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Dapper Entrepreneur

9,525 Points
  • Ultimate Player 200
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Username: KiIIer Blitz

RPC Name: Daniel "Crimson" Blitz

Gender: Male

Age: 21

Height: 6’3”

Species: Neko-Wolf/Powered Human

Guild: The Dark Ages (TDA)

Skin color: White

Eye color: Red

Hair Style/Color: Messy, over the eye look/Black

Current Credits ($) in account: $70,600,378,576 and counting.

Battle themes: Silence

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Bio: Daniel was born in Moscow, Russia, not knowing his beast-like father. According to his mother's stories, he joined the army and never came back. Part of this was true and part was not. Daniel grew up as a normal boy, living a normal life, for the most part. At the age of 13, Daniel found that he was smarter, stronger, faster, and more capable of surviving than any of the seniors of his school, and most of his teachers. They have also notices a strange change in the boy...considering the growth of his neko ears and wolf tail. This brought up jealousy and many kids turned against him. Even his few friends left him over time. Half a year later, this jealousy turned to violence...and this is were every thing went wrong. Five bullies ganged up on Daniel behind the school and attempted to break him to the point that he would barely be alive. Grow-ups, children, and even the school Dean watched the fight...yet they did nothing. This is what angered Daniel. He had a sudden burst of strength and broke one of the bullies necks with his bare hands. With the bullies bat, Daniel went on to bash another bully's head in, and broke the jaw of one more. The rest went running. Daniel turned to face the crowd. No one spoke...and his mother was in tears. Daniel's last words to her still haunt him today-..."You didn't help me....I will never help you......I've learned something today... Never trust anyone, because even your own shadow runs from you in the darkest hours."- After that Daniel turned and left. For six years Daniel led life without a reason...he was just there. Daniel raided camps, stores, and did whatever he could to survive...and that's when he saw it....a tombstone. On it was engraved his name...the name that was followed up in many of his mother's stories...his father's name, "Edward Vanguard" "Captain, Father, Loved by many, Lost in combat." Daniel sat and cried at this tombstone for 4 days straight. He let it all out that day. His past, his feelings, himself. Eventually on the fifth day, Daniel was awoken by deep, thudding footsteps. As he looked up, there was a man clad in black armor. On his shoulder, the letters TDA.- "Who are you?" - The man asked and he took out a pistol.- "Daniel...Daniel Vanguard." -Daniel stood up, being an inch taller than the soldier even with his armor. The soldier lowered his guard.- "Follow me" -He said. The rest was a blur for Daniel until he came face to face with someone that people called Darkseid. Daniel knew what he would have to do. He asked to join and his request was granted. For the next year or so, Daniel underwent training that was meant for Elites. Yet he passed, and with that he made a friend. A brother really, even though the man was about 10 years older. They both passed the training and were accepted as soldiers into the TDA, yet something went terribly wrong. Something happened and his brother in arms got himself to be hunted down. Daniel lost contact with his brother for a while...after about four months, he found out that his brother has made it into another military force called "SEALs". Daniel continued seeing his brother in battles and meeting but nothing more. There is of course the occasional letter here and there, but nothing special. During the time of which a month passes,Daniel changed his name to his call-sign "Blitz". Now, Daniel is 3rd in command of the most powerful military army on gaia...the TDA.-



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▂ Armor ▂


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Helmet:
Our highly top notch helmet is meant to protect the entire head, face, ear and neck region. It's made to be practically bullet and blast proof being layered in Dragon Skin and Sheer Thickening Fluid (STF) explained furthermore below. The goggle lens are made with transparent bulletproof ballistic glass (polycarbonate thermoplastic) making it lightweight, strong and effective. The material that is used outside of this Helmet is something called Thermia, named after the planet that Daniel found it on. This material, as Daniel found out the hard way is made up of a hardened Co2 component as well as being Nuclearly combined with combodium is really effective at making lasers reflect of it's surface (Daniel, however, didn't know that when he blast a laser weapon for light inside a Thermia filled cave.). Daniel used this material on his entire armor to ensure himself against laser and blaster weapons. The helmet known to scare hostiles into retreat due to the intense psychological effect the red and yellow glow the goggles emit. With this helmet, the wearer is able to see in Night Vision, Thermal, Transparent, and the entire outfit has an inner voice command system being connected to the HUD and Cross Comm. A gas mask is also rendered with the helmet and put over the mouth and nose to protect the wearer from inhaling airborne pollutants and toxic gases filtering the air they breathe to healthy levels. With advance technology the wearer can breathe at both high and low altitude with ease through the gasmask. Rebreather: Attached to the user, a gasmask-like system is fixed on the mouth, and to the outside, where a set of vents are. This can be located anywhere, seeing vents can be installed on the armor anywhere, hoses being where the purifier is located, and is what is how the mask is attached too. This rebreather system has a purifier that separates anything but oxygen from the air, and into the user. This purifies the air, and releases all the excess. Working naturally with a char-coal nano-stripping, the oxygen flows by, while everything else naturally becomes waste. This protects from anything, seeing only oxygen can freely float through. This works in most situations, as long as oxygen is present in the area. This is fixed with a plastic over the mouth, and comfort felt around it. This makes it easy to put on, and easy to wear. The rebreather being a simple product that was sent for civilian use. Simple, yet effective, a great thing for normal combat. The helmet is so advanced, it will even regulate the amount of harmful noise or light, so that weaponry like flashbangs would be a lot less effective against them. Soft padding on the inside is used to absorb sweat and keep the inside comfortable reducing trauma if the head is struck. The helmet also includes a metal cover in-case laser weapons are used. The cover closes down on voice command and cover the entire face. The image is also given from cameras that are hidden on the front, back, and sides of the face, making it possible for Daniel to see a clear, colored, 360 degree view. Apart from this, the scanner (forehead ) can close in, reduce, expand, and mark targets in a bright red covering. Therefor, Daniel can always keep an eye on his opponent, even when he/she is behind objects or in building. Between the actual titanium,softened, linings are some rubber linings to protecting the helmet from EMP technology. Daniel also had Beats technology installed so he could listen to his music and radio in the middle of the battle. His favored EI (Evelyn) Has helped Daniel with most of his missions and is the main accessory of his helmet. Apart from having a realistic personality and emotions, Evalyn sets up his auto aim for most weapons and turns on Radio wave, Heat, Heart beat, Life detector, and X-ray sensors. She also activated Night, Infa-red, Sound detector, Locker, and reflex visions on. Eva also warns Daniel of any suspicious activity that he might have missed. Eva was paired up with Daniel because their personalities were almost a perfect match and it had caused many awkward moments in an argument because it seemed that Daniel was stomping around as a result of the sound proof-effect of the helmet. AI Sensory Instillation: This piece is a basic installment to any AI system that is within a reasonable amount of data. This is a rather simple piece that is made to detect sensory issues like; Heat, movement, and sound. This is also set in with a specialized system to detect when bullets are fired, at even the smallest of movement. It also has the ability to coexist with any AI program that it comes in contact with. The way this piece works, is by working with the visuals of the armor, or ship, and with the audios of the suit. This bypasses them, and allows for the use of data tables to be used, this picks up an unusual occurrence in the area. This takes around .15 seconds to chart down the information, and finalize the unusual issues. These analyze and finally give a warning to the user’s visor, and audios. This will give out a detailed direction of which the bullet, or object is being projected too, and then give help to avoid, or deflect it.
>> This also uses the optics in a connection with the sensory, also is set up to inspect the weak points in an armor, or fielding system. This traces the natural elements of the area, and then finds the oddities. This also then finds ways and targets key points where density, and matter are low. This then targets fragile pieces, and or the whole system, and picks up the elements in that armor. This also picks up radio, and thermal signatures, if the armor is equipped with such devices that are made for sensors. This also allows the user to scramble the signals of the target’s AI system. This is by releasing it’s own signals, that place the target around 50 yards off of the user. This allows the user to be completely protected from both Radars, and being tracked. This however does not apply to movement, or sound. This of course being because you can’t so such. However, it can mask thermal, and sound to a point. Movement is also masked by around 30 percent. Allowing masking if the target is slow. All in all allowing the user to be protected by any such issues.




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Full Body Armor:
The armor set uses a set of smart, state of the art technological advancement with a complex network of Dragonskin and Liquid Body Armor layering that each standard soldier have equipped. The Liquid Body Armor is a 17lb full body defensive system that relies on liquid that hardens when something hits it, providing ultimate protection while letting the wearer move effectively without having to worry about weight slowing them down. It distributes the force of impact over a larger area to reduce the amount of injury. This armor is MUCH stronger than Kevlar, Dragon Skin, and the Ceramic Plates soldiers have been using for many years. It utilizes Shear Thickening Fluid (STF), gel contained inside the Liquid Body armor and has a viscosity that increases when shear stress is applied. In other words, it moves like a liquid until an object strikes or agitates it forcefully and hardens in a few milliseconds in an efficient way. The fluid has special particles that are freely suspended, and when disturbed, it creates a near impenetrable resistance to the disturbance. When the energy from the impact dissipates, the particles begin to repel one another and the solid substance reverts back to a liquid. TDA military scientists used this knowledge, and engraved it into a masterpiece. Four layers of STF-treated Kevlar can dissipate the same amount of energy as 14 layers of Kevlar. In addition, STF-treated fibers don't stretch as far on impact as ordinary fibers, meaning that bullets don't penetrate as deeply into the armor or a person's tissue underneath. The Liquid Body Armor embedded with 4 layers of Dragon Skin (stronger than kelvar) has combined perfectly to make it effective, flexible, and without the effects of bulk. Areas where joints is vital is made to be less loose and baggy so that there's less friction when running or when the fluid hardens. It also works well in defense against energy type weapons since it consists with most of the same concepts of impact to get through the armor and can withstand corrosive atmospheres, and intense weather conditions being very heat resistant and waterproof because of its thin coating of a fireproof and water proof liquids. There is soft fabric foam that cushions this armor against the wearers skin to make it very comfortable and wearer friendly. The outfit comes with 8 upper body pockets/pads to store items inside, and two side pockets near the waist and two back pockets near the buttox region. Soldiers with Jetpacks have aerodynamic shaped armor plates to assist their in flight movement. Daniel used assorted layers that pile up in the armor consisting of Thermia layers and others that ,on command, un-folds and forms into the next feature of the armor, and when needed, retracts and refolds, back in. The armor itself also has a built in feature that allows it to switch colors in the heat of battle to match the surroundings. It is still a prototype accessory but when it is finished, it will be able to change colors so fast, it will be practically invisible. Also, the armor is pretty impressive because Daniel worked on it so it has an ability that Daniel had a hard time naming. Eventually he decided to call it transformation, yet he still doesn't find it suiting. The Armor doesn't exactly transform , but it reconstructs itself. There are folded and layered parts that will come out and will re-construct on command. Since this suit is still a proto-type, it can only so three possible reconstructions. From Regular, which is the fastest, to Survival, meaning that is can survive in water, space, and really all other environments thanks to the large air-tank on it's back that also doubles as a cooling system for the actual suit. The last is the Heavy-Gunner, as Daniel prefers it be called. Its is the slowest type of setting on the suit, going at about 35 mph ((Survival-50mph, Regular-65mph ((Described below.))))This setting is basically one of the most heaviest and protective armors around that have "Liquid energy" flowing through them. It isn't energy however. Its is a special liquid that when touched by a laser, cools imminently to temperatures below zero and renders the heat of the weapon useless, therefore, only making a burn mark on the armor. The bad side to this is that it also freezes up the part that has been shot for about a milli-second, yet that can be crucial.

Exoskeleton:
The exoskeleton attachments are wearable robots that has human-robot cooperation technology that centers itself on humans and the person wearing the robot, uses their own intelligence to analyze the situation, and thus produce the appropriate motion via the wearable robot. The robot supports the wearer’s physical strength and enhances it. This wearable robot’s exoskeleton synthesizes onto the external body as a tool, recognizes the intention of the person wearing it and then executes the desired action. It has both a power assistance system & power augmentation system so the wearer can perform tasks that wouldn't be normally possible. With the assistance of the wearable robots, the wearer is strong enough to punch and/or kick through concrete, jump higher, run longer, move at a faster rate, and do many things that isn't humanly possible. Defensive body armor plates supported by wearable robots are molded carbon-fiber which are lightweight, 10x stronger than titanium steel, and more heat resistant. The powered armor exoskeleton wearable robots amplifies the movements of its wearer, adding its strength to theirs in a sort of purely mechanical synchronization. Each one uses an auto-recharge Zero Point powered Tachyon energy from a battery pack that's strong enough to power its systems for over two weeks without a recharge. Each device have a circular knob that you have to twist around 4 times to remove it. Areas outlined with dragonskin, works as slots for the wearable robot exoskeleton to attach to the wearer without being bothered by the Liquid Body Armor. Therefor, making the armor, even at it's heaviest, weigh almost nothing to Daniel.

Boots, Gloves, & Undergarments:
Speed boots
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The speed boots are a special type of combat boot, This type of boot has special rocket like abilities due to having small rocket thrusts on the bottom. These thrusters are inside the sols and bottom of the shoes and activating when you tap both feet together twice. These boots then send off a sensor that activates the rocket flames. A special gel in between the inside of the shoe and the outside keeps the inside of the shoe warm while not burning it. The gel is made out of a silicon and lead liquid that has oxygen inside to make it a gel. The rockets dismiss a miniature jet engine to activate sending off a hot air of carbon dioxide sending the user to run at 50-60 miles per hour. This of course requires special padding to make sure the user does not break a limb. Due to human limitation this is worn off by making them go off the ground by a inch so they are like flying. The difference is that when you go off you must step for the speed to activate making it like a run. These boots are a size 12 and a half and allow a faster run and if used to kick a more momentum kick. The boots need to have a lithium battery inserted on the opposite end of it how ever to allow the engine to work. With it they retain 4 days per battery. Of continuous running.

The boots them selves are made of a leather on the outside, and a spider silk on the inside making it a conferrable fit and bullet, fire, and water proof. The boots are the color black so they are cool looking, and have shoe clamps that clamp in to fit. The clamps are made of copper with the same gel alloy. This makes them stay on while in use. The top of them are made with tiny dull spikes to add damage in a kick to any part of the body, these spikes are made of just copper so they heat up with the speed creating a better hit with searing burns.

To stop the Boots, you must click them once while in action, for this the thrusters will turn off and you land lightly unless in full speed where the user will then skid slightly. The boots in turn also allow the user to when stopped and land close to an enemy use that momentum in a punch to cause a lot of pressure. If landed on a target they would die quickly due to the pressure crushing them while keeping the user safe.

The boots as a last system also allow a higher jump. When you do this jump as you click them on and you would jump about 15-17 feet high in the air being able to land strong attacks of fire a weapon from in the air, or even take out a target in the air.

The boots over all are able to be used in a lot of different ways keeping the user safe and causing damage in combat.


EMP Generator: A nice piece by military factories, is an EMP Generator. This tool is made to be voice activated into the AI system, which then emit’s a recharged EMP wave from a magnetic stabilizer. This is around the size of a small disk inside the armor’s chest plate. This releases a 50 meter EMP that destroys any electronics that are not protected from EMP weaponry. This of course can harm the user’s armor if EMP protection is not valid in the armor, however the strong EMP lasts for around 5 seconds. It is charged by a battery system, that must be set with a small EMP charge. This then amplifies through the stabilizer, by eating it’s energy when it shuts down for it to be released. This system must be protected, but allows for a nice touch against enemies. The generator must be charged before combat, and can not drain EMPs when hit. If shot at, the stabilizer can create damaging blasts of energy, that will seriously damage the user, and the technology the use. However, while basic it is a sure way to end an enemy.

Support Systems

Anti-Virus/Firewall:
Incorporated in the outfits systems is an anti-virus and firewall which protects and encrypts all of the contents of the wearers default technology to the point only TDA units can decipher it because they have the access codes. It also prevents things from gaining access to its systems without its approval which is instant. In other words, it prevents leeching or copying files. The Antivirus software is used to prevent, detect, and remove malware, including but not limited to computer viruses, computer worms, trojan horses, spyware and adware. If for some reason something tries to hack/breach the firewall, it'll send a backlash of malware to disrupt their computer operation, gather sensitive information, or gain unauthorized access to their computer systems if they don't have protection. If someone is using their brain or powers to do this, it can cause serious side effects including amnesia or other brain defects. They will also be identified and traced to their direct location. The outfit is integrated with an advanced Micro Processor with an accurate processing speed of over 1.19 kilo F.L.O.P.S per second.

Micro-Climate System:
Another good feature for support is the The Micro-climate Cooling System which is a network of narrow tubing that would automatically provide up to 100 watts of heating or cooling to the wearer. The cooled circulating fluid pulls metabolic heat from the soldier's body and transfers it into the environment through its condenser which ultimately means the soldier is capable of fighting in more environments at higher potential and less detected. This system hides the wearers heat signature making them basically invisible to heat and/or infrared sensing technology.

Deflector Shield:
The outfit comes with a useful activated Deflector Shield made out of charged Tachyon Energy that a device emits of such significant magnitude so that objects affected by the particular force relating to the field are unable to pass. When hit, the repulsive shielding looks like a bubble around the user. It's capable forms of impact from the outside while attacks from within the shield can freely pierce through the shield without damaging it by measuring the frequency allowing certain objects to pass. Basically the best way to destroy it is with repetitive attacks and when the shield is not being damaged it is automatically recharging itself by absorbing all types of energy and manipulating it into a controlled amount of charged Zero Point Tachyon Energy. It's almost invisible to the naked eye and gives off a soft glow, while not being damaged and strong enough to even block the power of a frag grenade. The deflector shield device is powered from the Zero Point Module and located slightly above the outfit wearers waist.

Cloaking Device:
To increase the soldiers defensive ability, the armor has a very advanced long lasting active camouflage device that generates a "spatial distortion" which causes most light and sensor rays to travel around its body and clothing for about 300 second periods. The camouflage is a sorta glassy image, which is 2D transparency and uses a LOT less power than the traditional cloaking device which renders you basically completely invisible. With this less power usage, the wearer can still use their weapons, etc, without decloaking. When moving fast, more and more outlines of the soldiers body form since the cloaking device can't keep up with the light changes from movement, although still will remain with the 2D image. Also while cloaked, any form of hard impact will have the soldier temporarily decloaked. The device is very advanced, and the operator can control the sovereignty/intensity of the device and render themselves virtually unseen, although it'll be for short periods of time.

Cross Communication Systems:
As usual TDA's Cross Communication Systems is connected to the outfits systems and provides real time data on the move greatly enhancing intel. It automatically paints an orange marker over located hostile units, green for TDA units, blue for allies/friendlies, yellow for neutral/unknown. Also allows the wearer to point out hit points for artillery fire if available, and destination markers. It will tell basic information about each marker. Name, Speed, Distance From, Height, etc. This helps greatly with targeting systems to make accurate shots. The Cross Comm systems is incorporated with the helmet and goggles. The memory chip contains up to 2.5 Terabytes (TB) of memory.

Sensor Array:
Very powerful sensor arrays gathers information about the surrounding space and/or environment using a variety of sensors and then the advanced micro processor system would process and analyze the data within milliseconds. The sensors allows for navigation, spot approaching obstacles, detect incoming objects or projectiles, or chart maps and interstellar phenomena. It can even pick up a cloaked individuals footsteps or disturbances/distortions in light and sensor arrays if it's not concealed. Also this sensor array is capable of picking up foreign signals or communication devices that hostiles tend to use, and it can track the signal to it's epicenter. With these sensor arrays, the wearer is able to wirelessly attempt to hack or scan other technology within its sensor range.



Weapons

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Primary-Vanguard sniper rifle.

Mode-Sweet: Assualt,Sniper.

Modes- Semi-Auto
Lock
Fully Auto
Sniper

Well placed in the soldiers hands is the Dax-5 Rifle with the safety switch on or off depending on the situation. The Dax-5 Sniper Rifle is a fully preloaded Sniper weapon that is effective at Long and close ranges and carries a larger laser magazine clip than most others. It will take 15lbs of force to magnetically demount or remount the weapon from the outside of the Jetpack located on the soldiers back. This weapon has a quick reloading time because after firing all the shots, the magazine automatically ejects itself allowing the next magazine to be inserted. After the next magazine is inserted the components of the L.C.R will lock onto the magazine keeping it in place. The gun also reacts with the HUD providing aim assist features. The contents of the L.C.R is professionally designed giving it the ability to prevent jamming and work in most types of environments and even fire while upside down This gun is very reliable and near completely recoil-less. Ironsight scope is attached to the top of the weapon assisting in accuracy and direct sights, although not needed with the targeting systems. Designers- TDA, Cartridge 5.56 x 45 mm cartridge, Action Battery operated, rotating bolt, Muzzle velocity m/s (3,245 ft/s), Effective range Long and Close Range 200–1000m, Feed system 15-laser round magazine clips and a 3.5 pound trigger system. The inside of the muzzle is circular, which allows the laser pulse to fire through the air giving it the ability to travel faster and more accurately. The Laser Firing Core (LFC)

This is a simple device made to fire a laser at high temperatures. The device is made of a few parts that would rotate creating kinetic energy which would also charge up a static charge to make a Laser beam at high speeds as well. This system is able to be fitted into any type of laser sniper rifle or laser assault rifle but not for hand guns or smaller arms.

The chamber is about the size of pill bottle, It is made of 3 parts with in it. The outside piece made of rubber, is a shell that slides into the rifle allowing it to work, the rubber is one to make sure that the high heats don’t effect the weapon and make it crack, and so the other parts can move freely. This piece has a space in between which inside has the second piece, this piece is made of basic copper, with a beryllium alloy, this alloy allows the piece to get hot but never spark causing a fire or melting the rubber. The copper slides perfectly around in a 360 degree rotation with a aluminum piece which catches the pieces. The cylinder pieces have a opening for the laser to travel down the barrel. When this travels down the barrel the beam catches the speed to make a higher velocity and making it hotter. By the time it fires out of the rotating copper and still aluminum the beam would hit a target with extreme accuracy. The system does not need a cool down system seeing the hotter it gets the better the lasers fire and faster they fire.

The lasers fire about 60 kilometers per shot and can burn through most types of armor that would be bullet proof. The laser beam its self makes a Red coloring and is hard to miss, how ever traveling at speeds of 80-120 miles per hour per laser makes finding the shooter hard. A 40mm Grenade Launcher is attached to the bottom section of the Lancer Combat Rifle. It is a lightweight, compact, breech loading, pump action, single shot launcher. Muzzle velocity 250 ft/s (76 m/s), Effective range 160 yd (150 m), Maximum range 1,312 ft (400 m). The launcher consists of a hand guard and sight assembly with an adjustable metallic folding, short-range blade sight assembly, and an aluminum receiver assembly which houses the barrel latch, barrel stop and firing mechanism. The launcher is capable of firing a variety of low velocity ammunition and grenades TDA units use such as but not limited to smoke grenades, plasma grenades, etc. The Highly Explosive Dual Purpose (HEDP) round has an olive drab aluminum skirt with a steel cup attached, white markings, and a gold ogive (head of the round). It penetrates at least 12 inches when fired straight at steel armor at 150 meters or less, or, at a point target it arms between 14 and 27 meters, causes casualties within the area nearby and has a kill radius of 5 meters. The laser in this weapon also allow an electric discharge within a 5 meter radius on impact. This causes an EMP blast that shortages the circuits in almost all electric weapons. The standard soldier carries 2 HEDP rounds with them. The tip of the laser is made to literally blast open almost any armor that it comes into contact with. After the blast, small nanites that are kept sleeping within the laser (and cartridge) continue to eat at the armor and target all power sources and the body, first hand, and then sends data from the enemies armor and memories (of course when they reach the brain) to Evalyn, who studies and gives Daniel a layout of everything once they get back home. The last part of the laser, is the laser itself. It goes through the hole that the blast made and slips the nanites even further.

Other ammo:
Magnetic disks/ Combat steel ammo casing: Magnetic disks, are a special type of installment into ammo itself. This can be fitted on the tops of the ammo, and allow the attraction to armor. These disks are made of normal magnetic materials, yet are amplified by density enhancement. These disks are attracted to the metal on armors, yet follow only slightly, this just helps by altering the path just slightly, the targeting in the installments for the AI also allowing the accuracy to enhance as well. These disks are also able to attract other rounds from any metal difference towards the entry point. These make the issues of targeting, less of an issue, yet can not entirely attract the rounds one hundred percent accurately. Such disks only add around 1 ounce of weight to the bullets, yet make for more effective assaults. These disks were manufactured by the HSX factories, and are strictly for use against enemies, and are demos for the soldiers HSX has trained. These disks are HSX property until bought off.
>> The casings around these bullets, are also made of a combat steel mixture. Combat steel is a reflective compound of mirror like shining plus U-235 depleted uranium. This makes the rounds almost invisible, bouncing light off of them. This also makes the use of radars useless. This also in turn has a melting point of 100k Celsius making it by far one of the most durable rounds ever assembled. These casings fit around near all rounds, and mold onto them. These are also HSX property, and are demos to the direct use of soldiers. These are able to be picked up by motion radars, and sound radars, but are effective to the naked eye.

Pistols (x2) Diamond Back.357

Explain:Chambered for a .357 Magnum cartridge.
Delivers a powerful, knock-down shot at medium and short ranges.
Change to Rapid Fire Mode (High Recoil)
Magnum Cartidge can be change to fire regular ammunitions
Each Cartidge can hold up to 100 Plasmatomic Bullets x8 = 800 Rounds.
Attachments can be made
Duals are acceptable
Finger Print to access this gun
Explosive Rounds with Armor Piercing
Weight: 5 lbs Plasma mode, 7 lbs regular cartidge
Silencer Mode
Finger Print Accessible To Use
Laser Sight System
Skins: Any

Special: Each time 100 rounds are use the magnum cartridge fires 1 Magnum blast that can pierce through enemy and knock them back hard. Downfall: Overheat for 5 Seconds.

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Diamond back con- It’s a 50cal. Military issued handgun. It’s very effective for close combat. It’s a high caliber weapon made to get the job done. This is a large-framed laser-operated semi-automatic pistol. This pistol may also be loaded with blast rounds. Blast rounds are not like laser rounds. They have a lot more Phisical power that can blow a hole or dent almost everything.
Silencer-F62 complete silence

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The Katana would be located in a separate place from the other weapons. This weapon takes the form of a 8 inch hilt. The inside is a battery that has a cooling chamber. The battery heats up the plasma discs that are inserted on the top like the Star wars light saber. How ever this is much different. The Plasma disks make a Red glow that is not mistakable. The blade its self becomes 4 ½ feet long and creates searing plasma capable of cutting through barricades, cars, armor, and even weapons. The hilt has a black base to it with a built in red grip. This grip is capable of producing a hold even when wet. The grip was made of a malleable leather material that makes it mostly fire proof.

The hilt: The hilts better info is that it has a cooling chamber that sends a 25 degree system to the outside, while allowing due to copper for the inside to heat the plasma producing the blade. The hilt its self also curves slightly for a more aero dynamic thrust with the blade. This also allows the blade to not be taken out of the hands of the user as easily. The hilt has a glass piece over a slit which allows to put a 1 inch wide 10 CM disk inside. This may not look like a lot, but the disk produces a day worth of energy and continuous fighting. The hilt also allows a faster thing with one hand combat. The heat system works by a reactor used in most HSX/TDA weapons. This one produces nonstop energy as long as there is air, yet this makes the laser less capable of cutting through objects. A small vent on the bottom smaller then water molecules allows the carbon dioxide from the system to be released. How ever a cap on the bottom makes it in such little amounts it can not be seen on sensors. The hilt activates the blade after .037 seconds of a button being pressed. Keep in mind that a regular katana is present before being surrounded by the laser. The button is near the top of the hilt where you would grip it safely away from the blade. The hilt’s button when pressed causes a reaction for stored up plasma that has been heated to activate causing the red blade itself.

The Blade: The blade is about 4 ½ feet long. This allows the user to have a far reach on it while it is also curved. The katana is 1 ½ inches thick. This blade is capable due to the plasma’s heat to cause molecules to split allowing a strike on armor to split it ruining resistance from the armor. The blade’s penetration system makes most anything, unless energy proof, useless. The Red blade does pose as an issue in stealth combat but using it would work wonders about several opponents in blade combat. The blade when about to short out can be replaced by putting in a fresh plasma disk. The disk goes into the slot that the old disk pops out of. The blade then gets hotter and stronger over the heat created.

The Sheath: The sheath covers the katana's length with heat retardant matirial but has a few interesting features. Inside the sheath, Daniel had a mechanic build in a gun that has the power better or at least equivalent to his laser sniper rifle (uses Vanguard rifles ammunition. Holds up to five bullets.) This feature can also be switched out to fire plasma filled shotgun shells that will eat mostly anything that they are lodged into. Sadly, the sheath can only be fired at a close proximity because of it's massive lack of accuracy. Another cool feature is that when the katana is sheathed and Daniel clicks the trigger, not only is(are) the bullet(s) shot at the opponents vital areas, but the sheath fires out the blade at about 250 kilometers per hour. If Daniel sheaths his blade and controls it in an arc against his opponent at close range, with his strength in addition to the sheaths extra speed, the attack is literally impossible to dodge. Not only is it impossible for even powered humans or race mixes of any kind to move that fast, but the hostile would also have to dodge up to two kinds of ammo that's being fired from the side of the sheath at point blank. Good luck with that.

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Plasma Combat Knife:
Located to the right side of the soldiers leg inside of a scabbard is a Plasma Combat Knife. The blade is fashioned from a hardened, wear-resistant cobalt/chromium alloy, which ensures that it has a long life and doesn't chip easily. When applied with enough force the outer layer of the knife's sharp blade heats up with magnetically contained hot Plasma to increase its piercing power. When not in use the plasma combat knife is placed into a lightweight storage compartment designed to safely hold it. The overall length is 16 inches. The blade is 10 inches, while the grip is 6 inches. There is also a pommel that acts a guard to protect your hand and keep it away from the blade to avoid injury or burns. This weapon is very good for quick and silent kills being very useful for stealth attacks. If there is a technical error, and the blade does not heat up in the process, there is a manual override button located on the butt of the combat knife. When pressed, the knife begins to auto heat to a certain point before it is turned off. Keep in mind that the override is dangerous and can damage or even break the Combat Knife completely, therefor, it would be safer to discard of the knife as soon as possible if it doesn't seem to be working. This could be done in many ways such as hurled at your opponent , or simply throwing it to the ground, but even without the plasma finish, the heavy knife would be able to do some piercing damage if thrown correctly.



15 Grenades:
{{4 Equipped}} The Z47 Plasma Grenade can be thrown about 30 to 35 meters by the average standard male human soldier. The Z47 is an advanced plasma grenade with a industrial chrome casing. The grenade is activated by pushing up a sliding switch. When switched on, the ring around the Z47 will glow a neon blue indicating that it's on. After the grenade is activated the holder can still hold onto the grenade. Advanced technologies allow the grenade detonate 3 seconds after it touches another surface after it has been thrown. The plasma after the explosion can easily burn through many kinds of metals. Weight: (1 lb),Blast Radius: 4.6 m (15 Ft),Size: 10.1cm (4 in), Shape: Spherical, Casing: Industrial Chrome, Detonation Time: None.

{{ 3 Equipped}} Smoke grenades are canister-type grenades used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, or as screening devices for unit movements. Smoke grenades are normally considered non-lethal, although incorrect use may cause death. The body consists of a sheet steel cylinder with a four emission holes on top and one on the bottom to allow smoke release when the grenade is ignited. The filler consists of 250 to 350 grams of green colored warm smoke composition (mostly potassium chlorate, lactose, and a dye) and lasts about 60-70 seconds average. This warm smoke is warm enough to block the sights of thermal vision. The reaction is exothermic and grenade casings will often remain scalding hot for some time even after the grenade is no longer emitting smoke. There is a secondary switch which allows the user to choose between using normal smoke, or warm smoke.

{{4 Equipped}} The G14 Emp Grenade is a non-lethal weapon used to unleash an electromagnetic pulse which creates an enormous power surge meant to blow out and fry electronic circuits. The grenade is activated by pushing up a sliding switch. When switched on the ring around the G-14 EMP Grenade will glow a neon blue indicating that it's on. After the grenade is activated the holder can still hold onto the grenade. Advanced technologies allow the grenade detonate 2.5 seconds after it touches another surface after it has been thrown. The severity of the effect depends on how close the enemy was to the pulse explosion. When the grenade goes off a switch connects the capacitors to the stator, sending an electrical current through the wires. This generates an intense magnetic field. A fuze mechanism ignites the explosive material. The explosion travels as a wave through the middle of the armature cylinder. As the explosion makes its way through the cylinder, the cylinder comes in contact with the stator winding. This creates a short circuit, cutting the stator off from its power supply. The moving short circuit compresses the magnetic field, generating an intense electromagnetic burst. The intense blast radius is about 7 feet, although it affects things about 15 feet away. The size of the G14 Emp Grenade is 4 inches.


{{4 Equipped}} Boom-Sound grenades, Made up of a hard compressed metal with two large horns sticking out of it, it plays a recorded message on a very large volume making it so that it looks like the sound seems to be coming from everywhere. Daniel carries these pre-recorded bombs around to confuse the enemies sound readings and to anger his opponent.
▅ ▄ ▃ ▂ Equipment ▂ ▃ ▄ ▅

Power Source:
Built in the back center of the upper body armor protected with a few layers of buckypaper is an additional regenerative battery as a power source immune to EMP. It's designed to have full control of the contained and emitted effectively electron charged Tachyon Energy which has all the qualities of Zero Point energy. This battery acts as a power source for the outfits systems and cloaking device. The amount of energy the battery contains can power the outfits systems for about two weeks (excluding the auto-recharge). The battery weights about 3lbs and about 1inch long. However it keeps reserve energy to keep usage for emergency features.

Jetpack: > Picture
These 10lb Jetpacks on the standard soldier is very useful and it makes the flying soldier in the air MUCH harder to hit and transportation time is decreased significantly. Embedded with this liquid body armor, straps and belt buckles are designed to overlap certain areas where the Shear Thickening Fluid doesn't cover. These areas are outlined with Dragon Skin Pinnacle Armor, overlapped with 4 belt straps going around your shoulders, arms, and body, syncing up with 2 buckles with a locking system to prevent it from slipping off. However, while the Jetpack is in use, the wearers shielding system will be temporarily disabled. The range of the Jetpacks are very short, although it can give you quick and easy propulsion. The average person can maintain flight for a maximum of 30 seconds before having to recharge. Every 2 seconds of recharge = 1 second of flight. The maximum speed of the jetpack is up to 80mph. The jet pack creates all the lift with pure thrust with its powerful energy fuel system that makes this possible. The Jet pack run on power from a Zero Point Module, which is an immensely strong and reliable clean energy source that powers it. Combined with the the futuristic designs of the engine, the Jetpack generates superheated steam that shoots out of twin rocket nozzles at over 1,300 degrees Fahrenheit although there's no flame. The defensive structure is made from Dragon Skin and heat resistant alloys with the Z.P.M located inside. The Jetpacks are actually very safe to wear, even when the wearer angles their arms, body, or legs. With this heat control system near the bottom of the jetpack, it manages the energy sending it in the correct directions to keep the energy more efficient, safe, accurate, and longer lasting. The Jet pack can be controlled with a wrist-hand throttle that activates when ready for flight, or the Jet pack can be controlled by the wearer through Neural Technology with accurate brain sensing technology that reads determination. However each TDA soldier that uses a Jetpack is trained on how to operate with it, how to angle their body, and given a pill that helps with the neural development and being more accustomed to flight. From a trained person, landing, flying, or doing the hover effect is accomplished with ease.

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Bio:Under the construction of Daniel Blitz, TDA's first flying fortress took the aerodynamic shape of a space cruiser. This is Daniel's private base that floats in an orbit around space until needed otherwise. With covered areas for the crew and state of the art security and kitchens, everyone aboard is full of moral. In the head of the ship is the control room that pilots the fortress in time of need. The radios and communications are flawless,so that Daniel can contact the other commanders with ease. Blitz spends most of his time in his mech "The Avenger" Practicing on the built in Mech course inside the ship. Other times he is in the gym or bar having some fun. The AI system,
Evalyn, takes care of waste removal and other specialties like heating up the ship to a comfortable living temperature and warnings about enemy attacks.Soldiers on the ship follow a special schedule, Waking up at 6:00 AM, Breakfast, training in arm, training in melee, Mech training (Usually led by Blitz himself.), Battle simulation (Using paintballs and computer NPC simulators.)), Lunch (free period), Survival tactic training, Knowledge sharpening, hand-to-hand combat, and then the soldiers are free to roam and go back to their duties. Daniel made it so Saturday and Sunday are days off for the soldiers. All of this changes when Anarchy is at war and/or on a mission, but after everything is done and over with, regular schedules come back into play.



Security office#42
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Security office # 15
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~Specifications~
Crew: 80,001
1 Commander (Blitz)
28,000 Gun operates
5,000 Officers
12,000 Engineers
4,000 Doctors
13,000 Operators
5,000 Navigators
2,000 Cooks
10,000 Security operators
Overall crew:80,001
((Keep in mind that most of the enlisted crew are AI controlled mechs that are neatly stored at the cargo bay, or permanently seated at their places at the security offices or Gun controls in order to take up less space.))
Unit type: Versatile Assault Combat Fortress
Height: 1.5 Kilometers
Length: 26.8 Kilometers
Width: 14.3 Kilometers
Weight: Empty 35000 metric tons; max gross 50000 metric tons
Type: Giant Arial Fortress (GAF)

Crew: There are enough crew members to fit each necessary task without being undermanned. They know how to complete their task very well and highly trained either through experience and/or battle simulations. They have state-of-the-art technology helping them and systems available to them such as advanced Quantum Computers, artificial intelligence with audio guides, sensors, holographic display touchscreens, and proper equipment.

Bridge: The Bridge is a high tech room linked with a system of advanced controls and state-of-the-art technology that allow the Pilots, Co-Pilots, and the rest of Bridge Officers to easily complete their task with the help of strong AI and Quantum Computers designed for maximum speed and efficiency of commands input by the operator, which ultimately allows the craft to be handled almost like a fighter when under the hands of a skilled pilot. The bridge room is fairly large in size, mainly housed in the interior to avoid being easily engaged by attackers. The Captain’s Chair is on a raised platform and is higher than the rest of the Bridge Officers and has a clear view of all bridge stations, as well as of the main view screen located at the front. On both sides of the command chair are separate control panels, allowing the occupant access to virtually every system aboard the vessel. Between the command chair and the view screen is an integrated flight control and operations panel. The Co-Pilots are always around and helps make the job easier for the primary pilots, and the Captain usually is the one that speaks on the Central Comm. System. Bridge Officers control and manage the ship's vital functions, such as but not limited to; navigation, damage level, weaponry, communications, and subsystems, with the help of holographic display touch screens and digital features. 40 crew members (including the Captain or Admiral) operate within the Bridge. They also have access to intelligence such as coordinates and travel routes to about a half a dozen Shipyards, Space Stations, and a few other non-vital information.

Interior: The interior of the vessel is very clean and the walls are mainly black and red in color. The hallways vary in size and are connected together with an automatic motion sensing sliding door that separates each room from one another. However, if the power supply ever goes out, there is a low light Red Backup Lighting system throughout the vessel which can last for about 10 years, although the ship has a primary interior white lighting system. All of the furniture aboard is nailed down and sealed into the surface attached to it won't be loose during or after flight. The crew members’ area of operation is also outfitted to be friendly when during combat or traveling to space; with this they have seat belts and buckles, head, neck, and arm pads for the chair their designated chair and all the others that are on the ship. There is also a network of support pillars and columns getting stronger and thicker the farther you go down, made out of Titanium and Tungsten Carbine alloys, big enough to keep the structure strong and sturdy. The interior of the vessel have a series of decks (floor levels), each about 10 feet tall, although certain portions of certain sectors such as the Communication Station, Bridge, and assembly areas are about 3xs larger than others. To achieve easier access to these decks, there are networks of ladders, stairs, escalators, and Cargo Elevators with a gate controlled entree gate system to prevent accidental falls. There are also many recharge booths and wall plugs on every floor so crew members can recharge their various types of electronics, and Androids could get their recharge too. There is even repair and maintenance rooms for the creation of new Androids. Lastly, as another form of ship survivability is the boiler room. Boiler room operators oversee equipment that controls the Starship's power supply or a building's heat, refrigeration and cooling systems. They operate the valves, switches, levers and computer programs that run the engines, switchboards, turbines, generators, compressors and pumps comprising a boiler room or power plant. A large portion of a boiler room operator's job is repairing and maintaining equipment so that it operates properly. They also record these activities, as well as test results, instrument readings and technical malfunctions, in a daily log or report for supervisors and higher authorities. This room is highly guarded.

Communication Station: The Communication Station uses 100 sophisticated Quantum communication phased balls that provides the primary means of command, control and communications for military units. Daniel also makes sure to hold his own personal mini ball let out commands that will be un-questioned at a quick pace. His ball also lets him keep in contact with his own AI system Alice, which has the authority to override the ship's AI Evelyn. The phased ball provides excellent coverage and has no rotating parts, making this a self-contained antenna system. With the breakthrough in Quantum Communication, we're able to transfer data at the speed of light between different stationary nodes and using corresponding networks for the exchange of quantum information. With Quantum Computing and Quantum Cryptography, our communication system is secure to the top degree, beaming the signals at FTL speed as a Tachyon without the loss of information. We're also able to employ electronic countermeasures to prevent or reduce an enemy's effective use of the electromagnetic spectrum, which will cause their communication, radar, sonar, laser rangefinders, infrared (IR), and targeting systems to fail. This reliable device makes it so that the Starship cannot be locked on by enemy systems and the jamming arrays have a range of 8.7 square miles. The ECM jamming system work by producing continuous transmissions that will interfere with enemy(s) radar, and negate their targeting capability. The workers of the communication station are also in charge of making sure TDA’s cross communication targeting systems are properly working. TDA's Cross Communication Systems uses a Quantum Computer for accurate guidance and it provides real time data on the move greatly enhancing intelligence. It automatically paints an orange marker over located hostile units, green for TDA units, blue for allies/friendlies, yellow for neutral/unknown, and makes them all glow their specified color through HUD, which is also used as an aiming reticule. This allows for extremely accurate shots, including features such as Auto-Lock and aim assist, also feeding the weapon operator basic information about each marker; Name, Speed, Distance From, Height, Faction, etc. The communication system also includes IFF transponders, which is a system of transmitters and transponders that uses coded signals to distinguish the difference between friendly and hostile. This also works as a GPS that uses signals to determine where the ship is at any given time. (coordinates included) The communication station holds a computer mainframe containing fleet data and personnel records. The computer is able to interface via vocal conversation, as well as initiate paper printouts. The computer and communication system is networked with the bridge and interconnected to our sensors.

Impulse Engines: The Starship uses 10 high powered Impulse engine on the backside which is 35% the length and height of the Starship, and 8 smaller support engines which are 5% the length and height of the Starship and strong enough to provide the ship propulsion at sub-light speeds and have the strength to power up and maintain every system aboard with a maximum power output of about 3.2 Zettawatts, and 200 gigawatts (720000000MJ per second) from each individual support engine. The impulse engines have a fair amount of equipment behind the exhaust, including fusion reactors drive coils to ensure long and reliable usage. Nanowiring interlaced with niobium-titanium is used as superconductive cooling system and the continuum of energy levels with no resistance. The engines use vacuum (Plenum) energy for propulsion. Vacuum Energy (Zero Point) is superdense, ubiquitous, and can be obtained at any given place in the known universe. The mixture of the electromagnetic field to the dipole oscillator causes a dissipative radiation reaction and a zero-point field; and then we're able to iterate that potential to create more and more. In addition to that, we use advanced Power Amplifiers that work by defusing the longitudinal element from the interrelation of electrical flows or magnetic fields, and then intensifying it scalar to thwart waves again. Like our Zero Point Module, we’re able to use this acquired Vacuum Energy (Plenum) to do work in the form of electricity, heat, mechanical energy, high energy photons and other forms of power. Even if they extract everything out of the container material as the temperature nears Zero° Kelvin, the only thing left in the container will be zero point energy (Vacuum), aka inexhaustible supply of free energy. In addition to that, the engine compartment has shield coil systems to protect the ship’s crew members from any radiation the engines might emit. The GAF uses a series of high powered Tehedral Engines on the aft of the Starship as a backup for war and/or missions. Usually these engines are dormant, but in cases of trouble, they are on and ready. 2 large main engines are used which are about 15% the length and height of the Starship, and 6 smaller support engines which are about 5% the length and height of the Starship. These engines consume power fed to it from the ship's power units, converts it, and then excretes it as a massive thrusting beam of electromagnetic propellant to swiftly accelerate the ship up to maximum speeds of 1500 knots with huge jolts of electromagnetic energy pushing the ship in the opposite direction of the thrust. The Super-Tehedral Engines have a fair amount of equipment supporting the exhaust, including fusion reactors and drive coils to ensure long and reliable usage of relative system. Safety features includes nanowiring interlaced with niobium-titanium used as superconductive cooling system and the continuum of energy levels with no resistance.

Hyperdrive: The ship's Power Units fuel the Hyperdrives, which are Quantum Mechanical Devices that can link one location with another, through a path that is shorter in distance by taking the vessel into hyperspace (Zero Space), which is this separate, but contiguous dimension that has different physical topologies than ours, enabling the ship to traverse the equivalent of trillions of nautical miles in a relatively short time and without the dangers of real-space. The Hyperdrives allow the ship to access hyperspace by projecting concentrated gravity fields to warp the fabric of space/time in order to initiate the "jump" into hyperspace by means of a hyperdrive tunnel. The Hyperdrives are like a drill which allows the ship to transverse through the temporary rift that's being sustained by the Hyperdrives. If the crew members shut down the hyperdrive, it shuts down the tear in the universe and causes the ship to reemerge at its new destination in real space without time dilation effects. The hyperspace tunnel is created in front of the spacecraft and basically destroyed at the back of a craft, only existing within the hyperspace field as the starting hyperspace window will remain open for 5 seconds after the ship's stem has fully entered the tunnel. With the hyperdrive technology, operators can interface and combine their hyperspace-field with that of another vessel, having a hyperspace link with precise timing. Navigators use Quantum Computer systems and related devices to ensure they enter, traverse through hyperspace and re-emerge at its desired destination in real-space at the precise time with absolute perfect coordination. Hyperspace routes and known gravity wells are already programmed in the database to help avoid unexpected mishaps. There's also a programmed fail-safe mechanism that makes the ship exit hyperspace when on direct trajectory with a detected gravity well or other sort of related anomaly.

Sickbay: Sickbay consists of a standard set of 12,000 medical pods often used as beds for the ill. They have control systems that give information to the doctors and nurses on who needs medical treatment. While you're inside the pod it filters air and helps your body functions. Sickbay features a surgery ward, bone-fusing equipment and cold-hibernation chambers to suspend critically ill patients until they can be treated. It also includes a laboratory capable of analyzing pathogens and synthesizing antidotes, and/or performing DNA, Fingerprint, and many other types of screening. Doctors and Nurses are mainly the ones that monitor this room and they’re dressed in proper medical gear to complete their jobs. The room is nicely stocked with lots of medical supplies such as but not limited to > Nitrile gloves, Alcohol or Providine/Iodine swabs , Cravats (muslin bandages), Assorted gauze bandages, Band-Aids, Assorted sizes of tape, Coban, a stretchy, self-clinging wrap, Ace Bandages, Assorted hypodermic needles and syringes, Combat Casualty Cards, Safety pins, Battlefield Medicine, Morphine, Antibiotics, Paracetamol (Tylenol), anti-pyretic, Bio Foam, Optical tweezers, and Advil. Sickbay also have imaging systems and technologies designed to detect signs of disease on the surface of the human body and measure blood-flow and oxygenation in real-time. The Sickbay is located on the 8th floor of the Starship. With the intensive study of Zero Point Energy, our medical units are able to cure nearly every disease, including but not limited to aids, plague, cancer, and even that nasty Crogain black oil virus before it does too much damage to one's body.

Weapons

-2,000 Heavy Impact Warhead Missiles: Although too fast to break through kinetic shielding, these missiles are built to hit enemy ships or mecha's and destroy them with the rather large blast radius. Although they can't break through kinetic shielding, ships that take a hit from these missles on their kinetic shields can still take heavy damage due to the focused blast they send out in the direction of the impact. Other kinds of shielding though, such as shields will not have any kind of affect on them. The range of the missiles is around 5000 km and the blast radious is roughly 1.5 km. The cruising speed of the missiles is a whopping 750km/s. They follow an arc to prevent easy lock on though due to size and speed are extremely tough to actually hit. Are located on the wings of the ship with the counter missiles to confuse the enemy on which ones are fired.

-5,000 Tri-Fletchion Cannons:10 sets of the three barreled cannons (4 feet long,2 feet wide.). These beam cannons are the semi-main attack cannons of the Fortress and are used to tear down most of the other ships. Only coatings or anti-beam barriers stand a chance of stopping the attack as kinetic shielding is useless against their beams of particles. The tracking speed of the cannons is extremely high as well as the firing rate as they are able to keep up even small drones. (These are spread out around the ship to prevent attacks on most sides.

-2,000 Countermissiles: The first line of active defense was the countermissile. Countermissiles were used to intercept incoming missiles at ranges of 1 to 3 million kilometers. Countermissiles have no warheads; they merely attempted to overlap their impeller wedges with those of the attacker's missiles. This overlap was mutually destructive as the gravitic stress vaporizes the nodes of both missiles. This piece of technology is very accurate and effective in negating hostile attacks. Each is very small but packs a big punch 2feet long and 1 foot wide. They are capable of destroying missiles and are located on the wings of the fort.

- Laser Cluster: If an attack missile managed to break through the countermissile engagement zone, the last line of active defense was the point defense laser cluster. A laser cluster was a grouping of a number of individually weak lasers, much weaker than an anti-ship laser. While this reduced the range, it allows for a higher refire rate per cluster. A laser cluster typically had enough time for 1 shot before the attack missile could engage the ship. Supplementing the point defense clusters was the ship's energy armament. Lasers and grasers could also be tasked to engage incoming missiles. These mini lasers are mounted like a belt around the waist each 1 foot wide and 6 feet long.

-4 MLC's- Short for Mech launching cannon, it does as its name says. A "Bullet" consists of four Mech soldiers connected together. There is one located near the top front of the ship, one on the rear, and two on each side of the GAF. It's firing speed is at at a whopping firing rate of 50 bullets per second and reaches up to speeds of 846 miles per hour. The bullets are fired using a large piston that pints up air and then releases it so the bullet would fly out. With the Zero gravity in space, the bullet will go on with a consistent speed until it hits something. This is helpful not only in taking down large forces, but is also used to discover new planets. The catch is that if there is nothing to hit, the bullet would have to go on forever (Luckily, the soldiers are AI's and not real people. The system could be shot down any time (As well as blow up.))) The tip of the bullet has a piercing point that cuts through most outer coverings to let the AI's into the ship for take over. If it does not go through the covering, the point will get stuck and the Robots will continue to search for a way in. After the ship has been taken over, the AI's system will download the systems control and let the robot's pilot it to attack other ships ((Excluding friendlies.)). The only realistic way to get the Robo Soldiers that are on the outside of the ship, is to go into hyper-drive. The RS (Robo soldiers) also have a large kamakazie bomb located inside of them that imminently goes off when the entire squad has fallen. Four of the RS's always try to make their way down to the engine room for the un-likely case of the kamakazie maneuver, so they could either destroy the ship anyway or at least stop it dead in it's tracks.

- 1 Kraken- This is the most powerful gun on the ship. It is placed at the very front of the ship. This weapon basically acts like a sniper rifle that is able to reach a firing speed of about 150,000 km + per nano second. Its works by entering the coordinates of the of the opposing ship into a computer system that auto-rotates the right direction. After that is done, it is manually fired By this commander himself. Upon firing, the cannon loads and fires a blast a carefully centered combination of nanites in a laser. Since nanites can eat anything known that is solid, the lasers keep them calm and off during the loading and firing process. However, after the laser hits it's target and burns straight through it, the nanites literally eat the rest up. Sadly, technology doesn't let nanites travel over a distance of 800,000 km, so they melt in mid-air. The laser however, keeps going...but gets weaker over a large distance, but even in it's weakened state, it can rip through even the hardest shields and materials. If the ammunition never makes contact with the target, the intense and expersive heat would make a electromagnetic pulse that sucks all physical ((solid)) in and compacts them into themselves. This is not a black hole or any simulation of it. The energy simply gathers together ((blast radius is nearly 2,385 feet.)) gravity near the center of the blast. As the enemy vessel is sucked in, the intense gravity crushes it together. Because of the blast, if there is another gravitational change, the two would cancel each other out. The damage caused by this laser is so great, that the damage counter was argued to be measured in Terra-tons. Even with it's charge rate, this benamoth of a weapon can blow almost literally anything into smithereens.

300 Directed-Energy Sniper Cannons:
There are three hundred Directed-Energy Sniper Cannons aka long range energy director plasma cannons located on the GAF. One hundred on the Starboard side near the front center, one hundred on the Port side near the front center, and one hundred on top of the ship near the middle of the ship where they are placed strategically to not interfere with the Siege Cannons. These cannons does damage by directing an up to an 32 Gw toroid plasma blast (3.5 meter diameter, high-energy ionized gas) wrapped in a magnetic containment shield with the range of 12 light seconds before the energy dissipates and the containment shield ruptures; whereas the magnetic containment shield is also useful for atmospheric attacks because it prevents the plasma from dissipating as a result of the blooming effect. The barrel is 12 meters long, 4 meters wide, 4 meters tall, and raised about 1 meter above the top of the ship. However, the crew can control the intensity of the Toroid Plasma Blast based off of how much power they're going to route to the cannon, which means it's a controlled blast radius, depending on the configuration input by the weapon operator. The blast is invariably strong, capable of neutralizing a Starship or smiting an area in one shot with above nuclear-like effects because of the major explosive decompression upon hard solid contact, which the desired effects is intended to be lethal. The plasma have metallic properties within it which allows the firing mechanism to magnetically accelerate it through the firing chamber near half the speed of light by the time the blast has left the barrel of this energy weapon, which makes it really easy to hit distant targets with deadly accuracy and an approximate nanosecond of emission time. Likewise, only one shot may be fired every 5 seconds or so, and the weapon has a liquid nitrogen cooling system. It's defensively alloyed in 1 inch of Iridium and 2 inches of Tungsten Carbide interlaced with Nano-fibers of carbon and titanium for utmost protection and stability. It's AI guided and uses Quantum Computers for targeting assistance which presumably means 99.9% accuracy. The Sniper Cannon is also on a weapons' platform; alloyed in Titanium Steel, and allows for the weapon to rotate about 360° around the arc in 20 seconds and up or down fittingly, and near instant fire! The recoil absorption mechanism is already activated by default, which includes a roller fixed on the breech block on the skeleton of the cannon; designed to minimize the recoil affected to the ship.

-800 Magnetic Siege Cannons: > There are Magnetic Siege Cannons placed on the top of the Starship {Few hundreds of them are 50 meters from the front, about 300 abreast, one more is 50 meters from the back near the center, and the rest are located on the Port side about 400 meters from the aft of the ship.}. These guns have a 16-inch (410 mm) bore from breechface to muzzle. The cannons fire large projectiles weighing from 1,900 to 2,700 pounds and magnetically accelerating it between a numbers of metal rails at the velocity of "6 kilometers per second" by the time the projectile is fired out the end of the barrel. Each cannon requires a crew of 3 to operate (1 Android for each barrel) and usually an officer walking around to make sure everything is on point. The turrets are "three-gun", not "triple", because each barrel could be elevated and fired independently. The cannon can rotate 360° around the arc in 26 seconds and can angle to look up or down accordingly. The type of projectile it fires is 2,543lb, 16-inch (410mm) Tungsten alloyed shells: armor piercing HE rocket for anti-ship and anti-structure work and also designed for use against unarmored targets and orbital bombardment. Compacted inside is 'Composition B' explosive material packed into a thick, internally scored shell which upon impact, it causes a large blast with the kill zone radius of about 50 meters and casualty radius of 100 meters. These projectiles are also mixed with an oxidizing agent that help aid combustion by giving oxygen over to the combusting material which makes for a bigger localized explosion, but doesn’t send bomb fragments all over the area. Each barrel can fire 1 shot every 3 seconds allowing for the liquid nitrogen cool down in between. With advanced technology, it makes this weapon very easy to operate with technological features that assist in aiming, and rotation of the cannon. It also has an auto reload system with the ammunition capacity of 36 rockets per cannon. These cannons are very versatile and can be used under extreme conditions, and placed on the exterior of the RHS Aberration.

Specialize Armory:

Cloaking System
The cloaking system is the newest addition to TDA. Having to be rendered in a trans-parental appearance. The cloaking system is able to function easily with any stored up energy. Use of heat rays from the sun into a recyclable use of energy is also a help.. Cloaking is said to require so much power that the operator can't use weapons or anything that generates high kinetic energy unless he first de-cloaks.

Armor: Titanium/Super-ceramic composite armor layered in a strong beam coating to protect against all but the strongest beam cannons for around 40000 shots before it must be reapplied.
Under this first layer lay a second...A tight layer of graphite. Graphene, a two-dimensional sheet made of pure carbon, is 200 times stronger than steel. A new experiment at Columbia University in New York City has for the first time directly measured the strength of two-dimensional carbon and found it to be unprecedentedly strong. Carbon sheets only a single atom thick might be used in making super-lightweight composite materials.

The study of carbon exemplifies this symbiotic relation between science and engineering. Scientists and engineers have worked together for centuries to fill our material world with amazing devices, from airplanes to microscopes, from atom bombs to blenders. Generally scientists probe the inner workings of nature, increasingly at a microscopic level, while engineers snatch up the new basic knowledge and convert it into the sophisticated innovative products that characterize our nanotech society.

Carbon is, of course, one of the most important elements for both living and non-living things. In its myriad chemical combinations it provides the inner scaffolding for our body and for all the proteins and chemical processes that make life possible. Carbon in pure form is rarer but still noticeable. Bulk three-dimensional carbon can appear in the form of graphite, which consists of loosely bound sheets of carbon atoms (making graphite a good pencil-writing substance and a good lubricant), and diamond, the more elaborately bonded web of carbon with unequaled hardness.

In the last few decades scientists have discovered carbon with other dimensionalities. For example, buckyballs are molecules in the shape of a soccer ball and contain 60 carbon atoms. This nearly-perfectly-round molecule, whose official name, buckminsterfullerene, is practically a zero-dimensional form of carbon; that is, it resembles a point . The discovery of carbon-60 molecules won three chemists a Nobel prize but it hasn’t yet led to any practical applications.

Then one-dimensional carbon tubes were discovered. These tubes, only nanometers wide (billionths of a meter) but microns (millionths of a meter) long, have very interesting electrical, optical, heat, and mechanical properties. Engineers and scientists working together are trying to turn carbon nanotubes into useful elements in micro-circuitry, either because of the tubes’ tunable electrical properties (they can be conductor, like a metal, or a semiconductor depending on the way they’re grown) or because they might be able to carry away waste heat from hotspots in microchips.
Still more recently, only a few years ago, single-atom-thick sheets of carbon were discovered. Again, scientists and engineers are working together to explore new materials and exploit new properties of this marvelous material, referred to as graphene. Carbon nanotubes are really just rolled up version of graphene.

In the new experiment at Columbia, mechanical engineer James Hone and his colleagues Changgu Lee, Xiaoding Wei, and Jeffrey W. Kysar, stretched an ultrapure, ultrathin sliver of graphene across a hole drilled in a plane of silicon. Then they lowered a diamond-tipped needle. The needle is part of a sensor called an atomic force microscope, or AFM, which, while scanned above a microscopic sample, will adjust its position to maintain a constant tension. The probe’s tiny motions can be converted into a map of the sample itself. Or the motion of the probe can be used to measure the force operating between the probe and sample.

In this case the probe tip pushes down into the graphene sheet and measures the reaction force. (See the accompanying drawing to see what this looks like at the atomic level: http://www.aip.org/png/2008/304.htm) The probe measures the strength of the material, the force needed to break the material. (The accompanying figure shows a graph of the strengths of many materials along with their densities, or their mass per volume.) Organic materials (those containing carbon) like wood and polymers often have a small density and a small strength. Metals have a higher strength, but composite materials, like epoxy, will have just as much strength but weigh a lot less. That’s why they’re used in auto bodies and bullet-proof vests. On this same chart, graphene is way off by itself, with a middle-level density but a record high strength. The new results were reported last week in Science magazine.
Each graphene film is like a small drum,except that the drumhead is only one atomic layer thick." The team then indented the graphene film using an atomic force microscope with a diamond tip that has a radius of about 20 nm. It was necessary to use a diamond tip because conventional silicon tips would break before the graphene breaks.
The graphene monolayers used in the experiments are defect-free because they are so small, something that precludes the existence of flaws — a condition that cannot be satisfied in macroscopic materials. Given the known robustness of the covalent carbon-carbon bond (that also gives carbon fibres used in high-performance composites their remarkable stiffness and strength), it is not unreasonable to claim that pristine graphene is the strongest material.
The intrinsic strength of graphene can be considered as an 'upper bound' for the strength of materials — rather like diamond is for hardness — that could serve as a goal for engineers who design materials.The new result will also serve as an experimental 'benchmark' to validate various theories and computer models that predict the elastic properties of materials at very high strains.
To put things in perspective: if a sheet of cling film (which typically has a thickness of around 100 µm) were to have the same strength as pristine graphene, it would require a force of over 20,000 N to puncture it.
The Starship is protected by a 28 inch thick compressed layering of Buckypaper, Liquid Metal, Tungsten Carbide, and Graphene elements, which covers around the Starship's body as seen in the picture. The outermost main layer is the Buckypaper, which is 8 inches thick, then 5 inches of Tungsten Carbide interlaced with Nano-fibers of carbon and titanium as the secondary layer, then 5 inches of Liquid Metal as the Triennial Layer, then another 10 of Tungsten Carbide interlaced with Nano-fibers of carbon and titanium as the fourth layer, which is then outlined with 2 inches of Graphene as the innermost layer. These incredibly robust fibers resists ion, thermal, radiation, and physical impairment, thus allowing for the Starship to have unbelievably high tensile strength, extremely low elongation, and nearly impermeable. The Buckypaper will absorb and disperse the energy of a projectile making impact with it, in which the armor is constructed to buffer itself back into shape to counteract structure deformation. The Liquid Metal is compressed viscous liquid about 75xs stronger than steel and designed to regenerate itself when part of it becomes degraded or destroyed, although the regeneration process time period fluctuates depending on how impaired the armor is (usually takes 2-6 turns). Armaments, cameras, and various other types of equipment are coated with Graphene to keep them sheltered too.


Armor/Defense Systems:

- Hyper-Neuron Beam Deflection Shielding: About an inch from the surface of the ship is a, typically invisible, beam deflection shield. This technology is capable of bending even the most high powered beams, photons, and most other particles that attempt to hit the ship or piece through it. It can become visible if the shielding particles start to bunch up a bit giving a blue glow.

- Spacial Distortion Chargers: Blocking any non-TDA attempts to create a portal of any kind into the GAF, this system uses the attempts to suck power form the source that created the portal. Any attempt to travel through the portal while the system is active will end in immediate destruction as before the object going through can even materialize it will be turned into pure energy and cease to exist.

This Fortress also has a filter for the air when Nova Gas is applied to the area around it.

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Scanners: The scanners can spot approaching obstacles, detect incoming objects or projectiles, or chart interstellar phenomena. Sensor arrays gathered information about the surrounding space or environment using a variety of sensors and then an advanced computer would process and analyze the data for the operator to use. Also uses high tech camera devices that provide pictures/video surveillance in infrared/thermal. Paints an orange marker over located hostile units. Blue Marker for friendly units. Yellow for civilians. Information gets sent to HUD/RADAR/DISPLAY SCREEN and transmits through TDA's cross com systems. It also helps to receive and amplify signals. All information is feed directly into the pilot's mind.

Controls: An advanced Neural Interface connects into a plug implant that is on the back of the pilot's head. Using this connection, brain signals are rerouted from the body to the controls of the mech. In a sense, the mech becomes the pilot's new body, allowing them greater control, faster reaction times, and greater accuracy. Sensors on the ship act as an extension of the pilot, thus radar can often become like a sixth sense and give the pilot a sense of spatial awareness. In case of extensive damage to a suit, there is a fuse that will detach their connection to the mech so to protect their mind. The pilot's mind and the AI also helps control the fortress allowing for more accurate attacks.

Anti-hack System:
Incorporated in the all of the ship's systems is an anti-virus and firewall which protects all of the contents of its technology to the point it's virtually unhackable. We use quantum cryptography to encode messages which provide greater security and are in a computer language only known to TDA called 'Eve'. This state-of-the-art Anti-Hack system can detect behavioral monitoring of IP addresses, and prevent, detect, and remove malware, including but not limited to computer viruses, computer worms, Trojan horses, spyware and adware. If for some reason something tries to hack/breach the firewall, it will block their operation and send a backlash of malware to disrupt their computer operation in order for us to acquire sensitive information and gain unauthorized access to their computer systems, using our Quantum Computer(s) to bypass through their encryption with ease. This also protects us from any type of enemy psychic attack (brain powers), which can cause serious side effects including amnesia or other brain defects to them. They will also be identified and traced to their exact location. Only the ship Captain or Admiral has the quantum decryption key saved on a Flash Drive for their ship.

Power unit(s): The ship uses the new integrated Type-2 Zero Point Modules (ZPM), which is scientifically the most potential energy source in existence. These new ZPMs are vastly strong and supplements the entire ship with an inexhaustible supply of free energy in great magnitude at any given place in the known universe. The ZPM is a diaphanous group of crystals about 12 feet tall, and 8 feet wide, with a circular base and no moving parts to wear out. The ZPM houses a pocket of subatomic wormholes which constantly erupts (opens) and collapses (closes), fading in and out of 'Zero Space', thus drawing and pumping the Zero Point Energy out using intense magnetic fields as a method of extraction with the help of superconducting nanotechnology and circuits for distribution. The ZPMs contains an artificially created region of Zero Space from which this power is drawn, and the entropy features will automatically refill the discharged dipole to seek equilibration, replenishing more potential energy within nanoseconds. This means the ship presumably has an endless supply of free energy and won't overload or leave behind waste products -- no pollution of any kind. Zero Point Energy is the primordial energy source; it's free, inexpensive, clean, and useful to do work in the form of electricity, heat, mechanical energy, high energy photons, and other forms of power. These new ZPMs (Type-2) each have a maximum output of 3.5 Terawatt and is used to lessen the burden on the engines when powering up weapons, shields, sub systems, etc. The ship uses 200 of these Zero Point Modules. They're located on the 2nd and 4th deck; columns of 10, 10 abreast, in rows of 10, approximately 20 feet from each individual Type-2 ZPM beside it. At any given time, there are at least 200 SSA Android units protecting/monitoring the areas of the Power Plants (Power Units).

Life Support System:
The life support systems runs throughout the spacecraft providing the craft with replenishing oxygen as well as scrubbing ( "remove" ) carbon dioxide from the air with the help of a ventilation system keeping the temperature at 74° Fahrenheit. The gases which run through the Starship are; 70% Nitrogen, 27% Oxygen, .5% Carbon Dioxide, .5% Hydrogen, and 2% of other gases in such small numbers that completes the percentages. Programmable motors, blowers, and ductwork used for heating are used to distribute cool air from the air conditioning system using products such as liquid nitrogen which ventilates the exhausted vapor into the ship's atmosphere. The artificial gravitation system regulates the gravity on the interior of the Starship allowing it to match the same safe strengths of the Earth's surface so objects and personnel don't drift off and to counteract the effects of prolonged weightlessness. The artificial gravitational pull is properly distributed amongst the surface of every floor which is all modified to accurately help with this action. Humans and other objects have magnetic properties. These fields attract those magnetic properties, like a magnetic pull. There are also accessories used to help maintain life; Such as but not limited to a network of Fire Extinguishers, Engineer Tools, spare armor, batteries, Android charging booths, Gun Ammunition, Food, personal hygiene supplies, and many other types of equipment located amongst every deck. This system also includes holographic display screens, on board comm. links, surveillance cameras in every non-privatized room, gun cams, etc. Lastly, the ship also uses a very advanced heat radiation technology, which allows for the Starship to disperse excess heat extremely quickly like a passive effect. This allows for the Starship to be able to engage hostiles for long periods of time without having to worry about our energy weapons cooking our crew from the heat it emits.

Computer Systems:
The Ship uses very advanced and stable Quantum Computers, which is Ultrahigh speed and enables AI traits such as; instinct, learning, logic, communication, knowledge, coding, decoding, information processing, strategizing, mathematical optimization, and many more. The Quantum Computers enables traits that a conventional computer can't, whereas a conventional computer process information one by one. Quantum Computers can process ALL of the information at once, achieving the desired results in far fewer steps than a conventional computer, making them more than millions of times faster than modern day supercomputers. With this, using coding to protect your technology is presumably obsolete. The designs of the Quantum Computers are flawless, even using entanglement as a potential way of making accurate measurements. This also works by using subatomic particles to our advantage; harnessing electrons as they spin, allowing us to read that information. A group of qubits from our Quantum Computer could perform many different calculations at once, making Quantum computers ideal for decoding enemy firewalls and crack encoded frequencies or gaining unauthorized access to their computers, keeping quibits ( pronounced "cue-bits" ) in a state known as 'superposition'. The full Memory capacity of each sector includes a 600Terabyte Hard Drive. The system is constructed around a very powerful heuristic logic driver, making decisions based upon imported sensory data, information drawn from experience and the vast inbuilt databases. Instinctive features are obtained from a vast network of semantic programs linked with the certified database implanted by TDA; including schematics gathered from enemy ships we've come across; intelligence such as the mass of their ships, etc. The Quantum artificial intelligence system is also very smart, and learns and adapts to things as it goes. The Quantum AI system knows all the languages known to man, and also knows numerous computer languages as well. Altogether, these technological innovations are also correspondingly convenient in support of Radio Frequency signal processing, optical sensors, integrated optics, and Nano photonics (light), ultrafast nanotechnology and other types of devices. Lastly, all of our computer systems have a safety feature. When the Quantum AI system feels as if it's wrongfully compromised, it will cause self-destruction and burn the mainframes/database into a crisp from within, using incendiary chemical explosive and an oxidation system to feed the fire. This can be done even if there is a power plant or engine malfunction, as the computer/AI systems have a 20kilowatt power cell for reserve, which is ideal for creating a spark for the explosive chain reaction.


Navigation Lights:
Space is a dark place, so navigational lighting would be very beneficial, much like modern day warships. These lights can be used to identify a ship visually in the pitch black (to the trained eye) as well as determine the orientation and heading of a ship in the case of sensor failure. The navigation lights differ from all other types of TDA Starships, and the lights are placed at numerous spots on each vessel. The Starship also have 2 pairs of LED 16 Watt Spot Lights as headlights, and 10 more located around the ship's hull for navigation and search missions, also used to illuminate hostile forces in various types of operations.

Tactical Sensors: Tactical Sensors:
The ship uses 200 independent tactical Phased Ball Radar Domes each having their own particular type of signal, all providing multi-purposed/multi-mission capabilities and simultaneously supporting self-defense against a whole variety of threats; long range exoatmospheric detection, as well as the potential to detect spacecraft across a whole solar system and allow us to be able to engage accurately in space combat for an immeasurable number of miles with extremely high radar resolution. It allows the spacecraft to effortlessly navigate, spot approaching obstacles, effectively scan for troop movements, enemy fighters, ultraviolet emissions, locating systems (radar/ladar), heat signatures, electronic noise, high-frequency transmissions, directed sound, planetary surface scans, distant objects and determine their position, speed, material composition, and other characteristics by analyzing the reflected waves from the 'pings of energy' the Phased Balls emits every 1/2 second in a 360° grid around the entire ship while advanced Quantum Computers will process and evaluate the statistics for the crew to use simultaneously as the data is amassed. However, to control or maximize the range of the radar, the ship's crew can control the Pulse Repetition Time and do so strategically before the next pulse is emitted. With this scientific breakthrough, the ship's Signal-To-Noise Ratio (SNR) is exceedingly high, being very proficient at acquiring the desired signal against the level of electronic noise. Our sensor arrays can even detect the formation of a hyperspace exit window moments before a ship emerges, thus allowing us the higher opportunity to ambush enemy personnel the moment they exit hyperspace. These sensors can be used during FTL travel and feed us high quality targeting data which includes visual, thermographic, and radio detectors that watch and listen for objects in space. Commanders can use this acquired data and project a real-time 3D holographic digital projection of the surrounding area so they can come up with battle tactics based on this data. Next is the presumed "unjammable radar", known as Quantum Imaging or LIDAR that these radar domes have incorporated. Due to the potential of Quantum Mechanics, these sensor systems are able to harnesses the quantum properties of light and polarize photons before emitting them towards substances to be analyzed ~ reflected photons can be used to develop an illustration of the object. This allows us the ship's crew to identify and distinguish the sensing of light, which includes; emission, transmission, signal processing, amplification, and all other electromagnetic frequencies. Rather than sending single photons, the quantum imaging system emits photon pulses which contain many photons to achieve the desired results. Linked with the sensors are TDA's Cross Communication Systems which is a targeting system that greatly enhances combat success by using the sensory data collected and automatically painting the bodies/hull of located hostiles orange; green for TDA units; blue for allies/friendlies; yellow for neutral/unknown, and makes them all glow their specified color through HUD, which can be used as an aiming reticule including features such as Auto-Lock and aim assist; feeding the weapon operator basic information about each marker; Name, Speed, Distance From, Height, Faction, etc.

Tractor Beam
The Ship has quite a few tractor beam emitters around the ship’s hull and belly. However, they are usually small (up to 200 megawatt output) and used for capturing prisoners by force, unloading and offloading large cargo as well as for shuttlecraft operations, and placed in places that can pull the cargo into the hanger bay of the Starship. The main emitter (up to 2 gigawatt output) is located on the lower aft surface of the ship so it can tow objects behind it safely as well as tract and capture enemy ships and wanted personnel and lock them in place or pull them toward the emitter against their will; the range being up to 9500 miles. The floors of the prison ward cells are designed and modified to have a tractor beam emitter compatible with abducting someone and pulling them straight into their cell, and then the reactive floor and armor plating will close and the tractor beam will release its grip and drop the prisoner, keeping them detained in their cell.
Prison Ward: The prison ward is located on the bottommost floor of the Starship, and has 100 holding cells in 5 rows of 20, and it is designed to detain humans, mutants, monsters, aliens, and supernatural creatures. The transparent cell is used to keep the prisoner visible at all times. The walls are made from 4 inches thick of Titanium interlaced with Nano-fibers of Graphene, and the transparent glass is made from 4 inches thick of Transparent Alumina which is 3x stronger than steel. However, the insides of the cells are special. The person guarding the cell has a control box giving him or her the ability to shock, burn, freeze, fry, and basically torture the inmate to a high extent due to the modified floor plating which allows the operator to send impulses of energy to affect the detainee, and the floor boards are able to open and close when capturing or dropping the prisoner in or out like an air-hatch. When it's feeding time, food may be dropped in through the rooftop of the holding cell. Each holding cell is large enough to contain about 10 humans without cramming them. The cells are about 10ft in height. Here, people can get decontaminated with anti-bacteria sprayed upon them and have complete body scans using by numerous computer-controlled magnetic beam generators. The prison ward also contains 4 interrogation rooms. These rooms are full of advanced technology, thus allowing the Military Police the technology of Layered Voice Analysis; detects deception, truthfulness, high stress, excitement, thinking level, and mental state of the subject interviewed. The Military Police that monitor the interrogation rooms also use accurate neural deception detection scanners that records and scans your body for physiological functions to ascertain truth and falsehood in response. The data is then assembled into a mainframe at the guardhouse. The entire 20th floor is heavily guarded full time and the inmates are 'never' allowed to leave the 20th floor, unless authorized. They also have a large supply of 'Power Inhibitors', which are steel alloyed handcuff-like devices, and when placed around the arms of a detainee, not only does it detain them, but it also restricts the use of special powers by transmitting a specific frequency of energy that affects enzyme transmission.
Escape Pods: The vessel contains 10,000 Escape/Drop Pods. Each escape pod is big enough to contain 4 people with seats in designated positions although each pod is small. The controls are easy and it has a navigational/communication and control grid. One of the outermost layers is comprised of something called "Impact Gel". It's a light blush semi-liquid that forms a layer inside a layer of the armor. The purpose of it is to during impact, the Gel will automatically be pressurized to various levels, allowing an amount of cushioning during hard impacts. This way, the escape pod's crew can survive falls from great heights, including that from space, or other similar conditions as the automated gel is pressurized accordingly. The escape pods also have rocket thrusters all around it to slow it down upon impact as a secondary precaution, allowing speeds of about 560mph. The escape pod is protected with an atmospheric heat shield.


Mech-soldiers-ER-100 AI Machine {Codename: Eradicator}

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Height: 12 Meters
Width: 8 Meters
Weight: About 10 short tons
Characteristics: The ER-100 AI Machine also called the Eradicator is an expensive and very effective Artificial intelligence (AI) weapons system. It perceives its environment and takes actions that maximize its chances of success on the missions it was assigned to do. It has full knowledge of all the contents of its technology and more. It can run, jump, and even fall without breaking down due to its weight. It's designed for straight up combat as it proved to be very effective. However this weapon system is very expensive to make so it has not been mass produced.
Armour: The Nanofluidic Armor consists of 12 inch thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy. These components also makes it extremely resistant to fire. It also provides superior resistance against shaped charges such as high explosive anti-tank (HEAT) rounds and they shatter kinetic energy penetrators which ultimately makes the armor almost a complete 'bullet and blast proof'. This type of armor is used on main battle tanks because it works extremely well although it's very heavy. There is an outer hydraulics system that automatically activates when entering a planets atmosphere without burning up.
Shielding: A specific and often striking type of Deflector Shield, made out of Pure Energy, that takes the form of geometric shapes that connect to form the overall shape. It blocks high powered kinetic blows from the outside while it attacks from within the shield can freely pierce through the shield to the other side without damaging it. Energy based weaponry as well as solid objects can be blocked. Shields are invisible until struck by an attacking force, and are then often shown briefly for dramatic effect as a translucent "field" of energy. It deflector shield has a slow charging system that automatically recharges itself overtime.
Firewall: Incorporated in ER-100's systems is the anti-virus/firewall which protects all of the contents of its technology. It prevents things from making unauthorized installs or access to his systems without his knowledge or approval. The signals, field, and everything it generates is encrypted with this technology too. The Antivirus is used to prevent, detect, and remove malware, including but not limited to computer viruses, computer worms, trojan horses, spyware and adware. If for some reason something tries to hack/breach the firewall, it'll send a backlash of to malware to disrupt their computer operation, gather sensitive information, or gain unauthorized access to their computer systems if they don't have protection. Their IP address will also be identified and traced. The source will be tracked to it's direct location. The firewall examines all traffic routed between the two networks to see if it meets certain criteria. If it's authorized, then it is routed between the networks, otherwise it is stopped.
Power Supply: Built in the upper back center of the Eradicator encased in an armored compartment is a high powered Ionized Gamma Energy generator. This acts as a extreme source of power for the Er-100 although it will melt down if destroyed. By Ionizing Gamma Radiation and converting it to Gamma Energy it doesn't consist of any electrons. The amount of energy it produces can power cities for months, but since the Eradicator drains so much energy it can only power it for about 168 hours on full capacity. While the Eradicator is on shut down or not moving, the Ionized Gamma Energy Generator will automatically recharge, as it takes about 72 hours to complete this process.
Interior: The interior of the Eradicator is mainly full or armor and wiring that connects all the systems together. The wiring system is extremely powerful as it can withstand the weight of this AI Machine. The wiring system is strong enough the tech can jump, roll, and even fall without breaking down. There is an internal cooling system which will help keep the interior from overheating although it is not enough. There are multiple ways for it to disperse heat. The first way it can disperse a cloud of hot steam on to the outside, or it can use exhaust pipes pointed slightly downward at the back of the Eradicator designed to release heat from the interior. Everything is still sandwiched between Nanofluidic Armor leaving basically almost no vulnerabilities.
Scanners: The scanners can spot approaching obstacles, detect incoming objects or projectiles, or chart interstellar phenomena. Sensor arrays gathers information about the surrounding space or environment using a variety of sensors and then an advanced computer would process and analyze the data. Paints an orange marker over located hostile units. Blue Marker for friendly units. Yellow for civilians. Information transmits through TDA's cross com systems. It also helps to receive and amplify signals.
Built in Right Shoulder Armament: Inside the right shoulder region lies a Chain Gun which is hidden until usage. When ready for use, the small compartment area will open up ascending the chain gun upward above its right shoulder ready to be used. The weapon can face up, down, left, right up to a 90 degree angle by itself. It uses a 2 hp ionized gamma powered generator to load 30 mm linkless ammunition and fire at a rate of 625 (±25) rounds per minute without overheating. The gun requires a spool-up time of 0.2 seconds to achieve this rate of fire. The gun has a positive cook-off safety for open bolt clearing, and double ram prevention. This weapon is very reliable and advanced. The possibilities of it malfunctioning or jamming is extremely rare. It may even be used while wet, dirty or even upside down. Weight 55.9 kg (120 lb), Length 1,638 mm (32.25 in), Width 254 mm (5.0 in), Height 292 mm (5.75 in), Caliber 30 x 113 mm, Rate of fire 625 rpm, Muzzle velocity 805 m/s (2,641 ft/s), Effective range 1,500 m (1,640 yd), Maximum range 4,500 m (4,920 yd). About 4000 rounds equipped. The chain gun is with the combination of the bullet case/shell, powder, and primer. The bullets are extremely powerful capable of penetrating light armored vehicles, high and low altitude aerial targets, ground targets and many others with amazing accuracy. The expelled bullet castings shoots out of the back right center of the weapon.
Built in Left Shoulder Armament: Inside the upper left shoulder region lies a Missile Launcher system which is hidden until usage. When ready for use, the small compartment area will open up ascend the Missile Launcher upward above the Eradicators left shoulder ready to be used. The missiles are smart. When locating a target the missile will follow it and use a variety of sensors which will help assist the missile to maneuver around buildings, trees, etc to still hit its target. Upon impact the TNT inside the missile will detonate with twice the power of a frag grenade. Strong enough to destroy light armored vehicles, destroy walls, and many other objects. Missile Speed Mach 1.3 (950 mph; 425 m/s), Operational range 546 yd – 5 mi (500 m – 8 km). Can fire up to 2 missiles at a time. 12 missiles equipped. the length of each missile is about 2 inches long and 1 inch wide and it still has enormous explosive power. The Missile Launcher has an auto-reload system which will automatically load another set of missiles into the launcher after the first set has been fired. Until usage, the other missile rounds are stored in a containment box beneath his armor meant to contain any sort of blast. To prevent inner exploding, the missiles are designed with specialized devices that reacts with the TNT which won't let it detonate unless it's at least 15 feet away from the Eradicator. This weapon is very reliable and advanced. The possibilities of it malfunctioning is extremely rare. It may even be used while wet, dirty or even upside down.
Left Hand Carried Armament: Code name: P.R.G.
Name of project: Portable Rail gun.
Full length: High concentrated Rail Beam.
Reactive cutting is like oxygen torch cutting but with a laser beam as the ignition source. Mostly used for cutting carbon steel in thicknesses over 1 mm. This process can be used to cut very thick steel plates with relatively little laser power. The Rail Gun portable device is the new age of Sniper effective capability. Both long range and short. The other theory of Rail gun goes with the implied physics of: magnetic fields to propel a conductive projectile, like a metal rod, to incredible speeds. Railguns do not rely on propellants or explosives, and instead make use of kinetic energy to destroy their targets. The device is a dual system from either electromagnetic charging or self plasma release in a compressed high density beam. The information regarding the device is located underneath. The barrier realm which is where the beam fires along or graces against to create the cylinder shape beam is made of tungsten which has the highest melting point (3,422 °C, 6,192 °F) of metal heat resistance. The density is also great: Tungsten is a very dense element. it is much denser that lead (symbol: Pb), in fact it is nearly twice as dense. The only *naturally occurring*elements which are denser than tungsten, are Gold (Au), Platinum (Pt), and the extremely rare metals Osmium (Os) and Iridium (Ir).
The outer layer is made of copper with electric port distributors that will release EMP created to charge ports through the copper lay out. Due to a probable hap hazard of electrical shocks: Needing shock resistant gloves.
A secondary weapon will be made also with out the top copper layer and instead go with the top layer of 7075 T6 Aluminum alloy with out the electric port distributors for those wanting a safer yet less energy capacity.
Gun length: 2'3 Barrel: 1'3. Radius> height: 1.1" Length: 1.13"
Arm rest: 1
The gun uses the following of ammo which deploys the concentrated beam:
Photon cartridge>In physics, a photon is an elementary particle, the quantum of light and all other forms of electromagnetic radiation, and the force carrier for the electromagnetic force. The effects of this force are easily observable at both the microscopic and macroscopic level, because the photon has no rest mass; this allows for interactions at long distances. Like all elementary particles, photons are currently best explained by quantum mechanics and exhibit wave–particle duality, exhibiting properties of both waves and particles. For example, a single photon may be refracted by a lens or exhibit wave interference with itself, but also act as a particle giving a definite result when its position is measured. Concentrated mass of Photons with the electrical magnetic charge creates a cluster of these to form a sphere which upon release of the holding chamber will result to a cylinder beam that will out burst and fire at a maximum range given by the charge of photons. The formula: (PxS)=Cx50'=D Photons x Seconds= The charge or the amount of time holding the charge is the amount of photons held which equals the charge. For every second the range of the fire will increase by 50 feet. 2 seconds= 100 feet. 5 seconds= 250 feet and so on an so fourth. This charge is done by pulling the first trigger which can reach a maximum charge of 100 seconds or 1 minute 20 seconds resulting to a maximum capable range of 5000 feet. It will take about 500 pounds of pressure to pull that trigger. It is designed like this for safety reasons. The longer the charge as well will mean the longer the beam can extend with out fail and due to the photons as particles of light. It is a instant shot straight fired with out the effects of bullet drop or recoil.
The same can imply a 10 inch metal or alloy spike placed inside which can be charged with out photons and just the electromagnetic energy releasing the spike as projectile which travels at speeds strong enough to puncture the surface of air or the wind resistance. Energy supply: G-cell battery backs of high compressed energy. Ammo supply: 10 alloy spikes or 2 Photon held packs. *END OF MINI SOLDIER RPC*



((Size of Starship RPC was too big. This is part 2))

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