Starkrieger
Oct 9, 2020 0:27:52 GMT -5
Post by Starkrieger on Oct 9, 2020 0:27:52 GMT -5
Name/Alias: Sari
CHARACTER INFO
Name: Starkrieger / "Krieg"
Age: Mid Twenties
Gender: Mech
Species: Cybertronian
Frame Type: Seeker
Faction: Decepticon
Original Occupation: Soldier in the Vosian Airforce / fighter-interceptor.
Occupation/Specialization: Decepticon Seeker / Close range air-to-air combat and support
Appearance:
Standing just under optic-to-optic with Starscream, Krieg’s medium armor and standard limb to chassis ratio give him a compact appearance. His alt’s large wings are split into two sets with the primaries standing aloft upon his back, capable of a full range of motion. The secondary segments set waist high at either side of his back strut naturally sitting back at a wide angle that adjusts.
Segmented medium armor dominates his upper chassis, shoulders, hips and thighs. Gaps in the armor are covered by Cybertronian chain mail. Similar to earth ‘space fabric’, it provides flexible, lightweight protection while assisting in thermal-regulation.
Krieg has claws used for increasing grip, self maintenance and damaging exposed components. His primary colors are black and white, with red accents, that compliment red optics. His body language and facial expressions tend to be expressive. He moves with a forward confidence, but will affect graceful movement when it suits his purposes. The top of his helm is simple, dominated by his HUD flight visor when he is grounded.
Altmode:
Eurofighter Typhoon. Unlike the Earth based jets he carries only six missiles, four on his fuselage, and one on each wing.
Pertinent History:
A cold-construct bought online during the occupation of Vos, Starkrieger was designed for military purposes, specializing in bringing down other fliers. He was commissioned by the advisors of a lesser known military mech with political ambitions designated Solarwind. Records indicate a close affiliation between the two up until the fall of Vos.
Assigned to his first wing, and deployed as needed by the Vosian air force, his unit was present for the attack on Vos. Recorded as the sole survivor of his wing, Starkrieger was relegated to a repair facility, while the search for survivors was carried out. As the death toll came it was confirmed, Solarwind was among those presumed dead.
Since enlisting with the Decepticons, Krieg has been stationed at varying locations. When control of his last post was secured, most of his unit was transferred. While enroute, the transport fell victim to Autobot sabotage, forcing the Cons to abandon ship. Stuck in an escape pod nearing the end of its function, Starkrieger was found by the Nemesis on its way to Earth.
Personality:
Honor driven, Contextual, Modelist, Fair Minded, Protective, Idealistic, Stubborn, Introspective, Indulgent
A soldier in model and spark, Starkrieger is dependent upon his people, his identity, and governance of law. As such, his inherent place, and sense of honor mean more to him than the brands on his wings. Though psychologically stable, his overall behavior can seem to contradict itself. The context of an encounter or his mood can cause him to isolate himself and become despondent, or defensive. On the other hand, he may sling playful innuendos while popping energon goodies. His world views and personal beliefs can be complicated, but conform to a mindset that believes in absolutes.
Likes: The sky (Everything about it), Flight(especially during storms), Debate and Speculation, Sparring, Weapons Testing, Official Titles, Physical Indulgences, Games
Dislikes: Wreckers, Decepticon hierarchical structure, Autobot social model, Cold constructing, Caste System, Disorder, Being dirty for no reason
Strengths/Weapons:
Cannon (Alt-mode}: Krieg’s primary weapon is a cannon armed with energon primed ‘mine shell’ ammunition. Similar to a Masuer BK-27, it fires 1,700 rpm in short bursts of 10 or 30 rounds and has a maximum range of 2,500 m (1.55 mi). He has a carrying capacity of 150 rounds, and will run out of ammunition before energon becomes an issue. The high explosive shells damage primarily through blast force. They may pierce into light armor before detonating, but usually go off on contact, resulting in severe damage to vulnerable external structures (alerieons, rudders, exposed protoform/wiring, ect), heavy damage to light armor, moderate to medium, and mild to heavy.
Missiles (Alt-mode): He is armed with six self guided air-to-air missiles. They have an effective range of 5-30 km (3-18.6 mi), and cause moderate damage to heavy armor.
Missiles (Root-mode): Two of his missiles are accessible in root. Both are mounted on his left arm, on top, and the outer side. Launch strength is reduced to a max range of 3,500 m (2.17 mi), and an effective range of 1,650 m (1.03 mi).
Blaster (Root-mode): His left servo transforms into an energon blaster loaded with power diverted from his alt-mode cannon. It fires single shots, or three round bursts causing heavy damage to vulnerable exposed structures, moderate damage to light armor, and mild damage to medium. Its maximum range is 1,750 m (1.08 mi). He stores 30, requiring five minutes to convert energon for reload. After three reloads his system will not allow further conversion until energon levels are replenished.
Melee: His claws cause minor damage to light armor. They are designed to dig into the surface of plating for grip, and to devastate external components on wings and tails. By coincidence, they are adept at damaging exposed transformation components, wiring, and protoform.
Combat Training/Weapons Enthusiast : Trained in servo-to-servo combat and a variety of melee weapons, Krieg has skills to improvise his defense if grounded.
Armor: Starkrieger’s has medium grade armor. Areas of exposed ‘chainmail’ are more vulnerable to armor piercing rounds, and blunt or polearm weapons.
Advance Sensor Array: Contained within his wing structures is a series of sensory nodes on an interconnected grid. The primary purpose of this array is to detect other fliers, active munitions, and physical obstacles; while its secondary function provides information on environmental conditions related to flight, such as wind currents and barometric pressure. It can pick up other Cybertronian and earth based life, as well as Earth vehicles.
The nodes are categorized as either energy, or proximity sensors.
Energy sensors identify and track objects. Through emitted energy (thermal radiation, EMF, radar, and infrared signals) or return signals (high and low frequency band radar and infrared). He is able to distinguish between readings coming from different Cybertronian models versus earth based technology, and can tell the difference between his signals and other sources. They are blocked completely by solid conductive materials, and non-conductive materials 2’ thick . Standing water blocks them at 6’
Proximity sensors alert him to the physical presence of significant bodies regardless of their nature, and read strongest within formation distance. They detect return signals off of surfaces, and cannot penetrate solid masses, or standing liquids.
In alt, he can’t register life signals smaller than an average four wheeler unless they are within 40’, earth based life forms human size or smaller register on contact. The range of energy sensors extends 1,080’ above and in front , and 720’ below and behind. Proximity sensors register at 900’ in front, and 540’ in all other directions.
In root, energy sensors have a range of 40’, and proximity sensors register 300’. While sensors are blocked by all surfaces in root, the tighter range picks up on smaller life forms and subtle readings.
Root mode flight: Starkrieger was designed to maintain flight in root. Before going into battle he will lower his HUD visor into active position.
Disciplined: Acting in an official capacity, especially while at attention or flying in formation, assists him in overriding instinctual or emotional weaknesses, and reduces his EMF
Weaknesses:
Exposed Back/Sensitive Wings: His wings are especially vulnerable, due to his array. Injury overloads sensors, causing pain to register multiple times in intensity. It creates a degrading feedback loop, feeding fresh signals over time. He is particularly sensitive to burns, melting, or the severing of anatomy. While suffering from the feedback, the sensors become partially to fully blind. Flight prevents stasis lock, but fine motor skills controlling degrade, reducing maneuverability, and may force landing. When not in flight, his physical response varies from loss of gross motor function and isometric contractions, to stalling intakes and disrupting his spark energy. Battle may prevent full stasis lock, but it is still a possibility. Field medics can disrupt the feedback cycle, otherwise he will have to ride it out.
Always Watching: Senses from the array cannot be disabled without a medic severing the connection to his processor. He remains susceptible to proximity sensors triggering his claustrophobia and energy sensors being overloaded by injury at all times. He relies on it as a primary sense, disabling it has the same psychological impact of being blinded. Additionally, his orientation and balance would be compromised.
One Sided: His range weaponry in root is on his left side to allow him to adopt a stance that streamlines his form, but makes it easier to disarm him via injury.
Navigation Deficiency: Dedicating processing power for his array came at the cost of his navigation system. He has to rely solely on landmarks and familiarity with an area to avoid becoming lost.
Ground Shy: Rather than being designed to absorb or disperse the impact, Starkrieger relies on mechanisms in his joints and pedes to act as shock absorbers for root landing. Injury or malfunction can compromise his ability to take off, land, or fly in root. Due to this he can hesitate to make the transition from sky to ground, and will incur personal risk to take to the skies again.
Claustrophobia: Over stimulation of proximity sensors can trigger episodes of intense claustrophobia. Episodes can be as mild as agitation, twitching and lack of focus, or extreme enough to drive him to risk bodily harm. If unable to escape, his mental stability may degrade to the point of unintentional self harm. Factors that make episodes more likely and more intense include being deep underground, on his back or otherwise restrained, and feeling threatened. Factors that reduce the likelihood or intensity include enjoyable distractions, optical input of the ‘larger world’, and the feel of flight through deck plates.
Functional Vanity: Foreign matter can obscure his energy sensors, and trigger false readings in proximity sensors. This will dull his perception of incoming fliers, and artillery, while misreading close enemy presence. Abrasions to the surface of the nodes prevent proper location of a redings source. Similarly, debris can clog flight mechanisms, compromising his ability. .
Open EMF: Starkrieger’s EM field tends to be open. He can extend his output, but closing it off takes effort and presence of mind. Controlling it rarely occurs to him, or he doesn’t consider it worth the effort.
Too Big for Britches: Designed to close in and bring his opponent down, his instincts can drive him to confront ground targets at closer range, exposing him to enemy fire. When on the ground, he may risk closing in on Autobot brawlers or other models that can easily fold him.
Unstable Thrill Seeker: He has a drive for exhilaration, and lacks concern over self preservation. Picking a fight with the wrong brawler, dimming optics at an obviously not flattered mech/femme, the usual stupid antics of an immature mech are his typical pastimes. Drawn to battle and dangerous flight conditions, he likes to engage, or toy with enemies, and views conditions anything sane flier would avoid, as a challenge
Special Skills:Space travel capable:He was designed to be capable of escaping the atmosphere, and withstanding the void of space, to be able to follow targets and offer support.
Extra Info:
Vocals: Starkrieger speaks with a German accent that varies in intensity depending on his emotional state.
CHARACTER INFO
Name: Starkrieger / "Krieg"
Age: Mid Twenties
Gender: Mech
Species: Cybertronian
Frame Type: Seeker
Faction: Decepticon
Original Occupation: Soldier in the Vosian Airforce / fighter-interceptor.
Occupation/Specialization: Decepticon Seeker / Close range air-to-air combat and support
Appearance:
Standing just under optic-to-optic with Starscream, Krieg’s medium armor and standard limb to chassis ratio give him a compact appearance. His alt’s large wings are split into two sets with the primaries standing aloft upon his back, capable of a full range of motion. The secondary segments set waist high at either side of his back strut naturally sitting back at a wide angle that adjusts.
Segmented medium armor dominates his upper chassis, shoulders, hips and thighs. Gaps in the armor are covered by Cybertronian chain mail. Similar to earth ‘space fabric’, it provides flexible, lightweight protection while assisting in thermal-regulation.
Krieg has claws used for increasing grip, self maintenance and damaging exposed components. His primary colors are black and white, with red accents, that compliment red optics. His body language and facial expressions tend to be expressive. He moves with a forward confidence, but will affect graceful movement when it suits his purposes. The top of his helm is simple, dominated by his HUD flight visor when he is grounded.
Altmode:
Eurofighter Typhoon. Unlike the Earth based jets he carries only six missiles, four on his fuselage, and one on each wing.
Pertinent History:
A cold-construct bought online during the occupation of Vos, Starkrieger was designed for military purposes, specializing in bringing down other fliers. He was commissioned by the advisors of a lesser known military mech with political ambitions designated Solarwind. Records indicate a close affiliation between the two up until the fall of Vos.
Assigned to his first wing, and deployed as needed by the Vosian air force, his unit was present for the attack on Vos. Recorded as the sole survivor of his wing, Starkrieger was relegated to a repair facility, while the search for survivors was carried out. As the death toll came it was confirmed, Solarwind was among those presumed dead.
Since enlisting with the Decepticons, Krieg has been stationed at varying locations. When control of his last post was secured, most of his unit was transferred. While enroute, the transport fell victim to Autobot sabotage, forcing the Cons to abandon ship. Stuck in an escape pod nearing the end of its function, Starkrieger was found by the Nemesis on its way to Earth.
Personality:
Honor driven, Contextual, Modelist, Fair Minded, Protective, Idealistic, Stubborn, Introspective, Indulgent
A soldier in model and spark, Starkrieger is dependent upon his people, his identity, and governance of law. As such, his inherent place, and sense of honor mean more to him than the brands on his wings. Though psychologically stable, his overall behavior can seem to contradict itself. The context of an encounter or his mood can cause him to isolate himself and become despondent, or defensive. On the other hand, he may sling playful innuendos while popping energon goodies. His world views and personal beliefs can be complicated, but conform to a mindset that believes in absolutes.
Likes: The sky (Everything about it), Flight(especially during storms), Debate and Speculation, Sparring, Weapons Testing, Official Titles, Physical Indulgences, Games
Dislikes: Wreckers, Decepticon hierarchical structure, Autobot social model, Cold constructing, Caste System, Disorder, Being dirty for no reason
Strengths/Weapons:
Cannon (Alt-mode}: Krieg’s primary weapon is a cannon armed with energon primed ‘mine shell’ ammunition. Similar to a Masuer BK-27, it fires 1,700 rpm in short bursts of 10 or 30 rounds and has a maximum range of 2,500 m (1.55 mi). He has a carrying capacity of 150 rounds, and will run out of ammunition before energon becomes an issue. The high explosive shells damage primarily through blast force. They may pierce into light armor before detonating, but usually go off on contact, resulting in severe damage to vulnerable external structures (alerieons, rudders, exposed protoform/wiring, ect), heavy damage to light armor, moderate to medium, and mild to heavy.
Missiles (Alt-mode): He is armed with six self guided air-to-air missiles. They have an effective range of 5-30 km (3-18.6 mi), and cause moderate damage to heavy armor.
Missiles (Root-mode): Two of his missiles are accessible in root. Both are mounted on his left arm, on top, and the outer side. Launch strength is reduced to a max range of 3,500 m (2.17 mi), and an effective range of 1,650 m (1.03 mi).
Blaster (Root-mode): His left servo transforms into an energon blaster loaded with power diverted from his alt-mode cannon. It fires single shots, or three round bursts causing heavy damage to vulnerable exposed structures, moderate damage to light armor, and mild damage to medium. Its maximum range is 1,750 m (1.08 mi). He stores 30, requiring five minutes to convert energon for reload. After three reloads his system will not allow further conversion until energon levels are replenished.
Melee: His claws cause minor damage to light armor. They are designed to dig into the surface of plating for grip, and to devastate external components on wings and tails. By coincidence, they are adept at damaging exposed transformation components, wiring, and protoform.
Combat Training/Weapons Enthusiast : Trained in servo-to-servo combat and a variety of melee weapons, Krieg has skills to improvise his defense if grounded.
Armor: Starkrieger’s has medium grade armor. Areas of exposed ‘chainmail’ are more vulnerable to armor piercing rounds, and blunt or polearm weapons.
Advance Sensor Array: Contained within his wing structures is a series of sensory nodes on an interconnected grid. The primary purpose of this array is to detect other fliers, active munitions, and physical obstacles; while its secondary function provides information on environmental conditions related to flight, such as wind currents and barometric pressure. It can pick up other Cybertronian and earth based life, as well as Earth vehicles.
The nodes are categorized as either energy, or proximity sensors.
Energy sensors identify and track objects. Through emitted energy (thermal radiation, EMF, radar, and infrared signals) or return signals (high and low frequency band radar and infrared). He is able to distinguish between readings coming from different Cybertronian models versus earth based technology, and can tell the difference between his signals and other sources. They are blocked completely by solid conductive materials, and non-conductive materials 2’ thick . Standing water blocks them at 6’
Proximity sensors alert him to the physical presence of significant bodies regardless of their nature, and read strongest within formation distance. They detect return signals off of surfaces, and cannot penetrate solid masses, or standing liquids.
In alt, he can’t register life signals smaller than an average four wheeler unless they are within 40’, earth based life forms human size or smaller register on contact. The range of energy sensors extends 1,080’ above and in front , and 720’ below and behind. Proximity sensors register at 900’ in front, and 540’ in all other directions.
In root, energy sensors have a range of 40’, and proximity sensors register 300’. While sensors are blocked by all surfaces in root, the tighter range picks up on smaller life forms and subtle readings.
Root mode flight: Starkrieger was designed to maintain flight in root. Before going into battle he will lower his HUD visor into active position.
Disciplined: Acting in an official capacity, especially while at attention or flying in formation, assists him in overriding instinctual or emotional weaknesses, and reduces his EMF
Weaknesses:
Exposed Back/Sensitive Wings: His wings are especially vulnerable, due to his array. Injury overloads sensors, causing pain to register multiple times in intensity. It creates a degrading feedback loop, feeding fresh signals over time. He is particularly sensitive to burns, melting, or the severing of anatomy. While suffering from the feedback, the sensors become partially to fully blind. Flight prevents stasis lock, but fine motor skills controlling degrade, reducing maneuverability, and may force landing. When not in flight, his physical response varies from loss of gross motor function and isometric contractions, to stalling intakes and disrupting his spark energy. Battle may prevent full stasis lock, but it is still a possibility. Field medics can disrupt the feedback cycle, otherwise he will have to ride it out.
Always Watching: Senses from the array cannot be disabled without a medic severing the connection to his processor. He remains susceptible to proximity sensors triggering his claustrophobia and energy sensors being overloaded by injury at all times. He relies on it as a primary sense, disabling it has the same psychological impact of being blinded. Additionally, his orientation and balance would be compromised.
One Sided: His range weaponry in root is on his left side to allow him to adopt a stance that streamlines his form, but makes it easier to disarm him via injury.
Navigation Deficiency: Dedicating processing power for his array came at the cost of his navigation system. He has to rely solely on landmarks and familiarity with an area to avoid becoming lost.
Ground Shy: Rather than being designed to absorb or disperse the impact, Starkrieger relies on mechanisms in his joints and pedes to act as shock absorbers for root landing. Injury or malfunction can compromise his ability to take off, land, or fly in root. Due to this he can hesitate to make the transition from sky to ground, and will incur personal risk to take to the skies again.
Claustrophobia: Over stimulation of proximity sensors can trigger episodes of intense claustrophobia. Episodes can be as mild as agitation, twitching and lack of focus, or extreme enough to drive him to risk bodily harm. If unable to escape, his mental stability may degrade to the point of unintentional self harm. Factors that make episodes more likely and more intense include being deep underground, on his back or otherwise restrained, and feeling threatened. Factors that reduce the likelihood or intensity include enjoyable distractions, optical input of the ‘larger world’, and the feel of flight through deck plates.
Functional Vanity: Foreign matter can obscure his energy sensors, and trigger false readings in proximity sensors. This will dull his perception of incoming fliers, and artillery, while misreading close enemy presence. Abrasions to the surface of the nodes prevent proper location of a redings source. Similarly, debris can clog flight mechanisms, compromising his ability. .
Open EMF: Starkrieger’s EM field tends to be open. He can extend his output, but closing it off takes effort and presence of mind. Controlling it rarely occurs to him, or he doesn’t consider it worth the effort.
Too Big for Britches: Designed to close in and bring his opponent down, his instincts can drive him to confront ground targets at closer range, exposing him to enemy fire. When on the ground, he may risk closing in on Autobot brawlers or other models that can easily fold him.
Unstable Thrill Seeker: He has a drive for exhilaration, and lacks concern over self preservation. Picking a fight with the wrong brawler, dimming optics at an obviously not flattered mech/femme, the usual stupid antics of an immature mech are his typical pastimes. Drawn to battle and dangerous flight conditions, he likes to engage, or toy with enemies, and views conditions anything sane flier would avoid, as a challenge
Special Skills:Space travel capable:He was designed to be capable of escaping the atmosphere, and withstanding the void of space, to be able to follow targets and offer support.
Extra Info:
Vocals: Starkrieger speaks with a German accent that varies in intensity depending on his emotional state.