Crew
Equipment
Captain-
It is the Captain's job to organize the rest of the crew and seek out new opportunities for making a profit in the dangerous space of Merioid Alley. It is their job to keep track of all the latest reports on Ankh activity so they can seek out likely planets rich in Merioid that have recently been culled. They have the final say in all decisions, and they get to decide how their ship gets outfitted and modified.
They also act as the representative for the crew, responsible for their image and keeping them from becoming too infamous. The Captain must make the sales, and balance the budget of the ship, keep track of upkeep and repairs, and so on. In addition to this, they must serve as the tactician in battles and is responsible for clearing crew activities. If someone does something on the ship without letting the Captain know, they are breaking the rules and are subject to reprimand (at the Captain's discretion.)
Good mercenary captains are ruthless, unflappable, brave, cunning, and opportunistic. They must be able to endear themselves to the crew, and find ways to keep their transient followers loyal.
First Mate-
As first mate, it is your job to oversee crew members and delegate orders from the captain. If the Captain is not on the bridge, you are in command of the ship unless he specifically states otherwise.
Additionally, this role gives you rudimentary training in most of the officer positions, and you can effectively fill in for them, but not with as much skill (as such, you should familiarize yourself with the other positions).
In addition to the Captain, you also have control over Hector, the ship's AI. Keep in mind that Hector can't perform certain physical actions, so his ability to actually carry out orders is limited. He can, however, guide you through the procedure to carry out an operation in the ship.
Engineer-
As Engineer, it is your important duty to oversee that the operation and condition of the ship and its crew are at their peak. In this position, you have full access to each room and service corridor on the ship. Additionally, you have control over the ships' robotic auto-repair nanites. These nanites are stored in 2 litre containers across certain strategic locations on the ship. To use the nanites, one must enter a damages report into the console on the container, and program them manually. Additionally, you have access to your own workbench where you can repair and upgrade ship components.
It is also your job to manage power throughout the ship during crucial fights and operations, making sure that pertinent systems are operating at their best or better. To do this, you must rout power from the generator from and to certain systems. Meriod generators do not require fuel, as Merioid produces free energy. However, the amount of energy produced is proportional to how much Merioid is active. Thus, only so much power can be routed on the ship at a given time. All systems can be run at once, but not at maximum power. For example, during combat, power may need to be routed from food production to weapons systems or shields. The power usage of each component is listed. The maximum power output of the generator at this time is: 1000 tw (terrawatts)
The systems below are written for the crew's starting ship, the modified Earthen Argos Class Light Gunship ?Captain Gets to Name?
Hardwired:
These components cannot have power taken from them, but can have additional power routed to them
Orion Surveyor 3-13 Impulse Engine: 6 **Note, Impulse Engine deactivate when Apollo Drive activates.?300 tw
Life Support?13 tw
Bridge Deflector Shields?5 tw
Nostradamus S-5050 Type Shipwide AI?1tw
Emergency Lighting?--tw
Escape Pods?7 tw
Open Circuit:
These components can have power routed to or away from them to other components in addition to being overdriven.
?Liberator? Apollo Warp Drive?950 tw
Military Grade .5 km Deflector Shields?200 tw
Food Production?13 tw
Shipwide Gravity **Note, Gravity can be turned on or off in different parts of the ship.?7 tw
Entertainment Functions?2 tw
Window Transparency?1 tw
Lighting?3 tw
25 tw Deuterium Laser Cannons?100 tw
5' Howitzers?50 tw
Missile Pods?50 tw
Defense Turrets?100 tw
Targeting Systems?4 tw
Starfighter Fueling and Charging?120 tw
Merioid Harvester Charging?120 tw
Radio?--
Wideband Communications?1tw
Scanners?2 tw
Autorepair Nanites?3 tw
Internal Security?4 tw
Intership Transportation?1tw
Atmospheric Thrusters?170 tw
Lower Functions?3 tw
You don't need to memorize each of these, but keep in mind how to rout power within the ship. Keep in mind that keeping certain systems running above their peak for too long can damage them.
Also as the Engineer, Crew members can come to you to get their armor and weapons repaired. No one on the ship can repair powersuits as well as you do.
Navigator-
The Navigator's job is not only to act as the helmsman during sub-warp travel, it is their duty to act in concert with the Communications Officer to plot a viable course through the stars when the Apollo drive is to be engaged. They have to keep a constant eye on when the next jump opportunities will be available as stars and other heavenly bodies move within the galaxy. If they cannot contact Galactic Traffic Control, they must be able to chart a course themselves, which requires advanced mathematical skills.
During sub-warp flight, they must work with the Engineer to maintain optimal engine output and maneuvering power. In space, the ship can move in any direction, but it slowing the ship down can damage it, so it's usually better to turn. They must also work with the Weapons Specialist to ensure that the ship always has a firing solution on an enemy vessel with the preferred weapon.
It is also the Navigator's job to oversee any and all docking operations, even if they are automated. In the event of atmospheric landings, they must chart a viable reentry vector so as to ensure that the ship takes no damage.
Weapons Specialist-
As the Weapons Specialist, it is your duty to oversee and most of the time manually operate the weapons that the Ship is equipped with. The Weapons that she is currently equipped with are:
25 tw Deuterium Laser Cannons (Effective Range: 5,000 km. Tracking speed: 7 rd/sc)
5' Howitzers (Effective Range: 2,000 km. Tracking speed: 12 rd/sc)
-Large bore shells
-Nuclear Warheads
Missile Pods (Effective Range: 1,000 km for regular missiles, 10,000 km for cruise missiles. Tracking Speed: --)
-EMP missiles
-Anti missiles
-Cruise missiles
Defense Turrets (Effective Range: 1 km. Tracking Speed: 100 rd/sc)
**The Defense Turrets fire plasma; a middle ground between energy and kinetic damage.
Weapon Types:
Laser/Energy:
Pure Energy weapons such as lasers are highly effective against smaller craft and deflector shields. They tend to not be effective against heavily armored ships. When a laser is fired at an enemy deflector shield, the shield will absorb the energy, strengthening the shield. Yet this overloads the capacitor for the shields in the enemy vessel, which will eventually overload, fail, and leave them wide open to kinetic assault. Energy weapons are highly effective against armored organics
Ballistic/Kinetic:
Shells and warheads are used to eliminate large targets. Since Ballistic rounds are slow compared to lasers, they are not very effective against smaller, faster craft such as starfighters. When used, however, to penentrate armor or cripple larger craft, ballistic rounds are best. It's possible to attach warheads to a ballistic shell to give the weapon some extra power, but this is expensive and should be used sparingly. Ballistic rounds fired at deflector shields will literally be deflected. Ballistics are very effective against non-armored organics.
EMP:
This weapon type has absolutely no effect on living things. However, it is deadly to any kind of machinery. The waves produced by these weapons scramble electronic signals, frying circuitry, wires and computers. In space combat, these are used to disable the enemy's ship without too much damage. On ground combat, EMP rounds are commonly used against robots and droids.
Targeting and Tracking:
As a general rule, the larger a gun is on a ship, the slower it can position itself. Therefore, the large guns on the ship are not suitable for fast moving craft. The defense turrets are much more suited, or even better, for use against fightercraft. Additionally, the effective ranges of different weapons varies.
The ship's targeting systems at this time can target up to 12 objects at once. Any weapon, once aimed at a target, will fire upon that target it instructed to do otherwise or fired manually.
Fightercraft: The ship comes equipped with 6 Crescendo fighters. These craft are compact, yet powerful and fast. They possess eight anti-fighter (Voodoo) missiles, and two .50 mm vulcan cannons. These can engage with either other fighter craft, or attack smaller, unshielded cruisers.
Scientist-
As the Scientist, it is basically your job to gather and dispense information. Additionally, you have full access to Hector, the ship's AI, as far as information processing goes.
You are provided your own laboratory and computer lab. In this lab you can experiment on specimens, study technology, process data, and formulate chemicals. You will work closely with the captain on analyzing good potential sources of Merioid.
With Hector at your disposal, you can have him analyze pretty much anything in the universe. After you have given him a specimen, it will take him a variable amount of time to discern the nature of the specimen based on previously entered data. Thus, it is your job to gather data to input into Hector, and decipher certain things a computer cannot. Once Hector gives you all discernible information on an object, it's up to you to figure out an application for it, log it, and whether keep it or trash it. When dealing with unknown organic material, always wear protective equipment.
You are also to work in close concert with the ship Medic, in the nature of analyzing diseases, finding new plausible medicines, and creating chemicals. You are not to bring any specimen onboard without the authorization of the captain. Also, should the need for surgery arise, you are to be the Medic's assistant.
As scientist, you are provided with a scanner, which can swiftly identify an object based on Hector's database.
Medic-
As the ship Medic, it is your valued duty to aid any ailing or injured crew members. Due to the variety of races aboard the ship, and that may need to be treated, you have access to Hector's medical logs.
You can also send samples of blood, tissue, parasites, medicines, etc. to the Scientist to have them analyzed. However, if the specimen turns out to be a pathogen, and the Scientist is infected, you are responsible for not warning them ahead of time. When dealing with unknown organic material, always wear protective equipment.
As Medic, you also have your own infirmary. This room is equipped with a robotic assistant, a litany of surgical tools, pharmaceuticals, and other Medical paraphernalia. Should the need for surgery arise, you can request the scientist's aid. **Note, if you're squeamish, you don't need to write the explicit details of an operation.
Also as the medic, you are alloted one gallon of Merioid for medical uses. The full impact of Merioid on organic systems is not fully understood, and most standard practice discourages its use unless absolutely necessary. Use Merioid in small amounts, since the substance is very powerful and an overdose may have unpredictable effects.
Finally, the Medic is equipped with a powerful piece of equipment, known as the Field Patch. This handheld device not only allows the medic to monitor the vitals of any crew member, it can swiftly seal, sterilize, and patch most simple external wounds such as cuts, bullet wounds, fractures, bruises, etc.
Communications Officer-
As the Communications Officer, it is your duty to monitor the ship's signals, transmissions, and local space cross section. When you are hailed by another ship, you must be on the bridge to monitor and oversee communications. This includes working the translator, signal scrambler, and data streaming. If another ship does transmit data to your computer, you must personally scan it to check for malevolent programs, and if the file is even compatible with Hector.
Also, it is your duty to communicate to any fighter craft that are deployed.
When stealth is needed in a local area, it is you must see to it that the ship does not transmit any signals or traces that could alert an enemy to our presence. Inversely, should the ship's sensors detect a bogey, it is your duty to locate and fix the target's position. The scanner is another piece of equipment you will frequent.; the hardware currently equipped with can scan on infrared, x-ray, alpha, beta, gamma radiation, microwaves, radiosignals, energy emmissions, gravity, and ultraviolet spectrums.
Also, it is your duty to transmit the ship's projected course to interstellar traffic control.
Security Officer-
As Security Officer, it is your duty to defend the crew and ship from within. Should the ship be boarded, it is your duty to keep the infiltrators at bay and remove them.
Additionally, when the crew is on a planetary excursion, it is your duty to oversee their safety.
It is within your power to recruit any crew member (except the Captain, 1st Mate, or Medic) to aid you in combat. Keep in mind though that the ship still needs certain officers to operate at full capacity. Additionally, since you are responsible for their safety, should you recruit a crew member, you are considered responsible for any casualties. If a crew member volunteers to fight, however, you are not responsible for them.
You also have total access to the weapon and ammunition store aboard the ship. Standard weapons in the hold include:
Twenty 7.62 caliber Ballistic Assault Rifles
Ten 2 gw Carbon Dioxide Laser Cannons
Thirty .44 magnum semi-automatic pistols
Twenty 10k Celsius Plasma Handguns
Plasma Grenades (No, they don't stick.)
Five Triazyde Fuel Flamethrowers
Crew-
Merely because you have not been given an assigned position means that you are by any means unimportant. Because, primarily, without a workforce, no ship can work. Additionally, should an officer go missing, it may be your duty to fill in for them.
Should that time come, you will be provided the necessary information, but for now, these are the things you should concern yourself with.
Star Fighters:
If you are ordered to fly a fightercraft, keep these things in mind. Each fighter is armed with 6 Voodoo missiles. These missiles are highly maneuverable, and pack a decent punch. Each fighter is equipped with two .50 mm Vulcan cannons. When flying, each pilot wears an environment suit that is equipped Co2 thrusters and an emergency beacon. The suit has twenty minutes of air.
If you are attacking a larger, shielded vessel, wait for the shields to be neutralized by the Ship, and then destroy the hull with missiles.
When engaging other fighters, stay organized with your flight leader. Working in odds of 2 on 1 puts pressure on enemy fighters, and makes for an easier kill.
If you are in trouble, or your fighter is damaged, immediately return to the main ship If you are ordered to or needed, take a vacant fighter and head back out. Should your fighter be damaged beyond repair or destroyed, eject and use your flight suit's thrusters to return to the ship immediately.
Assisting:
Should an Officer request your assistance, help to the best of your ability, without argument.
Ground Combat:
When ground Combat is necessary, respond in a logical, tactical manner. Immediately group up and form lines as necessary, find cover, and work together. No heroism.
When fighting onboard ships, avoid compromising the hull, as it will benefit no one. When fighting onboard your own ship, avoid causing any damage whatsoever.
Remember, know your enemy. Use the correct weapon to dispatch of the correct enemy type,
Robots-EMP, Energy.
Organics- Ballistics, Energy
Armored Organics- Ballistics, EMP
Formations:
Offensive formations should be carried out by spreading your forces over a large area. Try to cover all routes of escape, and force the opponents into dead ends. Try flanking if possible.
Defensive formations should be tight and centered, with one person covering every angle. Try to find a concentration of cover, enfilade a bottle neck, and stay focused.
Retreating formations need to move quickly and economically as possible. Retain a low profile, stay quiet, and move rapidly. At least two people should be assigned to the rear, to check for pursuant enemies.
Locations
Planets
Races
Ankh
Little is known about the Ankh or their culture.
Ankh are four legged creatures with insect traits. They also possess a dextrous set of arms that possess fingers capable of bending backwards. These fingers also terminate in formidable talons, making the Ankh dangerous even when unarmed, since their legs allow them to jump long distances and move very quickly. They have eight eyes, with three on each side of their long head, and two in front, giving them a large field of vision. Ankh also possess a large set of mandibles, complemented by a three jointed jaw. As a result, it is nearly impossible for an Ankh to speak any language other than their own. Ankh's hard carapaces are riddled with large spines, and their tail has a large spiked horn on the end. Additionally, they have natural plates of carapace armor covering their body. Ankh come in shades of Auburn, Black and purple, and usually have spotted patterns.
The Ankh have three known sexes. Male, Female and Opale. The Ankh mating cycle constitutes of a male and female creating an egg, and giving it to a trusted Opale, who then takes care of the child as a mentor and parent. Opale's are sterile, and thus are generally the most encountered sex in encounters with the Ankh. While the Ankh possess a full range of human senses, their hearing is diminished due to internal ears, however, the Ankh's peripheral vision is capable of seeing in infrared. Ankh muscle structure is made up of a tough hydraulic pressure system, enabling them to exponentially increase strength in one limb while drawing strength from another. Their organs constitute of a brain, 12 chambered heart, a liver like structure, GI tract, and a unique organ enabling them to regurgitate a sort of ambrosia, like the honey from the bees of Earth. What purpose this secretion serves is unknown.
The Ankh's technology is feared and respected in Andromeda. Merioid harvesters know all too well the malignant orange flash of their death rays. Entire flights of Warden patrol ships have been torn to shreds by one Ankh cruiser. The Ankh also commonly wear powersuits which obscure their faces in long, trapezoidal helmets. These suits boost their already prodigious strength, and serve as weapon platforms. It should be noted that Ankh always wear a ceremonial Aegis' on their hind legs. The little technology that has been recovered from Ankh wreckage is coveted throughout Merioid Alley.
Little is reliable on the Ankh culture itself. Their belief system is well known though. The Ankh worship their home planet of Lkshryll-ort (literally meaning "center of space"). They believe that any other planet which possesses life aside from their own is in direct blasphemy of their goddess, and must be cleansed of their "jealousy" aka, whatever speck of life that planet harbors. Once these planets are cleansed, they become "the sisters of Lkshryll", and are holy again. As such, any other space faring race they meet is destroyed as quickly as possible. The one blessing in all this is that the Ankh do not possess a warp system, only able to travel a little over the speed of light. Their great numbers, however, more than make up for this.
Gorboid
Gorboids are hyper intelligent slug-like beings from the planet Boid. They have no sexes, and go through mitosis every twenty years. Their anatomy consists of four organs: Brain, Mouth, ?Stomach?, and an outer skin covered in short fur. Their coats can range from a mottled blue and green, to a striped lavender and yellow. As they are very slow by their own power, they often move about in mechanized walkers (Gorboids are preeminent technology merchants). These walkers can be armed with a litany of shields and weaponry, or a fusillade of data collection devices. While they are about 3? high naturally, they are about 7? tall when in walkers. As sightless creatures, they have no visual art, but love poetry. Gorboid nature can vary, but they tend to be jovial, passive and calculating. They have very short attentions spans, and are always thinking of new ways to improve the world around them. Gorboids have a lot of racial pride, but it is not aggressively expressed. The only reason they are not more powerful as an empire is that they have trouble organizing, as they'd rather be developing new gadgets or software instead of paperwork.
Gorboids, surprisingly, have a long and bloody history as they clawed their way to supremacy on their home planet of Boid. The ultimate prey species, they somehow managed to evolve alongside hardier, more adaptable species. How exactly they managed to do so is a subject of much archeological and taxonomic study. As such, they were not the only sentient race to evolve on Boid, and competed with the physically powerful but barbaric Shraxen race for dominance over the planet. Gorboids were often taken as slave labor or food for the Shraxen, until the turn of Boid's equivalent to the industrial revolution hit. At this turning point, Gorboid's potential as engineers and scientists was exploited by the Shraxen to the point where the other race become reliant on them for all technological progress. When they had become integrated enough into daily operations, Gorboids unleashed a massive xenophobic war against the Shraxen, using their mastery of the planet's technology to throw down their violent oppressors. After the Gorboids took dominance on the planet, they rapidly progressed to a space-faring race, and it is often debated whether it was the Parthen or the Gorboid who first ascended to the status of a true interstellar empire.
Shraxen still live on Boid, in an inverse role from their previous ones, often being held in large internment camps and monitored closely. There is much animosity between the few races to this day, the Shraxen resenting the Gorboids for taking pity on them and sparing their annihilation. It is for this reason the Gorboids can, at some times, be cautious or accusing of alien races.
Garulin
Garulins are a pale predator species from a perpetually dark planet, kept warm by rampant volcanism and radiation. They have cylindrical heads and three eyes situated triangularly upon them, which allows them to see in all directions at once, if they wish. They feed on bodily fluids through long probosci, but since these appendages are not able to pierce most skins on their own, Garulins have wickedly sharp talons on their feet to slash open prey. It should be noted that Garulins still prefer their food cooked in some manner, and they are quite famous for their wonderful broth recipes. They are hunched and bipedal, with large scaly wings that also serve as their arms, as they have claspers located the tips of each wing. The species is hermaphroditic, but most Garulins tend towards a gender identity depending on which aspect of mating they prefer. Their planet of origin makes them able to survive in vacuum, and they sustain their bodies with regular baths in potent radiation. Outwardly they are very amiable and friendly, but in reality they are manipulative and shrewd. Garulin's wings allow them to fly even in very thin atmospheres, and they are also what allow them to communicate, as they ripple and flash their silvery underside.
Garulins are a prideful, aloof people, but are always willing to compromise with another race if it will help them succeed in the long run. While not outright snobby, they do have a distinct preference for high quality meals and possessions, and are known to run some of the most decadent resorts in the galaxy. They have a knack for terraforming and land development, as well as agriculture. Since they are apex predators, Garulins take great interest in raising the healthiest, strongest livestock and feed plants as possible.
Human
These bipedal creatures from Earth possess considerable intelligence but low adaptivity. They have one set of arms attached to a muscular trunk, and their brain is housed in a hard shell set upon a strong neck. Humans consist of two sexes, Male and Female. Their outer flesh is flexible and soft and covered in hair both sparse and concentrated, thus making them generally susceptible to blunt force trauma. They can be surprisingly strong and dextrous for their size. Human nature varies greatly, but they tend to be very curious about the world around them.
Throughout the Local Group, humans are most widely known as skilled merchants and traders, as well as the most mobile of any space-faring race. They are the dominant race in the Milky-Way galaxy, but differ from other races in that they do not have a single, cohesive empire, their numbers divided between any number of nations, companies, and independent factions. Despite their lack of a unified power structure, they manage to still prosper, if only through sheer force of numbers. They far out-run the already prolific Ankh in terms of population. Because Humans are so varied in their culture, nations and religion, it is difficult to make many sweeping sociological assertions about them. They can be found almost anywhere across all three major galaxies in the Local Group, and tend to make up the bulk of frontier populations as well.
Lee-Shron
Genetic aberrations, all Lee-Shron look vastly different aside from the common trait that they have three pairs of legs on a long, snake-like body and a pair of prehensile tendrils protruding from a long, toothy snout. Past this, they come in any color imaginable with various mutations such as horns, boney plates, razor sharp claws on their feet, venomous stingers, and so on. The reason for these mutations is a quasi-symbiotic virus that infects the very genome of their species. As it rapidly mutates and evolves through generations, so do individual Lee-Shron. They are small reptilian creatures, able to sneak inside air ducts and hide from thermal scanners, making them excellent spies and assassins. Many require significant synthetic enhancement just to keep their mutated bodies functioning properly, and as such, are quite cautious around electromagnetism. As a trade off, their normal bodies are exceedingly resilient to viral infections and other pathogens.
Culturally, they are fond of music and individual expression, especially since they as a race have so much diversity. Their aberrant nature tends to make them second-class citizens on worlds they don't own. Each Lee-Shron is obsessed with their self-image, and believe themselves to be the most beautiful specimen of their species. They will debate endlessly over why they are more beautiful than other Lee-Shrons, and their entire civilization advances out of their innately competitive natures. Lee-Shron are by far the most medically advanced race in Andromeda, as their need for constantly improving and adapting synthetic modifications never diminishes. Since their race has such great variety, they place great value on regularity. As such, any genetic line of Lee-Shron that seems to have a very stable viral mutation history is regarded almost as royalty. A majority of the Lee-Shron power structure is made up of individuals who have an excessively scrutinized genetic pedigree.
Parthen
These humanoid creatures hail from the planet Grish. The first thing one notices about a Parthen is that the creature is covered in tough, rocky formations. Beneath these, they have purple, scaly skin. The Parthen diet primarily consists of pure minerals, most of which contribute directly to their touch outer shells. While they are not overtly unintelligent, they tend to disregard individual mental pursuits in preference for action. As such they are very strong, and capable of uncanny feats of strength.
The older a Pantheon is (They live for thousands of years) , the more they are covered in stone, in addition to being stronger and faster. For unknown reasons, they love circular shapes. Parthen tend to be humorless, and value order and a strong economy over all else. As such, they tend to make up a majority of Warden ground forces. They are the dominant race in the galaxy, thus owing to their sense of justified authority. The Parthen economy is the strongest in Andromeda, and the force of their market power allows them to maintain a massive galactic police force, as well as trade for all the latest technologies and scientific secrets. CulturalGVly, they revere the pursuit and enrichment of the academic process, and prefer to win arguments via circular logic. The Parthen mode of thought is revolves, literally, around circular patterns and thinking. Every sentence is constructed to loop on itself, and their logical debates consist of seeing who can encompass the most topics and facts into one circular argument. Their primary religion is centered around the number humans call pi, and they are more than willing to share their beliefs with outsiders.
Vehicles
Earthen Argos Class Light Gunship
Dimensions: 425 x 306 x 268 m
Armament: Two main guns, two missile pods, four synchronized defense turrets.
Speed: Max Acceleration 472 m/s, Max Warp, 500 parsecs/min
Hold: 2,000,000 cubic feet
Fighter Capacity: Eight
Maximum Occupancy: 300
Minimum Crew: 6
The Argos Class Gunship is one of the newest military sub-capitals to be engineered by the Earthen Alliance. It is a respectably sturdy, powerful craft who's systems are optimized to be able to work with the equally new ?Liberator? warp drive. This allows the Argos Class to patrol large areas of space quickly, and respond to threats in a timely manner. It is used most commonly in ambush and hit-and-run sorties. There are only fifty models known to be in active service, one of which was gifted to The Captain after they retrieved its stolen blueprints.
Crescendo
Dimensions: 18 x 12.2 x 6.1 m
Speed: Max Acceleration 1,047 m/sec
Occupancy: 1
Armament: 1 four-missile launcher, 2 .50 mm Vulcan cannons
Crescendos are the fighters unique to the Argos Class. They are sleek, yet powerful craft well balanced in speed and durability. Their slight lack of firepower against large targets is regrettable, but they perform admirably against smaller targets. They require four hours of charging after use. These make up four of the Argos' fighter entourage.
Finale
Dimensions: 21.5 x 14.2 x 6.8 m
Speed: Max Acceleration 706 m/sec
Occupancy: 2
Armament: 1 Disruptor Projector, 1 .50 mm Vulcan turret, various bomb and torpedo loadouts
Finales are the fighter-bombers that accompany Crescendos on to the field. These heavier, bulkier craft are able to attack larger, shielded vessels directly through the use of their Disruptor beam, which can temporarily open a hole large in an enemy shield for the craft to pass through. It is manned by one pilot and one gunner, who operates the craft's defensive turret and its other weapon systems.
Merioid Harvester
Dimensions: 10 x 6.3 x 8 m
Speed: Max hover: 50 mph
Hold: 7,500 cubic feet
Maximum Occupancy: 2
Merioid Harvesters are one of the most effective ways of collecting Merioid. They are long, truck like vehicles that hover five feet off the ground. At the rear of the tank is a specialized piece of deployable equipment for collecting Merioid. Two operators are needed to work the harvesting system. One hose operator to collect the raw material, and one pilot, to move the harvester over lakes of Merioid.
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