The 'Advanced Shielded Battle Armor' program was created shortly after the material for energy based friction shielding was discovered. While other programs focused on simpler shield implementations to give added defense to large scale mech units, the ASBA design would focus on compacting the technology, both powered armor and shields, down into a smaller package with a focus on more discretely applied firepower. The program would evolve bulky armor down into a more infantry friendly package. This new philosophy of use (a flexible soldier instead of walking tank) would come about by passing the task of defense from armor plates to shielding. As the true potential of shield tech was revealed, the Elemental program was started with a concentration on developing such potential. Shielding materials being rare and expensive to synthesize, the ASBA program was redirected to rebuild their prototype into a new standard production suit that would return to armor for defense. It is now the standard mid weight powered armor of the Ranger army, coming an many variations and roles.
A powered muscle suit with supplemental appliqué armor, and underneath it all a not quite typical soldier. Working in squads, these pack hunters are notorious for aggressively hunting down opposing infantry and power armor. Their purpose specific loadouts often leave them lacking potency versus armor and mech units however, so they avoid such threats with their high battlefield mobility.
Where do soldiers go after they are discharged from military service? Some go home, some, get back into the fight.
My original incarnation of the Rangers was as a pseudo mercenary unit, I later shifted them into government military but have maintained that there will be military contractors in the story.
This soldier is from a notable merc unit, which largely employs ex Rangers, and has attained the industry and political leverage to acquire some of their restricted technology. The regular joke is "buy everyone's gear and rent it back to them"
This Elemental isn't quite the real deal though. The technology and a skilled pilot are there. Only the lack of highly potent learning AI and it's coupling with the pilot and machine will prevent the suit and pilot from becoming what they're truly capable of. Hence the abundance of additional combat gear.
I did this in my game art workshop in Buenos Aires, this was an example that I did for my students as a final piece. The idea was create a Mech and pilot sci fi to understand the light and shadows and geometric forms. It was very fun!
I´m working in the second workshop, I hope that I can do more !! Argentina have great artists and creative people, I´m very proud to be part of this beautifull country
Ya vamos por el segundo curso y espero poder hacer muchos más!! En la Argentina hay excelentes dibujantes y creativos, gente con mucho potencial para desarrollar. Estoy muy orgulloso de ser parte de esto, y poder colaborar aunque sea con algo
Not really happy with the names, especially with Rerir since that's a mythological figure [picked it out of a hat this time].
Pasim exoskeletons and Rerir battlesuits are optimized for amphibious ops; their distinguishing feature is the "prawn drive," a series of paddles that operate in the same fashion as those found in aquatic crustaceans.
Pasim exoskeletons are notable for their arm configuration; in addition to the usual "hands" they have two backwards facing manipulators [used for reloading and removing piggybacked stuff] and a pair of thigh mounted retractable support claws.
Rerir suits are somewhat more conventional, although the "croc's" distinctive snout has led to a few derogatory monkiers such as "furry" and "duckie" amongst its operators.
My redux of the Battletech Berserker mech [link] and its accompanying apocrypha:
The Berserker is the cumulation of the Hatchetman family. Wile the 65 ton Axeman did well as a simply upscaled version of the 45 ton Hatchetman, the 100 ton gross weight of the Berserker created several problems: Firstly, the weight of an assault hatchet created significant balance issues on standard mech configurations; secondly, no contemporary myoservo had the strength to move such a massive hatchet at a satisfactory velocity; and thirdly, an assault weight mech was deemed too sluggish to close into melee range on most battlefields. In tackling these problems Defiance Industries engineers arrived at an unorthodox configuration. The cockpit of the Berserker is offset to the left in order to accommodate the enormous right arm socket. In addition, the entire torso is offset to the left again to counterbalance the sheer weight of the assault hatchet and its requisite counterweights. The combination of high torque servos and high power myomers resulted in adequate hatchet velocity against sluggish targets but was regarded as too slow against lighter, more nimble mechs. To alleviate that problem, engineers routed plasma conduits through the hatchet arm to vent out of the hatchet and the shoulder 'tower.' This novel application of jump jet technology not only allows the Berserker to strike faster and harder, but also to reset the hatchet for another strike at speeds comparable to the much lighter Axeman.
There was little Defiance could do to make the Berserker faster as an assault mech beyond fitting MASC1. The feet of the Berserker are smaller than found on typical assault mechs as the Berserker is a "running" mech. Unfortunately, while it allows for exceptional agility, the Berserker is relatively susceptible to being knocked down by heavy fire. A handful of units have been fitted with advanced gyros in an effort to ameliorate the issue. A3 units are fitted with two Large Pulse Lasers, a PPC2, and a flamer underneath the cockpit. ECM and AMS3 are also standard. This particular unit depicted is fitted with additional tactical armor plates but is otherwise a factory-standard A3.
1Myomer Accelerator Signal Circuitry; allows mechs to overload their actuators for a limited duration allowing for bursts of speed and strength. 2Particle Projection Cannon; a hot-running long-ranged ion weapon. 3Anti-Missile System