FatmanJones

Gustaff Mk. II Tech Document

Jun 29th, 2011
276
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.60 KB | None | 0 0
  1. GUSTAFF MARK II - In the basic scale of things, the Gustaff Mark II is just that; an improved version of the original Bonne Machine known as the Gustaff. Piloted by the man known only as "Fatman", it utilizes a hybrid of the Gustaff's original technology and the parts of a Lagann originally utilized by pre-Arcadian pilots. It is powered by Spiral Energy as its primary fuel source, meaning the pilot of the Gustaff must be a living being with helixed DNA; for those who do not possess helixed DNA, the Gustaff Mk. II possesses a backup Quantum Refractor engine as a limited-power fuel source. It makes use of a large-scale Variable Weapons System similar to the original Megaman's, as well as a Modular Equipment System to switch out different parts.
  2.  
  3. Height: 14 feet, 7.5 inches
  4. Weight: 4 tons
  5. AI age: 9.9 years old
  6. Interior Skeleton: Reactive Titanium/Vibranium combination metal framework
  7. Armor: Depends on Armor Plating; Coated with mimetic polymetallic alloy for color changes
  8. Head is equipped with:
  9.  
  10. * Broad-range Eye Camera: Allows for long-distance viewing from inside the mech. Equipped with Infrared, Ectowave, Thermal and Night Vision scanners.
  11. * HAYATOM Inc. Voice Recognition System: Can recieve vocal orders from up to ten yards away.
  12. * HAYATOM Inc. Voice Generation Device: Utilized as a megaphone-like 'vocal' system for pilot to command orders to outside troops up to twenty yards away.
  13. * BONNE Inc. Radio Transmission/Reception System: Allows the pilot to recieve and transmit messages along shortwave and deltawave radio frequencies.
  14. * Beacon Bomb Cartridge Launcher: A head-mounted launcher for explosive nanoflares. The flares leave behind residual nanomites that send out a homing signal recieved by the Servbots accompanying the Gustaff, allowing them to investigate (or attack) the intended target.
  15.  
  16. Chest is equipped with:
  17.  
  18. * Accumulative Spiral Energy Generation Device: Stores spiral energy. Can generate the necessary energy which fits in the Gustaff's power batteries.
  19. * Ultra-Compact Quantum Refractor Fuel Tank: A large quantity of Spiral/Quantum Energy fuel is stored in the ultra-compact tank, in order for the Gustaff to be active in underground, underwater, or other harsh environments.
  20. * Central Control System: The Gustaff's AI "brain" which can be activated for remote control.
  21.  
  22. Back is equipped with:
  23.  
  24. * BONNE Inc. Emergency Ascension Thrusters: Allows the Gustaff to jump. Enables a second jump or a hover function in midair.
  25. * BONNE Inc. Modular Equipment System: Allows the usage of modular Special Weapons to replace the Search Buster with various weapons, such as the Magna Crusher, Tera Drill, or Hyper Shell; it also allows the use of the Lifter Arms, Leo Treads, Hydro Ballast, Hover Legs, and the Tempest Wing flight pack.
  26.  
  27. Arms are equipped with:
  28.  
  29. * Search Buster Mk. II-a: The Gustaff's basic weapon. Converts the Spiral/Quantum Energy to fire out a high-powered 'shotgun blast' of concentrated energy.
  30. * Energy Amplification Device: Amplify the energy, to release a more powerful shot/cone of energy.
  31. * LIGHT Corp. Variable Weapons System: Can use special weapons, by processing the captured/downloaded data of previous Robot Masters and Mavericks. The standard Special Weapon hard-wired within is the Chameleon Sting.
  32. * BONNE Inc. Modular Equipment System: Allows the usage of modular Special Weapons to replace the right Lifter Arm with various weapons, such as the Magna Crusher, Tera Drill, or Hyper Shell; it also allows the use of the Lifter Arms, Leo Treads, Hydro Ballast, Hover Legs, and the Tempest Wing flight pack.
  33.  
  34. Legs are equipped with:
  35.  
  36. * Full Auto Balancer (Gyroscopic Stabilization System): Can land cleanly in any area, from any kind of state.
  37. * Emergency Acceleration System: Accelerate in a blink of an eye, can dash around at enormous speed, can airdash.
  38.  
  39. ---
  40.  
  41. MES Special Weapons - The various Special Weapons the Gustaff Mk. II can utilize.
  42.  
  43. * Firebreaker: A sword bearing a striking similarity to Sol Badguy's Fireseal sword. Requires no energy to use.
  44. * Itano Cluster: A rocket launcher that fires out clusters of mini-missiles that home in and change direction to target opponents.
  45. * Tera Drill: A drill arm with the ability to expand the drill to ten times its normal size.
  46. * Magna Crusher: A bomb-launching arm; the explosives magnitize and draw in enemies before they detonate. The explosives can stick to walls and detonate in a number of ways; remotely, proximity, or timed.
  47. * Hyper Shell: Fires out a firecracker that spreads damage over a wide area. Cannot be fired while moving. Slows down movement.
  48. * Remote Charge: Releases a number of mini-sattelites that fire piercing lasers while closing in on enemies; when they are close, they explode.
  49. * Shock Vulcan: Fires out rapid electrically-charged bullets that paralyze enemies. The bullets reflect off walls.
  50. * Bulldog: A shotgun weapon that deals spreading damage. Closer enemies take the brunt of the damage.
  51. * Suck Cannon: Fatman's favorite weapon. Sucks up money, energy cubes, and items to be collected. It also sucks in small enemies and crates and stores them in a hypercube; the enemies can then be fired out as live ammunition.
  52. * Heavy Bouncer: Fatman's other favorite weapon. Fires out an explosive bomb that releases more powerful explosive bomblets; the bomb and bomblets bounce around before they detonate. Can be reflected off walls.
  53. * Nitrogen Streamer: A small flamethrower-like weapon that spits out a stream of plasma-form liquid nitrogen. Freezes enemies.
  54. * Splitter Laser: The equivalent of Megaman's Shining Laser. Fires out a rapid bolt of piercing laser energy that can be precisely aimed and fired within a first-person view.
  55. * Harbinger Shot: The Gustaff Mk. II's ultimate weapon. An upgrade to the Beacon Bomb launcher; Fires out energy dots that project targets on the ground, which activate large laser shots from a Vox Industries Harbinger Orbital Weapons Platform.
  56.  
  57. ---
  58.  
  59. MES Equipment - The various Equipment Modules utilized by the Gustaff Mk. II.
  60.  
  61. * Lifter Arm: The standard Equipment Module. Allows the mech to lift and manipulate things with its hands.
  62. * Leo Treads: Tank treads based on the Leopordo tank. Slow movement, but allows the Gustaff to navigate floors that implement status impairments without suffering from them.
  63. * Hydro Ballast: A plated flexible ballast that allows the Gustaff to move in water and acid/lava (with the right armor plate upgrades).
  64. * Hover Legs: Legs based on the Hover Gustaff. Allows the mech to navigate itself over all terrains, as well as hover for high distances.
  65. * Tempest Wing: Wing equipment based on the Fokkerwulf mech. Allows the Gustaff to engage in aerial/space battles.
  66.  
  67. ---
  68.  
  69. Armor Plate Upgrades - The various armors that can increase the Gustaff Mk. II's damage resistance. Includes Barrier Plugs and the Anti-Beam Poncho.
  70.  
  71. * Base Plating: The Gustaff Mk. II's base armor. Tri-layered steel with a light titanium blend.
  72. * Padded Plate: Hex-layered steel with a weaved Titanium/Kevlar blend.
  73. * Mirror Plate: Hex-layered Titanium/Kevlar weave with a Mirror Coat to each layer.
  74. * Linked Plate: Octi-plated Adamantium/Titanium weave with magnetized nanogels between layers.
  75. * Aegius Plate: Octi-plated Carbonox/Vibanium/Adamantium weave, Mirror Coat to each layer, and magnetized nanogels between layers.
  76.  
  77. * Flame Barrier: Prevents draining damage from fire and lava floors.
  78. * Light Barrier: Prevents paralysis and shock damage from electrified floors.
  79. * Frost Barrier: Prevents freezing damage from iced floors.
  80. * Shield Charger: Projects a forcefield around the Gustaff, absorbing damage. Enemies who strike the forcefield with physical attacks take counter damage.
  81. * Anti-Beam Poncho: An optional equip that nullifies projectile damage. Constantly maintains a ragged look to its design.
  82.  
  83. ---
  84.  
  85. MAIN COCKPIT CONTROLS
  86.  
  87. The Gustaff Mk. II controls very similarly to the Lagann (an obvious feature, considering it utilizes Mini-Ganmen technology in its construction). To activate, the Gustaff Mk. II's pilots must first insert a Core Drill ignition device into the central battery meter and "Spin ON" like a car key. The Gustaff Mk. II will then boot up and load the Track-Sticks, its main source of controls, into the cockpit. Finally, as the controls light up for usage, the view-screens will activate, forming a panoramic view of the surrounding area courtesy of the cameras built-in on the Gustaff Mk. II's head.
  88.  
  89. The first thing a pilot will notice, besides the hexagonally-shaped view-screen plates, is the Battery Meter in the center console. A circular device where the Core Drill is held within the middle, it is a spiral-lit meter that shows the current reserves of Spiral and/or Quantum Refractor energy from the Accumulative Spiral Energy Generation Device and Ultra-Compact Quantum Refractor Fuel Tank. Situated as part of the Battery Meter are two separate meters: The left meter for Variable Weapon energy and the right for Modular Weapon energy. When a blade weapon (or a weapon that utilizes no MW/VW energy) is in use, the meters will reflect this by showing a silhouette of the weapon in use.
  90.  
  91. Connected to the central plate of the controls are two smaller plates hosting more controls. The left plate has a small touchscreen able to cycle through video/radio/audio controls, with two volume sliders to control the Voice Recognition System's various inputs, and a horizontal slider to adjust the balance and fade from one input to the other. The right plate sports another small touchscreen utilized for multiple device readouts, and has four more buttons and another horizontal slider. The two orange buttons shown control the OK and Cancel commands for these readouts, and the yellow button controls the Menu readout.
  92.  
  93. The big red button on the rightmost control is an emergency button. When the menu on the right plate viewscreen shows the AI activation commands, the red button activates this. In a way, it's the autopilot button; it brings the computer AI online and allows it control (the Track-Sticks can retract into the Gustaff at this time, enabling it to take full control in dire situations; otherwise, normal activation engages and the pilot retains control while the artificial intelligence provides strategic/tactical advice). Finally, the horizontal slider on the right plate controls the different Viewscreen modes, consisting of Infrared viewing (able to see cloaked objects), Ectowave viewing (able to see Traps and ghosts when they are invisible), Thermal viewing (can see heat signatures), Night Vision (guess what it does), Transroom (backscatter X-ray) and Combat/Scan viewing (normal viewing, with HUD only).
Advertisement
Add Comment
Please, Sign In to add comment