Welcome to Gaia! ::

Reply Federation Record System (character profiles)
Galactic Federation Gear Bay (Equipment and Weapons)

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Caex Silverfall
Captain

PostPosted: Sat Feb 07, 2009 4:06 pm


Grappling Items

Grappling Hook: A less technological item than one would expect. A simple hook attached to a chain or rope of some kind. It is normally thrown by hand to latch onto something. The strength of the hook and its lifting or holding capability is determined souly on it's meterail.

Space Pirate Grappling Claws: About as simple as it gets, all this is is a set of retractable claws that can be applied to various armors, and allows its wearers to climb pretty much anything. Cheap and easy to use, and it's nice because it allows you to dig in and cling to anything, so long as it's sturdy enough to hold your weight. Downside? Because it takes up the use of your limbs, it makes it hard to use other equipment and weapons at the same time.

Energized Grappling Hook: A slightly modified version of the standard grappling hook. Rather than using the energy to better it's durability, it uses it as a means to attack. This grappling hook tends to be magnetized and can stick to any metal surface, not to mention cause extensive electrical damage to any living organism that isn't properly protected from electrical attacks. Like the standard grappling hook, it's durability and holding capability is completely determined by it's material. However it also requires a power source to keep it energized.

Rocket Propelled Grappling Spear: A slightly rare contraption. utilizing small booster rockets attached to a mechanical spear, this contraption is normally fastened to a back pack and spindle. It can be more effective than a normal hook in that it either wraps around or lodges itself into it's desired target. The downside is it's more or less a one shot wonder in most case. Requiring a computer system to not only control the rocket boosters, but also the mechanical aspects of the spindle, the hook's grappler's, and it's aiming cannon. Materials for this contraption are rather difficult to gather and even harder to put together. It's guidance system is rather difficult to program as well.

Wrist Mounted Grapple Spear: A smaller and more compact of the rocket propelled grapple spear. It lacks the rockets and long range of the RPGS, but it's compact manner means it's more easily portable. Utilizing a magnetic clamp the WMGS latches onto metal objects easily. Though other surfaces it has some difficulties.

Back Mounted Grapple Beam: Like the RPGS, this object is back mounted and addept at long range grapples. However this can attach to biological as well as metal with ease. Made from chozo technology this is the first and only adaptation actualy created by the Galactic Federation. this contraption requires a mass of energy and is rather heavy.

Wrist Mounted Grapple Beam: Extremely rare technology from the chozo. this grapple beam is located on a compact section near the wrist and encompasses the forearm area. It's length is somewhat limited like the other wrist mounted grappler, however it will attach to any surface. The best known version is used by Samus, as is the Grapple Lasso.


Booster Systems

Jump Assister: A back mounted booster system able to give quick short bursts to aid in someone's jumping ability. This little system can possibly dubble someone's jumping height.

Jump Pack: A back mounted contraption to allow for long controlled bursts. Not quite a jetpack but allows one to essentaily "jump" great heights. It is not addept at hovering but is capable of slowing someone's decent greatly or jumping over long distances.

Jet Pack: A back mounted contraption that allows for flight in any atmosphere. Highly volatile fuel systems are a problem. Fuel gel is a primary example of fuel.

Aqua Jet: Modified Jet Pack that uses propellers to help someone navigate in water, especially if they have a heavy armor.

Dash Gear: Small boosters attached on the feet allow for a quicker running speed or a quick "glide" across ground. Not adept for long distances and only allows to cover a small area quickly.

Afterburner: An additional system able to be equipped to any booster system to allow for quicker movement and much higher top speed, this translates to more distance covered at the expense of the equipment not being able to function for a short time due to expended fuel reserves and overheating.

Space Jump Boots: Of Chozo Origin, Samus' boots allow her to jump the height one would in a low gravity area. They also help her jump when underwater.

Miscelanous Gadgets and Gear


T61 Bit System: A complex system of indipendant drones called Bits. These small drones are no bigger than a person's hand, but manage to fly about all on their own. a simple beam system is rigged into them allowing them to seak out and attack indipendantly. The beams themselves are weaker than the power beam, but that's the beam alone. The simple manner that these things attack in swarms or from varous angles at any given time mean these things relie on tactics and stratagie not simple firepower. To control this system a advanced helm is needed. at very least tier 4 or 5 helm.


Digger Dome: Appearing to be nothing more than just a simple hat. each hat is custom built for the person buying it. The rim of the hat extends over the person's sholders. The given aperance of the digger's dome implies it's meant to block out the sun all around the person's body. It has no sharp angles or other demeaners like a baseball hat would have, however the real trick to this little joy in a basket is the inclusion of a matrix of Bore Lazers all around the brim of the hat. Allowing it and the user to effectively "sink" or "drop" into the earth, hiding themselvs in a split second. Advanced quiet running vacumes deploy to suck in debris or dirt over the helm to cover the person's tracks. A small barely noticeable parascope deploys during this time that directly links with the person's hud.

Skuttle Drones: Land based drones that are normaly too small to notice, though the intended target often regrets that they didn't notice and shoot the drone later. deployed normaly in large quantities, these large, barely foot size walking, running, moving explosive objects pack in them a small bomb. Painful to the lightly armored, and anoying to the armored in a single standing... however they are known to come in swarms and work off of a hive uplink system meaning what one knows, the others know.

Spider Mines: Burrowing mines that guard a locaction until somthing breaks their perimitter. Then it's open seasong with somthing leaping at the target's face. A pack of high explosive hidden in their bodies. spider mines are known to be aggressive, tenacous, and deadly. It's often said that if you see a spider mine, don't go near it. If it sees you however, run and shoot, never just run. A spider mine will chase down it's prey.

Crab Mine: simalar to a spider mine, however the diffrence is a major one. This one shoots back, most of it's dome is devoted to amunition supplies rather than explosive. Thus the explosion of one of these is no more powerfull than a missile.

Dummy Decoy: One would think balloons are useless in this day and age. However that's not always the case. These special beauties lay tight in a small impact sensitive capsule that can be triggered by a slight electrical charge. The dummy decoy is specificaly designed to mimic the apearance of it's user to the point not even heat signature scans can tell the diffrence. A small mic and speaker system even allows the decoys to "talk" based off of what their master is saying or pre-programed into the device. When shot, they pop. There is no actual way to tell if it's a decoy or not until it's shot.

Controlled Decent Drones: two small briefcase shaped drones deploy into much larger drones equiped with a grapple beam. when deployed the drones expand to their full leingth and width, their propeller props slowing the decent of their user to safe standards. their grapple beams are the only thing keeping the person at a slow decent

Emergency Airfoil Energy Shields: A device equiped to the sholders and between and slightly above the sholder blades. When deployed a thin construct extends and actavates a energy shield which slows the decent of it's user by catching air and slowing the decent to a safe speed.

Emergency Parachute: A device of human origin. The device deploys a large cloth that catches air and slows the decent. The cloth is attached to the body by varous strings and cords.

Platform Bits: Small machines slightly bigger than the avarage bit. The platform bits carry on them a small platform no bigger than the user's foot. The bits are capable of lifting individual half of the unarmored weight of their user. However due to their box like structure, they are able to swarm a area and interlock, creating a platform. this platform is comprised of 12 bits. 2-6 by 6 rows make up the platform that is capable of lifting and transporting the user in full armor. These bits are known to be loaded with a concealed emergency blaster and are capable of defending themselves.

Specimen Sample Containment Device: Worn around on a bet, this small utility belt contains a variety of pocket-sized chambers for storing bits of organic and inorganic specimens. Used mainly by researchers, Bounty Hunters, and Field Agents, it also comes with a few medical-grade cutting tools and syringes for obtaining specimens, and transferring it to one of the containment pockets.

Med Kit: med kit, just as the name says, is essentially what it is: A Container containing medical supplies to treat the injuries of themselves or others. Widely available to any race due to an intergalactic treaty by the Red Cross, an organization originating from Earth that gained international power.

Oxygen Filter: Wearable on the face and behind a helmet if necessary, it allows the user to filter oxygen from water of toxic atmospheres, in order to breath. While it's added into many armors and helmets, it can be handy if you don't have a high tier suit or helmet.
PostPosted: Tue Feb 10, 2009 9:59 pm


G.F L.R.W.A. : Galactic Federation Long Range Weapons Armory


Most fighters of the modern age fight nowadays with a long range weapon of sorts. We have compiled a list of such weapons in an effort to keep our Marines and Soldiers well aware of what may be flying their way:

Arm Cannons


Originally of chozo origin, these weapons are capable of being equipped on armor suits with different weapons in a compact form, a reduced version of how they'd be on their own ( A sniper rifle imperialist is more effective than the version equipped for arm cannons). Can carry up to four ( amount varies based on arm cannon type) different beam/beam based weapons in one's arm cannon, not including the standard power beam. ( EX. Having the plasma and wave beams as well as battle hammer and s)

- Arm Cannon: The true arm cannons created by the chozo, only samus Aran has this type, which is the best version, capable of carrying eight different weapons besides power beam and missile launcher. The Chozo Arm Cannon is one of a kind, belonging to Samus Aran.

Samus' arm cannon comes standard with: Power Beam and Missile Launcher ( can also have up to eight beam/beam based weaponry with it)

- Claw Cannon: An Arm cannon created for elite Space Pirate Soldiers, the Claw Cannon is longer, and more menacing looking than the normal arm cannon, with a clawed ending and spikes on the edges for a melee attack. It can carry up to three addition beams/beam based attacks, and it already comes standard with a power beam prototype, and the battlehammer Space Pirate Version ( the better version, see weavel's for more information.). The Claw Cannon is the strongest of the arm cannons, and usable by Space Pirates, Krikens, and Bounty Hunters only.

Claw Cannon comes basically with: Power beam prototype, and battlehammer. ( can be equipped with three other beam/beam based weaponry)

- Galactic Federation "Bald Eagle" Special Ops Assault Rifle ( S.O.A.R. ): A rifle that is a mix of human and chozo technology, The S.O.A.R., unlike the arm cannons of bounty hunters and the Space Pirates, is handheld and uses the standard federation rounds as it's primary weapon, thus lacking the power beam, though has a special Pulse Generator for limitless ammunition. It also can be equipped with toned down versions of weapons of other races, up to three ( EX. missile launcher, battlehammer, and imperialist)...The Power Rifle also has the function of a weaker Shock Coil model that can be used to attack an enemy. Can also be used as a grapple beam if necessary, though only so as to grab something from a distance that is of a fair weight, as it cannot hold up the weight of an armor suit at Tier three or up. The S.O.A.R. is the most versatile of the arm cannons, and fairly simple to customize, though not as much as the SIAC. Available to G.F. Employed armed forces (Rank of Gunnery Sergeant and up)
S.O.A.R. is equipped at basics with: Federation rounds, and shock coil ( can be equipped with three beam/beam based weaponry)

- Standard Issue Arm Cannon: For equipment on armor of Bounty Hunters, the SIAC is of a sleek design and is customizable for specific hunters you so wish it. The default model comes standard with the power beam and missile launcher, and can hold three to five different beam/beam based weaponry ( based on customization). The SIAC can be taken in for customization, including appearance, default beam weapon ( meaning you can get a generator for a specific beam to be your default), and various other attachments. Most customizable of the arm cannons, it's only for Bounty Hunters, though lacks the power of other arm cannons.

S.I.A.C. comes basically with: power beam and missile launcher ( can have three-five beam/beam-based weaponry)

Kriken Kannon: The Kriken Empire maintains a military like most other species, but the Imperialist is a bit expensive to give to everyone. Hence, this weapon. Technically an arm cannon, as it fits onto the arms of Kriken armor, this weapon is fairly weak, containing only a simple Repeater blaster with various firing speeds, ranging from an automatic laser repeater to a slow but powerful laser mortar.

Beams

It should be noted that all beam weapons can be charged for more powerful shots.

- Power Beam: Of Chozo Technology, and used by Samus Aran, though has since been copied and begun to be use by others. Although weak, it can be fired in rapid succession and due to a certain mechanism, has limitless ammunition. Samus has incredible skill with this weapon.

- Ice beam: Also of chozo technology, the ice beam fires a solid chunck of super cooled hydrogen Oxide ( known to humans as water) at an adversary, and capable of freezing them in their tracks. The rounds move slowly, and unlike the power beam, the ice beam uses moisture in the atmosphere to fire, so the AoC ( area of combat) is particular to the fight.

- Plasma Beam: contrary to the ice beam, the Plasma Beam uses super heated gas and fires it in a beam of flames. Capable of burning or melting foes/objects, it can also be focused and used to repair broken machinery, like a welder. Proper munitions are flammable gases such as propane and methane and potentially oxygen, so it can be heavy to carry the tanks around.

- Wave Beam: A beam that uses electric energy with the capability to home in on certain targets. A charged shot can disrupt electrical fields such as an opponents visor if fired properly.

- Light Beam: Of Luminoth Origin, the Light beam literally uses lighjt energy to burn enemies to a crisp and to light areas for a moment. Much easier to use than Dark Energy due to energy supplies on Aether, the Light Beam is used more by Luminoth warriors than anyone else in the universe.

- Federation Rounds: Of Human/G.F. origin, the Federation rounds can be rapidly fired and is generally similar to the power beam, though cannot be charged and instead can be held rapid fire for a long time. Federation rounds come in canisters that must be loaded before firing. Each canister contains around two hundred shots, and are fairly lightweight.

- Gattling Beam: Purely of Human Origin, the Gatling beam is a higher end version of the Federation Rounds that are issued to heavy weapons variants of Federation Marines. fires like the federation rounds, though are faster and have the appearance of small blue spheres, the Gatling Beam, unlike other beams, has a recoil which can prove disastrous to the user and teammates if the fire is prolonged without the use of supporting it.

- Nova Beam: Of Space Pirate origin, the Nova Beam is meant to generate a beam capable of piercing some kinds of materials, especially Phazite. it has a retractable scope that extends when the beam is in use, and can allow for precision shots, though it's not to be mistaken for a sniper type of beam.

- Wide Beam: A beam that shoots three thin lasers after firing. can be mized with the power beam for a stronger variant of the wide beam. can also be mixed with other beams for stronger effects.

Emergency Flare (Beam): Technically a beam weapon, it is of Federation Origin but is used by just about every place in the world. While it is a fairly powerful 'weapon', it's a one shot only that shoots a ball of fire. Mostly used for an emergency beacon the fire after being, errr, fired into the air, it stays suspended for up to six hours due to some sort of chemical reaction in the air. When needed one can use it to fire at an opponent, but you can only carry one before you have to get another.

- Unusable beams -

- Dark Beam: of Luminoth origin as well, the dark beam literally uses dark energy to to freeze an opponent in place. Only the Luminoth ( and Samus) have been able to use the dark beam properly, and now with dark Aether gone, it is near impossible to find dark energy.

- Annihilator: Another Luminoth weapon, it uses both light and dark energy to fire rounds like the power beam, only much more devestating. However, with the lack of dark energy, it has since become near useless.

- Hyper Beam: Weapon of Federation Origin, upon entering Hypermode, one could fire a beam of phazon at an enemy for devastating results. PED technology is now useless due to the destruction of Phaaze and Phazon.

- Zero Laser: A powerful beam fired from Samus' arm cannon, capable of wiping out nearly anything, though then overloads the powersuit. Only available to Samus Aran, who has since gone missing, as has the technology, most likely destroyed.

Beam-based Weapons


- It should be noted that these weapons can be used separately or equipped to an arm cannon to be used later. Arm Cannon Technology is of Chozo Origin, but both space pirates and G.F. engineers have worked on it for their own soldiers, so it is becoming more available.

Magmaul - Of Diamont origin, the Magmual fires lobs of magma at a target like a grenade launcher. the magma rounds then explode upon impact. with an enemy, though otherwise can bounce of the ground and walls before erupting. Rounds can be charged to cause a larger blast radius and set objects and foes ablaze.

Judicator - Of Vhozon origin, the Judicator fires streaks of super-cooled plasma or Water at a target, the rounds are capable of ricocheting of walls, so accuracy isn't as fundimental. When charged three rounds fly forward and ricochet off walls to pierce the foe. Vhozon have the unique version of the weapon that allows them to create an icy wind that can momentarily freeze organic tissue.

Volt Driver - Created in a secret laboratory in a galaxy far,far away, the volt driver is assumed to be, amazingly, of Human technology, and modeled after the power beam. It fires spheres of electricity at high speed at an opponent, and when charged, the shots are slower but have slight homing effect, and upon striking can cause the target's visor ( if available) to go in disarray for a moment.

Imperialist - technology of the dreaded kriken empire, the Imperialist is a Sniper Rifle that fires a powerful red laser to strike targets from afar. with a scope for 10x magnification, it is a devastating weapon that can be used by Kriken assassins to pick off important targets. Ammo Source is complex, but can use energy rounds similar to other weapons, though the strength will vary.

Shock Coil - A prototype Galactic Federation weapon stolen by Bounty Hunter Sylux though has since been recreated and destributed, it was made with human technology. Firing a long coil of electricity formed from neutrinos, it is capable of shocking an enemy to death or sapping their energy to fuel your own armor. Uses a built in Neutrino Gatherer for the neutrinos, though this has a refilling time, so it can be hard to use the weapon for too long without it having to recharge for some time. The Shock Coil Cannot be Charged.

Battlehammer - A weapon of space pirate technology, it fires small grenades that explode upon impact. It can be fired in rapid succession, though one needs both a belt of grenades, and good aim to keep from hitting their own teammates.

Beam Rifle - Another Human weapon ( mixed with chozo technology) that has yet to die out, though has obviously seen some modification. The Wolf Class Beam Rifle fires a pale blue laser over a large distance with a scope magnification of 15x. It uses plasma cores similar to the "Hand Cannon", and is a prototype; yet to be field tested.

Federation Marine Standard Assault Rifle - The standard weapon of the Galactic Federation Marine Corps., The Coyote Class Assault Rifle fires rounds in either automatic, semi-automatic, or a burst fire of three shots. An adaptable weapon, it is capable of being used with one hand, and has been the standard deployment weapon for two human decicycles ( 20 years). Older models, used by grunts for training, use basic energy rounds in a canister for one hundred pulses, which converts to around one-hundred and fifty rounds per canister. Newer models use a generator similar to the one used in the power beam, though haven't seen much field use. This is not meant to be mistaken with the much upgraded Federation Special Ops Rifle, which can have different weapons codes inserted into it.

Single Action FEderation ( S.A.F.E.) Revolver: The Little Cousin of the Hand Cannon, the S.AF.E. As it is called, is a single action revolver that uses an interchangeable Plasma Core to power it's six shots. While not as powerful as the Hand Cannon, it still is just as loved by the Hand Cannon, especially by the lower level human marines who are authorized to use it but not the hand cannon

The Double Action Federation Revolver " Hand Cannon" : A very unique weapon of human design that has been used for many years by them. However it, like many weapons carried on in new life, has seen massive technological upgrade. The Barrel of the Hand Cannon is removeable, and is a limited plasma Core that can fire six powerful energy rounds at a target before overheating and becoming unusable. The wielder can slo choose to charge the revolver so it fires one untra powerful round the wastes the battery in one shot, but it's power is devestating, and has thus been nicknamed the Handcannon. the Wielder then has to remove the six chamber generator and insert a new one. The designers have kept the form looking exactly like an old western revolver, so keep your wits about you...or you may be shot in the face by an energy round. It has gained the favor of Human Marines, who often have contests to see who can shoot the fasted, the most accurate, and reload the fastest...all at the same time. All other races will never be to understand the passion humans have for this weapon.

The 'Big Daddy': Of Human Origin, the Big Daddy doesn't have some fancy name, and is the only weapon in the universe still used today that hasn't seen any sort of modification. The Bid Daddy is an extremely powerful Revolver that uses High Power Magnum Rounds that are Capable of shooting down even the most massive of creators. Reserved for the most esteemed of the Federation, the only person in the universe who would truly appreciate it and be able to use it would be a Human General.

Emergency Pistol/ Paralyzer: The Emergency Pistol is of Human Origin, based on it's design, and is often issued to troopers as a last resort weapon, or to covert ops. The Emergency Pistol self charges so it has limitless ammunition, but can only stun an enemy in time for the user to follow up with a melee attack or to run/hide.

The Paralyzer is a modified version used by Samus in her Zero Suit. It is a Emergency Pistol which has been given an energy whip modification for combat, capable of electrocuting an enemy. Wrapping the enemy with the whip then tightening it is especially fatal. The Paralyzer is also capable of being used like a grapple beam, and can grab to nearly any surface.

Unusable Beam-based Ranged Weapons


Omega Cannon - of Alimbic technology, the omega cannon is a small scale nuclear weapon that fires small nuclear bombs that travel forward slowly after being fired, though will eventually explode. Of terrible destructive power, the Omega Cannon has been stowed away by the Galactic Federation in a place nothing can get into, for safe keeping. Thanks to Samus Aran for uncovering it.

Non Beam-related Ranged Weapons


Kratos Rocket Launcher - A primitive Earth weapon that has been admired by many for years and has since been massed produced for the Galactic Federation. The Rocket Launcher does just what it's name says: Launches a rocket of destructive power. Useful for destroying obstacles or for taking out heavy machinery. There are many different kinds of rocket launchers. The rocket launchers obviously use rockets, and each carry only one rocket before you have to reload, so carrying many rockets is difficult, though some rocket launchers can hold two at a time.

B.F.G.: Of Human and Federation Technology, the B.F.G. ( Named so by the testers of the weapon. It has no real name as of yet) is a high powered Rocket Launcher that is to be used by Heavy Weapons Specialists in Tier five or up armor, the B.F.G. has been deemed by the Testers as a one Bad a** Muther F- we cannot print the rest due to legal reasons. The Technological information about it is kept under wraps though.

Federation Marine Standard Assault Pistol - Another Fully Human weapon that lived on in new form, the Jackal Class Assault Pistol fires rounds in semi automatic to burst fire of three shots. One of the only modern weapons to use metal slugs as ammunition, it is a common sidearm of the Galactic Federation. It carries an amazing Thirty Rounds Per clip, and the bullets are rather lightweight, but the pistol isn't all too strong.

Kriken Multi-purpose Projectile Launcher: Another attachment for their built-in arm cannons, the MPPL can fire a variety of missiles and slugs at various speeds. For instance, it can be used as a Rocket Launcher, a machine gun, or even mortart shot. Despite Federation sources, it uses ballistics and metal slugs.

KrikTech Razor Pistol: Don't ask why, but for whatever reason, the Kriken decided to market a handheld gun using metal slugs as ammunition. And you know what? It works. Using a confiscated Federation Assault Pistol, this variant has a few changes. For starters, the ammunition are metal slugs lined with a coating of abrasive diamond dust, making these rounds quite painful when fired. Also, the weapon features a long protruding knife on the barrell, allowing for quick slashing action if a target should go into close quarters.

Space Pirate Shock Pistol: According to Federation sources, this weapon doesn't exist. Ask a Marine, and he'll tell you otherwise. The Shock Pistol is technically a handheld railgun, using magnetic forces to propel ammunition to supersonic speeds, making it capable of piercing most armor types through sheer momentum and velocity. The ammunition though is a rare benzendium-diamond-crystal making it capable of piercing most armors in that respect as well. Downside? Price and complexity. These vessels are practically hand made, at the most being built on a small, limited factory. The slugs, though, MUST be handmade. But, without a doubt, if you need a side arm, there is no better one.

Earth Guns: There is only one company in the Universe that's aligned with the G.F. that still makes guns that use metal slugs...it is on the human home planet of Earth ( Pronounced E-Arth we believe...the humans say it as Errthuh though...): The Colt Manufactoring Company. It is a very old company, and has stuck to it's roots and still uses metal rounds despite the energy shieldings and how primitive they are...however, it has been found that metal slugs do a good deal of damage to organic materials and Biometals, so they do have their advantages. All guns ever made by humans in different factories are all made by Colt now, as well as varying types of ammunition for them.

Missile Launcher: A basic Missile launcher often used in an arm cannon, though is compact enough to be attached to other weapons, the missile launcher does what's it's called: Launch missiles at the enemy. Missiles can be locked on to a single enemy, and can be used in conjunction with certain Beam weapons for powerful combo moves. ( see somewhere below ). there are many types of missiles such as Ice and seeker. Samus has an affinity with this weapon, and all missiles become homing to a certain extent.

Grenade Assault Launcher Epsilon ( G.A.L.E. ): Of G.F. and Human design, the GALE is an optional attachment to Federation rifles that does what's it's named: launched grenades in an arch at an opponent. Like the Missile Launcher, there are different types of grenades that can be used, and can be used in conjunction with beams to create powerful combos. It's slightly powerful than the missile launcher, but lacks homing.

Missile/Grenade Launcher combos

The Following are Energized rounds and more powerfull than their standard counteroparts. to use these, one must have access to beam weaponry

Super Missile/Grenade: Power Beam/ Federation round + five missiles/ three grenades

A super missile/grenade is a powerful missile/grenade that is fired/launched quickly and with force at a target, capable of doing massive damage to structures and adversaries.

Freezer missile/grenade: Ice Beam + five missiles/three grenades

Fires a blast of ice ( or a frost grenade) into an area to freeze multiple enemies in temperatures of Absolute Zero. can also be used to put ot vicious fires, cross lava, or literally create bridges out of thin air.

Flamethrower/ Incendiary Grenade: Plasma Beam + five missiles ( 1 for every other second in use)/ three grenades.

Flamethrower: After activating, the gun uses a powerful flamethrower to incinerate any opponent that gets too close. It slowly saps your missile supply though... can be used to melt enemies or burn holes into structures or melt ice

Incendiary Grenade: launches a grenade into an area and spreads flames everywhere. effective against groups of enemies, or ice based enemies, and can also be used to burn ways through thick vegetation or melt vast amounts of ice in a short amount of time.

Pulse Launcher/ ED Grenade: Wave Beam + Five Missiles/ three grenades

Pulse Launcher: Fires a large blast of distruptive electricity that can electrify enemies, or power machinery.

ED Grenade: Launches a grenade into the area the disrupts enemy sensors, nearby electronics, or robotic based adversaries.

Light of Aether/ Flash Bang: Light Beam and five missiles/two grenades

Light of Aether: Fires a large, slow moving ball of light that eventually stops. Anything it hits or is nearby will be burned and the whole area will be lit with a golden light. The one who fires it or those who are allied with the user are unharmed and even healed by the energy. Only Enemies are affected by it's rays and are burned, leaving the environment ( unless it is dark) unaffected.

Flash Bang: Fires a grenade into an area that explodes in a burst of light and sound, which temporarily scrambles the vision of the opponent and thier visors, temporarily deafens their hearing, and is generally a pain to be on the recieving end. The one who fires it is immune to the aftermath, as are their teammates, making it a great diversionary attack.

Non Gun-based Ranged Weapons


Grapple Harpoon Gun Number Seven ( GHG7): Part Grappling Hook, and part hunting weapon, the GHG-7 is of Vhozon design and was originally used for scaling large icy mountains and for hunting large creatures, it is also a sturdy weapon. The Harpoon itself is made of Bendezium, so it is rather heavy and powerful, and the cable attaching it to the launcher is intearible, leaving the GHG7 with a weakness save for it's massive weight. There are versions in Dezium however for those watching their weight capacity.

Special Targeting Assault Range Terror ( S.T.A.R.T. ):

The S.T.A.R.T. is a Boomerang with an energized edge similar to an energy blade that is used to cut enemies. It is a prototype weapon of Space Pirate Origin, and has a targeting computer that allows it to lock on to an enemy, strike, then return to the owner, shutting off it's energy edging as to prevent amputating the thrower's arm. Has become used by Space Pirate Special Raiders as it is noiseless. It's not that durable though, and cannot cut through tough metals. a single shot from any weapon can knock out it's computer sensor as well as knock it to the ground.

Back mounted rockets ( AKA Boomers):

Made for space pirates for their aerotroopers, the Boomers ( a G.F. term ) are attached to the jet packs that supply protection to them as well as allow the jet pack wearer to fire heat-seeking missiles at a target they lock onto using a targeting computer ship located on top of the launcher.

Solid Snake in the Box
Crew

O.G. Winner

8,650 Points
  • Beta Gaian 0
  • Beta Forum Regular 0
  • Beta Citizen 0

Caex Silverfall
Captain

PostPosted: Sat Feb 14, 2009 11:05 am


G.F.M.W.A.: Galactic Federation Melee Weapons Armory
Some people in the modern age have found themselves resorting to negligeable range combat with varous foes, rather than be caught off guard, the Federation has started issuing a standard combat knife to aid in their trooper's ability to fight. However, the standard combat knife is not the only melee weapon avalable.


G.F Combat Knife: A small blade only two inches long. Small micro teath run along the blade at hypersonic speeds while a vibration engine vibrates the blade at super sonic speeds. The two combined factors allow the GF combat knife to cut through and into many materials. Simple switches on the hilt of the knife allow the user to trigger the vibrations and teath. Without the switches held in the on position, the blade stops vibrating and the teath stop going along the blade. The blade itself is made from a tungston-steel alloy and weighs roughly 1lbs.


Space Pirate Energy Scythe: Normally attached to the forearm of a space pirate, this weapon is capable of dealing extensive close range damage, yet because of it's curved shape, is not very good at piercing.

Space Pirate Energy Lance: In it's off position, it resembles a 2ft hilt with a half foot shield structure at one end. however when a trigger is pulled near the base of the shield attached to the hilt, a 6ft long energy beam is produced. Mainly adept at stabbing and squerring an enemy. A choice weapon for many space pirates riding a mount.

Spring Action Katar: A set of blades concealed along the user's forearm. With a simple trigger the blades are extended and deployed. allowing the user to make adept slashing and stabbing attacks.The material of the weapon directly reflects it's durability.

Tesla Gauntlet: A surprisingly effective weapon that isn't classified as a ranged weapon. The gauntlet itself resembles nothing more than a harmless glove or standard gauntlet, however within it's core are powerful Tesla generators. When activated the user's hand becomes a multi pronged Tesla coil. how many prongs depends on how many fingers the user has. This weapon enables surprisingly lethal grapples or punches. One may also send forth a form of lightning attack. More surprising is this weapon is of human origin.

Power Fist: A strange weapon of alien technology. A simple robotic hand that has replaced the user's hand. Capable of shooting out and smashing into a target. It's propulsion system is 4 Yama jet engines. These are the same jet engines that propel GF high speed drones.

TX 1323 "Weed Whacker": A strange weapon of mixed origin. Attaching to the user's dominant forearm, this weapon relies on a small disk, no bigger than the back of the user's hand. The disk itself is located on the back of the user's hand. when deployed, the disk is flung off by the user's motions. Reliying on syntrypical force to stay out. When out, the disk is attached by a beam of energy to the user's arm and deploys two cords. These cords spin around the disk at clocked speeds of Mach 4. The cords are electrified and energized, preventing them from shattering when they impact a object. This device's ultimate range is only roughly 3ft.

DV 88 "Meat Cleaver": A large seemingly unwieldy weapon standing in itself at 7ft tall from hilt to tip. This weapon's minimum weight made of iron is roughly 130 lbs and is standardly too heavy for a human to lift. As a cleaving weapon it relies on weight to do the job of a blade. The most interesting note on this weapon is a series of 28 assist boosters, 14 to help get the blade off the ground, and 14 to help drive the blade into the ground.

XJ5 Arm Mounted Chainsaw: A weapon that is actually banned by the Federation for any other use other than logging. The carnage capable of being dealt by this weapon goes without saying. A 4ft arm length allows this blade to reach out and touch several somethings all the while having it's energized teeth rip through it like a savage creature. The weapon lays folded up along the user's forearm and past the elbow. When deployed it swings out and the blades are deployed. Standard power cores do not provide enough energy for the weapon and requires 3 micro nuclear generators to provide power. These are the same generators that make power bombs so lethal. Very few bounty hunters actually risk equipping this weapon due to the risk of the 3 nuclear generators this weapon requires. Should one of them take a hit, there is a 4 second delay before the generator detonates with the power of a power bomb. The only thing actually saving that from happening at ground zero is a 20mm barrel located along the base of the power plant, should one of them go critical, the micro nuclear generator is jettisoned and launched like a grenade. The main reason not many people use this weapon besides the blatant danger, is unlike most other weapons of the day, where they scorch and prevent blood loss or dismemberment and seem to have a elegance to them, this one seems to protrude sheer carnage and brutality. This weapon even favors disgust amongst pirates. Few pirates can escape the urge to vomit after taking the weapon to a target, those that do are often plagued by nightmares.


T3 Arm mounted Chainsaw: The smaller cousin to the XJ5. Similar in build and construction this one actual runs off of fuel gel as opposed to nuclear generators. It's restriction however is nearly the same though the galactic federation has been known to issue these weapons for travel to forested worlds. With a 2ft arm these weapons can effectively chew through most materials that get in the way of the user. However use against living targets is somewhat discouraged. The general sense that if a trooper actually resorts to using the T3, it's that they've already gone mad or have already attempted their last resort.

J2 Pile Bunker System: An arm mounted system that relies on a piston to deal tremondus blunt trauma and force to a desired target. Powered by a single micro nuclear generator this weapon is noted at punching into blast doors. Though the tremondus force of the weapon often breaks the arm of the user. Capable of dealing thousands of pounds per squair inch, the force of this weapon is nearly unparalleled.


J1 Pile Bunker System: Like the J2, the smaller J1 uses a piston to deal blunt trauma and force. However it runs on fuel gel rather than a nuclear generator that is unable to be jettisoned. The destructive power of this weapon is somewhat limited, but still easily enough to punch through Bendezium, but unlike the J2, it is unable to punch into blast doors made of Maldium.

Beam Saber: An elegant weapon seemingly reserved for the higher class and generals. This weapon is seen as the epidemy of class and is even used in many recruitment posters for the galactic federation. The saber itself is infused with joint technology from all of the galactic federation's races and allies. The rare material that makes up it's hilt is noted at being chozo biometal. The downside to this is gripping the weapon with your bare skin bonds the weapon to you in a way. This also means other people are unable to weald the weapon. The weapon uses advanced chozo technology to create a focused beam in the shape of a slightly unstable blade. The total cutting power of this weapon has yet to be fully tested. However it is noted at "with time" being able to melt through the hull of a battleship. The awarding of this weapon is a great honor and privalage, the bestowing of this weapon is broadcasted throughout GF space. Beam sabers that have since lost their owners are kept in a museum next to a hologram of their owner, never to be turned on again.

RU88 "Ball and Chain": A heavy weapon that relies on the availablity of a user's sholders and forearms. On each sholder is mounted a massive ball of tungston-denzium-Bendezium alloy. On the wrist is a experimental grapple beam launcher. The grapple beams are calibrated to handle the excessive weight of each of the balls and they overcomponsate for this drasticaly.

Bryyonian Flame Whip: Technology that has since been recovered from Planet Bryyo, the wielder uses a whip which has a microscopic plasma generator at the end the uses fuel gel to create flames all over the area.
Reply
Federation Record System (character profiles)

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum
//
//

// //

Have an account? Login Now!

//
//