Just so I know, @Morph: Are you planning on making a character for this RP? If not I'll pass your spot to some one else.
 
Alright, cool, I'm sure someone's going to appreciate that. Thanks for letting me know man!
 
Procrastinated a lot, but here's what I've got so far. Bio to come.


Pilot
Name: Erica Wilde
Age: 30
Gender: Female
Appearance:
2fb642f987e29a7b4657cba7fe43c6ec.jpg
Biography:
wip
Strengths:
  • Scavenger- As Erica's armor might suggest, she has an affinity for reverse-engineering (or simply tearing off and using) weapons or auxillary systems of damaged or destroyed suits.
  • Hold the Line- Wilde's style of combat (and her suit of armor as a whole) is designed for defensive, ambush, and siege combat. If in one of those situations, she can stop foes dead in their tracks, obliterate a foe in an instant, or rain withering fire from afar.
  • Fast Talker- A somewhat sharp wit, amiable personality and the ability to lie can get someone far in the world. She's got all three.
Equipment:
  • Assault Rifle- Simple enough, an automatic rifle chambering standard rounds. Can fire around 300 rounds per minute (cyclically).
  • Welding torch- While the device is primarily for welding things together, it can also be used to cut through varying thicknesses of metal.


Armor
Name: Basilisk
Variant:
Militant
Appearance:
Beneath the exoskeleton of squarish and industrial plates, the Basilisk sports a stout and heavy construction, around 4 meters in height and 1.25 tons, with the cannon (including ammunition) adding another 0.75 tons. The viewports are exceptionally small, intended to protect the pilot.

Armament:
  • 200mm Heavy Cannon: A cannon "borrowed" from a siege tank, a breech-loading cannon that can chamber a handful of shell types, though primarily APFSDS and HEAT. The cannon and ammunition storage can be detached from the mech quickly, though reattaching them takes time, and is not necessarily viable in a combat scenario.
Defensive Systems:
  • Blast-Shields: The front of Basilisk carries a durable shell of metal plating, though the armor is partially for protecting the Militant-class from its own armament.
Support/Utility Systems:
  • Optics: The Basilisk primarily uses a camera for visibility.
  • Laser Rangefinder: An old rangefinder welded to the piece, with a matching digital display to help compensate aim.
  • Improved Servos: In order to bear arms and armor as incredibly heavy as the cannon, extremely durable and powerful joints and servos are required. This enables the Basilisk to both lift and handle heavy cargo, and even in the (forceful) disassembly of power armor.
 
Pilot
Name: Jackson Michael (Puff Pimp Daddy, Lucky Jack) Rose
Age: 43(Appearing as 32)
Gender: I identify as a tri-gender pyrofox from the sixth dimension (Male)
Appearance:
A rugged sloth of a blue and green eyed man. Jackson stands about 6'7 and weights around 175lb. He tends to keep brown hair in dreads with metal silver, decorative rings. He does have some small scars but most aren't visible. He is a well toned build, mainly due to doing parkour as an past-time. His left arm is of the top of the line cybernetic tech, appearing in slick shining metals and all appearing highly decorative despite still being high functioning. His arm has 5 digits as finders and the middle and ring fingers both have gold and sapphire rings.

a0edf33592fd261c8a9585bd0cace75c.jpg



Biography: In the past he was pretty much living as some poor loser. Living with his mother and constantly surviving off of his welfare income, buying food, utilities and the like while working some odd jobs around the area he lived in, in effort to get some extra money. Like every other dead beat, he wasted that extra money he earned from those odd jobs on the housing bills and more importantly some herb or drugs, along with the occasional lottery ticket. On one lazy day, while smoking a good blunt with friends, Jackson was wearing a common, cheap and even cracked pair of Virtual Display Glasses, watching the lottery, expecting to lose like normal until he heard the numbers. "4, 20, 32, 7, 317, 14 annnd... 117!". Those were exactly his numbers, in that very order and in that day his life changed, winning 30 mil, 15 of which he instantly used in the black market to create a custom Oni classed mech.

In that day Jackson's life changed and for the next 12 years he lived in luxury, having hired a financial adviser to make sure he stayed rich. For the next 10 years he replaced his 'bad arm' with a high tech cybernetic arm, got himself some very flashy things, played quite a lot with his mech, and took lots and lots of drugs. Eventually, paradise did finally end as he was slowly almost out of his money and as such, with his big new mech that he got accustomed to really well, he decided to join the company of Easy Money in effort to make more cash and pay off some bills and taxes that he missed for 10 years.


Strengths:
  • Lucky #7 ~ Luck seems to almost always be on his side since he won the lottery and when any number is visible that was on his lottery ticket (or looks like it, like 420 rather than 4, 20) is around, he's likely going to have a very magical time.
  • I got what you're looking for! ~ For some reason, when in times of desperate need Jack tends to somehow finds what is needed out of either coincidence. Though it might just be him forgetting he got it.
  • Hit this good shit! ~ Jack has all sorts of drugs and herbs at almost ALL times, often smoking them in great quantities. As such he's always overly relaxed and can even boost the party's moral greatly by having the shit they'd like.
  • Time to run! ~ When out of his mech he is skilled in running through obstacles with ease and can even run and jump through areas and in ways that most people can't as though it was natural.
  • Not dumb, just REALLY High. ~ An odd characteristic, Jackson is much more intelligent than he carries himself out to be. Enough to repair his own mech, use the guns it holds and look up anything that he doesn't already know that was saved in his VDG's archives.
Equipment:
  • 2 Gold and diamond plated 9mm pistols. (One named 'Puff', The other named 'Pimp' Both written in diamonds on the handles)
  • Frag and incinerary grenades
  • A Repair kit
  • Personal Magboots
  • bottles of Liquor of different types with mixers. (in Mech)
  • Cocaine (In Mech)
  • 'The Gasmask" (In Mech)
  • "A fancy glass vase' (In Mech)
  • Different types of smokeable 'herb' (in Mech)
  • The best shrooms ever. (In Mech)
  • Packets of cigs. (In Mech)
  • Newest and highest quality of VDGs with saved manuals, videos and more added onto it for his entertainment.
  • His Arm: This 6 digitted arm can split into 2 3 digited thinner arms. It's highly decorated and is silvery in appearance. It is also double jointed, allowing for movement that're unnatural for most other arms. To help things out, they come with an unconscious auto-aim system connected to a chip in his brain since he's too naturally incompetent to do such.
Armor
Name: Hotbox
Variant: Oni
Appearance: Hotbox is the newest creation of military tech that money can buy. Standing 12.5 feet tall and weighs over 2.5 tons. It is quite bulky in it's own right with quite a good sum of armor to protect the rider sitting inside. Jack customized his entire ride to fit his design perfectly, having it to where only he could properly drive it since only he has three arms. Inside is a seat with several controls for Jack, along with what appears to be a mini bar on the side with plenty of storage for almost any drug Jack may feel like taking. Of course his mech's interior was designed for luxury, but even so he did make sure he didn't come in armed. Having 4 arms which hold 2 Multi-Purpose plasma shooters and 2 50.Cal Heavy machine guns with incendiary bullets along with 4 more arms that carry a flame thrower, 2 grenade launchers, and an LMG. on the back is a large 'box' which moves down between the mech's legs, revealing a very large and long plasma cannon that when fully charged shoots out a large ball of pure plasma at whatever is in the way. Of course like everything else, Jack made sure his mech was highly decorated, but not enough to where being scratched would matter. On the back of the mech are two large thrusters, propelling the big bulky mech forward or allowing it to fly around in space, as does it have 2 maglock boots. The entire mech has a shiny silver and gold sheen with blue and green decals all around it with the bullet proof, thick glass having a dark red and blue darkener so the fire of the plasma or flamethrower won't hinder his visibility. The legs are digiterigrade, allowing more stability on the mech and if needed they can 'lock' or 'pin' the mech onto the ground to keep stability in combat.

Armament:
  • 1 Plasma Cannon (Heavy)
  • 2 Multipurpose Plasma Throwers, sprays out plasma like a flamethrower or adjusted by magnetic fields to shoot chargeable shots at a 250 meter distance. More it's charged though, the more powerful the impact and greater the distance. (Primary)
  • 2 50. Cal Heavy Machine Gun with Incendiary rounds. (Primary)
  • 2 Grenade launchers With Incendiary and frag grenades (Secondary)
  • 1 Flame thrower (Secondary)
  • 1 Light Machine Gun (Secondary)
Defensive Systems: (No official limit, but don't go too crazy. You still have to be reasonable.)
  • Smoke Screens and grenades, shoot out of large vents from the armor and the back to fire in front, covering the area in a thick smoke that definitely smells like the various drugs inside it.
  • Electric Field
  • Deployable Cover Projectile~ shot out of the grenaders, it creates a thick powerful, bullet and heat resistant foam that can be used as cover.
  • Auto-Darkening Visor: Allows protection from his own fire and plasma and thus allows him to see the area around through the intense light and head of his own weapons.
Support/Utility Systems: (Same as above. No official limit, but don't go too crazy. You still have to be reasonable.)
  • Advanced Sensor Suite: Primary function that allows him to see all targets through the Auto-Darkening Visor.
  • Healing Nanites Injector: Should anything get through and damage the pilot, these will help keep him alive long enough to patch things up.
  • Field Repair Suite: A Primary function as it allows the mech to repair it's own systems should they be damaged or even other mechs.
  • Magnetic Lock System: Keeps the Mech on the ground at all times
  • Twin Boosters: Allows for Zero-G travel or works as a good device for charging into the enemy at great speed.
  • Advanced Firing System: Allows the mech to auto-fire at all targeted opponents without the need for the pilot to aim the weapons too much. Still comes with Manual Firing if needed but overall it's just poking the screen and let the mech do it's work.

As incredibly odd as this is, it does work. Though I do suggest changing the gender entry to be a tad more serious. You may be my hubby, but I can't let you get away with everything. C
Pilot
Name: Jasmine Sykes
Age: 38
Gender: Female
Appearance:
we_are_mercenary_by_madspartan013-d7lvlvr.jpg

Image used without permission from madspartan13

Standing at 6'3", broad in shoulder and waist, with facial features too bold for beauty, Jasmine can be somewhat intimidating. Her skin is a lighter caramel hue, with features of such mixed ancestry that it might be impossible to racially profile her. She keeps her dark ash brown hair shoulder length, just long enough to bunch into a pony tail at need, to keep it out of her way.

Biography:
Jasmine Sykes, daughter of Murdoc Sykes, a mercenary of Voidstar Contracting. Murdoc was part of an ill-fated assault on Piazzi and Queen Mel. The team were either killed, or captured, tortured, then killed. The ones who were tortured, were made an example of, being broadcast on the 'net, to make sure everyone knew exactly what would happen to them, should they piss off The Queen. Jasmine, who was 22 at the time, and her father's mechanic for his armour, ended up watching her father being tortured.

Since then, she has harboured a deep grudge for Queen Mel, a desire to seek vengeance. Over the years, she rescued the suit she calls Doc from an abandoned asteroid mining camp, repaired, and upgraded the vehicle to assist in her work as a engineer and mechanic. Working with Voidstar, she has gained good experience in combat and field repair. Five years ago however, tensions began to rise within Voidstar, before it finally fractured into two separate entities. Jasmine sided with Ira Barajas, the original leader of the Voidstars, but the splinter group fell apart within three years.

In six months, she found herself a member of Easy Money, a rather ragtag group of mercenaries.

Strengths:
  • Experienced Engineer: On top of her natural mechanical inclination, Jasmine has a Masters Degree in Electro-Mechanical Engineering
  • Suit Mechanic: Jasmine got her start in engineering as a suit mechanic for her father, who used a third gen combat suit. She's been wrenching and coding since she was 13. Since then, she's been to university, and has spent the last 12 years as a engineer/mechanic for the Voidstar group, or doing other similar work. She has a lot of knowledge.
  • Strong Arm: Gambling and fighting go hand in hand on the station. Blake not only learned hand to hand fighting from mercs and her father, but has taken a smattering of martial arts training over the years. She works out to maintain her strength, stamina, and speed.

Equipment: (Gear carried into missions not related to the power armor, may be back-up weapons, tools... ect.)
  • Left Arm: An obvious prosthetic, she has fitted with diagnostic tools, allowing her to literally jack in to most of the equipment on the station, giving her a very handy computer. Also a bit stronger than normal, with some reinforcement for percussive maintenance when called for.
  • Maintenance Equipment: Being part of the station's crew, she has more than a few tool kits for specialized tasks. All of them do happen to include duct tape.
  • EDC: Jasmine's EDC kit includes her own self designed, and self made pistol, that fires a bottlenecked .32 caliber cartridge, with a 12 round magazine. Carries two spare magazines. A flashlight and a drone-worklight, multitool and a small folding knife. Finally is her datapad.


Armor
Name: Doc (MurDoc)
Variant: Industrial (Mining)
Appearance:
Diesel_Soldat_5b_Web.jpg

Image used without permission from Bjorn Hurri

Doc is a fairly old Gen 1 industrial rig, which was originally used in mining in the asteroid fields. Heavy, and extremely well protected from the elements, it has served several owners well. By the time it got into Jasmine's hands, it was fairly run down, and missing some pieces. She has since restored or upgraded almost every part of the suit, designing it to fit her needs and desires. When outfitted with the applique armour, the unit stands at 8'7" in height, and weighs in excess of 3800 lbs. It is far from fast, but it is extremely durable, reliable, and hard to damage. When armoured and armed, she refers to the vehicle as MurDoc, in memorial of her father.

Armament:
  • Plasma Lance: A massive plasma based cutting/drilling tool, ripped from a drone, and grafted onto the shoulder of Doc. Focuses a powerful stream of plasma into a narrow jet that extends up to 30 feet in length, capable of cutting through almost anything. Normally used for mining, and ship/station salvage.
  • KalTech Industries BK-145-104: A 14.5mm HMG grafted onto the left arm. An old weapon, firing an ancient cartridge, the 14.5x114mm cartridge developed back in 1941. With modern improvements however, like a polymer case, and improved projectiles, it is still potent to this day and age. The gun itself is a simple chaingun mechanism, and features dual feed capability, letting her chose from two different types of ammunition on the fly. Her two options are HEIAP, and APDS.
  • 2x RKE GP57-D1 LMG: A pair of light machineguns in 7x46mm. Mounted on the right arm. Belt fed.

Defensive Systems:
  • Applique Armour: While the chassis provides a good deal of protection from the normal hazards of mining and machineguns, Jasmine knew the stock armour would just not be enough. She has adapted the armour to allow fitment of composite panels that greatly increase the protection from not just kinetic penetrators, but also shaped charge, laser, and plasma based weaponry.
  • Active Defense System: A system grafted onto the right shoulder of the suit. Built as a standalone system, it uses its own sensors, and processing hardware to run, independent of the main suite of the suit.

Support/Utility Systems:
  • Overhauled: To say that Doc is restored, would be an understatement. Jasmine has not only restored, or replaced every joint, to return the precision where she feels it needs to be; there is not a system in the suit, that has not gone untouched. The computer system itself has been removed and replaced with more modern and powerful equipment, letting her install and add new systems that the suit could not have handled before. The hydraulics have been changed to more efficient pumps, and more powerful rams, forcing her to reinforce the chassis itself.
  • Recovery Systems: Fitted to the back, are a pair of 12k lb winches, each with 50m of cord. Fitted with a multipurpose maghook/claw, allowing them to be latched on to most things at need.
  • Field Repair and Replacement Unit: Perhaps the most unique part of Doc, is that she has equipped the suit with a portable 3D printer, that can reproduce small parts at need, from a small cache of pelleted supply materials. This allows her to, with the help of a library of up-to-date scans of her partner's machines, craft repair parts for that which is damaged, and get them going once again. This is further assisted by a laser scanning probe contained within the right arm. Allowing her to insert the probe into a damaged piece of armour, and not only see the damage, but measure, and create patches for the armour as well. Is limited in the size, and how much she can make before needing to restock on supplies. IE: She is not a supply of ammunition.
  • Precision Repair Armatures: A pair of small, light duty repair armatures are concealed behind armour plates in the torso. She uses these to perform delicate surgery on damaged suits, ships, stations, etc. Anything that needs actual precision, which the large, bulky arms of Doc cannot manage. They are fitted with light, variable output plasma torches, wire feed spools for welding and soldering. Cutting edges on the "fingers", etc. However, they are quite delicate by necessity, nor are they capable of lifting much more than a hundred pounds, combined. Operating the arms gets a bit complicated in the cockpit of Doc, as she frequently needs to manipulate that which she is working on, with the primary arms as well.
  • Advanced Close Range Scanner: A sensor suite designed to do an in depth readout on vehicles, or systems. If "paired" with another vehicle, through a multi-stage, encrypted connection, can get a detailed analysis from the vehicle's computer, of error codes, and technical specifications.
  • Onboard Armour Suit and Vehicle Database: Something which has helped her countless times, is having direct access to this database, containing technical details of most makes and models of vehicles. It enables her to cross reference parts, which helps her to sort salvage, or cannibalize a broken machine, to fix another. Also, she has a separate sub-routine which she has coded, that can reference this Database, to sensor data, to determine the make, model, and "stock" information of most vehicles as well.


Will finish....later

Looking real slick Gold. I'm sure that everyone's gonna appreciate the literally support MurDoc provides, almost as much as Captain Yates will appreciate having a sane person under his employ. Welcome aboard!
EDIT; Should be completed now. Let me know if anything needs changing.

Pilot


Name:
Yvette (Eve) Moreau
Age: 29
Gender: Female
Appearance: Tall (5’9”) and slim with dark skin. Muscled in the places where it counts. Short, black hair that is wildly curly (think Jasika Nicole). Eyes the colour of fossilized amber. Has a good number of dark beauty marks of various size scattered across the right side of her face below her eye. She has a curious accent, one that is not entirely recognisable but at the same times leaves you feeling like you’ve heard it somewhere before.

Biography: Following in the footsteps of her her parents Yvette enlisted into a general faction of space port security on Earth upon turning 18. While in training for the position she met a man by the name ‘Red’ who in turn introduced her to the illusive mercenary group known as the ‘Spiders’.
While they are not very well known, that’s just the way that the Spiders like it to be. They are an exclusive and tight knit group of mercenaries who specialise in working within the shadows, whether it be obtaining classified information for a client, granting entrance into a high security area, theft, or in some rare cases that utilize specialized individuals within the group, assassination.
As per the way that the Spiders operate Yvette spent a year trail under Red learning the way that the Spiders worked before being accepted into the group. She has been officially working for them off and on for the past 9 years. Most of the jobs that she takes are information gathering or breaking and entering, though she has been involved in an assassination or two.
In her downtime not on jobs for the Spiders Yvette has taken to joining other small Merc groups (Such as Easy Money) or Salvage teams to pass her time and keep her living comfortably enough. Her specialty lies within recon and close to mid range combat where the slightly enhanced speed of the suit as well as its mobility can help to give her the upper hand.

Strengths:
  • Strategist; both as a natural born ability and one that has been further trained from her time with the Spiders, Yvette has a plan for every situation and then five more for when that one fails.
  • Jack-of-all-Trades; though she is only human and as such has her strengths and her weaknesses, Yvette has been around enough that she’s picked a little bit of everything here and there.
  • Cunning Linguist; her time with the Spiders had her learn fully several languages and the basis of many more in order to blend in almost anywhere and more tactfully complete the jobs that she was given.
  • Silver Tongue; not one to go around picking fights Yvette has learned to use her knowledge of languages to her advantage in order to get herself out of sticky situations with anything from a little white lie to a story spun on the spot.
Equipment:
  • Grappling Hook (& Gun(?) to shoot the hook with)
  • Basic Med Kit
  • Survival Knife
Armor

Name: Recluse 4
Variant: Urban (Modified by the Spiders to be more modern by utilizing new materials and methods of assembling and disassembling the suit while putting it on/taking it off.)
Appearance: Obtained by the Spiders over the years and modified by their Mechanics, you’d be hard pressed to find a suit of this armour anywhere else. Still keeping with the reasonable bulk of traditional Urban armour, many parts of the ‘armour’ have been switched out and replaced with more sleek and newer materials in order to upgrade the protection required. This slight ‘de-bulking’ includes the lack of mounted weapons on the suit.
The suit increases Yvette’s height by a good half a foot, bringing her well over 6 feet tall. On top of her weight of 140lbs the suit adds another 120lbs, bringing her in suit weight up to 260lbs without additional weapons or gear. Including weapons and gear she weighs in around 280lbs.
The suit itself is dark gray and almost mesh looking at parts, though it has the ability to change colour due to its Chameleon system. The visor is reflective and tinted bronze-ish and covers the entirety of the front of the helmet. There is a slightly darker portion on the back of the suit that makes up an abstract motif of a spider.

Armament:
  • Two Primary Plasma Guns
  • Various hand grenades attached to two belts which are slung across the hips of the suit. (Smoke, Frag, Incendiary)
Defensive Systems:
  • Chameleon ‘Invisibility’ Field - Enables the suit to match the wearer’s surroundings rather than making them completely invisible. Is very effective while the wearer is standing still but not so much while they are moving.
  • Electric Charge - Charged electric field specifically covering the surface of the armour on the arms and hands of the suit. Is able to stun people and fry delicate electronic systems that comes into contact with.
  • EMP Wave - Kept as a last result the suit is charged with an strong EMP wave that has a radius of 100 feet that will shut down suits of power armour and most electronic devices for a short time. There is a small chance that it can cause a malfunction severe enough to break a suit, this includes the suit of the wearer, so it’s really a last ditch effort ability.
Support/Utility Systems:
  • Advanced Sensor Suite - Includes sonar, infrared and radar detectors.
  • Advanced Information Suite - A system which allows for the suit to scan and display basic information based on enemies or comrades power armours that do not have any sort of signal disrupter installed in them. Takes several seconds to gather the information in which the target must remain fully within visual range.
  • Advanced Mobility Suite - The height boost that the suit grants also grants stronger hydraulics in the legs and arms which allows the suit to leap/run/jump/etc further and increases strength in the arms. It also grants a slight mobility increase because the parts included are newer than what had come standard when the suit was built.
  • Healing Nanites & Adrenaline - Provides minimal healing as well as an adrenaline boost in order to give an injured pilot a better chance when in a bad situation.
  • Magnetic/Gravity Boots - Adding to the ‘spider’ image of the suit these boots allow the wearer to walk on any metal surfaces and to ground themself in 0G.

Looking good, but do note that the EMP wave wouldn't be as effective as you hope. Every suit is effective sealed from EM radiation, the EMP would be able to shut down and/or damage delicate or unshielded electrical equipment though. With that in mind you're accepted. Let's see if Eve's experience will pull her through.

***

Alright, Only two unfinished CS's and potential free spot to go, deadline is the 10th.
 
Last edited:
Pilot
Name: Sember Maric
Age:
36
Gender: Female
Appearance:
1215565183183e90f4f81903ec51ba34.jpg

Biography: Orphaned at a young age, Sember spent her childhood being shuffled through foster homes. At the age of 16, she joined the military to escape. She enjoyed the thrill of combat, but didn't take to the discipline of military life well, often taking unnecessary risks and clashing with her superiors. She was eventually discharged for Desertion and Inciting Sedition when she convinced her squad to abandon their position to engage the enemy. She joined several mercenary outfits, but was generally looked upon as a loose cannon and was discharged from them for her reckless behavior or left due to 'boring' assignments. Eventually running lout of companies that would hire her, she came across Easy Money. Eager for a challenging mission, Easy Money provided her with the Piazzi Station Contract.

Strengths:
  • Veteran Trooper: Sember has spent her entire adult life on the battlefield, and knows her way around a firefight, inside or out of power armor.
  • Veteran Pilot: Sember has been piloting her suit for twelve years and knows the ins and outs of operating it, and can compensate for her suit's 'quirks'.
  • Snap-Shot: Sember has a frightening talent in put her munitions right where she wants them in the blink of an eye, either in or out of her suit, as long as her targets are relatively close.
  • Fearless: Though some would call her reckless, little seems to faze Sember in the middle of battle.
  • Aggressive: Sember prefers to put pressure on her opponents until they're overwhelmed or retreat, and is skilled at keeping up said pressure.
Equipment:
  • 9mm Machine-pistol
  • Pack of hand-rolled cigarettes
  • Lighter
Armor
Name: The Bitch
Variant:
Militant
Appearance:
0ed41b9628b62f9c1365e145d3f971e1.jpg
A heavily modified and customized suit of Gen. 2 power armor, the Bitch has seen dozens of owners in it's lifetime, and seems to have a tendency of killing them. Even though many of the armor's alterations have been to compensate for it's varied methods of pilot mortality, some have come to believe the armor is cursed, and Sember acquired it cheap twelve years ago. It stands at 9'2'' and weighs just over 2 tons, fully loaded.

Armament:
  • Left Arm: 25mm Autocannon (Primary, AP Shells), LMG with bayonet (Secondary)
  • Right Arm: Minigun (Primary), Grenade Launcher (Secondary, Frag)
  • Right Shoulder: Missile Pod (Primary, Laser Guided, HEAT, EMP)

Defensive Systems:
  • Laser Point Defense System: Mounted in the torso, the LPDS is designed to automatically fire upon missiles and enemy troops in close range. It's targeting algorithms are a bit sluggish and were updated after a pilot was accidentally killed by a misfire of the system.
  • Support Grenade Launchers: Attached to the heat sinks, they fire Smoke and Flashbang grenades.
Support/Utility Systems:
  • Gyro Overdrive System: A supplementary engine that drastically improves the Bitch's mobility and response. However, it generates considerable heat and is best used sparingly and in bursts, and it's bursts of speed can be difficult to handle.
  • XL Heat Sinks: Two large heat sinks were attached to the Bitch's shoulders after rampant overheating issues resulting in one pilot cooking to death in their own suit.
  • Tow Winch: Located between the legs. Is rumored to have killed a pilot who tripped over it.
  • Music System: No practical use beyond entertainment and personal preference.
 
I'm tempted to split this into team girl and team guy... But the guys are sociopathic buffoons for the most part.
 
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