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'I have gathered the orchestra, the choir and the audience. This will be a wonderful symphony! I do hope you survive it, dear. If not, however, we will find a use for your remains~'
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The average person seems to view mechagirls as giant college girls with guns. They're fun to be around... like some giant armored party girl everyone can pass around.
The realization that mechagirls are soldiers, and weapons, never seems to strike these folks. Which is pretty odd... two hundred foot tall mechanized bioweapons -should- be rather difficult to miscategorize.
Skuld makes it a point to keep herself firmly in the 'soldier and weapon' category. But then, Skuld isn't exactly normal.
She has a few issues, you see. It was a few months ago... routine maintenance in her hangar left her unable to participate in what was thought to be a small skirmish on the outskirts of the defensible space around her home planet. But the enemy forces deployed a new prototype weapon... a mechagirl with a sadistic streak... and said mechagirl plowed through the carrior that served as Skuld's home. As she struggled to free herself from the repair scaffolding, the mechagirl assaulted Skuld and tore her in half, then flew around the hangar slaughtering all of the mechanics.
Something in Skuld snapped then... though she was barely functional, she was able to grab part of the scaffolding and spear it right through the other mechagirl's skull, killing her instantly and pinning her remains to a nearby bulkhead. Skuld shut down after that, unable to continue.
Repair parts were scarce, but the enemy had luckily sent an entire cache of them... the prototype's parts were used to repair and modify Skuld into her current form. She was reactivated about three days later, to the adoration of most of the folks on board.
But she wasn't the same. Something had broken in her head permanently, and nothing seemed to be able to fix it. No one knew the extent, at first... she was a lot kinder and gentler to her technicians, and seemed very nervous when she was alone. Technicians would disappear for hours at a time, and would ofen return rather tight-lipped, or with a total lack of recollection of their whereabouts.
But when she was next fielded in combat... that's when the true nature of her problems arose.
Launched from her carrier, Skuld actually panicked, the human element gone, no one nearby. Then, she spotted the enemy... a flight of three mechagirls. The trio was attacking an allied fighter squadron, and winning. Allies... humans... in trouble caused Skuld to switch modes. Launching herself full speed into their midst, it took one and a half minutes for her to reduce the three of them to twisted, burning hulks. She then proceeded to dismember them, remove their weaponry, and absorb it into herself.
You see, Skuld's encounter in the hangar left her brain unable to cope in normal ways. She developed an irrational hatred towards other mechagirls, as well as a maternal complex towards humans she's familiar with. She suffers from a mechanical form of multiple-personality disorder, as well as PTSD, and is no longer willing to directly fight anything significantly smaller than her. She will combat other mechagirls, as well as naval vessals and starships.
What does this mean, in layman's terms? She loves humans and hates mechagirls that don't. She will fawn over, cuddle, snuggle, lick, kiss, nuzzle, and generally lovesmother humans (and humanoids) affiliated with her. If a mechagirl dares to threaten any of said humans, she will shatter them. Pretty simple, yes? She has no issues with allied mechagirls... after all, they won't hurt her soldiers. And yes, they are -her- soldiers. Any troops she works with are -her- soldiers. They belong to her, and she will protect them.
So, to summarize: Skuld is an anti-mechagirl and anti-naval mechagirl. She won't fight anything else. However, she will -obliterate- anything that dares to threaten her troops.
She's also quite polite. She doesn't like to use contractions, she enjoys fine arts and opera, and she has a teacup the size of a small reservoir that she fills every day at 1400 for tea.
Skuld herself stands about a hundred and eighty feet tall. She takes up a lot more room than she ought, due to her extra appendages and her armored skirt.
She's capable of operating in most combat environments, though she performs best in space, combating enemy capital ships. Ground combat would be her next best, followed by oceanic. Her primary mission, before her little episode, was capital-ship level battlefield support, and much of her gear reflects that.
---Equipment Listing---
Ivanov-Class Fleet Defense Module:
Otherwise known as Skuld's 'skirt', this add-on to her body (which accounts for most of her weight and mass, by the way) comprises most of the systems that make Skuld function as she does.
The Ivanov defense module was originally designed to allow a mechagirl to protect herself and other fleet craft from strike craft. Skuld has, via technological cannibalism, turned the Ivanov module into a miniaturized mobile base. In space, it still serves the same functions. An integrated 'Black Widow' Close-In Defense System automatically fires light pulsars at enemy fighters and corvettes, while the 'Homeguard' pinpoint-defense system blocks about ninety percent of incoming fire.
Skuld herself added a nanotech production facility to the module, as well as a multitude of antimissile batteries and a powerful ECM/ECCM suite. The nanotech facilities are most useful on the ground... she's able to construct fortifications and defensive emplacements for soldiers under her command... but the facilities can also be used to produce drone soldiers/fighters to keep the living and breathing out of harm's way.
This also houses the heavy thrusters required to keep Skuld's mass mobile in any environment.
XWS-72X9 'Tristar' Combat Claws - An extra pair of arms at a much larger scale than is standard for Skuld, most of her powerful offensive options stem from these mechanized claws. The most obvious here would be the melee aspect.. the claws are big enough to crush a similarly-sized mechagirl into a useless wreck. However, melee combat for her is a last resort. The claws also house her main guns...
XWS-72XAS GRASER Cannon - GRASER stands for GRavity Amplification by Stimulated Emission of Radiation. The GRASER is Skuld's most devastating weapon, and is one of those things she only uses in large-scale fleet operations. Generally reserved for capital ships, she is even hesitant to use this on other mechagirls due to the horrific effects.
See, the GRASER is essentially an energy beam that causes whatever it hits to implode slowly. A capital ship struck with the beam crushes in on itself, rendering it quite useless. A mechagirl... especially one that can feel pain... is in for the most agonizing few seconds of her shortened life. Luckily for most, the weapon requires a bit of charging, during which time Skuld's other long-range weapons are out of commission.
XWS-72XRD Phase Transfer Cannon - An extremely difficult weapon to use, this gun is designed to break the backs of combat fleets. When this weapon is fired, the designated point of impact is essentially transferred to a different dimension for a short while. The traumatic effects of this on local space send out powerfully disruptive shockwaves that damage enemy vessels and push them away from this centerpoint. It's not known what would happen if a ship was actually -hit- with the phase transfer cannon...
XWS-72XSTD Railgun - Skuld's 'standard' anti-naval armaments. These powerful magnetic accelerators can fire single slugs to damage ships, or clusters of smaller munitions to scatter strike craft and frigates.
XWS-72XDC Plasma Lance - The smallest weapons in Skuld's arsenal, the plasma lances are designed for pinpoint damage to large targets, instead of total destruction. This is commonly used when Skuld plans to salvage ships or take other mechagirls captive... or torture them slowly~
---End Equipment Listing---
Skuld's overprotectiveness of her troops manifests in a rather odd way... especially when she's alone with the night technician, or one of the soldiers come to visit her when she's having her alone time. See... Skuld likes to keep them, now. Trapped, somewhere inside of her, where the protection is absolute. Her belly, her breasts, her hair... anywhere that cuts them off from the outside world, she adores. She's usually relatively good at removing them before they're taken by her systems, as well... -usually-. So, a late night visit often turns into a slow, sensual gulping... or a playful stuff into her cleavage... or a gentle tangle into her long, silky locks.
Her nanotech has allowed her a darker side to this ability, however. Defeated mechagirls sometimes find their consciousness embedded in helpless, human-sized bodies... and these bodies don't ever escape absorption into her systems~