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Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 8:20 pm
by Harmless
Please, skip straight to this page (and post), as the RPG has been re-booted and restarted. Unless if you want to view the template, weapons, grenades, and stuff, which are all below this post. This post will mostly be used for a synopsis of the story so far, any additional lore, and major character profiles that are not human controlled.

Quick warning: In case you didn't see the subtitle, there will be stronger language than usually present on the forums and, of course, more violence.




The Talroakian Empire and the birth of the Mechani Alliance: show
(Open in new tab for intro music)

The Talroakian Empire. A long-prospering Empire composed of Humanoids who long for a peaceful connection with the universe.

They started small, but only grew stronger thanks to current-day Leader Harmless.

Legends and stories spoke of their superior technology, science, and mathematics, which helped them conquer enemies and build an Empire without a fall. Some people thought it was impossible and predicted the Empire's fall anyway. But were they right? ... Well, the answer should seem obvious.

Here is a story and a brief history lesson I'm willing to share about this Empire... how they went to war with the Humans, and won against what seemed at the time the "superior" Empire of the universe. But how were they able to accomplish such a feat? Well, just ask the mercenaries right next to me. They're the best of the best, Elite units that were able to counter the human threat... hmm? You're not sure what the Talroakian Empire is? That's no problem. Here is a bit of their past.

(Note: Talroakian Calendar has been converted into Earth's Calendar for easier reference)

550 A.D.: Talroakians become the dominant (and one of the only) race on their continent due to having wars declared against them in sequential order, and winning due to their superior technology and tactics. Basically they more or less killed off everyone else on their continent, despite not being the primary aggressors. Whoops.

632 A.D.: Talroakian "religion", which is primarily based on reason and logistics, eventually united what seemed to be nomadic tribes and people without much of a cause. Now if this came a hundred years earlier or so maybe the Talroakians wouldn't have initiated so much bloodshed, executions and counter-attacking... but that was all in the past. The unity of these people started to slowly but surely form an identity of sorts, and they were called the Talroakians. Eventually they made a Government, then territories, and then standing armies... their Government consisted of a complex hybrid of Democracy and Monarchy, with a "Leader" being the ruling person. A council and then the civilian voice followed after. The capital became Machlor.

1337: Machlor has expanded to a great amount of territory, and starts dividing the land into different provinces in their territory, each one ruled by a Governor. But all the Governors and states are under control of the Leader and his council, and Governors don't really have that much power. Their position is primarily surveillance. Rights were given to the people such as freedom of speech, voting for new leaders if one gets overthrown or dies of age, etc.

1492: Aside from Columbus sailing the ocean blue (which was a galaxy or two away anyway), Machlor eventually expands and wages war into neighboring countries on the planet Eucario (home planet). With advanced mathematics and superior Technology, the Talroakians reigned supreme. However, a mix of other cultures on the planet were also brought into Machlor and the Talroakian Empire, which further expanded it's arts, literature, and history.

1932: The first advanced weapon of the Talroakian Military that spreads massive amounts of bullets upon pulling the trigger, the Calroc M20985 LMG, has been developed and mass produced. Several other weapons such as the O-600 Laser Shotgun, the Light Assault Carbine, and several others have been developed and mass produced as well.

2032: Lasers start being manufactured and mass produced, plus used in almost all industries (besides farming, etc.). Laser weapons are also being experimented and perfected for the military.

2100: Harmless is made Leader of the Talroakian Empire through a election in which he won by a fair percentage of voters. Seeing how the Talroakian trade and economics were weak, he improved such a weak point and greatly improved the Empire. Lots of varients in weapons have been produced at his time as a result of such trade. The Early Space Age also comes into play, with Talroakians expanding out of Eucario (the home planet) and into neighboring civilizations. They successfully conquer the Blasphelix in a short-lasting campaign and use successful diplomacy tactics to get the Auchmor into allying with them. However, seeing the Blasphelix's capacity for brutal vehicles and masterful technology, the Talroakians make an alliance with the Blasphelix and help pay for 2/3rds of the damage they caused.

Thus, forming the Mechani Alliance.

2212: The Humans have explored beyond their own Galaxy, and eventually arrive upon the trade-prospering Mechani Alliance. Although the negotiations for trade were rough, the two managed to keep themselves at bay and no instigation of war was apparent. That is, until three months later, a rogue human squad attacked a Mechani outpost! Angered, but not blinded by rage, the cautious Leader Harmless set up a siege on a minor Human outpost located outside the Andromeda Galaxy. After some discussion and diplomacy, the two have agreed to never cross their borders ever again, and the aggressors were confined to a human prison cell for ignorance of the Mechani-Human treaty. The first Mechani-Human war could hardly be considered a war - it ended quite shortly after a year or two.

2232: Twenty years have passed since the first Mechani-Human war. But in a sudden, unexplained thirst for war, the humans start attacking the Talroakians again - this time with a full army! While the Talroakians do resemble a lot of human-like features (thus being humanoid), they are not purely human. Some humans claim a reason of ethnocentrism to start their war in the name of "Christ", but details are fuzzy on the declaration of war. For all we know, religion could not be the reason...

Regardless, the Talroakists were prepared. They have taken in some of the best recruits they can find, including Mercenaries from allied Human outposts, the Crossroads, and several other factions allied with them.

But guns and muscle alone will only get you so far.

There's much more to war than just superior numbers. May superior strategy, teamwork, and perseverance lead you to victory.

Good luck.


Synopsis of what's happened so far: show
Our four main characters, Asriel Dyn, Nan, Marcus Hamill, and Dex have all just passed boot camp and were prepared to embark on their first operation as a squad - Codenamed Mission 1 for whatever reasons. The mission took place on Auchmor territory since the Humans have managed to establish a base on the Auchmor capital planet. The mission was simple - Establish a beachhead on Auchmor soil, secure control so the Amphibious transports could unload reinforcements, and then scout for the enemy base.

The newly formed Squad #255 got a good introduction to teamwork, playing to each other's strengths, and more as they started making headway on their first mission. Along the way, they not only ran into an enemy Genetically Engineered soldier by the name of Bucky, but they also ran into the legendary Talroakian Squad ran by Will the Wyrm. With Will's squad supporting them, the group was able to defeat Bucky and proceed to scouting the enemy base.

Shortly afterwards, the four were called to 'test' the capabilities of a massive Supertank, one designed to hopefully turn the tides of the war. And by 'test', I mean run the tank through an entire enemy armored battalion and retake a captured Oil Derrick. The mission was completed rather quickly and efficiently, much to Harmless's surprise.

For their third mission, the group once again teamed up with Will's Squad named Squad #221. Heading out into space to secure an enemy moon base, the mission was code-named Operation Virus because their target was a satellite uplink. The objective? To hack into the uplink and gain valuable information in enemy territory!

All was going as planned, and the operation was a major success. Coming out of the base, the team was congratulated by Will's squad and was just about to be transported out of the moon's orbit... until a giant titan of a mech stopped them dead in their tracks, destroying their transport copter and threatening to end the lives of every last one of them on the ground!

The medic of Will's squad #221, Ralph, made a spur-of-the-moment plan in an attempt to escape orbit with the least amount of possible casualties. Sadly, while the amount of casualties in this plan were as low as possible, they consisted of one requirement - Ralph's life. Throwing his aggression at the Mech, he stalled for him while the troops pulled out of the Mech's range. Although sorrow plagued the Alliance, what mattered now was stopping the humans from acquiring any more potential resources to put an end to the Mechani defense.

As such, Leader Harmless instead gathers a small fleet to sneak an offensive campaign in enemy territory - Straight into the Andromeda and later on, Milky Way Galaxy. After acquiring control in a blitz maneuver of several key planets and cutting off line of supplies, the Mechani were in a favorable position to strike the heart of the human nation and end the war!

But how will things go from here? Leader Harmless has received confirmation on a rumor that a Human orbital superweapon was almost completed, and the completion of this superweapon guarantees the Mechani's Capital Planet being obliterated! As such, Leader Harmless naturally puts Squad #221 in charge of sabotaging the station powering the superweapon, but a few days pass and they suddenly lose contact with the mothership of Harmless's fleet.

As such, Squad #255 follows in after them, hoping to find the answer to the problem at hand...




Talroakians: show
The Talroakians are the primary race out of the three races in the Mechani Alliance. Although the Blasphelix and Auchmor also make up part of the alliance, the Talroakians dominate it because they have a much stronger military force (that and they 'won' a war against the Blasphelix). Talroakian features compared to an European human include longer ears at the top, coarser hair, slightly softer skin, and slightly taller height. Otherwise, they aren't too different from humans.

Talroakian brains are considered by some to run more efficiently than most humans, but some speculate that they are roughly the same in structure as well. Since the two have just met, comparisons in fields like IQ are much harder to sample. Yet since the Talroakians have bolstered in the sciences more than most other factions, some say that they are able to soak up more knowledge than humans, as well as have higher attention spans.


Auchmor: show
The Auchmor nation consists of humanoids that share the very same structure as the Talroakians, despite being set on a different planet. Being a prospering nation built on diplomacy, they drew in other nations and incorporated them into their system via Diplomacy as opposed to the Talroakians slaughtering the opposition in the year 500 A.D.

When they met the Talroakians, the Talroakians learned quite a bit about diplomacy and conversing with other nations. The Talroakians have the Auchmor to thank for showing them what true empathy feels like.


Blasphelix: show
Named after their God of metal, Blasphelo, the Blasphelix were originally a tribe on Planet Winfos, a planet mostly consisting of humid jungles and rich minerals in the mud below. A thousand years later, however, the tribe started becoming more familiar with Metallurgy and went from being a hunter-gatherer society to forming highly durable houses and metal equipment to further their lives. Blacksmiths were surprisingly common.

Feeling accustomed to the heat, they eventually settled a colony on the arid planet Nex once space travel became a thing. Sadly, they also encountered the Talroakians a few years later, who routed them on Nex shortly afterwards in a very short campaign. The Blasphelix are a little sour that the Talroakians attacked them on sight, but were able to overlook that when the Talroakians repaired the majority of the damage caused, and instead wanted to ally with them. Thanks to their experience with metallurgy, the Blasphelix were also able to obtain factories and mass produce at a very early time, which was further incorporated into Talroakian sciences.


Crossroads: show
My friend retry wrote:The term 'Crossroadian' doesn't actually refer to any one specific race. The faction was originally formed as a combined-nationality independent colony-creating venture. It was created during a peaceful time so the Crossroadian home planet developed without any interference or threat of invasion. Its ideal location made it the center of economic activities and public tolerance (both due to the original combined nationality founders and because lacking tolerance is rather bad for economical growth). This also made Crossroads a primary refuge for displaced persons. Sometimes the displaced people are disliked by others which can be a source for conflict.

Vehicles and spaceships are, with some exceptions, primarily focused on mobility with adequate armor and good armament because of the need to protect vast trade routes and outposts.


Humans: show
Ever since the Crossroads became their own independent nation, the UNAC (United Nation of Allied Countries), which is now a full fledged empire originating from planet Earth, has been looking for room for their #1 problem: overpopulation. And what a better way to do it than to send colony ventures without the mindset of breaking off from the UNAC?

Human relationships with the other factions of the galaxy have been pretty stable (that is, before the First and Second Mechani-Human wars). Intergalactic trade is also a big part of human life.





During the campaign, several documents regarding the history of key time periods like the First/Second Mechani Human Wars were unveiled. Along with these documents were personal journal entries written by several sources, be it from the Humans, or the Talroakians.

First Mechani-Human War: show
Name: The First Mechani-Human War (2202 A.D.)

Date: February 27th, 2216

Humans are a strange lot, that much is true. We've never seen any kind of species like them. They even almost look just like us, minus their fat, stubby ears and awkwardly thin hair! They even have similar body parts to us... as gross as it is to imagine. I wonder what they can do that we can't, though?

Well, we found out one of the answers to that question shortly after contact with them. They can't hold off on making assumptions for crap! I don't know exactly what went wrong, but a horrible diplomatic miscue started us off with sour relations... And shortly afterwards, the humans announced a cold war on us Mechani, and a boycott of trade to boot! Unbelieveable!

Luckily for us, a few years later, word has passed down to our diplomats that the Crossroads was in the middle of making its stand of independence from the United Nation of Allied Countries (UNAC), or "humans" for short. Humans is a bit incorrect of a term though, as the Crossroads nation originally started as a human colony. They're still mostly humans, sans the constant stream of mixed foreigners they bring in with open arms.

Either way, we talked with Crossroads about it, and diplomatic amendments were made over the next five years. By the end of 2212, a diplomatic resolution and repairs of attacked trade ships were in order. And so far, everything is going great with them! I daresay, we dodged a bullet there. I will never forget the day I shook hands with Atticus Dougan of the UNAC and proclaimed peace!

~ Leader Harmless


Second Mechani-Human War: show
Name: The Second Mechani-Human War

Date: January 1st, 2218

The Talroakians back then were just a sentient race of humanoids. Being honest, we would've loved to keep things that way - just let them continue being sentient and don't let them bother us at all. We weren't ready to face a new threat in space. We already have things we need to take care with in our own homeworld, like disease, poverty, managing our Capitalism to make sure we fix the loopholes, etc...

Well, sadly these sort of plans never sail smoothly. The UNAC Government identified a lone modified escape pod of sorts just a few months ago. It seems to have been heading our way, and landed somewhere near Aquitaine, France. The French Government, now within union under the United States of Allied Countries, has been doing its best to avoid all news companies and reporters as they uncover what was inside the pod.

But what was inside wasn't any sort of mythical energy source or forbidden technology. It was a Talroakian!

This Talroakian in particular seemed to be unusually different from the rest. He also spoke with a demeanor oddly different from Leader Harmless's. One that didn't have an aura of 'I will persuade you', but rather 'I will work with you'... for lack of better description. Frankly, it was quite a spectacle, and the Supreme Court of the UNAC wasn't sure what to do, as we've never had this situation before. An outworlder Talroakian crashing into a human planet? Unheard of!

And of course, nobody told the Crossroads Government, despite them claiming to be the center of true Democracy and justice. After all, this is our private affair.

After talking with the man, some time passed, and weirdly... the Government changed. Our major focus of technology shifted ever so slightly from large scale Artificial Intelligence programming to human genetics and biological experiments. I don't actually know what happened with the Talroakian man. Everything afterwards was kept confidential, even from the military. Which is weird, because the military has been oddly affected by this. Some of our soldiers were sent in for insurance-covered testing. For what, I have no idea.

Well, I guess I can wait and find out. They said that it will help us with our oncoming war effort against the Talroakians, though. Maybe the Talroakian brought a message? Heck, maybe the rumors about the diplomatic ending to the first war being staged... were true...

~ Earl "Bucky" Havard


Never Forget Our Cause!: show
Name: Never forget our cause!

Date: September 8, 2231

Where do we fight?

We bring it to our enemy, the Mechani!

How do we fight?

We eliminate at all costs, to stop the threat! The threat known as Leader Harmless!

Why do we fight?

We fight for our future! Our future is under attack by Leader Harmless. We cannot let him gain any more control than he already has, be it full control over his dictatorship, or worse!

~ Anonymous

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 8:20 pm
by Harmless
Hello recruit. Your first time signing up for the Talroakian war machine? No problem. Here is a clipboard and a pen. Simply jot down your name, description, weaponry, passives, stats, password, favorite food, personal ID, and social security number.

As you might've guessed by now, this will be some sort of First-person shooter/military RPG. If you are not a fan of extreme violence, guns, or shooting lots of people like me- *shot* then you don't have to participate. I won't go into a lot of detail about blood and gore though, don't worry.

Character Template: The template is in a code format so you can copy/paste with ease.

Code: Select all
Name: Your name here!

Description: Description may or may not affect how AI allies or other players treat you. In some very rare cases I'll allow your description to have some impact on the story.

Stats: Stats must have a minimum of 6. You have 80 points to spend on stats.
Health - 0/60
Strength - 0/60
Agility - 0/60
Intelligence - 0/60
Willpower - 0/60

Primary Weapon: Select one. Later in the game you may change it, depending on the location in the story.

Secondary Weapon: Select one. Later in the game you may change it, depending on the location in the story.

Grenades: Select two.

Passives: Select two.


Explaining the template


I'll be explaining what the stats, weapons, and passives mean as we go along and look through the preparations for joining the RPG.

Stats and what they do:

Health - Self explanatory. The more points you pump into health the less damage you'll take and the less likely you'll die. It will take longer for you to die of blood loss as well. Fatal shots may still kill you on one hit though. This somewhat applies to physical stamina as well, although not as weightily.

Strength - How buff you are. This applies to all areas of the body, your arms, torso, legs, etc. If you prefer to be more weighted in some parts of the body than others, simply say so in the description, but your overall strength will have to be averaged here. The higher your strength, the heavier the weapon you can carry, and this affects how successful you are in melee and strength-related actions.

Agility - How nimble and quick you are. This applies to how fast you can move on the battlefield, how nimble you are with your fingers, etc. If you prefer having an advantage with initiative and fast movement, then spend more points on Agility.

Intelligence - How smart and logistical you are. This applies to your brainpower, IQ, and ability to comprehend. Some diplomacy falls into here as well, although it's best saved outside of combat and questioning prisoners/unarmed enemies. The higher your Intelligence, the better you can get information and understand different things. This stat can apply in a variety of situations.

Willpower - How brave you are. This applies to your emotional state and being able to lead a team effectively, sort of like a Leader. The higher your Willpower, the braver your actions can be, and there may be a small chance you can survive fatal wounds if you have high enough Willpower. Also helps rally a team and control yourself from emotional damage (such as losing a team member, ignoring enemy intimidation, etc).

Weapon terms and what they do:

Primary Weapon - This is your Primary Weapon, or the weapon that defines your role in the team. There are many different kinds of primary weapons, and they will be explained in the Weapons list.

Secondary Weapon - Generally a weaker, easier to use back-up weapon if you have trouble with your Primary Weapon. There are many different kinds of secondary weapons, and they will be explained in the Weapons list.

Grenades - The best friend and utility for infantry, Grenades are explosives with varying effects depending on the grenade. These range from Flashbangs to Frags to HE Grenades, and will all be explained in the Grenades section.

Passives - Perks and general "passive abilities" for you. They're sort of extras that help further define your character. However, they're only small buffs, so you can't entirely rely on them to save you in battle. Although they might.

Now that that's done with, the below post will show the weapons available.

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 8:20 pm
by Harmless
Stats for a weapon are generally a set value for all weapon types. A weapon will have the following stats...

Damage: How much damage the weapon does. Varies from weapon to weapon, but all weapons have the capacity to be at most lethal upon one shot. The stat's measurement ranges from Very Light to Very Heavy.

Armor Piercing: How well the weapon pierces standard medium-grade infantry armor (Ferro-Kevlar).* The stat's measurement ranges from Very Light to Very Heavy.

RoF: Rate of fire, or rather, how fast the weapon shoots. This stat will come in two forms: Minimum (Min) RoF and Maximum (Max) RoF The stat's measurement will be how many shots you can fire per action/post.

Range: How far the weapon shoots. This is not in the same category as dropoff, which is the reduction of bullet damage and velocity the farther it goes. Dropoff applies to weapons when you try to shoot anything past the effective range. The stat's measurement is in meters. (Note that Laser weapons suffer 50% less dropoff than standard bullet-consuming weapons.)

Accuracy: The accuracy of a weapon. Buckshot Shotguns accuracy relates to how tight the spray is (for pump shotguns how tight the choke is). Everything else is standard fare accuracy, as to how consistent they will hit their intended target up until a certain range. The stat's measurement will be based in how far you can shoot until the weapon is no longer "reliably accurate" (By "reliably accurate" we mean if the weapon will hit its target 100% of the time).

The longer/more bullets you shoot with an automatic weapon, the less accurate it will be. This is what we refer to as weapon-induced knockback. As such, some weapons will lose accuracy after a set number of shots (assuming you shoot past that limit).

When a weapon becomes "heavily inaccurate" past a certain range, that means 66% or more of the shots will miss their mark. Anything in-between Reliable and heavily inaccurate accuracy will be between 99% and 34% accuracy, depending on the distance. Basically, try to shoot at your "reliably accurate" range!

Magazine: How many bullets per magazine/clip/box/whatever. This is actually quite important, as running out of bullets will force you to reload. And if you reload at the wrong place at the wrong time... just don't reload at the wrong place at the wrong time!

Other: Other notes about the weapon. Every weapon is unique and will have some perk to it!


*=Some weapons like the AT Rifle will have Armor Piercing based on what they are most effective against.

Grenades will have Damage, Armor Piercing, Throwing Range, and AoE (Area of Effect) for their stats. Area of Effect is measured in meters as well.


If you're not sure how much the range of things are in meters, this image should help.

Image


Primary Weapons

Assault Rifles: show
Assault Rifles - These balanced weapons are your finest for medium range, open field, or even urban warfare! Generally versatile and automatic, you can't go wrong with them.

ML52 Laser Assault Rifle: The standard Primary for any Talroakian Soldier or Mercenary, this AR brings good fortune for any skill level.

Damage: Light-Medium
Armor Piercing: Medium-Heavy
Min RoF: 1
Max RoF: 13
Range: 85m
Accuracy: Reliably Accuracy up to 85m, heavily inaccurate at 110m. Automatic fire past 8 bullets reduces accuracy by 5m per bullet.
Magazine: 26
Other: Uses laser cartridges, suffers less drop-off than other weapons. Requires 6 Strength to wield.



BAS "Clean Sweeper": Trades RoF and knockback for Damage. Similar to that of the old AK-47, but with a cleaner, more robust design.

Damage: Heavy-Very Heavy
Armor Piercing: Light-Medium
Min RoF: 1
Max RoF: 11
Range: 65m
Accuracy: Reliably accurate up to 65m, heavily inaccurate at 90m. Automatic fire past 5 bullets reduces accuracy by 7m per bullet.
Magazine: 20
Other: Higher user knockback than most weapons. Requires 11 Strength to wield.



Scoped Repeater Rifle: A favorite for those who prefer scoped ARs. This one has fairly high Armor Piercing.

Damage: Light
Armor Piercing: Medium-Heavy
Min RoF: 1
Max RoF: 12
Range: 90m
Accuracy: Reliably accurate up to 90m, heavily inaccurate at 130m. Automatic fire past 5 bullets reduces accuracy by 8m per bullet.
Magazine: 30
Other: 1.5x-2x magnification scope. Requires 7 Strength to wield.



M37 LongShot: An experimental, very accurate Plasma AR. Handle it with care though!

Damage: Medium
Armor Piercing: Medium-Heavy
Min RoF: 1
Max RoF: 10
Range: 70m
Accuracy: Reliably accurate at 70m, heavily inaccurate at 120m. Automatic fire past 1 bullet reduces accuracy by 2m per bullet.
Magazine: 18
Other: The AR is not as durable as others, so treat it with care. Requires 7 Strength to wield.




Machine Guns: show
Machine Guns - Heavy duty weapons that spray lots of bullets. Although not the fastest weapon to draw/reload, they can get the job done and have fantastic stopping power.

Calroc M20985 LMG: A classic, this Light Machine Gun (LMG) has won the Talroakians many wars. Will it win this one?

Damage: Medium-Heavy
Armor Piercing: Medium
Min RoF: 1
Max RoF: 68
Range: 85m
Accuracy: Reliably accurate at 35m, heavily inaccurate at 105m. Automatic fire does not reduce accuracy, though the first shot will generally be the most accurate one.
Magazine: 100
Other: Suffers less dropoff compared to other MGs, making it not too shabby at longer ranges. Requires 12 Strength to wield.



"Rolling Ripper" MG: Although treated as the underdog of the MG family, it's unique in its own way.

Damage: Medium-Heavy
Armor Piercing: Medium
Min RoF: 1
Max RoF: 47
Range: 80m
Accuracy: Reliably accurate at 20m, heavily inaccurate at 100m. Automatic fire does not reduce accuracy, though the first shot will generally be the most accurate one.
Magazine: 70
Other: The MG can never jam, even when tampered or nearly busted, and has a durable gun design. Requires 10 Strength to wield.



Terminator's Terror: There's something about this gun that neither Humans nor Talroakians never really understood...

Damage: Light-Medium
Armor Piercing: Medium-Heavy
Min RoF: 1
Max RoF: 35
Range: 95m
Accuracy: Reliably accurate at 65m, heavily inaccurate at 100m. Automatic fire does not reduce accuracy, though the first shot will generally be the most accurate one.
Magazine: 65
Other: This MG trades firepower for being rather accurate. Has a fairly long gun barrel. Requires 14 Strength to wield.



Tenderizer Machinegun: Crossroads, an ally of the Mechani, exported the cousin of the Tenderizer Minigun for use in the war.

Damage: Light
Armor Piercing: Light
Min RoF: 1
Max RoF: 85
Range: 65m
Accuracy: Reliably accurate at 15m, heavily inaccurate at 80m. Automatic fire does not reduce accuracy, though the first shot will generally be the most accurate one.
Magazine: 120
Other: Loaded with Incendiaries that make a small-volumed ignition (not enough to start a major fire). These ignitions deal bonus armor-ignoring damage and can interrupt an enemy's aim, but fare poorly against shields. Requires 16 Strength to wield.




Sniper Rifles: show
Sniper Rifles - "LOOK OUT! There's a Sniper over ther-" *shot*

Obviously, they're great for long-distance combat.


EPS .50 Cal Sniper: A very popular sniper among the Talroakian infantry, the .50 cal bullets even explode on impact!

Damage: Heavy-Very Heavy
Armor Piercing: Medium-Heavy
Min RoF: 1
Max RoF: 1
Range: 105m
Accuracy: Reliably accurate up to 90m. Still very accurate at 105m, though the bullet trajectory is more affected by wind past 90m.
Magazine: 7
Other: 2x-4x Scope. The bullets explode mildly upon impact, effectively decimating a target upon Headshot/well placed shot anywhere else. Can pierce light-skinned vehicles. Requires 13 Strength.



Blitzblur .40 Cal: Less mess compared to the EPS .50 Cal.

Damage: Light-Medium
Armor Piercing: Medium
Min RoF: 1
Max RoF: 6
Range: 90m
Accuracy: Reliably accurate up to 90m, heavily inaccurate at 200m. Bullet accuracy not reduced if fired at its peak firing rate.
Magazine: 12
Other: Easy to use, forgiving knockback. The scope has a slider that allows you to zoom in anywhere from 1.5x to 5x zoom in. Semi-automatic. Requires 7 Strength.



Stinging Silencer: Silent but deadly. One hit in the wrong place and you're likely to never speak again.

Damage: Medium-Heavy
Armor Piercing: Light-Medium
Min RoF: 1
Max RoF: 2
Range: 115m
Accuracy: Reliably accurate up to 115m.
Magazine: 6
Other: Comes with a free silencer. The scope zooms in at three levels, 1.5x, 3x, and 4.5x. Requires 6 Strength.



"Barracuda" Needle Rifle: The rifle has nothing to do with actual Barracudas, thank goodness.

Damage: Heavy
Armor Piercing: Medium
Min RoF: 1
Max RoF: 2
Range: 125m
Accuracy: Reliably accurate up to 125m, heavily inaccurate at distances 25m and closer.
Magazine: 8
Other: Comes with a 3.5x-7x scope. Nearly impossible to use up close. Requires 9 Strength.




Shotguns: show
Shotguns - Nothing like a close-range, quick weapon to swiftly fill a person's body with lead! Or lasers. Harmless's favorite!

O-600 Laser Shotgun: Harmless's specific favorite!

Damage: Medium-Heavy
Armor Piercing: Heavy
Min RoF: 1
Max RoF: 4
Range: 60m
Accuracy: Reliably accurate up to 30m, heavily inaccurate at 80m.
Magazine: 6
Other: The shotgun is a pump-type with laser buckshot. High choke, negligible knockback. Each Buckshot contains 8 pellets. Requires 6 Strength.



"Demolisher" Heavy Shotgun: Heavy, and wickedly powerful.

Damage: Very Heavy
Armor Piercing: Very Heavy
Min RoF: 1
Max RoF: 3
Range: 45m
Accuracy: Reliably accurate up to 15m, heavily inaccurate at 60m.
Magazine: 5
Other: Very biased to power, requires 18 Strength to wield. Suffers from high dropoff past 45m. Buckshot, bulky pump-action shotgun. Each Buckshot contains 7 pellets.



OSS Tactical Shotgun: For those who hate aiming!

Damage: Medium
Armor Piercing: Medium
Min RoF: 1
Max RoF: 7
Range: 55m
Accuracy: Reliably accurate up to 20m, heavily inaccurate at 75m. Automatic fire past 5 Buckshot reduces accuracy by 7m
Magazine: 10
Other: This Shotgun is automatic and fast firing. Each Buckshot contains 6 pellets. Reloads quickly. Requires 10 Strength.



Auchmor Slugger: A slug-type shotgun that fills the niche between high-damage Shotguns and longer-ranged Rifles.

Damage: Heavy
Armor Piercing: Medium
Min RoF: 1
Max RoF: 3
Range: 55m
Accuracy: Reliably Accurate up to 45m, heavily inaccurate at 80m.
Magazine: 8
Other: Uses single-bullet Slugs instead of Buckshot for ammunition. Requires 16 Strength to wield.




Advanced First Aid: show
Advanced First Aid - A Medic's job is never simple... all Advanced First Aid weapons require 6 Strength to wield.

Heal Laser Type A: A small, easily portable, but efficient healing "weapon". Quickly and efficiently closes wounds and nullifies damage done by bullets (plus bullets themselves).

Healing: Heavy
RoF: N/A (Streamline)
Range: 15m
Magazine: N/A
Other: Runs on an efficient battery type system that efficiently heals. You won't need to reload with this "weapon".



Heal Laser Type B: A bit clunkier for a Heal Laser, but heals in burst-type rounds.

Healing: Very Heavy
Min RoF: 1
Max RoF: 4
Range: 15m
Magazine: N/A
Other: Heals slower, but to more extremes per shot. Great for saving near-dead teammates.



Heal Laser Type C: For the Medic who prefers to stay back...

Healing: Medium
Min RoF: 1
Max RoF: 10
Range: 55m
Accuracy: Reliably accurate at 55m, shots dissipate past 55m. Knockback due to rapidly shooting does not affect accuracy.
Magazine: 30
Other: Heals with a rifle-like pattern, has much higher range than the other types.



Secondary Weapons:

Pistols: show
Pistols - Small, quick draw weapons ready to save your rear. And maybe other's too.

Blitzblur .22 Repeater - Small Machine Pistol that is automatic and at your disposal. Comes with a switch to change from Automatic to Semi-Automatic.

Damage: Very Light-Light
Armor Piercing: Light
Min RoF: 1
Max RoF: 12
Semi-Automatic Max RoF: 9
Range: 60m
Accuracy: Reliably accurate at 45m, heavily inaccurate at 75m. Semi-Automatic shots are reliably accurate at 60m, heavily inaccurate at 85m. Automatic fire past 6 bullets reduces accuracy by 5m per bullet.
Magazine: 18
Other: Concealable and has a foldable stock. Using the weapon with the foldable stock requires both hands, but reduces the accuracy penalty w/Automatic Fire by 3m. Requires 8 Strength.



Advanced .45 Laser Pistol - A pistol that is easily drawn and very accurate. A standard for Mechani soldiers.

Damage: Light
Armor Piercing: Medium-Heavy
Min RoF: 1
Max RoF: 8
Range: 80m
Accuracy: Reliably accurate at 70m, heavily inaccurate at 105m.
Magazine: 12
Other: Can be drawn faster than other weapons. Laser bullets, Semi-Automatic. Requires 6 Strength.



Slug Tank - An amazingly powerful 8-shot pistol that sacrifices RoF for Weight and Damage. It's popular for pistol-whipping especially.

Damage: Heavy
Armor Piercing: Light-Medium
Min RoF: 1
Max RoF: 3
Range: 60m
Accuracy: Reliably accurate at 45m, heavily inaccurate at 75m. Firing more than 2 bullets reduces accuracy by 15m.
Magazine: 8
Other: Pistol whips with this weapon hurt! Reload takes slightly longer due to bulkiness. Requires 14 Strength.



Subtle Silencer - A silenced pistol that stings like a wasp.

Damage: Light
Armor Piercing: Medium
Min RoF: 1
Max RoF: 4
Range: 70m
Accuracy: Reliably accurate at 70m, heavily inaccurate at 120m.
Magazine: 8
Other: Double taps very effectively. Comes with a free silencer, and reloads a little quicker than most pistols. Requires 6 Strength.




Sub Machine Guns: show
Sub Machine Guns (SMG) - Just because it fires mostly pistol ammo doesn't mean it's low tier! The smaller cousin to the Machine Guns. Fires fast and reloads quickly, though it's best suited for close range.

Calroc M32987 "Needle" SMG - Those .20 cal rounds can actually do damage!

Damage: Light
Armor Piercing: Very Heavy
Min RoF: 1
Max RoF: 24
Range: 60m
Accuracy: Reliably accurate up to 45m, heavily inaccurate at 75m. Automatic fire past 9 bullets reduces accuracy by 3m per bullet.
Magazine: 36
Other: Can pierce up to light-skinned vehicles. Requires 8 Strength.



Ballista SMG - Powerful, but limited by low armor piercing.

Damage: Heavy
Armor Piercing: Light
Min RoF: 1
Max RoF: 18
Range: 55m
Accuracy: Reliably accurate up to 40m, heavily inaccurate at 70m. Automatic fire past 13 bullets reduces accuracy by 4m per bullet.
Magazine: 25
Other: Takes a bit more time to reload compared to other SMG's. Requires 12 Strength.



Suppressor - Need suppressing fire to trap enemies? This is the SMG for you!

Damage: Medium
Armor Piercing: Light-Medium
Min RoF: 1
Max RoF: 24
Range: 70m
Accuracy: Reliable accuracy up to 55m, heavily inaccurate accuracy at 90m. Automatic fire past 10 bullets reduces accuracy by 1m per bullet.
When switched to suppressing fire mode, accuracy becomes static to a 40% hit rate at all ranges past 20m. Dropoff still applies past 70m. Automatic fire in this mode does not reduce accuracy.
Magazine: 40
Other: Comes with a switch to slightly "reduce" accuracy to a more Suppressing Fire suited spray. Very good at initiating Suppressing Fire in that mode. Requires 9 Strength to wield.



Black Jack - The name pretty much fits it, this Human-designed SMG is bad at... nothing! But it's also good for... nothing!

Damage: Medium
Armor Piercing: Light-Medium
Min RoF: 1
Max RoF: 22
Range: 65m
Accuracy: Reliably accurate at 50m, heavily inaccurate at 80m. Automatic fire past 14 bullets reduces accuracy by 2m per bullet.
Magazine: 32
Other: Average at everything! Comes with a 2x scope. Requires 8 Strength.




Rifles/Carbines: show
Rifles/Carbines - The standard for practically any soldier! Many of these Rifles/Carbines are better for backup weapons though, as opposed to the more versatile Assault Rifle.

M64 G. Plasma Carbine - Quite straightforward and basic, this carbine fires concentrated plasma shells at the enemy.

Damage: Medium
Armor Piercing: Light
Min RoF: 1
Max RoF: 11
Range: 75m
Accuracy: Reliably accurate at 75m, heavily inaccurate at 105m.
Magazine: 16
Other: Semi-automatic. Effective against Shields. Requires 6 Strength.



Light Assault Carbine - A double-barreled bolt-action semi-automatic carbine that fires two horizontally-parallel bullets upon firing the trigger. Whooh, what a description!

Damage: Lght-Medium
Armor Piercing: Light
Min RoF: 2
Max RoF: 18
Range: 65m
Accuracy: Reliably accurate at 55m, heavily inaccurate at 80m. Semi-Automatic fire past 7 shots (14 bullets) reduces accuracy by 6m per shot.
Magazine: 22
Other: Damage may seem low, but that's for an individual bullet! Fires two bullets at a time! Takes a little longer than usual to reload since its magazine clips are bulky. Requires 10 Strength.



I-28 Lead - Adopted from the Humans during trade shortly before the Mechani-Human War, this bolt action rifle shoots one at a time, but pops heads easily.

Damage: Heavy
Armor Piercing: Medium
Min RoF: 1
Max RoF: 2
Range: 80m
Accuracy: Reliably accurate at 80m, heavily inaccurate at 110m.
Magazine: 5
Other: Bolt-action rifle with a decent amount of knockback. Requires 14 Strength.



Anti-Tank Rifle - This baby packs tons of power! Use it to smash barricades, enemy cover, or even medium-armored vehicles!

Damage: Medium
Armor Piercing: Very Heavy
Min RoF: 1
Max RoF: 1
Range: 80m
Accuracy: Reliably accurate at 80m, heavily inaccurate at 95m.
Magazine: 5
Other: Firepower damage is Heavy-Very Heavy towards structures and vehicles. Hard to hit agile infantry with this. Reloads fairly slowly. Requires 18 Strength.




Grenade Launchers: show
Grenade Launchers - You've all been waiting for there to be more explosive weapons, I bet!

Rocket Propelled Grenade Launcher (RPGL) - The classic Grenade Launcher, it attaches a rocket-propellor to grenades, allowing them to fly off and essentially become Rocket replacements! Compatible with Grenades the player carries.

Damage: Varies
Armor Piercing: Varies
Area of Effect: Varies
Min RoF: 1
Max RoF: 2
Range: 100m
Accuracy: Reliably accurate at 95m, heavily inaccurate at 150m.
Other: Ammo comes from how many Grenades you have. Grenades fly up to 3 seconds at a fast rate, then fall and explode. The Player may choose to detonate grenades earlier if they wish. Selecting this weapon gives you double your grenade capacity. Requires 12 Strength.



Anti-Swamer GL - This weapon has it's own specialized HE grenades that explode upon contact.

Damage: Heavy
Armor Piercing: Medium
Area of Effect: 15m
Min RoF: 1
Max RoF: 3
Range: 90m
Accuracy: Reliably accurate at 80m, heavily inaccurate at 125m.
Magazine: 3
Other: Takes long to reload. Grenades are independent ammo. Can damage turrets and bunkers, but nothing higher than that. Requires 15 Strength.



"Overload" Plasma GL - This weapon carries charges of unstable plasma shots that fly in an arc upon firing. Similar to the AT Rifle, but is not half bad against Infantry.

Damage: Medium
Armor Piercing: Medium-Heavy
Area of Effect: 25m
Min RoF: 1
Max RoF: 3
Range: 85m
Accuracy: Reliably accurate at 80m, heavily inaccurate at 125m.
Magazine: 4
Other: Reload is slightly faster than most Grenade Launchers. Independent ammo, excellent against Shields. Requires 14 Strength.



Bouncing Betty Launcher - This weapon is quite unique, and fairly experimental.

Damage: N/A
Armor Piercing: N/A
Min RoF: 1
Max RoF: 1
Range: 70m
Accuracy: Reliably accurate at 70m, heavily inaccurate at 100m
Magazine: 1
Other: Fires a disc-like Bouncing Betty grenade that propels itself upward and bounces around. Reload is fairly long.

Bouncing Betty - Launched out of Bouncing Betty Launchers. You do NOT want to be close to this!
Damage: Very Light
Armor Piercing: Light-Medium
Max RoF: 240
Area of Effect/Range: 40m
Accuracy: Covers 360 degrees with 12 short barrels. One infantry within 20m will take on average 20 bullets.
Other: While it's bouncing, it spins horizontally at high speeds towards enemies, showering everything in its range with bullets. Not a lot of damage per bullet, but it will clear out crowds fast! Good for open areas.

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 8:21 pm
by Harmless
Grenades: show
Grenades - Each player will be given 2 Grenades of whatever they select.

Frag Grenade - Sends lots of shrapnel upon exploding!

Damage: Medium-Heavy
Armor Piercing: Light
AoE: 30m
Other: No additional effects beyond shrapnel that heavily impairs and damages enemies.



HE Grenade - High Explosives are very cool!

Damage: Medium*
Armor Piercing: Heavy
AoE: 20m
Other: *Damage is increased to Heavy against armored infantry, tanks, and aircraft (assuming you can hit them).



Sticky Grenade - When you just want to make sure they can't throw it back...

Damage: Light-Medium
Armor Piercing: Light-Medium
AoE: 40m
Other: After 2 seconds upon pulling the pin it will stick to whatever surface it touches. Essentially, it cannot be thrown back! Be careful with it though, it can backfire.



Goo Grenade - But why would anyone want a non-lethal grenade?? D:

Damage: None
Armor Piercing: None
AoE: 30m
Other: Sends a mess of goo-like substance that slows down enemies and jams electronics, radio, and similar.



C22 Grenade - Carries similar effects of an actual charge!

Damage: Medium-Heavy
Armor Piercing: Very Heavy
AoE: 10m
Other: Remote-detonates at any time you command. Perfect for breaching doors, cover, and walls. Limited effectiveness against infantry.



Flashbang - Makes a flash and a BANG! Perfect for disorienting enemy senses.

Damage: Very Light
Armor Piercing: None
AoE: 65m
Other: With a loud sound and a bright light, it can effectively stun enemy infantry for quite some time. Solid objects may affect the range of the flash, though won't affect the range of the sound (unless if the walls are specifically soundproof).


Incendiary Grenade - Burn it with fire!

Damage: Medium
Armor Piercing: Very Light
AoE: 30m
Other: Makes a temporary field of fire that damages all enemies that passes through them. Can catch enemies or certain objects on fire even, but only temporarily. Poor damage against Shields.


Smoke Grenade - That one sniper bothering you by pinning you down? Try this!

Damage: None
Armor Piercing: None
AoE: 45m
Other: Expels a lot of non-lethal smoke that blocks vision in a wide radius. Can also be used to douse fires from Incendiaries or other sources.


Passives: show
Passives:

Natural Aim: Your aim with all weaponry is adequately better than normal, allowing you to hit your mark more often.

Quick Thinker: Your brain has rapid reflexes, allowing you to sometimes naturally do things at a faster rate than normal. Works even when surprised or shocked.

Natural Eye: Your vision can easily spot hidden details in all sorts of things when examining them, be it blueprints, bushes, enemies, etc.

Elite Skill: Distribute 10 additional points among stats when making your template.

Resilience: You have a natural resistance to pain and will less likely flinch when wounded/attacked with gunfire, explosions, or melee. Your aim and focus are hard to interrupt, even when under fire.

6th Sense: You have a natural feeling with enemy positions and sound, and can often locate enemies by footsteps alone. As long as you can hear them, of course.

Camouflage: You have a better connection with your surroundings, allowing you to hide better or move undetected.

Long Maneuver: Some small genetic altercation in your body allows you to sprint slightly faster and for longer distances before tiring compared to the average Human/Talroakian.

Foreign Expertise: When in doubt, you can easily adjust to enemy weapons and equipment, even those that are completely foreign and/or unfamiliar with you.



Other Notes:

- Every update post (or 'turn') is considered to be 6 seconds long. Cutscenes will obviously ignore this.

- Shields cap at 100% and regenerate by 10% a turn. Upgrades can be bought to increase your Shield Capacity.

- Sometimes, you will die in one hit if you are not careful. Make sure to analyze your surroundings carefully, but don't overthink things!

- Be creative! All surroundings are interact-able.

- Failing a mission can come two ways: All Player Characters on your Squad dies/is dead at one time, or if you fail your Primary Objectives.

- If you fail a mission, there is no penalty. You will also restart at the nearest checkpoint.

- Background will often play an important role on how AI teammates treat you, or how results of actions will affect you. Sometimes even the storyline might interfere with your background, so make sure to design it carefully.

- The RPGL's grenades will bounce off walls and enemies unlike the other two Grenade Launchers, which explode on contact with anything. And yes, you can hurt yourself or friendly fire teammates if you're not careful.

- The only weapon type you can operate single-handedly is the Pistol and any melee weapons you obtain later on.

- If you lose morale, you'll feel like crap! You'll have less of a chance of surviving fatal attacks, and focusing can be a little bit harder. However, calming yourself down/receiving support from teammates can help you get back on your feet.

- The stats don't really have a point value, but the higher, the better you will do at actions that require one or more of those stats. They will also affect how resistant you are to certain things that go against you (for example, if you have low strength, you might not be able to block against a stronger opponent's melee attack, or if you have low health, you will die fast). The higher the stat is closer to the cap (60), the more godlike you seem regarding those stats. Likewise, the lower the stat, the worse you seem regarding those stats.

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 8:21 pm
by Harmless
Player List: show
Player List:

No. 1: Asriel Dyn
Description: Can be loud. Acts like a real hero with the ego to go with it, but in such a cheerful and nice way that it's hard to really get annoyed with him. It helps that he knows to not be... er, himself when it's better to be quiet. Due to his personality he prefers the more clear approach of getting in and kicking ♥♥♥. He'd like nothing more than to do something that can really let him be the hero he always wanted to be.

Stats:
    Health - 23/60
    Strength - 23/60
    Agility - 24/60
    Intelligence - 17/60
    Willpower - 33/60

Primary Weapon: OSS Tactical Shotgun

Secondary Weapon: Advanced .45 Laser Pistol

Tertiary Weapon: Reinforced Combat Knife

Grenades: HE Grenade & Flashbang

Passives: Elite Skill & Resilience

Upgrades:
- Primary Upgrade Mk.V
- Secondary Upgrade Mk.IV
- Armor Upgrade Mk.IV
- +45% Shield Capacity
- Power Vitamins x6
- Tertiary Weapon Reinforced Combat Knife

Investment: $73




No. 2: Nan

Description: A young human with a weird name. Even if he'd rather not be involved in the war, his perceived battle potential causes him to be forcibly conscripted into the army. The determination to make it back home alive keeps him going.

Stats:
    Health - 24/60
    Strength - 38/60
    Agility - 44/60
    Intelligence - 24/60
    Willpower - 25/60

Primary Weapon: Heal Laser Type A

Secondary Weapon: Blitzblur .22 Repeater

Tertiary Weapon: Reinforced Combat Knife

Grenades: Smoke Grenade, Flashbang, Goo

Passives: Quick Thinker, Resilience

Upgrades:
- Primary Upgrade Mk.III
- Secondary Upgrade Mk.I
- Deeper Grenade Pockets x1
- Armor Upgrade Mk.IV
- +45% Shields
- Tertiary Weapon Reinforced Combat Knife
- Power Vitamin x15
- +1 Grenade Slot (Goo Grenade)

Investment: $168




No. 3: Marcus Hamill

Description: A human sergeant who deserted his position and fled to Eucario, seeing his fellow men were all washed by the Christian beliefs (At least, that's what he saw). He joined the Talroakian army to liberate the humans who used to fight with him. Seeks to end all battles with minimal casualties on both sides with his intelligence.

Stats:
    Health - 24/60
    Strength - 22/60
    Agility - 24/60
    Intelligence - 53/60
    Willpower - 24/60

Primary Weapon: Mjolnir Rifle

Secondary Weapon: Subtle Silencer

Grenades: Goo Grenade, Incendiary

Passives: Elite Skill, Foreign Expertise

Upgrades:
- Primary Upgrade Mk.IV
- Added HE Grenades, C22 Grenades
- Armor Upgrade Mk.IV
- Power Vitamin x19
- +45% Shield Capacity

Investment: $117




No. 4: Dex

Description: A 26 year old human male who only cares about 2 things: money and destruction. He decided to join the Talroakians as a way of getting revenge on the humans after they refused to give him a raise. Oddly enough the payment for his services is actually less than his old wage. His favourite weapons include the flamethrower, various shotguns and high-tech explosives. He'll happily kill almost anyone in his way to achieve his goal, however as part of joining the military forces he's agreed not to fire at his allies unless specifically requested to do so. His aggression in battle was what really convinced the Talroakians that he was fit for the job. Dex prefers to work alone as he believes that 'other people just slow him down'. This often limits his ability to be an effective soldier. He has reflexes that are slightly faster than that of the average human or talroakian and often uses this to his advantage in battle, however, his bulkiness severely limits his ability to dodge attacks. Further information about him seems to be classified for reasons unknown.

Stats:
    Health - 30/60
    Strength - 16/60
    Agility - 12/60
    Intelligence - 12/60
    Willpower - 20/60

Primary Weapon: OSS Tactical Shotgun

Secondary Weapon: "Overload" Plasma GL

Grenades: C22, Incendiary Grenade

Passives: Elite Skill, Quick Thinker

Upgrades:
- Primary Upgrades Mk.IV
- Secondary Upgrade Mk.VIII
- Armor Upgrades Mk.IV
- +45% Shield Capacity
- +1 Grenade Capacity
- Added HE Grenades

Investment: $62




No. 5:





NPC Allies: show
AI Player List:

No. 1: Will "the Wyrm"

Description: A born leader of the Talroakian Squad #288, consisting of him, Rendenvaus, Lia, Ralph, and Kurv. His charisma has managed to inspire men and also help drive them to perfection on the battlefield. A pretty average man for his size and buffness. Earned his name after defeating an army five times the size of his unit using nothing but low-grade weapons and the terrain his feet stood on. Sometimes gets a bit frustrated when things don't quite swing his way.

Health - 16/60
Strength - 18/60
Agility - 14/60
Intelligence - 19/60
Willpower - 33/60

Primary Weapon: Calroc M20985 LMG

Secondary Weapon: Anti-Tank Rifle

Grenades: Frag, HE

Passives: Elite Skill and Natural Aim




No. 2: Rendenvaus Asphelo

Description: Your not-so-average CQC bad-ass. His buff strength and Demolisher shotgun make him a force to reckon with on the battlefield. Even with his buff physique and general attitude, he has a soft spot for tigers and turtles of any kind. Originally worked as an Architect on Eucaro, the Talroakian Capital Planet.

Health - 23/60
Strength - 36/60
Agility - 14/60
Intelligence - 10/60
Willpower - 18/60

Primary Weapon: "Demolisher" Heavy Shotgun

Secondary Weapon: Ballista SMG

Grenades: HE, Incendiary

Passives: Elite Skill, Long Manuever




No. 3: Kurv Batish

Description: He's the midget-sized Talroakian who prefers puns and jokes of either great wit or... relatively "bad" ones. He works great with machinery and can hack into pretty much anything. He's always wanted to construct a giant 50 foot tall popsicle one day, and he often dreams of doing so. His features are a bit rough, but he doesn't seem to mind so. He dual-wields Machine Pistols so he doesn't have to carry much heavy weaponry when infiltrating.

Health - 12/60
Strength - 13/60
Agility - 25/60
Intelligence - 37/60
Willpower - 16/60

Primary Weapon: Blitzblur .22 Repeater

Secondary Weapon: Blitzblur .22 Repeater

Grenades: Flashbang, C22

Passives: Elite Skill, Camouflage




No. 4: Ralphiel Mendenshniedur

Description: A Human from an allied outpost near the Talroakian's home Planet System, he joined the Talroakian military pretty recently due to current events sparking the Talroakian-Human War of 2232, Ralph doesn't seem to have a lot of confidence when it comes to speaking to others or speaking up for himself, but he doesn't mind the battlefield so much for some unknown reason. He has a slight hunchback which stands him out from the general crowd, and a passion for mad science.

Health - 26/60
Strength - 15/60
Agility -22/60
Intelligence: 20/60
Willpower: 18/60

Primary Weapon: Healing Laser Type C

Secondary Weapon: Light Assault Carbine

Grenades: Goo, Sticky

Passives: Quick Thinker, Long Manuever




No. 5: Lia Felk

Description: Lia is an expert Sniper and one of the finest in the Talroakian Military. She seems to have some sort of unnatural hand-eye coordination that allows her to be efficient, be polite, and take no prisoners... Unless when ordered too. She seems to have a slightly sarcastic personality and a more or less confident attitude, yet she still cares for her teammates and friends and understands them well. Very level-headed in most situations, although she doesn't handle grudges very well and will often retaliate to even a simple prank if it manages to piss her off enough.

Health - 18/60
Strength - 14/60
Agility - 38/60
Intelligence: 16/60
Willpower: 24/60

Primary Weapon: EPS .50 Cal Sniper

Secondary Weapon: Calroc M32987 Needle SMG

Grenades: Smoke, Frag

Passives: Elite Skill, Natural Eye



Re: Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 9:27 pm
by Bomberman101
This looks fun, and it's different than other usual RPGs. Heck it doesn't even feel like one, it feels like something else and more unique from the looks of it. I think i'll make a character tomorrow, when I have more time.

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 15th, 2014, 9:38 pm
by Harmless
Bomberman101 wrote:This looks fun, and it's different than other usual RPGs. Heck it doesn't even feel like one, it feels like something else and more unique from the looks of it. I think i'll make a character tomorrow, when I have more time.

Ah. Thanks.

It will still kinda play like an RPG-ish, especially when not in combat.

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 16th, 2014, 6:31 pm
by Harmless
Ooooookay, so apparently hardly anyone has an interest in FPS-like RPGs. I'll keep that in mind...

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 16th, 2014, 6:43 pm
by Bomberman101
Just give it time, I guess. Some people more might join in later. As for my character, I unfortunately do not have time today either. However, I can make one tomorrow hopefully since it's Friday. If not then surely i'll have one by Saturday since I have a ton of free time then.

Re: Mechani Alliance: Onto the Offensive

PostPosted: January 16th, 2014, 7:13 pm
by NanTheDark
...wow.

So many freaking guns and stuff. xD

This looks sorta promising. I could make a char I guess... later. When I have time to study the damn guns. :lol: