Star Wars Roleplay: Chaos

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The Confederacy: Pre-Factory/Codex

The Silent Erika


Intent: To heavily modify Maple's starting vessel, The Silent Erika

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Image Source: Pinterest, Star Wars.

Canon Link:

http://starwars.wikia.com/wiki/Theed_Palace_Space_Vessel_Engineering_Corps/Legends

http://starwars.wikia.com/wiki/Nubia_Star_Drives,_Incorporated

http://starwars.wikia.com/wiki/Headon-5_sublight_engine

http://starwars.wikia.com/wiki/327_core

http://starwars.wikia.com/wiki/T-14_hyperdrive_generator/Legends


http://starwarsrp.net/topic/97790-saotome-stealth-systems-package/

http://starwarsrp.net/topic/104180-saotome-sensor-suits-22/

http://starwarsrp.net/topic/104210-saotome-sensor-suite-12/

http://starwarsrp.net/topic/120680-saotome-repair-system/

http://starwarsrp.net/topic/93195-saotome-polymer/

http://starwarsrp.net/topic/125128-saotome-solar/

http://starwarsrp.net/topic/125127-saotome-hydro/

http://starwarsrp.net/topic/124046-saotome-concussion-system/

http://starwarsrp.net/topic/122976-saotome-supression-system/

http://starwarsrp.net/topic/104248-light-praestigiaes-luminous-overlaid-technological-shields/

http://starwarsrp.net/topic/104247-saotome-back-up-system/

http://starwarsrp.net/topic/111585-saotome-recharger/

http://starwarsrp.net/topic/104558-saotome-booster/

http://starwarsrp.net/topic/129281-merrill-valkner-chrysalis-life-support-system/

http://starwarsrp.net/topic/129351-merrill-valkner-andor-gravity-reciprocator/"]http://starwarsrp.net/topic/129351-merrill-valkner-andor-gravity-reciprocator/

http://starwarsrp.net/topic/129347-merrill-valkner-aryzah-relativistic-shield/

http://starwarsrp.net/topic/129325-merrill-valkner-sundiver-field-projector/

Primary Source: J Type 327 Nubian

PRODUCTION INFORMATION

Manufacturer: Theed Palace Space Vessel Engineering Corps. Nubia Star Drives

Affiliation: Maple Harte

Model: J-type 327 Nubian

Production: Unique

Material: Durasteel, Steristeel, Stealth polymers, super high grade electronics

TECHNICAL SPECIFICATIONS

Classification: Personal Transport, Yacht.

Length: 76 meters

Height: Unable to determine

Armament: None (Non-Lethal internal defense systems)

Defenses:

Armor: Low

Shields: Extreme

Hangar: None.

Speed Rating: High

Manuverability Rating: High

Hyperdrive Class: 1.8

Links: Hyperdrive, Hyperdrive Comparisons)

STANDARD FEATURES
Headon-5 sublight engines

T-14 Hyperdrive

Galley

Bedroom

Lounge

Personal Armory

Med-bay

Chromium plating.

ADVANCED SYSTEMS

Advanced Relativistic Shielding

Advanced Solar Shielding

Anti Concussion Field

Advanced Stealth Drive

Hydro Shielding

Advanced Life Support Systems.

Automated Repair system

Advanced Internal Defensive systems



Strengths:
Its like Steve is in front of me!: The heavy modifications to the shields have rendered the ship extremely defensible, able to counter any one of a number of scenarios that might damage it, though these are all extremely specific circumstances in some cases, such as water and severe solar damage. Its standard shields however, have been heavily upgraded, allowing it to survive multiple laser cannon attacks from most heavy starfighters and even survive a glancing blow from much heavier vessels.

Just TRY and follow: In the right circumstances, this ship would allow Maple to flee almost anything, even flee into the upper corona of a star if it had too. In addition, it now has the small chance of even escaping an interdiction field, though the risk to the ship would be great.

Fortress Maple: This is Maple's final refuge if everything else should go wrong, and it has been given a suppression system as well as upgraded life support to reflect that.

Still got it: Maple worked long and hard to make sure once the systems were installed that the ship would not lose any of the prior speed or manuverability it had. It still pilots and handles just as well as before the upgrades.

Sneaky: The stealth systems enable it to hide for a short time period...about fifteen minutes worth before they need an hour to recharge, though given the materials, a force user could still detect the ship.

I see you: Its upgraded active and passive sensors allow only the sneakiest of threats to evade notice.


Weaknesses:

Peace Walker: It has no weapons, true to its origin. Maple would never let her bird become a killer anyway.

Niche specialties: The Ship's more specialized shielding is for atypical situations or defeating specific threats when all else fails. Since Maple does not really intend to put her beloved ship in danger unless she has little other choice, these upgrades, such as the Sundiver field projector or the AGR would only be really useful as a last ditch tactic, and never a first recourse when fleeing is the better alternative.

Engine stress: Maple could not bare to let go of the engines, which she has lovingly cared for for years. They are old, and while expertly maintained by Maple, they should not be kept under stress too long, as there is a risk of temporary engine burnout for three minutes, which would cut power to the whole ship, leaving it adrift.

Selective: The modifications done to fit so many new upgrades safely to an old vessel, mean either only the main upgraded shield system or one of the niche systems like the Hydro Shielding can be on, not both.

Sentiment: Because there were large parts of the vessel Maple simply could not part with, the vessel, while better able to handle the unexpected armed pursuit, is still ultimately a flawed fortress, not meant to stand up to heavy military engagement at all and the ship itself is over a century old. The new upgrades require near constant monitoring and maintainance in order to keep it interacting smoothly with the rest of the ship. A more modern vessel could do the jobs of these systems all at once. It is meant for running, hiding, and feeling safe, not war.

Power drain: The more specialized Solar, Hydro, and Concussive shielding drains power from the engines quickly, and can only be active a short time...about fifteen minutes each.

Description: Maple's original Jedi Courier from her days in The Marksmen. Once the ship of famous fencer, philanthropist, and adventerer Lur Redtide, Maple's childhood hero. Maple won the ship from him in his final official duel before retirement due to an undisclosed terminal illness, fighting her while he was still in prime condition. The Silent Erika was named after his pet bird who never sang but whose death caused him to retire from adventuring. This ship protected the Ex-Shadow for years, harboring her when there was simply no other refuge. Maple would lose her limbs before willingly giving up The Silent Erika. It is her one, truly valuable possession. But in order to keep it protected, she has been forced to concede many of its systems needed upgrades if the ship, old even when Lur Redtide owned it, is to continue being her one true refuge. Thus, splurging on her funds and connections, she lavishly upgraded The Silent Erika from simple diplomatic yacht turned Jedi Courier, to a heavily shielded and modified stealth vessel. In keeping with Lur Redtide's wishes, she has left the vessel unarmed.
 
"You have to follow your own path."
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  • Intent: To add the mainline CIS battledroid to the Chaos Factory.
  • Image Source: Link
  • Canon Link: N/A
  • Primary Source: N/A
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  • Manufacturer: The Techno Union
  • Affiliation: The Techno Union, The Confederacy
  • Model: B-1

  • Production: Minor
  • Modularity: No
  • Material: Duraplast Exterior, Titanium joints, Droid Circuitry
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  • Classification: Class IV
  • Weight: 65 Kg
  • Height: 1.93 Meters
  • Movement: Bipedal
  • Armaments:
- E-5 Blaster Rifle
- SE-14 Blaster Pistol
- 2x Thermal Detonator
- JT-12 Jetpack
  • Misc. Equipment:
- Heavy Targeting Optics
- Integrated Acumen Suite

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  • Droid Hive Mind: Unlike former versions of the B-1 Battledroid, these units share a real-time connection that instantly transfers information from one droid to another. This data sharing connection is only activated when droid's are within a battlefield's radius of each other.
  • Personality Matrix: During the programming stages of development, a randomized personality matrix is used to give each battledroid a unique personality, referred to as a ghost. Unlike an AI, the droids are still limited on what they can think, apprehend, and conceive, however with this matrix they seem a bit more like living soldiers while still maintaining the effectivity of the battledroid.
Strengths:
  • Soulless Soldier: As a combat unit droid's are incredibly effective. They have no fears, no disloyalties, and no needs to be nourished when deployed in combat. They cannot be routed or discouraged from completing their mission and will not surrender or voluntarily give up intel on their plans or their campaigns.
  • Durable Droid: The droid's exterior is made of a decently resistant material, duraplast. This armor can withstand slugs, light blaster rounds, and even glancing explosions, however it cannot withstand any form of sustained assault.
  • Tactical Programming: Normally battledroids of this make are programmed to overwhelm their enemies in mass numbers. While that main philosophy has not changed, the modern B-1 droids have proven minorly effective in small numbers.
Weaknesses:
  • Weak Joints: The weakest part of the B-1 Battledroid is the joints that connect the droid's limbs. These limbs are not joined by a thick shielding of duraplast and instead are held together by a thin titanium frame that is considerably less durable.
  • Low Agility: The B-1 Battledroids are not nimble by any means. They are best when moving through even terrain that does not provide many obstacles for them to maneuver around.
  • Slow Chase: Though the droid's possess a power cell that enables them to give chase to a retreating unit, what the droid's lack in is speed.
DESCRIPTION
During The Clone Wars the B-1 Battledroid was the backbone of the Separatist Army. An advanced mainline combat droid, they are programmed for warfare and extermination. Equipped with an E-5 blaster rifle and a SE-14 blaster pistol they are very prepared for most situations mainline infantry could deal with. With a thin skeletal frame, the droid's are considerably durable but not enough to withstand sustained assault.

The B-1 Battledroids are meant to be deployed in incredibly high numbers to compensate for their lack of agility and minor difficulties in small-group tactics. Though these droid's are more capable of damaging the enemy with smaller numbers they often fall short when not deployed in a forceful manner.
 
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  • Classification: Light Stealth Armor
  • Weight: Light
  • Resistances (Shields Deactivated)
- Blasters (And other plasma type weapons): High
- Kinetic: Very High
- Lightsabers: High
- Sonic: Average
- EMP/ION: Average
- Elemental: Low
- Radiation: Average

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[*]Belt

[*]Fingers/Wrist

[*]Boots

[*]Armor Surface/Bodyglove
  • Anti-ion Mesh/Lining (Provides additional defense against EMP/ion attacks, Protects vital subsystems)
  • Magnetic Holsters (Both thighs, both hips, two on back)
  • Reflec Coating
  • Sonic Dampening Overlay (Produces an inaudible harmonic resonance which conflicts with sonic-generated pressure waves)

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  • Triple-Phase Energy Shield: During typical use, the triple phase conformal energy shield system can absorb moderate amounts of fire from most kinds of energy weapons, slugthrowers, and shrapnel. The shield wraps around and conforms exactly to the proportions of the wearer's body (and the surface of the armor) like a thin film, thereby preventing the shields from “catching” projectiles or energy blasts which would not have harmed the wearer in the first place. The shield itself incorporates three layers of different types of energy shielding (deflector, ray, and concussion), allowing the device to protect the operator and the suit from a diverse array of threats.
  • Mobility: The CS-21 is a lightweight suit which makes plenty of allowances for maintaining the mobility of the operator. This is especially important for quick and stealthy assassins who need the ability to escape from a scene quickly while also maintaining a low profile.
  • Stealth Field: The stealth field grants the operative the ability to turn themselves completely invisible to the naked eye in the field. The device is particularly effective at long and medium range, though a competent user will be able to remain hidden at close (or point-blank) range provided that they take steps to minimize their sound profile.
  • Variable Appearance: No two CS-21 suits look alike. This feature prevents MoS operatives from being readily identifiable in the field. Especially if an operative (or a suit) was captured by hostile actors. However, in general, the suits tend to be skintight and form-fitting in both appearance and fit. As such, most types of civilian clothing can be worn over the suit.
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  • Stealth Field/Energy Shield Dichotomy: The stealth field and the conformal energy shield system can not be used in tandem. As such, when using the stealth field, the wearer must rely only on the armor itself to protect themselves from grievous harm or injury.
  • Energy Shield/Stealth Field/Civilian Clothing Dichotomy: The conformal energy shield system can not be activated if the armor is worn underneath civilian clothing or additional armor due to safety implications. The stealth field will also be rendered ineffective if civilian clothing is worn over the suit.
  • Elemental Weakness: Elemental based weapons are very effective penetrators of the conformal energy shield and the armor itself. This includes cold, fire, and electrical based attacks.
  • Sonic Weapons: The conformal energy shields can not protect the wearer (or the suit itself) against sonic weapons. For this, the wearer must rely on anti-sonic subsystems and mechanisms fitted within the suit for protection.
  • Melee Weapons: Melee weapons (such as lightsabers and vibroblades) are particularly effective at penetrating and collapsing the conformal energy shield. On average, a single direct strike with a vibro or energy bladed weapon is enough to collapse and break the shield.
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The CS-21 Combat Stealth Suit is a military grade bodysuit designed for utilization by operatives of the Ministry of Secrets. It is intended to be used as both a lightweight combat suit and a concealed armor system, allowing operatives a great deal of versatility when choosing how to deploy the suit. The suit's main features are a robust sensor system, a stealth field generator, and a triple-phase conformal energy shield. These systems grant the operator increased awareness of their surroundings, while also helping the wearer maintain a low profile. In the event that direct engagement is required in order to execute a mission, the conformal energy shield has the ability to protect the operator (and by extension the suit) from a very limited amount of fire before collapsing and entering a recharge sequence. The protective materials built into the suit itself provides integrated resistance to kinetic and energy-based attacks, while also providing a formidable last line of defense in the event that the conformal energy shield is compromised or unusable.
 
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CS-04/13 "Eliminator" Combat Pistol with Sonic Dissipating Silencer
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  • Intent: To create an assassin’s pistol for the CIS Ministry of Secrets and other divisions of the Confederate Military.

  • Image Source: Treyarch Studios

  • Canon Link: Slugthrower Pistol

  • Primary Source: N/A
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  • Manufacturer: Confederacy of Independent Systems

  • Affiliation: Confederacy of Independent Systems

  • Model: CS-04/13 “Eliminator” Combat Pistol

  • Modularity: Yes (Combat Rails: Sight/Scope, Muzzle Attachments, Etc.)

    Sonic Dissipating Silencer (Optional)

  • Laser Sight (Optional)

  • Holographic Sight (1-2x Magnification, Optional)

  • Combat Scope (2-4x Magnification, Optional)

  • Extended Magazine (30 Rounds, Optional)

[*]
Production: Limited

[*]
Material: Durasteel, Ionite, Titanium, Ionite/EMP Resistant Electrical Components, Impervium, Reflec Finish

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  • Classification: Slugthrower Pistol

  • Projectile/Muzzle Velocity: 1200 m/s

  • Size: Average (9.45 inches)

  • Weight: Average (2 Lbs.)

  • Ammunition Type: 10.2x8mm Caseless Monomolecular-tip Ionite Lined Projectile

  • Ammunition Capacity: 20

  • Reload Speed: Average (~2.5 seconds)

  • Effective Range: Average (125 m)

  • Rate of Fire: Average (Semi-Automatic)

  • Theoretical Rate of Fire (Maximum Rate of Fire in a theoretical scenario where the weapon does not require reloading or heat management): 500 RPM

  • Practical Rate of Fire (Maximum Rate of Fire in a practical scenario which factors in reloading and heat management): ~220 RPM

  • Stopping Power: Very High

  • Recoil: High
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  • Ionite and EMP Hardened Construction

  • Integrated Remote HUD Uplink (Ammunition Counter, Operating Temperature, Weapon Integrity, Targeting Computer, Rangefinder, Etc.)

  • Front and Rear Glow Sights

  • Integrated Combat Rails (Combat Sights, Scopes, Gadgets, Etc.)
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  • Shield Piercer/Disruptor: The Eliminator fires projectiles that are coated in ionite. As such, they are able to temporarily disable personal energy shield systems for an average period of fifteen seconds after a single projectile penetrates (or even just glances) the energy fields. However, an initial shot on a shielded target will have slightly less armor penetration ability than follow up shots on a presumably unshielded target.

  • Penetration Power: The 10.2mm projectiles have monomolecular tips which have unparalleled armor piercing abilities. The tips are made of Impervium which is optimized to remain only a single molecule thick even after the projectile penetrates armor and soft flesh.

  • Quiet Killer/Stealth: When fitted with the factory standard sonic dissipating silencer, the Eliminator is virtually silent when fired, making it an excellent weapon for an assassin or a discreet killer. In addition, a basic reflec coating around the weapon’s finish allows it to remain undetected by scanners.
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  • Short Range: Like most pistols, the Eliminator suffers from the inherent weaknesses of its class given the fact that the weapon itself is smaller than a conventional rifle. Although the Eliminator has average range for its class, it pales in comparison to the reach of most rifles.

  • Sensitive Handling: The monomolecular tip caseless projectiles are easily able to cut puncture skin if they are handled carelessly. As such, it is recommended that the operator keep the projectiles within the magazine at all times unless they need to perform maintenance or clear a magazine jam.
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The CS-04/13 “Eliminator” Combat Pistol is a handheld weapon platform meant for discreet operations and assassination missions. The weapon is built on a highly versatile platform which is designed to operate in all temperatures and environments. Research and development on the Eliminator began in the year 855 ABY. The chief goal of the project was to create a stealthy combat pistol for the burgeoning Ministry of Secrets (and other Confederate divisions) that could penetrate and disrupt personal energy shields which were becoming more common place on the battlefield. The project was a resounding success, and the pistol was quickly put into limited production upon completion of the final testing phases.
 
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  • Intent: To create a stealthy combat rifle for the Ministry of Secrets and other divisions of the Confederate military.

  • Image Source: CCP Games

  • Canon Link: Slugthrower Rifle

  • Primary Source: N/A
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  • Manufacturer: Brayde Armor Works

  • Affiliation: Confederacy of Independent Systems

  • Model: CS-28/47 “Predator” Advanced Combat Rifle

  • Modularity: Yes

    Sonic Dissipating Silencer (Optional)

  • Laser Sight (Optional)

  • Combat Scope (2-6x Magnification, Optional)

  • Holographic Sight (Optional)

  • Red Dot Sight (Optional)

  • Diagonal Foregrip (Optional, Vertical foregrip that is perpendicular to barrel)

  • Angled Foregrip (Optional)

  • Vertical Foregrip (Optional)

[*]
Production: Limited

[*]
Material: Durasteel, Ionite, Titanium, Ionite/EMP Resistant Electrical Components, Impervium, Reflec Finish

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  • Classification: Slugthrower Combat Rifle

  • Size: Small

  • Weight: Average

  • Muzzle/Projectile Velocity: 1300 m/s

  • Projectile Mass: 14.26 grams

  • Ammunition Type: 5.9x36mm Caseless Monomolecular-tip Ionite Lined Projectile

  • Ammunition Capacity: 15

  • Reload Speed: Average (~3 seconds)

  • Effective Range: Average (450 m)

  • Rate of Fire: Average (Semi and Full-Automatic)

  • Theoretical Rate of Fire (Maximum Rate of Fire in a theoretical scenario where the operator possesses unlimited ammunition and the weapon does not require reloading or heat management): 575 RPM

  • Practical Rate of Fire (Maximum Rate of Fire in a practical scenario which factors in reloading and heat management): ~ 195 RPM

  • Stopping Power: Very High (12050 Joules)

  • Recoil: High
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  • Front and Rear Glow Sights

  • Integrated Combat Rails (Combat Sights, Scopes, Gadgets, Grips, Etc.)

  • Integrated Remote HUD Uplink (Ammunition Counter, Operating Temperature, Weapon Integrity, Targeting Computer, Rangefinder, Etc.)

  • Ionite and EMP Hardened Construction
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  • Stealth Killer: The Predator’s factory standard silencer is a very powerful device which almost completely eliminates the sound of the weapon firing, aside from the high-pitched sonic boom the projectile creates as it surpasses the sound barrier.

  • Shield Disruptor: Ionite-coated slugs possess the ability to penetrate and temporarily disrupt energy shield systems. Because of the speed, size, and shape of the projectiles, the slugs only lose a negligible amount of armor penetration power even after penetrating and disrupting personal shield systems. On average, the ionite slugs are able to completely disable personal shielding systems for a period of fifteen seconds.

  • Armor Killing Potency: The Impervium-forged monomolecular tips are capable of boring deep holes through even the most formidable types of personnel armor. The tips are precisely manufactured to remain only a single molecule thick even after impacting against armor, allowing for potential through and through penetration capabilities against targets.
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  • Small Magazine: The Predator possesses a magazine which is quite a bit smaller than similar weapons of its class. While many compact blaster rifles can fire 100+ shots before requiring a power cell change, the magazine size of the Predator is limited by the size and weight of the slugs it fires. As such, the operator should take care to exercise trigger discipline when utilizing the weapon.

  • Sonic Boom: The slug that the Predator fires is supersonic, which in effect slightly negates the quieting effect of the sonic suppressing silencer because of the high-pitched sonic boom the slug creates as it passes the sound barrier. Although the weapon is still very stealthy for its class, for a more powerful quieting effect, subsonic weapons are recommended.

  • Ballistic Effects: The slug fired by the Predator is subject to effects of local gravity, which can differ based on the planet the weapon is being used. For maximum effectiveness, operators should practice within gravity-adjusted shooting ranges before using the rifle on a different planet, so that they can more accurately predict the ‘drop’ at long ranges.
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The CS-28/47 “Predator” ACR is a handheld weapon system designed for stopping power, assassinations, discreet operations, and front line combat. Development of the Predator ran concurrently with the development of the Eliminator, both of which began in the year 855 ABY.

In 856 ABY, limited production began on the Predator ACR and it began to see usage within the field for the first time past the initial testing phases.
 
Cerberus Torpedo

OUT OF CHARACTER INFORMATION
[SIZE=9pt] [/SIZE]

  • [SIZE=9pt]Intent: To reasonably shoot droids at enemy fleets.[/SIZE]

  • [SIZE=9pt]Image Source: [/SIZE]

  • [SIZE=9pt]Canon Link: [/SIZE]

  • [SIZE=9pt]Primary Source: [/SIZE]
[SIZE=9pt]PRODUCTION INFORMATION[/SIZE]

  • [SIZE=9pt]Manufacturer: Clanker[/SIZE]

  • [SIZE=9pt]Affiliation: CIS[/SIZE]

  • [SIZE=9pt]Model: N/A[/SIZE]

  • [SIZE=9pt]Modularity: Can be adjusted for different droids.[/SIZE]

  • [SIZE=9pt]Production: [/SIZE][SIZE=9pt]Faction-Restricted [/SIZE](CIS)

  • [SIZE=9pt]Material: Durasteel, Cortosis[/SIZE]
[SIZE=9pt]TECHNICAL SPECIFICATIONS[/SIZE]

  • [SIZE=9pt]Classification: Torpedo, Transportation[/SIZE]

  • [SIZE=9pt]Size: [/SIZE][SIZE=9pt]Average[/SIZE]

  • [SIZE=9pt]Weight: [/SIZE][SIZE=9pt]Light[/SIZE]

  • [SIZE=9pt]Ammunition Type: Power Cell, Droids[/SIZE]

  • [SIZE=9pt]Ammunition Capacity: 1, 3[/SIZE]

  • [SIZE=9pt]Reload Speed: [/SIZE][SIZE=9pt]None[/SIZE]

  • [SIZE=9pt]Effective Range: [/SIZE][SIZE=9pt]Battlefield[/SIZE]

  • [SIZE=9pt]Rate of Fire: [/SIZE][SIZE=9pt]Average,[/SIZE]

  • [SIZE=9pt]Stopping Power: [/SIZE][SIZE=9pt]Very Low[/SIZE]

  • [SIZE=9pt]Recoil: [/SIZE][SIZE=9pt]Very Low[/SIZE]
[SIZE=9pt]SPECIAL FEATURES[/SIZE]

  • [SIZE=9pt]Droid Containment: The Cerberus Torpedoes are designed to hold up to 3 B1 Battle Droids, though it can be modified to hold other types of droids as well. These droids are loaded from the head of the torpedo and may rapidly launch all its droids within 1 second from the head as well.[/SIZE]

  • [SIZE=9pt]Cortosis-Tipped Fins: The Cerberus has three sharp reversed ‘fins’ which form a tripod which extends beyond the missiles head, each tipped with a small amount of cortosis. These tips allows the Cerberus Torpedo to ‘stick’ to particle shields it strikes head-on while largely ignoring ray shields.[/SIZE]
[SIZE=9pt]Strengths:[/SIZE]

  • [SIZE=9pt]Particle Shield Infiltration: Using a shield generator installed in the warhead, the Cerberus Torpedo will, upon contact with a particle shield, create a ray shield around its head that will pry open powerful particle shields. This opening is about 1 meter wide and lasts roughly 1 second. This high powered, albeit brief, ray shield would severely burn organics passing through it.[/SIZE]

  • [SIZE=9pt]Hollow Shell: Besides the droids, the thruster, and the shield generator, the Cerberus Torpedo is completely empty, not weighed down by heavy metals meant for maximum force or volatile explosives, this missile is capable of travelling relatively quickly over large distances.[/SIZE]
[SIZE=9pt]Weaknesses:[/SIZE]

  • [SIZE=9pt]Space Specialized: If used on-planet, droids dropped from above or below would clearly meet an unfortunate end due to gravity. This weapon is meant for space combat due to the omni-directional drop points.[/SIZE]

  • [SIZE=9pt]Hollow Shell: With no weight or serious mass behind it, this missile can be brushed off by even the smallest ships’ shields. Even damage it would cause upon a direct hit would be negligible.[/SIZE]

  • [SIZE=9pt]Defenseless: Cerberus Missiles are easily destroyed by physical and energy damage.[/SIZE]
[SIZE=9pt]DESCRIPTION[/SIZE]
[SIZE=9pt]Created to turn an otherwise absurd idea into a reality, mostly out of mad curiosity, at the request of the eccentric droid Clanker. Namely the desire to be able to launch a battalion of droids through space for the purpose of infiltrating and boarding enemy fleets. [/SIZE]

[SIZE=9pt]The Cerberus Torpedo, upon attaching itself to a particle shield via cortosis-tipped fins, will deploy a small but powerful ray shield that will create a small and short-lived gap in the particle shield. The Cerberus will then expunge all its droid packages through the shield gap.[/SIZE]

[SIZE=9pt]Due to the risk-prone and hazardous nature of this weapon/vehicle, it cannot be recoommended for organics. If it isn't shot down in transit (which is more than likely), organics would still be damaged as they pass through the ray shield. It was designed for B1 Battle Droids primarily due to their [/SIZE]expendability, as it is estimated only 10% of Cerberus Torpedoes would survive an average battleship's turret defenses, assuming equal starship power.
 
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Out of Character Information

Intent: Creating the augmentation and enhancement program styled as Special Project: INFERNO, meant to create specially-enhanced super-soldiers for the Confederacy of Independent Systems’ various divisions for future RP scenarios and purposes.
Image Source(s): [X] [X]
Canon Link(s): N/A
Restricted Mission(s): N/A
Primary Source(s):
1.jpg

Production Information

Manufacturer: Confederacy of Independent Systems – Special Medical Division
Model: Special Project: INFERNO
Cost: 6.4 million credits (Per subject)
Informal Name: INFERNO
Type: Special Enhancement / Augmentation Program
Legal Status: Lawful (Not available on civilian market; closed-number of recipients permitted)
Affiliation: Confederacy of Independent Systems
Modularity: No.
Production: Limited (Authorized fifty recipients, maximum)


DESCRIPTION
Recommended Listening: [X]
In a galaxy of dynamic and rapidly-evolving technology amid an environment of conflict, chaos, and competition, the most responsible choice available to the Confederacy was to empower our own to meet those challenges head on, with the confidence and capability to prevail.”
~ Dr. Allysanndre Vos, Director, Project: INFERNO
The idea was simple enough: To create a program, combining biochemical, surgical, and cybernetic procedures, awarded to carefully screened and selected individuals, enhanced further through flash-training, which would provide the Confederacy of Independent Systems with a class of elite operatives, spread across its several divisions, who could capably and confidently rise to meet the growing challenges of the galactic landscape. That was the entire thinking which motivated the Confederacy to undertake such a costly and arduous project. From the Corellian Confederation to the Core Imperial Confederation to the Sith Empire and the Mandalorians, it seemed that every major power in the galaxy was developing or had developed its own ‘super-soldier’ program. The Confederacy realized they could not ignore this newest ‘arms race’ and that to do so would leave it woefully unprepared to answer the challenges which were soon to come against it.

Confederacy scientists, physicians, psychologists, engineers, and cyberneticists joined together, and from their collaboration rose Project: INFERNO.

GENE THERAPY – PHASE ALPHA
Any cybernetic prosthesis a subject has received prior to induction are first removed and replaced with a prosthetic cloned from the subject's own specific generic material, and then they subjected to a battery of gene therapies after having their baseline genomes cataloged to repair any damaged genes or replace missing ones, turning each subject into a prime example of baseline capability; improving their various physiological and anatomical systems even before they undergo the extensive surgical procedures, resulting in increased physical and intellectual performance. Telomere genotherapy is performed simultaneously at this stage to grant each subject a reduction in aging and natural degeneration. Stimulating cellular regeneration to near-superhuman levels, the effects of this process enabling subjects to heal rapidly, their bodies self-healing from injuries and trauma in minutes and days what normal individuals would require weeks and months to accomplish. A notable side effect here is that the subject’s rapid cellular regeneration is found – barring significant injury or aggressive and untreatable illness – to translate to potentially centuries-long lifespans.

SKELETAL ENHANCEMENT – PHASE BETA
During the augmentation process proper the surgical augmentations take precedence with chemically-induced full osteogenesis procedure, wherein chemically-induced osteogenesis occurs, causing the subject to grow approximately 5.08-10.16 cm in height and their bodies to enlarge proportionately. Sterile armorplast filaments are introduced, threaded through compact, hard areas of bone throughout the entire body, then woven into a fine mesh which enhances the structural integrity and durability of the subject’s skeleton by a factor of three. Bonemer augmentation is also used, preventing breakages and further augmenting durability, increasing skeletal integrity to a factor of five. An ultra-thin stygian-polymer being bonded to the entire skeletal structure with the joints all being replaced with prosthetic constructed from the polymer, making the subject's bones practically unbreakable, barring any extreme trauma. This is necessary to account for the amount of stress that their future enhancements will offer them. Tiny microscopic holes are drilled into the thin polymer prior to bonding this act ensures that bone and blood cell function and production continues as normal.

MUSCULAR ENHANCEMENT – PHASE GAMMA
Muscle tissue from the subject’s own genetic material is cloned making the risk of rejection of the tissue close to zero and then grafted onto the existing muscle around the skeleton significantly strengthening connective tissues and visible muscles' mass and density providing strength usually only attainable by the most physically powerful and athletic baseline humans, after which rybcoarse-derived polymer, which amplifies this base strength output by a factor of five, giving each subject physical power and endurance far in excess of a normal human or near-human. Myomer actuation is made to each of the joints, enabling greater ability and resilience to stress, allowing them to easily perform athletic actions such as lifting, jumping, pulling, etc. without potential risk to tendons and vastly diminishing risks of strains or tearing.

CARDIOVASCULAR, IMMUNITY & RENAL ENHANCEMENT – PHASE DELTA
An advanced bio-stabilizer implant is used to analyze the contents of the subject’s circulatory system, removing toxic substances, and other undesirable elements, working in tandem with an immunity package to fend off most common infections, viral or bacterial. Specially-cloned kidneys, again made from the subject’s own genetic material, are used to replace these organs, designed to make the subject resilient against the symptoms of most known diseases, toxins, and poisons – barring aggressive nerve agents or other neuro-toxins encountered in the system. Oddly, these also render the subject highly immune to intoxication, allowing them metabolize alcohol and other drugs rapidly upon consumption, meaning that only with very excessive amounts could a subject become intoxicated / inebriated by them, though they will still feel a fraction (18.6%) of the effects of drugs due to usual bodily absorption. This same metabolic absorption rate also means that fast-acting and powerful poisons and toxins can still damage or even kill the subject if they work quickly and powerfully enough. The heart is strengthened by the inclusion of mesh sheathing which improves cardiac performance, giving the subject the same cardiac strength and endurance as a galactic-class athlete. Specially-designed blood, cloned from the subject’s own, delivers greater oxygen throughout the body, enhancing performance and stamina, while also able to clot much faster and – perhaps most especially – to resist lightning and ionic discharge to much improved levels.

RESPIRATORY ENHANCEMENT – PHASE EPSILON
Due to gene therapy, the number of alveoli in the lungs is tripled, increasing the subject’s breath capacity by a factor of three, which translates to being able to hold one’s breath for as long as fifteen standard minutes effortlessly. Next, a device is implanted into the upper bronchi, where the trachea and lungs are joined. Consisting of a fine mesh micro-filter, this device will capture harmful substances such as toxins, airborne pathogens, poisonous or toxic gases, dust and debris particulates, and other dangerous gases. The captured substances are then collected and eliminated via a non-toxic binding fluid which is then coughed up when it has reached sufficient holding capacity. The material, appearing as a thick greyish-green mucus ball, is rendered inert and unable to be absorbed into the body. Discharging the material is akin to a smoker’s cough, whereby the mucus ball is expelled through hard coughing, which can irritate the throat and often leaves an unpleasant taste in the subject’s mouth. Excessive exposure to and constant expulsion of these substances can be taxing and leave the subject hoarse or with a very sore throat, and in extreme situations can result in micro-lesions in the throat which will require time to heal, though not much thanks to the gene therapy regimen.
 

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