Lost Planet: E.D.N III Data

    The Architect of Fate
    The Architect of Fate

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    Lost Planet: E.D.N III Data

    Post by Murdoch on Wed Dec 01, 2010 3:34 pm

    Ok, guys. Here is the place that I will be uploading data on known Akrid, VS's and anything else I believe is relevent. Yes, player-designed VS's and Akrid will be featured here as well, as well as any new Akrid I decide to introduce myself. If I bring in an Akrid that is not up here, then check again: I likely have some data already being transmitted to aid you in the fight. Smile

    If you have an idea for a VS or an Akrid, PM me with the ideas.
    One last time, then. Here is the Akrid Creation Sheet:

    Category: (S (small), M (Medium) or G (Gigantic).
    Special Ability:

    And the VS creation sheet:

    Numerical Name: Eg, GAN-54Y
    Codename: Eg, Drifter
    Appearance: If you have a picture, then write down the description and then post a picture. Smile
    Weapons: How many weapons it has (I would ideally like a limit of two slots with maybe one or two auxilliary human-sized weapons, ask me if you want more slots).
    Special Abilities: Can it jump? Dash (Move rapidly to one side or another)? Hover? Turn Invisible? Go on, be creative!

    There you are! Peruse and have fun!

    The Architect of Fate
    The Architect of Fate

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    Re: Lost Planet: E.D.N III Data

    Post by Murdoch on Wed Dec 01, 2010 3:35 pm

    Cat-S Akrid:


    Trilids are small flying Akrid that travel in swarms. They resemble short centipedes with large angular heads and many small, leaf-like wings. Trilid attack by dive-bombing their targets at a high speed while spinning through the air. They are the weakest of all the Akrid (one shot from a Machine Gun is usually enough to kill a Trilid), and will only provide a small amount of Thermal Energy when killed. Due to their individual weakness, Trilid group together with others and form large swarms. Despite their small size, they are still capable of killing an unaware player with two direct dive-bomb attacks.

    Glacers are Trilid-like Akrid in that they can fly and usually dive-bomb their prey. Their body extends from a range of 6-10 feet long, and 8-10 inches wide when full grown. The body is completely flat – Almost paper thin, but extremely strong. The ends of the body, both rear and face cure into a point. The head of the Akrid has two jet black eyes that protrude about a centimetre, along with jagged cuts near the front that act as ears. They are a dark charcoal colour with tinted blue with black tips on the rear and the nose. Their skin is tough, and very difficult to break through, although sustained small arms fire is able to shatter the T-energy. If left, this will regenerate: otherwise, a single shot will kill it. Although their body is tough, they are relatively weightless. They can redistribute their thermal energy from their weak spot on top of their heads- located in the centre of the head- to the edges of their body to make red-hot slicing edges.
    -Created by Kristie [Frosted Hell]

    Sepias are small, swarming Akrid. They possess large, three-jawed mouths that take up most of their head, and are capable of attacking by opening their jaws and charging towards an opponent. Their bulbous heads contain most of their body's Thermal Energy. Their three legs end in razor-sharp points, allowing the Sepia to climb up vertical walls and even walk on ceilings. Because of their weakness compared to other Akrid, Sepia tend to group together and mass against enemies in swarms. Solitary Sepia often will shy away from danger rather than attack.

    Sydsepias are a subspecies of Sepia that live in volcanic environments. They attack by a forward leap or are defending themselves by spitting an exploding projectile at their foes in a ballistic manner.
    There are variations of this subspecies, about twice the size and with the ability to spit Adhesive Bullets.

    Bolsepia are a subspecies of Sepia found in volcanic areas. Their enlarged heads hold Thermal Energy, and can explode violently, affecting anything in the range of their explosion. Their explosion can be triggered either by being shot with gunfire, or by coming too close to the Bolsepia, upon which it will swell and burst. They are normally found in warmer areas, like Thermal Energy Deposits. Some Category G Akrid, such as the Tencale and Gordiant, have the ability to release them from their chests.

    Piranha are monstrous fish that that tend to travel in large schools (much like the real fish of the same name). Although it is slightly tougher than a Trilid, it does minimal damage and can be dispatched easily. They vaguely resemble the airborne Trilid, using many small fins to move through the water.

    Jellites are small Jellons. They only post a minor threat to humans. Jellites grow immediately into Jellons if left alive for a matter of time.

    Parajellites are small Parajellons. Just like Parajellons, they are able to attack by exploding violently, releasing a large electromagnetic field. Even with their small size, they can grow quickly into Parajellons.

    The Architect of Fate
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    Re: Lost Planet: E.D.N III Data

    Post by Murdoch on Wed Dec 01, 2010 3:35 pm

    Cat-M Akrid:


    Genessa are a type of Akrid bio form that do not attack, but instead they spawn small Akrid such as the Trilids, Glacers, Sepias, Sydsepia and Bolsepias. They are very easy to kill, one grenade blast or half a Machine Gun mag can destroy them.
    Genessa are immobile and seemingly non-sentient; they do not respond to the environment but churn out Akrid in constant streams. They seem to spawn more Akrid as hostiles get closer, hinting that they may be aware of their surroundings, and so spew out more and more Akrid as a defence.
    They also appear to be very adaptable and live in almost any environment such as hot and cold areas like plain snow fields or volcanic areas and jungles. There are sightings of much larger versions of the Genessa that can take far more damage and can spawn larger Akrid such as Chryatis and Raibees

    The Grinate is a large tortoise-like creatures. It has a large, thick body covered by a thick shell that is as hard as steel. Its head can extend from the shell about 4 feet in order to catch small fish, but other then that they only have enough head showing to see clearly. They live around swampy areas, and can hold their breath for up to around 3 hours. Their bodies from top to bottom can measure up to 5 feet long, 4 feet wide and 4 feet tall. They are extremely slow, and if unprovoked pose no threat. However, when the Grinates are provoked or feel threatened, they use their T-Energy to release a pheromone out of their shell. On the shell are scattered small holes that will glow when activated. The pheromone released actually attracts ANY Akrid within 500 feet in all directions. As you go further towards the outskirts of the range, Akrid will tend to ignore it, but the ones within a 200 foot radius are drawn like nails to a magnet, and will be in the area very, very quickly.
    Their T-Energy is stored in a long strip that is on their very long neck. It is difficult to get at because they rarely ever extend their heads unless it’s for food; one tip would be to try and tempt its head out with bait of some kind, standing by with some sort of heavy weapon to blast the neck as it's revealed.
    -Created by Kristie [Frosted Hell]

    The Chryatis are large and highly aggressive Akrid. The scourge of E.D.N III, Chryatis are found in nearly every location on the planet, and are a major nuisance for human colonists.
    Chryatis are vaguely mantis-like in appearance, with two huge spined forearms that they use to swipe at prey. Their "heads" split apart into three long tentacle-like jaws lined with sharp teeth and spikes.
    Its Thermal Energy deposits stand out as an orange/yellow glow. If shot at with two Gatling Guns, sustained fire could sever the arm completely, slowing it down and making it reel in agony, giving you more time to sheer off it's other leg as well, although it can use its conserved T-energy to eventually re-grow the severed limb.
    Chryatis typically conserve energy by laying dormant underneath the ice and snow. However, as soon as they detect a thermal energy signature approaching, they burrow out and attack, bursting up from underground.
    These Akrid can move surprisingly fast; they can clear vast sectors of land in mere seconds. The Chryatis are really minions who serve their leader, the Queen. She is basically a huge Chryatis who is the leader and breeding female in this category of Akrid.

    The Gorechryatis is a much larger and more dangerous subspecies of Chryatis. Unlike its smaller cousin, the Gorechryatis' Thermal Energy deposits are covered with tough armoured scales that can- with the help of guns, bullets and grenades- be shattered, revealing the deposit underneath.
    In genealogical references it behaves like a normal Chryatis: i.e. using its long forelegs to swipe at enemies and so on. If attacked, a Gorechryatis will enter a furious ‘rage mode,’ rearing up on it's hind limbs, flailing it's front legs wildly, and then charging and swiping at everything in it's path. This attack can inflict serious wounds, enough so that even a slight hit from its feet is enough to kill you. The Gorechryatis has the ability to spit out explosive projectiles, similar to those from a Raibee.

    The Xillic is an eight foot cat-like creature with three sets of legs- the middle set being retractable- and a 4 foot long tail. It can either move on all six legs or stand on its hind legs whilst attacking with its front legs, although this behaviour is rare. Its face is very long, and it’s jaw even bigger. Its mouth can open up to around a foot long and 6 inches wide. It has 3 rows of small, but razor sharp teeth, and 4 fangs (2 on the bottom and top). The fangs contain paralyzing venom that takes only seconds to enter your blood stream. It has a huge set of yellow eyes that glow like light bulbs at night when they come out to feed. The creatures are blind, but whilst some other Akrid use sound or movement to detect their prey, these creatures use a form of Thermal Vision to hunt, and are therefore nocturnal; for some reason, the Thermal Vision appears not to work in the presence of UV light. Don't underestimate them during the day, though; their hearing is still extremely good. Their skin is covered in scales that can regenerate rapidly by using Thermal Energy in a similar manner to a Harmonizer, but this T-energy is quickly replaced. They are fast, and their strength is in their speed and abilities to be stealthy at night. They do not travel in packs, and are usually spaced out from other Xillics for territorial reasons. During the day, they usually hide out in underground tunnels and deep caves. Although shooting the eyes or ears will certainly wound them and could even kill them, their primary T-energy deposit is on the underside of their stomachs. Concentrating heavy fire on that area will kill the creature quite quickly.
    -Created by Kristie [Frosted Hell]

    The Vodogg is a medium sized, bipedal Akrid covered in spikes that rushes directly at foes, attacking them with kicks and head butts. Close-ranged weapons such as the Shotgun can quickly turn the tables on the Vodogg, since it makes no attempt to guard the weak points on its head and legs as it makes its reckless tackles. When a Vodogg sticks its head out and screeches, it will attempt to swing its head like a battering ram. Usually unpredictable, they often dash from spot to spot trying to dodge your gunfire and will circle you trying to get behind an enemy; do not allow it to do so. Dummy grenades will occasionally confuse it. Groups are more aggressive and will try to surround individuals. It is possible that its legs or head can get blasted off, killing it instantly. If they take large amounts of damage they will try to flee or stumble in the process.

    Dongo are medium-sized Akrid with the ability to curl up and roll at high speeds. Resembling large lobsters, they are covered in thick armour and have six powerful legs that they use to dig through ice and snow. A Thermal Energy deposit in their tail is their primary weak spot.

    Raibees are large, wasp-like flying insects. They contain a sizable weak spot found on their abdomen. Raibees can attack by spitting explosives from their stingers and by charging their stinger with electricity and smashing it against their enemies. This sometimes gets them stuck in walls, rendering them helpless for a few seconds. If one of their sets of wings is destroyed, Raibees will go down and will cease to be a threat.

    The Defolma is an octopus-like Akrid which appears mainly in sewers, lakes and rivers. It will often use one tentacle as a shield and another as a weapon. It frequently lashes out with its tentacles to stun prey and foes; it is possible to dodge this, but it is hard to correctly anticipate the movements of their seemingly random tentacles. The Defolma instantly kills soldiers smaller animals by devouring them in seconds. Tossing a grenade overhead and then shooting the grenade in midair will critically injure it. To kill it when it's in water, shoot its "feet", and it will show its face. That's the time to shoot or use a grenade. Another easy way to dispatch the Defolma is to equip a flamethrower and scorch it. The Defolma appears to shirk from the fire, resulting in an easy kill.

    Skalts are large tentacles with a spiked sphere at their ends. They usually come out of the ground along with other Skalts. Their weak spot (the sphere) is also served as a weapon, with which they throw explosive spores, or hitting any incoming enemies. Although they aren’t particularly tough , they can quickly regrow after being killed, making them a major nuisance whenever they are encountered.

    The Neegal is a large scorpion-like Akrid which lives in the volcanic regions of E.D.N. III. Much like the scorpion which they resemble, Neegal have long segmented tails that end in a stinger. This stinger can rapidly extend over great distances due to the elastic nature of the Neegal's tail. However, it can be severed by destroying the T-ENG deposit at the base of the tail, and will not regenerate. When losing balance, it turns on its back and exposes its primary T-ENG deposit. Neegal are also capable of gliding short distances, due to the webbing between their legs.

    Jellons are big, jellyfish-like Akrid hovering in the air. They are able to produce Jellites which are able to grow quickly into Jellons if not destroyed for a matter of time. They explode violently if hit with explosives or with enough ammunition, however shooting down at their base (tentacles) will cause them to die without exploding. They are found in water and hovering in the air.

    Parajellons are able to produce Parajellites which are capable of growing immediately like Jellons. They produce a large electromagnetic field rather than producing a dangerous explosive attack. They are a large threat to Vital Suits but not as much to humans. Like Jellons, they either hover in the air or float in water.

    Dabulas are aquatic Akrid that resemble sea snakes which attack by biting foes. Their spines are their weak spots along with a large deposit of thermal energy on their tail, but making contact with the spikes on their tails can cause massive injury. Staying at a distance is key to defeating the Dabulas. Due to their massive size, Vital Suits are the only safe way to fight them off without unnecessary risks; even then, the creature's massive jaws are powerful enough to destroy a VS in one direct hit.
    -Picture unavailable-

    Last edited by Murdoch on Thu Dec 02, 2010 4:52 pm; edited 4 times in total

    The Architect of Fate
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    Re: Lost Planet: E.D.N III Data

    Post by Murdoch on Wed Dec 01, 2010 3:36 pm

    Cat-G Akrid:


    Godons are a much larger and more dangerous subspecies of Dongo. Like their smaller relatives, they mainly attack by curling into a ball and rolling over enemies. However, this Akrid also has a pair of mandibles that can rapidly extend and snatch prey from a distance.
    It also has the ability to roll fast enough to go up walls and across ceilings. Like the Dongo, it's heavily armoured on all sides but has a weak point on the tail.

    The Undeep is a colossal worm-like Akrid that lurks in the vast open Snow Plains. Swallowing vast amounts of ice and snow to move, the Undeep can travel rapidly beneath the surface of E.D.N. III. Its array of beard-like tentacles and long antennae emit infrasonic pulses that allow it to track prey despite its lack of eyes.
    The Undeep's body contains massive amounts of T-ENG, which are visible in the many sacs along it's body. Shooting these sacs will drop large puddles of T-ENG and weaken the Undeep.
    This monster may seem invulnerable, but when It surfaces you can shoot at its yellow thermal energy deposits- shooting enough of these deposits can kill it.

    The Windega is a colossal moth-like Akrid that inhabits the Mountains of E.D.N. III. It is one of the largest Akrid life-forms on record and as a result of it's sheer size, this beast creates strong winds when it flies overhead. The Windega can also release multiple explosive eggs that fall from the carapace . This Akrid appears to be the most passive, as the Windega has never directly attacked anyone, even if shot, and appears to drop its eggs randomly.

    The Raibion is an Akrid resembling a giant Raibee. Though very large, it can fly extremely fast. The Raibion has a number of ballistic attacks, including firing superheated projectiles from it's abdomen, launching large bombs, and spawning juvenile Raibee that dive-bomb targets. The prongs on its abdomen also can be used to impale prey. The vibration from its wings creates strong winds, just like the Windega.

    The Queen is the largest member of the Chryatis species, larger even than the giant Gorechryatis. Like all Chryatis, she has a pair of huge forearms that she uses to swipe at intruders to the hive. These arms hold T-ENG deposits, along with an oval deposit on the Queen's head. She also has arms lower down; these she uses for handling eggs and be shot off to release puddles of thermal energy.
    The Queen's abdomen is always partially submerged in a pool of ultra frigid liquid (possibly liquid nitrogen), which she uses to generate extremely low temperatures within her body. This allows her to spray streams of freezing liquid and gas that can coat targets in giant ice crystals. She also has the ability to regenerate her limbs.

    The Tencale is massive in size, has four long, spider-like legs, a large spined abdomen, and a small head with long antennae. This Akrid has many adaptations that allow it to defend itself, most notable of which is a long, serrated tentacle-like appendage which can extend from the middle of it's thorax. In addition to this, the Tencale can produce webbing, much like a spider, which it uses to ensnare its prey. It is also capable of releasing large numbers of Bolsepia from reproductive openings in its abdomen. The Tencale can also use its whip like antennae as effective weapons. In the event that one of its legs is severed, the Tencale can regenerate them in a fairly short amount of time. There are nine T-ENG deposits on the creature's body: one on each knee joint, four on its underside where the Bolsepia spawn, and a large deposit on its head that serves as its main weakness
    -Picture Unavailable-

    The Saizarod is a massive, tentacle worm-like Akrid. Its thick skin is able to withstand the temperatures of magma, making it able to live and travel in molten rock. The Saizarod's head is split by a massive, vertical mouth lined with mandibles and many rows of teeth. It has two tentacle-like "feelers", which end in sharp hooks and can regenerate. When the end of one of these feelers is destroyed, the appendage retracts back into the Saizarod's body and will heal itself. They will quickly grow back, however. It also has a large tongue-like thermal energy core in its mouth, from which it can shoot large blobs of lava. Once someone destroys the feelers, they can go down the passages that they came from and destroy the orange lump the feeler came from. If this works it will rise. Once you do this enough times it will use a lump from it's mouth to attack you. This is its weak point.

    The Gordiant is a salamander-like Akrid that inhabits dense jungles and forests. Its main weak points are the big yellow spikes that grows on its back. If these are shot, they will burst and release T-Energy that can be collected.
    Be aware that after hurting it sufficiently, the Gordiant will go into a rage. The notable features of its rage is a considerable increase in its speed, as well as the ability to release electrical blasts.
    Its secondary weak points are its six knees, once damaged enough, they will break and release and T-Energy. Another major weak point is inside the mouth, which can fired upon when opened for massive damage. This is relatively safe and easy to do, without getting too close to the Gordiant. A VS shotgun is most effective in this way. If two legs on one side are destroyed, it will then drop to the ground, allowing infiltration via mouth. There will be small Akrid inside, but also a weak point on the inside that can cause serious damage.
    It can spawn Sydsepias and Bolsepias inside of itself as a manner to defend itself against those that manage to enter. It can also attack by lashing out with its two "tongues." Sometimes it uses its tongues to swallow soldiers, digesting them and killing them instantly. It can extrude spikes from its tail and smash it downward like a mace, or it can charge up electricity, rear up, and slam the ground, discharging the lightning in a massive blast that hurts all around it and seriously damages and paralyses VS’s, however this is easily dodged while in a VS that is hover-capable.

    The Debouse is a large, predatory desert-dwelling Akrid. Armoured with thick skin and bony armour plating, Debouse are perfectly suited to withstand the sandstorms and harsh conditions of E.D.N III's arid regions.
    Debouse have no eyes, but have a pair of huge fan-like ears that it can use to pinpoint the location of moving prey. When it senses movement, it charges blindly, demolishing everything in its path. When it stands upright and spreads its ears out, it's scanning for prey- try to make as little sound as possible when it does this or it will release a sonic pulse that can cause instant paralysis long enough for the Debouse to attack with impunity. It can also focus this sonic pulse into a beam that can kill humans.
    Although it is blind, it can detect other life forms closing into his domain via its excellent hearing. It fights with big fangs and a sonic attack. Also, keep in mind that this sonic attack goes only directly face-to-face which means that if you are standing behind the Akrid, you are safe. They typically attack in presumably mated pairs.

    The Red Eye is the largest of all the known Category-G Akrid at over 1000 feet long, and despite the name is, in fact, a species, albeit a rare one.
    Like the Undeep, the Red Eye is a huge, subterranean annelid-like Akrid, which uses hundreds of spiny limbs and other insectoid-like contractions to travel through the ground with relative ease and speed. As it's name suggests, the creature is covered with circular shaped eyes that are red. It also has tens - if not hundreds- of tiny, light sensitive eyes on it's upper two jaw plates. Another thing this gargantuan shares in common with the Undeep is that it possesses a "beard" of tentacles that are actually a form of living antennae that perform two tasks: locates prey via sonar or a similar form of echolocation and guiding the beast to its prey; and having great tensile strengths and high friction levels; making it almost impossible to escape the giant's grasp. It can move extremely fast, and it takes immense firepower to kill it outright.

    The Baiztencale is a much bigger version of the Tencale. This spider-like Akrid is one of the biggest encountered so far, dwarfed only by The Red Eye; luckily, it has several weak points around the legs and on its back.
    It can produce Bolsepia as projectiles and as ‘land troops,’ and its laser attack can deal heavy damage to anything it hits.

    Last edited by Murdoch on Wed Dec 01, 2010 6:05 pm; edited 1 time in total

    The Architect of Fate
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    Re: Lost Planet: E.D.N III Data

    Post by Murdoch on Wed Dec 01, 2010 3:36 pm



    The GTT-01 Nida was the first Vital Suit developed and is the most basic. The Nida can jump, but cannot hover or dash. It can be mounted with two weapons, but the driver is unprotected and vulnerable to attack. The GTT-01 is not very common and has fallen out of use because of the later models such as the GTF-11, but the Snow Pirates still make heavy use of it despite its simplicity, as newer models are harder to acquire.

    The GTF-11 Drio was the second Vital Suit developed, surpassing the GTT-01 Nida. The addition of powerful jets allow the VS to dash and hover in the air for a few seconds. It is almost identical in appearance to the Nida, except for the added face plate and jets. However, its front plate offers much more protection from bullets and projectiles. Two other soldiers can also hold onto its sides, using their small arms as backup weapons. It can also fire the autocannons on its sides as a secondary weapon.

    The GAN-34 Granseed is the NEVEC version of the Drio and is functionally identical. It can hover, dash and has the same amount of armour. The only differences are the enclosed cockpit and the visual aspect, which features the NEVEC hard geometry and a more high-tech appearance. It also features a cloaking device that can make it invisible at the expense of heightened T-ENG consumption. It can also merge with a GAB-25M Cakti to form the devastating GAN-34WA Brocakti. Unlike the Drio, it has no auxiliary weapon and does not allow riders.

    The GTF-13M Evax, although the weakest VS, is also arguably the fastest. In order to be light enough for fast travel the GTF-13M carries only one weapon. It has a weak jumping ability and is unable to walk fast. However, these weaknesses are remedied through a transformation that changes Evax into a fast bike. This mode uses an energy thruster and is quite efficient with thermal energy use when travelling distances.

    The GTF-13F Vensa takes the compact size of the Evax vital suit and makes it even smaller by removing the complex and costly folding snowbike mechanism. In terms of functionality it is same as the Evax without the bike mode- slow, a poor jumper, weak armour and unwieldy to use. Its only use is being able to use a VS weapon while moving and jumping, an ability that a ground trooper doesn't have.

    The GTB-22 Faze is a highly mobile two-legged VS, possessing both a good running speed and superior jumping ability. The cockpit sports a unique device that lets the legs turn independently from the upper half of the vital suit. This allows for smoother turning and change in direction. The suit can deploy its jets during a jump but, instead of hovering, the jets propel the VS even higher in a double jump. The Faze also has a super jump ability. After a second of charge time, the VS will make a tremendous vertical leap, surpassing even its double jump. Reverse rockets can be fired during this jump which will send the VS back to the ground, severely damaging anything it lands on. In addition, the VS is equipped with a smoke screen launcher.

    The GAN-37 X-Seed is the NEVEC version of the Faze. It is functionally identical, being able to perform both double jump, super jump, slam attack and launch smoke. The primary difference is visual, with the NEVEC hard geometry and high tech appearance, although it can now turn invisible like the Granseed and transform into an aircraft form. In aircraft form, it is slower than the Triseed or the Osprey and handles more similarly to the Evax in Snowbike mode (i.e. it cannot move laterally, so dodging is harder and firing in a direction different than the one the VS is advancing to is impossible).

    The GAB-25M Cakti is a four legged VS that has the ability to transform into a tank. In VS Mode, the Cakti is armed with a Cannon with 30 rounds, with the ability to automatically reload after every shot and a Laser Vulcan (laser Gatling Gun), both of which are permanent and cannot be removed. The VS Mode has reduced speed, but can dash-sidestep incoming fire. It also has a jump feature and can hover in the air for a surprisingly long time, but does not move very fast while hovering.
    In Tank Mode, the Laser Vulcan is replaced with a drill that enables the tank to do a drill dash, smashing through anything in front of it. The Tank Mode is much faster, but cannot jump.
    It is also highly armoured and is impervious to all weapons in Tank Mode except the rocket launcher, grenades, energy gun, plasma gun and VS weaponry. The T-ENG tank on its back is not as heavily armoured and takes heavy damage from all weapons. It can combine with the Granseed to create the Brocakti.

    The PTX-140 Hardballer is a highly advanced VS and outperforms most other Vital Suits. It has a very high run speed and the ability to hover and dash for extended periods. However, using this VS comes with a higher T-Eng cost than normal. Even when not using the jets, thermal energy goes down at a faster rate than other VS’s, requiring the pilot to find T-energy rather quickly.
    The Hardballer also mounts a unique melee weapon; the VS Saw. When activated, the VS dashes forward and slashes it's target. This attack uses Thermal Energy but is very powerful and can sometimes take out a Chryatis in one hit if the shot is a lucky one. However, there is severe risk in using this attack as the VS is left exposed for a moment after attacking and getting in close to a target is risky by itself.
    There is some evidence that, unlike most other VS models, the PTX series was designed for fighting other VS’s. However, it is still excellent for fighting Akrid, as this possible Anti-VS factor makes it all the more powerful.
    An upgraded version of the Hardballer called the PTX-140R has recently replaced the original PTX-140. The PTX-140R can fly farther than the PTX-140, uses less T-ENG, and carries a rapid-firing light machine gun in its right hand that serves as a backup weapon, making it far more powerful than before. It has a white colour scheme and a second pair of "eyes".
    PTX-140: http://wa1.images.onesite.com/capcom-unity.com/user/bthr_zero_x/lost_planet_concept_art/ptx_-_140.jpg
    PTX-140R: http://wa1.images.onesite.com/capcom-unity.com/user/bthr_zero_x/lost_planet_concept_art/ptx_-_40a.jpg

    The GAN-3AM Triseed is a VS designed by NEVEC for low gravity areas, like space or in deep water. It is often used for infiltration missions due to its adaptability and high range of abilities. The most obvious of these is the power to transform into three different forms: the standard walker, the "Slider" airborne VS, and an airborne/aquatic type called the "Warbird." In Slider form, it can use its standard mounted VS weapons. However, in Warbird form, it stores these weapons, forgoing them for two homing torpedo launchers. In its walker form, it can use the blades within its arms to chain together melee attacks to form powerful combos. All of its forms have stealth technology that conceal it from radar systems, letting it take foes by surprise.

    The GAH-42BS Bleed is a small VS with only one weapon mount, but can throw grenades and can use powerful punches in close range. However, it cannot pick up grenades and has relatively low armour. In extreme circumstances, the Bleed can activate a self-destruct mechanism; after a 3-second countdown, the Bleed sacrifices itself to create an explosion that does heavy damage to anything that gets too close to the blast.

    The GAH-41BSL Baylid is designed to be used in confined spaces, something earlier models of VS couldn't do as easily. It is essentially a more lightly armoured variant of the Bleed that lacks the ability to throw grenades and use punching attacks, but can mount two weapons instead of one.
    In extreme circumstances, the Baylid can activate a self-destruct mechanism, sacrificing itself to create an explosion that does heavy damage to anything that gets too close to the blast.

    The GAN-36 Osprey can fly with no limits. However, it has very poor armour and it is easy to destroy. It has two seats; the first for the pilot who has access to a chaingun and who pilots the VS, while the second is for the gunner who uses the two other weapons mounted to the front. Some of these have been modified to act as troop transports and can hold multiple soldiers or one VS inside or under them.
    The bullets fired from the pilot's chaingun are as strong as the integrated chainguns on other VS’s, though an increased rate of fire increases damage output. The transport variant lacks this weapon. The Osprey is a manoeuvrable craft, but pays for this with very light armour. Heavy infantry fire will be sufficient to destroy it, and any VS weaponry is sure to be a critical threat.
    The gunner's dual weapon mount is located on a ball turret that has 180 degrees of rotation and roughly 45 degrees of elevation and 90 degrees of depression. A transport variant of the Osprey exists that carries a large open metal cage, serving as a platform for troops to be carried into battle or extracted from hostile situations. Unfortunately, this large addition makes for a larger target and even worse armour; on top of that, the chaingun is absent, leaving the pilot unable to defend himself without the help of a gunner.
    Transport Ospreys can also carry a fully enclosed transport pod, capable of seating 6 or more and equipping surveillance and intelligence equipment. These pods also include a set of landing gear at the front to absorb the shock of landing.

    The GAF-14 Fastrey is a one person hover pad that allows the player to hover over solid ground, or to fly short distances. The Fastrey has no weapons of its own, but allows the pilot to use their own weapons and grenades. It features a variable frame, switching between a stable "standing" position (stable but very slow) and a "jet bike" position that allows a booster function, similar to the Evax. Its armour is light enough for it to be destroyed by small-arms fire, leaving it reliant on its speed and agility to avoid damage.

    The GAF-15D Drion is a multi-seat VS capable of carrying 3 users (1 pilot, 2 gunners). The pilot can only use an autocannon and a shotgun, but the gunners have the choice between the mounted VS weapon and their own autocannons. It also possesses a hardened system that nullifies the effects of Plasma Grenades, knockback from explosives, and can limit the damage caused by fire.

    The GAN-34WA Brocakti is a unique VS; the result of combining a Cakti and a Granseed. Heavily armoured, quick and powerful, it has access to all the attacks of the Cakti (and whatever weapons the Granseed had equipped before merging), possesses armour unmatched by any other VS, and can use a variety of special attacks, such as launching its drills as missiles and a giant laser fired from its head. The Brocakti's armour is very powerful and can take a lot of shots, so it's advised to aim at the weak points on its back and treads. Its only real flaws are that it cannot jump and that the pilots cannot exit the VS without separating back into the original Vital Suits. The Granseed pilot controls the head- the turning of it and the firing of the weapons located on the head- and the driver of the Cakti controls the movement of the VS itself. The Cakti driver has access to the cannon and the laser Vulcan, as well as the aforementioned drill-missiles, and the Granseed driver can also fire a series of explosive energy discs. If both pilots work together, they can unleash a devastating “ultra-laser” from the front cannons.

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    Re: Lost Planet: E.D.N III Data

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      Current date/time is Fri Aug 17, 2018 8:49 am