Cameron

Ferrite: 17700
Bioptics: 12500
Niodes: 125

When the proposal for the Cameron was put out, most Mech plants were singularly unimpressed. It could be they suffered from a "not invented here" syndrome, or more likely already had all production lines running full tilt.

On Hiberia in the Breton cluster the reaction was different. The Trollwerk Limited had started as a Mech repair shop in the 3280`s. As the Mechs who was brought in usually were more or less totaled and it was a long supply line to the manufacturers, the techs at Trollwerk had to more or less rebuild the components to get them in working order. As the rumor of the competence spread more and more Mecha in worse condition were brought in. Sometimes the only thing identical between what had been delivered and what was returned was the product number. Over time the techs got into a can do attitude, and nothing was impossible, miracles just took a bit longer. They had been getting ready to produce Mechs on their own, but getting licenses was a problem. Then came the Cameron.

Statistical Readout
Tonnage 95
Armor Points 260
Start Weapons 10
Min Level 90
Min Heavy Skill 50
Levels/Weapon 3
Manufacturer Trollwerk Limited
Bonuses
Build Precision (2)
Build Dodge (1)
Build Shield (2)
Build Speed - 27
Level 2 Speed + 3
Level 3 + 1 Weapon Slot
Level 5 Dodge (1)
Level 6
+ every 3 levels
+ 1 Weapon Slot
Level 7 + 1 Engine Slot
Level 8 1.5X Damage 5%
Level 10 + 1 Cockpit Slot
Level 11 Shield (5)
Level 13 + 1 Chassis Slot
Level 14 Fork 5%
Level 15 Precision (2)
Level 16 + 1 Engine Slot
Level 17 Splash 4%
Level 19 + 1 Shield Slot
Level 20 Speed + 3
Level 22 Wide Fork 5%
Level 23 Shield (5)
Level 25 Dodge (1)
Level 26 Trample 3%
Level 27 Slow (2)
Level 28 Proj. Shield 6%
Level 29 Shield (5)
Level 31 1.5X Damage 5%
Level 32 Dodge (1)
Level 34 + 1 Engine Slot
Level 34 Splash 4%
Level 35 Missile Shield 7%
Level 36 Speed + 3
Level 37 + 1 Cockpit Slot
Level 38 1.5X Damage 5%
Level 38 Shield (5)
Level 38 Fork 5%
Level 41 + 1 Chassis Slot
Level 43 Wide Fork 5%
Level 44 Dodge (1)
Level 46 + 1 Engine Slot
Level 48 Precision (2)
Level 48 Shield (5)
Level 50 + 1 Shield Slot
Level 50 1.5X Damage 5%
Level 50 Splash 4%
Level 50 Trample 3%
Level 51 Speed + 3
Level 53 Slow (2)
Level 53 + 1 Cockpit Slot
Level 56 Dodge (1)
Level 56 Ice Shield 6%
Level 58 + 1 Engine Slot
Level 58 Shield (5)
Level 62 Fork 5%
Level 64 1.5X Damage 5%
Level 64 Precision (2)
Level 65 Wide Fork 5%
Level 67 Splash 4%
Level 67 Shield (5)
Level 68 + 1 Chassis Slot
Level 68 Speed + 3
Level 70 Missile Shield 7%
Level 70 Dodge (1)
Level 71 + 1 Engine Slot
Level 73 Precision (2)
Level 75 2X Damage 5%
Level 75 Shield (5)
Level 76 + 1 Cockpit Slot
Level 79 Slow (2)
Level 80 Dodge (1)
Level 80 + 1 Shield Slot
Level 82 Precision (2)
Level 84 Speed + 3
Level 85 + 1 Engine Slot
Level 86 Fork 5%
Level 86 Shield (5)
Level 88 Splash 4%
Level 89 Fire Shield 6%
Level 90 2X Damage 5%
Level 90 Dodge (1)
Level 91 + 1 Cockpit Slot
Level 94 Precision (2)
Level 96 Shield (5)
Level 100 + 1 Chassis Slot
Level 100 Speed + 3
Level 107 2X Damage 5%
Level 112 + 1 Engine Slot
Level 114 Dodge (1)
Level 117 Missile Shield 7%
Level 118 Shield (5)
Level 122 Laser Shield 6%
Level 122 Precision (2)
Level 125 Shield (5)
Level 125 2X Damage 5%
Level 128 + 1 Chassis Slot
Level 128 Speed + 3
Level 142 + 1 Cockpit Slot
Level 144 Speed + 3
Level 147 Precision (2)
Level 148 + 1 Shield Slot
Level 150 Speed + 3
Level 155 Shield (5)
Level 161 Slow (2)
Level 165 Precision (2)

The proposal raised the professional interest, brand new model and untested main components was something they really could sink their teeth into, and the licensing fees weren’t that high either. In a for the distances involved was a remarkably short time, the contract was signed and work began. The first Mechs rolled of the assembly line within a month.

When you try to look at the Cameron, it is hard to focus, but if you manage to do so it seem to be one of the biggest Mechs made so far, only eclipsed by the massive Apatotron. This is due to the facts that its lower legs are elongated to give room for massive spring coils, and it have a bulky secondary armor layer.

The spring coils work on the principle of the well known pogo sticks, simultaniously lessening the seismic signature and reusing motion energy to give the Mech a higher speed. The secondary armor is a relatively lightweight honeycombed sandwich of Beryllium-Aluminium and ceramics. This layer serves several purposes. It reduces the magnetic signature, serves as isolation from extreme temperatures and is a part of the heat exchange system. In addition it reduces the effect of enemy missiles somewhat.

This layer is covered by a myriad of energy absorbing grafen plates. These reduces the Lidar and Radar signature significantly. Not enough to fool the massive targeting computers onboard opposing Mechs, but the less sophisticated targeting gear aboard enemy missiles can be fooled.

At the core of the Cameron lies the untested hyperheuristic Zone Overviev Mech Battle Information Evaluation. This system is designed to recognize what Mechs you face, what clan and pilot. Using stored data of previous encounters it will make predictions based on these, and manuver to get the best fields of fire. After more data have been gathered it will also have a shot at hitting multiple targets. Eventually the Z.O.M.B.I.E. will have room for six additional modules.

The defensive systems are built around another prototype; the Standard Protection Have Everything Ready Eventually. This system is tied into the Z.O.M.B.I.E. and is quite bulky on its own. Recognicing what the opponent is likely to use to hit, it will spin up the proper shielding before said shot gets off. The only drawback to this otherwise excellent system, is that having all the inbuilt system gives room for just four additional modules.

The Chasis is another ingenious, but so far untested idea. The Limited Uncertaincy Rapid Course Handling is linked to both the Z.O.M.B.I.E and the S.P.H.E.R.E. By getting split second warning of likely incoming fire, it can manuver out of the way. Due to the limited room for extras, it can only hold up to five additional modules.

The power plant is another prototype design. Being able to convert everything from hydrogen to radiation into usable energy, the Forward Acceleration System Transmitter have an output of unparalleled quantity. Some of this output can be stored in bafflers and increase the potency of its weapons strikes, but most of it is supposed to be used by up to eight modules.

Legendary Pilots

  • Holy-Damn

    Holy-Damn

    Holy-Damn is a cyborg and mystic who can always be found where battle rages the fiercest. Some say his cybernetic enhancements (of unknown origin) give him an extra edge when piloting his mecha. As for his mystical connections it has been said that for those who believe no proof is required, for those who don’t no proof is possible. A mercenary’s mercenary he sells his skills to whomever can deliver him to the heart of the conflict. He has fought with no less than three different clans in Division 1 of Clan Wars. His Cameron mecha cuts down foes as he calls down blessing on his allies and self fulfilled prophecies of doom on his enemies.

  • James Waddington

    James Waddington

    James Waddington undertook the study of Mech Warfare and its technology during his youth, until he mastered them almost perfectly. Although he doesn't own an overpowered squad, he balances the lack of Niode gear with his great understanding and knowledge of Mechs, superior to that of the other pilots, which made him an excellent tactical and technical advisor. His experience and knowledge achieved successes and triumphs for the mercenary factions, to which he belonged, until finally he joined his long-time rival faction, the Dragons, among which by his merits he soon became promoted in the upper ranks.

    If during any of your missions or competitions you meet the personal squadron of Waddington, led from his perfectly attuned Cameron, think twice before attacking: it is never easy to fight against a pilot who turns out to be a better connoisseur of your Mech than yourself.

Armament

Cameron comes fully equiped with:

121

101

Superexplosive Missile

ELITE

Superexplosive Missile

2X Damage 20%

Splash 15%

Ambrose packed twice the legal amount of explosives in these missiles.

121

100

Cryonic Field

ELITE

Cryonic Field

Freeze 50%

2X Damage 5%

Sub zero temperatures freeze out enemies.

121

105

Shrapnel Blaster

ELITE

Shrapnel Blaster

3X Damage 12%

Trample 12%

Repurposes salvaged metals into projectiles.

121

104

Flame Column

ELITE

Flame Column

Burn 35%

Splash 7%

Produces a massive column of flames.

77

102

Man O' War Ray

COMMON

Man O' War Ray

2X Damage 10%

Modeled after the venomous Earth siphonophore - it has one heck of a sting.

77

102

Man O' War Ray

COMMON

Man O' War Ray

2X Damage 10%

Modeled after the venomous Earth siphonophore - it has one heck of a sting.

30

105

Rail Gun

COMMON

Rail Gun

A common but powerful armament. Punctures deep into Mecha hull plating, compromising its structural integrity.

30

85

Large Fury

COMMON

Large Fury

Splash 4%

The ultimate commodity module for suppression fire, this is standard issue for every Illyrian Centurion.

28

102

Scorcher

COMMON

Scorcher

Burn 2%

Improvements in the fuel of this flamethrower enable it to deliver a burst of heat that can linger and cause additional burn damage.

27

98

Double Sleet

COMMON

Double Sleet

Wild

Second generation of the Sleet Storm, the Double Sleet Beam focuses two medium strength beams on enemy hulls.

If purchased individually, these weapons alone would cost:
15588 Ferrite
10276 Bioptics
194 Crystal
44 Niodes

 

Buy a Cameron

Ferrite: 17700
Bioptics: 12500
Niodes: 125