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corp:shasta_no_sekai:terror_wolf_project:lancer

Shasta No Sekai Lancer Class Mech

Designed in YE 44 and completed later in YE 45, the Lancer is a light battle-oriented mech fielded by the Shasta No Sekai corporation to enforce its claim over the spacer outpost of Freehold Factory from rival salvage corporations and trespassers. The Lancer features a large self-propelled gun that delivers meter-long thorium-tipped drills to drill into and then penetrate targets.

πŸ”±LancerπŸ”±
Class: Light
Role: Anti infantry, Anti PA, anti-vehicle
Faction:
Tier: Light Mecha
Nomenclature: Sw-Tw-3L
Price: Not For Sale1)
Contract Price: 2,000 DA2) per week3)

About the Lancer

The Lancer was created by the Shastas World corporation the as a response to the growing threat of heavily-armored enemy mechs and tanks on the battlefield. Its primary purpose is to engage and destroy these targets at long range, using its Super Rocket Gun to penetrate their armor and deliver devastating explosive damage. Designed for long-range combat against heavily armored targets. Much like the Pathfinder Class Mech it is a very light platform with a weapon above its tier to fill the same purpose through different means. It is equipped with a variety of weapons, including a powerful Super Rocket Gun that allows it to take out heavily-armored targets with ease. Unlike the pathfinder, however, the Lancers munitions are guided allowing it to fire and forget and act as more of a skirmisher performing hit and run attacks as compared to the pathfinders sniping ability.

History

The Lancer was developed in YE 44 as response to the increasing need for mechs that could engage heavily-armored targets at long range. The project was spearheaded by a the R&D team who recognized the limitations of existing mech designs and sought to create a new type of mech that could meet the changing demands of the battlefield.

Failing to conquer any such limitations they drew back on what they knew and the Lancer was finally unveiled to the corporation as a solution to the problem of heavily-armored enemy mechs. It quickly gained a reputation as one of the most powerful and effective mechs on the battlefield and its Super Rocket Gun became feared by enemy pilots everywhere.4)

Key Features

Small and agile the Lancer is designed to provide heavy firepower on a scale comparable to a heavy tank destroyer. Being more manueverable and agile than one the Lancer is a hit-and-run anti-armor skirmisher.

  • Agile and maneuverable weapons platform.
  • Powerful, far-reaching optics and weapons
  • Light, low-cost alternative to conventional mechanized warfare.
  • Specialized anti-armor weaponry.

Appearance

The Lancer stands not much taller than some common tanks and not nearly as wide. Its entire frame is devoid of not only basic aesthetic display but also symmetry where the two sides of the mech differ and end only at the legs while most of the top of the mech is taken up by a large SPG weapon hunched over the Lancer and is covered with protective ERA style panels.

Statistical Information

The Lancer is manufactured by Shastas' World corporation and is explicitly manufactured for use by the Terror Wolves of Freehold. Any actual purchase requests should be made via correspondence with the corporation.

  • Crew: One pilot
  • Maximum Capacity: One
  • Passenger Capacity: Zero
  • Width: 3m (10 foot at its widest point)
  • Height: 5.2m (17 feet tall)

Speeds

The Lancer is a ground-based bipedal platform. It can walk, stride, and even jog to a degree and is culpable in most uneven terrains. The frame has several jump-jet style thrusters that allow it to momentarily boost itself over obstacles or terrain.

  • Ground speed: 140 km/h. (87 m/ph)
  • Air speed: 22m/s (50 mph)
  • Range: 320 km (198 miles).
  • Lifespan: One deployment before refit/repair.

Damage Capacity

See Damage Rating (Version 3)

  • Body: T-6 Heavy Armor6)
  • Shields: Zero, no Shields.

Entering and Startup

The Lancer contains a standard Shastas' World Mech Cockpit with everything it entails from terminals to the in-house Fairy AI assistant. The rest of the interior of the mech is practically non-existent for its size. Because of this the entry and exit of the mech are fairly simple.

Like a fighter cockpit the armored Transparent Durandium can be opened from either side of the mech after first scaling the mechs default crouch when inactive through readily available steps and handholds built into the armored legs and fuselage. From there the process simply involves sealing the usually airtight seals of the cockpit and securing oneself into the pilots' seat.

Exiting is just as simple with the added option of an ejection system that blows the transparent durrandium away from the fuselage with exploding bolts before ejecting the seat skyward.

The startup process is also easy. Requiring only the company issued Fairy to be inserted into the electronics of the cockpit much like a simple key-fob where it will then manually startup the mech remotely and begin diagnostic procedures and simulated testing in a matter of nanoseconds before she gives the all-clear or advising of any detected issues. In which case the mechs navigation, controls, and weapons will unlock and be released to the pilot.

Shutting down is just the same with requiring the mech to be in a stationary position where the AI can safely stop all systems and cut power from the battery banks and weapons until the mech is safely inset and will usually not allow the remote unlocking of the fuselage until the AI has been removed to ensure the mech can not be too easily stolen.

Weapons Systems

The Lancers' weapons allow it to excel at a wide variety of ranges and against just as wide a spread of targets from infantry and powered armor to light vehicles and even low-flying aircraft. It houses a main weapon in the form of the Super Rocket Gun which is built into the mech and is not interchangeable. and comes stock with a single Hyper Laser and Macro laser with the two secondary weapons being interchangeable with a single Light and Medium hardpoint each.

The Super Rocket Gun is not replaceable with other weapons

Primary: Super Rocket Gun
Purpose: Anti-vehicle, anti-PA.
Damage Rating (Version 3): T-8 Medium anti-mecha
Amount: One
Location: Top fuselage
Range: 4,900m +/-
Secondary: Hyper Laser
Purpose: Anti-vehicle, anti-PA.
Damage Rating (Version 3): T-5 Medium anti-armor
Amount: One
Location: Right fuselage
Range: 6,000m +/-
Secondary: Macro Laser
Purpose: Anti infantry
Damage Rating (Version 3): T-3 Heavy anti-personel
Amount: One.
Location: Left fueselage
Range: 5,000m +/-

Onboard Systems Descriptions

Armor

The lancer ant boasts a standard Durandium Alloy armored frame protects the mechs main armor in its entirety with the exception of the cockpits Transparent Durandium which is significantly more vulnerable than the rest of the armor and the interior joins semi-exposed under the thigh and shin armor. The exposed joint, however, is still reinforced to significant small arms damage and fire and is complemented by not only these segments of armor but the entire mech being coated in an anti-beam coating to give it limited defense under fire against beam, laser, energy, and even aetheric damage until the coating is worn off by damage in those areas.

The mech is, however, still susceptible to high damage kinetic and explosive-based damage that penetrates its armor and still lacks any form of shielding.

Fairy Ai

The mech contains a Fairy Ai artificial intelligence assistant.

The mech contains a Shastas' World born and raised Fairy AI. The AI itself is housed deep within the core of the mech and draws negligible power from its batteries. The fairy itself controls many of the sub-systems of the mech while also helping its pilot with:

  • minute adjustments to the aim of the weapons
  • reading of digital maps
  • monitoring of radio signals and communications
  • monitoring the position of the mech
  • communicating with other fairies in other mechs
  • controlling swift drones
  • deploying and controlling the mirage system

Jump Jets

A simple, if not effective jump jet system is installed on the mech to help it move up or along difficult terrain. While not capable of true flight they are more than enough to lift the mech off the ground for a few seconds at a time and enough for them to clear obstacles or scale terrain. They are also good for clearing around the feet of the mech of hostile infantry or pesky shrubs.

The jets are activated by the pilot but flown directionally by the AI to ensure the mech does not end up landing sideways or on its own cockpit.

Power Bank

Deep within the mech and under the cockpit seat houses a massive battery bank of Hyper Cells that power the mech without the need of combustion-based fuels. These batteries, linked to alternators to keep them holding their charge through the movement of the mech itself only power the mech and its most basic systems by default but can be drawn from to power weaponry on-demand in an emergency at the risk of cutting operation time from the mech through their usage or by powering related energy-dependent systems.

The mech has a backup rack of hyper cells that come online and can power the mech for its final hour of operation time. But have a secondary use that they can be ejected from the mech above and behind it and detonated to create a kind of dangerous flashbang effect around it with a massive and bright explosion that can also severely damage or kill individuals or armor near the mech but risks damage to the mech as well.

Sensors

Basic scanning is capable by the mech with a built in package for discovering distant signatures of vehicles, armor, aircraft, powered armor, starships, aether signatures, etc. at a significant range and detail and can be viewed on any of the mech's cockpit screens.

An inline GPS system is also installed coupled with the radar and ladar and the mechs optics can easily mark enemies and landmarks alike and keep them tracked. But is also capable of expanding even further when paired with the mechs drones to create an incredibly detailed area map.

Likewise for electronic defense, electronic defense system is installed that contains passive Radar Warning Receivers, Laser Warning Receivers, and infrared warning sensors to alert the pilot to incoming threats. Active defenses include two Laser Dazzlers, anti-radar chaff, thermal flares, as well as radar-jamming equipment to complement the sensor suite to allow the fairy or pilot to deploy active countermeasures on demand.

Optics

An optical package is mounted on the side of the hyper lasers and has a range of utilities from infrared heat-sensing cameras and IR detection to night vision aetheric detection filters and sound-wave microphone setting to detect audio from even from extreme distance to the point that even spoken conversation can be somewhat interpreted from several miles away with the Fairy AI assisting in its operation to lip-sync and attempt audio correction as with significant distance the sound deterioration is often too distorted for normal human hearing to comprehend.

All this is topped with impressive high-definition clarity and zoom function allowing any of those features or just simple long-distance zoom to be used and even linked to any of the cockpits consoles for viewing.

Mirage Camoglague System

The mech contains a Shastas' world Mirage camouflage System. This system, much like the Fairy Ai's nanites that make up its avatar and clothing the Mirage is a camouflage system of the very same AI-controlled nanites in six large twenty-gallon tanks. Each tank, when deployed, ejects all of its nanites to create a cloud of optical camouflage around the mech that mimics closely to Yamatais' common volumetric capabilities. When stationary it can mimic things such as scenery, bushes, flora, debris, etc. And even more advanced projections such as fire, plasma, light, and so forth and can project from the inside of the cloud an outside perspective or holes in it to allow optics to see through.

The Mirage system can also be used semi-offensively as a faux-weapon by mimicking things such as fire, projectiles, and even people like infantry or weapons. The system is controlled by the AI and can be used within 100 feet of the mech for other vehicles or actions as well. The short life of the nanites, however, means when they aren't linked together with others to create optical camouflage they will quickly die within less than a minute.

Life Support

When in less than ideal conditions the mech has basic heating and cooling systems as well as recyclable air exceeding twelve hours of reserved oxygen. Fire extinguishing systems are included with a small personal scale fire extinguisher in the cockpit that is sometimes even fully charged.

An emergency escape system is also linked to the cockpit in the form of the cockpits bolts exploding outwards and ejecting the pilots' seat much like a standard aircraft ejection seat. This system also saves the fairy AI which is housed in the pilots' seat but may not save the pilot from hazardous conditions such as a lack of air or extreme heat.

Drones

While not housing any drones in its body, the mech has a built-in uplink allowing the pilot(or more likely the AI) to control nearby drones. This uplink also allows the sharing of information gathered by corporation drones and automated soldiers to be shared with all linked mechs VIA their Fairy-AI.

Maintenance and Repair

Due to the quality of materials and labor shortages on assemblies from high fatalities, the Lancer is often subject to a constant need for repair and maintenance after each engagement and without such is liable to break down from minor system failure to a catastrophic machine and weapons failure. It is recommended to never run the mech past its detailed operations time and never to avoid pre-flighting the mech or performing the necessary preventative maintenance on it to avoid unnecessary loss of life.

OOC Notes

Charmaylarg created this article on 2023/02/14 09:34.

Approved by Wes Here

Products & Items Database
Product Categoriesmecha
Product NameLancer class mech
NomenclatureSw-Tw-3L
ManufacturerShasta No Sekai
Year ReleasedYE 45
1)
Contact an SNK representative to negotiate
2)
1,000KS
3)
Per-Mech
4)
This statement while advertised by the corporation is entirely untrue.
5)
Per Mech
6)
Cockpit is weaker

Quality:
corp/shasta_no_sekai/terror_wolf_project/lancer.txt Β· Last modified: 2023/12/21 04:21 by 127.0.0.1