Fantasia 2R Seraphim

## Information

The original Fantasia 2R incorporated a radical humanoid design scheme, and was the second iteration of a flawed first edition. The Fantasia massed very little due to its slim and narrow design, allowing it to run faster and longer than the stockier models available at the time.

The designers shaped the Fantasia 2R in the form of a woman. The manufacturers doubled down by attaching hair-like sensor threads on top of the 2R's head. The sensors at least served a practical purpose, since they turned the model into a decent scouting mech.

## Designing the Seraphim

Bought licenses for the build:

1. [Astoria Experimental Flight System]: 25,000 bright credits
2. [Fayette ECM Mk. I]: 7,000 bright credits
3. [Red Eye Assisted Aim Module]: 9,999 bright credits
4. [MTTR Removable Battery Pack]: 3,000 bright credits
5. [Harconix Light DMR Version 3]: 19,999 bright credits
6. [Festive Cloud Generator]: 5,000 bright credits
7. [Mirin-21 Ultralight Armor Plating]: 10,000 bright credits

Their high prices also ensured that not many of Ves' competitors incorporated the components in their own designs.
Overall, the parts Ves had licensed all revolved around enhancing flight. The early mechs such as the Fantasia lacked flight options due to the immaturity of flight technology back those ages. The Astoria flight system had been invented a hundred years after the introduction of the Fantasia, and featured lackluster power, short flight capacity and an over-sized wing profile that was easy to damage.ű

The Astoria wings came first, its huge skeletal 'wingbones' flaring impressively outwards, making the Fantasia appear like a fallen angel. Its combination of thrusters and antigravity systems meant the wings had been designed to maximize its surface area. This also made it easy to damage, as any casual hit could reduce the component's performance and ground the mech.

To combat this vulnerability, Ves choose to carefully bulk the Astoria's limbs with the Mirin-21 Ultralight armor plating. This was a delicate and error-prone job, one that could easily reduce the flight system's efficiency by a drastic amount.

He placed the Fayette electronic countermeasure or ECM over the left eye, making sure to align it so the short antenna extended from the Fantasia's ear. The ECM insured that automated and aim-assisted systems had a harder time tracking the mech. It worked particularly well against guided missiles, as long as they were from the same tier.

The Red Eye Assisted Aim Module had been placed over the other eye. Its red, gleaming lens giving the Fantasia a menacing look. The Red Eye performed well against mechs without ECM, helping pilots keep their aim onto enemy mechs once they acquired their targets. Aim assistance was practically essential in all low-tier flying mechs. Pilots simply couldn't aim steadily enough if they jerked around in the air.

All of these systems drained energy, especially the flight system. The modules came with their own energy storage, but as 1-Star parts they lacked endurance compared to modern alternatives. This required Ves to place rectangular MTTR battery packs anywhere he could fit on the Fantasia without overburdening the frame. The only place he could fit more battery packs was at the front upper torso. He papered over the vulnerable packs with additional ultralight armor plating.

He placed most of them around the waist, making the chassis look like it wore an overfilled tool belt. The great thing about the MTTR was that the packs were disposable, allowing pilots to eject them once they were drained of energy. He covered them up with Mirin-21 armor plates to make them less prone to damage.

Finally he added in an unconventional but potentially effective system, the Festive Cloud Generator. A specialty of Cloudy Curtain, Ves had visited many mech shows on his home planet that used the colorful cloud generator to create patterns in the sky. Though its bright colors hardly helped with stealth, Ves thought that it might help obscure the Fantasia and its vulnerable wings if placed on the rear just underneath the Astoria.

Once he had integrated all of these components, he set the Fantasia's default weaponry to be a bog-standard combat knife and the new Harconix Light DMR. Not quite a sniper rifle nor a standard assault rifle, the Harconix nevertheless offered precision at a generous firing rate. The rifle's hefty power requirements necessitated a power coupling with the mech, meaning that if the Fantasia dropped the DMR, it couldn't be fired anymore.

Though it gained a generous amount of mass, the new Fantasia also appeared like a predator, capable of striking down any interlopers from afar.

## System Evaluation

[Design Evaluation: Fantasia 2R Seraphim.]

Variant name: Fantasia 2R Seraphim

Base model: Fantasia 2R

Original Manufacturer: Kezia Armaments

Weight Classification: Light

Recommended Role: Aerial Marksman

Armor: D

Carrying Capacity: F

Aesthetics: A

Endurance: D-

Energy Efficiency: D-

Flexibility: C+

Firepower: C

Integrity: F+

Mobility: A-

Spotting: B

X-Factor: F

Deviance: 44%

Performance improvement: 17%

Overall evaluation: The Fantasia 2R Seraphim features a superior aerial performance at a horrible cost. Its performance in close-ranged combat has been sacrificed for powerful long-ranged firepower. The mech is able to outperform its opponents as long as it has energy to spare, which isn't much. The Seraphim further shines out due to its attractive appeal.

### Rewards

[You have received 50 Design Points for completing an original design with a performance improvement of over 10%.]

## Notes

* It has a very uneven performance. As long as you have enough energy, it's great, but if you run out, you're dead.
* The firepower isn't the best. It's fast and agile, but it came at a cost to armor and endurance. It's the perfect long-ranged harasser.