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Ludex-Class Bidpedal Locomotion Siegeworks Heavy Combat/Artillery/Assault Platform

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foxl6vX.png

Ludex-Class walker incinerating a hostile fortification with its' plasma flamethrower
Source (x)
"Welcome back Pilot, bridge cooling reactivated. Ludex A.I transferring control to Pilot."
-Genetrix de Infernus

[OUT OF CHARACTER INFORMATION]
[PRODUCTION INFORMATION]


[*]Manufacturer:

[*]Affiliation: Closed Market

[*]Model: Ludex-Class Bidpedal Locomotion Siegeworks Heavy Combat/Artillery/Assault Platform
[*]Other Names:
  • Apocalypse Walker
  • Buddy Walker
  • Death Trooper Walker
  • Lady Metal
  • Lord Metal
  • Metal Daddy​​
  • Metal Father
  • Metal Mother

[*]Programming: Varies (Each Walker can have one of two programming types):
  • Feminine
  • Masculine​

[*]Cost: ~33,000,000 Galactic Credits
[*]Market Value (MSRP): ~43,890,000 Galactic Credits
[*]Black Market Value: ~100,000,000 Galactic Credits
[*]Built: 856 ABY - Current
[*]In Commission: 856 ABY - Current
[*]Planned: 55
[*]Building: 5
[*]Completed: 15
[*]Active: 15
  • 15 Chassis Active

[*]Vehicle Identification Number Format: ####-####-###-LDX ###
[*]Modularity: Yes (Paint, Weapon Loadout, Variants)
[*]Production Rating: Limited
[*]Material: Alusteel, Duraplast, Depleted-Duranium, Durasteel, Impervium, Reflec, Quadanium Steel , Thermal Gel, Titanium, Transparisteel, Turadium, Ultrachrome.
[TECHNICAL SPECIFICATIONS]
  • Classification: Bipedal Locomotion Siegeworks Heavy Combat/Artillery/Assault Platform
  • Role:
    Anti-Capital Ship Platform
  • Heavy Assault Platform
  • Siegeworks Platform

[*]Size: Extreme
  • Height: 65.52 Meters/214.96 Feet.
  • Width: 44.6 Meters/146.32 Feet.
  • Depth: 38.8 Meters/127.29 Feet.

[*]Weight: Extreme
  • Long Tons: 18,207 Tonnes
  • Metric Tons: 18,500 Tonnes
  • Short Ton (US): 20,393 Tonnes

[*]Minimum Crew: 0 (Autonomous-Walker Mode)
  • Artificial Intelligence

[*]Optimal Crew: 1
  • Artificial Intelligence
  • Pilot

[*]Supplemental Crew: 4
  • Artificial Intelligence
  • Engineer
  • Pilot
  • Tactical Officer
  • Weapons Officer

[*]Primary Power Output: 1,435 Petawatt
[*]Auxiliary Power Output: 174 Petawatt
[*]Propulsion: Bipedal Locomotion
[*]Powerplant: Primary Drive, Auxilliary Drive

[*]Power/Weight Ratio:
  • 86.9 Terrawatt/Metric Tonne

[*]Transmission: 2x Electric Automatic Locomotive Reciprocating-Action Transmissions 1-Speed Fixed Gear (One Forward, One Reverse)
[*]Suspension: Hydropneumatic (Thermal Gel-Hydrogen) Oleo Strut-Type Suspension
[*]Operational Range: Unlimited (Limited by Food)
[*]Combat Range: Unlimited (Limited by Food)
[*]Top Speed: Average
  • On-Road: 68.04 Kilometers Per Hour/42.27 Miles Per Hour
    ​31.5 Meter Stride Length

[*]Off-Road: 39.47 Kilometers Per Hour/ 24.52 Miles Per Hour
  • ​31.5 Meter Stride Length


[*]Manoeuvrability: Very High
  • Chassis Traverse: 40 Degrees/Second (9 Seconds for Full Rotation)
  • Maximum Angle of Attack/Descent: In excess of forty-five degrees.

[*]Armament: Extreme
  • Ludex Carapace "Back" Armament (One-Only)
    1x SAM/FGM/ASM-X70 Self-Loading Carapace-Mounted 150mm Advanced Concussion Missile Launcher (20 Missiles in Ready-Position)
    Calibre: 150 Millimeter
  • Detonation Mechanism: Impact-Force
  • Elevation/Depression: +90/-33 Degrees
  • Engine: Solid-fuel Rocket
  • Guidance System: Infrared Homing
  • Missile: 150x1,8000mm
  • Missile Velocity: 1,000 Meters Per Second
  • Projectile Mass: 28 Kilograms/62 Pounds
  • Range: 5 Kilometers (Effective), 8 Kilometers (Maximum)
  • Traverse: 360 Degrees
  • Warhead: Tandem Shaped-Charge High-Explosive Anti-Tank

[*]1x SAM/FGM/ASM-X10 Self-Loading Carapace-Mounted 150mm Gravity Missile Launcher (20 Missiles in Ready-Position)
  • Calibre: 150 Millimeter
  • Detonation Mechanism: Impact-Force
  • Elevation/Depression: +90/-33 Degrees
  • Engine: Solid-fuel Rocket
  • Guidance System: Infrared Homing Proximity Fuze
  • Missile: 150x2,4000mm
  • Missile Velocity: 1,500 Meters Per Second
  • Projectile Mass: 50 Kilograms/110 Pounds
  • Range: 28 Kilometers (Effective), 52 Kilometers (Maximum)
  • Traverse: 360 Degrees
  • Warhead: Gravitic Singularity Containment Unit

[*]2x Dual-Mount 250 Petawatt Helium-Tritium Plasma Cannon
  • Elevation/Depression: +90/-33 Degrees
  • Peak Power Output: 100 Petawatt
  • Power Capacitor Volume: 2 Rounds
    Power Capacitor Charging Time: 7-10 Seconds

[*]Range: 5 Kilometers/3.1 Mi (Effective), 29 Kilometers/18 Mi (Maximum)
[*]Rate of Fire: 2 Rounds/Min (Safe), 6 Rounds/Min (Maximum)
[*]Traverse: 360 Degrees

[*]2x Dual-Mount 180 Petawatt Heavy Turbolaser Cannon
  • Elevation/Depression: +90/-33 Degrees
  • Peak Power Output: 180 Petawatt
  • Power Capacitor Volume: 2 Rounds
    Power Capacitor Charging Time: 7-10 Seconds

[*]Range: 15 Kilometers/9.3 Mi (Effective), 45 Kilometers/28 Mi (Maximum)
[*]Rate of Fire: 6 Rounds/Min (Safe), 10 Rounds/Min (Maximum)
[*]Traverse: 360 Degrees

[*]2x Dual-Mount 300 Terrawatt Rotary Blaster Cannon
  • Elevation/Depression: +90/-33 Degrees
  • Peak Power Output: 300 Terrawatt
  • Range: 800 Meters/0.5 Miles (Effective), 1,600 Meters/1 Miles (Maximum)
  • Rate of Fire: 18,000 Rounds/Min
  • Traverse: 360 Degrees


[*]Ludex "Head" Hardpoints

  • 4x Coaxial 70000-12,000,000 Candela high-peak beam intensity searchlights

    Beam Divergence: 19 Degrees Horizontal, 1.9 Degrees Vertical @ 1,000 Meters (1,093 Yd.)

  • Elevation/Depression: +15/-33 Degrees

  • Illuminated Area: 31 x 311 Meters (34 x 340 Yd.) @ 1,000 Meters (1,093 Yd.)

  • Peak Luminosity: 12,000,000 Candela

  • Range: 1,500 Meters/1640 Yd. (Effective), 3,000 Meters/3280 Yd. (Maximum)

  • Rate of Fire: Continuous

  • Traverse: 30 Degrees


[*]Starboard Aperture (One-Only)
  • 6x Six-Mount Gimballed 190 Petawatt L/99 Smoothbore Electrothermal Mass Driver Cannon
    Action: Electric
  • Ammunition:
    150x1,000mm Armour-piercing fin-stabilised discarding sabot Tungsten-Jacketed Depleted Duranium Projectile
  • 150x1,000mm Semi-Armour Piercing Tungsten-Jacketed Depleted Duranium-Cored White Phosphorous Tip high-explosive incendiary

[*]Calibre: 150 Millimeter
[*]Elevation/Depression: +90/-90 Degrees
[*]Feed System: Self-Loading Belt-Fed Disintegrating-Link 1,000 Round Internal Magazine
[*]Fire Selection: Safe, Semi-Automatic, Fully-Automatic.
[*]Kinetic Energy: 71,875,000 J
[*]Muzzle Velocity: 2,500 Meters Per Second
[*]Projectile Mass: 23,000 Grams/50 Pounds
[*]Range: 12.0 Kilometers/7.4 Miles (Effective), 18.0 Kilometers/11.0 Miles (Maximum)
[*]Rate of Fire: 1,980 Rounds/Min
[*]Shell: 150 x 1,000 Millimeter
[*]Traverse: ~80-90 Degrees

[*]3x Triple-Mount Gimballed 300 Petawatt L/99 Solar Ionisation Plasma Cannon
  • Action: Electric
  • Ammunition: Helium-Tritium Nuclear Fusion Reactor
  • Calibre: ~155mm
  • Elevation/Depression: +90/-90 Degrees
  • Peak Power Output: 300 Petawatt
  • Power Capacitor Volume: 3 Rounds
    Power Capacitor Charging Time: 7-10 Seconds

[*]Range: 15 Kilometers/9.3 Mi (Effective), 45 Kilometers/28 Mi (Maximum)
[*]Rate of Fire: 3 Rounds/Min (Safe), 6 Rounds/Min (Maximum)
[*]Traverse: 100 Degrees

[*]1x Single-Mount Gimballed 500 Petawatt L/99 Proton Beam Cannon
  • Action: Electric
  • Ammunition: Synthetic Kyber Crystal Focusing Laser
  • Calibre: ~250mm
  • Elevation/Depression: +90/-90 Degrees
  • Peak Power Output: 500 Petawatt
  • Power Capacitor Volume: 1 Rounds
    Power Capacitor Charging Time: 30-60 Seconds

[*]Range: 15 Kilometers/9.3 Mi (Effective), 45 Kilometers/28 Mi (Maximum)
[*]Rate of Fire: 1 Rounds/Min (Safe), 2 Rounds/Min (Maximum)
[*]Traverse: 100 Degrees

[*]
2x Dual-Mount Gimballed Plasma Flamethrower

  • Burning Temperature: 30,000 Degrees Celsius/54,032 Degrees Fahrenheit

  • Elevation/Depression: +90/-90 Degrees

  • Ignition Material: Helium-Tritium Ionized Gas

  • Range: 800 Meters/0.5 Miles (Effective), 1.6 Kilometers/1 Miles (Maximum)

  • Rate of Fire: 150 Cubic Meters/Second

  • Traverse: 100 Degrees


[*]Port Aperture (One-Only)
  • 6x Six-Mount Gimballed 190 Petawatt L/99 Smoothbore Electrothermal Mass Driver Cannon
    Action: Electric
  • Ammunition:
    150x1,000mm Armour-piercing fin-stabilised discarding sabot Tungsten-Jacketed Depleted Duranium Projectile
  • 150x1,000mm Semi-Armour Piercing Tungsten-Jacketed Depleted Duranium-Cored White Phosphorous Tip high-explosive incendiary

[*]Calibre: 150 Millimeter
[*]Elevation/Depression: +90/-90 Degrees
[*]Feed System: Self-Loading Belt-Fed Disintegrating-Link 1,000 Round Internal Magazine
[*]Fire Selection: Safe, Semi-Automatic, Fully-Automatic.
[*]Kinetic Energy: 71,875,000 J
[*]Muzzle Velocity: 2,500 Meters Per Second
[*]Projectile Mass: 23,000 Grams/50 Pounds
[*]Range: 12.0 Kilometers/7.4 Miles (Effective), 18.0 Kilometers/11.0 Miles (Maximum)
[*]Rate of Fire: 1,980 Rounds/Min
[*]Shell: 150 x 1,000 Millimeter
[*]Traverse: ~80-90 Degrees

[*]3x Triple-Mount Gimballed 300 Petawatt L/99 Solar Ionisation Plasma Cannon
  • Action: Electric
  • Ammunition: Helium-Tritium Nuclear Fusion Reactor
  • Calibre: ~155mm
  • Elevation/Depression: +90/-90 Degrees
  • Peak Power Output: 300 Petawatt
  • Power Capacitor Volume: 3 Rounds
    Power Capacitor Charging Time: 7-10 Seconds

[*]Range: 15 Kilometers/9.3 Mi (Effective), 45 Kilometers/28 Mi (Maximum)
[*]Rate of Fire: 3 Rounds/Min (Safe), 6 Rounds/Min (Maximum)
[*]Traverse: 100 Degrees

[*]1x Single-Mount Gimballed 500 Petawatt L/99 Proton Beam Cannon
  • Action: Electric
  • Ammunition: Synthetic Kyber Crystal Focusing Laser
  • Calibre: ~250mm
  • Elevation/Depression: +90/-90 Degrees
  • Peak Power Output: 500 Petawatt
  • Power Capacitor Volume: 1 Rounds
    Power Capacitor Charging Time: 30-60 Seconds

[*]Range: 15 Kilometers/9.3 Mi (Effective), 45 Kilometers/28 Mi (Maximum)
[*]Rate of Fire: 1 Rounds/Min (Safe), 2 Rounds/Min (Maximum)
[*]Traverse: 100 Degrees

[*]
2x Dual-Mount Gimballed Plasma Flamethrower
  • Burning Temperature: 30,000 Degrees Celsius/54,032 Degrees Fahrenheit
  • Elevation/Depression: +90/-90 Degrees
  • Ignition Material: Helium-Tritium Ionized Gas
  • Range: 800 Meters/0.5 Miles (Effective), 1.6 Kilometers/1 Miles (Maximum)
  • Rate of Fire: 150 Cubic Meters/Second
  • Traverse: 100 Degrees



[*]Defenses: Extreme
  • Bridge Viewlenses: Laminated Transparent Armour
    ​Composition: Reinforced Transparisteel
    ​Physical Thickness: 762mm/30 Inches


[*]Bulkheads: Composite Laminated Spaced Non-Explosive Reactive Armour
  • ​Composition: Ultrachrome, Depleted Duranium, Impervium, Reinforced Duraplast, Turadium
    Bridge Bulkhead Door Physical Thickness: 250mm/9.84 Inches
  • Internal Bulkhead Door Physical Thickness: 120mm/4.7 Inches
  • Reactor Shielding Physical Thickness: 900mm/35.4 Inches


[*]Chassis & Superstructure: Composite Laminated Spaced Non-Explosive Reactive Armour


[*]Countermeasures: Yes
[*]Physical 'Hard' Countermeasures:


[*]Chaff
[*]Flare
[*]Senor Signal-Obscruing Smoke Grenade Dischargers (Four Barrel)

[*]Electronic 'Soft' Countermeasures:

[*]Deflector Shielding: Yes




[*]Squadron Count:
  • Typical: None (1)
    Ludex-Class Walkers are typically not deployed in dedicated Squadrons due to their power when they are deployed in theatre it is usually piecemeal along the line as force multipliers to breakthrough fortifications and the enemy's line.


[*]Passenger Capacity: None
[*]Cargo Capacity: Average
  • 2,600 Liters (Refrigerated)
  • 900 Liters (Unrefrigerated)

SPECIAL FEATURES
7hDe02b.png

Ludex-Class Walkers leading an Armour Charge
Source (x)
"Outnumbered by enemy heavy walkers six-to-one, advise aggressive sustained counter-fire"
-Legionis Malleus

[*]
Armament Gyro-stabilisation

  • Horizontal Stabilisation

  • Vertical Stabilisation

[*]
Artificial Intelligence




[*]
Closed-Circuit Life Support

  • Indefinite Vital Gas Supply

[*]
Comprehensive Sensor Suite

[*]
Magnetic Field Sensor

[*]
Radiation Sensor

[*]
Sensor Jammer

[*]
Sonic Imprint Sensor


[*]
Countermeasures

[*]
Deflector Shield Generator

  • Atmospheric Friction Shield

  • Particle Shield

  • Ray Shield

[*]
Holonet Connectivity

  • Holonet Receiver

  • Holonet Transceiver

[*]
Hyperwave Connectivity

[*]
Individual Field Disruptor

[*]
Ion Thrusters

[*]
Laser Rangefinder

[*]
Locomotion Gyro-stabilisation

  • Carapace Stabilisation

  • Cathedral Stabilisation

  • Chassis Stabilisation

[*]
Radio Detection & Ranging Capability

[*]
Recycling Unit

  • Waste Recycling

  • Water Recycling

[*]
Reflec Paint Polymer

[*]
Stasis Preservation Chamber

  • Aural Receptor Units

  • Sonic Dissipator

  • Vocaliser Unit

[*]
Targeting Computer

[*]
Turbolifts

[*]
Transparisteel Bridge Lenses

[*]
Warhorn

WALKER DECKS
  • Bridge:
  • Galley:
  • Reactor Room:
Strengths:
  • Artificial Intelligence: Ludex-Class Walkers are equipped with an advanced artificial intelligence construct which can fully operate the vehicle without input from organic crew members. This permits its' augmented pilot to disembark or embark at will and for their Ludex-Class Walker to provide invaluable direct fire support to their pilot. Each Artificial Intelligence unit installed within a Ludex is stored inside a Neural Datacore located in a heavily-armoured housing and it's life preservation programming is limited to their Pilot and places their wellbeing and safety above that of other crewmen or itself and is capable of utilising and operating all of the Ludex platform's weapons and systems simultaneously if necessary.
  • Composite Armour: Protected by non-explosive reactive composite laminated armour up-to one and a half meters thick at its' most stalwart the Ludex's armour plating is constructed by a number of exquisite materials with incredible hardness, toughness and heat resistance resulting in the Ludex's staggeringly thick Composite Armour being capable of successfully resisting or defeating laser cannons, anti-tank missiles, mass drivers, proton beams, solarised plasma, turbolasers and even Lightsabres. The Armour is not impervious however and derives much of its' ability to withstand sustained punishment even without shielding thanks to its' sheer thickness sufficiently powerful assaults concentrated in a small surface area will eventually punch through this considerable protection.
  • Hellish Weaponry: Each one of the Ludex-Class Walkers weapons is an extreme piece of technology exhibiting firepower that is capable of nigh effortlessly sundering the most stalwart heavily armoured fighting vehicles and dismounted infantry, such is the potency of the Ludex-Class Walkers armament that it poses a highly dangerous threat to Capital-Class Warships upto and including Heavy Cruiser-sized vessels. Versatility is also exhibited amongst its' available aperture and chassis-mounted armament, the Ludex can be configured in such a way that it can effectively provide direct fire support on practically any target from Tracked or Wheeled vehicles to Repulsors and dismounted Infantry. There are very few armoured fighting vehicles on the modern terrestrial battlefield that could hope to match or exceed the disgustingly hilarious quantities of destruction the Ludex can level upon its' targets.
  • Individual Field Disruptor: Equipped with an Individual Field Disruptor the Ludex can traverse any battlefield obstacle including Deflector Shield Generators such as those used in an attempt to protect sensitive areas from assault or to inhibit the movement of vehicles. Additionally, this permits the Ludex like its' larger Princeps cousin to be dropped from orbit and through planetary-scale deflector shields. There is additional benefit to the Individual Field Disruptor in that it can be used to conduct lethal amounts of voltage and current through its' outer armour in order to electrocute susceptible infantry and prevent boarders from gaining access to inside of the hull or planting explosive charges along its' length.
  • Jamming Beam: The Ludex uses a number of laser-based countermeasures and sensors however the Jamming Beam is more akin to a weapon and fires focused infrared and ultraviolet radiation at its' target in order to confuse and scramble their fire control systems and countermeasures dramatically increasing the effectiveness and efficiency of the Ludex's guided munitions as not only does the drowning infrared radiation scramble the enemy's fire control and sensor systems it paints the affected vehicle or surface with infrared radiation making it difficult to confuse the Ludex's infrared-homing missiles fired from the carapace mounted racks.
  • Molecular Shielding: Ludex-Class Walkers feature ray and particle shields of an advanced design pioneered sometime after the Death Star's destruction, its' shield exploit the physical properties of Ion, Neutron and Proton particles. While a traditional deflector shield merely absorbs and transfers the stress of kinetic or energy impacts onto it's generator draining its' charge, the Molecular Shield installed into the Ludex's shield is drained upon being subjected to stress but transfers the power into its' own circuits after being directed through circuit breakers and transformers using the received energy to fill its' own weapons capacitor banks. Thus, the harder that somebody fights one of these Walkers with energy weapons the faster it can hit back, atleast until the shield collapses under sufficient punishment.
Weaknesses:
  • Aperture Mounts: The Ludex's weapons are mounted externally either on one of its' arm apertures or on the Carapace mounting located on its "Back" Without its' Molecular shields active the Ludex's massive weapons are vulnerable to being directly focused and attacked with ranged weapons which could lead to them being damaged to the point of their recoil compensators or gyrostabilisers breaking, misfiring or being outright rendered inoperable. Because its' weapons are strictly speaking few in number it is very possible for a determined resolute opponent to take a Ludex out of a fight without necessarily having to disable its' locomotion or score a catastrophic kill on the vehicle, severely limiting its' combat effectiveness.
  • Awakening Start-Up: Ludex-Class Walkers are extremely massive and extremely heavy, the amount of power its' reactor produces is comparable to a capital-type Warship and given that it is a pair of Nuclear Fusion Reactors it isn't supposed to be completely shut-down. Starting a shut-down Fusion Reactor is a time-consuming affair and not precisely subtle either in an enviornment where sound can be carried on the wind the sound of a Ludex-Class Walker's reactor attempting to start is like a grinding deafening machine whine of their Fusion Reactor trying to start is a sound from primordial nightmare ripped right from worlds where their inhabitants fear giant reptilian predators and their ground-shaking roars. When the relentless grind of metal-on-metal ends with reactor start the Ludex awakes in a full-throated unpleasantly hot thunderclap akin to a sonic boom audible across great distance and if that weren't enough usually the Ludex artificial intelligence usually roars to alert.
  • Disruptor Weaponry: Like many vehicles and starships the Ludex-Class Walker can be disproportionately affected by significantly smaller weapon systems taking advantage of Disruptor Technology, the effect of Disruptors can vary but are generally speaking more effective than their traditional contemporaries. For example, a Disruptor Rifle will noticeably drain the Molecular Shield's charge where a blaster rifle wouldn't even be noticed while a significantly large Disruptor Cannon might outright drain the Ludex-Class Walkers Molecular Shield with less than a handful of shots inflicting comparable stress to a heavy turbolaser. Against the Ludex-Class' Armour a large Disruptor Cannon such as those mounted on battle tanks can end up punching deep into its' armour like a heated blade through butter. Another potential effect of Disruptor Weapons is the significant risk they have of disrupting the Fusion process within the powerplant, taking the reactors offline and leaving the Walker vulnerable.
  • Ionic Weapon Vulnerability: Like many starships and ground-based vehicles the Ludex-Class Walker is vulnerable to Ion Weapons the effect of any ranged ionic weapon and the effect on the Ludex is generally proportional. Thanks to insulative properties of its' protective suite a simple handheld Ion Blaster isn't liable to disrupt the Walker's electronic systems at all, however. A Heavy Ion Cannon mounted on a tank could take heavy chunks out of its' Molecular Shielding and due to said shield's properties cause malfunctions in its' weapon systems. Heavy Ion Weaponry striking a Ludex's unprotected hull can trigger circuit breakers disabling parts of the Ludex's sensitive electrical systems temporarily and more extremely outright destroy them. Excessive Ionic interference can also disable the onboard Artificial Intelligence which in turn can temporarily disable the entire Ludex until its' core reboots.
  • Mechu-Deru: An obscure Dark-Side aligned force power that permits the user to influence mechanical including droid constructs can be turned against an Autonomous Ludex-Class Walker for interesting effect. The Artificial Intelligence that makes up the machine part of its' nervous system can be manipulated through the skillful application of Mechu-Deru to turn against the practitioners enemies provided their target isn't the Ludex's Pilot themselves. This is done through persuading the Artificial Intelligence through the force that its' destructive actions are being performed in order to uphold the third protocol of its' life preservation programming.
  • Mind Manipulation: There are many abilities that force sensitives can levy against the Ludex's pilots in order to subdue the entire walker without necessarily having to run the risk of suffering large amounts of casualties. This can be accomplished by influencing the Pilot's mind either by tricking it, dominating it or inducing a state of consciousnesses. When a Pilot who has control over Ludex Walker is rendered unconscious the vehicle enters into a low-power shutdown state where its' weapons cannot be discharged and the locomotion cannot be manipulated by the other organic members of its' crew.
  • Staggering Weight: Despite being described as an "All-Terrain" Walker there are certainly limitations of the type of terrain that a Ludex can be comfortably deployed within by virtue of its' sheer mass. This includes the likes of Bogs and Swamps which are omnipresent on worlds like Dagobah where during the battle of Dagobah significantly lighter All-Terrain Armoured-Transports sunk within the world's rivers immobilizing them. The Ludex-Class Walkers are also extremely hazardous to Icefields where it is necessary under standard gravity that a Ludex be supported by approximately seven-hundred and forty meters (809 .Yd) of ice to support the Walker's colossal mass making it physically impossible for the war machine to pursue one of its' targets across a body of frozen water unless by chance it is on the wrong side of hilariously ridiculously thick.
Description:

 
[member="Daan Sarnova"], thanks for checking with me before going any further.

The short answer is yes I think it's a mecha, but I don't want to keep doing this to your subs, as I can see that you put a lot of work and detail into them. Allow me to give you some rough guidelines so we can save you more time and effort in the future. Here's a handful of things to consider for your next design

1) General shape: If it is very close biomorphic in shape (shaped like a human, animal, etc) with fully functioning limbs, especially arms and hands, there's a good chance that this going to be considered a mecha. The further away it gets from looking like a person or animal aesthetically, the less of an issue that this is. As an example of this, you could make an argument that the AT-AT has a mammalian sort of shape, but it's pretty difficult to trace it back to one species of animal.


2) Skeletal Movement Pattern: Related to its body shape, we also think about how it moves. If it's particularly fast or agile, or otherwise uses the movement patterns of an organic being, it further increases the likelihood of it being considered a mecha by most people. The next thing to consider is size.

3) Size: If it's very biomorphic, but really pretty small in the grand scheme of things (usually no greater than 5 meters in its biggest dimension), this could be okay. If it's animal shaped, there's the Bes'uliik and MULE Droid for canon predecence. It's notably that these are more like steeds rather than traditional vehicles, since the person 'rides' them from the outside. If the submission is humanoid shaped, it could be considered to be a type of power armor instead. The largest examples of power armor include Zero-G Trooper Armor, AV-1A Armor, and Phase III Darktrooper Armor. In general, power armor shouldn't be much larger than an actual person (probably about one meter taller than a typical person at most).

Usually, you can make a sub that one or two of these characteristics, and it could be okay. When you all three characteristics (biomorphic shape, animal movement pattern, and large size), it's likely to be considered a mecha. Some examples of okay combinations.

1) biomorphic shape and large size: AT-AT
2) biomorphic shape and skeletal movement pattern: Power Armor, Bes'uliik
3) Skeletal movement pattern and large size: AT-ST

Now these aren't exactly hard, definitive rules and there are some potential areas of gray involved. If in doubt though, ask one of our FJs, Factory RPJs, or myself if you have a question or just want to show them a picture before you get started. A lot of times the general community here to can help you determine if they think it's falling into the mech area.
 
Gir Quee said:
[member="Daan Sarnova"], thanks for checking with me before going any further.

The short answer is yes I think it's a mecha, but I don't want to keep doing this to your subs, as I can see that you put a lot of work and detail into them. Allow me to give you some rough guidelines so we can save you more time and effort in the future. Here's a handful of things to consider for your next design

1) General shape: If it is very close biomorphic in shape (shaped like a human, animal, etc) with fully functioning limbs, especially arms and hands, there's a good chance that this going to be considered a mecha. The further away it gets from looking like a person or animal aesthetically, the less of an issue that this is. As an example of this, you could make an argument that the AT-AT has a mammalian sort of shape, but it's pretty difficult to trace it back to one species of animal.


2) Skeletal Movement Pattern: Related to its body shape, we also think about how it moves. If it's particularly fast or agile, or otherwise uses the movement patterns of an organic being, it further increases the likelihood of it being considered a mecha by most people. The next thing to consider is size.

3) Size: If it's very biomorphic, but really pretty small in the grand scheme of things (usually no greater than 5 meters in its biggest dimension), this could be okay. If it's animal shaped, there's the <a data-ipb="nomediaparse" data-cke-saved-href="https://starwars.fandom.com/wiki/Bes"href="https://starwars.fandom.com/wiki/Bes" uliik"="">Bes'uliik and MULE Droid for canon predecence. It's notably that these are more like steeds rather than traditional vehicles, since the person 'rides' them from the outside. If the submission is humanoid shaped, it could be considered to be a type of power armor instead. The largest examples of power armor include Zero-G Trooper Armor, AV-1A Armor, and Phase III Darktrooper Armor. In general, power armor shouldn't be much larger than an actual person (probably about one meter taller than a typical person at most).

Usually, you can make a sub that one or two of these characteristics, and it could be okay. When you all three characteristics (biomorphic shape, animal movement pattern, and large size), it's likely to be considered a mecha. Some examples of okay combinations.

1) biomorphic shape and large size: AT-AT
2) biomorphic shape and skeletal movement pattern: Power Armor, Bes'uliik
3) Skeletal movement pattern and large size: AT-ST

Now these aren't exactly hard, definitive rules and there are some potential areas of gray involved. If in doubt though, ask one of our FJs, Factory RPJs, or myself if you have a question or just want to show them a picture before you get started. A lot of times the general community here to can help you determine if they think it's falling into the mech area.

I appreciate the clarification, I'm curious previously I've submitted the Princeps-Class Walker in addition to the Audax-Class Walker which were both approved without too much issue, as I see it the Princeps would possess Biomorphic Shape and Large size like an AT-AT.

The Audax would have more of an Animal Movement Pattern with its' ungulate locomotion and Biomorphic shape? Could you clarify what characteristics you would assign to the other two vehicles and then this vehicle?
 
Daan Sarnova said:
The Audax would have more of an Animal Movement Pattern with its' ungulate locomotion and Biomorphic shape? Could you clarify what characteristics you would assign to the other two vehicles and then this vehicle?

This has the three characteristics that I have previously listed that turn this into mech:

1) Large Size: This is quite large, especially for a 2 legged walker, being noticeably larger than an AT-AT
2) Skeletal Movement Pattern: It appears to move like a man
3) Biomorphic Shape: This looks like a person, especially since it has a head and those guns appear to be on articulated arms

On top of this, and not in any of the guidelines listed so far, this is intended to be operated by a single person (unlike your other submissions so far).
 
Gir Quee said:
This has the three characteristics that I have previously listed that turn this into mech:

1) Large Size: This is quite large, especially for a 2 legged walker, being noticeably larger than an AT-AT
2) Skeletal Movement Pattern: It appears to move like a man
3) Biomorphic Shape: This looks like a person, especially since it has a head and those guns appear to be on articulated arms

On top of this, and not in any of the guidelines listed so far, this is intended to be operated by a single person (unlike your other submissions so far).
All of those same three characteristics can be applied to the Princeps-Class which has a bipedal movement pattern and is significantly larger than the Ludex along with having the same aperture-mounted weapons albeit with greater depression and elevation in some cases. If this meets your definition of a "Mech" Than so does the Princeps and yet the latter was met with your approval, after you seemed to read over the submission in no small amount of detail, so I would view any claim of ignorance on your part with suspicion. I would also like to point out that the Audax and Princeps can both be operated by a single pilot, and this isn't concealed somewhere in the description it is in the technical specifications yet this did not seem to be a problem.

What I'm trying to understand is why the Audax and Princeps were approved with those same three characteristics but it's only after this discussion about Mechs has started and the Ludex has been submitted to pre-factory that it's now suddenly this big issue.
 
[member="Daan Sarnova"], I'll reiterate that I'm working on complaints and reports. This one got a comment from someone else, hence the further scrutiny.

If you would like though, I can retroactively go back and pull those submissions for review as well if you want them to be all treated exactly the same.

The easiest option for all of us though would be to find a different image and modify the concept slightly.
 
[member="Gir Quee"],

The fact that the others are already approved and by you no less demonstrates the arbitrary and invalid nature of these new guidelines that have been authored, I never actually seriously believed there would be an issue with the Ludex based on its' physical characteristics the submission was conceptualized on the basis of what is defined as a Walker in Star Wars "A walker was any vehicle, usually military, that used legs as its primary method of locomotion rather than the more common repulsors, wheels, or treads." There is no instance that I'm aware of within the source material that defines Walkers along the lines of "biomorphic shape", "size", or "skeletal movement pattern" that appears to be supplementary material composed with the intent of validating an existing biases on what should and shouldn't be permitted on the board.


Your suggestion of bringing the other walkers out of approved into active factory appears to be a thinly veiled threat of forcing them to be archived in bad faith is not received with any appreciation, the Princeps was already approved after a long string of discussion, I'll have it and the Audax stay in approved there because in my view and I suspect you'll find in the view of the most prolific members of the factory community they'd agree that strictly speaking the Audax, Ludex and Princeps meet the definition of Walkers and that is what is most important and that there is no reason why they shouldn't belong on Chaos as a result. I will not be changing the concept for the Ludex because it has been demonstrably approved previously, nor will I be changing the source image.

You may archive the submission when you're ready as I will not be having this moved to live factory or working any further on it as I believe we have exhausted all discussion on this topic, thank you for taking the time to sit through the report and the subsequent dialogue, I do appreciate it.
 
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