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Mecha
Mar 7, 2007 21:55:27 GMT -5
Post by King of Slackers on Mar 7, 2007 21:55:27 GMT -5
Mecha have long been a staple of Kaiju Eiga. Whenever one of these titanic warriors of steel and technology shows up on the big screen, high octane action and special effects is sure to follow. However, despite their power, they always seem to fall victim to the simple laws of mechanics and physics. For example, no matter how tough and advanced it's armor may be, if attacked enough times the plating can actually come loose or jarred right off. The armor can actually crumble if enough pressure is placed on it as well. Mecha also tend to rely on pilots more often than not, and may have very slow reaction times the closer a Kaiju bears down on them. If a Mecha's pilot is killed in a fight, the Mecha is left helpless, and even if recovered, a replacement pilot may be a long time in coming. They also tend to require massive amounts of power that usually comes in battery form, thus limiting their effective operation time, though this seems to mostly apply to Kaiju-sized Mecha and not the smaller models. Mecha also tend to worry about ammunition, something Kaiju never have to worry about. All in all, the package that is the Mecha-type Kaiju can be very fearsome, overwhelming unsuspecting monsters from afar with high tech weaponry, kept only in check by the very nature of their design. Mecha can make excellent Intermediate Kaiju, or Basic Kaiju for veteran players. Remember that these are just examples of the standared tech found in the game world, to give you an idea as to what you can build up from. Feel free to make up your own mecha systems. Just be sure that when you do, you give us a brief description as to what the new equipment can do.
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Mecha
Apr 11, 2007 12:21:23 GMT -5
Post by King of Slackers on Apr 11, 2007 12:21:23 GMT -5
The following are examples of the types of equipment used in the construction of Mecha.
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Mecha Superstructure
This is pretty much the mecha's exoskeleton, interior braces, and other structural parts. The following is a list of common alloys and metlas used in the construction of Mecha superstructures.
Alumisteel is the easiest to aquire alloy and is lightweight and reasonably strong.
Duralloy is harder, heavier, and more durable than alumisteel.
Vanadium alloy absorbs a respectable amount of damage and is easy to mold.
Neovulcanium is similar to duralloy, and uses plasma-forging techniques to create an alloy of unparralleled resilience.
Neutronite is a tough steel alloy into which a weave of free neutrons has been pressed. It is extremely reslilient but also incredibly massive, weighing approximately five times more than a similar volume of lead.
Megatitanium- sandwiched in layers of crystal carbon and neovulcanium held in a magnetic matrix, megatitanium is exceedingly hard and durable.
Cerametal is the same ceramic compund used in some starships, which provides toughness and durability at a fraction of the weight of other materials. Thogh not quite as tough as some metals, cerametal's reduced weight makes the sacrifice in hardness a solid trade. Most mecha have cerametal parts in nonessential sections, but the cerametal superstructure is more rare.
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Mecha Armor
Armor can be welded or otherwise fixed securely to a mecha's superstructure, and is the mecha's primary physical defense in combat. The following is a common list of the alloys used in the construction of Mecha armor.
Alumisteel is the easiest to aquire alloy and is lightweight and reasonably strong.
Duraplastic is made out of advanced plastic polymers, such as carbon fiber and high-grade fiberglass. Although relatively cheap and light, it doesn't offer tremendous protection.
Duralloy is harder, heavier, and more durable than alumisteel.
Resilium is more malleable than duralloy, although not as strong.
Crystal Carbon is grown in orbital laboratories. A composite fiber material that narrowly outperforms neovulcanium armor on the battelfield.
Neovulcanium is similar to duralloy, and uses plasma-forging techniques to create an alloy of unparralleled resilience.
Megatitanium- sandwiched in layers of crystal carbon and neovulcanium held in a magnetic matrix, megatitanium is exceedingly hard and durable.
Reactive consist of layers of insulating gel or compressed gas between cerametal sheets, reactive armor provides the same protection as crystal carbon armor but is considerably cheaper and easier to produce.
Belenus Heat-Diffusing Armor is designed for use in areas of extremely high temperatures, and deflects heat and keeps the armor cool.
Darkstar Stealth Armor is based off of stealth materials used in aircraft. Using sensor-deflecting metals and signal-scrambling polymer coatings, the armor not only provides protection from attacks but also retards all eforts at being scanned.
Ion-Diffusing Armor counters the deadly ion damage that can incapacitate most mecha, grounding it and reducing electrical-based attack effectiveness by 20%.
Chromatic Antilaser Armor is a special plating that dilutes the damage done by laser weapons. The entire armor surface is coated wit high-density crystal fragments that intercept incoming laser beams and diffuse their energy, reducing their effectiveness by 15%.
Nanofluidic Armor is an incredible advancement in nanotechnology and mecha armor construction. Consists of layered alloy platings seperated by a thin coating of nanite-maintaing lubricants. When the nanites sense an impact against the top armor plating, they rapidly flow to the point of impact and increase the armor's density there a hundredfold.
Photonic Antiplasma Armor is designed to counter the plasma weapons that wreak havoc on mecha. Each segment of the armor plating is outfitted with microscopic electromagnetic emitters, attuned perfectly to avoid disrupting other mecha systems. Using advanced electromagnetic emission techniques, photonic antiplasma armor disrupts the flow of plasma energy at the point of impact and diffuses it harmlessly, reducing plasma based weapon effectiveness by 15%.
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Mecha Flight Systems
All mecha are equipped with legs that allow them to walk and run. This section describes various optional flight systems.
Afterburner Systems dumps a shot of raw fuel into the mecha's thruster system, giving the mecha a temporary speed boost for approximately 12 seconds. After activation, the afterburners must cool down for one minute before they can be used again safely.
Jetpacks combines vectored thrust with simple avionics, granting the mecha the ability to fly at subsonic speeds. Jetpacks must be refueled for every 1,000 miles of travel.
Jet-Assist Wings give flight-capable Mecha the ability to maneuver more effectively.
Thruster Boots combine powerfull fusion thrusters to grant a mecha the ability to fly at basic Machspeed.
Ramjet Thruster Boots are the best thruster system available, and allow the Mecha to fly at Machspeeds.
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Mecha Sensor Systems
Sensor systems make it easier for mecha operators to percieve their surroundings; however, not all mecha are equipped with sensors (or even require them). In such cases, mecha operators must rely on their own acute vision and hearing.
Sensor System Classes- Most sensor systems are classified into differing levels of ability depending on what kind of equipment loadout they carry.
Class I includes air/space radar that allows the operator to scan the basic topography of the surrounding area and pick out targets well enough to aim weapons at them.
Class II includes and electromagnetic detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by heat signature. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets.
Class III combines the features of the Class II with an advanced night-vision unit.
Class IV with all the previous options of the earlier systems, the Class IV also incorporates a ladar system that uses low-powered laser beams to quickly locate and identify difficult terrain, distant obstacles, and targets.
Class V improves upon earlier sensor systems by replacing the air/space radar with a powerfull multiband radar that quickly and effortlessly identifies and tracks mecha, creatures, and vehicles. It also incorporates and improves all the previous scanners into a single array.
Class VI resembles the class V but replaces the multiband radar with a multiphase radar capable of penetrating nearly any obstacle or barrier.
Enigma Sensor Suites use a combination of thermal imaging, X-rays, and vibration sensors that enable the operator to effectively see through solid objects. Fine details can't be detected, but a mecha using the Enigma suite could tell that three medium-sized humanoids were courched behind a closed door, or that an escape tunnel runs from one building to another.
Oracle Targeting System is the standared computer-assisted targeting system for mecha, combining holographic displays and heuristic target-prediction profiling to increase a mecha operator's accuracy.
Laser Painter is a simple device that allows a mecha to indicate a target on the battlefield. It projects a harmless, nearly invisible laser beam at a target, which then directs a guided missile or incoming air strikes.
Sensor Baffler is a device that throws up an interference field around the mecha to prevent scanning by enemy sensors.
SatCom Array is a communication and sensor suite that allows the mecha to communicate over a much longer distance than normal.
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Mecha
Apr 13, 2007 14:04:17 GMT -5
Post by King of Slackers on Apr 13, 2007 14:04:17 GMT -5
Mecha Defense Systems
Defense systems include energy shields, life support systems, and other equipment intended to protect the mecha and it's operator from harm.
Bulwark Tactical Shield- a high-tech version of the shield's carried by knights of old- is worn on one of the mecha's arms.
Bastion Tactical Shield improves on the Bulwark shield. When not deployed, the Bastion tactical shield can retract into the mecha's arm.
LX-10 Antishock Array grounds the mecha and protects it against electrical attacks, reducing their effectiveness by 30%.
Barricade Tactical Shield is a larger version of the Bastion tactical shield, and has a ceramic coating that reduces the effectiveness of heat and fire-based attacks. When not deployed, the Bastion tactical shield can retract into the mecha's arm.
Delphi Defense Suite consist of a heuristic collision avoidance system, enhanced crew restraints, and a series of adrenal and nonadrenal injectors for the mecha operator, all aimed at helping the mecha and pilot avoid injury, or otherwise reduced it.
Fortification is used to improve a mecha's defenses and armor their weak spots. Uusually comes in Light, Medium, and Heavy, these additions attach armored plates of appropriate thickness to certain points along the mecha's body, helping guard succeptible areas. The greater the fortification, however, the heavier and bulkier the mecha will be.
LX-20 Antishock Array is similar to the LX-10, and reduces the effectiveness of electrical attacks by 45%, and in addition insulates and protects the crew from the collateral dazing effect of an electromagnetic pulse.
Cloaking Screen warps light and energy around the mecha, rendering it invisible to visual and electronic sensors.
Deflection Field uses broadcast magnetics to provide a semi-permeable energy field around the mecha, deflecting incoming attacks to a certain degree.
Chaff is a cloud of reflective metal material that confuses enemy radar. It is lightweight and siperses quickly and efficiently, surrounding the mecha in a confusing cloud. A mecha chaff system ususally involves it's own nanotech replication unit, so the mecha generally has an unlimited supply of chaff.
Flares are designed to distract missiles that seek their targets based on heat signatures by rocketing off in random directions to confuse the targeting systems and draw away the missiles. A mecha flare pack has 12 flares.
Depolarizing Charge is a countermeasure designed to oppose weapons that attach themselves to mecha. By sending out a jolt of electricity across the surface of the mecha, it causes any enemy weapons that have secured themselves to detach and fall off.
Energy Shields use pulses of deflective energy to provide defense against energy attacks of all types.
Mass Shields combine the power to manipulate gravity with the ability to repel physical objects, these devices make excellent defenses against ballistic weapons and melee attacks.
Blackhole Singularity Shield is a special defense system that harnesses the power of gravity to deflect incoming attacks. This shield system uses gravity manipulation technology to produce miniature black holes (singularities) that swallow up incoming attacks. However, the unit requires several moments to prime, and can only be active for less than two minutes at a time.
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Mecha
Apr 19, 2007 14:56:22 GMT -5
Post by King of Slackers on Apr 19, 2007 14:56:22 GMT -5
Mecha use both melee and ranged weapons to combat foes. They ususally come in two varieties (unless it specifically states otherwise in the weapon description): Handheld Weapons: Which don't take up any space on the mecha itself. However, a mecha can be disarmed of a handheld weapon. Integrated Weapons: Which are built right into the mecha in question. Remember: Mecha weapon systems tend to be scaled to the individual unit. A smaller mecha equipped with the same weapons as a much larger unit is going to do much less damage solely based off of physical size difference.
A3X Dragon Flame-Thrower is used primarily against soft, unarmored targets. The flame-thrower carries enough fuel for 20 attacks.
M-9 Barrage Chaingun is essentially a high-tech machinegun. Uses multiple barrels to fire large-calibur ammunition. The base unit has enough room for four 50-round ammo belts. Additional space on the mecha can be used to store more 50-round belts.
M-53 Firestar Rocket Launcher fires powerfull self-guided incendiary-tipped rockets at any point within range. The system carries six rockets. Additional rockets must be added in specialized bins.
M-55 Crud Rocket Launcher is similar to the Firestar, but instead fires a rocket that releases a cloud of high-velocity shrapnel.
M-87 Talon Missile Launcher is the most common missile launcher on mecha. The base unit has 4 missiles. Additional ammunition packs have 4 missiles apiece.
PS-15 Panther Claws can tear great rents into even the most durable of metals and alloys. The claws can be extended or retracted from the mecha's hand.
Thunderbolt Shock Rod is essentially a one-handed metal rod with an electrical current running through the end. Can be handheld, or built into a mecha's arm.
Warpath Recoilless Rifle is a rapid-fire cannon that fires shells that detonate on impact. The system's magazine holds 20 shells, and extra 20-round clips can be added to the mecha.
Corona Microwave Beam is the cheapest mecha energy weapon, and deals moderate damage.
LK8 Armor-Piercing Pike is a massive carbon-alloy polearm that can pierce even the thickest physical defenses. This weapon can be handheld, or built into a mecha's arm.
M-21 Comet Autolaser consists of a rotating ring of laser cannons, and can deal substantial damage in a few barrages.
M-70 EMP Rocket Launcher, like it's bretheren, fires a powerfull rocket. This one, however, releases an electromagnetic pulse on impact. In addition to the burst of electricity, it can knock out the electronics of it's target for several seconds.
M-75 Cricket Rocket Launcher releases a deafening sonic pulse instead.
NKP Puma Pop-up Turret is a miniature plasma cannon concealed under a breakaway hatch in a mecha's hull. A triumph of miniaturization, it packs a significant wallop in a small, versatile package.
T-95 Cavalcade Chaingun is more powerfull and compact than the M-9 Barrage, the M-95 has multiple barrels that fire large-calibur ammunition. The base unit has enough room for four 50-round ammo belts. Additional space on the mecha can be used to store more ammunition.
Typhoon 240 Laser Cannon is a reliable weapon, dealing significant damage.
Chrysanthemum Laser Array releases a barrage of phosphorus lasers that deals massive damage to the mecha's surroundings. The laser can only be used a few times before it burns out and has to be replaced, making it an ideal weapon of last resort.
M-300 Rhino Mass Cannon charges a small bit of matter with incredible gravitational energy, then hurls it at the target, where it's increased gravitational pull causes it to slam into the target like a wrecking ball.
PS-25 Tiger Claws are an improvement over their PS-15 model. The Tiger claws have monofilament edges that tear through armor like hot knives through butter. The claws can be extended or retracted from the mecha's hand.
Tsunami 480 Plasma Cannon has two aperature settings: focused beam and wide-angle beam. The focused beam deals significant damage to a single target, while the wide-angle beam deals moderate damage over a short distance to many targets.
XJ-A Python Electro-whip is an electrified cable with embedded servomotors that wrap around the target, sending damaging shocks once it does so. This weapon can be handheld, or built into a mecha's arm.
Avenger Electro-Scimitar is a lightweight and efficient one-handed melee weapon, usually of expert craftsmanship. This weapon can be handheld, or built into a mecha's arm.
LT-5 Longshot Mass Driver fires hyper-accelerated spent-uranium slugs at the target, dealing damage strictly through the massive kinetic energy the round imparts to the target. The system's magazine holds 10 rounds. Additional space on the mecha can be used to store more 10-round clips.
RP-91 Reaper Laser Scythe is a two-handed melee weapon with a crystal carbon shaft housing laser and magnetic field generators. When activated, it suspends a laser beam within a razor-thin magnetic "envelope" shaped like a farmer's scythe. This weapon is always handheld; however, it can be collapsed and stored within an internal compartment.
Barrage Rapid-Fire Rocket Launcher packs a large number (28) of small missiles into a single launcher, which unleashes them all at once to devastating effect. The entire magazine is expended at the time of use, necessitating a reload every time it is fired.
Buzzsaw Grapple Defense System is a unique melee weapon designed to damage foes in close combat. Integrates a pair of whirling blades mounted on the mecha's body that can deal severe damage against a grappling foe. The blades can only be installed in the torso, shoudlers, back, or belt of the mecha.
Chain Cutter works like a standared chainsaw. Composed of lengths of razor-sharp crystal carbon chain, mounted on a pneumatic firing mechanism and weighted at one end.
Hunter Laser-Guided Missiles function exactly like other missiles, except they use targeting from laser painters to increase accuracy.
Shock Tether is a tightly coiled wire that fires from a pressurized launcher at nearby targets. Attaching itself magnetically to the target, the shock tether then administers minimal amounts of electricity steadily every moment it remains attached.
Venom Corrosive Spray is a composite of several harmfull chemicals that are stored safely in the mecha's body, and when released, can slowly corrode another target. The base unit has enough chemicals for 20 attacks.
A-17 Axel Driller Missile are specially designed to strike a target and, using a sophisticated drilling mechanism, bore down into the target and explode 12 seconds later.
Flashlock Grenade Launcher launches a ceramic sphere that contains several chemicals sperated by thin ceramic walls. When the grenade is fired from it's pneumatic launcher and strikes a solid target, the ceramic shatters. The chemicals combine, then expand in size and produce a thick gel capable of immobilizing even the largest targets. This weapon is generally used on smaller mecha.
GM-LT9 Seeking Missile is a dangerous weapon that integrate advanced computer and sensor systems, making them very accurate and very expensive. Once locked onto a target, it seeks it out with single-minded purpose, and cannot be fooled by chaff or flares.
IC-6 Subduer Ion Cannon is a deceptively potent weapon. When fired, it unleashes a minimally damaging ion beam. However, when used against a mecha, it starts to saturate it's body with excess ions. If there's too much ionic buildup, the mecha can shut down until the extra ions dissipate. The ion beams don't seem to damage living targets all too well.
IC-A Heavy Ion Cannon is a much more powerfull version of the IC-6, and can affect living targets as well.
Magbarbs are dangerous weapons that resemble small discs with magnetic field generators strapped to one side. When hurled at a target, they magnetically attach themselves to the target's body, and begin to cut into the target for almost a minute. This weapon is always handheld, though they can be stored in internalized compartments on the mecha's body.
Radiation Beam focuses an alternating, high-intensity beam of various types of radiation (including gamma rays, and alpha particles) to penetrate a target's armor and cause harm to the pilot and/or living tissue.
Sapper Tags attach themselves to a target and begin to drain power by tapping its central power source. Each tag resembles an ovoid disc with wires protruding from it's top and bottom. Sapper tags only work against mechas and similar targets. This weapon is always handheld, though they can be stored in internalized compartments on the mecha's body.
Tangleweb Array is composed of several tiny metal spheres fired simultaneously at the target. If they hit, they immidiately sprout hundreds of tiny filaments that coil around the target and bind it tight. Four spheres per shot, one shot per system. Extra ammunition can be stored in the mecha's body.
Avalanche Variable-Charge Energy Cannon works on the same principal as humanoid energy weapons with variable charge features. The standared energy bolt, which deals a respectable amount of damage, can be charged up by priming the weapon. Each time the weapon is primed, the power of the bolt triples. However, if the weapon is primed more than three times, it explodes, destroying the weapon and damaging the mecha wielding it.
CryoVac Missile Launcher integrates cutting edge cryogenic technologies with powerfull artillery. Each missile contains a tiny cryonic field emitter that, upon impact, delivers a high-intensity bolt of freezing cryogenic energy into the target. The base unit has 4 missiles. Additional ammunition packs have 4 missiles apiece.
F-40 Singularity Rifle Mk. 3 fires a tiny, high-gravity black hole encased in a magnetic force field that delivers crushing gravity at the point of impact. They must recharge for 6 seconds between shots.
P-7 Rail Gun operates on similar principles as humanoid rail guns, firing a high-speed bolt propelled by an electromagentic wave within the gun itself. Very usefull over long distances. The standared unit comes with 6 bolts. Additional space on the mecha can be used to store more ammunition.
R55 Gravity Trap is yet another advancement in gravity-altering technology. It is a small spherical device tha magnetically attaches to a target upon impact, then throws up a high-gravity field that hinders movement and operation. The standared unit comes with 6 traps. Additional space on the mecha can be used to store more ammunition.
RX "Rex" Cutting Laser is a focused solid-beam laser, usefull for slicing through tough defenses. However, it can generate a significant amount of heat, and must cool down every few moments or risk being damaged.
BT-11 Laser Glaive is similar to the laser scythe, composed of a laser beam suspended in a magnetic field in the shape of a medieval polearm. This weapon is always handheld; however, it can be collapsed and stored within an internal compartment.
Pulsemaser is a particularly nasty, combination microwave-and-laser weapon that alternates the intensity, width, frequency, and angle of a combined beam to penetrate defenses more effectively.
V-14 Antimatter Cannon is a deadly and potentially reckless weapon that fires tiny particles of antimatter that, upon impact, consume matter and produce a massive output of energy in the form of a dangerous explosion.
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Mecha
Apr 20, 2007 16:18:31 GMT -5
Post by King of Slackers on Apr 20, 2007 16:18:31 GMT -5
The following is a list of other pieces of mecha equipment that don't fall neatly into the other categories, including a variety of electrical systems.
Cockpit, Copilot is designed for another mecha operator. The copilot can fire the mecha's ranged weapons, perform active scans using the mecha's sensor systems, or aid the pilots attacks with his own knowledge and expertise.
Cockpit, Passenger is designed simply for another rider, allowing them to observe their surroundings, or use a small communications panel.
Comm System equips the mecha with a radio transciever that can tramsnit on multiple frequencies in either LOS (Line of Sight) or omnidirectional mode. It can handle up to ten simultaneous conversations.
Life Support Systems provides a closed environment, allowing the mecha's operator to ignore inhaled poisons and immersion in water. The onboard air supply lasts 25 hours.
HV-5 Haven Escape Pod jettisons the cockpit and the mecha operator from the rest of the mecha (ususally because the mecha is about to be destroyed). The escape pod can fly at subsonic speeds, but only has enough fuel for 2 hours of flight.
Space Skin is a series of environmental stabilizers that allows the mecha to operate in vaccum safely with no danger to the pilot.
Stealth Suites are based off of high-tech low obervables technology, and is a combination of sound baffles, heat dispersers, and nonreflective paints. Generally only effective on very small mecha.
Advanced Diagnostics are multiple redundant systems coupled with the ability to detect and correct minor system faults. The system allows the mecha pilot to slowly repair the unit over the course of several hours.
Structural Enhancements modify the mecha's superstructures, making them five times more durable than the regular versions.
Zero-G Stabilizers allow the mecha to operate normally in low-gravity and zero-gravity environments.
Crackerjack Neural Link directly links the operator's brain to the mecha, making it feel much less like a machine and more like an extension of the operator's body.
Nanorepair Units are state-of-the-art nanites that swarm over the surface of the mecha at the first indication of damage, slowly repairing the mecha. The nanorepair unit ceases to function if the mecha is destroyed.
Self-Destruct System allows the pilot to turn the mecha into a massive explosive device.
Chameleonic Coating is a coating of liquid crustal similar to spray-on LCD, and allows the mecha to alter the colors it displays on it's surface in order to hide more efficiently. It can be used to change color schemes, logos, or insignia as well.
Repair Drones are tiny robots that swarm over a damaged mecha and perform repairs based on their advanced programming. Once deployed, the robots work quickly, and can be directed by the pilot to repair certain areas anc components before others.
Integrated AI installs an artifical intelligence aboard the mecha's computer system. The AI is fully capable of controlling the mecha and acts as a copilot. It can be cold and emotionless or charismatic and talkative, depending on it's personality.
Nuclear Power Core is a nonstandared power core capable of providing power to more equipment than the standared mecha power core, and allows for greater operational time for large mecha. However, if the mecha explodes, it sends out a shockwave twice the size of the mecha.
Fusion Power Core is a nonstandared power core capable of providing power to more equipment than the standared mecha power core, and allows for greater operational time for large mecha. However, if the mecha explodes, it sends out a shockwave three times the size of the mecha.
Singularity Power Core is a nonstandared power core capable of providing power to more equipment than the standared mecha power core, and allows for indefinite operational time for large mecha. However, if the mecha explodes, it sends out a shockwave four times the size of the mecha.
Zero-Point Energy Power Core is a nonstandared power core capable of providing power to more equipment than the standared mecha power core, and allows for indefinite operational time for large mecha. However, if the mecha explodes, it sends out a shockwave six times the size of the mecha.
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