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User Image

User Image

In the midst of a hot, steamy Usean Jungle, a fortress stands high above the treeline. The building slopes up like an Aztec temple, except for the fact that every slope is bristling with numerous gun emplacements and missile batteries. The Fortress shines a silver-like color in the hot midday sun. A one mile perimeter has been made around the fortress, where it is nothing but dirt, and burnt foliage. A secuirty gate manned by two men opens, and you walk inside the Fortress, where a man looking like he has seen better days greets you.

"Welcome to Zanzibar Mercenary Haven."

Inside Fortress "Zanzibar", it resembles a bustling Military Base, with the usual necessities to sustain life. There are arrows of various colors leading you to specific destinations. It doesn't take long for you to be noticed by a few men with large rank insignias, who take you to a recruiting room.


Force condition: Charlie
-All Forces prepare for combat-

Weather Report: Drizling rain, high is set for 43. Cloudless night, with a waning crescent.

RULES:
exclaim No God-moding
exclaim No fighting amongst ourselves
exclaim This is a modern day RP/Guild, no swords or bladed weapons unless given permission
exclaim Ages must be realistic, no 2000 year old people
exclaim You will be AWOL if you don't post at least once a week
exclaim We will have a drill weekly, participation required.
exclaim No Recruiting for other Guilds here
exclaim I have to be on, and so do most of my Mercs if you attack
exclaim If a reason for disciplinary action arises, The guild will take a vote
exclaim A Missile Will punch a hole in/destroy a mecha or armored core
exclaim DUE TO SEVERAL RECENT COMPLAINTS, I HAVE LOWERED THE NUMBER OF UNITS AT THE BASE, AND I MUST POST THIS. OUR BASE AND THE UNITS IN IT ARE EM PULSE PROTECTED.
exclaim No spamming
exclaim For one mile around the base, there is no foliage


Updates:
CLEANED OUT MEMBERSHIP

Allies:
Navy Seal Team 6
ISAF
Dark Wind Mobile Suit Team
Raven's Nest
105th Airwing, Omega Squadron
Takeshi Corporation

Enemies:


Application:
To Join, you must PM me with this information:
Name: -You Name and Nickname/Callsign-
Experience: -Any Combat Experience? If So Explain-
Age: -BE REASONABLE-
Biography: -Tell Us About Your Self-
Job Desired: -Take a Look Below At The Jobs-
Side-arm/Weapon: -Permission Must Be Given For Swords
RP Sample:
User Image

We are now in USEA, in between Stonehendge and San Salvacion.

Layout:
The base is eight miles long, and extends three miles down. Surrounding the base is a twenty foot electrified fence. Behind it is an eight foot concrete wall lined with a foot of Titanium, a foot of Duranium. The base takes up a three and half square mile area, and three miles underground. The base is made of concrete lined with lead, titanium, and duranium.

We have Barracks for 4,500 soldiers, 3,000 pilots, 5, 000 Crew and a green arrow leads you to the barracks.

A blue arrow leads you to the main hall and the offices, where all of the shops are located, along with an entrance and exit.

A red arrow leads you to the fighter hangars and runway, located on the southern side of the base.

A yellow arrow leads you to the Vehicle Storage and Vehicle exits, which lay to the Eastern side of the base.

All arrows lead you to defensive emplacements, which surround the base.

At the Very bottom of the base, at the last floor of the 3 Mile Basement, there is a series of cloning vats. The cloning vats are specificly designed to age the subject when desired. They can be built as children, or as adults.


Factory:
Under the base, three miles down, we have a secondary command center, and a factory, which builds our forces and our our space assets.
A Factory has been built in space, in Lunar Orbit. It is large enough to produce Capital Ships and Mecha. It uses the Moon as materials, mining the Helium-3 found on the lunar surface. A third Factory, the Second Robotech Factory was build in Martian Orbit, set in the Lagrange point. It is quite similar to the Original Robotech Factory.


Funding:
1) Outer Heaven Armories
2) Fortress Zanzibar
3) Russian GRU
4) OILIX
5) Helium 3

Under Construction:
-Nothing-

*This is the total output of Zanzibar per year if resources are plentiful:
Standard Variable Fighter: 60,000 per week
Custom Variable Fighter: 3,000 per week
Advanced Variable Fighter: 600 per week
Small Starship: 15,000 per year
Large Starship: 3,000 per year
Transformable Starship: 1,500 per year
Colony Vessel: 300 per year *
Members:
Shoki Toryu
Nicholai Ginvaef
Hottie_Kind~Kat~
Hikari2008
RedHat_1988
sinner16
Kael H.
SargentE-Den
Nikolai Zhogm
Shadowgamers

Soldiers:
1) Shoki "Bad Joker" Toryu
2) Nicholai Ginvaef
3) Nikolai "Zombie" Zhogm
4) Hottie_Kind~Kat~
5) sinner16
6)

-2,500 NPC Soldiers, and Staff-
-150 NPC Most Dangerous Soldiers-

Fighter Pilots:
1) Shoki "Bad Joker" Toryu
2) RedHat_1988
3)
4)
5)
-950 NPC Pilots/RIO/Crew-
-All Aircraft Assigned Here-

1st Mecha/Tank Division:
1) Kael H.
2) SargentE-Den
3)
4)
5)
6.)
7.)

-900 NPC Pilots/Crew-
-All Mecha Assigned Here-

Assassins:
1) Nicholai Ginvaef
2) Shadowgamers
3)
4)
-100 NPC Most Dangerous Soldiers-


Deep Space Battle Groups:
1) RedHat_1988
2)
3)
4)
5)


R&D Department:
1) Captain Hikari
2) Corporal Kat
3)
4)
5)
-150 NPC Technicians/ Support Staff-

Aircraft Assignments:
150 X-9 "Ghost" UMFs
150 Unmanned Drone Fighter
35 VF-22 Sturmvogel AVF
30 VA-3 "Invader" Variable Bomber
10 UD-4 "Cheyenne" Dropships
10 Golg Gants Charts (Heavy Attacker)
10 VF-22 Sturmvogel "Jammingbird" AVF

TOTAL Aircraft: 400



Mecha:
55 "Cougar" Battle Mechs [FZM-02]
50 "Thunderhead" Battle Mechs [FZM-04]
30 "Mad Cat" Battle Mechs [FZM-01]
10 "Titan" Battle Mechs [FZM-03]
01 MX-397 Kakita -Zhang Tao-

TOTAL Mecha: 156


Battle Tanks:
20 Veritech Hover Tank [Spartas ATAC-01-SCA]

TOTAL Tanks: 20


Aircraft/Mecha Weapons:

http://www.globalsecurity.org/military/systems/munitions/index.html
http://www.steelfalcon.com/Macross/missiles.shtml
http://unsd.macrossroleplay.org/missiles.php

Aircraft/Mecha Specs:
AIF-9B "Ghost" Unmanned Fighter
http://unsd.macrossroleplay.org/aif-9b.html

ZENTRAEDI GOLG GANTS CHARTS (HEAVY ATTACKER):
http://unsd.macrossroleplay.org/zentraedi_golggants.html

VA-3 "Invader" Variable Bomber
http://www.steelfalcon.com/Macross/va3.shtml

Veritech Hover Tank [Spartas ATAC-01-SCA]
http://www.kent.net/robotech/mecha/southern_cross/atac.shtml

UNMANNED DRONE FIGHTER
http://unsd.macrossroleplay.org/dronefighter.html

VF-22 Sturvogel AVF
http://www.steelfalcon.com/Macross/vf22.shtml

FZM-01 'MadCat"
Armour and Tonnage: Steel, with kevlar and titanium layers under. 25 Tonnes. Ablative Armor and Buster Shield.
Internal Structure: Steel, Titanium, Aluminum
Height: 7.6 Stories
Max Speed: 80 MPH
Gross Tonnes: 95
Weapons: 100 HRMM Missles in the left rack, and 100 HRMM Missles in right rack. 2 155mm Modified artillery cannons, and 2 120mm smooth-bore cannons. 4 .50 caliber machine guns on torso.
JumpJets: 4

FZM-02 "Cougar"
Armour and Tonnage: Steel, with kevlar and titanium layers under. 7.5 tonnes. Ablative Armor and Buster Shields.
Internal Structure: Steel, Titanium, Aluminum
Height: 3.6 Stories
Max Speed: 120 MPH
Gross Tonnes: 35
Weapons: 50 HRMM Missles in the racks, 2 155mm Smooth-bore cannon, and 4 .50 caliber Machine guns.
JumpJets: 4

FZM-03 "Titan"
Armour and Tonnage: Steel, with kevlar and titanium layers under. 25 Tonnes. Ablative Armor and Buster Shield.
Internal Structure: Steel, Titanium, Aluminum
Height: 10 Stories
Max Speed: 20 MPH
Gross Tonnes: 150
Weapons: 300 HRMM Missles in the left rack, and 300 HRMM Missles in right rack. 4 155mm Modified artillery cannons, and 6 120mm smooth-bore cannons. 10 .50 caliber machine guns on torso. 1 300mm smoothbore cannon, 2 ER PPCs
JumpJets: 8

FZM-04 "Thunderhead"
Armour and Tonnage: Steel, with kevlar and titanium layers under. 25 Tonnes. Ablative Armor and Buster Shield.
Internal Structure: Steel, Titanium, Aluminum
Height: 4 Stories
Max Speed: 150 MPH
Gross Tonnes: 40
Weapons: 25 HRMM Missles in the left rack, and 25 HRMM Missles in right rack. 1 450mm Smoothbore Cannon, and 2 Particle Projector Cannons. Also has 6 .50 Caliber Machine Guns across its body.
JumpJets: 4
Base Defenses:

THE BASE HAS NO WINDOWS, AND EVERY DOOR NEEDS A P.P.A.N. Card to open. YOU CANNOT JUST WALTZ INTO THE BASE.

We have a Search Radar that goes out 50 Miles, A LADAR that goes out 250 Miles, A radar that goes out for 25 Miles, and a Revelation Radar that can see up to 120 Miles. On the ground, up to ten miles, there are thermal imagers, and motion sensors. The base has dual Buster Shields, as well as a Pin Point Barrier System. The Magic- Inhibitor generator creates an Anti-Magic field up to ten miles out.

Special Weapons:
7 Ion Cannon Satellites
75 "Flashlight" Cruise Missiles
75 Pegasus Anti Satelite Missiles.
05 Tactical Nuclear Weapons
04 Reflex Cannon Turrets

Aircraft Defenses:
03 SA-9
05 SA-7
05 SA-12
15 SS-X-20
15 SA-19
06 SA-X-21
02 S1-P
08 Anti-Aircraft Artillery Batteries ((FLAK))
37 50mm Cannons
28 80mm anti-aircraft guns
16 Stinger Batteries.

Anti-Missile Defenses:
05 Patriot Missile Batteries
07 Orbital Ion Cannons
02 S1-P Missile Batteries
15 SS-X-20

Anti-Tank Defenses & Anti-Mecha Defenses:
Numerous Vehicle Mines
05 Tomahawk and Swordfish Cruise Missile Batteries
16 Hellfire Missile Batteries
103 Hedgehog Obstacles
14 Tank Pits
12 Pop-up pulse laser batteries
09 Pop-up automatic 105mm Cannon
06 Hunter/Killer Drone with Hellfire Missiles
175 Anti-Mecha Cruise Missiles
12 20 MM Phalanx Batteries, depleted uranium shells.

Anti-Personnel:
Numerous Mines
37 50mm Cannons
105 50cal. guns
12 Pop-up Pulse Laser Batteries
03 FAE Missile Batteries

Anti-Orbital and Anti Spacial Weapons:
50 Pegasus-Anti Satelite missiles
15 OSAM Anti Ship Missile Batteries

Interior Defenses: Magic-Inhibitor Generator, Security Cameras that display images in all spectrums of light. Armed Gaurds, Reversable Wall Mounted Turrets with Either Flamethrower, or Chaingun attachments. The walls of the base are made of Twelve foot Concrete, lined with 2 feet of Titanium. There is also six inches of lead and duranium, and a foot of Ablative Armor.
Kills:
-15 Marasai
-5 Hizack
-7 Silo Ginns
-1 Recon Ginn
-7 Stealth Ginns
-60 SF-D space fighters
-3 X-9 "Ghost" Fighters
-1 VF-1 "Valkyrie" Fighter

Losses:
-1 Battle Pod [Regault]
-4 Pilots
-1 X-9 "Ghost"
-3 Gnerl Fighter Pods
-7 Recon Satellites
-3 Ion Cannon Satellites
SPACE FLEETS:

DSBG-01 "Concordia": Gaurding Factory Satelite; Moon
1.) Northampton-Class Stealth Frigate: Warlock
2.) Northampton-Class Stealth Frigate: Outer Heaven
3.) Haruna Class Stealth Cruiser: Forrestal
4.) Haruna Class Stealth Cruiser: Yorktown
5.) Uraga Class Escort Carrier: Falcon
6.) Battleship: Blood Lust
7.) Heavy Frigate:Thor
8.) Gun Destroyer: Nova
9.) Gun Destroyer: Monitor
10.) Gun Destroyer: Claymore
11.) Heavy Frigate: Loki
12.) Heavy Frigate: Seppeku
13.) Battleship: Sunburst
14.) Neo nuptiet Vergnitz-Bis Class Battleship: Excaliber
15.) Neo nuptiet Vergnitz-Bis Class Battleship: Murisame
16.) Thuverl Salan Class Destroyer: Banshee
17.) Thuverl Salan Class Destroyer: Samurai
18.) Thuverl Salan Class Destroyer: Endurance
19.) Battleship: Scimitar
20.) Battleship: Firefox
21.) Flagship Escort: Damocles
22.) Flagship Escort: Conqueror
23.) Flagship Escort: Henderson
24.) Gunship: Hokkaido
25.) Gunship: Kyoto

DSBG-02 "Tigerclaw": Gaurding factory satelite; Mars
1.) Haruna Class Stealth Cruiser: Panther
2.) Haruna Class Stealth Cruiser: Demon
3.) Uraga Class Escort Battle Carrier: Crimson Moon
4.) Gunship: Spartan
5.) Gunship: Dagger
6.) Gunship: Centaur
7.) Gunship: Corona
8.) Battleship: Trojan
9.) Battelship: Rapier
10.) Battleship: Sidewinder
11.) Battleship: Zero
12.) Neo nuptiet Vergnitz-Bis Class Battleship: Doombringer
13.) Neo nuptiet Vergnitz-Bis Class Battleship: Hammer
14.) Thuverl Salan class Destroyer: Warrior
15.) Thuverl Salan class Destroyer: Hunter
16.) Battleship: Macross
17.) Battleship: Bushido
18.) Battleship: Galileo
19.) Uraga Class Escort Carrier: Damocles
20.) Gun Destroyer: Zealot
21.) Gun Destroyer: Omega
22.) Gun Destroyer: Arbiter
23.) Gun Destroyer: Firebat
24.) Flaship Escort: Hydralisk
25.) Flagship Escort: Zergling

DSBG-03: "Twilight": -Available for Assignment-
1.) Northampton-Class Stealth Frigate: Voyager
2.) Northampton-Class Stealth Frigate: Requim
3.) Northampton-Class Stealth Frigate: Troy
4.) Northampton Class Stealth Frigate: Deception
5.) Northampton-Class Stealth Frigate: Invisible
6.) Northampton-Class Stealth Frigate: Silent
7.) Northampton-Class Stealth Frigate: Amazon
8.) Haruna Class Stealth Cruiser: Avenger
9.) Haruna Class Stealth Cruiser: Vega
10.) Haruna Class Stealth Cruiser: Thunder
11.) Haruna Class Stealth Cruiser: Grand Ram
12.) Haruna Class Stealth Cruiser: New York
13.)Neo nuptiet Vergnitz-Bis Class Battleship: Illustrious
14.) New Macross Class Battle Carrier: Intrepid
15.) Gun Destroyer: Osmosis
16.) Gun Destroyer: Arc Angel
17.) Battleship: Poseiden
18.) Battleship: Moon Blade
19.) Gunship: Charger
20.) Gunship: Apollo
21.) Uraga Class Escort Carrier: Falcon
22.) Uraga Class Escort Carrier: Eagle
23.) Flagship Escort: Lancer
24.) Flagship Escort: Prowler
25.) Flagship Escort: Hornet

DSBG-04: Nightmare
1.) Neo nuptiet Vergnitz-Bis Class Battleship: Eliminator
2.) Flaship Escort: Nightmare
3.) Flagship Escort: Hangman
4.) Flagship Escort: Viper
5.) Uraga Class Escort Carrier: Maverick
6.) Uraga Class Escort Carrier: Ishe
7.) Uraga Class Escort Carrier: Tananger
8.) Heavy Frigate: Painbringer
9.) Heavy Frigate: Awesome
10.) Heavy Frigate: Nebecanezar
11.) Heavy Frigate: Missing Score
12.) Battleship: Ultima
13.) Battleship: Red Moon
14.) Battleship: Laharl
15.) Battleship: Na'ak Mak'ala
16.) Gun Destroyer: Surf
17.) Gun Destroyer: Comet
18.) Gun Destroyer: Krichevskoy
19.) Gun Destroyer: Jer'aka-Zol
20.) Thuverl Salan Class Destroyer: K'as-N'al-I'da
21.) Thuverl Salan Class Destroyer: Tempest
22.) Thuverl Salan Class Destroyer: Ji-Oust
23.) Battleship: Liberator
24.) Battleship: Excelsior
25.) Battleship: Redemption

Battle Landing Fleet-01 "Gradius"
1.) Quiltra Queleual ILS: Cougar
2.) Quiltra Queleual ILS: Eagle
3.) Quiltra Queleual ILS: Nightstalker
4.) Quiltra Queleual ILS: Defiant
5.) Quiltra Queleual ILS: Gradius
6.) Quiltra Queleual ILS: Tora
7.) Quiltra Queleual ILS: Viper
8.) Quiltra Queleual ILS: Horatio
9.) Quiltra Queleual ILS: Stargazer
10.) Neo nuptiet Vergnitz-Bis Class Battleship: Victory
11.) Flagship Escort: Blood lust
12.) Flagship Escort: Hoth
13.) Salan Class Scout: Gravitron
14.) Salan Class Scout: Nokia
15.) Salan Class Scout: Falcon
16.) Salan Class Scout: Silent Night
TOTAL VESSELS: 116

*Red Denotes Flagship*
*Blue Denotes Automated Starship*
*All Ships have Buster Shields and Albative Armor*
*All ships have the newest mecha and equipment*
Fleet Statistics:

Uraga Class Escort Carrier:
http://unsd.macrossroleplay.org/arkroyal.html

Haruna Class Stealth Cruiser:
http://unsd.macrossroleplay.org/harunacruiser.html

New Macross Class Battle Carriers:
http://unsd.macrossroleplay.org/newmacross.html

Gun Destroyer:
http://unsd.macrossroleplay.org/zmonitor.html

Flagship Escort:
http://unsd.macrossroleplay.org/flagship.html

Gunship:
http://unsd.macrossroleplay.org/meltrandigunship.html

Heavy Frigate:
http://unsd.macrossroleplay.org/heavyfrigate.html

Battle Ship:
http://unsd.macrossroleplay.org/meltranbattleship.html

Neo Nupetiet-Vernitzs class Flagship:
http://www.kent.net/robotech/ships/zentraedi/flagship.shtml

Thuverl Salan class Destroyer:
http://www.kent.net/robotech/ships/zentraedi/destroyer.shtml

Northampton Class Stealth Frigate:
http://www.steelfalcon.com/Macross/stargazer.shtml

Salan class Scout
http://www.kent.net/robotech/ships/zentraedi/scout.shtml

Quiltra Queleual class Infantry Landing Ship
http://www.kent.net/robotech/ships/rdf/sdf-1.shtml


*A new Weapons system named the Viper Gun is now employed on any ship that can carry a reflex cannon. A reflex cannon will still be mounted on the vessel, but the Viper Gun has the power to fire either slugs or neutrino beams powerful enough to pass through a planet. The weapon destablizes a planet, shearing it in two.*

*Gravity Missiles are a new missile warhead for atmospheric combat or perhaps spacial combat. It uses Gravity to deliver an explosive charge, while at the same time creating massive forces of gravity, or Gravity waves. This warhead is designed not really for explosion, but to use a massive gravity over-pressure to cause the item to collapse in on itself. The warhead is small enough for an HRMM, or can fit into an RMS-1.*
Standard Marine Equipment:

Body Armour

The marine combat armour is designed to balance lightness and comfort with the utmost protection. The outer layer of the armour is an ultra light titanium aluminide alloy to provide structural strength and ablative protection from lasers. Beneath this is a core of boron carbide, an incredibly hard ceramic designed to shatter a bullet on impact while simultaneously forming a conoid base to absorb the energy of the bullet. Beneath this is the carbon fiber layer that provides ballistic protection by delaminating across a large area. Finally, on the inside of the armour is a liner made of 1500 denier Venlar fibers. This woven liner dissipates the remainder of the energy by deforming in the area of the impact. It is also capable of catching any spalling or fragmentation from the first three layers.

The M3 armour comes in different pieces, the main component is a rigid vest that protects the upper-half region, both front and back, and between the groin and neck. This has a two piece clamshell secured at the sides by plastic clips. The two segmented pieces are attached by the webbing straps to protect the sides and front and back of the shoulders. Inside of this clamshells are remote biomonitors which measure the marines life signs which include heart-rate and breathing. An optical cable connects this to the PRC 489/4 transmitter in the M10 helmet.

On the rear left of the shoulder of the armoured vest is a mounting bracket for a high powered halogen white light TNR lamp. The lamp runs off of a rechargeable internal battery and has a handle so that it can be detached and used as a hand torch. Also on the back of the armour are three mounting brackets that can be used for an Individual Marine Pack, a lightweight medium sized pack designed to carry up to 24 kg. It is attached also to a carbon fiber frame which clips to the rear of the armour mount. The pack is water repellent but not waterproofed, but there are waterproof liners that are issued for each of the main compartments and pockets.

M-41A Pulse Rifle

Type : M-41A Pulse Rifle 10mm with 30mm pump action grenade launcher and Digital Counter

Ammunition: 10mm explosive tip cassless standard light armour piercing round .M-40 Grenades

Capacity: 99 rounds

The M41A Pulse Rifle is the standard issue for all United States Colonial Marines. It fires a 10mm Explosive Tipped Caseless Light Armour Piercing round. The M41 uses electronic pulse action to fire, controlled directly from the trigger. The internal mechanism, including the rotating breech, is mounted on free-floating rails within a carbon-fiber jacket. This assembly is recoil dampened to reduce the effects of muzzle climb during burst and full automatic fire. From the thumb selector, the weapon can be set to selective, four-round burst, or full automatic fire, the latter allowing a rate of fire up to the weapon's cyclic rate of 900 rpm.

Laser Pistol:

Available to any soldier, mostly used in space. It has a range of range 200ft. The magazine Capacity is 10 rounds and weighs 1.5lbs.

Laser Rifle:

A lightweight rifle that is often provided to sapce pilots and crews. It has a range of two thousand feet, a capacity of twenty rounds, and a weight of seven pounds.

Assault Rifle (Laser):

An assault rifle, based upon the gunpod of a veritech, only minimized. It has a range of 4,000 feet, and has a capacity of two hundred rounds. It's firing rates include: Automatic, 4 round burst, and single shot.

M56 Smart Gun

The core of a Colonial Marine squad's fighting power is its machine guns. More effective than a rifle, machine guns can sustain large columns of continuous fire both in the attack and defence, and are frequently the most decisive weapon in a firefight. The M56 Smart Gun is the Colonial Marines' primary squad machine gun. The M56 is carried with a self aiming stabiliser, and is linked to an infrared target tracking system.

The M56A2 is a 10mm general-purpose automatic squad support weapon, effective out to 1500 meters. The pulse-action system employs a free-floating recoil-dampened motorised rotating breech mechanism chambered for the M250 series 10 mm x28 caseless round. The replaceable barrel system is air-cooled. The system is mounted on an operator's harness and slaved to an infrared tracking system. The gun is self-steering on the mount, though firing must be commanded manually.

All firing is controlled from either the forward hand grip or the rear firing handle; the operator fires the weapon by depressing the red 'fire' switch or pulling the firing handle upwards. There are three setting on this switch; Safe, Burst and Autofire. The Burst setting will fire four round bursts, while the autofire feature will continue to fire the weapon at its full cyclic rate so long as the fire switch remains depressed. The M250 10mm x 28 ammunition is stored on a roll of continuous plastic non-disintegrating link belt in the ammunition drum, which can be reloaded in the field.

M240 Flame Unit

The M240 is in reality, a lightweight carbine-format flamethrower. It is designed to be solely used in close combat situations at the squads and fireteams level. The weapon uses a pressurised, ultra-thickened Napthal gel as a base and is ignited at the nozzle burner, and can be used to cover an area up to 25 meters. Once as the target is hit, the gel will adhere and continue to burn for up to one minute.

With a sufficient fuel in a standard fuel reservoir for up to 20 bursts, the flame-thrower is considered to be one of the most fierce weapons in the marines armoury, and has even been useful in close combat situations and as well as xenomorph exterminating operations. However, this weapon is one of the most unpopular with its operators, basically because of the fuel reservoirs tendency to rupture violently when hit by shrapnel or from small arms fire.

UA 571-C Remote Automated Sentry System

The UA 571-C Robot Sentry is an automated point defence system. It consists of a 7.62 mm machinegun mounted in an automated servo system with IR, motion and ambient light sensors for target acquisition. The entire package is armoured (SP 20, SDP 30) and mounted on a sturdy tripod (Leg SP 20, SDP 15). The weapon cannot be detached from its base or used by hand. Each weapon comes with a control terminal microwave-linked to its Sentry gun, which can be placed up to 1000 metres away from the Sentry.

The system is sophisticated and can be set to search based on a target's visual and/or thermal profile or 'auto-remote', using the system's built in IFF transponder and stutter-chipping, allowing it to avoid firing on a target wearing a personal data transmitter or M10 helmet IFF transponder with the right IFF code (this may be deactivated at the operator's command). Because the UA 571-C lacks a human's judgement, clearance of the ranking officer is required by law (although not needed) to use the system.

MOTION TRACKER

As its name implies, a motion tracker distinguishes moving objects from a stationary background. Motion trackers are standard issue to USCM squads, but can come in downgraded civilian models. Motion trackers can have a range of up to 1000m.The Motion Tracker is high-power ultra-sound doppler configuration. It sends out an electronic pulse which reflects off anything moving, sending a feedback signal to the user. There are many problems with the trackers, however. If the enemy has radar scanners, he can home in on the tracker's user by using its own signal. It is also easily fooled by decoys or "Jumping Jacks". Many commanders do not like to use it as their primary source of recon.

PERSONAL DATA TRANSMITTER

Electronic tracking device (also known as a PDT) which is surgically implanted into terraformer colonists and USCM personel. Another variation on the design is a removable unit, built into a neccesary item such as a wristwatch. PDT's can monitor postion, lifesigns, and whether the subject is alive or dead, moving or stationary.
Most Dangerous Soldiers:

Also Called MD. They are well known for their fierce fighting abilities, as well as the mentallity to fight to the last man. An MD soldier can pilot anything, take multiple gunshot wounds as well as laser wounds. Their bodies can survive the vacuum of space for up to one minute. These soldiers can leap massive heights of fifty feet with full battle armor ((300lbs)) equipped. These men are cloned, with few exceptions who are practically the worst soldiers you can ever run in to. They take orders unquestioningly, and die unquestioningly. Missions to these soldiers are do or die, they will fight down to the last man to accomplish a mission. They are proficient with any weapon, melee or otherwise. They are also proficient with no weapons and stealth operations.


Factory Satellite Information

Crew: 900,000 total
Civilian: 750,000
Military: 150,000

WEAPON SYSTEMS:
PARTICLE BEAM TURRETS (10,000): The most common of the Factory Satellites weapons, and its second most powerful. The Particle Beam Cannons are normally grouped together in volleys to utterly destroy enemy vessels with a single salvo. The weapons are the same Particle Beam Cannons found on all Zentraedi vessels, and have hardly been modified by the UN Spacy.

PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 100,000 miles (160,000 km)
DAMAGE: 1D6x100 M.D. per blast
RATE OF FIRE: Each cannon can fire twice per melee. The cannons can fire individually or be combined with the other weapons to fire a single volley.
PAYLOAD: Unlimited.

ANTI-WARSHIP MISSILE LAUNCHERS (1,000): Providing the heaviest punch of all of the Factory Satellites weapons, the Anti-Warship Missile launchers fire ICBM like missiles and are normally saved for the heaviest of opposing forces targets.

PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 3,000 miles (4824 km)
SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
DAMAGE: 4D6x1000 M.D.
BLAST RADIUS: 3,000 feet (915 m)
RATE OF FIRE: Once per melee
PAYLOAD: As the Factory Satellite is capable of manufacturing the missiles the payload is considered to be unlimited

MISSILE LAUNCHER TURRETS (5,000): Dotted across surface of the Factory satellite behind sliding panels are anti-mecha missile launchers. The factory satellite is capable of firing all 5000 missiles in a single volley, however rarely will this happen. Once a launcher has fired its missile the launcher is automatically reloaded by an automated loading system which takes 15 seconds (1 melee) to reload the launcher ready to fire again. Armor-piercing smart missiles are usually used to avoid chances of friendly fighters being shot down by the missiles.

PRIMARY PURPOSE: Anti-Aircraft
SECONDARY PURPOSE: Anti-Warship
MISSILE TYPES: Any type of UN Spacy Medium Range Missile can be used. Smart missiles are commonly used to avoid hitting friendly aircraft.
RANGE: Varies, typically 60 miles (80.4 km).
SPEED: Varies, typically 1600mph (2571kmph).
DAMAGE: Varies, typically 2D4x10 M.D.
BLAST RADIUS: Varies, typically 15 feet.
RATE OF FIRE: Volleys from1 to 5000 missiles.
PAYLOAD: Each launcher once expended must be reloaded, which takes 1 melee round via the automated system. The reload system is considered hold an unlimited number of missiles.

ANTI-MECHA LASER TURRETS (5,000): To defend against the threat of mecha attack the surface of the Factory's pods feature retractiable anti-mecha laser turrets. Unlike the larger anti-warship weapons the anti-mecha laser turrets suffer no negative modifiers when attempting to target mecha.. The Laser Turrets are retractable and are hidden beneath sliding panels in the hull normally.

PRIMARY PURPOSE: Assault
SECONDARY PURPOSE: Anti-Warship
RANGE: 5 miles (8 km)
DAMAGE: 2D6x10 M.D. per blast
RATE OF FIRE: Each cannon can fire four times per melee. The cannons can fire individually or be combined to fire a single volley.
PAYLOAD: Unlimited.


MANUFACTURING/REPAIR FACILITIES
The Factory Satellite has immense manufacturing facilities, designed to manufacture and repair mecha and warships. The UN Spacy when it captured the Factory Satellite from the Zentraedi repaired and modified the construction systems with the huge interior of the main pod¸ devoting them to the manufacture, repair and docking of UN Spacy Warships and Variable Fighters. Visble in the images above is a huge gaping hole drilled into the side of the main pod. It is this hle that permits the Factory Satellite to take inside ore rich asteroids and then break them down internally to use for raw materials in the contruction and repair plants. The details below cover the maimum articles that could be manufactured at any given time. This of course would involve no repairs being made. Normally construction and repair within the giant interior of the Factory Satellite is set at 50%. However the chances of reaching the maximums on those figures are unlikely.


ITEM MANUFACTURING TIME PRODUCTION RATE:
Standard Variable Fighter (e.g. VF-11 Thunderbolt) 3 days 20,000 per week
Custom Variable Fighter (e.g. VF-17T Kai Custom) 7 days 1000 per week

Advanced Variable Fighter (e.g. VF-22 Sturmvogel) 14 days 200 per week

Small Starship (e.g. Northampton Stealth Frigate) 2 months 3,000 per year

Large Starship (e.g. Ark Royal Escort Carrier) 6 months 1000 per year

Transformable Starship (e.g. New Macross Battle Carrier) 12 months 500 per year

Colony Vessel (e.g. New Macross City Block) 24 months 100 per year

MECHA COMPLEMENT:
X-9 "Ghost" UMF: 2,300
Gnerl Fighter Pod: 1,500
VF-4 "Lightning III": 300
VA-3 "Invader: 280
Battle Pod [Regault]: 1,400

The Factory Satellite has hundreds more fighters of everytype in service with the UN Spacy, including the VAB-2, VA-3, SB-10 Starwing Space Bomber, and VB-6. Also found onboard the Factory Satellite are thousands of stored Regults and Glaugs.

NOTE: The Factory Satellite has enough room to hold thousands more fighters if necessary.
Research Department:
1.) Mass Driving Viper Gun -69%
2.) Neutrino Particle Modulation-93%
3.) Starship Cloaking Devices- 83%
4.) Colonization Preparations: 00%

Upgrades:
1.) Merlin Mk.II Advanced AI
2.) Buster Shields ((Personnel/ Mecha/ Vessel))
3.) Ablative Armor ((Personnel/ Mecha/ Vessel))
4.) Upgraded Robotechnology
5.) Cloning & Enhancements
6.) Gravity Missiles
7.) Plasma Missiles
8.) Wormhole Weaponry
9.) Automated Starships
10.) Personnal Cloaking Device
Name:sion
Experience:rookie
Age:20
Biography:Right out of basic training. Above average skill's
Job Desired:soldier
http://www.robotechresearch.com/links.htm#techfiles
i m here if anybody needs any help, if you are loking ot apply send you pm th the commnader and stick around if you want,, any members om me for anything
how do you raise in rank?
YOu cxan increase in racnk by proving that you are worthy of a higher rank

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