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Posted: Wed Jul 05, 2006 12:33 pm
Alright, I figure this is as good a time as any to list standard-issue equipment for ASDF forces and craft. For all aerospace fighters and mechs:1t per 25t must be allocated to enhanced radiation shielding. 2t per seat must be allocated to food and water stores. (A 200-day supply. Included in this is a water purification and filtration kit, seeds for growing an assortment of edible and medicinal plants, and portable cookware) For personelle:The standard issue bodyarmor is rated as being Level IV, but allows mobility like it were level III. Unlike Kevlar it does provide some protection against energy weapons and blades, thanks to a layer of high-energy-capable mirror foil and a set of titanium ringmail. However, it's better at protecting from bladed weapons than energy weapons. It extends up the neck to prevent slit throats. They are carefully fit and balanced so that they seem lighter than they really are. The standard issue helmet is actually a compact neurohelmet encased in high-end armor. It contains a HUD tied into the ASDF C3 network, a comm system with various encryption channels, and a network interface. It has a battery life of 24h, and can patch-in to other gear - such as IR goggles. The neurohelmet portion is itself far more advanced than others on the market today, storing the pilot's patterns internally rather than in the vehicle, and allowing for far more precise and accurate motion, as well as a wider range of mobility. They can be charged by any ASDF craft, and form one half of the ignition system. Each person is implanted with an IFF transponder, which are not consistantly placed in the same spots. They aren't visable through the skin, and are powered by bioelectic currents - although they also contain an RFID tag so that people not producing bioelectricity can be found. They form the second half of the ignition system. A radio. This is the most normal of the equipment. It can tune in to several different encrypted channels, and has a collapsable hand crank for charging. It also contains an electromagentic compass, which is unpowered when not in use. Survival knife. Not very long, decently sharp, and able to survive being run over by a tank. Collapses like a pocket knife, and contains a decent sized lens for starting fires, as well as flint and steel strikers (which are mounted on the end of a hinged pole, so they can't get lost. FN-57 or Sunbeam pistol, depending on what they prove most proficient with. A choice of primary weaponry, which is largely dependant on their skill with the weapon and their MOS. More will be listed as I can think of it. ^^;;
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Posted: Fri Jul 07, 2006 6:58 pm
The Nida AscendancyAssetsReal Estate The Ascendancy is spread across some forty planets. Twenty-five of these are named Terra (or Earth), with such strikingly exact similarities in geography and culture as to be considered analogues of each other. The remainder represent a hodgepodge of conditions and populations. Notable among these, at least to ASDFers, is Extremis Rock, base of the Nida who kidnapped the ASDF's own Nida. Seventeen orbital stations are also operated under the aegis of the Ascendancy. All carry some measure of naval weaponry, from the pair of NL-35s on a particular Type III's aerofighter platform to the warship loadouts on the defense stations surrounding the Ascendancy asteroid base HQ. Most are premeasured for deployment to other systems through trans-Limbo rips. Deliberations have been made regarding establishment of a permanently manned base on Limbo to study the planar geography and perhaps establish a more exact system of ripping; however, this has been shelved until the Ixachtl pressure has subsided. Mecha Ascendancy forces rely on salvage pools to survive. Each Nida owes a certain amount of technology to the Ascendancy as "dues", measured in tonnage and weighted for need and availability. In return, the Nida is awarded a certain amount of requisition points to trade for equipment, support, and favors. It's been an effective economy so far, keeping what amounts to a batch of self-loathing, bickering children from strangling each other for several years running. The Ascendancy currently operates only six full regiments, consisting mostly of armor assets, followed closely by mecha and powered armor. When regular infantry is required, contracts are made with mercenaries; no Nida has chosen to raise, train, or lead a large-scale infantry unit to date. Aerospace assets are intermingled within the regiments, but are mostly reserved for protection of the orbital stations. Most armor technology is equivalent to that of the Gaian Army... with a little less spit and polish. None is quite so advanced as, say, a Veritech hovertank, however; the majority are single-configuration, modular-bay tanks with competetive capabilities. Since scrap armor is far easier to find than mecha or powered armor, tanks and recon craft form the bulk of the Ascendancy's forces. Most armor pilots come from the ranks of those left homeless by Ixachtl incursion, though some Nidas have their own ways of putting warm bodies in their tanks. The mecha employed by the Ascendancy is wide and varied, ranging from agricultural and mining "rig suits" with weapons literally tied to the arms to main-line, reconfigurable Veritechs. Mecha are hard-won assets, so operating units command many times their flat technological worth in requisition points. Specific pilots may be awarded "ownership" of a mecha in return for a job well done; this actually amounts to the mecha "owning" the pilot, as Nidas may trade amongst themselves to obtain the mecha they need for a mission or to offload dead weight, dragging the pilot from unit to unit as he tags along with "his" mecha. Powered armor is limited. While standard Elemental suits are always a welcome asset valued highly on the market, specialized units like Cyclone armor or stealth suits command top prices, often trading evenly with medium mecha on a unit-per-unit basis. Extremis Rock, for instance, is known to trade assault hovertanks for light and medium powered armor when available.
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Posted: Sat Jul 08, 2006 4:57 pm
Aquarion-trained ASDF personnel are issued the following basic equipment:
Vector Flight Suit: These are specifically built with the Aquarion Project's systems in mind. Vector Flight Suits have two main functions: Chakra Interface and limited Transporter. The suit's techweave is manufactured with 'Pranasand', which reacts to the energy flow of the wearer. The color of the flightsuit is determined by the color of the most dominant Chakra, and the Vector cockpit can interface with the flightsuit to display a highly detailed Chakra Activity Scan.
As a second necessary function, the Vector Flight Suit was designed to send and recieve the wearer to the cockpit-like consoles that reside within the Aquarion Project Command Center. The Vector Transporter System ignores any clothing or equipment in a Command Center to Flight Suit transport. It sends the Flight Suit wearer back naked in Flight Suit to Command Center transport operations. Commands to begin such operations originate from the Aquarion Project Command Center.
Focusing Stone: The Focusing Stone is a pebble-sized, smooth and flat stone with a depression at the top that's just right for rubbing your thumb along. Dr. Akimoto issues these to Aquarion-specific pilots, and encourages them to continue their Chakra training utilizing these miniature versions of the crystals that allow Aquarion to operate. People who have gotten the hang of the training have been able to manifest small, yet tangible versions of the powers they've been able to create while within Aquarion.
-Updated on August 11th, 2006- "Wing" Amp Bracelet: Research still continues on the Aquarion's crystals. Tokyo R&D has sent their most recent breakthrough for the Project's pilots to try out: bracelet-like silvery rings with gold thread tracing patterns along the surface that have three end points that resemble gold and silver wings, each wing with a slightly different hue: bluish, reddish, and greenish. There are depressions in each wing, just right for setting a Focusing Stone. Each wing represents the power-set of one of the Vectors (Mars, Luna, and Sol) These bracelets amplify a Focusing Stone to the point of a mutant power level, though they have the risk of overwhelming the pilot using them. The chances increase if the user focuses through the bracelet without waiting one week between uses. One week of not using the bracelet should be enough, though this is an experimental device still. An overwhelmed pilot is immediately sent into a coma (instead of manifesting the ability they wanted) for a time equal to the number of uses since the last time they rested a full week times two hours. Tests -so far- have shown the risk factor for the first use in a week is 10%, followed by 40% for the next use, then 70% for the third use. It climbs in increments of 5% after this point. Testing has not been done on what happens if more than one Focusing Stone is attached to the bracelet, or if more than one bracelet is being worn by the user.
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