that showed especially high scores to control their 'Armored Souls' as these machines were called. Classes were split up between two single-gender schools, and then broken up into groups of four under one instructor each. This brings us to the focus of our story, Class 5F.

Characters:

Name: Midori Rezner
Age: 18
Class: 5F (student)
Soul Type: Dragon
Info: Midori is a fairly outspoken and energetic individual. Physically fit, she possesses an unusual amount of stamina, even for a dragon, but at the same time she possesses a rather absurd appetite. Despite seeming to be eating constantly, her active lifestyle keeps her looking fit, though her peers often joke that all the food simply goes straight to her chest.

While physically adept, she also tends to be rather hot headed and lacks control. Because of this, she isn't very good with spells, making it hard for her to draw out the full potential of her Armored Soul. Ironically, despite this shortcoming she was blessed with a rare Chroma soul, which gives her access to a wide variety of magics, As such, her instructor puts a lot of focus on training her magical abilities, and she often finds herself paired up with Kathryn when studying.

Name: Kathryn Rothschild
Age: 17
Class: 5F (student)
Soul Type: Minotaur
A normally quiet, polite, bespectacled young woman. She is quite smart and highly skilled when it comes to magic. While she does work out enough to keep in shape, she isn't all that physically active, preferring to stay inside and read and research the phenomena affecting the world. Despite this, her monster form, and in turn her Armored Soul, is a more powerful, physically oriented creature, the minotaur. Instructors, researchers, and even she herself, remain baffled about exactly how this came about, though other students often tease her and say it's because of her rather large chest, saying that "They fit on a cow.", which leads her to be fairly self-conscious about them, trying her best to keep them bound so as to make them less noticeable.

Despite the odd nature of her monster form, it does lead her to be a rather fearsome adversary. While she still focuses heavily on magic, she and her armored soul can easily take a blow, and she often uses her magical capabilities to augment the physical power of the Minos Blazer.

Name: Lily Hughes
Age: 17
Class: 5F (Student)
Soul Type: Alraune
A strange young woman. She has a natural affinity for plants, thus it is unsurprising that she would become an alraune upon being exposed to the dark energies plaguing the world. While generally sweet and caring, she is prone to going berserk on anyone who would harm any of the flowers she keeps in her garden, regardless of whether they be a civilian, another student, or even an instructor. During these moments she displays a truly fearsome mastery of her powers, far surpassing anyone else in her class. These displays are a large reason why she was chosen for this special program, to help her harness this power and use it for the greater good.

She shows an odd affection towards the other girls in her class, often making suggestive off hand remarks, especially towards Midori and Kathryn. Though her instructor manages to usually keep her under control, she is still prone to causing mischief when no one is looking.

Name: Aria Saizuki
Age: 16
Class: 5F (Student)
Soul Type: Slime
A rather awkward and clumsy girl, she was chosen for this program due to her incredible resilience in human form, able to shrug off pain to keep working, even if she often causes it to herself through her lack of coordination. While in her monster form, she is nearly invincible, though still just as clumsy, if not more so due to her lack of a substantial body.

Regardless of her shortcomings, she always looks on the bright side of things and maintains a happy, bubbly personality. When things look bleak she is often the one to cheer up the rest of her class, though often through her own stumbling, she still tries her best to be helpful to the team.

Units

Chroma Draconis
(Unit Type: Armored Soul)
(Size: M)


Midori Rezner's Armored Soul. A rare Chroma soul, a type of Armored Soul which can alter its nature during battle, granting it a wide array of capabilities. Despite this advantage however, Midori's lack of control and below-average magic capabilities leaves much of the unit's potential power untapped.

It's form is rather sleek, designed for speed and agility, however it's body is still made up of tough, light weight metal and scales, granting it a great deal of durability and decent protection from oncoming attacks. It's powerful wings greatly increase it's mobility, allowing it to fly through the air with ease, and it's long, heavy tail grants it some additional balance while on the ground while doubling as a powerful weapon. It's armor is normally a rather dull gray color, however it's hues change drastically once it shifts into one of its different Chroma forms.

Weapons-

Dragon Claw: A fierce strike with razor sharp claws on the unit's hands and feet.

Wing Beat Gale: A powerful gust of wind kicked up by flapping its wings. The attack strikes with enough force to knock opponents off their feet, and much of the actual damage of the attack comes from enemies being smashed into the surrounding terrain.

Wing Beat Strike: A quick smack from the unit's large armored wings, difficult to counter and capable of dealing considerable amounts of damage.

Crash Tail: A strong smack from Chroma Draconis' tail, delivering a powerful enough jolt to disorient its target, leaving them vulnerable to further attacks.

Dragon Bomber: The Armored Soul slams into its opponent hard to stun them before grabbing them, its claws digging in for a better grip as it flies straight up into the air before diving back down, spinning as it falls before smashing the target into the ground.

Green Chroma Weapons-

Wind Blessing: Wind Magic. A blessed wind engulfs an ally, greatly increasing their speed and mobility.

Wind Sheer: Wind Magic. A series of razor sharp wind blades cast from the Armored Soul's claws.

Spire Strike: Earth Magic. Several stone spikes burst from the ground one at a time, lunging out at the target from all directions to try to impale it.

Shatter: Earth Magic. A giant boulder is knocked loose from the ground before being flung at an opponent, smashing into them with enough force to severely weaken their armor and leave them momentarily stunned.

Sand Storm: Wind/Earth Magic. A powerful gale is kicked up around an enemy, or group of enemies, pulling sand, dust, and small stones into the air and whipping them across the targets, wearing down their armor and completely blinding them.

Cyclone: Wind Magic. A powerful howling column of wind that scoops up an enemy or group of enemies before slamming them into the ground with great force.

Dragon Soul Attack: Wind/Earth Magic. A powerful hybrid element attack utilizing the unleashed full potential of the Armored Soul. Sharp stone spikes rise up all across the battlefield as Chroma Draconis flies around, flinging gusts of wind at an opponent to repeatedly knock them into the spires of rock.

MAP Weapons-

Sand Storm: Wind/Earth Magic. A powerful gale is kicked up around an enemy, or group of enemies, pulling sand, dust, and small stones into the air and whipping them across the targets, wearing down their armor and completely blinding them.

Cyclone: Wind Magic. A powerful howling column of wind that scoops up an enemy or group of enemies before slamming them into the ground with great force.

Earth Breaker: Earth Magic. A powerful shockwave is sent through the ground, shattering stone and launching enemies into the air before creating a series of large stone spikes for the unfortunate targets to fall upon.

Red Chroma Weapons-

Lightning Blessing: Lightning Magic. A bolt of energy engulfs an ally, increasing the speed of their attacks and making it easier for them to land blows in the process.

Tether Bolt: Lightning Magic. An arc of lightning that ensnares an opponent, immobilizing them and causing damage over time.

Blaze Burst: Fire Magic. A spray of small fireballs are fired at a target, or group of targets in a manner similar to a machine gun.

Lightning Rend: Lightning Magic. A powerful claw attack in which the unit engulfs its hands in electricity before tearing into an opponent, delivering a nasty jolt strong enough to leave them momentarily disabled.

Flame Rend: Fire Magic. A powerful attack in which the unit swipes at an opponent with blazing claws.

Lightning Bolt: Lightning Magic. A long continuous bolt of energy that is cast at an opponent. The attack can be maintained for quite a while, however extended use drains energy quickly. Even a short blast of the attack delivers enough of a jolt to an enemy to leave them momentarily disabled however.

Flame Strike: Fire Magic. A powerful ball of fire is formed in the Armored Soul's hand. The more energy put into the spell, the larger the ball, and the more powerful it becomes, eventually becoming able to break through barriers and light enemies on fire after being struck.

Heat Lightning: Lightning/Fire Magic. A powerful bolt of energy flung at an opponent that bursts into a plume of flames on contact, stunning them and setting them ablaze at the same time.

Fire Breath: Fire Magic. A powerful continuous stream of fire, similar to a flamethrower, cast from Chroma Draconis' mouth in a huge plume. While it is relatively short ranged, it has a wide spread, and can be incredibly deadly to anything caught in it.

Dragon Soul Attack: Fire/Lightning Magic. A powerful hybrid element attack utilizing the unleashed full potential of the Armored Soul. Chroma Draconis engulfs one hand in flames, and the other in lighting before unleashing a powerful flurry of slashes upon an enemy, setting them alight, and stunning them with deadly jolts of electricity.

Blue Chroma Weapons-

Water Blessing: Water Magic. A gentle stream of water engulfs an ally, slowly seeping into their armor and repairing damages, and dousing flames.

Ice Blessing: Ice Magic. An ally is encased in armor made of thick chunks of ice, greatly increasing their defensive capabilities.

Ice Shard: Ice Magic. A long sharp icicle is flung at a target.

Mist Field: Water/Ice Magic. The enemy, or enemies, are engulfed in a thick fog, disrupting their vision and making it difficult to see. While they are caught stumbling through the dense fog, the water droplets around them begin to freeze and form into hundreds of tiny needles which fly at them from all directions. While each shard deals little damage, it is nearly impossible to avoid them all.

Ice Strike: Ice Magic. A wave of jagged ice spikes tears across the ground towards a target, tearing them apart once it slams into them.

Hydro Cannon: Water Magic. A powerful high pressure blast of water that smashes into an opponent with enough force to knock most targets off their feet.

Dragon Soul Attack: Water/Ice Magic. powerful hybrid element attack utilizing the unleashed full potential of the Armored Soul. A whipping torrent of water engulfs an enemy, knocking them up off the the ground while jostling them about, the powerful current placing heavy amounts of strain on their structure. The water is then flash frozen mid stream, leaving the target suspended in the air, being crushed by the sudden chilled grasp of the ice, only to be freed as a massive icicle is slammed into them, shattering its prison while at the same time impaling it on the jagged tip.

MAP Attacks-

Deluge: Water Magic. A huge wave of water crashed through the battlefield, smashing into and washing away anything in its path and flooding the area.

Crystal Storm: Ice Magic. A whirling storm of tiny ice blades whips through the battlefield, tearing up anything that gets caught in it.

Ice Field: Water/Ice Magic. A huge wave of water crashed through the battlefield, smashing into and washing away anything in its path and flooding the area with deep water before flash freezing it, encasing its victims in a thick sheet of ice.

White Chroma Weapons-

Holy Blessing: Light magic. A soft golden glow engulfs an ally as holy magic seeps into their armor, giving an small increase to nearly all of their capabilities.

Solar Buster: Light Magic. A machinegun like spray of thin beams of light. While each shot isn't overly powerful, the sheer number fired more than make up for it, coupled with the low amount of energy required for each shot, allowing it to be maintained for quite some time.

Piercing Rays: Light Magic. Powerful beams of light strike down upon an enemy from all directions.

Judgement: Light Magic. A massive pillar of light smashes down on a target, or group of targets, dealing considerable amounts of damage, while ignoring allies that might be in the area of the attack. While a very powerful spell, it is difficult to case, and drains large amounts of energy to maintain the spell for very long.

Dragon Soul Attack: Light Magic. A powerful spell utilizing the unleashed full potential of the Armored Soul. A storm of energy beams are unleashed from Chroma Draconis' body which arc about and home in their targets, curving around shields and guards to strike from behind, making them incredibly difficult to dodge or block. The Armored Soul then follows up with a massive beam of energy intended to tear through multiple targets at once.

MAP Attacks-

Blast Flare: Light Magic. A Powerful blast of blinding light energy that deals a good amount of damage to anything caught in the vicinity, while blinding those that survive the explosion, making it difficult for them to effectively land blows.

Prism Burst: Light Magic. The Spell begins with a single beam of light that tracks down a target, dealing damage on contact before diffusing as it passes through the victim, splitting into more beams which seek out the nearest hostile targets to do the same, continuing until the beams simply dissipate from repeated splitting.

Judgement: Light Magic. A massive pillar of light smashes down on a target, or group of targets, dealing considerable amounts of damage, while ignoring allies that might be in the area of the attack. While a very powerful spell, it is difficult to case, and drains large amounts of energy to maintain the spell for very long.

Other-

Dragon Soul: The perfect synchronization between operator and machine. Chroma Draconis' full potential is unlocked, engulfing it in field of energy matching the color of its current elemental aspect. Its attack power is skyrockets, and its responsiveness to its pilot is greatly increased, improving its mobility.

Chroma Soul: An ability unique to Chroma Draconis. Rather than having a static set of a abilities, it can shift to different elemental aspects, its color changing to match. Earth by green, Fire and Lightning being represented by red, Water and Wind by blue, and Light by white. These capabilities are not initially accessible at first, but as it and it's operator become more synchronized more and more aspects become available.

Wind Spirit: Wind Magic. A spell which infuses the user with the wind's power, greatly increasing its speed and agility and making it easier to avoid attacks for a short time.

Flame Shield: Fire Magic. A wall of magical fire is summoned infront of the caster, absorbing incoming attacks, and scorching anyone foolish enough to get too close.

Water Walker: While utilizing the Blue Chroma it becomes much easier to maneuver in water terrains, granting it increased agility from the new-found three dimensional movement while submerged.

Mist Wall: Water Magic. A thick cloud of mist engulfs the caster, hiding it from view and making it easier for them to completely evade attacks, only to deliver a sneak attack shortly after.

Repair: While using the White Chroma, the Armored Soul can make use of it's light magic to mend damaged allies.

Resupply: While using the White Chroma, the Armored Soul can make use of it's light magic to restore the energy of allies.

----

Minos Blazer
(Unit Type: Armored Soul)
(Size: M)


A powerful bull like Armored Soul controlled by Kathryn Rothschild. Despite it's pilot's shy, gentle nature, the machine is very large and brutish, designed for close combat and covered in thick heavy armor rendering it incredibly durable and hard to damage. It holds an elemental affinity for Fire and Earth.

It's great physical power, combined with Kathryn's knowledge and excellent spell casting capabilities makes it a formidable opponent in one on one, though it is slow when not charging forward in a straight line, meaning that faster opponents and large groups of small enemies tend to overwhelm it easily.

Weapons-

Flame Blessing: Fire Magic. A spell that engulfs an ally's weapons in flames, greatly increasing their attack power.

Earth Blessing: Earth Magic. A spell that encases an ally in stone, greatly reducing the damage dealt to them by opponents.

Hammer Hoof: An attack using the Armored Soul's hardened metal hooves to either stomp or kick an opponent.

Crusher Knuckle: A heavy downward blow from the Armored Soul's fist, smashing its target into the ground, often hitting with enough force to jostle the opposing pilot and disorient them, leaving them momentarily vulnerable.

Lancer Horns: A powerful goring attack in which the Armored Soul charges an opponent and impales them on its horns. The tips of the horns are sharp enough that they easily pierce armor, and the force of the blow is strong enough to drive them through even the thickest shells.

Heat Knuckles: Fire Magic. Minos Alpha engulfs its fists in flame before delivering a volley of powerful blows to it's opponent, each strike engulfing it in flames which continue to cause damage even after the blows stop raining down.

Terra Labrys: A massive double bladed battle axe, wielded with both hands. While slow and heavy, the weapon is powerful, and causes just as much damage crushing opponents under its sheer weight and the force required to swing it, but also cleaving through them with its razor sharp edges.

Blaze Burst: Fire Magic. A spray of small fireballs are fired at a target, or group of targets in a manner similar to a machine gun.

Spire Strike: Earth Magic. Several stone spikes burst from the ground one at a time, lunging out at the target from all directions to try to impale it.

Flame Strike: Fire Magic. A powerful ball of fire is formed in the Armored Soul's hand. The more energy put into the spell, the larger the ball, and the more powerful it becomes, eventually becoming able to break through barriers and light enemies on fire after being struck.

Seismic Strike: Earth Magic. The Armored Soul slams its axe into the ground, sending a shock wave through the ground, tearing up the ground, knocking an opponent off their feet and burying them under a wave of unearthed rocks.

MAP Attacks-

Volcano: Fire/Earth Magic. An expanding ring of fire bursts outward from the caster, kicking up a wave of molten rock over anything caught in its path, setting them ablaze while dealing large amounts of damage. Requires the armor and operator to reach a perfect synchronization to cast.

Other-

Earth Shield: Earth Magic. The Armored Soul summons a large wall of rock in front of its self or an ally to intercept oncoming attacks.

Minos Soul: The perfect synchronization between operator and machine. The Minos Blazer becomes engulfed in a blazing red flame which, while not damaging to it's self, is quite effective against most foes, greatly increasing the power of its melee attacks. The runes on its armor also begin to glow brightly as they are activated, greatly increasing its defensive power.

Armor Runes: Blessed runes coat the unit's armor, warding off damage and preventing it from being breached regardless of the punishment dolled out. While it does not make it invincible, it does prevent its defenses from being weakened.

----

Alraune Lilium
(Unit Type: Armored Soul)
(Size: M)


A strange sort of Armored Soul which resembles a green skinned woman, clad in armor resembling various forms of lily and wrapped in vines. This soul belongs to Lily Hughes, the rather eccentric member of Class 5F. While neither the most durable, nor the most agile of the team, it still has a valuable role as support, able to easily bind opponents or heal allies with its magic.

Weapons-

Nature's Blessing: Earth Magic. A special spell which taps into the power of nature to regenerate damage and restore the energy of an ally.

Lily Whip: A long, thin whip consisting of flexible thorn covered vine, and a lily shaped hand guard over the handle. It's light weight makes for fast lashing attacks, which while not overly powerful, are difficult to evade and come in rapid flurries from multiple directions.

Lily Whip [Snare]: A binding attack, using the armor's whip to restrain a victim. While not overly damaging, it keeps the opponent immobile long enough to be dealt with by other means.

Bramble Snap: Earth Magic. A rather simple spell in which a large thick thorn covered vine bursts from the ground to strike an opponent.

Vine Bondage: Earth Magic. Several long powerful vines snap out of the ground to ensnare an opponent, immobilizing them before bringing them crashing hard into the ground, rendering them incapable of attacking or moving until they break free.

Devil Seed: Dark/Earth Magic. A deadly seed that latches onto an opponent and begins to wear away at their armor, gradually weakening it as it begins to take root, making them easier to damage while dealing constant damage over time.

Lily Queen: Lilium quickly maneuvers behind an enemy before snaring them with it's whip, holding them immobile long enough to deliver a powerful kick to it's back.

Piercing Rays: Light Magic. Powerful beams of light strike down upon an enemy from all directions.

Sun Spark: Light Magic. A powerful concentrated beam of energy cast from the handle of the Lily Whip that tears through a wide area by drawing on the power of the sun. While incredibly powerful, able to punch through most barriers and armor with a direct hit, it takes quite a long time to draw in enough energy to fire off a single shot.

MAP Attacks-

Sun Spark: Light Magic. A powerful concentrated beam of energy cast from the handle of the Lily Whip that tears through a wide area by drawing on the power of the sun. While incredibly powerful, able to punch through most barriers and armor with a direct hit, it takes quite a long time to draw in enough energy to fire off a single shot.

Sun Bloom: Earth/Light Magic. A massive glowing golden lily bursts from the ground and blooms, releasing a storm of glowing pollen over the battlefield. Allies touched by the pollen will find any damage they had sustained quickly fading away, and their energy restored. While powerful, this spell requires a lot of concentration, and the caster must be fully in tune with her Armored Soul to properly execute it.

Other-

Bramble Wall: Earth Magic. A thick dome of hard thorny vines rise up around Alraune Lilium to block oncoming attacks, as well as causing damage to any enemy that strays too close to the wall.

Photosynthesis: Due to the plant like nature of the armor, it can draw in sunlight and convert it into energy, providing enough to keep it functioning indefinitely through-out the day.

Vine Snare: Earth Magic. A trap laid by summoning a thick tangle of vines that lay low to the ground until an unfortunate target comes too close. Once an enemy gets within range, they spring to life, ensnaring it and keeping it immobile while slowly crushing it in their grasp.

Alraune Soul: The perfect synchronization between operator and machine. A soft glow envelopes the Armored Soul as it's full potential is unlocked. The growth rate of it's plant spells is greatly increased, taking less energy to cast and making them more likely to strike their target, and it it's self begins to gradually regenerate damage done to it, if not at a rather slow rate.

----

Sapphire Gel
(Unit Type: Armored Soul)
(Size: M)


While technically not armored, it is still considered an armored soul, summoned by Aria Saizuki. Its body is largely made up of a massive blue gelatinous sphere, with a small metal core in the center housing its operator. While this form isn't over agile, it is still extremely durable and difficult to harm with conventional weapons simply getting stuck in the sticky mass, and weaker spells fizzling before being able to penetrate.

It relies heavily on its resilient nature, often throwing its weight around to cause damage, while its operator makes use of a small array of ice spells to augment it. Though, while it is difficult to damage, it is by no means invulnerable, and any attack that manages to pierce its thick, gooey outer layer and hit its core can potentially knock it out of commission in one hit, as well, it takes time for it to reform after more powerful attacks, and its lack of agility and sheer size make it an easy target, so a relentless assault may end up leaving it completely exposed long enough to deal a killing blow.

Weapons-

Gel Whip: Several long tentacles of slime extend from the Armored Soul's body and lash out at an opponent.

Ice Edge: Ice Magic. A long tentacle extends from Sapphire Gel's body, ending in a long blade. Using ice magic, the blade at the end is flash frozen, giving it a razor sharp edge to slice into opponents.

Body Slam: A powerful tackling attack where the Armored Soul slams its body into an opponent, trapping it under its gooey form.

Avalanche: Ice Magic. The Armored Soul freezes its body, encasing it in a thick shell of ice covered in long jagged spikes before rolling its self towards an enemy or group of enemies at high speeds, crushing them under its massive form and impaling them on the icicles coating its body.

Blade Storm: Ice Magic. Several tentacles topped with icy blades extend from Sapphire Gel's body, wildly slashing at a target, its flexible appendages allowing it to strike from multiple directions and to slip around shields and most physical defenses to strike an enemy directly.

Cold Snap: Utilizing the enhanced control over the Armored Soul's body granted by a perfect synchronization between it and it's operator, the Sapphire Gel encases a target in a glob of its own slime before flash freezing it, trapping the unfortunate target and crushing it within its icy prison.

MAP Attacks:

Icicle Storm: Ice Magic. Several large spikes of ice jut out of the Armored Soul's body before being launched from its body to impale anything in its wake.

Other-

Gel Body: Sapphire Gel's thick, gelatinous shell makes it incredibly difficult to damage directly, simply absorbing oncoming attacks and dissipating the force of physical blows before they can reach its core, making it incredibly resilient to everything short of piercing damage.

Reformation: Due to the amorphous semi-liquid nature of the majority of its body, it can easily reform after sustaining damage. While smaller attacks are easy to recover from, however, large attacks that scatter its gel takes much longer to reform completely.

Slime Soul: The perfect synchronization between operator and machine. A dull blue glow emanates from the core of the Armored Soul, infusing it with power and making it easier to manipulate its form, increasing the rate at which it reforms its body, as will as improving its defense, increasing its agility, and making it easier to land blows

Edited by Yuu Inohara, 29 August 2010 - 10:54 PM.


#4
Yuu Inohara

Yuu Inohara

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New Frontiers


Backstory-

Man-kind has far extended its reach beyond earth. With the advent of the first true space colony, henceforth known as Cycle-0, a new era was born. While humans still largely remained on earth, many still moved to space, mostly powerful aristocrats seeking to escape earth's regulations and expand their fortunes in the new frontier. From this, the colonies rapidly began to expand to cope with the growing population, each new one placed in orbit of the sun due to the heavy reliance on solar energy to keep the colonies running, thus bringing about the origination of the title 'cycles'.

As the colonial population grew, they quickly formed into their own government, seceding from earth, and largely cutting ties to their terrestrial brethren. Once they had become self-sufficient, they no longer required supply shipments to maintain the massive orbiting metal cities. With the rise of this new 'nation', came the rise of a new military power.



New Frontiers: Lilith Project


Vanguard
(Unit Type: AMC Frame)
(Size: M)


Weapons-

Other-

Drop Shell
(Unit Type: Trans Armor)
(Size: M)


Weapons-

Other-

Zero-G Maneuver Shell
(Unit Type: Trans Armor)
(Size: M)


Weapons-

Other-

Edited by Yuu Inohara, 26 February 2011 - 11:37 AM.


#5
Yuu Inohara

Yuu Inohara

    Mach Speed Fighter

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Metal Knight Sol Lancer: Redux

How long had it been now? Few remembered when they came, fewer from where. Aliens wielding powerful war machines had swept in from seemingly nowhere and utterly crushed earth's defenses, their units able to simply shrug off conventional weaponry while easily dispatching anything earth's military had to throw at them short of a nuclear missile. Ever since, humans lived in oppression under unseen, nameless overlords as earth's surface was ravaged and stripped of its resources. The only thing keeping humans from extinction seeming to be unusual, and unspeakable experiments performed on them, in fact, it had almost become common place for a person to vanish for weeks on end, only to reappear latter with no memory of what had happened, or in some extreme cases, no memory at all.

Of course, one of humanity's defining traits is its adaptability and, especially, its resourcefulness. Not long ago, an opening in the alien's security was discovered, and a small group of humans managed to escape, taking with them several of the alien's own machines, since dubbed 'Lancers' by the humans, for lack of a better name. Now, the battle to reclaim earth has begun, though the question remains, will there be anything left to reclaim in the end?

Lexicon:
Lancer: Large, usually humanoid, machines originally employed by the aliens in their assault on the earth. They have since been repurposed by humans and thus are seen fighting on both sides of the war. Despite the use by humans, their true capabilities are still largely a mystery hidden behind black boxes and systems prone of self-destructing if handled improperly.

Lancer Core: A special suit of armor designed to interface with a Lancer, allowing the pilot to control it directly through a link to the wearer's nervous system, as well as providing additional protection to the wearer. The alien lancers, and early human lancers required these to even function, however later models made by humans merely kept these as a means to enhance control of the unit in order to make production easier.

Pulse Energy Armor: A technology used by the aliens to protect themselves by emitting small pulses of energy along its frame, usally moderated by a AI as to allow a pilot to focus on fighting the enemy. It discharges raw energy directly out of the armor plating to destroy most projectile attacks and to slightly dull incoming energy, making the unit extremely hard to defeat with conventional means.

Worm: A strange result of the alien experimentations: A symbiotic organism implanted within the brain of a human host. This organism makes alteration's to its host's genetic make-up, granting them amazing regenerative properties and near precognitive reaction speeds, as well as the odd ability to communicate between other hosts telepathically. Of course, most humans are not even aware of this creature, despite many hosts having escaped with the militia at the start of the rebellion. These hosts also seem to attract aliens enmasse, as if they are being tracked by them.

Militia Units:

The Militia was the first wave of humans to escape the clutches of the invaders, taking the fight back to them with their own weapons. While few of their initial ranks had any combat experience, desperation and constant attacks by alien pursuers allowed them to adapt quickly and they now make up one of the largest military organizations amongst the free human populations. Though, while there is safety in numbers, such a large group also invites instability from within.

Militia Lancer (Redux)
(Unit Type: Lancer)
(Size: M)

One of the earliest produced earth lancers, constructed from salvaged parts from destroyed alien lancers and the remains of the stolen lancers that had been irreparably damaged while tests were being done on them to figure out how to reproduce them. It is rather clumsy, and its armor, due to its hastily pieced together construction, is somewhat fragile however this is made up for by its, albeit weaker than average, Pulse Energy Armor. Their combat effectiveness is dubious at best, however they serve their purpose in giving the militia something that can actually damage the alien lancers early on in the rebellion. It would latter be improved with equipment extensions and additional weapon load-outs, making it the backbone of militia forces for quite some time. The early cores for these units were little more than modified pilot suits, granting just enough of a neural interface to control the unit without frying the pilot's brain and no where near as heavily armored as those employed by the aliens due to weight concerns. By no means is it suitable for combat, rarely being equipped with more than a conventional pistol and knife as emergency weapons.

Weapons-

Firefox Rockets: A twin-tube rocket launcher built onto the unit's left shoulder housing multiple sets of HEAT based rockets. While the firepower isn't overly impressive, it has been shown to at-least serve as a decent distraction against the alien lancers, forcing them into position for a more effective attack.

Energy Shot: A shot of energy launched from a mirrored projector linked to its generator. Often mounted in the unit's palms, however the nature of the machine's construction means that there is no standard location for the weapon.

Energy Sword: A cylindrical device capped with mirrored lenses which projects a long, sharp blade of energy.

50mm High Penetration Rifle: A powerful hand-held anti-armor rifle. While it still merely fires conventional ammunition, the shell's shape and velocity ensures that a well placed shot can punch through a lancer's Pulse Energy Armor with ease.

Other-

Shield: A large metal plate of pieced together scrap metal. Able to deflect oncoming attacks, but not the most reliable defense ever.

Pulse Energy Armor: While not as powerful as most other lancers, its armor can still soak up some damage and potentially save the unit from oncoming attacks.

Snipe (50mm High Penetration Rifle): The rifle is outfitted with a fairly decent scope, enhancing its accuracy and allowing the user to easily target weak spots in the enemy's armor to deliver devastating strikes.

Ripper (Redux)
(Unit Type: Lancer)
(Size: M)

An offshoot of the standard Militia Lancer designed for melee combat. While still largely constructed of spare parts, it is a bit sturdier than its cousins, and built with a sense of purpose rather than being quickly cobbled together to be used in self defense. In addition to slightly improved armor and equipment, the Ripper also no longer suffers from the quirks that plagued the normal Militia Lancer's armor generator, allowing it to stand toe-to-toe with light alien lancers in close combat, though it is still somewhat vulnerable to attacks at a distance due to its limited ranged capabilities. Like the first generation militia lancer, the core used for the Ripper is heavily stripped down and not suitable for combat outside of the machine.

Weapons-

Firefox Rockets: A set of three tube rocket launchers mounted on the machine's hips to provide some, fairly weak, long range fire-power to hold it over as it gets in close to use its more powerful weaponry.

Pulse Energy Knife: A set of knives linked to the unit's armor generator, encasing the blades in energy and increasing its cutting edge and allowing it to easily slice through armor.

Pulse Energy Knives [Dual]: A dual attack using both of the unit's knives at once to devastating effect.

Energy Shot: A shot of energy launched from a mirrored projector linked to its generator. Often mounted in the unit's palms, however the nature of the machine's construction means that there is no standard location for the weapon.

Large Energy Sword: An enhanced version of the standard energy sword which projects a large blade of energy capable of easily cutting through targets, though extended use can be somewhat taxing on the unit's generator.

Energy Disk: A large circular metal plate with a series of beam projectors lining the edges on a rotary band, effectively creating an energy buzz-saw, providing a devastating, if not resource intensive, weapon.

Other-

Energy Shield: A defensive measure combining the large round metal plate of the unit's energy disk, as well as the projected blades of energy, to protect the user from oncoming attacks.

Pulse Energy Armor: Standard equipment for most lancers, encasing its frame in a powerful field of energy capable of soaking up oncoming damage and improving the lancer's survivability.

Alien Units:

The aliens, known by no other name but simply that. Humanity's oppressor and primary enemy. They struck earth years ago, stripping it of its natural resources and leaving the world a barren, burning waste while imprisoning its inhabitants for strange experiments. Between their advanced technology, and their seemingly tireless tenacity, they pose a major threat to any who would stand against them.

Alien Lancer 'Drone'
(Unit Type: Lancer)
(Size: M)

The guard dog of the Alien forces, primarily used to patrol the outskirts of the colony domes where they keep the humans that survived the initial invasion, shooting down anyone who tries to escape on foot. To an unarmed civilian, or an infantry squad without sufficient heavy weaponry, they are a major threat, however against against another lancer of suitable strength, their pulse energy armor is the only thing keeping them from going up a big fireball. Their propulsion system, while overall fairly slow, allows for quick bursts of acceleration forward or to the sides, this combined with its rather light frame makes for an incredibly hard to hit target.

Due to lacking feet, or any form of hand for that matter (their limbs ending in sharp points), its primary mode of movement is hovering over the ground or flying through the air in flight mode.

Weapons-

Energy Shot: A shot of focused energy projected from a mirror lined cannon mounted on the Lancer chest.

Pulse Energy Spike: The Lancer's Pulse Energy Armor is focused into its limbs, allowing the spike like appendages to easily pierce enemy armor in melee combat.

Energy Missiles: A compliment of powerful homing missiles mounted on the machine's hips. The missiles are equipped with a weak pulse energy armor generator, making them harder to intercept and shoot down through conventional means and allowing them to do additional damage on impact before detonating.

Ram: A charging attack in which the Lancer suddenly accelerated forward to slam into an opponent, focusing its pulse energy armor on its sharp, pointed limbs and driving them into the victim.

Other-

Pulse Energy Armor: A technology used by the aliens to protect themselves by emitting small pulses of energy along its frame, usally moderated by a AI as to allow a pilot to focus on fighting the enemy. It discharges raw energy directly out of the armor plating to destroy most projectile attacks and to slightly dull incoming energy, making the unit extremely hard to defeat with conventional means.

Flight Mode: The unit's arms go rigid and lock into place facing forward from its torso while its legs lock together and move into a similar position as it takes to the air, giving it the appearance of a strange aircraft with three large spikes jutting out infront of it.

Separate (Alien Lancer Core): Unlike the cores used by early Militia lancers, Alien Cores are more akin to suits of armor, capable of withstanding hits from anything ranging from small arms fire to tank and artillery shells. As such, should an Alien Lancer be destroyed, these can be ejected to continue to fight.

Alien Lancer Core
(Unit Type: Lancer Core)
(Size: SS)

The most commonly seen Lancer Core used by the aliens, and in a way, the face of the aliens themselves. A heavy, durable suit of armor outfitted with a weak Pulse Energy Armor generator and thick plating to protect its wearer, making them a devastating infantry force when not use to control lancers. The suit features limited flight and hovering capabilities, utilizing a scaled down version of the propulsion systems used by its lancer counterparts.

An interesting note is the inclusion of an internal self-destruct device. While not strong enough to actually cause damage to anything around it, it is powerful enough to completely destroy its pilot and the interior of the suit, rendering cored recovered from the battlefield useless for anything other than disassembling for scrap.

Weapons-

Energy Shot: A shot of focused energy projected from a small cannon mounted on either wrist. Despite the weapon's small size, its shots are surprisingly powerful, able to do considerable damage to conventional armor and proving to be especially lethal in infantry scale combat.

Energy Sword: A long blade of energy projected from the wrist mounted cannons, providing a decently powerful close range weapon.

Other-

Pulse Energy Armor: A weak field of energy that encases the unit, making it near impervious to small arms fire, and protecting it, at least once, from a direct hit from artillery and tank shells.

Alien Lancer 'Hunter'
(Unit Type: Lancer)
(Size: M)

The primary light lancer employed by the aliens during the early portions of the invasion and subsequent war. These machines are huge threats in comparrison to the simple drone guarding the domes, the hunter combines durability with incredible speed and agility, making it incredibly hard to hit and allowing it to survive the few hits that do get through. Its form is vaguely humanoid with long multi-jointed limbs ending in sharp grasping claws and head bearing what appear to be six glowing red eyes on either side, giving it an incredibly unnerving appearance. Its design gives it surprising mobility in normally hard to maneuver terrain such as forests or mountainous regions, using its claws to grasp or dig into ledges or branches and its oddly jointed arms to reach at normally impossible angles.

Though primarily land based, they posses some hovering capabilities, allowing them to easily chase after foes even over water and rough terrain.

Weapons-

Claws: A set of sharp claws at the end of each limb, capable of grabbing at or tearing into enemies.

Energy Shot: Shots of focused energy fired from cannons mounted on the lancer's arms. Due to the flexible nature of the limbs, these shots can be somewhat difficult to dodge due to being fired at awkward angles.

Energy Missiles: A compliment of powerful homing missiles mounted on the machine's hips. The missiles are equipped with a weak pulse energy armor generator, making them harder to intercept and shoot down through conventional means and allowing them to do additional damage on impact before detonating.


Other-

Pulse Energy Armor: A technology used by the aliens to protect themselves by emitting small pulses of energy along its frame, usally moderated by a AI as to allow a pilot to focus on fighting the enemy. It discharges raw energy directly out of the armor plating to destroy most projectile attacks and to slightly dull incoming energy, making the unit extremely hard to defeat with conventional means.

Separate (Alien Lancer Core): Unlike the cores used by early Militia lancers, Alien Cores are more akin to suits of armor, capable of withstanding hits from anything ranging from small arms fire to tank and artillery shells. As such, should an Alien Lancer be destroyed, these can be ejected to continue to fight.

Edited by Yuu Inohara, 14 July 2012 - 10:22 PM.


#6
Yuu Inohara

Yuu Inohara

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Machina Magica: Ojou Guardian

Ojou Guardian
(Unit Type: Guardian Frame)
(Size: S)

Weapons-

Ojou Wand: The most basic of equipment for a Guardian Frame and its runner, a focus through which magic may be channeled to craft spells. In the case of Ojou Guardian it manifests its self as a simple red, metal wand with a pair of blades hidden inside., both ends capped with silver bands, and the top bearing a pair of wing like protrusions to act as a hilt.

Magic Bolt: A small, weak bolt of energy fired from the frame's focus item, acting as its basic ranged attack should all other means be unavailable. While the shot is fairly weak for a novice, someone with great magic power and discipline could easily make it into a somewhat reasonable attack against lesser foes.

Ojou Blade: A pair of blades unfold from within the frame's wand, locking together to form a short blade. While on its own it is little more than a dagger, the metal the blades are crafted from are excellent for conducting magic, allowing someone with sufficient enough magical power to use the blade as a focus to create a proper sword.

Ojou Nailgun [Rapid]:

Ojou Nailgun [Bolt]:

Ojou Beam:

Ojou Bunker:

Ojou Spiral Bunker:

Other-

Guardian Shell:

Soul Rune:

Pilot Guard:

Deus Judge
(Unit Type: Judgment Frame)
(Size: S)

Weapons-

Magic Suppression:

Rune Crusher:

Mage Hunters:

Mage Hunters [Bind]:

Shell Buster:

Magic Erasure:

MAP Attacks-

Magic Suppression Field:

Final Judgement:

Other-

Runic Shell:

Isolation Field:

Edited by Yuu Inohara, 31 March 2011 - 10:03 PM.


#7
Yuu Inohara

Yuu Inohara

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Zoid Stuff

Shield Liger MK-III
(Shield Liger -> MK-II -> DCS-J -> MK-III)
(Unit Type: Zoid)
(Size: M)

A revist upon the old Shield Liger design, building off of the improvements of the DCS-J model while focusing the design into a tighter niche similar to the Blade Liger. Where the blade liger fills the role of a quick close ranged attacker, the MK-III was designed to fill a heavy support role for use in areas where slower, heavier zoids such as the cannon tortoise would be impossible to deploy. It's entire frame was reworked with heavier armor, sacrificing some of the speed and maneuverability granted by the DCS-J while greatly enhancing it's durability. Furthermore a larger 'mane' was implemented in conjunction with a set of projectors on either hip, allowing the unit to produce a stronger E-Shield with much wider coverage than its predecessor.

While its ranged capabilities are certainly impressive and its defenses greatly improved over previous models, it sorely lacks in close range combat, having to rely soley on its fangs and e-shield attack in melee as the heavy armor makes claw strikes impossible without losing balance. Furthermore, it has trouble dealing with aerial opponents, its weapons suited for precision strikes and bombardments rather than anti-air combat.

Weapons-

Laser Saber: The Zoid's fangs and primary melee weapon. Still as dangerous as its predecsor's but not advisable to rely on given the unit's role.

AZ Micro Homing Missile Pod: A pair of 6-tube micro missile batteries mounted in the liger's shoulders, capable of firing off a salvo of missiles to chase down a single target or bombard a large area. One of the unit's few defenses against air units as the missile's tracking can easily cut off moving targets, striking from multiple angles as they adjust their course.

AZ 30mm 2-Barrel Beam Cannon: A dual barreled beam cannon mounted on a rotating turret with a pair of missile launchers. While not as effective at its primary role of long range strikes as the rest of its armaments, it makes a good support weaponat mid range, especially given that it can be fired behind the zoid, allowing the unit to off-set its slow speed by forcing pursuing enemies to keep their distance.

5-Tube Missile Launchers: A pair of missile launchers mounted on a rotating turret along with a set of beam cannons on the zoid's back behind the Linear Launcher, allowing the missiles to be fired ahead of or behind the zoid.

AZ 6-Barrel Shock Cannon: A battery of six anti-zoid shock cannons aligned in two rows beneath the zoid. The unit's primary mid-to-close range weapon, capable of firing off rather powerful barrages and dealing significant damage so long as its ammo holds out.

E-Shield Attack: A powerful ramming charge using the zoid's E-Shield to slam into an opponent.

Long Range Heavy Beam Cannons: A pair of large beam cannons mounted on either side of the zoid capable of firing off powerful energy blasts. A great deal more powerful than those of the DCS-J, however in return they require a dedicated external generator and cooling system mounted beneath the weapon, adding further weight and balance issues, as well as requiring the unit it be anchored when firing due to the recoil of the guns. The angle of the weapons can be adjusted slightly up or down, allowing them to be fired straight ahead or into the air at an angle, allowing them to shoot down slow moving aerial targets such as carrier zoids, though due to being slow to charge and fire and requiring a brief cooldown period between shots they are next to useless against typical aerial zoids.

Long-Barrel Linear Launcher: A large folding cannon borrowed from the snipe liger's design. The weapon is mounted on a rotary platform on the zoid's back, allowing easier aiming combined with the special targeting systems installed to allow the weapon to be fired at pinpoint accuracy. The weapon fires off solid projectiles at incredible velocities, allowing them to punch clean through thick armor, making it a highly deadly long range weapon.

MAP Weapons-

Smoke Bomb Launcher: A small gun mounted on the zoid's tail in place of the light beam cannon common to previous models, the weapon can be used to fire off a canister, unleashing a large cloud of smoke to either engulf enemies and obscure their vision or serve as a signal if loaded with colored smoke canisters.

AZ Micro Homing Missile Pod: A pair of 6-tube micro missile batteries mounted in the liger's shoulders, capable of firing off a salvo of missiles to chase down a single target or bombard a large area.

Long Range Heavy Beam Cannons: A pair of large beam cannons mounted on either side of the zoid capable of firing off powerful energy blasts. A great deal more powerful than those of the DCS-J, however in return they require a dedicated external generator and cooling system mounted beneath the weapon, adding further weight and balance issues, as well as requiring the unit it be anchored when firing due to the recoil of the guns. The angle of the weapons can be adjusted slightly up or down, allowing them to be fired straight ahead or into the air at an angle, allowing them to shoot down slow moving aerial targets.

Other-

Enhanced E-Shield: A more powerful version of the E-Shield employed by its predecessor which covers the unit's front and sides against oncoming attacks. Not quite on the level of a Hyper E-Shield, but still significantly more powerful than that of the DCS-J's.

Snipe (Long-Barrel Linear Launcher): Using an array of advanced targeting systems, the weapon is capable of pin-point shots from long distances, making it an incredibly dangerous weapons against individual targets.

Edited by Yuu Inohara, 17 July 2012 - 01:01 PM.





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