XCaptain NightmareX

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Birthday: 01/01

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About

Code name: Nightmare Alpha
Real name: Frank Blood
Height: 6 foot 5
Eye color: Bright blue
Class: sniper
Sex: male
Weight:250 pounds
Height: 6 foot 5
main Weapon: Bolt action AMR
Weapon details:The SEALs Anti-material Bolt action rifle answers the need for a sniper rifle able to be operated by the average soldier, while maintaining the professional certified soldier’s hit rate. To craft this weapon, both C.R.O.P. Tech, and lance Tech joined together to create a satellite-like chip, effectively surrendering marksmanship to high level physics processors and sensor telemetry systems. A single lining up with the target, and the aim assist will help the soldier obtain a ‘perfect shot’ downrange, with devastating results. Having fully automatic fire, it is able to be down classed on the fly to serve the war field as a heavy fire suppressive weapon. This weapon is primarily for heavy armor, and to take out infantry and commander assets.

With a Weight of 2.14kg loaded, and a munitions capacity of ten rounds, per magazine, the weapon fires a 12.5 mm BOLT guided anti-material round. Now, to clarify... An anti-material rifle is not an anti-matter round. The name ‘anti-material’ means it is made specifically for armor, and assets of enemy or terrorist operations. Those will be for armored subjects on the infantry field, which carry heavy power armor. A cyclic rate of fire for this weapon is 120 RPM, with a sonic signature of 180 dB. The effective range of this weapon is 2091m, with a +800m with sensory statistics foundation computer system. The weapon is armed with a Gaussian firing system, meaning the weapon fires with the use of heavy magnetic force. This is a fast pace Rail gun system, which creates extreme amounts of magnetism, which push the round out of the barrel with such force; the velocity is increased, along with yield, while lowering the diameter of the intended spread. The weapon also has an auto-compensating muzzle brake system, which includes a barrel cooling shroud. This creates less flash, while also cooling the barrel, by letting the left over energy from the magnetism seep out of the shroud. The sniper holds an inbuilt ‘sensor fire control system’, which uses motion, thermal, and magnetic sensors, and targets a single point of the target, adding in a much better targeting system. This is located on a lens on the tip of the weapon, right before the muzzle brake, protected by a hex-molecule crystal lens, which creates a strong magnification of 800m passed the scope’s effective range, while also improving the survival rate. This lens makes it so dirt, and grime does not form, as it slides off, along with water, as it slides downwards away from the lens. This connects to a ballistics computer inside the scope, which then lines up the target’s weak points, and can lead to haunting damage. The scope itself is a 20x zoom, with the same type of lens as the lens on the sensory. The scope also features a flip-down cover which keeps both ends under cover from damage. To help the accuracy of the weapon, the sniper rifle also includes a monopod, and bipod which are both collapsible fold ups. The weapon also has an adjustable cheek rest, and a recoil pad. The weapon is completely made of an osmium and nickel alloy, which has rust-resistant spray all over the weapon, producing a strong survival suite. The weapon also features a detachable carry handle, and a recessed strap well. The weapon preferably carries any metal-jacketed anti-armor rounds, and comes standard with Q-metal tipped armor piercing rounds.

side weapon 1: spike
Side weapon 1 details: the “spike”, is a survival and combat blade, made to both become deadly, and useful to the user’s survival. This blade is ten inches, made of a solid piece of an ion bond called osmium carbide. This creates an extremely strong blade, which has 200 Kg mm^-2 tensile strength. This creates a blade only able to be cut by laser edging, which was done to a scalpel thin blade edge. This creates a high chance of not only going in with ease, but causing a deeper cut by slicing and dicing the enemy’s flesh. The ten inch length of the blade is then matched by the five inch in width, which makes the blade look frightening. The blade is three and a half inches thick, creating a large chance of protection from the blade breaking. The crystal structure of the material is a hexagon periodic bond, creating a non-electrical conducting material, which also self sharpens if chipped. The blade’s grip is made of reinforced hard plastic, with grooves created for easier grip. The blade grip is made around the blade itself, being a stag style blade; it has two pieces of the grip which are stuck on either side of the handle, being pinned in by high quality titanium pins. The stag style is then followed up by a finger indent for the pointer and middle finger, for easier striking motions, and better grip. The grip then comes out near the blade, and takes a reach out of about 3/4s an inch, and helps protect from slipping and cutting the user’s hands. The blade is sharpened on the front, facing away from the user, and has a nice curve, where the back of the blade is also sharpened to about a half the way. This insures for better stabs, as the tip is sharpened. After that, the half unsharpened is filed to create a series of barbs, useful for more damage. On the bottom of the blade, before the grip, the C.R.O.P. Tech logo is on one side, with the SEALs logo on the other side, to show the manufacture and owner. The blade comes with a special sheath, which can be attached to a vest, or belt. This is a leather sheath, which holds a button strap, to keep the blade in. The sheath displays the SEALs logo as well, and comes with a user’s manual, and a cleaning kit.
Side weapon 2:M1-R “Loud Mouth”
Side weapon 2 details:This six round pistol has a 12.5 mm barrel, for high impact damage. The weight of this weapon is 1.33kg loaded, with a length of nine inches, the effective range being about 106 meters, with a sonic signature of 130 dB; you’ll hear this pistol when it fires, and its self-defense purposes making the pistol ideal for officers. With a fire rate of 600 RPM, when slam fired; this pistol will guide you to victory when in need of it. The Loud Mouth features some nice functionality pieces. The pistol has an auto-compensating muzzle brake system, and ambidextrous weapon controls. The pistol can be loaded with individual rounds, or a whole new revolving cylinder. To reload this, one has to flip the leaver at the gun’s top, easily accessible by the hand holding the weapon. When the leaver is slid down, the barrel will slide down on a pin system, making it easy to clean, and reload. The cylinder pops up a bit on a spring, which can easily be pressed back down when putting the weapon back up. The cylinder can be taken out, or reloaded form here. When in need of putting the barrel back up, just slide it back up, and it will lock in place, the leaver going back to the original position. This works mostly by springs, and catches, easy to fix if broken.

The revolver is fairly straight forward, it’s only accessory being a shielded iron sight. This is basically just an iron sight which is covered with two slats built on the gun, from the left and right flank. This makes a small difference in shooting, and easier to arrange the sights. This goes for the foresights as well, which make it much more efficient to also find a specific target. The barrel is a coil system, running off of magnetic coils which cause the rounds to have higher velocity without affecting the yield. The overall diameter and spread are lowered, but the spiral of the bullet is heavily increased. This causes more ballistic damage when holding entry, and causes more knock back. The outside of the weapon, well the whole weapon is made of an aircraft aluminum, tin, and osmium alloy. This also has 3% nickel in it, creating a protective alloy around the entire weapon, and all the parts. This makes a heat resistant and rust resistant pistol, which won’t crack easily. The grip is made of rubber, which has grooves in inlayed in it, to help produce a good grip. The trigger also has this rubber around it, for an easily firing weapon. The safety is near the trigger, being a small switch. Over this entire pistol is tested in dangerous weather, and other situations, yielding primary use for close range, for officers, or standard soldiers. The easy affordable build of the weapon allows the soldiers to replace, and repair the weapon easily as well. The weapon can carry any type of 12.5 mm round, but comes standard with metal jacketed rounds, for a better coil enhancement. The C.R.O.P. tech logo is located on the belly of the barrel, and the S.E.A.L.s logo is located on the side. The weapon finally holds a silver color, with air cooling inside it. The single firing weapon of choice, as it holds its usefulness.

Side weapon 3: M1P1 Shell shock
Side weapon 3 details:The M1P1 Shell shock is a fully automatic Pulse rifle. This means that it has a power core, and has plasma firing out of it, at hundreds of feet per second. This also means that the weapon is incredibly powerful, with low recoil to the amount of fire of which is possible. The weapon is considered a chemical energy class kinetic weapon, which runs with an internal power cell, yet also has a power cartridge. A drum of about 250-400 circular silicon ferrite slug rounds are within each drum. The weapon is around 3 and a half feet long, with a built on scope. The exterior is black and white, with a blue trim. The weapon is used for moderate, and long range use, being fully automatic. A hand rail located on the top, allows for an attachable scope, where the main scope can be taken off. The main scope can move back and forth on a magnetic strip. X12 magnifying lens are placed in, which depending on the dial, changes the amount of vision seen. Inside, a cross hairs, with win dial, and built in compass are located to provide better coverage of fire. A bipod is located on the weapon’s under side. This allows the user to have less recoil, and more steady fire. The metals are a titanium out side, with buck paper inside. This allows for a lightweight and strong weapon, which can easily resist breaking. The handle of the weapon is a pistol grip, with a long slide backwards towards the shoulder. This hooks in, and allows for less recoil. A rubber handle jacket, with cooling packs keeps the hand at room temperature, and reduces sweat. The trigger is a hair trigger, which fires with one tenth a pound of pressure, and causes the power cell to send energy into the capacitors. The capacitors send energy while magnetic coil field generators built inside transfer the energy into the plasma chambers. From the plasma chambers, to the end of the gun, the heated plasma silicon ferrite slugs expel from an electromagnetic acceleration field, and discharge the rounds out of the weapon, creating a round that can travel 2000 feet in 10 seconds. This then cools from the plasma chambers extremely quickly, with any left over energy leaving the heat vents on either side. This creates a strong amount of energy, which can destroy armor like it was butter.

The power cell, and cartridges carry out fusion energy. The two work together to create an equal amount of energy per out the firing of the weapon. One power cartridge is 1 half the power of the initial core. The initial core can sustain longer than 2 cores, and slowly cools down when empty. This can be charged up by the cartridges at any point in time. These have hydrogen isotopes, which feed Lithium-7 the neutrons to create an artificial D-T fusion core. This is immune to electromagnetic force, or EMP force, and uses the energy to further isolate, creating more neutrons. This allows the weapon to fire longer. This is also what essentially charges the cartridges. Each internal core on it’s own can fire off 2 drums of ammunition. Every power cartridge can fire off one whole drum of ammo on it’s own. The power cartridges are fitted in near the shoulder, and have the same armoring. They lock into place by magnetic force released by the artificial fusion. The heat released by the core then travels into two Capacitors. The capacitors allow for the energy to be stored, and not over heat the core. When energy is sent through the capacitor it is ejected from the Magnetic coil field generator which consists of strong magnet strips. These strips then guide the heat into the plasma chamber, where two rounds are waiting, one per chamber. The heat enters the plasma chamber which is made out of tempered osmium. This then causes the silicon Ferrite to turn into a plasma state, and gains artificial magnetism. This causes it to fly out of the electromagnetic acceleration field, which consists of excess power core energy. This causes a round out of each barrel, to fire accurately for up to 10000 feet. This takes about 50 seconds to do so, and both rounds then strike armoring, or what ever material they land on, and melt them. The rounds conduct on the oxygen, causing them to heat up more. This completely destroys metals like Q-metal, Titanium, and Iridium. This all occurs after the air becomes a factor for up to 2 seconds, long past the muzzle of the weapon. Silicon Ferrite Slugs have a low Plasma point. They have one much, much lower than osmium yet are perfect due to their ability to sustain proper speeds, and electromagnetic firing. The weapon is cooled by the plasma chamber, and by the heat dissipation vents. This allows the weapon to fire more.

To reload the weapon, please make sure that the power source is in tact, and a drum magazine is placed on the under the place of the midsection, a housing for both power cartridge and the drum is located under the weapon. The power cartridge is located under the butt of the gun. Both fit in completely, and fall out once used up. The power cartridge will have a red light under the bottom of it. The power core will be green, yellow or red. Green means it is fully operational, yellow means it is half way on energy, and red is when it is low and needs cartridges to re-supply itself, this allows the user to use the weapon perfectly. The weapon has little to no recoil due to the fact it has a recoil pad made with blast Kevlar. This is a material that acts as shock absorbers.


armor: SEALs default armor
armor details: His armor was the SEAL model, this armor was spider silk with layers of Kevlar and carbon fiber, the armor in between layers had kinetic foam, this rendered the armor blast proof, fireproof, and near-bulletproof. It would take a LOT to penetrate it. The layers were very versatile, made of a mercurial solidified gel like substance, so they moved with the impact, increasing mobility while on the inside of a blast for a split second. This is usually utilized by SEALs to jump out of a blast radius preposterously fast and come out shooting, fully functional with their energy shields charged. The Armor had shielding as well, to prevent being rushed by a foolish adversary with the audacity to do so. It covered the entire body thoroughly. This allowed the use of energy shields throughout the armor which could absorb massive amounts of heat and turn it into power for the shielding system. It had been packed with miniature reactor cores and overcharge deflectors to prevent the system from overloading, this suit could stay within the sun for three and a half minutes before the person inside is killed. The armor had a reverse intake option so that Specter could effectively EMP the area and not take any systematic damage from the EMP himself. This also prevented the energy shields from going down, or an overload prevention system failure. The shields also utilized a secondary plasma layer to deflect plasma and energy based attacks, in case the first layer was somehow penetrated by them. The plasma was versatile, and moved with the energized impact of a pulse-based explosion. The original reactor was a miniaturized nuclear fission reactor, to kick the shields off originally. If the shields were hit after the fission process was started, and the attack would normally offline them, the energy goes into the separate intake reactors located on the armor. The radiation from the fission process is converted into more energy, and slowly fills the excess reactors. There is an intake that leads directly to the excess reactors from the main one within the generator system. If the reactor is damaged or destroyed, any of the separate reactors can be set to replace it. They will become unusable for other purposes while doing so. Since the reverse intake could not be operated remotely fast enough, as some EMP rounds travel a quite fast, the armor had an auto deflector for EMPs. When an EMP round is detected, the shields will prepare to intake the energy from the EMP. When the round or rounds hit, the shields will absorb the energy and use it to power them up, so EMPs also help the shields.

The Visor is the SEAL Visor. It was made out of Plexiglas and spider silk, and high or low caliber rounds would bounce off of the silk, as it reflected them. The Visor was also blast-proof, nearly bulletproof, and fireproof like the rest of it. The shielding system ran through all layers of the visor, and acted as an inhibitor for energy along with the kinetic foam to reduce the energy absorbed from a blast, kinetic impact, or pulse insertion to a sustainable amount. The visor was powered so that it would be opaque to the eye, but would allow full visibility to the operator/wearer. The visor had a variety of visibility and targeting modes. The auto-target could be aligned with the SEAL's primary weapon of choice, and locks onto targets. It can be programmed on site by the operator to aim at a specific part of the SEALs target. Visibility modes consisted of bio-thermal vision (pings biological targets on the HUD), thermal vision (pings hot or irradiated targets on the HUD), x-ray vision (allows for sight through solid objects), and night vision (allows compensation for the dark). All these modes are programmed into the helmet and cannot be disrupted by enemy programs, as the anti-virus system runs through the helmet of the soldier as well as the body. In the event of a shielding failure, the HUD module systems will remain intact due to the small eezo core powering the helmet. There is no discharge from this reactor.


The armor also had a vest that carried different types of rounds such as phase, energy, and mono-molecular, as well as a pulse generator that could be inserted into the mag catches of the pistols, and ones modified for the rifles. This would allow him to fire pulse beams and, if turned to second notch, particle beams. Searing and ripping through almost anything in their way, these rounds were some of the best tech around, and the SEALs are grateful for their own resourcefulness and ability to salvage. In addition to the searing and ripping effect, the particle beams had a transcendence ability. When they hit an object, they will go right through it, losing a bit of their charge in the process, but still being able to dish out severe damage to targets. The charge keeps decreasing until the beam is finally neutral.
Phase rounds use spacial distortion to slow opponents down and slowly degrade their shields/armor. No conventional armor can stay within the distortion radius of a phase round for very long without being completely disintegrated by the anti-matter compound it releases. This will break through the strongest shields over time, and degrade the best armor man can offer. When hit with these, a target will be slowed down by 75% for the duration they remain inside the spatial distortion field caused by the round. This is hard to evade due to the slowing effect.
Energy rounds use kinetic and plasma energy to release a searing burst of force, this will usually offline shields incredibly quickly due to the sheer overcharge of energy released by the impact. The higher the velocity the rounds are fired at, the more energy is released, so firing one of these from a rifle has a more powerful effect than that of a pistol. The energy rounds create a blast radius of a foot that highly damages area deflector shields, and it can burn through 5 inches of most solid alloys easily.
Mono-molecular rounds are made of, as the name says...One molecule. These rounds are the densest possible matter you can attain without going into the core of a white dwarf. They will break through almost any object or surface, and will deal massive damage to kinetic barriers. When fired at GIP (Gauss Ignition Propulsion), they will go through up to 50 inches of solid steel due to them being significantly more dense than it.

In addition to this his vest also carried grenades of different types, EMP, incendiary, shield-breaker, shield sap, and some standard ones.

EMP grenades utilized an electromagnetic pulse to neutralize all electric discharge and charge in their immediate blast vicinity. These grenades have a "bleeding effect" that allows them to sap the power of other electronic systems around them, however, as the radius increases, the amount of power sapped decreases. They have been installed with a "Smart Bomb" system, so if hit with a reverse EMP, they will overload it and sap part of the mainframe power signature the reversal came from. However, they will not be able to penetrate and overload a reverse EMP and still have their full effect. the detonation of a counter-reversal EMP grenade will be about half of a normal EMP detonation. The bleeding effect will still continue as normal, but that will also be halved, so it is near useless. It can still overload small power signatures, such as a mobile device or PDA, though.

Incendiary grenades are, as their name states, heat grenades. When detonated, they will explode into a ball of heat thermite and fire. These are modified with plasma technology harvested from various battlefields and dead. The plasma could generate a temperature of 3000 degrees Celsius. The grenade has a twelve foot radius and an 8 foot plasma saturation range. When the grenade explodes the plasma goes outwards, similar to a fragmentation grenade, but a lot more deadly. The plasma will cover any surface it hits and most likely melt it into a liquid, or even vaporize it depending on its heat resistance and conduction factor. The grenade had a small nano-system on it that would allow Specter to dictate the fuse timer.

Shield-Breaker grenades are grenades that are meant to do as the name says: break shields. They release a MASSIVE amount of energy in a large radius, this energy will break nearly any kinetic barrier they hit. It is designed to overload shields, and when the shield is overloaded, it delivers a massive electric shock to the wearer of the power armor the shields were a part of.

The vest carried fusion cells for his shields. They absorbed the energy from attacks that the mainframe shielding reactor could not take and stored them in separate hubs. These could be used by Specter as improvised energy grenades, due to the large amount of power stored in them. He had grafted an energy ejector onto them, so this could be put in play.

On his shielding system was a cloaking generator adapted from some of the space fighters he had seen in the various space battles and re-created, enhanced, and modified to his needs in the SEAL weapons lab. It also featured a SEAL exclusive device: The displacement field. This was a field emitted when cloaked that would literally put the cloaked soldier in an entirely different place (this was random) on a radar sensor. This allowed the soldier to be completely undetected even when a detector was in the area, the opponent would have to predict movement and compensate accordingly, which was near impossible. This also benefited from the EMP fail-safe, as an EMP round could not bring the cloaked soldier into sight or radar. The displacement field was run through the armor's standard fission reactor, and when activated, produces more radiation from the reactor. This allows the shields to stay at a constant energy level when the field is activated, effectively supplementing the power needed to activate the displacement field. In the event the shields go down, the field will still stay in place. It will start draining power from the helmet core instead. the helmet core will be able to support the field for up to five hours before having to recharge.

Rounds: 300 sniper rounds, and 50 rounds for his pistol

Story:
Nightmare aka frank was a normal child, With a strong sence of justice, He grew up in school being bullied, he was never afraid to fight back, he never got in trouble for fighting back since it was mostly in self defence, In his last year of highschool someone attacked him with a gun, frank had shot guns before, So he grabbed the kid by the hand and took the gun away and killed the person, he came to be known as nightmare for just that one kill, he later joined the seals and that's where he is now.

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Spontaneous Cutie Report | 11/12/2014 11:51 am
Spontaneous Cutie
Well is seem u have return father I almost think you never going to return again or forgot about your son so how u been dad.
Spontaneous Cutie Report | 10/27/2014 2:14 pm
Spontaneous Cutie
Father is a set up look out * thrown three smoke bomb at your feet then smoke coming out and quickly jump into the smoke grab my sword and start slash all of the enemy in the smoke behind the smoke start to clear away * Father are u alright damn them attack u like this without getting your a chance to draw your weapon out this nothing but vampire behind this they really cross the damn line to attack you father they want a fight they got it !
MGYSGT ThunderBird Alpha Report | 10/18/2014 7:21 pm
MGYSGT ThunderBird Alpha
Let's hang out tomorrow
MGYSGT ThunderBird Alpha Report | 10/18/2014 6:42 pm
MGYSGT ThunderBird Alpha
Lol when?
MGYSGT ThunderBird Alpha Report | 10/13/2014 5:00 pm
MGYSGT ThunderBird Alpha
BOIIIII LOL
Spontaneous Cutie Report | 10/11/2014 4:13 pm
Spontaneous Cutie
Yo there how the seals life treating you I have notice u not be online lately seem to me you are busy in real life no need to point your smg at me because I come here without carry one weapon on backup because is a terrorist is now after me and I want the seals to stay out of this because I have my order to found and catch him then bring him to the seals main hq so you and the other seals can handle it from here any who my ride is here I talk to you went I return back with the terrorist later bye.
Hank Rafferty Report | 10/04/2014 6:20 am
Hank Rafferty
This Is How We Roll, Soldier
blueblurDX Report | 09/26/2014 6:09 pm
blueblurDX
Who are you.
Spontaneous Cutie Report | 09/25/2014 4:38 pm
Spontaneous Cutie
What up werewolf how are you been doing for tonight.
Spontaneous Cutie Report | 09/18/2014 3:38 pm
Spontaneous Cutie
User Image - Blocked by "Display Image" Settings. Click to show.

Dad we need to talk right about now because something just happen last night why you was offline let said some dumb rookie trying to taken me out sadly I have no choice to end his life before he end my I oh by the way after we get done with building up the place I can call my old friend up and see he can sell me his high powerful weapon for a good price I hope my friend still got the old run down mech armor from the war so I can start fix on them and do some mega upgrade so yeah your son is what people call a jack of all trades so right now let me start on the building before I make the call I okay dad.

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