The Erla Vandr is the first mass-produced VANDR-type powered frame, and become a considerable boon to the Astral Vanguard's combat capabilities once the design was completed. As with all planned VANDR units, it was originally intended to be a variable deployment fighter, capable of engaging hostile forces as both a fighter craft and humanoid powered frame, but technology constraints and the particularities of the design prevented the transformation mechanisms from functioning properly. Instead, the Erla Vandr was radically redesigned as a high mobility powered frame with potential as both a skirmisher and assault unit, with many of the prototype's features still quite visible.
As the design began to age, many Erla VANDR were converted to the So-M1-1B Erla VANDR Civilian-type. During the early AR 920's, a flawed successor in the form of the experimental Erla VANDR II was designed, and completed in AR 935. As the unit nears it's third century of service, many military officials wish to see it finally retired so that new frames can be designed and brought to the fore.
Erla means traveler or scout, while VANDR is an acronym for VANguard Deployment Ranger.
The Erla Vandr is fast, agile and able strike from many directions, thanks to an array of fin-like plates that act like extensions to the MASC-based funnel propulsion the craft employs and the natural abilities of the MASC Drive it mounts. The drive allows it to make sudden low-speed FTL jumps under conditions that would otherwise hamper other drives, allowing it to effectively cross short and medium distances on the battlefield. This grants the invaluable ability to make decisive jumps in combat to harass a more powerful enemy, and seed confusion in the ranks of a hostile force.
As a direct combat unit, the Erla mounts an array of dual Light Particle Cannons that can inflict respectable amounts of damage after short charging times and multiple high precision laser arrays that can fire for extended amounts of time, even while on the move. The multi-beam laser arrays in particular, while comparatively weaker than most modern weapons, can be used to create a constant defensive weapons fire grid. When forced into melee combat, the Erla can slice it's way through poorly armored units with it's four deadly CIVWS, deadly weapons systems that allow for high degrees of adaptability in close quarters, which replace the feet and hand manipulators.
It is also well armored, mounting a protective layer of Aerudirn colonies that can absorb a high amount of damage, and boasts excellent shielding systems. However, forces should rely on remaining mobile and constantly striking the target with a shower of laser fire to weaken it, and following up with a coup-de-grace in melee or with the LCPAs.
Government: Iromakuanhe Astral Commonwealth
Organization: Astral Vanguard
Role: General Purpose/Scout
Type: Organoid Powered Frame
Class: So-M1-1A Erla VANDR
Designer: Solan Staryards
Manufacturer: Solan Starworks
Production: Full Mass Production
Crew: 1 Iromakuanhe. Entry port inserts restrict the use of a standard model to Iromakuanhe pilots only.
Maximum Capacity: There is sufficient room and life support resources to keep 3 people alive inside the cockpit.
Width: 4.2 Meters
Height: 8.6 Meters
Mass: 12.6 Tonnes
Range: 7 Days of FTL (3500 LD, 9.5 LY), 6 Months STL (45 LD)
Lifespan: 35 Years
Ground speed (Hover): 80 KM/H
Air speed (Flight): Mach 5
Zero Atmosphere (Flight): .3c
MASC Drive (FTL): 500c
Shields (VFS): 20 (2/5)
The cockpit is an elegant, slightly spacious chamber dominated by a large oval chair with a cradled headrest and the surrounding control panels and display screens. These are largely for maintenance, as the main controls are done by a series of interface plugs that are connected directly to the Iromakuanhe pilot. The walls of the cockpit are lined in a golden/orange material with a pearly semi-reflective sheen to it. The indentations for the doors of a pair of storage cabinets built into the walls can be seen a foot from the cockpit on both sides.
Purpose: Anti-Armor, Anti-Vehicle
Damage: MDR 4, Electrical Damage
Range: 5 KM in Atmosphere, 15 000 KM in Space
Rate of Fire: One burst every 10 seconds of charging
Area of Effect: 2 Meters
Muzzle Velocity: .25c
Ammunition: 200 Particle Shots, Replenishes completely after 30 Minutes out of combat
Location: Hands and Feet
Location: Shoulders, Thighs
Secondary: Navigational Protection
Damage: MDR 3
Range: 10 KM in Atmosphere, 300 000 KM in Space
Rate of Fire: Beam can be maintained for up to 1 minute. Cooldown is 1/4 of projection time.
Muzzle Velocity: 1c
Location: Rear Cockpit Pod, Torso
Purpose: Point Defense Weapon
Damage: MDR 2
Range: 5 KM in Atmosphere, 300 000 KM in Space
Rate of Fire: Can maintain up to 12 beams simultaneously.
Muzzle Velocity: 1c
Location: Shoulder Pods
Purpose: Anti-Armor, Anti-Vehicle
Salvo Size: 9
Damage: MDR 3, Electrical Damage
Range: 25KM in Atmosphere, 15 000 KM in Space
Rate of Fire: 1 salvo every 8 Seconds
Area of Effect: .5 Meters
Muzzle Velocity: Mach 6 in Atmosphere, .2c in Space
Ammunition: 72 Missiles
Ammo Replenish: Can refill capacity in hospitable conditions in about 2 hours outside of combat. Any further attempts to refill will require an external source of biomass.
Aerudirn Armor Colonies
Aerudirn consists of living colonies that grow out into thick, smooth sheets of a high durability, that are have been bred to be resistant to damages from radiation and can charge themselves with an electrostatic field to enforce their surface tension, thereby inhibiting penetration by weaker solid-ammunition weapons. Should the shell be damaged, the colonies underneath, which are dense enough on their own to survive exposure to vacuum can quickly have other sections stretch to accommodate tears, and regenerate completely with enough time.
Armor Type: Light
Structural Points: SP 12
Highly resilient organoid tissues form the remainder of the body, including an endoskeleton, muscles and primitive organs that perform various functions related to keeping the unit and runner alive. The tissues have exceptional toughness compared to those of normal species, and can even survive in vacuum conditions should the entirety of the upper armor layer be destroyed. Given the living nature of the organoid, the frame will retain the ability it move it's limbs, even in the event of power failure.
Armor Type: None
Structural Points: SP 8
The Erla VANDR's life support functions are tied in directly with the Organoid's natural bioelectrics and life functions, meaning that should power failure occur, these systems will continue to function until the components expire.
Organoid Integrated Life Support Functions + Prajna
The organoid's Prajna glands will fill the cockpit module in the liquid breathing fluid once the pilot has activated the frame, and will withdraw it during the powering down process. The liquid also removes the need to eliminate waste, eat and can greatly assist in the healing process.
So-M1-R0784 KORD System
The KORD (Kinetic Force Diffuser) is an essential system that protects the frame runner from the tremendous G-Forces and shocks the Erla VANDR experiences during both before and after FTL travel and during highly perilous combat maneuvers. It also protects from weapons that kill through kinetic force, in a manner similar to maces against armored troops in ancient times.
So-M1-S1784 Frame-type Vector Shroud
Vector Shrouds are sophisticated vector field systems that envelop the craft in a conformal shell of compressed space, allowing one to become relatively invisible to electromagnetic and particle based sensors, and shrinking the frame's profile to other systems. As a shield, it is reliable and particularly effective versus energy weapons. Shares SP with the Vector Barrier Guards.
Shield Points: SP 20 (2)
Runtime: Limited by Power Source Only
So-M1-S1784 Vector Barrier Guards
More powerful but considerably less reliable than the Vector Shroud, the Vector Barrier is the first line of defense in the field, and an excellent last resort. They employ advanced space compression to generate a long 4m oval shield that is separate of the main unit and acts as a kind of disposable barrier. These are generated at various locations on the frame unit and remain fixed in proximity to the module that formed it.
Locations: Forearm and Shin Guards
Shield Points: SP 20 (5)
Runtime 3 Minutes
So-M1-S2784 Frame-type Repulsor Burst Array
Repulsor systems work by creating a temporary vector field, which at regular intervals can be overcharged and super-expanded, which generates an omni-directional concussive blast that is fully capable of causing tractor beams be dispersed and unwanted hangers to disengage, allowing one to temporarily shrug off the effects of such devices. It is commonly used to force boarding craft away from hulls, knock away incoming projectiles and can potentially kill or disable poorly protected infantry with pure kinetic force.
Purpose: Defensive Countermeasure
Damage: MDR 1, Kills through Kinetic Force
Range: 1m radius
Rate of Fire: One pulse every 6 seconds
So-M1-G0784 Frame-class COFU Reactor
COFU reactors use advanced space compression to collapse the atomic structure of matter into itself and induce nuclear fusion. They run on a finite combination of tritium and deuterium, meaning that runtimes are limited. The Frame-class COFU reactor powers all systems onboard the Erla VANDR and produces enough surplus power to recharge any one of the Zaiflar Supercapacitors in roughly 90 minutes.
So-M1-G1784 Zaiflar Supercapacitor x3
Zaiflar Supercapacitors are over-sized versions of the power storage units employed by Solan Starworks in their small arms designs. Roughly the size of a scuba tank, a trio of them have been inserted beneath the back pod of the VANDR unit, giving a rechargeable source of emergency power. On their own, each Supercapacitor can provide power outputs equivalent to the COFU Reactor for 45 Minutes.
So-M1-E0784 VANDR-type Immersion Control Pod w/ VCANIOS Core
Due to their natural interface abilities, designing a responsive and intuitive control system for an Iromakuanhe was relatively easy. This system, know as the Immersion Control Pod, allows easy and natural control of most vehicles, including large units such as powered frames and starships. The Control Pod is the seat component of the cockpit, and is composed of a rounded chair in which the pilot is most comfortable in a reclining position, and multiple entry port plugs. The chair itself is lined in a soft, organic material lined in a highly flexible rubbery skin that is smooth to the touch and has a light golden reflective sheen. It will naturally conform to the user's body, and can even form cushioned indentations for the tips of horns.
To connect with the machine, one must connect the plugs to their entry ports, which can be done manually, or automatically by the organoid. The pilot's senses and ability to move will then quickly begin to fade as they are rerouted to those of the frame, which they will be able to control as extensions of their own bodies. Weapons systems and certain functions may have to be practiced.
Transfer of pain cannot occur because organoids lack developed tactile senses in most cases, however, the have been uncomfortable sensations reported by pilots when their units lost limbs or took heavy damage, similar to a sort of strong pressure. On very rare occasions, the sensory redirection effect caused by the control module lasts after disconnection from the craft, which will require immediate medical attention.
The MASC drive is an advanced multi-purpose propulsion system that enables multiple different forms of mobility through the application of advanced space compression. It generates a constant effect that pushes outwards off all surfaces of the craft, giving it perfect neutral buoyancy, can funnel space behind the craft to propel it at supersonic speeds and catapult it through compressed space for faster-than-light movement. Unless it charges for several minutes, the only FTL-like capability the unit has is 'Sublight Jumping', which allows a low number of sensors range-limited sub-FTL jumps per minute. While comparatively slower than a more potent subspace-based or hyperspace-based drive, it lacks the weaknesses to natural gravity and artificial space stabilization fields that plague those systems.
|Atmospheric Flight||Mach 5||Low|
|Sublight Jump||270 000 KM||Medium|
Location: Torso, Cockpit Pod
Location: Head, Torso, Cockpit Pod
(3): So-M1-E3784 ERP Projectors
The Empty Resonance Pulse, or ERP, is a potent electronic warfare system that could be seen as a modern analogue to the flashbang, by generating short burst that temporarily render space void of traceable emissions. It employs a combination of space compression and exotic charged particles that generates a short-lived effect, however, lingering particles may continue to hamper sensors for some time.
Location: Head, Hands
Max Pulse Range: 800 M
Max Pulse AoE: 50 M
Duration: 5 Seconds
Rate of Fire: 1 Pulse per 20 Seconds
So-M1-E4784 Listening Deveice
The Listening Device is a system employed to passively intercept and sample data being transmitted through unsecured methods. It is also a critical component in many important electronic warfare devices, and allows Astral Vanguard starships and vehicles to track the communications of hostile forces. As the unit approaches the source of the transmissions, it becomes increasingly easier to track, until a positive match can be made at a certain threshold.
|Medium||Maximum Interception/Detection Range||Tracking Range|
|Radio||1 200 000 KM||30 000 KM|
|Microwave||600 000 KM||15 000 KM|
|Subspace||15 000 KM of Receiver or Sender||5000 KM|
So-M1-E5784 Muted Resonance Shroud
The Muted Resonance Shroud, or MRS, is a squad-assist stealth system that uses a combination of Vector Shroud-type space compression and exotic charged particles to create sections of space that appear very dim to sensors systems. These areas do not stick out as emptier than vacuum as with some related systems, but creates a signature similar to that of the space a significant distance from a star. The results in high difficulty in achieving targeting locks on and determining the nature of objects inside the field. Unfortunately, this has similar effects on the units deploying the field, forcing the runner to rely on FTL sensors such as MASC Particle, which may reveal his presence, though not necessarily his position.
Field Size can be lowered or raised, though it is suggested to limit the area of the field to the approximate area of the frame employing it, as to hide effectively, but not arouse suspicion by creating overly large zones that the enemy cannot scan properly.
Detection Range: 250 M
Max Field Size: 1 KM
Location: Rear Hip Pods
Purpose: Anti-Missile, Anti-Targeting Lock
Salvo Size: 1, 2 or 3
Damage: MDR 1
Range: 25KM in Atmosphere, 15 000 KM in Space
Rate of Fire: 1 salvo every 2 Seconds
Area of Effect: 500M in Atmosphere, 2500 KM in Space
Muzzle Velocity: Mach 6 in Atmosphere, .2c in Space
Ammunition: 24 Missiles
Ammo Replenish: Can refill capacity in hospitable conditions in about 1 hour outside of combat. Any further attempts to refill will require an external source of biomass.
There are internal storage compartments within arms reach of the pilot on the left and right, with each roughly 50cm x 25cm x 25cm in size. By default, they contain: