This are my characters for the role play game Society 8. Even though it should be in role play for that reason, It's also a fan fiction: These designs has been on my mind for the past few years, but haven't had a reason to put it in hard form until recently. PREPARE FOR MASSIVE WALL OF TEXT.
NOVUS Military Technologies and MX Corporation Prototype Mobile Crystal Frame: MCF-TX204 Shale
MECHANIC FILES VER. 1.1
Contents:
0. Introduction
1. Technical Specifications
2. Features/Equipment
3. Technical Explanation
4. Concept Art
(0)INTRODUCTION
(1)TECHNICAL SPECIFICATIONS
(3)TECHNICAL EXPLANATION
(4)CONCEPT ART
-UNDER CONSTRUCTION-
Head:
Torso:
Waist:
Arms:
Legs:
Equipment:
DCS:
EDIT: Updated with all pics but the equipment (working on it), and included Blue Demon's specs as well.
NOVUS Military Technologies and MX Corporation Prototype Mobile Crystal Frame: MCF-AX105 Blue Demon
MECHANIC FILES VER. 1.0
Contents:
0. Introduction
1. Technical Specifications
2. Features/Equipment
3. Technical Explanation
4. Concept Art
(0)INTRODUCTION
(1)TECHNICAL SPECIFICATIONS
(3)TECHNICAL EXPLANATION
(4)CONCEPT ART
-UNDER CONSTRUCTION-
Head:
Torso:
Waist:
Arms:
Legs:
Backpack:
Weapons:
Equipment:
DCS:
- Code:
__________________________________________
//------------------------------------------\\ MMM MMM
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|| NN NN OOOOOO VV VV UU UU SSSSS || MMMMM MMMMM
|| NNN NN OO OO VV VV UU UU SS || MMMMMM MMMMMM
|| NN N NN OO OO VV VV UU UU SSSS || MMM MMMMM MMM
|| NN NNN OO OO VV VV UU UU SS || MMM MMM MMM XX XX
|| NN NN OOOOOO V UUUU SSSSS || MMM M MMM XX XX
||-----------#######################----------|| MMM MMM XXX
\\-----------#Military Technologies#----------// MMM MMM XX XX
\\----------#######################---------// and MMM MMM XX XX
NOVUS Military Technologies and MX Corporation Prototype Mobile Crystal Frame: MCF-TX204 Shale
MECHANIC FILES VER. 1.1
Contents:
0. Introduction
1. Technical Specifications
2. Features/Equipment
3. Technical Explanation
4. Concept Art
(0)INTRODUCTION
- Spoiler:
Shorthands: Many shorthands are used in this document. Please use this guide as a reference.
CF: Crystal Frame
BRS: Beam Reclamation System
1m: one Meter
1t: one metric Ton
TP: Thruster Pack
SC: Sniper Cannon
NB: Nova Blade
1kw: one Kilowatt
1par/sec: one particle per second
1par: one particle
PST: Particle Storage Tank
1kg: one Kilogram
1deg: one degree (angle)
1G: one times the force of gravity (x9.81m/s^2)
1km/h: one Kilometer per Hour
1C: one degree Celsius
DCS: Damage Control System
PsS: Phase-shift System
HV: Head Vulcan
1round/sec: one round per second
HC: Hand Cannon
FD/MG(s): Flare Dagger/Machine Gun(s)
FS/R(s): Flare Saber/Rifle(s)
HhB: High-heat Blade
HhR: High-heat Rifle
TK: Throwing Knives
ApK: Armor-piercing Knife
FC: Full Cloth
MB: Maintenace Bay
MX-N: MX-Node
MX-Pb: MX-Pilebunker
MX-PL: MX-Plasma Lance
MX-Sg: MX-Shotgun
MX-G: MX-Gatling
MX-BV: MX-Beam Vulcan
MX-RL: MX-Rocket Launcher
MX-MP: MX-Missile Pod
MX-BSG: MX-Beam Smart Gun
MX-GL: MX-Grenade Launcher
MX-R: MX-Rifle
MX-C: MX-Cannon
MX-MLMS: MX-Multipule Launch Missile System
NOVUS Military Technologies:
Leading military producer of it's time, NOVUS specialises in mechanical weaponry and CF. Models vary from stationary base defences to heavy artillery platforms to light assault frames. Pioneered the CF, and uses it as the main method of piloting, as human bodies are fragile.
MX Corporation:
Military corporation that leans more to public relations than military development; famed as protector of the common people. MX lab's Head Scientist A.C. devised most experimental technologies used in the MCF-TX204, and also single-handedly supervised construction of the CF in NOVUS' Military Hanger 02.
A.C.:
Chief of weapons development (R&D) for MX corp. Develops weapons and equipment for MX personnel, as well as for general use by the public. Developer of the famous 'Strumfaust' Rocket Harpoon.
Crystal Frame:
A relativley new technology, just less than a decade old. In theory, it eliminates the need for human soldiers, resulting in a far more efficient army. Uses a crystal matrix that contains the soul of a human; this eliminates the need for nutrients and sustenance. The crystals are installed in a modular metal module, allowing it to be inserted into any CF. Used mostly for military operations, although it has been know that some civilians have chosen to be placed inside a CF.
MX Weapons System (MX-WS):
Weapons system developed by MX corp. Uses modular weapons that share the same type of weapon mount, allowing it to be mounted universally on a MX-node.
(1)TECHNICAL SPECIFICATIONS
- Spoiler:
Serial: MCF-TX204 (Mobile Crystal Frame Tactical expirimental)
Codename: Shale
Manufacturer: NOVUS Military technologies in collaboration with MX Corporation
Armor Material: Ceramic/Metal Composite Armor, Arm guards made of Laminate armor w/BRS
Height: 1.9m
Dry Weight: 0.6t
--+ Default wep: 0.8t
--+ TP: 0.9t
--+ SC: 0.7t
--+ NB: 0.8t
Max Sensor Range: 60m
--Visor Down Range: 120m
Generator Output: 120kw
Beam Generator Output: 500 par/sec x2
--(OVERHEAT mode): 800 par./sec. x2
Beam Generator (BG) Storage: 20,000par
Particle Storage Tank (PST) Storage :20,000par
Dry Thrust Output: 100kg x4; 180-deg turn 0.8 sec
--w/TP: + 600kg x4; 180-deg turn 0.2 sec
Max. Acceleration: 1.2G
--w/TP: 3.2G
Max. Landing Speed: 20km/h
Operation Temperature: -20 - 140C
- Spoiler:
FEATURES:
Sensor Unit:
-Slide down sensor camera for sniping
-Head vulcans arranged around sensor camera
-Visor covers eyes, concealing identity
-Face mask protects face vents for combat
OVERHEAT Mode:
-Activated by severe generator overcharge or voluntary activation
-Cannot work with <50% charge, more charge = longer duration
-Releases all beam generator power
-User covered in red glow
-Beam weapon power significantly enhanced (range x1.5, damage x2)
-Burning aura burns surrounding environment (1m away), melts environment in contact (including ground stood on)
-Thruster power increased by 60%
-Cooldown period until generators cool down (aprox. 2min)
-Cooldown beam weapon power reduced (range x0.6, damage x0.75)
-Cooldown thruster output decreased 20%
Arm Guards:
-Houses charger slots for weapons, beam generators (1/guard), Tks
-Reflective beam coating (can be used as shields)
Damage Control System (DCS):
-On board logistics monitors location-specific damage
-White; 91-100% (no damage)
-Green; 81-90% (no significant damage, internals intact)
-Yellow; 71-80% (armor damaged, internals may have minor damage)
-Orange; 61-70% (armor breached, internals have performance-reducing damage)
-Red; 51-60% (armor severely damaged, large performance reduction, structure weakened)
-Black; 0-50% (armor destroyed, significant performance reduction, structure crippled, auto-jettison of damaged part and all child parts)
Phase-shift System (PsS):
-Allows short range teleportation (2-10m)
-Leaves afterimages (can be blown away by winds)
-Short cooldown (5 sec)
Beam Reclamation System (BRS):
-Routes energy weapon damage from Arm guards to PST
-Passive system (always active)
-Increases active lifetime of Laminate armor significantly
-Can absorb small/medium energy shots, large shots will cause damage
-Able to parry beam sabers for extended encounters
FIXED ARMAMENT:
9mm Head Vulcan (HV):
-4 mounted in head, arranged around sensor camera
-Fire-linked, fires 8rounds/sec (4 Vulcans)
-3,200 rounds stored in body, must be reloaded in MB
Hand Cannon (HC):
-Mounted in palm of hands
-Feeds energy from BG to target in contact (must be palm, not fist)
-Energy rate 400par/sec
-OVERHEAT rate 800par/sec
-Auxiliary weapon, or used to activate certain data panels
DEFAULT ARMAMENT:
Flare Dagger/Machine Gun (FD/MG):
-Mounted in right arm
-2 cartridges; occupies both slots
-Cartridges can be ejected independently
-Dagger beam 0.3m long
-MG optimal range 0-15m (Closer = more damage)
-MG fire rate 4/sec (one FD/MG)
-Alternating fire (1, 2, 1, 2, 1, 2...)
-Particle consumption (Dagger) 525par/sec, (MG) 125par/shot
-Particle consumption (OVERHEAT) (Dagger) 500par/sec, (MG) 200par/shot
Flare Saber/Rifle (FS/R):
-Mounted in left arm
-2 cartridges; occupies both slots
-Cartridges can be ejected independently
-Saber length 0.7m long
-Rifle optimal range 0-30m (Closer = more damage)
-Rifle fire rate 1/sec
-Simultaneous fire (12, 12, 12...)
-Particle consumption (Saber) 600par/sec, (Rifle) 650par/shot
Particle consumption (OVERHEAT) (Saber) 850par/sec, (Rifle) 900par/shot
High-heat Blade (HhB):
-Mounted on left backpack mount, mounted in left arm charge slots when equipped
-Single blade; occupies both slots
-Blade can be ejected
-Blade length 0.9m long
-Usage temperature 300C (500C in OVERHEAT Mode)
-Particle consumption 650par/sec
-OVERHEAT consumption 1,000par/sec
High-heat Rifle (HhR):
-Mounted on right backpack mount, mounted in right arm charge slots when equipped
-Single baarrel; occupies both slots
-Rifle can be ejected
-Overall length 1m (overlap with arm of 0.2m)
-Rifle optimal range 0-50m (Closer = more damage)
-Fire rate 0.75shot/sec
-Particle consumption 700/shot
-OVERHEAT consumption 1,100/shot
Throwing Knives (TK):
-3 mounted in each arm guard, hand-held in use
-Explosive; extending blades arm explosives, 1.5-sec delay
-Sticky; will stick to metal, embeds in soft targets
-length 0.1m (0.2m extended)
-Max range 10m
Armor-piercing Knife (ApK):
-1 mounted in each Leg pod, hand-held in use
-Sharp; slices cleanly through soft targets
-Piercing; will pierce through metal
OPTIONAL ARMAMENT:
Sniper Cannon (SC):
-Held in right hand when equipped, non-storable (must be equipped before sortie)
-Overall length 2m (overlap with arm 0.6m, tucked under arm)
-Does not use slots, but HhB or HhR cannot be equipped while SC is equipped.
-Max range 100m (64x hi-def scope, sensor camera target-tracking)
-6 rounds (revolver cannon), opening reloader 1sec, 2sec/round reloaded, 1sec to close reloader
-No spare rounds
-Piercing; rounds will pierce metal, deal medium damage to reactive.
-Explosive; rounds will explode on impact, dealing medium damage to reactive.
Nova Blade (NB):
-Two-handed sword; powered using both arm's charge slots
-Flexible cables allow adjustment of grip
-Overall length 2m, 1m base
-Handle length 0.7m
-Only usable in OVERHEAT Mode
-Usage temperature 900C
-Non-storable (must be equipped before sortie)
-Particle consumption 2,000par/sec
OPTIONAL EQUIPMENT:
Thruster Pack (TP):
-4 thruster pods w/ stabilizer fins mounted on central cone in X-pattern
-Pods have full articulation (pan, tilt, trim)
-Top 2 pods can dislocate on tracks to point straight down for atmospheric maneuvers
-Pods point backwards in compact mode for storage
-Can be equipped before sortie, or attached in mid-combat (requires docking sequence)
Full Cloth (FC):
-Cloth dark olive color
-Beam resistant (similar to Ablative gel)
-Covers entire body; not distinguishable from human wearing similar cloth
-Hood + visor/mask conceals head
-Partition in cloth allows TP to be mounted (TP is visible)
-Can be cast off
Maintenance Bay (MB):
-Stationary dock for maintenance of MCF-TX204
-Operated by AI Autonomic Linked Interface for Construction and Equipment (A.L.I.C.E)
-Once docked, damaged modules ejected, replaced, repaired, reloaded
-Equipping extra modules done here
-MCF-TX204 can interface when not directly connected to send out TP
-MB cannot request link from MCF-TX204; Shale must request link from MB
-MB carries spare armors, components, modules, equipment
ALTERNATE EQIPMENT:
MX-Weapons System (MX-WS):
-Replaces arms with MX-N compatible equipment arms
-Arm guards replaced with Static MX-Nodes
-Shoulder armors mount MX-N
-Storage racks on backpack eject, become Magazine racks
-Hip armors eject, replaced by new armors with Magazine racks
(3)TECHNICAL EXPLANATION
- Spoiler:
1. Energy Weaponry
-In general, uses beams to deliver thermal energy en masse to target
-3 main types: Beam, Plasma, Laser
-Beam; uses beam particles to transfer high amounts of energy to the target. particles have mass.
-Plasma; fires plasma (excited gases) at target, uses gases as ammunition. Requires considerable amount of energy to fire.
-Laser; Uses LASER beams to fire at target. Instantaneous beam, not affected by atmospheric conditions, but can be reflected/refracted by polished surfaces (Mirrors, gloss, etc.)
BEAMS:
-Beam particles can be made in a BG, or in a PST
-Beam particles can be influeced by specific magnetic fields; different concentrations are affected by different fields
-Beam weapons use electromagnets at muzzle to influece type of weapon
-Ranged weapons hold beam particles in magnetic sheath; contains particles until target is reached
-Melee weapons only influece particles at the base; beam tapers to a point
-Most common beams are rounded; special beam shapes require more energy to create (Different magnetice patterns)
-Beam particles have mass; they are low-recoil as compared to ballistics, but also relativley lower penetrating power
-Sniper beams are high-density narrow beams; allows for penetration, but at a lower spread, and higher energy consumption
-Beams will deteriorate in an atmosphere and will not work underwater; most efficient in a vaccum (Space)
-Beam particles can be fed into a lined-blade; heats cutting edge for better performance
PLASMA:
-Uses gases that has to be stored in a cartridge or storage tank
-Ammunition a mixture of excitable gases that have long carry-distance; equates to longer range
-Priming chamber excites gas, diaphragm expells plasma out barrel
-Shots deteriorate faster over time; plasma disperses in an atmosphere
LASER:
-Uses energy as main source of power (gases in cartridge determine type of beam emitted)
-Powered by E-packs (stores energy used for laser)
-Beam is instantaneous; not affected by gravity or atmosphere
-Lasers will reflect of polished surfaces, refract on transparent surfaces (glass, water, etc.)
2. Ballistic weaponry
-Conventional weapons (pistols, shotguns, rifles, bazookas, etc.)
-Uses physical ammunition (bullets, rockets, shells, etc.)
-Some pierce, some use pushing force, some are explosive
3.Hybrid weaponry
-Some weapons use hybrid materials (powered blades, charged rounds)
-Hybrid weapons use powered edge to deal energy damage as well as kinetic damage
-Significantly increases penetrating power of weapons
-Works well with swords and rifles
4. Armor
-Armor can be used to reduce damage from ballistic/energy/both damage
Armor spectrum: Ballistic-->Balanced-->Energy
BALLISTIC
CHOBAM Armor:
-Best ballistic defence
-Immune to bullets, minimal damage from impact weapons and explosives
-Absorbs energy shots quickly; may overheat and crack/shatter
-Very heavy; cast-off armor feature common
Reactive Armor:
-Provides excellent defence against explosives and impact weapons
-Minimal damage against bullets
-Individual plates shot with beams will melt and fuse to surface, creates weak-spot/hole in armor
-Heavy plating; often made in plates, so damage is very location-specific
BALANCED
Metal Armor:
-Metal alloy mixes structural strength with durability
-Strong against impacts and bullets
-Absorbs energy shots quickly; may warp, melt
-Explosives may dent/breach metal
Ceramic/Metal Composite Armor:
-Balanced defence against all types of weaponry
-Most common type of armor
Ceramic Armor:
-Hardness shatters small to medium arms
-Brittle; may shatter with heavy impact/explosives
-Does not absorb/transfer energy quickly; beams not as effective
-Can be polished to reflect Lasers
ENERGY
Ablative Gel:
-Can be applied to any armor (more effective on matte surfaces)
-Absorbs and dissipates energy rounds on applied area
-Gel deteriorates (location-specific), may leave holes on gel coat
-Ballistics can punch holes in gel coat
-Must be applied onto armor and set; apply before sortie
Chaff/Anti-beam Cloud:
-Often a mine or grenade, disperses particles that reduce effectiveness of beams by 35%
-Works by increasing density of relative atmosphere (beams are less effective in dense atmospheres)
-Creates an AoD (can be affected by wind), normal effective range 5-10 min
Laminate Armor:
-Large single sheet of absorbent armor; energy transferred among entire armor
-Damage to armor does not affect vs beam defence; as long as armor is in one piece, performance is same
-Average defence against large caliber arms, impact and explosives
Reflective Armor:
-Gloss finish and curves dissipate energy shots
-Minimal energy transfer, therefore minimal damage from energy weapons
-Scratches reduces effectiveness of affected area significantly
Beam Armor:
-Spreads beam particles across surface
-Beam particles cancel out other energy weapons, reduce effectiveness of ballistics
-Vaporizes small/medium arms fire, reduces effect of large caliber arms, explosives and impact weapons
-Spreader nodes/network must be built into user; only practical on larger frames
-Damaged/destroyed nodes leave holes in armor
-Requires large BG
5. MX-Weapon System
MX-Node (MX-N):
-Modular mount point for MX-WS compatible equipment
-2 types; Static (no movement), and Dynamic (rotatable along y-axis)
-MX-WS compatible equipment can be ejected from MX-N
CLOSE RANGE EQUIPMENT
MX-Pilebunker (MX-Pb):
-Melee impact spike
-Piercing type; can punch a hole through steel, concrete, etc.
-Force delivered via blast cartridge stored in firing chamber
-Weapon is single-load; new cartridge must be inserted every use
-Spare cartridges can be stored on magazine rack
-Max. magazine storage 12 cartridges + 1 chambered
-Punching with impact spike triggers blast cartridge, delivering high piercing force to contact surface
-high recoil; average force 6lb
MX-Plasma Lance (MX-PL):
-Melee energy lance
-Energy weapon; delivers thermal stess upon contact
-Plasma channeled through 3 sheaths to form lance
-Variable output; lance length depends on output speed
-Powered by plasma cap
-Cap capacity 2 min. (normal output, continuous)
-Spare Cap can be stored on magazine rack
-Max. continuous stream 5 sec; cool down 1 sec
MX-Shotgun (MX-Sg):
-Close range shotgun
-110 pellets with 0.5m/m spread
-0.5shots/sec
-12 round magazine + 1 chambered
-Spare magazine can be stored on magazine rack
MIDDLE RANGE EQUIPMENT
MX-Gatling (MX-G):
-Middle range gatling gun
-0.1m/m spread
-300 round drum capacity, spare drum stored on magazine rack
MX-Beam Vulcan (MX-BV):
-Middle range beam machinegun
-3 barrel gun that fires in succession
-Fire rate 4shot/sec
-Fire consumption 300par/shot
-Beam generator mounted on magazine rack
-Generator output 600par/sec, storage capacity 1,200par
MX-Rocket Launcher (MX-RL):
-Middle range rocket launcher
-Medium velocity rocket; speed of 17km/h
-5 round magazine + 1 chambered
-Spare magazine stored on magazine rack
MX-Missile Pod (MX-MP):
-Middle range homing missile launcher
-Missile lock-on time 2s
-4 tube missile launcher, no spare missiles
MX-Beam Smart Gun (MX-BSG):
-Middle range curving beam cannon
-4 barreled beam cannon
-Output beam max. bend 30deg
-Consumption 600par/shot
-Beam generator mounts on magazine rack
-Beam generator output 800par/sec, max capacity 4,800par
MX-Grenade Launcher (MX-GL):
-Middle range parabolic cluster grenade launcher
-6 round revolver clip, 3 extra rounds stored in clip on magazine rack
-grenade muzzle velocity 6km/h
LONG RANGE EQUIPMENT
MX-Rifle (MX-R):
-Long range anti-material sniper rifle
-Scope zoom 12x
-Rounds pierce most armor materials
-8 round magazine + 1 round chambered
-spare magazine can be stored on magazine rack
MX-Cannon (MX-C):
-Long range high velocity cannon
-Scope zoom 10x
-Explosive rounds deal splash damage
-20 round box magazine + 1 shell chambered
-Support computer mounted on magazine rack
MX-Multiple Launch Missile System (MX-MLMS):
-Long range vertical missile launcher
-Requires left and right mounting points
-Launches 8 vertical-launch missiles that separate into 4 warheads each
-2 salvo limit
-targeting computer and laser guide occupy left and right magazine slots
Default sets for MCF-X204M Shale MX-WS Type:
Standard:
-MX-PL mounts on Left arm
-MX-S mounts on Right arm
-MX-G mounts on Left shoulder
-MX-RL mounts on Right shoulder
Melee:
-MX-PL mounts on Left arm
-MX-Pb mounts on Right arm
-MX-S mounts on Left shoulder
-MX-Sg mounts on Right shoulder
Heavy assault:
-MX-G mounts on Left arm
-MX-Sg mounts on Right arm
-MX-RL mounts on Left shoulder
-MX-GL mounts on Right shoulder
Support:
-MX-S mounts on Left and Right arms
-MX-G mounts on Left and Right shoulders
Sniper:
-MX-R mounts on Left arm
-MX-BSG mounts on Right arm
-MX-C mounts on Left shoulder
-MX-S mounts on Right shoulder
Artillery:
-MX-GL mounts on Left and Right arms
-MX-MLMS mounts on shoulders
(4)CONCEPT ART
-UNDER CONSTRUCTION-
Head:
Torso:
Waist:
Arms:
Legs:
Equipment:
DCS:
- Code:
D.C.S AND H.U.D
MCF-TX204
DMG(ARMOR/STRUCTURE) ____
HEAD: 100%/100% | | H-VULCAN: 3200
|_ _|
NECK: 100%/100% __ ___[]___ __
TORSO: 100%/100% | || || | BACK: 100%/100%
L-SHOULDER: 100%/100% | || || | R-SHOULDER: 100%/100%
|__|| ||__|
L-ELBOW: 100%/100% _[]_| |_[]_ R-ELBOW: 100%/100%
| ||________|| |
L-ARM: 100%/100% | || || | R-ARM: 100%/100%
WAIST: 100%/100% | || || |
|__||________||__|
L-HAND: 100%/100% [] | || | [] R-HAND: 100%/100%
L-THIGH: 100%/100% | || | R-THIGH: 100%/100%
|__||__|
L-KNEE: 100%/100% _[]__[]_ R-KNEE: 100%/100%
| || |
| || |
| || |
|__||__|
L-ANKLE: 100%/100% [] [] R-ANKLE: 100%/100%
L-FOOT: 100%/100% /__\/__\ R-FOOT: 100%/100%
SYSTEM STATUS:STANDBY/NORMAL/COMBAT
OVERHEAT STATUS: CHARGING (99%)/READY/ACTIVE(99%)
DCS MANUAL OVERRIDE: OFF/ON
EDIT: Updated with all pics but the equipment (working on it), and included Blue Demon's specs as well.
- Code:
__________________________________________
//------------------------------------------\\ MMM MMM
//--------------------------------------------\\ MMMM MMMM
|| NN NN OOOOOO VV VV UU UU SSSSS || MMMMM MMMMM
|| NNN NN OO OO VV VV UU UU SS || MMMMMM MMMMMM
|| NN N NN OO OO VV VV UU UU SSSS || MMM MMMMM MMM
|| NN NNN OO OO VV VV UU UU SS || MMM MMM MMM XX XX
|| NN NN OOOOOO V UUUU SSSSS || MMM M MMM XX XX
||-----------#######################----------|| MMM MMM XXX
\\-----------#Military Technologies#----------// MMM MMM XX XX
\\----------#######################---------// and MMM MMM XX XX
NOVUS Military Technologies and MX Corporation Prototype Mobile Crystal Frame: MCF-AX105 Blue Demon
MECHANIC FILES VER. 1.0
Contents:
0. Introduction
1. Technical Specifications
2. Features/Equipment
3. Technical Explanation
4. Concept Art
(0)INTRODUCTION
- Spoiler:
Shorthands: Many shorthands are used in this document. Please use this guide as a reference.
CF: Crystal Frame
1m: one Meter
1t: one metric Ton
1kw: one Kilowatt
1par/sec: one particle per second
1par: one particle
PST: Particle Storage Tank
1kg: one Kilogram (thrust)
1deg: one degree (angle)
1G: one times the force of gravity (x9.81m/s^2)
1km/h: one Kilometer per Hour
1C: one degree Celsius
DCS: Damage Control System
D.A.S.H: Distance Agility Speed Hover
SV: Shoudler Vulcan
1round/sec: one round per second
NOVUS Military Technologies:
Leading military producer of it's time, NOVUS specialises in mechanical weaponry and CF. Models vary from stationary base defences to heavy artillery platforms to light assault frames. Pioneered the CF, and uses it as the main method of piloting, as human bodies are fragile.
MX Corporation:
Military corporation that leans more to public relations than military development; famed as protector of the common people. MX lab's Head Scientist A.C. devised most experimental technologies used in the MCF-AX105, and also single-handedly supervised construction of the CF in NOVUS' Military Hanger 01.
Crystal Frame:
A relativley new technology, just less than a decade old. In theory, it eliminates the need for human soldiers, resulting in a far more efficient army. Uses a crystal matrix that contains the soul of a human; this eliminates the need for nutrients and sustenance. The crystals are installed in a modular metal module, allowing it to be inserted into any CF. Used mostly for military operations, although it has been know that some civilians have chosen to be placed inside a CF.
(1)TECHNICAL SPECIFICATIONS
- Spoiler:
Serial: MCF-AX204 (Mobile Crystal Frame Assault eXpirimental)
Codename: Blue Demon
Manufacturer: NOVUS Military technologies in collaboration with MX Corporation
Armor Material: Laminate Armor, Musha-plating made of Reactive Armor
Height: 1.9m
Dry Weight: 0.5t
--+ Default wep: 0.6t
--+ D.A.S.H: 0.7t
--+ FA: 1.5t
Max Sensor Range: 50m
Generator Output: 140kw
Beam Generator Output: 450 par/sec
Beam Generator (BG) Storage: 1,600par
Particle Storage Tank (PST) Storage :2,000par
Dry Thrust Output: 100kg x4; 180-deg turn 0.8 sec
--w/D.A.S.H: +200kg x2; 180-deg turn 0.1 sec
Max. Acceleration: 1.3G
--w/D.A.S.H: 3.3G
Max. Landing Speed: 30km/h
Operation Temperature: -30 - 150C
- Spoiler:
FEATURES:
Damage Control System (DCS):
-On board logistics monitors location-specific damage
-White; 91-100% (no damage)
-Green; 81-90% (no significant damage, internals intact)
-Yellow; 71-80% (armor damaged, internals may have minor damage)
-Orange; 61-70% (armor breached, internals have performance-reducing damage)
-Red; 51-60% (armor severely damaged, large performance reduction, structure weakened)
-Black; 0-50% (armor destroyed, significant performance reduction, structure crippled, auto-jettison of damaged part and all child parts)
Distance Agility Speed Hover (D.A.S.H):
-Computer system that controls thrusters
-Vectors thrust for hovering and agile movement
-Normal speed 20km.h, max 80km/h
REFLEX Joint (RJ):
-Special joint type allows for short bursts of enhanced reaction and speed
-Allows for rapid movement in short time
-Arm joints using RJ can slash with considerable speed
-Joint friction may cause overheat and excessive wear with prolonged use
FIXED ARMAMENT:
9mm Shoulder Vulcan (SV):
-2 mounted on shoulders w/covers
-Fire-linked, fires 8rounds/sec (2 Vulcans)
-5,600 rounds stored in body, must be reloaded in MB
DEFAULT ARMAMENT:
Katana 'Nichirinmaru':
-Mounted on right hip in sheath, cutting edge facing up
-Blade length 0.9m
-Powered cutting edge
-Particle consumption 600par/sec
-Cuts through solid steel with ease
Wakizashi 'Hyaku-Kiba':
-Mounted right below Nichirinmaru's sheath, cutting edge facing down
-Beam blade; variable mode Wakizashi/Shotgun
-Blade consumption 550par/sec, Shotgun 900par/shot, 1.5sec cooldown
-Blade length 0.55m, Shotgun range 2.4m
-Shotgun spreads 100 beam shells from Habaki (Beam nozzle), 3m spread
-Shotgun pierces almost anything at melee range
Nodachi 'Takemikazuchi':
-Mounted to left of backpack, cutting edge facing away from body
-Blade length 1.2m
-Powered cutting edge
-Particle consmuption 750par/sec
-When held in hand, sheath ejects from backpack dock; sheath is still on blade for initial equip
-Sheath can be thrown as a projectile when slashing; causes impact damage
Arquebus 'Shoryumaru':
-Folding rifle; shoots Beam rounds
-Mounted on left hip, hand-carried in use
-Folded length 0.6m, Extended length 1.1m
-Particle consumption 1,100par/shot, 2sec cooldown
OPTIONAL ARMAMENT:
Six Swords System 'Dragon's Claws':
-Mounts on both hips; 3 swords/mount, cutting edge facing away from body
-Katana/Wakizashi move to right of backpack, Arquebus moves to center of backpack
-Swords held between 4 main fingers (3 swords/hand), thumb supports all 3 at Pommel
-Cutting edge faces inward in use
-Swords are powered
-Particle consumption 900par/sec (6 swords)
OPTIONAL EQUIPMENT:
Full Armor (FA):
-Full armor option;can be ejected for greater thrust
-Armor covers everything, head gets additional helmet
-Armor made of CHOBAM armor
-All equipment can be mounted without re-arrangement; armor can be ejected without ejecting equipmnet
Maintenance Bay (MB):
-Stationary dock for maintenance of MCF-AX105
-Operated by AI Autonomic Linked Interface for Construction and Equipment (A.L.I.C.E)
-Once docked, damaged modules ejected, replaced, repaired, reloaded
-Equipping extra modules done here
-MB cannot request link from MCF-AX105; Blue Demon must request link from MB
-MB carries spare armors, components, modules, equipment
(3)TECHNICAL EXPLANATION
- Spoiler:
1. Energy Weaponry
-In general, uses beams to deliver thermal energy en masse to target
-3 main types: Beam, Plasma, Laser
-Beam; uses beam particles to transfer high amounts of energy to the target. particles have mass.
-Plasma; fires plasma (excited gases) at target, uses gases as ammunition. Requires considerable amount of energy to fire.
-Laser; Uses LASER beams to fire at target. Instantaneous beam, not affected by atmospheric conditions, but can be reflected/refracted by polished surfaces (Mirrors, gloss, etc.)
BEAMS:
-Beam particles can be made in a BG, or in a PST
-Beam particles can be influeced by specific magnetic fields; different concentrations are affected by different fields
-Beam weapons use electromagnets at muzzle to influece type of weapon
-Ranged weapons hold beam particles in magnetic sheath; contains particles until target is reached
-Melee weapons only influece particles at the base; beam tapers to a point
-Most common beams are rounded; special beam shapes require more energy to create (Different magnetice patterns)
-Beam particles have mass; they are low-recoil as compared to ballistics, but also relativley lower penetrating power
-Sniper beams are high-density narrow beams; allows for penetration, but at a lower spread, and higher energy consumption
-Beams will deteriorate in an atmosphere and will not work underwater; most efficient in a vaccum (Space)
-Beam particles can be fed into a lined-blade; heats cutting edge for better performance
PLASMA:
-Uses gases that has to be stored in a cartridge or storage tank
-Ammunition a mixture of excitable gases that have long carry-distance; equates to longer range
-Priming chamber excites gas, diaphragm expells plasma out barrel
-Shots deteriorate faster over time; plasma disperses in an atmosphere
LASER:
-Uses energy as main source of power (gases in cartridge determine type of beam emitted)
-Powered by E-packs (stores energy used for laser)
-Beam is instantaneous; not affected by gravity or atmosphere
-Lasers will reflect of polished surfaces, refract on transparent surfaces (glass, water, etc.)
2. Ballistic weaponry
-Conventional weapons (pistols, shotguns, rifles, bazookas, etc.)
-Uses physical ammunition (bullets, rockets, shells, etc.)
-Some pierce, some use pushing force, some are explosive
3.Hybrid weaponry
-Some weapons use hybrid materials (powered blades, charged rounds)
-Hybrid weapons use powered edge to deal energy damage as well as kinetic damage
-Significantly increases penetrating power of weapons
-Works well with swords and rifles
4. Armor
-Armor can be used to reduce damage from ballistic/energy/both damage
Armor spectrum: Ballistic-->Balanced-->Energy
BALLISTIC
CHOBAM Armor:
-Best ballistic defence
-Immune to bullets, minimal damage from impact weapons and explosives
-Absorbs energy shots quickly; may overheat and crack/shatter
-Very heavy; cast-off armor feature common
Reactive Armor:
-Provides excellent defence against explosives and impact weapons
-Minimal damage against bullets
-Individual plates shot with beams will melt and fuse to surface, creates weak-spot/hole in armor
-Heavy plating; often made in plates, so damage is very location-specific
BALANCED
Metal Armor:
-Metal alloy mixes structural strength with durability
-Strong against impacts and bullets
-Absorbs energy shots quickly; may warp, melt
-Explosives may dent/breach metal
Ceramic/Metal Composite Armor:
-Balanced defence against all types of weaponry
-Most common type of armor
Ceramic Armor:
-Hardness shatters small to medium arms
-Brittle; may shatter with heavy impact/explosives
-Does not absorb/transfer energy quickly; beams not as effective
-Can be polished to reflect Lasers
ENERGY
Ablative Gel:
-Can be applied to any armor (more effective on matte surfaces)
-Absorbs and dissipates energy rounds on applied area
-Gel deteriorates (location-specific), may leave holes on gel coat
-Ballistics can punch holes in gel coat
-Must be applied onto armor and set; apply before sortie
Chaff/Anti-beam Cloud:
-Often a mine or grenade, disperses particles that reduce effectiveness of beams by 35%
-Works by increasing density of relative atmosphere (beams are less effective in dense atmospheres)
-Creates an AoD (can be affected by wind), normal effective range 5-10 min
Laminate Armor:
-Large single sheet of absorbent armor; energy transferred among entire armor
-Damage to armor does not affect vs beam defence; as long as armor is in one piece, performance is same
-Average defence against large caliber arms, impact and explosives
Reflective Armor:
-Gloss finish and curves dissipate energy shots
-Minimal energy transfer, therefore minimal damage from energy weapons
-Scratches reduces effectiveness of affected area significantly
Beam Armor:
-Spreads beam particles across surface
-Beam particles cancel out other energy weapons, reduce effectiveness of ballistics
-Vaporizes small/medium arms fire, reduces effect of large caliber arms, explosives and impact weapons
-Spreader nodes/network must be built into user; only practical on larger frames
-Damaged/destroyed nodes leave holes in armor
-Requires large BG
(4)CONCEPT ART
-UNDER CONSTRUCTION-
Head:
Torso:
Waist:
Arms:
Legs:
Backpack:
Weapons:
Equipment:
DCS:
- Code:
D.C.S AND H.U.D
MCF-AX105
DMG(A/S) ____
HEAD: 100%/100% | |
|_ _|
NECK: 100%/100% __ ___[]___ __ S-VULCAN: 5600
TORSO: 100%/100% | || || | DASH: 100%/100%
L-SHOULDER: 100%/100% | || || | R-SHOULDER: 100%/100%
|__|| ||__|
L-ELBOW: 100%/100% _[]_| |_[]_ R-ELBOW: 100%/100%
| ||________|| |
L-ARM: 100%/100% | || || | R-ARM: 100%/100%
WAIST: 100%/100% | || || |
|__||________||__|
L-HAND: 100%/100% [] | || | [] R-HAND: 100%/100%
L-THIGH: 100%/100% | || | R-THIGH: 100%/100%
|__||__|
L-KNEE: 100%/100% _[]__[]_ R-KNEE: 100%/100%
| || |
| || |
| || |
|__||__|
L-ANKLE: 100%/100% [] [] R-ANKLE: 100%/100%
L-FOOT: 100%/100% /__\/__\ R-FOOT: 100%/100%
SYSTEM STATUS:STANDBY/NORMAL/COMBAT
DASH: OFF/ON
HYAKU-KIBA MODE: BLADE/SPREAD
DCS MANUAL OVERRIDE: OFF/ON
Last edited by Nico on Tue Nov 16, 2010 12:37 am; edited 5 times in total (Reason for editing : Updated.)