https://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=20091221233254&namespace=0&username=&tagfilter=Matey Match Wiki - New pages [en]2024-03-29T07:34:12ZFrom Matey Match WikiMediaWiki 1.24.1https://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=The_SaviourThe Saviour2009-12-21T21:21:54Z<p>Umbaglo: New page: == Series Details == [b]Series Name:[/b] The Saviour [b]Series Info:[/b] SimChamber Original Series [b]Description:[/b] A sandbox game set in Central City, which has been attacked by th...</p>
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<div>== Series Details ==<br />
<br />
[b]Series Name:[/b] The Saviour<br />
<br />
[b]Series Info:[/b] SimChamber Original Series<br />
<br />
[b]Description:[/b] A sandbox game set in Central City, which has been attacked by the mysterious Saints. Unable to counter the Saints' advanced technology, the police and army have been devastated and the city has become a war zone.<br />
<br />
Keven Centura, a former member of the Central City Defense Force, finds a mysterious robot in an underground facility while trying to escape the city. The machine seems to have taken considerable damage at some point, and has bonded to Keven as it's new master. Keven must now try to discover the secret of the robot, while avoiding the Saints who obviously are looking for it, and maybe try to save himself and the city from destruction.<br />
<br />
<br />
== Units ==<br />
<br />
* [[/Arc Covenant|Arc Covenant]]</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/Leopard_Tank_DestroyAfter War Gundam Another X/Leopard Tank Destroy2009-11-02T01:06:21Z<p>Umbaglo: </p>
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<div><pre><br />
[b]GT-9600-TD Gundam Leopard Tank Destroy[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 12.3 meters (Tank Mode), 16.8 meters (MS Mode)<br />
[b]Weight:[/b] Empty 10.9 metric metric tons; max gross weight unknown<br />
[b]Pilot(s):[/b] Roybea Roy<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] The Leopard Tank Destroy mounts a shield on it's right shoulder to deflect attacks.<br />
[b]MS Mode:[/b] The Leopard Tank Destroy can switch between tank mode and Mobile Suit mode.<br />
[b]Beam Deflection Field:[/b] The Leopard Tank Destroy is equipped with a prototype anti-beam field that actually reflects beam weapons back at the attacker.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Head Vulcans:[/b] Standard MS vulcans, mounted in the head.<br />
[b]Head Cannons:[/b] Small beam cannons, mounted in the head.<br />
[b]Beam Launcher:[/b] The grenade launcher on the Leopard Tank's right arm was replaced with a beam launcher.<br />
[b]Micro Missile Launchers:[/b] Mounted on the shoulders are two sets of micro-missile launchers.<br />
[b]Heat Axe:[/b] An axe with a heated blade for close combat. While it's difficult to use in close combat while in tank mode, it's not impossible to do so.<br />
[b]Chest Gatling Gun:[/b] Twin gatling guns mounted in the chest.<br />
[b]Homing Missiles:[/b] The tank treads mount four 4-launcher missile pods; two facing forward and two facing rearward.<br />
[b]Twin Beam Cylinder:[/b] The laser cannon the the tank was replaced with twin rapid fire beam cannons, one on each leg. However, the placement of the cannons means they can only be fired when in tank mode.<br />
[b]Inner Arm Gatling:[/b] The gatling cannon was able to be repaired by the mechanics at the secret research base, which allows the gatling to be mounted on the Leopard's back when it is in MS Mode. However, it still needs to be mounted on the arm when in tank mode.<br />
[b]Plasma Cannons:[/b] Mounted on the back of the Leopard Tank are a pair of plasma cannons, capable of powerful long range fire.<br />
[b]Full Open Attack:[/b] The Leopard Tank fires everything it has, devastating anything that is foolish enough to stand in front of it.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
When Vulture met up with the secret United Nations Earth research base, they decided to give the aging Gunmaster and Leopard Tank an overhaul with new technologies that they had been working on.<br />
<br />
The biggest upgrade to the Leopard Tank was that the mechanics were able to rebuild the legs, allowing the Leopard to operate as a normal MS. However, they also designed the legs to be able to shift back into tank mode, as Roybea had become so accustomed to piloting in that fashion. This also allowed them to leave the existing weapons, as well as add new ones, without needing to worry about stability. A few weapons also recieved upgrades to increase their effectiveness. The Leopard Tank also benefited greatly from new armour, which increased it's durability.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/Gunmaster_BurstAfter War Gundam Another X/Gunmaster Burst2009-11-02T00:01:16Z<p>Umbaglo: New page: <pre> [b]GW-9800-GB Gundam Gunmaster Burst[/b] [b]Armor Material:[/b] Lunar titanium alloy armor and frame [b]Height:[/b] 17.3 meters [b]Weight:[/b] Empty 7.7 metric metric tons; max gros...</p>
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<div><pre><br />
[b]GW-9800-GB Gundam Gunmaster Burst[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 17.3 meters<br />
[b]Weight:[/b] Empty 7.7 metric metric tons; max gross weight unknown<br />
[b]Pilot(s):[/b] Witz Sou<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Fighter Mode:[/b] The Gunmaster Burst, like all Airmasters, can transform into a fighter plane to increase it's speed and maneuverability.<br />
[b]Solar Panels:[/b] To help with the Gunmaster's crippling energy consumption when in operation, a series of retractable solar panels were mounted on the legs and under the shoulders. These panels help by converting sunlight into energy, and replenishing the Gunmaster Burst's supplies.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Head Vulcans:[/b] Standard MS vulcans, mounted in the head. Not usable in Fighter Mode<br />
[b]Nose Beam Vulcans:[/b] Beam vulcans, mounded on the Fighter Mode's nose.<br />
[b]Grenade Launcher:[/b] The underside of the Beam Shotgun mounts a grenade launcher.<br />
[b]Beam Shotgun:[/b] A replacement of the Daughtress machine gun, the Gunmaster Burst now carries a special beam cannon which fires in a wide area, much like a shotgun. The cannon uses rechargable "clips", so as to save the MS's energy reserves for the Mega Beam Cannon.<br />
[b]Booster Beam Cannon:[/b] Instead of the missiles, the wings of the Gunmaster Burst each mount a pair of beam cannons, as mid-ranged firepower. The cannons use self-contained energy cells, so as to leave as much power as possible for the Mega Beam Cannon.<br />
[b]Mega Beam Cannon:[/b] The main weapon of the Gunmaster, it trades the rapid fire capabilities of the buster rifles usually equipped by an Airmaster for massive wide area damage. It is mounted under the body in Fighter Mode, and some rigging has allowed Witz to fire it in that mode as well. Minor beam generator improvements also increased the power of the beam cannon, while not noticably affecting the power drain.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
When Vulture met up with the secret United Nations Earth research base, they decided to give the aging Gunmaster and Leopard Tank an overhaul with new technologies that they had been working on.<br />
<br />
The Gunmaster was the least improved of the batch, however it still obtained some significant improvements. New thrusters and new armour materials increased the Gunmaster's speed and durability, while allowing it to equip larger weapons and better manage the energy drain of the Mega Beam Cannon. In addition, it was also equipped with solar panels which allow the Gunmaster to recharge it's reserves when in sunlight, to help offset the drain of the cannon.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Unit_Contest_31:_Unofficial_VariationsUnit Contest 31: Unofficial Variations2009-11-01T17:34:45Z<p>Umbaglo: </p>
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<div><pre><br />
[b]Heavy Gear Fighter Flame Talk[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 21.5 meters<br />
[b]Weight:[/b] Unknown<br />
[b]Pilot(s):[/b] Shuji Tsubaki + 2 Others<br />
[b]Creator(s):[/b] GEAR<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Hyper Plasma Drive:[/b] Like other Gears, Flame Talk is powered by a battery-operated Hyper Plasma Drive.<br />
[b]Hyper Plasma Booster:[/b] A special mode developed for the new Gear Fighters made by Earth, they are able to overdrive their reactors to dramatically increase performance at the cost of draining the battery a lot faster.<br />
[b]Tough Armor:[/b] Flame Talk is the best armoured of the new Gear Fighters, however because it was built around a wheeled chassis instead of legs it is less agile then the others.<br />
[b]Drive Install:[/b] Flame Talk was designed to work with one of the artificially created Data Weapons produced by GEAR, the Wolf Spartan, and can also use the mysterious Data Weapon Black Panther.<br />
[b]Wild Hunt:[/b] After obtaining the power of Wolf Spartan, Flame Talk gained the ability to better sense where it's enemies are, increasing it's accuracy.<br />
[b]Optical Camouflage:[/b] After obtaining the power of Black Panther, Flame Talk gained the ability to blend itself in with the surrounding terrain, making it harder to see and attack. This ability does not require Black Panther to be installed.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Melee:[/b] Standard punches.<br />
[b]30mm Finger Vulcans:[/b] Powerful vulcan cannons mounted in each of Flame Talk's fingers.<br />
[b]Fire String:[/b] Flame Talk shoots thin rays of light from the panels on the front of it's legs that slices anything they hit.<br />
[b]Twin 4-Barrel Linear Gun:[/b] Powerful cannons using the turbines on Flame Talk's back. When Wolf Spartan and Phalanx Panther are installed, they go over the linear guns, however it doesn't affect their use at all.<br />
[b]Senkou Raijin Geki:[/b] Flame Talk winds up the turbines in it's arms and spins around while shooting lightning from them, damaging and potentially stunning any enemy struck.<br />
[b]Double Data Weapon Final Attack:[/b] When both Wolf Spartan and Black Panther are installed, Flame Talk can combine their Final Attacks into a single massive attack. However, it requires the Hyper Plasma Booster to be active.<br />
<br />
[b][u]Wolf Spartan Install[/u][/b]<br />
<br />
[b]Wolf Howl:[/b] Flame Talk shoots off a blast of sonic force that damages even enemies hidden from view, forcing them into the open.<br />
[b]Wolf Spartan Final Attack:[/b] A powerful beam fired by the Wolf Spartan.<br />
<br />
[b][u]Phalanx Panther Install[/u][/b]<br />
<br />
[b]Panther Assault:[/b] Flame Talk shoots a rapid fire cannon over a wide area, keeping enemies at bay.<br />
[b]Black Panther Final Attack:[/b] A powerful beam fired by the Black Panther.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The first Gear Fighter made by Earth, after the war against Gulfer. A prototype design, Flame Talk uses wheeled treads instead of legs to help support itself. It was originally designed to use the artificial Data Weapon Wolf Spartan, however it was able to gain the power of the mysterious Black Panther as well.<br />
<br />
Flame Talk was designed to be piloted by 3 people, however the machine chose Shuji Tsubaki alone as it's pilot. While other GEAR personnel have tried to assist him, the Gear Fighter seems to reject them all.<br />
</pre><br />
<br />
<br />
<pre><br />
[b]Wolf Spartan[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 12 meters<br />
[b]Weight:[/b] Unknown<br />
[b]Pilot(s):[/b] N/A<br />
[b]Creator(s):[/b] GEAR<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Data Weapon:[/b] Wolf Spartan is a sentient program, able to take shape in the real world to help a Gear Fighter.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Claws:[/b] Wolf Spartan attacks with sharp claws.<br />
[b]Wolf Howl:[/b] Wolf Spartan shoots off a blast of sonic force that can even hit enemies hidden from sight.<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The first artificial Data Weapon, created by GEAR. It acts a little erratic when not installed on Flame Talk, as there seems to be something missing from it's program.<br />
</pre><br />
<br />
<pre><br />
[b]Black Panther[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 12 meters<br />
[b]Weight:[/b] Unknown<br />
[b]Pilot(s):[/b] N/A<br />
[b]Creator(s):[/b] Unknown<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Data Weapon:[/b] Black Panther is a sentient program, able to take shape in the real world to help a Gear Fighter.<br />
[b]Optical Camouflage:[/b] Black Panther can blend itself into the surrounding terrain, making itself harder to see and attack.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Claws:[/b] Black Panther attacks with sharp claws.<br />
[b]Panther Assault:[/b] A rapid fire cannon fired over a wide area, keeping enemies at bay.<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
A mysterious Data Weapon, no one is quite sure where it came from. All that is known is that it seems to have chosen Shuji Tsubaki and the Flame Talk as it's master.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Series_Contest_15:_Make_It_MechaSeries Contest 15: Make It Mecha2009-10-18T17:49:12Z<p>Umbaglo: New page: <pre> [b]Series Name:[/b] inFAMOUS [b]Series Info:[/b] SimChamber Original Series [b]Description:[/b] Set in an alternate modern time not much different from ours, mechanical suits known...</p>
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<div><pre><br />
[b]Series Name:[/b] inFAMOUS<br />
<br />
[b]Series Info:[/b] SimChamber Original Series<br />
<br />
[b]Description:[/b] Set in an alternate modern time not much different from ours, mechanical suits known as Grunts are commonplace, used for everything from transport to construction. Set in the once booming city of Empire City, the story follows a courier named Cole McGraw, who was caught in the middle of a massive explosion that devastated much of the city and implanted a mysterious "Ray Sphere" that gives him a variety of electricity-based powers. Cole must now discover the secret behind the Ray Sphere, while coming to terms with his new powers, and whether to use them to help the city, or to destroy what's left.<br />
</pre><br />
<br />
<pre><br />
[b]Cole's Custom Courier Grunt[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 8 meters<br />
[b]Weight:[/b] 22 tons<br />
[b]Pilot(s):[/b] Cole McGraw<br />
[b]Creator(s):[/b] Various<br />
<br />
<br />
[b]Ability Data[/b] (Abilities listed as [Core] are abilities that, while normally unlocked by plot or XP in the game, are abilities that should be baseline as per "Best and most complete")<br />
<br />
[b]Ray Sphere [Core]:[/b] The core of Cole's powers. How the Ray Sphere works is a complete mystery, and is one of the things Cole is trying to discover. However, what he does know is that the Ray Sphere gains experience from Cole's actions, allowing him to unlock new powers over time. In addition, it also measures Cole's "Karma", and changes based on whether Cole is being more "Good" or "Evil", which also determines the powers available to Cole.<br />
[color=red](Ok, this is kind of a big thing here. I'm going to differ from what I usually do and just make a few requests about this. I'd like to request that the way this system work is basically that as you gain evolution points, you can unlock one upgrade per point. And when you gain points, you must declare if you gained Good Side points or Evil Side points. At certain Good/Evil side evolution point levels, you gain one of the three ranks per side: Guardian/Champion/Hero for Good, and Thug/Outlaw/Infamous for Evil. Karma is a linear scale, so if a player has any Good side points and then gains an Evil side point, then they lose a Good side point. They can only gain Evil side points once they lose all their Good side points, and vice versa. Any evolution points not immediately used to unlock an ability can be stored until the player reaches the appropriate Karma level.)[/color]<br />
[b]Electric Armor:[/b] As Cole gains further control over the powers given to him by the Ray Sphere, he is able to reinforce his Grunt's armor with electromagnetic powers. (In the game, you can get -10%/-20%/-30% DR from upgrades.)<br />
[b]Pulse Heal [Core]:[/b] Cole can use his Grunt's new ability to regenerate from any damage it receives on other Grunts or objects.<br />
[b]Polarity Wall [Core]:[/b] A barrier of electrical energy that Cole's Grunt can form in front of it.<br />
[b]Polarity Wall [Upgrade 1]:[/b] Attacks negated by the wall recharge Cole.<br />
[b]Polarity Wall [Upgrade 2]:[/b] The wall covers a much wider area.<br />
<br />
<br />
[b]Weapon Data[/b] (Weapons listed as [Core] are weapons that, while normally unlocked by plot or XP in the game, are weapons that should be baseline as per "Best and most complete")<br />
<br />
[b]Arc Restraint [Core]:[/b] Core's Grunt can encase an enemy in chains of electricity, making it unable to move.<br />
[b]Bio Leech [Core]:[/b] Core's Grunt can drain power from an enemy unit and use it to repair itself.<br />
[b]Melee [Core]:[/b] Cole's Grunt is capable of standard melee. He can also charge his fists and legs with electricity to add additional force.<br />
[b]Lightning Bolt [Core]:[/b] Cole's most basic power, the Grunt shoots bolts of lightning from it's hands.<br />
[b]Lightning Bolt [Guardian]:[/b] The first Good side upgrade to the Lightning Bolt, which can be obtained when Cole reaches Guardian rank. Whenever these bolts hit an enemy, they siphon off a bit of their energy and gives it back to Cole.<br />
[b]Lightning Bolt [Champion]:[/b] The second Good side upgrade to the Lightning Bolt, which can be obtained when Cole reaches Champion rank. If Cole manages to hit an enemy in the right spots, the bolt can chain off onto nearby opponents.<br />
[b]Lightning Bolt [Hero]:[/b] The last Good side upgrade to the Lightning Bolt, which can be obtained when Cole reaches Hero rank. The energy drain from the Guardian upgrade is increased, and the drain also restores a bit of the Grunt's armour.<br />
[b]Lighting Bolt [Thug]:[/b] The first Evil side upgrade to the Lightning Bolt, which can be obtained when Cole reaches Thug rank. Enemies defeated by the Lightning Bolt overload and explode, damaging any nearby opponent.<br />
[b]Lightning Bolt [Outlaw]:[/b] The second Evil side upgrade to the Lightning Bolt, which can be obtained when Cole reaches Outlaw rank. The explosion from the Thug upgrade is enhanced and more dangerous.<br />
[b]Lightning Bolt [Infamous]:[/b] The last Evil side upgrade to the Lightning Bolt, which can be obtained when Cole reaches Infamous rank. Hitting an opponent in the right locations will instantly cause an electric overload, damaging the target and anyone nearby.<br />
[b]Shockwave [Core]:[/b] Cole's Grunt projects a wall of force in front of itself, which can knock away enemies or projectiles.<br />
[b]Shockwave [Guardian]:[/b] The first Good side upgrade to the Shockwave, which can be obtained when Cole reaches Guardian rank. Enemies hit by the shockwave temporarily float in the air, unable to move.<br />
[b]Shockwave [Champion]:[/b] The second Good side upgrade to the Shockwave, which can be obtained when Cole reaches Champion rank. The force of the shockwave is increased.<br />
[b]Shockwave [Hero]:[/b] The last Good side upgrade to the Shockwave, which can be obtained when Cole reaches Hero rank. The range of the shcokwave is increased.<br />
[b]Shockwave [Thug]:[/b] The first Evil side upgrade to the Shockwave, which can be obtained when Cole reaches Thug rank. Enemies caught in the shockwave are electrified, taking additional damage over a short time.<br />
[b]Shockwave [Outlaw]:[/b] The second Evil side upgrade to the Shockwave, which can be obtained when Cole reaches Outlaw rank. The force and range of the shockwave is increased.<br />
[b]Shockwave [Infamous]:[/b] The last Evil side upgrade to the Shockwave, which can be obtained when Cole reaches Infamous rank. Objects hit by the shockwave are electrified, causing them to explode.<br />
[b]Shock Grenade [Core]:[/b] Cole's Grunt throws a ball of electric energy that sticks to whatever it hits and explodes after a short time.<br />
[b]Shock Grenade [Guardian]:[/b] The first Good side upgrade to the Shock Grenade, which can be obtained when Cole reaches Guardian rank. The damage from the Shock Grenade is increased.<br />
[b]Shock Grenade [Champion]:[/b] The second Good side upgrade to the Shock Grenade, which can be obtained when Cole reaches Champion rank. The blast radius and damage from the Shock Grenade is increased.<br />
[b]Shock Grenade [Hero]:[/b] The last Good side upgrade to the Shock Grenade, which can be obtained when Cole reaches Hero rank. Weakened enemies caught in the blast radius are restrained for a short period.<br />
[b]Shock Grenade [Thug]:[/b] The first Evil side upgrade to the Shock Grenade, which can be obtained when Cole reaches Thug rank. Cole throws a cluster of 3 grenades instead.<br />
[b]Shock Grenade [Outlaw]:[/b] The second Evil side upgrade to the Shock Grenade, which can be obtained when Cole reaches Outlaw rank. Cole throws a cluster of 5 grenades instead.<br />
[b]Shock Grenade [Infamous]:[/b] The last Evil side upgrade to the Shock Grenade, which can be obtained when Cole reaches Guardian rank. Cole throws a cluster of 7 grenades instead.<br />
[b]Overload Burst [Guardian]:[/b] A power only available to Cole if he is on the Good side, and can be obtained when Cole reaches Guardian rank. The Overload Burst fires blasts of lightning that chains off conductive surfaces, hitting enemies hiding behind cover. <br />
[b]Overload Burst [Champion]:[/b] The second Good side upgrade to the Overload Burst, which can be obtained when Cole reaches Champion rank. The damage of the Overload Burst is increased.<br />
[b]Overload Burst [Hero]:[/b] The last Good side upgrade to the Overload Burst, which can be obtained when Cole reaches Hero rank. The damage of the Overload Burst is increased further.<br />
[b]Arc Lightning [Thug]:[/b] A power only available to Cole if he is on the Evil side, and can be obtained when Cole reaches Thug rank. The Arc Lightning fires a continuous stream of lightning that chains to a few enemies before dissipating.<br />
[b]Arc Lightning [Outlaw]:[/b] The second Evil side upgrade to the Arc Lightning, which can be obtained when Cole reaches Outlaw rank. The Arc Lightning stream now continues to chain as long as there's enemies nearby, and the damage is increased.<br />
[b]Arc Lightning [Infamous]:[/b] The last Evil side upgrade to the Arc Lightning, which can be obtained when Cole reaches Infamous rank. Enemies defeated by the Arc Lightning overload and explode, causing damage to nearby opponents.<br />
[b]Precision Shot:[/b] One of the Ray Sphere's powers, by using a lot of energy, Cole can seemingly slow down time and zoom in on an enemy in order to get an incredibly accurate Lightning Bolt shot.<br />
[b]Gigawatt Blades:[/b] Cole's Grunt generates large blades of energy from it's hands, which cause massive damage to anything they hit.<br />
[b]Megawatt Hammer [Core]:[/b] Cole fires a large ball of electricity that explodes on contact like a rocket.<br />
[b]Megawatt Hammer [Guardian]:[/b] The first Good side upgrade to the Megawatt Hammer, which can be obtained when Cole reaches Guardian rank. The Megawatt Hammer can be redirected after firing by hitting the target with a Lightning Bolt.<br />
[b]Megawatt Hammer [Champion]:[/b] The second Good side upgrade to the Megawatt Hammer, which can be obtained when Cole reaches Champion rank. Enemies hit by the rocket temporarily float in the air, unable to move.<br />
[b]Megawatt Hammer [Hero]:[/b] The last Good side upgrade to the Megawatt Hammer, which can be obtained when Cole reaches Hero rank. The damage caused by the Megawatt Hammer is increased.<br />
[b]Megawatt Hammer [Thug]:[/b] The first Evil side upgrade to the Megawatt Hammer, which can be obtained when Cole reaches Thug rank. The Megawatt Hammer now also fires 2 smaller rockets in addition to the main one.<br />
[b]Megawatt Hammer [Outlaw]:[/b] The second Evil side upgrade to the Megawatt Hammer, which can be obtained when Cole reaches Outlaw rank. The Megawatt Hammer now also fires 4 smaller rockets in addition to the main one.<br />
[b]Megawatt Hammer [Infamous]:[/b] The last Evil side upgrade to the Megawatt Hammer, which can be obtained when Cole reaches Infamour rank. The Megawatt Hammer now also fires 6 smaller rockets in addition to the main one.<br />
[b]Thunder Drop [Core]:[/b] Cole's Grunt can charge power while falling, causing a large shockwave around it on landing, damaging anything nearby.<br />
[b]Thunder Drop [Upgrade 1]:[/b] Thunder Drop's blast range is increased.<br />
[b]Thunder Drop [Upgrade 2]:[/b] Enemies caught in the blast range are electrified, taking additional damage over a short time.<br />
[b]Thunder Drop [Upgrade 3]:[/b] Thunder Drop's damage is increased.<br />
[b]Lightning Storm:[/b] Cole's most expensive but most powerful move, he creates a massive localized electrical storm that he can move around the nearby area for as long as his energy reserves hold out. <br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Cole's custom Grunt that he uses for his courier business. He's modified it to be better able to grip and climb up buildings and other urban obstacles.<br />
<br />
After being fused with the Ray Sphere, it has begun to develop a variety of electrical powers, including limited hovering, weapons, shields, and self-repair. However, since the Grunt is not able to completely enclose the raging electricity that courses through it, it cannot operate in water else it short-circuits.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/GunmasterAfter War Gundam Another X/Gunmaster2009-10-18T14:24:31Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]GW-9800-G Gundam Gunmaster[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 17.2 meters<br />
[b]Weight:[/b] Empty 6.9 metric metric tons; max gross weight unknown<br />
[b]Pilot(s):[/b] Witz Sou<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Fighter Mode:[/b] The Gunmaster, like all Airmasters, can transform into a fighter plane to increase it's speed and maneuverability.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Head Vulcans:[/b] Standard MS vulcans, mounted in the head. Not usable in Fighter Mode<br />
[b]Nose Vulcans:[/b] Standard MS vulcans, mounded on the Fighter Mode's nose.<br />
[b]Homing Missiles:[/b] The Gunmaster mounts a number of homing missiles on both wings, for use in Fighter Mode.<br />
[b]90mm Machine Gun:[/b] Because the Mega Beam Cannon uses up so much energy, the Gunmaster is equipped with a Daughtress' machine gun as a backup weapon. Because the Airmaster was not designed to use such a weapon, however, it is not usable in Fighter Mode.<br />
[b]Mega Beam Cannon:[/b] The main weapon of the Gunmaster, it trades the rapid fire capabilities of the buster rifles usually equipped by an Airmaster for massive wide area damage. It is mounted under the body in Fighter Mode, and some rigging has allowed Witz to fire it in that mode as well.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
The personal MS of ace pilot Witz Sou, who has been hired by Vulture as a mercenary. The Gunmaster is a customized Airmaster, trading the twin buster rifles for a powerful Mega Beam Cannon to break through entrenched SRA positions. However, the cannon consumes a huge amount of energy, which limits the Gunmaster's operating time significantly.<br />
<br />
After meeting up with the secret United Nations Earth research facility, the Gunmaster was upgraded into the Gunmaster Burst.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/Leopard_TankAfter War Gundam Another X/Leopard Tank2009-10-16T21:19:38Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]GT-9600-T Gundam Leopard Tank[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 12.3 meters<br />
[b]Weight:[/b] Empty 10.2 metric metric tons; max gross weight unknown<br />
[b]Pilot(s):[/b] Roybea Roy<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] The Leopard Tank mounts a shield on it's right shoulder to deflect attacks.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Head Vulcans:[/b] Standard MS vulcans, mounted in the head.<br />
[b]Head Cannons:[/b] Small beam cannons, mounted in the head.<br />
[b]Grenade Launcher:[/b] Six-tube grenade launcher mounted in the right arm.<br />
[b]Chest Gatling Gun:[/b] Twin gatling guns mounted in the chest.<br />
[b]Homing Missiles:[/b] The tank treads mount four 4-launcher missile pods; two facing forward and two facing rearward.<br />
[b]Light Laser Cannon:[/b] As the Leopard Tank is very ammo heavy, it also mounts a light laser cannon on the front of the tank section for close combat.<br />
[b]Inner Arm Gatling:[/b] While normally mounted on the back and placed over the arm when in use, damage to the mechanisms combined with the tank treads have required it to be mounted permanently. It is no less dangerous, however, able to cover an area in devastating fire.<br />
[b]Plasma Cannons:[/b] Mounted on the back of the Leopard Tank are a pair of plasma cannons, capable of powerful long range fire.<br />
[b]Full Open Attack:[/b] The Leopard Tank fires everything it has, devastating anything that is foolish enough to stand in front of it.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
The personal MS of ace pilot Roybea Roy, who has been hired by Vulture as a mercenary. It was heavily damaged in a battle against SRA forces, which left the legs ruined beyond repair. Unable to let himself part with the Leopard, which is a memento of a past lover, he had the legs replaced with the tread section of a Daughtress Tank. The damage also destroyed the Leopard's Flash System, though Roybea was never able to use it anyway.<br />
<br />
While the tank legs reduce the Leopard's mobility, it allowed for the addition of heavier armour and weapons, making the Leopard Tank a force to be reckoned with on the battlefield.<br />
<br />
After meeting up with the secret United Nations Earth research facility, the Leopard Tank was upgraded into the Leopard Tank Destroy.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/Altered_GX-BitAfter War Gundam Another X/Altered GX-Bit2009-08-28T19:13:08Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]FX-9900-A Altered GX-Bit[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 17.1 meters<br />
[b]Weight:[/b] unknown<br />
[b]Pilot(s):[/b] N/A<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] Altered GX-Bits are equipped with spare Daughtress shields in order to help protect them.<br />
[b]Full Armor:[/b] With replacement GX-Bits in short supply, Vulture equiped heavy armour plates over the Altered GX-Bits to protect them. While the GX-Bits are slower then normal due to the added weight, they have significantly more survivability.<br />
[b]G-Bit:[/b] The Altered GX-Bit is an unmanned mobile suit, controlled by psychic waves via the Flash System.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]90mm Machinegun:[/b] As a low-energy alternative to the Buster Rifles, Altered GX-Bits also mount a 90mm Machinegun.<br />
[b]Beam Saber:[/b] A standard mobile suit beam saber.<br />
[b]Buster Rifles:[/b] When found, the GX-Bits were missing their weapons. Vulture currently equips them with a single Airmaster Buster Rifle.<br />
[b]Bazooka:[/b] While nowhere near as powerful as the Satellite Cannon, Altered GX-Bits carry a Daughtress' bazooka for use against heavier targets.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
With Jamil still able to make use of his Newtype powers, he continued to use the Flash System to increase his power in combat. However, GX-Bits were rare to begin with before the war, and are even more so now that the factories that made them have been destroyed. In order to maintain the capability that GX-Bits offer, Vulture took their remaining units and equipped them with heavy armour and replacement weapons to try and increase their survivability.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/Gundam_New_XAfter War Gundam Another X/Gundam New X2009-08-28T11:57:33Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]GX-9903-χ χ (Chi) Gundam[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 17 meters<br />
[b]Weight:[/b] Empty 7.8 metric metric tons; max gross weight unknown<br />
[b]Pilot(s):[/b] Jamil Neate<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] A large custom-made shield which also houses a missile launcher.<br />
[b]Flash System v3:[/b] A heavily customized Flash System. In addition to allowing the pilot to control a set of customized G-Bits designed for the Chi Gundam, the cockpit is embedded with thousands of miniaturized psychic receivers. These receivers pick up a Newtype's brainwaves, and convert them into control commands, allowing the pilot incredibly fine control over the Gundam using his NT powers. These receivers also allow the transmission of NT brainwave commands to the G-Bits, allowing the pilot to directly control the Hyper Bits equipped by each G-Bit.<br />
[b]Dummy Launcher:[/b] The wrists of the Chi Gundam contain special launchers that shoot "dummy" balloons designed to confuse enemy sensors and attacks.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Chest Vulcans:[/b] Standard MS vulcans, mounted in the chest.<br />
[b]Machine Cannons:[/b] Powerful vulcan cannons mounted on the shoulders.<br />
[b]Missiles:[/b] Small backup missiles stored in the Chi Gundam's shield.<br />
[b]Hyper Beam Saber:[/b] A pair of modified Gundam X beam saber. More powerful then the standard version.<br />
[b]Beam Javelin:[/b] The Hyper Beam Sabers can be combined together to form a long beam javelin.<br />
[b]Hyper Buster Rifle:[/b] A modified Airmaster rifle.<br />
[b]Hyper Bazooka:[/b] A powerful bazooka.<br />
[b]G-Hammer:[/b] A very large spiked ball on a chain that Chi Gundam swings around to smash into enemies.<br />
[b]Hyper Bits:[/b] Based on the technology used in the SRA's Febral and Bertigo units, the Chi Gundam uses a set of 8 remote weapons, each equipped with a powerful miniaturized beam cannon. The bits don't have their own generators, however, and so must dock in a binder on the Chi Gundam's back in order to recharge between uses.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
Built in secret by a separate resistance group, the Chi Gundam is the culmination of the United Nations Earth research into Newtypes. Designed with the latest technologies either made by the remaining UNE scientists or stolen from the SRA, the Chi Gundam is the ultimate mobile suit for a Newtype.<br />
<br />
The only existing prototype was given to Jamil Neate after Vulture rescued the research base from a SRA attack. He continued to use it until the end of the war.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_X/Gundam_Another_XAfter War Gundam Another X/Gundam Another X2009-08-28T11:54:50Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]GX-9900-A Gundam Another X[/b]<br />
<br />
[b]Armor Material:[/b] Lunar titanium alloy armor and frame<br />
[b]Height:[/b] 17.1 meters<br />
[b]Weight:[/b] Empty 7.5 metric metric tons; max gross weight unknown<br />
[b]Pilot(s):[/b] Jamil Neate<br />
[b]Creator(s):[/b] United Nations Earth<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] The Another X's original Buster Shield was destroyed in combat years ago, so it just makes use of a standard shield.<br />
[b]Flash System:[/b] As Jamil retained his Newtype powers, he continued to make use of the G-Bit system of his Gundam X.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Vulcans:[/b] Standard MS vulcans, mounted in the chest.<br />
[b]Shoulder Vulcan:[/b] More powerful vulcan cannon, mounted on the shoulder.<br />
[b]Large Beam Saber:[/b] All Gundam X units were equipped with a slightly larger then usual beam saber.<br />
[b]Buster Rifles:[/b] Another X's original Buster Rifle was destroyed in combat years ago, and Vulture was never able to find a replacement. Instead, Another X just uses a pair of Airmaster Buster Rifles.<br />
[b]X Grenade:[/b] Powerful anti-MS hand grenades.<br />
[b]500mm Cannon:[/b] While nowhere near as powerful as the Satellite Cannon, a salvaged Daughtress Weapon's shoulder cannon allows the Another X to have some strong long-range firepower.<br />
[b]Hyper Bazooka:[/b] A clip-fed bazooka.<br />
[b]Divider:[/b] A special shield which houses 18 fire-linked beam guns. Built by Vulture out of spare parts to make up for the loss of the Satelite Cannon.<br />
<br />
<br />
[b]Technical and Historical Notes:[/b]<br />
<br />
After the end of the 7th Space War, United Nations Earth ace pilot Jamil Neate went into hiding with his Gundam X. After the war, he began a series of hit-and-run strikes against various SRA sites across the globe, trying to waste their resources while also resupplying his own. However, the battle was taking it's toll on the Gundam X, and eventually it ceased to function in the middle of a battle. Thankfully, however, a resistance group made up of former UNE soldiers were also looking to attack that facility, and were able to rescue Jamil.<br />
<br />
The Gundam X was badly damaged, and it's Satellite Cannon was completly unusable because the SRA controlled the microwave transmission system, however the resistance group were able to scrounge up spare parts and weapons to reequip the Gundam and keep it operational. Calling themselves Vulture, they asked for Jamil's assistance in their fight.<br />
<br />
Remembering that a lot of SRA soldiers would call his MS "another Gundam X", Jamil decided to rename his fixed up suit the Gundam Another X. When Jamil is given the Gundam New X, the Another X gets passed down to Garrod, who has another pilot seat installed into it so that Tifa can control the Flash System.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=After_War_Gundam_Another_XAfter War Gundam Another X2009-08-27T10:27:03Z<p>Umbaglo: </p>
<hr />
<div>== Series Details ==<br />
<br />
[b]Series Name:[/b] After War Gundam Another X<br />
<br />
[b]Series Info:[/b] SimChamber Original Series<br />
<br />
[b]Description:[/b] Set at the same time as the original After War Gundam X, Another X asks the question "What if Operation Lilac had succeeded and the Space Revolutionary Army had won the 7th Space War?"<br />
<br />
Instead of retiring and becoming a scavenger, United Nations Earth ace pilot Jamil Neate became a fugitive, wanted for war crimes against the Space Revolutionary Army. He eventually met up with the resistance group "Vulture" and joined them, vowing to continue the fight.<br />
<br />
<br />
== Plot Details ==<br />
<br />
In no particular order:<br />
<br />
* Because Operation Lilac ended the war earlier, Jamil never had his final battle against his rival, Lancerow Dawell, and as such remained a very powerful Newtype. Lancerow quit the SRA after the war, and is now searching for Jamil, in order to finish their battle.<br />
<br />
* The SRA, having won the war, now control the microwave transmission channels, effectively disabling all Satellite Cannons. They are still unable to take control of D.O.M.E., however, due to it's powerful defensive systems.<br />
<br />
* Fort Severn becomes an open SRA Newtype research facility, performing research into creating artificial Newtypes in order to bolster their ranks. At one point in the series, Vulture attacks the fort to destroy the research and rescue the people, and must fight Carris in the Vertigo. However, Jamil manages to convince Carris to join Vulture.<br />
<br />
* Garrod tries to steal the Another X, however he gets captured after he discovers that he requires a G Controller to pilot it. He agrees to join Vulture, and later on is given Another X after Jamil gets the Chi Gundam. He pilots it with Tifa, who he has developed a relationship for, allowing him to still make use of the G-Bits.<br />
<br />
<br />
== Units ==<br />
<br />
=== Former United Nations Earth ===<br />
<br />
* DT-6800A Daughtress<br />
* DT-6800C Daughtress Command<br />
* DT-6800F Daughtress Flyer<br />
* DT-6800W Daughtress Weapon<br />
* [[/Daughtress Neo|NRX-018-2 Daughtress Neo (Another X)]]<br />
* [[/Balient|NR-001 Balient (Another X)]]<br />
<br />
=== Independent Brigade "Vulture" ===<br />
<br />
* [[/Gundam Another X|GX-9900-A Gundam Another X]]<br />
* [[/Altered GX-Bit|FX-9900-A Altered GX-Bit]]<br />
* [[/Gundam New X|GX-9903-χ χ (Chi) Gundam]]<br />
* [[/FA Gundam New X|FA-9903-HWC χ (Chi) Gundam Heavy Weapons System]]<br />
* [[/New GX-Bit|FX-9903-χ Gχ-Bit]]<br />
* [[/Gunmaster|GW-9800-G Gundam Gunmaster]]<br />
* [[/Gunmaster Burst|GW-9800-GB Gundam Gunmaster Burst]]<br />
* [[/Leopard Tank|GT-9600-T Gundam Leopard Tank]]<br />
* [[/Leopard Tank Destroy|GT-9600-T Gundam Leopard Tank Destroy]]<br />
* [[/Esperansa|NGE-744 Gundam Esperansa]]<br />
<br />
<br />
=== Space Revolutionary Army ===<br />
<br />
* RMS-006 Jenice<br />
* [[/Jenice Kai|RMS-006K Jenice Kai]]<br />
* [[/Crouda|RMS-019 Crouda (Another X)]]<br />
* [[/Vertigo|RMSN-008-2 Vertigo Mk II]]<br />
* [[/Grandeene II|MAX-06-2 Grandeene II]]<br />
* [[/Patulia II|MAN-003-2 Patulia Mk II]]<br />
* [Insert upgraded Febral here]</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=New_Jagged_Universe/RulesNew Jagged Universe/Rules2009-08-19T23:34:59Z<p>Umbaglo: </p>
<hr />
<div>== Player Levels ==<br />
<br />
All pilots will use the normal Level system to determine rough power. A player's level will also determine if there are any penalties towards PP gains for a mission. If a player's level is higher then the mission, then they will gain less PP, until they are eventually not gaining any at all.<br />
<br />
== Mission Timer ==<br />
<br />
In order to try to keep things moving smoothly, all matches in New Jagged Universe will have a total time limit of 2 weeks from initial opening. If the match does not come to a clear conclusion by that time, then the moderator will award victory based on which team has more of their mission objectives completed. For example, in a match that is entirely "Kill the other team", the team that has killed the most enemy units would be the winner. In a match that is "Destroy target objects", if the majority of the target objects were destroyed, then the attackers would be the winner.<br />
<br />
In the event of a tie through these means, then the ability for each team to continue fighting is compared. The team with the least aggregate HP, EN, ammo, SP, DP, AP, and other resources will be declared the loser.<br />
<br />
In the event there is still a tie, or ability to continue fighting cannot be reasonably compared, then it is moderator's discretion as to who is the winning team.<br />
<br />
== Reputation ==<br />
<br />
As players do missions for each faction, they will gain Reputation. Reputation can control a number of things, from access to higher level mecha and items to being able to take special missions with better rewards. However, as a player goes up in reputation, they hurt their standings with the other factions, eventually becoming unable to interact with them at all (other then through special Reputation Recovery missions).<br />
<br />
Each regular mission for a faction awards 200 Reputation with them, but reduces your Reputation with all other factions by 50. The faction reputation levels are:<br />
<br />
* Hated (-3000 and lower): Unable to purchase faction units or take faction missions, except for Reputation Recovery missions<br />
* Unfriendly (-1000 to -2999): Unable to purchase faction units, but can take faction missions. Reputation Recovery missions are also available.<br />
* Neutral (-999 to 999): Can purchase Rank 1 to 5 faction units, and take faction missions.<br />
* Friendly (1000 to 4999): Can purchase Rank 6 to 10 faction units, and has access to some special faction missions.<br />
* Ally (5000 to 9999): Can purchase Rank 11 to 15 faction units, and gains access to more special faction missions.<br />
* [Placeholder] (10000+): Can purchase Rank 16+ faction units, Rank 5+ items, and gain access to more special faction missions.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=New_Jagged_Universe/MissionsNew Jagged Universe/Missions2009-08-17T10:31:04Z<p>Umbaglo: </p>
<hr />
<div>== GM Notes ==<br />
<br />
Missions are the way the GMs will advance their faction's interests, and are the way that players participate in New Jagged Universe. Each month, the GMs will post up the missions they have designed to their recruiting thread. It is recommended that GMs make a LOT of missions, even if it's potentially more then players will take.<br />
<br />
Missions should primarily be based on one of two things: Taking new territory or defending existing territory. GMs should let the other GMs know what territory they are attacking, so that the other GMs can generate defense missions in response if desired. However, GMs may make different "side" missions, such as defending convoys, participating in R&D trials, or general exploration.<br />
<br />
If an attack mission does not have a defense mission associated with it, then the battle will be against GM controlled forces. If there is a defense mission, then the battle is between sets of players, with GM controlled forces as necessary to even things out. Either way, if the attacking forces win the battle, they gain control of the territory.<br />
<br />
GMs should not be afraid to let territory be taken. The point of the campaign is for fun, and players who always butt up against undefeatable foes will not be having much fun. Make it a challenge for their level, but not overwhelming.<br />
<br />
Missions should also be fast. If all players are regularly active, things should not really take much longer then a week.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=New_Jagged_Universe/WorldNew Jagged Universe/World2009-08-17T10:18:03Z<p>Umbaglo: </p>
<hr />
<div>The Campaign of New Jagged Universe takes place on the world of Fantasia, in a remote solar system seemingly in the middle of nowhere. However, it's location actually marks it as a key point in a war between 3 galactic empires, who are all now vying for absolute control of the planet and it's resources.<br />
<br />
== Terrain and Climate ==<br />
<br />
Fantasia is a planet fairly similar to Earth, though older so the mountain regions are typically more worn down.<br />
<br />
<br />
== Landmass ==<br />
<br />
Fantasia is comprised of 3 main continents, and a large number of smaller islands. Each continent is held by one of the 3 factions. Who holds what is based on how they fared in the season opener event; the overall winner takes Illumus, second takes Miith, and third takes Dremar.<br />
<br />
=== Illumus ===<br />
<br />
The northernmost continent of Fantasia, Illumus is the least populated of the continents. It has mostly mountainous terrain, and is usually much colder then the rest of the planet. Winters in Illumus are often brutal, and the natives have learned to adapt to the climate.<br />
<br />
Illumus is, however, the location of Optakal, home to the centralized government of Fantasia, which is why it was the first place captured by the Grenovians. The faction that currently holds Illumus is able to better exert their will over the planet. Reputation gain from missions for this faction is increased by 25%.<br />
<br />
<br />
=== Dremar ===<br />
<br />
The easternmost continent of Fantasia, Dremar is a lush paradise that runs the majority of the farming and food production of the planet. Most of the continent is made up of farmland or food processing plants.<br />
<br />
The faction that currently holds Dremar has control over the food production, and thus has considerable financial control over the planet. All credit rewards for missions from this faction are increased by 25%.<br />
<br />
<br />
=== Miith ===<br />
<br />
The westernmost continent of Fantasia, Miith is a dismal place, covered in thick smog. The manufacturing capital of Fantasia, pretty much anything that can be made is made in the factories here. Most of the workers must wear all manner of protective clothing in order to protect themselves from the harmful clouds of pollution.<br />
<br />
The faction that currently holds Miith can use their extensive manufacturing plants to make units and equipment without needing the resources of a Mother Duplicator. The cost to purchase units that belong to the faction that holds Miith is reduced by 25%.<br />
<br />
<br />
<br />
== People ==<br />
<br />
The Fantasians are a mostly peaceful race, who never had any reason for self-defence. They operate under a unified planetary government, and split the necessities of daily life to the continents that are best equipped to handle them.<br />
<br />
However, their new masters don't see them as people, and many Fantasians are chaffing under the oppression. It doesn't seem like long until things boil over and a rebellion begins.<br />
<br />
<br />
== Technology ==<br />
<br />
The Fantasians don't have much technology of their own, however they are capable of rudimentary flight without the use of fossil fuels. They regularly and safely travel quickly between the continents, transporting food and services to all corners of the planet.<br />
<br />
However the empires that have come to their planet have brought much with them.<br />
<br />
The key piece of technology is the Mother Duplicator system, which allows the users to make perfect copies of anything the Duplicator is given details on, from kitchen implements to giant robots. Of course, these machines are mostly used to build the empires' armies. A number of these machines are scattered in each empire's territory on Fantasia, churning out the war machines required for the campaigns here and elsewhere in the galaxy.<br />
<br />
=== Orbital Ring ===<br />
<br />
A large series of orbital rings circlue the planet of Fantasia, however no one knows what they're for. They're obviously too far beyond the people of the planet, who also know nothing about their existence, let alone purpose. Any attempt to attack or board the rings is met with lethal force, however the weapons only react to incursions. The ring system has not directly attacked any of the forces vying for Fantasia... yet.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=New_Jagged_Universe/FactionsNew Jagged Universe/Factions2009-08-14T11:26:53Z<p>Umbaglo: </p>
<hr />
<div>== Galactic Empire of Grenovia ==<br />
<br />
Led by the brutal dictator [Placeholder], the Grenovian Empire has run a bloody war of conquest for centuries. Ruthless and willing to do anything to get their way, they tend to use mecha from various other "Evil Empires" (such as SR baddies or Giganos (Dragonar), or just factions that are known to be similar in mentality (such as the Titans).<br />
<br />
Starting Series:<br />
* Brave Raideen (Youma Empire)<br />
* Mobile Suit Gundam (Zeon)<br />
* Mobile Suit Zeta Gundam (Titans)<br />
* Gundam Wing (White Fang/Oz)<br />
* Metal Armor Dragonar (Giganos)<br />
* Genesis Climber Mospeada (Inbit)<br />
* SDF Macross (Zentradi)<br />
<br />
Series Release 2:<br />
* Front Mission 4 (German Army/Venezuelan State Army/Republic of Zaftra)<br />
* Code Geass (Brittiania)<br />
<br />
<br />
== Super Alliance Z Bravers ==<br />
<br />
An alliance of heroic and justice loving nations, who came to Fantasia to protect it from the Grenovians. The Z Bravers prefer to stay out of the war between the Grenovians and Chevalet Blanc, but they refuse to stand back when innocent bystanders are in danger. However, their units' incredible destructive force has made them just as despised as the aggressors. They tend to use mecha from heroic or brave series (Braves, SR heroes).<br />
<br />
Starting Series:<br />
* Mazinger Z<br />
* Getter Robo<br />
* Rokushin Gattai Godmars<br />
* Brave Raideen (Heroes)<br />
* Brave Command Dagwon<br />
* Brave of the Sun Fighbird<br />
* Zyuranger<br />
<br />
Series Release 2:<br />
* TBD<br />
<br />
<br />
== Chevalet Blanc ==<br />
<br />
The sworn enemies of the Grenovians. While generally an alliance of good hearted nations, they are willing to stop at almost nothing in their war against Grenovia, which means exploting any worlds in the way. Militaristic but willing to do what's right, they tend to use mass produced or limited production mecha from "Good Guy" armies or defence forces (Londo Bell, AEUG, etc).<br />
<br />
Starting Series:<br />
* Mobile Suit Gundam (EF)<br />
* Zeta Gundam (AEUG)<br />
* Double Zeta Gundam (AEUG)<br />
* Mobile Suit Gundam SEED (EF)<br />
* Gundam Wing (Gundam Pilots)<br />
* Metal Armor Dragonar (Earth Militia)<br />
* SDF Macross (UN Spacey)<br />
<br />
Series Release 2:<br />
* Front Mission 4 (Durandel/European Commonwealth)<br />
<br />
<br />
== Fantasia Liberation Army ==<br />
<br />
The native population of Fantasia, sick of having no say in the ownership of their world, formed a loose coalition of freedom fighters to try and force back the invading factions. They use mainly equipment scavenged from the other factions, however they have managed to steal a Mother Duplicator, which is held in their secret main base.<br />
<br />
The FLA tends to use low level grunts from the other factions that they managed to scavenge, as well as units from "Rebellion" based series (such as Mospeadas and Round Bucklers), as well as low-tech series (such as Heavy Gear and Patlabor), as they don't take as many resources to maintain.<br />
<br />
<br />
Starting Series:<br />
* Dai-Guard<br />
* Heavy Gear<br />
* Genesis Climber Mospeada (Liberation Force)<br />
* Armored Trooper VOTOMS<br />
* Mobile Police Patlabor<br />
* Code Geass (Black Knight/Liberation Forces)<br />
<br />
<br />
== Unaffiliated Mecha ==<br />
<br />
Some series just don't fall under any of the factions, so they are treated as "unaffiliated". They could be sold by smaller empires, the black market, or by neutral arms manufacturers. There is no reputation requirement or limitation involved in purchasing any of these units, however there will be some special requirements involved in acquiring any higher level units in the series.<br />
<br />
Like with faction mecha, players can only purchase up to Rank 5 of an unaffiliated series when starting out. Higher rank categories can be unlocked by completing special missions and acquiring "licenses". These missions can involve RP sessions (such as negotiating for use, buying the license, or performing non-combat testing) or combat missions.<br />
<br />
<br />
Starting Series:<br />
* The Big O<br />
* Battletech (+ dressup)<br />
* Banpresto Originals: Mao Industries<br />
* Banpresto Originals: Tesla Leicht Institute<br />
* Banpresto Originals: Project TD<br />
* Front Mission<br />
* IGPX (Note to self: Include racing missions)<br />
* Virtual On<br />
* Mars Daybreak<br />
* Macross Plus<br />
<br />
Series Release 2:<br />
* TBD</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=New_Jagged_UniverseNew Jagged Universe2009-08-14T11:21:11Z<p>Umbaglo: </p>
<hr />
<div>== Concept ==<br />
<br />
A "Player vs. Environment" style campaign for players of the SimChamber. Players take on the roles of mercenaries in the middle of a war between 3 galactic powers over the planet Fantasia.<br />
<br />
== Links ==<br />
<br />
* [[/World|World]]<br />
* [[/Factions|Factions]]<br />
* [[/Missions|Mission Details]]<br />
* [[/Arenas|Arenas]]<br />
* [[/Rules|Special Rules]]<br />
* [[/Events|Events]]<br />
* [[/People|People]]</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Design_Around_This_2:_Video_Game_CharacterDesign Around This 2: Video Game Character2009-07-31T18:36:55Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
Ok, this isn't really my favourite video game character, but I felt like doing it anyway.<br />
<br />
This is basically, "What if Rad Spencer was using a Biomech in the new Bionic Commando instead? Also, they're larger."<br />
<br />
[b]TASC Biomech (Rad Spencer Custom)[/b]<br />
<br />
[b]Armor Material:[/b] Bionic Armor<br />
[b]Height:[/b] 8 meters<br />
[b]Weight:[/b] 72 tons<br />
[b]Pilot(s):[/b] Nathan "Rad" Spencer<br />
[b]Creator(s):[/b] TASC<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Bionic Arm:[/b] The key ability of Rad's Biomech is his bionic arm, capable of launching a grappling hook across vast distances, allowing Rad to swing out (or into) danger (or enemies), or to grab objects and toss them.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Steinmech "Tungsten Mk2":[/b] A larger, more powerful version of the original Tungsten pistol, used as the primary weapon of TASC operatives. Capable of accurate close-range fire, the Tungsten is mainly used to help the agent get into range to use their bionic abilities.<br />
[b]Drayton AA-9 "Hiker":[/b] A semi-automatic shotgun that uses special 9-shot shells. 8 of the shots are standard hardened shrapnel, with the last one an armor-piercing slug. This makes the weapon brutally powerful against infantry and Biomechs alike.<br />
[b]Hessler SJMG:[/b] A high-caliber machine gun designed after the special weapon used by Joseph Gibson, director of TASC, duriing the Imperial Incident.<br />
[b]Bionic Arm:[/b] The Bionic Arm is capable of many types of attack, from grabbing and throwing objects or enemies, to ripping parts of their structure off.<br />
[b]Zip Kick:[/b] Rad grabs an enemy with the Bionic Arm, then leaps up into the air before retracting the cable, causing Rad to crash into the enemy with a powerful flying kick.<br />
[b]Whip Spin:[/b] A powerful attack where Rad spins around while extending the Bionic Arm, smashing anything that was foolish enough to be nearby.<br />
[b]Frag Grenades:[/b] FSA standard issue fragmentation grenades.<br />
[b]Drayton AC-09 "Bulldog":[/b] A single-shot grenade launcher that must be manually reloaded. While the oldest Biomech weapon in TASC's inventory, it's incredible reliability maintains it's position in the arsenal.<br />
[b]Carbell & Zhang ASR-91A "Yelena":[/b] An anti-personnel/anti-materiel semi-auto sniper rifle, capable of accurate fire over long range. The special SCRAPS ammo used by the rifle is highly destructive, but the recoil is enough that only the bionically-enhanced TASC operatives can use it effectively.<br />
[b]Flazhe AM-10 "Tarantula":[/b] A next-gen missile launcher, capable of tracking and engaging up to 6 targets at once with incredible precision.<br />
[b]HIP-Cutter:[/b] The Raytech High Intensity Photonic Cutter was originally designed as a cutting tool, but it's intense photonic beam is devistatingly powerful, and can cut through nearly any material given enough time. However, it's bulk means that only Biomechs are able to use it. Bio Reign used many of these weapons across Ascention City, which allowed Rad to "acquire" some.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
With the growing popularity of Biomechs around the world, TASC was finding it's bionic agents falling further and further behind, even with their extensive bionic enhancements. Finally admitting that Biomechs were the only way to go, they started designing custom-made Biomechs for each operative, each one designed to work with the bionic enhancements they already possessed.<br />
<br />
Nathan "Rad" Spencer was one of TASC's best operatives. With his bionic arm, he had incredible maneuverability unseen by jetpacks or VTOL, and his custom Biomech could duplicate his movements exactly due to the neural link that his bionic enhancements provided. And when the bionic arm wasn't enough, it could be equipped with a small arsenal of weapons in order to help Rad complete his mission.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=The_Revival_of_MelarThe Revival of Melar2009-07-02T16:58:11Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]MXS-CS-MS-M Mother Ship [i]The Revival of Melar[/i][/b]<br />
<br />
[b]Armor Material:[/b] Lunar rock, reinforced with battleship grade ablative armour and anti-energy coatings<br />
[b]Radius:[/b] 1.964 kilometers<br />
[b]Bridge Crew:[/b] ~20 (Commander, Pilot, Tactical, Engineering, Communications, assorted support staff)<br />
[b]Creator(s):[/b] Melarnic Galactic Merchant Exchange<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]That's no Moon, it's... oh wait:[/b] The Mother Ship is a moon, and thus is unable to be effectively damaged by conventional attacks.<br />
[b]Factory Complex:[/b] The Mother Ship is also a fully equipped factory complex, able to quickly and automatically produce the various combat units used by the MGME. Richard Temple has modified the routines used by the complex to equip each unit with a remote control system, similar to the one used on Knight Matey's Squires.<br />
[b]Warp Drive:[/b] The Mother Ship is equipped with the largest warp drive ever made, in order to allow the moon itself to travel to other systems. However, with it's size comes drawbacks; the drive takes hours to recharge. This is usually not an issue, though.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Point-Defense Turrets:[/b] Countless rapid fire energy and ballistic turrets, intended to shoot down incoming projectiles of any kind; from micro-missiles to ballistic nuclear missiles.<br />
[b]Close-Combat Energy Cannons:[/b] Countless rapid-fire energy cannons mounted in pop-up turrets all over the Mother Ship, used to keep Mateys or fighters at bay.<br />
[b]Anti-Matey Missile Launchers:[/b] Countless missile tubes mounted in pop-up turrets all over the Mother Ship, firing an inexhaustible number of missiles of all kinds, produced within the factory complex. Known missile types used are high-explosive, cluster, incendary, minefield, net, glue, and haywire.<br />
[b]Anti-Ship Missile Launchers:[/b] Countless missile tubes mounted in pop-up turrets all over the Mother Ship, firing an inexhaustible number of ballistic missiles of all kinds, produced within the factory complex. Known missile types used are high-explosive, cluster, nuclear, and anti-energy field.<br />
<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Not really a ship at all, the Mother Ship was actually a massive battle station built within Melar's moon. Equipped with a warp drive, innumerable weapons, and a complete factory complex, the Mother Ship was designed to be able to go to any battle field and crush any opposition with overwhelming firepower.<br />
<br />
However, the Mother Ship was not really completed when the MGME collapsed (in fact, building it was kind of the reason why), and since it was all done in secret, no one actually knew the moon was anything but a moon until the MRC dug around some classified documents they uncovered on Melar. MRC Supreme Commander, Richard Temple, took command of the Mother Ship personally, renaming it The Revival of Melar, and ordered it finished to be used as the centerpiece of his plan to rebuild the MGME.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=RX-78NT-1_Amuro_Rey%27s_Gundam_%22Alex%22RX-78NT-1 Amuro Rey's Gundam "Alex"2009-06-23T16:48:33Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
<br />
Note: These units are based on an alternate sequence of events in Mobile Suit Gundam.<br />
<br />
[b]RX-78NT-1 Amuro Rey's Gundam "Alex"[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 18.5 meters<br />
[b]Weight:[/b] 72.5 metric tons<br />
[b]Pilot(s):[/b] Amuro Rey<br />
[b]Creator(s):[/b] Earth Federation Forces<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] The Alex uses Gundam's original shields.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]60mm Vulcan Guns:[/b] Standard head vulcans.<br />
[b]90mm Gatling Guns:[/b] The Alex is equipped with 2 90mm gatling guns for close combat, one mounted within each wrist.<br />
[b]Beam Saber:[/b] A standard beam saber.<br />
[b]Beam Rifle:[/b] The beam rifle used by the Alex is improved over the original Gundam's, able to hold more shots and fire a further distance with more accuracy.<br />
[b]Beam Javelin:[/b] A longer beam saber, which can become a 3 pronged javelin.<br />
[b]Gundam Hammer:[/b] A large spiked ball on a chain that the Alex can swing around and slam into enemies.<br />
[b]Hyper Hammer:[/b] Similar to the Gundam Hammer, but it also has thrusters on it to provide additional force.<br />
[b]380mm Hyper Bazooka:[/b] A large and powerful bazooka.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Just before the battle of A Bao Que, the Gundam finally met it's match: it's own pilot, Amuro Rey. Amuro's increasing reaction times were pushing the Gundam far beyond it's specifications until finally it simply broke under the strain. Thankfully, the Earth Federation were already aware of this, and delivered a brand new Gundam, specifically designed to handle the improved reaction times of a Newtype. It also featured some new technologies that had been developed since the creation of the original Gundam.<br />
<br />
The RX-78NT-1 Gundam "Alex" was a big step above its already-well-performing (but hopelessly overworked) RX-78-2 predecessor. In addition to the standard head vulcan guns, beam sabers and a beam rifle (and everything else Gundam was using), the Alex mounted a 90mm Gatling gun in each forearm, giving the mobile suit heavy close-range firepower to back up its beam rifle. The Alex also replaced the costly and complicated "Core Block System" of the original Gundam with an experimental new type of cockpit. Incorporating a 360-degree "panoramic monitor" screen around the pilot, all of the Alex's controls were incorporated into panels mounted on the pilot's "linear seat." This configuration gave the pilot an almost unlimited field of vision, thus allowing for easier target acquisition and faster response time. Another feature adding to the Alex's maneuverability was the "magnetic coating" applied to the suit's joints and motors, reducing friction and wear to almost nothing and making the Alex extremely responsive to pilot input.<br />
<br />
<br />
<br />
[b]RX-78NT-1FA Amuro Rey's Full Armor Gundam "Alex"[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 18.5 meters<br />
[b]Weight:[/b] 106.7 metric tons<br />
[b]Pilot(s):[/b] Amuro Rey<br />
[b]Creator(s):[/b] Earth Federation Forces<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Shield:[/b] The Alex uses Gundam's original shields.<br />
[b]Full Armor:[/b] The Alex is covered with additional armor plates to increase it's defences.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]60mm Vulcan Guns:[/b] Standard head vulcans.<br />
[b]Beam Saber:[/b] A standard beam saber.<br />
[b]2-Barrel Hand Beam Gun:[/b] A large, hand-held twin beam gun.<br />
[b]Beam Javelin:[/b] A longer beam saber, which can become a 3 pronged javelin.<br />
[b]Heavy Launcher [Missiles]:[/b] A 4 tube launcher mounted on the Heavy Launcher.<br />
[b]Heavy Launcher [Gatling Gun]:[/b] A large gatling gun mounted on the Heavy Launcher.<br />
[b]Gundam Hammer:[/b] A large spiked ball on a chain that the Alex can swing around and slam into enemies.<br />
[b]Hyper Hammer:[/b] Similar to the Gundam Hammer, but it also has thrusters on it to provide additional force.<br />
[b]Cannon:[/b] A powerful shoulder-mounted cannon.<br />
[b]380mm Hyper Bazooka:[/b] A large and powerful bazooka.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
In addition to being more responsive then the original Gundam, the Alex was also equipped with mounting ports for a Full Armor system, intended to be superior to the G-Armor. The Full Armor system originally was designed to just be additional armor plates, however in order to completly replace the G-Armor modules, it was equipped with a 2-barreled beam gun, shoulder mounted cannon, and used a hand-carried "Heavy Launcher" combination gatling gun and missile launcher. This required the installation of additional verniers and generators to offset the added weight and power requirements.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Shift_Mazinger_Units/SynopsisShift Mazinger Units/Synopsis2009-06-23T11:57:41Z<p>Umbaglo: </p>
<hr />
<div>These plot points are in rough chronological order, though not generally in episodic.<br />
<br />
* First Episode: Typical introductionary scenes, Kouji and Tetsuya should be at the IRC lab when Saotome attacks with some Mecha Suits (Ginns and Bucues). The only way to defeat them is with the Mazingers Juzo Kabuto built, so Kouji and Tetsuya volunteer to use them and defeat Saotome.<br />
* Saotome tries to attack some important facilities around Japan, such as power plants, hospitals, and schools, but is always driven back by the Mazingers.<br />
* He then develops the Cgue, which is slightly sturdier then the Ginn, but not better armed. It doesn't fair as well as he hoped.<br />
* Going off this, he then develops the Zuoot. Much better armed and armoured, he tries to use them to attack the IRC itself, but he underestimated the firepower of the Mazingers and their new allies, Boss and his Boss Borgrasper.<br />
* Saotome then develops the Goohns, thinking that the Mazingers will be unable to fight as effectively underwater, and uses them to destroy transport and passenger ships coming into and out of Japan. While the Mazingers are, in fact, not as effective in water, the Goohns themselves were not very effective against the Mazingers still, and were easially defeated.<br />
* Saotome finally manages to replicate a Getter Energy Rifle, and equips his new mass production Mecha Suit, the Dinn, with them. Capable of flight, and able to be built in large numbers, they are designed to exploit the Mazingers' inability to fly with the power of the Getter Rifle and their large numbers, though each one is individually very weak. Dr. Yumi had anticipated this event and had built flying packs for the Mazingers that he called "scranders". Using the scranders, the Mazingers were able to fend off the swarm of Dinns.<br />
* Trying to capitalize further on his swarming tactics, Saotome developed the Dagger, which uses an improved Getter Rifle. The Mazingers have some trouble with the large numbers, until they get support from Sayaka Yumi in the Aphrodite rouge. However, a few Daggers still managed to break through and steal some technology from the IRC.<br />
* Trying to stall the IRC while he researches and uses the technology he stole, Saotome built upgraded versions of his original Mecha Suits, and has them rampage all over Japan, hoping that the Mazingers needing to run all over the place will give him the time he requires.<br />
* Using some of the technologies and plans, Saotome builds a replica Mazinger, the Providence, and uses it to sow confusion among the SDF while he finishes work on his ultimate creation.<br />
* His creation finished, Saotome now needs someone to pilot it. He sends an army of his mecha suits to the International Institute for the Criminally Deranged, to break out the 3 worst criminals in the world: Ryoma Nagare, Hayato Jin, and "Benkei".<br />
* Saotome shows off his greatest creation, Getter Calamity, to Ryoma, Hayato, and Benkei. Initially not impressed and interested, they quickly turn around when Saotome tells them that they can cause as much destruction as they please with it. Also the explosive collars around their neck, should they disobey him. During this time, the heroes are taking a well deserved break.<br />
* Getter Calamity appears, attacking a major downtown center. The Mazingers manage to drive it off, only because Ryoma doesn't yet know how to fully use the Getter.<br />
* Angry at the failure, Hayato manages to disable his collar and steal Getter Raider. However, the Getter cannot perform to nearly it's full potential without all 3 pilots, so he is nearly defeated by the Mazingers. Saotome manages to use the auto-recall system in time.<br />
* Saotome sends the Getter Forbidden to destroy an underwater research base, but the plan is foiled by the Mazingers.<br />
* [Insert a few random schemes involving battles between the various Getters, Mecha Suits, and Mazingers.]<br />
* The final climatic battle between Getter Calamity and the Mazingers takes place in downtown Tokyo, under which, Saotome's secret lab was revealed to be. While Getter Calamity is finally defeated, it's not completely destroyed, and Saotome and his flunkies are never found.<br />
<br />
- End Season 1 -<br />
<br />
* The heroes are celebrating the defeat of Dr. Saotome, when suddenly the IRC was attacked by strange, amorphous monsters. The Mazingers manage to fend them off, however the weapons used by the monsters have devastating effect on their armour.<br />
* After the attack, the TV signals are all taken over by a mysterious man that calls himself "Dr. Hell", demanding the world surrender itself to him and his Invaders, or be destroyed. Another wave of these Invaders attack the IRC, but only Aphrodite Rouge and Boss Borgrasper are able to defend it. However, Venus Impulse and Exus Mack show up just in time to help drive off the Invaders.<br />
* Not long after this attack, another wave of Invaders attack the IRC, however this time they are a flying variant. Aphrodite Rouge, Boss Borgrasper, Venus Impulse, and Exus Mack try to drive them away, however their weapons are not very effective against these innumerable flying Invaders. Thankfully, the repairs to the Mazingers are completed just in time, and Great Freedom Mazinger and Great Justice Mazinger manage to destroy them, but not before Boss Borgrasper is destroyed (but Boss and his flunkies are fine).<br />
* Boss works on building a newer, more powerful Borgrasper using spare parts and old Japo-Get Drives he found in a scrapyard. However his secret testing attracted the attention of the Invaders, who attacked his workshop thinking it was a secret IRC institute.<br />
* Water-type Invaders put up a cordon around Japan, trying to lure out the Mazingers, and look for underwater bases. This plan doesn't fare any better then Saotome's. Meanwhile, Saotome is spotted near the site of an Invader attack, analyzing the remains.<br />
* [Insert a few random episodes.]<br />
* The IRC finally discover a way to recover data from destroyed Invaders, and use the information to discover one of Dr. Hell's bases. The Mazingers fight through the base defenses to try and discover where Dr. Hell's main base is. Protecting the base was a massive swarm of Invaders, larger then ever faced before. Before the Mazingers could be overwhelmed, however, they got help from the unlikliest of sources: Saotome and his newest creation, the Getter Chaos.<br />
* The base was just a decoy, however while the Mazingers were out, the IRC detected a massive anomoly in space just outside of the asteroid belt, which seems to be the source of the Invaders. The Mazingers begin preparations to travel to space and confront it, along with their new allies.<br />
* [Insert one or 2 space episodes against random mooks along the way.]<br />
* Finally reaching the point of the anomoly, the Mazingers and Getter Chaos discover the home base of Dr. Hell, the Unstoppable Space Fortress Demonica. The final battle takes place as the heroes try to get past the massive swarm of Invaders protecting both the outside of the fortress and the inside as they try to destroy the Invader Core itself, the only way to truly defeat Dr. Hell.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Macross_Centris/SynopsisMacross Centris/Synopsis2009-06-23T11:29:44Z<p>Umbaglo: New page: == Episode 1 == The episode starts with a flashback to the original JAM invasion of Earth, and the creation of the Fairy Air Force to take the battle to their homeworld. Decades later, o...</p>
<hr />
<div>== Episode 1 ==<br />
<br />
The episode starts with a flashback to the original JAM invasion of Earth, and the creation of the Fairy Air Force to take the battle to their homeworld.<br />
<br />
Decades later, on the planet Fairy, a large air battle is taking place between the FAF and the JAM. High above the battle, a lone fighter is observing the battle. After viewing the conclusion, Rei Fukai and his Super Sylph start returning to base. Along the way, he encounters another Super Sylph with an unknown IFF. Yukikaze flags it as an enemy, and Rei shoots it down.<br />
<br />
Thinking that Rei has turned traitor, he is grounded on his return while an investigation is conducted. However, he is eventually cleared and returns to duty when his Super Sylph is repaired. Sent on another mission, Rei observes the JAM using a new kind of super missile to wipe out an entire wing of FAF planes. In the aftermath, Rei encounters another mysterious Super Sylph, and chases it into a canyon. During the chase, another super missile gets fired at Rei. He manages to avoid that one within the canyon, but 2 more suddenly appear. Yukikaze takes over and destroys one with the Sylph's guns, and the shockwave manages to propel them to safety.<br />
<br />
Back at base, Rei's superior, Jack Bukhar, tells Rei of the FAF's plans to develop a new series of Valkyries driven entirely by AI, with the human pilots taken entirely out of the loop, to minimize casualties. Rei is visibly disturbed about the prospect of leaving Yukikaze.<br />
<br />
Rei is then sent on another mission where he just vanishes. Jack tries to send a search party, however he is overridden by the unit commanding officer.<br />
<br />
<br />
== Episode 2 ==<br />
<br />
Rei wakes up at what appears to be an unassuming forward base, being treated for by a nurse. He is too weak to act, though he does remember crashing in the desert and walking until he collapsed. The base CO then comes in and informs Rei that his RIO had died and that his plane was recovered and needed to be repaired.<br />
<br />
Meanwhile, Jack is in a radar control plane, testing the AI fighter he was telling Rei about earlier.<br />
<br />
Back at the base, Rei has recovered enough to walk, so he is taken to see his plane. The Super Sylph is in a bad condition, with parts strewn all over the hangar. The CO starts to demand that Rei give up the AI password, claiming that they need it to continue the repairs. Rei is confused, however when the CO pulls a pistol on him, he wrestles the officer and kills him. Jumping into the remains of the Super Sylph, he takes off and leaves the base as it literally disintegrates around him. Rei emerges from a void back into Fairy, with the mysterious Super Sylph hot on his tail.<br />
<br />
Meanwhile, the VFX-00 that Jack was testing suddenly broke connection with the base and took off on full afterburners.<br />
<br />
Rei wakes up somewhere in the desert, still within his Valkyrie, having apparently survived the crash of his Super Sylph. Looking up, he sees the mysterious Super Sylph makes a diving run towards Rei when it suddenly bursts into flames and explodes, with the VFX-00 zooming by. Yukikaze then ejects Rei before transferring itself to the VFX-00, taking it over. Yukikaze then strafes the remains of the Super Sylph, destroying it completly.<br />
<br />
<br />
== Episode 3 ==<br />
<br />
It's winter on Fairy, and Jack is performing a system check on the new VFF-41 Mave "Yukikaze". Though it was equipped with a 2 seat cockpit and made to look similar to the Super Sylph, it could still operate autonomously as originally intended. When it's cleared, it gets sent out on a mission alone, with Jack bringing the catatonic Rei out to watch.<br />
<br />
On it's mission, Yukikaze joined a battle that was ongoing between some FAF and JAM units, destroying a few JAM fighters. One damage FAF unit begins returning to base, and Yukikaze follows it. Nearing the base, Yukikaze suddenly flags the landed FAF planes as hostile, and switches to ground attack mode, destroying the base.<br />
<br />
<br />
<br />
== Source ==<br />
<br />
http://en.wikipedia.org/w/index.php?title=Yukikaze_(anime)&oldid=218775883</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=APCM-MkXVAPCM-MkXV2009-06-03T16:55:31Z<p>Umbaglo: New page: <pre> [b]Assault Purpose Combat Matey Mk XV (APCM-MkXV)[/b] [b]Armor Material:[/b] Matey-grade ablative armour [b]Height:[/b] 18.7m [b]Weight:[/b] 63.2 metric tons [b]Pilot(s):[/b] Variou...</p>
<hr />
<div><pre><br />
[b]Assault Purpose Combat Matey Mk XV (APCM-MkXV)[/b]<br />
<br />
[b]Armor Material:[/b] Matey-grade ablative armour<br />
[b]Height:[/b] 18.7m<br />
[b]Weight:[/b] 63.2 metric tons<br />
[b]Pilot(s):[/b] Various<br />
[b]Creator(s):[/b] Alliance Werks<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Toughened Armour:[/b] As it's role is to charge in to an enemy formation and deal as much damage as possible, APCM-MkXVs have much heavier armour then most Mateys.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b][Carol's Missile Backpack]:[/b] <br />
[b][Dean's Chaingun Pistols]:[/b] <br />
[b][Chuck's Piledriver]:[/b] <br />
<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The primary heavy assault Matey of the Alliance, APCM-MkXVs are feared across the galaxy.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Carrier_ShipCarrier Ship2009-05-29T10:47:41Z<p>Umbaglo: New page: <pre> [b]MPS-MS-PS-C Carrier Ship[/b] [b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers [b]Height:[/b] 410 meters [b]Length:[/b] 780 meters [b]Width:[/b] 63...</p>
<hr />
<div><pre><br />
[b]MPS-MS-PS-C Carrier Ship[/b]<br />
<br />
[b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers<br />
[b]Height:[/b] 410 meters<br />
[b]Length:[/b] 780 meters<br />
[b]Width:[/b] 630 meters<br />
[b]Bridge Crew:[/b] 5 (Captain, Pilot, Tactical, Chief Engineer, Communictions)<br />
[b]Creator(s):[/b] Melarnic Galactic Merchant Exchange<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Anti-Energy Buffers:[/b] Most battleships are equipped with a series of "buffers" on their hull which partially deflect incoming energy weapons away from critical areas.<br />
[b]Hangars:[/b] Carrier Ships are the main Matey carrying ship of the MGME, able to carry a squadron of Mateys or combat vehicles.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]CIWS Cannons:[/b] Carrier Ships have multiple ballistic and energy rapid firing launchers for close-range defence.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The main Matey carrier of the MGME. Only designed with the minimal defenses, Carrier Ships are meant to be escorted by Battle Ships. The MRC found a large number of these ships still stored within the Mother Ship.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Battle_ShipBattle Ship2009-05-28T17:06:36Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]MPS-MS-BS-B Battle Ship[/b]<br />
<br />
[b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers<br />
[b]Height:[/b] 230 meters<br />
[b]Length:[/b] 590 meters<br />
[b]Width:[/b] 360 meters<br />
[b]Bridge Crew:[/b] 3 (Captain, Pilot, Tactical)<br />
[b]Creator(s):[/b] Melarnic Galactic Merchant Exchange<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Anti-Energy Buffers:[/b] Most battleships are equipped with a series of "buffers" on their hull which partially deflect incoming energy weapons away from critical areas.<br />
[b]Combat Thrusters:[/b] When in combat, Battle Ships can activate their secondary thruster arrays to provide an incredible amount of speed an maneuverability, far above and beyond what the normal ship can do. These arrays must be used wisely, however, as they very quickly drain the Battle Ship's energy reserves.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]CIWS Cannons:[/b] To conserve energy, Battle Ships use conventional rapid firing ballistic launchers for close-range defence.<br />
[b]Heavy Energy Cannons:[/b] Battle Ships are equipped with 8 battleship-class energy cannons, configured in 4 launchers with 2 each, 2 on each side of the ship.<br />
[b]Mega Energy Cannon:[/b] The Battle Ship's main weapon is a very large and powerful energy cannon fired from the front of the ship.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The main combat ship of the MGME, Battle Ships sacrificed size and armour for much higher mobility then the average ship. The MRC found a large number of these ships still stored within the Mother Ship.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=BUTMOCV-MkXXXIVBUTMOCV-MkXXXIV2009-05-25T10:20:09Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]Battleship for the Use of Transporting Mateys and Other Combat Vehicles - Mark 34 (BUTMOCV-MkXXXIV)[/b]<br />
<br />
[b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers<br />
[b]Height:[/b] 330 meters<br />
[b]Length:[/b] 890 meters<br />
[b]Width:[/b] 760 meters<br />
[b]Bridge Crew:[/b] <br />
[b]Creator(s):[/b] Alliance Werks<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Anti-Energy Buffers:[/b] Most battleships are equipped with a series of "buffers" on their hull which partially deflect incoming energy weapons away from critical areas.<br />
[b]Hangars[/b] BUTMOCV-MkXXXIVs are designed to carry a squadron of Mateys, and can quickly deploy them into combat.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]CIWS Cannons:[/b] BUTMOCV-MkXXXIVs are equipped with rapid firing ballistic launchers for shooting down incoming missiles.<br />
[b]Close-Combat Ballistic Cannons:[/b] Larger rapid-fire ballistic launchers for use against enemy Mateys.<br />
[b]Anti-Aircraft Flak Cannons:[/b] Spread out across the body of the BUTMOCV-MkXXXIV are a number of cannons that fire a spread of shrapnel at high velocity. With little inertia to slow them down, these fragments are brutally effective against aircraft, though Matey armour is usually tough enough to withstand the fragments, unless it's at very close range. The flak is also effective against missile swarms.<br />
[b]Rapid Fire Rail Cannon:[/b] The main body of the BUTMOCV-MkXXXIV houses a large, 6 barrel rail cannon that rotates to quickly fire the nearly meter tall slugs.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
While it's the main Matey carrier of the Alliance, BUTMOCV-MkXXXIVs are also a primary battleship, carrying heavy ballistic weapons which are very effective against most ships. Each BUTMOCV-MkXXXIV only carries a squadron of Mateys and their support vehicles, so a fleet's combat effectiveness is not greatly diminished if one ship is destroyed.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Toranna-Class_BattleshipToranna-Class Battleship2009-05-25T02:47:16Z<p>Umbaglo: New page: <pre> [b]Toranna-Class Battleship[/b] [b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers [b]Height:[/b] 270 meters [b]Length:[/b] 680 meters [b]Width:[/b] 34...</p>
<hr />
<div><pre><br />
[b]Toranna-Class Battleship[/b]<br />
<br />
[b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers<br />
[b]Height:[/b] 270 meters<br />
[b]Length:[/b] 680 meters<br />
[b]Width:[/b] 340 meters<br />
[b]Bridge Crew:[/b] 6 (Captain, Weapons, Pilot, Navigator, Sensors, Communications)<br />
[b]Creator(s):[/b] <br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Anti-Energy Buffers:[/b] Most battleships are equipped with a series of "buffers" on their hull which partially deflect incoming energy weapons away from critical areas.<br />
[b]Missile Jammers:[/b] To help protect the fleet, Toranna-class Battleships are equipped with missile jammers, which are able to defeat most types of sensors.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]CIWS Cannons:[/b] Spaced all along the hull of the ship are numerous rapid fire ballistic and energy cannons designed to shoot down incoming missiles or aircraft.<br />
[b]Close-Combat Missile Launchers:[/b] In addition to the CIWS cannons, the ship is also equipped with a number of smaller missile launchers which fire missiles designed to keep enemy aircraft and Mateys at bay. While not powerful, they can fire a large enough spread to make closing in a risky option.<br />
[b]Cluster Rocket Launchers:[/b] Toranna-class Battleships are equipped with 2 dumb-fire cluster rocket launchers, which each fire a single rocket at a time that opens up and deploys 50 smaller rockets in a cloud spread. While each rocket is individually fairly weak (though a well-placed hit can still take out a Matey), the large cloud makes it almost impossible to avoid.<br />
[b]Heavy Missile Launchers:[/b] Toranna-class Battleships are equipped with 4 8-tube missile launchers, which fire large anti-Matey warheads.<br />
[b]Torpedo Launchers:[/b] Toranna-class Battleships are equipped with 2 torpedo launchers, designed to heavily damage enemy ships (which are usually unable to make quick movements), but are not quite as effective against Mateys or aircraft which are able to move quickly.<br />
[b]Heavy Rail Cannon:[/b] Toranna-class Battleships are equipped with a single heavy rail cannon, capable of firing a nearly meter tall slug at high velocities.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The main workhorse of the Canadia Armed Forces' space fleet, the Toranna-class Battleship is a jack-of-many-trades, but master of none. While they are not designed to carry troops, Toranna-class Battleships carry heavier weapons then is common for it's class. With so many types of missiles typically mounted on each ship, standard tactics usually start with a Toranna-class entering the combat zone behind a massive wall of it's own missiles.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=The_Spirit_of_Sir_JohnThe Spirit of Sir John2009-05-25T02:32:00Z<p>Umbaglo: New page: <pre> [b]Kingstown-Class Heavy Flag Carrier [i]The Spirit of Sir John[/i][/b] [b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers [b]Height:[/b] 430 meters [b...</p>
<hr />
<div><pre><br />
[b]Kingstown-Class Heavy Flag Carrier [i]The Spirit of Sir John[/i][/b]<br />
<br />
[b]Armor Material:[/b] Battleship-class ablative armour with anti-energy buffers<br />
[b]Height:[/b] 430 meters<br />
[b]Length:[/b] 1349 meters<br />
[b]Width:[/b] 620 meters<br />
[b]Bridge Crew:[/b] 8 (Captain, Weapons, Pilot, Navigator, Sensors, Head Engineer, Communications, Mobile Weapons Commander)<br />
[b]Creator(s):[/b] <br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Anti-Energy Buffers:[/b] Most battleships are equipped with a series of "buffers" on their hull which partially deflect incoming energy weapons away from critical areas.<br />
[b]Hangars:[/b] Kingstown-Class carriers are designed to house and quickly deploy an entire regiment. The hangars allow for direct exit of Mateys and aircraft in both atmosphere and space, and can deploy tanks and infantry directly while in atmosphere, or via drop-pods when in orbit. The top deck of the carrier is also flat to allow tanks and Mateys to stand on it and attack.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]CIWS Cannons:[/b] Spaced all along the hull of The Spirit of Saint John are numerous rapid fire ballistic and energy cannons designed to shoot down incoming missiles or aircraft.<br />
[b]Close-Combat Missile Launchers:[/b] In addition to the CIWS cannons, The Spirit of Saint John is also equipped with a large number of smaller missile launchers which fire missiles designed to keep enemy aircraft and Mateys at bay. While not powerful, they can fire a large enough spread to make closing in with the Spirit a risky option.<br />
[b]Heavy Rail Cannons:[/b] Mounted on both sides of The Spirit of Saint John are a dual-barreled rail cannon, capable of firing slugs over a meter tall at high speeds. With little friction to get in the way, these weapons are brutally powerful in space.<br />
[b]Mega Energy Cannon:[/b] The main weapon of The Spirit of Saint John. Running along the entire length of the ship, the massive energy cannon uses numerous particle accelerators and energizers to fire an enormous blast at whatever is unfortunate enough to be in front of the ship.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The standard carrier of the Canadia Armed Forces, capable of transporting an entire regiment of combined arms troops between solar systems. The Spirit of Saint John is the flagship of the 51st Combined Arms Regiment, and while it's starting to become a little run down, it's still a force to be reckoned with in combat.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=District_52/MechaDistrict 52/Mecha2009-05-10T05:15:22Z<p>Umbaglo: </p>
<hr />
<div>== Protoform Mechs ==<br />
<br />
=== Protoform Security Protoforms ===<br />
<br />
==== Charlie Squad ====<br />
<br />
[b]Armor Material:[/b] Unknown<br><br />
[b]Height:[/b] 31.2 meters<br><br />
[b]Weight:[/b] Variable<br><br />
[b]Pilot(s):[/b] Johnny Wagner<br><br />
[b]Creator(s):[/b] Windovian Protoform<br><br />
<br><br />
[b]Ability Data[/b]<br><br />
<br><br />
[b]:[/b] <br><br />
[b]:[/b] <br><br />
[b][Upgrade]:[/b] <br />
<br><br />
[b]Weapon Data[/b]<br><br />
<br><br />
[b]:[/b] <br />
<br />
<br><br />
[b]Technical and Historical Notes:[/b]<br><br />
<br />
<br />
=== [Justice League] Protoforms ===<br />
<br />
==== Force of Nature ====<br />
<br />
==== Guardian Angel ====<br />
<br />
[Concept: Protector and Healer]<br />
<br />
==== Clock Stopper ====<br />
<br />
[Concept: Time-based powers. Primary power is the ability to "rewind" time around it's allies, instantly recovering any damage they may take while the ability is active. However, when the ability stops, the allies' time snaps back to normal, and they retake all the damage they previously took.]<br />
<br />
=== Unaligned Protoforms ===<br />
<br />
==== Rev Up ====<br />
<br />
[b]Armor Material:[/b] Unknown<br><br />
[b]Height:[/b] 16.9 meters<br><br />
[b]Weight:[/b] Variable<br><br />
[b]Pilot(s):[/b] Timmy Barrens<br><br />
[b]Creator(s):[/b] Windovian Protoform<br><br />
<br><br />
[b]Ability Data[/b]<br><br />
<br><br />
[b]Stealth:[/b] Rev Up is able to mask it's Protoform signature from all known detection systems in order to hide from the authorities.<br><br />
[b]Car Mode:[/b] When not in combat, Rev Up disguises itself as a somewhat beat up sports car.<br><br />
[b]Turbo:[/b] The super ability unlocked when Timmy gained more experience. By activating the Turbo, Rev Up can dramatically increase it's speed, even to the point of creating after-images. However using Turbo drains Rev Up's power faster.<br><br />
<br><br />
[b]Weapon Data[/b]<br><br />
<br><br />
[b]Exhaust Overdrive:[/b] Rev Up spews a giant cloud of exhaust at the enemy, blinding them while also eating a way a little at their armour with a mild abrasive.<br><br />
[b]Oil Slick:[/b] Rev Up releases a pool of oil behind it when in car mode that causes anyone to come after it to slip and fall.<br><br />
[b]Headlight Beams:[/b] Rev Up fires lasers from it's headlights. When in robot mode, the headlights are on Rev Up's shoulders.<br><br />
[b]Piston Punches:[/b] Rev Up rapidly pounds the enemy with a series of pistol-like punches. When in car mode, the pistons are attached to the front bumper, which causes the attacks to hit harder but less often.<br><br />
[b]Backfire Cannons:[/b] Rev Up fires jets of super-heated plasma from the exaust pipes on it's wrists.<br><br />
[b]Red Light:[/b] The super attack unlocked when Timmy gained more experience. Rev Up shoots a beam of red light that stops a single enemy in it's tracks as long as the beam is held on it. The beam requires Rev Up to constantly keep it on the target to continue the effect, and it's unreliable against much more powerful Protoforms (or ones with special defenses).<br><br />
<br><br />
[b]Technical and Historical Notes:[/b]<br><br />
<br />
The Protoform Mech of teenager Timmy Barrens. The Orbital Ring systems read the desire to keep Timmy's status as a Protoform pilot hidden, and configured his Protoform to take the shape of a standard Earth car when not in use. Unlike other Protoforms, which need to return to the Orbital Ring for recharging, Rev Up can slowly recharge between uses by plugging into the Earth's electric car power grid. This, as well as the transformation and stealth abilities, allows Timmy to hide the fact that he's a Protoform pilot from the authorities. And most importantly, his parents.<br />
<br />
When not in use, Rev Up takes the shape of Timmy's beat-up sports car, which was destroyed in the fight between [Placeholder] and [Placeholder], which also revealed his Protoform pilot abilities.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=District_52/CharactersDistrict 52/Characters2009-05-10T04:17:46Z<p>Umbaglo: </p>
<hr />
<div>== Organizations ==<br />
<br />
=== Protoform Mecha Licensing and Enforcement Bureau ===<br />
<br />
A United Nations organization tasked with the licensing and oversight of all Protoforms on Earth. Equipped with various technologies left behind by the Windovians, they can restrict or remove the abilities of Protoform pilots. However, the organization's manning requirements don't allow them to have all field operatives be Protoform pilots, so the PMLEB uses their own series of Earth-made License Enforcers.<br />
<br />
==== District 52 ====<br />
<br />
The branch of the Protoform Mecha Licensing and Enforcement Bureau stationed in Nouveau Neo New York.<br />
<br />
=== Protoform Security ===<br />
<br />
The largest private Protoform military company in the world, Protoform Security has contracts in every country. Every conflict, large or small, since the advent of Protoforms has had at least one Protoform Security operative participating. Protoform Security only recruits the best, and has a very high percentage of ex-soldiers who have been laid off due to the larger role Protoforms have taken in any conflict.<br />
<br />
Protoform currently has a standing contract with Nouveau Neo New York to provide defence against rogue Protoforms. While they and the [Justice League] have the same goals, their wildly different philosophies tend to cause them to fight each other just as often as they fight the enemy.<br />
<br />
<br />
=== [Justice League] ===<br />
<br />
<br />
== Protoform Pilots ==<br />
<br />
=== Timmy Barrens ===<br />
<br />
Your typical 17 year old teen living in Nouveau Neo New York. All he's ever wanted to be was a Protoform pilot, however the United Nations laws don't allow people to become pilots until 25. However, the Protoform systems don't follow human laws. Caught in a battle between [Placeholder PMC Protoform] and [Placeholder Evil Protoform], the Orbital Ring's master computer flagged Timmy as a Protoform Pilot, and his Protoform arrived just in time to save him from falling rubble.<br />
<br />
Realizing that if he gets caught, he'll have his link to the Protoform severed, Timmy now spends his time trying to hide his Protoform Rev Up from the agents of District 52.<br />
<br />
=== Johnny Wagner ===<br />
<br />
A survivor from World War 3, Johnny was never really able to let go of what happened during the war. The sight of so many of his comrades dying for nothing before the Windovians arrived and stopped the fighting weighs heavily on him. He tried to live a normal life for a few years after the fighting stopped, however when he discovered one day that he was chosen as a Protoform Pilot, he knew that he would never get away from fighting and so joined Protoform Security as a pilot.<br />
<br />
<br />
== District 52 Pilots ==<br />
<br />
<br />
<br />
== Other Characters ==<br />
<br />
=== Windovians ===<br />
<br />
An alien race from a far away galaxy, the Windovians shared their advanced technology with Earth hoping to stop the global conflicts that had been plaguing the planet for the last decade. Unfortunately, humans trusted the Windovians even less then they trusted each other, and used the technology against them, driving the Windovians away from Earth. However, it is possible that some of them are still around, watching from the massive Orbital Ring.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=District_52/TechnologyDistrict 52/Technology2009-04-29T11:44:37Z<p>Umbaglo: </p>
<hr />
<div>== Technology ==<br />
<br />
=== Orbital Rings ===<br />
<br />
The large orbital rings around Earth are the storage, repair, and recharging pods for the many Protoform Mecha. The rings are surrounded by a powerful force field which makes them impervious to standard Earth weapons, and all Protoform Mecha are programmed to be unable to attack the rings. No one has been able to get inside the rings, so it's unsure if any Windovians are still up there.<br />
<br />
<br />
=== Protoform Mecha ===<br />
<br />
Protoform Mecha have no form in their default state, only taking shape when they are bonded to a chosen pilot and are called to their aid. When bonded and called for the first time, a Protoform Mecha takes the shape of something that identifies itself with the personality or traits of the pilot (for example, a dedicated runner might get a mecha which is based on speed, or a boxer might get one that's based on punching). It also reveals to the pilot a number of special weapons (usually 4 or 5) that were chosen based on the form. The special weapons do not include just punching the enemy (though not all Protoform Mecha have hands), but would include standard attacks using an implement (such as shooting a gun, using a sword, etc).<br />
<br />
In addition, it also reveals 1 or 2 special abilities of the mecha. These abilities can range from more mundane abilities such as flight, shields or protective barriers, or transformations to more powerul abilities such as after-images. Usually a Protoform Mecha will get either 2 mundane abilities or 1 powerful ability, though it sometimes differs.<br />
<br />
When the Protoform Mecha determines that the pilot has obtained enough experience, it will reveal it's true power. This usually unlocks 1 or 2 new "super" attacks, and 1 or 2 new special abilities. The Protoforms are designed to do this to keep their most powerful abilities out of the hands of inexperienced pilots who would be more likely to injure themselves then the enemy.<br />
<br />
It should be noted, however, that the weapons and abilities that the Protoform reveals are not so rigid that they're all the mecha is capable of. While an impliment such as a sword is considered to count against the number of attacks a Protoform Mecha has, and techniques such as sword waves as well, a very skilled pilot may be able to develop a new technique using the weapons and abilities they already have that go beyond what is pre-programmed.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=District_52/StoryDistrict 52/Story2009-04-29T11:14:06Z<p>Umbaglo: New page: == Timeline == * TBD</p>
<hr />
<div>== Timeline ==<br />
<br />
* TBD</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=District_52District 522009-04-28T11:14:24Z<p>Umbaglo: </p>
<hr />
<div>== Details ==<br />
<br />
[b]Series Name:[/b] District 52<br />
<br />
[b]Series Info:[/b] SimChamber Original Series <br />
<br />
[b]Description:[/b] In the not too distant future, giant robots called Protoform Mecha are commonplace, with most cities having 5 or 6. With so many of them active, the United Nations instituted the Protoform Mecha Licensing and Enforcement Bureau, an organization equipped to take down rogue Protoforms.<br />
<br />
The story focuses on the agents of District 52, also known as Nouveau Neo New York City, and the various Protoform pilots in the city, both good and bad.<br />
<br />
== Series Bible ==<br />
<br />
* [[/Story|Story]]<br />
* [[/Characters|Characters and Organizations]]<br />
* [[/Locations|Locations]]<br />
* [[/Technology|Technology and Terminology]]<br />
* [[/Mecha|Mecha]]<br />
* [[/Dump|To Be Sorted]]</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Shift_Mazinger_UnitsShift Mazinger Units2009-03-29T18:08:21Z<p>Umbaglo: </p>
<hr />
<div>==Series Details==<br />
<br />
'''Series Name:''' Shift Mazinger (Season 1)<br />
<br />
'''Series Info:''' SimChamber Original Series<br />
<br />
'''Description:''' The Multiverse. A set of possible universes like ours, but not quite the same. Different choices, different events, infinite possible "what-if" scenerios. This is a tale of one of them.<br />
<br />
Getter Energy. An amazing power obtained by running a simple electric charge through the newly discovered alloy, Japanium. After discovering the secrets of Getter Energy at the International Research Center, Dr. Saotome stole the technology and is now using it to wage war on the planet. The only thing that can stop his hoardes of Mecha Suits are the Freedom and Justice Mazingers made by Saotome's former colleague, Dr. Kabuto. But will they be enough?<br />
<br />
<br />
'''Series Name:''' Shift Mazinger (Season 2)<br />
<br />
'''Series Info:''' SimChamber Original Series<br />
<br />
'''Description:''' The Multiverse. A set of possible universes like ours, but not quite the same. Different choices, different events, infinite possible "what-if" scenerios. This is the continuation of one of them.<br />
<br />
With the world finally saved from the threats of Dr. Saotome, the Freedom and Justice Mazingers were put away to be used in experiments at the IRC. However this was not to last, as soon after Saotome's defeat, a new villian rose to replace him. Calling himself "Dr. Hell", this new enemy terrorized the world with his robots, which he refered to as "Invaders".<br />
<br />
In order to counter this threat, Dr. Kabuto, with the help of the IRC, develops Shift Chogokin Nu Z, a much stronger version of Shift Chogokin, better able to resist the weapons used by Dr. Hell's Invaders. And just when things seem their darkest, an unexpected ally appears...<br />
<br />
<br />
==Units==<br />
<br />
===Season 1===<br />
<br />
====IRC and Allies====<br />
<br />
* [[Freedom Mazinger]]<br />
* [[Justice Mazinger]]<br />
* [[Boss Borgrasper]]<br />
* [[Aphrodite Rouge]]<br />
<br />
<br />
====Saotome Labs====<br />
<br />
* [[Calamity Machine]]<br />
* [[Raider Machine]]<br />
* [[Forbidden Machine]]<br />
* [[Getter Calamity]]<br />
* [[Getter Raider]]<br />
* [[Getter Forbidden]]<br />
* [[Mecha Suit Ginn G1]]<br />
* [[Mecha Suit Bcue B7]]<br />
* [[Mecha Suit Cgue C2]]<br />
* [[Mecha Suit Zuoot Z9]]<br />
* [[Mecha Suit Goohn G6]]<br />
* [[Mecha Suit Dinn D1]]<br />
* [[Mecha Suit Dagger D5]]<br />
* [[Mecha Suit Lagowe L7]]<br />
* [[Mecha Suit GooEyes E1]]<br />
* [[Mecha Suit Providence P2]]<br />
<br />
<br />
===Season 2===<br />
<br />
====IRC and Allies====<br />
<br />
* TBD<br />
<br />
====Saotome Labs====<br />
<br />
* TBD<br />
<br />
====Invaders====<br />
<br />
* TBD<br />
<br />
== Plot Summary ==<br />
<br />
[[/Synopsis|Synopsis]]</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=GRXGRX2009-03-07T20:12:29Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
<br />
Note: This unit is based on an alternate sequence of events in Gundam 00 Season 2. The main difference is that while the events of episodes 23~25 are left largely intact, the Celestial Being mobile suits are not as badly damaged.<br />
<br />
[b]Backstory[/b]<br />
<br />
The ultimate secret weapon of Celestial Being, kept locked away by VEDA. Realizing that 00-Riser can't defeat Reborn Gundam by itself, Tieria removed the final safety lock on the Gundams. With the lock removed, Setsuna formed Celestial Gundam and was able to defeat Reborn Gundam, but not before being critically damaged itself. Not one to roll over and give up, however, Ribbons escaped and took over the abandoned 0 Gundam, while Setsuna was given the repaired Exia R2. The two resumed fighting, however eventually Setsuna overcame the 0 Gundam, destroying it and killing Ribbons.<br />
<br />
[b]Celestial Gundam[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 31.8 meters<br />
[b]Weight:[/b] 287.9 metric tons<br />
[b]Pilot(s):[/b] Setsuna F. Seiei (aka Soran Ibrahim), Lockon Stratos (aka Lyle Dylandy), Allelujah Haptism, Tieria Erde (in spirit), Saji Crossroad, Red Haro, Orange Haro<br />
[b]Creator(s):[/b] Celestial Being<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Complete GN Drive:[/b] Celestial Gundam is powered by the 5 GN Drives used by the Celestial Being Gundams, giving it an unparalleled amount of power.<br />
[b]Trial System:[/b] Celestial Gundam is able to disrupt the connection between other mobile suits or Innovators with VEDA. Depending on how the connection works, this could result in the unit being immobilized or simply weakened. Unlike Seraphim Gundam, Celestial Gundam can still operate while emitting the field.<br />
[b]GN Beam Shield:[/b] Arios Gundam's pincers, when combined into Celestial Gundam, can be used to project a shield of GN particles almost larger then a standard mobile suit to help repel incoming attacks.<br />
[b]GN Field:[/b] A powerful barrier created by GN Particles which forms around Celestial Gundam. However, the field also disrupts GN attacks being fired from Celestial Gundam, which is why it briefly dissipates before attacking.<br />
[b]Quantum Teleportation:[/b] Using the power of the Complete GN Drive in addition to Setsuna's own power as a Pure Breed Innovator, the Celestial Gundam can transform itself into GN Particles and teleport to another point in space.<br />
[b]Trans-Am:[/b] The secret power of the GN Drive. By rapidly releasing the compressed GN Particles held within the unit, it is possible to greatly increase the output of any device which runs on them. This release normally quickly outpaces the ability of the GN Drive to replenish the Gundam's supplies, however the Celestial Gundam's 5 drives are able to generate more particles then the Trans-Am can release. The incredible power given off by the 5 combined GN Drives (let alone 00's two) also cause a consolidation of quantum particles, giving anyone within a large radius around Celestial Gundam the ability to receive and transmit quantum brainwaves.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]GN Melee:[/b] Celestial Gundam can increase the power of it's melee attacks by using miniture GN Fields.<br />
[b]GN Vulcan Cannons:[/b] A series of GN Vulcans mounted in the head of Celestial Gundam.<br />
[b]GN Missile Launcher:[/b] Launchers that fire missiles with GN particles in their warheads as propulsion, for added punch.<br />
[b]Shield Bits:[/b] 9 remote controlled weapons, each carrying a small GN Rifle. They can also be used to help deflect lesser attacks.<br />
[b]GN Sword III:[/b] 00 Gundam's powerful sword is still usable in Celestial Gundam, however it seems like little more then a knife when held by the giant mobile suit. It can also still be used in it's rifle variant.<br />
[b]GN Beam Sabers:[/b] 00 Gundam's beam sabers are still usable in Celestial Gundam, however they receive more power and thus the blades are much larger then when held by 00 Gundam.<br />
[b]Rifle Bits:[/b] Larger then the Shield Bits, the Rifle Bits carry a much more powerful GN rifle, but can't be used to deflect attacks.<br />
[b]GN Beam Rifle:[/b] A powerful GN rifle mounted on Celestial Gundam's left arm.<br />
[b]GN Beam Shield [Pincer Mode]:[/b] Celestial Gundam can use the emitters of the GN Beam Shield to grab and crush enemy mobile suits.<br />
[b]GN Cannons:[/b] 4 powerful GN Cannons mounted on Celestial Gundam's shoulders.<br />
[b]GN Extreme Long Range Sniper Rifle:[/b] Celestial Gundam's right arm can also become a powerful long range sniper rifle.<br />
[b]GN Drive Burst:[/b] Celestial Gundam rapidly releases a large quantity of compressed GN particles around itself to damage or destroy any nearby enemies. While this seems like Trans-Am, it is only done for a brief moment and doesn't use the particles to enhance any abilities.<br />
[b]Riser Sword:[/b] The ultimate weapon of the Celestial Gundam. Using the increased output from Trans-Am, and special emitters within the 0 Riser, Celestial Gundam can create a giant saber of GN particles which can easily extend for kilometers.<br />
[b]Gun Archer:[/b] Not used in the show, but listed in technical specs. GN Archer can also transform into a large GN cannon for Celestial Gundam, capable of firing a blast of GN particles which can rival even the Momento Mori.<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Comprised of Gundam 00, Seravee Gundam, Arios Gundam, Cherudim Gundam, and 0 Riser, making it one of the most powerful mobile suits ever developed. It is able to harness the output of all 5 original solar reactors, providing it with enormous power.<br />
<br />
Celestial Gundam is formed by Seravee Gundam as the legs and lower torso, 00 Riser as the torso, Arios Gundam as the left arm, Cherudim Gundam as the right arm, and Seraphim Gundam as the head.<br />
</pre><br />
<br />
<br />
<pre><br />
<br />
<br />
[b]Backstory[/b]<br />
<br />
<br />
[b]Celestial Gundam Massive Strike Variant[/b]<br />
<br />
[b]Armor Material:[/b] Unknown<br />
[b]Height:[/b] 31.8 meters<br />
[b]Weight:[/b] 287.9 metric tons<br />
[b]Pilot(s):[/b] Setsuna F. Seiei (aka Soran Ibrahim), Lockon Stratos (aka Lyle Dylandy), Allelujah Haptism, Tieria Erde, Saji Crossroad, Red Haro, Orange Haro<br />
[b]Creator(s):[/b] Celestial Being<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Complete GN Drive:[/b] Celestial Gundam is powered by the 5 GN Drives used by the Celestial Being Gundams, giving it an unparalleled amount of power.<br />
[b]Trial System:[/b] Celestial Gundam is able to disrupt the connection between other mobile suits or Innovators with VEDA. Depending on how the connection works, this could result in the unit being immobilized or simply weakened.<br />
[b]GN Beam Shield:[/b] Arios Gundam's pincers, when combined into Celestial Gundam, can be used to project a shield of GN particles almost larger then a standard mobile suit to help repel incoming attacks.<br />
[b]GN Field:[/b] A powerful barrier created by GN Particles which forms around Celestial Gundam. However, the field also disrupts GN attacks being fired from Celestial Gundam, which is why it briefly dissipates before attacking.<br />
[b]GN Buster Sword III [Keep Mode]:[/b] When in Keep Mode, the GN Buster Sword III can be used as a shield, as well as further enhancing the powerful GN Field generated by the Seravee module, allowing the field to encompass nearby allies as well.<br />
[b]Quantum Teleportation:[/b] Using the power of the Complete GN Drive in addition to Setsuna's own power as a Pure Breed Innovator, the Celestial Gundam can transform itself into GN Particles and teleport to another point in space.<br />
[b]Trans-Am:[/b] The secret power of the GN Drive. By rapidly releasing the compressed GN Particles held within the unit, it is possible to greatly increase the output of any device which runs on them. This release normally quickly outpaces the ability of the GN Drive to replenish the Gundam's supplies, however the Celestial Gundam's 5 drives are able to generate more particles then the Trans-Am can release. The incredible power given off by the 5 combined GN Drives (let alone 00's two) also cause a consolidation of quantum particles, giving anyone within a large radius around Celestial Gundam the ability to receive and transmit quantum brainwaves.<br />
[b]SEMs:[/b] The Celestial Gundam could make use of a pair of unmanned mobile suits based on Seraphim Gundam. These remotely controlled suits can help Celestial Gundam extend the Trial Field over hundreds of kilometers. The SEMs also equip additional weapons, extending Celestial Gundam's attack range further as well.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]GN Melee:[/b] Celestial Gundam can increase the power of it's melee attacks by using miniture GN Fields.<br />
[b]GN Vulcan Cannons:[/b] A series of GN Vulcans mounted in the head of Celestial Gundam.<br />
[b]GN Missile Launcher:[/b] Launchers that fire missiles with GN particles in their warheads as propulsion, for added punch.<br />
[b]Shield Bits:[/b] 9 remote controlled weapons, each carrying a small GN Rifle. They can also be used to help deflect lesser attacks.<br />
[b]GN Katar II:[/b] Enhanced versions of the two GN Katars used in the non-combined 00 Gundam Seven Sword. Larger then the originals, they also have wire connectors that hook up to Celestial Gundam's hands, allowing them to be thrown at enemies and retrieved. They use a new style of blade formed from the material that is used in GN Condensers, which allows for extreme heat generation without damaging the blades themselves, yet still enhancing the cutting power.<br />
[b]GN Beam Sabers:[/b] 00 Gundam's beam sabers are still usable in Celestial Gundam, however they receive more power and thus the blades are much larger then when held by 00 Gundam.<br />
[b]GN Long Sword III:[/b] Twin large GN Swords that combine to form the GN Buster Sword III. Each GN Long Sword III has a particle rifle within it, and though they have a lower rate of fire then the GN Sword III, they use more particles and thus hit harder.<br />
[b]Rifle Bits:[/b] Larger then the Shield Bits, the Rifle Bits carry a much more powerful GN rifle, but can't be used to deflect attacks.<br />
[b]GN Submachine Guns:[/b] A pair of short, rapid fire GN rifles similar to the rifle version of the GN Sniper Rifle II, but with enhanced rate of fire.<br />
[b]GN Beam Rifle:[/b] A powerful GN rifle mounted on Celestial Gundam's left arm.<br />
[b]GN Assault Carbine:[/b] A modified version of Cherudim Gundam's GN Sniper Rifle II, the Assault Carbine makes use of a shorter barrel to make it easier to operate in tighter quarters, however it is not as accurate and cannot be used for long-range sniping.<br />
[b]GN Beam Shield [Pincer Mode]:[/b] Celestial Gundam can use the emitters of the GN Beam Shield to grab and crush enemy mobile suits.<br />
[b]GN Sword II Blaster:[/b] A very large GN Sword, modeled after the GN Buster Rifle used by Ribbons' Reborn Gundam. Though it has both melee and long-range capabilities, it is more focused on ranged combat, firing a powerful particle beam. The melee mode, however, uses the same condenser blade technology as the GN Katars.<br />
[b]GN Buster Sword III:[/b] An incredibly large and powerful sword that can be split into a pair of GN Long Sword IIIs. When combined, the GN Buster Sword III is the strongest sword currently in use by Celestial Being, not counting the Raiser Sword.<br />
[b]GN Cannons:[/b] 4 powerful GN Cannons mounted on Celestial Gundam's shoulders. The SEMs also each carry 2 GN Cannons.<br />
[b]GN Extreme Long Range Sniper Rifle:[/b] Celestial Gundam's right arm can also become a powerful long range sniper rifle.<br />
[b]GN Drive Burst:[/b] Celestial Gundam rapidly releases a large quantity of compressed GN particles around itself to damage or destroy any nearby enemies. While this seems like Trans-Am, it is only done for a brief moment and doesn't use the particles to enhance any abilities.<br />
[b]Raiser Sword:[/b] The ultimate weapon of the Celestial Gundam. Using the increased output from Trans-Am, and special emitters within the 0 Riser, Celestial Gundam can create a giant saber of GN particles which can easily extend for kilometers.<br />
[b]Gun Archer:[/b] Not used in the show, but listed in technical specs. GN Archer can also transform into a large GN cannon for Celestial Gundam, capable of firing a blast of GN particles which can rival even the Momento Mori.<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
A theoretical upgrade pack for the Celestial Gundam that makes use of new technologies developed after the final battle with the Innovators. Though the actual upgrades were not eventually produced because a whole new line of Gundams were commissioned instead, the basic technologies were used in a set of alternate mission packs that the component units used in the interim.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=BC-304_DaedalusBC-304 Daedalus2008-09-05T11:00:58Z<p>Umbaglo: New page: <pre> [b]BC-304 [i]Daedalus[/i]-class battlecruisers[/b] [b]Armor Material:[/b] Trinium/Carbon/Naqahdah alloy [b]Length:[/b] ~475 meters [b]Weight:[/b] --- [b]Pilot(s):[/b] Various [b]Cre...</p>
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<div><pre><br />
[b]BC-304 [i]Daedalus[/i]-class battlecruisers[/b]<br />
<br />
[b]Armor Material:[/b] Trinium/Carbon/Naqahdah alloy<br />
[b]Length:[/b] ~475 meters<br />
[b]Weight:[/b] ---<br />
[b]Pilot(s):[/b] Various<br />
[b]Crew:[/b] Essential: 10, Full Complement: 320<br />
[b]Creator(s):[/b] Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]F-302 Hangars:[/b] The Daedalus carries two hangar with support for 8 F-302s for close combat each.<br />
[b]Hyperdrive:[/b] Unlike the Prometheus, the Daedalus' hyperdrive was specifically designed for the ship, giving it the full capacity intended. Unlike the Prometheus, the Daedalus can also use the hyperdrive to travel between galaxies; a capacity few vessels have.<br />
[b]Shields:[/b] The Daedalus is equipped with an energy shield to help protect it from attacks. The shield is much more effective then the Prometheus'.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Close In Weapon Systems:[/b] All around the hull of the Daedalus are gatling cannons for use in shooting down incoming missiles or combat machines.<br />
[b]Missile Batteries:[/b] Various batteries across the hull of the Daedalus, equipped with modified missiles whose warheads have been enhanced with naqahdah and a shield modulator, which in theory should allow the missile to bypass any shields and deal heavy damage to the target.<br />
[b]Rail Gun Turrets:[/b] Like the Prometheus, the primary weapons of the Daedalus were 4 railgun turrets, capable of firing at any angle around the ship. While the bullets are effective against an enemy ship's hull, the projectile bullets are easily deflected by a Goa'uld ship's force shield.<br />
[b]Plasma Beam Cannon:[/b] A gift from the Asgard, all Daedalus class ships are equipped with a powerful plasma cannon, capable of heavily damaging shields and hulls alike.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The evolution of the Prometheus, the Daedalus took all of the technologies which were "tacked on" to the Prometheus (plus a few more) and designed the ship specifically to make use of them. Because of this, the Daedalus-class ships were overall more reliable and effective then the Prometheus.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=BC-303_PrometheusBC-303 Prometheus2008-09-01T04:19:29Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]BC-303 Prometheus[/b]<br />
<br />
[b]Armor Material:[/b] Trinium/Carbon/Naqahdah alloy<br />
[b]Length:[/b] ~425 meters<br />
[b]Weight:[/b] ---<br />
[b]Pilot(s):[/b] Various<br />
[b]Crew:[/b] Essential: 10, Full Complement: 300<br />
[b]Creator(s):[/b] Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]F-302 Hangar:[/b] The Prometheus carries a hangar with support for 8 F-302s for close combat.<br />
[b]Hyperdrive:[/b] The Prometheus is equipped with a salvaged hyperdrive from a Goa'uld ship. However, the drive was not designed for a ship of the Prometheus' size, and so it can only jump a short distance between charges.<br />
[b]Shields:[/b] The Prometheus is equipped with an energy shield to help protect it from attacks, however due to the fairly ad-hoc nature of the ship there's not enough power to properly run them.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Close In Weapon Systems:[/b] All around the hull of the Prometheus are gatling cannons for use in shooting down incoming missiles or combat machines.<br />
[b]Missile Batteries:[/b] Various batteries across the hull of the Prometheus, equipped with modified missiles whose warheads have been enhanced with naqahdah and a shield modulator, which in theory should allow the missile to bypass any shields and deal heavy damage to the target.<br />
[b]Rail Gun Turrets:[/b] As the SGC have still not perfected energy weapons by the time the Prometheus was constructed, the primary weapons were 4 railgun turrets, capable of firing at any angle around the ship. While the bullets are effective against an enemy ship's hull, the projectile bullets are easily deflected by a Goa'uld ship's force shield.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
A hybrid of human and alien technologies, the Prometheus is the product of two years and several billion dollars' worth of development by the United States Air Force. The ship originally features reverse-engineered Goa'uld technologies, including ring transporters and crystal-based control systems. It is also equipped with artificial gravity generators and an inertial dampening system.<br />
<br />
While the Prometheus suffers from many problems due to the nature of it's construction, it was a learning experience for the SGC. They took the lessons and experience from creating the Prometheus with them to develop the true flagships of the SGC fleet, the BC-304 [i]Daedalus[/i]-class battlecruisers.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Kull_Battle_SuitKull Battle Suit2008-09-01T02:30:16Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]Kull Battle Suit[/b]<br />
<br />
[b]Armor Material:[/b] Bio-mechanical<br />
[b]Height:[/b] 10.1 meters<br />
[b]Weight:[/b] 63 tons<br />
[b]Pilot(s):[/b] Bio-engineered "lifeforms"<br />
[b]Creator(s):[/b] Goa'uld<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Kull Armor:[/b] Kull Battle Suits are all covered in stylized armor marking them as unique among even Anubis' Jaffa. In addition to showing allegiance, the armour is also nearly impervious to all forms of attack. Ballistic, energy, and even explosive weapons do little damage, and they've even been shown to be able to walk through certain force shields. The only weapons that have been shown consistently able to damage a Kull Battle Suit are small, sharp, fast moving weapons such as armour-piercing darts. It is also theorized that due to the nature of the Kull bioengineered lifeform, a strong enough concussive force could kill the host outright.<br />
[b]Kull Core:[/b] Like the Jaffa Battle Suit, a Kull Battle Suit does not truly have a reactor and instead is powered by the regeneration powers of the Goa'uld larvae within the Kull "host". The Battle Suit also heals itself of any damage taken when not in combat using the Kull's regeneration ability, though the recovery is very slow. However, due to the nature of the bioengineering and the high-performance requirements of the Kull Battle Suit, the regeneration power given by the larvae is not enough to keep up, which causes the Kulls to have a very short lifespan.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Shock Grenade:[/b] A grenade that, when explodes, releases a large blast of energy that both damages and stuns anything near it.<br />
[b]Kull Battle Staff:[/b] A melee weapon fashioned after a Jaffa's standard staff weapon. The tips have weaker versions of staff weapon emitters. They're not capable of firing a shot any notable distance, however they can add a powerful blast to any target struck by the staff itself.<br />
[b]Kull Custom Staff Weapon:[/b] The main weapon of the Kull Battle Suit is a pair of modified staff weapons mounted in the Battle Suit's wrists. These staff weapons also have a higher rate of fire then a normal one, and are also slightly more accurate.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Special shock troopers engineered by Anubis. Faster and more powerful then a Jaffa, and utterly loyal. However, the Kull have no real intelligence to speak of, and can only operate on orders given to them by their master. If the link to their command center is severed, the Kull become confused and aimless, unable to take any actions on their own.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Jaffa_Battle_Suit_(Teal%27c_Configuration)Jaffa Battle Suit (Teal'c Configuration)2008-09-01T00:06:45Z<p>Umbaglo: New page: <pre> [b]Jaffa Battle Suit (Teal'c Configuration)[/b] [b]Armor Material:[/b] Bio-mechanical [b]Height:[/b] 8.7 meters [b]Weight:[/b] 48 tons [b]Pilot(s):[/b] Jaffa [b]Creator(s):[/b] Goa'...</p>
<hr />
<div><pre><br />
[b]Jaffa Battle Suit (Teal'c Configuration)[/b]<br />
<br />
[b]Armor Material:[/b] Bio-mechanical<br />
[b]Height:[/b] 8.7 meters<br />
[b]Weight:[/b] 48 tons<br />
[b]Pilot(s):[/b] Jaffa<br />
[b]Creator(s):[/b] Goa'uld<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]SGC Armor:[/b] The normal armor of the Jaffa Battle Suit has been redesigned to look more like the armor of the F-302. This is to both show Teal'c's allegiance and to prevent confusion with other Stargate Command teams.<br />
[b]Jaffa Core:[/b] The Battle Suits are not powered by an engine, but instead get their energy from the Jaffa themselves, thanks to the regenerative power of the Goa'uld larvae within them. The Battle Suit also heals itself of any damage taken when not in combat using the Jaffa's regeneration ability, though the recovery is very slow.<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Shock Grenade:[/b] A grenade that, when explodes, releases a large blast of energy that both damages and stuns anything near it.<br />
[b]Zat'n'ktel:[/b] Often just referred to as a "Zat", this weapon is capable of stunning other mecha with a single shot, shorting out it's systems for a short period. Should the target be struck again with a Zat shortly afterward, it instead takes devastating damage.<br />
[b]FN P90 Mod M:[/b] While Teal'c carries the standard weapons of a Jaffa, he acknowledges the effectiveness of Stargate Command's equipment, and carries a F-302's FN P90 Mod M.<br />
[b]Staff Weapon:[/b] The main weapon of the Jaffa, the staff fires a power particle beam capable of dealing heavy damage to most objects. The staff weapon is powered by a canister of liquid naqahdah, and it's unknown how long a staff weapon can last on a single charge, as none have been seen to run out of power. While highly powerful, the staff weapon is notoriously inaccurate. The staff weapon can also be used in melee combat if necessary.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Formally the First Prime of the Goa'uld System Lord Apophis, Teal'c betrayed the Goa'uld and joined forces with SG-1, taking his Battle Suit with him. He now uses it to fight against the Goa'uld for both the Earth, and the freedom of his people alongside Stargate Command and SG-1.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Jaffa_Battle_SuitJaffa Battle Suit2008-09-01T00:06:01Z<p>Umbaglo: New page: <pre> [b]Jaffa Battle Suit[/b] [b]Armor Material:[/b] Bio-mechanical [b]Height:[/b] 8.7 meters [b]Weight:[/b] 48 tons [b]Pilot(s):[/b] Jaffa [b]Creator(s):[/b] Goa'uld [b]Ability Data[/...</p>
<hr />
<div><pre><br />
[b]Jaffa Battle Suit[/b]<br />
<br />
[b]Armor Material:[/b] Bio-mechanical<br />
[b]Height:[/b] 8.7 meters<br />
[b]Weight:[/b] 48 tons<br />
[b]Pilot(s):[/b] Jaffa<br />
[b]Creator(s):[/b] Goa'uld<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Jaffa Armor:[/b] Jaffa Battle Suits are all covered in stylized armor indicating the Goa'uld they serve, though it's not just for decoration as it is also effective in reducing damage from incoming attacks.<br />
[b]Jaffa Core:[/b] The Battle Suits are not powered by an engine, but instead get their energy from the Jaffa themselves, thanks to the regenerative power of the Goa'uld larvae within them. The Battle Suit also heals itself of any damage taken when not in combat using the Jaffa's regeneration ability, though the recovery is very slow.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Shock Grenade:[/b] A grenade that, when explodes, releases a large blast of energy that both damages and stuns anything near it.<br />
[b]Zat'n'ktel:[/b] Often just referred to as a "Zat", this weapon is capable of stunning other mecha with a single shot, shorting out it's systems for a short period. Should the target be struck again with a Zat shortly afterward, it instead takes devastating damage.<br />
[b]Staff Weapon:[/b] The main weapon of the Jaffa, the staff fires a power particle beam capable of dealing heavy damage to most objects. The staff weapon is powered by a canister of liquid naqahdah, and it's unknown how long a staff weapon can last on a single charge, as none have been seen to run out of power. While highly powerful, the staff weapon is notoriously inaccurate. The staff weapon can also be used in melee combat if necessary.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The soldiers of the Goa'uld System Lords are the Jaffa, who impose the will of the Goa'uld using large bio-mechanical battle suits. However, the Jaffa Battle Suits are primarily designed for shock and terror, and as such are not typically very effective in actual combat, though they are equipped with powerful weapons.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=F-302_Titan_Mass_Production_ModelF-302 Titan Mass Production Model2008-09-01T00:05:15Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]F-302 [i]Titan[/i] Mass Production Model[/b]<br />
<br />
[b]Armor Material:[/b] Trinium-titanium alloy<br />
[b]Height:[/b] 9.7 meters<br />
[b]Weight:[/b] 68 tons<br />
[b]Pilot(s):[/b] Various<br />
[b]Creator(s):[/b] Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Naqahdah Engine:[/b] Instead of conventional fuels, the F-302 is powered by a rare, super-heavy material possessing tremendous power. The use of Naqahdah allows for the F-302 to operate for significantly increased lengths of time, and also provides the necessary power for all the various alien technologies involved in it's construction.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Anti-Personnel Cannons:[/b] Mounted on the wrists of the F-302 are 9mm caliber submachine guns, for anti-personnel use.<br />
[b]Combat Knife:[/b] All F-302s are equipped with a combat knife, primarily used to cut brush or other obstacles.<br />
[b]Zat'n'ktel:[/b] Often just referred to as a "Zat", this weapon is capable of stunning other mecha with a single shot, shorting out it's systems for a short period. Should the target be struck again with a Zat shortly afterward, it instead takes devastating damage.<br />
[b]FN P90 Mod M:[/b] The primary weapon of the F-302 is a specially designed version of the Fabrique Nationale P90 PDW, increased in size and caliber to match the larger size of the F-302.<br />
[b]BGM-71 TOW Mod:[/b] Since Stargate Command hasn't yet been able to replicate direct-energy weapons, the F-302 instead uses modified BGM-71 missiles against heavier targets. The missile warheads have been enhanced with naqahdah and a shield modulator, which in theory should allow the missile to bypass any shields and deal heavy damage to the target.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Built from the various technologies discovered/recovered/received by Stargate Command, the F-302 replaces the Mark 23c as the primary exploration suit. Completely designed from the ground up by Stargate Command, the F-302 is easier to modify and upgrade then the Mark 23c, and is much easier to repair due to it's modular nature. As well, the modular components allow for F-302s to be easily configured for special roles.<br />
<br />
The only thing not upgraded from the Mark 23c is the jetpack, however the F-302 is able to carry more fuel and it's now able to be replenished during operations.<br />
</pre><br />
<br />
<br />
<pre><br />
[b]F-302 [i]Titan[/i] Mass Production Model (Jack O'Neill Configuration)[/b]<br />
<br />
[b]Armor Material:[/b] Trinium-titanium alloy<br />
[b]Height:[/b] 9.7 meters<br />
[b]Weight:[/b] 68 tons<br />
[b]Pilot(s):[/b] Colonel Jack O'Neill<br />
[b]Creator(s):[/b] Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Naqahdah Engine Mk II:[/b] Instead of conventional fuels, the F-302 is powered by a rare, super-heavy material possessing tremendous power. The use of Naqahdah allows for the F-302 to operate for significantly increased lengths of time, and also provides the necessary power for all the various alien technologies involved in it's construction. Jack O'Neill's F-302 is equipped with an upgraded version of the original design, specifically designed to power Ancient equipment.<br />
[b]Ancient Control Chair:[/b] Jack O'Neill's normal cockpit was replaced with a recovered Ancient Control Chair, which allows him to have control over various Ancient technology while in his F-302.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Anti-Personnel Cannons:[/b] Mounted on the wrists of the F-302 are 9mm caliber submachine guns, for anti-personnel use.<br />
[b]Combat Knife:[/b] All F-302s are equipped with a combat knife, primarily used to cut brush or other obstacles.<br />
[b]Zat'n'ktel:[/b] Often just referred to as a "Zat", this weapon is capable of stunning other mecha with a single shot, shorting out it's systems for a short period. Should the target be struck again with a Zat shortly afterward, it instead takes devastating damage.<br />
[b]FN P90 Mod M:[/b] The primary weapon of the F-302 is a specially designed version of the Fabrique Nationale P90 PDW, increased in size and caliber to match the larger size of the F-302.<br />
[b]BGM-71 TOW Mod:[/b] Since Stargate Command hasn't yet been able to replicate direct-energy weapons, the F-302 instead uses modified BGM-71 missiles against heavier targets. The missile warheads have been enhanced with naqahdah and a shield modulator, which in theory should allow the missile to bypass any shields and deal heavy damage to the target.<br />
[b]Ancient Drone Weapons:[/b] The primary weapon of the Ancients, Drones are controlled by thought through the Ancient Control Chair. They attack by surrounding themselves with a powerful energy field and then ramming whatever is designated as the target. Jack O'Neill's F-302 is equipped with only one Drone, as that is the most the F-302's Naqahdah Engine Mk II can support.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
A customized F-302 for the leader of SG-1, Colonel Jack O'Neill. As he possesses the Ancient gene, he is able to activate and use various Ancient devices, so his F-302 was modified to make use of this capability (against his wishes).<br />
</pre><br />
<br />
<br />
<pre><br />
[b]F-302 [i]Titan[/i] Mass Production Model (Samantha Carter Configuration)[/b]<br />
<br />
[b]Armor Material:[/b] Trinium-titanium alloy<br />
[b]Height:[/b] 9.7 meters<br />
[b]Weight:[/b] 68 tons<br />
[b]Pilot(s):[/b] Major Samantha Carter<br />
[b]Creator(s):[/b] Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Naqahdah Engine:[/b] Instead of conventional fuels, the F-302 is powered by a rare, super-heavy material possessing tremendous power. The use of Naqahdah allows for the F-302 to operate for significantly increased lengths of time, and also provides the necessary power for all the various alien technologies involved in it's construction.<br />
[b]Goa'uld Healing Device:[/b] A small device stored in the F-302's left arm. Only usable by Goa'uld or their former hosts, it is capable of minor healing of people or machinery (though much less effective on machinery). Samantha Carter, having once been host to a Tok'ra, is able to use the device in a pinch if necessary.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Anti-Personnel Cannons:[/b] Mounted on the wrists of the F-302 are 9mm caliber submachine guns, for anti-personnel use.<br />
[b]Combat Knife:[/b] All F-302s are equipped with a combat knife, primarily used to cut brush or other obstacles.<br />
[b]Zat'n'ktel:[/b] Often just referred to as a "Zat", this weapon is capable of stunning other mecha with a single shot, shorting out it's systems for a short period. Should the target be struck again with a Zat shortly afterward, it instead takes devastating damage.<br />
[b]FN P90 Mod M:[/b] The primary weapon of the F-302 is a specially designed version of the Fabrique Nationale P90 PDW, increased in size and caliber to match the larger size of the F-302.<br />
[b]BGM-71 TOW Mod:[/b] Since Stargate Command hasn't yet been able to replicate direct-energy weapons, the F-302 instead uses modified BGM-71 missiles against heavier targets. The missile warheads have been enhanced with naqahdah and a shield modulator, which in theory should allow the missile to bypass any shields and deal heavy damage to the target.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
A customized F-302 for the second command of SG-1, Major Samantha Carter. Mostly unmodified from the base design, it makes use of a little bit of Goa'uld technology.<br />
</pre><br />
<br />
<br />
<pre><br />
[b]F-302 [i]Titan[/i] Mass Production Model (Daniel Jackson Configuration)[/b]<br />
<br />
[b]Armor Material:[/b] Trinium-titanium alloy<br />
[b]Height:[/b] 9.7 meters<br />
[b]Weight:[/b] 68 tons<br />
[b]Pilot(s):[/b] Daniel Jackson<br />
[b]Creator(s):[/b] Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Naqahdah Engine:[/b] Instead of conventional fuels, the F-302 is powered by a rare, super-heavy material possessing tremendous power. The use of Naqahdah allows for the F-302 to operate for significantly increased lengths of time, and also provides the necessary power for all the various alien technologies involved in it's construction.<br />
[b]Advanced Scanners:[/b] Daniel Jackson's F-302 is equipped with a suite of advanced sensors and scanners developed or recovered from the various missions undertaken by SG-1. Primarily used to examine ruins, the sensors are also somewhat able to pierce the various cloaking devices used by many of the races in the galaxy, as well as seeing objects which are slightly out of phase.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Anti-Personnel Cannons:[/b] Mounted on the wrists of the F-302 are 9mm caliber submachine guns, for anti-personnel use.<br />
[b]Combat Knife:[/b] All F-302s are equipped with a combat knife, primarily used to cut brush or other obstacles.<br />
[b]Zat'n'ktel:[/b] Often just referred to as a "Zat", this weapon is capable of stunning other mecha with a single shot, shorting out it's systems for a short period. Should the target be struck again with a Zat shortly afterward, it instead takes devastating damage.<br />
[b]FN P90 Mod M:[/b] The primary weapon of the F-302 is a specially designed version of the Fabrique Nationale P90 PDW, increased in size and caliber to match the larger size of the F-302.<br />
[b]BGM-71 TOW Mod:[/b] Since Stargate Command hasn't yet been able to replicate direct-energy weapons, the F-302 instead uses modified BGM-71 missiles against heavier targets. The missile warheads have been enhanced with naqahdah and a shield modulator, which in theory should allow the missile to bypass any shields and deal heavy damage to the target.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
A customized F-302 for Daniel Jackson. While originally an archaeologists and not a soldier, he's been pressed into service in Stargate Command as the scientific "man on the ground" during SG-1 missions. His F-302 is constantly being upgraded with the latest in scanner technology.<br />
<br />
When Daniel "Ascends" during the second half of the series, his custom F-302 is given to Jonas Quinn, a human from a planet the SDG was developing a trade relationship with. As Jonas was also a scientist, there was no need to change the configuration of the F-302.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Mark_23c_Hazardous_Environment_Exploration_SuitMark 23c Hazardous Environment Exploration Suit2008-09-01T00:02:46Z<p>Umbaglo: New page: <pre> [b]Mark 23c Hazardous Environment Exploration Suit[/b] [b]Armor Material:[/b] Armor-grade rolled steel covered in ballistic cloth and ablative plating [b]Height:[/b] 8 meters [b]Wei...</p>
<hr />
<div><pre><br />
[b]Mark 23c Hazardous Environment Exploration Suit[/b]<br />
<br />
[b]Armor Material:[/b] Armor-grade rolled steel covered in ballistic cloth and ablative plating<br />
[b]Height:[/b] 8 meters<br />
[b]Weight:[/b] 30 tons<br />
[b]Pilot(s):[/b] Various<br />
[b]Creator(s):[/b] US Army, customized by Stargate Command<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]None[/b] <br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Anti-Personnel Cannons:[/b] Mounted on the wrists of the Mark 23c are 9mm caliber submachine guns, for anti-personnel use.<br />
[b]Combat Knife:[/b] All Mark 23cs are equipped with a combat knife, primarily used to cut brush or other obstacles.<br />
[b]FN P90 Mod M:[/b] The primary weapon of the Mark 23c is a specially designed version of the Fabrique Nationale P90 PDW, increased in size and caliber to match the larger size of the Mark 23c.<br />
[b]M136 Rocket Launcher:[/b] Standard anti-armor weapon of Stargate Command, the AT4 is a shoulder mounted weapon which can fire high-explosive rockets at targets within 300 meters. Each launcher is single-use, so the Mark 23c typically carries 4 launchers in it's "backpack".<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
Stargate Command's primary method of exploring other planets through the Stargate involves a customized version of the US Army's prototype mechanized combat suit. While not originally intended for combat, the Mark 23c has been upgraded with better armor and better hand manipulators to allow it to carry weapons. Intended as a stop-gap measure until better technology could be obtained during missions, it was quickly replaced by the F-302 [i]Titan[/i].<br />
<br />
The Mark 23c is fairly agile for it's bulk, able to mimic most of the maneuvers of a standard soldier. It is also equipped with small jet packs to help with climbing obstacles, however their fuel tanks can only be refilled back at Stargate Command should they run out due to their out-of-the-way location. The largest limiting factor of the Mark 23c is it's power reserves. Powered by a modified version of the M1 Abrams engine, it can accept many different types of fuel, as well as possessing a limited super-high capacity battery backup. However the engine is notoriously fuel-efficient, which greatly limits operational time.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Dimensional_Travelers_Stargate_SG-1Dimensional Travelers Stargate SG-12008-09-01T00:01:48Z<p>Umbaglo: </p>
<hr />
<div>===Series Details===<br />
<br />
[b]Series Name:[/b] Dimensional Travelers Stargate SG-1<br><br />
<br><br />
[b]Series Info:[/b] SimChamber Original Series<br><br />
<br><br />
[b]Description:[/b] Deep within Cheyenne Mountain lies the secret base of Stargate Command, an organization whose task is to explore the galaxy using the "Stargate", a network of devices which allows for instant travel between planets, looking for technologies and allies to help them in their fight against the Goa'uld. The series focuses primarially on SG-1, the flagship team of Stargate Command, and their many adventures across the galaxy.<br />
<br />
The show was 52 episodes long, split over 2 story arcs. The first 26 episodes covered SGC starting to explore the galaxy, and their initial encounters with the Goa'uld, ending with a final battle against Apophis, the leader of the primary Goa'uld faction targeting Earth. The final 26 episodes went further into some of the things introduced in the first half, focusing on Anubus, a Goa'uld who is partially Ascended. The series ends with the defeat of Anubus, but also hinting at the approach of a new, more dangerous enemy.<br />
<br />
===Units===<br />
<br />
====Stargate Command====<br />
<br />
* [[Mark 23c Hazardous Environment Exploration Suit]]<br />
* [[F-302 Titan Mass Production Model]]<br />
* [[Jaffa Battle Suit (Teal'c Configuration)]]<br />
<br><br />
* [[BC-303 Prometheus]]<br />
* ?[[BC-304 Daedalus]]<br />
<br />
<br />
====Goa'uld====<br />
<br />
* [[Jaffa Battle Suit]]<br />
* [[Kull Battle Suit]]<br />
* [[Goa'uld Battle Suit]]<br />
<br><br />
* [[Tel'tak]]<br />
* [[Al'kesh]]<br />
* [[Ha'tak]]<br />
<br />
<br />
====Other Races====<br />
<br />
* Asgard<br />
* Replicators</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Shin_Getter_(Shift_Mazinger)Shin Getter (Shift Mazinger)2008-08-26T11:17:39Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]Shin Calamity Machine[/b]<br />
<br />
[b]Armor Material:[/b] Invader Skin<br />
[b]Height:[/b] ---<br />
[b]Weight:[/b] ---<br />
[b]Pilot(s):[/b] Ryoma Nagare<br />
[b]Creator(s):[/b] Dr. Saotome<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Invader Skin:[/b] The outer skin of the Shin Calamity Machine has regenerative properties similar to the Invaders from season 2, though there's no explanation as to why this would be.<br />
[b]Japo-Get Drive:[/b] The Drive consists of a number of high-capacity batteries that store the workable energy. Once the batteries start to get low, the Drive runs a portion of it through a sheet of Japanium contained in an energy absorbing housing. The amount used is negligable, however keeping the system stable while the massive influx of Getter Energy is trapped and converted uses a large amount of stored power: As a general rule, most Japo-Get Drives are programmed to recharge at 25% capacity, though usually only 10% capacity is required to keep all systems stable. Because all available energy is being used to keep the raging Getter Energy under check, the device being powered by the Japo-Get Drive cannot function unless it is connected to an external power source.<br />
[b]Combine to Shin Getter Calamity:[/b] When Shin Calamity Machine, Shin Raider Machine, and Shin Forbidden Machine dock together, they form Shin Getter Calamity.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Machine Gun:[/b] A simple machine gun on the nose of the Shin Calamity Machine to help hold back attackers.<br />
[b]Getter Missile:[/b] More powerful missiles to use against heavier targets.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
One of the components of Shin Getter Calamity, piloted by escaped criminal Ryouma Nagare. Unlike the original Calamity Machine, Shin Calamity Machine is not protected by Shift Chogokin, however it seems to be made from the same materials as the Invaders from season 2. There's no explanation as to why, since Invaders didn't appear until later.<br />
</pre><br />
<br />
<br />
<pre><br />
[b]Shin Getter Calamity[/b]<br />
<br />
[b]Armor Material:[/b] Invader Skin<br />
[b]Height:[/b] 50.0 meters<br />
[b]Weight:[/b] 330 tons<br />
[b]Pilot(s):[/b] Ryoma Nagare, Benkei, Hayato Jin<br />
[b]Creator(s):[/b] Dr. Saotome<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Invader Skin:[/b] The outer skin of the Shin Calamity Machine has regenerative properties similar to the Invaders from season 2, though there's no explanation as to why this would be.<br />
[b]Super Hyper Japo-Get^3 Drive:[/b] By combining the powers of all 3 Getter Machine Japo-Get Drives, Shin Getter Calamity is capable of generating infinite energy.<br />
[b]Open Get:[/b] The pilots of Shin Getter Calamity are highly trained in being able to separate and recombine their Getter Machines that they can dodge attacks by separating just before the attack hits, and recombining to counterattack. They can also change forms seemingly instantaneously, allowing a different form to handle attacks it's best suited for.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Shin Getter Razor:[/b] Small blades on the sides of Shin Getter Calamity's arms which can be used to slash at nearby foes.<br />
[b]Split Getter Beam:[/b] Shin Getter Calamity can use the Getter Beam Cannon to fire smaller, rapid-fire blasts.<br />
[b]Giant Getter Saber:[/b] A very large "sword" which uses a containment field to form a "blade" of Getter Energy. When the sword strikes something, the containment field is released, causing the Getter Energy to shoot into the target.<br />
[b]Getter Blast Rifle:[/b] A powerful rifle which fires beams of Getter Energy.<br />
[b]Getter Beam Cannon:[/b] Powerful Getter Energy cannon mounted in Shin Getter Calamity's head.<br />
[b]Getter Beam Blazer:[/b] Shin Getter Calamity fires an even more powerful beam of Getter Energy by combining it's Getter Beam Cannon with a pair of cannons mounted on it's back similar to Mazinkaiser's Blazers.<br />
[b]Shin Shine Spark:[/b] By powering the Japanium plates interspersed across Shin Getter Calamity's body, it can engulf itself in Getter Energy. Shin Getter Calamity then charges towards the enemy and uses a containment field to launch the Getter Energy towards the target.<br />
[b]Getter Change Attack:[/b] A fearsome coordination attack between all of the pilots of Shin Getter Calamity. They first transform to Shin Getter Forbidden, who grabs the targets using Daisetsusan Oroshi, hurling them far into the air. It then transforms to Shin Getter Raider, who then proceeds to pummel the helpless enemies with Mirage Hammer. Finally they change to Shin Getter Calamity who blasts them with a full power Getter Beam Blazer.<br />
[b]Stoner Sunshine:[/b] Shin Getter Calamity's ultimate attack. By focusing their anger towards Mazinkaiser, the pilots of Shin Getter Calamity create a large ball of Getter Energy, growing to enormous size before finally being thrown at their hated enemy.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The ultimate Getter, made by Dr. Saotome. Shin Getter Calamity is the main form of the unit, focusing on overwhelming power. Capable of flight, Shin Getter Calamity can quickly descend on it's opponents with it's variety of deadly weapons.<br />
<br />
The OAV doesn't go into detail about where the Shin Getter Calamity comes from, however as it is basically a retelling of the finale of season 1, it gets inferred that Ryoma, Benkei, and Hayato were using Shin Getter Calamity all along. Considering the technologies at work in the unit, though, it doesn't really make any sense.<br />
</pre><br />
<br />
<pre><br />
[b]Shin Raider Machine[/b]<br />
<br />
[b]Armor Material:[/b] Invader Skin<br />
[b]Height:[/b] ---<br />
[b]Weight:[/b] ---<br />
[b]Pilot(s):[/b] Hayato Jin<br />
[b]Creator(s):[/b] Dr. Saotome<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Invader Skin:[/b] The outer skin of the Shin Raider Machine has regenerative properties similar to the Invaders from season 2, though there's no explanation as to why this would be.<br />
[b]Japo-Get Drive:[/b] The Drive consists of a number of high-capacity batteries that store the workable energy. Once the batteries start to get low, the Drive runs a portion of it through a sheet of Japanium contained in an energy absorbing housing. The amount used is negligable, however keeping the system stable while the massive influx of Getter Energy is trapped and converted uses a large amount of stored power: As a general rule, most Japo-Get Drives are programmed to recharge at 25% capacity, though usually only 10% capacity is required to keep all systems stable. Because all available energy is being used to keep the raging Getter Energy under check, the device being powered by the Japo-Get Drive cannot function unless it is connected to an external power source.<br />
[b]Combine to Shin Getter Raider:[/b] When Shin Calamity Machine, Shin Raider Machine, and Shin Forbidden Machine dock together, they form Shin Getter Raider.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Machine Gun:[/b] A simple machine gun on the nose of the Shin Raider Machine to help hold back attackers.<br />
[b]Scattering Getter Cannon:[/b] A low-powered Getter Energy cannon mounted on the Shin Raider Machine which fires in a wide arc in front of the Shin Raider Machine.<br />
[b]Getter Missile:[/b] More powerful missiles to use against heavier targets.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
One of the components of Shin Getter Calamity, piloted by escaped criminal Hayato Jin. Unlike the original Raider Machine, Shin Raider Machine is not protected by Shift Chogokin, however it seems to be made from the same materials as the Invaders from season 2. There's no explanation as to why, since Invaders didn't appear until later. However like the original Raider Machine, Shin Raider Machine is the fastest of the 3.<br />
</pre><br />
<br />
<pre><br />
[b]Shin Getter Raider[/b]<br />
<br />
[b]Armor Material:[/b] Invader Skin<br />
[b]Height:[/b] 50.0 meters<br />
[b]Weight:[/b] 330 tons<br />
[b]Pilot(s):[/b] Hayato Jin, Benkei, Ryoma Nagare<br />
[b]Creator(s):[/b] Dr. Saotome<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Invader Skin:[/b] The outer skin of the Shin Getter Raider has regenerative properties similar to the Invaders from season 2, though there's no explanation as to why this would be.<br />
[b]Super Hyper Japo-Get^3 Drive:[/b] By combining the powers of all 3 Getter Machine Japo-Get Drives, Shin Getter Raider is capable of generating infinite energy.<br />
[b]Shin Mach Special:[/b] Shin Getter Raider is capable of moving so fast that it can leave after-images that can confuse attackers.<br />
[b]Open Get:[/b] The pilots of Shin Getter Raider are highly trained in being able to separate and recombine their Getter Machines that they can dodge attacks by separating just before the attack hits, and recombining to counterattack. They can also change forms seemingly instantaneously, allowing a different form to handle attacks it's best suited for.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Shin Getter Claw:[/b] A claw with a sawblade on it to help dig into the target's armor.<br />
[b]Shin Raider Missile:[/b] A missle launcher hidden inside the Raider Hammer.<br />
[b]Raider Hammer:[/b] A large ball on a chain which Shin Getter Raider swings at foes.<br />
[b]Plasma Hammer Tornado:[/b] Shin Getter Raider spins the Raider Hammer quickly, igniting the Japanium plates along the chain, causing a tornado of Getter Energy to pummel the target.<br />
[b]Mirage Hammer:[/b] Using Shin Getter Raider's incredible speed, Hayato quickly attacks the enemy from multiple angles with the Raider Hammer.<br />
[b]Shin Hammer Smasher:[/b] Shin Getter Raider smashes the ground hard with the Raider Hammer, causing a massive earthquake which damages nearby units.<br />
[b]Getter Change Attack:[/b] A fearsome coordination attack between all of the pilots of Shin Getter Calamity. They first transform to Shin Getter Forbidden, who grabs the targets using Daisetsusan Oroshi, hurling them far into the air. It then transforms to Shin Getter Raider, who then proceeds to pummel the helpless enemies with Mirage Hammer. Finally they change to Shin Getter Calamity who blasts them with a full power Getter Beam Blazer.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The ultimate Getter, made by Dr. Saotome. Shin Getter Raider is the second form of the unit, focusing on incredible speed. While it's weapons arn't quite as powerful as Shin Getter Calamity, it is able to confuse opponents with blinding speed, and can attack from multiple directions quickly.<br />
<br />
The OAV doesn't go into detail about where the Shin Getter Raider comes from, however as it is basically a retelling of the finale of season 1, it gets inferred that Ryoma, Benkei, and Hayato were using Shin Getter Calamity all along. Considering the technologies at work in the unit, though, it doesn't really make any sense.<br />
</pre><br />
<br />
<pre><br />
[b]Shin Forbidden Machine[/b]<br />
<br />
[b]Armor Material:[/b] Invader Skin<br />
[b]Height:[/b] ---<br />
[b]Weight:[/b] ---<br />
[b]Pilot(s):[/b] Benkei<br />
[b]Creator(s):[/b] Dr. Saotome<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Invader Skin:[/b] The outer skin of the Shin Forbidden Machine has regenerative properties similar to the Invaders from season 2, though there's no explanation as to why this would be.<br />
[b]Japo-Get Drive:[/b] The Drive consists of a number of high-capacity batteries that store the workable energy. Once the batteries start to get low, the Drive runs a portion of it through a sheet of Japanium contained in an energy absorbing housing. The amount used is negligable, however keeping the system stable while the massive influx of Getter Energy is trapped and converted uses a large amount of stored power: As a general rule, most Japo-Get Drives are programmed to recharge at 25% capacity, though usually only 10% capacity is required to keep all systems stable. Because all available energy is being used to keep the raging Getter Energy under check, the device being powered by the Japo-Get Drive cannot function unless it is connected to an external power source.<br />
[b]Getter Energy Reflector:[/b] The Getter Forbidden uses special containment fields to allow for better negation, or even total reflection, of Getter Energy type weapons, at the cost of additional power. There is also an added defence against non-Getter Energy weapons, though it's not as effective.<br />
[b]Combine to Shin Getter Forbidden:[/b] When Shin Calamity Machine, Shin Raider Machine, and Shin Forbidden Machine dock together, they form Shin Getter Forbidden.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Machine Gun:[/b] A simple machine gun on the nose of the Shin Forbidden Machine to help hold back attackers.<br />
[b]Getter Missile:[/b] More powerful missiles to use against heavier targets.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
One of the components of Shin Getter Calamity, piloted by the escaped criminal known only as "Benkei". Unlike the original Forbidden Machine, Shin Forbidden Machine is not protected by Shift Chogokin, however it seems to be made from the same materials as the Invaders from season 2. There's no explanation as to why, since Invaders didn't appear until later. However, like the original Forbidden Machine, Shin Forbidden Machine is the toughest of the 3 ships due to it's Getter Energy Reflector. <br />
</pre><br />
<br />
<pre><br />
[b]Shin Getter Forbidden[/b]<br />
<br />
[b]Armor Material:[/b] Invader Skin<br />
[b]Height:[/b] 40.0 meters<br />
[b]Weight:[/b] 330 tons<br />
[b]Pilot(s):[/b] Benkei, Ryoma Nagare, Hayato Jin<br />
[b]Creator(s):[/b] Dr. Saotome<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Invader Skin:[/b] The outer skin of the Shin Getter Forbidden has regenerative properties similar to the Invaders from season 2, though there's no explanation as to why this would be.<br />
[b]Super Hyper Japo-Get^3 Drive:[/b] By combining the powers of all 3 Getter Machine Japo-Get Drives, Shin Getter Fordibben is capable of generating infinite energy.<br />
[b]Getter Energy Reflector:[/b] Shin Getter Forbidden uses special containment fields to allow for better negation, or even total reflection, of Getter Energy type weapons, at the cost of additional power. There is also an added defence against non-Getter Energy weapons, though it's not as effective.<br />
[b]Open Get:[/b] The pilots of Shin Getter Forbidden are highly trained in being able to separate and recombine their Getter Machines that they can dodge attacks by separating just before the attack hits, and recombining to counterattack. They can also change forms seemingly instantaneously, allowing a different form to handle attacks it's best suited for.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Finger Net:[/b] Shin Getter Forbidden launches a net from it's fingers that entangles the target.<br />
[b]Forbidden Punch:[/b] A powerful punch.<br />
[b]Getter Homing Cannons:[/b] Powerful railguns on Shin Getter Forbidden's back that fire shells that home in on the enemy.<br />
[b]Cannon All-Out Attack:[/b] A multitude of cannons appear all over Shin Getter Forbidden's body, firing a massive salvo of shots at anything nearby.<br />
[b]Daisetsusan Oroshi:[/b] Shin Getter Forbidden grabs the foe, then spins him around before finally hurling him far into the distance.<br />
[b]Getter Change Attack:[/b] A fearsome coordination attack between all of the pilots of Shin Getter Calamity. They first transform to Shin Getter Forbidden, who grabs the targets using Daisetsusan Oroshi, hurling them far into the air. It then transforms to Shin Getter Raider, who then proceeds to pummel the helpless enemies with Mirage Hammer. Finally they change to Shin Getter Calamity who blasts them with a full power Getter Beam Blazer.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The ultimate Getter, made by Dr. Saotome. Shin Getter Forbidden is the third form of the unit, focusing on high defense. Slow and lumbering, Shin Getter Forbidden can withstand almost anything thrown at it.<br />
<br />
The OAV doesn't go into detail about where the Shin Getter Forbidden comes from, however as it is basically a retelling of the finale of season 1, it gets inferred that Ryoma, Benkei, and Hayato were using Shin Getter Calamity all along. Considering the technologies at work in the unit, though, it doesn't really make any sense.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Mazinkaiser_(Shift_Mazinger)Mazinkaiser (Shift Mazinger)2008-08-15T18:12:25Z<p>Umbaglo: </p>
<hr />
<div><pre><br />
[b]Mazinkaiser (Shift Mazinger ver)[/b]<br />
<br />
[b]Armor Material:[/b] Shift Chogokin Z Alpha<br />
[b]Height:[/b] 23 meters<br />
[b]Weight:[/b] 81 tons<br />
[b]Pilot(s):[/b] Kouji Kabuto and Tetsuya Tsurugi<br />
[b]Creator(s):[/b] Dr. Juzo Kabuto<br />
<br />
<br />
[b]Ability Data[/b]<br />
<br />
[b]Japo-Get Drive:[/b] The Drive consists of a number of high-capacity batteries that store the workable energy. Once the batteries start to get low, the Drive runs a portion of it through a sheet of Japanium contained in an energy absorbing housing. The amount used is negligable, however keeping the system stable while the massive influx of Getter Energy is trapped and converted uses a large amount of stored power: As a general rule, most Japo-Get Drives are programmed to recharge at 25% capacity, though usually only 10% capacity is required to keep all systems stable. Because all available energy is being used to keep the raging Getter Energy under check, the device being powered by the Japo-Get Drive cannot function unless it is connected to an external power source.<br />
[b]Shift Chogokin Z Alpha Armor:[/b] The strongest version of Shift Chogokin in existence, it is capable of turning away all but the most powerful of attacks. In addition, it has mysterious systems that allow any damaged sections to automatically regenerate over time, making it exceptionally difficult to cause lasting damage to the Mazinkaiser.<br />
[b]Kaiser Scrander:[/b] A large attachment that goes onto the Mazinkaiser's back that allows flight. It can also be used as a weapon if needed.<br />
<br />
<br />
[b]Weapon Data[/b]<br />
<br />
[b]Kaiser Vulcans:[/b] Low-powered machine cannons mounted in Mazinkaiser's head.<br />
[b]Rei Dou Beam:[/b] A freezing ray fired from Mazinkaiser's eyes.<br />
[b]Rust Tornado:[/b] A powerful tornado is blown from Mazinkaiser's "mouth", which erodes the enemy's armour, making them easier to damage.<br />
[b]Kaiser Rifle:[/b] A self-contained weapon which fires blasts of Getter Energy. Uses replacable batteries to power the containment fields.<br />
[b]Kaiser Blade:[/b] A very large and sturdy sword.<br />
[b]Scrander Boomerang:[/b] Mazinkaiser throws the Kaiser Scrander as a boomerang. As the scrander's pretty big, this can cause some serious damage.<br />
[b]Getter Smasher Punch:[/b] Mazinkaiser charges up Getter Energy into it's fists before launching them at it's foes.<br />
[b]Fire Blazer:[/b] Mazinkaiser fires powerful beams of Getter Energy from cannons on the back. The cannons use containment fields to focus the Getter Energy in a single direction, resulting in greater power.<br />
[b]Blazing Fire Blazer:[/b] In addition to firing Mazinkaiser's Fire Blazers, Mazinkaiser also fires a large amount of Getter Energy from the Japanium plates on it's chest.<br />
[b]Kaiser Tackle:[/b] Mazinkaiser powers plates of Japanium located around it's body, turning it into a raging inferno. Then, Mazinkaiser charges headlong into the enemy, dealing massive damage to anything in it's path.<br />
[b]Full Power Kaiser Blade:[/b] By powering the ring of Japanium around the base of the Kaiser Blade just before striking the target, Mazinkaiser can deal added Getter Energy damage. While the amount of energy used to power the Japanium is small, signifigantly more energy is used to produce a containment field which directs the Getter Energy towards the target.<br />
[b]Kaiser Getter Nova:[/b] Mazinkaiser's ultimate attack. By overloading the Japanium plates all over it's body, Mazinkaiser creates a powerful shockwave of Getter Energy, capable of obliterating almost anything in it's path.<br />
<br />
<br />
[b]Technical and Historical Notes[/b]<br />
<br />
The ultimate Mazinger, built by Dr. Kabuto. It's power is too great to be handled by one man alone, so it is piloted by both Kouji Kabuto and Tetsuya Tsurugi. The OAV doesn't go into detail about where the Mazinkaiser comes from, however as it is basically a retelling of the finale of season 1, it gets inferred that Kouji and Tetsuya were using Mazinkaiser all along, and that Freedom and Justice Mazinger never existed.<br />
</pre></div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Shift_Mazinger:_The_Last_Battles_of_the_WorldShift Mazinger: The Last Battles of the World2008-08-15T15:38:18Z<p>Umbaglo: New page: ==Series Details== '''Series Name:''' Shift Mazinger: The Last Battles of the World '''Series Info:''' SimChamber Original Series '''Description:''' The Last Battles of the World is a s...</p>
<hr />
<div>==Series Details==<br />
<br />
'''Series Name:''' Shift Mazinger: The Last Battles of the World<br />
<br />
'''Series Info:''' SimChamber Original Series<br />
<br />
'''Description:''' The Last Battles of the World is a short, one episode OAV which was nothing more then an excuse to reveal the Shift Mazinger designs of Mazinkaiser and Shin Getter. The episode was pretty much a remake of the climatic battle between the Mazingers and Getters from the first season of Shift Mazinger, however instead of the units used there, the battle is between Mazinkaiser and Shin Getter, with no real explination as to where they came from.<br />
<br />
<br />
==Units==<br />
<br />
* [[Mazinkaiser (Shift Mazinger)|Mazinkaiser]]<br />
* [[Shin Getter (Shift Mazinger)|Shin Getter]]</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Shift_MazingerShift Mazinger2008-08-15T13:05:43Z<p>Umbaglo: </p>
<hr />
<div>==Story==<br />
The Multiverse. A set of possible universes like ours, but not quite the same. Different choices, different events, infinite possible "what-if" scenerios. This is a tale of one of them.<br />
<br />
Dr. Kabuto and Dr. Saotome were researchers at the International Research Center. In order to overcome a roadblock in his research, Dr. Kabuto approached Dr. Saotome for his assistance. Kabuto, working on producing stronger alloy materials that are still flexible when not required, asked for Saotome's expertise in electrical systems. He theorized that if he could produce an alloy that hardened when a charge was run across it, then he would have the alloy he desired.<br />
<br />
<br />
Getter Energy is produced by running a simple electrical charge through a sheet of Japanium, resulting in a massive multiplication in effective energy, something considered to be completly impossible. This energy is hard to control, so it is usually produced and then released. If necessary, some of the energy can be "siphoned" off of the resulting blast and converted back into regular electricity and stored for later use.<br />
<br />
The Japo-Get Drive works on this principle. Since Getter Energy is too hard to control, the Drive consists of a number of high-capacity batteries that store the workable energy. Once the batteries start to get low, the Drive runs a portion of it through a sheet of Japanium contained in an energy absorbing housing. The amount used is negligable, however keeping the system stable while the massive influx of Getter Energy is trapped and converted uses a large amount of stored power: As a general rule, most Japo-Get Drives are programmed to recharge at 25% capacity, though usually only 10% capacity is required to keep all systems stable. Because all available energy is being used to keep the raging Getter Energy under check, the device being powered by the Japo-Get Drive cannot function unless it is connected to an external power source.<br />
<br />
<br />
Shift Chogokin Armor is a strong, sturdy material that is capable of withstanding large amounts of stress without breaking or buckling. However, when you apply a charge to the armor, it becomes capable of vibrating in such a way as to negate large amounts of impact force. The only downside is that the armour must have previously been struck by the object before it can "know" the frequencies required to negate the damage. Successive blows can increase the potency of the counter-frequency, though it can only go so far: After a certain point, the frequency cannot be refined any further. These vibrations are effective not only against physical attacks, but also against weapons based on Getter Energy.<br />
<br />
<br />
After Saotome betrayed the IRC and stole the secrets to the Japo-Get Drive to use in his plans of world domination, Kabuto knew that he was the only one who could stop him, so he used his newest development, Shift Chogokin Armor, to build 2 robots to stop Saotome's Mecha Suits.<br />
<br />
<br />
==Series==<br />
<br />
* [[Shift Mazinger Units|Shift Mazinger]] (TV)<br />
* [[Shift Mazinger: The Last Battles of the World]] (OAV)</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Psychoranger_BluePsychoranger Blue2008-07-06T21:49:16Z<p>Umbaglo: New page: [b]Psychoranger Silver[/b]<br> <br> [b]Height:[/b] 5'8"<br> [b]Weight:[/b] 730 lbs<br> <br> [b]Ability Data[/b]<br> <br> [b]Heavy Shield:[/b] Psychoranger Blue carries a heavier shield the...</p>
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<div>[b]Psychoranger Silver[/b]<br><br />
<br><br />
[b]Height:[/b] 5'8"<br><br />
[b]Weight:[/b] 730 lbs<br><br />
<br><br />
[b]Ability Data[/b]<br><br />
<br><br />
[b]Heavy Shield:[/b] Psychoranger Blue carries a heavier shield then the others to help protect himself and others from attack.<br><br />
[b]Tough Body:[/b] Blue is the toughest of the Psychorangers, taking attacks in place of the others.<br><br />
<br><br />
[b]Weapon Data[/b]<br><br />
<br><br />
[b]Melee:[/b] Standard melee attacks.<br><br />
[b]Ranger Sword:[/b] A standard sword for close combat.<br><br />
[b]Ranger Revolver:[/b] Twin revolvers to harass distant opponents.<br><br />
[b]Ranger Chakram:[/b] A wired chakram with a beam blade. Blue swings it in a wide arc to attack anything near him or the other Psychorangers.<br><br />
<br><br />
[b]Technical and Historical Notes[/b]<br><br />
<br><br />
A member of Baral's elite defense unit, Chouki Taisen Psychoranger. His true identity is a secret, and he only appears when danger is around. Blue is actually a title awarded to the member of the team with the most defense, able to take hits for the others to protect them from harm. However, this generation's Blue has weaker psychic power then previous, so he relies on more conventional weapons instead.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Psychoranger_RedPsychoranger Red2008-07-06T21:13:55Z<p>Umbaglo: New page: [b]Psychoranger Red[/b]<br> <br> [b]Height:[/b] 5'6"<br> [b]Weight:[/b] You don't ask ladies that!<br> <br> [b]Ability Data[/b]<br> <br> [b]Strike Shields:[/b] Psychoranger Red carries 10 ...</p>
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<div>[b]Psychoranger Red[/b]<br><br />
<br><br />
[b]Height:[/b] 5'6"<br><br />
[b]Weight:[/b] You don't ask ladies that!<br><br />
<br><br />
[b]Ability Data[/b]<br><br />
<br><br />
[b]Strike Shields:[/b] Psychoranger Red carries 10 smaller shields which are controlled by psychic energy to deflect attacks.<br><br />
<br><br />
[b]Weapon Data[/b]<br><br />
<br><br />
[b]Melee:[/b] Standard melee attacks.<br><br />
[b]Ranger Sword:[/b] A standard sword for close combat.<br><br />
[b]Ranger Revolver:[/b] Twin revolvers to harass distant opponents.<br><br />
[b]Strike Shields:[/b] In addition to deflecting attacks, Red can also use her Strike Shields to attack opponents.<br><br />
[b]Psycho Cannon:[/b] A powerful cannon which fires condensed psychic energy.<br><br />
<br><br />
[b]Technical and Historical Notes[/b]<br><br />
<br><br />
A member of Baral's elite defense unit, Chouki Taisen Psychoranger. Her true identity is a secret, and she only appears when danger is around. Red is actually the title awarded to the leader of the Psychorangers. This generation's Red is the first in Baral's history to be a woman Ranger.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Psychoranger_SilverPsychoranger Silver2008-07-06T21:10:14Z<p>Umbaglo: New page: [b]Psychoranger Silver[/b]<br> <br> [b]Height:[/b] 5'9"<br> [b]Weight:[/b] 580 lbs<br> <br> [b]Ability Data[/b]<br> <br> [b]Shield:[/b] Psychoranger Silver carries a shield to help protect...</p>
<hr />
<div>[b]Psychoranger Silver[/b]<br><br />
<br><br />
[b]Height:[/b] 5'9"<br><br />
[b]Weight:[/b] 580 lbs<br><br />
<br><br />
[b]Ability Data[/b]<br><br />
<br><br />
[b]Shield:[/b] Psychoranger Silver carries a shield to help protect himself and others from attack.<br><br />
<br><br />
[b]Weapon Data[/b]<br><br />
<br><br />
[b]Melee:[/b] Standard melee attacks.<br><br />
[b]Ranger Sword:[/b] A standard sword for close combat.<br><br />
[b]Ranger Revolver:[/b] Twin revolvers to harass distant opponents.<br><br />
[b]Psycho Punch:[/b] Silver focuses psychic energy into his fist, unleashing it as a powerful punch.<br><br />
[b]Psycho Sword:[/b] Silver focuses psychic energy into both hands, bringing them together to form a powerful sword.<br><br />
<br><br />
[b]Technical and Historical Notes[/b]<br><br />
<br><br />
A member of Baral's elite defense unit, Chouki Taisen Psychoranger. His true identity is a secret, and he only appears when danger is around. Silver is actually a title awarded to the member of the team with the strongest psychic powers, and while he is not the leader of the Psychorangers he has a lot of sway and commands the Psychorangers' super robot, Super Defender X-Type.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Gespenst_XNGespenst XN2008-06-18T10:38:28Z<p>Umbaglo: </p>
<hr />
<div>[b]Gespenst XN[/b]<br><br />
<br><br />
[b]Height:[/b] 5'3"<br><br />
[b]Weight:[/b] 495 lbs<br><br />
<br><br />
[b]Ability Data[/b]<br><br />
<br><br />
[b]Beam Coat:[/b] Gespenst XN wears a coat that helps repel beam attacks.<br><br />
<br><br />
[b]Weapon Data[/b]<br><br />
<br><br />
[b]Plasma Slicer:[/b] The only obvious weapon of the Gespenst XN is a plasma sword similar to the ones used by the other SDG units.<br><br />
[b]Panzer Missiles:[/b] Large missiles fired through a dimension gate at Gespenst XN's enemies.<br><br />
[b]Slash Ripper:[/b] Using a dimension gate, Gespenst XN throws blade disks at the enemy that also explode after they slice it up for extra damage.<br><br />
[b]Neutron Beam:[/b] A powerful beam rifle stored in an alternate dimension, only pulled out via a dimension gate when needed.<br><br />
[b]Vampire Laser:[/b] A peculiar beam rifle stored in an alternate dimension, only pulled out via a dimension gate when needed. When a target is hit by the laser, it drains some of their energy, recharging Gespenst XN in the process.<br><br />
<br><br />
[b]Technical and Historical Notes[/b]<br><br />
<br><br />
When Helios goes into combat, he transforms into the Mobile Citizen Gespenst XN, though no one can figure out how this is possible. A master of dimensional travel, most of Gespenst XN's weapons actually come from alternate dimensions, and are pulled through small dimension gates when needed.</div>Umbaglohttps://www.big-metto.net/MateyMatch/DesignWiki/index.php?title=Helios_OlympusHelios Olympus2008-06-18T10:35:36Z<p>Umbaglo: </p>
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<div>[b]Helios Olympus[/b]<br><br />
<br><br />
[b]Height:[/b] @%$&&#@^<br><br />
[b]Weight:[/b] $^*&*(**@!@%&@!$^&%<br><br />
<br><br />
[b]Technical and Historical Notes[/b]<br><br />
<br><br />
A riddle wrapped in a puzzle surrounded by an enigma. It's not known where Helios came from, and all he would say is that it's from a far off dimension. However, he does have special powers, and is able to transform into the Mobile Citizen Gespenst XN in order to help the SDG in it's battle against the Dark Crusaders.</div>Umbaglo