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Personnel
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Almost perpetual conflict and military buildup following the War Logos has bred several generations of freelance soldiers always eager to get hired. Each mobile weapon, ship and installation bought from the shop is considered operated by fresh meat, so replacing them with more experienced personnel can greatly improve effectiveness. Keep in mind, however, that while general VP levels are given for personnel, they will never match a player character of equal experience due to technology and plot advantages.
Newblood
Cost: + 0.c
Sign: -
VP: 10
These green ears are the
general fare placed in every new purchase in the shop. Their use is universal,
from installations to ships to mobile weapons. You can’t purchase a newblood.
Rather, this section has been placed to display their indicator and Veteran
Points.
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Grunt
Cost: + 100.000.c
Sign: ~
VP: 50
Grunts have popped their
proverbial cherries under the blaze of enemy fire. While not truly considered
seasoned by the older servicemen, they’ve taken those critical first steps
towards proving their worth. You may purchase a grunt with any new mobile weapon
(or supplant a former pilot), at + 100.000.c cost.
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Veteran
Cost: + 250.000.c
Sign: +
VP: 100
Battles have been fought,
and whether won or lost, at least veterans survived to recount the horrors and
glories. Jaded some might be, but they have earned that outlook. From this point,
many will retire. Those who don’t will find the path to legend, or die
famously along their way. You may purchase a veteran with any new mobile weapon
(or supplant a former pilot), at + 250.000.c cost.
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Icon
Cost: + 750.000.c
Sign: ^
VP: 250
Other men and women look
towards these symbolic soldiers as the idyllic representation of a true warrior.
Their reputations have transcended factions and militaries; when they sortie,
chills run down the opposition forces. Most have nicknames like “Nightmare
of Solomon” or “The Red Comet,” and have acquired countless
kills over far too many battles. You may purchase an icon with any new mobile
weapon (or supplant a former pilot), at + 750.000.c cost.
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Legend
Cost: + 2.000.000.c
Sign: *
VP: 500
No one sets out to become
legend. Rather, destiny unfolds a certain set of circumstances that leads a
person towards this ultimate fate. Whether they meet expectations, or fall by
the wayside, that’s up to their character. Legendary pilots are known
on all tongues, young and old, military or civilian. Their deeds and skill will
forever set them apart from common man. To see one operate a mobile weapon is
something akin to a spiritual experience, and fighting against them, the pathway
to Hades. You may purchase a legend with any new mobile weapon (or supplant
a former pilot), at + 2.000.000.c cost.
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Captain
Cost: + 500.000.c
Sign: +
VP: 100
Commanding a crew of hundreds
whilst all around you falls apart – such is the burden of battleship captains.
When assigned to a vessel, the effects of an experienced leader trickle down
to every tactical movement and every shot fired. You may purchase a captain
with any new ship (or supplant a former officer), at + 500.000.c cost.
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Admiral
Cost: + 1.000.000.c
Sign: ^
VP: 300
Admirals have faced relentless
mega particle cannons, hordes of incoming missiles, and all manner of tactical
horror. Through every obstacle, they commanded their ships to safety. Now an
entire fleet becomes this naval figurehead’s burden, and his experience
will not go unnoticed. You may purchase an admiral with any new flagship (or
supplant a former officer), at + 1.000.000.c cost.
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Commander
Cost: + 500.000.c
Sign: +
VP: 100
Keeping an entire base of
personnel happy is no easy feat, nor is keeping them battle-hardened. Commanders
do for installations what captains manage for ships. Defenses will be better
coordinated, and attackers daunted by well-ceded tactics. You may purchase a
commander with any new installation (or supplant a former officer), at + 500.000.c
cost.
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General
Cost: + 1.000.000.c
Sign: ^
VP: 300
Nothing quite compares to the reserved genius of true experience set to action. Generals do for installations what admirals do for ships. Troop movements will be nigh-operatic, with a strategy so synchronized it would require an act of fate (or one monumentally skilled opposition) to thwart the lines. You may purchase a general with any new headquarters (or supplant a former officer), at + 1.000.000.c.
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Genetic Class
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As with more touted pilots of this day, not all recruits have been born of Natural genealogy. You may enhance the breeding of any personnel recruited from the shop with the expenditure of additional funds, but only upon purchase of that soldier. The advantages obviously vary, depending upon your choice.
Coordinator
Cost: + 300.000.c
Sign: Gold
Coordinators have been specially engineered to meet the peak
of human potential. Learning comes easier to these exceptional beings; they
possess the ability to bypass Natural teachers within only weeks of tutelage.
Body control is more attuned as well, making them faster and stronger, and better
fit to handle the rigors of mobile weapon combat. The only real drawback to
their enhanced talents is a social one, and while bias against their existence
has settled considerably in recent years, many hardliners still believe Coordinators
are simply aberrations and freaks. You may make any personnel a
Coordinator upon first purchasing them, at an additional 300.000.c cost.
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Natural
Cost: + 0.c
Sign: Blue
Homo sapiens have grown in extraordinary ways since the first
man and woman setup civilization somewhere in Mesopotamia. As a species, humankind
is smarter, stronger, and more self-aware with each generational incarnation.
Yet despite such progression, those born of Natural genealogy are still very
much descendants of the original, restrictive outline. They are normal, for
better or worse – and these are supernormal times. Then again, simply
living life across any age always required a bizarre, amazing quality that some
would describe as uncanny. Naturals adapt, and learn, and fear; and they can
appreciate challenge all the more, discovering strength in their apparent shortcomings.
Naturals automatically come in every mobile weapon purchased in the shop.
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Newtype
Cost: + 300.000.c
Sign: Purple
Minds began exhibiting Newtype phenomena centuries and millennia ago, yet still very little is understood about this psychic evolution. Some X-factor within the human animus allows certain individuals to transcend normal mental boundaries and acquire truly daunting special abilities. Reaction time falls to levels of precognition; mental acuity allows for the expansion of consciousness beyond one’s body; sometimes even pure energy can manifest from a Newtype’s mind, creating blasts that tear apart enemy defenses better than any beam weapon. They are often seen as sovereigns that will lead everyone into a bright, peaceful future. Ironic, then, how well Newtypes have managed to adapt their talents for war and atrocity. You may make any personnel a Newtype upon first purchasing them, at an additional 300.000.c cost.