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MIchael Acre - Gyrfalcon VII (v10)

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Feb 23rd, 2017
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  1. Gyrfalcon VII, Reconnaissance and fast attack mecha
  2.  
  3. Head: m. striker C/S/K 4, 2 tons
  4. Torso: m. striker, C/S/K 8, 4 tons
  5. L. arm: striker, C/S/K 4, 1,5 tons
  6. R. arm: striker, C/S/K 4, 1,5 tons
  7. l. hand: CP 0,75, 1 Space, 1K, 0.5 tons (non-quick)
  8. R. hand: CP 0,75, 1 Space, 1K, 0.5 tons (non-quick)
  9. L. leg: m. striker, C/S/K 5, 2 tons
  10. R. leg: m. striker, C/S/K 5, 2 tons
  11. Armour: lightweight on all locations (2 cp, 2 sp, 1 ton)
  12.  
  13. Frame + armour: 43,5 cp, 20 tons
  14.  
  15.  
  16. Main sensors (head): 6 cp, 1 space, 2kills, 1 ton, 11km sensor range, 1300 km communication range
  17.  
  18. Additional systems: Head canopy cockpit with escape pod (2 cp, 2 spaces), Stereo (0,1 cp), deluxe security lock (0,4 cp), spotlights (0,2 cp), liftwire (0,3 cp), torso Advanced Sensor Package (10 cp, 2 space), torso Radio/radar analyser (5 cp, 1 space), torso target analyser (5 cp, 1 space), torso cannon cross link (2 cp)
  19.  
  20. Sensors + options: 31 cp, 1 ton
  21.  
  22.  
  23. Standard weapons:
  24. -mated meteor cannon (torso): range 400, WA +1, 4k, infinite ammo, fragile, 8 cp, 0,5 spaces, 0,5 tons
  25. - mated meteor cannon (torso): range 400, WA +1, 4k, infinite ammo, fragile, 8 cp, 0,5 spaces, 0,5 tons
  26. -point defence gun (head): range 150, WA +2, 1k, 20 rounds, BV 4, Phalanx, 4 cp, 1 space, 0,5
  27. tons
  28. -pumpkinseed missile (R. arm): range 1200, WA +2, 12k, 1 shot, 3,9 cp, 1 space, 0,5 tons
  29. -pumpkinseed missile (L. arm): range 1200, WA +2, 12k, 1 shot, 3,9 cp, 1 space, 0,5 tons
  30.  
  31. Handheld weapon loadouts:
  32. the suit can carry only 1 of these loadouts. For simplicity, the maximum weight and cp of these loadouts have been used for cp calculation of the mecha. (max cp = 14, max weight = 4 tons)
  33.  
  34. Missile loadout
  35. 2x Heavy missile pod (handheld): Range 550, WA +0, 9K, 6 missiles, 6,4 sp, 3,4 spaces, 2 tons
  36.  
  37. Paladin slayer loadout
  38. Paladin-Killer Missile Laucher (handheld):Range 600m, WA +3, 12K, 5 Shots, 14 CP, 8 Spaces, 2 tons.
  39.  
  40. Sniper loadout
  41. Beam sniper (handheld): Max Range 7,8Km (Long Ranged with 12,5 hexes as base), WA -1, 6K, infinite ammo, 13,5 CP, 8 Spaces, 3 tons.
  42.  
  43. Assault loadout
  44. Beam Rifle (handheld): Range 550 , WA +1, 8K, Infinite Ammo, 14 CP, 8 Spaces, 4 tons.
  45.  
  46. Weapons: 41,8 cp, 6,8 tons
  47.  
  48.  
  49. Thrusters and speed: 5 in each leg, 2 in each arm, 3 in torso(17 cp). Moves 800 meters per turn in flight. If used, the wings add 100 meters per turn. It runs at 250 meters per turn.
  50.  
  51. Cost before multipliers: 133,3 cp
  52.  
  53.  
  54. Mulitipliers: 1x metaform wings, in legs (x 1,05). Allows legs to form into wings. Lose the advantages of being legs while transformed but add +100 meters per set.
  55.  
  56. Total Weight: 27,5 tons, giving the machine -2 MV
  57. Total cost: 139,97 cp
  58.  
  59.  
  60.  
  61. The Gyrfalcon is very much a reflection of its pilot, designed for speed first, firepower second, and durability never. Instead, it relies on manoeuvrability, the phalanx system and a good escape pod. It also has a very good sensor package, to fulfil its role as a scout. It is based on the Bluegill frame, but almost all components have been extensively reworked with several parts (including the head servo) being completely unique, custom made by its pilot. Together with its distinctive red, orange and black paintjob and orange exhaust, they give it a completely unmistakable appearance. It is the 7th mech carrying the name, and the end result of a long series of upgrades and adaptations, with Gyrfalcon I to VI still not being agile enough or fast enough to avoid getting destroyed or demolished by the opposition. But Michael remains undisturbed, and with lucky number 7, he may have built a champion.
  62.  
  63. The head servo is probably the most striking customisation. Sculpted to be more avian then human, the “beak” of the mecha hides the advanced point defence system, while most of the armour above the two visor lines is actually just a set of thinly armoured shutters. These can retract to reveal a pane of armoured glass, which exposes the cockpit ball’s sensors (and the cockpit ball) to space. While this seems to be a rather glaring weak spot in the armour, in the one place where you should avoid weak spots, it allows the Gyrfalcon to fight on after losing its sensors, and the difference in protection is rather minor. Well, to its pilot at least.
  64.  
  65.  
  66. Michael Acre, the “Crimson Comet”
  67.  
  68. (Image source: Graham Aker, gundam 00)
  69.  
  70. Michael is a simple man. Born on Luna, he has long since abandoned his home and his parent’s faith to make a life for himself among the stars as a mecha jock. For the past few years, he has been working for a Jovian based band of mercenaries, and he embodies all the bad stereotypes. If it is a challenge, he wants to do it, if it is pretty, he wants to sleep with it, if someone is dangerous , he wants to fight it. He also has a slight ego problem, a caffeine addiction, and likes to declare any competent enemy pilot his nemesis, even after one brief encounter. Above all else though, he found one singular, divine purpose in his life: speed. Michael does not just want to go fast, he revels in it, driving himself to greater achievements. He knows the performance and thruster output of every known production mecha in the solar system, and the tricks to make them faster. He can talk for hours about fuel mixes, engine upgrades and other ways to increase the speed of a mech, and talks with almost religious reverence of those machines and pilots that set records and tested the limits of what could be reached. This attitude is reflected in his mecha, the Gyrfalcon, which sacrifices survivability and some of its weapon loadout to improve acceleration. He even modified the legs to bundle up and align all their engines along a single axis, turning an already fast mecha into a speed demon. His commanders tried to channel his eccentricities into something useful by using him as an advanced scout. Because of his focus on speed and the red/orange paint scheme of the Gyrfalcon, he started calling himself the Red comet, although few others care.
  71.  
  72. In fact, the only ones that seem to care are the legal department of a certain energy drinks distributor, that see a two-bit mecha jock stealing their IP. When he got the Cease & Desist, he attempted to try and find a compromise by changing his handle to Crimson Comet, but apparently the lawyers were not impressed. So now he has said goodbye to his old company and Jupiter’s sphere of influence, on the run from some serious legal fees, and is looking for a new employer, preferably one unconcerned with legal matters. It seems this guy Starwind is recruiting, and obviously, no one would say no to the famous Crimson Comet! And he’s even holding a mecha tournament, for new aces like him to prove themselves by fighting opponents that might be worth his talents. And so, days before the start of the tournament, one blond mecha jock and one heavily customised bluegill frame arrive on Auditorium, looking to sign up and prove once and for all who’s the fastest around here.
  73.  
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