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Soulephant

Soulverse Genesis!

19 posts in this topic

Current Submission - CONCOBOR Solar Troopers

Please name the series: Soulverse Originals - Solar Troopers (or CONCOBOR Solar Troopers)

Yes, please use the Soulverse Originals prefix if you can. If you put my SV originals in one topic, it may become rather messy later. :D

 

Units:

-Archon Mark I

-Archon Mark II

-X-Archon (Highest ranked unit of all Solar Troopers to be submitted, trust me on this one)

 

(These three will be submitted for statting or denial. Two to four more will be done later)

 

If any of these are denied, I would like to hear where to improve so they get accepted. Anything to get these in the Bay.

Edited by Soulephant

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Series Background - CONCOBOR Solar Troopers:
Setting: OGverse. Eventually it will also have a backstory in the "Soulverse", as I like to call it.

Earth
Space Era


War technology slowly advances as humanoid weapons are being made. Some institutes have a major role in the development of the mecha. Other companies can't keep up with the advance. One of these companies is the Irish CONCOBOR. The prime reason for the CONCOBOR's less-than-stellar status is the focus on beating the rivalling British LUGH, which keeps it from more important matters.

Unbeknownst to men, various weapons are forced through the dimensional boundaries, into their world.

Lugaid Ulstar, CEO of the CONCOBOR, comes across one of these strange items. It was an energy source that contained as much energy as a star. The source, named the Sol Origin, was hidden to prevent power-hungry leaders from going nuts over it. While Lugaid intended to research the Sol Origin, he couldn't supervise the research in the end: He was called to arms in a war known as the DC War. Eventually, he was injured and knocked out of the war. Due to his business, he was allowed to retire.

Upon his return, Lugaid's team had knowledge of just what power they were dealing with, and development on the Solar Core started, as well for a mech that would use it. Thanks to the continuing war and the use of the Black Hole Engine, this process largely went unnoticed.
Later, the L5 campaign would inspire the CONCOBOR and the LUGH to settle their feuds. Lugaid started discussing plans for cooperation with Elfin Thuata, CEO of the LUGH (who had found an otherworldly mech). The negotiations were successful and the LUGHOBOR Alliance was the result. During the six months of peace after the war, the CONCOBOR would handle pilot training led by Lugaid. The LUGH was more advanced in the mecha department, and thus would start working on the LUGH Stratagem Units.

The Sol Origin was capable of being reproduced, with the watered-down Solar Core as a result. The Solar Trooper Archon, however, had run into problems. The Solar Core was still too hot for any material to handle. The LUGHOBOR now faced a crisis, since another war hit the earth. Lugaid decides that there's no time to waste. The output of the Solar Core had to be reduced, which meant reduced performance in addition to excluding the most powerful weapon, the Solar Torch, which was no longer effective. The original plans, in general, had to be pushed to the Archon MkII. These measures were taken so the Archon could participate in the war. In the end, however, the war is taken to space and the LUGHOBOR is forced to sit it out.

After the second war, the LUGHOBOR Alliance had the time to build up power. They now could fight in the third war that hit. During that war, the Archon was finally finished, and given to Franz Leopold, a LUGHOBOR pilot that shone through in the battles that were fought. Combined with Elfin Thuata (who now used his OtherWorld Weapon) Julia Grims, and the LUGHOBOR army, he had a good hand in the outcome of the war.
Well through the conflict, the situation really starts to escalate thanks to the Ruina. To protect the LUGHOBOR vigilantes from what is no doubt about to get even worse, the Earth Federation Government decides to pull them out of the war.



CSTX-001

Archon Mark I

(For a general impression of what the Archon Mark I roughly looks like, see the Archon Mark II)

 

 

Performance: (General impression of where this one stands)

The Archon's various delays had an upside in that there was time to make it perform as well as possible. While it performs better than both the Alt Eisen and the Aile Chevalier, for example, it does lack a truly powerful trump card unlike the both of them. The Archon is a very viable unit and suffciently mobile but pilots will have to deal with the limited destructive potential.

 

 

Weapons:

Quad Missile: The Archon releases missiles from its back, which release four missiles of their own and home for the target.
(Despite the aesthetic difference, these are pretty much Split Missiles.)

Hyper Beam Cannon: The Archon flies forward, firing powerful beams from the four barreled cannon on its left arm.
(This'd be slightly more powerful than comparable arm beam cannons, like the one the Weisritter has. Costs a very small amount of energy since it the energy is directly from the Solar Core, as opposed to beam cartridges)

Heat Katar: The Archon rushes to close quarters, channelling energy to the Katar on its right arm to the point of becoming red hot. It then punches the Katar through the armor, melting circuitry if the damage is significant.
(This attack would be about as powerful as the Revolving Stake, and likely pierces armor due to it being a hot punching dagger. While other attacks like it may not cost energy, please give an reasonable energy cost to this attack, simply because it's too powerful to lack one)

Archon Rotor: The Archon opens its chest and releases a three-bladed, red-hot disk (essentially a controlled boomerang weapon). The Archon grabs it, and throws it at the target with a backward spin, sending it cutting through the armor, potentially shredding it.
(While not an overwhelming attack, this is a good bit stronger than normal slasher/ripper weapons. As apparent from the red-hot thing, it does cost a fair bit of energy.)


Frame and Systems:

Frame: At first glance, the frame is somewhat similar to other Real Robot frames. However, the Archon has been constructed specifically to handle the power generated by it's Solar Core. The heat vents actually serve a purpose should there be excessive heat.
(Asking for HP at Real Robot level since it is a Real Robot. Also see armor for HP in this case)

Armor: The CONCOBOR decided not to walk the risky route with the Archon's armor. While it could have been lighter, like that of the Wildfalken, they weren't about to let the Archon be destroyed in one hit. The Archon can take a few average hits, but any heavy hit will cause it serious damage.
(Like I said, the armor isn't really poor, but not nearly enough to justify damage reduction. The HP should be somewhere on the lower end of the Huckebein scale.)

Limited Solar Core: This is the energy source of the Archon, and what makes it a Solar Trooper in general. In brief, the Solar Core is an engine containing a small sun the Archon can tap into. While it makes for a very good power source, the sun of any Solar Core also radiates significant heat that must be dealt with. Because the CONCOBOR had no material that could handle the originally planned Solar Core, the output had to be reduced.

Despite the output downgrade, the Limited Solar Core is still a better power source than most normal engines. Provided the unit it's installed in can deal with the heat, it makes said unit quite viable in most possible scenarios. The Archon owes its performance as well as the power of its weapons to the Limited Solar Core.
(The energy should be comparable, if not slightly better than the Huckebein Mark II, simply because the Limited Solar Core isn't quite the extraordinary source just yet.)

 

Boosters: The Archon has two short booster wings on its back, another booster in its back, and boosters on both lower legs. These mobility systems, combined with the power the Limited Solar Core provides, give the Archon decent speed and mobility which it can use to dodge hits the pilot wouldn't want to take. They also provide enough propulsion to make it hover consistently.

(The Archon, while not exactly as mobile as the Wild Wurger, should not fall too far behind. It'd be more or less on par with the Huckebein in this case. Also, hover movement.)


Beam Coat: Another measure to make the Archon less of a glass cannon is the addition of a beam coat. While said beam coat does increase the resistance to beam attacks, it's only of average strength as the CONCOBOR had to reserve resources for the next Archon.
(Average/below average beam coat.)

Edited by Soulephant

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(Just in case, the Archon Mark II isn't actually an evolution, give it a normal cost)

 

Since the LUGHOBOR Alliance was pulled out of the last war, they had plenty of time to prepare. Already having delayed the original plans for the Archon once, the CONCOBOR couldn't afford to do that again. They needed to fight and help defend the earth from all the threats that were trying to ruin it, and the Archon Mark II was crucial for that end. Wasting time was not an option.

Eventually, another crisis hits. Solar Co's AI units start going rogue with increasing frequency. The Utgarde Securities HQ is suddenly launched into space, and the company appears to be hit with a coup. The recent signals on the moon have become distressing.

But thanks to the efforts of Lugaid and his development team, the Archon MkII is finished. And it couldn't have happened any later: Utgarde Securities had been turned into Utgard, and it seeks to remake the world. Once again, another top-notch Solar Trooper was Franz' to pilot, and as the new commander of the LUGHOBOR Special Forces, he will show no mercy to the new enemies.



CSTX-002

Archon Mark II

 

Image: (spoilered for size)

archonmarkii25percentte.png

 

 

Performance:

The Archon Mark II is a significant improvement over the previous one. Cheap mecha will be out of their league if they try to take it on, and they end up outsped more often than not. Whoever wishes to face the Archon Mark II would do well to pack some moderately powerful weapons. It's offensive capabilities are even better, and only very well protected units would actually want to take a hit from the Archon Mark II. Unlike it's predecessor, it also has the Solar Torch, which makes it overall very potent in breaking things, Utgardian or alien.

The Wildwurger and Wildfalken duo will find a worthy opponent/ally in the Archon Mark II, basically.

 

 

Weapons:

Hyper Beam Cannon: The Archon flies forward, firing powerful beams from the four barreled cannon on its left arm.
(Because the Solar Core has been improved, the Hyper Beam Cannon is also slightly stronger, although it's probably outclassed by the Pressure Bombs now. It shouldn't be less efficient though)

Pressure Bomb: The Archon releases heavy missiles from its back, which then home for the target. What makes these missiles dangerous is the power of the explosions. The force exerted can be particularly dangerous for lighter targets.
(The Pressure Bomb is quite more potent than the Quad Missiles of the previous version, and in general powerful as far as missiles go.)

Heat Katar: The Heat Katar functions the same as before, but with a normal Solar Core it can become hotter and thus hit harder.
(My apologies for the lack of a description. Of course, this attack does get an improvement, going from the Revolver Stake to between that and the Bunker. It'd be weaker because the Heat Katar just gets a significant boost from the Solar Core, while the Bunker is a different weapon entirely.)

Archon Slasher: The Archon opens its chest and releases a disk with three red-hot blades on them. The Archon grabs it flying forward, spins once, and throws it at the target. After the Slasher has grinded through the armor for a while, the blades split from the disk and start repeatedly flying into the target.
(Okay, this attack is a fair bit more complicated than the Archon Rotor. It'd make sense if you could choose whether or not to split the blades, but that's up to you. Anyway, the Slasher itself is about as strong as the rotor, but this time you add multiple attacks from the split blades, which can attack different targets. The energy cost should be slightly less efficient compared to the Rotor because of these improvements)


Solar Torch: The Archon reaches forward, calling in the Solar Torch from a distance, which attaches itself to the right arm. The Archon starts to create a miniature sun at the tip of the torch, using the combined power of the torch and the Solar Core. The Archon then flies forward to close quarters to deliver the sun to the face (or whatever spot is best). After the sun is delivered, the Archon makes its escape as the sun starts to grow in its final moments, with the target still inside and the heat taking its toll. The sun then explodes massively, tearing apart most regular mecha.
(This is pretty much the Archon's ultimate attack. The attack is short ranged. As you should figure, an attack at this power is not easily handled by barriers. The attack can compare to a Black Hole Gun. Like said BHG, it will cost a lot of energy.)

 

Duel of Death: Woe be the unit that gets caught up in this game of "whoever kills first". The Archon Mark II and the Twinrey unleash everything they have to land the killing blow on the target, and the result is devastating. Both units launch their missiles (Pressure Bombs for the Archon, feather shaped Wing Missiles for the Twinrey), and the Archon Mark II moves in for the kill. As the smoke clears from the missile hits, the target is shot with the Hyper Beam Cannon, launching it in the Twinrey's cross-slashing Twin Sabers. The sabers are then followed by a strike with the Heat Katar. As the target recoils from the attack, the X-Archon pulls out the Archon Slasher and throws it. After the combined Slasher hits, the Twinrey readies the Solid Twin rifles and rapidly fires bullets at the target, which gets hit by the split Slasher blades at the same time.

To resolve the contest, the Archon calls in the Solar Torch and prepares to torch the target. The Twinrey swaps it's Solid Twins for the Neutron Twin rifles, and takes aim. After the sun is delivered, and as it grows, the energy bolts from the Neutron Twins shoot through it. The sun then explodes.
(In brief, the machines just unleash everything they have. Unlike some other combination attacks, and like Rampage Ghost, Duel of Death is more the courtesy of pilots than anything else, originating from Franz' and Julia's sheer rivalry. It likely hits slightly harder than the AltWeiss Rampage Ghost, but isn't all that easy on energy (certainly costlier than the Solar Torch), what with all the weapons being used.

The Twinrey doesn't have a designation yet. Please bear with me until the unit actually comes.)


Frame and Systems:

Frame: At first glance, the Archon's frame seems similar to that of its predecessor. However, with the Solar Core's output returned to it's intended level, the frame needed to be improved: More vents help release any unnecessary heat.
(This is a small HP improvement over that of the MkI. See the Heatproof Armor in this case.)

Heatproof Armor: Any Solar Trooper installed with a normal Solar Core would risk melting even with all the heat systems in the world. To actually make it work as Solar Trooper, the Archon's armor needed to be heatproof. Because the armor can handle the extraordinary energy of the Solar Core, it also has inherent resistance to energy weapons. Aside from being made heatproof, the armor has been strengthened.
(If you can find a way to integrate it, please give the Archon a decent energy/general beam (including hybrid and melee) resistance. While the armor is stronger, it still doesn't guarantee a damage reduction. The small HP improvement may put it on par with the Huckebein)

Solar Core: The Solar Core is still what makes the Archon a Solar Trooper. This version can generate the initially intended power, and as such has more energy to tap into. However, with the improvements also come safety concerns. Without measures, this Solar Core can potentially melt the unit. Thankfully, the Archon can handle it, and thus it has quite extraordinary performance.
(Unlike the previous Solar Core, this one is on par with the Black Hole Engine. As such, I'm aiming for Huckebein level energy here or lower (close in any case), whatever suits you better.)

 

Boosters: The Archon has four short booster wings on its back, two boosters in its back, and boosters on both lower legs. With the improved Solar Core, the improved mobility systems are enough to make the Archon more mobile than it's predecessor despite the increased armor. In all, the Archon is a quick unit that can outspeed slower units and can contend with many other mecha.

(When it comes to mobility, the Archon probably surpasses the Wildwurger, although not by a very big margin. Hover movement doesn't change.)


Beam Coat: While the armor of this Archon is heatproof, the CONCOBOR didn't quite feel like dropping the Beam Coat. In fact, the beam coat has been improved, even if slightly due to the aforementioned armor.
(The beam coat is not improved enough to justify it being better than that of the Mark I.)
 

Edited by Soulephant

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(I'm going to be blatantly obvious here. Since the situation is comparable to other mecha that were broken and subsequently improved, it should have similar evolution requirements.)

As Franz Leopold continues fighting, Utgard proves to be hard to handle. Eventually, he meets his maker in Florian Sonne, the leader of the new Utgard. Florian was piloting one of the most powerful OtherWorld Weapons, the Amunsol, powered with a Sol Origin. During another fight between the two, Franz barely gets away with his life after barely escaping an Disintegration Wave that hit him. The Archon didn't take it too well.

While Franz was recovering, Lugaid and Elfin decide that now was the time to set the next step for the Solar Troopers. They receive help from Tiardo Solaris, CEO from the redeemed Solar Co, who himself hails from the OtherWorld. With his help, they manage to perfect the Solar Core (as far as humans can perfect it), and in general evolve the Archon into what can be called the Ultimate Solar Trooper. Various weapons have been obsoleted by the perfection of the Solar Core, and new weapons have been added to it's right arm. The right arm became a weapon in itself, and it was even more powerful than the Solar Torch.

Upon his recovery, Franz is once again the one to pilot the Ultimate Solar Trooper, and with it he's determined to get his revenge on Florian Sonne.

 


CSTX-002C

X-Archon
(Small description of major differences, since an image is not yet up. The right arm and shoulder are different entirely. The right arm is slightly longer, lacks any paint, and can loosen its armor to unleash full solar power. It also has a claw. The shoulder is bigger than the left one when it stores the six Fusion Orbitars. Because of the changes to the right arm, the Smelter Blade and the now six-barreled Hyper Beam Cannon are both located on the left arm.
Aside from that, the X-Archon looks generally more impressive, and has a good deal more boosters than the Archon Mark II)

 

Performance:

The X-Archon is a terror among Real Robots, as it should be when it has the title of "Ultimate Solar Trooper". Grunts must avoid this machine at all costs unless they have death wishes. The X-Archon is able to clearly outspeed and outmaneuver any units that aren't built with speed in mind, and the opponents that don't take at least severe damage are very few and very far between. No sane being should be eager to leap into it's attacks, not even if he or she could tank hits like a man.

The nightmarish offenses do not necessarily signal a weak defense. As far as Real Robots go, the X-Archon can take hits reasonably well: Small to average hits won't do that much.

Generally speaking, the X-Archon is among, if not actually the top of earthen protagonist Real Robots.

 

 

Weapons:

Pressure Bomb: The X-Archon releases Pressure Bombs from its back, which then spread all around it, wreaking havoc. Even allies risk getting hit and the pilot can't do all that much about it.
(A simple description. The Pressure Bomb has become a MAP weapon. Because more missiles had to be used to cover the area of a mapweapon, the available uses are most likely halved, or whatever is reasonable for a Map weapon)

Hyper Beam Cannon: The X-Archon flies forward, quickly maneuvering while firing beams from the six-barreled cannon on its left arm.
(Once again, with an improvement to the Solar Core comes an increase in power without losing (too much) efficiency.)

Smelter Blade: The X-Archon rushes to close quarters, channelling energy to the blade on its left arm and turning it really, really glowing hot. The X-Archon then strikes the target, the blade going through as if the armor were butter.
(This is only a slight improvement over the Heat Katar, putting it on par with the Bunker.)

Fusion Orbitars: The X-Archon releases the six Fusion Orbitar slave weapons from its right shoulder and sends them at the target. After igniting themselves, the orbitars both unleash flares and ram the target. They eventually utilize a combined circling strafing attack before ramming the target at the same time.

(While this isn't really an upgrade to the Archon Slasher, this is still a weapon that can spread multiple hits over a couple of targets, in this case up to six because there are six orbitars. Measured in orbitars, one orbitar doesn't inflict all that much damage. You want two orbitars for significant damage and with all six orbitars this attack is strictly stronger than the Smelter Blade. The attack would cost a small amount of energy to compensate, probably 1/10th of what the Solar Core bestows.)

Pyroclasm Buster: The X-Archon releases its Fusion Orbitars and has them circle around it. It then loosens its right arm and starts channelling literal firepower through it, setting that arm soundly on fire. After charging, the X-Archon thrusts the arm forward, unleashing a flash fire. Near the target the air starts to ripple and then glow from the heat, and the path to the target starts burning. Then, the target is hit with a massive beam-like firestorm, reducing the target to smoldering remnants if it couldn't handle the attack.
(Despite of how it sounds, this is not a MAP attack and not really a beam either. If anything, it can be a spread weapon. It's very, very powerful, think G-Impact Cannon powerful, and it might be reasonable to give the attack Barrier Piercing too. While the Fusion Orbitar could be executed a good amount of times, the Pyroclasm Buster costs a significant deal of energy.)

S.O.L (Solar Obliteration Launch): The X-Archon maxes out the Solar Core's output (100%) to cap it's performance. Then, it rushes to close quarters while channelling energy into the Smelter Blade. It jabs at the "Abdomen", spilling liquid metal and melting circuitry, after which it utilizes the Hyper Beam Cannon at point-blank range, launching the target upward. The X-Archon fires a couple more beams at the target before pursuing it, releasing the Fusion Orbitars and loosening the right arm in the process. The Fusion Orbitars ram the target one time each before forming a ring formation around it. The X-Archon grabs the target in the face (or whatever) and, together with the Orbitars, starts charging a sun in it. After the sun envelops the target (or at least, real robots to small supers), the X-Archon positions itself above the sun and throws it at the earth (or once again, wherever). After crashing into the surface, the sun starts to grow, bringing ruin to both the area and the enemy still in the center. Finally, the sun explodes in a massive manner.
(Okay, I really couldn't remove the fluff here, because really, this is as ultimate as Archons can get barring combo attacks. Feel FREE to go crazy with the damage as long as its remotely acceptable. Also, be big with the energy cost, considering an attack of this power shouldn't have that many uses, although I'd want around five uses of the weapon.)

 

A.R.C (Absolute Rivarly Conclusion): Once the LUGHOBOR witnessed just what Franz and Julia were capable of doing when competing, they made plans for future supporting code to make these competitions even more deadly. Said plans were delayed a good bit because the Archon Mark II ended up wrecked, and the Twinrey was merged into the Twinseraph as Elfin died. Eventually, the X-Archon and Twinseraph received the codes, and the combination became absolutely lethal as a result.

The X-Archon starts the competition by closing in while the Twinseraph sheds and shoots Northern Feathers (energy weapon). After the target is shot with the Hyper Beam Cannon, it gets hit with every single feather during the recoil. The Twinseraph gets behind it, and slashes away at it with the Twin Sabers. The X-Archon follows up with a Smelter Blade slash, and then sends the Fusion Orbitars at them. As the Fusion Orbitars hit, the Twinseraph shoots bullets at the target with the Mythril Twin rifles (Solid Twins upgrade). The mecha take their positions on each side of the target. The Twinseraph swaps the Mythril Twins for the Heaven Twins and fires them (energy bolts again), launching the target towards the X-Archon. The X-Archon responds with a concentrated Pyroclasm Buster, sending it back to the Twinseraph. This process repeats two more times while the mecha try to catch up with the target each time. The Twinseraph then readies the Serafin Arch, charges psychic energy into a MASSIVE energy arrow, and fires it to send it back at the X-Archon again. The X-Archon then reacts to it by catching the target with the Solar Arm, and channeling a sun in it, which eventually gets interrupted by the Twinseraph remotely detonating the stuck bullets from the Mythril twins. The sun explodes while ice blue rays, produced by said detonations, shine from it.
(As I told, this attack is not just courtesy of the pilots, but also supported by the machines themselves. Because of the improved weaponry compared to Archon Mark II/Twinrey, this attack is absolutely nuts. Again, it's AltRiese/ReinWeiss Rampage Ghost nuts. If it hits harder than said move, it doesn't do that by much. Also, the Absolute Rivalry Conclusion is actually nicer on the energy than S.O.L, because the X-Archon doesn't do all the work. While this particular execution of the attack requires psychic energy from the pilot of the Twinseraph, it's just for the bullet detonation and the Serafin Arch. For short, I'll leave it to you whether or not to use the psychic energy requirement.

Much like the Twinrey, the Twinseraph has no designation yet. Please bear with that.)


Frame and Systems:

Frame: The X-Archon has had yet more modifications to handle another increase in the power of its energy source. With these modifications, care was taken not to create too many weak points in the armor.
(A bigger HP improvement over the Mark II. This time, it's close if not equal to units like the Alt Eisen.)

Heatproof Armor: With Tiardo's help, the CONCOBOR could find a material that could handle the perfected Solar Core. With a resistance to energy that great also comes a significant resistance to energy attacks. Also, to prevent the X-Archon from getting wrecked another time, the CONCOBOR strengthened the armor again to the point where anything weaker than a moderate attack hardly harms it.
(While the constant energy resistance was weak with the Archon Mark II, the X-Archon has a more significant resistance (if you chose to integrate it, that is). Also, the armor is good enough this time to warrant a general damage reduction, although it'd be slight, like 20% or 10%, whatever you think is reasonable.)

Perfect Solar Core: With Tiardo's improvements, the Solar Core reached its full potential, generating much more power than the previous version could in an efficient manner. The additional excess heat, while significant, is mostly contained by the engine itself.

The Perfect Solar Core thus is very capable of shooting the performance of the units it powers through the roof. The speed potential that results is amazing. Even the decently armored X-Archon would likely overwhelm most lesser units, and it can contend with other fast units. It's even possible for units powered by it to fly without help from Tesla Drives because of the sheer lifting power. This is provided said unit has been constructed with flight in mind, and has the boosters to do so. The Perfect Solar Core can power devastating attacks, and even then it doesn't run out all that quickly.
(There's a decent energy improvement over the Archon MkII, which puts it well over the Huckebein.)

 

Boosters: The X-Archon has five short booster wings on the top of its back, of which the outer two help with manoeuvring. There is a booster pack in the back of the X-Archon, and it has another four booster wings below that pack. Finally, the amount of boosters on the lower legs has increased. In the end, it makes the X-Archon a very, very fast unit that will overwhelm most lesser units and can keep up with most other "speedsters". Because of the booster wings having been placed and constructed with controlled flight in mind, it can make the X-Archon fly with help from the Perfect Solar Core.

(The possible range of what mobility ends up being may range from as quick as the Weissritter to as quick as the Wildfalken. That's your call. The X-Archon can fly.)


Beam Coat: Since the attack that downed the Archon MkII was an energy attack, Lugaid insisted that the team should do whatever they could to make the X-Archon as resistant to beams and other energy weapons as possible. The beam coat was strengthened to this end.
(The Beam Coat is likely to be big this time.)

Edited by Soulephant

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Good day, I am filling in as a guest moderator today, and I have a few concerns that I hope you can sort out for me.

Setting: OGverse. Eventually it will also have a backstory in the "Soulverse", as I like to call it.
While I do not necessarily take offense to you wanting to use the OGverse as the "universe" this is set in, I wonder why you are specifically doing that when you seem to have no actual ties to it at all. You only really reference SRW things in either super vague ways, or by referring to another unit for comparison. This does not really affect your units (yet), but I would like to know what the reasoning is.

In fact, in general your backstory seems awkward at best. An IRISH company somehow found a miniature sun, and figured they wouldn't give it to anyone else? The CEO of a company was ordered to join the army? I wouldn't say that these, and other, things affect the devs, but they do seem weird.

Despite the decency of this unit, average pilots may not be able to pilot the Mark I efficiently because of the lack of finishers.
Are you suggesting that the unit itself handles badly because it doesn't have a "finisher"? That seems like a weird thing to happen; most units don't have their handling tied to the existence of a weapon.

(This description does not really reflect what the attack would do here. Like the various blade/stake attacks, it isn't actually multi hit. The attack has variable input, ranging from no (or little) energy for little power to a small energy cost for something at least as powerful as a Revolver Stake)
I think you're going to need just a little bit more justification as to why this deserves to be variable, when every other heat rod/head blade isn't.

(The energy should be between Huckebein Mark II and normal Huckie level. The mobility is probably comparable to that of the Wildwurger, but certainly not better. Also, hover movement.)
You don't really talk about HOW it moves. And the art doesn't really make for something obvious, either. You describe that it has what will end up being a pretty generic power source, but it's actual mobility is untouched. What is, in fact, propelling these units?

Those are the bigger things that I have some issues with. I have smaller issues with some other things you've put down for fluff, but they do not directly affect the ability to determine stats. I may bring them up later, however.

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Good day, I am filling in as a guest moderator today, and I have a few concerns that I hope you can sort out for me.

I'll try it to the best of my ability, like the entries themselves.

 

While I do not necessarily take offense to you wanting to use the OGverse as the "universe" this is set in, I wonder why you are specifically doing that when you seem to have no actual ties to it at all. You only really reference SRW things in either super vague ways, or by referring to another unit for comparison. This does not really affect your units (yet), but I would like to know what the reasoning is.

Point taken. The reason I did that is because I originally tied them in the OGverse, and the Soulverse wasn't even remotely close to existing yet. While I acknowledge the OGverse was an awkward choice, it was better than nothing, and I think you'd agree.

 

In fact, in general your backstory seems awkward at best. An IRISH company somehow found a miniature sun, and figured they wouldn't give it to anyone else? The CEO of a company was ordered to join the army? I wouldn't say that these, and other, things affect the devs, but they do seem weird.

Okay, time to go over this one. I think I can't explain it any better than now. A quick aside before: Why do you put emphasis on the company being irish? Nothing wrong with that. That is not a problem. Anyway:

  • Let's say you find something exceedingly powerful. If something that powerful with potential to be applied in war was acquired... Would you just reveal it everywhere? There may be instant wars over the thing, too.
  • Second, the Sol Origin wasn't a miniature sun (what led you to think that?). It was an engine with that within, or at least an engine capable of producing that much energy. Also, although this may not be relevant, what exactly is the Black Hole Engine? I believe the exact build and logic of that thing are also not really elaborated upon, so IMHO, I should be cut some slack here. If it is actually explained, please say so.
  • I agree I may have been a tad vague in this regard, but it makes perfect sense to be a soldier with another occupation in peacetime. The DC war happens, so you become soldier again. Also, you can volunteer, so I don't see how exactly that's weird.

To conclude this, I followed the Naze Nani MechDev AND the MechDev Rules to make sure this story was plausible. If parallel dimensions are allowed to exist (Shadow Mirror world), the OtherWorld items are plausible. And if the Black Hole Engine can exist, even with little elaboration, so can the Sol Origin and Solar Core. I also applied general logic to what one would do with dangerous otherworldly items.

 

Are you suggesting that the unit itself handles badly because it doesn't have a "finisher"? That seems like a weird thing to happen; most units don't have their handling tied to the existence of a weapon.

My apologies, let me elaborate. The Archon Mark I is decent, but where it falters compared to the other units is the lack of truly powerful weapons. Unlike its successors, the Archon Mark I has limited damage potential because of that, meaning there are some units it can't really blast to bits. In SC terms, it might (keyword being might because I'm not a mod) sink a few ranks because it lacks said finisher.

But yeah, good catch. I'll pay more attention to how my descriptions can be interpreted.

 

I think you're going to need just a little bit more justification as to why this deserves to be variable, when every other heat rod/head blade isn't.

Wait... Others aren't? Well don't I feel sheepish. Anyway, I was using my logic here, since it's a perfectly useable weapon without energy (it's still a punching dagger). And on that note, I actually find it somewhat weird that the other heat weapons aren't variable, unless it's to keep the game simple.

Back to the topic, if my earlier logic didn't justify the variable weapon thing, I think I can't justify it. I'd rather make it a normal melee weapon in that case.

 

 

You don't really talk about HOW it moves. And the art doesn't really make for something obvious, either. You describe that it has what will end up being a pretty generic power source, but it's actual mobility is untouched. What is, in fact, propelling these units?

Now for this:

  • Yes, I acknowledge the art isn't the clearest thing, and I may redraw it later. If I do, it likely won't change anything about the statting, however.
  • "You describe that it has what will end up being a pretty generic power source". < That part confused me a bit. Okay, the power source may not be unique, but it's not easy making a normal Solar Core, and it's very costly too. Otherwise, Black Hole Engines would be generic as well.
  • That said, I may have underestimated the importance of boosters/thrusters. I'll look at some other Real Robot devs to see their perspective.

Here, just state what info you expect from me and I will try and get it up. But what exactly mods want isn't clear from the available sources.

 

Those are the bigger things that I have some issues with. I have smaller issues with some other things you've put down for fluff, but they do not directly affect the ability to determine stats. I may bring them up later, however.

I have an inkling about what you most likely mean. This was one of the problems I figured would show, which is why I checked with Master Kruz before trying. The thing is, I know mecha through Super Robot Wars, which provides animations with everything. I describe it that way, and if I were actually a mod, I would look check the animation details, compare them with official attacks, and stat accordingly. I think you may have been expecting something basic, but I did the fluff because I feared the weapons would end up much weaker than intended. The fluff was in fact to help get the point across.

 

The reason I referred to other units is pretty much the same thing. Because exact stats don't work, and I know why, this is the best I can do to help describe where the series stands compared to the rest of the SC units.

 

In general, I knew there were going to be problems (and Naze Nani MechDev and the rules don't have everything covered)  so I checked with Master Kruz to make sure said problems were actually problems. With the attacks I was told to rely on my own judgement. As for the system issue:

 

Q

Systems and such

Because the definition of which system influences which stat can vary, chances are I go wrong with this.

A

4) Features influence your units rank so having a unit so this isn't something you should worry about too much. Just be sure to describe what the feature does and we'll take care of the rest.

 

This is likely going to be an lengthy elaboration process.

Edited by Soulephant

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Second, the Sol Origin wasn't a miniature sun (what led you to think that?).
Your description, added to the continual references to heat weapons, added to the point that the MkII and X need to be made of "heatproof" armour, added to the MkII's special attack being a small sun. Basically, your whole thematic presentation is "It's a sun in a box". This is a result of you being incredibly vague as to what it actually IS. It's not necessarily a PROBLEM by itself, as an engine is an engine, but it does result in a number of the oddities I noticed.

"You describe that it has what will end up being a pretty generic power source". < That part confused me a bit. Okay, the power source may not be unique, but it's not easy making a normal Solar Core, and it's very costly too. Otherwise, Black Hole Engines would be generic as well.
On that note, as I just mentioned, an engine is an engine. The whole point of the powerplant is to provide power. How it does that is variable, but in the end it's purpose is to provide energy that the unit then uses to operate. However, you can't just say "It has an engine, so that's why it does things." Very few engines are SO SPECIAL that they provide other things. For example, while the RX-78 uses a fusion engine, it still uses liquid propellant for it's verniers. The V2 Gundam, on the other hand, actually does gain direct flight from it's engine, as it uses a minovsky drive, which is one of the key devices in that universe that allows full-range flight.

Even in the OG world, this is true. As an example, Weisritter has... whatever engine that Gespensts do. Since it is one. And then it gains a Tesla Drive which allows it to fly. The engine itself doesn't give anything but power.

So, the point is that you describe a great source of power, sure. But then you say "also it hovers/flies", without saying how it does that.

As an aside, you'll probably note that none of the units with Black Hole Engines have anything special about that. That's what I mean by "generic".

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I will keep it brief: Points taken, good catches, et cetera. Engines often won't do anything else for the statting. Before I start reworking the entries, any other problems?

 

Anyway:

  • The Solar Core will be elaborated upon. More or less DONE
  • Flight shall now be limited to the X-Archon, because I figured it was nice but not necessary for the Mark II. DONE. Let's hope it has been justified proper.
  • I will try and include thrusters/boosters et cetera. Be warned: That's likely going to suck, because I haven't been technical with that very often. DONE
  • Also, I'll slim down the descriptions where possible. More or less DONE

(PS: Geez, I suck ballz sometimes)

Edited by Soulephant

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CSTX-001 Archon Mark I

Statistics:
HP: 4200, EN: 160, Agi: 260
IS: 4, Move: G/H, Size: M, Rank: 5


Weapons:
[F] Melee (M)- 500 damage [+0%]
[+] Quad Missiles (PGSF:4)- 300 damage, 20 rounds [+20%]
[+] Hyper Beam Cannon (B)- 1500 damage, 8 EN/attack [+15%]
[F] Heat Katar (M)- 2000 damage, Armor Pierce, 10 EN/attack [+0%]
[+] Archon Rotor- 3000 damage, 20 EN/attack [+10%]


Inherent Abilities:
1) Solar Trooper
2) Countercut: Heat Katar
3) Countershoot: Hyper Beam Cannon
4) Beam Coat M (Barrier)


Purchasing Cost: 220 Credits


CSTX-002 Archon Mark II

Statistics:
HP: 4800, EN: 190, Agi: 260
IS: 3, Move: G/H, Size: M, Rank: 9


Weapons:
[F] Melee (M)- 500 damage [+0%]
[+] Pressure Bomb (PGSF:4)- 500 damage, 20 rounds [+20%]
[+] Hyper Beam Cannon (B)- 1800 damage, 8 EN/attack [+15%]
[F] Heat Katar (M)- 2200 damage, Armor Pierce, 10 EN/attack [+0%]
[+] Archon Slasher- 3000 damage & 500 damage # 3, 30 EN/attack [+10%]
[F] Solar Torch- 6200 damage, Barrier Pierce, 40 EN/attack [+30%]


Inherent Abilities:
1) Solar Trooper
2) Countercut: Heat Katar
3) Countershoot: Hyper Beam Cannon
4) Beam Coat M (Barrier)


Purchasing Cost: 500 Credits


CSTX-002C X-Archon

Statistics:
HP: 5000, EN: 210, Agi: 250
IS: 3, Move: F/G/H, Size: M, Rank: 12


Weapons:
[F] Melee (M)- 500 damage [+0%]
[+] Pressure Bomb (PGSF:4)- 500 damage, 20 rounds [+20%]
[+] Hyper Beam Cannon (B)- 2000 damage, 10 EN/attack [+15%]
[F] Smelter Blade (M)- 2500 damage, Armor Pierce, 12 EN/attack [+0%]
[H] Fusion Orbiters (PSX:6)- 700 damage/5 EN [+10%]
[+] Pyroclasm Buster- 5000 damage, Burn, 40 EN/attack [+10%]
[H] Solar Obliteration Launch- 7400 damage, Barrier Pierce, 100 EN/attack [+30%]

MAP Attacks:
[+] Pressure Bomb (PI:3)- 2400 damage, 4 rounds [+20%]


Inherent Abilities:
1) Solar Trooper
2) Countercut: Smelter Blade
3) Countershoot: Hyper Beam Cannon
4) Beam Coat L (Barrier)
5) Damage Received -10%


Purchasing Cost: 800 Credits


Cost to be added: 1800 + 630 + 263 = 2693 Credits (Basuproofed) I trust Umby's decision on the stuff~

Edited by Nimbus Noa

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Date: 26-2-2013
Weapon/Ability Property in question: X-Archon's cost
Issues with Weapon/Ability property: The X-Archon is not part of any (normal) production line. Thus, you don't just purchase it.
Possible Solution: Like I would swear I pointed out, just give it an evolution cost, like 5.
Reasoning for Solution: To further elaborate on what I had stated with the issue, the X-Archon is the result of the repairs and modifications to Franz's Archon Mark II after it got absolutely wrecked. This:

While Franz was recovering, Lugaid and Elfin decide that now was the time to set the next step for the Solar Troopers.

may have caused confusion, but ultimately, I envisioned the X-Archon to be a special customized unit comparable to the Alt Eisen Riese.

 

Again, sorry for the confusion. I promise that for these three devs, it will be the last.

 

Date: 26-2-2013
Weapon in question: Heat Katar and Smelter Blade
Issues with Weapon: I feel it's illogical that a weapon capable of swift attacks doesn't get an accuracy bonus, when a slower and heavier weapon like the rev stake gets a good bit of accuracy. If there's reasoning for it, I'd like to hear it. It'd likely render this issue void.
Possible Solution: Just a bonus. Even if it is a mere 10% I'm happy.
Reasoning for Solution: Once again, I can't possibly imagine that a light weapon, attached to an arm, no less, is inaccurate. To be precise, less accurate than weapons like the Jet Magnum and the Rev Stake (which is heavy and HAS to be predictably jabbed with).

 

In contrast with the last issue, this one isn't too urgent. If one doesn't want to fix it, it's alright, although I'd prefer it for the sake of logic. That said, I'm already quite thankful that the devving is done. Barring these small issue, everything else looks reasonable and I'd pay for it (once another mod has approved it, that is).

 

EDIT: The Archon Mark II and X-Archon also have combo attacks. I know I'm supposed to submit combo attacks with the submission, but I can't really refer to a unit that doesn't exist, right? That is why those haven't popped up in the submission. If I am expected to come up with them now, just say so.

Edited by Soulephant

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Um. You realize that submission data is meant to be post-events, right? There's tons of devs around here that have abilities on one submission that refer to units that come after it. And even if you wouldn't, you could have put it on the X-Archon, since it is, in fact, one of it's abilities.

With regards to the melee attacks, I would direct you to look at just about every melee weapon in the game. As the (M) tag brings with itself certain limitations, it also brings certain benefits. One such is that weapons are relatively cheaper in exchange for being less "accurate". I will leave this as a decision for whoever approves the stats, but precedence makes this appropriate.

Lastly, regarding an evolution cost. Have you ever heard of the Ship of Theseus? It's a paradox regarding whether something that has had all it's components replaced is still the same object. By your own submissions, in order for a unit to use a Solar Core, it needs to have a heat resistant internal structure. As a result, your submission of X-Achron required that they throw away everything from the MkII if you're professing that they gave it new, even more resistant armour. So, is it the same unit anymore? I think not, and see this as a Wing Gundam -> Wing Gundam Zero situation, hence a purchasing cost. I will again leave this as a decision for whoever approves the stats, however.

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So, is it the same unit anymore? I think not, and see this as a Wing Gundam -> Wing Gundam Zero situation, hence a purchasing cost. I will again leave this as a decision for whoever approves the stats, however.

As much as I'd want to counter this... I really can't, so leaving this to the one who approves sounds reasonable to me.

 

One such is that weapons are relatively cheaper in exchange for being less "accurate". I will leave this as a decision for whoever approves the stats, but precedence makes this appropriate.

Okay then. Totally forgot there could have been a in-game reason. While my logic center still aches from it all, let's just leave this to whoever approves.

 

There's tons of devs around here that have abilities on one submission that refer to units that come after it. And even if you wouldn't, you could have put it on the X-Archon, since it is, in fact, one of it's abilities.

...So I am expected to read every single dev after all? I did read a couple of devs though, and not a single one helped me solve that dilemma. Whatever the case, I'll take that answer as "You should (have)".

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Well, you were directed to peoples' who act as examples, which do do this. But no, you were not. I was more getting to the point that you were somehow saying you can't put an ability on a unit that links with something that comes after it, which I think is easily proven false with even a cursory glance throughout any aspect of the SC. And even if you couldn't, then why didn't you put it on the X-Achron?

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I'll keep this brief: So what you're saying, is that I can in fact refer to units that I still have to dev? Because I'll have you know, those units are from a different series (The Twinrey and Twinseraph from the LSX series), and with the CSTX series far from complete, they are not going to exist anytime soon too. With that in mind, should I add the attacks or not?

Edited by Soulephant

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Yes? They still exist in-fiction. Nothing in the rules says you can't.

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Okay, Duel of Death (Archon Mark II) and Absolute Rivalry Conclusion (X-Archon) are done.

 

Duel of Death: Woe be the unit that gets caught up in this game of "whoever kills first". The Archon Mark II and the Twinrey unleash everything they have to land the killing blow on the target, and the result is devastating. Both units launch their missiles (Pressure Bombs for the Archon, feather shaped Wing Missiles for the Twinrey), and the Archon Mark II moves in for the kill. As the smoke clears from the missile hits, the target is shot with the Hyper Beam Cannon, launching it in the Twinrey's cross-slashing Twin Sabers. The sabers are then followed by a strike with the Heat Katar. As the target recoils from the attack, the X-Archon pulls out the Archon Slasher and throws it. After the combined Slasher hits, the Twinrey readies the Solid Twin rifles and rapidly fires bullets at the target, which gets hit by the split Slasher blades at the same time.

To resolve the contest, the Archon calls in the Solar Torch and prepares to torch the target. The Twinrey swaps it's Solid Twins for the Neutron Twin rifles, and takes aim. After the sun is delivered, and as it grows, the energy bolts from the Neutron Twins shoot through it. The sun then explodes.
(In brief, the machines just unleash everything they have. Unlike some other combination attacks, and like Rampage Ghost, Duel of Death is more the courtesy of pilots than anything else, originating from Franz' and Julia's sheer rivalry. It likely hits slightly harder than the AltWeiss Rampage Ghost, but isn't all that easy on energy (certainly costlier than the Solar Torch), what with all the weapons being used.

The Twinrey doesn't have a designation yet. Please bear with me until the unit actually comes.)

 

A.R.C (Absolute Rivarly Conclusion): Once the LUGHOBOR witnessed just what Franz and Julia were capable of doing when competing, they made plans for future supporting code to make these competitions even more deadly. Said plans were delayed a good bit because the Archon Mark II ended up wrecked, and the Twinrey was merged into the Twinseraph as Elfin died. Eventually, the X-Archon and Twinseraph received the codes, and the combination became absolutely lethal as a result.

The X-Archon starts the competition by closing in while the Twinseraph sheds and shoots Northern Feathers (energy weapon). After the target is shot with the Hyper Beam Cannon, it gets hit with every single feather during the recoil. The Twinseraph gets behind it, and slashes away at it with the Twin Sabers. The X-Archon follows up with a Smelter Blade slash, and then sends the Fusion Orbitars at them. As the Fusion Orbitars hit, the Twinseraph shoots bullets at the target with the Mythril Twin rifles (Solid Twins upgrade). The mecha take their positions on each side of the target. The Twinseraph swaps the Mythril Twins for the Heaven Twins and fires them (energy bolts again), launching the target towards the X-Archon. The X-Archon responds with a concentrated Pyroclasm Buster, sending it back to the Twinseraph. This process repeats two more times while the mecha try to catch up with the target each time. The Twinseraph then readies the Serafin Arch, charges psychic energy into a MASSIVE energy arrow, and fires it to send it back at the X-Archon again. The X-Archon then reacts to it by catching the target with the Solar Arm, and channeling a sun in it, which eventually gets interrupted by the Twinseraph remotely detonating the stuck bullets from the Mythril twins. The sun explodes while ice blue rays, produced by said detonations, shine from it.
(As I told, this attack is not just courtesy of the pilots, but also supported by the machines themselves. Because of the improved weaponry compared to Archon Mark II/Twinrey, this attack is absolutely nuts. Again, it's AltRiese/ReinWeiss Rampage Ghost nuts. If it hits harder than said move, it doesn't do that by much. Also, the Absolute Rivalry Conclusion is actually nicer on the energy than S.O.L, because the X-Archon doesn't do all the work. While this particular execution of the attack requires psychic energy from the pilot of the Twinseraph, it's just for the bullet detonation and the Serafin Arch. For short, I'll leave it to you whether or not to use the psychic energy requirement.

Much like the Twinrey, the Twinseraph has no designation yet. Please bear with that.)

 

If the descriptions are slightly lengthy, my apologies. Striking a balance between completion and clarity is hard. If there are any problems caused by the Twinrey and Twinseraph: That's the reason why I was reluctant on doing it immediately.

 

I hope the statting isn't too difficult. It shouldn't be when there's plenty of attacks like it.

Edited by Soulephant

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Ah ha ha... I saw the second mod approval has already been done. Don't I feel sheepish.

 

Unless the combination attacks have to be resolved/statted now (and can't be added later), consider these paid. If not, I'll wait for those attacks to get statted before paying.

Edited by Soulephant

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