A Monster for Every Season: Summer 2
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    Firbolg in the Playground
     
    Planetar

    Join Date
    Dec 2006
    Location
    Raleigh NC
    Gender
    Male

    Default Let's Play Mecha Ace: The Vedrian War

    Welcome to this let's play ! This first post records the current status of the game, the character sheet, and all decisions taken so far.

    RULES

    Anyone may join at any time, and leave at any time. You may participate for as many votes as you wish, or none.

    The Narrator will read a section, at the end of which all participants will vote.
    At the end of the voting period -- usually two days -- the option that received the most votes will be executed. All ties will be resolved using a 1d100 roll from random.org.


    Any thing that must be voted on will be recorded in blue. Please record your
    vote in red to distinguish it from normal conversation.

    Bonus Vote for Fanartists

    As of vote 9 , any person who contributes fanart to the thread will receive one extra vote, one time.

    Character Sheet

    Name: SAWANO, Kallen.
    Rank: Captain

    Commanding Officer, CWS TEMERAIRE

    Coalition of Democratic Extrasolar Colonies

    Piloting: 3 [Affects vehicle piloting and melee combat]
    Perception: 4 + 1 [used for ranged attacks]
    Willpower: 1 [used for fortitude and will checks; a low willpower score
    may result in failure when attempting a frightening task]
    Presence: 2 [Corresponds to Charisma; a measure of the characters ability to persuade
    or dominate others]

    Warrior: 68 Diplomat: 32
    Deliberation: 100 Passion: 0

    [These are a measure of the character's personality. Each pair is opposed; the higher your warrior, the lower your diplomat score.

    These values determine how different characters react to you; for instance, if your character is coolheaded, other coolheaded people will be sympathetic to you while hotheads will be rubbed the wrong way.

    Also, these characteristics determine how effective your character is at taking particular actions. If you spend the entire game cultivating a warlike character who loves to fight, you will have a hard time making any kind of believable appeal for a peaceful settlement].


    Reputation: 100

    Confirmed kills: 85

    COMBAT ARMATURE [your combat vehicle]
    Type: XCA-118 LIONHEART
    Speed: 3
    Armour: 3
    Modifications: Enhanced Sensors
    Weaphn 1: Particle Storm Rifle
    Weapon 2: Plasma Cutter

    LANCE [Squadron]

    Eternal Vigi-2 [Feridoun Asadi] : ACTIVE
    Eternal Vigi-3: KIA
    Eternal Vigi-4: KIA
    Eternal Vigi-5: KIA
    Eternal Vigi-6: KIA


    TECHNOLOGY DATABASE

    Ansible
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    The only way to communicate in real time between human worlds, Ansibles
    use the principles of quantum entanglement to instantaneously replicate
    data over interstellar distances.

    However, the technology involved is expensive to manufacture and costly
    to maintain, so most colony worlds only have one.


    Vernier Thrusters
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    Named for 16th century French mathematiciean Piere Verniere,
    these small adjustable thrusters are the devices behind a
    combat armature's ability to make precise maneuver in the microgravity
    of space. Most Mecha carry three to six dozen verniers in addition
    to their main thrusters. They are dispersed over the body of a
    fighting vehicle and controlled by a central flight computer. Acting in
    concert, they are capable of directing thrust in any direction. These
    thrusters, coupled with inertial canceller fields, allow combat
    armatures incredible agility both in space and in gravity.



    Inertial Canceller Fields
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    Developed in the late 2nd century ISE, the ICF generator is capable
    of creating a field which reduces inertia to a fraction of
    it's original force. This makes possible the immense acceleratons
    experienced both by armatures in combat, and ordinary craft
    when accelerating to interstellar speeds.

    This technology is not without it's drawbacks. It is quite expensive,
    and the power requirements necessitate the use of matter-antimatter reactors.

    Finally, an inertial canceller field at present has a minimum size of
    5x5x5 meters, and a maximum size of 100x100x100 meters. Thus
    it is impossible to mount the device much smaller than a combat
    armature, and large ships must carry multiple generators.



    Matter/Antimatter reactors
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    The beating heart of every modern vessel, a reactor generates the vast
    amount of power needed for interstellar travel and combat. When antimatter
    comes in contact with matter, the result is a violent mutual annihilation which
    produces massive energy.

    Obviously, there are significant dangers intrinsic to the technology, though
    multiple failsafes and shielding make a catastrophic loss of containment almost possible under normal circumstances. During combat conditions, however, a breach of the core will almost certainly annihilate the vessel carrying it.



    Variable Mass Drives
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    Barring the use of wormholes like the one that connects the systems of Vedria and New Lisbon, the Variable Mass Drive, also known as the Tachyon Driver, is the sole known mechanism for superluminal travel.

    The VMD uses the same principle as the Inertial Canceller Field to break the light speed barrier and can be sustained only for short 'hops' lasting a few seconds.

    Each hop can cover distances ranging from 16 light-hours for low-grade commercial drives to up to 96 light-hours for top-rate military ones. In between hops, a ship must spend several minutes recharging its drive capacitors. This reduces the travel time between human worlds to a matter of days or weeks, rather than the centuries otherwise required.


    Autocannon [combat armature]
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    The heavy autocannon has served as the combat armature's primary ranged weapon for decades. The autocannon mounted by the mecha of both Imperial and CODEC forces are fully automatic coilguns capable of firing 45mm explosive shells at a rate of 950 rounds per minute. The weapon itself usually comes with a stock and grips, so that a combat armature may handle and aim the weapon in much the same way a human might use a submachine gun.

    While these weapons are reliable, easy to manufacture, and relatively simple to maintain, their explosive projectiles are slow and relatively easy to dodge. They are also ineffective against heavily armored targets.


    Particle Rifle [Type 1]
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    Developed by Wellington Defence Industries on Albion at the beginning of the current war, the particle rifle launches a bolt of particles towards its target at nearly 98% of the speed of light. Upon impact, these particles carry enough force to penetrate the armor of any combat armature or light warship.

    The firing process of the particle rifle generates an enormous amount of waste heat. WDI's earliest solution was to deposit the heat in disposable heatsinks, which would then be ejected into space to liquify without damaging the weapon. This was done through a primitive but proven bolt-action mechanism, fed through a small interchangeable box magazine.


    Particle Rifle (Type II)
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    A further development of the particle rifle by Wellington Defence Industries, designed as a weapon upgrade for the third generation of CoDEC combat armatures. Instead of a manually-cycled bolt action mechanism, this new iteration diverts a miniscule amount of the power from the weapon's firing mechanism into an automated system.

    As a result, this type of particle rifle is capable of firing as fast as the pilot can squeeze the trigger, though sustained rate of fire is still limited by magazine size.


    Particle Storm Rifle
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    Designed specifically for the XCA-118 LIONHEART, the Particle Storm Rifle is Wellington Defence Industries' latest attempt to amplify the destructiveness of particle weaponry with fully automatic fire capability. Instead of ejecting individual heatsinks when they are filled to capacity, the PSR mounts a cylindrical integrated cooling system made up of a large radiator system which constantly cycles a series of heatsinks.

    As a result, the Particle Storm Rifle is capable of firing a rate of over 600 rounds per minute almost indefinitely.


    Chainknife
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    A basic melee weapon and a stable of the combat armature pilot's armor, the chainknife is a slashing and stabbing weapon with a blade ranging from three to six meters in legnth. Its cutting teeth are usually made of synthetic diamondoid and pulled along a chain wrapped around the blade by a battery-powered motor at the rate of 1200 revolutions per second.

    While the chainknife is almost completely ineffective against modern combat armature armor, it can still deal considerable damge should a skilled pilot be able to thrust the blade through gaps in an opponent's protective coverage.


    Plasma Cutter
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    Derived from the industrial strength welding tools so commonly used in orbital and deep space construction, the plasma cutter projects a jet of superheated gas which is shaped into a ten meter long blade by a containment field. This "energy sword" is capable of cutting through all but the heaviest armor with minimal effort. In addition, the containment field used by the plasma cutter is the same type used by the Imperial military's monosabres, allowing CODEC pilots equipped with plasma cutters to block the monosabre strokes of their Imperial opponents.

    Unfortunately, these properties come at the cost of colossal energy expenditure. A plasma cutter must be fuelled through power linkages which tap directly into a mecha's reactor, meaning that any machine using a plasma cutter cannot use the energy of its main powerplant to its full potential.


    Monosabre
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    The ultimate embodiment of Imperial power and technical know-how, the monosabre is the signature weapon of the Imperial military's combat armature pilots.

    The monosabre itself is a metallic nanofluid, projected from a hilt which also serves as a power cell for the containment field which shapes the blade. Unlike a mundane blade made out of solid materials, the containment field is capable of shaping an edge which remains sharp, even on the molecular scale.

    The result is the famous "infinitely sharp" edge of the monosabre, an edge which never dulls or breaks and is capable of cutting through any material, be it paper or battleship armour, with the same effortless ease.

    The only way to stop the stroke of a monosabre entirely is by parrying it with the containment field of another monosabre or plasma cutter.


    Anti-Capital Ship Cruise Missile (ASCM)
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    These weapons are designed specifically to be launched by large warships for use
    against other large warships. They range from about 8 to 12 metres in length. They mass anywhere
    from 30 to 60 tonnes.

    Cruisers are the smallest type of warship that usually carry ACSM tubes, fielding anywhere from
    12 to 18. Larger vessels, like Imperial dreadnoughts, can carry up to 100 tubes, arranged along
    both sides of the hull (broadside).

    When ejected from their launching tubes through the use of a low-powered conventional explosive
    charge, they quickly lock onto their designated target and begin moving along a flight path given
    to it by the launching ship's Fire Control AI. The missile then quickly gains velocity as it travels
    to its target.

    Missiles are too small to be equipped with inertial canceller fields. While they are capable of
    making wide turns to track targets, they are unable to make tighter turns to evade point-defence
    fire. Generally, about 95% of all missiles fired in a fleet engagement are shot down by point
    defence fire.

    As a result standard doctrine is for a missile-armed capital ship to face in the direction
    of the a target or group of targets and fire all the missile tubes on that side of the ship at
    once, in coordination with any accompanying capital ships.

    An ACSM's warhead consists of anywhere from 50 to 250 grammes of antimatter, held in a
    containment field. When the missile impacts with a target or runs out of fuel, the containment
    field fails, and the antimatter mutually annihilates with the matter of its casing, causing
    an explosion roughly equivalent to that of a large 20th century thermonuclear bomb. In addition,
    this reaction also releases a burst of lethal gamma radiation, killing all unshielded living
    things within close proximity.


    Swarm Missile
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    These weapons are the miniaturised cousin of the ship-launched ACSM.
    They are designed to be launched from specialised combat armatures. They range from 50 to 90
    centimetres in length, and mass somewhere between 300 and 800 kilogrammes.

    Swarm Missiles share many of the advantages and disadvantages of their larger counterparts:
    they are similarly vulnerable to point-defence fire, but their small size allows them to be
    launched in large volleys by lances of combat armatures. An Imperial M404 Revolle can carry up
    to 48 of these missiles in shoulder-mounted box launchers.

    A small size means a commensurately smaller warhead: generally 0.5 to 4 grammes of antimatter.
    While formidable, the explosive yield of these warheads are incapable of dealing severe damage
    to armoured warships except through multiple direct hits. As a result, standard doctrine is to use
    these weapons on "soft" targets, like civilian shipping and combat armatures.


    SHIP REFERENCE


    COALITION OF DEMOCRATIC EXTRASOLAR COLONIES

    CA-70 PICTON [CODEC General Purpose Combat Armature]
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    Manufacturer: Hesse-Castle Macroindustrial.
    Armament: Autocannon, Chainknife

    In the decades before the rebellion, several manufacturers in the outer colonies produced conversion kits to turn civilian industrial armatures into fully-armed combat models. The most effective of these conversion kits added military-grade armor to the cockpit and leg assemblies as well as basic electronic warfare capabilities. The resulting conversion, the CA-70 PICTON, was more than a match for lightly-armed raider vessels.

    Unfortunately, the onset of full-scale civil war has proved the Picton to be inferior to many of its purpose-built Imperial counterparts. While hastily-modified variants have been rushed into production to fill the gap. CODEC is already in the process of phasing out the outdated combat armature entirely.


    CA-82 UXBRIDGE [CODEC Close Combat Mass Production Combat Armature]
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    Manufacturer: Hussar Aerospace
    Armament: Plasma Cutter, Autocannon

    In the opening stages of the civil war, CODEC high command quickly realized the need for an immediately available combat armature capable of facing the Imperial M403 VALLIER on near-even terms. A hasty design process led to the development of the CA-82 UXBRIDGE, a close-combat variant of the CA-70 PICTON with an enhance vernier system. While still outmatched by its counterparts, the Uxbridge's high speed allows a skilled pilot to keep up with most Imperial machines.


    CA-95 MANNINGHAM [CODEC Long Range Combat Armature]
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    Manufacturer: Wellington Defence Industries
    Armament: Particle Rifle (Type I) , Chainknife

    At the beginning of the Civil War, CODEC forced suffered heavy losses at the hands of the Imperial M404 REVOLLE, which was equipped with swarm missiles capable of tearing apart lightly-armored CODEC ships, as well as heavy armor which could shrug off most counterattack. CODEC's answer was yet another variant of the versatile CA-70 PICTON: THe CA-95 MANNINGHAM. Armed with a heavy particle rifle capable of piercing the thickest armor, the MANNINGHAM soon proved highly effectvie against armored targets in the hands of a skilled and sufficiently cautious pilot.


    CA-108 GRENZER Advanced Long-Range Combat Armature
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    Manufacturer: Brunswick Interstellar
    Armament: Particle Rifle (Type I), Chainknife

    A further evolution of the CA-95 Manningham, the CA-108 Grenzer is the first CoDEC combat armature designed for warfare from top to bottom. Armed with the same powerful long range particle rifle which equipped the Manningham, the Grenzer's upgraded reactor also allows it to carry additional armour.


    CA-109 REITER Advanced Close Combat Combat Armature
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    Manufacturer: Brunswick Interstellar
    Armament: Plasma Cutter, Autocannon

    The close combat version of the CA-108 Grenzer, the CA-109 Reiter boasts an updated suite of vernier thrusters and a weapons outfit more suited for close range combat. In addition, the Reiter's upgraded reactor has allowed it to carry heavier armour over vital areas such as the cockpit, improving the survivability of both pilot and machine.



    XCA-118 LIONHEART Advanced Combat Prototype
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    Manufacturer: Wellington Defence Industries
    Armament: Particle Rifle (Type II), Plasma Cutter

    Developed in secret on Vedria Prime by Albion's Wellington Defence Industries, the XCA-118 LIONHEART has been touted as the “silver bullet” needed to end the Civil War once and for all. Key to the LIONHEART's design is a next-generation experimental matter/antimatter reactor capable of immense power output, allowing the experimental combat armature to carry heavy armour without compromising its exceptional speed. In addition the LIONHEART is equipped with a semi-automatic variant of the MANNINGHAM's particle rifle.

    Should the LIONHEART's initial tests prove promising, CoDEC is prepared to manufacture a mass-production variant in small numbers, to be assigned to elite pilots and used to spearhead counter-attacks into Imperial-occupied space.


    SHIP UPDATE: CWS CALIBURN CV-63
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    CODEC Carrer
    Dimensions: 685x245x211 meters
    Crew Complement: 645 (minimum) 4500 (full)
    Armament: 64x Class III ACSM Tubes, 24x37mm Point Defense Autocannon, 6x Combat Armatures

    During the early days of the war, it became very clear that CODEC desperately needed a class of heavy combat armature carriers built for war. While converted freighters and starlines were capable of carrying and launching mecha, they possessed neither speed nor durability nor effective armament. This made them serious combat liabilities.

    As a result, the CODEC Defence committee commissioned a series of new carrier designs. The most ambitious was that submitted by the Tercao Yards of New Lisbon in the beginning of the second year of the war: The CALIBURN. Though unable to carry more than one lance of combat armatures, the new carrier was equipped with a respectable point defense system and a battery of anti-ship missile tubes.

    More importantly, the CALIBURN was outfitted with a powerful military-grade drive, allowing it to keep pace with even the fastest elements of CODEC's ramshackle fleet. Despite the oubvious advantages, the CALIBURN was also a notorious resource-sink, coming in 215% over budget and 14 months over schedule, temporarily scrapping to build any additional ships of this class.

    However, when the CALIBURN was commissioned and deployed to the Vedria system in 418 SE, the new design proved remarkably effective. Therefore, the Defence Committee is once again considering the construction of three additional vessels of this class: The CURTANA, the NAEGLING, and the CALADBOLG.


    EMPIRE OF HUMANITY ASCENDANT

    M401 FANTIN [Imperial General Purpose Combat Armature]
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    Manufacturer: New Hyderabad Systems
    Armament: Heavy Autocannon

    Designed as the mainstay of a vast force of conscript pilots, the M401 FANTIN was designed to be rugged, easy to pilot, and cheap to manufacture. Despite being inferior to the CODEC's CA-70 PICTON, sheer numbers and resourceful Imperial pilots have made sure that the increasingly outdated FANTIN remains a useful weapon in the Imperial Arsenal.


    M403 VALLIER [Imperial Close Combat Mass Production Combat Armature]
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    Manufacturer: Caballero Aerospace Solutions
    Armament: Monosabre.

    The M403 VALLIER is the current standard front line combat armature of the regular Imperial armed forces. While most conscripts and rear-echelon units are still equipped with the M401 FANTIN, the swifter VALLIER has become the mainstay of the Empire's better-trained volunteer units. The VALLIER is armed with a deadly monomolecular sabre, capable of effortlessly shearing through the heaviest armor. The lack of ranged weapon means that VALLIER pilots must use the craft's blinding speed to charge into close combat with the enemy, a tactic will in line with the warrior ethic of the Imperial elite.


    M404 REVOLLE Imperial Fire Support Mass Combat Model
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    Manufacturer: Knox-Gribeauval Industries
    Armament: Swarm Missiles
    Those Imperial pilots who have shamed themselves
    on the battlefield or whose skills have been proven wanting
    are dealt the ultimate humiliation: they are assigned to “Fire-support units” equipped with the
    M404 Revolle. Instead of fighting at close range in honourable battle,
    Revolle pilots are required to remain clear of the battle in their lumbering,
    heavily armoured machines, firing swarms of guided missiles at “soft” targets like
    damaged enemy units or supply ships. There is no honour or glory in such combat, and
    although the strategic value of such units are immense, Imperial pilots have been known to
    shoot themselves to spare themselves from being reassigned to such duty.


    M414 GROGNARD
    Imperial Advanced General Purpose Mass Production Combat Armature
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    Imperial Advanced General Purpose Mass Production Model
    Manufacturer: Caballero Aerospace Solutions
    Armament: Heavy Autocannon, Monosabre

    The M414 Grognard is the Imperial military's answer to CoDEC's Grenzer/Reiter line. While not as agile as the older M403 Vallier, the Grognard is much better armoured, and its automatic cannon allows it to theoretically blast apart any enemy machine which it cannot run down. In recent months, the Imperial Fleet has begun equipping selected veteran pilots with the Grognard. Initial reports have been nothing short of ecstatic: Pilots report that the new machine outclasses everything in CoDEC's current arsenal.


    XM419 ROLAND
    Imperial Advanced Combat Prototype

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    Manufacturer: [REDACTED]
    Armament: Monosabre, Particle Beam Rifle

    For decades, the Imperial Armed Forces have maintained a “black budget” for the development of secret weapons. The latest product of this constant and massive expenditure of resources is the XM419 Roland, a prototype combat armature using an experimental matter/antimatter reactor much like the one which powers the XCA-118 Lionheart. Armed with the very latest in monomolecular weapon technology and the Imperial answer to CoDEC's particle rifle, the Roland is a strong contender for the most powerful combat armature ever built.



    KOVACS-class Light Cruiser [Empire of Humanity Ascendent]

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    Dimensions: 320 x 85 x 60 metres
    Crew Complement: 80 (minimum), 750 (full)
    Armament: 6x Class II ACSM tubes, 14x Class I ACSM tubes, 24x 20mm Point-Defence Autocannon,
    4x 73mm Autocannon

    Unlike the makeshift escort ships of the CoDEC fleet, the Imperial Kovacs class Cruiser was built
    as a warship from the keel up. As a result, it holds several advantages over its CoDEC equivalents:
    redundant systems, a reinforced structure and a more efficient engineering space designed
    for a military grade FTL drive among them.

    Despite this, these ships still lack the firepower or the armour needed to operate on their own.
    They are usually deployed in squadrons of four, or as part of an Imperial battlegroup, operating
    as specialised point-defence ships, thanks to their relatively impressive outfit of autocannon.


    TRICOULEUR Class Dreadnought [Empire of Humanity Ascendent]
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    Dimensions: 1120 x 540 x 420 metres
    Crew Complement: 600 (minimum), 5800 (Full)
    Armament: 32x Class IV ACSM tubes, 64x Class III ACSM tubes, 48x 20mm Point-Defence Autocannon, 12x 73mm Autocannon, up to 6400x ground troops (Flight A) or 6x combat armatures (Flight B)
    The crown jewels of the Imperial navy, the TRICOULEUR class dreadnoughts are the ultimate expression of Imperial military design philosophy: heavily armed and massively armoured, these immense warships can go toe-to-toe with entire CoDEC battlegroups.

    When the first batch of four TRICOULEUR-class dreadnoughts were commissioned in 411 ISE, the Imperial naval staff was under the assumption that the massive warships would be mostly used to conduct and support ground operations against small-scale insurgencies with minimal space-borne presence. The outbreak of the CoDEC rebellion forced the TRICOULEUR's designers to rethink their priorities.

    As a result, the second set ofTRICOULEURs were modified to specialise in combat against enemy fleets, with its massive troop bays replaced by combat armature hangars. The first of these ships, the ORIFLAMME, was commissioned into the Imperial Grand Fleet in early 417, and currently serves as fleet flagship.



    LIGHTBEARER Imperial Unmanned Strategic Weapon [Empire of Humanity Ascendent]
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    Dimensions: 12600 x 6200 x 6200 metres (transit mode), 12600 x 10800 x 10800 metres (firing mode)

    Armament: 1x Niven Device

    With no end in sight to the CoDEC rebellion, the Empress personally commissioned the Imperial military to develop a series of superweapons capable of winning the war. The largest and most physically imposing of these projects to reach completion has been the Lightbearer. This colossal superweapon consists of a massive remote-controlled cannon and its support mechanisms, all protected by a shell of heavy armour.

    In essence, Lightbearer is a gigantic starship engine, re-purposed as a weapon. The core of the weapon consists of a massive matter-antimatter reactor, capable of short, high-intensity bursts of operation. When activated, the vast majority of the reactor's power is released as exhaust, shaped into a variable-width beam by a containment field.

    This exhaust consists of charged particles moving at 99.5% the speed of light, capable of travelling up to 50 000 km before complete beam dissipation. When set to be fired in a wide beam, the Lightbearer is capable of destroying entire fleets in a single shot. Narrower, more intense containment results in more concentrated fire, theoretically capable of punching through large space stations, asteroids, even small planets.

    With such destructive power at its fingertips, the Imperial Admiralty expects to be able to crush the rebellion by the beginning of 420 ISE. As a result, the weapon has been attached to the Imperial Grand Fleet in the Vedria System.



    HISTORY OF THE INTERSTELLAR ERA

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    Successful matter/antimatter reactions were first generated in the early
    21st century, heralding an age of innovations. Over the next five decades
    the reactor was refined, each iteration becoming more and more efficient.
    Research colonies for the purpose of this testing were constructed on Luna
    and Mars. While this occurred, the solar system itself was colonized by slow ships.
    Small but permanent orbital colonies were established, as was Olympus City on Mars,
    the first permanent settlement on another planet.

    Three generations later, a combination of three breakthroughs caused a technological
    revolution which produced the current era.

    First, a relatively cheap method of producing antimatter, making it a viable source of
    commercial, industrial power. This also led to the development of Inertial Canceller Fields
    and the variable-mass drive, leading to the development of faster-than-light travel.

    The result was an immense boom in colonization efforts, and many were sent out.
    Unfortunately, most of these were unmitigated disasters, as the pride of nations goaded
    them to establish colonies for the bragging rights, without regard for the welfare of
    the colonists. Most of them died slow deaths, more degenerated into barbarism. Only
    a few went on to become thriving worlds in their own right.

    After multiple catastrophic failures, the six wealthiest and most powerful nation states
    created a new regulatory agency to oversee further colonization and manage the existing
    worlds. This new 'Colonial Authority' was empowered to administer the colonies of its
    member worlds and to field armed starships to enforce its edicts. From now on, the
    majority of colonization efforts would be carefully planned and administered. In
    recognition of this new age, the Colonial Authority instituted a new calendar, retroactively
    dated to the first matter/antimatter rector two centuries before. Under the new calendar,
    the year was now 177 ISE: Interstellar Era.

    Of course, some nations would not go along with this scheme, but the overwhelming
    financial muscle of the CA's backers either forced the dissenters ot join or
    abandon their colonial efforts altogether. Over the next century, the Colonial Authority
    would increase in power and slowly usurp the prerogatives of its members states while
    the colonies under its control grew into economic powers. The discovery of the Vedria
    Wormhole and the nearly earth-like world of Albion in the
    Faran system ushered in a new colonial boom. In fact if not in name,
    the CA was the government of earth and all her colonies by the
    beginning of the third century ISE.

    Not long after this, the ambitious administrators of Albion begain
    work on a massive combination orbital shipyard, trade port,
    and orbital habitat capable of supporting ten million people:
    Londinium Station. However, those behind the project had greatly
    underestimated the costs. Far from the industrial capacities of the core worlds,
    Albion's fifty-five million people completed a twentieth of the structure
    in less than seven years.

    These pressures forced innovation, and the colonists solved the
    problem with the Construction Armature: a giant humanoid craft
    powered by miniaturized matter/antimatter reactors and piloted by a
    single specialist. With only one pilot and a team of two or three hundred
    support technicians, the construction armature could do the work
    of fifteen thousand spacesuited workers. This innovation allowed
    the colonists to complete Londinium Station in three years.

    The development of the Construction Armature allowed the construction of another generation
    of massive orbital and deep space habitats, another colony boom.

    This presented a problem for the Colonial Authority: The senior administrators
    who had carefully maintained humanity's expansion had become a closed, hereditary class
    of technocrats from Earth and the oldest colonies. Their monopoly on power was threatened
    by the expansion, so in ISE 296 the Colonial Authority declared its senior positions to be
    hereditary, and ordered an indefinite moratorium on new colonies.

    The outer colonies did not take this very well.

    Population pressure and disagreement with CA policies meant a sharp increase in piracy and smuggling.
    When the pirtaes proved to be too agile for the CA's warships, local governments took
    to arming construction armatures and deploying them from makeshift carriers to combat the problem.

    Meanwhile, the Colonial Authority, which had become a feudal monarchy in all but name,
    discarded the last pretences and declared itself the Empire of Humanity Ascendent,
    with the current Administrator of Earth as Emperor.

    Disorganized rebellions immediately broke out in the colonies, which the
    Empire responded to with their own purpose-built armatures, piloted by Imperial conscripts
    and led by highly motivated and trained members of a newly-developing "warrior class".

    As the rebellions grew in frequence and intensity the warrior class gained more power within
    the Empire. A new ethos was founded and became wildly popular among the Imperial Nobility,
    one which harkened back to the Teutonic Knights, the Samurai, The Grenadiers, and the
    Chasseurs a Cheval of Napoleon's Guard.

    Despite the increasing militarization of the Empire and the constant refinement of its
    Combat armatures and warships, a rebellion powerful enough to spark a full-scale civil war
    was only a matter of time. In 414 SE, that time came, when the governor of Albion and
    half a dozen other colonies declared independence, under the banner of the Coalition of
    Democratic Extrasolar Colonies (CODEC).

    The civil war has lasted five years now. Though bolstered by an increasingly organized military
    and the defection of several Imperial units, the rebel colonies are locked in a stalemate
    with forces still loyal to the newly-crowned Empress. With battle lines settled around the
    Vedrian Wormhole, neither side has the force to manage a breakthrough.

    There is no end in sight.


    ART GALLERY


    Ensign Asadi, portrait, by Kasanip
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    UXBRIDGE in action, by Smuchmuch
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    CODEC roundel, by Paul Wang
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    PAUL: The "corners" of the CoDEC roundel represent the military forces of the unified colonies, arranged in a protective array around the circle of a planet: this represents the organisation's stated purpose as a defensive militia, and their emphasis on protecting the rebel colonies.​


    Flag , Empire of Humanity Ascendant, by Paul Wang
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    PAUL: "The Imperial Battle Flag's obvious inspiration comes from the Colours of Napoleon's infantry regiments, to the point where it almost seems like an anachronism in a setting with FTL and well, Combat Armatures. That's to demonstrate that the imperial metropole of Empire itself has an anachronistic bent (reflected in their rather old-fashioned views on combat, not to mention their dress uniforms) as well as the rather aggressive spirit driven into their pilots."


    Randomella, our fifth regular player, by Fri.
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    Achievements
    Gundamjack! : Grand Theft Prototype: You recovered a prototype from the enemy.
    White Death: You maxed out your ranged prototype weapon.

    Simohayha: The White Death : You maxed out your ranged combat ability.

    Orlando Furioso: Defeated the Roland while Hawkins was piloting it.

    The Biggest Stick. You intimidated the enemy fleet into surrendering.
    Just this once!: Every major character survived to the end of the story.

    Who the Hell…: You ended the story with more than 80 Reputation.

    Take that, Manfred!: You ended the story with more than 80 kills.
    Men of Destiny: You played through the story with an all-male cast.

    Decision Log
    1. Execute ejected pilots because we can't let them live.
    2. Female pilot
    3. We joined the battle to fight for the cause of Freedom!
    4. Known for no single act but for reliability and unbroken record of excellence.
    5. We use a particle rifle and fly the CA-95 MANNINGHAM
    6. Upgrade sensors
    7) Our Lance is named Eternal Vigi-Lance.
    8) Our strong point is our perception.
    9) Rules amendment: fan artists will receive one extra vote per piece.
    10) Our weakness is the combat shakes
    11) Respond neutrally to the team
    12) Asadi is letting his heart rule his head; he needs to calm down.
    13) We won't be able to stop to help but we can move carefully to prevent more damage
    14) Attempt to catch sight of the enemy from here.
    15) Remote-hijack the mech.
    16) Attack the perimeter guards.
    17) Get some distance and fight from range.
    18) We're proud of our performance
    19) Fire potshots to scare off conscripts
    20) Get the box, it might be important.
    21) Accept Hawkins' challenge, call in allies to assist.
    22) Keep him at a distance.
    23) We still fight for the same reasons.
    24) Wait for outcome of vote 22.
    25) Attack from a distance.
    26) BP choose name: Aina Tomino.
    27) We see the crew chief.
    28) Compliment weaver
    29) What are you fighting for?
    30) IN order, if time: Prototype, Asadi, Hawkins.
    31) Name changed to "Kallen Sowano"
    32) Ask asadi how he's holding up.
    33) Ask Asadi if he has anyone waiting for him at home.
    34) It just means we'll have to fight harder.
    35) "Congratulations on your first command."
    36) "I'm just hoping it lives up to the hype."
    37) "I can't help but feel that this machine isn't entirely safe."
    38) We actually don't say anything.
    39) I don't like it either but we have our orders.
    40) test melee weapon thoroughy.
    41) Test range weapon with panache!
    42) Hope asadi has the good sense to run
    43) Calm down, I'm the one in trouble not you
    44) Enter the IFF code.
    45) Fly the LIONHEART with limiters .
    46) Fight the battle cautiously, in deference to that big egg-thing which is probably a superweapon.
    47) Steele has to have something up his sleeve (like, say, a superweapon)
    48) Stage a hit and run to protect the civilian transports.
    49) Charge into the middle of the enemy.
    50) Defend the battle group
    51) Protecting civilians is our top priority. I'm glad we're doing it.
    52) Attack Hawkins, ordering our lance to deal with his escort.
    53) Engage Hawkins from Long Range
    54) If only we could stop destroying the things other people have built.
    55) The LIONHEART is an impressive asset but it has issues.
    56) We saved as many as we could.
    57) "I'm just glad we all made it through these past few days."
    58) Ensign Asadi is an excellent pilot but his judgement can be questionable.
    59) Maybe they wanted to gauge the morale of the battlegroup through me?
    60) We'll see Asadi, Watanabe, and Captain Baelyn, in that order.
    61) "I wanted to see how you were holding up."
    62) Continue to talk to Asadi.
    63) Why do you want to win this war so badly?
    64) Make sure they didn't die in vain.
    65) We don't accept Asadi's romantic overture but keep our options open.
    66) Yes, they are.
    67) Sure, I'd love to.
    68) Clothes don't mean that much to me.
    69) We'll stop them here.
    (Already voted to see Captain Baelyn)
    70) Ask all the questions.
    71) Take experimental particle rifle.
    72) Improve piloting.
    73) I hope this will end the war.
    74) Snipe from afar.
    75) Retain tactical flexibility.
    76) Wait a little longer.
    77) Stay and fight.
    78) Attack the flagship while Asadi defends the fleet.
    79) Demand Steele spare crown station and withdraw the fleet.
    80) Kill Steel when he refuses our demands
    81) Name, rank , and serial number.
    82) I don't agree, but i understand.
    83) Name rank and serial number again.
    84) Ask as many questions of the Blue Masque as possible.
    85) Shoot to kill.
    86) Allow Hawkins to hijack the Roland.
    87) "Good, I'm not so sure, either."
    88) "The Commandant has his own agenda but that doesn't mean he can't be useful."
    89) I admit that I broke under Imperial interrogation.
    90) See Asadi.
    91) Part of something bigger
    92) Serious issues with the plan
    93) I trust you completely
    94) visit Asadi's quarters.
    95) Kiss him back.
    96) Hunt the enemy down without mercy .
    97) If it's a fight you want...
    98) You're insane.
    99) Engage Hawkins at range.
    100) Attempt to intimidate the Grand Fleet into surrendering.
    101) Spare hawkins.

    Fanart bonus vote log:
    +1 Fri, earned 18 AUG.

    Respectfully,

    Brian P.
    Last edited by pendell; 2015-10-19 at 07:14 PM.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

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    Firbolg in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Orbit over Vedria Prime, Vedria System
    419 Interstellar Era


    You pull back on the throttles as the battered Imperial combat armature in your sights begins to glow with the tell-tale lights of a core breach. You shift your weightin your seat, your skin-tight pilot suit stretching as your own mecha's controls register your movement. Your multi-ton war machine halts just meters in front of the stricken enemy machine at the commands of your flesh and blood body inside the cockpit.

    With a twist of your legs, your control interface sends the twelve metric tons of your combat armature's leg crashing into the disintegrating enemy machine, sending it careening off into the middle of the enemy formation. With a brilliant, self-annihilating flash, the crippled machine's matter-antimatter core goes critical, taking two other hostiles with it.

    KILL COUNT: 63.

    Around you, more enemy machines die as allied mecha pour supporting fire into them,exploiting the hole torn in the enemy formation by your attack. Command had been wise to choose you to lead the attack, for you were an elite ace with sixty kills.

    Now you have sixty-three.

    Their formation shattered, the enemy advance guard flees for the safety of their distant support vessels. Behind you, the main body of the fleet moves up to press the attack , allowing you and your fellow pilots in the advance guard to regroup.

    You scan your tactical display, hoping to find and rendezvous with your unit. Instead, you find three, dim energy readings heading away from you. These must be the escape pods from your most recent kills.

    What do you do?

    Vote 1:

    1) Killing helpless foes would be dishonorable. I let them go.
    2) I'm a soldier, not a murderer. I don't want to kill anyone I don't have to.
    3) Killing them would waste ammunition I could need later. I let them go.
    4) I cannot afford to let three experienced enemy pilots live.
    5) Why should I let those impie bastards live? I kill them all!


    [NOTE: Choices 1-3 all spare the enemy lives and choices 4-5 kill them.
    The reason there are FIVE choices rather than two is that the particular choice selected tells us something about your personality, which will influence your warrior/diplomat and reason/passion rankings]

    TECHNICAL UPDATE: Ansible
    Spoiler
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    The only way to communicate in real time between human worlds, Ansibles use the principles of quantum entanglement to instantaneously replicate data over interstellar distances.

    However, the technology involved is expensive to manufacture and costly to maintain, so most colony worlds only have one.


    TECHNICAL UPDATE: Vernier Thrusters
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    Named for 16th century French mathematiciean Piere Verniere, these small adjustable thrusters are the devices behind a combat armature's ability to make precise maneuver in the microgravity of space. Most Mecha carry three to six dozen verniers in addition
    to their main thrusters. They are dispersed over the body of a fighting vehicle and controlled by a central flight computer. Acting in concert, they are capable of directing thrust in any direction. These thrusters, coupled with inertial canceller fields, allow combat armatures incredible agility both in space and in gravity.



    TECHNICAL UPDATE: Inertial Canceller Fields
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    Developed in the late 2nd century ISE, the ICF generator is capable of creating a field which reduces inertia to a fraction of it's original force. This makes possible the immense accelerations experienced both by armatures in combat, and ordinary craft when accelerating to interstellar speeds.

    This technology is not without it's drawbacks. It is quite expensive,
    and the power requirements necessitate the use of matter-antimatter reactors.
    Finally, an inertial canceller field at present has a minimum size of
    5x5x5 meters, and a maximum size of 100x100x100 meters. Thus
    it is impossible to mount the device much smaller than a combat
    armature, and large ships must carry multiple generators.



    TECHNICAL UPDATE: Matter/Antimatter reactors
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    The beating heart of every modern vessel, a reactor generates the vast
    amount of power needed for interstellar travel and combat. When antimatter
    comes in contact with matter, the result is a violent mutual annihilation which
    produces massive energy.

    Obviously, there are significant dangers intrinsic to the technology, though
    multiple failsafes and shielding make a catastrophic loss of containment almost
    possible under normal circumstances. During combat conditions, however, a breach of
    the core will almost certainly annihilate the vessel carrying it.



    TECHNICAL UPDATE: Variable Mass Drives
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    Barring the use of wormholes like the one that connects the systems of Vedria and
    New Lisbon, the Variable Mass Drive, also known as the Tachyon Driver, is the sole
    known mechanism for superluminal travel.

    The VMD uses the same principle as the Inertial Canceller Field to break the light
    speed barrier and can be sustained only for short 'hops' lasting a few seconds.
    Each hop can cover distances ranging from 16 light-hours for low-grade commercial
    drives to up to 96 light-hours for top-rate military ones. In between hops,
    a ship must spend several minutes recharging its drive capacitors. This reduces
    the travel time between human worlds to a matter of days or weeks, rather than
    the centuries otherwise required.




    BACKGROUND UPDATE: HISTORY OF THE INTERSTELLAR ERA

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    Successful matter/antimatter reactions were first generated in the early
    21st century, heralding an age of innovations. Over the next five decades
    the reactor was refined, each iteration becoming more and more efficient.
    Research colonies for the purpose of this testing were constructed on Luna
    and Mars. While this occurred, the solar system itself was colonized by slow ships.
    Small but permanent orbital colonies were established, as was Olympus City on Mars,
    the first permanent settlement on another planet.

    Three generations later, a combination of three breakthroughs caused a technological
    revolution which produced the current era.

    First, a relatively cheap method of producing antimatter, making it a viable source of
    commercial, industrial power. This also led to the development of Inertial Canceller Fields
    and the variable-mass drive, leading to the development of faster-than-light travel.

    The result was an immense boom in colonization efforts, and many were sent out.
    Unfortunately, most of these were unmitigated disasters, as the pride of nations goaded
    them to establish colonies for the bragging rights, without regard for the welfare of
    the colonists. Most of them died slow deaths, more degenerated into barbarism. Only
    a few went on to become thriving worlds in their own right.

    After multiple catastrophic failures, the six wealthiest and most powerful nation states
    created a new regulatory agency to oversee further colonization and manage the existing
    worlds. This new 'Colonial Authority' was empowered to administer the colonies of its
    member worlds and to field armed starships to enforce its edicts. From now on, the
    majority of colonization efforts would be carefully planned and administered. In
    recognition of this new age, the Colonial Authority instituted a new calendar, retroactively
    dated to the first matter/antimatter rector two centuries before. Under the new calendar,
    the year was now 177 ISE: Interstellar Era.

    Of course, some nations would not go along with this scheme, but the overwhelming
    financial muscle of the CA's backers either forced the dissenters ot join or
    abandon their colonial efforts altogether. Over the next century, the Colonial Authority
    would increase in power and slowly usurp the prerogatives of its members states while
    the colonies under its control grew into economic powers. The discovery of the Vedria
    Wormhole and the nearly earth-like world of Albion in the
    Faran system ushered in a new colonial boom. In fact if not in name,
    the CA was the government of earth and all her colonies by the
    beginning of the third century ISE.

    Not long after this, the ambitious administrators of Albion begain
    work on a massive combination orbital shipyard, trade port,
    and orbital habitat capable of supporting ten million people:
    Londinium Station. However, those behind the project had greatly
    underestimated the costs. Far from the industrial capacities of the core worlds,
    Albion's fifty-five million people completed a twentieth of the structure
    in less than seven years.

    These pressures forced innovation, and the colonists solved the
    problem with the Construction Armature: a giant humanoid craft
    powered by miniaturized matter/antimatter reactors and piloted by a
    single specialist. With only one pilot and a team of two or three hundred
    support technicians, the construction armature could do the work
    of fifteen thousand spacesuited workers. This innovation allowed
    the colonists to complete Londinium Station in three years.

    The development of the Construction Armature allowed the construction of another generation
    of massive orbital and deep space habitats, another colony boom.

    This presented a problem for the Colonial Authority: The senior administrators
    who had carefully maintained humanity's expansion had become a closed, hereditary class
    of technocrats from Earth and the oldest colonies. Their monopoly on power was threatened
    by the expansion, so in ISE 296 the Colonial Authority declared its senior positions to be
    hereditary, and ordered an indefinite moratorium on new colonies.

    The outer colonies did not take this very well.

    Population pressure and disagreement with CA policies meant a sharp increase in piracy and smuggling.
    When the pirtaes proved to be too agile for the CA's warships, local governments took
    to arming construction armatures and deploying them from makeshift carriers to combat the problem.

    Meanwhile, the Colonial Authority, which had become a feudal monarchy in all but name,
    discarded the last pretences and declared itself the Empire of Humanity Ascendent,
    with the current Administrator of Earth as Emperor.

    Disorganized rebellions immediately broke out in the colonies, which the
    Empire responded to with their own purpose-built armatures, piloted by Imperial conscripts
    and led by highly motivated and trained members of a newly-developing "warrior class".

    As the rebellions grew in frequence and intensity the warrior class gained more power within
    the Empire. A new ethos was founded and became wildly popular among the Imperial Nobility,
    one which harkened back to the Teutonic Knights, the Samurai, The Grenadiers, and the
    Chasseurs a Cheval of Napoleon's Guard.

    Despite the increasing militarization of the Empire and the constant refinement of its
    Combat armatures and warships, a rebellion powerful enough to spark a full-scale civil war
    was only a matter of time. In 414 SE, that time came, when the governor of Albion and
    half a dozen other colonies declared independence, under the banner of the Coalition of
    Democratic Extrasolar Colonies (CODEC).

    The civil war has lasted five years now. Though bolsted by an increasingly organized military
    and the defection of several Imperial units, the rebel colonies are locked in a stalemate
    with forces still loyal to the newly-crowned Empress. With battle lines settled around the
    Vedrian Wormhole, neither side has the force to manage a breakthrough.

    There is no end in sight.


    Votes in by 5:30 PM , Eastern Standard Time, Tuesday.

    Respectfully,

    Brian P.
    Last edited by pendell; 2015-06-07 at 05:34 PM.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    I cannot afford to let three experienced enemy pilots live.

    I want to be cold.
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  4. - Top - End - #4
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Vote 1:

    1) Killing helpless foes would be dishonorable. I let them go.
    This seems alright, but it's kind of the typical knight response.

    2) I'm a soldier, not a murderer. I don't want to kill anyone I don't have to.
    Mecha tend to be rather maudlin when they make remonstrations about the nature of war. Gundam's already got this pretty covered.

    3) Killing them would waste ammunition I could need later. I let them go.
    Too bellicose a form of pragmatism.

    4) I cannot afford to let three experienced enemy pilots live.

    A bit more tolerable, if we're going for cold and calculating, this is my pick. In fact, let's do this.

    5) Why should I let those impie bastards live? I kill them all!
    Woah there.
    Last edited by Legato Endless; 2015-06-07 at 10:12 PM. Reason: Changed my vote

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    4) I cannot afford to let three experienced enemy pilots live.

    It's cold, especially because our enemy grunts are just conscripts, but we're fighting a war of survival against an oppressive empire. Pragmatism it is.

  6. - Top - End - #6
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    I can't afford to let any enemy live to fight again.
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    The Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.



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    Default Re: Let's Play Mecha Ace: The Vedrian War

    I will vote contrary.

    2) I'm a soldier, not a murderer.
    'cause we got soul and we a soldier.
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    4) I cannot afford to let three experienced enemy pilots live.
    Thanks to Linklele for my new avatar!
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    Firbolg in the Playground
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    I kinda want to play a professional soldier type, so I'll pick this one.

    2) I'm a soldier, not a murderer. I don't want to kill anyone I don't have to.

    Though I don't mind if we end up cold and calculating, to give a bit of variation.
    Last edited by Fri; 2015-06-08 at 07:26 AM.
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    The OTP in the playground.
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    I think a more dispassionate, but not cruel, pilot could be fun.

    2) I'm a soldier, not a murderer. I don't want to kill anyone I don't have to.

  11. - Top - End - #11
    Firbolg in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    If I'm reading this correctly the votes are now evenly balanced at 4 for death and 4 for mercy. Voting closes tomorrow at 5:30 PM Eastern time. Will anyone else chip in? Will everyone remain firm in their resolve..?


    ...

    Fascinating.

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Actually, it looks like five for death and three for mercy.
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Lord Ruby is right. The cold killers are beating us 5 to 3.

    Also, is it too early to start suggesting names for our Lance? I've got an idea I believe it appropriate.

  14. - Top - End - #14
    Firbolg in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Quote Originally Posted by CoreBrute23 View Post
    Lord Ruby is right. The cold killers are beating us 5 to 3.

    Also, is it too early to start suggesting names for our Lance? I've got an idea I believe it appropriate.
    Go right ahead, we just won't be actually setting it until that point in the story comes.

    I'm tempted to drop by arts and crafts to see if anyone wants to try their skills at a unit patch, ship drawings, etc.

    Reaper Lance?

    Respectfully,

    Brian P.
    Last edited by pendell; 2015-06-08 at 12:39 PM.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Hey. Nice to see this started.

    I am going to vote for:
    > Killing them would waste ammunition I could need later. I let them go.
    I'm sig'ing in the rain, just sig'ing in the rain....

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  16. - Top - End - #16
    Firbolg in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Smuchmuch, you understand that you're voting for a third option? We have :

    5 votes to kill 'em because they're experienced pilots.
    3 votes to spare them because we have a conscience.
    1 vote to spare them because it's a waste of ammunition.

    With a vote of 5-3-1, it appears that we're going to see some exploding escape pods in short order.

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

    -Valery Legasov in Chernobyl

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Incidentally, is there a Geneva Convention (or something like that) which dictates that Enemy Pilots fleeing in escape pods should NOT be shot down?

    Quote Originally Posted by CoreBrute23 View Post
    Lord Ruby is right. The cold killers are beating us 5 to 3.

    Also, is it too early to start suggesting names for our Lance? I've got an idea I believe it appropriate.
    Lyrical Tokarev?
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    Firbolg in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    The book doesn't make any mention of a Geneva convention or similar; certainly no such agreement exists between CODEC and the Empire.

    The Geneva convention was an agreement between nations to make war humane; from the viewpoint of the Empire there ARE no more nations; the Empire of Humanity Ascendant is the sole lawful government, and to make war upon it for ANY reason is rebellion and treason. Consequently all members of the CODEC armed forces are 'unlawful combatants' , under the terms of the old conventions, and so those protections would not apply to them in any case.

    That said, the Empire is a neo-feudal system, and its aristocracy subscribes to a code of honor. Anyone who subscribes to that code will view the killing of helpless foes as a war crime, and anyone who does it with contempt. The Empire DOES take prisoners, and seems to treat them with a degree of consideration... when they have reason to do so.

    Speaking abstractly, if one should fall into Imperial hands, one can probably expect far better treatment for acting with 'honor' than for shooting down escape pods. If you act like a knight, you'll probably be treated as one. If you act like a terrorist .. well, you can expect a great deal less restraint and courtesy.

    All of this assumes you're captured in the first place. And it also assumes you don't run into an Imperial who cares not a jot about honor but a great deal about winning. As I understand it, such people are rare in their ranks but the historical pattern of wars is for scruples to gradually be abandoned in the pursuit of victory.

    Respectfully,

    Brian P.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

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  19. - Top - End - #19
    Firbolg in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Very well, by a vote of 5-3-1, the enemy pilots who ejected are to be executed because they are experienced enemies who are too dangerous to live.

    Quote Originally Posted by Mecha Ace
    You push the throttle forward with one hand as you designate the enemy escape pods as targets with the other, a familiar sequence of movements made second nature by five years of fighting against the oppression of Old Earth. You position your combat armature behind the trio of tiny, egg-like craft as they fly for the safety of the Imperial fleet.

    You close to point-blank range and raise your mecha's weapon, opening fire at a distance which almost guarantees direct hits.

    You squeeze the trigger three times and the star-studded sky is filled with three dying blooms of pale fire and shattered metal.

    You feel a strange disturbance, as if three voices had cried out in terror and were suddenly silenced.

    You nod to yourself, satisfied that those Imperial pilots won't be causing you or your allies any more trouble.
    WARRIOR: +20 DIPLOMAT: -20
    DELIBERATION: +20 PASSION: -20

    Quote Originally Posted by Mecha Ace
    A voice chirps in your comm. "Nice shooting , boss. Glad to see we're not pulling any punches today."

    The window on your comm screen displays the image of a black-haired, hungry-looking young person with aristocratic features and skin the color of milk tea, the smile made up of equal parts approval and admiration: Ensign Feridoun Asadi, your wingman. Possessed of undoubted talent, healthy aggression, and a killer instinct, Asadi is a highly valued asset.

    You smile back, answering your wingman's youthful enthusiasm with a hunter's grin of your own.

    "Every skilled pilot we kill is another one the Impies can't replace. That's how we're going to win this war, Asadi."

    Asadi's grin redoubles.

    "That makes all the sense in the galaxy to me ... "

    Vote 2:

    * "... sir."
    * " ... ma'am".


    [This selects the gender of your pilot. It has minimal game effect, as I will so arrange matters that all potential romantic partners are available.]

    Quote Originally Posted by Mecha Ace
    "Glad I've made myself clear, Asadi," you say as you look over your main display, beyond your wingman's face and at the battle still raging before you, high above Vedria Prime's Surface.

    Half a decade of war has honed your ability to pick out friend from foe to a razor's edge. Within seconds, you are able to pick out the friendly warships and combat armature units of the fleet as they open up against the main body of the hated enemy.

    They, like you, fight for the Coalition of Democratic Extrasolar Colonies [CODEC], an alliance of human colonies fighting for independence from the growing tyranny of Old Earth's Empire of Humanity Ascendant.

    The rebellion itself had been centuries in the making. While the human species needed strong, central authority to govern it during the first uncertain decades of interstellar colonization that would become the Empire did not adapt to changing realities as Earth's colonies grew into power in their own right.

    Ultimately, the result had been a government which claimed to speak for all of humanity, but one which concentrated all power in the one-seventh of the human race that lived within humanity's home system. Instead of delegating power to the ascendant colonies, Old Earth had sought to rein in its growing children with increasingly restrictive policies. When the outer colonies protested, the Empress and her court responded by stripping entire worlds of their charters and ruling by decree.

    After that, open rebellion had only been a matter of time.

    In the early days of the rebellion, the forces of Earth's rebelling colonies had been poorly organized and armed with nothing more than improvised weapons, warships, and combat armatures.

    You had been one of the first volunteers. The moment the concept of colonial revolution became something more concrete, you joined up with the newborn rebellion's rag-tag armed forces.

    You had only one thing on your mind that day, and you joined CoDEC's military as a combat armature pilot for one reason:
    Vote 3:

    * Revenge for what the Empire had did to my family.
    * To support the cause of freedom from the tyranny of Old Earth.
    * To shield those dear to me from the destruction of war.
    * A chance for power, fame, and maybe even high office at the end of the war.
    * To kill people with official backing.
    * My homeworld had joined the rebellion. It's my duty to defend her.



    Votes in by 5:30 PM Eastern Time Thursday! Hope to see you then!

    Respectfully,

    Brian P.
    Last edited by pendell; 2015-06-11 at 06:16 PM.
    "Every lie we tell incurs a debt to the truth. Sooner or later, that debt is paid."

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  20. - Top - End - #20
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Since we seem to be going kill kill kill*,

    -> To kill people with official backing.

    Also, my idea for the Lance name should be obvious.

    We. Are. GIANT LANCE!

    *To clarify, I chose thise because I like the idea of someone whose a bit Dexter like, who has this urge to kill, but wants to channel it, so he joined the military that would let him find a focus for his urges. He's still a nice guy, he just likes to chop up somebody with his giant mech sword (assuming he gets a sword) every so often.
    Last edited by CoreBrute23; 2015-06-09 at 06:00 PM.

  21. - Top - End - #21
    Ogre in the Playground
     
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    ...Ma'am

    My Homeworld had joined the rebellion. It's my duty to defend her.
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  22. - Top - End - #22
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    ...ma'am

    To support the cause of freedom from the tyranny of Old Earth.

    Ruthless idealist sounds decent for a soldier and gives us some latitude for divergent choices.

  23. - Top - End - #23
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    PirateGuy

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    2: ...Sir

    3: To support the cause of freedom from the tyranny of Old Earth.

    The tree of liberty must be refreshed from time to time, with the blood of patriots and tyrants fleeing enemy escape pods.
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  24. - Top - End - #24
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    2: ...Sir

    3: To shield those dear to me from the destruction of war.
    Thanks to Linklele for my new avatar!
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  25. - Top - End - #25
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    2: Ma'am.
    Since it's rather evenly split so far.

    However! Since we're going for cruel and heartless, I'll vote #3 for...
    Revenge for what the Empire had did to my family. They stole my little sister's teddy bear, among other things.

    And. Um. Not fish names this time; how about bird names? I say character's name should be Robin.
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  26. - Top - End - #26
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Sir

    My homeworld had joined the rebellion, it was my duty to defend her.
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  27. - Top - End - #27
    Troll in the Playground
     
    PirateGuy

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Quote Originally Posted by Mahonri Violist View Post
    And. Um. Not fish names this time; how about bird names? I say character's name should be Robin.
    We could go with a Fruit and Vegetable theme.

    In which case our Pilot will be Kira Tomato (and his berserk function will be Seed mode).

    Love interest will be the singing citrus, Lacus Lime

    Best friend will be Athrun Salad.

    *Barrel rolls out of the impending hail of rotten tomatoes*
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  28. - Top - End - #28
    Bugbear in the Playground
     
    5a Violista's Avatar

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    Default Re: Let's Play Mecha Ace: The Vedrian War

    Oh! Fruit and vegetables! I love that. Let's go with it. That's my vote.
    Favorite sports:
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    (and basically everything else that starts with 'f')
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  29. - Top - End - #29
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    2: ...Ma'am.

    3: To support the cause of freedom from the tyranny of Old Earth.


    Definitely rooting for the ruthless idealist.

  30. - Top - End - #30
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    Default Re: Let's Play Mecha Ace: The Vedrian War

    ... Madam

    * A chance for power, fame, and maybe even high office at the end of the war.

    I like ambitious characters (I feel ambition as a character motivation is rarely treated fairly in fiction) and it fits well with a certain kind of calulating ruthlessness.

    That said, if it's anything like 'life of a wizzard', those first choices won't be that important.
    I mean Koi started as a troublemaker as a child, bit of a thief and her best friends was a bad influence, and she ended up almost as a living "saint".
    Last edited by smuchmuch; 2015-06-10 at 01:40 PM.
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