Post by D.A.E. on Apr 29, 2007 12:19:53 GMT -5
Standard Infantry:
Height: 6'0
Armour: EMP re-enforced Ablative Medium
Shields: Trooper Omni-Tech II
Weapons: EG-35 Assault rifle, EX9 projectile pistol, Particle Energy Pistol, Plasma Blades, combat knife
Equipment: Portable scanners, Reapir Kit, Flashbang Grenades, Frag Grenades, N-Netic Charge
Vazkar:
Height: 7'
Armour: Organic
Shields: Gravitational
Weapons: Vibration Blades, Fusion Cannons, Crystal Lasers, Gravity Rail guns
Weapons:
Assault Rifles:
EG-20: 7.62mm Armour Piercing High Explosive rounds, clips of 30.
EG-35: 7.62mm Armour Piercing High explosive rounds, bullpup design, clips of 50.
EG-40: Silenced version of the 35, though clips of 30, and caliber of round is 5.62mm
Sniper Rifles:
S4 AM: Only used by Hunters, clips of 8 shots of 114mm Anti-material rounds which can punch through multiple targets and heavy armour to a certain extent. Whisper trail is left behind.
EG-72: Clips of 5 shots of 50 caliber rounds. No whisper trail and new firing system gives off no sound or muzzel flash of the discharge, making it a perfect killing weapon.
EG-102B: Semi-Automatic with clips of twenty .300 HV Magnum rounds. Scope can push up to 20x normal magnification
Rocket Launchers:
ERG-02: High Yield, High Explosive Surface to Surface/Air weapon with Lock on capabilities. 120mm Rocket is equipped with a Fusion Core explosive payload in each shot which has enormous destructive power in a lock on. Holds two rockets per load.
EPL-12: High Explosive Particle Launcher which can fire 5 shots every 10 seconds before a quick reload of the magazine needs to be done. Lock on Capabilities allow for the energy to strike with overwhelming force.
Pistols:
EX5: 7.62mm silenced version. Small and compact, it still delievers a heavy punch from the Armour piercing value, though no high explosive core. Clips of 20
EX8: 12.7mm High Explosive Yield bullets that can put pot holes in heavy vehicles, favoured weapon of the Demolitions Infantry. Clips of 10.
EX9: 12.7mm high explosive, armour piercing rounds which is the favoured weapon of the Strikers and the Standard infantry. Clips of 15
EX10: 12.7mm Armour piercing rounds with a scope, allowing 2x - 4x normal view, giving the Sniper Infantry a nice back-up for when they need it. Clips of 20
Special Weapons:
MX6D Dark Assault Rifle: Uses 8.62mm rounds from a Silenced tip which masks the rounds exit. Clips of 60, and hand grip sensors only register Dark Trooper or Striker use, so no others can utilize thw advanced mechanics of the weapon.
EG-34 EM Rifle: Uses Magnetic acceleration to project a heavy round at super-sonic speeds which can rip through any organic or mechanical creation. Clips of 20, used partially as a Sniper rifle, and assault rifle depending on role of the weapon at given time.
EG-70 COM Rifle: Issued to Gold Strikers, can configure to suit the nature of the mission and has three elements. Rifle, firing 7.62mm armour piercing high explosive rounds, Sniper, firing 130mm sabot rounds, and Explosive, lobbing 20mm High yeild grenade.
ECG-01 Concussion Rifle: Fires bursts of Concentrated energy which once at a certain target will explode with tremendous force, either ripping apart a target if dead on, or throw them great distances. Either way, a very lethal weapon, but only has 5 charges before a complicated reload cycle must be performed.
Blade Weapons:
Plasma Blades: Within the handle is a concentrated amount of Plasma energy which can cut through most materials instantly from the intense heat. It is encased in a gravity field emitter and each blade is unique to each unit, but most rely on the 3 foot standard double pointed blade, though they can configure however they like.
Sonic Blades: Made of a super resistant alloy that is charged with energy to enact as a Vibration Blade, though somewhat weaker then it's actual counter-part. Located on forearms, and legs.
Vibration Blades: The blades vibrate at extreme speeds so fast that a high pitched noise carries from them. They de-stabilize the material they are about to cut, so it makes a clean incision before the loss of stability breaks the object into halves.
Height: 6'0
Armour: EMP re-enforced Ablative Medium
Shields: Trooper Omni-Tech II
Weapons: EG-35 Assault rifle, EX9 projectile pistol, Particle Energy Pistol, Plasma Blades, combat knife
Equipment: Portable scanners, Reapir Kit, Flashbang Grenades, Frag Grenades, N-Netic Charge
Vazkar:
Height: 7'
Armour: Organic
Shields: Gravitational
Weapons: Vibration Blades, Fusion Cannons, Crystal Lasers, Gravity Rail guns
Weapons:
Assault Rifles:
EG-20: 7.62mm Armour Piercing High Explosive rounds, clips of 30.
EG-35: 7.62mm Armour Piercing High explosive rounds, bullpup design, clips of 50.
EG-40: Silenced version of the 35, though clips of 30, and caliber of round is 5.62mm
Sniper Rifles:
S4 AM: Only used by Hunters, clips of 8 shots of 114mm Anti-material rounds which can punch through multiple targets and heavy armour to a certain extent. Whisper trail is left behind.
EG-72: Clips of 5 shots of 50 caliber rounds. No whisper trail and new firing system gives off no sound or muzzel flash of the discharge, making it a perfect killing weapon.
EG-102B: Semi-Automatic with clips of twenty .300 HV Magnum rounds. Scope can push up to 20x normal magnification
Rocket Launchers:
ERG-02: High Yield, High Explosive Surface to Surface/Air weapon with Lock on capabilities. 120mm Rocket is equipped with a Fusion Core explosive payload in each shot which has enormous destructive power in a lock on. Holds two rockets per load.
EPL-12: High Explosive Particle Launcher which can fire 5 shots every 10 seconds before a quick reload of the magazine needs to be done. Lock on Capabilities allow for the energy to strike with overwhelming force.
Pistols:
EX5: 7.62mm silenced version. Small and compact, it still delievers a heavy punch from the Armour piercing value, though no high explosive core. Clips of 20
EX8: 12.7mm High Explosive Yield bullets that can put pot holes in heavy vehicles, favoured weapon of the Demolitions Infantry. Clips of 10.
EX9: 12.7mm high explosive, armour piercing rounds which is the favoured weapon of the Strikers and the Standard infantry. Clips of 15
EX10: 12.7mm Armour piercing rounds with a scope, allowing 2x - 4x normal view, giving the Sniper Infantry a nice back-up for when they need it. Clips of 20
Special Weapons:
MX6D Dark Assault Rifle: Uses 8.62mm rounds from a Silenced tip which masks the rounds exit. Clips of 60, and hand grip sensors only register Dark Trooper or Striker use, so no others can utilize thw advanced mechanics of the weapon.
EG-34 EM Rifle: Uses Magnetic acceleration to project a heavy round at super-sonic speeds which can rip through any organic or mechanical creation. Clips of 20, used partially as a Sniper rifle, and assault rifle depending on role of the weapon at given time.
EG-70 COM Rifle: Issued to Gold Strikers, can configure to suit the nature of the mission and has three elements. Rifle, firing 7.62mm armour piercing high explosive rounds, Sniper, firing 130mm sabot rounds, and Explosive, lobbing 20mm High yeild grenade.
ECG-01 Concussion Rifle: Fires bursts of Concentrated energy which once at a certain target will explode with tremendous force, either ripping apart a target if dead on, or throw them great distances. Either way, a very lethal weapon, but only has 5 charges before a complicated reload cycle must be performed.
Blade Weapons:
Plasma Blades: Within the handle is a concentrated amount of Plasma energy which can cut through most materials instantly from the intense heat. It is encased in a gravity field emitter and each blade is unique to each unit, but most rely on the 3 foot standard double pointed blade, though they can configure however they like.
Sonic Blades: Made of a super resistant alloy that is charged with energy to enact as a Vibration Blade, though somewhat weaker then it's actual counter-part. Located on forearms, and legs.
Vibration Blades: The blades vibrate at extreme speeds so fast that a high pitched noise carries from them. They de-stabilize the material they are about to cut, so it makes a clean incision before the loss of stability breaks the object into halves.