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Phoenix
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Topic Started: Apr 21 2008, 06:35 PM (969 Views)
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Apr 21 2008, 06:35 PM
Post #1
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General
- Name: Phoenix
- Type: BC-304 Daedalus class Battlecruiser; original registry USS Phoenix BC-06; last re-fit in 1435 Galactic Calendar
- Length: 200 m
- Width: 90 m
- Height: 70 m
- Recommended Crew Complement: 200
- Current Crew Complement: 7 crew; 1 astromech droid; 1 AI
- Ship History: To put it mildly, this vessel is old. It was originally commissioned in 1027 AU by the United States Air Force, built on technology which was, at the time, still very alien to the people of Earth. The vessel was the first Daedalus class ship at the time to have been designed to incorporate the new Asgard systems from the beginning rather than receiving these upgrades through a re-fit. Eventually, the entire Daedalus series was retired, and the Asgard components on board the Phoenix were provided to several different science teams on Earth in an attempt to reproduce their designs with their own technology. Their efforts were successful... partially, as the human-built derivatives proved to be inferior to the Asgard designed systems.
Years later, as the UNSC was beaten back by the Covenant, they began to bring out, literally, every space-worthy vessel they had, including the Phoenix. The design was far more expensive and complicated than their modern designs (which generally depended on sheer bulk), but the value of these ships was soon realized as the Daedalus series was brought back to life. The Phoenix itself served a key role in several strikes on the Covenant, including the assault on the Ark and the Second Battle of Installation 05, where it destroyed the second discovered Halo with a Mark IX nuclear weapon.
Following this assault, the Phoenix, along with the rest of the Daedalus series ships, were put back into active service following a complete re-fit and accompanied the Daedalus-II class ships, which was a completely new model incorporating many features of the older series. The Phoenix was involved in several raids against the Galactic Empire, and it notably performed extremely well for its size. However, the ship suffered extensive damage during a major battle with the Imperial fleet at the time of the Battle of Yavin. A trap was set intended to capture the vessel (using the Empire's typical massive show of force), and the crew diverted the ship towards the nearby neutron star (ironically the neutron star was a key component in the Imperial ambush) in the belief that the ship would be destroyed there, evacuating themselves using the relatively recently developed deep space escape pods. Incidentally, the three Star Destroyers foolish enough to pursue it were destroyed. The ship was believed to be lost along the border to the Gamma Quadrant, and the Antares Federation could not spare one of their military vessels to confirm this. The ships they did send reported that there was no sign of the ship anywhere, and it was forgotten amid the chaos of war.
However, though no one would have survived had they remained on board, the Phoenix was fully intact. Its course brought it into a high orbit around the neutron star with enough momentum to escape... after baking under neutron radiation for nearly thirty years before its orbit brought it a safe distance from the star. A rogue salvage team arrived in the system by pure chance and discovered the ship. While the ship's own propulsion was heavily damaged, the team managed to jury rig the hyperdrive from their own vessel to begin the journey to a civilized system, where they hoped to sell it.
The salvage team attempted to sell the vessel to Al'Kayes the Hutt, but they were double-crossed as Al'Kayes took the ship and killed the salvage crew. However, his initial boarding party (which was executed for its incompetence) was unable to determine how to operate the ship, as all controls had been encrypted by its original owners. However, once Archer assassinated the Hutt, the crew decided to claim the vessel (now in orbit over Tatooine) for themselves, posting rewards for anyone who could determine how to operate it.
Power Plant
- Power Source:
- Tri-Chamber Antimatter Reactor
- Secondary Naquadah Reactors
- Tertiary Capacitor Bank
- Deployable Solar Sail
- Sublight Propulsion:
- Primary engine group: Eight rear antimatter-catalyzed impulse engines
- Maneuvering Engines: Multi-directional Vectored-thrust exhaust ports; propellant heated by either reactor
- Auxiliary Engines: Multi-Fuel Chemical Drive (primarily hydrogen or fossil fuels); shares outlets with main propulsion and maneuvering systems; primary system for atmospheric flight
- Faster than Light Propulsion:
- Antares Warp Drive
- Asgard Hyperdrive
- Acceleration:
- Chemical Engines: 500-590 m/s^2 (approx. 50-60 Gs; peak velocity 17-21 minutes)
- Naquadah Engines: 5,000 m/s^2 (approx. 500 Gs; peak velocity in 5 minutes)
- Antimatter Engines: 50,000 m/s^2 (approx. 5,000 Gs; peak velocity in 140 seconds)
- Atmospheric Velocity: Mach 2
- Space Velocity:
- Chemical Engines/Fossil Fuel: 500,000 km/h
- Chemical Engines/Hydrogen: 750,000 km/h
- Naquadah Power Plant: 5,000,000 km/h (.005c)
- Antimatter Power Plant: 25,000,000 km/h (.025c)
- Faster than Light Velocity:
- Warp 6/300,000c (cruising speed)
- Warp 9.5/475,000c (maximum speed)
- Hyperspace 400,000c
- Fuel Endurance:
- avg. 5 months/Antimatter
- avg. 1 month/Naquadah
- avg. 2 weeks/Chemical (no FTL drive)
- Indefinitely/Solar power (must be near star)
Asgard Energy Cannons A set of four heavy weapons designed by the Asgard with a somewhat interesting operating mechanism; rather than firing a gas, plasma, or particle beam, as most weapons of the type will, this weapon fires a stream of superheated liquid. It has somewhat unique cohesive properties and, as a result, is able to maintain the beam's form during flight at long ranges. The beam is extremely dense and can easily be mistaken for a high-powered plasma weapon based on the incredible amount of heat generated by the weapon. When it strikes the target its full energy, equivalent to a 200 megaton bomb, is delivered directly into the target ship. The weapon has been upgraded slightly with more recent Asgard technology, including improved range, velocity and accuracy. Although the beams fired from these weapons retain their shape much longer than any plasma weapon, they also travel relatively slowly.
- Weapon Type: Liquid-based Directed Energy Cannon
- Ammunition:
>200 Solid-state cartridges; must be converted to liquid using antimatter from main storage (Each cartridge is worth one shot) >Phoenix only has 26 cartridges remaining
- Effective Range: 120 km (4 second transit)
- Rate of Fire: 15 RPM per cannon; total 60
- Function: Intended to decimate anything bigger than a fighter. Though thermal conduction practically guarantees widespread damage to a target ship, the blast radius of this weapon is relatively small, instead concentrating all of its energy forward.
Self Propelled Heavy Artillery Turbolaser Originally designed as a ground-based artillery weapon, the weapon from several SPHA-T walkers was installed in the ventral bay of many Venator class star destroyers following a re-fit to defend that area. The weapon choice was a good one; the beam proved itself capable of slicing into any ship that got too close. The Phoenix now has a single cannon mounted on the port side. Unlike most turbolaser variants, this weapon fires a single one-second discharge and is designed to spread the damage over a small area, essentially "drawing" a scorching line through ground or armor. Capacitor recharge and cooling systems limit the weapon to a one second discharge. The Phoenix antimatter power plant has proven very useful in increasing the weapon's range and firepower, making it an ideal sniping weapon. Though the main weapon is fixed forward it is capable of firing thirty degrees off axis by varying the intensity of the four tributary beams. The continuous discharge makes this weapon good at penetration but it brings less widespread destruction than a conventional turbolaser.
- Weapon Type: Short Burst Particle Beam
- Ammunition: Tibanna Gas Tank; capacity 100 1 second bursts
- Effective Range: 300 km
- Rate of Fire: 1 second burst; 5 second cooldown/recharge; total 10 shots per minute
- Function: Long range anti-ship beam weapon
Heavy Turbolaser Cannon A pair of dual-mounted heavy turbolaser cannons, one dorsal, one ventral, taken from a Venator class Star Destroyer. These weapons are normally oversize for the Phoenix; running these along with all of the other energy weapons simultaneously is impossible without the antimatter reactor. A turret mount, long range and high firepower makes them ideal for general purpose combat, though they can not hit fighters.
- Weapon Type: Anti-Ship Turbolaser
- Ammunition: Tibanna Gas; total capacity 300 shots
- Effective Range: 200 km; .2 second flight time
- Rate of Fire: 60 RPM per cannon; total 240
- Function: Destroy anything frigate size and up at medium range.
Missile Array A battery of 16 vertical missile launch tubes as well as one ventral strategic deployment bay designed to hit big targets at long range. Each missile is equipped with an initial propulsion charge to accelerate quickly followed by a thruster group for maneuvering. Each missile can carry a variety of warheads, though they typically carry naquadah-based variable yield nuclear warheads.
- Weapon Type: Long range ballistic missile launch platform
- Ammunition: Ballistic missile skeleton carrying a micro antimatter charge, a triple outlet fusion engine, warhead case/atmospheric entry vehicle, and a one-time magnetic accelerator cannon. Warheads and missiles are separated until launch preparation due to safety concerns, though internal mechanisms can combine the two components very quickly during launch preparations, as well as swap them out for various configurations. In addition, there are variants of the missiles which are capable of carrying multiple warheads, though these come at the cost of reduced fuel capacity.
Note: The below figures represent the standard weapon load of the Daedalus class battlecruiser and thus the standard capacity of the Phoenix. The Phoenix expended most of its ordnance during the Imperial ambush; its remaining complement is listed after the standard loadout. Daedalus series:
- 80 Standard Ballistic Missile Skeletons
- 10 Multiple Warhead Missile Skeletons; can carry up to five warheads each
- 1 Horizon-III Strategic Deployment System; capacity 10 warheads (deployed from ventral bay)
- 70 Aegis-II fusion warheads; variable yield 50 kilotons-7 megatons
- 50 Aegis-IV naquadah warheads; variable yield 10-45 megatons
- 12 Shiva-II naquadriah-enhanced warheads; 300 megaton yield
- 25 Shiva-III antimatter warheads; variable yield 20 megatons-3 gigatons
Note: Antimatter is supplied by primary fuel stores; antimatter warheads are kept empty until their launch is imminent due to safety concerns. Deploying a full-yield Shiva-III is not recommended under any circumstances and will rapidly deplete the primary fuel supply.
- 20 multi-purpose electronic warheads; each one can function as an EMP, ECM, beacon, sensor/communications probe, decoy, etc.
Phoenix remaining armament:
- 17 Standard Ballistic Missile Skeletons
- 7 Multiple Warhead Missile Skeletons
- 24 Aegis-II fusion warheads
- 9 Aegis-IV naquadah warheads
- 1 Shiva-II naquadriah-enhanced warheads
- 6 Shiva-III antimatter warheads (all unloaded, see above)
- 9 Multi-purpose electronic warheads
- Effective Range:
- Standard Missile:
>500 km (Combat target; 25 second flight time) >20,000 km (Delayed engine fire; 20 minute flight time)
- Multiple Warhead Missile:
>250 km (Combat target; 40 second flight time) >20,000 km (Delayed engine fire; 30 minute flight time)
- Horizon:
>Orbit to planet only; 100 km (30 second total deployment time) recommended
- Rate of Fire: 1-2 missiles per minute per silo; average 16-30 shots per minute if all silos are used; rate of fire is irrelevant with Horizon deployment as it will be prepared long before its planned drop and only one will typically be used at a time
- Function: Heavy anti-ship ordnance package as well as a strategic weapon for heavy ground-based target demolition; not generally used against any light targets
Light Laser Cannons A series of light point defense guns taken from a Venator class Star Destroyer. These were tied into the railgun fire control systems for increased efficiency. The light weapons are designed to hit targets at close range. Blaster bolts have a higher velocity than railgun shells but are restricted to the same range due to the tendency of the plasma bolt to scatter. The Phoenix is equipped with sixteen of them arranged similarly to the railguns, ensuring that no approaching projectile or fighter is outside their reach. Each turret has two cannons.
- Weapon Type: Point Defense Plasma Weapon
- Ammunition: Tibanna Gas Cartridges; 500 shots per gun
- Effective Range: 7500 m (.05 second transit)
- Rate of Fire: 200 RPM per gun; total 6400 RPM
- Function: Disable or destroy nearby fighters, rocks, projectiles, etc. which threaten the Phoenix.
Defense Railguns A secondary weapon system, Phoenix carries a full complement of railguns on board. Each one boasts a high rate of fire, excellent accuracy, and extremely high penetration capabilities for their type. Generally these are used as "heavy" point defense weapons, though they can also harass an enemy capital ship even at long range. Weapons are spread out across the ship to provide maximum coverage; any object within range, regardless of which direction the ship is facing relative to it, will be well inside the firing arc of no fewer than eight railguns, usually more. The vessel carries a total of 32 of these turrets. A combat AI (the Phoenix AI was removed from the computer prior to its intended self destruction) can easily manage these turrets to maximize their capabilities, but the conventional combat command computer aboard the Daedalus series is perfectly capable of managing them.
- Weapon Type: Light Mass Driver, similar to field anti aircraft design used by some ground forces
- Ammunition: These railguns have the capability of feeding from two different loaded magazines alternately, allowing them to instantly switch from one ammunition type to another. Naturally, many more types do exist, but these two are the standard types carried aboard the Daedalus class starship.
- 40x350mm Uranium core KE Penetrator rounds; Plasma shell (optional) permits their use as tracer rounds as well as improving penetration capabilities; weapons are loaded by default with 1,000 round box magazines; ship typically carries a total of 320 loaded magazines (Phoenix expended much of its point defense ammunition in multiple battles; currently it carries 152 fully loaded boxes plus 150-400 rounds in formerly loaded magazines)
- 40x310mm High Explosive Fragmentation rounds: Essentially flak-burst shells intended to fill a region of space with large amounts of shrapnel; designed primarily to pierce light armor and disrupt incoming missiles with proximity fuse detonators. Each turret loads a 1,000 round box magazine with a total of 150 magazines kept in reserve. Phoenix has 85 HEF round magazines remaining plus another 32 partially expended magazines (as well as the 33 depleted magazines).
- Effective Range:
>5,000 m (Small Targets; .125 second flight time) >80 km (Large Target; 2 second flight time)
- Rate of Fire:
- Main Power: 500 RPM per gun sustained
- Auxiliary Naquadah Generators: 500 RPM with 2 second charge every 10 shots
- Function: Neutralize or destroy incoming enemy fighters and missiles. Deflect or destroy threatening objects such as space debris. Start up a big light show when the captain wishes to make the ship a little more intimidating.
Defenses
- Shield Type: Antares Active-Reactive Plasma Shield; elliptical plasma shell is superheated by any of several laser turrets to stop incoming attacks
- Stealth Capability:
- Passive mode; runs all systems at minimum power, uses passive sensor systems only, overall giving the ship the activity of a rock as far as long range sensors can determine (only close range systems could determine that it is a ship)
- Stealth Shield: Runs the plasma shield at minimum temperature and maximum density; shell will scatter most sensor pulses and render the ship invisible to long range sensor systems
- Active Armor System:
- Ablative Scale Armor: The outer armor layer is composed of several small scale-type units, each one designed to absorb the full force of weapons fire. If under fire from directed energy weapons the scales will vaporize (usually no more than one per shot; only applies to heavy weapons) and carry the full force of the blast away from the ship rather than transferring heat to the armor below it. If projectile weapons are used the scales will be sent flying off to intercept them, usually only one at a time, followed by a second proximity explosion intended to make the round tumble. As with the energy weapons, this leaves only a minuscule gap in the outer armor. All of these scales can be replaced quickly and easily.
- Magnetic Seal: A powerful electrical current is run through the existing hull plating, giving it an electrical charge. This allows the armor to be held in place by several magnetic locks, making it far more resistant to damage than usual. Even if the armor is damaged the magnetic field will hold it in place strongly enough to maintain interior pressure. In the event of an armor penetration the pieces will be returned to their original position almost immediately. The technology is similar to the method used to magnetically seal doors.
- Standard Armor: 20cm trinium whipple shield (elevated 30cm above primary hull); 85cm primary hull (Titanium-Trinium Alloy reinforced with durasteel structural reinforcements)
- Other:
Miscellaneous
- Special Technologies:
- Asgard transport beam: Converts a person or object into neutrinos, sends them somewhere else, then converts back into the original object. The process takes approximately five seconds and is dependent on extremely powerful sensors. Local interference can block sensors, such as defense shields or high EM environments, but locater beacons can, in most cases, override this, making extraction easier than insertion. Some people are still scared of it. Can send a person from anywhere to anywhere within 500 kilometers.
- Ring Platform: Reverse engineered transporter platform compatible with similar Goa'uld platforms. Depends on another set of rings to receive the matter stream. The ship carries a few internal ring platforms as well as a single external platform to enable transport to and from the surface without having to rely on the Asgard transporters (which are more easily jammed but more flexible).
- Synthesizer: Uses an advanced system to re-arrange matter at the atomic level, breaking down matter received into base elements and using them to generate another object. It must have sufficient matter stored of every type used in construction; one element cannot be transformed into another. Capable of producing components with extreme precision to be assembled into whatever is needed. Main computer stores patterns for several ship components and ammunition for easy field repairs and re-arming. The matter stores on the Phoenix are nearly depleted.
- Particle Accelerator: This is a modular, multi-purpose particle accelerator designed to be adaptable to whatever it is needed for. Its primary function, however, is antimatter production, specifically using energy gained through a massive (multiple square kilometer when fully deployed) solar sail. Due to the incredible amount of energy required antimatter production is slow, but usually relatively little is needed to power the engines enough to get to another system. The accelerator can also be used to convert various types of matter into others through brute force nuclear bombardment, but this is very time consuming when producing large quantities. It is most often used to restore depleted naquadah to its previous state in this case, a process which, again, depends on large amounts of energy.
- Computer Core: Massive crystal-organic hybrid computer system designed to support... just about anything. The system was occupied by an AI program, as are most Antares vessels, but the AI was removed using a portable storage device and taken back to Antares by the surviving crew just prior to its supposed destruction. It still contains the basic operating system, all subroutines necessary to enable ship operation and control encryption.
- Hangar/Cargo Bay: The Daedalus series ships carry a pair of hangar bays. Originally they were designed to accommodate 16 F-302 Interceptors; since then the hangars have carried a wide variety of other craft. There are an additional twenty ceiling clamps designed to store fighters in a more compact formation hanging vertically; the original system was designed to accommodate F-302s, but they have since been replaced with multi-purpose clamps which can store a variety of Federation fighters. In addition, two smaller hangars are designed for flight returns, freeing the main launch decks for constant fighter deployment. An additional central bay allows ground deployment, as it contains an airlock door and a cargo elevator. The central corridor also has storage for smaller vehicles.
- Service Stations: All hangar bays aboard the Phoenix also serve as fully functional workshops with enough tools to build and repair just about anything. There are also tanks to store several fuel types as well as hoses to fuel fighters with either one of those or antimatter from the main storage facilities. The ship also carries several recharge stations originally intended for its small army of maintenance droids, although most of them were taken by Al'Kayes and sold on the black market.
- Crew Quarters: As a military vessel, most of the crew quarters were fairly spartan, though not as restrictive as the ships of some other nations. Most of them have two people per room, though Al'Kayes converted a few secondary cargo holds into high quality rooms intended for himself if he ever found someone to fly the ship. The ship also had a few decent common areas and two galleys built for the full crew of 200 in mind.
- Ship Hazards: Antimatter is extremely volatile, and naquadah is radioactive. Both are present on this ship. Shielding is sufficient, but any accidents involving either would be very bad. In addition, the ship still shows signs of significant damage from its last stand against the Imperials; certain systems may not be safe to activate. Safety procedures generally prevent it, but most of the heavy automatic doors throughout the ship can smash people.
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Link the First
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Apr 22 2008, 04:17 PM
Post #2
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John Archer (117)
- Species: Human
- Age: 32 physically; 108 including stasis periods
- Gender: Male
- Appearance:

- Personality: Tough, silent, but respectful. Usually says very little, and will very rarely show any emotion at all. However, this is not to say that he does not care about anyone; if he is placed in command of a squad or chooses to ally himself with someone he will protect the others at all costs. Most people wouldn't guess this, as he doesn't even flinch when someone around him dies. He also wouldn't flinch if a mortar goes off two feet away.
- History: Along with over a hundred others, Archer was kidnapped as part of the Spartan recruitment program by the United Nations Space Command. The methods were barbaric but seen as necessary. He was raised from five years old within the military, being trained and equipped to become the perfect soldier. During that time, he received massive biological enhancements as well as several cybernetic implants, dramatically improving his strength, stamina, and nearly all other traits.
John-117, as he was known at the time, became one of the greatest of the Spartan-IIs, leading the UNSC to several key victories in their war with the Covenant. His most prominent achievements included the destruction of one of the seven Halos, the assassination of the Covenant's Prophet of Regret, and the covert assault on High Charity. More recently, when the UNSC allied with the Elites following the Covenant Civil War, Archer traveled to the Ark and led the UNSC forces there. Despite the fact that all sides took massive casualties, the battle was a clear victory for the UNSC and the Elites: The Prophet of Truth was killed with Archer's assistance, the Flood infection was stopped before it could spread, and a large portion of the remaining Covenant Loyalist fleet was destroyed. The last ship to escape, intended for Archer, the Arbiter, and the rest of the human survivors, was split in half by the Ark's "portal" system, and he was pronounced killed in action as the rear half of the vessel, with him still in it, was believed to have been destroyed at the Ark.
In reality, he was left stranded in space in the drifting hulk of the vessel. Cortana, an advanced AI which frequently accompanied Archer in the past, kept what was left of the ship running at minimum power while Archer went into stasis. He remained in the pod for over 70 years until eventually the vessel crash landed on an uninhabited world in the Gamma Quadrant. Here he located a Stargate and used it to return to the Core worlds, but there was nothing for him to go back to. Rather than rejoin the UNSC, which was now replaced with a new government allied with the Antares Federation, Archer became a mercenary, though he had his own moral code to follow. Cortana elected to remain his ally, staying active in his suit. He managed to acquire some upgrades to his suit, including some panels to disguise his identity as a Spartan to the casual eye.
Talents, Skills and Abilities
- Physical Stats: Very fast, very strong, very agile, all augmented by implants and biological engineering.
- General Skills: Primarily combat oriented, Archer is an excellent brawler and marksman. He does not typically use stealth, preferring the direct approach. Knows everything there is to know about weapons technology and is trained to quickly adapt to the use of nearly any weapon, an ability he took advantage of to great effect against the Covenant. Has field medical training as well as general mechanical maintenance knowledge. Very creative in a hostile situation.
- Notable Experience: Years of training with the UNSC shaped Archer into the perfect soldier, and years of combat experience only add to this. He has been through hell and back... and he is no longer welcome there.
- Other: He doesn't get drunk easily, but if he ever does you should flee for your life. (Just for you Tidus)
Enhancements/Powers
- Bio-Engineering: Various performance enhancing drugs were administered to greatly improve his strength, endurance, senses, reflexes, agility, speed, etc. Essentially, every one of his natural functions is enhanced. While it doesn't make him a genius mathematician, even his thoughts are accelerated, which adds to his already lightning quick reflexes in combat.
- Implants/Prosthetics: Adamantium skeletal support structures designed to ensure he can operate the MJOLNIR suit without risking self injury. These also function as shock absorbers to allow him to survive a fall from extreme heights, as well as greatly reducing the chances of broken bones caused by massive trauma. Various implanted medical systems, including a medical circulation unit and an on board defibrillator, greatly improve the chances of survival. A neural interface aids in his control of the suit systems. The defibrillator is powered by a capacitor which gradually stores power from his natural nervous system and maintains the charge until it is needed, able to discharge several times before requiring time to regenerate. The neural implant's power requirements are insignificant and are fully provided by the electrical currents in his brain.
- Powers: None
- Mutant X Gene: Archer was chosen for the Spartan-II program partially due to his mutant X gene trait: He has an additional organ which can, at will, mimic the purpose of the adrenal gland... only with far greater effects. The act of triggering this was thought to be semi conscious, unlike the adrenal gland. This gives him momentary bursts of utterly insane strength and speed.
Fenix
- Species: Alitris
- Age: 29
- Gender: Male
- Appearance: Humanoid avian; 1.6 meters tall; 3.5 meter wingspan (fully extended); skinny, athletic build typical of his species; pitch-black feathers covering most of his body (all dyed); hawk-style curved beak; scaly, bird-type legs; straight, bird-style feather tail
- Personality: Fenix is typically relatively easy going and friendly despite his line of work, though these skills perhaps aid in that regard; an experienced soldier will suspect the quiet one. He is completely dedicated to his work and will kill without hesitation provided it does not violate his moral standards. These do not prevent him from taking active jobs against crime lords or fascist dictators, though he has a subtle approach.
- History: Fenix was born on Aldaris, the homeworld of his people, in a time when the crime lord Jabba the Hutt still operated a slave trade connecting his planet to the Beta Quadrant. Though Wookiee slaves were prized above all else, they found some use for the native Alitris; despite facing heavy resistance in any open confrontations, Jabba's group did manage to kidnap many... including Fenix, who had only just begun to learn to fly. He was placed in stasis, sent to the Beta Quadrant, and sold into slavery. However, he was freed after nine long years in the Rogue Sector by an Antares raid; the team had intelligence that some of their military hardware found its way into the hands of the crime lords, and they were sent to reclaim or destroy it. They stumbled upon Fenix, as well as a large number of slaves in a similar position, and he immediately organized a mass revolt during the chaos to escape. Eventually they coordinated with the Antares soldiers. The missing equipment was found to be a slightly outdated Starfleet shuttle as well as a small cache of Earth-built infantry weapons. Fenix made a deal with the Antares soldiers; he would be permitted to operate within the Gamma Quadrant, as he wished to get his revenge on the people who took him from his home, provided that nothing could be traced back to the Federation; the equipment, namely the shuttle and weapons, were already stolen and sent to Gamma, so it was easy to support the claim that he worked alone.
He turned out to be a quick study, learning weapons tactics, piloting, and even some Force techniques from various teachers as he went (most of whom taught him for a price), and quickly combined these into his own working style, which concentrated primarily on surgical strikes and covert operations.
Talents, Skills and Abilities
- Physical Stats: Extremely agile and flexible; very strong in short bursts; fast and agile in flight; extreme hand-eye/wing-eye coordination
- General Skills: Everything that would classify him as a ninja; insane acrobatics, excels in melee and ranged combat; blinding fast movements coupled with extreme coordination and some Force powers give him the fighting skill of a Jedi even to the point of blocking bullets and blaster bolts with his force lance; good with Force powers
- Notable Experience: Few things in life will teach you to endure the worst of the worst like spending nine years with clipped wings as a slave to a Hutt. Field experience primarily comes from his various bounty hunting missions, though he has also learned from various teachers including some training from the Antares soldiers, information stored in the Icarus computer, and even instruction from a former Jedi Master who had left the Order. In addition, he had a natural talent for technology, though dozens of technical manuals downloaded from the HoloNet certainly didn't hurt.
Enhancements/Powers
- Bio-Engineering: No artificial enhancements, but most humanoids don't have a 12 foot wingspan.
- Implants/Prosthetics: Artificial left eye, received after he lost his previous one to a glancing blaster hit during his prisoner revolt. He later replaced the camera mechanism with one of his own design; this one, however, was capable of producing a high-intensity tactical laser, which could have its power level dialed to anything between harmless laser pointer and water vaporizing laser weapon. The false eye is also tied into his on board tactical computer and is disguised as a natural eye. He can not see through this eye while using the laser except at ultra low power (which will not kill anything), though anything higher usually depends on a millisecond discharge from the capacitor and thus does not last as long as it takes to blink. Not particularly effective against armor, though it is deadly to most life forms. The unit is normally powered by the natural electrical current in his brain; the tactical laser capacitor will slowly charge using this energy and can store enough for 50 shots.
- Powers:
- Force Reflex: Makes him very, very fast, just like a Jedi, and thus capable of blocking blaster bolts with his force lance.
- Telekinesis: Force-based power which allows him to easily manipulate objects at a distance. He cannot apply extreme force to the target, but he can grab just about anything that he could normally carry and put it in his hand from a long distance. Can be adapted to Force Choke.
- Mutant X Gene: None
Dash Rendar
- Species: Human
- Age: 47
- Gender: Male
- Appearance:

- Personality: Dash Rendar can stay calm in any combat situation. He has a decent sense of humor and is certainly not afraid to make some sarcastic comments. While he may not sound like it, he always takes his work very seriously. Not always the most patient person. However, he knows when to put his pride aside and ignore everything else aside from simple survival.
- History: Dash was born on Corellia in 1434 AU, growing up through the early stages of the Galactic Civil War. During that time, his home town on Corellia was bombarded from orbit by the Empire. Though the attack was driven back, he and his father fled to Dantooine, believing themselves to be beyond the reach of the war. For a few years, his father was able to begin to train him in the ways of the Force, teaching him the fundamentals. In addition, he learned to be a pilot at this time.
When the Rebellion began to gain power more rapidly, the two went rogue, as his father wanted to keep him away from the war as much as possible. His father worked as a bounty hunter and smuggler for a time, taking his son with him the whole way. He was able to acquire a ship, the Outrider, a true smuggler's transport customized with a wide variety of weapons. The vessel soon became notorious, particularly in his occasional dealings with Han Solo and the Millennium Falcon. In particular, the Empire seemed to have a personal vendetta against the pair, as many of their jobs (perhaps intentionally) were a great annoyance to the Empire. His hatred for Palpatine's regime was complete when his father was struck down by Stormtroopers after being captured by a Star Destroyer, though his death bought Dash the time he needed to make it back to the Outrider and flee.
He took the ship for himself, eventually joining the Alliance seemingly just in time for their final battle with the First Galactic Empire. His ship flew alongside Luke Skywalker, Wedge Antilles and the rest of Rogue Squadron, as his tiny but heavily armed vessel proved invaluable within the Death Star's superstructure. He provided cover fire for Luke, who delivered the final shot to the station's hypermatter reactor. He was only nineteen years old during these events but nevertheless proved himself an excellent combat pilot.
Dash Rendar took on his father's smuggling operation after these events, working primarily for Jabba the Hutt. There was little else for him to do, as it was all he knew throughout his life and there was no New Republic to support. He made occasional contact with some former Alliance members but otherwise continued to fly solo. Eventually, Jabba instructed him to transport a number of slaves, including a Wookiee, Zaalbar. His own moral standards took over as he helped Zaalbar escape and went rogue, as Jabba quickly placed a bounty on him. He and Zaalbar soon teamed up and continued to operate the Outrider for some time.
However, the Outrider did not last them forever. With the bounty on their heads, finding work was extremely difficult, making decent ship maintenance nearly impossible. A bounty hunter soon caught up with them (something which may not have happened if the Outrider's hyperdrive had been more reliable at the time) and shot them down over Tatooine. The two survived and escaped, eventually getting their hands on what seemed to be a highly advanced cargo ship designed to fit through a Stargate, apparently modified significantly with additional technology. It was far from the smuggling vessel he wanted and was too small to carry a faster-than-light engine, but it could easily fly through a Stargate or LORITS terminal, and it was all they had.
Eventually the pair got a tip about an old yet highly advanced vessel under the control of Al'Kayes, an ally of Jabba, stating that he had the ship but didn't know of anyone who could operate it. They did not take action for some time, though most recently they learned that Al'Kayes would be out of their way, and technology as advanced as what would be waiting for them on this vessel would surely pay off his "debt" to Jabba, operable or not. The pair decided to take their small transport and hopefully get something useful out of the new ship... or claim the whole thing for themselves.
Talents, Skills and Abilities
- Physical Stats: Moderately strong, though far from superhuman. Good reflexes, excellent endurance, agile enough to get out of most situations.
- General Skills: Ace pilot, one of the fastest quick-draws in the galaxy, excels at pistol combat at short to medium range, good with the few Force powers he has learned.
- Notable Experience: A lifetime of smuggling and running from whatever semblance of law is left in the galaxy has left him ready for nearly anything. He can sense danger coming from far away, something which has saved him from many situations. He has learned to make the most out of practically nothing during this time, as his old ship, the Outrider, incorporated large amounts of duct tape. Teachings from his father were enough to give him the abilities he needed to survive on his own.
Enhancements/Powers
- Implants/Prosthetics: Minimal; he received a partial cybernetic replacement to his right arm due to injuries he sustained in the crash. His entire arm isn't mechanical and still looks human, but several damaged muscles were replaced by fully mechanical versions (he couldn't afford a complete replacement at the time, as that would have worked somewhat better). As with all respectable prosthetics, it came with a frame-type enhancement to better attach it to his body, adding additional rib-like structures. These are only skin deep; the frame is clearly visible from the rod-shaped lumps in his skin there, though the loose clothes he usually wears covers these. Having a partially mechanical arm is something he tends to keep secret, as he has surprised enemies with it to gain the upper hand.
- Powers: Force Sense: Allows him to sense any major event just before it happens up to a few minutes in advance. This ability does not seem to have rigid restrictions, though it invariably triggers when there is imminent danger to himself or those around him. However, what he sees is a very broken and distorted image; he generally has to prepare for everything he can since he often does not know the details of the imminent danger.
Zaalbar
- Species: Wookiee
- Age: 91 (Extended life span of his people)
- Gender: Male
- Appearance: 2.2 meters tall; yellow eyes; long, dark brown hair (lighter near his face but fades darker progressively down his body and is nearly black from the waist down); hair around his hands and feet is kept cut short; usually wears a belt of ammunition
- Personality: Zaalbar is generally somewhat friendly, being compared to the "harmless guard dog" by some due to the common human association between Wookiees and some Earth animals. However, he can be quick to anger and will enter into a mad rage... something that very few would survive. He cares more about honor and morality than anything, something which will often get him into trouble.
- History:Zaalbar was born and raised on Kashyyyk, where he grew up as a typical Wookiee. His family, however, was taken by Czerka slavers who were working with the help of some fellow Wookiees. His lifelong goal was always to rid Kashyyyk of these people, who were delivering his friends to the Empire and Dominion to use as forced labor. At one point, he attacked one of the slavers head-on with his claws, and accidentally injured a fellow Wookiee in the process. Despite their hatred towards the slavers, Wookiee tradition reigned supreme; he had used his claws in an attack, something considered to be a sign of reverting to their primal ways. The ones responsible for delivering them to the slavers in the first place greatly helped the final decision to label him the "mad-claw," and he was exiled from Kashyyyk.
Hearing of other Wookiees who had settled on Aldaris, Zaalbar headed to the Antares system, hoping to be accepted there. However, his timing couldn't have been worse; this was just after the Covenant Civil War, and an encounter with a Loyalist party did not end well. Through brute force and some luck he managed to kill a Chieftain... but was horrified when he saw that fellow Wookiees form Aldaris fought alongside the Loyalists. Driven away now by his own anger, he left for the Rogue Sector to try to make his own way in the galaxy.
Zaalbar eventually found his career as a freelance mechanic, occasionally collecting bounties on Czerka slavers. While always driven by his desire for revenge on what they did to his people, he also wished for the others to accept him back. However, he never got his chance; his tendency to start fights soon drew attention, getting him captured by Jabba's gang. He was placed in a stasis pod and the Hutt hired Dash Rendar to transport him. However, Dash took pity on Zaalbar and released him. The two soon found themselves working together with a massive bounty on their heads. Zaalbar joined Dash Rendar's ship, the Outrider.
However, the Outrider did not last them forever. With the bounty on their heads, finding work was extremely difficult, making decent ship maintenance nearly impossible. A bounty hunter soon caught up with them (something which may not have happened if the Outrider's hyperdrive had been more reliable at the time) and shot them down over Tatooine. The two survived and escaped, eventually getting their hands on what seemed to be a highly advanced cargo ship designed to fit through a Stargate, apparently modified significantly with additional technology. It was far from the smuggling vessel he wanted and was too small to carry a faster-than-light engine, but it could easily fly through a Stargate or LORITS terminal, and it was all they had.
Eventually the pair got a tip about an old yet highly advanced vessel under the control of Al'Kayes, an ally of Jabba, stating that he had the ship but didn't know of anyone who could operate it. They did not take action for some time, though most recently they learned that Al'Kayes would be out of their way, and technology as advanced as what would be waiting for them on this vessel would surely pay off his "debt" to Jabba, operable or not. The pair decided to take their small transport and hopefully get something useful out of the new ship... or claim the whole thing for themselves.
Talents, Skills and Abilities
- Physical Stats: Very, very strong, even for a Wookiee. He can lift most cars well over his head relatively easily. He is fairly quick but tends to prefer somewhat slower crushingly powerful attacks. An enraged Zaalbar is not something you want to see.
- General Skills: Excels in melee combat primarily due to his incredible strength. Excellent mechanic; has never encountered a technical problem he couldn't fix with the sole exception of the burned out, overused hyperdrive aboard the Outrider. Good with technology in general and is a decent pilot, although he is better at operating starship weapons than flight controls. Not particularly street smart; often picks fights without much hesitation. Excels with projectile weaponry, though he is not as skillful with energy weapons.
- Notable Experience: Zaalbar has been in several rough fights and has spent much time exploring the galaxy. He is tough and combat-ready but still has plenty to learn about discretion and subtlety.
- Other: He has claws. They hurt. A lot.
Nova
- Species: Human
- Age: Unknown; 4 years since oldest memory
- Gender: Female
- Appearance:

- Personality: If Nova ever went to a doctor she has a chance of being diagnosed with dissociative identity disorder. Usually she is shy, passive, and nervous, though these traits were likely brought about by her mysterious abilities and complete lack of information regarding them. However, her second personality, a cold blooded assassin, seems to be triggered by any hostile situation. This demonstrates a massive contrast between the two, as she would never be suspected of being a killer based solely on her "usual" personality. She is unwilling to kill unless absolutely necessary, though these situations seem to trigger her second personality. She has never taken any assassination contracts as a result of this.
- History: Nova, the only name she now knows herself as, suffers from severe amnesia. She can not remember anything of her previous life, only everything after one day when she simply woke up with no memories, no idea where she was and several injuries... along with some very advanced infiltration equipment. It took her a moment to figure out that she already had field medical training; patching herself up was a relatively simple matter. The next indication was her seemingly instinctive sense of direction; she walked through a desert for several miles before arriving at the Stargate with no obvious landmarks to rely on. She entered the coordinates to Nar Shaddaa, where she began her new life.
Though none of her memories ever returned, some light was shed on certain aspects of her previous life. In particular, she had been through extensive physical conditioning and combat training, along with some type of infiltration training, as she had the ability to slip through virtually any place unnoticed... even without the active camouflage system in her suit. These skills allowed her to get by, taking any jobs she could get barring assassinations. She purchased a motorcycle and never settled down anywhere, constantly staying on the move. With nowhere to turn to and no recollection of her previous life she never really know where she would belong.
During her time wandering, Nova has even discovered some of her more bizarre abilities. She has powers reminiscent of those of the Jedi, though no Jedi she has ever met has been able to identify her as one. There is no way for her to know just how many latent abilities she has, only that she does have them and that they are very powerful. She sometimes has difficulty controlling them, essentially having to re-learn whatever discipline she had before to control them.
After four years of working as a small-time bounty hunter on several planets, Nova heard a rumor of a ship in orbit over Tatooine owned by a Hutt, Al'Kayes. Ironically, she had once carried out a bounty for him. Still, after hearing a description of the ship, something in her memories was triggered for the first time since she remembered anything. She couldn't tell what it was, but she knew she had to get to that ship, and the death of Al'Kayes gave her the opportunity... as well as a reason to hurry.
Talents, Skills and Abilities
- Physical Stats: Stronger than she looks, almost inhumanly fast and agile.
- General Skills: Extremely skilled shooter specialized in single shots from long range; melee combat; field medical training; psychic powers; infiltration; ninja moves
- Notable Experience: Four years traveling around various planets has made her street smart; unknown experience which she can not remember has turned her into a seemingly perfect infiltrator and assassin
Enhancements/Powers
- Bio-Engineering: Unknown; performance enhancement drugs are likely, as she has much better agility and stamina than most humans
- Implants/Prosthetics: Ocular implants give her a heads-up display showing any important information; neural implant allows interaction with various forms of technology, including her equipment (which was likely provided by her previous training)
- Powers:
- Telekinesis: Allows her to manipulate objects with her mind. Newtonian physics apply, limiting her psychic capabilities to what she would be capable of exerting physically.
- Precognition: Places a sort of phantom image of the world as it will be in two seconds over her normal vision. This ability affects all of her senses and can sometimes be difficult to manage, as she always sees it, but it has proven invaluable in many situations.
- Discharge: Allows control over powerful electrical currents, though it seems to be dependent on external energy sources. The electromagnetic generator in her suit seems to be designed to work in tandem with this ability, though she can harness other power sources as well, including her own bio-electrical current for low-energy shocks.
- Mutant X Gene: Nova can change her skin color to blend in with the environment, an ability that has been linked to operate in tandem with her suit through the neural interface to provide complete coverage with the camouflage. She has never had a complete medical examination since she awoke on the planet and as such is not entirely sure whether this is really the mutant X gene or more artificial intervention.
Kaylee Fry
- Species: Human
- Age: 23
- Gender: Female
- Appearance:

- Personality: Usually very cheerful, generally gets along well with people. She is outgoing and talkative in most cases, but hardly a combatant. She can see the bright side to just about any situation; one of the few things that will get her down, however, is when her machines fail her.
- History: Kaylee was originally born on Tatooine to a middle class family (a rare thing on that planet), where she quickly established herself as a skilled mechanic with a natural talent. She used her skills to get by for some time, working on all types of vehicles as a freelance mechanic. Eventually her skills managed to attract the attention of higher profile jobs in the field, even landing her work under several local crime bosses and various other influential people. In the process she managed to acquire R2-D1, an astromech which Jabba no longer wanted due to its personality development.
She later expanded her job, repairing many starships which came in and out of the Mos Eisely spaceport and getting experience on a wide variety of engines in the process. At this point she decided that she wanted to go on a ship herself, but none of the pilots who came through Mos Eisely seemed to be in need of a mechanic in a more permanent position. She continued with her work until she encountered a man who had a defunct Naboo N-1 starfighter for sale, an offer she couldn't refuse. Kaylee quickly went to work repairing it. With D1's help she quickly restored it back to flying condition, but she made a point of not repairing the weapons, as she had no desire to use them.
Later, she found a news post on the HoloNet offering a large reward for anyone who could get a ship running. This one in particular, however, was much larger than what Kaylee was used to working on. Still, it was a challenge she could not refuse, and she quickly found her way to the lone Daedalus class battlecruiser once owned by Al'Kayes.
Talents, Skills and Abilities
- Physical Stats: Not particularly strong, but she does have a small stature and is very agile, two things which help greatly when dealing with machines.
- General Skills: Expert with all things mechanical even without training; adept with computers; usually good at cheering people up
- Notable Experience: Years spent working as a mechanic has given her access to a wide variety of engines and systems as well as improving her already almost supernatural talent for machine working. Life as a freelance mechanic has made her relatively street-smart but she will still stay out of any fights.
Pirate Crew
The Phoenix encountered a pirate-controlled Old Republic Star Destroyer. The first words exchanged were printed on the side of nuclear warheads, and the Phoenix won. In a way, the Phoenix took on prisoners... or simply additional crew. In total, 38 survivors from the Venator are now on the Phoenix. Some have been willing to help and placed in crew assignments; others have refused and have been confined to quarters.
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Link the First
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Apr 22 2008, 04:22 PM
Post #3
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Administrator
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Steve
- Species: Unknown human or near-human species
- Age: Unknown
- Gender: Unknown
- Appearance: Endoskeleton appears to be a humanoid robot. This is true in a sense; this particular cyborg is more machine than anything. The mechanical body is covered by a streamlined metal exterior which resembles an advanced combat armor suit. The head is the giveaway that this is not an armored soldier, as it is the size of a human head with a pair of glowing blue "eyes." However, this is when the disguise is not engaged. Nanites can form stored base materials from a liquid to a coat over the armor which will give it the appearance of a human. The cyborg is equipped with several stock appearances and can perform a detailed analysis of a person to create a disguise. However, this will only fool the normal eye; any sensor equipment will easily detect the mechanical endoskeleton.
- Personality: None. He is purely programmed, apparently manufactured as a weapon.
- History: Little is known of this cyborg's history. It appears that he erased his own records before going on the mission in which it was captured, likely a security measure to prevent any captors from learning who sent him. What is known is that this particular cyborg infiltrated the Phoenix just before its final mission near the neutron star. It caused extensive damage to various systems throughout the ship and took a massive amount of fire before finally being subdued. Explosive decompression was insufficient; the robot was pulled into space multiple times, only to return via grappling hook each time and force an entry into another part of the ship. It always stayed inside the minimum range of the defense railguns, which the crew had intended to use to destroy it.
Eventually the cyborg was disabled after being cornered by a team of Spartan-III soldiers armed with heavy weapons and locked up, all ammunition and primary fuel removed. The crew planned to dismantle the cyborg but never got the chance, as the Imperial ambush happened almost immediately after. The organic components survived due to a combination of the cybernetic components providing shielding and the fact that the cell chosen for its imprisonment was located near the center of the ship, which provided enough shielding for it. When the ship was finally recovered, the few people who did find the cyborg wisely chose not to release it from its massive restraints.
- Ship Position: Public Relations
Talents, Skills and Abilities
- Physical Stats: It's a combat robot. It's very strong and very fast.
- General Skills: Killing things.
- Notable Experience: Unknown, but it was enough to give Spartans trouble.
- Other:
Cybernetic Enhancements
- Head: The head still contains the natural brain, though even that was damaged. The head also contains the primary neural interface for all sensor systems. The spine is responsible for most motor functions.
- Ocular Sensors: A pair of cameras in the standard eye positions. They normally glow blue when active, though this particular function can be disabled. Both cameras have independent rotation capacity up to sixty degrees off center and can detect anything from the mid-microwave spectrum to high ultraviolet. Also contains advanced electromagnetic sensors to analyze the layout of a computer system or building. It can also detect electronic devices on a person and can differentiate between various types, including picking out weapons.
- Radar: Microwave-based radar system with a 100 meter range. Can generate detailed three dimensional maps of the surrounding area.
- Motion Tracker: Motion detection system with a 50 meter range. No one can sneak by this.
- Infrared Sensor: Omni-directional infrared receiver designed to detect nearby body heat. Often works through thin walls.
- Auditory Sensors: Set of microphones throughout the outer mechanical skull including a pair of primary units where a person's ears would normally be. The arrangement of multiple units allows them to detect passing bullets and determine exactly where the shot came from using the difference between the times three microphones detect the sound to determine the bullet's velocity and rate of acceleration.
- Atmospheric Scanner: Takes in a small amount of air from the surroundings and analyzes it for chemical composition. Unit is located where the nose would be on a human.
- Speaker: Located where the mouth would be. Allows speech in nearly any language as well as the ability to emit extreme high-frequency, high-power sound waves capable of rupturing several critical arteries in a person. It can also be used to simply yell really loud.
- Torso: Armored chest unit containing several vital components, including the natural spinal cord and its respective motor interface.
- Main Power Plant: Multi-function reaction chamber capable of extracting energy from a variety of sources including fossil fuels, hydrogen, plutonium, naquadah, deuterium, and antimatter. Exhaust ports are present when needed.
- Secondary Battery: Rechargeable battery designed to operate when main power is down. Can not operate high-energy functions, such as flight or energy weapons, but it can power motor functions, transformation, sensors and low-energy projectile weapons.
- Charger: Uses energy from solar cells, a thermoelectric generator and simple electrodes to charge the battery using light, heat and electricity, respectively.
- Primary Computer Core: While the brain is in the head, the suit's processor is located in the chest. It is designed to perform complex calculations which could not be done with a human mind as well as process the massive amount of data received from the various sensors.
- Life Support System: Supplies the organic components with the necessary nutrients. Capable of sustaining the cyborg for extended periods, but it must be supplied with organic matter and water eventually.
- Communications System: Antenna within the chest capable of receiving an extremely wide variety of signals from many nations across the galaxy. It is designed to detect and decode enemy transmissions more than anything, though it can transmit on any of these frequencies as well.
- Main Hydraulic Cylinder: Centralized hydraulic fluid distributer which powers most motor functions. Auxiliary units are located in each limb in case this unit fails.
- Ammunition Storage: Stores ammunition, oddly enough.
- Missile Launcher: Missile launch rail stored in the back. When active it rotates over the right shoulder. It can fire a wide variety of small rockets and is designed to interface with many technologies using nanites if necessary. Internal storage can only carry roughly half a dozen missiles depending on their size.
- Metalstorm: Box-type turret located below and behind the left shoulder. Normally rotates up to the top for its firing position. Carries several solid barrels with stacked ammunition and no moving parts. All rounds are electronically fired to produce a very high rate of fire. Turret can easily track and engage multiple targets in a fraction of a second.
- Right Arm: The right arm contains most primary weapons systems in a compact form. Various components of the arm are designed to serve multiple purposes to save space and allow it to, essentially, transform into a variety of weapons. This is aided by the supply of nanites, which quickly rearrange the components of the arm into the desired weapon as well as forming into solid metal shapes when needed. The endoskeletal armor is constructed of several distinct panels which expand to allow room to transform but will usually collapse back into their standard shape once transformation is complete. The following is a list of transformation options available to the right arm.
- Hand: Four fingers and an opposable thumb designed to match the shape of a human hand, though it does have a greater range of motion. Hand is typically retracted into the arm when a weapon is activated. The hand can be modified to mimic the appearance of most humanoid alien hands to match the disguise ability.
- Capacitor: Generic, rapid-discharge capacitor designed to power energy-dependent weapons. Usually this unit is overkill for a single shot, as it is capable of storing far more power than most reasonable infantry weapons used throughout the galaxy, but it is limited by the same recharge delay as any other weapon based on the same principles. Still, the on-board power plant is, again, more effective than what is present in most infantry weapons.
- Particle Cannon: Fires a hydrogen particle beam using the same design as the Antares Federation: Protons are accelerated using a magnetic field and electrons are added at the last moment to create a neutral beam. It has an excellent penetration capability for an energy weapon and causes additional thermal damage. Requires nuclear fusion or better power supply. Its "ammunition" can be extracted from the environment. The weapon is powered by a generic capacitor designed to operate all energy-dependent weapons.
- Mass Driver: Variable-ammunition weapon which can fire just about anything up to 15 millimeters in diameter. Its barrel doubles as a pair of hydraulic cylinders for hand movement when not in use. The weapon uses a highly adaptable chambering system to load any round with a cartridge below 30x150 millimeters, whether it is standard, caseless or externally powered. It features electronic firing for conventional ammunition, a magnetic rail driver, a series of magnetic coils, and a plasma generating system. Collectively, these systems can be used to launch just about anything down-range. Nanites can form into a magazine receiver to allow easier loading. Additional ammunition can be manufactured and stored internally.
- Laser Cannon: This is, quite simply, a laser. It can fire at any frequency from microwave to X-ray depending on the needs of the situation. The actual emitter is in the palm, allowing it to be used without retracting the hand. It has a wide focus and power level range, allowing it to fan out over a large group with a stun effect or focus on a single point with enough energy to vaporize metal, along with the added bonus of being at maximum power only on the target, minimizing the chance of collateral damage against anyone or anything in front of or behind the target. It is unlikely that the creators of this suit particularly cared for this advantage, but it is nonetheless there.
- Taser: As the name implies, this weapon electrocutes the enemy. Usually this is done through direct contact, though the aforementioned laser can create a plasma stream to carry an electrical current from long range. However, this electrolaser tactic only works in an atmosphere. As with the laser, the taser is a part of the hand and thus can be used without retracting it.
- Chemical Sprayer: Usually a short-ranged weapon, the chem sprayer can be loaded with a wide variety of liquid ammunition types, from biohazardous chemicals to combustibles. If the latter is used, an electrical discharge from the taser can ignite the stream to produce a flamethrower.
- Grenade Launcher: A large-caliber weapon designed to shoot really big shells. It uses many of the same principles as the pulse action repeater, but the barrel is actually made of the inner layer of armor plating (which basically turns inside-out during transformation to move the various components out of the way). It can load a wide variety of ordnance, using the same nanite coat to reduce the barrel diameter as the mass drivers, able to fire most ammunition up to 60 millimeters in diameter. It can fire the projectiles via magnetic acceleration, pulse action or plasma expansion and, as with the repeater, can accept magazines for various ammunition types. However, most rounds above 20mm are fired from a breech loader mechanism rather than a magazine. The weapon can interface with most electronic warheads for time delays, air bursts, or other special functions and can fire mortar shells.
- Left Arm: The left arm uses the same transformation technology as the right arm, though it contains most of the utility tools rather than simply weapons.
- Hand: Mirror image of the right hand. Same capabilities, including the variable-frequency laser and taser.
- Chainsaw: For all your cutting needs. This chainsaw is somewhat unique, however, as it features a chain of razor-sharp teeth and a very thin profile comparable to a circular saw more than a chainsaw. Each blade is diamond edged for maximum sharpness and the chain is made of a cortosis/trinium weave to prevent sparring damage, even from lightsabers. The chain is typically stored in a spool just below the elbow, while its support consists of hydraulic cylinders for a base, a stored wheel at the end and a nanite cover.
- Power Drill: Multipurpose drill powered by the same electric motor as the chainsaw. It stores several drill bits for tunneling through various materials. In addition, nanites can form into a screw, nut or bolt driver. Their flexibility allows this unit to be used to work with nearly any device built by any faction. It can also be angled and extended to reach into difficult places.
- Hydraulic Hammer: A flat-head cylinder designed to hit things. Very hard. The unit is powered by the same hydraulic cylinder designed for the hand, though this particular one is designed to release a large amount of pressure very quickly, allowing the hammer to function when there is no room to swing. Also used when precision is necessary, such as, strangely enough, inserting a nail into a piece of wood.
- Nanite Injector: Small, needle-like tube designed to inject nanites into soft targets for a variety of purposes. Nanites can invade a computer system, hacking or destroying it, attack a person to either render him/her unconscious or kill, or extract useful metals from unrefined ore, among other things. The injector itself can not penetrate some hard targets, though it is often used in conjunction with the power drill or palm laser to overcome this weakness. The injector extends from the hand between the index and middle fingers, making transformation unnecessary, and can be used very discreetly.
- Repulsor Generator: Electrically charges the atmosphere near the elbow and attracts it towards the hand with a powerful current, creating a short-range directional blast of air. The blast is similar in effect to a sonic blaster, able to knock most people off of their feet. Not as powerful as a direct punch, but it can cause plenty of indirect damage depending on what the target lands on. Does not require a transformation to use; the nanite skin does not even have to peel back, making this particular ability appear to be a Force technique to the untrained eye.
- Plasma Torch: Extremely effective metal cutter. Used to slice through doors, bulkheads or ship hull plating.
- Grappling Hook: Long-range grappler system which allows the cyborg to swing around like Tarzan from anywhere.
- Legs: Advanced motor systems allow the cyborg to run very fast, leap really high, etc. Shock absorbers in the feet allow it to reduce the sound made on contact with the floor to better travel undetected. It would also hurt to be kicked by this thing. A lot.
- Armor: 4-6 cm advanced trinium-based durasteel alloy; exact composition unknown. All armor is backed by a liquid layer which will momentarily harden under heavy impact force. Nanites can double as a regenerative ablative armor layer as well as active-reactive armor.
- Nanites: Much of the droid's technology is based on many microscopic robots all controlled by the primary computer. These are highly versatile, capable of invading other systems, assisting arm transformation in the droid, forming themselves into solid metal shapes when needed, and generating an outer layer of skin which can imitate organic tissue to a certain extent. There are a few different types of nanites which are specialized for said tasks, with computer infiltrators, organic infiltrators, motor assist and skin units. All of them contain micro photovoltaic cells capable of converting solar energy into electrical. These can power the nanites alone, or, when they are locked together in the skin formation, they can be used to charge the cyborg's main battery. They are fairly durable when aligned into a shape but vulnerable to electromagnetic interference and hard radiation when used individually, particularly in infiltration tasks.
Cortana
- Species: Advanced AI program created using human consciousness as a basis
- Age: Eight years not including the 76 years she spent offline in Forward Unto Dawn to conserve power
- Gender: Feminine programming
- Appearance:
 Note: That is her holographic avatar; her actual appearance is a crystal computer core and a lot of wiring
- Personality: While Archer could be passed for a robot based on his personality at first glance, Cortana could just as easily be passed off as a human. She has a sense of humor and witty personality, even throwing in a few sarcastic comments. These combine to make her far easier to talk to than any other voice-activated computer system. However, there are certain common human traits she entirely lacks, most notably arrogance. Despite her extremely lifelike personality, she is capable of objectively analyzing any situation and determining the best solution through pure logic.
- History: Cortana was originally programmed using the mind of a cloned Dr. Catherine Hasely in the UNSC as a template. Hasely was cloned because the process of duplicating a person's neural pathways in a machine at the time killed the human in question; typically AIs were gained from already dead minds, but Hasely was a particular exception.
Cortana oversaw the Spartan-IIs during the later stages of their training, but first operated alongisde them aboard the Pillar of Autumn during the battle of Reach and subsequent discovery of the first Halo. The Autumn was badly damaged; Archer carried her off of the ship in his own suit systems to avert her capture. Since then, she has frequently operated in tandem with Archer.
Cortana was captured by the Gravemind, a highly advanced Flood form, aboard High Charity following the events at Delta Halo. When Gravemind traveled aboard High Charity to the Ark, he brought Cortana right back to Archer. The two reunited and detonated the incomplete Halo installation intended to replace the one Archer had destroyed before. Using the activation index programming recovered from the first Halo and activated it, badly damaging the Ark and wiping out the local Flood infestation.
After the frigate Forward Unto Dawn was damaged, Cortana went offline similarly to Archer going into stasis for 20 years, until eventually the frigate crash landed on the planet. By this point, however, she was approaching the end of an AI's standard lifespan. Archer located several computer systems which allowed him to upgrade the suit's computer system greatly, enabling Cortana to expand beyond the original parameters and become one of the most powerful AI programs in the known universe, even surpassing the next generation AIs developed by the new UNSC in tandem with the Antares Federation.
Talents, Skills and Abilities
- Physical Stats: 12.6 EHz cybernetic nonlinear processor; 800 trillion IPS system; no true RAM equivalent; storage capacity has been suggested to be higher than 39 EB
- General Skills: Best known for logic and processing skills. Can perform utterly staggering calculations in her "head," even to the point of substituting for an interstellar navigational computer. Also has excellent scientific and engineering expertise in an extremely wide variety of areas, evidenced by the modifications she designed herself for the Pillar of Autumn's primary MAC gun, as well as modifications to the weaponry of captured Covenant capital ships.
- Notable Experience: All scientific training of Dr. Catherine Hasely, as well as full access to the UNSC database (which she practically downloaded). Also has experience working with Ancient technology and has successfully been able to manipulate those systems on a large scale.
- Other: Cortana acquired the command codes to a small robot army. She now has full remote control over them. Also, she can probably kill you with her mind...
R2-D1
- Class: R2-series Astromech Droid
- Age: 8 years
- Appearance:

- Personality: Very loyal, but somewhat mischievous. Quirky personality has developed as a result of a lack of a memory wipe, something R2-series droids have become famous for. This has the advantage of improving its intelligence system, but it also makes the droid more independent and self-conscious, which is not always a good thing.
- History: As with any other R2-series droid, D1 was manufactured in an assembly line. It was first sold to a pilot who took the droid to Tatooine with him, but this ownership was short-lived, as the pilot was behind in his debts to Jabba. When he told Jabba's mercenaries he couldn't pay he was executed on the spot and the droid taken.
Later, when Jabba hired Kaylee for repairs to his repulsor sail barge, he found that the droid was too much trouble, as it seemed to wish to leave his service. Jabba, not particularly caring for a mischievous droid, offered it to Kaylee as part of her payment. Though it did mean that the actual pay in credits was discounted, it was still a good deal for a good quality (if quirky) astromech droid, something she had wanted but couldn't afford for a long time. She accepted the deal and found that the droid was far more loyal to her than to Jabba due to its personality traits. The droid assisted her in most of her mechanical work from that point onward. Kaylee made several improvements to the droid between jobs, modifying various components to the best specifications possible. When she eventually got her hands on a Naboo N-1 Starfighter the droid proved invaluable as a navigator.
Talents, Skills and Abilities
- Physical Stats: Small, fast and maneuverable. Very durable, but not built for heavy combat. Kaylee's upgrades have ensured that it can remain functioning even after suffering extensive damage.
- General Skills: Programmed knowledge of all things mechanical and electrical. Can serve as a navigator in some small starships. Excels at all mechanical work. Could be excellent with weapons if equipped with them due to the droid logic advantage.
- Notable Experience: The lack of a memory wipe has given this droid actual use for experience, and extensive time spent repairing things has given it genuine, not programmed, skill in the area. This learning ability has also allowed it to develop other skills; it has observed its fair share of combat, though it is unknown how much has been learned from this experience, as it does not have a weapon.
Specifications
- Type: R2-series Astromech Droid
- Power Plant: Hydrogen Fuel Cell
- Propulsion:
- Wheels: A set of wheels in the droid's side legs plus a third retractable one in a forward foot for added stability.
- Walker: The two side legs can be extended slightly and used as feet rather than wheels. Useful to cross uneven terrain, though not very fast. Tripod leg can be used as an additional aid to climb over obstacles.
- Rockets: Small rocket engines located in the sides which allow the droid to hover. Normally designed for space maneuvering to enable starship repairs, these have enough thrust to enable flight for brief periods near a planet.
- Max. Speed:
- Wheels: 35 km/h on hard surfaces.
- Legs: 5-10 km/h depending on terrain
- Rockets: 30-50 km/h (vertical); 85 km/h (horizontal)
- Armament: Small contact taser mounted on three-jointed arm. Originally designed to charge a circuit when necessary, though one of the droid's previous owners modified it to be useful as a stun weapon.
- Defenses:
- Armor: 2cm trinium/aluminum alloy designed for maximum protection with minimum weight.
- Features:
- Pneumatic, self-charging actuators in the legs allow it to leap to clear short obstacles which it would otherwise be unable to traverse.
- Retractable periscope camera provides a high vantage point for the droid's height and allows a full view of its surroundings as well as looking over obstacles.
- The entire upper half of the unit is, essentially, a turret, allowing any of the droid's mechanisms to operate on any side of the unit.
- Advanced imaging system allows both cameras to see any wavelength ranging from microwaves to X-rays.
- Radio detection gear allows the droid to easily detect local radio communications and potentially intercept. Also capable of transmitting in its characteristic beeps and whistles on most frequencies.
- Motion trackers and radar, with operating ranges of 50 and 100 meters, respectively, greatly increase the droid's awareness of the surroundings.
- Infrared terrain mapping system and ultrasonic echolocation systems can accurately map the terrain around the droid in real time as needed. This thing has eyes, ears, and maybe a nose on the back of its... chassis.
- Four manipulator arms, each with three-fingered, single-thumb humanoid hands can be used in the same fashion as most humanoid hands. They are kept folded away into compartments on the sides when not needed.
- Navigation computer capable of storing data for fifteen hyperspace jumps when connected to a faster than light vessel.
- Holographic emitter located next to the eye designed to play stored messages.
- Various tools, including a plasma torch, drill, saw, hammer, clamp, computer interface port, etc allow it to repair just about anything.
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Link the First
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Apr 22 2008, 04:41 PM
Post #4
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The following droids were recovered from a pirate-controlled Star Destroyer and are slaved to Cortana's control systems.
Republic War Droid
 The War Droid series was a line of humanoid combat droids designed to use the already mass produced infantry blaster rifles rather than integral weapons. This gave them the versatility of an average soldier; war droids could be equipped as well as any humanoid and boast superior strength and durability. The droids lack an on-board intelligence, being slaved to a central control computer. This has the advantage of allowing extremely well coordinated attacks. This series is slaved to Cortana's control.
- Droid Class: Mark V War Droid
- Power Plant: Hydrogen Fuel Cell
- Propulsion: Humanoid Bipedal Legs
- Armament: Standard blaster rifle; can be equipped with most infantry weapons
- Armor: 8 cm Durasteel Panels; double in critical areas
- Features:
- Multi-purpose hands allow them to use nearly any infantry weapon
- Advanced targeting system ensures accurate shots
- Upgradeable combat programming allows more advanced targeting systems to be installed
- Amount: 60
Battle Droid
 Taking some inspiration from the Old Republic models, the B-1 Battle Droids are a cheap, easily manufactured droid designed to use existing infantry weapons. Their main advantage is in their sheer numbers; the downsides are the inherent problems with very cheap droids. They have decent targeting systems but very flimsy armor. This group is slaved to Cortana's droid control codes and has no ability to operate independently.
- Droid Class: B-1 Battle Droid
- Power Plant: Rechargeable Power Pack
- Propulsion: Bipedal Locomotion
- Armament: Any generic model blaster rifle
- Armor:4 cm Durasteel
- Features: FOR THE SWARM!!!
- Amount: 40
Destroyer Droid
 The Destroyer Droid is a class of combat droid developed by the Trade Federation. It is designed for extremely rapid insertion as well as prolonged firefights. It has a unique wheel configuration in which the entire droid rolls into position and then unfolds into a combat stance, activating its defense shield at the same time. However, it is incapable of using the shield while rolling and can not move very fast when standing. These droids are now slaved to Cortana's control.
- Droid Class: W-series Droideka
- Power Plant: Micro Fusion Reactor
- Propulsion:
- Three-legged Walker Position
- Single-wheel Rolling Position
- Armament: Twin blaster cannons (2)
- Defenses: Plasma Shield
- Armor: 3 cm Durasteel
- Features:
- Wheel configuration allows extremely rapid deployment
- Defense shield can ward off nearly any light small arms fire
- Very stable three-legged firing stance
- Amount: 10
MagnaGuard
 The IG-100 MagnaGuard was originally designed by General Grievous in the Clone Wars era as his personal bodyguards. The droids are tough and powerful with enhanced strength, reflexes, and targeting systems over average humans. Like the Republic War Droids, they are designed to use infantry weapons and are thus equipped with humanoid hands rather than integral weapon systems.
- Droid Class: IG-100 MagnaGuard
- Power Plant: Hydrogen Fuel Cell
- Propulsion: Bipedal Walker
- Armament: Varies; typically electrostaff
- Armor: 14 cm Durasteel/Trinium alloy
- Features: Enhanced strength, reflexes, targeting systems and combat logic; capable of some independent behavior
- Amount: 15
Advanced Dwarf Spider Droid
 The advanced dwarf spider droid is a low-profile unit with a high-powered blaster cannon. While compact enough to fit into small areas, this unit is more of a tank than anything. Its on board blaster cannon and missile complement make it a very deadly weapon. It is primarily designed to attack light vehicles. These units are slaved to Cortana's droid control codes.
- Droid Class: Advanced Dwarf Spider Droid
- Power Plant: Fusion Reactor
- Propulsion: Quadrupedal Leg Movement
- Armament:
- Heavy Blaster Cannon
- Light Missile Launchers
- Armor: 30 cm Durasteel Plates
- Features: Big, tough and scary; can lock front legs together in a heavy frontal assault to protect torso
- Amount: 6
Crab Droid
 The CIS Crab Droid is a low-profile anti-infantry unit commonly used in swampy terrain. Its extremely small size allow it to be used in close quarter combat, and its light blasters make short work of infantry. However, it has no turret, depending on its legs to rapidly turn around to face attackers from various angles.
- Droid Class: LM-432 Crab Droid
- Power Plant: Micro Fusion Reactor
- Propulsion: Six Legged Locomotion
- Armament: Twin light blasters
- Armor: 4 cm Durasteel
- Features: Very fast, very agile, very low profile
- Amount: 2
Vulture Class Starfighter
 The Vulture class Starfighter is a fully functional fighter with a droid intelligence in the place of a pilot. It carries a respectable armament but only minimal armor and no shields. To make up for this it is very fast, very maneuverable and very cheap.
- Type: Variable Geometry Self-Propelled Battle Droid, Mark I
- Length: 3.5 m
- Width: 2 m
- Height: 1 m
- Power Plant: Fusion Reactor
- Propulsion: Dual Solid Fuel Engines
- Max. Speed:
- Mach 3 (atmospheric)
- 3200 Gs (space; standard velocity 50,000)
- 80 km/h (walker mode)
- Max. Altitude: Space worthy
- Crew Capacity: Droid control unit; no crew
- Armament:
- 4 fire-linked light blaster cannons
- 2 energy torpedo launchers (45 second recharge)
- 4 anti-fighter missiles (micro fusion warhead)
- Armor: 15 cm durasteel plates
- Features:
- Machine interface makes automated re-arming simple
- Very easy access for repairs, maintenance and modifications
- Folding wings can flip downward for a quadrupedal walker mode (disallows use of blasters and missiles)
- Will not complain about suicide missions
- Amount: 20
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Link the First
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May 6 2008, 01:08 AM
Post #5
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Equipment
- Assault Weapons
- RG-225 Battle Rifle (Fenix): A mid-size Antares Federation rifle, the RG-225 uses a pair of electrified rails to propel a 7x52mm armor piercing fin stabilized round at extremely high velocities. Range limitations are defined more by the soldier than by the actual weapon capabilities; if the weapon is mounted and fired at maximum power it will remain accurate and deadly at ranges up to a kilometer. Standard power settings ensure that it is effective at over 500 meters, though a laser rangefinder can be programmed to automatically reduce the velocity of the round at close range simply to preserve energy. A high power setting enables it to remain effective at up to a kilometer, though the rate of fire is drastically reduced and most soldiers cannot target someone at that range anyway. The weapon fires from a 45-round box magazine in a bullpup configuration. The weapon is DNA locked; no one else can fire it.
- BR55 Battle Rifle (Archer): A mid-to-long range high caliber rifle originally designed to overcome particularly effective body armor. Carries 36 9.5x40mm rounds, an exceptionally large and powerful round for an infantry rifle. It can fire in semiautomatic mode or in three round bursts and mounts a digital/optical hybrid scope with 4x magnification capacity and the ability to transmit a zoomed image directly to Archer's heads-up display instead of requiring him to look through the scope.
Archer's BR55 also carries an underbarrel three-shot grenade launcher based on the Metal Storm stacked-round ammunition. Grenades can be loaded one at a time through the breech. Both components are linked to an IFF receiver keyed to Archer's implant; the weapon will not operate unless Archer is the one using it.
- VC-10 MAG (Nova): A seemingly overpowered infantry rifle, the VC-10 is a variable caliber magnetic accelerator rifle. Three rails running the full length of the barrel are designed to grip any of several projectile sizes by expanding or contracting to hold the round in the center while magnetic coils accelerate it at an extremely high velocity. It is technically capable of firing any magnetic round between five and twenty millimeters in diameter. The weapon had several interchangeable magazines loaded with different calibers, including 6.2x49mm tungsten core rounds fired from a 40 round magazine and 14.52x114mm armor piercing fin stabilized anti-material rounds fired from a four round magazine. The weapon can fire rounds silently at low velocity or increase firepower with supersonic rounds as needed. It fires at up to 800 RPM with light rounds and is semi-automatic for all others. The weapon seems far too complex to be a service rifle, and schematics do not seem to exist anywhere on the HoloNet; it seems to be a dedicated special forces weapon, though its origins are unknown. The weapon is coded to respond to Nova's neural interface and will not fire unless she authorizes it... but it can be remotely activated by this neural link.[/b]
- Wookiee Bowcaster (Zaalbar): A fairly unique weapon almost exclusive to Wookiees, the Bowcaster is, essentially, a magnetic crossbow. The launch mechanism is relatively crude but still highly effective. The bolts themselves are made out of tungsten and are, essentially, oversize flechette rounds. A plasma coat further aids in their penetration capacity against all targets. The crossbow is very powerful and fairly accurate but requires great strength and skill to wield and can only load one bolt at a time.
- M39 Light Machine Gun: Although an outdated model, the M39 is a very reliable, open-bolt weapon designed to put plenty of lead downrange when needed. It fires 5.56x45mm tungsten core rounds from either a 100 round attachable box magazine or a 300 round tripod box, both of which rely on a belt feed. The weapon is capable of firing from the closed bolt position for very accurate semiautomatic shots and can sustain 900 rounds per minute. This was found on board the Phoenix.
- DC-15A Heavy Blaster Rifle: An oversize blaster cannon left over from the Clone Wars designed for fire support and heavy assault, the DC-15A can punch a nice hole through just about anything. It features variable power settings (though no stun setting) and a 500 round power cell/gas cartridge magazine. The weapon is also designed to attach to a tripod for increased accuracy at long range. This was found aboard the pirate-controlled Venator.
- E-11 Blaster Rifle: A highly compact blaster assault weapon, the E-11 is barely the size of a submachine gun. It is cheap, reliable, and easily manufactured, making it ideal for deployment in any large army. As usual it contains variable power settings. An internal gas cartridge supports 500 shots, while the detachable power cell can fire 100 shots. The weapon features variable power settings, including a stun mode. It is equipped with a quick-detach electronic scope which can interface with a HUD. This was found aboard the pirate-controlled Venator.
- DC-17m ICWS: A multi-purpose Republic weapon, this carbine is designed to adapt to nearly any situation. It features interchangeable components to transform into an automatic blaster rifle, a long-range sniper rifle or grenade launcher in seconds. The blaster carbine holds enough gas and power for 60 shots, the sniper rifle holds five 10x85mm High Velocity Armor Piercing rounds, and the grenade launcher holds a single 40x82mm high explosive shell. The sniper attachment includes a holographic scope capable of linking to heads-up display technology, the carbine attachment includes old-style iron sights, and the grenade launcher includes long-range elevation sights. One was found in the Phoenix.
- Light Artillery
- W/AV M6 GGNR (Archer): Better known as a Spartan Laser, this is an extremely powerful directed energy weapon. The weapon is designed only to fire a single high-powered discharge and requires three seconds to fully charge. Range, accuracy, and power are excellent, but it requires a moment to cool down and an additional three seconds to charge before firing again. Archer adapted his particular weapon to run on technology available for the common blaster pistol, as well as a rapid change power cell system which can now fire ten shots before it must be replaced or recharged. He usually leaves it with the Warthog, as it is really big, but he can easily carry it around when necessary. The weapon is keyed to Archer's IFF implant, just like most of his others, ensuring no one else can use it.
- M41 SSR MAV/AW: A shoulder-fired, twin barrel rocket launcher, the M41 is an excellent way to destroy things. It is loaded with a pair of 102x400mm HEAT rounds and equipped with several advanced tracking systems, including heatseeker, laser guided, remote control, etc. The weapon was loaded in the Phoenix armory.
- Sidearms
- DC-15s x2 (Fenix): A general purpose blaster pistol, the DC-15s is known for its extreme longevity. It is equipped with the standard stun and kill settings, using an electrical burst for the former and an ultra high velocity plasma bolt coupled with the activation laser for the latter. Rate of fire is good for an energy weapon, but it is only designed for short range combat. Both pistols are DNA locked and can not be used by anyone else.
- M261 VCEF Sidearm (Archer): The M261 is a five-barrel handgun incorporating Metal Storm technology. Each barrel is pre-loaded with 7-12 rounds depending on the caliber and can be individually loaded into the gun, giving it a wide variety of options. Archer always carries a good variety of rounds, including low-velocity tranquilizer rounds, taser rounds, armor piercing rounds, high-power 12.7mm rounds, and even scatter flechette rounds. It is equipped with a 2x digital scope which can be linked directly to Archer's helmet, allowing accurate "blind" firing around corners. The weapon is keyed specifically to Archer's IFF implant; no one else can use it unless Archer overrides the lockout.
- Modified Zat'nik'tel (Rendar): Originally a Goa'uld weapon, Dash Rendar took a Zat'nik'tel apart and essentially re-built it in a new, more efficient frame resembling a DC-15 blaster pistol. The weapon generates a millisecond plasma pulse to create a highly conductive "wire" through the air and electrocutes the target with timed pulses. The result will stun most known sentients. It can also cause severe damage to electronic devices and, in select cases, the electrical pulse can conduct through something the target is touching to score an indirect hit. The power cell for this weapon carries enough energy for 50 shots. Repeated shots using the stun setting will likely kill the target, but Dash added a dedicated kill setting to the weapon. Due to the nature of this pistol it does not matter where the beam strikes the target, though it is still ineffective at long range. The weapon is keyed to a fingerprint I.D. and will not fire unless he is holding it.
- Type-52 Pistol x2 (Zaalbar): While some societies, upon reaching a certain technological level, choose to change to modern "civilized" weapons, others simply do not. The Type-52 "Mauler" pistol is proof of this. It is essentially a five-shot revolver scattergun designed for close-range combat. Many humanoids in the galaxy are too small to operate this pistol with a single hand... but Zaalbar is not. The bayonet fitted to the front of the weapon adds extra melee capacity and the gun itself is highly effective at close range. However, it loses its potency at longer range as the projectiles spread out farther, though this can be taken advantage of in some cases by hitting several targets.
- WESTAR-34 Blaster Pistol x2 (Nova): A lightweight sidearm designed to provide maximum firepower with minimum size or weight, the WESTAR-34 is a versatile sidearm with impressive stopping power. As with most blasters, it is also equipped with a stun setting. It can fire 50 rapid shots from its capacitor before needing to be recharged and reloaded. A single cartridge contains both the power cell and gas cartridge, making this process relatively easy. Both are keyed to Nova's neural interface and will not fire if she does not mentally authorize it.
- Sonic Blaster (Kaylee): A light pistol designed to, essentially, reproduce the feeling of being punched in the gut. Hard. The weapon fires a low-frequency high-amplitude directional concussion wave. While not usually capable of killing, it can easily knock a person right off of his or her feet if fired at the upper chest and can knock the wind out of most humanoids if fired at the gut. A headshot will likely render the target unconscious with some risk of causing a concussion. The weapon has a short range but can be fired 75 times before needing a recharge.
- Explosives
- 4x M9 HE-DP Fragmentation Grenade (Archer): Standard UNSC antipersonnel grenade, the explosive charge fragments the case into deadly shrapnel with a nine meter kill radius. Archer added a remote controlled activator to create a remote-controlled mine; otherwise it will detonate half a second after the first bounce or four seconds after being thrown (relies on a pressure sensitive grip).
- 3x Type-1 Antipersonnel Grenade (Archer): Better known as the plasma grenade, this weapon uses a thin layer of plasma to melt and fuse to the target surface, detonating three seconds after attaching itself. An internal mechanism can sense the difference between living targets and inorganic walls, and it can even be set to not detonate if it misses. The kill radius is small, but anyone inside it will certainly die.
- HE-96 Naquadah Grenade x4 (Fenix): An extremely powerful weapon, this naquadah-based handheld grenade initiates a fission reaction in the super-dense core to create an extremely powerful blast wave. Some of the case is actually vaporized by the initial blast, limiting the amount of shrapnel. It is designed to bring maximum firepower to a tiny package to allow it to function as both an anti-infantry and light demolitions grenade.
- CM-38 Smokescreen Grenade x3 (Nova): As the name implies, these grenades release an obscuring cloud of smoke. This can be used to restrict an enemy's vision or to simply cover one's own movement. Though incapable of killing anyone, they are highly versatile.
- Type-4 Multi-Purpose Demolition Charge x3 (Nova): A highly adaptable, high powered explosive, this unit contains a large block of solid explosive capable of generating a crushing shockwave alone. The case can be easily removed to shape the clay-like explosive within to fit into small gaps or to be better concealed as needed. The charge can be wrapped in wire easily to create a cloud of deadly shrapnel when an anti-personnel mine is needed. It can be detonated by remote, timer, proximity fuse or simply set to detonate instantly when the arming pin is removed, allowing its use in conjunction with trip wires.
- Thermal Detonator: An extremely powerful hand-held grenade, the thermal detonator is based on a small, pure fusion detonator. It contains deuterium under liquid-level temperatures and a neutron reflector to ensure a self-sustaining fusion reaction. The weapon features variable power settings and is designed to vaporize things, though the outer case will fragment into deadly shrapnel. This was found aboard the Venator.
- Thermate Cord: A spool of wire laced with thermate, this is designed to burn things, obviously enough. The cord is cut at the desired length and can adhere to most surfaces. Once triggered the thermate will ignite, even underwater, burning its way through nearly anything. Nova awoke with a small supply of thermate cord as part of her arsenal and more was stored aboard the Phoenix.
- Melee Weapons
- Force Lance (Fenix): An Antares multi-purpose weapon, the Force Lance never truly achieved mass production due to its cost. Using nanotechnology combined with density-modification storage technology, the base unit, a small metal rod no longer than a pistol, can extend into a quarterstaff for close combat. Both ends are capable of firing a short-range blaster bolt comparable to that of most modern blasters and can also project an energy blade capable of blocking and parrying both a lightsaber and plasma sword. Finally, both tips are functional as contact tasers. The weapon is DNA locked and can not be used by anyone else.
- Type-1 Energy Weapon/Sword (Archer): More commonly known as a plasma sword, this Covenant weapon uses a shaped magnetic field to contain highly concentrated plasma in a rather unique blade shape. It can block and parry a lightsaber and slice through just about anything. Archer included an IFF lock to ensure the weapon will not function unless he is the one using it.
- Type-2 Energy Weapon/Hammer (Zaalbar): A massive club with a gravity-pulse generator, this device is a fearsome melee weapon. The club side, which also features a large blade, can be used effectively in melee combat, though it is somewhat unwieldy. The real function, however, is the gravity-pulse generator which can activate on impact. This sends a concussive shockwave forward with the power of a shotgun and can crush enemies or send them flying. However, great physical strength is required to wield it.
- Vibrosword (Nova): A light, scimitar-like sword equipped with a vibration cell for extra damage. The ultrasonic shockwaves sent through the blade greatly increase the damage dealt by every swing, causing a glancing blow to become a deep wound. Its diamond-laced edge makes it incredibly sharp and able to easily slice a person in half, and a heating system can turn the blade white-hot when necessary. The latter effect can be used to effectively cut through most metals; if it isn't simply melted out of the way on contact it will almost certainly become weak enough for the blade to slice through, particularly in the case of nearly any viable combat armor. A cortosis-trinium weave construction allows it to block repeated lightsaber strikes and it is light enough to combat even these rapid weapons. Unlike the modern plasma-based energy sword, this weapon does not have to be activated to use, making it ideal for stealth missions. Though always usable as a sword, the heating element and vibration cell will not activate without a signal from Nova's neural interface.
- Combat Knife (Archer): Standard issue UNSC combat knife, which is closer in size to a dagger. It's handy.
- Suits
- MJOLNIR Mk VI Combat Suit (Archer): An incredibly capable powered armor system designed with massive firefights and brute force in mind. Strength enhancements, full NBC protection, a virtual immunity to light infantry weapons, and a dedicated defense shield make this the ideal suit for the perfect soldier. Despite the fact that the technology is outdated by several decades, the technology utilized in this suit is still some of the best available; at the time of its conception, a fully equipped soldier with this system would cost as much to train and equip as a small starship. Many enemy soldiers learned to tremble in fear (or simply surrender) at the mere sight of this suit during its time.
- Power Supply: Portable fusion reactor
- Modified Type-25 Directed Energy Rifle (Archer): Archer spent some of the time sorting through Foreword Unto Dawn's wreckage before leaving the rear half of the vessel on the planet. With Cortana's help, he modified a Covenant plasma rifle into a wrist mounted weapon and linked the weapon to his suit power supply. Weapon performance has changed very little, though it lasts much longer since it is attached to a larger power supply. This is attached to the right wrist on his suit.
- Isolation Suit: Provides a pressure seal and is hardened against a vacuum; allows survival in a variety of hostile environments. Recent upgrades extended life support endurance from ninety minutes to eight hours. The suit gives the wearer complete NBC protection.
- Trinium Armor Plates: The suit's most obvious feature, the outer plates are made out of hard trinium panels. Though moderate to high powered rifle rounds can penetrate, most small arms as well as glancing blows from heavier weapons are simply deflected.
- Reactive Crystal Layer: Perhaps the suit's most distinctive feature, this is a massive strength enhancement system. The liquid reacts directly to the soldier's movement, applying a massive burst of force to the motion. This would kill an ordinary man; the development of this system was dependent on the parallel development of human performance enhancement drugs and implants. Archer has both. Fear.
- Defense Shield: The suit generates a powerful dual-purpose shield combining a deflector shield with a wave interference shield, both powered by a single capacitor. Effectively, the system is resistant to both energy and projectile weapons, though sustained fire can deplete it. The fusion reactor can recharge it relatively quickly even after a complete drain, but Archer will be vulnerable for a moment.
- Hydrostatic Gel Layer: A semifluidic layer which serves several purposes. First of all, the pressure and temperature changes to maintain the environment within the suit regardless of outside conditions. Second, the gel layer can lock up in the event of imminent heavy impact, reducing the chance of injury. This allows a Spartan to survive falls from massive heights. Third, if the suit is breached the gel layer will quickly fill in the hole, solidifying almost immediately on contact with the oxygen within the suit (allowing it to function even in a vacuum) to maintain the pressure seal.
- Jump Jets: Twin mounted plasma exhaust nozzles which use the suit's fusion reactor to generate superheated, high pressure plasma to use as thrust. They are designed to fire for one second at a time, propelling Archer on a ballistic trajectory. It won't allow flight, but it's pretty close.
- Grappling Hook: Wrist-mounted harpoon-type launch unit with a heavy cable spool located on Archer's back. The harpoon can effectively embed itself into any hard surface from 20 meters, and the spool carries 50 meters of cable.
- Computer: The MJOLNIR suit carries an on-board computer designed to manage the heads-up display and the neural implant interaction. The original system was capable of supporting a ship-grade AI; Archer since found additional components to massively improve its capacity. This was a necessary step to prevent Cortana from succumbing to a death which most AI programs from her age suffered: They would think themselves to death, evolving beyond the limits of their own hardware until there was no room left to use for information processing. As a result of this expansion room, Cortana has grown to become one of the most highly intelligent AIs in existence. The heads-up display provides information readouts on the suit and all active weapons, as well as shield and health status, information from any incoming transmissions, a variety of sensors (most of which are operated by Cortana), and a motion tracker fed directly into the HUD.
- ODST Body Suit (Rendar): An older suit made for the Orbital Drop Shock Troopers of the now-disbanded UNSC, the Body Suit is a combat-ready hermetically sealed suit designed for advanced infantry. Most of its equipment is standard on modern armies, but it still seems to be of very high quality. The technology comes from the same military which developed the MJOLNIR system, though this is a much less advanced version offering less protection and fewer capabilities.
- Power Supply: Small hydrogen-based chemical reactor
- Computer System: Sophisticated on-board system designed to greatly improve battlefield awareness. The system incorporates a motion tracker with a 50 meter range, magnification system, and frequency adjustment system, allowing the user to see microwaves, X-rays, and everything in between. Though incapable of supporting an AI alone, the suit is designed to interface with a supporting AI if available, whether the program is in a nearby ship or Spartan.
- NBC Protection: The suit is fully sealed and pressurized, making the wearer completely immune to nuclear, biological and chemical threats. An on-board ninety minute oxygen supply supplements this and the seals will hold against hard vacuum.
- Armor: The armor incorporates several solid trinium plates, though these are designed with mobility in mind. In addition, the suit is laced with a particular liquid chemical which, when struck with a large amount of force (such as a bullet), will become momentarily solid, thus providing the best protection possible while still allowing full freedom of movement.
- Environmental Control System: Uses a highly energy efficient temperature and pressure regulation system to maintain the interior of the suit at a comfortable temperature, improving the wearer's endurance and allowing his or her survival in extremely hot or cold environments.
- Advanced Infiltration Suit (Nova): A highly advanced suit designed for stealth, reconnaissance, and infiltration. Its origins are unknown along with its full potential, but most of its abilities have come to light. The suit is not designed for prolonged firefights but does have some equipment to aid in that regard should the need arise.
- Micro-Fission Reactor: Tiny naquadah-based power plant located in the back. System will last for extended periods but does not have the extremely high power output of some other systems.
- Light Armor: Trinium armor plates covering most of the suit. Gaps are more vulnerable but allow greatly increased mobility.
- Oxygen Distribution System: While the suit is not typically hermetically sealed (unless the pressure shield is engaged, see below) it does provide respectable NBC protection by shielding against the outside environment, running the atmosphere through a complex filter system, and distributing it throughout the suit with many microscopically thin tubes to prevent death by skin asphyxiation.
- Pressure Shield: Plasma-based shield system capable of maintaining an atmosphere within the suit for a limited amount of time, even against hard vacuum. This system was chosen instead of a more bulky pressure suit to improve the wearer's mobility and to ensure that an armor breach would not cause decompression. Provides only minimal protection against small arms fire.
- Cloaking Device: Variant of plasma shield technology which warps all incoming light around the wearer to the opposite side, creating the illusion that the wearer is not really there. The system is capable of operating at all wavelengths... but there is a catch; when using this system, the wearer is blind. To compensate for this, the shield over the head is a separate unit which will allow a certain range of frequencies through and warp all others. These frequencies are the ones the wearer will see using vision enhancement technologies. The person's head is also detectable using the same frequency, but the exact one used can be arbitrarily changed at will.
- Temperature Regulator: A temperature regulation system controls the inner and outer lining of the suit separately, maintaining the inner lining at a comfortable temperature while automatically adjusting that of the outer lining to match the environmental temperature. This allows the wearer to slip through infrared scanners. In addition, the temperature regulation allows the wearer to survive in extremely hot or cold areas.
- Sound Dampening System: Small shock absorbers located throughout the suit, particularly in the feet, knee pads and elbow pads, designed to greatly reduce the sound of hitting any solid surface. This system does not require power.
- Active Camouflage: Changes the color of the suit to blend in with the environment. Though it is not as effective as active camouflage, it does not have the same frequency-based restrictions and generates no electromagnetic signature which might otherwise be detected. This particular system works in tandem with Nova's own chameleon-like abilities.
- Suction System: Small, nanotechnology-based suction units located in the elbows, knees, feet and hands to allow the wearer to attach himself/herself to a variety of surfaces, allowing him/her to easily scale walls or hang from ceilings. The technology leaves no trace when used.
- Dart Gun: Wrist-mounted dart gun powered by compressed air. It is loaded with tranquilizer, poison, radio-transmitter, blood-splatter (mimics the appearance of death by a projectile weapon), explosive-tipped and isotope injection darts depending on the situation at hand.
- Wookiee Combat Harness (Zaalbar): Though it offers no real protection in combat, Wookiees do not usually need it. This harness is designed simply to carry various weapons and equipment into combat, something Zaalbar is in no short supply of. The harness consists of a set of double shoulder straps attached to a belt with numerous pouches and magnetic grips for weapons, ammunition and supplies.
- Trinium Light Combat Armor (Fenix): A lightweight trinium armor suit designed to resist most small arms fire, though it does not offer the heavy protection or strength enhancements of the MJOLNIR suit. Still, it will not restrict flight or any other movement.
- Hazard Suit: A fully hermetically sealed suit with an on-board life support system, the hazard suit is designed to allow the wearer to operate in space, underwater, in extreme heat or cold, or in other hostile conditions. It is equipped with an eight hour oxygen supply, as well as middle weight armor. Usually left on the ship unless needed. This model is designed to be highly adaptable to a variety of humanoids; it is not a perfect fit for any one, but is close enough for nearly all of them. Features a set of mechanical hands directly ahead of where the wearer's hands should be rather than attempting to create a pair of gloves that would match any humanoid hands; the result is an industrial strength grip... and a set of arms which appear to be slightly disproportionate to the rest of the suit at first glance. Several of these are stored aboard the Phoenix.
- Items
- Personal Shield Generator (Fenix): A self-contained belt-mounted unit, this personal defense shield runs off of a liquid naquadah cell and provides protection against most small arms fire. Though the shield can last longer than the MJOLNIR suit before needing to recharge against light weapons, it can not resist heavy weapons. Most rifles designed to breach heavy body armor will penetrate, while a MJOLNIR shield is capable of stopping them. Still, it provides adequate protection against shrapnel and most light-weight projectile or energy rifles.
- Computer (Fenix): A tactical computer originally designed for an elite soldier, this system is designed to manage large amounts of tactical data. Rather than the full visor some suits prefer, this computer is linked to a HUD displayed on a small screen over the wearer's right eye. This particular unit has been modified extensively, particular improving its information capacity and tying it directly to some of the custom systems.
- Holographic Image Projector (Fenix): Uses an advanced holographic emitter to disguise the wearer as anything larger than himself/herself. The form taken can vary greatly, from disguising the user as an enemy officer to creating the illusion of a rancor. While the unit does have a cloaking capability for an extreme size variation (in the above example the wearer would be between the "legs" of the image and therefore outside the hologram) this will only conceal the operator if he or she does not make any rapid movements. In addition, advanced three dimensional scanning equipment is required to generate a new image for the projector, though this can be accomplished with certain ship-mounted sensor systems.
- ECM Suite (Fenix): Portable electronic interference generator designed to jam enemy scanning units and, if increased to high power levels, can even jam radio communication. It has no effect on subspace transmissions or high-power low-frequency channels, however, though it is still very useful at disrupting small group communication. The sensor jamming feature can be used to add confusion to the holographic image which would normally be easy to distinguish using sensors.
- Jetpack (Fenix): A small, back-mounted thruster pack capable of providing bursts of speed in flight. This unit is designed to work in conjunction with the natural wings of an alitris; it is not powerful enough to make an ordinary humanoid fly.
- Grappling Hook (Nova): Electromagnetic grapple gun equipped with the same micro-suction technology as her suit, allowing it to attach itself to nearly any surface. The spool contains 50 meters of borderline microscopically thin line capable of supporting up to 200 kilograms (far more than what she is likely to need). The line is effectively invisible to the naked eye from any reasonable distance.
- Duct Tape: It has a light side and a dark side and it binds the universe together. Everyone in the crew had a decent supply with more on the ship.
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Link the First
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Jun 6 2008, 01:51 PM
Post #6
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Administrator
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Longsword

- Type: C709 Longsword-class Interceptor
- Length: 64m
- Width: 75m
- Height: 12.9m
- Power Plant: Custom Installed Antimatter Reactor
- Propulsion:
- Planetary Repulsorlift Generators
- Twin Antimatter-activated Plasma Engines
- Hydrogen-based Maneuvering/Auxiliary Engines
- Warp Engine
- Max. Speed:
- Mach 3.2 (atmospheric sustained)
- 750,000 km/h (space, sublight drive)
- 250,000c (Warp 5)
- Max. Altitude: Space worthy
- Crew Capacity: Min. 1; up to 6 operators and 8 passengers
- Armament:
- Twin Forward-mounted Anti-Gunship Railguns (120x890mm Armor Piercing Fin Stabilized rounds; capacity 400 rounds per gun)
- 2 Turreted Rotary Point Defense Guns (20x102mm Armor Piercing rounds; capacity 2,000 rounds each), one dorsal, one ventral
- 20 AIM-440 ALRASM anti-ship missiles (10 per weapon pod)
- Defenses:
- Active-Reactive/Wave-Interference Dual Layer Hybrid Shield
- ECM Suite
- Radar Jammer
- Decoy Autonomous Sublight Drones x4
- Armor:
- 10cm ablative armor layer
- 5cm elevated Whipple shield over central areas
- 48-60cm tritanium hull
- 80cm inner tritanium hull
- Features:
- 1500 MHz close range detection system; resolution 1 meter; range 72,000 km (space, .5 second lag time)
- 500 MHz Tachyon-based Deep Space Sensors; range 50 light-years (5 second lag time)
- Rear cargo bay large enough to store Warthog
- Custom ventral grapple cables; can be used as arrester cables or to lift cargo
- Ring platform w/ transceiver, internal and external rings
- Computer core capable of supporting ship-grade AI; modified to maintain network connection with Cortana when in range
- Cryo Tubes
- UNSC Combat Network Transceiver
- Weapons Locker
- Bioscan Entry Authorization System
Icharus

- Type: Antares Delta Flyer class Deep Space Shuttle
- Length: 21 meters
- Width: 12.2 meters
- Height: 5.3 meters
- Power Plant: Light antimatter reactor
- Propulsion:
- Dual Antimatter Ignited Mass Accelerator Engines
- Auxiliary Oxygen-breathing Hydrogen-Ignition Thrusters (shares outlets with antimatter engines)
- Hydrogen-based Maneuvering Thrusters
- Twin Spatial Warp Engines (FTL drive)
- Max. Speed:
- Atmospheric (Hydrogen Engines): Mach 4.3
- Atmospheric (Antimatter Engines): Mach 7.5
- Space (Hydrogen Engines): 30,000 km/h
- Space (Antimatter Engines): 800,000 km/h
- Space (Warp Drive): 350,000c (Warp 7)
- Max. Altitude: Trans-Atmospheric/Space Capable
- Crew Capacity: Bridge crew max. 4; long term total capacity 6; maximum capacity 10
- Armament:
- Dual Forward Particle Beams (Hydrogen proton/electron accelerator unit; max. 40 degrees off-axis firing; located on both sides of main body between central fuselage and nacelles; powered by reactor-charged capacitor system)
- Ventral Rotary Automatic Point Defense Gun (12.7x95mm Armor Piercing rounds; capacity 2,000 rounds)
- Spatial Torpedo Launcher (unit centered on ventral hull; 10 round dual-feed magazine + 1 chambered; Fuel duration 10 seconds max. burn; peak velocity 1,080,000 km/h (.001c) (with acceleration assist from shuttle engines); effective strike range 20,000 km)
- Defenses:
- Antares Plasma Point Defense Shield
- ECM Suite
- Radar Jammer
- Cloaking Device (Prohibits use of energy weapons and shields while in use; antimatter drive will give away ship's position, restricting to hydrogen thrusters)
- Armor: Inner hull: 30 cm durasteel/trinium alloy; Outer hull: 40 cm tritanium panels; Canopy: 50 cm transparisteel (durasteel framework reinforcement)
- Features:
- 3000 MHz close range detection system; resolution 40 cm; range 72,000 km (space, .5 second lag time)
- 1000 MHz Tachyon-based Deep Space Sensors; resolution 10 m; range 100 light-years (5 second lag time)
- Three Dimensional Holographic Sensor Unit; resolution .1 mm; range 10 km (can generate holographic pattern for personal disguise unit)
- Tractor Beam Emitter (directly above rear cargo hatch); range 500 meters
- Modified Wraith Culling Beam (ventral two way emitter + cargo bay two way emitter); range 200 meters; compatible with ring platforms; stun function is optional
- Cargo bay; can store his Republic speederbike
Naboo N-1 Starfighter

- Type: N-1 Starfighter (Patrol/Interceptor craft)
- Length: 11 meters
- Width: 5.9 meters
- Height: 1.8 meters
- Power Plant: Twin antimatter-catalyzed deuterium-fusion engines
- Propulsion:
- Dual primary fusion-powered plasma engines (both bi-directional for reverse thrust)
- Short-range Hyperdrive
- Hydrogen-fueled chemical maneuvering thrusters
- Max. Speed:
- Atmospheric: Mach 6.1
- Space: 55,000 km/h
- Hyperspace: 250,000c
- Max. Altitude: Space-worthy
- Crew Capacity: 1 pilot; 1 astromech droid
- Armament:
- Dual Blaster Cannons (total rate of fire 1200 RPM)
- Proton Torpedo Launcher (capacity 10 torpedoes; directional antimatter charge detonation)
- Defenses: Active Plasma Shield
- Armor: 25 cm trinium-based durasteel alloy
- Features:
- 3500 MHz close range detection system; resolution 20 cm; range 72,000 km (space, .5 second lag time)
- 1000 MHz Tachyon-based Deep Space Sensors; resolution 10 m; range 100 light-years (5 second lag time)
- Advanced cooling system minimizes thermal signature and prevents engine overheating
- Rear "rat-tail" projection serves as a long-range communication system
- Astromech droid slot
- Extreme atmospheric maneuverability
- Storage compartment normally used for various tools
Puddle Jumper

- Type: Small Cargo Transport
- Length: 7.3 m
- Width: 4.7 m
- Height: 4.5 m
- Power Plant: Naquadah Reactor
- Propulsion: Ancient Quantum-Pulse Drive
- Max. Speed:
- Atmospheric: Mach 3
- Space: 500,000 km/h
- Max. Altitude: Space-worthy
- Crew Capacity: 4 cockpit seats; 10 passenger seats
- Armament:
- Ancient Drone Missiles x16
- Plasma Cannons x2 (reverse engineered from Goa'uld systems)
- Defenses:
- Active Camouflage Stealth Field Generator
- Low-level Deflector Shield (not designed for combat)
- Advanced Defense Shield (modification of active camouflage; will rapidly deplete Jumper's power supply)
- Armor: 35cm Trinium Alloy
- Features:
- Retractable drive pods allow Jumper to fit through Stargate
- On-board DHD allows remote Stargate activation
- Neural interface keyed to ATA gene
- Modified Wraith culling beam; can store an additional 15 people and can operate in both rear cargo bay and on ground targets up to 50 meters away; not intended for long-term storage
- Rear cargo nets and boxes allow the storage of any equipment necessary for missions
- 3000 MHz close range detection system; resolution 40 cm; range 72,000 km (space, .5 second lag time)
- 1000 MHz Tachyon-based Deep Space Sensors; resolution 10 m; range 100 light-years (5 second lag time)
Speederbike

- Type:Republic BARC (Biker Advanced Recon Commando) Speeder
- Length: 4.57 meters
- Width: 1.5 meters
- Height: 1.6 meters
- Power Plant: Hydrogen/Diesel powered Turbine
- Propulsion: Repulsorlift Generator; Turbofan (dual propulsion exhaust outlets)
- Max. Speed: Mach .4; approx. 500 km/h
- Max. Altitude: 10 meters (sustained); Can free-fall with soft landing from any altitude
- Crew Capacity: 1
- Armament:
- Twin rapid-fire blaster cannons in forward position; can fire 20 degrees off axis
- Twin turreted blaster cannons on rear; 360 degree horizontal rotation; 75 degree elevation
- Defenses: Low-level energy shield dampens effects of energy and ballistic weapons on driver
- Armor: Light trinium plates cover entire speeder; small arms resistant; thicker shell around vital engine components
- Features: Concealed compartments for weapon storage; advanced fly-by-wire drive system; automatic homing feature allows speeder to pilot itself to either Fenix or a pre-determined NAV point
Warthog

- Type: M12 LRV Warthog
- Length: 6.1 meters
- Width: 3 meters
- Height: 3.1 meters
- Power Plant:
- Hydrogen Fuel Cell/Fossil Fuel Filter (extracts hydrogen from common fossil fuels)
- Micro-Fusion Reactor (secondary or when massive speed boost is needed; limited operating duration)
- Propulsion:
- Selectable 2/4 Wheel Drive Independent Suspension
- 4 Custom Bottom-mounted Jump Jets
- Max. Speed:
- Fuel Cell: 120 km/h
- Fusion: 325 km/h
- Max. Altitude: Depends on ramp incline and length; can "jump" 15 meters dead-vertical with jets
- Crew Capacity: 6: Driver, side seat, and inward facing rear seats
- Armament: Top-rear elevated turret designed to be operated from custom control panel installed in center console or by Cortana, operable from driver or passenger seat. Turret can mount one of the following based on mission profile:
- M41 LAAG: Light three-barrel anti-aircraft chaingun capable of cutting infantry and aircraft to shreds; carries up to 1,000 rounds of ammunition (8.4x60mm Medium Machine Gun round); sustained 2000 RPM
- M68 Gauss Cannon: Fires hypervelocity slugs using a series of magnetic coils to pierce almost all armor. Carries up to 200 25x120mm tungsten-core armor piercing rounds. Can fire two shots per second. Excels at penetrating even heavy armor.
- Defenses: Bubble Shield Generator custom-attached to Warthog and modified to project a smaller dome; shield will stop all high velocity impacts and high power directed energy weapons but can only remain active for a limited amount of time; uses Warthog's custom fusion reactor to recharge a few minutes after activation
- Armor: 4-inch trinium armor plating on all sides
- Features: Selectable 2/4 wheel drive; all wheel steering; independent suspension; high ground clearance; true all terrain capability; variable electric motors for each wheel; borderline indestructible; tactical displays and mid-range radar system; concealed compartment designed to carry lots of guns to combat; looks really cool and even has a police style siren and megaphone
Motorcycle

- Type: Old Terran Sport Motorcycle
- Length: 2 m
- Width: .7 m
- Height: 1 m
- Power Plant: Hydrogen-based Fuel Cell/ICE hybrid (ICE injection system is essentially an "afterburner")
- Propulsion: Rear wheel drive operated by chain belt; linked to main drive transmission
- Max. Speed:
- Standard Engine: 275 km/h (fuel cell only)
- Combustion Engine: 350 km/h
- Max. Altitude: Depends on jump speed and ramp incline
- Crew Capacity: 1 driver; 1 passenger
- Armament:
- Dual short-range light concussion missile launchers; total capacity 20; concealed when not in use
- Forward firing tri-barrel rotary autocannon; fires older 7.1x55mm rounds from a 400 round box magazine
- Defenses:
- Camouflage system added based on suit technology; vehicle can completely blend into the environment; system is less effective while mobile
- Low-level energy shield designed to deter small arms fire; often causes light rounds to tumble to greatly reduce their effectiveness
- Armor: 3 cm armor plating covering central areas; resistant to non-armor-piercing small arms
- Features:
- Storage compartments for weapons and equipment, including panels to conceal rockets and Gatling gun
- "Afterburner" style ICE linked to main transmission to enable speed boost; fuel efficiency is lowered but speed is significantly increased
- Micro-Gravity Generator allows the bike to create a tiny gravity well around itself powerful enough to overcome the gravity of most terrestrial planets and attach the bike to even dead-vertical inclines while in motion; also known as a gravity re-leveler
- Sound buffers installed in engine and wheels minimize the noise generated by the vehicle while running to allow silent movement
- Advanced cooling system allows the bike to match the temperature of its surroundings while running, though it is inadequate shielding against infrared scans when combustion engine is running
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