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FN-2826

FN-2826

Member Since 31 Dec 2017
Offline Last Active Yesterday, 10:17 PM
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Limum-Mortis

13 June 2018 - 07:27 PM

38ab89dd64b9acbae6dde2f276d8e6dd.jpg

Limum-Mortis

 

OUT OF CHARACTER INFORMATION

  • Intent: [ State why you are making this submission. Is the character there to assist with faction roleplays, to help train your character, or provide an antagonist for dominions or something else entirely? ]
  • Image Credit:
  • Canon: N/A
  • Links:

GENERAL INFORMATION

  • Name:
    • Galactic Standard Basic(Common Name)Mortis
    • Galactic Standard Basic(Uncommon Name) - Limum-Mortis
  • Designation: Sentient
  • Homeworld: Unkown Planet, hidden in the Unkown Regions
  • Language:
    • Mortinus - Written
    • Ancient Sith Language - Vocal(Major/Minor)
    • Primal Growls - Vocal(Major/Minor)
  • Average Lifespan: 700+ Years
  • Estimated PopulationRare
  • Description: [ Provide a short paragraph that describes this species at a glance. More in-depth descriptions can be added in distinctions below. ]

PHYSICAL INFORMATION

  • Breathes:
    • Type I - Toxic
    • Type II - Possible, yet prolonged exposure is toxic
    • Type III - Optimal
    • Type IIII - Toxic
  • Average height of adults:
    • Bipedal(Human) Form - 2~2.5 Meters
    • Ooze(Standard) Form - N/A
  • Average length of adults:
    • Bipedal(Human) Form - N/A
    • Ooze(Standard) Form - 1.3 Meters
  • Skin color

Main Color

Markings

  • Hair color: N/A
  • Distinctions:
    • "A hulking mass of what appeared to be muscle covered in some gelatinous oily-like substance, possibly some form of biological black goo. It towered over me, like it were some hulking dragon from one of those stories about the Mythosaurs, though it was no dragon. It stood bipedal, like a man...it wasn't."
    • A Mortis
  • Races: [ Not subspecies, distinct cultural or physical races (aka, just like human races). ]
  • Strengths:
    •  
  • Weaknesses:
    •  

CULTURE

  • Diet:
    •  
  • Communication: [ Note their common communication medium ]
  • Technology level: [ Describe their societal technology level ]
  • Religion/Beliefs: [ If this species has a prominent religion or set of beliefs, describe them here. ]
  • General behavior: [ Describe general behaviors such as: family life, values, how they raise their young, how they find mates, how they interact with the world and other species around them. Do they hunt? Do they build? Are they inventors? Are they explorers? Are they nocturnal or diurnal? Do they attend schools? Etc, etc. ]

HISTORICAL INFORMATION
[ Describe an abridged history.  If your species is genetically engineered or Sithspawn please describe the process through which they were created, by who, and why in at least three paragraphs. Explain the various challenges encountered during their creation. Most galactic species will be quite old - major events relevant to the species in how they evolved and developed into what they are today where appropriate. ]


"Masquerade" Personal Plasma Blade

09 June 2018 - 08:47 PM

"Masquerade" Personal Plasma Blade

Digital Recreation of the Masquerade Plasma Blade's Blade

Wrist Gauntlet of the Masquerade Plasma Blade

 

OUT OF CHARACTER INFORMATION

  • Intent: To create a personal, short-range, wrist-mounted plasma blade for use by the First Order
  • Image Source: 
  • Canon Link: N/A
  • Primary Source: 

PRODUCTION INFORMATION

  • Manufacturer: First Order Bureau of Engineers
  • Affiliation: First Order
  • Model: PPB/PODPB Model I, part of the classified "Bloodstone" Project
  • Modularity: No
  • Production: Minor

  • Material:

    • Durasteel Magnetic Extenders/Stabilizers

      Durasteel-Plastoid Central Component
    • Electronic Components
    • Magnetic-Electro Clamp
    • Durasteel, Polyester, and Nylon Arm Strap

TECHNICAL SPECIFICATIONS

  • Classification: Wrist-mounted Blade
  • Size: Small
    • 8-16 Inches in Length
    • 3.5 Inch Width
  • Weight: Very Light

SPECIAL FEATURES

  • BlockingThe Masquerade was inspired by the lightsabers used by the Jedi and the Sith. Too many Stormtroopers and operatives within the ranks of the First Order had been cut down time and time again by the aggressiveness and ruthlessness of the laser swords used by the enemies of the First Order. Swords which could kill a soldier in a mere few strikes. The engineers and military staff sought an end to this. Years of development led to something like the lightsaber, though smaller, weaker, and yet even better than ever before. Seeing as how the Masquerade Plasma Blade was influenced by the lightsabers of the Jedi, it is only natural for them to be able to block standard melee strikes from melee weaponry along with being able to be used as a shield from blaster fire. Although, the Masquerade can only handle a few shots from blaster weaponry as it wasn't made for the sole purpose of being a shield.
  • Size
    • Shortened Length (5 Inches) - The shortened length of the plasma blade is four inches, and it is a rather...unorthodox and strange blade length given the purpose for the plasma blade being close-quarters combat. The shortened length typically see's less action than the other blade lengths and has very few uses as well. Although the plasma molecules are much more compact and stable than the standard length, there isn't much that this blade length can do effectively. This blade length is most commonly used in more dire situations when the user is in more imminent danger of dying. This length of the blade is less noticeable and uses much less power, though it cannot do as much damage as the other lengths due to its small size and it doesn't have good reach, meaning the user would need to get up close and personal with their target. Much closer than they would normally need to get than they would with the standard length.
    • Standard/Combat Length (8 Inches) - The standard length of the plasma blade is eight inches, not overly long and the most useful out of all the size adjustments for close-quarters combat. The standard eight inches is where the molecules are most concentrated and stable, save for the shorter sizes. The 8-inch length blade is the most commonly used blade length and the most effective for a large range of different scenarios.
    • Extended/Ambush Length (10-16 Inches) - The blade's plasma molecules are rather unstable at 10 inches. At this size, the magnetic stabilizers used to help the blade keep its shape are also unstable, making it possible that the blade could randomly close in when it's magnetic stabilizers stop working. Close-quarters combat isn't as...well easy or effective with this length of the blade, though it is still very much possible. This size of the blade, however, can help to catch opponents off guard quite easily mid-combat. One moment you and your opponent's blades are clashing, the next, you turn up the length dial and can cut your opponent, sometimes even kill them with this sudden tactic. However, when changing the length of the blade, there is a short delay of one and a half seconds when the length dial is turned before the length of the blade fully changes.

Strengths:

  • Interchangeable Size - The Masquerade Plasma Blade, or MPB, blade length can be manually changed through the use of a
  • It's a Lasersword...Kinda - The Masquerade was, more or less, based off of a Jedi lightsaber. It's sole intention, when being designed, was to try and mimic the super-heated plasma which was the blade of a lightsaber. The engineers of the Masquerade achieved their job, sort of. They did successfully make a laser sword of plasma, though it wasn't a Jedi lightsaber. The Masquerade while strong and powerful, cannot effectively cut through heavy metal or doors. It can, on some occasions, cut through light-weight to medium-weight armor and can cleave through flesh and bone rather easily if the strike has enough force and power behind it.
  • Lightweight - The Masquerade, when not fully activated, it basically an electromagnetic metal gauntlet. It is a rather lightweight and compact one at that, built with mobility in mind as to not weigh down users of the Masquerade. The MPB can easily be connected to the forearm/wrist through two nylon-metal fiber straps and one kevlar-metal fiber strap, each strap connected to each other through the use of a magnetic locker, which keeps the gauntlet basically locked to the arm until the magnetic locks are disabled.
  • Easily Hidden

Weaknesses:

  • EMP's can be the Devil
  • Not really a 'True' Lasersword - The Masquerade was, more or less, based off of a Jedi lightsaber. It's sole intention, when being designed, was to try and mimic the super-heated plasma which was the blade of a lightsaber. The engineers of the Masquerade achieved their job, sort of. They did successfully make a laser sword of plasma, though it wasn't a Jedi lightsaber. The Masquerade while strong and powerful, cannot effectively cut through heavy metal or doors. It can, on some occasions, cut through light-weight to medium-weight armor and can cleave through flesh and bone rather easily if the strike has enough force and power behind it.
  • Why the Component?
  • Batteries are Trash
  • Instability is my Drug

DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)


"Icarus" Personal Plasma Shield

08 June 2018 - 09:18 PM

"Icarus" Personal Plasma Shield

'Concept Art' for the Icarus Shield

 

Icarus Shield in Action

 

 

OUT OF CHARACTER INFORMATION

  • Intent: To create a personal plasma shield for use by the members of the First Order 
  • Image Source: 
    • Image 1
    • Image 2 - Deadpool 2 Trailer/Google Images
  • Canon Link: N/A
  • Primary Source: 

PRODUCTION INFORMATION

  • Manufacturer: First Order Corps of Engineers
  • Affiliation: First Order
  • Model: PES/EU Model I
  • Modularity: N/A
  • Production: Minor

  • Material: 
    • Durasteel, Polyester, and Nylon Arm Strap
    • Electronic Components
    • Durasteel-Plastoid Central Component
    • Durasteel Magnetic Extenders/Stabilizers
  • SPECIAL FEATURES
  • Defensive Rating
    • Kinetic/Slugs/Blunt - Very High
    • Blasters - Average
    • Lightsabers - Very Low
    • Sonic - Low
    • EMP - Low-Average
    • Ion - High
    • Shrapnel - Average
    • Explosives - Very Low
  • Size
    • Typical Size (Half a Meter) - The normal or just factory setting for the Icarus is very similar to the portable shields used by members of the Deathwatch in the Clone Wars. This size is half a meter in diameter, which covers the user's entire forearm in a holographic style of display. The shield doesn't cover the arm, merely reflects a holographic-appearing plasma shield outwards in a circle similar to medieval shields of old. This size is best suited for close-range combat
    • Doubled Size (Meter) - The larger the plasma shield, the more unstable the molecules of plasma become. That's not to say the shield will break easily, although the bigger the size the shield becomes, the less damage that it can absorb. As it stands when the size is doubled, the molecules to become more unstable, however, they are still firmly connected together and can still take a good amount of punishment. The diameter of the shield is now a meter, and the shield now is displayed over the entire arm it is equipped with, shielding the arm from most sources of damage. This size is best suited for most battlefield encounters. This size can take about 20% less damage than the previous version.
    • Tripled Size (Meter and a Half) - At triple the size, the molecules which make up the shield are now more unstable along with their magnetic extenders which help the shield to keep its circular shape. The shield now covers a good amount if not most of the user's upper body, protecting most of their body from harm on the battlefield. The molecules, at this size, can take less damage than the previous two sizes though the exact amount if unknown, however, a rough percent would be that it could take about 25% less the damage than the shield at double the size. This size is best suited for battlefield encounters where explosives are involved or where cover is being utilized to form up a defensive position. This size also can help to rescue allies on the field of battle.
    • Quadrupled Size (Two Meters) - At quadrupled the size, the molecules that make up the plasma of the shield are now very stretched and more unstable than all of the previous versions. The magnetic extenders are more prone to collapsing inwards and closing the shield now if too much damage is taken, usually unexpectedly and at inopportune times. This size takes 35% less damage than the previous size, making it much more susceptible to damage than the three previous sizes.

Strengths:

  • Bashing People for Days. You can bash people with the plasma shield, which can leave a nasty though non-fatal burn if it hits skin.
  • Interchangeable Size.

Weaknesses:

  • Magnetic Instability. The Icarus Shield has magnetic extenders which help the plasma to keep it's circular size and to help contain the plasma within the limits of the magnetic extenders. However, these magnetic extenders can be and are prone to malfunctioning easily. If an EMP hits the shield or if the shield receives too much damage in one area, the magnetic extenders will have a high probability of closing in on themselves, which renders the plasma shield temporarily useless until the shield's electrical systems do a full reboot which takes roughly five to ten seconds. When the magnetic extenders close in on themselves, this renders the plasma shield temporarily useless and makes the user vulnerable to damage.
  • EMP's are the Devil.
  • Laserwords and Metal Swords, Hand in Hand. The shield can take only a few blows from a metal sword and only one from a lightsaber before breaking.
  • Ion's are the Devil
  • Lithium-based, Plasma-coiled Battery. If the battery is overheated, it can explode, severely burning and damaging the user's arm.

DESCRIPTION

Force Users can be dangerous, sometimes outright unstoppable. Troopers would get killed nonchalantly and the First Order would suffer needless casualties in war when fighting enemies that held force users amongst their ranks. An effort was made by Doctor Hozlen, head of the "Bloodstone" project, to counteract the deaths of many troopers and to try and bring the NFU's of the First Order on par with hostile FU's. The First Order had plenty of weapons and technology, that was true, although there weren't enough anti-force weapons or technological achievements to help counteract the utterly devastating effects of a Force User. The First Order had a few of these, though some were limited to the Order of Ren, others to the Deathtroopers, others to High-command... there wasn't much in the way for regular soldiers to help defend themselves in a one-on-one engagement with a force user.

 

Doctor Hozlen saw this and sought to correct this unforeseen error of the First Order. Hozeln and his colleagues looked through over a dozen historical documents on countering force users along with past battles involving force users. There was a multitude of information they gained from these documents, sonic weapons, sonic grenades, toxic gas, and explosives. However, Haozlen didn't seek to go the conventional route as most Jedi would know this route of trying to defeat them and be prepared nonetheless. Hozlen sought for unorthodox weaponry and for unorthodox and unconventional technology to outwit and defeat force users. Thus began the development of the Icarus shield, a plasma-based shield to absorb blaster-fire and physical attacks, a defensive weapon mainly to help in close-quarters combat. The shield could even withstand physical blows from a vibrosword, though prolonged attack would short out the component which generated the shield, making it close unexpectedly and temporarily. The same was true even for a lightsaber, though the shield could withstand only one or two hits from a lightsaber before collapsing and recharging again in its lithium-based plasma-coiled battery. There were needless problems with this LB-PC Battery, just as unexpected and often devastating explosive lithium batteries if they overheated in the recharging process. Though, this mistake couldn't be fixed due to the small and compact size of the battery as to house it in a small, wrist-mounted component piece.


"Europa" Missile

08 June 2018 - 05:42 PM

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SAMO "Europa" EAAO Mark I

 

 

OUT OF CHARACTER INFORMATION

 

  • Intent:  To act as a surface-to-air missile for use by the First Order
  • Image Source: [X]
  • Canon Link:  N/A
  • Primary Source: Seeker Missile

PRODUCTION INFORMATION

  • Manufacturer: First Order Bureau of Engineers
  • Affiliation: First Order
  • Model: EAAO/SAMO Mark I
  • Modularity: No
  • Production: Minor

  • Material: 
    • Durasteel and Quadanium casing
    • Durasteel reinforced payload casing
    • Electrical Components
    • Missile Components
    • Detonite Explosive Payload

TECHNICAL SPECIFICATIONS

  • Classification: Missile
  • Size:  Average
  • Weight: Average
  • Ammunition Type: Detonite
  • Ammunition Capacity: Depends on launching device
  • Reload Speed: Average

  • Effective RangeBattlefield
    • Range, 3-19 Miles
    • Altitude, 100-46,000 Feet
  • Stopping Power: Average
  • Recoil: Average, Depends on launching device

SPECIAL FEATURES

  • Infrared Guiding System, which allows for heat-seeking on enemy aircraft vessels
  • Small Thermal Camera, which allows for digital feedback to a possible controller of the missile
    • The Europa has a "Manual-Guidance Override" feature when fitted into a SAM site, allowing manual control of the rocket from a designated SAM operative with the proper training

STRENGTHS:

  • Infrared Guidance System
  • Sleek and Aerodynamic Design allows the Europa to easily catch up to most enemy aircraft to blow them out of the sky

WEAKNESSES:

  • Cannot target enemy armor on the ground or enemy infantry on the ground
  • Can be shot down, though it is very difficult to do so
  • Useless underwater
  • EMP's can disable the rockets Infrared Guidance System, making them stop following their target and hit random targets as they are blind without any guidance system

DESCRIPTION

  • The Europa was designed exclusively for anti-air purposes, to shoot down and obliterate enemy aircraft at the push of a button. Once launched from its housing device, the Europa's Infrared Guidance System, or IGS, will take over from there. Each cluster of Europa missiles is linked together on a technical aspect. This makes it so that, in a hypothetical scenario, if six missiles are launched at six fighters, each missile will take on its own fighter to make the most of the number of missiles in an effective manner. Hypothetically, if six missiles were launched at two fighters, three will take one and three will take the other. Along with the IGS, a Manual Guidance system was added as well for increased precision and for more 'intelligence' added to help the missiles take out enemy aircraft.

"Shrapnel" MAP I

07 June 2018 - 10:27 PM

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"Shrapnel" MAP I

Mobile Artillery Platform Mark I

 

OUT OF CHARACTER INFORMATION

 

  • Intent: To create a mobile, albeit slow artillery platform to rain down fire upon the enemies of the First Order
  • Image Source: [X]
  • Canon Link: N/A
  • Primary Source: N/A

PRODUCTION INFORMATION

 

Manufacturer: First Order Bureau of Engineers

  • Affiliation: First Order
  • Model: MAP Mark I
  • Modularity: Artillery Shells
  • Napalm Shells
    • EMP Shells
    • Shrapnel Shells
    • Smoke Shells
    • Cluster Shells
    • High Explosive Shells
  • ProductionLimited
  • Material: Durasteel

TECHNICAL SPECIFICATIONS

  • Classification: Artillery
  • Role: Heavy Artillery
  • Size: Large
  • Weight: Very Heavy
  • Minimum Crew: 11
    • Gunner - 1x
    • Spotter - 1x
    • Shell Loader's - 8x
    • Commander - 1x
  • Optimal Crew: 16
    • Gunner - 1x
    • Spotter - 2x
    • Shell Loader's 12x
    • Commander - 1x
  • Propulsion: Quadrupedal
  • Speed: Very Slow
  • Maneuverability: Very Low
  • Armament: High
  • Defenses: None
  • Squadron Count: Low
  • Passenger Capacity: 0
  • Cargo Capacity: None

SPECIAL FEATURES

  • N/A

Strengths:

  • Firepower Supreme - The five-ton shells that are loaded into the MAP can be absolutely devastating and are highly capable of destroying many unshielded and shielded targets at ease. The shells can, in most cases, decimate a good number of infantry brigades at times along with destroying lightly armored vehicles. Anything besides a lightly armored vehicle, however, will be far more difficult to destroy though the MAP still makes short work of them if it gets a direct hit on them. Heavy armor is hardest for the MAP to destroy, though it is possible though on rare occasions. Even if they don't get a direct hit, no matter the shell, shrapnel will be shot out in every direction, eviscerating enemy soldiers in most cases. The MAP specializes in destroying infantry and lighlty armored to medium armored vehicles, anything above this it has a hard time with.

Weaknesses:

  • Absolutely Defenseless - The MAP had no defenses, all it is is a giant gun, put on legs, with minimal armoring to protect it from arms fire. The MAP has to rely on heavy support from nearby allies and defensive units to be used to full effect. Without any support, the MAP is a sitting duck for airstrikes or even just rushes of infantry because of how slow it is to move and fire.
  • Slow as a Snail - The MAP is...it's slow, simple as that. It moves at a whopping...5 miles an hour. Which is typically why these artillery units are dropped in from air transports. Though, if the MAP had to be on the move to readjust position, it is rather slow and incredibly vulnerable. All it takes is one anti-armor mine to a single leg and poof...there goes your expensive artillery unit.
  • Slow to Reload - At least eight people are required to load the five-ton shells into the loading chamber for the MAP. Twelve people are optimal however even with this many people and even with a highly specialized and experienced group, reload time will at the least take ten minutes. That's not even including the time to spot for a location, aim, and fire the weapon. It takes the MAP five seconds to ready the shell before it is shot out of it's loading chamber and onto the battlefield.

Description:

Artillery isn't a must on the field of battle...though the support it brings it an absolute life-savior. Artillery can pummel the enemy into submission, decimate enemy columns of armor, eviscerate dozens upon dozens of infantry units, and stop any type of push from enemy opposition to overrun your current position. That's exactly the idea of thought the First Order Military Command has in mind when they assigned the Bureau of Engineers to begin work on a monstrous Artillery piece to decimate any enemy. The result of a year of work and delays? The MAP, Mobile Artillery Platform. It's codename when it was being worked on was, "MAAD," Mobile Artillery Assured Destruction. The MAP was designed with the sole purpose of destroying entire enemy lines and causing as much destruction and mayhem as possible against any enemy. Which is what happened.

 

The MAP uses a spotter from a higher up position, or from a person in the field, to be used to spot enemy positions where there is a heavy concentration of the opposition. The spotter then calls in the artillery strike on the enemy position. Other times, the MAP will fire randomly into the field of battle with the use of a spotter close to the MAP as to avoid needless spotter deaths which can hamper artillery efforts. The spotter will then communicate with both the commander and the gunner through comns and from there, the loading crew begins to load up a single artillery shell. If more than one shell is loaded at a time, the result will typically be disastrous and will result in a rather large explosion and casualties. After the shell is loaded, the gunner swivels the artillery gun around without the movement on the legs, rotating the gun into the right position before then issuing the priming sequence with the pull of a switch in the form of a silver key to initiate arming sequence. The shell will then be armed instantaneously gunner has somewhere from five to ten seconds to fire the gun. If they don't, well...the result isn't pretty.