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Magitek Armor and Machinist
Armor
Magitek Armor are usually bipedal machines
capable of performing magic as well as attacks with advanced mechanical
weaponry. Piloted by special individuals called 'Teks'. They come in a
wide variety of designs. There are mecha for land, sea, air, and, a limited
few for space. The same can be said for the machinst armors except that
they lack the ability to cast magic. However, what they lack magically
they make up for in advanced weaponry. **All values are from 0-10 unless
otherwise specified.**
Key aspects of Armor:
Speed--SPD | The measure of how fast the armor can go without extra attachments |
Agility--AGL | The armor's ability to turn tightly and evade attacks. |
Strength--STR | The armor's physical ability. To attack, to pull or push,and lift. The armor's brute strength. |
Equip Ability--E.ABL | How much the armor can equip to it's basic frame and still maintain operation. (STR^2 - (equipment used)) |
Flight Ablity--F.ABL | Not only how high an armor can fly but also for how long. |
Defense--DEF | How much an armor can withstand against physical attacks. |
Magic Attack--M.ATK | Determined greatly by how much magic ability is gotten through to the armor from the pilot but also how much the magic is enhanced. |
Magic Defense--M.DEF | The Armor's natural shield to magic. |
Endurance--END | How long the armor can go in battle continuously without rest. Armors run on a mixture of mana and oil. Using Magic takes up endurance. Once endurance is used up the armor cannot move until a third of it's endurance is replenished. Resting replenishs endurance. (M.ATK*10) For Machinist armors Endurance is STR*10. Excessive boosting, hard labor, and other excessive actions, like firing all weapons at once, all expend END. The same can be said for magitek armor as well. |
Armor Points--AP | How much damage the mech can sustain before it is inoperable. (DEF+M.DEF)*STR |
Magitek Armors
Shadowstorm OPT-LTX9 |
Statistics: 70 AP (armor points)
Speed: 4
Defense: 5
Agility: 4
Magic Attack: 5
Strength: 7
Magic Defense: 5
Equip Ability: 49 Endurance:
50
Flight Ability: 2
Basic Initiative: (SPD+AGI+FLI+2d6 ) == 12-22
A balanced mecha based on the original Magitek design, designed
for mobility and efficiency against single targets. The Shadowstorm is
often painted either black or a dark camoflauge grey, has two "chicken
walker" (i.e. inverted, > shaped leg joints) style legs and a pair of long
arms ending in immense claws. The cockpit itself is multiply reinforced
to cut down on damage, and is located in the center of the mecha as with
most models.
The Shadowstorm carries weaponry designed to deal with single targets
efficiently, but is less effective when used against large groups or for
destruction of multiple targets simultaneously. Equipped with no less than
six arm and torso mounted Prism Beam Cannons (a type of laserlike weapon
of which are mana based), a pair of shoulder mounted Tek-Missile launchers
(of which launch in rack sizes of 10), and a chest mounted pair of AP Rays
(armor piercing lasers of which deal intensely focused damage over a small
area). The Shadowstorm is also equipped with four leg mounted boosters,
of which enable limited flight and greater side to side mobility in emergencies.
Possible Equip: missiles, heavy armor, shields
Shadowcat GTXL 2439 |
Shadowcat (Hayako Custom Paintjob)
Statistics: 24 AP
Speed: 6
Defense: 3
Agility: 5
Magic Attack: 5
Strength: 3
Magic Defense: 5
Equip Ability: 9
Endurance: 50
Flight Ability: 3
Basic Initiative: (SPD+AGI+FLI+2d6 ) == 16-26
A landbased mech built for ambush attacks. One of the fastest armors
in production, the Shadowcat is capable of reaching speeds of 200 MPH on
a straight away. Nimble, light, it is also silent and an extremely good
jumper. It's sometimes used in reconnaisance missions since it is stealty.
Able to equip light guns but has little in the way of projectile
defense. There is a sharp blade at the end of the tail for slicing and
stabbing. Additional weaponry can be added but each weapon comprimises
the lightweight mechs speed and agility.
Possible Equip: light guns, claws
Mephisto MK-17 |
Statistics: 50 AP
Speed: 6
Defense: 5
Agility: 5
Magic Attack: 6
Strength: 5
Magic Defense: 5
Equip Ability: 25 Endurance:
60
Flight Ability: 4
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==17-27
The Mephisto is designed to be the ultimate in effieciency, pioneering
entirely new methods of destruction and allowing for tactics of which were
previously unheard of as a result. The mech itself is moderately armored
and shaped as a human would be--a human in ancient Dragoon's armor from
the early Gaeran Periods.
While this mecha is only moderately speedy (without added horizontal jet propulsion), its primary, function is assault, eliminating targets with a nasty barrage before they are able to respond. This modern conterpart to predecessor Dragoon armor lives up to its history, an is equipped with no less than 12 lag and hip mounted jump jet ports for great mobility and air combat potential, enabling it to fight in the sam manner as the dragoons of lore.
The Mephisto employs sophisticated, experimental weoponry, such as the Nanotech Cannon, a weapon of which launches a swarm of microscopic, semi-intelligent robots to rapidly, dismantle, enemy weaponry, and vital systems. two such launchers are mounted on the shoulders, and the torso contains no less that four AP Rays. Each hand/wrist contains two Extended Range Prism Beams.
Perhaps the most interesting function of the Mephisto's weaponry is a chest mounted short range teleporter, currently known as a Phase Projection. This Weapon functions by caussing involuntary short range teleportation of its targets, throwing the pilot off balance at best, and at worst, 'porting him or her directly into a solid object, like another mecha or rock.
Mounted on both sides of the Phase Projector are a pair of Gravity
Generators, short range weapons of which increase gravitational pull on
an object to crushing levels of force, immobilizing targets, or else smashing
them like tin cans in a compactor.
Possible Equip: Plasma lance, metal lance, light armor
Halcon-AZ- 417-011 |
Statistics:
40 AP
Speed: 4
Defense: 5
Agility: 2
Magic Attack: 4
Strength: 4
Magic Defense: 5
Equip Ability: 16 Endurance:
40
Flight Ability: 0
Basic Initiative: (SPD+AGI+FLI+2d6 ) == 8-18
The AZ-417 is an older model, built for endurance and function.
It was once the best of all meches in strength and agility, but has since
been outclassed by newer models. Still, while AZ-417s are not spectacular
performers by today's standards, their ability to withstand battle and
function for long periods of time make them useful in wearing down enemy
forces.
The AZ-417 is normally equipped with a light gun in its tail, a wing
vulcan in front of the cockpit, two rocket launchers on either side of
the cockpit, and heavy blades on its forearms for close combat. Nadie's
AZ-417-011, Halcón, has had the rocket launchers removed, to allow
for greater speed in combat.
Possible Equip: light guns, missile weapons (disabled), claws
Aquastar AKCN 2399 |
Picture N/A
Statistics: 35 AP
Speed: 1
Defense: 4
Agility: 2
Magic Attack: 5
Strength: 5
Magic Defense: 3
Equip Ability: 25 Endurance:
50
Flight Ability: 3
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==8-18
The Aquastar AKCN 2399 is one of the latest mecha to come into production.
A warrior mech based on the humanoid form, it is designed to deal large
amounts of damage both mechanically and magically while still maintaining
a modicum of defense. This mecha, equipped for Tek pilots, is equipped
with an eight sided, upright cockpit, geared towards giving the pilot optimal
realism when in the cyberplane by adding the extra element of real gravity
to the experience. There are two arms, designed in human fashion, with
one arm having 2 fingers and a thumb, and the other is composed of nanorobots,
which are slightly magically attuned so whatever form they choose best
fits the pilot, whether it be a cannon, a scythe, or another clawed hand.
This hand is used to focus the pilot's elemental attacks.
Equip ability is relatively low, but a fair amount of extra weapons
can be mounted on the mech. Speed is slightly above average, but still
does not match up to speedy mechs like the Shadowcat. Two rather effective
jump jets are mounted on the back, and can be positioned to provide the
mech with rushing attacks.
Possible Equip: light armor, guns
INFERNO-2XL |
Statistics: 77 AP
Speed: 4
Defense: 6
Agility: 4
Magic Attack: 6
Strength: 7
Magic Defense: 5
Equip Ability: 49 Endurance:
60
Flight Ability: 1
Basic Initiative: (SPD+AGI+FLI+2d6 ) == 11-21
The Inferno in it's overal shape resembles the Shadowstorm with
the head of the mech resembling a sleek black dragon's head. Built into
each of the the shoulder joints are two red gems which supply power to
the massive arms via glowing red veins. It's segmented tail ends
in a drill. The Mech is very heavy, but can fly, but for a very limited
amount of time and distance as its fuel to hover is burned up quickly.
A large investment goes into the power of the mech. It's massive claws
are destructive enough and hit has no other weapons on its basic frame.
The Inferno is a specialized mech, majoring in fire and earth attacks.
Possible Equip: medium armor, missiles
Basilisk C-773Y |
This mecha is heavily armored, moderately speedy, and designed to incapacitate or destroy enemy mechs quickly. The mech itself resembles a giant, upright walking lizard, and is usually painted shades which compliment this body shape--grey, green, or tan, as well as camoflauge variants on each of those body colors. The mecha has a row of menacing, reptile-like "spines" all the way up and down its back, and its armor is arranged in layered plates to further remind all who lay eyes upon it of a mechanical lizard.
Weaponwise, the Basilisk gets its name from a magically oriented main weapon mounted in the head. Like the Basilisk of mythological legend (and some are still rumored to exist), the Basilisk C-773Y is equipped with a pair of cannons which project a medium range petrification beam. This beam turns metal, flesh, plant life, etc. into granite rapidly, but using it requires the Tek piloting it to expend his own energy to cast a spell, which is then focused by the cannons. As back up weapons, the Basilisk has four chest mounted machine guns, a pair of shoulder mounted prism beam cannons, and a highly effective wrist plasmathrower, which operates on a the same principle as a flamethrower. If the mecha runs out of ammunition or energy, the pilot may resort to using its powerful jaws in a biting attack.
Machinist Armors
GSL-526 |
Picture N/A
Statistics:
32 AP
Speed: 4
Defense: 3
Agility: 2
Magic Attack: ---
Strength: 4
Magic Defense: 5
Equip Ability: 16 Endurance:
7
Flight Ability: 0
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==8-18
A medium-light mech, with "chicken walker" legs, with the usual
cockpit in the middle of the mech. This mech is pretty well rounded up
in terms of speed, but lacks when it comes to armor. Weapon-wise, it usually
contains two laser guns mounted within it's arms. It's power, however,
lies in the weapon on it's back, a Mk V Cannon. This mech is usually good
for use in situations where the enemy has to be destroyed before close-quarters
combat begins. These mechs are also usually kept in back rows in large
battles as support.
Possible Equip: N/A
NightWalker FASGX213-J |
Picture N/A
Statistics: 54 AP
Speed: 4
Defense: 4
Agility: 5
Magic Attack: ---
Strength: 6
Magic Defense: 5
Equip Ability: 36 Endurance:
60
Flight Ability: 2
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==13-23
This model was designed almost from scratch, however, it's shape
resembles some of the older models, consisting of a large-framed medium-weight
humanoid mech. However, apart from it's basic frame, it has nothing to
do with the older models. The NightWalker was created with the aim of being
able to take on any type of mech, and have the appropriate method of destroying
it. The mech is roughly humanoid, consisting of two legs connected to three-fingered
feet, which lead to a wide-chested torso, and two, also humanoid arms,
which can open up to reveal the weapons. The head is also humanoid, but
it's cockpit, which is held there, consists of a slit where the eyes should
be. Two antennae rise from its head, serving as a radar
Weapon-wise, it has two rather large missile racks configured for
long and middle range lock-on, a gatling gun, which can fire off large
bullets at a very high rate of fire, and a blade, which has the capability
of being charged with electricity. The armor, of course, is adapted for
this kind of weapon, as it is made up of two sheets of metal, insulated
in the middle. However, otherwise, the NightWalker boasts no other methods
of defense.
The NightWalker also has two large Jump Jets on it's back, which
allow for air maneuvrability when needed. In terms of speed, the NightWalker
is neither fast nor slow, just like the original model it was based on.
The NightWalker's best card, however, lies in three sets of "zipper" missiles-
fast missiles with a lock-on that almost never miss, but that deal practically
no damage. However, the missiles on the NightWalker are appropriately customized,
to have different effects. One of the sets is used to fly at the cockpit,
and explode in a bright flash, hopefully dazing or temporarily blinding
the pilot. The second one is set to fly at the radar, and release magnetic
charges that stick to the radar and prevent it from working. The third
one is mostly used as a decoy for missiles and other such weapons.
Possible Equip: missiles, guns, light armor, medium armor
Garuda RST-59Zf4 |
Picture N/A
Statistics: 21 AP
Speed: 8
Defense: 2
Agility: 7
Magic Attack: --
Strength: 3
Magic Defense: 5
Equip Ability: 9
Endurance: 30
Flight Ability: 4
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==21-31
The Garuda is a rather odd design. Capable of high-speed maneuvers
and carrying heavy armaments at the same time. Obviously, at the
cost of armor...a lot of it. It is usually painted white and blue,
and has a somewhat spindly, hunched over appearance, due to being front-heavy.
The front-heaviness is counterbalanced by the pair of wings and (usually)
heavy armaments mounted on the back.
The Garuda's standard armament can often vary, but usually consists
of two cannons, a gun, and a claw.Sarazashii's personal model is equipped
with a WG-MG291 machine gun, one with a high rate of fire, two railguns,
and a claw with vibro-blades.This mecha is devastating in general, carrying
high speed and heavy weapons, but however, it is not known for taking a
beating. A direct grenade hit or something similar can end a fight
in a single hit for this mecha.
Possible Equip:Shoulder-mounted cannons, light guns, medium guns, swords,
claws.
Stryfe |
Statistics: 21 AP
Speed: 3
Defense: 7
Agility: 5
Magic Attack: --
Strength: 5
Magic Defense: 5
Equip Ability: 25 Endurance:
50
Flight Ability: 3
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==13-25
It's really a fairly average mech. Mostly uncustomized. Aside from
the weapons, it's somewhat light, with decent boosters for both jumping
and charging. His main differences come in the choice of weapons. The Left
arm is tweaked for a heavy shield. If it weren't for the shield add-on,
he'd be low on armor and a bit faster.
Possible Equip:Shoulder-mounted cannons, light guns, medium guns, swords,
Grivansteel |
Picture N/A
Statistics: 91 AP
Speed: 4
Defense: 7
Agility: 4
Magic Attack: --
Strength: 7
Magic Defense: 6
Equip Ability: 49 Endurance:
70
Flight Ability: 2
Basic Initiative: (SPD+AGI+FLI+2d6 ) ==12-22
A variant of the Mephisto, the GrivanSteel is partly a custom design by Jerry Meliamne II. It is designed not as a copycat of the Mephisto, but as something that is at least partly original. Jerry got some of the ideas for this mech from creatures he had heard of in his youth - such as scorpions. The GrivanSteel is a heavier design than the Mephisto, shaped somewhat like a human, but with some major differences. The armor on this mech is thicker than the Mephisto's, and looks much like a scorpion's shell. The right arm ends in a hand that can carry most weapons or lift things. The left arm, however, ends in a large pincer rather than a hand. This limb has a very heavy cannon in between the two 'claws' on the pincer, and the pincer itself can trap a mech if it gets close enough, usually spelling impending doom for the enemy mech's pilot as it uses its ammunition to blow away the target. The chest of the mech is equipped with an autocannon for use at close ranges only.
The tail of this mech is one of the more stunning features. Typically, it is kept hidden in the 'back' of the mech when not in use. However, when in combat, the tail, which appears to have a rather large and sharp blade on it, is brought above the head of the mech. There is a heavy laser in the tail, but the tail can also stab at an opposing mech, cutting through most kinds of armor like a laser would cut through steel. The feet are shaped like a human's, but each foot has three jump jets in it that allow some air maneuverability.
All this stuff on the mech, however, gives it a few more problems than the Mephisto would have when it comes to speed. Speed is not the advantage of this mech, however. It is the sheer capability to be equipped with a variety of weapon configurations, the bladed tail, and the large pincer-claw that give the GrivanSteel an advantage in the field.
Possible Equip: (on right hand) Swords, axes, hammers, handguns, rapid-fire guns; (in left pincer) heavy cannons, extreme-sized cannons; (in chest) chainguns; (on tail) beam cannons
Mage Battle Suits/Armors
Standard Model-A1 |
Statistics:
Speed: +3
Defense: +3
Agility: +3
Magic Attack: +2
Strength: +2
Magic Defense: +3
Flight Ability: 0
Armor made of a alurinium alloy, a very light but strong metal made in Baron. The armor incomapasses the chest, shoulder, arms, head, and legs. A variety of footwear can be used with the Standard but for normal ground combat, "razor blades" are the choice. The razor blades are able to cut across the terrain at high speeds. "Hover blades" are the choice for marshy battles or sands.
They helmets are customizable as well as the colors. This model is
given to beginners but those with strong magic may prefer it so that they
can cast with now destractions or enhancements. Some Standards are equipped
with guns or lasers but those are extra additions.
JZ-263 Urban Stalker |
Picture N/A
Statistics:
Speed: +2
Defense: +5
Agility: +2
Magic Attack: +1
Strength: +3
Magic Defense: +1
Flight Ability: 0
Armor made of Nerithium alloy, a light but stronger alloy than alurium
from the northern region. The Urbanstalker is 10 feet tall and works with
the mage like a hand in a puppet. It uses a little Tek technology in the
way is allows for magic to be cast but in all it is completely the mages
magic cabability.
It has heavier equipment than the Standard and is more of a support/defense
model than offensive. It can equip a variety of light weaponry like missiles,
guns, hand held weapons, and shields but beware hand-held weapon can greatly
hinder the ability to cast magic, especially high level spells that require
precise hand movement. More
Detail