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Interstellar Werewolf


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All warfare is based on deception - Sun Tzu




It's the year 3409 A.D. the Earth is long gone and the milky way galaxy has been divided for over a millennium in war shrouded in lies and conspiracy. A shadowy and evil Syndicate hides in the highest levels of power, using war as the perfect distraction for their highly secret and sinister agendas.

With the Earth gone, the remnants of it's inhabitants have migrated to a new world safely hidden in a nebula on the opposite side of the galaxy named the Citadel. But this new world isn't as safe as the unsuspecting inhabitants would think. In truth, the citadel was a fortress world belonging to humanity's long gone forefathers, who mysteriously vanished. The reality is, the Citadel is a ticking time bomb, with many dark secrets hidden underneath.

Called the Eternal war by those involved in the conflict, on one side is the Galactic Colonial Federation, an alliance between the surviving human earthlings, and multiple united alien species, under one intergalactic super national government. On the other side is the Estovakian Union; Thousands of savage barbaric warring tribes and clans practicing witch craft, black magic, and other taboos, from the Estovakain system, a system filled to the brim with terrifying and dark unholy evils. Among the union are also many powerful groups, including the genocidal remnants of the Triton Empire, and other dark forces. The Union is led by mysterious and powerful demonic beings not from our universe.

In a final desperate attempt, the G.C.F. poured it's remain resources and created what was known as the Valkyrie project a super soldier program able to resist the influence of the Union's dark and supernatural forces and take on any enemy. But the participants of this super soldier program will end up paying the ultimate price. - Not knowing to them, that their bodies were being mutilated and mutated beyond recognition by alien DNA that is unknown to even the overseers of the program. With many being utterly destroyed by the mutations.

But for the few surviving members there is a threat far greater than war coming to the galaxy.
An ancient evil is returning. One that caused the Earth's destruction, and had nearly wiped the galaxy clean of life, long ago. And it' up to not only the few surviving members of the Valkyrie program, but to the various citizens and soldiers of the galaxy, to stand between the ever growing evils amongst the stars and certain annihilation.

Some of them will end up becoming pawns for the sinister syndicate within the highest levels of the Federation government. Others discovering this evil manipulating many and using the course of war for their own agendas, will be called upon to stop them. However regardless of these conspiracies and intergalactic wars one thing is certain, the state of the galaxy is falling deeper and deeper into chaos and darkness, swallowed up by war,conspiracy,corruption and ruin, but won't stop the ancient evil that is returning, to finish what is started long ago.

Interstellar Werewolf

Rules


RPC Thread

OOC Thread

This RP will be lazy-lit.

This RP will be in accordance with certain elements from another set canon.
These elements include Damascus Empire's Siege on the Grimdar colony and the current Tri-Alliance Role: New Beginning Role Play . This RP will how ever be it's own canon.


This Role Play is Sci-fi Fantasy, so there an emphasis on "moderate" powers, and advanced technology. T1 rules and regulations still apply. T1-PC style is prohibited.

If you're going to have powers, keep it basic, and have an explanation as to why you have those powers.

Have a sense of realism. Even though the RP is fictional with sci-fi and fantasy, there still needs to be some level of realism. Things like nuke-proof armor, warping in a million ships, and star trek's unexplainable physics are still out. There will be a few times I will allow others to go past their boundaries for the sake of plot. I need to approve it first however.

Despite this being a "military" type of Role Play, you're allowed to make your character how ever you want. This includes the use of civilian and free lancer RPCs. Just make sure they fit appropriately within the role play, and the role play's set universe.

If I ignored your character sheet in the RPC thread, that means I had no problem with it.

If your RPC is killed and you wish you continue, you are allowed to make another character.

There will be a tech sheet posted, meaning you are allowed to use the technology posted. You are also allowed to post and use your own tech - just give a fair explanation to your tech and keep it from being too OP.

Interstellar Werewolf

Lore:
Like in other tales, there existed another era, and during that era, there existed other great civilizations that existed peacefully and prospered. But that was long ago, before the galaxy was nearly wiped clean of life. A great cleansing that raged out of control throughout the milky way galaxy. Life was almost extinguished by a great evil that corrupted everything it touched, twisting all turning them into beasts. The few dwindling survivors of that era would sacrifice themselves, and the rest would slowly die off. The details are point less now. A quiet darkness would fall upon the entire galaxy, lasting many millenniums. But it wouldn't stay that way forever, a new civilization would struggle to rise from the ashes of the old era. Forced to continue without the guidance from those before them, the sacrifices and lose of the old era would fade into legend. But galaxy has not forgotten, and troubles from the old era still exist, hidden in the darkness of space.



The Astral were the forefathers of humanity. They were formed shortly after the big bang created the universe, and were the precursors to most life intelligent life in existence. They were masters in both science and magic and their wisdom was infinite. Reaching the feats no other could have, they created a mighty empire that spanned across the galaxy. With their wisdom and abilities, they paved the way for other life to advance. But no empire exists without it's problems. With their abilities and mastery in both science and magic, they have the ability to create life, sparking much debate and controversy within the empire. The constant arguments of ethics and morality would weaken the empire, and leave them unprepared for the dangers ahead.

As the Astral continued their exploration of the galaxy, they eventually encountered the Tritons. A ruth-less reptilian like alien species that existed on the far reaches of the galaxy. The Tritons had their own empire, that consisted heavily on the conquest of other worlds, species, and enslaving them. Having a mighty slave empire, and following tradition they provokingly attacked the Astral. Even with their impressive feats, the Astral where no match for the Triton's brutality, and war would drag on between both empires for centuries, with the Astral losing much of their gained Territory, and the ruthless barbaric Tritons terrorizing the many developing species that no longer had the Astral to guide and protect them.

Creation of the human race:
As war raged on, and the Tritons continued their genocidal war, terrorizing all they found, The Astral needed numbers, more expendable shock troops, and turned to genetic research. Creating the first breed of humans they would be used as mindless expendable shock troops to be used against the Tritons. It still wasn't enough how ever, a small portion of humans were moved to the Earth to be experimented on, away from the empire and away from the war in secret. These new humans would be far superior to the lesser first generation of humans, but before the Astral could finish the "new" humans it would to too late.

The abomination:
In further attempts to fight the Astral, the Astral began experimenting on their own, creating twisted and vile experiments to use against the Tritons. One such experiment would be their undoing. The abomination was a creature
the Astral created after experimenting on their own species. The creature grew, devouring everything, including it's own creatures. Eventually the creature grew large enough to swallow entire worlds, devouring the world which it was created. Twisted and corrupted it terrorized the Astral, searching, and devouring, without any means to stop it.

Being turned on from their own twisted abominations, and with the relentless onslaught of the Tritons, the Astral had surrendered. But brutal and merciless as they were, The Tritons sterilized the Astral. Unable to reproduce, and being devoured and corrupted by their own twisted abominations, while being hunted down by the Tritons, The Astral eventually died out. The remaining species on Earth would shape swift into humans and hide out within the human population. The legacy and era of the Astral were over.





Formation of the Federation:
The formation of the Federation is an old and complicated story. The Federation was first formed on the Planet Earth by the many powerful government backed space programs. The purpose of the Federation was to explore space and settle new worlds. After an invading army of Orcs had conquered the planet Earth, after the Earth's defense were exhausted from fighting invading Tritons, with most of the Earth governments gone, the Federation's remaining military forces formed an alliance with other alien races and were able to kick the Orcs off of Earth. Most of these Aliens factions also had weak governments from their wars with the Tritons. The human and alien governments came together and joined the Federation, creating a new super national government alliance, with it's capital on Earth, due to most of the governments either gone or too weak to lead. The Federation would continue to exist as one of the largest and most powerful multi species factions in the milky way galaxy.

The fall of Earth:
Around the the early 25th century, Federation scientists made the discovery of an ancient Astral technological and data beacon hidden out in space. Deciding to bring the beacon back to Earth for study, it also awoke some of the still existing twisted abominations the Astral created in their final days. This eventually lead the abomination to Earth, a creature so large it could consume an entire planet, the Federation's military was unable to completely destroy it, but at the cost of most if it's military, the Federation were able to drive the creature away from Earth, retreating back into the blackness of space. With most of it's military depleted, the Union took advantage, and launched a full scale invasion on the planet Earth two months after. The details are sketchy, with most of what happened being lost forever, but apparently the Beacon where the blue prints to a hidden Astral super weapon, hidden somewhere on the Earth, by the remaining surviving Astral incase the tritons ever discovered their presence on Earth. Unable to hold back the union's attack, the Federation prepared an evacuation, but not before placing many powerful nukes around the site where the beacon was. To prevent the Union from capturing the beacon and this supposed super weapon, as the Federation fled, they destoryed the beacon, burying it under miles of rubble. In retaliation, the Union fleets unloaded all their ordnance on the planet, unleashing Armageddon on the planet.

Interstellar Werewolf

Factions:

Galactic Colonial Federation (GCF)

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The Federation is a super national independent government, acting as the primary representative, guardian, and overseer for the remnant human Earthlings and multiple other alien species united together. Formed between the mid and late 23rd century, the Federation's main capital is located on the Citadel (formerly the Earth). One - if not 'the' - largest democratic power in the Milky Way galaxy. The Federation's military is extremely diverse, composed of humans and a dozen various alien species allied together under the same banner, with some of the most advanced technology ever developed. Aside from keeping the peace and protecting it's citizens the Federation military is often charged with exploring space, and setting up new colonies, keeping order in uncivilized star systems, and of course, fighting the evil Estovakian Union.


Estovakian Union

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The Union originally started out as a large alliance between many groups that oppose the Federation. An unknown demonic like alien entity from another dimension entered the milky way galaxy, around the 24th century. In multiple attempts to capture the creature, it turned hostile, not coming alone with a legion of demonic like creatures serving under it, and with the ability to indoctrinate many under it's powerful influence, it took advantage of a galaxy already being in turmoil. With the Federation already locked in a war with the ultra-aggressive Triton Empire, and many factions including multiple alien races and empires opposing and plotting against the Federation, with it's powerful influences it was able to bring these groups together and form the union. Not much is not about this mysterious creature leading the union. It lives in seclusion from the rest of the galaxy. The face of the Union's leadership is it's dark council, who serve directly under the demonic creature. Aside from the council, an order known as the Inquisitors who are powerful in the use of dark super natural abilities, they are terrifying, and well known for their abilities to command over demonic forces.

The Inquisitors:
Terrifying and notorious throughout the galaxy for good reason, the Inquisitors are masters of the Dark Arts. One of the higher ruling classes in the Estovakian Union, they take their orders directly from either the union's dark council, or the Union's leader itself. Few Federation soldiers have survived encounters with the Inquisitors; they are masters of Necromancer, can command super natural and demonic forces, and can give off a terrifying presence that can demoralize troops just by entering an area. Many dark and twisted rumors surround the Inquisitors, but little is known about them, aside form the fact they are the best and some of the most terrifying forces the Union has to offer. The Federation has few counters against them.

Galactic Sentinel Order:
A knightly order of peaceful warrior monks, sentinels use both advanced technology, super natural and magical powers and abilities for the common purpose of the positive progression of the galaxy. Sentinels are dedicated to keeping the peace, education the uneducated, defending the defense less, helping the help less, and keeping order and justice through out the galaxy. By many there are seen as saints and heroes, by others they are seen as radical vigilantes. Before the Eternal war, the sentinel order, did it's best to keep order and justice, and at a few times were even able to turn aggressive triton war bands from their violent ways. How ever today, the Sentinels are being hunted and exterminated by the Estovakian Union. With thousands dead every decade, the order has grown weak, attempting to continue it's mission of helping improving the lives devastated by the war in a law less galaxy while defending itself from the union's onslaught.


Triton Empire:
One of the oldest empires in the entire milky way galaxy, the Tritons have existed for so long, not even Historians can give an accurate explanation. They were a ruth less slave empire that attacked other worlds, enslaving or killing off the inhabitants they found, spreading violence and war across the milky way galaxy. When a Triton reaches a certain age, they are required to go through a "rite of passage" before they can go into adult hood. This rite of passage, is a 1 on 1 duel too the death against another young Triton going through his or her rite of passage. To ensure only the strongest will survive and that every triton is a cold blooded killer, Every Triton must slay one of their own in cold blood at a young age before going into adult hood. Every Triton within the empire goes through this. Despising the Federation and attacking their patrols every chance they could get, the Tritons became part of the Estovkain union after a brutal civil war and coup by the empires leading hierarchy. Unhappy about this many Tritons left the empire to form their own tribes and raiding parties. Most adult tritons make a living as either a mercenary or soldier.

Interstellar Werewolf

Misc

Magic:
There is an abundance of magical energy all across the Milky Way galaxy, how ever none of the magical energy within the Milky Way comes from the galaxy itself. All magical energy come from the Large Magnetic Cloud (LMC) another galaxy not too far from the Milky Way. Magical Energy travels across space, almost the same way as Light from distant stars travel across space. The constant flow of Magical Energy hitting the Milky Way throughout the Millenniums have caused the Milky Way to have an influx of magic, resulting in many abnormal mutations, super natural occurrences, and an increase in 'mages' with the ability to use and harness powers from this magical energy. Despite extensive research, Federation Scientists have yet to find out anything about the occurrences of Magic into the Milky way.

Division of Paranormal Warefare:
Military unit that specializes in everything regarding Magic and the Supernatural within the Galaxy.

Naval Special Warefare:
The Federation's unofficial Valkyrie Super soldier branch. They are highly classified, with it's existence just being a rumor not only in the civilian sector, but also within the military.

Valkyries:

Null Class:
The first super soldiers ever created. There were only 12, with a remainder of only Six. Due to certain classified events they were deemed a failure and replaced by the Alpha Class. Null operatives are the only Federation units not trained by the military. Instead they were trained by Triton War lords paid by the Federation to ignore their grudge and train Valkyrie Operatives. This made many Null operatives just as violent, aggressive and unpredictable in the long run and unable to be fully dependable.

Alpha Class:
Next-gen Valkyrie Super Soldiers, their abilities are almost the same as the Null Class. Many of them were trained by Triton Mercenaries, but in tightly controlled Federation military environments, to ensure the same mistake didn't happen with the Null Class.

Beta Class:
As the far progressed and resources became scarce, the Federation was forced to change some of their methods for the Super Soldier program, and made a heavier emphasis on Genetic mutation. Alpha many Beta Class super soldiers are the most unluckiest of all the classes. Suffering from terrible irresolvable affects that will plauge them for the rest of their life's, no longer recognized as human or alien, but nothing too, gone too far into mutations.

Species:

Species template:
-appearance
-brief description


Humans:
Self explanatory.

Tritons:
A warrior race; Tritons are naturally the most violent and aggressive of all the other races. Tritons are a large reptilian bipeds who have strong scales that are resistant to even gun shots. They have rough thick skin and scales that can survive almost any weather conditions, and survive even harsh combat conditions. Naturally physically stronger than most, and able to adept to most conditions better, Tritons usually hold the most advantages over many of the other species, which has allowed them not only to prosper, but even thrive and survive on their home worlds which only few life can survive it's harsh conditions. The Tritons are a warrior race, and believe strongly in "survival of the fittest" according to their Culture, when a Triton reaches a certain age, before he/she can reach adulthood, they must be pitted against another Triton of the same age, where both are required to fight to the death, as a rite of passage. This ensures every Triton is a strong stone cold killer, and that only the strong survive. Most Tritons either enlist in the Union military, join other Primitive Triton warrior clans, and raider gangs, or leave the galaxy to be hired as mercenaries. Triton Mercenaries and soldiers are the most roughest and well known.

Griffons:
A loyal Federation Race, Griffons were one of the first species who reacted and came to the human's aid when the Earth was under a brutal Orc occupation. Through out history they've been rivals of the Tritons, who've often attempted to enslave the Griffons. Although not nearly as strong as the Tritons, Griffons are physically superior to most other species in the galaxy. With an average height of 7½ - 8 feet, and tough hard skin to survive harsh terrain, they make excellent marines. In their culture they are taught that honor and loyalty should come above all else, making them one of the Federation's most trusted and loyal species.

Opatrovníci:
Another Federation Species, Opatrovníci are physically inferior to most raes, being one of the weaker species, despite being one of the tallest. What they make up in in their lack of masculinity however they make up for in their superior senses. With their hawk-eye like vision, Opatrovníci make excellent scouts and snipers, and make up a large percentage of the Navy's fight pilots. Taller than even the Triton, the Average Opatrovníci stands at almost 11 feet tall, they are extremely limber and slim, and due to their inferior strengh, those wanting to be marines are required to go through intense physical augmentation and enhancement procedures.

Gorians:
Winged flying cold blooded lizard-like species. Most of them are allied under the Estovakin Union. They have venomous teeth, that their bites have claimed the lives of many Federation Soldiers. Their original homeworld is a hybrid of an enormous planetary cyber punk like swamp.

Dadavathi
A neutral race of intelligent mobile plants with long dexterous tentacles. The number of tentacles ranges from four to ten. They live on an enormous mechanical artificial world called Oxora V. It is unknown whether the artificial world was constructed by their ancestors or by the Astral.

Obheklepan
A race of methane-breathing insects. They are obsessed with a sport called Taulan, which takes place in an enormous multi-dimensional maze. When their planet was conquered by an invading alien force, the survivors set out into the galaxy in search of a new home. Their religious traditions demand that they can only drink from special ceramic cups, which must be sanctified by a priest and spiritually cleansed every day.


Astral [extinct]
N/A

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Locations:

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The eclipse:
The closet thing the 35th century has tot he old Russian Gulags, the Eclipse is a large asteroid belt in Union space. It also holds the galaxy's largest prison detention facility, and home is to one of the Union's largest ship yards. The large presence of prisoners are used as a labor force, forced to mine the asteroid colonies for materials needed to continue the construction of the Union's Fleets. The average prisoner in the Eclipse has a survival rate of usually around 2 years. Aside from poor care and terrible living conditions, prisoners are forced to slave away in harsh dangerous conditions in the asteroid belt, with a lack of protective gear and equipment, causing prisoners to die within the thousands each day. Many prisoners find themselves victims to many deadly diseases and predators including the giant energy spiders and lay and wait, awaiting for unsuspecting prisoners.

The Citadel:
The Citadel is the capital world of the Federation. It is hidden safely inside a large nebula in the scutum-centaurus arm. The world consists of one single super continent that has become fully urbanized, surrounded by water. The planet was originally a military fortress world to the long gone Astral. Today, the planet has an abundance of Astral technology left behind - however it's been sealed underground with no means of breaking the seal and retrieving the tech, despite the GCF's best attempts. A single large Astral temple can also be found on the planet's surface. The temple has also been a meeting place for centuries where members of the Federation's government would meet daily, to discuss politics. Being the Federation's world, it is heavily protected by the military.

Purgatory:
Purgatory is one of the largest regions of neutral space, within the known the galaxy. The system also has a reputation for being "law less space" due to the Federation or the union's lack of presence. In Purgatory many crime syndicates and war lords run rampant and free. With the system also crowded in raiders, slavers, pirates, privateers, mercenary groups, and all kinds of other nasty groups, there are only a few safe worlds with their own private security forces that have managed to survive thus far. There is also a hidden Sentential Enclave and academy.

The colonies:
The GCF has many colony worlds that often find themselves under the constant threat of being attacked by either the Union or other groups. The colonies are divided between two sections. The inner colonies, near the Citadel, and the outer colonies which have spreaded across the galaxy. Most of the fighting have taken place within the Federation's colonies, taking a large toll of them. Especially the outer colonies. With the continued fighting of the Eternal war, the majority of the outer colonies have been destroyed, many of them reduced to life less bombed out worlds, causing a large influx of immigrants to the Inner colonies.


Estovakia:
The Estovakian union's homeworld, the powerful and demonic leader of the Union resides on the planet, and it's dark evil energies run everywhere corrupting the planet and it's inhabitants. Not much is known of the world itself, for it has become some what of a myth. The inquisitors also have a temple there, where they practice and perfect their dark arts, often testing them on unlucky residents of the world. The planet was originally a failed colonization attempt by the Federation, but even before the war, the planet had dark energies and demonic super natural entities running wild all over the planet, causing the Federation to abandon the planet, until the union had taken over and colonized it.

Interstellar Werewolf

Misc:


Pre made characters:

Captain Aaron Archer (War Wolf 1)

Aaron Archer is one of the few remaining Null Valkyrie Super Soldiers left (with most of them replaced by the more modern "Alpha Class" ) he was originally under the division of Paranormal Warefare, but has been reassigned by Naval Special Warefare to investigate corruption within the Federation government and to hunt down a rough Valkyrie. For this mission Aaron has been assigned his own personnel starship, and a small team of Alpha Class Valkyries. What makes Aaron different from everyone else though is the fact Aaron isn't human. He's one of the last remaining Astral shape shifting as a Human. Unfortunately for Aaron, due to serious neurological damage he's suffered, he has no memory of him being an Astral, and believes he's an actual human.


Staff Commander Mathew Johnson (War Wolf 2)

A "failed Estovakian experiment" Mathew is Captain Archer's second in command and right hand man. He is an Alpha-Class Valkyrie Super Soldier, and a Sniper/Spec Ops specialist when deployed on the ground. Aside from his roles as XO of the SSV Everest, Staff Commander Johnson oversees all Marines and Rangers abaord the Everest. As a child, Mathew grew up in Union Space, and was taken away from his home for brutal experiments part of the Estovakin Union's program to create their own super soldiers. How ever deemed a "failed experiment" Johnson escaped and eventually enlisted in the Federation Navy. Shaped from his past, he earned several accommodations, and was recruited for the Supreme Soldier Program and placed into War Wolf Squad after surviving the grueling process. Although despite being a Super Soldier, the brutal union experiments combined with the Federation Super Soldier Program's mutations, have caused many health issues for the Staff Commander. This includes intense migraines, and some neurological damage that cannot be repaired.

Agent Kaiden Skirata

A Null Valkyrie Super Soldier, Agent Skirata may be an enlisted member of the Galactic Colonial Federation, but his true loyalty is with the Syndicate within the Council. Agent Skirata is a cold, clever, deceptive, and ruthless murderer who's killed many on both sides of the conflict. He is the syndicate's number one, main man, often doing the Syndicate's dirty work in their sinister agendas. Backed by members of the Federation High Council, he is given access to some of the GCF's most advanced technology and leads multiple elite spec op units in their sinister goals.

Kal Sartoris

An Ex-Null Valkyrie Super Soldier, Kal was one of the best. He had a fearsome reputation, and it was rumored that he was immortal and could not die. This was due to him coming back alive after multiple suicide missions and incidents where he should have been killed. Some of these incidents include being shot down, falling to his death, and a blaster shot to the face. Despite all this, Kal has managed to survive believing that there might be more to this soldier than meets the eye. After learning of the evil syndicate within the Federation and what they did to him, he went on an insane rampage going rouge and attacking Federation targets. Due to his knowledge and the power he possesses as a Super Soldier, the Everest Crew have been dispatched to either kill or capture him.

Inquisitor Adelsberger

A younger Inquisitor within the order, Adelsberger was able to prove himself worthy when he slayed his first Sentinel Guardian. Like many inquisitors, Adelsberger grew up from the cold and harsh Nordic lands from the neutral planet of Sorus. The life and fast paced lives, from those living on the lands helped to shape Adelsberger into a skilled and hardened warrior. Adelsberger was first recruited into the order after his fascination with the super natural elements within Sorus lead him to study and become a skilled necromancer. Although Adelsberger is still yong ans has much to learn, the order assigned him to tracking down and gathering more information on both the Everest Crew and Agent Skirata and eliminating both. The reason for this was due to Adelsberger, like Aaron also being cursed as a Werewolf during his time on Sorus, giving him a bit of an advantage. Like many Inquisitors, Adelsberger has been assigned an squad of Elite Union troops for his assignment.

Interstellar Werewolf

Tech


Arsenal
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The M420A69 Cockblock Assault Rifle is fully automatic built with a recoil damper in the barrel, keeping the rounds straight when fired, limiting recoil to almost nothing in the rifle, giving the rifle almost perfect accuracy and containment field stability. The Rifle's length is 4 ft making her almost as long as a sniper, but necessary for the rifle's load out of ammunition. The weight when loaded is 7.2kg when unloaded the weight is only 5.8kg. The Rifle's range is 150 meters. The Rifle is magazine fed, with magazines holding 23mm diamond tipped rounds each. The Rifle's rate of fire is 6 rounds per second. What makes the rifle even more deadlier is the fact that the rifle using precisely-controlled electromagnetic attraction and repulsion. This makes the round travel at much faster super sonic speeds making it far more deadly then modern fire arms. Average reloading time for the rifles two and a half seconds as the rifle has an automatic reloading system, that automatically locks and loads your rifle once a new magazine has been slipt in. The Gun's material is made of hardened palladium metal and carbon fibers.
On the bottom of the rifle is a 40mm grenade launcher attached to the bottom. The Grenade launcher is pump action and able to fire grenades at about 15-20 feet away with a 8 feet blast radius.
Located on the top of the rifle is a small zoomx2 reflex sight on top.


Stats
Weapon Type: Kinetic/Explosive energy transfer-Mass Accelerator Accelerator
Weapon class:Assault rifle
Ammunition:23mm Explosive rounds
Round speed: Mach 20 (At this speed the round is going 20 times the speed of sound, at these super sonic speeds the round would get from California to New York in around seven minutes. Along with the kinetic energy transfer, the rounds are also explosive meaning what ever the round hits is going to have a bad day.
Scope:Relex Sight 2x zoom.
Rate of fire:6 rounds per second
Ammo type:Magazine Feed
Rounds per Magazine:60
Reloading time:2 and a half seconds.
Accuracy: Rounds are always fired straight by the built in recoil damper in the barrel.
Material:Carbon Fiber, and palladium
Firing range:Full auto. (Can be switched to semi auto)
Add-ons:40mm Grenade launcher

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The M-97 Military Semi automatic sniper rifle is an electro-magnetic kinetic energy transfer based weapon. Classified as a Gauss rifle or Coilgun, the rifle has several coils within the barrel. The rifles accuracy is always perfect, moving at super sonic speeds right when they pass the coils always hitting the targeted area on impact. The Rifle's length is 4½ feet long, and has an adjustable scope with a 4x-8x zoom. Once the large rounds pass through the rifle's coils they travel 3KM per second smashing what ever it hits with the energy transfer of an entire ton of TNT. The heavy rifle weighs half a pound when loaded.

Stats
Weapon Type: Gauss
Weapon class:Sniper
Ammunition:50.cal explosive rounds
Round speed:From the several coils within the barrel of the rifle, the rounds being fired are going Three KM a second. Remember that any object moving three kilometers a second will discharge as much energy in a ton of TNT. This means if a grain of salt was fired from the rifle it would be just as damaging as a round form an M1 Abrams tank. The fact that instead of sand, but an explosive 50.cal round makes it far more deadly.
Scope:Sniper scope with a 4-8x zoom
Rate of fire:One round per second.
Ammo type:Magazine Feed/Electronically charged energy cells.
Rounds per Magazine:30
Charges per Energy cell:12 Charges per energy cell
Reloading time:2 and a half seconds.
Accuracy: Rounds are always fired straight by the built in recoil damper in the barrel.
Material:Carbon Fiber, and palladium
Firing range:Semi Auto
Add-ons:None.
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The M90 Mass Accelerator Shotgun is a combat shotgun that uses elector-magnetic attraction and repulsion via a mass effect field inside the shotgun. So when the rounds are fired they will travel at super sonic speeds so when hitting a target causing maximum damage far exceeding those of normal fire arms. When fired, the Shot gun fires eight slugs discharged by the shell. The magnetically accelerated slugs are explosive transferring both kinetic and explosive energy to what ever the slugs impact. Each slug is half an inch and shatter on impact for more energy transfer.The explosive slugs fired from the shell travel at the super sonic speed of 20 machs. delivering more then enough damage needed to bring down most armored targets, making it a good close quarters anti infantry weapon. The weapon is made of Iridium so it can be durable able to survive harsh military conditions, yet light enough not to be to heavy for soldiers. The Shotgun was built by the Citadel Armories weapon's corporation, which has become one of the largest suppliers in weapons for the Galactic Colonial Federation.

Stats
Rate of fire:1.5 shell/second
Length 48.8 inches
Weight (empty):5.4 kg (11.9 lbs)
Weight (loaded): 5.8 kg (12.8 lbs)
Weapon Type: Mass Accelerator
Weapon class:Shot gun
Ammunition:Shells packing eight explosive slugs
Round speed: Mach 20 Super sonic speeds, that is 20 times the speed of sound.
Scope:None
Rate of fire:1.5 shell/second
Ammo:Mag Fed.
Type of round:Explosive slugs each half an inch
Ammo per Mag:9 shells per mag
Accuracy:Varies with distance
Range: 100 meters
Type of fire:Semi Auto/Pump Action. (Pump after reloading.)
Reloading time:2 and a half seconds.
Material:Iridium
Firing type: Pump action
Add-ons:None

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M6 Keep It In Yo Pants Heavy Laser

Maybe two bullets can't be together in the same place at the same time, but two beams of lasers can. The M6 Heavy Laser is a battery-powered man-portable, shoulder-fired, directed energy weapon. When the trigger is pulled a red targeting laser is painted to paint the firing area while two lasers are charging up. Charging takes 2-3 seconds once the charging mechanism is complete two fully charged laser projectiles are forced out along the barrel of the laser weapon. Since two beams of light can be stacked on top of each other this should be no problem. With this, the damage output is greatly increased twice as much. Both charged laser projectiles are directed right into the same area smashing what ever was hit with two fully charged volatile explosive energy blasts into one "super projectile" melting almost anything it hits reducing it to ash. his makes it an excellent anti-vehicle weapon. Lastly, since laser projectiles can move at the speed of light, if what ever target was in front of the laser was still apparent when the laser was fired it will be impossible to "dodge" and miss the incoming laser blast, unless of course, it was aimed poorly. The weapon is shoulder mounted due to the fact of it being much more heavy then other weapons. If at any time the user of the weapon wants to stop the firing mechanism when the laser is charging, a kill-switch is located right next to the trigger, which will deactivate the shot in the press of a button from the thumb.


Size:Length: 98.7cm
Mass:: 42lb (empty)
Mass:45lb (loaded)
Weapon type:Anti Vehicle
Weapon Class:Energy/Heavy Weapon
Ammunition:Charged Energy cells.
Speed:Laser projectiles can travel as fast as light.
Scope:2x zoom reflex sight on the right side of the laser.
Rate of fire: 5-second minimum between shots
Reloading time:Six seconds.
Shots per energy cell:Ten shoots.
Charging Sequence:2-3 Seconds.
Accuracy: Perfect- Laser projectiles are always fast and accurate
Material:Carbon Fiber, and palladium
Firing range:Single shot
Add-ons:Laser sights

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The MI319 Grenade Launcher is an older weapon in the Federation military arsenal, but is still widely used by the Marine corps and various other branches and combat units for combat, for it's Reliability and durability. Weapon is semi-automatic designed as an High Explosive anti-infantry weapon and a light anti-vehicle weapon. The Weapon can carry and fire 6 H.E. 40mm grenades and includes a laser designator on the side to help for aiming. The fire is fairly accurate firing grenades in a straight line with a close to long range of 50 feet away. The Grenades can be modded to release a 8 feet EMP burst when detonated

Stats
Size:Length: 2.5 Feet.
Weapon type: Grenade Launcher
Weapon Class:Special/Heavy Weapon
Ammunition:40mm Grenades
Ammunition feed:Bucket Feed
Firing mode:Semi Automatic
Range:50 feet
Rounds per mag:Six 40mm grenades per bucket
Scope:None
Rate of fire: 0.5 seconds per round
Reloading time:Six seconds.
Accuracy: Varies
Material:Carbon Fiber, and palladium
Firing range:Single shot
Add-ons:Laser designator

4 H.E./2 Flash bangs.
Grenades
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The Mark 14 High Explosive grenade, were designed with retractable stabilizing fins. If the fins are extended, the grenade can be tossed like a discus, and glides long distances. With the fins retracted, the grenade can be lobbed over walls and other obstacles. Most grenades can adhere to flat surfaces and have a 10-second fuse, allowing them to be used as makeshift shaped-charge mines or booby-traps. They can be triggered to detonate before their fuse runs out by a signal from any military Powered armor built-in communications gear. The Mark 14 grenade can be modified in the field for special purposes. The following upgrades include:Corrosive, Flash Bang, Incendiary, and cryo. The normal Disk-H.E. creates a blast radius of 13.45 meters when detonated. When Set on Flash bang, the disk grenades have a 6 meter radius. Grenades are made of a hardened plastic and are 5.5 inches in diameter to be compact size, yet stay fairly durable. Instead of having a pin to be pulled, the grenade's 10 second fuse can be activated by the simple press of a button.


Interstellar Werewolf

Tech

Viper Interceptor

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Length:32.3 feet
Height:10.7 feet
Wingspan:18.4 feet

Description:
Fast attack Interceptor. The viper is fast, highly maneuverable and easy to pilot. Though what she makes up for in speed, she losses in defense and fire power. The Viper was designed for taking out enemy fighters and bombers. So the Vipers weapons won't work on most enemy capital ships, and the shields and armor plating won't do much good from a clean hit from most weapons ranged on capital ships. However the Viper's powerful engines can move to a full speed of 1300 KPH in space able to easily out run most adversaries the Viper faces, so pilots are trained early on to rely on speed and maneuverability rather than on shields. The Viper is armed with three twin 30mm Mass Accelerator cannons and anti fighter missile guidance system decided for the sole purpose of destroying enemy fighters.

Hull: Fighter's hull is 4 inches thick of Steel III. Iron nano blended with graphene to be lighter and stronger than before. Material is extremely lightweight and and much stronger than standard steel able to survive wider temperature ranges and absorb more damage in 35th century.combat.

Weapons

Mass Accelerator 30mm Auto cannon 3x: (One on each of the fighter's 3 wings.)
A mass accelerator propels a solid metal slug using precisely-controlled electromagnetic attraction and repulsion. The slug is designed to squash or shatter on impact, increasing the energy it transfers to the target. (Meaning more damage) If this were not the case, it would simply punch a hole right through, doing minimal damage. Remember this-"An object moving at 3 km/sec has as much explosive power in TNT as it weighs" This meaning, if it's traveling fast enough, a grain of sand once impacting a target can deliver enough kinetic energy to be more destructive than an M1 Abrams round. The Viper's Mass Accelerator's rounds hit with a smashing' force of of an entire kiloton when hitting a target. The Mass Accelerators can rapidly fires 30mm round explosive slugs at two rounds per second.

Missiles: Missile guidance system connects to the fighter's targeting systems and sensors allowing it to follow enemy targets once locked on. The missiles when detonated ignite special gasses that cause an explosion with temperatures ranging up t 7,000'c degrees

Cyber Warefare:All singles are checked by a series Of scanners. Several networks of AIs also handle security for each ship in the Federation Fleet. Manning a series of Network Fire walls checking all systems. Witch means every bit of each Ship's "cyber space" is watched over by the AI's. Fire walls also protect every bit of the ship, Witch means outside singles cannot get in, unless allowed. If any threats like virus do infiltrate the firewalls, the AIs will activate special anti-virus software or other Security protocols. Such as Anti-hacking soft ware and "Trojan and Spider" virus to destroy the incoming none Federation singles/software,ect. Once the enemy contact is destroyed. The Virus are destroyed. All GCF Class Vessels also have the power to hack or send viruses to other vessels if not protected enough. GCF Ships are equip with hacking soft ware. The Com systems and any other areas that may be "valuable" are always sealed by fire walls at all times making it impossible to get inside, singles are always per-scanned before passing. If any threats are detected, they will be destroyed immediately, and several viruses are send out in which the signal came from.

AIs:An artificial intelligence is a self-aware computing system capable of learning and independent decision making. Creation of conscious AI requires adaptive code, a slow, expensive education, and a specialized quantum computer for their core. They are Intelligent and fully aware. The AI's monitor just about everything on the ship From targeting systems, to life support systems. The AI's feature their own holographic avatars fully protected by fire walls and other security protocols.
VIs:A virtual intelligence is an advanced form of user interface software. VIs use a variety of methods to simulate natural conversation, including an audio interface and an avatar personality to interact with. Although a VI can provide a convincing emulation of sentience, they are not self-aware, nor can they learn or take independent action.
VIs are used as operating systems on commercial and home computers. Menial VI "agents" are also available. Agents are compact and specialized. Some serve as personal secretaries, filtering calls and scheduling meetings based on user-defined priorities

Power source:A Deuterium fusion power planet powered by regenerative hydroelectric fuel cells and both deuterium and tritium, use nuclear fission or fusion to provide the fighter with power. The Regenerative fuel cells allow the ship to run without needing to stop.

Communications: Quantum-Entangler
When a pair of quantum-entangled particles is separated, a change to one particle will affect the other instantaneously, wherever it lies in the universe. QECs exploit this effect to transmit binary data any distance. Two pairs of entangled particles are necessary for transmission and reception. This it allows instantaneous communication over any distance without reliance on the network of comm buoys, which is limited due to the sheer volume of space. Second, quantum communications cannot be intercepted between source and destination, allowing no "wiretaps."

Sensors:
Radar
Ladar
inferred
Spectroscopes

Pulse Shield:
The Pulse shield Enigma uses raw heat pulse energy as an energy barrier. It was designed to withstand heat, and kinetic based attacks, which have been very successful from the barriers being made of strong pulse energy. Already being heat based energy, the Pulse shields can survive heat based attacks up to 5000'c and able to survive large amounts of kinetic force from various sources all at once in extended amounts of time depending on the strength of the attack. Though as it continue to absorb kinetic based attacks the shielding strength begins to decrease. If the decrease range is faster then it's recharge range it will continue to decrease until it is out of energy, leaving the ship shield less as it begins to recharge. Because Fighters are smaller ships their Pulse shields are weaker and can't take as much damage as the large battlestar class ships. Their recharging time however is only two and a half minutes to fully recharge. Though strong against kinetic attacks, the fighter pulse shields can only survive up to 16 kilotons per attack. Any further damage will leave the shields depleted in a single attack.

Ship Maneuvering: Due to it's sleek slim design and smaller size, the ship is very maneuverable. Able to make spins roll,pitch, yaw efficiently in a very small amount of time. Though an AI is incharge of maneuvering the fighter, the ship is able to easily escape enemy fighters and dodge incoming any fighters moving around easily with the fighter's superb agility.

Engines: The Viper 3 uses thrusters attached to the back of the fighter. The quick fighter designed engines allow the Viper to move extremely fast at super sonic speeds of 1300MPH when in it's top speed.


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Class:Heavy fighter
Dimensions:
Length:9.6 meters
Width:6.48 meters
Height/depth:3.11 meters
Crew: 2 Pilots.
Cargo capacity:40 kilograms

The F-41 Strike Fighter is the opposite of the Viper. This fighter boasts stronger weapons, armor and shielding, and carries a heavier pay load of weapons for different enemy types in space combat, making this the ultimate multi-role type star fighter. How ever due to it's heavier weapon pay loads, the fighter is not as fast or maneuverable as the Viper and thus experienced pilots will be heavily at a disadvantage when going against Vipers. How ever, though not as quick or maneuverable, many skilled pilots believe the fighter's weapons make it more than worth the trade in reduced speed. A squad of heavy fighters could inflict and potentially destroy enemy capital ships in heated space combat due to their wepaon upgrades.


Armament:

2x M82 Medium laser cannons:
Highly modified and high powered laser cannons. Using both ultraviolet frequency and X-ray frequencies for increased efficiency. To power the stronger laser energy bolts, several highly combustible gases such as Methane, Propane, Hydrogen, and Hydrogen sulphide are used to power up these weapons. Unlike capital ship rated laser canons, starship lase canons need no time to charge up and are immediately able to fire hyper dense bolts of energy. Lasers in general cause more concentrated damage then plasma, making them ideal for capital ships. When fired, they move at the speed of light, making them impossible to dodge. When impacting a target, these medium laser cannons impact with 10 megatons TNT equivalent of force and having a temperature range of 5000'c. And once fired, each cannon fires several laser bolts in mere seconds, making them ideal for quickly taking out enemy ships.

8x Missile launchers:
Each missile launcher carries 4 missiles, the fighter has 8 of these missile launchers, three located on each wing. The Missile launcher uses the fighter's sensor systems to detect multiple enemies. AI uses the fighter's sensor system to locate and target enemies. The missiles are very deadly being High explosive when they detonate they ignite several volatile gases all at once like the Ragnarok missiles to make an even bigger explosion. The powerful explosion can have a temperature range that matches that of the starfightr's laser canons.

Pulse shields:The shields in the Aggressor 170 are powered by a strong shield generator, connected right from the fighter's main power source. Advance technology employed by the Federation, the fighter creates a powerful energy barrier that is made of raw pulse energy, just like any other starship would. The shield generators used on fighters however are a lot smaller to fighter into the the much smaller fighter class ships. These generators are scaled down versions not as powerful as the oringal shields, but are still strong enough to offer excellent protection for fighter class ships.
The energy field acting as a barrier absorbs all incoming energy and damage rather than that of the fighter's hull. The generator also recycles waste energy to increase power and shorten recharge delays and make it much more efficient. Though not as strong, the shields on these fighters can still take quit the beating, able to take up to 500megatons in damage before the shields are completely exhausted, and have a heat resistance up to 10,000 degrees Celsius. The shields are also a field that is magnetically charged positively or negatively to repel attacks before they can even make contact with the ship and field. This charged field can repel away kinetic strikes and disrupt energy attacks and decrease the damage and efficiency the incoming energy attacks would make.

Communications: Quantum-Entangler Network
When a pair of quantum-entangled particles is separated, a change to one particle will affect the other instantaneously, wherever it lies in the universe. QECs exploit this effect to transmit binary data any distance. Two pairs of entangled particles are necessary for transmission and reception. This it allows instantaneous communication over any distance without reliance on the network of comm buoys, which is limited due to the sheer volume of space. Second, quantum communications cannot be intercepted between source and destination, allowing no "wiretaps." Federation Ships used a large varied network of quantum communications so all ships are able to communicate safely without fear of in delay or network interception.

Sensors:
-Radar
-Spectroscopes
-LIDAR
-IR Sensors
[All frequencies]
[Self Explanatory]

Sensors:The Sensors on the ship are sensitive and very useful. The Sensors can detect anything around the area of the ship, and has an extremely far radius of being able to scan the entire area around the ship, planets and anything with all of the sensing tools listed above. [Radar, Sonar, Spectroscopes, LIDAR, IR Sensors] Once something has been identified, it is scanned and is analyzed in a matter of micro seconds. It is analyzed and scanned of everything down to it's very molecules in the tactical data processor. Nothing escapes the advanced sensors as they scan any and all kinds of signals such as motion, heat, radiation any sorts of materials. This is very useful in detecting cloaked targets which will be caught up in the system's Sensing tools. Once the sensors have detected a signal such as a ship all tactical read-outs are given once they are analyst. All readings are given off such as power sources, ship material, life signs,dimensions,sizes, number of weapons, synthetics and so on. This is also useful when scanning planets as resources or even enemy troops or hidden bases or whether and the planet's terrain-All tactical data can be sweep in the ship's sensors.

Cyber Warefare:All singles are checked by a series Of scanners. Several networks of AIs also handle security for each ship in the Federation Fleet. Manning a series of Network Fire walls checking all systems. Witch means every bit of each Ship's "cyber space" is watched over by the AI's. Fire walls also protect every bit of the ship, Witch means outside singles cannot get in, unless allowed. If any threats like virus do infiltrate the firewalls, the AIs will activate special anti-virus software or other Security protocols. Such as Anti-hacking soft ware and "Trojan and Spider" virus to destroy the incoming none Federation singles/software,ect. Once the enemy contact is destroyed. The Virus are destroyed. All GCF Class Vessels also have the power to hack or send viruses to other vessels if not protected enough. GCF Ships are equip with hacking soft ware. The Com systems and any other areas that may be "valuable" are always sealed by fire walls at all times making it impossible to get inside, singles are always per-scanned before passing. If any threats are detected, they will be destroyed immediately, and several viruses are send out in which the signal came from.


AIs:An artificial intelligence is a self-aware computing system capable of learning and independent decision making. Creation of conscious AI requires adaptive code, a slow, expensive education, and a specialized quantum computer for their core. They are Intelligent and fully aware. The AI's monitor just about everything on the ship From targeting systems, to life support systems. The AI's feature their own holographic avatars fully protected by fire walls and other security protocols.
VIs:A virtual intelligence is an advanced form of user interface software. VIs use a variety of methods to simulate natural conversation, including an audio interface and an avatar personality to interact with. Although a VI can provide a convincing emulation of sentience, they are not self-aware, nor can they learn or take independent action.
VIs are used as operating systems on commercial and home computers. Menial VI "agents" are also available. Agents are compact and specialized. Some serve as personal secretaries, filtering calls and scheduling meetings based on user-defined priorities

Power source:A Deuterium fusion power planet powered by regenerative hydroelectric fuel cells and both deuterium and tritium, use nuclear fission or fusion to provide the fighter with power. The Regenerative fuel cells allow the ship to run without needing to stop.

Ship Maneuvering: The fighter is highly maneuverable and very agile. Being a fighter, it's smaller and has less mass. It has a slim design like the Viper Interceptor. It's engine thrusters are able to pitch -degrees down and 30 degrees up, giving the fighter more mobility able to pitch upwards and downwards with adjustable self moving wings and flaps. The fighter has tiny small boosters in the bottom and around the fighter to also help with maneuvering so the fighter won't always move forward when in flight. It can make rolls, it can raw easily when in light while still staying fast and deadly. The flaps on the fighter's wings are able to twist and turn to help with maneuvering. The AI handles most of the maneuvering functions so the pilot is able to focus attention on other things instead.

Engines:The Aggressor has been out fitted with two large Twin J77 high powered engines. These sublight thrusters are the most powerful the Federation has ever built for ships. When at it's top speed, the fighter can move 1,500 KM/H in space due to it's powerful high powered engines, and lighter designs, having less mass than other fighters, making them excellent for lightning raids.

Missile Defense:Just like the old Viper models, the Aggressor can fire eight flares all at once when being targeted by a missile in combat, it is also equip with a missile jamming system to scramble it's guidance system giving it an edge when being chased by most missiles. When being followed by a heat seeking missile, the Aggressor uses the same tech as the Viper to store some of the heat from either it's weapons or engines and store the heat in metal canisters which are immediately ejected into space acting as missile decoys.

Basic Stealth Functions:The Fighter's fuselage design and frame was meant to allow it absorb radar and remain stealthy, it's hull has been painted in Carbon foam a Radar-absorbent materiel (RAM) making the Aggressor very difficult detect through Radar sensors. A cooling unit has also been placed inside the fighter's hull, that works by rapidly cooling the fighter by spreading cryo mist all around inside the fighter keeping it cool enough so it won't be picked up by IR sensors.

Mid-long range Sensor jammers:
The Aggressor's sensor jammer was a compact, high-output active sensor jamming system nick named 'Phantom'. The Phantom's main jamming unit worked by blocking incoming long-range sensor pings, making the fighter invisible to most enemy starship sensors. When engaged in combat, the fighters would activate the jammers to block all scanners and targeting computers by using broadband transmissions to interfere with sensors attempting to target the fighter. The Phantom also contained a row of static discharge panels made for scrambling communications and sub-space frequencies. This allowed the device to not only jam incoming sensor pulses but also to jam a target's outgoing signals.

Interstellar Werewolf

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