Roleplay:Battletech Mobius

Rules

 * No godmodding or power play
 * no swearing. Damn, hell, and crap are ok.
 * No killing other people's characters unless they give the green light
 * No sexual content. Hugging, kissing, and flirting are ok.

Roleplay Specific Rules

 * Pick a light Mech when you first start. It will be given its basic loadout, which you can change. Talk to Awkwarddingo if you wish to make changes in the Mech's weaponry and equipment. He will guide you through it and make sure you don't under or overdo it.
 * Bigger and better Mechs will be available as the story progresses.
 * Almost all combat takes place in a Mech. Stay in yours while initiating combat unless told otherwise.
 * A Mech is doomed once its head, center torso, or both legs are destroyed. If this were to occur, have you character eject from the Mech before it explodes. You will be given a replacement, but you will lose all the modifications you made to your Mech, including weapons, equipment, and paint.

Participants

 * Dingo

Characters

 * Jason The Echidna (Dingo)

Background Info
The Battletech universe is a place where war machines, called Battlemechs, that stand on two legs and wiegh anything from thirty to one hundred tons reign supreme. Usually, the wars in battletech are between houses (royal families led by dukes or duchesses that hire mercs to kill other families). These battles turn into wars, which span over a collection of inhabited planets known as the Inner Sphere.

After decades of war, the Inner Sphere was invaded by tribes of mechwarriors known as the Clans. Armed with advanced technologies and never before seen Mechs, they pillaged the inner sphere until being eventually brought down by the houses and their mercs. Most of the stronger clans still exist, such as the Jade Falcons and Clan Wolf, though they mostly take on mercenary work. Soon after, the houses went back to their conflicts.

The most well known rivalry in the Inner Sphere was between house Steiner and Davion (Davion is what you consider the "good" guys). This rivalry was halted during the Clan Invasion and resumed after its end.

Plot
You are a member of the Mercenary group the Northwind Highlanders, who hail from the arctic tundra planet of Northwind. You have been awaiting a contract for quite some time now, but when one finally does come, it requires you to go back to your ancestor's home pkanet, Mobius! This planet has been long since forgotten by your ancestors, but some people have taken interest in it and its resources. Fight for your home world and kill those who dare tread upon it. Hop into your war machine and unleash hell with an arsenal of death dealing weapons as you uncover the forsaken truth!

Available Battlemechs
Mechs come in all shapes and sizes, but are divided into four categories: light (20-35 tons), medium (36-55 tons), heavy (56-75 tons), and assault (76-100 tons). There are also Clan and Inner Sphere Mechs, with Clan Mechs being more powerful on average.

Light Mechs
Usually used as scouts, these Mechs are the smallest and weakest of the bunch, but they are fast, being able to reach speeds past 100 kph. The list shown below are available to your use. Instead of writing info myself, the names will link you to the Battletech wiki, although I will give you some info that I find to be essential.


 * Raven-very fast. Equipment on it gives the Raven an edge when it comes to radar and missile targeting, such as the Beagle Active Probe, NARC beacon, and Guardian ECM.

Medium Mechs
Middle of the road Mechs, these fellas are incredible diverse. They can be missile platforms, brawlers, support, you name it. Although they are not as fast as their light brethren, they have more armor and space for weapons.

Heavy Mechs
This is the category where the more memorable Mechs hail from, such as the Vulture and Mad Cat. These guys are made for diverse roles like the medium Mechs, but they are slower, more armored, and combat-oriented. Most people, when looking for both firepower and diversity, go to the heavy class and never look towards anything lighter or heavier.

Assault Mechs
When one of these set foot on the battlefield, everyone knows. Many things can give it away. Detection on radar, earthquakes with each step, towering hunk of metal setting a barrage of heavy weaponry in your face.... When driving one of these, be ready to be the center of attention, because you will be hated and feared among your enemies.

Weapons
Weapons come in three forms, missiles, ballistics, and lasers. Each category and weapon has third ups and downs, so find the weapons meant for you.

Lasers
These are the bread and butter of any Mech. Most, if not all, are equipped with at least one type of laser weaponry. The upside to these is that they never run out of ammo, and they do a decent amount of damage. The downside is that they generate more heat than any other kind of weapon. For some laser weapons, you can also heat up enemies with a successful hit.

Ballistics
Ballistic weapons will be the first thing you think of when you hear the word "gun". These are incredibly diverse. Some can be used at all ranges, while others are meant for brawling or sniping. The upside is their sheer power. Almost all ballistics are strong compared to lasers of the same weight. The downside is that some faster firing ones have a possibility of jamming, rendering the weapon useless for a bit. This weakness is trivial compared to ballistic weapons' biggest flaw, which is their limited ammo.

Missiles
There are only three kinds of missile based weapons, short range, medium range, and long range missiles. Each one has their strengths and weaknesses, so they will be noted individually. One thing you should know is what two weaknesses they have in common. These are the travel time of a missile and the limited ammo. It should also be noted that these are so annoying that they have their own defense system built to oppose their advances.

Equipment
Equipment is a rather useful thing to have on a Mech. Some Mechs can use certain pieces of equipment, while a few can't use any at all. Here is a complete list of them.


 * Beagle Active Probe (BAP)- increase sensor range of the Mech and allied Mechs. Downside is that it decreases the time LRMs need to lock on to the wielder.
 * Guardian ECM- Jams enemy radar, but only at close ranges.
 * Anti Missile System (AMS)- destroy a couple of missiles headed toward the user. Only destroys missiles locked on to the Mech. May not destroy every missile if attacked by large barrages.
 * NARC Beacon- Can be fired. Short ranged beacon that latched onto whatever it hits, including enemies vehicles, buildings, and Mechs. User and allies have a decreased lock on time when targeting the beacon.
 * Jump Jets- a dingo favorite. This launches the Mech airborne for a limited time so it may reach high areas otherwise inaccessible. Can also be used to aggravate enemies. Skilled pilots can even land on enemies, doing tons of damage. Most light, some medium, couple of heavy, and no assault Mechs can use these.

Participants

 * Dingo

Characters

 * Jason The Echidna (Dingo)