Contents:
Pilot Info
RX-79S FLARE
SF-16 Star Falcon


Name: Shiro Amada 
Rank: : Lieutenant Commander; Chief mechanic
Born: November 9th 2001 
Gender: Male 
Race: Macrossian
Combat Style: Reckless 
Flying Style: Dangerous 
Personality: Obedient and Loyal 
Mathematics: Calculus 
Science: Physical Science 
Vehicle: Flare
Callsign: Napalm Runner
Description: 
    Six feet, two inches tall. 
    Ruffled, short blue hair. 
    Rather thin, but muscular. 

Skills: 
Has an ability to take command of almost any enemy force with the fear of his massive mech. 
The reason he has been given this good of a position at such a young age was his abilities with Mecha, and the fact that he proved better than most ace pilots in the sim rooms as a kid. Will probably be promoted soon.  To improve with his hand to hand skills in his veritech, he has studied Japanese karate martial arts and has studied sword play since he was a teenager.  He is a fully Azended pilot, and therefore linked directly to the Flare when he is wearing the headband.  his reaction time while linked is .08 seconds, and there is ZERO latency between his thoughts and the mecha's movements, and his mecha can perform any maneuver he can with his own body, and then some.  This works especially well because he and the other dark knights have been exposed to high levels of protoculture.  The protoculture has the ability to act as a super-adrenaline and increases his reaction time to almost instantaneous, if not in the negatives of milliseconds from a slight sense of telepathy incurred by the protoculture.
    When he gets his protoculture adrenaline rush on, his mecha's protoculture 'blood' goes into high gear and his power is increased by about 50 percent in hand to hand combat.  He can run 50% faster, and punch and kick 50% harder and faster.  You will know when he is on this rush, because it will be indicated by his holographic 'aura' that surrounds his mecha.

Weapon Proficiencies: 
Submachine Guns 
Laser Weapons 
Missile weapons 
Heavy Artillery 

Headband:
   
Replacing the thinking cap, this band made of the same technology as Jace's prototype, and more comfortable and more sensitive than the older cap.  There is an unfinished add-on chip too, which will be able to block out telepathy, but it is still untested.  This headband is also the instrument which allows him  to bond with the Flare, feeding the sensors and engines directly into his brain, and increasing his dexterity and perception and reaction time ten-fold.


RX-79S 'Flare'

Vehicle Type: RX-79S Custom
Crew: One
Production: Single
M.D.C. By Location:

Legs (2) - 300 /each
Main Body - 450
Head - 100
Shield - 400 MD, unharmed by anything less than a 50 MD hit
Arms (2) - 250 each
M41-A - 150

Speed: Running, 180 mph.  While dashing (using jet assist) 1700 mph, can jump up to 500 meters.

Dimensions:
Height: 19m (59 feet)
Breadth: 7m
Mass: 75 tons

Power Plant:

Protoculture Fusion Reactor core.  Several Heavy Jump Jets placed strategically around the legs and upper body and back. 

Mobility limits:  Can move as well in space as it can on ground.  Thrusters and magnets can make it grip to any floor in space as if gravity existed.  It's maneuverability is equal to the pilot.

Weapon Systems:

1) 2 Medium Laser cannons in the head
Range: 4000ft (1200m)
Mega-Damage: 1D6x10 each
Payload: Unlimited

2) M-41A Assault Rifle Pod - Has a searchlight, laser sight, an over & under pulse action rifle and Magnetic Rail gun
M-41A - Pulse Action Machine Rifle,
sends 105mm bullets rifling at high speeds towards it's target, boring into the armor as it spins.
Mega-Damage: 36 MD short (1 second) burst, 72 MD long (2 second) burst, 144 MD full (4 second) melee.  Each bullet does does 3 MD.
Rate of Fire:  720 rounds per minute, 12 per second.
Payload: 1200 rounds in a clip, 2 replacement clips stored.
Range: 4000ft (1200m)
M-41A - Magnetic Rail Gun propels an explosive projectile at incredible speeds
Mega-Damage: 3D6x10
Rate of Fire: Once every 3 seconds, 120,000 miles per hour.
Payload: 20 solid metal shells cylindrical shells, explode on impact.
Range: Infinite in space, 20,000m in atmosphere

3) Plasma Blade - hilt is stored in the left of the breast plate, and may be ignited at will
Mega-Damage: 10D10 per strike, stab, or any contact.  Must be a called shot.
Rate of Fire: constant
Payload: Infinite
Range: 10meter blade

4) Mk 3 Energy Blaster, Air/Space-Cooled

    Created to be installed inside of the left arm of the flare, it's emitters are mounted literally inside of the mecha's left hand.  He can make the energy blasts any size shape or power he wishes, or can create a stasis field around a ball of energy, allowing him to actually hold the ball of energy in his hand while charging it, and then throw it.

    M.D.C.: 250
    Maximum Range: 5 km
    Damage:    Ball-shot form:    (x)d25 M.D.
                     Blast form:    (x)d25 + (y)d15 M.D.
                x = number of seconds charged, maximum of 20 seconds.
                y = number of seconds blast is sustained on target
    Payload:    practically unlimited, can make several hundred full blasts before recharge.


Notes:  This mecha is made out of a Lunite-Titanium alloy that allows it do deflect any weak attacks completely without any damage.  Any weapon that does 1 MD or less  per hit has zero effect on the mecha.

Optional artillery weapon.  Must replace the M41-A, for mission use only.
A 16" (40cm) Semi-Automatic Cannon that is to be held by a hand and hooked to a shoulder.  It is wise to brace the barrel of this 22 meter long cannon on the arm shield.  It is very similar to the cannon on the MAC II, just more advanced.  It's shells go roughly the same speed, but they have double the explosives.  A hit does 4D6x10 mega damage to anything in a 20 meter radius of the impact.  The weapon has a range of 20 kilometers, and a payload of 10 shots, takes 5 minutes to reload, at an ammo station of some kind.


Experimental SF-16 Star Falcon

Vehicle Type: Fighter Plane

Crew: 1 pilot and 1 optional passenger or weapons officer.

Speed: 3750 mph (almost mach 5.8) in un-boosted sea level forward flight
    Brake flight is -100mph/second

Length: 49' 4" (15m)
Wing: 32' 10" (10m)
Height: 16' 8" (5.1m)

Weight (Earth): 25 tons

Powerplant: 
    1 FF-3000 turbo-thruster fusion turbine
        - Thrust vectoring up to 10 degrees in any direction
        - Can be fired in reverse for braking or reverse flight in space
    Nitrous-Oxide afterburner
        - can run for 15 minutes cumulative
        - acceleration is 50% faster
        - top speed +1500mph
    12 Protoculture canisters in matrix - 6 years constant use
    Various vernier and RCS thrusters lining the hull
        - thrusters especially line the edges of the ailerons
        - Major clusters of RCS thrusters on the nose and tail end

Weapon Systems

1)    The primary weapon of this fighter is it's 2 Twin, Long Range, Auto Cannons, with 1 pair mounted on each wingtip, similar to the weapons on the Lancer II.
Range:    10 miles
Damage:    High (60 MD)
Payload:    200 rounds each pair
Rate of fire:    Each pair fires together once per second
Ammunition:    Plasma warhead shells, resemble missiles
2)    An Old-school style exposed-barreled GU-15, 8-barrel Gatling gun pod on the centerline hardpoint.
Range:    1 mile
Damage:    Put it this way, a single round could almost blow a leg off from a battlepod.
Payload:    2000 rounds, chain fed
Rate of fire:   Anywhere from a single shot to the whole 9 yards, 30 rounds per second.
Ammunition:    7cm slugs (Typical), OR 7cm Explosive-tipped, OR 7cm armor piercing, depending on loadout.
3)   
Two drums of short range swarmer missiles, one mounted under each wing, similar to the Spartan's weapon, only smaller.
Range:    10 miles maximum
Damage:    Low when shot single, high when swarmed
Payload:    22 missiles in each drum
Rate of fire:   Depends on how good of a lock the comp has on the target
Ammunition:    Standard explosive reflex-guided missiles
4)    An internal 20mm, 50 megawatt, anti-armor LASER cannon embedded in a 'blister' on the near the back left of the cockpit.
Range:    2 miles maximum
Damage:    Pierces through almost any armor
Payload:    Infinite
Rate of fire:    As long as the pilot holds the trigger
Ammunition:    Blue Argon LASER; stable

Notes:
Maneuvering:    The SF-16 Star Falcon can maneuver almost better in space than in atmosphere, and the controls act the exact same way in space, and then some.  Along with normal maneuvers, in space, going straight up and down and even in reverse is fairly easy.  a docking clamp, for hangers etc, replaces the spot where the refuel port used to be on the old F-16.
Electronics:
    Depends mostly on feeds from an EWACS or other form of surveillance craft, has a built in small-range radar and a photo-sonar scanner in the nose, along with a full communications system with scanner, and a basic ECM system.
Defense:    The fighter is equipped with an array of chaff and flares, but is limited in supply and efficiency.  Also is equipped with a basic ECM which makes it harder to be locked on to, but far from impossible.