Holmes

[Mech Technology]


1. TECH SPECIFICATIONS:
  • Release Year: 
  • Manufacturer: 
  • Quality: 
  • Class: 
  • Role: 
  • AI: 
  • Tonnage: 
  • Armor (base): 
  • Heavy skill required: 
  • Pilot Qualification for acquisition in legal markets: 
  • Cost: 
    • Crystal: 
    • Ferrite: 
    • Bioptics: 

2. EQUIPMENT[Mech name] can get at his max upgrade the following equipment modules:














Cockpits:  (High)
Progression: , , , , , .

Chassis:  (Standard)
Progression: . 

Engines:  (Standard)
Progression: . 

Shields:  (High)
Progression: .

Equipment progression by level 
(Cockpits / Chassis / Engines / Shield module slots)
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0) 
  • Level : (0 / 0 / 0 / 0)   Maximum Development


3. WEAPONRY


Weapon Focus: [Mech name] is a [weapon type] combat unit obtaining an enhancement to [weapon type] weapons of + % damage. 



 

 Weapon Slots: # base + 1 weapon every X upgrades
  • Level 50: 
  • Level 100: 
  • Level 150: 
  • Level 200: 
  • Level 250: 
  • Level 300: 
  • Level 350: 
  • Level 400: 
[Mech name] comes from manufacture loaded  with the following X weapons:
  • Phyrenado x1 (Tier 13 Elite fire weapon)
    • 125 Dmg, 100 Speed, Fork 84%, Splash 12%
  • Venegance x1 (Tier 6 Elite projectile weapon)
    • 60 Dmg, 99 Speed, Fork 25%, Splash 10%
  • Incinerator x2 (Tier 7 Common missile weapon)
    • 74 Dmg, 100 speed, Splash 11%
  • Silencer x2 (Tier 7 Common projectile weapon)
    • 68 Dmg, 99 speed, Splash 7%
  • Chimera x2 (Tier 4 Elite fire weapon)
    • 36 Dmg, 99 speed, Precisión (3), 3x Dmg 2%
  • Rail Cannon x3 (Tier 4 Common projectile weapon)
    • 39 Dmg, 106 speed.

4. MECH BUILD SKILLS:


[Mech name] comes from assembly line with:
  • Speed - X
  • Skill 2 
  • Skill 3
After reaching maximum skill development at level X, the [Mech name] class will possess the following skills (without equipment):
  • Speed - 
  • Offensive Skills:
    • ...
  • Defensive Skills:
    • ...
  • Vulnerabilities:
    • ...


5. COMPLETE SKILLS EVOLUTION:


  • Level 1 




Related Entries


    (By BR - 459199)

    Manticore

    [Mech Technology - Mecha]


    The Manticore represents the Shogunate’s first entry into the ultra heavy mecha design and production field. Compared to the somewhat unusual production release of the Wendigo, and the fantastical origins of the Salamander, the Manticore represents the Shogunate response to a mecha world overly dominated by the Hegemony and its flagship enterprise, Star Factories. Working feverishly, and often secretly at the behest of the Shogunate state, the engineers at Cherry Blossom Mechworks created their masterpiece: The Manticore.

    In some ways this is unsurprising. Cherry Blossom Mechworks made a name for itself by being on the cutting edge of technology, as well as successfully reverse engineering several pieces of forerunner tech that have allowed the Shogunate to stay competitive both economically as well as militarily. As such, the Manticore represent both bold new tech, as well as a remastering of the technology reverse engineered from the Salamander and the Wendigo, the only two other mecha truly comparable to the power of the Manticore.

    Utilizing a newly conceived system for light refraction and laser amplification (previously only utilized in cutting edge laser weaponry), Cherry Blossom Mechworks was able to solve many of the standard issues plaguing ultra heavy mechs. The refraction process allows an almost effortless transfer of energy from the engine core to the, and this itself is supplemented by a series of engine conduits, dub the “mini marvel” by its creator, that allows for limbs and particularly energy intensive weaponry to not require drawing their full power supply from the main engine itself. The result of this is a semi diffused energy process that allows the mecha to move more in line with it’s smaller counterparts. As the system is fairly unique, engineers stress only pilots with experience in multiple mecha classes should attempt to pilot this mecha. While the Shogunate denies it, rumours swirl that the first test pilot met an explosive fate due to his lack of understanding about the unique energy flows inside the machine. Whether the story is true or just rumours spread by enemies of the Shogunate, the fact remains that in the hands of an inexperienced pilot, the Manticore is a hazard to friend and foe alike.

    The Manticore boasts a nice variety of offensive and defensive capabilities, the kind sought after by any forward thinking military power. While the Manticore can fight with any weapon, ultimately gaining +40% damage minimum to all weapon types, it’s true strength is in laser weaponry. The technological breakthrough of advanced refraction techniques applies not just to the mecha’s power source, but also to its strength with laser weaponry, ultimately having a mighty 95% boost to the weapon type. It also maintains a sizable bonus of 12 to its precision score. This is further complimented by a near 50% chance to score 1.3x, 1.5x, and 1.6x critical hits, while scoring the mightier 2x with nearly an eighth of all fired shots.

    The Manticore also features a powerful defensive bonus in the form of a potent 150 shield. It also has a small bonus to dodge and a small chance to slow enemies on all hits. Any damage that manages to make its way through the Manticore’s thick armour and powerful shielding will then have to contend with its sizable (10) Med-Bot, capable of repairing even the most significant damage if the mecha has any power left flowing through its engines.

    The Manticore also features several customizable slots, able to further enhance the mecha when fully upgraded and flown by a skilled enough pilot. With 8 slots for cockpit, 9 for engines, and 7 for chassis and shielding the Manticore is able to take on the most powerful of mecha equipment, further enhancing it’s abilities. Fully upgraded, the Manticore is virtually an entire army in one machine.

    1. TECH SPECIFICATIONS:
    • Release Year: 
    • Manufacturer: Star Factories
    • Quality: 
    • Class: 
    • Role: 
    • AI: 
    • Tonnage: 115T
    • Armor (base): 320
    • Heavy skill required: 85
    • Pilot Qualification for acquisition in legal markets: 
    • Cost: 
      • Niodes: 115
      • Ferrite:26900 
      • Bioptics: 22000

    2. EQUIPMENTManticore can get at his max upgrade the following equipment modules:

    Final Stats at Level 398

    Cockpit Slots: 8
    Chassis Slots: 7
    Engine Slots: 11
    Shield Slots: 7



    3. WEAPONRY


    Weapon Focus: Manticore is a [weapon type] combat unit obtaining an enhancement to [weapon type] weapons of + % damage. 

     

     Weapon Slots: # 13 + 1 weapon every 2.5 upgrades
    Manticore comes from manufacture loaded  with the following X weapons:


    4. MECH BUILD SKILLS:


    Manticore comes from assembly line with:
    • Laser Damage + 5%
    • Ice Damage + 8%
    • Fire Damage + 8%
    • Proj. Damage + 8%
    • Missile Damage + 8%
    • Shield (25)
    • Speed - 30
    • 1.6X Damage 8%
    After reaching maximum skill development at level 398, the Manticore class will possess the following skills (without equipment):
    • Speed - 2
    • Dodge (2)
    • Offensive Skills:
      • 1.3X Damage 48%
      • 1.5X Damage 48%
      • 1.6X Damage 48%
      • 2X Damage 12%
      • 3X Damage 6%
      • Fork 55%
      • Slow (9)
      • Laser Damage + 95%
      • Missile Damage + 40%
      • Proj. Damage + 40%
      • Fire Damage + 40%
      • Ice Damage + 40%
    • Defensive Skills:
      • Shield (150)
      • Med-Bot (10)


    5. COMPLETE SKILLS EVOLUTION:


    • Level 1 




    Related Entries

    Bonuses

    Level 2 1.3X Damage 8%
    Level 5 Fork 5%
    Level 8 Ice Damage + 8%
    Level 10 + 1 Engine Slot
    Level 11 Laser Damage + 5%
    Level 14 1.5X Damage 8%
    Level 15 + 1 Engine Slot
    Level 17 Shield (25)
    Level 20 Fire Damage + 8%
    Level 23 1.6X Damage 8%
    Level 26 Laser Damage + 5%
    Level 29 Proj. Damage + 8%
    Level 31 + 1 Chassis Slot
    Level 32 Slow (3)
    Level 35 1.3X Damage 8%
    Level 38 + 1 Engine Slot
    Level 41 Fork 5%
    Level 44 Speed + 2
    Level 47 Laser Damage + 5%
    Level 50 + 1 Engine Slot
    Level 50 + 1 Cockpit Slot
    Level 53 Missile Damage + 8%
    Level 55 + 1 Shield Slot
    Level 56 Precision (2)
    Level 59 1.5X Damage 8%
    Level 62 + 1 Chassis Slot
    Level 65 Laser Damage + 5%
    Level 68 Speed + 2
    Level 71 Ice Damage + 8%
    Level 74 + 1 Shield Slot
    Level 77 Fork 5%
    Level 80 Med-Bot (2)
    Level 81 + 1 Engine Slot
    Level 83 1.6X Damage 8%
    Level 86 + 1 Engine Slot
    Level 89 Shield (25)
    Level 92 Speed + 2
    Level 95 Laser Damage + 5%
    Level 98 + 1 Chassis Slot
    Level 101 2X Damage 6%
    Level 104 Precision (2)
    Level 107 Fire Damage + 8%
    Level 110 + 1 Cockpit Slot
    Level 113 Fork 5%
    Level 116 Speed + 2
    Level 119 Laser Damage + 5%
    Level 122 + 1 Shield Slot
    Level 125 1.3X Damage 8%
    Level 128 Med-Bot (2)
    Level 131 Proj. Damage + 8%
    Level 134 + 1 Engine Slot
    Level 137 Laser Damage + 5%
    Level 140 Dodge (1)
    Level 143 1.5X Damage 8%
    Level 146 + 1 Cockpit Slot
    Level 149 Fork 5%
    Level 152 Precision (2)
    Level 155 Missile Damage + 8%
    Level 158 + 1 Chassis Slot
    Level 161 Laser Damage + 5%
    Level 166 + 1 Cockpit Slot
    Level 167 1.6X Damage 8%
    Level 173 Shield (25)
    Level 176 Slow (3)
    Level 179 Ice Damage + 8%
    Level 182 + 1 Engine Slot
    Level 185 Fork 5%
    Level 188 Speed + 2
    Level 194 + 1 Cockpit Slot
    Level 197 Laser Damage + 5%
    Level 200 Speed + 2
    Level 203 Fire Damage + 8%
    Level 206 + 1 Chassis Slot
    Level 209 1.3X Damage 8%
    Level 212 Speed + 2
    Level 215 Laser Damage + 5%
    Level 218 + 1 Engine Slot
    Level 221 Fork 5%
    Level 224 Precision (2)
    Level 227 Proj. Damage + 8%
    Level 230 + 1 Cockpit Slot
    Level 233 1.5X Damage 8%
    Level 236 Speed + 2
    Level 239 Laser Damage + 5%
    Level 242 + 1 Shield Slot
    Level 245 Missile Damage + 8%
    Level 248 Med-Bot (2)
    Level 251 1.6X Damage 8%
    Level 254 + 1 Engine Slot
    Level 257 Fork 5%
    Level 260 Dodge (1)
    Level 263 Shield (25)
    Level 266 + 1 Cockpit Slot
    Level 269 Laser Damage + 5%
    Level 272 Precision (2)
    Level 275 2X Damage 6%
    Level 278 + 1 Chassis Slot
    Level 281 Ice Damage + 8%
    Level 284 Speed + 2
    Level 287 Laser Damage + 5%
    Level 290 + 1 Shield Slot
    Level 293 Fork 5%
    Level 296 Slow (3)
    Level 299 1.3X Damage 8%
    Level 300 + 1 Engine Slot
    Level 305 Fire Damage + 8%
    Level 308 Speed + 2
    Level 311 Speed + 2
    Level 311 Laser Damage + 5%
    Level 317 1.5X Damage 8%
    Level 329 Proj. Damage + 8%
    Level 332 Speed + 2
    Level 335 Laser Damage + 5%
    Level 338 + 1 Shield Slot
    Level 341 1.6X Damage 8%
    Level 344 Med-Bot (2)
    Level 347 Shield (25)
    Level 353 Fork 5%
    Level 356 Speed + 2
    Level 359 Missile Damage + 8%
    Level 362 + 1 Cockpit Slot
    Level 365 3X Damage 6%
    Level 368 Precision (2)
    Level 371 Laser Damage + 5%
    Level 374 + 1 Chassis Slot
    Level 377 Fork 5%
    Level 380 Speed + 2
    Level 383 1.3X Damage 8%
    Level 386 + 1 Shield Slot
    Level 389 Laser Damage + 5%
    Level 392 Med-Bot (2)
    Level 395 1.5X Damage 8%
    Level 398 Laser Damage + 5%



    Armament
    Manticore comes fully equipped with:

    215
    120
    Zeus' Judgement
    ELITE
    Zeus' Judgement
    Crit-Kill 19%
    Like the disapproving judgement of the god of thunder focused on your enemies.

    215
    110
    Photon Disrupter
    ELITE
    Photon Disrupter
    3X Damage 30%
    Slow (15)
    Laser uses focused photons that disrupt the molecular structure of the target

    210
    130
    Philosopher’s Spike
    ELITE
    Philosopher’s Spike
    Crit-Kill 16%
    Freeze 40%
    That which doesn’t kill you will prevent any hope of escape.

    99
    105
    V Mortes
    COMMON
    V Mortes
    Fork 12%
    Sufficient submunitions to obliterate dual targets.

    99
    105
    V Mortes
    COMMON
    V Mortes
    Fork 12%
    Sufficient submunitions to obliterate dual targets.

    97
    104
    Charring Turret
    COMMON
    Charring Turret
    Burn 14%
    Stickier than napalm, better burn through than white phosphorous.

    97
    104
    Charring Turret
    COMMON
    Charring Turret
    Burn 14%
    Stickier than napalm, better burn through than white phosphorous.

    96
    102
    Negatorch
    COMMON
    Slow (7)
    Negative wave. Disrupts mechanical and electrical systems.

    96
    102
    Negatorch
    COMMON
    Slow (7)
    Negative wave. Disrupts mechanical and electrical systems.

    93
    103
    Opening Beam
    COMMON
    2X Damage 13%
    The opening salvo is important. Double your power and make it the closing salvo as well.

    93
    103
    Opening Beam
    COMMON
    2X Damage 13%
    The opening salvo is important. Double your power and make it the closing salvo as well.

    89
    106
    Vengeance
    COMMON
    Trample 8%
    Vengeance is a dish best served at hypersonic velocity.

    89
    106
    Vengeance
    COMMON
    Trample 8%
    Vengeance is a dish best served at hypersonic velocity.

    If purchased individually, these weapons alone would cost:
    45952 Ferrite
    38726 Bioptics
    816 Crystal
    81 Niodes
     



      (By BR - 459199)

      Salamander

       

      [Mech Technology - Mecha]





      Humanity's first encounter with the Salamander were dismissed as falsified reports.  The Salamander was too big to move that fast, dealt too much damage to too many targets for the battle records to be anything but forgeries. Dismissed as Surt encounters doctored by losing pilots to cover up poor performance, the reality was far worse.

      Created by the Forerunner general staff at the end of the First Mecha Epoch, the Salamander was the ultimate expression of the Forerunner general staff doctrine of “Kol rak na”, translated as “More force is better force”, the Salamander evaded all existing limits for BFM through radical new philosophies and technologies.

      The problem of responsiveness in larger machines was addressed using some of the same research Drocha used in  his dinosaur based mecha, including dispersed heuristic neural networks that “learn” from the pilots responses and generate “reflex” response loops that bypass the reaction delay in mecha so much larger than niode controls were designed to handle.  This results in superior speed and dodge than its power to weight ratio should allow, even if it does require a great deal of pilot training to optimize these networks.

      To make this possible, dispersed plasma chambers were created in torso and main limbs so that ready power reserves would be available for instant response without waiting for power shunted from the main engine and amplifiers.  This huge power reserve was then coupled to the heavy plasma buffers in each weapon bay, allowing for x1.3 x1.6  x2 and x3 damage stacking. Unlike other weapon platforms designed for maximum efficiency, the Salamander chose redundancy, with the heuristic reflex networks often selecting alternate targets to “fork”, and each shot containing a heavy splash factor to damage mecha adjacent to main target.

      Unapologetically a fire mecha the Salamander boasts a heavy bonus to all fire attacks, and supercharges the plasma released with massive electrical charges which slow targeted machines with every impact.  The Salamander was designed to inspire fear not simply in it’s individual foe, but in entire armies.

      1. TECH SPECIFICATIONS:
      • Release Year: 3337
      • Manufacturer: Star Factories
      • Quality: Elite 
      • Class: UFM (Ultraheavy Fighting Machine)
      • Role: Assault
      • AI: Redemption System
      • Tonnage: 115
      • Armor (base): 315
      • Heavy skill required: 90
      • Pilot Qualification for acquisition in legal markets: 
      • Cost: 115

      2. EQUIPMENT: Salamander can get at his max upgrade the following equipment modules:

      Cockpits: 8 (Excellent)
      Progression: 18,32,84,100,120,212,248,288,

      Chassis: 8 (Excellent)
      Progression: 10,72

      Engines: 9 (Excellent)
      Progression: 4,56,108

      Shields: 7 (Standard)
      Progression: 44,96
      Equipment progression by level 
      (Cockpits / Chassis / Engines / Shield module slots)
      • Level 4: (0 / 0 / 1 / 0) 
      • Level 8: (0 / 0 / 2 / 0) 
      • Level 10: (0 / 1 / 2 / 0) 
      • Level 18:  (1 / 1 / 2 / 0) 
      • Level 20:  (1 / 2 / 2 / 0) 
      • Level 32: (2 / 2 / 2 / 0) 
      • Level 44: (2 / 2 / 2 / 1) 
      • Level 56:(2 / 2 / 3 / 1) 
      • Level 72:(2 / 3 / 3 / 1) 



      3. WEAPONRY


      Weapon Focus: Salamander is a Fire unit obtaining an enhancement to fire weapons of + 95% damage. 


       

       Weapon Slots: 13 base + 1 weapon every 2.5 upgrades
      • Level 550: 233
      Salamander comes loaded  with the following 13 weapons:
          Elite Weapons:-
      • Firetongue
      • Okha x 2
      • Viking Funeral x 3
          Common Weapons:-
      • Phyrenado x 7

      4. MECH BUILD SKILLS:


      Salamander comes off the assembly line with:
      • Fire Damage +5%
      • Shield (20)
      • Splash 5%
      • Speed + 18
      After reaching maximum skill development at level 400, the Salamander class will possess the following skills (without equipment):
      • Precision (10)
      • Dodge (10)
      • Speed 0
      • Offensive Skills:
        • 1.3 x Damage 35%
        • 1.6 x Damage 15%
        • 2 x Damage 35%
        • 3 x Damage 25%
        • Fire Damage +95%
        • Fork 30%
        • Splash 40%
        • Slow (10)
      • Defensive Skills:
        • Shield (140)


      5. COMPLETE SKILLS EVOLUTION:


      Related Entries
        (By BR - 459199)

        Solaris Empire (Terran Empire)

        [History]

        The Solaris Empire (also known as Terran Empire), was the cradle of Humanity

        With the accelerated super industrialization and an excessive population growth, the various governments existing during the 22nd to the 23rd centuries on planet earth, cradle of humanity, capsized and suffered serious problems that inevitably led to a global crisis and a long and exhausting succession of wars that ended up imposing a single state on all others: the hegemony of Solaris.

        At the time of the Solaris Hegemony, humanity had established colonies on all the useful planets of the solar system, but had not been able to go beyond that system.

        This changed with the discovery and unlocking of the gateways starring Doctor Lisie (or Lisi), who opened the doors of the Galaxy to the pioneers who began to explore it, spreading the seed of humanity throughout the Milky Way.

        The Expansion

        With the unlock of the Gateways in 2287, the Solaris Hegemony grew and eventually became an Empire, the Solaris Empire (or Terran Empire). 

        Initially, the human colonies owed obedience to the central administration of the Empire, but as humanity spread throughout the galaxy, the Empire's control over the new colonies became more tenuous and ineffective.

        Some of the most stable and most successful colonies would give rise to alternative societies to imperial domination, with the seeds emerging from those that would become the Major Powers of today: The Cogwerk Planetary Society, the Meiji domain, which would later give rise to the Shogunate and the Illyrian Republic, later Illyrian Hegemony, began to form during the first centuries of the expansion of mankind.

        Sol Invictus. The Days of Glory of the Empire

        For several centuries, the hegemony of the Solar Empire imposed its law in each and every one of the new territories, obtaining an unlimited source of ever-flowing resources towards Old Terra.

        At that time, the Old Terra knew a time of splendor as never before, but it was also a glory that announced a dark and anguished end.

        The voracity of old land grew without measure, and the resources demanded from the colonies were increasing, which produced a great inflation in the foreign markets, which tried to dissociate themselves from the exorbitant rates and imperial tariffs.

        The Decay

        In a vain attempt to strengthen its control over emerging and booming colonies, the Solaris Empire resurged its iron fist policy, but this only served to accelerate the disaffection of the growing colonies.

        When the tribe of Radix, a common House of the Sector of Illyria, developed the first combat mech and produced a sufficient number as to face a conventional army, they rejected the abusive imperial economic impositions. When the Solaris Empire sent a punishment force that faced the novel Mech force of the Radix Tribe in the so-called Battle of the Markets in 3087 (as it faced the Imperial economic model, the new emergent market model of the colonies) , the tribe of Radix won an overwhelming victory.

        This event not only marked the birth of a new era: the Mech Era, but also meant the precipitation of the end of the Solaris Empire and its consequent collapse.

        With the strength of the colony of Illyria and its transformation into a Republic, first, and in Hegemony, later, the diminished Imperial sector, including the Sun system, ended up engulfed within the domain of the raising Illyrian Hegemony.


        (By Mechanomicon)

        The Heralds of Order

        [History, War]
        Alien race and faction, contemporary of the Forerunners, of those who were vassals.

        Morphology:

        Humanoid shape, grayish skin, average height around two and a half meters and thin but fibrous constitution. 
        Sharp and elongated features and almost flat face under the superciliary arch. 
        Mixed respiratory system, through gill structures in the neck, the respiration is allowed in both liquid and air.

        Cultural brands: They cover their bodies with intricate bio luminescent designs of metallic and crystalline nature, that emerge from their skin, as if they were scarifications. It is speculated that these brands respond to a way of identifying a hierarchy, be it military or social.

        Present History:

        Towards the edge of the years 3337 to 3338, it was sighted what was initially taken by a shower of stars from the outer halo of our galaxy, approaching the Alpha sector, by the arm of Orion. The astrophysicists soon noticed that the space bodies were actually colossal ships of planetary size and superior alien technology.

        In the first contact, they presented themselves to the mankind as the "Heralds of Order" and claimed to be the legitimate owners of the galaxy, which would have been promised to them by the Forerunners in payment for their services in an almost everlasting expedition to the ends of the Universe, to expand the Empire and the Forerunner Civilization.

        After about one hundred thousand years they are back, and their planetary ships orbit in the vicinity of the sectors occupied by the Major and Minor Powers, pretending to protect our species in the straight path, as well as imposing the order for which they were conceived. Imposing as the first task, the definitive destruction of the treacherous Forerunner Droch'ah, whom they believe alive, hidden and protected by our species.

        Technology:

        Mechs: The Primal Heralds

        The Heralds of Order mostly use technology of Forerunner origin, which is a superior technology that humanity had around the year 3300, however, today, with the influence of the Chroniode and meta-technology, humanity has been able to take several giant steps in Mech technology, offering an opportunity for resistance to the domination of the Order Heralds.

        The Heralds of Order use mainly massive waves of powerful Mechs known as the "Primal Heralds", they are super weapon-specialized Mechs built with a formidable potential in an environmental element-weapon to which they are linked (air, fire, iron ...) and given a virtual invulnerability to the linked element, but at the same time a weakness for a certain type of weapon, as happens in the basic shields.

        There are five Primal Heralds models:
        • Fire Heralds (Fire Weapons immunity, Projectile vulnerability) 
        • Ice Heralds (Ice weapons immunity, Fire vulnerability)
        • Air Heralds (Missile weapons immunity, Ice vulnerability)
        • Laser Heralds (Laser weapons immunity, Missile vulnerability)
        • Iron Heralds (Projectile weapons immunity, Laser vulnerability)
        Millenarian Star Ships

        Humanity has not yet been able to produce star ships of this category and although the real potential of them is unknown, they represent a very real threat, capable of harboring massive waves of the Heralds, ready to invade any system or even destroy small planets from their orbital batteries.



        (By Mechanomicon)

        Clarke Federation Missions

        [Mission Location]


        Unlock the Clarke Federation missions by defeating the mini bosses of Vupa 6.

        After the awakening of the Yoram in Vupa 6 and the bloody battles against them in a desperate attempt to expel them from the galaxy, they withdrew towards the outer confines of the galactic disk, in the distant regions of the halo and the fringe of the zones inhabited by humanity.
        Clarke Federation Flag

        But new rumors and signs of his persistence in the Clarke Federation Sector will move General Nova to send agents to the Federation, following the trail of Yoram, Unification and Xeon.

        Travel to the distant Minor Power of the Clarke Federation, in the end tail of the Orion Arm, near the fringe, explore its colonies and meet the legendary Federation Rangers.
        Federation Rangers Banner

        The Clarke Federation Missions have three mini bosses stages or menaces to be defeated before confront the final boss raid:



        Related Entries:




        (By Mechanomicon)

        Unlocking the Clarke Federation Missions

        [Missions, Locations]


        The Clarke Federation Mission Location will become unlocked by clearing the mini bosses in Vupa 6

        With the only exception of the Clarke Federation missions, there is a logical sequence to unlock each of the Mission Locations.

        Once the mini bosses have been defeated, General Nova will assign you new duties in the next location and the Final Boss is exposed to your assault. Although Clarke Federation is the exception: The missions in Clarke Federation will be ordered by General Nova, only when the location of Vupa 6 became cleared.

        Why? Is there a direct link between the Yoram and the appearance of Xeon in our Galaxy.

        It seems that the awakening of the Yoram and the subsequent confrontation between the major powers and the mercenary clans against this new predatory race, caused them to move in search of an easy prey, at the expense of which to gain weight and thrive before attacking our galaxy again.

        This easy prey was the spoils of Unification and Xeon, at which time the Yoram came from our world, sweeping and controlling Unification as puppets.

        General Nova is very interested in clarifying these facts, gathering as much information as possible in order to plan the next steps to take.


        Related Entries:
        (By Mechanomicon)