This should cover it for now, if we need something more later I'll add on to it. I'll also include some examples the PC's are more than welcome, but not required, to use.<br/><br/>Mech name: (Personal nickname for the machine) Smashybashy, Mr. Metalface, Omega Red, etc.<br/><br/>Model/class: (Design template and weight class.) M1A9 "Hellhound" LAW (Light Armored Walker), J708-B "Raptor" MAW (Med arm Walker) K47 "Gunboat" HAW (You get the idea)<br/><br/>Loadout: (Basic weapons array over hardpoints as follows.)<br/>Head:<br/>Back:<br/>Shoulders:<br/>Forearms:<br/>Hands:<br/>Torso:<br/>Hips:<br/><br/>(Note: Adding hardpoints to legs, while possible, severely strains structural integrity as well as making the mech clumsy and slow to move)<br/><br/>Possible loadouts include, but are not limited to: Rotary cannons, autocannons, rocket pods, missile pods, lasers, beam rifles, plasma weaponry, mortars, rpgs, an, of course, melee weapons.<br/><br/>Special Equipment: (Any optional devices or equipment that doesn't fit into the ordnance category) Additional inertial dampeners, long rang scanners, radar jamming equipment, etc.<br/><br/>Description: (Basic 'what it looks like.' As broad or detailed as you like.) The M12LRV "Warthog" LAW is smaller than most mechs with only a single hardpoint on one shoulder. It's basic humanoid form features low armor, but extraordinary swiftness and agility. The hips of this model are wider than most for added stability with backward jointed legs and large feet, one broad 'toe' splayed out in each cardinal direction. This particular machine has been modified to present a lower profile by removing the bulky 'pauldrons' and most of the armor on the arms and legs. Current paint scheme is desert camo.<br/><br/>History: (Anything of note or interest in the machine's past. Most junior pilots are issued standardised mechs and few can afford their own. A few inherit theirs from relatives. This force is a noteable exception to the 'standardised' military.) The "Frankenstein" is one-of-a-kind, pieced together from cannibalized bits of half a dozen different mechs. The current pilot is its fourth, and has carried on the tradition of adding something from the remains of his first kill to the mech as a trophy, mounting the mostly repaired rotary cannon of an incinerated OP-6 "Landshark" to the shouldermount of his hideous monstrosity.<br/><br/><br/><br/><br/><br/><br/>While I've included some basic equipment and ideas, players should feel<em>more</em>than welcome to create their own mechs. These machines run on a neural interface that jacks into three tiny implanted sockets at the base of the pilot's skull. Piloting a mech manually without this interface is possible, but reaction time is slowed exponentially and weapon systems must be hand aimed and fired, making it incredibly impractical and against military regulations.<br/><br/>While it may be tempting to pile tons of armor and weapons on your machine, keep in mind that the more stress your mech takes, the more stress the pilot's mind takes. I, myself, am<em>incredibly</em>tempted to stick heavy weapons on every available hardpoint and then add a few extras... but my poor pilot would probably be mind wiped by the feedback, turning him into a drooling vegetable. (Not unlike he normally is after a night of hard drinking anyway.)<br/><br/>Feel free to come up with new hardpoints, weapons, designs, etc. Just try not to go overboard, eh? Keep gear at a sane level for your machine's weight class and try to keep machines in a generally humanoid form. Anything else tends to be detrimental to the human psyche over time.<br/><br/>Please PM either Wolfgang or myself with questions, ideas, suggestions, or if you're not sure about something. Or if you want to learn how to make homemade marshmallows. (*points at Wolfy*)