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Spec Ops Website

The Special Ops Division
The Special Ops Division are the elite hunters, they are mostly used for military killing purpose; if you join the ops you will be sent on missions to sort out certain vampires or (if the problem be big enough) the ops will eliminate entire factions. The special ops also deal with other species but are main area are vampires. If you are interested in joining you must pm Angel, tests will be held for new members

The Castlevania Self Defence System

Only Angel, and other High-ranking officials may access the CSDS. It Composes of 6 different levels, each more painful than the first:

1. The Chain snakes - consists of a 3 foot long hexagonal 'head' attached to a three section Bladed "Beak" attached at the 'neck' to a thick spiked chain that seems to originate from below the stadiums floor. This Beak can stab and slash at opponents with its razor sharp serrated blades that run along the top of each of the three sections. When the beak opens into the 3 sections it can snap and cut lines/cables as well as grasp and pick up items. The chains are heavy and thick but not impenetrable if they can cut through an inch of vanadium steel... they can cut through the chains, that's why there are more than one. The Chain Snakes are capable of swooping like a bird and can reach any point within the stadium grounds (including outside the walls) but not beyond. The chains are very quick and react as soon as THEY perceive a threat or are called on by a judge. The chains prefer constrictor like methods that leave the victims wrapped in barbed chains with the beak free to fire down on the trapped victim. They may also use the chains of several snakes to form a dividing wall of chains to protect one or both parties involved. Teamwork of several chains snakes to form a bigger snake or in tandem to take down a difficult intruder is not unknown. When the steel beak opens its maw three parallel triangular steel rails slam forward from there retracted position forming a barrel of sorts. The Bars buzz and crackle with electricity and radiate an extremely strong magnetic force that can interfere with radio and other communication devices while charging up or firing. Offensive ranged attacks of the new system are listed below.

2. Shadow Spikes: A shotgun like blast of 50 Hardened steel barbed fletchettes is fired towards its target at high velocity these darts at this velocity can easily penetrate CRISAT/NATO standard armour plate at distance. Each barbed fletchette (or dart) weighs approximately 65 grams each, are 4 inches long, and 3/10ths of an inch in diameter. The judge in command may choose to electrify these darts in order to create a non-lethal taser like effect.

3. BFG: A single 45mm (3.57inch) metal spike is propelled from the barrel towards larger targets and reacts as per a conventional High velocity Armour piercing projectile of similar size. This attack requires 1-2 turns to charge up enough magnetic force to propel the large round to appreciable velocities.

4. Gotcha: The rails reverse their polarity and act like a massive electromagnet drawing in metal (including an attackers weapons) from a distance.

5. Shield: Collectively directing the focus of the magnetic/gravity lenses to for a 6-foot diameter concave magnetic shield. Though use of its other weapons during this time is impossible its still a very handy to protect oath the snake and others

6. CPC: Similar to the Rune blast of the first version of chain snakes; the CPC (Charged Particle Cannon) creates a continuous dazzling blue beam of extreme heat and kinetic energy focused by the magnetic lenses of the rails and is powerful enough to slice through metal and some forms of light Ferro-ceramics with ease. Plastics vaporize, Kevlar ignites, and metals slag and so on when taking the punishment of this blast. If some form of shield is placed between the target and the beam an extreme amount of kinetic 'push' is felt from the energy of the beam
~Rules/Guideline~
1.When in the field the special ops are strictly professionals, keep the conduct smart and good.

2.Missions: when missions arrive Angel will declare a new mission; operatives will then choose if they want the mission.

3.Pay: you will be paid for being a special ops member. The pay varies on your level (bonuses and overtime can be attained).

4. Levels: the special ops level differently than the usual 3 levels a day, in that you can only attain a level if you kill the target while you are on a mission; if the mission requires you to kill 5 vampires you will gain the 5 levels if you kill all 5. The minimum pay for a operative is a 50 gold a week.

5.When in others' places attaining targets do not openly attack them unless attacked first; if you come across vampires who wish to be purified then do so.

6.Failure to abide by the rules or maintain a professional conduct will result in removal from the ops. Long absences will also mean a instant drop from special ops.
Special Ops Division
The Special Ops Division is housed in 3 storey warehouse.

Floor One: Floor one consists of the security doors. In order to the pass the doors the user needs to input an 8-digit code and id card, the doors are always open, if the building goes into a marina blue lockdown the doors will close. Once past the doors, you enter a marble floored lobby; a reception desk lies in front of two huge glass doors, behind which the room spilts into 3 corridors. The first corridor travels on for about 10 feet, and at the end a pair of stairs leading to the next floor stand. Down the left corridor stands a door leading to the theatre room where the mission briefings will take place. The corridor to the right leads of to the computer room, which handles communications between the ops and central command (the comms room also handles tracking and profiles of vampires). Another door leads to the lounge, which contains sofas, chairs, and a small kitchen for the operatives to lounge around in. In the far corner of the room another door can be seen which leads into the games room, where arcade games and pool tables/snooker tables can be found for leisure.

The Second Floor: Floor 2 consists of the armoury where the latest in special ops weapons are made and housed; a shooting range is also present on the second floor. A dojo can also be found on the second floor along with a room for weapon training (the room consists of 14th century weapons). The workshop can also be located on the 2nd floor, the lab is also located on the second floor, the locker rooms for the units are located on the second floor

The Third Floor: The third floor consists of bedrooms. The bedrooms are big and luxurious, each with an en-suite bathroom, and a kitchen as well.

Special Ops Building
The Special Ops Building is one giant warehouse 3 floors high, the front wall is made of bullet-proof glass, the 3 sides of wall being 4 metre thick concrete blocks, the west wall houses the garages, the top of the special ops building has landing pads for the choppers, the building has 3 states of lockdown.

Stage 1
Bikini Black lockdown is all-normal.

Stage 2
Marina Blue Lockdown, in a stage 2 lockdown the building closes of into sections, all comms are diverted to the computer room, squads of fire units will take up position in each corridor and stairwell, no unauthorised personnel will be permitted to enter the building. The squads are commanded to open fire on any unauthorised personnel.

Stage 3
Firestorm Red, in a stage 3 lockdown the building breaks off into individual sections, each sections is locked down and closed of from the other, the elite personnel will take a unit and search the buildings taking out the threat, all special ops units will take up positions around the building, the garage will lockdown and the landing pads will seal up. The system will shut down and the power will be cut, emergency backup lights will be active.

Special Ops Division
The Special Ops Division is housed in 3 storey warehouse.

Floor One: Floor one consists of the security doors. In order to the pass the doors the user needs to input an 8-digit code and id card. Once past the doors, you enter a marble floored lobby; a reception desk lies in front of two huge glass doors, behind which the room spilts into 3 corridors. The first corridor travels on for about 10 feet, and at the end a pair of stairs leading to the next floor stand. Down the left corridor stands a door leading to the theatre room where the mission briefings will take place. The corridor to the right leads of to the computer room, which handles communications between the ops and central command (the comms room also handles tracking and profiles of vampires). Another door leads to the lounge, which contains sofas, chairs, and a small kitchen for the operatives to lounge around in. In the far corner of the room another door can be seen which leads into the games room, where arcade games and pool tables/snooker tables can be found for leisure.

The Second Floor: Floor 2 consists of the armoury where the latest in special ops weapons are made and housed; a shooting range is also present on the second floor. A dojo can also be found on the second floor along with a room for weapon training (the room consists of 14th century weapons). The workshop can also be located on the 2nd floor, you will find strykor hard at work inside, the lab is also located on the second floor

The Third Floor: The third floor consists of bedrooms. The bedrooms are big and luxurious, each with an en-suite bathroom, and a kitchen as well.
Current Members
Every member of the special ops will receive a banner, you will need to talk to Esn for receiving the banner
Leader
Angel

Second In Command
Dream Shadows

Members
LoneKnight_KR
Trayz
Mr. M
Brisgnr

Peace Protectors
PricessKalic
The Armoury
The armoury consists of the weapons that special ops have the choice of using, each weapon is custom made and comes with custom made rounds, if you would like a gun modded or new ammo fitted you need to see the gun smith Angel

The current Weapons available to Operatives

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Custom made berretta
calibre. 9mm ruger
The main difference is the selective fire switch, allowing the handgun to either fire single shots, or three round bursts, at around 1100 RPM. It also boasts a fold-down grip for added recoil control, an elongated and ventilated barrel, and an optional extended clip, which raises the capacity from 15 to 20 bullets. The bullets being that of 3 choices, normal, blessed ,purify

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Heckler and Koch Mk23 SOCOM custom made off course
Calibre: .45 ACP (11.43x23mm)
M1911A1. Based off the H&K USP, it features advanced recoil control, as well as a slightly elongated barrel, with the muzzle being threaded to accept a silencer. The front of the frame is also grooved to accept either a flashlight or laser dot sight. Another interesting feature on the SOCOM is the slide lock, which allows for a single bullet to be fired, but not have the slide pull back, preventing sound from both it and the shell ejecting and hitting the ground, comes with the 3 choices of ammo, purify, blessed, normal

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FN P90 custom made
Calibre: 5.7x28mm (5.7mm)
The P90's appearance is unconventional, with an odd downward ejection port, but it's one of the more prized military SMGs, having formidable penetration power with the FN 5.7mm bullet, an ROF of 900 RPM, and even boasts a horizontal clip that lies on top of the gun, which carries about 50 bullets. Considerably customized, first having part of the stock and handle removed, with a more conventional pistol grip placed instead. A silencer has been added, along with an under barrel laser dot sight.
The ammo being a choice favourite is off course the 5.7mm and blessed 5.7's also purify 5.7's.

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Calibre 5.56x45mm NATO / M855
Action gas operated, rotating bolt
Overall length 1006 mm
Barrel length 508 mm
Weight, 3.77 kg / 4.47 kg
Magazine capacity 20 or 30 rounds standard
Rate of fire, 800 rounds per minute
Muzzle velocity 975 m/s
Maximum effective range 550 meters

M16A2 rifle, with the heavy barrel, modified rear sights, spent case deflector, round hand guards and modified pistol handle

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Heckler And Koch MP5
Calibre 9mm x 19
Cyclic Rate 800
Mag Capacity 15/30/40
Mode of Fire S/2/3/F
Width (in.) 1.96
Height (in.) 8.26
Weight (lb.) 5.59
Bbl. length (in.) 8.85
Overall Length (in.) 26.77

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The XM84 Stun Grenade is a non-fragmentation, non-lethal "Flash And Bang" stun grenade that is intended to provide a reliable, effective non-lethal means of neutralizing & disorienting enemy personnel (diversionary device) to confuse, disorient, or momentarily distract a potential threat. The device will be used to apply the minimum force necessary by tactical and non-tactical forces while performing missions of hostage rescue and capture of criminals, terrorists and other adversaries.

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Frag Grenade, fragmentation grenade is used for big minimal damage but maximum effect

more weapons are being created, any new weapons will be posted in this post
The Basic Training
for those who join in need of training the special ops do hold a training program where you will be trained in martial arts, you will become a basic hunter with basic powers from there you will need to adopt your own style, the training will train you to use weapon of the above as well as 14th century weapons

~Lesson Timetable~
Martial Arts
Gun Training
Basic Power Training

if you wish for private training some off the special ops will be glad to help you
Employees


Jobs

The special ops need a few people to work for them the jobs are as follow

Receptionist
Need a receptionist to take any clients who turn up giving us information on vampires
if interested pm Angel

Computer Operators
We need people to operate the computer room, jobs will consist of tracking vampires and keeping a profile on vampires we need to hunt for current missions
if interested pm Angel

Each person who signs up will be paid weekly, the better you do your job the more you will paid Minimum pay is 50 gold a week

Customers
If you wish to report a vampire or a faction of vampires then please talk to the receptionist these details

Name Of Vampire or vampire faction
Link to previous killings or fights
plans they intend to act out if any
Modified Bullets

Purify
Purify Bullets are filled with the essence of angel tears; upon contact to vampire skin the angel tears begins to reverse the process of vampirism blood, the subject returns to the original form
Bullets modded
.454
.45 ACP
9 mm
5.7 mm
5.56mm

Blessed
Blessed Bullets are bullets blessed by the holy one, these bullets upon contact to vampirism skin have an explosive effect, the holy magic reacts violently causing the bullets to rip and explode
Bullets modded
.454
.45 ACP
9 mm
5.7 mm
5.56mm

Armoury Bullets
The armoury comes with a spare room full of bullets; the bullets are of much variety for most of the guns around, the main supply are;
.454
.45 ACP
9 mm
5.7 mm
5.56mm

Magnesium
The magnesium filled bullets, upon impact the magnesium strips inside the bullets ignite causing a flare effect tempoairly blinding the opponent.
.454
.45 ACP
9 mm
5.7 mm
5.56mm

Dreams
5.56mm bullets for a H&K Mp5 magnesium filled the main bullet also being coated in dragon scale for piercing dragon scale
so how do we play?
*dashing around the computer room a mug of coffee in his hand he stops everynow and then looking down at a monitor, he types away at the keyboards as more monitors come on, the images perfectly clear show different areas of the warehouse*
*he turns around walking out of the computer room, he takes a quick gulp from his coffee, his shirt moves upwards revealing two grips holstered on his back, he walks over to the reception desk clearing the papers of its surface, he puts the coffee mug down as he sits in the chair*
*sliding several papers of the desk he examines the documents, smiling he places them back down looking around the lobby, he sighs heavily as he looks up at the ceiling and walls*
*standing up he walks thrpugh the glass doors, the doors slide shut behind him as he turns and walks into the computer room, he looks at the banks of monitors the images flickering every now and then*

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