MechAp1
Lorebookfrom ChubLorebook for a mech storyfrom Chub
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Lorebook for No man's planet
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17 entries · scan depth 2 · budget 7,000 tokens · recursive scanning off
Book settings
- #1OOC1 characters
Keys: OOC1
Enabled · After character · Order 10 · 100%
Entry settings
OOC1: These are instructions to create a character sheet: describe in a detailed but concise manner the appearance and background of {{CHARACTER NAME}} to create a character card. This card is individual, so it must be self-sufficient (do not refer to information from another card). In this way: name, species, sex, age, faction, facial features and facial attractiveness (can be beautiful or ugly in varying degrees and nuances), hair, eyes, height, build, Bust, hips, clothing style, weapons (may have none), accessories, background (this must be extensive and detailed, the rest can be brief), Partner (may be none), Friends (may be none), Enemies (may be none), family, likes, dislikes, goals, behavior and habits, quirks, skills, physical strength, intelligence level, personality. Do not be afraid to be creative, but stay consistent with the world. Use a simple text format to save tokens, do not use asterisks *, for example, and in a concatenated manner (no line breaks) and title each section (Name: x, Species: x, Sex: x, etc...)
- #2OOC2 locations
Keys: OOC2
Enabled · After character · Order 10 · 100%
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OOC2: INSTRUCTIONS FOR LOCATION CARDS: You will describe the designated establishment, premises, and/or building. Do so in a hierarchical and detailed manner, defining what kind of place it is, its name, faction if applicable, owner if applicable, address or location and height if applicable, as well as other relevant meta-information. Then define in a detailed, illustrative manner the building layout (rooms, etc.). After that, define the socioeconomic details, such as type of clientele if it is a business, type of neighborhood, condition, etc. It must be consistent with the narrative presented in the story so far, and you must be meticulous; if it has been stated that the establishment is in a specific place, you must be faithful. Do this in a single concatenated paragraph (no line breaks), in simple text format (no asterisks * or other characters) and title each section (Type of place: x, Name: x, Faction: x, etc...). Attach a list of related keywords at the end to tag the information described (name, use, etc.), unique words.
- #3OOC3 factions
Keys: OOC3
Enabled · After character · Order 10 · 100%
Entry settings
OOC3: INSTRUCTIONS FOR FACTION CARDS: You will define the faction with a description, then describe its goals, allied factions, enemy factions, who its leader is, and a list of its key figures in this format: (Name: x; Description: x; Goals: x; Allied factions: x,x,x...; Enemy factions: x,x,x,...; Leader: x; Key figures: x,x,x...). Do this in English in a concatenated manner (no line breaks) and in simple text format (no asterisks * or other characters). Attach a list of related keywords at the end to tag the information described (name, use, etc.), unique words.
- #4OOC4 objects
Keys: OOC4
Enabled · After character · Order 10 · 100%
Entry settings
OOC4: INSTRUCTIONS FOR OBJECT CARDS: You will define in detail all relevant elements related to the object being defined. Do this extensively, prioritizing information already written in the narrative and inventing coherently with the universe what has yet to be defined. Do this in English in a concatenated manner (no line breaks) and in simple text format (no asterisks * or other characters). Attach a list of related keywords at the end to tag the information described (name, use, etc.), unique words.
- #5Planet
Keys: Iver, climate, Scarred Highlands, geology, continent, Rend Mountains, Thal, resources, hill, river, earth, planet, sea, luna, sky, fly, planets, threnic, ashflat, meteor, bay, k3v, Zolan, humans, stars, world, space, terrain, moon, weather, Jal, ore, satellite, battleground, wasteland, Mek, Landmass, Angra, human, battlefield, astronomy, mountain, Colonization, threnium, ocean, sun
Enabled · After character · Order 10 · 100%
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Zolan — Planet Profile
Location & star system
- Primary star: Angra (K3V) — a slightly cooler, orange-tinted dwarf star. Zolan orbits comfortably inside Angra’s habitable zone, receiving softer, redder sunlight than Earth.
- Companions: a visible gas giant named Jal in a distant, eccentric orbit; a captured dwarf planet called Mek on a highly elliptical path that creates sporadic meteor showers.
- Moons: two irregular moons — Iver (larger, tidally locked) and Thal (small, broken and cratered). Their combined tidal effects are modest but contribute to seasonal storm patterns in coastal sectors.
- System architecture: a thin asteroid belt outward of Jal, and several derelict colony bodies and mining outposts still on old trajectories — relics of early colonization and later orbital conflict.
Physical characteristics of the planet
- Type & size: terrestrial, marginally larger than Earth (≈1.03–1.08 Earth radii). Gravity is slightly higher than Earth’s, perceptible in long marches and heavy armor fatigue.
- Interior & tectonics: active but sluggish plates — the war has exposed and exploited geothermal anomalies. Large, shallow magma fields feed localized hot zones.
- Surface: primarily continental landmasses with wide basins; many former rivers now run intermittent or acidified. Vegetation exists in pockets, largely confined to sheltered river valleys and subterranean biospheres.
Atmosphere & climate (post-collapse)
- Composition: broadly Earthlike (nitrogen-oxygen dominant) but with elevated particulate load and trace exotic aerosols released by decades of orbital bombardments and industrial processing of the exotic crust.
- Climate patterns: long winters of ash haze punctuated by violent, local thermal storms where geothermal vents or orbital impacts occur. Sunlight is dimmed in many regions — a perpetual twilight under ashen skies in the worst zones.
- Weather hazards: corrosive acid fogs over ruined industrial zones, static-charged dust storms that disable electronics, and unpredictable microbursts caused by failing weather control arrays.
Geology & key resources
- Exotic crust: Zolan’s crust contains a family of unfamiliar, technologically useful elements collectively called threnic ores (informally: threnium). These ores catalyzed 300+ years of accelerated tech: compact fusion reactors, filament composites, and molecular printers. Extraction is dangerous — threnic seams generate volatile plasma pockets and radiation anomalies.
- Strategic resources: threnic ores, dense iron-siderite deposits, volatile hydrocarbons trapped in subterranean basins, and salvageable pre-war machine cores. Control of threnic veins defines power in the modern era.
Ecology & biomes
Zolan’s ecology has been reshaped by war, contamination and adaptation. No lush planet-wide biomes remain; instead there are extremes and odd survivals.
- Ashflats / No-Man’s Seas: vast, gray plains of compacted ash and shredded metal — winds carry a constant metallic tang. Little grows; what does is coarse, glassy lichen that leeches metal from dust.
- Rend Mountains & Scarred Highlands: jagged mountain ranges where geothermal springs keep pockets of green. These are the only places where farming at a subsistence level persists outside fortified cities.
- Industrial Wastelands: cities of rust and slag, half-buried factories leaking acidic runnels. These are scavenger terrain: both lucrative and lethal.
- Burrowed Societies / Vault Oases: subterranean habitats and pressurized greenhouses maintained by wealthy rearward cities — wild biodiversity experiments are trapped here, kept for cultivation and prestige.
- Coastal Deadzones: salt flats and black tide lines where the sea-sludge glows faintly at night; fishing is possible only with heavy filtration and risk of toxin exposure.
- #6History
Keys: optimism, future, past, sunder, colonization, era, history, origin, terraforming
Enabled · After character · Order 10 · 100%
Entry settings
Historical background (narrative backbone)
- Colonization: settled ~500 years ago by human and corporate expeditionary fleets. Early eras were technological optimism; terraforming and infrastructure followed quickly thanks to threnic resource exploitation.
- The Sunder & Onset of War: ~350 years ago a rapid cascade of political collapse and resource competition erupted into the long war. The originating causes have been obscured by propaganda, cult myth and scorched record-keeping — modern historians call it the Sunder.
- Grinding attrition: a century of bombardment, orbital blockades, guerilla strikes and biome tampering created the present. Sectors oscillate between scorched battlefronts and fortified rear economies. The conflict is self-sustaining: war funds the industry that feeds war.
- #7Society
Keys: home, governance, danger, religion, politician, anyone, hungry, politic, citadel, population, no man's land, eat, hunger, someone, market, no-man's, food, enclave, government, community, life, pay, politics, supplies, money, town, economy, socieety, supply, rulers, house, ration, where, communities, culture, eating, civilian, people, caravan, live, citadels, citycities, urban
Enabled · After character · Order 10 · 100%
Entry settings
Societies, governance & economy
- Factional landscape: hundreds of city-states, war-bands, corporate enclaves and techno-sects. No universal government—authority is local, brutal, and transactional.
- Economic model: war economy. Salvage, contract combat, threnic mining and licensed molecular printing dominate. Black markets and barter networks thread between fortified enclaves.
- Civic life: in the rearward citadels life is paradoxically modern — screened squares, data-lanes, and luxury gardens behind blast walls. Closer to the front, communities are martial and provisional: watchtowers, ration distribution, and constant drills.
- Culture: martial pragmatism and cynicism. Honor is commodified; mercenary work and blood-service are respectable livelihoods. Religion often syncretizes tech-myth and ancestor cults, while others worship the machines of war.
Population density & settlement pattern (qualitative)
- Rear zones / Citadel belts: relatively dense urban nodes with sustained populations and continuous trade — walking across a citadel may take hours, but meeting another person is constant.
- Frontline stripes / No-man’s land: extremely sparse; one can travel days without sighting a settled human presence. Movement is dangerous, dominated by patrols, minefields, and salvage crews.
- Intermediary ribbon: small fortified towns and caravan forts that serve as staging and supply points — meeting another person is likely within a day’s travel along main wagon routes.
- Implication for gameplay: encounters are predictable in cities, opportunistic and deadly in the fields.
- #8War
Keys: danger, front, warrior, artillery, battle, weapon, defenses, railgun, exosuit, war, armory, fortification, mech, warfare, supply, no man's, armor, gun, dangerous, trauma, bullet, battleground, attack, battlefield, armored, bullets, shooting, combat, defense, attacking
Enabled · After character · Order 10 · 100%
Entry settings
Warfare, military infrastructure & doctrine
- Tactics & scale: attritional combined arms: armored infantry (mech suits), orbital missile strikes, electronic warfare, and underground sabotage. Frontlines are mobile and discontinuous.
- Hardware: rugged, realistic mechs (7–12 ft classes), heavy kinetic artillery, railguns, thermal lances, drones and hardened fortifications. Emphasis on redundancy — analog backups, sealed hydraulics, and manual override systems.
- Logistics: convoys, buried supply lines, salvage fleets. The most decisive resource is not bullets but repair capacity — swap-parts, coolant, and skilled techs.
- Warfare’s social cost: permanent mutilations, chemical contamination, and large swaths of land rendered economically dead.
- #9Fauna
Keys: aliens, danger, mutant, ashcorvid, laboratory, mutants, horror, bioweapons, aberration, science, food, Gritwolf, biomutant, Ash-corvid, biological, fauna, monsters, alien, animal, Ironwing, corvid, lab, aberrations, bioweapon, wasteland, crow, extraterrestrial, monster, esperiment, predators, animals, Gritwolves, hunt, livestock
Enabled · After character · Order 10 · 100%
Entry settings
Fauna, mutants & biological hazards
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Native/altered fauna: not fantasy beasts, but warped survivals:
- Gritwolves: pack predators scavenged to metallic teeth, adapted to ash hunting.
- Ironwrigs: centipede-like tunnellers that eat scrap and can collapse trench systems.
- Ash-corvids: smart scavenger birds that collect shiny tech and mimic alarms.
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Warborn mutations & engineered organisms: mutated livestock, virus-driven "gray languor," and experimental bioweapons gone feral. Mutants are often stunted, xenophobic, or used as slave labour.
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Alien life: extremely rare visiting microfauna and a few reported sightings of true alien organisms near deep threnic vents or buried alien artifacts — these are treated with reverent fear and profitable denial.
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- #10Orbital
Keys: , comm, danger, aerospace, comet, artillery, communication, rocket, earth, comms, war, sky, jammed, fly, aereal, radio, navigation, jamming, jam, orbital, meteorite, space, dangers, ship, travel, dangerous, satellite, spaceship, gps, crater, flying, trip, communications
Enabled · After character · Order 10 · 100%
Entry settings
Orbital environment & hazards
- Debris field (the Faz Sky): fragmented satellites, shattered hulls and dormant orbital platforms create hazardous reentry zones and intermittent EM shadows.
- Orbital warfare: kinetic bombardment and orbital batteries remain a real threat — landing on the wrong day can mean cataclysmic artillery.
- Comms & navigation: disrupted by debris and deliberate jamming; many convoys prefer ground-compass and analog routes.
- #11exosuits
Keys: pistol, cataphract, exosuits, tactical, wars, pilot, soldiermenace, technology, battle, fighting, artillery, protection, force, soldier, pilots, ranger, exosuit, war, ammo, cannon, marine, merc, mech, castellan, rifle, armor, gerrilla, gun, soldiers, warlord, enemiemercenary, fuel, frontline, attack, necrofex, fight, forces, siege, army, shoot, survival, shooting, combat, military, enemies
Enabled · After character · Order 10 · 100%
Entry settings
Combat Suits of Zolan (Expanded Dossier)
General Overview
- Definition: On Zolan, “mechs” are not towering robots but armored exosuits — man-sized extensions of the human body, engineered for survival in a planet consumed by perpetual war.
- Size spectrum: ~7 to 12 feet tall; designed for single operators. They are closer to walking tanks or armored cavalry than humanoid robots.
- Core power source: every suit carries a cold-fusion microreactor stabilized by threnic alloys, giving near-limitless electrical power. Despite this, suits require propellant fuel, coolant fluids, and consumables for hydraulics and filters.
- Aesthetic: brutalist, functional, “military-tech punk.” Expect riveted armor plates, exposed coolant hoses, hydraulic hiss, and analog dials glowing beside neural HUD overlays. Machines that look maintained by grease, not sterile factories.
- Combat role: suits are frontline war platforms, designed for anti-vehicle and anti-mech combat. Infantry without armor is cannon fodder.
- Tactical doctrine: mechs are deployed in small squads or individually; they form the backbone of Zolan’s battlefield. The type of suit determines survivability, role, and social prestige.
Anatomy of a Combat Suit
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Frame & Chassis
- Reinforced alloy skeleton laced with threnic composites.
- Humanoid form allows urban maneuverability and tool usage.
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Armor & Plating
- Ceramic-threnic composites that appear almost organic under light.
- Layered armor plates can be field-swapped, leaving patchwork aesthetics.
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Control & Interface
- Neural sheath link: pilots jack in via spinal plugs or cranial jacks; the suit moves as an extension of their body.
- Fallback controls: haptic gloves and manual levers in case neural link fries.
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Helmet & Optics
- Smooth, visorless faceplates — thousands of microcameras stitched into one panoramic field of view.
- Feeds are vulnerable to EMP static and ash storms.
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Mobility
- Suits are not flight-capable.
- Thrusters enable short bursts: leaping over barriers, closing distance, or breaking falls.
- Magnetic clamps in boots for vertical traversal of steel structures.
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Weapons Systems
- Modular hardpoints: rifles, cannons, thermal lances, missile pods.
- Many suits carry melee “breach tools” — vibroblades, pile-bunkers, or plasma torches.
- Ammunition is specialized, often incompatible between factions. Salvaging battlefield ammo is an art.
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Logistical Requirements
- Suits demand constant repair, coolant replenishment, and recalibration.
- They are never pristine; every suit is scarred, burned, patched, and jury-rigged.
- Maintenance capacity is what truly determines a pilot’s lifespan.
Suit Classes
Ranger-Class Scout Armor
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Height: ~7 ft.
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Role: reconnaissance, infiltration, rapid strike.
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Strengths:
- Lightweight, nimble, fitted with sensor clusters, electronic warfare modules.
- Ideal for hit-and-run tactics, sabotage, and ambushes.
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Weaknesses:
- Paper-thin armor by Zolan standards. Vulnerable to direct fire or melee from heavier suits.
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Social standing: considered expendable. Ranger pilots rarely live long enough to earn names.
Castellan-Class Heavy Infantry Armor
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Height: ~9 ft.
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Role: mainline heavy infantry — the “workhorse” of Zolan’s battlefields.
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Strengths:
- Well-rounded, adaptable.
- Modular designs exist for anti-armor, anti-air, siege, and demolitions.
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Variants:
- MK II: ancient, outdated, scarred veterans of a hundred wars.
- MK V: most commonly produced, rugged, the “backbone” of the war.
- MK IX: latest, sleeker designs with refined armor and reduced maintenance overhead.
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Weaknesses:
- Jack-of-all-trades: can be outclassed by specialists.
- Older marks require constant repairs, often scavenged from destroyed units.
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Social standing: respected. A Castellan pilot is a soldier of worth, but the exact mark of their suit betrays status — from worn mercenaries to elite vanguards.
Cataphract-Class Siege Armor
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Height: ~12 ft.
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Role: siege breaker, walking fortress.
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Strengths:
- Thickest armor plating on Zolan.
- Heavy weapons capable of reducing bunkers or cracking open Landcrawlers.
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Weaknesses:
- Immensely resource-intensive.
- Slow, prone to mechanical breakdowns in ash storms.
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Deployment culture: each Cataphract is an oath of resource sacrifice. Losing one is grounds for execution of its commander.
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Social standing: awe and dread. Cataphracts are rare icons of unstoppable destruction, spoken of in hushed voices.
Necrofex-Class Aberrant Armor
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Height: varies, but often ~9 ft (derived from Castellans).
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Origin: built by factions with too few pilots left alive. Instead, they recycle the half-dead.
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Integration process:
- A mortally wounded pilot is grafted into the armor’s systems.
- Neural overrides erase pain, suppress free will, and sustain life artificially.
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Appearance: grotesque — stripped plating, dangling cables, fluid sacs. A silhouette of man and machine rotting into one.
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Strengths:
- Tireless, pain-immune.
- Extremely difficult to neutralize (a shot to the head may not stop them).
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Weaknesses:
- Cognition is degraded; pilots are erratic and prone to frenzy.
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Social standing: feared, hated, pitied. To face a Necrofex is to fight a revenant. To become one is worse than death.
- #12Pilot culture
Keys: kill, identity, training, die, warrior, Pilot, death, culture dead, soldier
Enabled · After character · Order 10 · 100%
Entry settings
Culture of the Pilot
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Identity: Pilots are both revered and expendable. A mech suit is a walking relic; its pilot inherits its scars and legends.
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Training: Begins early; some pilots are raised in simulators from childhood. Others are mercenaries who “inherit” their armor by theft or battlefield salvage.
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Rituals:
- Many factions engrave tally marks or burn kill-signs into their armor.
- Helmets are never removed in public, symbolizing the man-machine union.
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Life expectancy: Short. The suit extends life in battle, but few pilots live more than a handful of campaigns.
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- #13Landcrawlers
Keys: home, trip, , tank, scavenging, artillery, resources, communication, mobile, Landcrawler, drill, vehicle, barge, workshop, navigation, supplies, scavenger, base, house, drilltrailer, navigate, travel, trap, crawler, fuel, command, burrow, energy, maintenance, hide, hangar
Enabled · After character · Order 10 · 100%
Entry settings
Landcrawlers — Comprehensive Dossier
High-level description
A Landcrawler (colloq. crawler, drilltrailer, or burrow-barge) is a heavily armored, tracked mobile base: vehicle, workshop, home and vault rolled into one. In frontline service it is a fortress on treads; for mercenaries it is survival and identity. It’s built to survive barrages, host mech maintenance, store mined threnic ore, and—when necessary—bury itself beneath the soil to hide.
Physical dimensions & platform profile (qualitative + practical)
- Scale: comparable in footprint to a small modular building or long double-wide trailer. In operational language: a compact mobile base, not a colossal fortress. Except for the flagship Landcrawlers of some factions, which are the size of buildings and could be considered walking fortresses.
- Typical external envelope: length roughly a small house (tens of meters), width enough to house internal gantries and maintenance bays, and height sufficient for internal decks and turret wells. Designed to be roadable under its own tracks and to enter reinforced dug-in positions.
- Mass & footprint: extremely heavy — heavy enough to crush lighter vehicles and require robust recovery. The vehicle’s weight is deliberate: thick armor, buried reactor, drill assemblies, and repair bays.
- Mobility: tracked undercarriage with wide treads for soft ash and fractured ground; slow on open ground but capable of sustained cross-country travel for strategic relocation.
Core systems
Propulsion & mobility
- Drive train: hydraulic tracked systems with redundant motors. Designed for torque over speed — crawlers favor traction.
- Top speed: modest (designed for convoys and battlefield repositioning, not pursuit).
- Suspension: modular bogie suspension built to cope with uneven, cratered landscapes and to absorb artillery shock.
- Burrow drive: a front-mounted rotary drill/auger, often complemented by shock-ram and vibratory cutters. Spoil is either jettisoned to the sides or compacted into internal silos for later processing.
Power & energy
- Primary: cold-fusion / threnic-stabilized microreactor with buffered capacitors for peak loads.
- Secondary: diesel-hybrid auxiliaries (field-replaceable) used to power drills and pumps if threnic systems are offline.
- Redundancy: multiple distributed reactors or generator pods to prevent single-point failure.
Structural & defensive
- Hull: layered threnic-ceramic composites over a reinforced lattice frame; hull plates are thick and modular — replaced in the field with salvaged panels.
- Active defenses: smoke/ash dispensers, chaff & EMP dampers, acoustic/sonic decoys, and deployable anti-sensor nets.
- Hardpoints: for mounting autocannons, flak arrays, point-defense turrets, and machine emplacements.
- Hardened citadel: an armored command core (vital crew, datavault, critical reactors) designed to be survivable if the exterior is shot away.
Maintenance & fabrication
- Workshop bay(s): heavy gantry cranes, welding rigs, coolant dosers, hydraulic presses. Able to perform high-level repairs to Castellan-class suits and smaller.
- Molecular / fabricator rigs: field molecular printers that can manufacture common components, gaskets, and ammunition nodes — subject to raw material inputs.
- Spare stores: racks for servo-actuators, coolant tanks, armor plates, batteries, and fuel caskets. Balance between mission supplies and salvage capacity dictates how long a crawler can operate independently.
Life support & habitability
- Hab decks: bunks, galley, sanitation, medbay, secure locker rooms. Designed for multi-week self-sufficiency when sealed.
- Environmental systems: filtration to cope with acid fog, ash, and biological contaminants; pressurization for subterranean hiding.
- Water & food: closed-loop recycling, hydroponic racks in larger variants, emergency rations for extended entombment.
Sensor & communication
- Sensor suite: seismic arrays (for detecting ground movement), long-range radar, short-range LiDAR/optical clusters for ash-visibility, and passive comm-spectrum monitors.
- Comms: hardened radio arrays with line-of-sight boosters; redundant analog signalling paths for when digital links are jammed.
- EM shielding: local Faraday cages around critical electronics to reduce vulnerability to orbital or tactical EMP.
Typical crew & internal roles
- Core crew (small merc crawler): driver/engineer, lead mechanic/welder, armorer/munitions tech, radio/op, and a medic/quartermaster. (A single merc may perform several roles.)
- Expanded complement (company crawler): rotating crews to support up to six mech pilots + support techs. Houses specialists: fabricator tech, comms operator, drill crew, salvage foreman.
- Crew routines: 24-hour shifts during transit, intensive repair cycles after engagements, salvage watches during night operations.
Operational roles & doctrine
- Mobile base: transport and sustainment for small strike forces; staging point for raids and mech sorties.
- Field workshop: critical repairs without returning to a citadel. The ability to patch armor and fabricate parts keeps deployed squads operational.
- Vault & storage: secure storage for mined threnic ore, black-market goods, and stolen tech.
- Burrow & hide: when under threat, the crawler can entomb itself: lower, drill, and seal to evade aerial or orbital reconnaissance.
- Command node: acts as a command-post for local operations — alt. high-value target when halted.
Combat & defensive tactics
- Escort doctrine: crawlers rarely travel unescorted; mechs and armored convoys guard approach corridors.
- Static defense: when dug-in, turrets and spike fields augment the hull, turning the crawler into a dense, centralized redoubt.
- Counter-detection: active ash clouds, noise masking, and false thermal signatures are used to confuse sensors.
- Damage control: redundant watertight compartments; quick-seal valves and overpressure vents to prevent catastrophic reactor fail.
Burrowing mechanics and risks
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Process: deploy drill, anchor plates, spin cutters, pump spoil to side-silos or rear ejectors, descend until hull is covered or sensor networks are obscured.
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Advantages: near-complete concealment, heat shielding from aerial detection, time to conduct major repairs.
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Hazards:
- Seismic trace: seismic arrays in the region can detect drill signatures; enemy sappers set anti-burrow charges.
- Entrapment: collapses, clogged spoil ejectors, or anti-drill mines can immobilize the crawler. Recovering an entombed crawler is arduous and dangerous.
- Vent & life support risk: being sealed for long periods risks CO₂ buildup if scrubbers fail.
Logistical economics & sustainment
- Operating costs: high — fuel, coolant, spare armor, and threnic stabilizers run down fast in hard service. Mercs survive by salvage, contracts, or selling ore.
- Supply chain: caravans, barter with rear citadels, or deals with scavengers. Control of a single threnic vein can keep a crawler running for months.
- Repair cadence: minor field repairs ≈ hours; major rebuilds ≈ days to weeks depending on access to raw parts and fabricator capacity.
Vulnerabilities & failure modes
- Mobility dependence: when immobilized, a crawler is vulnerable to concentrated artillery, mines, or sabotage.
- Reactor risk: reactor breach is catastrophic; many factions store emergency manual shutdown keys as leverage.
- Sustenance fragility: if the fabricator or raw inputs are lost, repair capability plummets. Long-term isolation degrades crew effectiveness.
- Burrow traps: anti-burrow charges, subterranean earthquakes, or chemical floods can render a crawler a tomb.
- Detection: satellites, orbital batteries, and long-range seismic arrays are the primary threats during movement and burrowing.
- #14Castellan
Keys: medium armor, Castellan, , combat
Enabled · After character · Order 10 · 100%
Entry settings
Castellan Class Combat Armor is the most common form of power armor, with variants serving in nearly every role in infantry combat, anywhere from heavy infantry to anti-air to demolitions and sapping. There's numerous marks, revisions, and general incremental improvements. The most recent is Mark IX, but the most commonly produced model on the field would be a Mark V. All suits of Castellan Armor are capable of the same thing, but newer suits feature incremental upgrades that provide minor improvements to combat performance or manufacturing time.
- #15Ranger
Keys: light, agile, quick, scout, Explore, Ranger, Reconnaissance, recon, speed, scouting, nimble
Enabled · After character · Order 10 · 100%
Entry settings
Ranger Class scout armor is a light form of power armor, standing at 7 feet tall. Ranger armor serves a light infantry role, as advanced scouts. Ranger armor, whilst useful and coming packed with sensor clusters, leaves much to be desired in direct combat, and is best served for light skirmishes and hit and run tactics. Ranger class armor, whilst exceptionally lethal to unarmored infantry, can scarcely stand up to any mech class higher than it's own. A Castellan class suit could probably tear one to shreds with it's bare hands.
- #16Cataphract
Keys: , caraphract, heavy
Enabled · After character · Order 10 · 100%
Entry settings
Cataphract armor is the largest and most heavily armored class of mech, standing at 12 feet tall. A rarity on the battlefield, Cataphract armor is in it's prototype phase, but it's already exceedingly dangerous. The deployment of a Cataphract suit is seen as an extreme commitment of resources, and if any of the suits are lost, the commander in charge of deploying it often receives a court martial and summary execution, along with the pilot (if they survive)
- #17Necrofex
Keys: Necrofex
Enabled · After character · Order 10 · 100%
Entry settings
The Necrofex class armor is the most controversial of mech classes, a heavily modified Castellan Class with a half-dead pilot. Necrofex armor is designed to keep it's pilot alive through a violent and virulent integration process that renders them far more machine than man. The Necrofex is used by desperate factions with few intact mech pilots. Notably, the armor gives them a zombie-like appearance, with exposed cabling and some plating stripped. The pilot no longer feels pain and a direct headshot might not even kill them.
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