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  1. Name of Aug/Tech:  U.M.M (universal malleable material)    Description: U.M.M is a smooth, black, elastic rubber-like synthetic material capable of independently flexing, bending and stretching anywhere across the surface of the material.  How does it work:  A woven series of tiny synthetic muscle and nerve like material. Connected to it a series of tiny scales capable of cloaking the material and also independently changing the colour of each separate scale. The cloaking functionality works the same as the HERMES MK XII Cloaking Suit "Meshed into the suit is a system of smart nanotech sensors, these sensors pick up the surroundings and once activated begin to mimic their surroundings with a smart moving display." The tiny synthetic nerves and muscles connect throughout the entire material. This means that as long one of the nerves of an almost detached piece of U.M.M is still connected to the main mass it will continue to function. For the material to function it must be commanded by a directly connected computer with the matching programming or an advanced AI.  What is it’s intended use:  The material is designed with the purpose of practical civilian, industrial and military use. U.M.M can be used for the manufacturing of suits, droids/drones, tools, vehicles and more.     Strengths:  It's agile and tactical functionalities are extremely useful for military applications.  The flexible and lightweight material allows for stealthy movements.  Can be applied to nearly any vehicle, droid, weapon and more.    Weaknesses:  The material is fairly weak and is capable of being torn in half by hand  The material will not longer function and break at temperatures above 60 degrees Celsius or below -25 degrees Celsius  Not resistant to emp  Like the HERMES MK XII Cloaking Suit, the cloak has a slight delay in updating to sudden change, causing a slight shimmer to appear, the same happens upon initial cloaking, which appears like a slight wave of scales "flipping" that spreads across the body.    Attainability:  Open    Tags:  Industrial
  2. ZOOM Discs

    Name: ZOOM Discs, or Zero Point Mines. Description: A octagonal pointed mine device. It has several struts that extend outwards from the center to a length of 2 meters, with wiring inside.  The center point of the mine houses a zero point manipulator as do the ends of each of the struts. Abilities: The mines house several zero point manipulators which when fully extended, can react to the nearby presence of an individual and fling them into the air, at most a 300kg individual. It will fling them anywhere between 5-10m somewhat rapidly, before dropping them. Conditional Abilities (Optional): Can be concealed in long grass or dark environments, as well as matched to resemble nearby environments. If attached to the side of a wall , they can be used to slam individuals into walls in much the same way as a shock wave. They can be manually detonated via remote, up to a maximum of 2 times. Limitations: They're stationary and as such can be easy to spot in an open environment. Shooting them will cause them to harmlessly malfunction, with no explosive repercussions. Conditional Limitations (Optional): If the struts housing the extra zero point manipulators are cut, the mine loses efficiency substantially, reducing the force outputted drastically to only allowing movement of things 50kg or less. How does it work: The central mine device houses the power system, which is a precharged liquid hydrogen battery. The top of the mine houses the zero point manipulator, as well as the folded up struts which extend when the mine is activated. When movement is detected within the mines radius, it will activate the emitters and commence the flight for the victim.  Flavor text: Created by Abigail Lautner for the Atlas Corporation. Referenced Technologies (Optional): ENERGY CODEX Attainability: Semi-Open: Atlas is the source. Tags: Military
  3. "One Million Troops" - Poster

    Something I wanted to made now I was walking around the hubs, maybe one them could use something like this to be more popular than they already are. Anyways.. Enjoy!!   Would you like to see more? Try DA

    © MileX®


    “We are the Haven Guard - Hope is always in our sight, everything we do a deed, First to fight, last to leave, our will we will not cede, Haven bless that we may lead, In the wartorn wastes marked by our creed.” The Haven Guard’s Creed - = Haven Guard Recruitment Form = = Guard Discord = - The Haven Guard is the paramilitary force that defends, fights for, and enforces the law of the Haven Federation. Sown into their code are values of protection of the weak, honorable service, and upholding of the constitution and law. To join the Haven Guard, you willingly sacrifice your well being for the greater good, to enforce the law of Haven on its streets or to even go out to carry out its military will. The Haven Guard is not the Haven Military, which is comprised fully of NPCs. Unlike the military, the Haven Guard allows its members to exercise a greater degree of control and personality over their arms, so long as they follow the code of the Guard and the law. Think of it as the Overwatch of GC. The people of Haven admire them greatly, everything they do a deed. Oftentimes they vary in terms of specialty, equipment, and personality, some even choosing to use only melee weapons, as they are given that much leeway. The ranks of the Haven Guard are as follows: High Guardian - Commander of the Haven Guard Sentinel - One of the most respected ranks, just below the High Guardian as a secondary commander. Paladin - Beginning the elite ranks, the Paladin is an esteemed and respected member of the guard. Vanguard Defender Peacekeeper Vigilant - The rank a Protector attains when they prove themselves worthy. Protector - New recruit. Ranks are earned purely from merit and dedication to the Haven Guard.
  5. Name: Electromagnetic Reactive Armor   Description: Visually, and part of the intention is that 'ERA' does not appear any different from standard armors, apart from requiring some form of power source and a consistent conductive connection between all part of the armor, if exposed.   Abilities: When powered, ER armor causes a metal to offer a significant increase in durability, offering extremely similar protection to an energy shield. However, the power cost is significantly less as the majority of the work is done by the structural composition of the metal alloy. The 'shield' is also much more internal than external, providing strong explosive resistance. This allows it to be employed on lighter setups in terms of personal, vehicle, and ship based applications that normally cannot afford the additional weight or size of traditional shielding. ER based metal is EMP resistant, and it's far more practical to utilize such weaponry directly on the power supply to shut down the shielding features. Average Damage Thresholds: Personal Armor (Light): A singular powered set of light armor will only shield the user for a minimal amount of fire, usually a half a dozen rounds or less, with the exception of smaller ammunition types. Since it's not a full coverage suit, explosives damage may be reduced around protected regions, but the sudden shock will immediately kill the battery if close to the AOE. Specialized blades using heat elements or vibration will disable the shielding in two turns at the most. On the other hand, it's actually something affordable in most cases due to the amount of metal required. Any suit with replaceable batteries takes two turns to reload, and both turns must leave the wearer exposed. Personal Armor (Power Armor+): A bit more grey in terms of application as the options increase, larger personal sets vary. Most will provide partial relief and survival from explosives (excluding brute damage), but it's not unheard of larger suits potentially surviving two or even three undirected explosives before being disabled. Smaller arms are a bit more resisted, much like plasma shielding you can expect to survive a dozen or more rounds (half that if it's large caliber, such as heavy handguns and marksman/sniper rifles). Very large suits, if they can handle the power costs can suck up a magazine or two before reverting to typical durability, however these are usually only available and employed in warfare due to cost. Specialized blade resistance starts at about two turns of direct contact, and only extends to about three to four on larger sets if consistently held, making it a popularized way of dealing with them. These suits also take two turns on replaceable batteries, but a second set of hands is required or the user must spend time leaving the suit. Light Vehicles (Land-Based, In-Atmosphere Aerial): Typically receive the same treatment as the upper tiers of personal armor on lighter vehicles such as hover bikes and speeders, two popular uses for emergency protection. For in-atmos ships and vehicles that are typically unaffected by small arms fire unless in extreme amounts, they still share similar resistance described above except instead for larger caliber, often vehicle-mounted weapons. While this is certainly a benefit, the use of ERA is preferred more due to the explosive resistance and stiffer response to brute damage against enemies that prefer to use ramming or dense kinetic weapons. No vehicles can have the power source realistically replaced in combat, but large enough vehicles to have a personal generator must entirely cease movement and use of equipment for a turn before recharge can occur for two to five turns. Interstellar Vehicles (Light): Valued especially for emergency use, and also some combat application, they can usually give a ship just enough time to accelerate to 'FTL' speeds. Large scale primary ship cannons like mass accelerators, and heavy explosives typically will immediately cripple a ER field, but transform a multi-hole hull breach into an impressive dent. As for other actual threats, bulkheads and anti-ship turrets, its a wide variety based on size and energy type but is estimated to last about 10-25% of the hull's normal damage retention before fading. Under consistent fire, it's extremely rare to be able to effectively recharge said shields under attack, and is entirely based on generator capability. If it's able to duck out of combat, a full shield charge takes somewhere between two to five minutes. Interstellar Vehicles (Medium+): Here is where things push the realm of application, and shift to ships exclusively designed for the task. Essentially stations and ships that are a giant energy generator paired with ERA. It's unrealistic for anything but a large faction with dedicated materials and production to build something like this. Specially designed for the task, however, results in massive turtle ships and stations that are more practically sieged by boarding rather than direct combat. There's a trade off though, as a station or ship would sacrifice all mobility and effective weapons systems to simply run internals and the shield for extended periods of time. Possibly effective for colony ships or aerial living environments.   Conditional Abilities: Any primary material utilized with a flexibility rating of 3/6 or higher will reduce brute force damage on the user, but only in limited amounts.   Limitations: Due to the recent nature of the technology, ERA has not been standardized into factory production and is thus extremely expensive. Covered below, only a limited selection of metals are capable of the structural modifications to create ERA, and thus it supports a more limited cast of armor types compared to traditional shielding. Generally any plating used for ERA is thinner, meaning compared to a standard set of armor without a shield, once the ERA is expired the unshielded armor will be weaker than its generic variants without ERA. While ERA offers temporary sanctuary from stabbing and slashing weapons, blunt and brute damage forms are only prevented to an extremely limited or non-existent extent, the metal not shifting or denting but instead transmitting the force to any directly attached components or flesh. The battery use while idle is minimal, allowing the shield to be left on at most times even on personal armor (although not recommended), taking damage will result in a much quicker drain of the battery life. These shields do not 'recharge' once they're taken down unless connected to some form of power generator (only realistic on large mechs and anything larger such as ships), leaving the metal at its typical resistance. It is plausible to have a suit that allows you to replace the batteries as they burn out, but there is a roughly ten second/four turn 'warm up time' before the new battery would be able to engage. Weapons that do consistent damage or are meant to cut when pressed against metal will drain power excessively. Heat based weaponry as well as acidic weapons that can melt or corrode the specific metal of the armor will cause the structure in that region to break. While the rest of the armor will operate as normal, the damaged zone will return to its typical durability. The energy cost of ERA is extremely minimal in light armor applications, but increases exponentially on heavier armored uses, resulting in ERA almost entirely being used for non-combat, civilian and light armor situations, although it is not unrealistic for medium armored vehicles, mechs and ships to dedicate themselves to ERA. Any use in heavy armored craft or vehicles is likely primarily as a turtle tactic, as it will require the majority of the space and resources to accomplish. This is not identical to traditional energy shielding. ERA only significantly increases the durability of the metal. While it's much less likely to rend while active, that does not mean that the plating can not be damaged while shielded. The metal still takes the force of the blow, and should still reflect damage based on the impact of the strength of the incoming assault, even if minor compared to what would occur without ERA. This will not result in regional failure of the shield unless it's one of the damage types that breaks the composition as stated above, or the armor loses its connection to the power source. While the metal itself is not susceptible to EMPs, the power source is vulnerable like any other electronic device. When disabled, the shielding is disabled. Heavy Power Armor and larger personal suits do not support ERA, as an effective form of power management with the sheer amount of metal plating required has not been deducted.   How does it work?: Electromagnetic Reactive metal is forged using a singular primary metal of any conductivity between one and three on the scale of max six, with trace amounts of strong conductors such as gold or impervium in a carefully crafted atomic structure during the production process. When the metal receives a current on a properly produced sheet, the metal should 'tighten' on the atomic level, the reluctance of breaking the current causing improvements in durability. Impacts result in a small 'surge' that results in improved resistance but also the quicker expulsion of power.   Flavor Text: Electromagnetic reactive metals are a relatively recent and curious technology that has been 'sneak peaked' for a while now. Not entirely understood and likely not efficiently used as of yet, they're expected to soon reach factory production as facilities are converted for the unique foundry process required. Pitched by Atlas Technological Enterprises, there's maybe enough functional prototypes to create a single plate carrier if any, shown in several holovids of an un-shielded piece of metal impacted by a bullet that crushes itself on impact, the metal suffering barely a scratch. Promising for non-combat ships such as cruise liners, it would make an excellent alternative to shielding that would offer just enough protection to run from ambushes. Of course, not that it's gone unnoticed by militaries for the potential to offer better protection to lightly armored infantry and vehicles.   Attainability: Open. While modestly available, take note that the fresher nature of the product means its current market availability is limited. Specialized facilities are required to produce the metal itself, although anyone can hook up a battery and use it (although for efficiency a specially designed power unit is recommended). Licenses and forging details are scarcely offered to companies willing to produce the material, but it is extremely expensive to purchase. Ship-scale production would require a dedicated production center.   Tags: Military.   Category: Materials.
  6. Name: Personal Trophy System / Personal Active Combat System Description: 'PACS' or Trophy Systems in short terms, these devices are compact versions of similar devices originally placed on armored combat vehicles, intended to stop priority incoming threats such as explosive or armor piercing weaponry. The micro models, suitable for personal use, but commonly employed on small vehicles and mechs that are not large enough to justify a full-scale Trophy setup or a Point-Defense system, carry a frequently similar design. A mounted or retractable micro-turret is flanked by several high speed proximity sensors and cameras, and attachment points for either a suit and/or floor and wall mounting.   Abilities: The primary goal of an ACS is to stop projectiles before they can reach the protected target, alternative to shields which will not prevent crowd control and instead attempt to reduce the effect when hit. While the majority of models produced are designed to stop explosives and various equipment, high end models can intercept bullets and high-speed kinetics with computerized precision, to an extent. Generally they can detect the difference between an incoming and and outgoing ordinance, and act accordingly. Most non-generic brands of PACS systems that trigger explosives and equipment have a 'danger close' range limiter, as well as the option to ignore them entirely.   Limitations: The primary three limitations of any PACS device are ammunition, line-of-sight and visual clarity. These devices rely on very high precision - especially in models that utilize a single projectile to intercept another, so visual obstructions due to weather, cleanliness and such can effect performance based on the sensor type used. Similarly, line of sight is critical in these devices as unlike a directed shield the device itself is often close to the protected target or even attached to. Thus, if it is attached to your torso and you are holding a weapon not only may you obstruct the sensors but the device would be likely unable to protect your arms at all. The worst limitation is ammunition, as there's not any singular 'best' option for ammunition as not only are PACS limited in space to carry internal magazines and thus can only prevent a limited amount of incoming fire before going dry. The ammunition type along with the device's rate of fire limitations also mean that some weapons may be able to shoot faster than the device can fire, especially sticky in situations where multiple weapons are bared on a single PACS. A major flaw of the PACS system is an inability of stopping energy projectiles, however, as these travel too quickly through the air to be picked up by the proximity detectors and allow for calculation of needed reverse force, meaning that as a whole, plasma, photonics, and particle beams are all incapable of being stopped by PACS. The devices are not EMP resistant, and are simply disabled when pulsed. Cheaper brands have been known to jam or die entirely when hit by EMPs, but most can recover as any other device would. An additional limitation is that while explosives and slow projectiles can be detected and dealt with even when recognized at short distances, standard high-speed projectile protection (most bullets) suffers at close range. Longer ranges will permit the device to handle more rapid fire, if applicable to that specific device.   How does it function?: Internally, a microcomputer analyzes its sensory array for any fast-travelling incoming projectiles or equipment that can be visually recognized as hostile. If it identifies such a threat, it automatically acts by deducting the location and time a counter projectile needs to be fired to eliminate said threat at a safe distance from the location of the device (or a pre-specified location of a protected target). There are typically three types of ammunition used: Shotgun-like. Using a spray of pellets, these are medium-sized rounds that are often the cheapest and require the least precision. They are the most widely available as a result, but are incapable of stopping energy based weapons. However, they can lightly reduce the damage caused by an energy based weapon. Usually stops explosives by setting them off early. Personal 20-100 RPM (Rounds/Min) 2-8 Rounds Min Range 2m Max 60 RPM @ 2-4m Vehicular/Stationary 20-100 RPM 4-16 Rounds Min Range 3m Max 60 RPM @ 3-4m Explosive-based. Often similar to grenade launchers, these carry an extremely limited stock of ammo and suffer in terms of fire rate, but often can completely negate or disable incoming explosives and equipment rather than setting them off. Popular with counter-terrorism units and vehicle owners. Not cheap, but not overly expensive. Personal 10-20 RPM 1-3 Rounds Min Range 1.5m Vehicular/Stationary 10-20 RPM 1-8 Rounds Min Range 2m One-to-one interceptors. Extremely expensive to employ, extremely effective to use, these devices fire a singular bullet to bring down another incoming bullet. On top of that, the ammunition is the smallest of the three types and usually is paired with large magazines and high fire rates. If the device firing these isn't expensive enough - the ammunition makes sure it's a consistent cost. These are exclusively marketed by Atlas Technological Enterprises in very small quantities. Personal Var A 60-330 RPM 12-24 Rounds Min Range 2m Max 50RPM @ 2m-5m Personal Var B 330-600 RPM 8-16 Rounds Min Range 3m Max 30RPM @ 3m-6m Vehicular/Stationary 60-600 RPM 16-32 Rounds Min Range 4m Max 60RPM @ 4-10m   Flavor Text: Trophy systems have been fairly common in military use since pre-Earthfall. Usually used on tanks, APCs, and other priority vehicles since their creation by Humanity, they are the smaller version of Point Defenses used for key locations and large ships from serious threats such as missiles. The more recent 'micro' models were designed by Atlas Technological Enterprises to offer an alternative to expensive energy based shielding and allow individuals short of a power suit or heavier armor to still have access to such.   Attainability: Open. The technology is relatively openly offered to producers and marketers as well as private and government militaries under contractual obligation to 'royalty' payments. Feel free to message me on the forums, discord, or server side for more details.   Tags: Military.   Category: Wearable. (Loose Category)
  7. OR-191 "StrongArm" Prosthetic

    Name: OR-191 Prosthetic "StrongArm." Description: The Strong Arm prosthetic is a limb alternative of the arm. It showcases the ability to form balls of shaped plasma in the palm that can then be thrown. It also has a short double barrel .44 magnum integrated within the elbow facing outwards. It has an outer layer of synthetic skin with embellishments of polished durasteel and ferozium on parts that require them. (The conduits that produce and contain the plasma within the palm being created with Ferozium, the area outlining the barrels of the magnum are bordered in durasteel.) On the top of the forearm there is a modular compartment that can either be gutted out to serve as a means to store small items covertly or it can otherwise house a universal cable that can be retracted or extended that serves as a means of accessing devices using cybernetics. Abilities:  Can create balls of plasma that can then be thrown in a particular direction. When assuming the proper position one can fire either both or a single .44 magnum round from the elbow. Someone with the proper cybernetics can access electronics and interact with them via the universal cable within the arm. The .44 magnum can be an amazing surprise weapon if the user intends on shooting first. It can be easily concealed under clothing. Conditional Abilities (Optional):  One could store contraband, extra ammunition, or tools to escape cuffs within the compartment if they opted out of the universal cable counterpart of the arm. Limitations:  The arm can be easily EMPed, thus rendering it completely useless. Once a ball of plasma is thrown the user must wait for the arm to recoup the energy needed to create the plasma AND wait for the conduits to cool down. (5 turns) The plasma takes a turn of its own to create, a turn of its own to throw, and depending on the distance can take an extra turn to hit. The 3rd turn can be nullified if the subject is relatively close by. The plasma thrown has a throwing arc is a rather unwieldly thing to throw making some targets hard to hit. The magnum rounds cannot be reloaded in combat due to the person's clothing covering the port in which it is reloaded in. The accuracy of the .44 Magnum within the arm is limited to 5 yards due to the awkward positioning of the gun. Conditional Limitations (Optional): When the universal cable is deployed, if present on the prosthetic, one could grab the cable causing a great deal of pain to the user. This could be potentially fatal if they forcefully rip the cable from the person's arm. If the cable is directly connected to one's brain this could then cause severe trauma. The matter of connection is rather flexible. How does it work:  The StrongArm is a battery powered prosthetic, the main chassis of the arm is composed of durasteel and save for the conduits for which the plasma is created. The firing mechanism for the .44 Magnum in the elbow uses the same mechanism as the Mule's Leg Prosthetic's double barreled shotgun. The conduits on the fingertips and palm of the prosthetic allow for the creation and manipulation of the plasma ball. Every and all articulating joint of the arm is manipulated via servos, the largest of which is located at the main arm joint at the shoulder. The servo on the elbow is instead two separate servos allowing room for the barrels of the .44 magnum. When shot, the cartridges are expelled from barrel from the inner portion of the elbow. They are ejected from the same opening they are loaded. The major electronics and parts of the plasma generator within the hand is located within the forearm. The arms have  sensors within the synth flesh that can feel just as a normal person's arm can feel. The creation of plasma within the palm causes these sensors within the hand turn off, so that the user does not feel the potential intense heat of the plasma ball. Due to plasma being relatively lightweight, the abundance of plasma contained within a single ball is denser and heavier than the projectile fire from a standard plasma gun. This is intentional and a result of the plasma being typically too light to throw. With this, this makes the throwing characteristics of the plasma ball relative to that of a baseball, or softball. To fire the .44 magnum within the elbow, one must   direct it so that the very edge of the elbow is pointed at the target. The gun is fired willfully by the user by mere thought. The recommended firing position for the integrated gun is having one's hand on the back of the neck, as if scratching or rubbing it. This allows for a clean and true shot. Flavor text: Tested and Produced by Vance Ocana himself. Created to be flashy and functional, the OR-191 is one of Vance's proud robotic prosthetics. Referenced Technologies (Optional): It uses the same firing mechanism as the Mule's Leg Prosthetic. Attainability:  Attainability: Semi-Closed, this model of prosthetic is patented and produced by Ocana Technologies and is easily obtainable through purchasing. Tags: Military Category: Prosthetic Edit Note: Wowgain gave me the permission to change attainability to semi-closed as of 12:18 AM EST  3/3/17 due to it being under the same guidelines of another prosthetic made by Vance, and several of his products.
  8. Self-guiding bullets

    Name: Self-Guiding Bullets Description: A incredibly sharp tractor projectile with in-built adhesives, and bullets with in-built linked up tractor beams Abilities: - After the sharp projectile is fired into an enemy, it will secrete an adhesive to fuse it to the target, any bullet fired from any weapon with an associated tractor beam signature will automatically realign to go towards the tractor projectile - Allows the wielder to potentially hit targets around corners or over cover, and even when they're running and dodging like a ninja Limitations: - Due to the tractor beams inside the bullets, the bullets arent incredibly powerful, and as such cant punch through large amounts of armor -  If more than one tractor projectile is in play, it could potentially cause the system to crash, and as such, the bullets act like regular bullets, but less powerful - Someone with water or something else to weaken the adhesive could remove it How does it work: The sharp tractor projectile, after being fired via any means, once it feels the impact, it will secrete an adhesive, fusing it to the enemy. It emits a signal from a tractor beam within, causing anything with a relevant signal, such as the bullets, to be pulled towards it at their speed after leaving the barrel. This creates an effect of "Chaser bullets" Flavor text: Probably made before-hand, but Daz has personally prototyped this variant in order to sell to contractors for cash monies Attainability: Semi-Open, buy from Daz Tags: Military
  9. Erchius Rifle

    Name: Dakkma Erchius Pistol/Rifle Description: A cyberpunk looking sniper rifle,  and pistol, rustic colored, the pistol is roughly the size of a luger and the sniper rifle is roughly the size USMC 40. They both have a small chamber with a closeable latch for reloading Erchius shard clips Abilities: - Able to fire Erchius shards, which when stuck into an enemy, will crystallise them over time, as well as cause pain from being semi-impaled by a shard of Erchius - Relatively light-weight in comparison to most Fringe weapons. - Fast velocity Limitations: - Erchius weapons are considered bolt action, and as such take some time to reload, providing a window of opportunity for hostiles - More akin to a Dart gun then an actual gun, Armor causes the crystal to either smash or stick into the armor How does it work: The rifles act essentially like giant dart rifles, albeit with much higher velocities and different projectiles. The only reason the rifle does not crystalline is due to a specific mineral content of the metals used to create the weapons creating just the environment where the crystals are unable to form beyond the shard, and once it leaves the barrel it will regain its crystallization properties Flavor text: Prototyped fairly recently by the Dakkma Engineer Daz Bistan, These weapons are meant to be used by the Wutan clan on Dakka but many are finding their way anywhere but there Attainability: Semi-Open, Daz sells this crap yo Tags: Military, Racial
  10. Daz's miniature explosive rounds

    Name: Daz's MER Description: varying sizes, able to be fitted inside most assault rifles or sniper rifles, resembles a normal ( slim )bullet with a hollow-point, akin to well, hollow point bullets Abilities: - Sticks into enemies before detonating, potentially very messy - Can blast enemies backwards, even when in armor due to the sheer kinetic force Limitations: - Firing it from too close of a range is going to end poorly for the wielder just as much as the enemy - Cover can protect against the bullets - Point-defense systems have no problems dealing with this - Slower velocity than most other bullets How does it work: The bullet itself contains small miniature projectiles which within themselves, contain small trace amounts of PETN plastic explosives, which will detonate after a certain time from leaving the main bullet, which will continue to travel into the target Flavor text: Prototyped by Daz to be sold to the Order for their role in the current war Attainability: Semi-Open/Open, get some from Daz or find another explanation for how you recieved them Tags: Military
  11. Erchius Grenade

    Name: Erchius Grenade Description: A small, shoddily looking put together, glowing pink grenade. Abilities: - Explodes like a normal grenade, spreading Erchius shrapnel everywhere. If any shards embed themselves in anything, it will begin to crystallize the surrounding environment and possibly people unless removed - Crystallization can trap potential targets and if left long enough, kill them or turn them into Moontants Limitations: - Range plays a part, as the radius is around 4m is the maximum distance the shrapnel will travel Conditional Limitations (Optional): - Armor or surrounding environment can provide as a shield from the grenade How does it work: The grenade functions incredibly similarly to a frag grenade, but with Erchius shards instead of metal shrapnel. The crystallizing solid erchius will be sent out from the grenade upon detonation, and crystallize the surrounding structures, forming a hard shell around it Flavor text: Utilized for guerrilla warfare during the revolt against the Miniknog on Dakka, over 50 years ago Attainability:Open, can be bought from any travelling Dakkma trader Tags: Military, Racial
  12. Pyro Fist

    Name: Pyro Fist Description: A big mechanical gauntlet with a opening mechanism revealing a mounted flamethrower and two charged tesla coils infront of the barrel. Forged from substrate ferozium and durasteel platings for great durability and heat protection. A fuel hose leading out the back of the fist and leading up across the arm and up to the shoulder with a larger durasteel plate covering a large area on the shoulder. Abilities: A power based gauntlet used to enhance the user's strenght to pack a hard punch and spread fire across the battlefield and overpower those at close quarters.   - A powerfull grip and strong close quarter strikes. - A flamethrower for infrantry and wildlife. - Good protection. - Great energy effiecency. - EMP resistant from using the heat capabilities from a chemical battery more than using a straight up powersource.   Limitations: The gauntlet is effective in close quarters to a short and in tight areas with flamable objects around. Against too heavy armor or flameproof equiptment the fire will lose it's effectivity as it's targets wont burn and can be too armoured for the gauntlet to deliver any effective strikes.   - It's heavy and has a bulky design making it difficult to optimize and slow down your strikes. - Although the tube is protected by a plate there is still unprotected areas. - Vulnerable fuel tanks. (Although they can be plated for minor protection and size varies from how much fuel you want available. ) - If the erchius crystal becomes damaged inside the gauntlet it can malfunction or emit hazardous radiation to the wielder. - Often requires maintenance due to absorbing alot of trauma from combat and needs to be kept functional for the sake of the erchius protection and no leaks in the fuel. - With the gauntlet's size it makes it impossible to use small firearms due to the hand and fingers being to large to get a good grip on the trigger. - Severing the fuel tube will cut the flowing supply of flammable liquids to be fired from the gauntlet.     Conditional limitations: The gauntlet can survive under water but the flamethrower would obviously be useless. Arctic planets and cold tundras also reduces the gauntlet's effectivity as the fire will not serve it's purpose in all the snow and ice. How does it work: The gauntlet itself has a smaller yet efficient hydraulic system with a system responding to the wearers hand movement to mimic them through the hydraulics. Powered by a chemical battery generating the powered heat between the tesla coils to light up the fuel. A long tube stretching out from the gauntlet leads the way to fuel tanks which the gauntlet will drain the fuel from in order to use the flamethrower to it's purpose. What is it's intended use: The origional gauntlet was an experimental use of technology and fire to subdue Floran tribes and colonies with harsh yet effective methodes for superior crowd control. Now used for similar purposes under it's wielder's hand, mostly by mercenaries and bounty hunters.   Attainability: Open. The gauntlet is custom enhanced from an older prototype. There are other models around with some sold on the black market or blueprints can be found in old abbandoned Apex facilities that once worked on the project. Tags: Military
  13. Riot Suppression Rounds (RiSR)

    Name of Aug/Tech:    Riot Suppression Rounds RiSR “Riser”   Description:    An abnormally long 8 Gauge shotgun round, blue with three orange stripes near the end of it that would fit any 8 Gauge single barrel break-action shotgun. The rounds would be loaded with a net, with an array of sinker-like bearing around the circumference of the net. Upon hitting a target, it would snare and entrap them, whilst delivering an initial shock of 850,000 volts, for the duration of 2 seconds. After two seconds the voltage would be reduced to a lower, yet still effective, 50,000 volts. The shock would last for an additional 8 seconds after this change, or less, if toggled off by the user.   History of Aug/Tech: Vance Ocana, UAMP captain was tired of having to deal with people running away, or resisting further, after having subdued them. After a bit of testing, and trial and error, he was able to create a round that was non-lethal, yet very efficient.   How does it work?:   The nets within the rounds would be made of conductive, thin, metal wiring, that would have the same flexibility and properties of rope that would be used in a conventional net. The entirety of the net would be housed in a sabot, before being fired from the shell, allowing for it to exit smoothly out of the barrel of the shotgun. The “weights” near the circumference of the net would each have their own power supply and sensors to deliver a shock. Along the net, there were knots that would be tied together, to form the actual net’s structure. However, at close inspection is can be seen that these knots were indeed power supplies capable of discharging their stored energy, quickly. This would be the source of the initial 2 seconds of 850,000 volts. The weights being considerably larger than these being able to hold more juice would supply the 50,000 volts through the first 2 seconds, and the remaining 8 seconds after.   Due to the weight of the projectile, and the low powder load, the net would fly at 10 m/s, fully opening up at 2 feet after leaving the barrel   Intended use: Arrests where it would be needed.   Strengths:   Non-lethal and efficient at subduing targets   Could take down any non-armored organic target with ease, making it much easier to detain them.   No collateral damage.   Won’t damage the surrounding environment.   Even if the net didn’t shock the target, it would snare them.   Weaknesses:   If used point blank, the net might not be able to deploy completely, however it would still deliver the shock upon hitting the target.   The shock would not affect armor that was non-conductive   The net could be cut considerably easy, yet it would require a bit of effort, considering they’d be being shocked whilst this is happening.   How do you believe this will assist in benefiting roleplay?:   Possible resources for the UACC to use in aide of riot control. Bounty hunters would have a way to collect their targets. Aiding in bounty roleplays, or combat role-play   Attainability: Open   Tags: [Military]      
  14.   Name of Aug/Tech: M.C.A.C (Merindez/Caldeiro Aegis Chassis.) Description: A bulky rounded helmet  with a rounded helmet long thin visor. The visor contains an optical array and the helmet comes with a seal around the neck that can be disconnected from the helmet to remove it at anytime, and keeps it pressurised and internalised, with air filters on the side of the helmet. The armor is bulky 10mm thick durasteel on the arms and legs and 13mm thick durasteel on the torso and head. A form hugging synthetic muscular suit under the armor with notably bulky around the shoulders, arms and legs. Internally it is padded and insulated from the friction of the muscles via polymer and light metal reinforcement. This lends it structural integrity, and user safety. A large majority of the exo is black the shoulders and knees red.   History of Aug/Tech: An ongoing Joint Project developed by James Merindez predominantly, with alterations and efficiency improvements, alongside weapon and neural integration performed by Eva Caldeiro. This was to sell to military groups, as well as use personally, in the cases of the duo of developers. The resources for this were a combination of prior stocks, scavenging, and goodwill from benefactors.   How does it work?: The Aegis Chassis. In this Variant of the Base Chassis, It is tuned to bear a heftier load, albeit reduce the speed of the user, to the point that may still move at close to human jogging pace, but no faster. It also has notable armor, compared to the Strider Chassis, as this bears larger plates of Durasteel, covering the majority of the user's body. The armor is capable of taking up to .338 Lapua on the torso and head, and .308 on the plating on the rest of the body. There are few regions unarmored, namely joints, eg, Inside of Elbows, Knees. This armor is not likely to be general use, as it is a dedicated Military Exo.   Intended use :A variable exoskeletal suit, For personal use by James and Eva. Otherwise for sale, militarily or personally.   Strengths: -The capability to take rifle calibres up to .338 Lapua on the torso and head, and .308 on the other plates. -Capable of compensating for the recoil of heftier automatic weaponry, due to the suits bulkier and stronger design. -It is an adequate platform to attach weapons to, if you are one to be interested in that. EG. Arm Mounted Vibroblades, Energy Weaponry. -Due to neural integration, the suit is not overly unwieldy, and would still allow the user substantial mobility. -Can bear an additional 600lbs, After counting the user and armor Weaknesses: -It has little resistance to plasma and laser weapons, outside of the thickness of the armor plates. -Slower movement, reducing you to at most your normal jogging pace. -Due to the heftier nature, it is not an agile suit, and is not built to hit and run. -Direct impact to the Neural Integration port can cripple the user, as well as their capacity to use the suit. -The suit can be EMP’d, disrupting the capacity for it to move normally, for up to Four (4) RP Turns.   How do you believe this will assist in benefiting roleplay?: Another take on powered armors, this one is not as clunky as most armors of its size, and a continuation of the Marindez/Caldeiro line of products for the armor industry.     Attainability Semi Closed. You must attain the blueprints or products from either James Merindez, or Eva Caldeiro.   Tags: [Military]  
  15. Sho Energy Rounds

    Name of Aug/Tech: Sho Energy Rounds Description: Bullet  Whats fired History of Aug/Tech: Down deep in the mines of El Gallo Grande desert on the planet of Pocilga de Arena, a rare gem to the planet was found, it housed great electrical current in it from its crystal structure being composed of some sort of arctic silver 5-esque material (Silver, Aluminum Oxide, Zinc Oxide, and Boron Nitride) and quartz. It also was shown to create a chemical reaction with the surface, drawing in heat from the air to create an endothermic reaction to freeze a small area around the crystal at high speeds. Temperatures getting at maximum, -40 Degrees Fahrenheit/Celsius and low of -10 Degrees Fahrenheit and -23.3 Degrees Celsius. The finder of this gem stated this as he noticed the electrical current it was producing "Now look at dis' Sho-" Presumably he would have said "Shocker" but he hit the crystal with a hammer before he could finish, he died that very day. Funny enough this is how it got its name, the Sho Energy was born! How does it work?: With the way that any gun fires a bullet, firing one of these bullets will cause the casing to burst off to let the chemical reaction to commence because of its contents touching the higher outside temperature rather than the cooler temperature inside the bullet casing. This higher temperature causes the crystal to expel the electricity, and the cold from endothermic reactions as stated above. Since any gun can fire this bullet (If using the right bullet on the right gun) then the spread can be different, from a powerful sniper shot with great accuracy, to a high spread and low range saw'd off shotgun. The electricity produced is that of an average arc gun. A coating of brass to coat each bullet allows for the heat to not be drawn to the inside of the bullet. Intended use: Was made for more ammo since there wasn't much else. Ended up being a kickass thing that everyone liked. Became a currency and an ammo (But who wants to waste their money by shooting it out a gun?!). Strengths: Freezing cold lightning shots. Has a 1/4th chance of shooting a second shot with the same casing since sometimes the contents of the bullet can become stuck and a second shot will be fired to clear it. No more than 2 shots are possible. Weaknesses: Anything protective against electricity and cold temperatures. Rubber, coats, etc. The second shot stated above is dangerous and has another 1/4th chance to blow up the gun with the electric and freeze effects, often destroying smaller guns beyond repair and medium to large guns needing large repairs. Limited amount of bullets, first found and crafted on desert world so you probably wouldn't see someone with a minigun just blasting away with these things. How do you believe this will assist in benefiting roleplay?: This bullet isn't just some nandy dandy piece of combat. This bullet is the life blood of a planet, its currency! Everything the culture is based on! Without this, the planet has nothing but sand! Attainability: Semi-Closed, you won't have a very large supply anywhere really besides maybe 1-2 places but these bullets are most commonly found on a desert wasteland hub I have, so it would make sense for a small amount to be found off planet. If you want a large sum you would have to convince me on how you got that large sum. Tags: [Military]
  16. App: 34z Mark.1 Rhino

    Name of Tech: 34z Mark.1 Power Armor Description: Rusty, Camouflage, Bulky set of Classic Power Armor History of Tech: This Set of classic power armor was manufactured by the military as a prototype for more agile versions of itself in the 29th century, This particular set of power armor was only made twice at a secure facility. Where of which the first set got destroyed in a reactor meltdown. But the second suit was thrown into the storage facility never to be used again by any one. Until the base was found and the armor recovered. The power armor now being sought over by many collectors. How does it work: This being the grandfather of most military power armor today is pretty un-advanced. Using a 14k kilowatt combustion generator that is crazily un-efficient to today standards, The drawback to this power option is that it sucks up fuel like a hummer on steroids. Second drawback for this power option.... if the reactor is breached you have just a minute of in the suit before the oil combusts and the suit catching fire. On the plus side of a combustion generator, despite it's fuel use issues  it gives a surprisingly good amount of power to the suit. Also you can manually detonate the core if you are tremulously outmatched taking out most people around you. Next for the weapon systems, this model was made for the military so it would make sense that this suit would have fire power for that age. It carries, the reactor for a last defense system as well as two 50. caliber machine guns on each of its arms and a flame thrower on its left arm as well. With that extra weight and the over all hull being made of steal and titanium and the inner being Kevlar, this suit is weighty and is less maneuverable  and fast than a human by 60%. But with those materials it can take two rockets to the hull and withstand some heavy gun fire. The Suit is very prone to electrical weapons or plasma, as being hit with a few shots of those weapons could make it reboot for a minute before being back in action. Intended use: (Back in the 29th century) A Bold heavily armed war machine. (Now) A Classic, That rarely if ever would see some action. Strengths: Greatly increases strength  A Prized Classic Heavily armed Resistant to bullets and Conventional weapons Weaknesses: Massive fuel use Suit catches fire a minute after reactor is breached  Severely outdated Armor Energy and Plasma susceptibility Less fast and maneuverable Expensive to repair (A Classic) Will benefit roleplay by: Having a unique suit of Power Armor in the fringe. Attainability: Semi-Closed, Message me if you want one and i will see if you have a valid story for obtaining one. Tags:  [Military]  
  17. Name: Local Matter and Energy Manipulation Technology / L.M.E.M.T   Description: Technology, to be used in staffs or specialized weapons, that alters local energy and matter. This range from lifting up something as light as an apple, or all the way to lifting a person (Not the user). Other effects include creation and ignition of matter, shielding, and possibly able to heal other via a biotic field.   Abilities: All in-game stave's possible abilities, and then some.   Conditional abilities (optional): In a situation where they are provided more power than standard, their effects will be magnified.   Limitations: Requires hefty power sources: Solarium, Large Battery packs, a wired/wireless power source nearby (Reactors/generators).   Conditional limitations (optional): Shield generators would dampen or nullify the effects of this technology, EMPs would not only break the devices but could potentially cause them to malfunction or backfire. How does it work: Essentially a amped up version of the Matter Manipulator technology, where as instead of turning matter into energy then storing it, and vice versa, this technology can move matter and energy, along with synthesizing matter, provided it has enough energy. Flavor text: The pinnacle of utilitarian technology, in both military efforts and domestic. While still in the prototype stages, and prone to failures, what is already 'out there' is capable of feats that those with a limited understanding would claim to be magic. With the right power source, and the right configuration, this technology can be used to do nearly anything, it is constrained by the laws of physics of course.   Referenced Technologies (optional):  N/A, At this time. Attainability: Open / rare Tags: [Military] [Open]
  18. // Guren Military Surplus \\

    //A basic nexus page is created, with a form to fill out for purchase.// //All prices are in a USD Equivalent, with a built in currency converter to handle transactions.// Man Portable Weaponry. -Assault Carbine, Chambered in 5.56x45mm. -Specs here.- 800 USD, 25 USD per additional Magazine. -Assault Rifle, Chambered in 7.62x39mm -Specs Here.- 700 USD, 25 USD per additional Magazine. -Battle Rifle, Chambered in 7.62x51mm. -Specs Here.- 2,500 USD, 25 USD per additional Magazine. -Light Machine Gun, Chambered in 5.56x45mm. -Specs Here.- 3,400 USD, 75 USD per additional Box. -Sniper Rifle, Chambered in .338 Lapua Magnum. -Specs Here.- 3,400 USD, 50 USD per additional Magazine. -Anti-Materiel Rifle, Chambered in .50 BMG. -Specs Here.- 9,000 USD, 50 USD per additional Magazine. -Service Pistols, Chambered in .40 S&W. -Specs Here.- ( P229 Variant.) 600 USD ,10 USD per additional Magazine. Ammunition. Specialist Ammunition Available, at a 25% price increase per 100. ( This includes AP, API, Incendiary, HE, etc. Specify Ammunition type at purchase. Standard is FMJ. ) -5.56x45mm, 30 USD per 100.  -7.62x39mm, 22 USD per 100. -7.62x51mm, 42 USD per 100. -.338 Lapua Magnum, 30 USD per 10. -.50 BMG, 24 USD per 10. -.40 S&W. 25 USD per 100. -9x19mm, 16 USD per 100. -.45 ACP, 30 USD per 100. Portable Anti-Tank Weaponry. -Dual Charge Laser Guided Missile Launcher. -Specs Here.- ( Minor Variances. ) 16,000 USD - DCLGM Missile. Limit of 5 Per Launcher Ordered. 12,000 USD Each. -Crew Operated Surface to Surface Missile Launcher. Specs Here.- 200,000 USD -Tandem Shaped Charge Warhead. HEAT. Limit of 5 per Launcher ordered. 5,000 USD each. -Light Anti-Tank Weapon. Single Use. Specs Here- 1,000 USD.   //Purchase Form.// Products:  Amount: Cost: Delivery Location: //An offer for 'High Profile Products' is  at the bottom of the page, with a contact code. ( PM me to see the list. )// //A location to place orders is set below.// 
  19. Rhinoceros 'Armageddon' Plate

    Name: Rhinoceros 'Armageddon' Plate - or R-Plating Description: An incredibly dense frontal armor mount for either an exosuit or vehicle, colored steel grey with black trimming, paired with an equivolent size of superthruster that must be retrofitted onto the suit.   Armor-Equivolents: From the front, it's equal to an armored vehicle. From the sides, a standard vehicle (IE automobile), and from behind stark butt naked. Abilities:  Ram - Pretty self explanitory. The user is launched forward at a devastating speed after an initial buildup, capable of slamming through any adobe, brick, or wood structures with ease, and able to bust through metal walling dependent on the type and thickness. Durasteel at 5in thick or more is too much for it. The initial buildup requires the user to be running at start, and can reach a maximum speed of 60 mph, which is why an exosuit is required.   Jettison - If the user's suit is too damage or compromised, an optional 'eject' is possible, forcibly jettisoning the plates like a shotgun blast in front of the user in an arc of 120*, up to 5 feet away. These plates can be lethal if they strike a person, due to blunt force and weight, but cannot go through walls. Conditional abilities (optional): Capable of breaching a building, completely nullifying first line defenses and massacring anyone unfortunate enough to be caught in the ram. Limitations: The 'Ram' ability can only go in one direction, lasts for ten seconds and can only be changed by 15* in either direction of the original starting position. While the suit is incredibly efficient and runs off of solar energy, only the energy for a single ram is stored. This is not improvable without compromising the durability of the ram itself. It takes an hour to recharge energy after the use. The entirety of the suit also does not provide any back protection and slight side protection, and can not be worn with other exosuit armor. Only clothing or light armor is compatible. Conditional limitations (optional): If it hits mud, quicksand, etc, it will become stuck and the ram stopped. It /is/ possible to both disrupt, alter the direction or otherwise stop the charge if the right hit is placed at the right location, or the user is killed. If the user is killed while charging, the suit will power off and everyone gets to laugh as the corpse does a cartoony roll into a gory splatter. How does it work: A bare bones exosuit is hooked up to have a massive thruster system on the back, with wiring connecting to a heavy, gigantic shield to the front. While running, a meter will build up until it hits green, the thruster cannot be activated. Once activated, the user will ramp up speed rapidly over the next two seconds into a wrecking ball of destruction, slamming through any obstacle in their path. (See Limitations.) The suit is still usable as a mobile barrier, even after the ram, and can jettison its plating off or simply turn and hide in a corner. Flavor text:  Originally designed to be both an extremely fun and quick way to demolish old structures, the Rhino suit was beloved among demolition teams, often being deployed in teams of ten with the men competing for how much internal damage they would do to the structures before they collapsed. Once such destruction was witnessed by a news team and broadcasted, and the suit was quick to be snatched up by private military companies all across the galaxy, thus ruining it's innocence and turning it into a deadly weapon, earning it the nickname 'Armageddon'.  "We used to worry about breach missions. You always had to draw sticks to see who was the unlucky fuck that had to kick in the door. With this baby? You /make/ the door." - PMC Sergeant Jolian, 'Safari Blossoms'  Referenced Technologies (optional): N/A Attainability: Semi-Open, purchased through D1G1-T3CH, requires my approval to have. I don't want people abusing or asspulling it.   [ Unofficial Helps - Inspiration   - -   Shield Reference - -   Charge ]
  20. Amity Endoskeletal ARCF

        Name: Amity Endoskeletal A(ndroid)R(eplacement)C(ombat)F(rame)   Description: Appears to be a thick, black, metallic endoskeleton, though this is only apparent when it is outside of the android body, and it is not normally visible.   Abilities: The frame itself weighs 800-1000 pounds (363 - 454 kg) and is compatible with androids of heights 6’2” to 7’2”. This does not account for any additional weight which would be added on by synthetic muscles or skin.   Capability to lift and ragdoll weights of up to 300-380 pounds easily in one arm, can lift up to 600-760 pounds in one arm at maximum capacity, though it cannot easily throw or toss around this weight. Within the hands of the endoskeleton are retractable 2-inch impervium claws which hide themselves within the fingers of each hand. The right hand also sports a mechanism similar to Amity’s “Shock and Awe” gauntlet, allowing all the capabilities of that technology. The left hand contains a mechanism similar to Amity’s “Plasma Blade” which, instead of being contained within a wristbrace as usual, is projected from the endoskeleton’s hand, with the main mechanism contained in the wrist of the skeleton itself.   Capability to lift and toss away up to 500-620 pounds (in leg press form) per leg easily. Can leg press 1300-1600 pounds per leg at maximum capacity, but can not propel this weight easily. With the use of the endoskeleton’s entire “musculature” (both arms, as well as the assistance of the torso/legs), it is capable of grappling and lifting 1200-1500 pounds with ease, and up to 2000-2600 pounds at its maximum capacity. The endoskeleton allows an initial maximum movement speed of a brisk walk at 4m/h, and after 6 seconds of acceleration it reaches it’s top sprinting speed of 14m/h.   The circuitry of the endoskeleton is entirely protected through means of emitter coupled logic, and as a result is not affected by EMP. Physically, the endoskeleton is very well protected, surpassing level 4 armor rating, as well as resistance to extreme temperature (up to 600 degrees centigrade).   Conditional abilities (optional): Very proficient in close combat due to its raw strength and weight, as well as the added electric shock and plasma-torch capabilities within its claws.   Limitations: -Extreme weight means it may be susceptible to filtering by some teleportation devices. -Extreme weight can negatively affect safety in situations where footing is not stable or strong enough to support the body. -The endoskeleton does not include added limbs of androids such as wings or tails. Winged androids using this replacement frame will find their ability to even glide completely dysfunctional. -Due to the fact that the body is powered by electrical actuators which must account for and lock in the intended force output of movements, the body has a slower reaction time than any biological lifeform. -Much slower than other biological or android lifeforms in terms of running speed. (This does not mean that they swing their arms or legs any slower when striking, however.) -The endoskeleton is extremely costly to make, and as such they are not pre-made, and are created on-demand. A single frame will take 6 OOC days to be created, and another 2 OOC days for the “operation” on your character to take place wherein they will have their endoskeleton replaced. -Due to the mechanical nature of the endoskeleton, should it be pierced and the electrical connection to a body part severed, that body part would be completely immobile. -Because of the extreme weight of the body and power required to function, the endoskeleton’s power supply radiates a lot of heat during combat. After 20 turns of “eased” combat, the body will be required to shut down for 2 turns in order to power-cool itself. During this time the entire body will release jets of extreme heat (600 degrees celsius)  within a 3 foot radius as it cools and be immobile. This process is accelerated to 10 turns when the body is in stressed combat, and 5 turns when working in maximum capacity combat. (Stressed is anything over the ease values but not within 100lbs of maximum capacity.)   Conditional limitations (optional): -Because of the sheer thickness of the endoskeleton’s parts, it is  incapable of operating standard firearms (due to its digits not fitting into the trigger zones). Firearms may be modified to be useable by this endoskeleton, but because of the mechanical nature of the parts, the body has a hard time aiming properly. You are /VERY/ likely to miss a shot with anything that isn’t a spread-fire weapon when you are more than 5 meters away from your target. This also applies to the fired projectile of the “Shock and Awe” gauntlet within the frame’s right hand. -Overall slow speed due to weight makes this body not ideal for fighting in a ranged scenario. Intended use is as a crowd-control unit to draw fire away from lighter armored troops, and to be disruptive in close combat with its strength and innate weaponry.   How does it work: The body’s immense strength and weight comes from the large high-torque electromechanical actuators which make up the various “muscles” of the body, replicating the movements of a biological humanoid. Protection comes in the form of a layering of multiple materials over the initial 2 inch durasteel frame. The main layer of protection is a 1/2 inch violium coating, which is further protected from heat by a ½ inch layer of ferozium. On the topmost layer is a very thin film of carbon tape, which protects from direct electric shock to the frame. All of these materials in conjunction offer a level of protection to the endoskeleton which is on par with vehicle armor. The power supply of the body is a 4-rod solarium power core, which is stored within the chest of the endoskeleton. This is the source of extreme heat generation throughout the body, and the main point of origination of heat during the power-cooling phase of combat.   The shock and plasma hands both function as they would in their own respective apps, see the referenced technologies section for those links.   Flavor text: Because of a near death encounter during combat capabilities testing of a new product, Entropey Jones--Amity Industries’ CEO--found himself in need of a more durable frame for his android body in case of emergency. The first tests lead to the creation of the original monstrous “Undeath Suit”. After that prototype was scrapped due to multiple inconsistencies, it was built upon and redesigned into the “Endoskeletal Android Replacement Combat Frame”. In addition to supporting his own and his company’s longevity, he saw the potential to use the frame as a “Bruiser” type android in combat scenarios where disruption and crowd control are required.   Referenced Technologies (optional):   Shock and Awe gauntlet (Right hand) Plasma blade (Left hand)   Attainability: [Semi-Open] (Attainable through Amity.nex, not open because of the fact that it is both a racial and extremely expensive design that would have a heavily guarded blueprint. Can be reverse engineered if one was obtained. Also to make sure the person using it is in full understanding of the limitations of the tech so as to prevent powergame.) Tags: [Military]  [Racial]  
  21. Embedded Laser Weaponry

    Name: Embedded Laser Weaponry Description: Embedded Laser Weapons, ELWs, are implants that add small, easily concealed laser diodes to a person. Abilities: ELWs are capable of releasing continuous wave lasers up to 200 W, and are flush with the skin of the wearer. Conditional abilities (optional): ELWs have a subtle outward appearance, meaning they can be easily disguised with clothing or makeup. Limitations: ELWs may be difficult to notice while concealed, but they cannot fire without burning through their disguise and ruining it, and are easily detected by most conventional security checks, including pat downs, metal detectors, infrared scans, etc. The lasers emitted are only truly effective at short range, as particles in the air absorb the laser's energy. Aiming is difficult as unless one implants the ELW on an appendage it would be difficult to know exactly where the ELW is pointed, and even then natural movements make precision difficult. Conditional limitations (optional): ELWs need to be charged, which means the wearer needs a port grafted into their skin near the power source, adding yet another potential method of detection. The ELW is a part of the body, and is always felt by the wearer, the power supply in particular may cause irritation when shifted. How does it work: The ELW is stored completely internally, with the wiring for the power supply usually stored in the torso, or lower abdominal region, and the controls wired directly into the nervous system. The emitters can be anywhere on the body so long as there is at least an inch of flesh. Up to two ELWs can fit inside a sapient being. Flavor text: Various forums of ELWs were independently developed anywhere discretion was appreciated, and security was low, and thus they quickly became favorite tools of gangs, whose tattoo's and other markings already kept them from proper covert work.  Referenced Technologies (optional):  N/A Attainability: Open   Tags: Military
  22.  Name of Aug/Tech: C.A.M.D.D.AS (Combat Applicable Medic  Defense and utility system) History of Aug/Tech: Adapted for medical combatants to apply medication or tranqs for a safe distance while acting as a quick deploy for medical supplies How does it work?: The system has two main components, the launcher is a hand less gauntlet that uses mechanical springs and  multi barrel system to swap ammo on the fly while being completely non electronic. The second part is the ammo witch I will cover below Sleep darts(humans/hythol/humanoid) - these darts use a chemical called Diazepam to induce a state of intoxication(20 seconds) and then inductive sleep( 1 Min 20 seconds) lasting a Max of 15 min in Humans and Humanoids as well as hythols Sleep Darts (florans/floran hybrids) - These darts are loaded with a dose of Abscisic acid (ABA) that induces a intoxicated state ( 1 min) and a dormant state (3 min) lasting a Max of 10 min and works only on floran and floran hybrids Sleep darts (Novas/Nova-types) - darts loaded with iron gel that slows the chemical proposes in novas inducing a intoxicated state (10 seconds) and a sleep state (45 seconds) Morphine darts - Darts loaded with a slow release dose that reduces pain sensory for the target Adrenalin darts- Darts loaded with Epinephrine EP darts - Darts loaded with a mild electrical charge to stun aggressors or act as defibrillator for a short time Splatter medical bandage dart- Dart that contains a expanding rubber like substance that slows bleeding temporarily acting like a liquid bandage for a small area (4 inch diameter) Acid splatter dart - uses a dart filled with highly concentrated sulfuric acid Darts can also contain other medications not listed here but only if prepped beforehand  Intended use: to allow doctor Mari to cackle in supporting others and Healing in the fields Strengths- High flexibility with ammo emp proof due to it being fully mechanical Weaknesses: Reload times are long Can only hold 15 darts Max Shots take time to fire and switching ammo takes time as well Max range of 30 feet Can't Peirce armor with medical darts Attainability: open
  23. Hefnd / Stjarnr Weaponry

    Hefnd   Description: A strange modifiable claymore with an ever watchful robotic eye resting in the hilt of the sword. There are glowing Nordic runes etched alongside the blade, and it appears finely crafted and forged.   History of Aug/Tech: It is said that long ago, a ferocious, barbaric warrior whom wished to prove himself to his clan, and become a legend... defeated a powerful warlord who conquered many stars during his time. A story of righteous vengeance, as this warlord had wronged said warrior in the past with their evil deeds. But eventually their malicious deeds would come to an end as they were locked in a duel with the Clansman. After a great long battle, the warrior struck the warlord down! But they were not done... for as they delivered the final blow, their blade sucked the warlord's 'soul' into itself, giving it questionably more power than it already had. Now the legendary claymore is passed down as an heirloom for each generation, and is said to have 'corrupted' some of the weaker generations as well, even driving some to madness! It is believed that Hefnd whispers foul things to some of the poor souls that have wielded it, as a reason for their strange behaviour. There have, of course, been lucky ones... who managed to stay strong and sane, not paying much heed to the sword's rambling. Sources for these stories assume that this warrior fought a Glitch 'Doom Lord', but so far they don't really know who this 'legend' was anymore, or whether they were either Human or Apex, since most 'Stjarnr' are either one or the other. As for the blade's origins? It is said that some master craftsmen worked together with 'tech shamans' in order to create the weapon, and grant it powers.   How does it work? 1: The sword can talk a lot, has a heavy Germanic accent even. It normally doesn't speak in public, mostly because it doesn't really want to direct attention to itself. 2: The blade has a glowy reflective shielding that protects against plasma weaponry, thanks to the circuitry in the runes that are etched upon the blade, therefore it can't be sliced in half or melted. It's usually activated upon unsheathing the blade, and doesn't take away much power for it to matter. 3: The claymore has the ability to activate two levels of shields in front of the user wielding it. The first one is a regular force-field that can reflect lasers for at least 2% of Hefnd's power for each second it stays activated. On the second level however, it becomes a hard-light shield which takes away 4% of power each second, reflecting both lasers, and stopping bullets. (They have the form of fiery dragon wings!) 4: Hefnd will technologically only accept one user unless it's programs were tampered with otherwise. Which can be quite difficult depending on the sword's reaction to you. Usually those who'd be considered 'unworthy' to wield the blade would usually get electrocuted by it. It will only accept the user if certain factors like finger prints, DNA and their armour match up to the blade's scans. 5: As a last resort, Hefnd can shoot a rather powerful laser through it's robotic eye upon anyone it looks at, it can usually only be done once, before it has to recharge the laser. Which is a very slow process unless it restarts/is turned off.   Strengths Automatically recharges when none of it's major abilities are in use. Able to recharge quickly if it completely runs out of energy. A fair advantage against gunslingers, as well as those using plasma weaponry. Can offer good protection for himself and his friends.   Weaknesses It's a sword, it's got enough weaknesses by itself. Cannot use the weapon's powers once the depleted blade's recharging.   How do you believe this will assist in benefiting roleplay?: This will allow my character to be able to stand a chance against ballistic weaponry and plasma weaponry of course, while also providing uniqueness and personality to the weapon he carries. And if players would wish to have weaponry like this one, it would probably help them greatly as well, as it'll provide them good defense in case they get into some unsatisfying conflicts.   Attainability: Open! (There will also be many other melee weapons similar to this one! However none of them will be plasma based, and for the sake the sword being unique, only two of the abilities... [2 & 3] will be available to them, and the shields will look basic, however they will be able to make them look any way they want otherwise. They'll also have permission to make their own apps to add to their own weapons. Any race can gain access to these weapons, however if they agree to having these, their stories must include the Stjarnr in some way or another, whether it'd be a simple trade, or something more deep.)   Tags: [Military]
  24. Amity Exo - Mobility Frame

    Name of Aug/Tech: Exo Mobility Frame Description: A waist-down pair of mechanical legs with a supporting spine frame. The feet have three bladed digits - two on the front and one on the heel - which can be used either as a weapon, traction removal, or for crude grasping. Offered in a variety of colors. History of Aug/Tech: Designed and produced in Amity Headquarters/Prototype Lab. How does it work?: The legs themselves are moved by a pneumatic inner frame with parts made of durasteel and lined with a thin 1mm coating of impervium. Surrounding the inner frame are ports to which armored plates can be connected. Plates can be made of either of the more affordable durasteel or higher quality rubium. Durasteel plates are typically 1 inch of solid durasteel, while the rubium plating is a 4/5 inch rubium strike face with a 1/5 inch carbon fiber backing to catch rounds. The spine frame connects around the user's chest and shoulders, and is added to prevent the upper body from experiencing whiplash when landing from heights.  The spine frame also holds the power supply of the unit within the base of the back and between the shoulders. The core is armored with the same plating as the legs themselves, and protrudes a couple inches from the back. The power supply accepts solarium/plutonium/uranium rods as fuel. The blade-like digits of the feet are each 2 inches thick and are made more for support and durability than for use as a weapon, but the phenomenal strength of the pneumatic frame in conjunction with the relatively sharp edges can prove fatal against lighter armored targets. The blades are designed to sheathe into the foot of the frame to allow the high traction rubber sole of the frame to contact the ground, and only erect from their holders when the user intends them to be that way. Uses for the blades include: lifting the foot to prevent contact of the soles (for when less traction is required), softening the impact of landing from low fall heights by providing first contact and following through with the impact force (This only occurs for falls up to 10 feet in height to prevent blades from being damaged), and in certain circumstances for use as crude grasping devices (If you want to grab things with your feet for some reason). The naked frame weighs approximately 65lbs, with fully armored framed ranging from 135lbs (Rubium plates) to 185lbs (Durasteel plates). The frame is capable of moving at full mobility up to a weight load of 570lbs (Not including the weight of the naked frame, but including the weight of the armored plating), with mobility degrading at a rate of 1% per 2 pounds over weight. In addition, safe fall distance degrades by 1' per 5lbs over weight. At optimal load levels (570lbs and below) the frame is capable of running at speeds of 30mi/h(48.2km/h), and leaping up to 8' vertically(20' horizontally). In addition, the frame can allow the wearer to fall from great distances; the user can fall up to 50' without harm, and will begin to experience jarring after this point. Safety cannot be guaranteed when falling heights greater than 65', and injury or death are likely to occur after this point. Intended use: Intended to increase the mobility and carry weight of combat personnel. Also possibly usable for sport (racing), or by hobbyists (parkour).  Strengths: - Allows for carrying up to 570 pounds of baggage hooked up to the frame (This includes the weight of the user and armor plating of the frame itself). - Greatly increases mobility (30mi/h running speeds, can jump 8' vertically and 20' horizontally, able to fall up to 50 feet without injury and 65 feet with some jarring). - Greatly increased leg strength, capable of being used as a weapon to aid kicking. - Provides good protection to the legs of the user. - High traction soles aid in balancing. Weaknesses: - Mobility effectiveness degrades when bearing higher than the optimal weight load. - Chance of surviving a fall degrades when bearing higher than the optimal weight load. - Cannot be worn over leg armor or clothing that is more than 1/2 inch in thickness. - Susceptible to being temporarily shut down by electromagnetic disturbances (EMP). - The frame is expensive to produce and so it is not available in bulk. Custom made per individual with a production time of 2 (OOC) days per unit. How do you believe this will assist in benefiting roleplay?: Provides stock for my in-game dealer, allows for people to have high mobility characters without having to be an android/synth. Attainability: Open (relatively because of the new attainability system). Can be purchased from an Amity dealer (just contact me through PM since nobody else is one of those), or by reverse-engineering a previously attained model (this wouldn't really be all that difficult, just expensive to recreate). Production of a frame takes 2 (OOC) days from requested creation. Tags: [Military]
  25. RS-08 Artemis Suit

    Name of Aug/Tech: RS-08 Artemis Suit Description: A sleek, thin (compared to other "power armor") suit. (( OOCly, armor is varying. )) History of Aug/Tech: The brainchild of Blake's thought process when walking past her own suit of power armor. Could mobility provide an edge over the bulky-ass bootleg tanks we have roaming around? Pulsar's ship still has some metal left over from his time in the GMFC, so why not experiment a little? (May or may not have rendered a room of Pulsar's ship an unpressurized wreck. Safety second!) How does it work?: A shield layer protects the wearer and is mostly on at all times (unless disabled via EMP or stress. The EMP will disable the shield on contact with the layer). Weaker than most personal shields, but able to deflect/block the first shot as long as it's less powerful than something along the lines of a mounted railgun. (In case I didn't describe it well enough: The shield, while idling, has a lower power consumption than what the suit can produce, but when in use, the shield will drain a little more power from the battery and the shield durability is lowered until it's destroyed, if it wasn't gone in the first shot. Regenerating shields, also.) An environmental shield layer under the first one. Unlike the shield above it, it is always on. Electric energy of any sort will be absorbed into the shield layer and basically discharge that energy in a return-to-sender kind of move in a spherical AoE (drains power). That's not the main purpose of this shield layer, however. The purpose of the shield layer is to generate a sort of artificial environment for the wearer to compensate for the insane G-forces produced while performing evasive maneuvers with the armor, something it excels at, but we'll get there later. However, the more G-forces it has to compensate for, the more stress is put on the system (and the more battery power it drains.) As a bonus, it also regulates temperature, air pressure, that kind of thing. Also deflects concussive waves, but those functions also drain more battery.  The final shield layer is basically in contact with the armor itself, and is only activated when the first shield layer is disabled. It's more of damage control than damage negation, deflecting bullets and lightening the kinetic energy delivered, but it'll still hurt, to say the least. The shield will not drain the battery because it doesn't exceed power production, even in use. Basically, once on, it's always on unless EMP'd or the first shield layer regenerates. Finally, the armor itself. A durasteel nanocomposite suit with rubium plating with aegisalt lining, coated with a little ferozium to counter the hilarious heat weakness rubium has. A gel layer is located under the nanocomposite. Two rapidly-self-recharging batteries are located right next to the shoulder blades (not high-capacity). The helmet contains a traditional HUD, containing system status, biosigns (of the wearer), the current state of the armor, and incoming threats (projectiles, people, etc). Very lightweight and built for minimal air resistance. (Backed by The armor has high-powered thrusters located on the back, the Achilles heel, and above the elbow. These would basically kill you from the acceleration alone at the maximum setting (if not break your bones, dislocate your spine, and kill your eyes' blood vessels from the G-forces) if it weren't for the second shield layer. Speaking of the second shield layer, in the instance that the shield is disabled for any reason, the thrusters are disabled immediately for safety of the user. Overrides are available in the rare instance that breaking bones and potential internal damage are necessary to get yourself to safety. Then you'll probably require medical assistance afterwards. Because you wouldn't need those overrides if you just needed a small puff of the thrusters to be safe, right? Just tank it. That's what the gel layer is for. Also, the thrusters are potentially the most draining of power in the suit's systems. They're only used for speed and evasive maneuvers, and that's basically it. If you're creative enough to find a different use, go for it. Don't yell at me if you spatter into the wall. (In case I didn't describe it enough: The thrusters, at the maximum setting, are used in quick bursts because of the stress it puts on the shield, heat, and the power consumption may exceed the power output. Blah blah blah, overrides at the cost of user safety.) If the battery is drained, all systems are shut down and the battery will go into cooldown mode before recharging normally. Intended use: Basically specifically to counter "heavy" power armor. Strengths: - Able to tank damage pretty well - High speed - Many safety measures in place to protect user - Battery can recharge on its own - First shot on the shield is always tanked unless it's a high-powered projectile. And I don't throw around the term "high powered" lightly. - Custom made, custom modifications. - Should probably just read the How Does It Work section for the full thing. Weaknesses:  - Unable to tank damage as well as most variants of power armor in GC. Hell, in general. It's a middle ground between traditional body armor and power armor (GC style), except with its own appeal. - Very reliant on the second shield layer. Take it out, and you cripple the system temporarily (or permanently, if it gave you the edge you needed to just kill the guy.) - Heat is a problem. Heatsinks similar to those in Elite: Dangerous can be used, but that creates hazards. - Can be really, REALLY, taxing on the wearer. You're putting a lot of stress on your brain to process everything that flies by you. - If the ferozium layer is compromised, going at high speeds and creating friction with the rubium is not a good idea. - ADDED: The suit is unable to be worn as standard equipment due to the fact that despite self-recharging batteries are present, the armor still requires an external recharge each day, and shorter if in use. AKA, this is not the suit to be lugging around all day nor is it for an extended engagement(s). - Should probably just read the How Does It Work section for the full thing. How do you believe this will assist in benefiting roleplay?: I feel like this would break the meta on making power armor as tanky as it possibly can, and instead focus on moving quickly. Being a 'light' in the sea of 'heavies' and 'mediums'. Attainability: Semi-Closed. Blake may want to start selling this stuff later or give it to friends. Tags: [Military]   Note #1: This is not a straight counter to Death's "The Loremaster" application. I have had this idea for weeks now, months, even. I wanted to put it off until SBSE was updated. Note #2: About halfway in the application, I started getting tired but pushed right on through to complete it. Grader, please bear with my mistakes, and kindly point them out to me. Thank you! Note #3: This is probably the longest app I have ever made in my entire lifetime in GC, not even Pulsar's tech app back in like 2014-2015. Woo! Note #4: This armor is partially inspired by Vanquish.  Note #5: I understand that this app might be a handful for a grader to grade. Take your time!  Note #6: I feel like people looking at this app will frown upon it, so I need to re/state some things. The armor is MUCH WEAKER compared to the power armor of GC. The first shield layer is WEAKER than most shields, but ALWAYS tanks the FIRST SHOT only if it's below, say, a direct hit from a cannon or railgun in power. The armor will only be given to people who I know for a FACT will RP the weaknesses properly. This specific set of power armor is strictly for AVOIDANCE, not TANKING.