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everan:military:golden_band:equipment:sunrunner_mothballed_mechs

Sunrunner Mothballed Mechs

at the start of the golden bands contract they were issued aging Sunrunner Mk. 1 Mechs, a towering behemoth standing at an impressive height of 50 feet. Despite its age, this formidable war machine packs a punch with an arsenal designed to dominate the battlefield.

At its forefront, the Sunrunner boasts a Particle Projectile Cannon, capable of unleashing devastating bursts of energy that can tear through enemy armor with precision and force. Accompanying this fearsome weapon is a 150mm Autocannon, providing sustained firepower against both ground and aerial threats, ensuring no adversary remains unscathed.

To further enhance its offensive capabilities, the Sunrunner is equipped with two six-shot short-range missile launchers, delivering a swift and deadly barrage upon its foes. Whether engaging in close-quarters combat or raining destruction from afar, these missiles offer versatility in combat scenarios.

However, despite its formidable armaments, the Sunrunner Mk. 1 Mech does have its weaknesses. Its armor, although once formidable, has grown thin and vulnerable over time, making it susceptible to sustained enemy fire. Additionally, the sheer weight of its firepower has rendered the Sunrunner sluggish in movement, sacrificing speed for overwhelming offensive capabilities.

however once the beachhead was established and R&D was able to take a look at the salvage they were able to upgrade it to the sunrunner mk 2 which some might say is a almost entirely different mech at this point.

Presenting the Sunrunner Mk. 2, a sleek and upgraded version of its predecessor, standing at a slightly reduced height of 39 feet. Despite the slight decrease in stature, this cutting-edge mech is a force to be reckoned with on the battlefield, boasting an array of advanced weaponry and enhanced defensive capabilities.

At the forefront of its arsenal are two 60mm Autocannons, capable of unleashing a relentless barrage of high-velocity projectiles, shredding through enemy defenses with precision and efficiency. Complementing these formidable weapons are three medium-sized Free Electron Lasers, harnessing the power of advanced technology to deliver devastating bursts of energy, melting through enemy armor with unparalleled accuracy.

In addition to its medium-sized lasers, the Sunrunner Mk. 2 is equipped with two small-sized Free Electron Lasers, providing supplementary firepower for engaging agile or lightly armored targets with pinpoint accuracy.

However, the Sunrunner Mk. 2's improvements extend beyond its offensive capabilities. With a significant upgrade in armor, boasting a robust 10 tons of protective plating, this mech is far more resilient to enemy attacks, able to withstand sustained fire and survive prolonged engagements on the battlefield. Furthermore, enhancements to its propulsion systems have significantly improved its speed and maneuverability, allowing it to swiftly navigate the terrain and outmaneuver adversaries with ease.

Loadouts

given the idea that certain pilots might want to upgrade or alter some or all features on the sunrunner here are all the current weapons and equipment that can be added to the sunrunner as long as they take into account the fallowing. the sunrunner has 5 slots for energy weapons and 6 for ballistic weapons, ballistic weapons offer far greater ranges than energy weapons however they require a lot of ammo to run, every action taken with a ballistic weapon will use up a certain ammont of ammo for said weapon, every ballistic weapon has a total ammo pool of 250 ammo per weapon, the sunrunner has a total heat capacity of 20 units of heat

Balistic

weapon name slots used range Damage discription units of ammo used per action
60mm Autocannon 3 slots 1000 meters moderate damage to light armor 10 ammo used per action
150mm Autocannon4 slots 1600 meters moderate damage to heavy armor 20 ammo used per action
Ballistic Anti-Missile System 2 slots 10,000 meters 75% of missiles fired will be distroyed 50 ammo per action
200mm Shrapnel Cannon 1 slot 800 meters devastating against infantry and light armor 1 ammo used per action
Light Machine Gun Array 1 slot 800 meters devastating against infantry 2 ammo used per action
heavy machine gun array 2 slots 900 meters devastating on infantry moderate on light armor, minor on heavy armor 5 ammo used
Rifled Cannon 6 slots 2500 meters deadly against: infantry, light armor and heavy armor moderate against medium mechs 50 shots used

Missle weapons are a unique weapon system as such they can take up either energy or ballistic slot if you choose to add them keep this in mind. their total ammo pool for each is 250 but depending on the missle launcher depends on the number fired. that being said missiles are often times used against light and medium mechs dealing moderate damage so they are most likely deadly to anything less.

missles

weapon name slots used range units of ammo used per action heat generated per action
SRM 2 slots used 1 range 500 meters ammo used per action 2 2 units of heat
SRM 4 slots used 1 range 500 meters ammo used per action 4 3 units of heat
SRM 6 slots used 2 range 500 meters ammo used per action 6 4 units of heat
MRM 10 Slots used 3 range 1000 meters ammo used per action 10 4 units of heat
MRM 20 Slots used 4 range 1000 meters ammo used per action 20 6 units of heat
MRM 30 slots used 5 range 1000 meters ammo used per action 30 10 units of heat
MRM 40 slots used 6 range 1000 meters ammo used per action 40 12 units of heat

energy weapons are limited at the moment with the golden band however they don't use ammo and deliver flat damage and have the shortest range by default. they do however much like missiles use create heat but at a much higher rate

energy weapons

weapon name slots used range damage units of heat per action
small electron laser slots used 1 range 200 meters damage light damage to medium mechs 3 units of heat
medium electron laser slots used 2 range 400 meters damage moderate to medium mechs 5 units of heat per action
heavy energy packet cannon slots used 3 range 800 meters heavy damage to medium mechs 15 heat per action

outside of weapons there are a number of equipment upgrades you can get for your mech that can improve your mech or benefit you the pilot, this being said a sunrunner mech has a total allotment of 4 equipment slot

equipment

equipment name slots used description
Tracks slots used 2 doubled the speed of the sunrunner and doubles the armor in the legs
Armored Cowl slots used 1 armoed cockpit that prevents small arms fire from punching threw the cockpit glass and injuring the pilot
TAG (Target Acquisition Gear) slots used 1 gives minor bonus to hitting a enemy target
targeting computer slots used 3 gives moderate bonus to hitting the enemy, when paired with TAG it doubles the damage of the shots from ballistic weapons
First Aid Station slots used 1 simple golden band brand first aid pack mounted to the wall in the cockpit
advanced first aid station slots used 2 a first aid station from hades cooperation that is automated and will treat the pilots wounds
ammo pool expansion 1 slots used 2 will double the ammo pool for all weapons
ammo pool expansion 2 slots used 4 will double all weapons ammo and reduce heat output of all weapons by 50%

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everan/military/golden_band/equipment/sunrunner_mothballed_mechs.txt · Last modified: 2024/03/18 10:03 by shadowwalker