Tactical Officer
Tactical officers serve in a variety of capacities on board large spacecraft or inside of star bases, ranging from security details to manning the bases turrets and other weaponry to escort and bodyguard missions. Many are proficient with a wide variety of weapons and are capable of adapting to any given situation on the fly. Some tactical officers elect to undergo pilot training after serving for a period. Few have the dedicated skills to become Mecha Pilots though, but those that do are a force to be reckoned with once they do.
Available Stats: Rank, Martial Arts, Gunnery, Small Sidearms, Large Weapons
Science Officer
Science officers can serve in a variety of support positions on larger spacecraft or bases, from planetary analysis to medical professionals to experts in space phenomenon sent to study the wormhole. Most serve in this capacity for the entirety of their career, though they may broaden out to learn other sciences to increase their usefulness to the ship or base.
Available Stats: Rank, Martial Arts, Medical, Astrogeology, Astronomy, Computers, Small Sidearms
Engineering Officer
Engineering officers are the backbone of large starcraft and bases, keeping the stations and systems running long past the manufacturers recommended replace by date. They are almost all skilled with computers for the ability to sift through information on particular systems, but when it comes down to it, their mechanical abilities make them indispensable.
Available Stats: Rank, Martial Arts, Mechanical, Quantum Physics, Computers, Small Sidearms
Pilot
Most space stations are equipped with various bays to launch space fighters, small spacecraft usually carrying one or two pilots, into space to create an offensive barrier against enemies. Pilots are trained in the various systems and controls for their craft, but rarely much else due to the sheer volume of skill needed to be passably decent at their job. Some do manage to be good enough to graduate to Mecha Pilot training, but the vast majority are ordinary pilots for their whole career.
Available Stats: Rank, Martial Arts, Piloting, Gunnery, Small Sidearms
Trader
With the uneasy truce between the various alliances, trade has opened up, a little. The main issue is navigating through the wormhole, but some enterprising and insane entrepreneurs have heeded the call to begin seeding demand for various products. Traders ferry cargo from one quadrant to the next via the wormhole, exposing themselves to tremendous danger. To mitigate that danger, they often hire escort craft, body guards, and negotiate tolls to get past raiders.
Available Stats: Martial Arts, Piloting, Gunnery, Computers, Escort, Prestige
Deserter
Some people cannot handle the strain of a military career, but thankfully, most of these are weeded out before they become full on Mecha Pilots. Deserters are despised by their previous side and should pretty much avoid that quadrant entirely. Many have stolen some form of spacecraft to call home to help stay ahead of the long arm of the military arm they were once part of. They are not automatically labeled as criminals in the other three quadrants, but many do end up falling in with raiders to maintain their desired lifestyle.
Available Stats: Gunnery, Martial Arts, Piloting, Computers, Small Sidearms, Bounty
Raider
Criminals of various sorts that have banded together to stick it to the man or just blow things up for fun and profit. Whatever (misguided) plan keeps them going is mostly irrelevant. They are often branded as pirates, rebels, disenfranchised, thieves, or terrorists, depending on quadrant and activities. Most will end up with a bounty in all four quadrants in short order, and there are rumors that some Raider Leaders have found secret passages through the wormhole to find a little paradise in a distant sector of unexplored space, free of cosmic entities, but few regard this as more than simple gossip.
Available Stats: Gunnery, Martial Arts, Piloting, Computers, Small Sidearms, Large Weapons, Bounty
TAM Mecha Pilot
The Allied Moonstriders boast a mecha that utilizes missiles, lasers, reinforced armor plating, and logistic drones for prolonged activity with minimal energy reserves being diverted to their laser batteries whenever possible. They also include a magnetic grapple system as their individual contribution to their Mecha Pilots arsenal. Each hand and foot of the Mecha can be launched, magnetized, and the line retracted to perform some very interesting maneuvers in space, especially in conjunction with boosters and a multitude of available surfaces.
Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Missiles, Lasers, Armor Plating, Logistic Drones, Self-Destruct
OOC Note: The grapple system is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.
TFS Mecha Pilot
The Federated Starseekers designed their mecha to be a weapon platform, able to deploy and lay waste
without as much consideration for defensive systems. They are equipped with missiles, projectile
weaponry, and attack drones, relying only on reactive armor to keep them intact under enemy fire.
Due to their low-energy needs, their mecha are equipped with an Fusion-powered, emergency EMP Pulse
(FEMP) for a unique component in their arsenal. Their own Mecha is shielded against it, and most
others have tried to mitigate its effects. It will only manage about ten seconds of electronic
interference in other Mechas before their energy systems stabilize.
Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Missiles, Projectile Weaponry, Armor Plating, Attack Drones, Self-Destruct
OOC Note: The FEMP is purely for RP flaire and pinache. It is not mechanically factored into
anything except looking cool.
TSE Mecha Pilot
The Solarian Empire takes a more mystical approach to Mecha design, and as such, they have utilized their advanced energy systems to create an enigma: A Mecha with Energy Weapons and a Deflector shield, with projectile weapons and logistic drones for backup. If that were not enough, their Mechas are also equipped with a Lambda Driver, capable of projecting the pilots emotions and state of mind into energized forms in reality.
Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Projectile Weaponry, Energy Weapons, Deflector Shield, Logistic Drones, Self-Destruct
OOC Note: The Lambda Driver is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.
TC Mecha Pilot
The Conglomerate spends considerable resources on their Mechas to make sure their personnel are equipped with the best that money can buy. To that end, they feature extensive missile launchers, deflector shields, and attack drones, with energy weapons for backup when the launch bays are emptied. They also secretly developed cloaking devices for their units, utilizing pitch black paint and sensor dampening materials to effectively be invisible in the vacuum of space, so long as they are not using weapons. This device does -not- work in the Wormhole however, where colors and chaotic energies easily reveal the Mecha.
Available Stats: Rank, Martial Arts, Small Sidearms, Evasive Maneuvers, Mecha Melee, Missiles, Energy Weapons, Deflector Shield, Attack Drones, Self-Destruct
OOC Note: The Cloaking Device is purely for RP flaire and pinache. It is not mechanically factored into anything except looking cool.
Alpha-Grade Cosmic Entity
Alpha-Grade Cosmic Entities are the common foot soldier of the wormhole army, and individually, they are not too difficult for military forces to take down. The problem is, they are usually human-sized and incredibly fast, so they manage to get away from the wormhole, where they can create havoc against civilian populations with very few in that sector able to stop them before damage is already done.
Available Stats: Evasive Maneuvering, Energy Control
Beta-Grade Cosmic Entity
Beta-Grade Cosmic Entities are roughly the equivalent of a lieutenant in the wormhole army, and individually, they require some focus to take out from a small team. Their nightmarish weaponry takes a miriad of forms, so unfortunately, tactics cannot be developed for fighting the group as a whole. Each one can be ten to twenty feet tall, capable of surviving in the vacuum of space, and have appearances that range from humanoid to completely alien. These entities tend to target military personnel to distract them long enough for Alphas to get past.
Available Stats: Evasive Maneuvering, Energy Control, Nightmare Weaponry
Delta-Grade Cosmic Entity
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Delta-Grade Cosmic Entities are the largest confirmed beings, though rumors exist of greater threats in the depths of the wormhole phenomenon. These represent commanders in a fashion, almost always accompanied by lesser entities that quickly move to their own targets to provide cover for the big guns as it were. This grade is the size of a large spacecraft capable of holding dozens of people, and still possess all of the nightmarish weaponry that lower grades have access to use. Deltas are armed with Siege Launchers, which take a variety of forms, but effectively, they use weapons large enough to assault space stations.
Available Stats: Evasive Maneuvering, Energy Control, Nightmare Weaponry, Siege Launchers
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Omega-Grade Cosmic Entity
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A theoretical classification of Cosmic Entity, which scientists believe constitutes the leadership of all the others dwelling deep within the wormhole. None have ever been sighted, but some speculate this grade could actually be the cause of the wormhole itself, possibly even that the wormhole is the entity itself!
Available Stats: Evasive Maneuvering, Energy Control, Nightmare Weaponry, Siege Launchers, Engulf
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