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Unit Name: SolSavior
Unit Description: The unison of the DuskBird, ShelLancer, and ScarleTiger and powered by each machine's reactors, SolSavior's a tough, versatile machine that carries over some of the abilities of each machine along with a slew of new ones too.  Its legs and lower body formed by the ShelLancer with most of its upper body and right arm formed by the ScarleTiger and the DuskBird forming its head, back, and left arm.  Since all six of the DuskBird's wings are now freed up, the machine is flight-capable in spite of the additional weight.

Mizuki is SolSavior's primary pilot, with Kenichi and Dido taking care of various systems and things.  However, Mizuki can also transfer control of SolSavior to Kenichi, turning it into a motion-control mech.  Mizuki herself needs to manually pilot it though, since the DuskBird is but a single component of it.

SolSavior itself is modestly resilient, about what you'd expect from a Super Robot who doesn't have stupidly good defense as part of its main gimmick.  For additional protection though, it can generate Sol Sanctum energy barriers to protect itself and ward off physical and energy attacks.

Offensively, SolSavior retains the DuskBird's Abyss Sanction and Abyss Gaze attacks, and though they're strengthened by the additional power sources, it's not excessively so due to the inefficiency of combining Sol and Void energy sources together.  During the events of the second mission, Kenichi will also develop a Sol equivalent of the Abyss Sanction known as the Shiranui Retsu Ken, an equally potent solar punch.  SolSavior can also deploy the ShelLancer's electric Arc Thorn mines from its legs, traditionally in the midst of delivering a powerful kick to enemies which gets bolstered with electrical shocks and subsequently explosions.  Said attack is known as the Spark Kick.

For ranged combat, SolSavior also has a minicrossbow known as the Sol Bodkin mounted on its right arm that enables it to fire rapid,  blasts at enemies from afar.  Shots are individually weaker than the Abyss Gaze, but it makes up for it with quantity and the fact arm has a much wider zone of fire than the quite-literal line of sight the eye lasers do.

Lastly, SolSavior's strongest attack prior to being outfitted with the QuasArmor is the Sol Salvation, a concentrated and unified blast of Sol and Void energies formed in each hand before joined at the machine's chest and then fired.  This is very much a finisher-style attack; extremely destructive and not something that will be spammed over and over again in battle.

Two other things of note: SolSavior has a locks preventing it from combining, requiring a voice command from inside of the DuskBird.  Making use of the TARDIS-like nature of the machine's interior when Mizuki uses the Abyss Sanction, additional machinery to help with the combining is added to Mizuki's otherwise empty "throne room", and with a declaration of "Save Our Sol: SolSavior!" the machine can combines!

Secondly, as mentioned in the mission writeup, the marriage of Sol and Void energies is a messy one and SolSavior's output, while perfectly respectable, is hampered by this.  Think of it like Destructive Interference with waves; the ebb of one energy source doesn't match with the other, so efficiency is lost.  Through force of will though, Mizuki can force the DuskBird to heighten its power output ... but only for a single attack and at the cost of putting herself in tremendous pain through over-exertion, Dido and Ken through even more severe pain (since they're Sol beings exposed to tremendous amounts of Void energy), and wrecking most of SolSavior's systems.  Canonically, I intend for this to only happen once during the canon's fourth mission, but you never know if other events will force Mizuki's hand.

Size: L
Terrain compatibility:
Air: Yes
Ground: Yes
Water: Yes
Space: Yes
Favored terrain: Air

Upgrades: SolSavior Abyss

As mentioned before, SolSavior's power sources don't get along too well with each other and that keeps it from bringing out its full strength.  The DuskBird replacement project Solaris supposedly begins after the fourth mission actually was meant to produce a regulatory system to let SolSavior bring out its full strength, along with afford it a few new attacks as well.  The end result is the QuasArmor armor, a black and gold mechanical Kirin that breaks apart and serves as additional armor and protection for SolSavior, but more importantly corrects the inefficiency problem.  The Destructive Interference mentioned before becomes Constructive Interference, and SolSavior's true strength comes out.

Primarily this is just a basic "oh, most of your attacks are stronger", but it does grant the Abyss Gaze eye beams the ability to alter course and chase after enemies, even moving in directions independent of each other.  Think Darkseid's Omega Beams.

There are two additional attacks that the armor grants SolSavior though.  The first is the Sol Saggita, a full-blown bow produced by combining the ScarleTiger's shotels for the halves of the bow, the DuskBird's whip for the bowstring, the ShelLancer's spear for the arrow, and QuasArmor components to condense and energize the arrow.  Precise and extremely destructive, the Sol Saggita destroys not from without but from within, piercing enemies and eradicating them with the joint energies of the light and darkness.

The other, and SolSavior's most powerful weapon of all, is the Sol Revolution.  Just as Dancougar has the Dancouken sword, SolSavior has a dual-sided naginata, each half charged with either Sol or Void energy to grant it exceptional cutting strength.  The weapon can also be thrown like a humongous buzz-saw of destruction, and as a final finishing blow, the halves can swing together and generate a towering black and white energy blade to deliver the Final Sunrise-Sunset slash.

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Mizuki Onodera

March 2016

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