Title: Robot/Mech RP Info and Q and A!
Description: Our sci-fi epic's encyclopedia!
The Vidit of Light - December 25, 2007 06:48 AM (GMT)
Alright, this was brought up in this RP's signups topic, and I decided to go ahead with it now. Anyway, here you can post trivia, ask questions, ect. relating to the "timeline and/or universe" in which this RP takes place! To start us off...
T.R.S. Normandy
Ark-class Mech carrier
Length: 1.2 miles
Defense: heavy armor plating, heavy anti-energy shield generator, extensive electronic defences
Armament: 1 HEPC (Heavy Energized Projectile Cannon, imagine a solid projectile charged with laser energy or something), 1 medium-strength grav well generator, various light antifighter cannons.
Crew: 1275 (Including 500 marines)
Mech compliment: (As of yet) 4
Additional info: The Normandy is the first of the Ark-class carriers to be produced in the colonies we're looking at. Eschewing additional weapons and fighter craft for the sake of increased supplies for the mechs it carries and for additional armor and shielding, it also contains special crew quarters for each mech pilot, it also contains extensive repair facilities, simulators, a war room (like most ships), and, perhaps as a special modification considering its class, even a few special recreational facilities so as to ensure the mech pilots it carries are in good "mental health". It will serve as a mobile base to the loyalist mech pilots in the RP.
HellAvatar - December 25, 2007 07:43 AM (GMT)
I have stuff to add. So, without further ado, let's give the correct info for knowledge in the data banks.
NL Demonclaw Prototype
Unidentified Mech Type, presumably LFO
Height: 15.1 Meters
Armor: Unknown, presumably the fabled "Adamantine"
Armament: Unknown
Pilot Accommodations: 1 seat
Additional Info: The Demonclaw was seen out only once, recorded by military cameras in its single appearance near the Loyalist HQ. An unidentified mech, presumably an LFO judging by Compac Drive responses, the Demonclaw made for one of the bunkers but began smoking about mid-way, and had to retreat rather hastily. A completely black mech with a red scanner for eyes, the Demonclaw looked like a bat out of hell, wings and claws included, before it vanished completely. Analysis did not reveal much except that it was trying to fire some sort of strange weapon that crackled with green electrical bolts. Deeper analysis only revealed a single mark, which gave it its name, the NL Demonclaw, because of the letters NL on the logo.
Also, I have a question about the Normandy. Wouldn't it be better to remove some of (if not all) the recreational facilities and replace them with more docking space for either fighters or mechs? Since the Normandy is a carrier, it is only used to carry things on or off the battlefield. I would understand if it served as a mobile base, but otherwise, the unnecessary facilities will just become a hassle.
The Vidit of Light - December 25, 2007 05:06 PM (GMT)
Like I said, they are there to ensure the "mental health" of the pilots. They already have plenty of space for mechs by removing ship weapons (unless we get an influx of loyalist pilots, currently, counting Didymus, there's 4, if Kimi goes along with Sama :LOL:). It frankly has no fighter craft of its own. It relies almost completely on its mechs. Also, those facilities are unique to the Normandy, not all Ark-classes have them. Since the Normandy is likely to be called upon to perform increasingly hazardous assignments, the morale of its crew is a necessity. It was constructed with the knoweledge that not all of its pilots, some of whom may actually be hastilily recruited civilians (Spoony and Kimi haven't said), may be very keen on military discipline and campaigning, so it is designed to accomadate them. Other Ark-class ships probably don't have its extra recreational facilities.
(Also, for the sake of the RP, I wanted the loyalist pilots to have a place to unwind, have conversations, etc.)
Sama Claus - December 25, 2007 05:34 PM (GMT)
Sama has military experience, but he's not much one for military procedure. XD Take away his relaxation and he's liable to go mad.
Anyway, I would suggest copy/pasting the info about the planets and the factions and all that to this thread so that we have it for quick reference!
Here's my Mecha Info... I have to go to my Uncle's house for Christmas, so I might not be able to finish this till later. Also: I suck at math, the height and length of Sama's Mecha might not make any mathematical sense -- I don't care. XD I'm not doing math, and you can't make me.
Sama's Mecha isn't finished yet, so here's Roger's! Height was taken from the Empire State Building since Big O towers over skyscrapers easily.
The Big O
Black Megadeus
Pilot: Roger Smith
Height: 381 M
Armor: It is unknown what the Big O is made of, but the armor is very strong.
Armament:
The cockpit includes an assortment of pedals, levers and buttons that control the giant and the weapons are hidden within the giant itself, so only by displacing certain parts of the megadeus' armor can the pilot make use of them.
The Big O's main weapon is the Sudden Impact (サドン・インパクト, Sadon Inpakuto?).[12] It works by retracting the pressurized pistons inside the arms and subsequently releasing them. The combined strength of Big O's punch and the Sudden Impact is incredible.
Chromebuster (クロムバスター, Kuromubasutā?) It is a concentrated energy beam fired from Big O's crown. The beam can be sustained for a long time or fired in short continuous bursts. The material that makes up Big O's head ornament can deflect beams but it can also crack under pressure. Big O is also capable of shooting laser beams out of its eyes.
O Thunder (オーサンダー, Ō Sandā?) is a pair of gatling-style guns contained within Big O's forearms, first used during. Once activated, the armor covering the forearm opens exposing four gun barrels. The rotating barrels fire energy volleys at high-speed, while generating a ring of energy that explodes on impact.
Plasma Gimmick (プラズマギミック, Purazuma Gimikku?) Roger activates the weapon by stepping on a button in the cockpit's floor. The armor on Big O's shoulders and forearms opens, revealing the static shield generators.
Final Stage (ファイナルステージ, Fainaru Sutēji?) Big O's inside and outside are transformed and a massive cannon emerges from the giant's chest. The hip anchors are deployed to withstand the gun's recoil and the Plasma Gimmick is activated to protect the momentarily incapacitated megadeus during the Final Stage. Final Stage is started by R. Dorothy.
Other Weapons:
Hidden in the megadeus' abdominal area are 18 missiles; six machine gun barrels are hidden around the chest area. The Big's hips hide rocket-propelled anchors, attach to the megadeus by chains strong enough to support the robot's weight. The waist is actually made up by two rows of eight anchors each. The anchors may be guided from the cockpit, as seen in. Other features include arm shields, a radar, a communication device and a station to move a car-sized vehicle.
Big O also has interchangeable weapons for the robot's arms. Some of the weapons are an electric attack arm, drill arm, a rocket-propelled mace and an upgraded Sudden Impact.
Pilot Accommodations: 1 Seat, but room for additional people.
Additional Info: Most of the Big O's information is completely unknown to everyone, including it's pilot Roger. In fact, a lot of things are unknown to Roger. He's from the Paragrim colony of Avalon. Once a beautiful colony, the entire place was turned into a desert overnight and the memories of everyone living there were lost. Roger, who does not know his real name, found The Big O three days later in a mysterious cave. R. Dorothy Wayneright, an android whom he met in that cave, explained that her 'father' Professor Wayneright, had built Big O (and her). For reasons he can't explain, Roger is the only one who can pilot Big O. He now uses Big O and works as a 'Negotiator'. He can be hired by either side to resolve problems. For the purposes of this RP, the Big O is capable of space travel.
The Vidit of Light - December 25, 2007 07:28 PM (GMT)
Loyalist “HQ planet”: Avalon
Population: 8 billion (including colonies on its moon)
Avalon bears a striking resemblance to Earth itself, with a similar climate, atmosphere hospitable to human life without terraforming, ect., a single moon, and 6 continents (no equivalent of Antarctica on it), Avalon was the first planet to be colonized in the sector of space in which the RP occurs. It maintains its pristine status, despite the fact that it does have heavy manufacturing centers, due to the fact that technology has been developed that allows for safe processing and negating of most industrial waste and pollution. It is the temporary seat of government in the loyalist colonies, and its pristine status makes it an excellent place to live, but make no mistake: its defense network is strong, sporting a network of anti-orbital cannons and space stations in orbit around Avalon itself, and an entire space station ring around its moon bristling with heavy anti-ship weapons.
Corporate “HQ planet”: Pollock VI
Population: 4 billion
Initially, most people thought Pollock VI wasn't worth much. It was an inhospitable, barren planet. Or so it would seem at first glance. Underneath its surface were hidden vast deposits of precious metals, material that could be used for fuel, etc. Once that was discovered, many corporations suddenly swarmed to it, and began to extract those resources. As such, the planet is covered with mining facilities, and, years after the initial corporate influx, the Pollock VI serves as the main administrative, industrial, and research center of the Corporate Alliance. As such, it has numerous “corporate cities”-tightly packed cities that contain the massive towers of company executives, office buildings, and the apartments of corporate workers. However, all of the settlements on Pollock VI are pressurized and hooked up to life-support systems-the Corporate Alliance deemed the full-scale terraforming of Pollock VI too costly an endeavor to carry out. Most, but not all, of Pollock VI’s planetary defenses are based on either of its two moons, but their exact strength is known only to a select few company executives.
Political rebel “HQ planet”: Fornax
Population: 15 billion (counting moon colonies)
Due to the intense gravitational pull of its no less than six moons, Fornax has a relatively small amount of land, and most of it has either a temperate of tropical climate. Although it has been terraformed to be hospitable to human life, the majority of its population live in settlements on its moons, some of which actually have their own atmospheres, with climates similar to the planet they orbit,and Fornax itself has few defensive positions orbiting it, even fewer than Pollock VI. Instead, due to the fact that its moons are always forming so close of a grid around it, most of its defensive positions are, themselves, in orbit around its moons.
HellAvatar - December 26, 2007 07:44 AM (GMT)
NL Andromeda MK-I
Construction Base: Skurve Coral Archetype
Chassis Shape: Combination between the E.S. Dinah and the B303 Devilfish
Base Reactor: Plasma Multi-Loop Generator (output 23.7 MW, Exhaust Storage, Adamantium Shelling)
Thrusters: Plasma Exhaust Expulsion
Height: 15.3 Meters
Weight: 28.8 Metric Tons
Armor: Currently unknown, presumably Adamantine
Primary Armament:
55-mm Triple Tri-Minigun (Primary Ranged)
Disruption Field Double-Blade (Primary Melee)
Beam Claw (Left)
Power Claw (Right)
Laser Beam Projectors (Palms of both hands)
Unknown
Stored Armament:
Split-Beam Homing Laser Cannon
NOTE: Stored Weapons take 1-3 minutes to decompress from matter-compressed state within the transdimensional chamber. On the other hand, it takes barely 10 seconds to compress a weapon into storage.
General Shape: The head and upper body styles are loosely based on the E.S. Dinah (Xenosaga III), having the same, edgy cut to all of its armor components. The head extends upwards a few feet above what a pilot would normally have, but there is no second seat in the Andromeda. A pair of wing-shapes protrude at angles from its head like a pair of antennas, but sleek backwards in a more aerodynamic design. The rest of the mech is much similar, bearing resemblances of the E.S. Dinah's influence on the cut, edgy chassis shape and the flowing, winged style of the B303 Devilfish (Eureka Seven).
Thruster Array: Almost always used in conjunction with the AntiGrav Generator, the Thrusters are directly connected to the Plasma Generator’s unstable plasma exhaust storage, using plasma instead of rocket propulsion to move the Andromeda about. Since the Plasma Generator was specifically designed to produce more waste than usual, thus only slightly downgrading its incredibly impressive energy output (23.7 MW out of possibly 24 MW), the exhaust is stored in the second half of the generator. From there, it is released via controlled magnetic pipeline through the thrusters of the mech. The Thruster Array itself is probably one of the most impressive and intimidating sights on the mech itself. Sporting 2 primary thrusters on the back, it has 4 maneuverability-based thrusters around the two primaries to increase thrust and performance. Further around them, positioned at the machine’s shoulderblade width and down the height of the back are another 8 thrusters to maximize maneuverability, all of them capable of firing at 60-degree angle decline from central position. Then, even further are the 10 apogee thrusters placed all around the mech: 2 at the hips, 2 at the knees, 2 at the heels, 2 on the elbows and 2 on the wrists. All apogee thrusters are concealed underneath the Adamantine armor plating. Upon activation, the armor plating is forced upward by the heat of the escaping plasma, thus marking the plating around the thrusters as the strongest and most tempered plates of armor on the mech, capable of withstanding plasma-grade heat. The apogee thrusters can also be used for accelerating limbs for close combat, something the Andromeda effectively uses with its primary close-combat weapons.
Plasma Generator: Unlike any LFO or archetype-based machine, however, this mech also sports a standalone power generator to fuel its many options. The generator, a mech-sized twin-loop plasma generator creates a magnetic-field-controlled twin loop of superheated material taken from the outside environment. By fusing all kinds of materials into the loop, the heat creates an intake system of its own, much like a firestorm, and begins to produce excess heat under the control situation. The excess heat is taken through an energy transfer system that changes the heat into usable electric energy, which is later used to power any and all of the mech's other options. The Generator is surrounded by an incredibly resilient adamantine shell with an in-built liquid nitrogen pipeline for coolant. The generator produces enough power to electrically supply a country the size of Israel. The Generator also has an exhaust system for storage of unstable plasma under heavier electromagnetic confinement until the exhaust is released via boosters to increase speed.
Hyperdrive: By utilizing the sub-space reflection of the current dimension, the Hyperdrive shunts the traveling ship or unit into the said dimension where the relativity of space VS length is much, much smaller. Thus, by creating a direct path from one point to another through hyperspace, one can find a shortcut between two points in physical space. It is much like ballistic flight. Usually, in the atmosphere, resistance prevents ships from flying too fast and causes the to slow down, thus making length of travel 6 hours from point A to point B. However, if the ship exits the atmosphere, the atmospheric resistance goes away and it takes barely an hour to travel from point A to point B with the same ship. Same with Hyperspace, except the resistance mentioned is not atmospheric, but actual physical laws.
Nanite Repair System: Spread throughout the body of the Andromeda are 8 small pods full of nanites. These pods, whenever there is any damage to the mech, open up and surge towards the point of damage. These nanites are meant to repair both the nervous connections in the archetype within the shell, and the Andromeda's armor and equipment, and all of the nanites have the ability to do so. The materials required are eschewed from the surrounding environment of the Andromeda. The repairs are usually medium-paces instead of quick, only the most important systems repairing the fastest. Usually, it takes a full 3 hours to fix a gaping hole in the outer layer. However, if left on its own to repair itself, the Andromeda will be ready to fight in under 6 hours, even if reduced to something resembling Swiss cheese. If something is beyond repair by the nanites, however, the Andromeda is usually taken into Nova Labs and comes out a day after, good as new.
Shields: The Andromeda, naturally, creates an EMR field (Electromagnetic Repulsion) around itself to protect from any small arms with ammo below 30-mm caliber (3 shots from a 40-mm will take it out). This shield is also used to protect it against EMP, tractor beams and any sort of energy link and/or magnetic influence energy fluctuations. In the case of tractor beams, it prevents immediate lock and allows the Andromeda to get away. However, if the lock-on is stabilized, 5 seconds on the Andromeda will catch it within a tractor beam.
Weapons:
Beam Claw: Like any beam weapon, the Beam Claw is a laser-loop that is used to cut through things.
Power Claw: The power Claw is solid, made of superconductive adamantine and running a heavy electrical charge. The weapon itself, due to the electrical charge, heats up and vibrates, sliding easily through most armor and pulsing electrical frequency at the same time, forcing shield overload.
Disruption Field Double-Blade: Composed of two separating metallic swords that could combine into one larger two-sided weapon, the Disruption Field Double-Blade uses the similar technology that the Gauss Cannon uses, creating a disruption field around the blade in an eerie, green glow. Upon impact, the disruption field literally disrupts matter by molecular bonds upon contact of field and bond of it, sliding through it without any resistance at all unless the target has a powerful energy weapon or field on its own. By using this disruption field, the Andromeda could cut through any unshielded material within moments with almost no resistance at all. The only metals that seem to put up a fight against matter disruption is adamantine and Gundanium, and even those metals do not last for too long. Shields seem to be much more effective and do repel the blades... For a few seconds before they fail of energy overload. The primary melee weapon of the Andromeda, the Disruption Field Double-Blade is not something you want to get close to EVER.
Laser Beam Projectors: Built into the palms of the armor, the LBPs are two continuous laser generators used as backup ranged weapons.
55-mm Triple Tri-Minigun: This weapon is made of 3 sets of triple barrels, all of them positioned triangularly around each other. The triple barrels all rotate in the same direction, while the set of 3 itself does not rotate. This minigun is used to take out heavy infantry, all up to heavy vehicles and chasing light, fast mechs. Firing 300 rounds a second, this minigun is impossible to ignore. It uses a standard 55-mm Powered Shield-Breaker bullet for ammunition, but can also be loaded with HEAT shells.
Split-Beam Homing Laser Cannon: Using similar technology for lasers as TheEND, the Split-beam starts off as a single beam of highly-condensed, focused light. However, the beam, instead of having to travel in a singular direction, follows a molecular pathway and beacon, thus giving it the ability to follow the enemy instead of just traveling straight forward. However, the beam becomes much more dangerous at greater ranges because of its ability to split. The primary beam, after traveling for a second or so, splits into a multitude of smaller beams that home in on the enemy, thus giving it much better shield bypassing ability and targeting ability while losing some of its overall effectiveness. The beam cannon can be set to split the beam upon shot as well, or to have a singular, high-powered beam to fire. The tracking system for this weapon is incredibly advanced, using Nova’s Karmaton principles and behaviors to create an ionic beacon-based tracking system. By deploying a spherical Karma field around the weapon itself, the cannon’s tracking systems find hostile targets and lock on, changing their Karmatic signature and thus creating an ionic beacon that creates a trail between the cannon and the enemy target. When fired, the front of the laser projection follows the trail AND carries the trails signature with it. When reaching a splitting point, the ionic trails separate from one another, creating much a road split from 1 into hundreds, the smaller laser beams following new trails until they either reach their target or hit something. They are INCREDIBLY hard to dodge, but it IS possible to throw off the ionic beacon’s aim by hiding behind something or moving about too much. Any ionic signature greater than the beacon, like engines or weapons, will also attract the laser more than their original target, homing in on THAT signature. However, for such attraction to occur, the new signature must pass very close to the ionic trail created by the beacon. How such an effect occurs is unknown to all but Nova, and why it appears to apply in the vacuum of outer space AND why the laser actually follows the trail instead of plowing straight ahead like light under any circumstance is a mystery. It has a maximum designation of 300 targets (armored personnel, power armor units), 200 targets with low shielding and armor capabilities (light fighters, unshielded tanks, light and medium vehicles), 100 targets with medium shielding and armor capabilities (shielded tanks, medium mechs or walkers) and so on and so forth. Aiming at a single target, the beam is used against battleships, star bases, heavy fighter and cruiser craft, high-grade mechs and other.
D-Teneritas: Observed effect in Nova Labs, appears as a humongous sphere of red energy enclosing a void-black core. Unknown effects.
Additional Info: The Adromeda, unlike its predecessor the Demonclaw, was sighted several times both in and outside the designated control areas of all factions. Having worked independently, it has only recently been registered as a non-hostile third party mech with, strangely, a signature for free passage into all but the most secret installations and areas, the passcode allowing the Andromeda to access any civilian or tradesman gate. Now, numerous sightings of this mech and its unnamed pilot could be accessed at almost any travel port. Its specs are unknown. Its origins are unknown. However, the mech looks unlike anything that has ever been seen before. There is also a rumor... A rumor that the pilot of this mech is a mercenary open for hire. Whether this rumor is true or not, no one may ever know...
------------------------------------------------------------------------------------------------
Jagan Nova Shades
Andromeda Pilot
Current Speculations: Natural Impossibility, presumed KIA by Loyalist Forces
Appearance: All that is known is that he has a sharp face, deep-golden eyes, and sharp complexion of a 19-year-old young man. He has black hair with a bluish tinge to it, tied back in a neck-line ponytail and a rather peculiar pair of lines that run from his cheekbones to below his ears. The only ones who knew him in the Loyalist ranks were the highest ranked, commander and above.
Personality: Jagan is a sharp and to-the point young man. He always gets right down to business with the first words of greetings and NEVER said a word that would not belong in a business conversation. His face has only been seen a few times, but he has been nothing but sharp and to the point all those times. However, he has the ability to go anywhere... Underestimating him would be foolish.
PS: As the RP progresses, the intel on the Andromeda will slowly fill in.
Avenger29 - December 28, 2007 04:44 PM (GMT)
Info on RAY.
Metal Gear Ray. This model was designed as a counter measure of all the Metal Gear variations around the world, designed by the Marines. its a amphibious Metal Gear, able to be deployed solo. It was also designed to be the protectors of Arsenal Gear, a army of 25 Rays. The Navy model was different from the Marines model, did not have a tail, and was unmanned. It is armed with Vulcan cannons within the arms, or flippers. It has small rocket pods on the knees, as well as pods on the back that launch pods that open and launch showers of little missiles out of them. And the most powerful weapon is the hydro cutter located in the mouth. It can draw in normal sea water, and highly pressurize the water. It can also fire lasers out of its mouth, and rip through anything thrown at it.
Specifications:
Project Development leader: Commander Scott Dolph
Developed for: Marines
Crew: 1
Purpose: Amphibious Anti-Metal Gear Vehicle
Armor: Titanium Alloy, Artificial Muscle Tissue Regenerative ability to form a paste around damage, which appears to be a form of "blood".
Standard Class 1 Weaponry
2x 20mm Vulcan Cannons within it's arms, 2x Anti Personal Missile Pods on the knees.
Standard Class 2 Weaponry
Hellfire Missile Pod it's back, which fires standard Hellfires and Miniature that explode into thousands of smaller missiles and bombs. Hydro Cutter in the mouth. It pressurizes any type of water, and can cut through most anything.
Added by Avenger
Three jet engines for flight: Two on the legs and one on it's back. Upgraded lasers. A high powered gatling gun underneath the laser cannon. Laser cannons inside the arms. High-Fi surround sound stereo. (Makes for more epic battles, and satisfies Avenger's music cravings.) An on-board cappuccino machine. (Inspired by an episode of Dragonball Z, and useful for Avenger's insane thirst for coffee.)
GoldenSama - December 29, 2007 02:30 AM (GMT)
| QUOTE (Avenger29 @ Dec 28 2007, 11:44 AM) |
| and useful for Avenger's insane thirst for coffee.) |
Ahah! I've finally figured out your secret identity...
Godot!XD
No, but seriously, here's info on the Guyver.
Guyver
Bio-Boosted ArmorPilot: Albert Wesker
Height: 6 feet, 2 inches.
Armor: The Guyver units are mysterious symbiotic bio-mechanisms that bond with a host, enhancing the host's own capabilities. Guyver unit was designed as an all-purpose environment suit for its Creators. The Guyver uses Control Metal (制御装置/控制金屬) located on the Guyver's forehead that regulates the armor and prevents the alien parasite that the Guyver system is based on from literally eating its host alive. The Guyver records the genetic structure, and memories of its host, so that if the host is injured or killed, it regenerates that host from even the smallest bits of genetic material. If the control metal is destroyed, the Unit absorbs its host. The control metal has tentacles that reach into the host's brain, and is the hard wiring of the Unit that allows the host to use the systems of the Guyver. During the joining with the Guyver, the host's body is changed permanently. The Guyver leaves two growths on the back of the host, that act as a form of 'transceiver' to Guyver. When the host calls for the Guyver, a signal is sent and the Guyver is activated. When not needed, the armor is stored in what can best be described as a sub-dimension; it follows the host constantly so as to be instantly available when needed. When the Guyver is called by its host, its appearance causes a destructive burst that damages anything within a few feet of the host's body.
Armament: The unit gives humans super-strength, incredible speed, strong armor, and various weapons:
Vibration Globe (口部金屬) - two orbs at the Guyver's mouth that produce highly destructive sound waves known as the "Sonic Buster"(聲波爆破).
The Mega-Smasher (胸部粒子砲) - Two high-power particle cannons contained beneath the Guyver's chest armor. It should be noted that the Mega-Smasher is considered, in Guyver canon, to be one of the most powerful particle beam weapon in existence. It has been shown heavily gouging Mount Minakami, as proof of its raw power. The upgraded version in the Gigantic versions of the armor are even more powerful at 100 times the power of the Mega-Smasher. The Gigantic version of the Mega-Smasher is called the Giga-Smasher. In Bioboosted Armor Guyver, the Mega-Smasher is shown to require a significant amount of time to recharge after being fired.
Head Beam - A multi-directional laser mounted just above the control metal on the Guyver's head.
High Frequency Swords (高周波ソード) - blades that extend from the Guyver's forearms. These blades vibrate at an extremely high frequency allowing them to cut through almost any material with ease. Also known as Sonic Swords (see vibroblade).
Gravity Control Orb/Controller (重力制御球/裝置) - The purpose of the gravity Controller is to siphon gravitational energy from a higher dimension. Two main uses include giving the Guyver the ability to fly and to unleash destructive gravity waves in the form of a directed "Gravity Cannon" also known as the "Pressure Cannon" (重壓砲). It could also be used to block attacks like a small temporary shield. \
Pilot Accommodations: The Guyver is bound to Wesker's body.
Additional Info: I've toned down the Guyver's Mega-Smasher because having “the most powerful weapon in existence” would be a tad unfair, don't you agree? XD
HellAvatar - January 2, 2008 06:49 AM (GMT)
Update #1 on the previous post on the Andromeda complete.
The Vidit of Light - February 3, 2008 08:12 AM (GMT)
Okay, something real quick, real short:
United Terran Republic (U.T.R.)
The United Terran Republic is the name of the "Earth government", as it has also been referred to. As the name implies, it is a republic, with a strong central government but one in which leaders are democratically elected, and it is headquartered, of course, on Earth. The rebels and Corporate Alliance wish to break away from it, the loyalists, of course, are seeking to "preserve the Union", if you will.
HellAvatar - February 7, 2008 09:50 PM (GMT)
Another quick addition to the Q and A.
NL ApocalypseClass: Small Cruiser/Battleship
Appearance:
Internal Accommodations/space: The Andromeda has enough space for a crew of 30, but can be controlled by a minimum of 3 people. All crew members have separate rooms. The ship also includes a large conference room which doubles as a dining room, a rather small cargo hold for its size and internal docking space for a maximum of 4 mechs up to 18 meters in height each. The docking bay includes the required equipment for repairs and even complete remodeling of the mech design. This is finished off with the engine room, a med bay, a lab room which doubles as Desty's private quarters and a multitude of other unused spaces for future expansion. Overall, it is an easy to maintain spacecraft that does not require a large crew. But would such a small ship be able to take on all that is coming up for it? And really... How much of his technology did Desty Nova truly put into this masterpiece of a spacecraft?
Weaponry: Unknown
Defenses: Unknown
Other On-Board Equipment: Hyperdrive engine and generator, unknown
The Vidit of Light - July 17, 2008 10:22 PM (GMT)
The Pirate Conflicts
A bit before the events in B&I, certain outlying colonies that at the time marked the limit of human expansion in their direction from Earth were suddenly swept up in a storm of illegal activity. Pirate activity was intense in those systems, and they practically plundered, pillaged, murdered, enslaved, and more at will. The attacks were simply to intense for the local police forces to handle, and there were too many attacks for the local military garrison to quell: while they were responding to distress calls from one settlement, multiple more would fall under attack and be devastated before they could arrive.
After about a year of increasing lawlessness in those colonies, the U.T.R.'s government decided upon a full-scale military operation in the area to quell the pirates once and for all. As the Third and Fifth Terran Fleets arrived, the pirates were just as concerned with each other than with the U.T.R., for the pirates were not unified, with various pirate leaders, from captains of single ships to leaders of entire pirate "raid groups", all conspiring against each other to try to be the one with the most money, plunder, slaves, etc.
The pirates proved no match for the Republic's military. The pirates were, compared to the military, at least, usually disorganized, undisciplined, poorly trained, and poorly equipped. They were crushed in battle after battle, but still they continued to raid and fight each other, each pirate leader hoping that his rivals would get hit by the military without being hit themselves. By the time they did unify, it was too late for them, and the only thing their unity did was draw most of their fleets into a single area, allowing the Republic military to arrive and wipe them out in a single decisive battle.
After that, and a few more mop-up operations later, pirate activity in that region basically ceased, and such activity in other places where it existed went down or stopped simply due to that example. Today, it is a peaceful and prosperous group of colonies.
As has been said in the B&I itself, Didymus served in the Pirate Conflicts, and saw himself the things the pirates were doing. He'd elaborate if asked.
The Vidit of Light - July 18, 2008 04:08 AM (GMT)
Double post, true, but new info.
The AI incident
A few years ago, on yet another outlying but nonetheless heavily populated planet on the United Terran Republic's fringe, worked a team of brilliant scientists specializing in cybernetics technology (computers, robots, etc.). Their company, Sumdac Technology, made numerous advancements in everything from workerbots to hologames (futuristic video games), but one of them had an even bigger ambition: AI.
The development of Virtual Intelligences had been accomplished long ago, but VIs were not truly self-aware, set to follow certain instructions and behave in certain ways, but incapable of learning or thinking or thinking for themselves, or going outside the bounds of their programming. The development of sentient artificial intelligence, true AI, without government supervision was strictly prohibited by the U.T.R. for a variety of reasons. Regardless, Isaac Sumdac (again, spelling?) was convinced that the development of artificial intelligence would benefit mankind, and he worked long and hard to discover its secrets. For years he toiled, and finally, he had developed a functional AI.
Overjoyed with his creation, he tweaked and copyed the program, producing it on numerous robots. By the time Terran intel agencies had caught wind of his plans, he had thousands, even millions of AI-programmed robots ready for activation. Terran agents were rushing to arrest him when he finally sent the signal triggering his creations. Planet-wide, they suddenly woke up...and for one reason or another, did exactly what Terran intelligence feared they would do: for some reason or another, they turned on humanity.
Sumdac watched in horror as the robot in his own house he had build to play with his infant daughter instead turned on and attacked her. He subdued the robot, but not before his daughter was grievously injured. Realizing what this meant, he gathered up his daughter, bound her wounds, packed in a hurry, and fled in a private spacecraft. As he tuned into a local news station, his fears were confirmed. Around the planet they were on, the robots...his creations...were on an killing rampage. Shocked and appalled at what he had done and unleashed, he quietly fled into exile, knowing that the U.T.R. now had him on their "most wanted criminals" list. Almost overwhelmed by the guilt and sorrow filling him, his knowledge of how his daughter's horrible injury was also his own doing almost pushed him over the edge...her left arm was horrifically wounded, and she had little hope of ever using it...so Dr. Sumdac, in an effort to help her, replaced it. His company was way ahead of its competitors in cybernetic technologies and he used his knowledge of that to construct a robotic arm that could interact with the human nervous system...and he replaced his daughter's destroyed left arm with a fully functioning robotic left arm. Constantly upgrading and enhancing it while she slept, to this day, Sari does not know that she is a cyborg.
Meanwhile, although the AI-bots tried to spread their AI program across the the Republic, the U.T.R. had already had advanced firewalls and such in cyberspace that prevented the programs from being spread. The Republic watched in horror as the death toll from the rampaging AIs reached into the billions, and finally, a military detachment arrived to put the robots down.
From his hideout, Isaac Sumdac watched as the military cleaned up the mess he had made, and clean it up it did. In brief but intense fighting, every robot on that planet was destroyed, and a month later, Sumdac Technology was dismantled, but the planet that once housed it was in ruins. To this day, Isaac Sumdac remains a wanted fugitive.