No one is intrested so...
#1
Posted 06 April 2007 - 11:51 AM
Open, yet still under revamping!
This section here is for all out of character information regarding to the role-play ?The Symphonic.? This section is reserved fully, and posting is restricted too only people posting new additions too this page after I have given permission.
.::Link too ?The Symphonic? Role-Play::.
.::Link to the "The Symphonic Pub"::. for all out of character role-play posts/complaints/suggestions.
.::Contents::.
-Rules and regulations.
-General role-play suggestions.
-Application information.
-Application form (general)
-Application form (specialized)
-Technology of the RP.
#2
Posted 06 April 2007 - 11:53 AM
-All members are required to follow the TOS of the site.
-All members are asked not too god mod, create ?Hero? characters.
-All members are asked to be respectful of the owner, (I have feelings too!) the other members, and the moderating staff.
-No flaming, swearing, or generally being rude to another player will be tolerated. Breaking this rule will result in an immediate ban from the game.
-Please try to keep OCC chatter in the ?Symphonic Pub.?
-Please do not beg for additional skill points, they are rewarded on a quazi mathematical system. So you get them over time.
I?m a pretty laid back person, so I won ?t be too harsh on enforcing the rules, however if you have an issue, please post it in the pub and see if other Rpers can resolve your issue. Also this is where I?ll most likely read your issue as well.
#3
Posted 06 April 2007 - 11:57 AM
I have put quite a few limiters into this RP to stop god Modding and ?Hero characters?. However I simply don?t have enough time and energy to address everything that will come up. (That?s why I?ve created this section actually. In the battle arena too many people complained about stupid stuff and I got to busy.) This means that if you see its not recommended in this section, don?t even ask.
::Creating Memorable Characters::
On of the things that everyone wants to do is be the hero of every adventure. The thing is, you can?t be. It?s not fair for everyone for you too establish yourself as the star all the time. Your characters should be noteworthy, yet they shouldn?t be too the point in which they can do anything.
A simple way too get around this issue is by applying three simple rules when you make a character.
The first is realism. Make your character as plausible as you can, this actually gives you more options in the long run. By giving your character realism, they tend to become more believable and when you need to think of how they react in certain settings, you have to put in less thought and the post becomes more fluid and natural looking.
Next comes the rule that fact that you should make your character strong in one single area. It can help you stand out, but only to the point in which your unique, and not the star of the whole Role-play.
Also as a last rule, don?t try to be involved in everything, if you do, your character knows too much and gives them sort of an unfair knowledge advantage over everyone, and you shouldn?t be in every scene.
Also, it?s a good idea to stick with the Anti Munch Project Terms; these are well-respected ideas for role-playing.
Anti Much Project:
The following are common problems in RPs please try to avoid these, but keep in mind you can still break some of these ?rules? occasionally, just try to be wise about it.
Aimbotters: Especially annoying when using NPCs, as NPCs don't get to argue about munch...
A: Three hundred seventy of my trained assassin gymnasts crest the hill, sight you, and rush toward you.
B: Luckily, I have three hundred sixty-nine bullets in my chain gun! I quickly mow them all down, each taking a single bullet to the head, and peg the last one with a rock in the sternum.
Godmoders: Obvious.
A: Now that you're strapped to the end of a naval cannon, I fire it.
B: Whoosh! I nimbly dodge, somehow forgetting the fact that I'm restrained by three-hundred-pound chain!
Boa Constrictors: Threads that have a long list of rules that prevent any characters except their own from roleplaying in that thread. No example will be given here, since that would be suggesting rules that shouldn't be used at all, and used separately these rules would be fine.
Boa Constrictors most commonly like to ban most forms of magic, guns, NPCs, technology, 'special' abilities etc. The result is, as I said, a thread in which very few characters can venture.
More recently, a favourite among Boas is to restrict character appearance to avatar appearance, and thus limit looks and powers to fire, ice, light, dark, angelic, and demonic.
I do emphasise that threads should have whichever rules they want, within fairness to other roleplayers. Lists of rules which prevent too much are too, let's face it, n00bish.
[Suggested by oxymoron_02]
IDKFA-ers: Most likely people attempting to emulate Solid Snake or some other cheesy spy-novel hero.
A: You're all out of ammo for all five of your Ingram submachine guns, 501!|). Since you're buck-naked, I know I can now safely step into the open and begin returning fire.
B: Ha! Little did you know, I have twelve shuriken hidden within my pubic hair!
Twinks: Sometimes allowed in certain RPs. If the RP isn't specifically about invincible deities and such, a simple rule is that if the strengths aren't counterbalanced with relatively equivalent weaknesses (or if the reasoning behind the phenomenal cosmic powers isn't eloquently and appropriately explained), you're dealing with a twink.
A: A punch coming, eh? Well, seeing as you're a seven-year-old child and I'm riding in a twenty-meter mecha, I won't bother dodging.
B: Fooled you! I have the power to DESTROY EVERYTHING when I punch it! I'm just like an X-Man, and therefore require you to suspend all logic when RPing with me! Oh, and I have the power to steal your girlfriend, too.
Min-maxers: Not a lot of those running around here, thank goodness... that's more of a DnD-style paper game issue.
A: I've successfully broken into the facility which gave you your incredibly 1337 power armor. Now I pull up the file on it. What does it say about weak points?
B: The metal of my armor is... um... allergic to praying mantis urine.
Miss Cleos: Obvious.
A: ((OOC: There's a secret switch hidden in the lamp.))
B: I suddenly think to myself-- why not check the lamp for hidden switches? Call me now for your free reading!
McFlys: An all-too-common menace.
A: Ha! Now that the force field is down, I run inside your evil lair!
B: Um... um... there's also a super-secret second force field which causes you to die instantly! I just didn't say anything about it because... um... I had to do my laundry! Not because I just thought of it now! Honestly!
Hi-jackers: These are intensely annoying for thread creators. They are often members of that thread, also. [Suggested by oxymoron_02]
A: Ok! Our base is under attack and we have to defend it!
B: *Goes and activates the base's self destruct* Everybody run you have three minutes!
Puppetmasters: Another overly common occurrence.
A: I step carefully into the room, peering around for occupants.
B: Suddenly a dragon pokes you in the eye. You run screaming from the room, whereafter you go home, make a pickle sandwich, and call your mother to cry about how she ruined your life.
Daydreamers: Not exactly munch, per se, but it does get annoying.
A: In the middle of the intense shootout, I dash across the narrow alley, ducking and weaving in hopes to avoid getting hit. I'm unsuccessful; two bullets peg me in the shoulder, throwing me back into a Dumpster.
B: The bullets make me think back to my days as a youth, when I had to melt down tin soldiers to use as musket balls against the Redcoats... or was it redskins? I can't remember. Anyway, I had to walk uphill all three ways to school and back, running from glaciers all the while. It was torture, lemme tell ya. And then there's the story of how I met my first wife...
Prosecutors: People who claim every one else is Munching when they are the only one who is. [Thought of by Asmodeus The Crow]
A: I, a powerful fire mage, cast a combustion spell at the tree you are in. Thus setting a large portion of the tree on fire.
B: I think about what to do, jump off the tree or run down it. I choose run down the tree through the fire, but I don't catch on fire.
A: ((That doens't make sense...))
B: ((Oh, but it does! The fire couldn't have spread fast on that dry old tree. It was still a small fire and it was just god-modding to make itself big!))
Shoe elves: Pretty obvious.
A: ((OOC: Well, gotta go to bed. Big neurosurgery test tomorrow.))
B: Ho, ho, ho! Now that the loser's gone to bed, I can strap his character to a cross and peg him with rotten fruit!
Revisionists: Another prevalent problem.
A: You chose the blue pill? Ooh, tough luck.
B: Red! I said red!
Don't go pulling that "I can read your previous post" mind game crap, either!
Speedhackers: One of the worst we have to deal with.
A: I walk to the door and step outside.
B: Suddenly, twelve men grab you, carry you off to my secret lair in Tibet, and torture you for weeks. When you finally die from the agony, we bury you in the frozen wastes. Hundreds of years later, arhcaeologists discover your frozen body and try to determine if you're another Lucy.
Oxymorons: Luckily rare.
A: I'm a farmer with a shotgun.
B: I'm a black hole which emits blinding pulses of visible light!
(For those of you not familiar with physics, black holes allow nothing out of their immense gravity. Not even light can escape.)
Baghdad Bobbits: An advanced (or is that "degraded"?) form of Puppetmaster and Aimbotter combined.
A: I fire at the stationary target, hitting twice but missing with my remaining four rounds.
B: I get tired of your realistic RPing style and poke you in the neck, collapsing your trachea. You die writhing in torment.
Hives: So named after such things as the xenomorphs from Aliens, the Klendathu bugs from Starship Troopers, and the teeming hoardes they generally are. These hoardes are always fearless, will battle until dead, and quite often have some excessive weapons and/or armour.
Basically, it's the guys who have too many NPCs. [Suggested by oxymoron_02]
A: *He sat alone in his one-man fighter ship, quickly scanning the radar for hostiles*
B: *He sat aboard his giant flagship, with his other 1000 ships around him. He ordered them all to attack the tiny fighter in front of them."
Gaseous Snakes: An advanced (or is that "dumb"?) form of McFlys.
A: I walk to the door and open it.
B: Being a fellow with a bit of foresight, I hooked that doorknob to a car battery an hour ago. You're thrown across the room.
Augustines: Far, far too prevalent.
A: Given that this RP's technology base is midieval, I happily drive my cart to the market to buy some maggot-ridden meat.
B: Too late! I already got there in my Gundam and blew up everything with my insanely overpowered weapons! And don't start whining, because my Gundam's already pre-approved in the "This Is Not a Midieval Technology Base RP" thread.
Ironclad Sentinels: This is fast becoming a problem, and refers to when a thread's subject organisation/corporation/military has too many defenses, or defenses that are unrealistically powerful or just plain 'modey. [This AMP suggestion created by kodachi3]
A: I am attacking with a battalion of thirty tanks, air support of twenty gun-ships, and three submarines off the coast with Tomahawk cruise missiles.
B: Defenses - Forcefield that blocks everything but lets our weapons out, invisibility shield around the base, 100 SAM turrets, 100 machine gun turrets, 1000 guards with machine guns, 200 space fighters, 200 tanks.
Batmen: Only a few, but they're a bitch to deal with.
A: In this Fantastic Four RP, I'll be Ben, the gruff rock-man with a heart of gold.
B: I'll be Reed Richards, the living sex toy who hunts down innocent women to subdue with his incredible flexibility!
Zoicite: The people who alter thier character as needed for the situation.
Example: They can turn from an angel to a demon to a dragon to a gundam pilot to a janitor to a literal fly-on-the-wall to an ogre magi to the sacred holder of that important plot element that they need to do what they want.
NIMBY: The people who quite readily attack others' threads, but then stop all attacks on their own thread.
A: They attacked us! Let's go and get them!
B: Our base is protected by three forcefields, giant laser guns, automated robots with plasma guns, and a barrier blocking all weapons and magic!
-OR-
A: They attacked us! Let's go and get them!
B: *Deletes any posts related to an attack*
Trinity: The knowledge downloaders, the omniscience wizards.
A: My character was raised by a gang leader in the harsh conditions of a slum. From this, he learned to wield small firearms fairly effectively and has limited driving abilities.
B: My character was born on a remote jungle island and can fly or drive anything and use any gun with perfect aim.
Quakers: They can magically 'spawn' anything.
A: My character is wearing a form of armour only vulnerable to a drop of water from a holy well in South Dakota.
B: *He pulls out the vial of water from a holy well in South Dakota* "I don't know why I always carried this, but I knew it would come in useful one day."
#4
Posted 06 April 2007 - 12:02 PM
Out of Character Stuff:
Name:
Characters Name:
Sample of Role-play: (If available.)
Are you online often? (YES) (NO)
Position Requesting: (Please check that there is a relating application form for the requested job. This only applies to 1st mate and MCA pilot positions.)
In Character Stuff:
Characters Full Name: (First, middle*, last)
History:
Appearance: (A description of 3 sentences or more is required. Also a picture of a character that resembles them is highly recommended**. I can use it to make a nice little face shot for your characters short introduction.)
Personality:
Abilities: (a general listing of what your character can do.)
Stats:
*middle name is not required.
Mental and physical stats:
Please put 30 skill points any way you feel fit into the following stats:
Endurance/Strength:
Reflexes:
Dexterity:
IQ:
Creativity:
Determination (work ethic):
Please put 30 skill points into the following abilities; you can put a maximum of 10 points into a single skill. However a skill can level up past that point.
Leadership:
Diplomatic Skills:
Writing:
Trade skill (skill name goes here):
Engineering, Ship:
Engineering, MCA:
Engineering, Other:
Engineering, General:
Piloting, Capital ship:
Piloting, LCC:
Piloting, MCA:
Capital Ship Navigation:
MCA/LCC Navigation:
Gunner, MCA:
Gunner, Capital Ship:
Strategy:
Hand To hand Combat
Hacking: (reflexes, IQ, creativity.)
Radio Operator:
Combat:
((This is a very basic list of skills, please feel free to put your own down and the relative stats that affect them.))
#5
Posted 06 April 2007 - 12:03 PM
Please note, I specifically left application here without any said topics. People who take these positions are sort of taking an elite position in the role-play and how they fill out the remainder of the application will help me decide if their up too the task. (But judging from what I?ve seen, most people here should do well.)
Additional information for MCA pilots:
Please choose a MCA that you will use for this game, or design your own costumed model. Custum models can revamp three points of the MCA area into another point. For example just tell me what you intend to change.
For example, you might take a ?1 too Servo strength, to get a +1 in firepower.
Just send me a little information on your craft and I?ll do the rest.
Additional information for the first mate:
This position is a semi game master position, if you take this position you decide two key things. First off, you send me a PM everyone in a while when you think that someone should get additional skill points. Also you decide my characters growth skill points. Also if you take this position please be aware that your commitment to this RP must be high, we can?t have a slacker in this job!!
#6
Posted 06 April 2007 - 12:08 PM
SPACE LINERS
UR Security Battleships
All Purpose Carriers Ship
Dreadnaught Type VII, Dragonlord Steam Runner Class (UR)
This early vessel design was first put together during the early parts of the Unification Wars. Sturdy and steadfast the vessel remained a leading part of the combat ranks all the way through the war. The vessel was originally designed as a fighter holding craft, but because of the introduction of MCA the remaining ships have been retrofitted with bays more suited for MCA transport.
Ships status:
Size: 5km long, 220m wide.
Crew: 60-80
Weaponry: 2 Forward firing pulse cannons and 4 defensive cannons in rotating positions on the top and bottom of the hull. (The tracking systems in most of these crafts are outdated.)
Engines: Six minor pulsar fusion drives.
Speed: Fairly slow, most modern ships can outrun it.
Carrying Capacity (max): 450 000 tons of perishables, 100 000 of munitions, and 250 000 of other cargo.
Craft Complement:
6-8 MCA?s
4 LCC?s
1 Shuttle Craft
Threat Rating: (*1/2.) Not a real threat, it out guns us, but because of its slow speed and older targeting systems we could out run it, or run around to its rear and gun out the engines.
Gunship Type III, Aries Class. (UR)
This ship is a new introduction to the UR fleet. The Aries class is light, quick and manuverable. However it almost completely lacks cargo space and weaponry. This ship is typically used in a short ranged patrol fashion. Scouting for the larger ships in the fleet, then providing them with necessary quadrants to attack pirates and raider.
Ships status:
Size: 1km long, 80m wide.
Crew: 20-25
Weaponry: 1 top mounted energy rail gun. (Slow shooting, but very powerful), or a single rotating top mounted pulse cannon.
Speed: Quite fast, though not as fast as us.
Carrying Capacity (max): 1500 tons of perishables, 120 of munitions, and 25 of other cargo.
Craft Complement:
2 MCA?s
2 LCC?s
Threat Rating: (***) The saying with these craft is, when there is one, there is more. They are scouts we need to avoid them if possible because if we get into a firefight with one, we might be delayed till a larger, more powerful ship can destroy us.
Gunship Type V Mediation Class (UR)
This vessel is a high-speed military transport. It features no MCA or LCC bays. Typically this craft is used to transport goods across the galaxy to military locations.
Ships status:
Size: 6km long, 120m wide.
Crew: 1 ? none, most of these vessels are fully automated.
Weaponry: 2 missile launcher turrets. Each one has a separate tracking system
Engines: Six minor pulsar fusion drives.
Speed: Very Fast, it can match us, if not out run the Gleams.
Carrying Capacity (max): 650 000 tons of perishables, 400 000 of munitions, and 1250 000 of other cargo.
Craft Complement:
None
Threat Rating: (0) Not a real threat, though it may become a nuisance if the automatic targeting system tracks us while we attempt to raid it.
Heavy Attack Transport, Zeus Mobile Station Class. (UR)
This ultra heavy battle cruiser chassis is currently the model UR ship class. Massive, fast, lots of guns, and utterly lethal, this ship is used as a standard inter-planetary transport, a battle ship, and a line gunnery craft. Flexible in use, powerful, and fast the Zeus is the current mass serving ship in the UR Empire.
Ships status:
Size: 8km long, 900m wide, a secondary support deck above that its 4 km long, and 850 wide.
Crew: 400-500
Weaponry: Depends on the ship and its purpose. Has ports on either side for upwards to 15 plasma cannons, and 5 missile launchers. Not to mention the three top mounted rail guns, and other such weapons.
Speed: Average, but compared to other ships it size, it is extremely fast. Uses three super massive fusion drive engines, coupled with 9 smaller control engines.
Carrying Capacity (max): 100 million tons of perishables, 20 million of munitions, and 25 000 of other cargo.
Craft Complement:
12-26 MCA?s
80-140 LCC?s
3-6 Shuttle Crafts
Threat Rating: (****1/2) We avoid confrontations with these crafts at all costs. We could maybe take on one, but typically these ships are in large formations of other crafts as either part of a fleet, or an acting flagship.
Civilian Models
((None worth mentioning as yet.))
Common Pirate Ship Models
((None worth mentioning as yet.))
Our Ship
::Getting too it. be done in a hour::
COMBAT CRAFTS/SMALLER CRAFT
Light Combat Crafts (LCC)
Lift Board:
A standard craft, completely un-crewed and used as a means of transport for MCA?s to improve their Mobility. Vastly increases their speed and mobility. Used by 95% of all MCA?s. They ride it like a surf board or a skate board.
SAF: ?SAF? Standard Atmosphere Fighter:
A simple space, atmosphere fighter plane, used typically for hit and run type missions. There are numerous model types.
MMT: ?MMT? Mobile Missile Torrent:
Simply put, a hover sled with an airtight cabin and a rocket launcher on it. Used to attack MCA from a safe vintage point, overall does not fair to well in direct combat.
Mobile Combat Armours (MCA)
MPCM-J-III: ?MPCM? Massed Produced Combat Mech. (J-Type; mark three.)
The current weaponry forerunner of the UR army MCA core. This standard, factory produced model is balanced in all aspects of combat. Flexible, durable, and most importantly easy to handle, this craft still maintains the standard of all MCA combat vehicles.
Keys Stats.
Number of pilots: 1 Pilot / No additional.
Fire Power: 5/10
Speed: 6/10
Servo Strength: 6/10
Flight Jets Adaptability: 4/10
Max Combat Time: 4/10
Strong Points: No real weaknesses, good in all aspects of combat.
Week Points: No real outstanding abilities.
Pilot Level Required For use Effectively: 4/10
Notable features: It uses a flexible versatile loading system for weapons a fuel, roughly translating into it can use a wide verity of weapons, ports, and is extremely reliable.
ACU-IV: ?Crab Type? Anti Carrier Unit. (Chassis 4)
This is the reigning bombardment king of the UR army?s special task force. This heavily armed craft features numerous improvements in firepower over the pervious Model 3 and Model 3-A types. This model features a huge ion reaction energy generator that provides huge amounts of electrical energies to be used in the massive beam weapons. Because of this, in surprise operations, the Crab must be hidden either behind a large planetary body, or at very least powered down before the attack to hide its massive power signature.
Keys stats:
Number of pilots: 1 Pilot / 1 Gunner and navigator.
Fire Power: 8/10
Speed: 3/10
Servo Strength: 9/10
Flight Jets Adaptability: 1/10
Max Combat Time: 9/10
Strong Points: High firepower, extended combat time, and heavy load lifting.
Weakness: Low max speed, Low movement speed, ill suited for direct combat.
Pilot Level Required For use Effectively: 2/10
Notable Features: able to equip a large catch of weapons and equipment. Can serve as a mobile weapons depot in hot battles or a large gun emplacement on planets. Because of this, they explode rather well so it is recommended that they are not deployed without guards and close to key centres.
HPRC-I-A ?The Rifle Man? High Powered Ranged Craft (Model 1, Customization A.)
This model is a new addition to most MCA combat divisions of the border worlds of the UA. Recently it has also started to appear in many pirate militias and the like. Referred to the Rifle Man not to its outstanding range and firepower, but because of the fact that it has two high powered anti craft weapons instead of the typical malleable hands. These weapons, which are tied directly into the light fusion reactor at the core of the craft have a similar firepower and range as larger craft, thus it serves well in convoy detail. Its sole draw back being that it has an incredible low rate of fire.
Keys Stats.
Number of pilots: 1 Pilot / No additional.
Fire Power: 1/10 too capital ship hull; 10/10 too other light crafts.
Speed: 4/10
Servo Strength: 5/10
Flight Jets Adaptability: 5/10
Max Combat Time: 2/10
Strong Points: Great in anti MCA combat. Excellent range.
Weakness: Poor flexibility in ground combat, unable to ride on lift boards (thus usually has to stand stationary), Poor in anti ship combat, low combat time due to light reactor.
Pilot Level Required For use Effectively: 3/10
Notable Features: One of the arms can be outfitted with a pulse gatteling gun to make the rifleman a walking anti craft turret. Though this is not recommended because it further reduces its highly limited combat time.
Model Type Unknown: ?The Swing Kid? (Design Type Unknown)
Its been lost who actually developed this MCA design along with its original chassis and prototype which was rumoured to be much more powerful then the current models in UA service. Known as the swing kid due too its extreme flexibility, its high speed, and the fact that the pilots often use lift boards to get this craft swinging in fights. This is referred to as the primmest example of what a true expert pilot uses.
Keys Stats.
Number of pilots: 1 Pilot / No additional.
Fire Power: 2/10; uses a single shell high-powered rifle and beam sword. Regarded as weak weapons this craft can literally use these weak weapons to destroy entire capital ships.
Speed: 10+/10
Servo Strength: 4/10
Flight Jets Adaptability: 10/10
Max Combat Time: 5/10
Strong Points: Incredible speed, unbelievable control interface allowing for un-describe control levels. New OS that is user friendly for MCA pilots, full human articulation in limbs, extended combat time, flexible weapons.
Weakness: expensive, requires highly trained elite pilots, and weak weaponry (made up by experienced pilots.)
Pilot Level Required For use Effectively: 5+/10
Notable features: Used exclusively by the Ardent pirate rings, Elite UA units, and us. Often viewed as legendary crafts: ours being the most noteworthy.
SORA-11-F: ?Sora? Suitable Offensive Ray-shielded Attacker. (Chassis 11, Model Type F)
Second only to the MPCM as the leading military strike craft, this MCA is a common contender in most UA task forces that require long combat. This ship is a remodelled version of the MPCM attack craft. This MCA has been remodelled with ray and force shields to survive otherwise lethal capitol ship hits.
Keys Stats.
Number of pilots: 1 Pilot / 1 Passenger Seat.
Fire Power: 5/10
Speed: 4/10
Servo Strength: 3/10
Flight Jets Adaptability: 5/10
Max Combat Time: 10+/10
Strong Points: A little weaker then the MPCM in most categories but still pretty average has shielding, extended flight times, and the bonus of shields is a massive benefit too newer pilots.
Week Points: No real outstanding abilities, is a poor choice for MCA too Ground combat due to its weaker speed and servo strength.
Pilot Level Required For use Effectively: 4-/10
Notable features: Because of its facial features, all Sora?s have a blind spot on either side of their head.
HHSCC-3-A: ?Hellos? Heavy/High Speed Combat Craft. (Chassis 3, Model Type A, SINGLE PROTOTYPE ONLY AVALIABLE)
Near the end of the last war, the UA began to take notice of the fact that the ?Swing Kid? model was devastating in combat. Without an effective counter for this the UA was forced to rough it and take many unnecessary casualties. To counter this, they began development on the ultimate MCA, the HHSCC-3-A. This project was kept an absolute secrete and we only know about it through reports we stole from the central bases. It is reported to have RayShields, Heavy weapons, and all the bonuses of the swing kid. The project was cancelled after the UA developed it?s own SK cores.
Keys Stats.
Number of pilots: 2 Pilots / No additional.
Fire Power: 8/10
Speed: 9/10
Servo Strength: 9/10
Flight Jets Adaptability: 10+/10
Max Combat Time: 10+/10
Strong Points: Unknown.
Weak Points: Unknown.
Pilot Level Required For use Effectively: Unknown, though it would suggest that the pilot level would be low, party due to the ease of the speculated OS and control layout and the fact that it has two pilots.
Notable Features: Unknown.
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