Thread:Vessel Of War/@comment-107.196.174.179-20150711164732

WARNING: IF YOU ARE IN THE BONES OF ENXOR RP OR ARE THINKING OF JOINING OUR GROUP DO NOT READ ON!!! BELOW CONTAINS MAJOR SPOILERS MEANT FOR VESSEL'S EYES ONLY!!!

-seriously-

-turn back-

-last chance-

NOTE: I’m assuming that there will even more new recruits with the start of another RP, and that we will have enough guardians to form three fireteams. I not, then I will trim extra content to compensate.

Story ideas:

1st thread: The guardians venture to Io, and penetrate the storms orbital blockade/rubble field to establish a base of operations, and begin to realize the storms might.

2nd thread: Three major objectives come into play, requiring three different fireteams to deal with them:

A: The kings, holed up in a golden age airbase, likely have information on the location of the storms prime, and will not part with it willingly.

B: The storms are using legions of human and awoken slaves to run the ancient, broken down factories that have been repurposed to produce modified exos. Freeing them would greatly reduce the rate at which the robotic soldiers pour onto the field.

C: ??? –insert awesome idea here-

3rd thread: Continuation of the 2nd. The guardians wrap up their objectives, and face off against the archon priest of the storms.

4th thread: The guardians push deep into the heart of the storms stronghold, and take down Elkris prime, ending the threat of the storm invasion.



New enemies:

Command servitor: A special model of servitor modified and produced to control the storm exos.

Features: Multiple control spikes and antenna sticking out from their hulls that allow them to directly order around a group of exos, and a void shield for extra resilience.

Storm exos: Mass produced foot soldiers. The bulk of the storms massive army.

Features: A fusion of human and fallen tech. They have two arms and four to eight eye sensors, as well as antenna and fallen plating in their designs. They have armour built into their form, typically equivalent to that of a vandal, and wield a variety of weapons as the situation demands. They are the product of incomplete designs patched together with fallen tech. Thusly; they have no free will or personality. While they are able to make tactical decisions on their own to a limited degree, Most of their advanced problem solving and combat capability comes from the will of Elkris prime, channeled through nearby command servitors.

Shrapnel walker/Wire walker: Fallen walkers armed with lethal anti-infantry or anti- armour weapons.

<p class="MsoNormal">Features: See weapons.

<p class="MsoNormal">Gunskiff: A heavily armoured and armed air support vehicle.

<p class="MsoNormal">Features: Heavy armour plating, and six turret mounted scorch cannons in place of the front two turrets and the troop hatches.

<p class="MsoNormal">Other stuff: -insert awesome idea here-

<p class="MsoNormal">

<p class="MsoNormal">New weapons:

<p class="MsoNormal">Shock blastgun: A cut down, streamlined, singular version of a skiff turret refitted to rifle size. The shock blastgun packs a hefty punch for a weapon of its size.

<p class="MsoNormal">Concept: Just think the concussion rifle from halo with a little less fire rate and a little more power.

<p class="MsoNormal">Shock repeater: Built off the housing of the scorch cannon design, the six barreled shock repeater allows its bearer to lay down a withering hail of fast, non-tracking arc bolts at whatever displeases them.

<p class="MsoNormal">Concept: An over-the-shoulder style shock Gatling gun.

<p class="MsoNormal">Scorch grenade: A single use scorch charge used for clearing cover/demolitions.

<p class="MsoNormal">Concept: Self-explanatory.

<p class="MsoNormal">Shrapnel cannon: Up scaled from the technology used in shrapnel launchers, the shrapnel cannon was designed with one goal in mind: to obliterate any infantry in front of it. While it excels in this respect, with only cabal colossi, vex hydras, and hive ogres being able to withstand a direct shot from inside the kill zone, it does little against heavy armour such as goliath tanks and other walkers. It also suffers from extreme overheating issues, relying on a pair of exposed, lightly armoured vents on the back of the turret to keep the barrel from melting after each shot.

<p class="MsoNormal">Concept: A heavy grade anti-infantry weapon designed for wiping out swaths of infantry at a time.

<p class="MsoNormal">Wire cannon: Up scaled from the technology used in wire rifles, the wire cannon is used for eliminating enemy armour at range, as well as toppling walls such as those of the city by punching through the outer armour and destroying the interior supports. Unfortunately, it is slow and cumbersome to bring to bear at close range.

<p class="MsoNormal">Concept: A long range anti-armour/siege weapon.

<p class="MsoNormal">Other stuff: -insert awesome idea here-

<p class="MsoNormal">

<p class="MsoNormal">New characters/bosses:

<p class="MsoNormal">Elkris prime: final boss for all guardians

<p class="MsoNormal">Srivikiss, archon priest of storms: late story boss for all guardians

<p class="MsoNormal">Krisiss, storm archon: mid story boss for one fireteam

<p class="MsoNormal">Kahniss, storm baron: up to you, probably mid story boss for one fireteam

<p class="MsoNormal">Dravor, king baron: mid story boss for one fireteam

<p class="MsoNormal">Vorrin, devil baron: early story boss for one fireteam

<p class="MsoNormal">Possibly a fallen mercenary on par with Taniks the scarred, who would be played by a friend of mine.

<p class="MsoNormal">NOTE: Bios and equipment for each of them (Save Kahniss and the unconfirmed merc) shall follow shortly.

<p class="MsoNormal">OTHER NOTE: Please tell me what you think/if anything is OP/etc. And please feel free to share your thoughts and ideas for the forge moon with me. As you can see, my plan is not yet complete. Thanks. <ac_metadata title="The forge moon: brainstorming"> </ac_metadata>