Post by Percival de Rolo III on Jun 21, 2017 3:33:49 GMT -5
[ Prepare for Titanfall ]
It has been only six months since Operation: Broadsword and the completion of Special Operation 217. The aftermath has been astounding- the power to destroy an entire planet in the blink of an eye. It is safe to say that this war will never be the same.
With the Demeter gateway destroyed and the Interstellar Manufacturing Corporation cut off from the Core Worlds and stranded on the Frontier, a quick and decisive blow must be dealt to the Militia freedom fighters if they are to win the war. A blow perhaps like the one presented by the regrettably failed Fold Weapon prototype on Typhon. As a result of this failure, the IMC is actively (and some might say desperately) searching for more alien artifacts on every world they can in the hopes of finding a similar weapon or other advanced technologies that they can exploit. The Militia has caught wind of this new plan and is actively seeking to deny IMC operatives this chance in order to protect their people and their independence.
In the hope of outclassing the enemy both sides have hired the best mercenary groups that money can buy. The skills of these independent Pilots are extraordinary, even among the near-supersoldier status of regular Pilots. Each Pilot is an expert in mobility and high-speed combat, using suits called 'jump kits' to perform feats of combat acrobatics never before seen. Their true advantage, however, is the Titan- hulking mecha dropped from orbit that feature heavy armor and advanced weaponry. Titans are autonomous and can operate independently or with manual piloting, but a Titan and Pilot are strongest when they are together, acting as one unit to destroy the competition.
Some of these mercenaries are just in it for the money. Others believe in the notion of a free frontier, or a unified humanity. Still others fight for reasons known only to them. Whatever the case, the actions of these Pilots will decide the fate of the war.
[ Rules ]
Before we begin I am obligated to set rules for this thread. Nothing too weird or different from any other roleplay you've been in.
1- Follow all forum rules; self-explanatory
2- There is no minimum post length requirement, however I ask that you make a reasonable attempt at proper spelling and grammar and include enough content in your post that people can respond.
3- The same goes for activity. I understand that a lot of us are busy and so I won't set a minimum amount of posts per week, however it would be nice if we were all fairly active.
4- Diversity in gender, race, and sexual orientation is allowed and encouraged. Feel free to make LGBT+ characters. Do not flame any character or user for discriminatory reasons. Also, don't flame in general, unless it's between characters of course.
5- Character balance. I won't make a requirement out of this but please try to keep the number of Wolf Pilots and Predator Pilots fairly equal so that we can have fair battles.
6- Do not powerplay, god-mod, spot-light, or make Mary Sue characters please. You've all seen this before, don't do it. Everyone has flaws, that's what makes them interesting. Not everyone can dodge every bullet or hit every shot.
7- On that note please accept that character death may happen. I will not force it on anyone but if there is no logical way for a character to survive a situation then understand that the character will probably die. Death and the risk of death is a good way to introduce stress and strong emotion in the surviving characters and gives realism to the situation. However, these are extraordinary soldiers and massive exploding robots we're talking about, so go out with a bang! :D
8- Keep romance as well as blood and gore PG-13. This extends to swearing as well- don't do it at all if possible. Forum rules, folks.
9- *insert obligatory "Have Fun" here*
[ Titan Loadouts ]
There are seven different Titans available to the mercenaries. Each has a unique chassis, weaponry, and abilities that make them better suited for certain specialties. The different Titans are listed below with a brief description of their special attributes. All of the Titan types feature AIs which will bond with the Pilot and control the Titan when the Pilot is not actively piloting it, and all have a Core ability that is usable only when the Titan's power core is fully charged. Using the Core ability depletes the power core, requiring that the Titan wait for it to charge again. Titans can be painted different colors and patterns according to their Pilot's preference and Titan's also often exhibit 'nose art' and other drawings to help give a personal flair. All Titans are also capable of deploying a cloud of electric smoke which obscures vision and damages enemy electronics and soldiers inside it.
|| Ion ||
The Ion-class Titan is a type designed around lasers and energy weapons. It is a well-rounded chassis with medium armor, speed, and shields, with energy for a single dash before recharging. This Titan uses a Splitter rifle capable of launching energy bolts quickly in single shots or in groups of three projectiles along a horizontal axis. Its secondary weapon is a shoulder-mounted precision laser that can easily vaporize single targets. As a defensive ability the Ion is able to create a vortex shield around its hand which stops incoming projectiles and then fires them back at the enemy when the shield is released. The Ion-class is also able to deploy mines triggered by laser tripwires to damage unsuspecting Titans and lock down areas. For good measure the Ion-class is also able to fire an incredibly powerful chest-mounted laser provided that it has enough time to charge its Core. A good balance of speed, firepower, and survivability.
|| Tone ||
The Tone-class Titan is built on a similar chassis to the Ion with medium armor and speed with energy for a single dash before recharging, however it's specialties lie in longer-ranged combat and the use of missiles. Its primary weapon is a 40mm single shot cannon that decimates enemy Titans and armored units. If the Tone can successfully land three shots with this weapon, its targeting computer will lock on to the target to enable the use of the Tone's secondary weapon- a shoulder-mounted guided missile pod which fires small missiles at the locked target. The Tone-class can also use a fireable sonar ping to grant partial lock-on to any targets in its radius. If given enough time to charge and compute, the Tone can even fire from a second guided missile pod at the same time and launch a salvo of remote-controlled missiles which don't require a lock. The final piece of equipment that the Tone-class has at its disposal is a deployable shield that stands slightly taller and wider than a Titan and blocks projectiles from one direction while allowing projectiles through on the other, effectively acting as a temporary cover for the Titan.
|| Northstar ||
A Northstar Titan is the longest-ranged Titan class. It is built on the lightest chassis with weak armor but good speed and capable of two dashes before recharge. It's primary weapon is the Railgun, a weapon that fires a single protectile at incredibly high speeds dealing high damage and piercing through armor after a small charge-up time. This essentially makes the Northstar-class the Titan equivalent of a sniper. She is aided in this respect by the use of a shoulder-mounted cluster missile that causes multiple explosions in a small area, as well as the use of jet engines to hover and fly temporarily. If the Northstar is being chased it has the use of a tether trap which attaches to an enemy Titan and anchors them to the ground until they can remove it. When fully charged the Northstar-class has the ability to fly for a slightly longer duration while firing two dumb-fire missile pods at enemies below. The Northstar is unparalleled in damage output but it is very weak in terms of armor and must be supported by allies.
|| Brute ||
A Brute Titan is actually a variant of the Northstar chassis with similar abilities but different armament. The Brute-class is also able to hover and fly and has weak armor with high speed and two dashes. The Brute also shares the ability to fly and launch a salvo of missiles after its Core fully charges. However, the Brute utilizes a multi-target missile system instead of a cluster missile and possesses a vortex shield to catch incoming projectiles and launch them back. The Brute-class also carries a different primary weapon than the Northstar-class, using a Quad Rocket Launcher to fire four rockets at once or four single rockets in rapid succession. The use of this armament makes the Brute more of a mobile missile platform than the Northstar, focusing on flight and eliminating other Titans and ground forces from above with copious amounts of explosions. Like the Northstar the Brute has very weak armor and must be supported well in order to succeed.
|| Ronin ||
The Ronin-class is a unique type of Titan that relies on mobility to succeed. It has weaker armor, not as weak as the Northstar's but not good, but excels in speed. It has two regular dashes but also possesses the abilty to perform a phase dash, which slips the Titan into an alternate dimension temporarily while sending them forward in a horizontal direction. What this means, essentially, is that the Titan can teleport short distances in order to flank an enemy or close the distance. In close range the Ronin is best able to use its armament to the fullest. These weapons include the Leadwall, essentially a scaled-up version of a shotgun which fires three shots at once to great effect, and a broadsword carried on the back of the Titan. Using the broadsword the Ronin has a longer reach for melee attacks and can use the sword to block a portion of incoming fire. By sweeping the sword across the ground in front of it the Ronin-class can create an arc wave of electricity to slow and damage enemies caught in its path, and when the Ronin's Core is fully charged the Titan is able to swing the sword much faster and block more projectiles with it due to faster reflexes. All of these abilities coupled with the Titan's high speed and maneuverability make the Ronin-class a master of close-range combat so long as the Titan doesn't get hit- it has poor survivability under fire.
|| Scorch ||
The Scorch-class is the Titan for any pyromaniacs in the audience. Built on a heavy chassis, the Scorch-class is slow but heavily armored with no capability for dashing. The Scorch-class's primary weapon is a Thermite Launcher which fires canisters of thermite that explode and catch on fire. This allows Scorch to deal damage over time due to thermite's ability to burn through metal. The Scorch-class can also launch a barrel of flammable gas which spray in a wide circle and can then be ignited with any of Scorch's any other abilities to create a firey pit of death. The Scorch-class can also deploy thermite from its hands to create a flame shield which melts incoming projectiles and burns close enemies or create a flame wall which travels forward for a short distance damaging anything in its path like the Ronin-class's arc wave. The Scorch-class's Core ability is to activate the thermite in both of its fists and then slam them into the ground, creating a wide fan of fire in front of it. The Scorch-class is very good at taking the brunt of enemy fire and shrugging it off with its heavy armor while using its fire-based abilities to lock down areas and deal high damage in a short amount of time.
|| Legion ||
The Legion-class is unique among Titans in that it has no chassis-mounted abilities. Legion's power comes purely from its incredibly heavy armor and the weapon it carries- a massive Predator cannon with a high rate of fire. The cannon has an inaccurate but high rate of fire close range mode and a somewhat slower-firing but more accurate long-range mode. It is also capable of a 'power shot' in which the cannon spins up and then fires a large amount of bullets at once. In the close-range mode the power-shot acts like a shotgun blast, spraying bullets everywhere, while in the long-range mode the power-shot fires a large amount of bullets in a very tight, accurate burst. The Predator cannon can also deploy a gun shield temporarily which partially covers the Legion-class and blocks enemy projectiles. Legion is the slowest Titan with no dash capability, but it has very heavy armor. A Legion-class is sure to be the anchor of your team, taking the most enemy fire and returning the favor with copious amounts of bullets downrange.
[ Pilot Weapons and Equipment ]
Pilots have access to all kinds of advanced firearms and tools and train extensively to be able to use these weapons even while flying through the air and running on walls. Pilots are not restricted to a standardized loadout and each Pilot is allowed to use whatever weapons they want. Understand however that Pilots are still humans and can't carry very much more than a primary and a secondary on top of whatever ordinance they carry. Each Pilot can also choose a tactical ability to link to their Jump Kit, such as temporary invisiblity, in order to gain more tactical options. Most Pilots can only use one tactical ability. Each Pilot also has one or more 'Data Knives' which function as both a combat knife and a USB that can hack robot targets or consoles that it is stabbed into.
|| Tactical ||
-Grapple- your standard Grapple; a strong rope with a hook on the end that hooks into anything it hits and then retracts. Pilots can use this to pull themselves toward out-of-reach places or swing themselves around it to build momentum.
-Holo Pilot- the Holo-Pilot tactical allows the user to project a very realistic hologram of themselves that will travel forwards and mimic the user's actions at the time of deployment. Clever Pilots can use this as a distraction or to confuse the enemy.
-Cloak- Cloak enables the user to obscure themselves from optic systems. To the naked eye the user appears as a blank but still detectable silhouette, but to robotic enemies and Titans they are completely invisible.
-Stim- the Stim tactical injects a combat stimulant into the user, boosting their speed and healing minor wounds for a short time. Side-effects may include: feeling like Sonic the Hedgehog, LUDICROUS SPEED, and/or an inflated ego.
-Phase Shift- this allows the user to teleport short distances in the same way that the Ronin-class Titan does: by temporarily slipping into another dimension and then coming back. The Pilot can also use this ability defensively to avoid environmental hazards or enemy fire for a brief time due to such hazards simply not existing in the other dimension.
-Pulse Blade- a Pulse Blade refers to a kunai-shaped blade with a sonar emitter in the counterweight. When the Pulse Blade lands in a target it emits sonar pulses that allow the user to see opponents even through walls within a certain range of the Blade. While the Pulse Blade in itself wouldn't take a tactical spot, the sonar pulses have to be calculated and highlighted by a separate system that would take the place of another tactical ability on your Jump Kit.
-A-Wall- similar to the Pulse Blade the actual usable part of this equipment wouldn't take a tactical slot, but the A-Wall requires the use of a Jump Kit bound computer and charger which takes the spot of a tactical. The A-Wall is a person-sized particle shield that 'amps' outgoing shots, causing them to do more damage, while leaving incoming shots alone. This means that the A-Wall user can set up somewhere and use the A-Wall to deal more damage to the enemies in shorter amounts of time.
|| Assault Rifles ||
-G2A5- a single-shot rifle that fires as fast as you pull the trigger. With controlled shots and good accuracy the G2A5 excels at mid-to-long range with high damage per shot and a magazine capacity of 14.
-Hemlok BF-R- a rifle that fires in three-shot bursts, the Hemlok specializes at mid-range combat and is fairly accurate. Assuming you can hit with it the Hemlok is a good choice for an all-around rifle. Magazine capacity of 24.
-R-201 Carbine- a full-auto rifle with little to no recoil the R-201 is accurate at all ranges and has the highest rate of fire in its class, but the size of the bullets fired means that individual shots do much less damage than in the G2, Hemlok, or Flatline. Magazine capacity of 24.
-V-47 Flatline- a reliable standard weapon for the Militia, the Flatline is a rugged and generally reliable weapon. It has a slower rate of fire than the R-201 but has much better damage per shot and side-to-side recoil instead of the typical up-and-down. While the recoil can sometimes be unpredictable the weapon is otherwise accurate and acts as a good staple weapon of the assault rifle class. Magazine capacity of 30.
|| Sub-machine Guns ||
-Alternator- a very compact weapon, the Alternator fires from two barrels separately and alternates between them, giving it the slowest rate of fire out of the SMGs but dealin high damage per shot with very predictable side-to-side recoil that is easy to control. The Alternator is a good weapon for running and gunning due to its small size and weight. Magazine capacity of 20.
-CAR- a basic SMG, the CAR has a high rate of fire, little recoil, and is easy to fire from the hip. Not much else to say about this one, it's a staple weapon. Magazine capacity of 30.
-R-97 Compact- the highest rate-of-fire SMG, the R-97 is good at short range to fill things with bullets. Beyond that, though, don't expect this weapon to hold up at mid-to-long range. Magazine capacity of 40.
-Volt- a newer IMC weapon, the Volt SMG is energy-actuated which gives its bullets equal damage to the R-97 despite their smaller size. This makes it a very accurate weapon even at longer ranges. Magazine capacity of 33.
|| Light Machine Guns ||
-Spitfire- exactly what you think of when you hear LMG. High rate of fire, decent accuracy, deep drum size of 80.
-L-STAR- a laser LMG, you don't have to worry about magazines on this one, only be wary of overheating. Otherwise very similar to the Spitfire in fire rate and damage.
-X-55 Devotion- this LMG starts off firing very slowly but its rate of fire increases the longer the trigger is held. It has higher damage per bullet than the other LMGs and a smaller magazine capacity but it is more accurate and gradually gains a higher rate of fire than others in its class given time. Drum capacity of 55.
|| Sniper Rifles ||
-D-2 Double Take- a rifle with two barrels, it fires two shots at once to deal decent damage. Highest magazine size in class (12 rounds).
-Kraber-AP- the equivalent of a Barret .50 cal, the Kraber is a long range armor-piercing sniper rifle with the best damage in class and the ability to kill almost anything in a single shot. Its drawbacks are its heavy and unwieldy frame and abysmal magazine size of 4 shots.
-Longbow-DMR- the Longbow-DMR fires faster than the other snipers and does slightly more damage than the Double Take with a magazine capacity of 6 rounds.
|| Shotguns ||
-EVA-8 Auto- a basic shotgun with a drum magazine holding 6 rounds, the EVA-8 can fire in semi-auto as fast as the trigger is pulled or switch to full auto. The EVA-8 fires buckshot and thus must be in close range to be effective.
-Mastiff- a strange weapon, the Mastiff fires 5 slug-like energy bolts along a horizontal line, giving it a unique spread. The shotgun has a magazine capacity of 4 and a longer range than the EVA-8 due to its use of energy slugs rather than buckshot.
|| Grenade Launchers ||
-EM-4 Cold War- a grenade launcher that fires 4 sticky grenades in rapid succession after a short charge-up time. Good for clearing out hallways and tight spaces. Magazine capacity of 12.
-EPG-1- a launcher that fires a single powerful bolt of energy in a straight line that travels slowly over a large distance and explodes on impact. Useful against single targets. Magazine capacity of 5.
-R-6P Softball- the Softball fires adhesive grenades that will stick to any surface. Easy to aim and fire. Magazine capacity of 6.
-Sidewinder SMR- the SMR fires micromissiles in rapid-fire, effective against Titans and large groups of enemies. It is somewhat weaker than the other launchers but has a high rate of fire and larger magazine capacity of 20.
-MGL Mag Launcher- as the name would imply, the Mag Launcher fires two magnetic grenades with a single trigger pull. These grenades will stick to enemy Titans or other metal surfaces. The magnets are strong enough that the grenades will even curve through the air to attach to something, which makes precise aim less of a priority. Effective against robotic enemies and Titans, much less so against Pilots and grunts. Magazine size of 6.
|| Pistols ||
-Hammond P2016- the P2016 is a simple pistol similar to any you'd see today- semi-auto, decent accuracy, magazine capacity of 12.
-BE3 Wingman- the Wingman is a powerful little guy, a revolver with great accuracy and high damage if you can hit the target. It has a capacity of 6 rounds.
-RE-45 Auto- this is the only pistol that fires in full-auto, with a high fire-rate. However the weapon has a high amount of recoil and isn't accurate at range. 20-round capacity.
-SA-3 Mozambique- this pistol fires energy rounds similar to the Mastiff shotgun, however this gun fires in a triangle pattern with one round on top and two below. Lower fire-rate but easier to hit with given the three shots. Magazine capacity of 4.
-Smart Pistol Mk5- this pistol is quite easily the easiest weapon to aim, ever. This is because the pistol automatically locks on to targets within a short period of time and will then aim itself to fire at the locked-on target. The pistol only has to be pointed in the general direction of the target to begin scanning and locking on, and it can lock on to multiple targets at once. Magazine capacity of 12.
|| Anti-Titan ||
-Archer- this is the equivalent of a modern-day Javelin launcher. Aim at the target for a few seconds to lock on and then fire to launch a rocket which will automatically pursue the target. Fairly simple. Good against Titans. Magazine capacity of one rocket.
-Charge Rifle- the Charge Rifle is something like a beam sniper. Pulling the trigger causes it to charge up and after a few seconds the energy beam will fully charge and then fire at the target, melting through armor and shields. Good for fighting Titans at range, with pinpoint accuracy and decent damage output.
-LG-97 Thunderbolt- fires an explosive bolt of electricity. It does less outright damage than the other anti-Titan weapons but can stun robotic enemies and confuse Titan optics. Anything passing near the bolt in flight will take electrical damage and the bolt only explodes when it hits a surface. Magazine capacity of one shot before reloading.
|| Ordnance ||
-Frag Grenade- your basic grenade. Pull the pin and let it fly. Explodes and sprays shrapnel all over the place. Effective against organic opponents, much less so against robotic enemies and Titans.
-Arc Grenade- similar to the frag grenade, but releases electricity instead of exploding. This slows down enemies caught in the blast and disrupts robotic enemies and optics.
-Firestar-
-Gravity Star- another throwing star that creates a gravity field where it lands, sucking opponents and projectiles towards it before exploding.
-Satchel- improvised explosives usually carried by Militia special forces, the satchel is a bag full of explosives that can be detonated with a remote. More powerful than any other ordinance but requires careful placement and timing.
-Electric Smoke Grenade- a smaller version of the electric smoke charges deployed by Titans, the electric smoke obscures vision, damages electronic enemies, and shocks organics that enter.
-Ticks- small robotic drones packed with explosives that seek out enemies and then detonate. Throw the disc on the ground and then watch it unfold.
|| Miscellaneous Equipment ||
-Radar Jammer- scrambles enemy radar.
-Pilot Sentry- a deployable turret that targets Pilots and fires a machine gun at them.
-Titan Sentry- a deployable turret that targets Titans and fires heavy explosive energy bolts at them.
-Hard Cover- a deployable person-sized shield not unlike the A-Wall but it doesn't amp weapons and instead blocks incoming projectiles.
[ Steel Wolves ]
The Steel Wolves are a mercenary group founded by Militia Pilots who were discharged from service for one reason or another but still wanted to fight against the IMC. Nowadays they are branching out and becoming a more independent organization, but they are still closely tied to the Militia. They were hired to find and either protect or destroy alien artifacts so that the IMC doesn't get a hold of them.
The Wolves are a band of brothers, loyal to each other and to the mission. While some of their newer members are more financially inclined, the majority of these mercenaries believe in the ideology of the Militia and work to free the Frontier. Making money is just an added bonus.
|| Leader ||
OC -- Alan MacArthur -- EV-0812 -- Percival de Rolo III
|| Second-in-Command ||
OC -- First Last "Moniker" -- Titan -- @ member
|| Pilots ||
OC -- Marcus Zehr "Zephyr" -- AT-7840 -- Sour Candy
OC -- First Last "Moniker" -- Titan -- @ member
OC -- First Last "Moniker" -- Titan -- @ member
[ Apex Predators ]
The Apex Predators are a group of highly efficient mercenaries willing to do anything to get their paycheck. They fight regardless of morals or ethics and have been accused many times of senseless brutality. The Militia considers them to be war criminals, and not without reason. They are loyal only to their mission and work only for the highest bidder. The IMC offers that payment consistently, and their current contract is to locate and secure alien artifacts for IMC use by any means necessary.
Many of the Predators undertaking this mission are new to the organization, mainly due to the loss of nearly all senior members during Operation: Broadsword. Their deaths are credited to Militia Pilot Jack Cooper, and as a result the Predators as an organization have something of a grudge against the SRS and the Marauder Corps.
|| Leader ||
Canon Character -- Kuben Blisk -- Unclaimed
|| Second-in-Command ||
OC -- First Last "Moniker" -- Titan -- @ member
|| Pilots ||
OC -- Katya Brandt "Chatterbox" -- SN-2104 -- Percival de Rolo III
OC -- First Last "Moniker" -- Titan -- @ member
OC -- First Last "Moniker" -- Titan -- @ member
[ News ]
|| In RP - Steel Wolves ||
-Wolves are on-call and waiting for the IMC to make the first move. In the meantime they are joining Militia forces on the desert world Anubis to counter an IMC invasion.
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|| In RP - Apex Predators ||
-Predators are en-route to the desert world of Anubis in order to join the IMC assault. IMC invasion forces there are rumored to have located something of interest nearby and the Predators are moving to investigate.
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|| Out of RP ||
-Okay we're actually open now. ^^'
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[ Joining ]
To join just click on the link below, which will take you to the joining and character page. See you there!
Joining and Character Page
Titanfall and its associated properties belong to Respawn Entertainment. I do not claim to own any of the properties discussed.