-Other Races - Xinschi-uual: Xinschi-uual Mechs-
This page is a companion article to Other Races: Xinschi-uual.
The pride and joy of the Xinschi-uual Empire, these machines aren't just mechs, but fully-functioning androids. Built to resemble a popular pet, the true origin of these towering machines remains clouded, and will be for a while, although the Empire has an impressive supply of them regardless.
Mechs are currently the only invention of the Xinschi-uual to sport AAI (Advanced Artificial Intelligence), which is effectively a computer capable of rewriting its own software. Because of this - as well as the fundamental flaws that come with organic intelligence - there have been many problems and many models that have been banned or phased out for various reasons. The design of a mech's "brain" is quite complex, with many layers of boot code that, even despite the advanced circuitry and oodles of virtual space integrated into the system, can take upwards of twenty minutes to fully start! No mech starts out magically knowing how to act alive, either. In order to have intelligence, extensive tests are taken by its pilot to form a profile, and this profile is formatted into "template software" that the mech uses to adopt a personality, way of thinking, and even its starting knowledge base. This duplication not only grants the mech some semblance of life, but also - supposedly - makes it easiest for the pilot to bond with, allowing pilot and AI to work together in an effective team. The Empire also encourages teamwork in the way they design their mechs, dictating severe weaknesses in the models that the strengths of other models fill in. The Empire deems mechs a serious threat to society and thus heavily regulates them; at the moment, only the military and certain government facilities even have mechs, and it's forbidden for civilians to even touch them, nevertheless have them. All mechs that the Empire allows support at least one pilot, and the mech is incapable of any movement, forcing the pilot to be the one in control at all times. |
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Media: Rise of the Machines series
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Appearance
Mechs are designed to look similar to a common Zirhonian avian which is a popular pet (among those who can have pets). To us the mechs look almost like ostriches, minus the head and neck. They all follow this base template:
- A tear-dropped shaped head, laid horizontally. This holds the main computing power of the mech as well as the cockpit.
- The tapered end is called the "tail" despite not being anatomically accurate.
- The round part of the head holds the eye, which is large, colorful, and expressive.
- The eye has a metal blast shield designed like an eyelid. The four types are Triangular, Rectangular, Rounded and Chevron.
- It's partitioned into three sections: the iris, pupil, and sclera. The pupil has many bright lights along it that help the cameras embedded within in to see. The light intensities of each part are used expressively since the blast shield has a fixed shape.
- On either side of the blast shield are the arm mounts. Depending on the model there can be two, four, or six independent arms. The arms always have a single elbow each and commonly have hooks for hands, but anything can be mounted instead.
- Underneath the eye is a panel called the Retrieval Panel. Two flimsy arms sit inside the panel as well as access to the grinders. The grinders are used to intake material the mech uses for a specific purpose.
- On either side of the retrieval panel are two boxy extensions with minute holes in them. The mech's right one holds its speaker. The left one holds its scanner.
- The speaker's housing distorts sound a bit to give mechs a distinct voice despite playing sound with no filters.
- The scanner projects light in a grid about two yards max from its source. The light is actually a specific wavelength that the mech detects return waves on - similar to sonar - at the microscopic level. The computer then interprets the data and recognizes things like chemical composition in seconds. Because so much detailed data can be absorbed from such a large surface area each second, mechs typically flash their scanners for only a couple seconds each time to gather data and filter through it.
- Underneath the tail are the Entry Panels that allow pilots to enter and exit the mech.
- Most of the mech's auxiliary functions - such as weapons, defenses, thrusters, or fuel tanks - are located on the head, strategically placed to be balanced and convenient.
- The head is mounted to seven pressure pistons: three in the back, two on either side, and one on the speaker and scanner housing each. These pistons allow the mech to look up and down by pressurizing to either expand or contract the negative space inside. In the middle is an additional, thicker, stiff mount with a domed head. The pistons are moved strategically to move the mech's head around. All of these mounts attach to an abdominal box.
- Depending on the model, the abdominal box - a trapezoidal- or rectangular-prism unit - may house the fuel tank, the engine, ventilation system bulk, additional wiring or computer parts, storage spaces, or other auxiliary functions.
- Depending on the model, the abdominal box - a trapezoidal- or rectangular-prism unit - may house the fuel tank, the engine, ventilation system bulk, additional wiring or computer parts, storage spaces, or other auxiliary functions.
- A domed extension similar to that of the piston "neck" connects the abdominal box to the pelvic unit: a flat bottom piece with rounded corners. Unlike the piston neck, this part has metal sheathing to protect it.
- The legs attach to either side of the pelvic unit and are long and digitigrade. The feet are triangular and have arched claws to heighten control over traction.
Mech Models
There are a large number of different mech models, each with its own numerical ID. The Empire has categorized them by primary function:
- Maintenance models, built to replace employees and primitive robotics in manufacturing and construction thanks to the myriad of tools they can have. They also serve janitorial positions, displacing jobs in General Labor, and are the only mech class with older models that have no legs and are instead mounted at their workstations.
- Traverser models, designed specifically for transportation, exploration, and research endeavors. They are the most enduring models when it comes to physical challenges and the elements, but are weakly equipped otherwise.
- Superiority models, which are used expressly for policing and management of other mechs, especially in the military, and are equipped with a number of hacking and electrical tools.
- Combat models, which are separated out into eight subclasses. Combat models are used exclusively by the military for military purposes.
- Scout models are relatively balanced but have little firepower, instead having tools more useful for gathering intel and losing pursuers.
- Tank models have the heaviest armor, tend to be slower, and have heavy artillery and melee options.
- Pusher models are all about firepower and are armed to the teeth. Older models were built similarly to Tanks, but newer ones are smaller and harder to hit.
- Fighter models are the happy medium of combat models, with an even balance of armor, speed, and firepower.
- Support models are designed specifically to repair mechs. Some have heavier armor so repairs can happen during combat, but such work is patchier than that of models servicing mechs out of combat. They typically work alongside Maintenance models in order to effectively tackle all repairs.
- Assassin models are similar to Pusher models but are always smaller and lighter, sometimes at the cost of firepower, and a few of them also have Scout model traits.
- Sniper models are Assassin models that are a bit bigger and are exclusively ranged. They are seen the least often because they must hide to avoid taking damage.
- Hybrid models are any model that has traits of more than one subclass.
- Scout models are relatively balanced but have little firepower, instead having tools more useful for gathering intel and losing pursuers.
Mech Mechanics
-Artificial Muscle and Rubber Tendons-
Toothed gears and rods hold the joints of mech limbs together, interlocking them while allowing movement. The gears are set inside metal casings that have heavy industrial rubber "muscles" attached to them. These bands use pulley physics to move the proceeding limb section. A full limb usually has about four to eight of these bands on it that work in sync in order to move the mech's full weight with ease.
-Joints-
Most mech joints have hemisphere heads, meaning the attached part can move 180 degrees in any direction (provided any armor or casings aren't in the way). The most flexible models, such as Superiority and Assassin models, are more likely to have ball joints which allow a greater range of movement. A misleading feature of most hemisphere joints - seen on the elbows in particular - is an embossed torus on the sides that are artifacts of manufacturing. These simply indicates the inner and outer faces of the joint should the limbs hang straight. The parts of the limbs proceeding these joints can still rotate independently. Beveled gear systems aid the swiveling of the piston neck base - so the mech can look side to side - as well as the independent movement of the legs.
-Electromagnetic Defenses-
Some mechs use electromagnetism to charge useless parts of their forms to attract ferrous weaponry to them, avoiding damage to more vital systems. This is an unusual case of electricity being used defensively instead of offensively, which is more common with EMPs and shock rods typically sported by Superiority models. Oddly enough, no one seems to question why weapons are still made with ferrous metals despite this disadvantage.
-Scanners-
Every mech has a rudimentary scanner. The scanner's purpose varies upon the model, but it was a trait derived from the first Maintenance models and hasn't been removed since.
-Life Support-
Mechs have air intake grills that are heavily-filtered - more so depending on the model - and can recirculate air for 8 Zirhonian days (152 of our hours). The cockpit seat is uncomfortable, but practical, with little padding and no options to move or tilt back. The mech's own engine is the only heat source, and the coolant circulating around it is the only temperature regulator. Some mechs come with additional options for pilot comfort but they are all Traverser models. The mech's AAI can communicate with its pilot via internal speakers but cannot use its external one; the pilot can though by using the comm button.
-Sensory Information-
The only sensations mechs don't truly have are taste and smell. Simulations can create the same psychological effects, but the actual data is absent.
-Ammunition Types-
There are four known ammunition types mechs may use. Firing mechanisms tend to be piston- or elastic-based, avoiding the flash, heat, smell, and noise of a contained explosion.
Toothed gears and rods hold the joints of mech limbs together, interlocking them while allowing movement. The gears are set inside metal casings that have heavy industrial rubber "muscles" attached to them. These bands use pulley physics to move the proceeding limb section. A full limb usually has about four to eight of these bands on it that work in sync in order to move the mech's full weight with ease.
-Joints-
Most mech joints have hemisphere heads, meaning the attached part can move 180 degrees in any direction (provided any armor or casings aren't in the way). The most flexible models, such as Superiority and Assassin models, are more likely to have ball joints which allow a greater range of movement. A misleading feature of most hemisphere joints - seen on the elbows in particular - is an embossed torus on the sides that are artifacts of manufacturing. These simply indicates the inner and outer faces of the joint should the limbs hang straight. The parts of the limbs proceeding these joints can still rotate independently. Beveled gear systems aid the swiveling of the piston neck base - so the mech can look side to side - as well as the independent movement of the legs.
-Electromagnetic Defenses-
Some mechs use electromagnetism to charge useless parts of their forms to attract ferrous weaponry to them, avoiding damage to more vital systems. This is an unusual case of electricity being used defensively instead of offensively, which is more common with EMPs and shock rods typically sported by Superiority models. Oddly enough, no one seems to question why weapons are still made with ferrous metals despite this disadvantage.
-Scanners-
Every mech has a rudimentary scanner. The scanner's purpose varies upon the model, but it was a trait derived from the first Maintenance models and hasn't been removed since.
- Maintenance model scanners are tuned for determining the functionality, cleanliness, and age of the target.
- Traverser model scanners are tuned to spotting environmental hazards, checking ecological health, and examining natural formations.
- All combat models use their scanners to find resources, which can be used in one of two ways depending on the model itself: for melee-combat, resources are located to replenish fuel; for ranged-combat, it's for restoring ammunition.
- Finally, Support and Superiority models both have scanners similar to Maintenance models but tailored specifically to mechs and with different intentions:
- Support model scanners are for detecting the most minute of damages. They also penetrate, meaning they use sonar to search for hidden damages as well.
- Superiority models have a "guerrilla sensors", meaning that they can pick up data on a mech's internal functions. They can obtain information on computational power, how it's being used, how fuel is being utilized and how much of it, the electrical signatures of wires, etc. The best way to describe it would be to think of someone had X-ray vision, and could look at you and see your bones, muscles, circulatory system, and your brain and how it's managing everything. More advanced Superiority models can simultaneously execute a subtle hack in order to see precisely what is going on inside a mech's brain, algorithms and all, although such models exist only in the 70 range and higher. Older Superiority models are restricted to interpretation like the rest of us.
-Life Support-
Mechs have air intake grills that are heavily-filtered - more so depending on the model - and can recirculate air for 8 Zirhonian days (152 of our hours). The cockpit seat is uncomfortable, but practical, with little padding and no options to move or tilt back. The mech's own engine is the only heat source, and the coolant circulating around it is the only temperature regulator. Some mechs come with additional options for pilot comfort but they are all Traverser models. The mech's AAI can communicate with its pilot via internal speakers but cannot use its external one; the pilot can though by using the comm button.
-Sensory Information-
The only sensations mechs don't truly have are taste and smell. Simulations can create the same psychological effects, but the actual data is absent.
- Feel: Mechs have multiple hull layers by default. One of these is a honeycomb steel outer frame, which creates air pockets. The mech's wiring covers almost its entire form, and sensors occasionally branch off this wiring and sit within these air pockets, which are pressurized, but not explosive. The sensors detect changes in temperature, pressure, and vibration, allowing the mech to "feel" without being obtrusive. However, it's also not as accurate as an organism's nervous system and serves no other purpose than as a notification.
It should be noted that these functions are separate from pain. Pain is a psychological effect mechs experience when their vital functions undergo stress, particularly when electricity travels where it shouldn't. This is why being wounded is sharp but quick with mechs, yet there are techniques that can cause electrical arcing that results in continuous pain. - Hearing: Two microphones are installed on each cardinal face of the head as well as the top and bottom, giving the mech all of the data for surround sound. The second microphones are useful but serve mostly as backups in case one microphone blows out.
- Sight: The human look of the eyes is largely deceitful, meant to be both personable and act as a distracting target. The cameras themselves that the mech sees with are represented by the dark spots all along the iris, with bright lights between them helping to illuminate their picture. Like an insect's compound eyes, each camera sees a different space in front of the mech, and the computer stitches together these images to form the display. This is helpful because if one camera blows out, it's no more disastrous than a chunk of pixels being removed from the screen.
Despite the lights illuminating the cameras they are not a substitute for night vision. True night vision is reserved for the models that need it most, such as Scout models.
-Ammunition Types-
There are four known ammunition types mechs may use. Firing mechanisms tend to be piston- or elastic-based, avoiding the flash, heat, smell, and noise of a contained explosion.
- Thermal = the weapon fires a blast of pure energy - typically in the form of heat - which may be aided by some physical matter to help carry it the required distance. These projectiles travel the fastest and the farthest. These weapons almost always have thermal backflow, meaning the kickback ejects hot air behind the weapon to rapid-cool the system. The sudden temperature difference is close to the searing point for flesh, making it dangerous.
- Semi-thermal = the weapon fires a molten pellet that travels the distance before exploding on impact. These weapons have a shorter range than pure thermal weapons due to pellet disintegration during flight, and are a bit slower for the same reason. However they are also dangerous due to shrapnel and/or surface area impact being a greater risk. Semi-thermal weapons may also have thermal backflow.
- Bullets = typical ammunition. Xinschi-uual bullets, due to not requiring a casing, explosive powder, etc., are predominately cone-shaped to help with cutting through the air. Their caliber is measured by the diameter of the base of the bullet, the length of it, and the "dishing" of it, meaning if the surface between the base and the tip is curved inward or outward to help with aerodynamics, penetration, etc. These bullets are typically launched using a piston or pressure mechanism and have similar limitations to our bullets. Most Xinschi-uual bullets are made with ferrous metal for an unknown reason.
- Rails = a rarer sight, the weapon fires filed rods at the target. This is used primarily to inhibit functions rather than to cause damage. This weapon is the most subtle out of the four when fired.
Mech Expressions
Mechs have fixed blast shields and no other facial features than their eyes, so to show emotion they change the brightness of different parts of their eyes. Most mechs don't have control over this, as they read their pilot's expressions and display them verbatim.
Mech expressions aren't any more reliable than organic expression, but each part can be generalized into the following meanings:
Mech expressions aren't any more reliable than organic expression, but each part can be generalized into the following meanings:
- The pupil typically reflects thoughts, feelings, and intentions.
- A brightly-lit pupil indicates severity, hostility, or strong intent
- A dark pupil indicates relaxation, friendliness, or torpidity
- A pupil that is wide indicates curiosity, attentiveness, and observation
- A pupil that is small indicates a narrow focus and obliviousness to surroundings
- The iris reflects openness or validity of feeling. The cameras inside it can additionally affect consistency of coloration when their foci move.
- A brightly-lit iris indicates stolidity, concealment, and a raised guard
- A dark iris indicates openness, sincerity, and revealing of emotion
- Consistent coloration indicates mental withdrawal from the world
- Inconsistent coloration indicates attention to the world
- The sclera reflects constancy and fluidity of emotion or intent depending on the synchronicity between it and the pupil.
- Synchronicity indicates certainty, absolution, and forthrightness
- Discord indicates internal conflict, indecision, and listing attention
- Finally, the blast shield plays an additional, minor part in reading expression by reflecting trust.
- A wider blast shield indicates trust and affability
- A narrower blast shield indicates distrust and hostility
Mech Trinary
Trinary is a charming warbling sound that mechs make using their external speaker. Pilots can make use of trinary by speaking normally through the comm, and the mech's computer process the words and translates it to the trinary. To the human ear, trinary sounds like a series of beeps, emitted so fast they they form a warble that could mean anything (about seven to twelve beeps per second). However, if recorded and slowed down, it is discovered that the “beeps” are “monospaced”, and taking note of the different beeps – as well as the lack of them – results in trinary numbers that can be translated into letters. Here are the characteristics:
Extra Technicality:
Because 0 is used exclusively for Space - to indicate a lack of a value, the start and end of words - the trinary conversion changes to something closer to binary, as the numbers being converted cannot have 0s without being parsed wrong. It's trinary in that there are three distinct values to be taken note of, but the conversion system used is technically binary since there are only two "speech values" (1 and 2).
Radix conversions typically start at 0, then the digit in the one's place rises until it hits the maximum value (in binary it's 1, trinary is 2, decimal is 9, hexadecimal is 15, etc. - these all include 0). When the maximum value is reached, the digit returns back to 0 and its value is carried as a 1 into the place preceding it, which is how 9 + 1 turns into 10. The 9 turned into a 0 and its value, a 1, is transferred to the tens place, which was originally an implied 0 (00010.00 = 10). With the mech's trinary, because 0 cannot be used, when a number reaches 2 it turns into a 1 and the 1 is carried over, thus mimicking the pattern of binary. I like to think of it as a digit increasing its value, then repeatedly sliding to the left, until it can't anymore (in terms of adding; with subtraction it would be the right). This happens repeatedly until each digit is the highest value, in which case everything is reset back to the lowest value and an additional digit is added.
Compare Number Systems:
- Each low tone (often so low that it barely has a presence in the warble) represents a 1
- Each high tone (the obvious part of the warble) represents a 2
- The lack of a tone in a spot indicates a 0 (a space where a word ends and another begins)
- Trinary does not have punctuation, formatting, or anything else, but for convenience when written, 0s may be sided by hyphens to emphasize them
- Mechs will fluctuate the pitches of the highs and lows of trinary, giving the sentence a characteristic tone of “statement”, “question”, or “exclamation”
- Fluctuations happen across words and letters, so a single word or series of same letters would only have one tone across all of them (hence “AAA!” instead of “Ahhh!”). The fluctuations can also mislead a listener at normal speed into thinking that there are multiple tones with multiple meanings, even though there are only two tones
- A statement's pitch fluctuation is a bell curve, starting low, going high, then ending semi-low to low
- A question's pitch fluctuation is more of a direct slope, starting low, going high, and ending high to semi-high
- An exclamation's pitch fluctuation is always a slope, or sometimes just flat-out high. If it starts out high, it ends low, and if it starts out low, it ends high
- Each pitch fluctuation is approximate; many little bumps, hills, and divots will appear in a sentence depending on what is being said; this inflection carried over from the mechs learning to speak Xinschi, which has its own lilts in speech just like human languages
Extra Technicality:
Because 0 is used exclusively for Space - to indicate a lack of a value, the start and end of words - the trinary conversion changes to something closer to binary, as the numbers being converted cannot have 0s without being parsed wrong. It's trinary in that there are three distinct values to be taken note of, but the conversion system used is technically binary since there are only two "speech values" (1 and 2).
Radix conversions typically start at 0, then the digit in the one's place rises until it hits the maximum value (in binary it's 1, trinary is 2, decimal is 9, hexadecimal is 15, etc. - these all include 0). When the maximum value is reached, the digit returns back to 0 and its value is carried as a 1 into the place preceding it, which is how 9 + 1 turns into 10. The 9 turned into a 0 and its value, a 1, is transferred to the tens place, which was originally an implied 0 (00010.00 = 10). With the mech's trinary, because 0 cannot be used, when a number reaches 2 it turns into a 1 and the 1 is carried over, thus mimicking the pattern of binary. I like to think of it as a digit increasing its value, then repeatedly sliding to the left, until it can't anymore (in terms of adding; with subtraction it would be the right). This happens repeatedly until each digit is the highest value, in which case everything is reset back to the lowest value and an additional digit is added.
Compare Number Systems:
Mech Trinary |
0 |
1 |
2 |
11 |
12 |
21 |
22 |
111 |
112 |
121 |
Binary |
0 |
1 |
10 |
11 |
100 |
101 |
110 |
111 |
1000 |
1001 |
Trinary |
0 |
1 |
2 |
10 |
11 |
12 |
20 |
21 |
22 |
100 |
Decimal |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
Specific Models:
Individual mech models never have more than 10 different features, excluding passive features such as scanners and power-jumping. Each design has at least one weapon and one defense tool, such as a shield. Some mechs have very few tools due to the sheer weight of them alone, while others will have a myriad of small ones.
NOTE: this list isn't complete since the story on mechs is still being released.
NOTE: this list isn't complete since the story on mechs is still being released.
- 15 - Maintenance Model. Designed for cleaning up hazardous waste - including radiation, caustic chemicals, and live dynamite ends - the 15 Maintenance model has been needed since the start of the industrial age; now that it's here, you'll never find a factory without one! These models are at a decent size of 8 feet tall, but when they're fully extended out their bulky legs thin out, allowing them to reach a height of up to 50 feet! Most of that length is so they can wade into the material they're cleaning while keeping their main hulls at a safe distance. A human would amusingly call this the "slenderman model", as their long legs are matched by long arms. The heavy tanks attached to their sides do add some bulk to the main body, but otherwise, they are abnormally long, considering the proportions of most mechs. They can take a lot of damage and are quite fragile, even needing to work slowly to reduce all risks, but their dedicated work and the containment fields they diligently use make cleanup perfect and satisfactory, every time. They have a telescoping eye that is able to focus on small details from afar, and, unlike most mech models with four arms, their arms cannot combine into two and work independently of one another. All of their tools are located on their arms, though the most-used tool is the atomic stabilizer - which the 41 Support model also sports - which removes most radioactive decay and makes otherwise-deadly areas safer to inhabit. It may take several sweeps to completely remove the radiation, however.
- 19 - Sniper Model. This is a much older design about 7 ft tall that is noticeably less sleek than newer models, yet has been used as the default for Snipers. 19 Snipers have one prominent semi-thermal rifle mounted over the left shoulder with thermal backflow – meaning excess energy from firing is kicked off behind the barrel – which fires heat pellets. The feet have hooked claws in an X formation, similar to owl's feet, that use pressurized springs to punch into the ground to stabilize the Sniper. Rudimentary hook-hands sided by short bayonets don the arms, and an additional bladed extension runs down the forearms and come off the elbows; these are used to ward off close attackers. The long counterbalancing tail has blades of similar use running down it like fish fins. The mech additionally has a telescoping eye and a movement stabilizer to make faraway images crisp and clear.
- 20 - Scout Model. This model holds the average Scout height of around 5 feet tall and is built primarily for speed and data collection. It's only model whose arms can split into 8 separate segments with two claws each, used for fine work like hacking, and one of a few models with small thruster wings - four like a 36 model - that give a boost when running. They are incapable of proper flight. Auxiliary functions include dropping caltrops and small mines and using localized EMP bombs to discourage pursuers, but largely they rely on speed to escape. They have proper EMP protection integrated into the hull, unlike most other models. Parkour is fun with these guys.
- 30 - Superiority Model. This Superiority model is like the Fighter of Superiorities; it's a decent happy medium, both in size and abilities, although it has a reputation of even more authority thanks to most higher-clearance staff having them over other models. It's shorter than the 36 model, standing only to 7 feet tall, but makes up for its size by being built for speed; while a 36 has to be modified to be faster, 30 models are deliberately designed to be faster. Their legs are long and twice-reinforced to prevent damage, and their arms have four claws – two out front and two in the back – that can fan out in an “X” formation, activating electrical pads attached to the tips which arc electricity, enforcing melee blows. While the shock of being struck isn't enough to fry a mech, it will make any model stumble back, and ungrounded models (such as those in flight) have a high risk of temporary disability caused by the overload of electricity. The 30 model additionally sports “ear” defenses, like the 56, except it has three sets of them that are much thinner. When these defenses are raised they form an electromagnetic field around the machine that interferes with the functions of other machines, while at the same time providing a minor repulsive force to lessen the blows of projectiles. 30 models do have hidden emitters and bayonets like the 36 model, except its “bayonets” are thermal ring-blades that sweep out from the arms and curve in front of the claws (unlike the 36's which are more straight and a lot longer, and micro-edged instead of thermal), and it has only two emitters to the sides of its eye.
- 34 - Superiority Model. This distinctive Superiority model is one of several Superiorities that's built specifically for the military. It is on the larger side of mechs, being around 10 ft tall. It's very stocky and capable of handling Tanks and Pushers, with four arms that have built-in pistons to help combat the kinetic force of a mech pushing back and a ring of electrical rods framing its face to subdue struggles. It doesn't have wireless emitters like most Superiority models, and lacks wings and immediate speed, but can hold its own against any melee model and absorb a lot of retaliatory damage.
- 36 - Superiority Model. This model is about 9 feet tall and is a typical choice when it comes to regulating older mech models, although it requires some skill to pilot as its range is acute. The flip side is that its byte-encrypted hacks are extremely efficient because it's built specifically to capture and disable targets. Its legs give it an advantageous speed and jumping ability, and both its arms are equipped with hooked claws that grab onto mechs and don't let go. Both hands are topped by sheathing micro-edged bayonets (meaning they're stupid sharp) that are long enough to pierce through most mechs length-wise. Mounted on the mech are four wings: "branches" of metal that fan out in an X formation, with each having three thrusters that can make the mech fully airborne for about a quarter of a minute. Four panels located around the eye are capable of pulling back to reveal emitters that allow data - such as shutdown codes - to be sent directly to mechs and any other computer with a receiver; they do have the side-effect of putting the computational focus to a pinpoint on the information being given, disabling functions and sensory input temporarily. Finally, there is an EMP pulse generator located within, which can fire a strong burst of electromagnetic energy that either fries or temporarily disables all electronic functions within a 10 foot radius of the mech; it gives fair warning first, as the mech has to "push its hull apart", making it very vulnerable. This is required so that the EMP isn't contained inside the mech where it's useless. Obviously the mech has the necessary coatings to protect against its own EMP, making it less vulnerable to electrical attacks as well.
- 41 - Support Model. An all-around goody-two-shoes, this Support model has a little bit of everything. A happy-medium of 7 feet tall, the mech can split its arms into upper and lower limbs, each equipped with different tools; when combined, the right arm's curvature forms a useful pressure-based cannon, and the left arm a thermal rod, which is basically a bayonet but very hot. It also has an expansive resource store behind the shoulders of these arms, one on each side. Everything from soldering wires to patching holes can be done in an ample amount of time, though the work is a bit patchy, and things aren't always guaranteed to hold together in the midst of a battle. The mech has a decent amount of defense and speed, and can provide additional support with distress beacons, flares, a floodlight, and a dampening-field generator to lessen the blows of ballistic and thermal projectiles. Despite all of this, however, the mech is has a poor battery life, and as such all of its tools are used sparingly and as economically as possible. Its purpose is best served as emergency first aid on the battlefield.
- 49 - Pusher Model. The only reason the 49 model is not a Tank model is because it lacks a lot of the depth of a Tank's multi-layered hull, making them lighter but more prone to critical damage. One of the first Pusher models, it is also the biggest, soaring up to 11 1/2 feet tall! Part of its size is due to its purpose: rather than supporting Tank models, its greatest job is to act as a Tank substitute yet be light enough to jump out of the way of a deadly attack; should a barrier of Tank models be breached, it can easily step in to fill the spot until the problem is remedied. Its sheer size is attributed more to the surface area of its hull rather than leg length, and it has two sets of heavily-armored arms. Each arm is surprisingly flexible and has fast-spinning chain blades along their foreparts, meant to easily crowd-control smaller enemies. The mech has a circle of lasers around its eye, higher-powered than those of the 56 model, yet with worse precision. It can additionally pulse these lasers into short thermal bursts in order to enforce its position. Finally, the mech can create a frontal energy shield of varying sizes by positioning its arms to form a rectangle. While this shield will absorb the energy transferred by attacks, damaging even one of the thin emitters in the arms will break it instantly, and the shield will block the mech's own attacks as well.
- 56 - Pusher Model. This model has almost been banned simply because it can stand up to a 36 model; the only reason they are kept is because of their sheer juggernaut capabilities. 56 models are on the larger end of Pusher models, standing about 10 feet tall, and are able to temporarily take the place of a fallen Tank similar to the 49 model. They are surprisingly well-balanced for a Pusher model, able to dodge as efficiently as they can take and dish out blows. With a heavy, rotating scatter-shot turret tipping either arm, cupped by a short bayonet on the outer sides, close-combat with one is suicidal; they also have long-ranged capabilities, with a missile launcher set above each shoulder, adding to their bulk. The missiles are small and time-consuming to lock on and use, but do explode on impact. Like most heavy-built models, the 56 does have a ring of emergency, low-powered lasers around its eye, just enough to give a too-close attacker a nasty sting. As if that weren't enough, there are two large panels located within the tail of the mech that raise up when activated. These "ears" are large electromagnets, and provide a bit more defense in that all ballistic and semi-thermal projectiles made of ferromagnetic materials will be drawn to the ears where it is less critical on impact. The mech can reverse the polarity on a whim, causing collected objects to explode out around it, though the shrapnel causes a lot of collateral damage. Finally, the mech has an odd trait derived from Traverser models: power-jumping positions on the legs. These pistons can deliver a huge amount of force in seconds, and absorb just as much from a heavy landing. Why the 56 model was given this is unclear in the original designs, but the feature has put them dangerously close to being banned.
- 60 - Assassin/Scout Model. This is a fairly common choice as far as Assassin models go simply because it has the highest stability rating, meaning that the chances of the weapons failing are slim to none. The mech doesn't sport much and is rather small, reaching only the minimum height of 4 feet tall. It is built to be extremely lightweight and fast, but unfortunately it makes it even more susceptible to fatal damages. The mech does sport two features more common in Scout models, making it closer to a hybrid: a defragmentation lens - which is specially-constructed to spot the presence of a cloaking field - and powder bombs used to mark opponents, although the arms of the mech hold the most-used features, with simple hook hands great for grappling with and odd, curved outer edges. A simple motion-based release mechanism causes these edges to splay out into axe-head shaped blades. These blades are super-heated as fast as possible, reaching orange-hot temperatures capable of slicing through metal with ease. Similarly-shaped blades are placed on the backs of the legs, and sharp ridges are placed along the short tail. While the thermal blades are the leading feature of the mech, the pride and joy of the engineers are the advanced joints that it sports, making it a lot more flexible than any other model, including Superiority ones. The flexibility is essential for the complex tactics Assassin models typically use, and especially needed for a melee-only design such as this one. The objective of this mech is to be as fast and unpredictable as possible in order to expose the weak points it needs in order to fell even the largest of opponents.
- 63 - Pusher Model. This Pusher model is a happy average of defense and firepower yet remains on the larger side. Standing just below 10 feet tall, the mech has two arms tipped by rapid-fire thermal rifles that can split into four with a barrel each. It has a decent range for a Pusher, but unfortunately isn't very agile and lacks the armor to make up for it. It does have a physical shield, at least, which unsheathes on the outer faces of the arms; the surface area grows when the arms are collapsed. The shield has amazing strength and durability and tapered edges that enforce defensive blows, and the mech's compact form allows it to easily hunker down against attacks, but it still isn't high-quality enough to qualify as a Tank. To try and compensate, the engineers gave the mech the uncanny ability to fire literally anything in place of the energy blasts it typically uses, making it a lot more versatile.
- 66 - Pusher Model. This model stands only a bit shorter than the 56, and in truth was meant to be its replacement in case of a ban. Its design is similar in many ways, including proportions, though it lacks power-jumping pistons and electromagnetic defenses, sports six turrets instead of two, and has only two lasers around its eye instead of four. Similar to the 15 Maintenance model it lacks the ability to collapse its arms together, though it is the only model to have six. The turrets aren't as heavy as the 56's either, able to fire more bullets faster but also risking a higher loss in accuracy and a greater risk of ricochet. It retained the 56's feature of two rocket launchers on the shoulders; these appear to be unmodified from its predecessor's. While it is obvious that the scientists were trying to handicap the design, the individual six arms proved to be a boon, allowing the mech the ability to aim any of them in any direction and fire at will, making it better at crowd-control than the 56.
- 71 - Partially-Developed Energy Weapon Model [Banned]. This model was intended to be a new Sniper model, but a few enthusiastic scientists tried to make a design that could give the military a leading edge in the war; unfortunately, it also infringed on Empirical regulations. Pity. The design was banned but a few prototypes were made, albeit destroyed in the end. The design had some kinks to work out but could still be somewhat described: It was about 7 or 8 feet tall, and like the 19 model a large rifle was mounted to the top of the hull; unlike the 19, the rifle is actually offset to the right of the mech, and emits volatile, high-energy pulses instead of minor-exploding projectiles; granted, it'll still make things explode. The mech does have some decent jumping capabilities to allow it to reach high ground, and a telescoping eye for seeing out very far very clearly. Here is where the design starts to go awry: the arms are plasma rifles, for a lack of a better term, allowing the mech an ability to escape when cornered, and while the kickback ruins accuracy and the rounds are large and cumbersome to make - limiting the supply - they deal high amounts of thermal damage. Plus it has a ridiculous amount of defense for a Sniper model, making it slower and much heavier yet nearly impossible to take out once it finds a spot to camp. All of that coupled with the integrated hair trigger for movement and built-in “double-tap” feature, and the model was banned for being a "potential danger to others"; the government's sugar-coated way of saying they didn't like the efficiency because it was a threat to Superiority models. Looking through the logs proved that some of the scientists may have been aware of the overpowerment of the mech, and were purposefully adding even more to it as if daring the government to come and take the designs away. It's interesting to think that, had it been developed far enough, it might have been the first model made purposefully to skirt regulation.
- 72 - Superiority Model. Little is known about it other than it has high alpha clearance – a rare privilege – and is equipped with needles and biochemicals. It has facial emitters, white-hot thermal rod weaponry and a high reflex speed, and has been seen only in Tribunal rooms.
- 74 - Pusher/Sniper Model. This "modern" Pusher model is also the smallest, but it still packs a lot of punch. Closer to a Sniper model in design, the 74 model is 6 feet tall and built very light. It can't take too much damage in comparison to its peers, but it still has high-powered weapons based upon energy. The most noticeable weapons are two long-range barrels mounted offset just a bit from the shoulder, on the top of the mech; the length of the barrels can be an inconvenience, but their range is spectacular, definitely a trait taken from Sniper model designs. Both arms are plasma cannons, though because the "plasma" is actually intense heat caused by the firing process, using bad ammunition can also turn them into unofficial magma throwers. The mech is also equipped with "scram pistons"; like power-jumping pistons, these ones deliver a lot less force with similar results, allowing the mech to leap swiftly out of the way. The 74 model is one of few Pusher models that does not have any emergency lasers along its circumference, as as such its tactic is different in that it perches by existing Tank models and supports them by taking down singular, fast-moving targets as fast as possible; a glass cannon model, if you will.
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