Super Fantasy Wars R
In the world of Gaia, where the Earth is but a second, mystical Moon in the sky, there exists swords, sorcery, industry, and mechanical weapons. It has been reborn after a great cataclysm in the past, save for one vital place. People from the Earth have been brought to Gaia, and sweeping changes threaten it, perhaps even the end... But even so, people continue to live their lives... And die.
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GetterDragonRagnarokSamurai

*If your machine is a combiner or a transformer, please try to treat it as a seperate mech, especially if they're Supers?

Name:

Type: (Super or Real? Real Robots are typically mass-produced machinery types with more emphasis on strength in numbers and speed than frontal power most of the time. Super Robots are more spectacular, with an emphasis on immense, eye-opening power and defenses, or simply far beyond what can be mass-produced in the setting. Aura Battlers and Guymelefs lean more toward the Real side, while the ancient Excavated ATACs are assuredly Super)

Height/Size: (actual height and size category - Bear in mind many of the mechs in Super Robot Wars Fantasy are much smaller than usual, with an overwhelming average height of 8 meters tall. That will serve as our Medium height. Large would be 12-15 meters, and anything larger is X-Large)

Appearance: Please try to be descriptive when it comes to original machines.

Franchise: Which of the featured series does this mech's concept originate from? Currently, the settings allowing original machines to be made are: Dunbine, Escaflowne, Vanguard Bandits, and Break Blade

Attacks/Weapons: All the different things this machine/form has at its disposal.

Special Features: From protective fields down to different types of cockpit - what makes it stand out?

Strengths:

Weaknesses:

History: How did it come to be? Especially important for original mechs.

4/18/2013 . Edited 9/13/2014 #1
Harbinger

Name: Hrist

Type: Real

Height/Size: Medium, 9.9 meters

Appearance: Hrist is a customized machine, modified from the Artemis golems recently introduced by Athens. Mainly instead of Quartz it utilizes orbment technology to control the ligaments, owing to the fact that its unique control system is used by Victoria. This is also reflected in its use of orbment weaponry. Its paint job is also an Erebonian grey and tan schema commonly used by its Armored Cavaliers

Franchise: Break Blade

Attacks/Weapons:

Orbment Rifle: A modified weapon taken from the Imperial armored corps Hrist's Orbment Rifle is a high caliber single shot weapon that's made to punch through heavy armor

Orbment Assault Cannon: While the rifle is an effective weapon its slow rate of fire would be problematic. Hence Victoria carries a smaller in comparison automatic assault cannon for most of the opponents she would come across.

Quartz Warpick: Victoria has taken to the design philosophy of Athens in the realization that a sharp edge does little against an armored foe. As such she has adopted a weapon more suited to getting through armor. Her warpick can either smash with the blunt end or ram a spike through armor on the pointed one.

Special Features:

Custom Controls: A major change from the standard Artemis model is the control system installed. Owing to her unique situation Victoria opted to abandon the standard control schema and pilots her machine simply by directly connecting her arms into the system. This results in her not needing any major movements while piloting and can operate the already fast Artemis model with quicker reaction times than regular pilots.

Strengths: The Hrist carries the major strength of all Artemis units in that it is a fast machine with quick reaction times, and capable of carrying a heavier arsenal than most standard machines.

Weaknesses: While fast the Artemis is a lightweight golem. Its armor might be a new type, but it still is lesser than most types of its class. A user must be able to utilize its speed and reflexes in order to get through a battle.

History: When deciding on her new assignment Victoria recognized that going into a warzone would likely mean that she would run across any number of robots, ones that she could not take down without one of her own. To that end she got in touch with a few old friends of hers from Athens and convinced them to allow her usage of a new Artemis golem. As the Athens military was reluctant to use them, owing to its known harsh learning curve, there were several that were available. Wanting to get some performance feedback they agreed and shipped it to the Imperial capital.

There Victoria went about directing modifications to the design to make it more suited for her skillset. The result was the Hrist, which allowed her to take advantage of her condition, as well as have a high performance machine for out in the field.

9/3/2014 #2
GetterDragonRagnarokSamurai

Name: Lancelot

Type: Real

Height/Size: 9.8 arge(meters)

Appearance: Lancelot, befitting its name, is far more well-armored than the usual Athens models. While it still has a sleek aesthetic, it is similar to the elite Toria with shoulders having longer plate armor hanging off of either side, and having a double plate around the torso. This plate is roughly triangular in shape, with two large spikes protruding forward at the chest. The unit is colored a silvery white, with darker gray at the joints and underplating. At the back are six rectangular gliding plates, three on each side, centered on a double airjet assembly, two large black circles right next to each other.

The knees of the Golem are jagged in shape, but end blunt going off and up the thighs, while the feet are the usual Athenian three-toed sort. On the right arm is a shield with two Pressgun barrels poking out of the underside. The shield itself is affixed to the left arm of the unit. Going across the shoulders in the weapon mounts on the back is the folded Mahne, the same as the one Morgan uses on foot, scaled to the machine, while on a weapon mount on the hip is a bastard sword just like hers as well. The shield the Lancelot uses is long and rectangular in shape, going nearly twice as long as the forearm.

The left hand additionally has a prominent Wind Quartz nestled in the palm among the forged Quartz that makes up the rest of the machine. The telltale circuits of an Orbment fester within, settling on the large green eyelike jewel...

Franchise: Break Blade

Attacks/Weapons:

Quartz Mahne--This weapon folds for storage in the same way Morgan's own does, and its blades are each seven meters in length. While it is not as sharp as its source, the Lancelot swings it with enough force to wreck enemy armor easily, especially with the constant motion the weapon requires to be used to its maximum capability. This Mahne also possesses an Orbal assembly in its handle attached to a trigger that enables jets of wind to further propel the blade. The edges of the Mahne are lined with Wind Quartz spaced about a half-meter between each other to enable this thrust on activation.

Shield Pressgun x2--The barrels of these Pressguns are on the underside of the shield. They fire in tandem when the trigger on the shield handle is pressed, and run halfway the length of the shield with the rounds being stored at the back end. The shots on this Pressgun are limited, as it's primarily used in surprise attacks close to melee range. Its caliber is inferior to the standard-issue handheld Pressguns of the Imperial military.

Quartz Bastard Sword--A simple sword, with a five-meter blade length, unlike the Mahne the Bastard Sword lacks any special features. It is, however, finely crafted and durable befitting the background of the wielder.

Orbal Hand--The secret weapon of the Lancelot, the Orbal Hand is a Wind Quartz on a circuit installed in the palm--at close ranges, Orbal energy can be channeled out of this Quartz to deal a deadly electric shock to enemies in front of the unit, damaging enemy combat weapons and pilots alke.

Special Features: Double Airjet--The Lancelot being based on the heavier Toria, but still holding the ARtemis' coveted gliding and high-speed movement capability, has the airjets ARtemis units possess, in a double assembly to effectively move the much weightier unit across the battlefield. These jets use sudden Quartz ligament movement to give sudden propulsion to a Golem, while their armor arrangement and gliding equipment allows them to stay airborne for many second at a time.

Strengths: Lancelot is a surprisingly speedy Golem for its weight class, and has powerful melee capabilities. Additionally, its secret weapon invoking the power of an Orbal art is something to be reckoned with immensely. Its melee weapons have decent reach as well, and it can maintain agility thanks to the implementation of Wind Quartz in the Mahne, to say nothing of the double airjets it uses. Finally, its defensive options are great both in armor and in shielding.

Weaknesses: Unlike the general military doctrine of Imperial Golems based on Athens' projections, Lancelot lacks ranged capabilities beyond the shield Pressguns which aren't even practical for the long ranges Artemis are expected to engage in. One could argue it would better fight alongside the older ATACs and Guymelefs. Additionally, for all its agility the machine is weighty and stressful to control. ANy bit of lag is a moment of weakness as a result of the pilot having to throw so much bulk around. Finally, for all the advantages that have been added to its primary melee weapon, it is still giant and telegraphed in its movements, and a quicker and more skilled opponent can easily put the Lancelot on the defensive.

History: THe Malvin family celebrated Morgan's coming graduation by giving her a Golem fitting her newfound earned position. They found it unfit that she would get a normal ARtemis Golem to serve her country when she could carry her proven skill into the battlefield both on foot and mounted. Thus, the Lancelot was constructed to play to everyone of MOrgan's strengths while giving her more. While she wasn't the type to normally carry a shield, the unit was given one due to the different field of battle, for example.

It was easy enough to construct the Lancelot, however--the unbalanced rare Toria was something they were privy to with their position, and they began to smooth things out somewhat to make the machine easier for Morgan's use. Additionally, they saw that the ATACs did have one over the Golems--the ability to use Arts. Though it still maintained a single-Quartz setup like an ATAC, the Lancelot is the first test in the use of Orbal Arts in the Quartz-constructed Golem design philosophy. Until now, the primary advantage of Golems was the direct implementation of Septium in their structure, allowing for one to interface with the machine using their thoughts alone without the stress that came with doing the same thing in an ATAC. However, it came at the cost of being reliant on weapons on the relative caliber of a Guymelef.

Lancelot is now assigned as part of the Valkyrie Squadron for combat tests in the invasion of Krisna. This will be the perfect time to test the machine's capabilities to their fullest.

9/7/2014 . Edited 6/30/2015 #3
thebladeofchaos

Name: Ilira.

Type: Super

Height/Size: 7.35 Meters high, 13.7 meters deep.

Appearance: Falcon's personal Hurricanehawk, complete with Black wings and a white body. Ilira is a redesigned and reconfigured machine with 8 weapon attachments per wing on the underside, with the claws and talons slightly larger then a normal ones. The machine not only comes with a few spare blades, with a few extending from the very tips of the wings, and others blocking the front in order to deflect other blades, just in case. The armour is thicker around the frame just in case it meets enemy contacts.

One of the main changes however is an after production addition: part of the rubble damaged some of the frame which, whilst has caused a great deal of pain to Ilira, has made a perfect platform for Falcon to use when getting in or getting out, especially with her semblance.

However, the additional hard points are from damage incurred before Falcon found it, making them partially unusable until repaired. Whilst Falcon has always intended on travelling to Zi to get it fixed up properly, she has never been able to, and these parts are like broken bones, albeit less painful, to her.

Franchise: Zoids

Attacks/Weapons: Two twin-Barrel 30mm Machine Guns, Bombardment Bomb (2), AZ Missile (4), Buster Claw (2), Bite Beak, Vertical Blade, double horizontal blades on the wing. Has spare hardpoints if new weapons come about.

Special Features: aside from the extra hard points, the Zoid not only shows a high ability to adapt to new systems, but has had a simple shield system installed, along with equipment storage for the pilot and a comms system allowing it to communicate with it's chosen pilot from long distances.

Strengths: a high speed flying zoid, with good armour for it size, also complements its user. Somewhat allows customisation and upgrades. It has a simple level of Autopilot, enabling it to do simple tasks, albeit not fight, though this has room for upgrades.

Weaknesses: has to get into close quarters at times, limited ammo. Bigger then a standard HurricaneHawk.

History: Considering the age Falcon is, it may come as no surprise that her machine has been with her almost as long, and is almost as mysterious. For all intents and purposes, Ilira is just another, if larger, Hurricanehawk. But something inside of it just....stood out to the young pilot at the time. Maybe it was her youth, maybe her curiosity, maybe her brain being meddled with.

The machine was dug up accidentally by Falcon after one of her battles learning to use her powers, going through an enemy mech, into the ruins behind it and finding herself lost inside of them. Running low on supplies, on Dust and on time, She explored the ancient ruin, going as fast as she could, and finding herself lost in it's depths, only guided by one thing....the sound of a bird crying. At times she stopped, almost on the verge of giving up as she found her Internals burning up, her eyes dulling as she came closer and closer to the point of no return. But still, the bird cried, and she kept going, finding strength from...somewhere, even she didn't know where from.

It took her a while, but she eventually came down to the depths of the ruins, and found the source of the cries. Ilira, trapped beneath a good deal of rubble, crying it's lack of freedom within the depths, barely hanging on thanks to a nearby source of fuel, a small spring of Reggel, enough to sustain it, keeping it alive, but not giving it the strength to free itself. Whilst at first apprehensive of the young woman, indeed at first roaring at her, trying to scare her off, protect itself from a perceived threat, it saw something Falcon herself hadn't.

Blood, trickling down her arm. Not a lot but a sign that her Dust-starved body was on the edge of breaking. Showing concern for one of the only visitors the creature had had in it's many centuries trapped within it's confines, it did one of the few things it knew how to do. Letting her take safety under it's trapped wing, Falcon found a small supply of dust, enough to save her, enough to give her the means to keep going.

It didn't take long for the pair to strike up a lasting relationship, and, when Falcon's strength returned, she used her powers to free the machine, carefully breaking the rubble away to slowly free the creature, with no sense of time, aside from the pair sleeping next to one another at least 5 times. She broke it free eventually, and the beast broke the pair out to freedom, bonding with Falcon to the point where it chose her as it's pilot. And ever since the pair have been almost inseparable.

To a certain degree the pair have leant to talk to one another as if it were a normal conversation. Indeed Falcon figured out Ilira's name from one of the many breaks they took. Whilst she knows that Falcon can deal with everything she risks, it doesn't stop her worrying about the woman. At times Ilira can be sarcastic to Falcon, but to others, she's quite tame and quiet. In fact one of the main ways she communicates is via text on a monitor in the cockpit, where in most cases to people who can't see it.

9/11/2014 . Edited 9/12/2014 #4
Mr Wang 330

Name: Coup de Grâce

Type: Real

Height/Size: 9.8 Meters

Appearance: Largely similar to the Artemis unit utilized by Valkyrie Squadron, Coup de Grâce is a modified one with few differences in outward appearance. It boasts a red and white color scheme, essentially an inversion of the squad's uniform colors, and the noble embellishment of white cloth affixed on each shoulder, alluding the appearance of a cape. The ends are notably singed and torn. The left arm has a shield mounted on, allowing for a free hand to utilize another weapon. Notably, Coup de Grâce also carries a pair of large blades that are holstered at either side of the waist of the Golem, like how a person would wear one, unlike other units where the sword would be holstered on the back. This is because the unit still bears the Artemis' same jest boosters on the back.

Franchise: Break Blade

Attacks/Weapons:

High-Caliber Pressgun: Standard issue, the same kind utilized by every other member of Valkyrie Squadron. Capable of taking out a Krisnan Fefnir unit in two shots. Because this weapon is wielded with one hand, the pilot can wield an off-hand weapon and fend off against quick opponents attempting to close the distance. However, in a situation where ranged combat is impossible, this weapon must be abandoned for a sword to be used in the main hand and must either be re-procured from the battlefield or must be replaced in situations where picking it back up is impractical, such as in retreat.

Quartz Espada Ropera: Similar in appearance to a rapier, an Espada Ropera has a slightly thicker blade and is flat instead of rounded, allowing it to make effective cuts when necessary. However, it is much more intended to make piercing attacks. It can be used with pinpoint precision to attack small areas of exposed Golem ligaments and disable limbs and systems. Perhaps crueler than that, if aimed properly, it can be used to pierce through a cockpit easier than a lance and kill the pilot to prevent a dragged-on fight: a real coup de grâce. In unskilled hands however, the sword will prove useless and can easily break. If necessary however, the sword is a respectable cutter, just lacking in mass and weight compared to the more common longswords.

Quartz Main Gauche: A shorter, flat blade wielded in the offhand. Essentially a dagger by Golem standards, the point of this weapon is to act as a parrying blade in melee combat. The blade is surprisingly durable, is stronger than its main-hand counterpart, but its length makes it rather impractical for actual melee combat; it might as well be as effective as a bladed punch. However, it is small and easy enough to wield in the off-hand while wielding a Pressgun, and can be used to briefly fend off a close-range attacker while the main melee weapon is being equipped. It can't straight-up block an attack from another weapon much heavier than it; rather, it is supposed to redirect the momentum of an opponent's blade and leave them open for attack.

Special Features:

Airjets: Standard issue to Artemis units that allow them to gain an upper hand on their Krisnan counterparts. Allowing the unit to dash and glide at high speeds and great distances, this piece of equipment provides the Golem with near unrivaled maneuverability. The distance between them and most foes can be closed in a near instant. The unit is specialized for traveling across flat ground, however; when terrain gets rough and highly uneven, such as traversing through a canyon and scaling hills, the Airjets need to be neglected in favor of walking on foot or leaping. They don't allow for aerial travel of any kind.

Strengths: Speedy, with far greater acceleration and jumping power than most Golems of its class, a squad of Artemis can take on a company of other models. Coup de Grâce in particular boasts an even greater emphasis on melee combat, with a highly effective and practical fighting style. It can parry blows while exploiting the weak points of its enemies. Sometimes, a fight can be ended almost immediately with a well-placed piercing attack of the cockpit and kill the pilot, preserving most of the enemy Golem and moving onto the next opponent. In situations where there is no time to place a strike, the main sword can make good cuts as well. This makes it scarily effective fighter in close-quarters, but unless the pilot foresees certain incapacitation of the enemy, it will be perfectly content with pelleting them with Pressgun shots.

Weaknesses: Perhaps almost a straight upgrade from the typical Artemis unit courtesy of the Victoire family, Coup de Grâce has some weaknesses it imposes on the user, mostly based on its unique weaponry. The blades at the waist can be particularly vulnerable and a possible attack to the midsection when the unit is unable to react or unsheath its weapons an leave the blades damaged, or even broken in the aftermath. Likewise, even when they're being wielded, they pose another issue; if the target is out of range of the swords, then Coup de Grâce will be at a distinct tactical disadvantage; due to the positioning of the holsters while accommodating for the airjets, the Pressgun has no holster. If switching to melee combat, the Pressgun must literally be dropped to hold the sword instead. In such a case, if disengaging from melee combat, the Golem must either retrieve their weapon from the ground, or is forced to pursue their opponent and close the distance. Usually, the pilot must calculate and assure victory when engaging in melee combat by utilizing superior precision, but in situations where that fails, the ensuing situation can become a struggle.

History: The Artemis is Athens experimental Golem, but was scrapped due to it being "uncontrollable". Utilized by Athen's best pilots also known as the Valkyrie Squadron, the Artemis has better acceleration and jumping power compared to most modern Golems. This particular model, modified by the Victoire family, has many noble embellishments, as well as the very functions of the unit being geared toward the noble pursuit of fencing. Francesca doesn't particularly care for her new model, but uses it all the same. She herself is already a skilled pilot and could see herself accomplishing more than her peers even if she was outfitted with a standard Artemis, bu for practicality's sake she accepts her family's "congratulatory gift" for making it into the elite squadron of Athens' best pilots.

9/11/2014 #5
GetterDragonRagnarokSamurai

Name: Brunnhilde

Type: Real

Height/Size: 8.7 arge(meters)

Appearance: The Brunnhilde is a clear example of modernization on the ATAC model of Gaea. Unlike the knight-armor designs of the old Guymelefs, it is sleek, with heeled feet and small, triangular shoulders. It is primarily colored blue with some white trim, and has an X made of diamonds of a lighter shade of blue than the rest of the frame. Brunnhilde however, unlike most ATACs--if it can even be called one properly any longer--has a pair of wing-like thrusters in a backpack on its back. These thrusters articulate to provide thrust in the direction Kelda needs to move it in. They're about five meters long each, and are normally folded up and pointed downward when not in use. The left hip has an Orbal cannon barrel on it, while the right has two sheathed swords.

The left wrist additionally has double-barreled Orbal Gun assembly built into it. The barrels are hidden in a vertical slit coming off of a rounded plate on Brunnhilde's hand.

Franchise: Original, elements from Trails in the Sky and Vanguard Bandits

Attacks/Weapons:

Orbal Gun x2--Mounted in the left wrist, this weapon is primarily meant to annoy enemy combat machines rather than perform any lasting damage except when used at exceptionally close ranges.

Orbal Cannon x1--Mounted on the left hip, this cannon swivels and orients itself for frontal fire, providing mid-to-long range armor piercing capabilities. However, its ammo is low. Even though Orbal weaponry does not require chambered rounds, space is still an issue depending on the caliber of the Orbal weapon in question.

Longsword x2--These longswords are made from high quality materials, and as a result are quite durable and effective weapons. Stored on the left hip, these longswords are primarily blade, all the way down to the guard, with the handle being linked to a piece of blade on the bottom. The swords can be linked together into a thrown boomerang weapon. Each sword is roughly four meters long, combining into an eight-meter thrown blade.

Orbal Fire Arts provided by Fire Quartz power source:

Fire Bolt--Shoots a single homing, explosive fireball at the enemy

Flare Arrow--A stronger series of fire shots thrown at the enemy

Napalm Breath--Summons a column of flame from below the target

Fire Bolt EX--A spread shot of fireballs that focuses on a single targeted area, with one fireball sent at each target.

Melting Flare--A flame that heats up enemy armor and temporarily makes it easier to damage.

Flare Bomb--A short ranged explosive fire attack with enough power to knock down enemy combat machines.

Special Features: Levitation Stone and Orbal Engine Flight system--Notable among the machines of Gaea, Brunnhilde is able to take to the air with the Levitation Stones integrated into Orbal engines in its wings. These wings release Orbal energy as thrust to help the machine move effectively once it is in the air, and contribute greatly to its effective agility and ease of movement in combat.

Strengths: Speed and power are Brunnhilde's areas of expertise. It's nimble, dangerous, flight-capable, and has ranged weapons of both kinetic and magical varieties. This is further emphasized by its pilot's own prowess in the use of swordmanship, guns, and Arts. Against most opponents it can attack with speed and impunity while escaping retaliation.

Weaknesses: Brunnhilde's focus is on speedy and reflexive actions. As such, its armor leaves something to be desired if a decisive blow can be made. its wings, which it uses for flight, are also massive, obvious weak points. If they are destroyed, the unit will lose one of its most defining and advantageous features in combat. Furthermore, its strongest long-range weapon has limited ammo for use. This is only made up for by the time-consuming Orbal Arts it has at its disposal. Brunnhilde demands observation and reaction to stay alive, its survivability hinging on speed and agility.

History: Brunnhilde is in fact a prototype ATAC that the Steiner family was to receive for their support of the Erebonian Imperial conglomerate known as the Reinford Group. It is one of the heralds of a new age of ATAC technology that has been codenamed the "Panzersoldat." When Kelda came of age, it would go to her after she had completed training at Thors Military Academy.

...Then, of course, she ran from home and took Brunnhilde with her. The Steiner name was quickly jeopardized, but events would soon follow that ensured Brunnhilde leaving Imperial borders was of little consequence. Primarily the fact that Kelda would use it personally for mercenary work and focused on independent and loyal contractors to handle it. As the years went by, the uproar that Brunnhilde's theft caused would die down, and further advancements into the Panzersoldat design would continue. The Imperial intelligence network further ensured that no knowledge of Brunnhilde's nature got out, and Kelda did much the same. To the public, it is simply a highly unique ATAC, a notion helped by the fact that the Zaibach Alseides Guymelefs use Levitation Stones for their own flight capabilities, merely in a different way.

The Brunnhilde has undergone little modification from its original design aside from necessary repairs through the years. It is very much the same unit Kelda was always meant to have.

9/13/2014 . Edited 6/30/2015 #6
Gundam Pharmacist

Name: I.S. Maxwell

Type: Real (Generation 1.5 I.S. (Infinite Stratos) Unit)

Franchise: IS (Infinite Stratos)

Height/Size: Super Small - 2.25 meters (est. 7ft, 6in), 2.6 meters (est. 8ft, 6in) with Extension Boosters, ignoring wings.

Appearance:

---Closed Form: This is the official term for activated IS units in a standby state, though 'Standby Mode' is an equally appropriate term to use. Through implementation of proprietary technology, IS units take the form of jewel like accessories when not in use. Maxwell in particular takes the form of a large silver and midnight blue belt buckle that latches onto Mist's waist.

---1st Shift: The official term for activated IS units that have finished configuring all settings to be optimal for its pilot to use. Maxwell is closest in appearance to an incomplete suit of armor, chrome silver and midnight blue in color. It lacks a helmet, while the main chest piece has added armor pads. It lacks armor for the abdomen or the shoulders, but the waist and pelvis are shielded. A large and rigid harness system connects an array of verniers covered by armored housing in the front to a much shorter hard-point array in the back. Ball joints on either side of both arrays are used to attach armored skirt panels, further adding protection.

The thighs have armored holsters going from the pelvis all the way down to just above the knee. Maxwell's legs use a front-to-back clamp mechanism to secure a connection to the pilot's own legs at this area. This, in addition to protecting the joints, gives Maxwell's legs an odd exaggerated knee joint. This is especially drawn to when the lower parts of the legs are far more slender, tapering off in a much smaller armored ankle joint and blade-shaped feet.

Maxwell's arm units use a similar connection system to the knees, just onto the forearms. However, due to requiring more mobility for the arms, all of the mechanisms to assist in arm movement are moved to behind the biceps and elbow, leaving the entire front of the elbow and some of the forearm unprotected. Like most IS units, the forearms are much greater in length than a normal person's, as the pilot's hands are still in the forearm. Maxwell's arms are also slender like its legs, and its fingers end in rounded, rough padded hands for maximum grip.

Normally, Maxwell has a suspended back unit - that is, parts of the IS that seemingly float off of it seperate from the main unit. These under most conditions are two small wing-like engines, mounted on either side of a central back unit. Due to damage however, Maxwell currently lacks any of this, exposing an empty hardpoint dock on its back with no use.

----------

Attacks and Weapons:

---"Bunyan" Anti Armor IS Thermal Tomahawk x2: A four and a half foot long tomahawk-like weapon intended for use by Maxwell. It has an on-board generator in the shaft and an extended 'fang' to the bottom part of its head that runs parallel to it, giving the weapon a four-foot long edge. It has a thermal function to heat up the blade for maximum cutting power. It can easily be thrown by an IS, hence the Tomahawk moniker. They have a hard-point on the back of each forearm when not in use.

---"Adams" Anti Armor IS .50 Heavy Pistol x2: More accurately labeled an over-sized handcannon at a foot and a half long in length and three inches thick. It is a bulky non-automatic firearm that bears closest resemblance to a rugged Desert Eagle or a gritty science-fiction hand cannon. Unlike the Bunyan tomahawks, the pair of Adams pistols cannot be used by a normal human. They store thirty .50 caliber rounds in their normal chamber, and are holstered on the thighs.

----------

Special Features:

---Solar Energy: Unlike most IS units, which seem to be solely reliant on charged batteries, Maxwell has series of solar panels underneath its paneled armor. The panels protecting them can slide or open to reveal the blue-black panels, allowing Maxwell to recharge even while activated. This is also the reason why it can successfully charge itself without assistance from external sources in Closed Form, albeit the process being incredibly slow.

---Flight/Boosting: Like most IS units, Maxwell is normally capable of flight, even as one of the earliest units produced using a combination of conventional engines and limited gravity control. That being said, its normal flight capability is described as clunky or sluggish due to lacking the developments found in later units. Due to current damage sustained, Maxwell is currently INCAPABLE of sustained flight or hovering, only being able to dash forward with the verniers affixed to the main body.

---Shielding: Another function that is found on all IS units, and for inhabitants of Gaea can best be equated to the protective power of Aura. While those from Earth have greater Aura potential, they lack the knowledge of its existence. Instead IS users rely on the machines themselves to utilize a sort of invisible energy barrier forming over the IS and pilot to absorb damage from attacks. However, much like Aura, IS shielding does not last forever, but does replenish over time.

Lacking energy weapons or other energy consuming functions of any kind, Maxwell's shielding capability is quite formidable even compared to the newest units today. Unlike most other functions, Shielding is one of the few abilities that has not been hampered in any way by sustained damage.

---Passive Inertia Control (PIC): Another function common to all IS units and like Shielding, has not been compromised by damage. This function, coupled with small scale gravity control function, is what allows IS units to perform extreme aerial maneuvers at high speed as well as protect the pilot in catastrophic events such as a collision.

---Hyper Sensor: Another function common to all IS units, which links the IS's sensors and data directly to the pilot's five senses. This allows for greater reaction times as well as the ability to 'see' things in places that would otherwise be impossible to. This capability has been damaged on Maxwell, forcing its pilot to use it without computer aided control. Fortunately, Maxwell can still use its own sensor suites to recieve and display data.

---Self-Repair: This function is tied into the IS's ability to optimize itself for its pilot; it gathers data in every situation and uses this to better refine itself and improve performance. While in its Closed Form/Standby Mode, it will also automatically attempt to repair itself. Normally, the IS will attempt to optimize itself while ignoring the damaged part to be repaired, even if forced into battle. In essence, it would function as if damaged/destroyed parts did not exist.

This specific function has been 'patched' by Maxwell's development team; instead this particular IS's self-repair ability will shift between three protocols - Analysis, which takes top priority while activated; Restore, which scrubs analyzed data that ignores damaged parts while repairing, and Optimize, which uses the remaining analyzed data to optimize Maxwell in one 'patch' update.

---Extension Plan: In order to keep Maxwell up to spec with present day IS units a whole generation or more ahead of it with how little government budget is allocated to it, Maxwell has been given a series of six 'Extension Boosters' - separate solar powered units driven by a magnetic pulse system made specifically to enhance and bestow new capabilities to the aging IS without trying to directly modify it. Due to current events, all of these were scattered across Gaea when Maxwell entered the world; however, Maxwell itself does possess a radar system allowing it to determine the location of each Booster. They are as follows:

  • Blaze Booster (Back Unit): An aerial seven-foot long machine with a striking similarity to the old United States Navy's F-14 "Tomcat" fighter jet, complete with variable geometry wings. It links onto Maxwell by having the main part of its fuselage segment and 'fold' in half, causing the much smaller magnetic pulse engines, elevators and rudders to be upside down and below the rest of the fuselage. This exposes a round male connector and a female rectangular connector in the exposed mechanisms that connect straight to the back and floating units respectively. The wing joints are also on hinges from the fuselage, allowing them to pivot back while connected.
  • In addition to advanced flight capability in both speed and maneuvering, the 'intakes' for the Booster are actually armored housing hiding a pair of 'powered arms' - much larger, bulkier arms separate from the IS itself, but mimic the originals' movements. These are in turn used in conjunction with the Bunyan tomahawks for the massive High Frequency 'Hummingbird' blades housed in the wings.

Status: Unknown

  • Phantom Booster (Left Arm): One of a pair of Boosters that go onto the Blaze Booster's powered arms or Maxwell's own units, this unit is shaped in the form of a F-4 "Phantom" military aircraft. It deviates from the original's design as its wings are designed to function almost identically to its larger cousin - hinged variable geometry wings that fold up while docked. Unlike the Blaze Booster, its underbelly opens up and the entire fuselage extends to let itself fit over the forearm and cling to it while allowing the hand to be unobstructed.
  • With Phantom Booster equipped, Maxwell can use the 'Phantom Collider' special attack - using miniature warheads housed inside the thick wings and moving them internally to the nose which acts both as a blunt pile driver and a release mechanism for the warhead. This allows it to essentially have a high powered 'explosive punch' that can drop an enemy IS's shields or rip through armor guaranteed if it hits.

Status: Unknown

  • Spectre Booster (Right Arm): The sister unit to Phantom Booster, Spectre's namesake is an experimental stealth craft that was never put into production. That being said, it bears a closer resemblance to Phantom Booster due to using the same docking mechanism, while its wings are solid trapezoids, tapering off at the wing tips and much thinner than either the Blaze or Phantom Booster's.
  • Spectre Booster gives Maxwell a powerful active radar sensor array and fire control system dubbed 'Sixth Sense.' Normally protected due to being inside the wings, trios of panels on each slide out to reveal the flat detection equipment, causing the entire Booster to look like an eight-pronged shield. While using it, Maxwell is completely visible to anything using radar detecting systems, but by the same token, Maxwell can detect and lock onto -anything- that gives off a radar signature within its cone of effect - directly outward from the 'shield.'

Status: Unknown

  • Osprey Booster (Skirt Unit): Maxwell's final aerial Booster is inspired by the dual-engine tilt-rotor VB-10 Osprey airplane, a departure from the fighter jet aesthetic. Its docking method is similar to the Phantom and Spectre's as its fuselage expands to fit onto Maxwell. However, Osprey uses a harness-like connection system that's stored internally to latch onto the rear skirt armor, while the nose and tail collapse to fit on the top and bottom. The actual sides of Osprey's belly are actually articulated pylons, similar in design to the Blaze Booster's powered arms but designed specifically to carry other Extension Boosters if need be.
  • When equipped to Maxwell, Osprey's wing units are allowed to disconnect and reveal themselves to be another set of articulated pylons, though armored. This allows Maxwell to move the tilt-rotor engines in different directions for purposes other than just maneuvering. Osprey can switch the rotation of its rotors as well as accelerate them to incredible speed, causing either a vacuum phenomena dubbed 'Wind Tunnel' that keeps an enemy unit caught in it in place if not drawing it closer, or a high speed wind phenomena called 'Gale Wall' that can push small enemies away and keep them at a distance while throwing off ranged attacks through wind turbulence.

Status: Detected - Osprey's distress signal has been found in the Krisna region; all evidence suggests that it has crashed somewhere in the open.

  • Patton Boosters (Leg Units): Maxwell's final Boosters are another pair, but identical twins compared to Phantom and Spectre. They're also unique in that they're shaped after quad-tread tanks instead of aircraft, thus requiring Osprey to dock with Maxwell while airborne, clinging to the bottom of its fuselage while tilted, using both their own articulated pylons as well as hard-points for Osprey's to latch onto. Their pylons detach when docking to Maxwell, allowing the top half of each tank to push themselves open with internal actuators, allowing Maxwell's legs to slide in and link into the various connectors. When the top half reattaches, this causes each Patton Booster to fold out the front of the tank to form ankles and 'toes', while the front treads rotate down and backward to form a pair of 'heels' for each leg.
  • While separate units, they are effectively a single Booster in that both need to be connected to be used correctly. They also are the 'sisters' of the Blaze Booster as both have the same type of dual function - increasing mobility and housing weapon extensions. In this case, the former is achieved on land by using the treads as roller skates - this arguably is slower than normal Maxwell simply running, but it allows for incredible agility on the ground with hairpin turns while requiring far less physical exertion on the pilot's part. The latter comes in the form of the barrels on each unit; plugging the Adams heavy pistols into the back of them causes the turrets to release them and thus allowing the barrels to expand and extend. In this form, the firearms are collectively known as the 'Twin Dober' anti-armor railguns.

Status: Detected - Both Pattons have also been detected in the Krisna region along with Osprey. Evidence and logic point to this being genuine as recordings indicate both were docked to Osprey when the event occurred.

----------

Strengths: In its current form, Maxwell has only one major strength and that would be its size. It is far more powerful than a human even of equal size in raw strength and speed, and is further enhanced by shielding and dashing capability. It is capable of repairing and recharging itself over time, but that boon is negated by the extensive damage it has taken and having to optimize energy reserves. Essentially, it gives its pilot the ability to be in the same ballpark as the many, many, MANY strong warriors of Gaea without the need for magical or supernatural aid.

It can do damage to a larger enemy, especially up close, but it is by and far outclassed by actual mecha. The only hope Maxwell has of being a truly effective machine against those foes is finding the Extension Boosters that are likely scattered over Gaea and utilizing them to augment Maxwell's combat capabilities and their stored energy to replenish Maxwell's depleted stores.

----------

Weaknesses: As a mecha, it's practically the definition of a paper tiger - all of the circumstances put up against it make Maxwell ill-suited for mechanized combat. It does far better at being powered armor, but is still matched by skillful warriors in their own right without even counting supernatural abilities beyond Aura's passive protective properties.

As an IS, Maxwell is completely outclassed by literally every single other unit in current use. It lacks the technological advancements of 2nd or 3rd generation units to the point that normal training IS craft can outmaneuver and overpower it without its Boosters. It was designed and made with the idea that it was a civilian toy rather than a military unit, and thus shows the simplicity of those misguided thoughts. It's reduced to using single-shot heavy pistols and heated tomahawks when anything beyond a training unit has either far more physical weapons at its disposal, utilizes energy weapons, has a special gimmick ability, or any combination of the three. Maxwell is entirely dependent on external platforms, such as the Extension Boosters, to even be a viable competitor, and using them even weakens its overall shield strength.

----------

History: America's first IS, developed early on after the discovery and showcasing of the IS concept. Unlike future units, Maxwell was developed in the time when the entire idea of an Infinite Stratos was seen as a joke and nothing more than a toy. This was so prevalent that instead of anything resembling a legitimate screening process, its pilot was decided by what amounted to a government-funded reality show.

Its eventual pilot, Mist Almark, was nearly replaced due to the White Knight incident, the first time that anyone in the world took a serious look at ISes as a whole beyond a curious research subject. It was only due to Maxwell having already calibrated and optimized itself for Mist that she remained its pilot and thus sent to the recently founded IS Academy later.

While initially Maxwell enjoyed the benefits of being a personal IS, and thus being fully optimized and tuned for peak performance, any limelight was short lived when the second generation IS units, designed by companies and corporations after the White Knight incident and the Alaska Treaty, began to pop up and dominate the scene. Even the mass produced models used for training had marginally better performance than America's 'pride and joy.'

As all the mistakes in its design began to tear at the seams, America decided to look towards the future, even working with different countries such as Israel to help begin development of other ISes. By the same token, Maxwell's funding was drastically cut, considered a propaganda piece or a dead-end job for researchers who rocked the boat more than a project worth tax dollars. Mist, along with the few researchers that were on the project at this point did all they could to try and make Maxwell still mean something even as third generation ISes began to be unveiled around the world.

Their desperate effort crystallized in the Extension System for Maxwell. Any of the original development team that worked on it had moved onto other projects, and requests for experimental technology, extra funding or more manpower were denied. This caused those few that remained to turn to using external add-ons to increase Maxwell's performance using what conventional tech they could and praying that it would work.

While it was still nowhere near on par with anything on the cutting edge, the entire team, including Mist, rejoiced when the test flights and first 'Extension Fusion' ran without a hitch, warranting a party that put even the craziest college events to shame. This would come to bite them in the ass far sooner than they expected - the very next (spontaneous) test, autopilot software, ended in sudden confusion and tragedy as Mist, Maxwell, and all six Extension Boosters vanished off of radar and the face of the earth mid-flight.

10/13/2014 . Edited 10/23/2014 #7
GetterDragonRagnarokSamurai

Name: Artemis Aura Equipment Type(AKA Aura Artemis)

Type: Real

Height/Size: 9.9 arge(meters)

Appearance: The Artemis Aura Equipment Type is an Artemis model fielded by the Athens State of the Erebonian Empire. As such, it maintains all the standard design features such as the boat bow-shaped chest, three toes(these with additional claws like an Aura Battler's) with two in front and one in the back, as well as the long shoulders. However, there are some very clear differences. The Quartz armor of the Artemis has been overlaid and integrated with Gat-der carapaces and Kamai-lug shells like an Aura Battler. The shoulders have curved points to them at the end. The horn of the Artemis is similarly curved, bearing more of a scimitar shape rather than the sawblade of standard models, due to the beetle-like carapace that has been placed over it, overriding the knight's-helmet look it originally had.

Additionally, it has the Cable Talons of newer Kingdom models on each wrist.

Perhaps the most distinctive addition, however, is the large Aura flight unit backpack. Extending at least a meter off the back of the Artemis where its airjet would be, the Aura flight pack has the usual insectoid wings that channel Aura and enable flight in Aura Battlers. In this case, they are long and grasshopper-like. The airjet has been reworked into a single thruster at the very rear of the backpack, which lets out Aura thrust as needed to push the Golem-Aura BaStrengthsttler forward in high-speed bursts. It is on the side of this backpack that the Artemis holds its Aura Pressgun and its Aura Longsword, on the left and right side in a holster respectively.

The Artemis Aura Equipment Type is painted in the same yellow color as the rest of the units fielded in the Erebonian Empire's Valkyrie Squadron.

Franchise: Broken Blade/Aura Battler Dunbine Mix

Special Features:

Septium Frame--Like all Golems, the Artemis Aura Equipment Type is made entirely out of processed Septium, otherwise known as Quartz. As such, it is entirely dependent on manipulation by the pilot's Aura to use. While unlike an Aura Battler, it doesn't magnify it, the Quartz ligaments and outer frame all work seamlessly by slow injections of Aura and mental control from the handholds in the Golem's cockpit.

Aura Interface Control System--the same control system used in standard Golems, however this one is made different by taking technologies learned from captured Kingdom Aura Battlers, starting with the Gedo type that has been sold to small countries surrounding the Kingdom of Pharastia. Unlike standard Golem cockpits, the Artemis Aura Equipment type's control system modifies the handholds into proper control sticks, while integrating the Orbal Computers of the Aura Battlers with the Quartz cockpit, allowing the pilot to use their Aura to magnify their senses and awareness while limiting the amount necessary to do so.

The primary way the Aura Control System works, though, is that the pilot need only visualize the action their unit will take, from walking to flight, and it will do it. Further channeling of Aura will enhanced these actions as necessary through the Aura Tissue lining the frame.

Aura Frame--Due to the Artemis Aura Equipment Type's modifications, it uses Aura Tissues and the carapace of Gat-der insect monsters and the shells of Kamai-lugs as an outer armor, which have been worked on to carry Aura much like living beings do. Through their placement on the frame of the Artemis Aura Equipment Type, they amplify the Aura channeling that goes into the movement of the machine and greatly increase its strength while simultaneously giving it the ability to fly. This amplified Aura power can subsequently be translated into the unit's sword and Pressgun to increase their cutting and impact power. It is possible that one's Semblance can also translate into this machine as well if applicable.

Hyper Mode--It is theoretically possible, though it has not presently been observed, for Aura Battlers to channel so much Aura from their pilot, that their size and power will dramatically increase temporarily. However, this is presently a theory and the risks it may carry for the operator are intensely high due to such great use of Aura.

Attacks/Weapons: Cable Talons x2--A standard Aura Battler weapon, the Cable Talons of the Aura Artemis act as emergency melee weapons in a pinch, the Cable Talons are a blade attached to each wrist, which can also be fired on a grappling hook-like assembly to impale enemy machines at mid-range or even be used as climbing equipment if necessary.

Aura Pressgun x1--The standard carbine Pressgun issued to Erebonian GOlems, the Aura Artemis' Pressgun uses Aura enahncements to increase its firepower when necessary. With enough Aura power, the already formidable high-caliber Pressgun most Artemis carry can be comparable to a long-range Orbal Cannon. When enhanced by Aura, the Quartz bolts fired by this Pressgun take on a bright yellow-white hue.

Aura Longsword x1--The Aura Longsword would be an unusual weapon to be seen on the Artemis units, as they are meant for long range mobile assaults, but the Aura Longsword of five meters in length, equipped to the Aura Artemis, is a valuable weapon for its ability to enhance itself and its attacks with Aura. The Aura Longsword is a straight blue blade made of Quartz with a supporting frame of Kamai-lug shell to amplify the Aura transference. When being enhanced, the sword gives off a flame-like glow and can cut through even the strongest materials.

Strengths: The Aura Artemis is capable of even more immense combat power than the base model, as well as increased durability due to overlaying the Aura Battler equipment on to the base frame and using the channeled Aura to increase its durability like it would a human's. Thus it is both a fast and strong machine, and it is just as capable in melee as in range with its sword or Pressgun as necessary, while being able to handle as much as it can dish out. Furthermore, it controls near-instantly due to the Aura-based control system of a Golem and an Aura Battler being merged for proper use of the pilot's power. On top of this, it is capable of flight, something few combat machines in Gaea can attain, and at very high speeds no less.

Weaknesses: The Aura Artemis is hard to repair, and almost harder to handle. Already being built on the incredibly demanding Artemis frame, the Aura Artemis demands even further management of concentration and one's own Aura to stay standing properly or perform actions without hurting itself more than the enemy. Additionally, it has only two weapons and if they're lost it can only rely on its fists and the Cable Talons. Furthermore, the Aura Artemis demands an innately strong Aura power from its pilot. Even ordinary trained soldiers cannot be expected to field the machine under ordinary circumstances without side effects. While it is an excellent merging of Erebonian and Kingdom designs, it also highlights the dangers of each.

History: When SHizuna Yamada was brought to Gaea by General Faulkner, she was initially thought to be a failure in the attempt to counter Kingdom Duke Drake Luft's own use of denizens of the Mystic Moon. However, she did possess the powerful Aura they were said to, and soon plans were made to induct her into the Erebonian military. Using data from captured Kingdom Aura Battlers that were sold to neighboring countries, the principles of the Aura Battler, where the flesh of insects was combined with the pilot's natural Aura, was combined with Septium's natural ability to react to Aura, by placing the Aura tissue on the frame of an ARtemis and infusing the ligaments that move the machine inwide of it as well. The result was the Artemis Aura Equipment Type, or Aura Artemis. While the line as a whole has been deemed a failure, its use as proof-of-concept machinery will go down in history as Erebonian achievements. There are high hopes that this design and its pilot will perform well in the coming battles against the Kingdoms of Krisna and Pharastia, where it will serve under the command of Captain Zess of the Valkyrie Squad.

12/28/2014 . Edited 6/30/2015 #8
Gundam Pharmacist

Name: Oathkeeper

Type: Super

Height/Size: 12.4 meters/Large

Appearance: Oathkeeper strikes an imposing figure with its large, rounded black armor with red and violet trim. It bears resemblance to the bulky Guymelefs despite being based off an ATAC model. It possesses a single jewel eye on the left side, the right eye replace with armor over it matching its stag shaped helm.

It has two pairs of levitation stones encased in armor, one pair on the front of the shoulders, one pair on the rear of the thighs. Prototype air jets designed for more power are installed inside Oathkeeper's leg and foot armor, while the back itself is reserved for a cockpit hatch. It carries a thick greatsword and a thin rapier-like lance on either arm, locked onto the back of the forearm when not in use.

Franchise: Original


Attacks/Weapons

Greatsword: A thick, heavy blade about eight meters in length designed for cleaving foes in twain. Can be used with one arm.

Lance: Similar to the estoc Griselda wields on foot, this weapon is meant to be lightweight but both sturdy and powerful. It can be held with both hands, and is meant for thrusting attacks.

Fire Bolt EX: A wide-area fire Art intended to bombard multiple opponents and hold them at bay as a harassment tactic.

Flare Arrow: A powerful single target Art that causes a column of fire to strike down from above and bypass cover.

Spiral Flare: A wide-area fire Art meant for actual damage as opposed to a distraction. Sends multiple streaks of flame into the sky to strike various opponents.

Volcanic Rave: A high-tier fire Art that causes massive damage to both enemies and the surrounding area with lava and volcanic explosions from the ground.

S-Craft: Blazing Judgement

An up-scaled version of Griselda's S-Craft technique, but due to the fire quartz installed on board Oathkeeper, the entire machine is cloaked in flames as it lands several more blows than the normal version.

Special Features:

Levitating Flight - Oathkeeper is designed with aerial combat in mind similar to the Alesides-type Guymelef with additional movement thanks to prototype air jets found on Golems. While it lacks the speed of true aerial machines, it is able to hold its own in an aerial dogfight.

Quartz Core -Blood Diamond: Oathkeeper itself was built around the remains of an excavated ATAC unit whose name has been lost to time, one powered by a crimson jewel the mechanics took to calling the Blood Diamond. It is due to this main core that Oathkeeper is capable of high tier Arts without the need of Wind, Mirage, Space or Time Quartz.


Strengths: Oathkeeper is a beast in all variety of combat situations - it bosts considerable speed, mighty armor and devastating weapons in melee combat. While it lacks conventional ranged weapons like pressguns, it makes up for it by utilizing powerful fire Arts against its opponents.

Weaknesses: Oathkeeper lacks the speed, if not agility of lighter machines like Aura Battlers which can harass it in combat. In addition, the orbal technology inside the machine has not been perfected - any strong attack that can cause Oathkeeper to stagger will also cancel out any Art it is attempting to cast. Finally, its joints, particularly the shoulder and thighs have thin gaps that expose them to fire.

History: Oathkeeper is a prototype machine created by the Empire in an attempt to blend technologies from various cultures into one unit. It paved the way for mass produced Panzersoldat production during its construction and test flights. At this point, it possesses little to no worth outside of analyzing combat data, and so was given to Valkyrie member Griselda Steiner to operate.

5/25/2015 #9
thebladeofchaos

Name: Lucretcia

Type: Real

Height/Size: 9 meters. Average.

Appearance: Whilst still a Golem, Lucretcia is a very unique one. to begin with, aside from it's humanoid appearance, it's colour scheme makes it look like a knight in armour, with actual black sections dividing the 'armour'. These can make it look like a Guymelef at times, but it is a golem none the less. it's head has a horn on, almost like a unicorn, and it's face has a plus shaped visor. the back has a set of air-jet packs of sorts to enable it to move faster, climb cliff sides and the like, something this mech should be doing a lot of, as it's frame is visibly thinner. Several sections have cracks in, mostly through combat damage and the like.

On it's right hand side it has a long thin sheath, housing within it a sword that can actually be used as such against other mechs to cut through them instead of crushing them under the weight of it. It also has a, admittedly after market addition, Pistol shaped pressgun to enable it to have some ranged capability. It's owner has wanted to change these to gunblades, but hasn't found a capable enough engineer...yet.

On it's breast, and on it's blade, are 3 words, inscribed neatly in a very bold script, and which glow when the machine is in use.

Protect the innocent.

Franchise: Break Blade

Attacks/Weapons: Golem sized one handed Sword, Golem sized press pistol, Golem sized Press cannon.

Special Features: Wind and time Quartz build: these take the form more or less of the thrusters, but are dotted around. these enable the machine to take on speeds the sheer majority of mechs are unable to, even so much as being able to just climb sheer cliff faces with multiple jumps, going places no golem can normally go.

Refined weaponry: The sword is actually a sword, not just an oversized ornate club to crush people with. this enables it to cut through Quartz and the like. The weapons have slightly increased range over standard issue pressguns, and are, allegedly, more accurate then the majority.

Strengths: Fast, mobile, and powerful. The machine can fight like the best of them, due to it's pace being able to dodge a lot of shots that would be thrown at it, and it's weapons not being as cumbersome due to what they are made to do. The Quartz in it's hull can be used to power arts if needed.

Weaknesses: weak armour, though it's easily replaced. The weaponry is a bit....exotic for a golem, though given it's origins, it's expected. It does stand out on a battlefield, but then if it weren't for the fact it were made to break lines, not anchor them, it'd be perfect.

History: Silven's Golem has a bit of a storied history. Originally made by Falicia in order to prevent the Huntress from dying when facing the larger Grimm alone (as she was known to do). Whilst the Machine has been left in the care of Amarillis after team FAKS separated for various reasons, The Machine has had the best of care it could have, even a few upgrades over time.

When it was made, Falicia was in an Experimental stage. She hadn't quite dedicated herself to weapons production and improvement, but she wasn't quite done with her mechanised development days. Silven was in hospital with her various wounds from fighting the Nevermore, Kaine and Amarillis both came up with the same idea in order to try and prevent a repeat performance: give her something that could keep her safe when fighting. And thus, Lucretcia was conceived, named after Silven's Ancestor, made as a high pace fighter in order to play to the weaknesses of the majority of Grimm. It just so happened that during production, it was found to be able to fight Golem and ATAC on the same level.

Silven came out before it was finished, and Falicia was forced to rush it out in order to get the surprise finished for her. It wasn't long after this that they enrolled in Beacon Academy, and Professor Ozpin kindly let them keep the machine. However, with lack of use, it was left in a nearby hangar owned by the Academy, and rarely put out on duty. When the four of them left it after graduation, they ended up splitting up, with Amarillis keeping the mech due to going home to the most 'normal' life. And Falicia made many new parts for it during the time they spent there.

6/10/2015 . Edited 6/13/2015 #10
thebladeofchaos

Name: Dorchester Mk I (Steel Thunder) Mostly gets called Dorchester

Type: Real

Height/Size: Small, around 7-8 foot

Appearance: Dorchester is the latest in a long line of MAA made by the same Company who built the Dorchester armour. It has a very sleek, refined design to it. all of the sections are reasonably thin, almost as if the suit were just a larger human, with the outer layer of armour having a grey tone to it. if you hit it, it sounds hollow, hiding beneath it Mark II of the Composite armour used in such tanks as the Challenger II and the Abrams. This layer is a very shiny metallic silver, and is a lot tougher then the cosmetic armour on the outside. to the outside, aside from the head, it looks a lot like a human, though the face resembles a bear (more specifically the Ursa of Grimm). the camera that the pilot sees out of is hidden behind a visor, and looks like a pair of glowing red eyes. the hands are claw like, the feet have three bit toes, and on it's back are a pair of large almost drum like objects that contain the weapons the suit will use. A lot of it is scratched to hell, damaged by life and many holes in it, never mind stained with blood making it look like it's bitten a Grimm.

on both 'weapons bays' as they are called is the Union Flag, cut apart by the gap in the suit itself.

Franchise: Metal Wolf Chaos

Attacks/Weapons: A pair of L85A1s with Grenade launcher underbarrels, a pair of M1014 Shotguns, a pair of Rocket Launchers, a pair of M21 marksman rifles and a pair of high caliber sniper rifles. Because the drums can hold 4 weapons each. It also has space on it's leg for a pistol and knife.

Special Features: High grade Composite armour: this thing can take a beating that would kill most modern combat tanks and keep moving. despite the outer layer being fragile, once you get to the main armour, you will struggle to break it. having said that, this leads to a flaw in the design. there isn't a lot of room for the pilot in there. This means that the pilot can be knocked out by banging his head on something if the impact is too great.

thrusters: whilst normally used to let it fly, a series of thrusters exist on it's back and feet, built into the frame itself. These allow the suit to move a lot faster then should be able to. as Connor got some of his damaged, these are merely used to speed the suit up, but still, it can run at a VERY fast pace.

Personal Touch: the armour relies on the movements of it's wearer in order to move. in essence, it is merely an extension of the pilot houses within. this makes it more responsive, and indeed can make it work a lot faster then most mobile weapons out there.

Radar/Sonar array: the suit has built in radar and comms equipment to let it communicate with the outside world in more then hand gestures and loud shouts (and before Connor knew this guess how he communicated). These can also be used to give the suit an easier time fighting, able to scan the surrounding area and display it on a HUD for the pilot, along with ammo count, weapon in use and armour durability. the main cameras can also be used to magnify and focus on certain targets. Why is sonar involved you may be asking. In situations where radar is down or no intel can be gathered, sonar pings still work.

Strengths: Tough construction, powerful servos and a realistic response time make the MAA function as if it were just an extension of the pilot. as if it were just a suit. Dorchester is one of the leading examples, and when used correctly, most blows will bounce off the composite armour like a bad cheque at a bank.

the Servos also enable the suit to operate in situations where a normal humans live would be at risk. able to lift about 10 times the suits weight and keep moving, this also applies to it landing blows itself. coupled with the potential speed this makes it able to punch things so hard that they stay down in the ground.

Weaknesses: With a tight construction and little room for the pilot to move, the suit is vulnerable to stopping due to it's pilot being out cold. It's also very hard to avoid injuring the pilot if shot's do penetrate it. it's size makes it rely a lot on it's speed and blunt power to avoid injury. it's not hard to get in or out of it, but good luck trying to get out in a hurry.

History: Made as part of a project to update forces to modern standards, Dorchester Mk I is the pinnacle of British engineering, made specifically for the SAS and a hopeful counter (if Developments keep up) to the IS. Made using the newest grade of Composite armour, and state of the art weaponry. It was made to be the utmost that the British could make at the time

and then they gave it to Connor. Deployed over in Prague.

couldn't really hit the wrong target more in that regard but at least they went out and got it deployed somewhere it'd do some good and get tested. Regardless, life managed to find a way to work out just how it could get Connor into an actual battle to test it. An Unpredictable event, Liquid's insurrection proved the Suit was capable of combat, and leading it on to the Assault on Outer heaven proved the MAA was Viable. Never mind the simple fact that Connor and two fellow American MAA users displayed just how viable the suit is.

When he was teleported over, a miscalculation lead to the suit crashing to earth, damaging the thrusters and knocking Connor unconscious. and whilst the suit now sustains his will to fight, the damage is starting to show on the cosmetics.

12/21/2015 #11
Gundam Pharmacist

"Power sought with ambition bought without reason taut; the herald of desires blot, ruin wrought, and all for naught..." -Monolith's inscription

Name: Megalith, Divine Knight of Amber

Type: Super (Divine Knight)

Height/Size: 8.5 meters/arge

Appearance: Compared to current models of giant humanoid machines in Zemuria, Megalith bears the closest resemblance to a Guymelef out of all things, invoking the image of a winged knight in armor. True to its name, its primary color is rich, varying shades of amber backed by some sort of gold plating, accented by soft blue amber reliefs on its edges. Its face is covered by a solid, black tinted jewel-like structure and a visor on its helm. Unlike other machines, it appears to have material similar to pale hair flowing out of the back of its helm, covering its back and collarbones.

While its weapons are clearly of modern times, made with uncolored iron and steel, Megalith is never without a large tower shield on its left arm, roughly nine arge tall and four arge wide, with horizontal slits near the top. This shield is made of the same material as Megalith's own armor and presumably is as old as the machine itself.

Of note is that there are some cosmetic additions to its appearance after it was discovered and brought to the Zeiss Central Factory. Both the shield and right shoulder bear the white falcon of the Liberl Kingdom, the left shoulder bearing the red letters Z.C.F., and numerous warning and caution symbols have been put on it for the safety of factory workers and scientists. While this is a new – and reasonable – practice, its pilot has also taken to painting a bright green smiley face on the black faceplate, in an attempt to make it look 'friendly.'

Franchise: Trails


Weapons:

Impact Mace: Basic weapon designed for Megalith before research. A makeshift weapon designed from reinforcing a five arge long and five hundred rege wide lead pipe with iron bands.

Shot Halberd: Weapon designed by the Z.C.F. After doing initial research on the Divine Knight, it was discovered that the unit directly draws upon its pilot, or Awakener's abilities. Drawing from Maylene's own weapon and training, the Shot Halberd is a polearm weapon mounted with a 12.7 rege short-barreled orbal cannon to allow both melee and ranged attacks.

Zemurian Shield: The working name for the massive shield that Megalith bears on its left arm. The shield itself is a wide oval in shape, four arge wide, nine arge tall, and fifteen rege thick. The shield is gradually sloped, making it easier to deflect blows and attacks from the front. Samples from both the shield and armor suggest that the primary material used in Megalith's construction is some kind of Zemurian ore.


Crafts:

Whirling Thorn: A technique that consists of Megalith spinning into a crouching position on its shield, sweeping its weapon all around and pulling once it makes contact to unbalance and trip opponents. Also useful against normal monsters. (Area M, Unbalance 30%)

Steel-Splitter: A high powered jump using its wings before coming down with added thrust, weapon tip first. (Single, Penetrate)

Shield Bash: What it says on the tin, a strong bash to the enemy with Megalith's shield. Staggers foes. (Single, Faint 20%, Unbalance 30%)

Burst: A powerful charged attack that appears to be tied into the phenomena of EX-Arts; it is only usable when Megalith has a co-pilot with a strong bond, and effects vary depending on the co-pilot in question.

  • Burst – Spatial Disruption (Tita) Golden aura cloaks Megalith's weapon as it thrusts it at the enemy, momentarily rending space and warping whatever it strikes on contact.

Full Defense/Riposte: Megalith hunkers down behind its shield and keeps an eye through the slits in the shield, waiting for an attack. The moment an attack hits from the front, Megalith shield-bashes the enemy's offending arm or arms and follows up with a decisive strike to the chest or vitals in an instant. Moving or otherwise acting ends Full Defense. (Full Defense – Support, Max Guard. Riposte – Single, K.O. 50%)


Special Features:

EX-Arts: While it's not well understood, research has shown those with a strong bond with the Awakener, in this case Maylene, can contribute their own skills to Megalith in battle. This has had the added effect of researchers urging the young girl to keep her nose out of books and form new meaningful friendships.

  • Sandstorm (Tita): Causes earth to erupt at the epicenter and sand and smoke to whirl around, doing damage and blinding everything in its blast radius. (Area L, Set, Blind)

Spirit: Another function of Megalith that begs study is its ability to use the EP it possesses to recover from damage on the spot. While it is presumably limited, this skill combined with its defensive capabilities make it far more sturdy than the knightly figure it appears to be.

Flight: Finally, Megalith appears to utilize some sort of flight technology, presumably similar to the orbal engines of airships, that allows it to fly. The power-to-weight ratio appears to be far more significant compared to modern engines equipped to Liberlian commercial airships, as its performance is shown to be exponentially greater – merely by calling out to it, Megalith will appear in seconds, no matter what is in its way.


Strengths: Megalith appears to be an ancient marvel that has held up for however long it has been underground, able to easily compete with modern technology if not surpassing it. As far as its capabilities are concerned, it focuses on a defensive style but doesn't sacrifice offensive strength.

Weaknesses: Megalith appears to be either one of a kind as of this date or one of a few, given its title. At this time, the ability to replicate its parts is impossible due to the materials it uses. Furthermore, Megalith is quite self-aware and its personality proves to be strange; even when it comes to research, the only ones it will answer to are Maylene and those she has a sufficient 'bond' with. These bonds are also crucial to unleashing its full potential; without them Megalith is simply a high-performance machine.


History: Not much is known about Megalith at this time, other than it was discovered under the Tratt Plains road by sheer coincidence by its Awakener, Maylene Greenfield, and her closest friend, Tita Russell. Its creation dates back at least hundreds of years, given the massive amount of Zemurian ore used in its construction. Megalith itself appears to be reluctant to give up information as to its origins; it has bluntly stated it will not trust anyone whose desires and ambitions it does not known or seeks power or knowledge for selfish goals.


*Technical Note!!!*

Gaea uses the units of measurement we see in the Trails franchise, and thanks to those brave souls who work through the original Japanese material, we know what those units actually mean.

Selge = 100 meters

Arge = 1 meter

Rege = 1 centimeter

EP = Unit of measurement regarding orbal power output. Unknown what this exactly converts to.

1/19/2016 . Edited 1/19/2016 #12
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