Of the two leading plans, they're the same bar specialisation, and personally I prefer being Very Fast to having Lots Of Dakka although I can take either.
[X] Plan: ARSENAL OF DEMOCRACY
-[X] Set of Republicans from New Amerigo
-[X] Man
-[X] Gunnery
-[X] Stealing an ancient psi detection beacon from a lair guarded by ancient half-broken robots, giving you a way to detect enemy ambushes
This plan is just because, because no one can fault me for making it
[X] Plan: I will be King of the Pirates
-[X] The Blue-Handed Band
-[X] Man
-[X] Close Combat
-[X] Excelling in your classes on space combat, making you one of the best of your class
This is because no one made a trade org plan. So gun because merchants wont fight up close, and black market for more ways to make cash
[X] Plan Money its what I want
-[X] Trading Organisation
-[X] Men
-[X] Gunnery
-[X] Selling things to a few black market connections of yours, letting you buy and sell items on occasion others of your rank wouldn't have access to.
Adhoc vote count started by occipitallobe on Apr 22, 2023 at 2:07 AM, finished with 59 posts and 34 votes.
[X] Plan: ARSENAL OF DEMOCRACY
-[X] Set of Republicans from New Amerigo
- [X] Man
-[X] Gunnery
- [X] Stealing an ancient psi detection beacon from a lair guarded by ancient half-broken robots, giving you a way to detect enemy ambushes
[X] Plan: Rice Fields
-[X] Set of Republicans from New Amerigo -[X] Male
-[x] Speedster
- [X] Stealing an ancient psi detection beacon from a lair guarded by ancient half-broken robots, giving you a way to detect enemy ambushes
[X] Plan: Honor-Bound Dude
- [X] Honorium
- [X] Man
- [X] Close Combat
- [X] Spending time in the technician's bays, mastering the art of repair, ensuring you can keep your mech functional even if there's no allied repair bay nearby
[X] Plan Lightning Trader
-[x] Trading Organisation
- [X] Woman
-[x] Speedster
-[x] Selling things to a few black market connections of yours, letting you buy and sell items on occasion others of your rank wouldn't have access to.
[X] Plan: Bandit Queen to Be
- [X] The Blue-Handed Band
- [X] Woman
- [X] Close Combat
- [X] Stealing an ancient psi detection beacon from a lair guarded by ancient half-broken robots, giving you a way to detect enemy ambushes
[X] A Poor Man's Dream
-[X] Set of Republicans from New Amerigo
- [X] Man
- [X] Close Combat
- [X] Stealing an ancient psi detection beacon from a lair guarded by ancient half-broken robots, giving you a way to detect enemy ambushes
[X] Plan: Ace of Melee Combat
-[x] Trading Organisation
- [X] Man
- [X] Close Combat
-[X] Excelling in your classes on space combat, making you one of the best of your class
-[X] Spending time in the technician's bays, mastering the art of repair, ensuring you can keep your mech functional even if there's no allied repair bay nearby
[X] Plan: I will be King of the Pirates
- [X] The Blue-Handed Band
- [X] Man
- [X] Close Combat
-[X] Excelling in your classes on space combat, making you one of the best of your class
[X] Plan Money its what I want
-[x] Trading Organisation
-[X] Men
-[X] Gunnery
-[x] Selling things to a few black market connections of yours, letting you buy and sell items on occasion others of your rank wouldn't have access to.
TallGeese is a good base, but I'd argue for using some kind of high powered single handgun for close range engagements. Gotta put our own spin on it instead of just copying the classics.
TallGeese is a good base, but I'd argue for using some kind of high powered single handgun for close range engagements. Gotta put our own spin on it instead of just copying the classics.
Well yes, but everything about what we're working with is going to be a base. I say we begin with the Tallgeese, and from there iterate and improve as opportunity presents itself.
And if there's anything the Tallgeese is good at, its innovation and future proofing with feature creep. As is only appropriate for the Very First Mobile Suit. After a few iterations, it'll only vaguely resemble the original article.
A proverbial Tallgeese III or Endless Waltz Wing Zero, if you will. A superficial resemblance in battlefield role at best.
An archaic philosophy, one founded thousands of years ago by the Anglo-Spaniards of Amerigo, or so you have studied. Every human polity traces some descent of some sort back to Earth, and New Amerigo is no exception. The Hoang Realm's founder, Anh Hoang traced her line of descent back to Hien Hoang, her ancestor who had been one of the first to leave Earth - she who had left for the first interstellar colony in Alpha Centauri.
An illustrious deed, and from Anh Hoang came a preference for the descendants of the Amerigo in the Hoang Realm. Adewusi, Jaziri, Rodriguez, Jones... all the great families could trace their lines back to the old Republic of Amerigo, though not its philosophy. One should be proud of your ancestors, but their mistakes should not be yours.
Among the people of New Amerigo, a different lesson is taught. Of course, humanity should rule the stars - you are not Tolerants, no, not criminals - but the distribution of power among human beings is less than ideal. Power stems from the Spiritualists, but is it best wielded by them? Or should an enlightened set of Spiritualists cede power to the many, who understand and can wield that power more effectively? The long decay of the Hoang Realm is exemplified by the battles between Adewusi and Jones, of the struggles between Rogers and Nguyen. A polity that empowers its Spiritualists to grow but does not demand that they rule is one that can grow economically, and New Amerigo is one of the richest worlds in the sector, for all its lack of trade.
Excellent farming, good geneticists, and a productive people mean that the average people on New Amerigo are some of the richest around.
Of course, this does not extend to mecha and Spiritualists. Without a strong and loyal force of Spiritualists, New Amerigo has been subject to raids - usually from the Blue-Handed Band and other pirates, but sometimes even from the Archeates if they grew too much. At one point New Amerigo had fielded thirteen Apprentice Spiritualists and even a Journeyman, and had built a large facility to use some of the world's few minerals to build new mecha.
The Arch-Spiritualist of Rodriguez at the time had been taken with the expensive facility, and had destroyed the defense force personally before taking all the trained personnel and lifting off the entire facility to be transported back to his own world.
As things stand, you are one of twelve defenders of New Amerigo. All of you are Apprentice Spiritualists, ranging from Grade 1 (you) to Grade 6. You might defend against a serious raid from the Blue-Handed Band, but an Archeate or even an Honorium attack? That would easily ruin you. An Honorium can field perhaps a hundred Spiritualists, and the Archeates can field twice that many. They have many interests, however, and there are many barely-inhabited worlds and stations off the main hyperlane maps that they squabble over, not to mention their constant duels for honor and the like. Where they might let one another surrender, they'd likely kill you if they were to fight. This is one of the reasons of the eighteen hundred or so Spiritualists in the Realm, only four to five hundred are outside the Archeate and Honorium families.
To make things worse, you are the second male member of the New Amerigo defence force, and are likely to be looked down upon, somewhat. Less opportunities for promotion, less opportunies to hone your Spirituality, and more likely much more grunt work.
Still, a new Spiritualist for New Amerigo is to be celebrated. While many more Spiritualists exist, most of them lack the potential to be trained by the Newsight Monastery. Your potential far exceeds the average Spiritualist, who will never enter the Apprentice stage well into their 30s or 40s, and will only be given a mecha if they can somehow buy or steal one.
As someone with potential, New Amerigo has invested in you heavily.
They have purchased for you a mecha, something you might not have received had you not tested so well. You might have been in the wings for years, waiting for someone else to die, or for the funds to become available.
The question is, what did they purchase?
[ ] The Sebastien
An all-rounder mech capable of wielding most weapons. It is designed to wield two submachineguns, firing at moderate range to wear enemy mechs down. Reasonably quick, reasonably tough, and with reasonable firepower, it is certainly the least risky choice.
[ ] The Vindicator
Wielding a sniper rifle, the Vindicator is used for back-line support. It needs two hands to use its weapon effectively, and is far more effective at range to boot. However, the powerful projectiles are highly damaging, and nearly impossible to dodge if the sniper can get a good read on someone. A superb weapon from ambush, but an awful one to use if ambushed. More fragile than other mechs here, it boasts average speed at best. However, it does come equipped with a third-hand emissions reductions unit, making it harder to detect on the battlefield.
[ ] The Firestarter
The shadow of the Vindicator in many ways, the Firestarter boasts two gun-arm attachments which feed ammo from its arms. Exceptionally quick and capable of massive bursts of firepower, that firepower is much more effective up-close. In ways it is almost a speedster-gunner hybrid, and the Firestarter sees a lot of action in defending its own back line against faster mechs that are nonetheless vulnerable to its bursts of firepower. It is quite fragile, however, and lacks the ability to properly defeat an enemy from long range. If it can get the close-range drop on an enemy, though, it is much like the Vindicator.
[ ] The Grand Tortoise
This massive mecha is actually new from the factory, but the previous purchaser died. Being ill-fitted for most, missile mechs see little use in the Hoang Realm. Heavy and slow, missile mechs have two advantages. The first is that their firepower is unmatched, able to put out a weight of fire few other mechs will ever equal. The second is that their range and accuracy are unparalleled, especially when missiles are enhanced by Spiritualists.
Why are they not dominant, then? The reason is simple enough: cost. Missiles are not cheap, and missile mechs never have enough ammunition for all the battles they seek. Despite the overwhelming advantages they offer, constructing missiles that are able to endure under the strain of a Spiritualist's control is not easy, and so as a missile specialist advances their funds will perpetually be spent on more and more missiles. As a scion of New Amerigo, you know very well that there if there had been a major missile factory on-world, it would've been looted long ago. Still, the power they offer...
[ ] Battle King
The Battle King is a simple mecha. Two shoulder-cannons, one arm-cannon, and one arm for a defensive weapon or other item. It is designed for mid-range combat, where it can saturate the battlefield with explosive cannon shells, tearing apart enemy gun mechs and their defensive line alike. Heavily armoured and difficult to tear through, it is slow and ponderous. In the right position it can dictate the entire tempo of a battle, but it does need quite a bit of support.
Of course, with the purchase came another pilot to escort you home. Who did New Amerigo send?
[ ] Roland Sanchez, Apprentice Spiritualist Grade 3
Roland Sanchez, age 29. The only other male Spiritualist Amerigo possessed. Sending him here might have been a snub, but to you or him, who can say? Moderately competent and piloting a variant of the Sebastien, he is known for his adventurous spirit and willingness to bend the rules. He's hardly getting the best of the best when it comes to equipment, so minor adventures off the beaten path are what you might see with him, even before you get home. The risks always vary with Roland, but he doesn't have a reputation for forcing others into bad situations they don't agree to jump in to.
[ ] Martina Jackson, Apprentice Spiritualist Grade 4
Martina Jackson, age 34. She is competent and no-nonsense, though she does appear to be on some sort of assigned mission. Pirates, perhaps? Tracking down a lost shipment? You're not sure, but she's been talking a lot with freighter captains, so it has something to do with trade. You'll be shadowing her for a bit, getting home might take a little while. Likely a nice low-risk mission, though. She flies a mech armed with spear and shield, the Hoplite.
[ ] Eileen Black, Apprentice Spiritualist Grade 6
Eileen Black, age 57. The oldest and most powerful of the Spiritualists that New Amerigo can offer - though also one of the most cantakerous. That she's here for you bodes poorly. A raid, perhaps? Does she need every hand on deck for some reason? The most powerful woman on your homeworld is unlikely to move for minor reasons, so there is certainly some great risk coming up. Upon arrival she drags you out of your celebration as soon as politeness allows and prepares for launch immediately. You don't know what's happening, but it's not going to be minor. She pilots an advanced speedster mech armed with a bandolier of grenades.
Wielding a sniper rifle, the Vindicator is used for back-line support. It needs two hands to use its weapon effectively, and is far more effective at range to boot. However, the powerful projectiles are highly damaging, and nearly impossible to dodge if the sniper can get a good read on someone. A superb weapon from ambush, but an awful one to use if ambushed. More fragile than other mechs here, it boasts average speed at best. However, it does come equipped with a third-hand emissions reductions unit, making it harder to detect on the battlefield.
Martina Jackson, age 34. She is competent and no-nonsense, though she does appear to be on some sort of assigned mission. Pirates, perhaps? Tracking down a lost shipment? You're not sure, but she's been talking a lot with freighter captains, so it has something to do with trade. You'll be shadowing her for a bit, getting home might take a little while. Likely a nice low-risk mission, though. She flies a mech armed with spear and shield, the Hoplite.
And an obvious synergy. Experienced pilot takes point and the majority of the risk, while we learn the ropes while handling backline support to let her close the distance while being largely immune to our suits primary failstates. Success results in money, which means upgrades and opportunity.
With the Vindicator we couldnt ask for a better starting combination to hit the ground running.
We took giga hard mode folks, lets play to what few strengths we possess
[X] Plan To Prove
-[X] The Vindicator
-[X] Martina Jackson, Apprentice Spiritualist Grade 4
[X] Plan To Prove
-[X] The Vindicator
-[X] Martina Jackson, Apprentice Spiritualist Grade 4
It might be paranoia, but Eileen feels like she'd use us as cannon fodder if she thought it was necessary, especially since whatever her mission is is apparently important. However we will need to take some risks to get ahead, so Roland's option feels too safe.
Eh, give me the Tallgeese Flugel. Wing Zero wings plus heatlance on base tallgeese looks rad. Talgeese 3 just doesn't look like tallgeese to me, but I'm a petty bitch.
But yeah mechanically a tallgeese is like, a really strong base to develop from.
[X] Plan To Prove
Vindicator is a little less speed and a little more stealth than I'd like, but it aligns with my own plans to develop Sniper-martial arts of some kind, and we will probably be developing further as time goes on. Our allies abilities asides from partina aren't confirmed, but martina going close combat gives the enemy something to shoot at that isn't us that might survive. And who also isn't kind of a jerk like Eileen seems to be.
...Long range sniper alongside a spear and shield user. Where oh where have I heard that one before, Chron?
[X] In The Thick of It
-[X] The Firestarter
-[X] Eileen Black, Apprentice Spiritualist Grade 6
The Vindicator isn't a bad choice, but I find it kind of boring. There's only so many ways to narrate "and then you fired your gun". Battles at extreme range aren't that interesting to me, and battles at mid and close range, which have more variety, are things we'd be avoiding at all costs with the Vindicator. So, I ended up picking the Firestarter for more fun midrange options. Resistance to enemy ambushes is also useful for this machine, if not as much as for the Vindicator, since its biggest weakness is getting oneshotted before it can do anything due to not having much armor.
Eileen is a solid choice all-round, and a mission that's not too overwhelming will help us ease into things. Mid-range fire support also pairs perfectly with a close-range specialist.
Alright, time to stan for the Vindicator again. As the name shows, it's a machine that has something to prove. Much like the basic ass male potentate of the hard coping backwater planet of a backwater space sector, we too hunger for Vindication of the investment into our character.
A chip on the shoulder. Something to prove.
Proof that gunners can keep up. Proof that you dont need the greatest resource base to become a gigachad. Proof that even with a gender disadvantage and societal norms against us, we can overcome all those obstacles and prove the naysayers wrong.
All to chase that feeling of satisfaction of doubts answered.
Vindication.
Now, narrative resonance out of the way, let me explain the mechanical benefits
With the Psi Beacon weve already addressed the most critical and glaring weakness of the Vindicator itself. That means theres two other scenarios that can prevent it from shining: Overwhelming enemy attention that outpaces its ability to shoot it out. And an opponent fast enough to close distance to negate the range advantage.
Both of these can be addressed by partnering with an experienced melee mech. In their element, they draw the attention of enemy mechs, which would give the Vindicator a clear lane to engage with. With a shield, they're outfitted to fulfill the role of a tank even. And while fulfilling that role, that provides the Vindicator room to fulfill its own desirable role as backline support, picking off the opponents tied down.
It also can act as a screening element to prevent any would be attackers approaching the Vindicator from the front, though less reliably. However, this can be mitigated by investing in the Vindicators lackluster engine output. But that needed to be addressed anyway.
For a sniper, the ability to reposition is life itself. So even that last weakness would have needed to be addressed regardless, rendering it a moot point. Basically, what I'm saying is that Plan to Prove combines our origin with the most synergistic options available in this vote to give us a strong base to try and be aggressive in pursuing greater growth with.