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Masked-Accel — ExoGear Strider [Old]

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Published: 2018-11-18 23:43:12 +0000 UTC; Views: 2265; Favourites: 28; Downloads: 0
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Description Manufacturer: Orbis Colonial
Type: Standardized Modular Multi-Assault Voyage Armor
Class: Assault Mecha Unit
Model Name: EGU-004/A-AM
Personalized Name: Exogear Strider
Developed From:EGU-004/A
Height:21.3m
Weight:66.7t.

<-= | Overview | =->

The EGU-004/A-AM is a highly adaptive 2nd generation voyage armor of the Exogear product line that specializes in combat. It is a sub-evolution to it’s predecessor, the EGU-004/A. Though unlike its predecessor, the EGU-004/A-AM is designed to tackle many different forms of combat since rift surge environments are unpredictable in terrain. This model is an uncommon among G.E.N.S., as most standard E-Pilots do not focus on battle optimization and will prefer to pilot the predecessor. The E-Pilot of this one in particular gave it the name “Strider” out of pure boredom one day.

<•| Design & Function |•>

The EGU-004/A-AM doesn’t differ much from its predecessor design-wise, however there is a marginal gap when it comes to functionality.

In terms of design, the EGU-004/A-AM sports a light weight chassis and flexible limb maneuverability. Its humanoid appearance allows it to climb over obstacles in the same manner we do, making it able to position itself in many places. Due to it’s chassis, it is very mobile and can position itself faster than most units. Unlike it’s predecessor, it doesn’t possess EG-Vulcans on either side of its collar.

In functionality, the EGU-004/A-AM is a completely different unit. It’s predecessor was able to use collar-mounted vulcans and any handheld weaponry. It has a single launch thruster in the back for initial deployment. And like all units, it possesses an advanced adaptive insulation system to protect the operator and it passengers from the strongest layers of a rift. However, the EGU-004/A-AM is able to swap out limbs and weapons for different combat results. This allows it to perform different combat roles before being sent out into battle. Of course, the installment must happen within the hangar. In the event that a limb is rendered immobile, it can manually detach it from its body to pry free. Reinstalling from the field manually is possible, but it will take longer to calibrate the armament than in the hangar.

<| Modules |>

{-| Default Mount |-}

These limbs are the standard armaments of the EGU-004/A-AM. With these equipped, the unit functions and looks similar to its predecessor. Operators of this unit tend to use these armaments for the versatility of hand-held weaponry.

•Head- Standard Mask

-The head does differ much from the predecessors. In fact one might say not at all. It contains a motion sensor and displays enemy locations for the pilot based on movement up to 100m. It also has a ventilation system on the face plate, making the unit look like it is breathing and in turn making it seem alive.

•Arms- Modular Grasp

-The arms are not much different from the previous version, but it has a minor tweak. It sports a modular pauldron which allows shoulder-mounted armaments to be installed. Energy can be channeled to perform a Discharge punch.

•Legs- Poniard Sole Default

-The base legs are different from the previous variant. Instead, it essentially has one spear-like toe and a heel, reducing the amount of surface area for each step. Additionally, the weight of these legs are channeled to the front, making it run off of it's toes instead of the whole foot. The decrease of surface area allows the force of each step to be channeled to smaller areas,outputting more pressure and propels the unit further if in a sprint and allows it to jump higher. It has thrusters beneath the soles of the feet to propel these movements further. However, due to lack of surface area, the Poniard Sole will sink in some types of terrain. Energy can be channeled to perform a Discharge kick.

{-| Head |-}

•Visor Mask

-The headgear is installed with a visor mask covers the face plate. The visor is made of a bulletproof glass to protects the face while providing clear sight. However, if the visor were to be damaged, the cracks will obscure vision. The mask is to be used in areas where air is minimal or lacking, as the visor seals the air. It is ill-advised to bring this to heat rift surges as the visor is not connected to the insulation system and the polycarbonate layer becomes malleable at °C temperatures, decreasing armor value.

•Sensor Mask

-The headgear is installed with an armor plate with scorpion-bead optics. The face not only gains armor, but a few features as well. It has different type of detectors: motion, thermal, infrared, magnetic, etc. The normal tracker is boosted and gives it an additional 50m detection range. Peripheral vision is reduced to tunnel, but allows the unit to focus on a target.

Modular Grasp selected

{-| Arms |-}

•EG Sawkhound

-The Sawkhound is a claw module that allows the unit to perform lethal damage unto an opponent. Its mass and fine-tuned design allows it to cut and damage heavier-armored targets in close ranges. However, since it does not possess hands, it loses out on grappling and weapons. It’s pauldrons as well do not support mounted weaponry. Though it is able to channel whatever energy the unit is powered with for more damage output and can perform a Discharge.

•Brunhide Shielder

-These shields are made of hardened Blast-Carbite plating, a metal alloy mostly composed of carbon, which is the main material the voyager armors are made of. The shields of these arms are strictly positioned on the forearm and allows the unit to negate heavy damage. Throughout the module, the arm is more heavily plated than others, making them hard to disable through damage. However, although it does have hands, their maneuverability is very limited. The pauldrons support mounted weapons, but the amount is limited.

•EG Ballistic Buster

-This module is an arm gatling gun used mostly for frontal assaults or suppressive fire. It weighs 150kg and fires $200 custom-tooled cartridges at 10,000 rounds per minute. It costs $400,000 to fire this weapon for 12 seconds.

This weapon actually fires at 7,200 rpm and uses 101.6mm calibers through five rotary barrels. Light-armored units will be shredded with this where as heavier targets take longer to destroy. Energy channeling is not supported with his armament as the size and rate of fire of each caliber could almost deplete the unit of all power. Its pauldron doesn’t support mounted weapons

•EG Break Buster

-This module is an arm cannon and the energy counterpart to the ballistic variant. This weapon fires exclusively energy bolts and it comes with its own separate energy tank to do so. But in the event that it runs empty it can draw power from the unit itself. It’s able to switch between four firing modes: auto, semi, 3 round burst, and laser. In auto, it can fire at 900rpm. In semi, 150 rpm. In burst, 450 rpm. It’s better used against organic enemy types, but the bolts themselves is a good enough fear factor for armored types. Due to it’s functions, it can perform a Discharge. Like it’s counterpart, the pauldron doesn’t support mounted weapons.

Poniard Sole selected

{-| Legs |-}

•Human Sole Default

-These legs are what the predecessor possessed. Unlike the Poniard Sole Default, it doesn’t not grant more mobility or agility. Rather, the larger surface area of the feet allows it to stand on much more terrain that the Poniard Sole cannot move in. Other than that, both have the same functions.

•Rabbit Sole

-These legs mimic the design of hind legs of quadruped species. No doubt the legs with the greatest jump height out of all the leg modules, allowing the unit to reach high grounds or make miniature sky assaults. Theoretically it could also be the fastest running module, but as hind legs do not match the human running cycle, it falls short when sprinting. Energy can be channeled to perform a Discharge.

•Accele Sole

-These legs sport wheels instead of feet, making them the fastest when it comes to lateral movement. It is possible to jump with these, but not very high. The Accele Sole allows the unit to drive up to approximately 200mph. Surprisingly, this is the only leg module to not support Discharge.

{-| Mountables |-}

•ENG Thrusters

-This module can be mounted in the back or the shoulders. Usually only used in areas that isn’t land. These thrusters help with mobility. They can allow the armor to maneuver in water or in space. When not in these circumstances, they can be used to boost speed, or in some cases melee power.

•ENG Vulcans

-These twin gatling guns are the same model as the predecessor’s and can be mounted either on the collar or the shoulders. Unlike the Ballistic Buster, it fires 75mm calibers at 2,700 rpm with three non-rotary barrels. They’re mainly used for flak, interception, and taking out smaller ground targets. They sport more accuracy compared to the Ballistic Buster. Like the Buster, it cannot channel energy.

•ENG Break Vulcans

-Similar to their ballistic counterpart in every way, except they fire bolts of energy. Though unlike the Break Buster, they cannot perform a Discharge.

•Streamline Missile Launcher

-These can be mounted on the collar or the shoulders. Each launcher has up to 16 ports in which they can fire miniature missiles from. The missiles always will fly in a straight trajectory to the location where the pilot has targeted with a reticle. The launcher doesn’t have homing capabilities, but to make up for it, the missiles have an ungodly amount of flight speed in which they travel, making them difficult to dodge.

•ENG Serrader

-This can be mounted on only on the shoulders. The whole purpose of this weapon is to sever weak body parts from enemies. It launches a spinning blade at a high velocity at any angle they are set to. It doesn’t perform well against heavy armored targets and cannot channel energy. These are incompatible with the Brunhide Shielder

•ENG Magna Railcannon

-This can be mounted only on the shoulders. This weapon module is debated on whether it should be used for this unit or not. These miniature rail guns are very powerful and very ideal to destroy a core. The shelling can be imbued with energy from the unit or an energy tank it comes with as well as perform a Discharge, making these devastating to use. The downside is that they’re heavy. And for a mobile unit, it cuts down their speed and acrobatics unless used with Accele Sole. These are, thankfully, incompatible with the Brunhide Shielder

<•| Class Role |•>

The EGU-004/A is designed as an assault class unit, so the EGU-004/A-AM doesn’t stray too far from it. As an assault class, it is this unit’s job to deal damage to a rift core as it possesses the most firepower in an expedition squad. Assault classes, depending on their design, are either frontline units, roamers, or flankers. The predecessor is able to perform as a flanker, but this unit can as well be a suboptimal roamer and assaulter. Even with its modular functions, this unit doesn’t have armaments that allow it to go outside these roles, but rather adapt to situations to make these roles possible.

{-| Flanker |-}

The EGU-004/A-AM performs well as a flanking unit, much like it’s predecessor. As a flanker, this unit is in charge of attacking enemies from unexpected angles and positions. Due to it’s design, it is adept at traversing the field and scaling to positions most unit’s cannot reach, making it an optimal flanker.

{-| Assaulter |-}

The EGU-004/A-AM can only perform as a substitute assaulter and is usually not the main role of it. This because the unit is light-armored and assaulters require at least medium grade armor in order to survive onslaughts optimally. The only way the unit can substitute for the role is if it happens to have the Brunhide Shielder armament equipped at the instance.

{-| Roamer |-}

The EGU-004/A-AM can perform as a suboptimal roamer. Although it meets the bare minimum for the role, it is advised to use another unit for roaming. It is the roamer’s duty to counter any flankers that may approach. The unit has the mobility and firepower to do so, but like the assault role, it doesn’t sport the armor to survive and must constantly rely on evasion.

<•| Cockpit |•>

The E-Pilot is designated within the torso of the voyage armor. Other than being a control center, it also serves as a mobile home since expeditions can take up to a few days to complete. It is filled with the standard civilian amenities. Mini fridge, small stove, lavatory, the pilot seat doubling as a bed, a tea or coffee maker (in this case, tea), a few cupboards for storage, and a game system and monitor.

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Comments: 3

Hideki326 [2019-02-28 03:28:58 +0000 UTC]

Gundam?

👍: 0 ⏩: 1

Masked-Accel In reply to Hideki326 [2019-02-28 03:50:41 +0000 UTC]

Not at all

👍: 0 ⏩: 1

Hideki326 In reply to Masked-Accel [2019-02-28 22:35:32 +0000 UTC]

oh, okay, mecha?

👍: 0 ⏩: 0