[i]:: Emergency data-core dump received :: Decrypting logs :: Most recent entry incomplete - Displaying recording :: L.R.S.D. vessel "Zhao" entry 05.15.2410-LAT [Camera feed active, single male in view at workstation. Subject identified as "Robert Mao" of the Liaoning Royal Science Division, lead researcher on board the Zhao.] "This marks day thirty-eight of our observance of the star currently marked as LAT-4/877/43, and the thirty-seventh day in which myself and the crew of the Zhao insist on giving it a proper name. Arianne is rather partial to Heinan, though the German with us continues to suggest naming it Ostermark." [Second male subject enters, identified by NIM implants as "Dietrich von Ostermark" Third Helix Foundation biologist on contract with the Liaoning Autonomous Territories.] "And it would be a rather splendid name for our friend, though perhaps such requests should remain outside the official data-transfers to command?" [Female subject enters, identified as "Arianne Mao" of the Liaoning Royal Science Division.] "To business boys, before you[subject physically indicates "Ostermark" with her right hand pointer finger] get sent back to the Rift, and I have deal with his[subject indicates "Robert" with an inclination of her head] complaining about being under-staffed yet again. Now, what's the readings for today?" ["Robert Mao" turns and displays the sensor data on LAT-4/877/43. Additional data packet received. Observational data marks the star as a Type-O blue supergiant of unusually low interior heat and anomalous electromagnetic fluctuations in the coronal emissions. Readings have been marked as read and unchanged from the previous thirty-eight entries of the "Zhao".] "Unchanged from the last few weeks, not even the slightest variation in core temperature. This implies an even burn of hydrogen within the star, but how exactly it is regulating is still completely unknown. Again, I suggest that it may have something to do with the short-range EM pulses… Hold on, reading another pulse.[Data packet indicates EM pulse beginning from the equatorial regions of the star and radiating outwards.] You know, I've been collating the reports and marking down when these pulses occur. Between our observations, and those of the previous four teams, I think I might have found-" [Subject interrupted by the ship's threat sensor, indicating an unidentified vessel in close proximity.] "Stations! Give me readings on what the hell just jumped in system, and why they're hot-dropping!" [Subject "Ostermark" takes command of the bridge as the ranking combat officer on the ship, bringing up weapons and shields.] "We've got nothing, the ship can't pull any data off the contact. Shit, radar says it's not even there." [Data packet corresponds with subject "Robert Mao", showing multiple errors across the display and gravitational-mass readings as zero. Strong electro-magnetic pulse follows arrival of unknown vessel, further corrupting sensor readings and shorting out multiple systems.] "Ship just lost half the sensor array and main life-support! We're on emergency power throughout the ship." [Elevated heart-rate detected among all three subjects consistent with combat-stress. Internal biometric sensors manually shut-off by authorization of acting captain "Ostermark" in order to divert power to more critical systems. Data packet indicates the Zhao as beginning evasive maneuvers, though no weapons fire has been detected. Subject "Arianne Mao" attempts to open communication channel between the Zhao and the unidentified vessel.] "Attention unknown vessel, this is the LRSD Zhao. We are a research ship studying the local star, and are only defensively armed. We ask that you identify yourself in accordance with the Centauri Treaty, and to immediately divert course away from our vessel." "Dietrich, sensors have picked up unknown particle radiation coming from the ship." "We're moving as fast as this thing can go, and if we jump to evade, it could put us in a planet or the star." [Data packet from the Zhao's navigational computer indicates unknown trajectory at the time of recording.] "Robert, do we have visual on the ship yet?" [Response from subject "Robert Mao" unintelligible, camera feed from inside the Zhao distorted. Cascading failures detected, equipment begins dump of all data-cores into subspace burst. Final image transferred before loss of contact with Zhao indicates unknown vessel of significant size. No matches found in the index of alien vessels, indicating new contact.] :: End of entry 05.15.2410-LAT :: Hostile contact logged for system LAT-4/877/43 :: Dispatching "Protectorate" class Assault-Cruiser "Yoshino" on order to investigate unknown vessel :: Secondary order to terminate hostile :: Condition 2 set - Should threat be determined upon arrival, primary order is suspended and the Yoshino is to immediately prosecute secondary order :: End transmission[/i] [hr] [h1][center]P A N T H E R I G O S[/center][/h1] A thousand planets burn in the fires of war, mankind plunging itself into conflict as it has done for thousands of years without change. Yet this time, instead of merely supporting either side from the shadows, the corporations are war with themselves. Reformation sweeps across the Pan-Solar Confederacy, challenging what has always been considered merely "status quo". When before it was just a fact of Human supremacy, those who have remained silent in the face of alien genocide for so long have found their voices and taken up arms against the Loyalists. Entire fleets turned on each other in the opening days of the war, reducing the military strength of the Confederacy and the corporation that backs it by a quarter within a month. Nations align themselves to either side for everything from attempts at seizing territory from neighboring nations, to merely trying to pick the winning side and come out ahead in the end. Such is the way of the Great Reformation, as it has been with the three Unification wars before it in millennia past. Sixty years have passed since Chairman Jervis Reiksguard seized power within UNISEC, and divided that military corporation in two warring halves. Entire regions still burn as the frontlines of war stretch across the entire western half of the galaxy, and to the north opportunistic aliens invade the Hanseatic Rift. In the southern fringes however, the Liaoning Autonomous Territories remain neutral in the ongoing conflict, as they historically have done in every war since their founding days. The Emperor Zhao Qing, though always holding sentiments in line with the Reformists, staunchly refuses to choose a side, instead maintaining that Liaoning will remain loyal to the Confederacy as a whole. Taking his refusal as allegiance against them, the Loyalists mount consistent incursions into their territory, though the standing army has to this point repelled each attempt. For that reason, when LAT-4/877/43 went dark only for the surrounding star systems within a hundred light years, UNISEC command dispatched a special forces cruiser to the star system. Two dozen troopers of the Third Division under the doctrine of mixed unit tactics stand at the ready for their orders alongside specialists from the First and Second division as well as Solexus Engineering and Third Helix Foundation. You stand as one of these soldiers, engineers, scientists or deckhands of the Yoshino. Your orders upon drop are simple. Ascertain the threat within LAT-4/877/43, and if hostile you are to eliminate it with extreme prejudice. Forward into glory. [hr] Hello and welcome to Conflux, a setting of my own creation that I've been working on for quite some time now, and present here as the backdrop for a character-driven RP centered on the mysterious ship "Pantherigos". In this setting we see a distant future in which mankind is yet again at war with itself, but now across the western half of the galaxy and thousands of planets. Megacorporations decide and execute the law across the realm of humanity, declaring unemployment illegal and regulating intercorporation affairs to the point of making it impossible for new ventures to compete with the established titans. That is not to say that mankind is stifled under the boot of corporate greed, for it is by their hands that progress has been relentless in many sectors. From extending the human lifespan to hundreds of years, to complex gene-therapy to greatly augment natural ability, and the many cybernetic enhancements available even to the common man, the advancement of science has always been steady. How exactly the RP will play out is yet to be determined, for while I have a plot-line set up through the intro above, and a firm idea as to how that will progress; I am of mind to keep it open to evolve as the players post. That leaves things open to create an ever-evolving story centered on the crew of the Yoshino as they go about their orders amid the flames of the first war since the Thousand Years of Darkness in which an entire generation has been born in conflict. Below will be several hiders containing relevant information as I add it, generally as it is requested, as well as two character sheets. The first is the sheet plus explanations on the sections, while the second one is blank. I ask that anyone wishing to apply refrain from posting their characters in the character tab until they have been approved and equipped. Beyond that, my rules for the RP are simple and thus: - Respect your fellow players(that includes me as the GM :v) and take every effort to communicate with them intentions that may reflect on their characters. - Post as and when you're ready, though try to respect the pacing as best you can. That includes communicating with the group if you won't be available for an extended period and making arrangements so that those who wish to continue on without you can do so. I don't intend on this to be fast paced by any means, and would find even a couple posts a week satisfactory, but let's try not to go much slower than that. - Ask questions. This setting is close to me, and so I am always more than eager to answer questions on it, no matter how silly they may sound at first. If you feel unsure about something, or just want a little more clarification, then ask. [hr] Relevant Setting information as follows, more will be added as the RP progresses or as I feel the need. [hider=Galactic Map] The image below is my rather poor attempt at a map of the galaxy displaying the area of control of the Pan-Solar Confederacy. When I get the chance I'll be adding in the known alien nations, some interior regions of the PSC, and their major rival, the Ankarran Grand Duchy. [img]http://i.imgur.com/PJt7SZp.jpg[/img][/hider][hider=Neural Impulse Manifold] Used in everything from power-armor applications, to starship navigations, the Neural Impulse Manifold, or NIM is the innovation that evolved as a counter to computer-intelligences by UNISEC and their partner corporations. The age of induction to the NIM varies between corporations, with UNISEC troopers gaining their NIM-Jacks with their promotion into the Third Divisions, and Global Cortex plugging their pilots upon entrance into the academy. NIM-Jacks work through a series of sockets drilled into the subject's body along key-points of the spine, and sometimes along the limbs as well. More advanced NIM-Jacks are plugged directly into the skull, tapping into the spinal-cord and brain-stem, with a rare few taking the chances involved with NIM-Jacks directly into lobes of the brain. However the NIM-Jacks are utilized, the first "Jacking" through a new port is always an experience of excruciating pain, as the signal fires along the Central Nervous System and back out the port in order to ensure functionality. Often times users are left drooling on the floor, their body spasming as the NIM integrates itself to the neural pathways of the user. More experienced users are generally more prepared, though nothing can truly prepare someone for the pain of every nerve-fiber being fired at once. The nature of the Manifold changes depending on how it's accessed, and where the user is. Most users never actually "see" the Manifold itself, and only see the programs brought up by haptic relays. Those who do see the relays are mostly of the pilot class, with few others able to comprehend the infinite nature of the Manifold. Pilots see the Manifold in its purest form, that of absolute data. Within the spheres of corporate influence the Manifold is seen as vast monoliths of data, with the actual reality overlaid. Outside the influence of both the corporations and other advanced cultures, the Manifold is seen as chaotic noise, the nature of the Manifold exerting itself freely without established programs to dictate order. Though the technology of NIM-Jacking has progressed significantly since introduced some thousands of years ago, there are still minor variables that have eluded the best of Third Helix and others. The scale of failure varies, with most of the failures simply dying on first hook-up. This is by far one of the worst malfunctions, as the user is locked in a state of constant nerve-fiber impulses, the NIM-Jack not able to recognize the signal it sent out and subjecting the user to a long and painful death. On rarer occasions, the user becomes locked within the Manifold, and can never leave its pathways. To one of these unfortunates, the world is only seen in flows of cascading data and targeting information, the relentless assault of infinite data breaking their mind[/hider][hider=Carapace Armor] When being shot is in your daily planner, then it's time to get yourself a set of UNISEC Carapace armor. Layered with ceramic composites and given a gloss of heavy lacquer coating over the surface, the suit creates a multilayered defense against most infantry arms, capable of a wide variety of kinetic projectiles. The lacquer coating also enables the suit to maintain a resistance to energy weapons, providing a barrier that absorbs and redirects energy away from the point of contact. Because the suit uses non-metals in its construction, it maintains a lightweight and gives the user a higher degree of freedom of movement compared to hard-armor suits that provide similar protection. In addition, the suit maintains a high degree of adaptability, allowing the user to equip a large selection of additional equipment to the suit and have it all fully integrated. This is due to the standard suite of electronics built in that connects to the user's nervous system via their NIM implants. Beyond the standard carapace armor, UNISEC also develops a more advanced version simply called the Advanced Carapace Armor, which features a much larger selection of additional equipment and many more features. Foremost among these features is the use of higher grade synthetic ceramics that provide a much more durable hard armor, as well as a more advanced lacquer coating that utilizes heat-treated titanium fibers to seal the layers together more firmly and allow for higher resistance to energy weapons. Basic features of the ACA is a form of personal atmosphere system that integrates with the NIM and regulates the suit's internal atmosphere to adapt to the changing conditions outside and provide a greater degree of comfort for the user. This is further enhanced by the use of vacuum seals to separate the internal conditions of the suit from all outside modifiers and allow the user operate in conditions they normally would not be able to in standard carapace armor. In addition to these features, the ACA is hardened against EM attacks and features a screen against electronic interference, allowing the user to utilize chaff screens and not be negatively affected. A feature used in nearly every Carapace Armor suit is the Gauntlet Logistics system, a modified vambrace that is synced to the UNISEC command-net. Using this system, any trooper can quickly, and accurately receive and act upon order as well as find their position on the planet. A trooper receives their first Gauntlet upon entrance into the Third Division and is expected to maintain it throughout their service. - Carapace Armor Modifications - One of the more common additions to the Carapace Armor is the Gravitic Thruster pack, a more advanced version of chemical jet-packs. The Gravitic Thruster pack works off an anti-gravitic drive motor that propels the user in a similar manner to hover vehicles. The limitations of this pack is that it is only able to provide substantial thrust closer to the ground, the effective range being 50m above the ground, and maximum thrust of up to 45mph. The pack is able to maintain speed at heights over the 50m effective range, but climb is limited, and danger to the user is increased. Other modifications are the Vox-Caster system that is mounted into the pauldrons of the armor and utilized by Warrant Officers and other team leaders. The Vox-Caster system is a pair of speakers that greatly amplify the user's voice, and allows them to project commands a greater distance than normal. Also used in the pauldrons is the smoke-discharger, a system built into the pauldron that discharges banks of smoke to obscure the immediate vicinity. The Carapace armor is also suitable for a number of weapon systems built into the armor. One of the more well known features is the wrist-mounted weapons, including the flame-dischargers, and SMGs. These weapons are of an auxiliary function, and are not intended to be used as main weapons, but as back-ups. The weapons can be enhanced to function as main-arms, in that belt-feed systems linked to a back mounted ammo-pack. Additional hardpoints can be built into the shoulders in the form of an auxiliary MLRS. The MLRS and Ammo-pack upgrades are incompatible with the Gravitic Thruster. One of the features only available to Advanced Carapace Armor, is the ability to vacuum-seal the suit of armor and allow it to be used in space or in hazardous environments. This plugs into the advanced electronics suite built into the Advanced Carapace Armor, allowing the user to view their status on the Gauntlet monitor system, as well as allowing them to alter the interior atmosphere of their suit.[/hider][hider=UNISEC Nomenclature] Having long ago exhausted conventional names, UNISEC has fallen to utilizing a serialized systems of acronyms and numbers. This has allowed them to greatly streamline their catalogs, and cuts through the confusion that other arms companies may bring to the table. All UNISEC items made fully within UNISEC contain the name of the company at the front of the serial, followed by what section it belongs in, and then where the item is located. First the sectional modifier is generally either Division Armaments or "DA" followed by a number, or Commercial Armaments. Then a series of three letters in the following modifier denotes it as either a weapon class, or with a series of two letters denoting it as a vehicle class. A three letter series will follow either weapon or vehicle class, with this series denoting what type of weapon or vehicle it is. The final series is a two digit number or, in rare cases, the letter 'x' followed by a number. The latter usually denotes an experimental item and requires a large degree of both caution and legal waivers before sold. The only exception to the nomenclature remains within the UNISEC fleets, in which the battlegroup will follow the designation SS. After the battlegroup designation, there will be a space, then will follow the three letter or number series denoting what hull series the craft is classified as, followed by a two or three letter designation denoting what type of vessel it is. After the type of vessel has been clarified, the model number will follow which adheres to the standards of all other cases. In example, the following identifier of "UNISEC-DA/36-IPW/MWS/x03" denotes it as first a product of UNISEC. The second batch code shows that it is part of Division Armaments, section 36. Finally, it is an infantry portable weapon identified as the Modular Weapon System, experimental series x03. IPW: Infantry Portable Weapon ISW: Infantry Support Weapon MVW: Medium Vehicle Weapon HVW: Heavy Vehicle Weapon AAW: Artillery Weapon(Always vehicle mounted) AVW: Aerial Vehicle Weapon SSW: Starship Weapon LV: Light Vehicle MV: Medium Vehicle HV: Heavy Vehicle SA: Self-propelled Artillery AV: Aerial Vehicle SC: Strike-Craft[/hider][hider=UNISEC Division Armaments] This is a list of a few items that is utilized by the military of the Pan-Solar Confederacy and in most cases openly available for sale. [i][b][center]- Projectiles -[/center][/b][/i] [u][i]Terran Federation Standard cartridge type 65[/i][/u] The single most common round used by UNISEC is the Terran Federation Standard cartridge(TFS65), a round slightly smaller than the .50 caliber round utilized by modern firearms, but larger and with greater velocity than the .45ACP round. The TFS65 is a full-metal jacket round, utilizing a brass casing with a steel tip. The steel tip is not actually a solid warhead, but contains a hollow, that when impacting a mass, crumples and blossoms open. This causes devastating damage to soft-tissue, causing wounds that are typically rendered untreatable in the field, with massive blood-loss typically claiming more victims than the internal damages. In terms of effectiveness against armor, it predictably has far less effect. A variation of the TFS65 is the TFS65-AP, an armor-piercing variant that utilizes spent uranium as the tip of the shell. The spent uranium core was utilized due to its pyrophoric nature and the self-sharpening that enables it to penetrate armour more effectively than other materials utilized. It's a bit more expensive than the standard TFS65, but for its effectiveness against armour, and that it is still just as effective against infantry, it is easily one of the more effective rounds for small arms. The TFS65-APHE round is similar to the TFS65-AP, in that it is an armor-piercing round, but it differs in its means of armor-piercing. The TFS65-APHE utilizes an explosive warhead, and a tungsten-carbide penetrator all encased in a jacket of copper. When the shell impacts an armored surface, the warhead detonates to create a path for the penetrator, allowing greater penetration into the armored surface. The downside to this is that rarely the armored surface is not dense enough to ignite the warhead, and the shell does penetrate. This makes it impractical against soft-targets, and when pricing comes into the equation makes it seem a poor choice when compared to the TFS65-AP. [u][i]Anti-Material Rifle Ammunition[/i][/u] When the TFS65 class of ammunition is not quite adequate, the .950 Excalibur round enters the picture. Utilized by the dedicated AMR of UNISEC, the Excalibur round is capable of excellent armor penetration from long ranges and still maintains optimal accuracy. The downside to this round is the excessive power of the round, in that the recoil has been known to shatter the shoulder of the firer if not properly braced. [u][i]Grenade Rounds[/i][/u] Another alternate ballistics round is the TFS19 family of grenade rounds. The most commonly utilized TFS19 shell is that of the standard fragmentation round, which detonates in a storm of molten shrapnel. Other rounds in this family include: Flares, Gas canisters, Flash-grenades, Incendiaries, Smoke, Air-Burst, and the Armor-Piercing round. [u][i]Energy Munitions[/i][/u] In early years UNISEC dabbled lightly in energy weapons and their possible applications in the field, but fell repeatedly short. This still holds true into the Corporate Era, however they have since relinquished their hold on military arms to Solexus Engineering in that regard. Foremost among their products is a universal cold-fusion energy cell which powers all of their small arms. The Type-18 power cell is a long lasting energy source that can almost indefinitely power standard laser weapons, give particle weapons a lifetime spanning multiple wars and even sometimes stabilize plasma weapons. Functionality depends entirely upon the weapon, though regulators can be modified to increase power throughput with relatively little difficulty. [u][i]Rail-Rifle Munitions[/i][/u] When discussing UNISEC firearms, one cannot overlook the 8mm Rail-Rifle cartridge, a projectile specifically designed to be fired from a rail-rifle platform such as the UNISEC-DA/00-IPW/MWS/16. The cartridge is a highly advanced ballistics round that can be electronically programmed by the firing platform to detonate at predesignated points in time, or when a certain density has been reached. Though not quite capable as the TFS65 in terms of kinetic stopping power, the standard 8mm cartridge's ability detonate inside targets makes it much more dangerous, enabling it to literally blow off limbs. The 8mm also comes in a shaped uranium round, meant for armor-piercing and typically used in assault-rifle versions of the rail-rifle. [u][i]Shotgun Shells[/i][/u] Used by the UNISEC-DA/00-IPW/NSS/54, the TF12 family of shotgun shells is a highly effective range of ammunition available to the common consumer and hardened veteran alike. The most commonly utilized round is that of the TF12/R, the shell being filled with vulcanized rubber shot so as to avoid puncturing the interior of a starship. [i][b][center]- Infantry Arms -[/center][/b][/i] [u][i]- UNISEC-DA/00-IPW/MWS/x35[/i][/u] The MWS/x35 is one of the pioneering achievements of UNISEC weapons design, giving the common infantryman a cutting edge weapon that is reliable and inexpensive. It utilizes a rail-system built into it's interchangeable barrels, allowing it to adapt to a changing war zone as and when the user requires. Fire control is done through an advanced computer built into the receiver and firing pin mechanism ensuring that the rate of fire and velocity are within tolerances for the equipped weapons-packs. With the base package starting as a sidearm type pistol, a simple addition of the MWS/x35-AW shifts it into an assault weapon role, while the MWS/01-SSW enables it to engage in squad support duties by laying down higher rates of fire. This weapon system has been so successful in the theater of war, that Second Division fully utilizes it across the entire division, and Third Division specialists more often choose one over specialized weapon systems. Below are some of the weapon packs utilized by the MWS/x35. -- MWS/x35-AW: This is the Assault-Weapon pack, bringing the MWS/x35 into an assault role, and switching its firing modes into three-round burst, single-fire, and limited full-auto. -- MWS/x35-SSW: The Squad-Support Weapon is an addition that brings a rapid-fire suppression role to the MWS/x35, capable of sustaining higher rates of fire over a broad area. -- MWS/x35-SMG: An SMG attachment bridges the gap between sidearm and assault-weapon, enabling a rapid-fire function, but at a shorter range and tighter accuracy. -- MWS/x35-DMR: The Dedicated Marksman-Rifle attachment is a more conventional long-range support weapon, capable of semi-automatic fire, but without the armor-penetration of the traditional sniper-rifle. -- MWS/x35-FD: The Flechette Discharger is a shotgun type weapon, which splits the round as it's fired causing a spray of razored shrapnel. [u][i]UNISEC-DA/00-IPW/LBR/338[/i][/u] The UNISEC Long-Barreled Rifle is the standard in conventional ballistics weapons. Chambering the standardized TFS65 round and capable of freely switching between single-fire and burst-fire, the LBR remains close to its ancestors as a Battle-Rifle. Its rail systems along the sides of the barrel allow it to freely utilize a majority of the weapon modifications UNISEC has developed, with many LBRs sold with popular add-ons for reduced price. [u][i]UNISEC-DA/00-IPW/SBR/56[/i][/u] The Short-Barreled Rifle is, at heart, a modified LBR that has been engineered to operate in close-quarters and in a more specialist role. The shorter barrel contains an inbuilt suppressor system, that when combined with the TFS65-Subsonic rounds, enable it to be near silent when fired. Though its effective range is half that of its predecessor, the SBR remains a popular choice among both Third Division troopers, as well as valued customers. The SBR also maintains the same rail system utilized by the LBR, though it cannot adapt to some of the larger modifications. [u][i]UNISEC-DA/00-IPW/NSS/54[/i][/u] One of the more robust weapons utilized by UNISEC is the Naval-Security Shotgun, a superb example of a hardy, all-weather weapons platform that can excel in nearly any battlefield. It's stainless-steel construction, and gas-operated locked-breech design make it not only sturdy, but also gives it very little recoil for the caliber of shot it fires. Standard NSS' fires vulcanized-rubber shot from an eight-round magazine or a 32-round drum-mag. The standard shot is made of vulcanized-rubber, due to the lethality to organic targets, without excessive damage to the interior of starship corridors. The NSS can also chamber any of the variety of shells available, with anti-armor, and incendiary shot just two of many. [u][i]UNISEC-DA/00-IPW/AMR/38[/i][/u] When you want to reach out and touch someone in a meaningful way, there's always the UNISEC Anti-Material Rifle. Built with internal recoil-compensators to provide a more stable firing platform, the AMR gives off little recoil despite the .950 Excalibur round it fires. The AMR comes stock with two separate barrels, one of which is integrally suppressed and has a muzzle-brake at the end, the other with standard rifling. The weapon is typically used in an anti-armor role, though its accuracy at 2,000 yards lends itself well to more conventional sniper duties. [u][i]UNISEC-DA/00-IPW/LGL/73[/i][/u] Devised as a way to bring the firepower of a heavy weapon to the hands of the standard infantryman, the Light Grenade-Launcher is a highly portable reusable launcher system that has been universally accepted within the Third Divisions. Its success can be tied easily with the design of the weapon, taking many cues from the design of their rifles, and giving the soldier inherent familiarity with the weapon through this. The weapon comes with a rangefinder built-into the top rail, making it unable to be modified in the same way as other weapons, though the rangefinder is well accepted as more than adequate. Accepting all forms of the TFS19 grenade round, the LGL/73 can adapt to nearly any situation with the right ammo, and it's gas-operated firing system enabling it to have nearly zero recoil. [u][i]UNISEC-DA/00-IPW/LAW/67[/i][/u] The Light-Anti-Tank weapon is a shoulder fired, fire-and-forget missile launcher designed to keep a soldier on the move, while enabling the common infantryman the ability to take down heavy armor. The sighting system for the weapon utilizes a range of options for tracking, one of the more efficient methods being that of "painting" the target with an ultraviolet tag. The tag sends a beacon to the warhead, which keeps the missile on target until contact. With a variety of warheads to choose from, the LAW is a potent weapon of war. [u][i]UNISEC-DA/00-IPW/LMG/358[/i][/u] True to the name, the LMG/358 is a light machine gun purpose built to provide a squad-support role without the need for a heavy-weapons team. The newest mainline iteration of the weapon features a greater focus on minimal moving parts and electronic firing systems, as well as integration with the Gauntlet to allow the user far more control. With such features and a reliance on lightweight 4.7mm caseless ammunition, it is easily able to maintain a stable RoF of 800 rounds/min on fully automatic. [u][i]UNISEC-DA/00-IPW/CW/76[/i][/u] The CW/76 or "Concussion Weapon" is not actually one singular item, but instead a broad family of melee weapons for close combat. Ranging from six-inch knives to hundred-pound mauls, the universal trait is that of a powerful energy field surrounding the striking surface powered by an energy cell in the handle or Gauntlet. How the weapon functions upon impact is determined by switching the field between "sustained" or "pulse". In sustained field mode, the field will hold integrity and become a cutting surface. When used with slicing or thrusting weapons, this gives the edge far greater penetration power against materials it would normally glance off, but will impart significant heat on contact when applied to blunt instruments. With mauls, clubs or hammers it is instead best to use the pulse function where it will immediately discharge the field violently on impact. [u][i]Solexus Engineering Type-26c Plasma Discharger[/i][/u] One of the first functionally reliable Plasma weapon designs, the Type-26c has seen extensive use within the Third Division as a squad-support weapon when dealing with entrenched enemies. Under the primary firing mode, it projects a superheated stream of material up to 30 meters and at temperatures upwards of 2800°C in the air with a deviance of 2-300°C upon contact. The material will then adhere to the surface and continue burning until it exhausts itself. Secondary fire for the Type-26c launches spheres that spontaneously combust and is primarily used for ranged anti-tank roles due to the extreme temperatures.[/hider][hider=Naval Classification Charts] Almost all the ships used by modern navies can be categorized within a "hull size rating" ranging from a HSR0 strikecraft to a HSR5 "super capitals". Sizes and roles within a single hull size rating can differ widely, however most ships within a hull size rating have comparable roles. These definitions are defined by the UNISEC Naval Academy, and are considered universal. The smallest ships in use, HSR0 ships are commonly refereed to as strikecraft by most militaries. These craft are usually fighters, bombers, or small naval craft that can carry as few as one human-sized occupant and up to twelve. Jets and gunships used by ground forces are of comparable size and purpose. HSR0 ships may, but doesn't necessarily have to, have a dimension ranging from 15 to 25 meters. Small ships designed for a number of roles, HSR1 ships tend to be fast, lightly armored, and moderately armed. These ships are best suited for harrying undefended positions or for approach maneuvers in actual engagements. HSR1 ships are largely considered best used supporting HSR2 and 3 vessels, as they straddle the line between being too small and insignificant a target relative to larger ships, but still capable of crippling or even destroying those ships. HSR0 and other HSR1 ships, however, tend to rip them apart. Their strength lies in their low production costs and utility as support units, but they have weak projection capabilities and are vulnerable to basically everything. HSR1 ships can have a dimension of about 100 to 200 meters and can be expected to be capable of carrying dozens of human-sized passengers. HSR2 ships are largely considered the standard escort or "screening" ships. They are effective at countering various types of hostile units and tactics, capable of shooting down missiles, strikecraft, torpedoes, and smaller ships. Large enough to be able to leverage higher levels of firepower against enemies, HSR2 ships can engage and destroy HSR1 through HSR3 ships when utilized properly. A squadron of HSR2 ships have no weakness and must be engaged with care, usually requiring firepower of comparable strength to defeat; however HSR4 ships are their bane. The strength of an HSR2 is its relatively cheap cost to produce and combat versatility. A HSR2 ship can be expected to have a dimension ranging from 500 to 900 meters and the capacity to carry hundreds of human sized passengers. Bargain capital ships or large escorts depending on the wealth and doctrine of the country in question, HSR3 ships possess firepower approaching that of HSR4 ships, but aren't quite as well armored. These ships commonly are made with the mentality to "outgun anything it can't outrun, and outrun anything it can't outgun." HSR1 and 2 ships can be turned into useless debris within a few volleys from an HSR3 ship. For this very reason they commonly serve as the backbone of a country's navy. Due to their larger size and the nature of their weapons they are weak against HSR0 ships; battle dynamics will have them focusing on HSR2 ships over HSR1 ships, which tend to be too small to be effectively engaged. They are a legitimate threat to HSR4 and 5 ships. Their strength lies in their massive projection capabilities, relative maneuverability, and ease of deployment; however, their relatively light durability and inability to handle HSR0 and 1 squadrons offsets their strengths. A HSR3's dimensions can be expected to range from 2700 to 3600 meters and it can typically carry up to a few thousand human sized passengers. Big, tough, and mean, HSR4 ships are the heavy hitters of any navy. They boast unparalleled projection capabilities and can obliterate smaller ships with a single shot. They tend to be less maneuverable than smaller ships and have difficulty hitting things closer to home, but a single strikecraft isn't going to make a miracle torpedo shot through an exhaust port. The fact that these ships bristle with with a considerable amount of secondary weapons and defenses tend to deter half-hearted attacks on a HSR4 ship. Forming the core of any navy, these ships are true capital ships that can be expected to take out a significant portion of any attacking force before being taken out. Any halfway competent commander will realize that there is no real strategy to avoid significant loses when engaging one of these ships. The strength of any HSR4 ship lies in its nearly unrivaled firepower and defenses. They must be properly supported by other ships, however, as large swarms of smaller ships can destroy a HSR4 ship. Any attempt to build one of these ships will take a tremendous amount of resources. A HSR4 ship's dimensions can be expected to range from 5500 to 8000 meters and it can carry human sized passengers in the high thousands. Utterly unique and capable of effortlessly winning any battle in which the enemy does not have their own, the HSR5 can only be called a super capital ship. The only force capable of effectively combating a HSR5 ship, besides another HSR5 ship, would need multiple HSR4 and numerous HSR3 ships and could expect to take heavy losses. And that is when a HSR5 ship is by itself. These ships are so massive and durable that smaller vessels simply cease to be a threat and unlike HSR4 ships this type of ship has no real weakness besides their maneuverability and immense production cost. Their secondary and tertiary weapons are capable of crippling and destroying HSR4 and 3 ships respectively. These ships can be expected to have a dimension ranging from 12,000 to 15,000 and carrying capacity reaching as high as the tens of thousands for human sized passengers.[/hider][hider=UNISEC-SS/RR3/CA-PAC-x03 "Yoshino"] [center][img]http://orig06.deviantart.net/2a35/f/2017/055/b/9/protectorate_cruiser_10_by_shimmering_sword-db06hfp.jpg[/img] Rapid Response Fleet 03 - Protectorate class Assault Cruiser Yoshino[/center] [hider=Specifications]-General Statistics- Ship length: 2000 meters Speed: Relative to its HSR (2.5) Power: Solexus Engineering Type x03 Antimatter Reactor Propulsion: Solexus Engineering Type 108 MPDT/ Solexus Engineering Type 103 Atmospheric Gravitic Thrusters FTL Drive: Solexus Engineering Type x11 Experimental Series Hyperdrive Complement: 130 Crewmen, 40 Research/Specialists, 200 Infantry Sensor Package: First Division Specialist Recon Advanced Sensors Electronics: Experimental Engram Core, limited NIM interface control -Armament- Declassified by higher authorities 1 Mass Accelerator Cannon 8 Railguns, turret mounted (4 on each broadside) 4 Beamfire laser cannons (2 on each broadside) 8 Mass-Driver Torpedo Catapults (4 Bow, 4 Stern) 4 Hanger Bays (2 on each broadside) -Defenses- Onboard anti-torpedo targeting system for secondary/AA batteries Various point-defense turrets (Flak, point-defense beams, mass driver repeaters) Close trimmed shielding Fighter/light bomber divisions Internal anti-personnel automated turrets Emergency engine boost systems for evasive maneuvers First Division Specialist Recon Stealth package[/hider][/hider] [hr] Character sheets: [hider=Character Sheet] ((Picture of character if available)) Name:(Full name of character) Age:(For this one, put the biological age first, and then the actual age in brackets next to it. Depending on rank within the corporations, people are able to afford genetic therapy to effectively reverse the aging process to a certain point each time. Those higher up can afford to better therapy that allows them to become younger and continue using the process for repeated visits.) Gender:(Pretty self-explanatory) Corporation:(On board the Yoshino are three corporations: UNISEC(military), Third Helix Foundation(medical/biology), and Solexus Engineering(Physics/engineering)) Rank:(UNISEC mostly follows a mix of UK/US military rankings for Third and Second Divisions, while THF/SE generally just denotes personnel by department and who leads them.) Physical Appearance:(This is mainly for if you don't include a picture of the character above the sheet. That being said, I do prefer written descriptions of characters a little more than just images.) Psychological profile:(Generally speaking, the character's personality.) Educational Background:(Early history of the character, generally before the age of eighteen when they would have been employed by one of the corporations. Most of the time this will match what corporation the character is with currently, though that is not always the case.) Service Record(UNISEC)/Employment History(non-UNISEC):(This would be the more immediate history area, of the character's adult life. If the character is freshly recruited into one of the corporations, such as being a junior medical officer for THF, then this is not necessary and can be included above. For military operations, take into account that in setting there is currently a civil war of sorts ongoing, so there is plenty of opportunity for combat actions in the service record.) Combat Training(UNISEC)/Work Skills(non-UNISEC):(Simply put, what skills your character has at their disposal. These should reflect on rank, in that better trained personnel will generally have higher ranks in their chosen company unless something in their history or psych profile makes them unqualified.) Equipment:(Leave blank.)[/hider][hider=Character Sheet(no text)] Name: Age: Gender: Corporation: Rank: Physical Appearance Psychological profile: Educational Background: Service Record/Employment History: Combat Training/Work Skills: Equipment:[/hider]