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Yogi

Yogi


Posts : 20
Join date : 2010-02-23
Age : 44
Location : Bella Vista,Ar

Armory room Empty
PostSubject: Armory room   Armory room EmptyThu Mar 04, 2010 8:33 pm

Entering our room as I seat down at my deck with my Tablet reading over the data.

Armory room 1522964652917264

FLAK gun mounts 30% installed
New Mines producing at 90%; ore quality now at 85%
Main mines at 100% output; ore quality 98%
Process facility now at 105% output; pushing the limits of both machine and machine.
GAUSS mounts abandoned; structural integrity not suitable for recoil.
Standard guns in full production>> ETC fitting out 48 hours
Dorsal arm now at 50% complete>> ETC 37 hours

MKII4A DRADIS

The MKI4A DRADIS is a phased array system similar to the AEGIS radar used by the US Navy. It is a 360 by 360 degree system that shows all contacts within range in real time. Since it is phased, there is no sweep. It is a constant on system that updates all targets as they move. It gives the appearance that the DRADIS is a window to space. It also has a 40% increase in both range and accuracy.

The primary arrays are now mounted in the tips of all six arms. This allows for maximum coverage around the base star. Each array covers a sphere outward from the arm tip to within two degrees of the arm’s hull. This creates the maximum amount of overlap between the individual arrays.

The secondary arrays are mounted literally in the arm pits. In the event that the primary arrays are destroyed, these take over. Since they are mounted in the “pits” they do have blind spots, mainly where the arms are. This is really not a big concern since the guns/weapons cannot fire into these blind areas (at least not yet).

Individual FLAK fire controls are also tied into this system as a tertiary detection option. In the event that both the primary and secondary arrays are out of action, these can be used to give short range DRADIS coverage until the arrays can be brought back online.

The entire system now uses the hull itself as the communications link using broad band encryption, which means that not only is it practically hack proof, but also always connected, save from the controls being detached from the hull or the arrays detached or outright destroyed; no wires to sever.

VERTICAL LAUNCH SYSTEM:

This system is effectively a missile system that stores all its missiles in launch tubes. This allows for virtually immediate launch capability of the missiles and allows firing the entire store of missiles in less than 15 seconds. The drawbacks to this system are that with the missiles already in the tubes, they cannot be readily accessed for maintenance or warhead changes. This arrangement also keeps the missiles near the outer hull typically outside any armor, making them more susceptible to hostile fire and magazine explosions (the tubes double as the magazine). Also part of this arrangement is the inability to reload the tubes except at a shipyard, and this in turn causes the load out mix to be fixed at the yards as well; no reloads in space.

Advantages
Massive fire power/rate

Disadvantages
Exposed to hostile fire with little or no protection
Missile load out set at the shipyard with no reload options
Minimal maintenance allowed

For RP purposes, actual size of the VLS will be determined by this guide:
……… each missile tube requires 4 square meters of outer hull surface area.
……... a maximum size limit of 1,500 total tubes per VLS
……... maximum total number of tubes of 3,000 per ship (ARIES class are New Earth and are Exempt from this)
……... ship MUST have enough free outer hull space to allow for the VLS to be installed

To minimize the effects of God Modding this system can bring, there will be a limit of 250 missiles per volley imposed. [Lets face it; a 1,500 missile volley is just too scary to fathom, to say nothing at all about surviving] Another way to look at this is having no more than 250 missiles in flight at any given time.

-----------------------------------------------------------------------------------------------------------------------------------------------------

RAIL LAUNCHER SYSTEM

This is a missile system that uses a directional rail launcher external to the outer hull with rotary magazines internally. There are three types of rail launchers: single rail, dual rail, and quad rail. Each rail has a 50 unit magazine associated with it. Missiles are selected via computer control. The magazine rotates that missile to the rail system, which transfers the missile up the rail to the launcher. Once in place, the launcher then rotates to the bearing of the target and launches the missile. After the missile is launched, the launcher then returns to the loading position. Fire rate is 1 missile per rail every 6 seconds.

Advantages:
Missiles are stored in a magazine that can be armored.
Magazines are readily accessible via internal passages
Missiles can be worked on

Disadvantages
Poor fire rate as compared to VLS
Launchers exposed to hostile fire
Possible handling accidents/jams/failures
Maintenance required to keep system working

Carbolite: a stealth material produced in 0G process facilities that render the craft this is used on virtually undetectable to DRADIS.

Composition:
.................... 95% Carbon (typically in graphite form)
.................... 3% titanium
.................... 2% tungsten

Carbolite is produced in a similar manner to PAN Carbon fibers and is then weaved into a similar matting. The 0G facility is needed to allow bonding of the titanium and tungsten into this composite. Once this matting is produced, it is then layered and bonded with Acrylolite resin to form the panels used as the outer hull.

Acrylolite resin is produced in an ultra-high temperature furnace from Acrylolite Dioxide ore. The ore is melted and the slag is removed from the surface and the sediment from the bottom of the furnace, leaving only the resin. This resin freezes at 150C, so it must be kept heated until it is processed. Once froze it cannot be re-heated to liquid form, and has a flexible but strong characteristic suited well for this application. Acrylolite ore is very rare, about twice as rare as tylium ore.


Detection ranges of Carbolite on cylon vessels are as follows:

Maximum detection range is 12.5km. Beyond this there is 0 chance for detection. From 12.5km to 2.5km there is intermittent detection that cannot be distinguished from normal DRADIS clutter except by the MOST skilled DRADIS Operators, and even then as a suspicious target. Within 2.5km, there is intermittent contacts that can be distinguished as abnormal by most anyone.

NOTE: the cylon variant has a Platinum mesh embedded in the matrix, sandwiched between the layers of Carbolite matting, thus giving the cylons the reduced detection ranges as compared to the colonials.

DEPLOYMENT: since all cylon vessels have FTL capability, there is really little reason for them to have stealth aircraft. Therefore the following limits will be imposed:

Light raiders: 6 per base star
Heavy raiders: 4 per base star

These craft will be used solely for covert reconnaissance and black operations type missions. Armaments will typically NOT be allowed since weapons defeat the stealth capabilities. If armaments are needed, they will be limited to missiles in internal bays. ANY questions/comments, drop me a PM and I will try to clarify any issues in a timely manner

MISSILES:

This area is rather gray in regards to the cylons: the series [what I have seen in it] indicates that the Cylons heavily rely on missiles and fighters as the primary offensive capability, yet leave alot undisclosed. With that said, I will try to "flesh out" some basic ideas for missiles.

Ship-to-ship missiles: these will be the large missiles launched from the base stars themselves.

Anti-ship missiles: these will be the raider carried missiles used to attack battlestars and will typically be larger and more powerful than the anti fighter type

anti-fighter missiles: designed to engage and destroy fighters and small craft such as transports/shuttles


GUIDANCE SYSTEMS:
The approved guidance systems include:
Active DRADIS
Passive DRADIS (homes in on target's own DRADIS emissions or returns from another active system off target vessel)
Infrared home: homes on heat signatures
Laser based: used only on ground targets or large ships that do not move quickly.
optical based: uses cameras and silhouette recognition software to choose and prosecute targets.

HOMING FEATURES:
Passive home: this where the missile is guided to its target via an external source.
Active home: this is where the missile uses its own internal system to home in on the target.
Home-on-jam: this feature allows the missile to home in on the jamming source rather than either its own internal system or the passive home source.


AVAILABLE WARHEADS, ship-to-ship missile:

Mk1- strategic nuclear; 10MT yield

Mk3- strategic nuclear, 1MT yield

Mk5- strategic nuclear, 500kT yield

Mk10- tactical nuclear, 10kT yield

Mk20- canister type, biological delivery system

Mk30- canister type, chemical delivery system

Mk40- canister type, 5,000 12.5mm steel bearings propelled by G-4, spherical dispersal pattern

Mk41- canister type, 2,500 super balls propelled by a reduced charge, spherical dispersal pattern, non-lethal

Mk42- canister type, single paint bomb, aerosol propelled, non-lethal

Mk45- Universal missile warhead, Cluster Bomb Unit (CBU), 200- 10# bomblets, dispersed by aerosol charge opening canister, effective against soft targets and surface scarring of hardened targets

Mk50- Standard warhead, High Explosive Incendiary (HEI)

Mk55- Standard warhead, High Explosive Armor Piercing (HEAP), combines high explosives with a molten copper jet penetrator, mainly used against steel type armor plating

Mk60- Kinetic Energy Missile warhead, Armor Piercing (AP), uses a tungsten type penetrator for the warhead, damage caused by sheer force of impact. this warhead typically is used with a high speed variant of the type of missile being deployed.

Mk65- Kinetic Energy Missile warhead, canister type, contains 200- 40mm spheres, aerosol dispensed, canister opens via proximity sensors 500m from target, shotgun type effect on target


AVAILABLE WARHEADS, anti-ship missile:

Mk3- strategic nuclear, 1MT yield

Mk5- strategic nuclear, 500kT yield

Mk10- tactical nuclear, 10kT yield

Mk45A- Universal missile warhead, Cluster Bomb Unit (CBU), 75- 10# bomblets, dispersed by aerosol charge opening canister, effective against soft targets and surface scarring of hardened targets

Mk50- Standard warhead, High Explosive Incendiary (HEI)

Mk55- Standard warhead, High Explosive Armor Piercing (HEAP), combines high explosives with a molten copper jet penetrator, mainly used against steel type armor plating

Mk60- Kinetic Energy Missile warhead, Armor Piercing (AP), uses a tungsten type penetrator for the warhead, damage caused by sheer force of impact. this warhead typically is used with a high speed variant of the type of missile being deployed.

Mk65A- Kinetic Energy Missile warhead, canister type, contains 50- 40mm spheres, aerosol dispensed, canister opens via proximity sensors 500m from target, shotgun type effect on target



AVAILABLE WARHEADS, anti-fighter missile:

Mk45B- Universal missile warhead, Cluster Bomb Unit (CBU), 50- 10# bomblets, dispersed by aerosol charge opening canister, effective against soft targets and surface scarring of hardened targets

Mk50- Standard warhead, High Explosive Incendiary (HEI)

Mk55- Standard warhead, High Explosive Armor Piercing (HEAP), combines high explosives with a molten copper jet penetrator, mainly used against steel type armor plating

Mk60- Kinetic Energy Missile warhead, Armor Piercing (AP), uses a tungsten type penetrator for the warhead, damage caused by sheer force of impact. this warhead typically is used with a high speed variant of the type of missile being deployed.

Mk65B- Kinetic Energy Missile warhead, canister type, contains 140- 20mm spheres, aerosol dispensed, canister opens via proximity sensors 500m from target, shotgun type effect on target


any other ideas/thoughts/comments, feel free to drop me a PM.

ADEDENDUM: The kinetic energy interceptor missile mentioned above is in almost every respect the THAAD missile being developed by the US Air Force (I believe) as an anti-ballistic missile interceptor. this missile will be available in all three types of missiles listed above.

FLAK CAPABILITIES:

This is another area in which the cylons have little data (at least that I can find). I do know that the colony had quad cannon gun mounts that easily are FLAK guns, so will base capabilities off these.

I also am exploring the option of having these as alternatives:

TWIN 40mm BOFORS


QUAD 40mm BOFORS


As well as twin and quad 20mm gun systems. I have placed the use of Gatling type guns on hold in this area for now, but could easily implement these systems into the current format.


FLAK SPONSON:
This is an attachment to the hull that will allow for the mounting of the particular FLAK system. There will be a tracking and guidance system [FLAK fire control] in the very center of the sponson. The Guns will be mounted two to the port [left] and two to the starboard [right] both above and below the centerline of the sponson, giving this system a total of eight weapons. With the ability of the fire control to simultaneously track 100 individual targets out to 20km and fire on any eight at one time, this system will give adequate protection against both fighters and missiles.

The guns traverse about both the X and Y axis, and have the ability to chance the convergence zone to efficiently deal with the threat of missiles. Due to the limitations of the guns themselves, the system will NOT typically engage targets over 5,000m away, but within 5,000m has an 85% chance of destroying incoming missiles and a 98% chance of destroying incoming fighters.

Since the typical system will be using the colony guns [and again the caliber is not known], it will be established as the same caliber as the main guns on the light raider, which places it between 30mm to 40mm as a best guess [will clarify actual caliber once the fighters are "fleshed out']


On a standard MKII base star, these sponsons will be laid out as follows:

Four sponsons along the outer two thirds of each arm, both sides, evenly spaced, along the outermost edge. This gives the standard MKII 48 sponsons of eight FLAK guns each.

SENSORY SYSTEMS:

The improved DRADIS now has phased array capability. It tracks simultaneously in virtually all directions, which means there is no longer a "sweep" to contend with [very similar to the AEGIS system the US Navy now uses on its missile cruisers]

The system consists of 6 primary arrays mounted in the "arm pits" of the base star, and 6 secondary arrays mounted at the arm tips. It is COMM linked to the main DRADIS control in Central Control via the hull itself using encrypted broadband comm technology. This means that the only way to knock out this system is to detach the main controls from the hull in CIC, or disconnect and/or destroy ALL arrays attached to the hull. FLAK fire control is also tied into this system as a tertiary sensory system, although its range is greatly limited [20km]

Ammunition Handling System utilizes a closed-loop, linkless feed system, providing greater ammunition capacity 20mm Gatling gun

RAIDERS:

Another area that lacks definition, here is a best guess as to the technical specifications of the raider MkI and MkII

MkI RAIDER
RACE:……………Cylon
TYPE:…………….Military
FTL:………………Yes
PROPULSION: …. Two SLD drives, RCS thrusters
CREW:…………...Three
ROLE:…………….Space superiority fighter
STATUS:…………Obsolete
LENGTH:………..13.8m
WIDTH:………….19.3m
HEIGHT:…………4.3m
WEIGHT:…………21 metric tons
ARMAMENTS:….. [Original weapons were laser based]
……………………..two BOFORS 40mm cannons with 100 rounds each, cyclic of 160 rpm
……………………..internal missile bays to hold up to 12 missiles

[I have not included any weapons variants since these are obsolete designs in canon and only appear in a few episodes. If anyone wants to use these, feel free to either PM me or use the tech specialist’s office to convey this intention. I will work with you in further development of this design.]

MkII RAIDER
RACE:……………Cylon
TYPE:…………….Military
FTL:………………Yes
PROPULSION: …. Two SLD drives, RCS thrusters
CREW:…………...Biomechanical
ROLE:…………….Space superiority fighter
STATUS:…………Active
LENGTH:………..8.94m
WIDTH:………….4.97m
HEIGHT:…………5.59m
WEIGHT:…………9 metric tons [best guess]
ARMAMENTS:….. two high cyclic KEW’s, 30mm-40mm range in caliber. [still awaiting input on the final caliber]
…………………….two 5 unit rotary missile launchers in the wings

ALTERNATE WEAPONS:
2x Mk61 20mm Gatling gun, 850 rounds each
2x 12.7mm Gatling guns, 1,000 rounds each
2x 30mm chain gun autocannon, 700 rounds each [probably close to original weapons]
4x 20mm cannons, 300 rounds each, 600 rpm
6x 12.7mm M2 machine guns, 400 rounds each, 650 rpm
2x 35mm autocannons, 500 rounds each, 600 rpm
2x 37mm autocannons, 300 rounds each, 450 rpm

If there are any other weapon systems you all would like to see added, let me know and I will look into them.


NOTE: the MkIIA variant fielded by New Earth has a modular system that allows for changing out of the weapons mix as well as the center nacelle for changes in piloting modes. These have the capability of having the biomechanical pilot, humanoid pilot, AI variant [pure machine], or secure link remote control options. New Earth also has a fighter size GAUSS cannon under testing, although there is substantial power issues along with tremendous recoil of the weapon itself. It is unlikely this system will be fielded in a combat setting anytime soon.



HEAVY RAIDER
RACE:……………Cylon
TYPE:…………….Military
FTL:………………Yes
PROPULSION: …. Eight SLD drives, RCS thrusters
CREW:…………...Biomechanical pilot and up to 10 centurions
ROLE:…………….Troop transport/gunship
STATUS:…………Active
LENGTH:………..N/A
WIDTH:………….N/A
HEIGHT:…………N/A
WEIGHT:…………N/A
ARMAMENTS:….. 6 high cyclic KEW’s [probably the same caliber as the light raiders; 30mm-40mm range]
……………………at least one missile launcher [probably a rotary system with at least 6 missiles]
……………………will call it two missile launchers for symmetry at 7 missiles each

ARIES MkII arm:

WEAPONS:
Avenger CIWS: 12
Anti-fighter missiles: 1 VLS, 5,000 units
Anti-ship missile: 1 VLS, 1,500 units, 1 quad rail launcher with a 200 unit magazine

Aircraft facilities:
up to 40,000 light raider quick launchers. 7 hangar decks, 5 assembly lines. 3 mining decks.

aircraft: up to 45,000 with full quick launchers.

Eddie looks at the design; and realizes that there is insufficient internal storage to support THAT many fighters.

" reduce the quick launchers to 5,000 and use only half of them. this will ensure that even if we take significant damage, we can still recover an entire air group...........set the air group at 2,500 per arm........run with the 5 biggest hangars and convert the other two to added fuel and weapons storage. run two mining decks and add another assembly deck. we will have to rely on the shipyards for replacement fighters. the spare ready launchers will serve as ferry slots for replacements. "


Eddie takes a break from design work on the new "Marauder" class heavy assault fighter/bomber to check on the progress of the War Hammer. As he steps into CIC, the XO greets him with the customary cup of Coffee and informs Eddie that the progress is ahead of schedule, partly from not having to add all the gun Barbette's, magazines, and loader systems, and partly due to a new nannite program he finished making them 17% more efficient. He also informs Eddie that the first squadrons of raiders are already operational, and adds that he needs the new fighter specs soon if he is to add quick launchers for them. Eddie says the specs are coming, just doesn't really know when yet. Eddie informs the XO that they always can be launched from the main hangars and sent to a rally point before carrying out any strike.........

RAIDER Mk IRA-BAGMF
RACE:……………Cylon
TYPE:…………….Military
FTL:………………Yes
PROPULSION: …. Four high output SLD drives, 4 sets RCS thrusters
CREW:…………...Biomechanical
ROLE:…………….Space superiority fighter (special)
STATUS:…………Active
LENGTH:………..12m
WIDTH:………….8m
HEIGHT:…………7m
WEIGHT:…………65 metric tons [best guess]
Armor:..............200mm carbolic/titanium/tungsten/neutrolite (CTTN) alloy standard outer hull
......................250mm CTTN on all forward facing surfaces, engines, magazines, and cockpit areas
ARMAMENTS:….. six 76mm high fire rate guns; cyclic rate 6,000 r/s; MV 1,300 m/s; 200,000 rounds per gun
…………………….....two 5 unit rotary missile launchers in the wings
Defensive systems: standard chaff and flare launchers, 60 units each
............................ snarpier anti-missile system, 120 units.
...........................Mode 2 OSIRIS anti missile system (specs Classified)

This variant of the Raider Mk II is specifically designed to fight and destroy the XF series fighters being deployed by the Colonials. The combination of the 76mm guns and defensive systems/armor is designed to even out the odds against these ships, giving the cylons a fighting chance against them. the CTTN alloy is a new armor type that is only slightly less hard than diamond, yet still retains the flexibility of spring steel, making it extremely valuable as armor plating. Its only drawback is its enormous DCS. On DRADIS, this fighter looks like a Mk IV basestar, which does not allow it to hide, ever, but does cause most missiles (85% probability) to miss because of its excessive apparent size. The CTTN on this ship can easily stop single hits of 200mm guns, and is virtually impervious to any cannon fire less than 20mm. This armor is also ETREMELY heavy, accounting for roughly 86% of the total gross mass of the ship. This is also the reason for the increased SLD and RCS systems. Even with these upgrades, the flight performance is only 60% of a standard Mk II Raider.

The snarpier anti-missile system is nothing more than a 50mm missile that is launched at an incoming missile. Once in the flightpath of the incoming missile, it deploys a 1m diameter spiderweb like net system laden with small explosive charges that when struck will detonate and typically will destroy the incoming missile's warhead (80% of the time).

Typical deployment of this fighter involves it ignoring all standard colonial fighters and deliberately seek out the XF series. It will engage the standard fighters if attacked by at least a squadron strength (20 ships), but it's primary function is to eliminate the thread of any/all of the XF craft on the battlefield. Because of its unique mission profile, there will be no more than one squadron of 8 ships on any basestar.


AVAILABLE WARHEADS
Ship-to-Ship Missile:


Mk1- strategic nuclear; 10MT yield >>>> these are primarily for planetary bombardment.
Install 2 per Heavy Raider (Elite Guardians)

Mk3- strategic nuclear, 1MT yield >>>> these are primarily for planetary bombardment.
Install 2 per Heavy Raider (Elite Guardians)



AVAILABLE WARHEADS
Anti-Ship Missile:


Mk3- strategic nuclear, 1MT yield>>>>>
Install 6 per Heavy Raider (Elite Guardians)

Mk10- tactical nuclear, 10kT yield>>>>>
Install 10 per Heavy Raider (Elite Guardians)

Mk65A- Kinetic Energy Missile warhead, canister type, contains 50- 40mm spheres, aerosol dispensed, canister opens via proximity sensors 500m from target, shotgun type effect on target>>>>>> a specialty warhead
Install 1 per Heavy Raider (Elite Guardians)


************************************************************************************


ELITE GUARDIAN SQUADRON LEADER ARSENAL


AVAILABLE WARHEADS,

Ship-to-Ship Missile:


Mk20- canister type, biological delivery system>>>>>> a specialty warhead
Install 1 per Heavy Raider (Elite Guardian Squadron Leader only)

Mk45- Universal missile warhead, Cluster Bomb Unit (CBU), 200- 10# bomblets, dispersed by aerosol charge opening canister, effective against soft targets and surface scarring of hardened targets>>>>>> a specialty warhead
Install 2 per Heavy Raider (Elite Guardian Squadron Leader only)


these are fighter launched weapons

AVAILABLE WARHEADS, anti-ship missile:

Mk45A- Universal missile warhead, Cluster Bomb Unit (CBU), 75- 10# bomblets, dispersed by aerosol charge opening canister, effective against soft targets and surface scarring of hardened targets>>>>>> a specialty warhead
Install 1 per Heavy Raider (Elite Guardian Squadron Leader only)


Cylon Advanced Combat System: CACS

I have two different designs but are the same. Armory room Halo_Character_Spartan
Armory room Halo_Character_Spartan

Cylon Advanced Combat System: CACS


The MJOLNIR (Pronunciation: ˈmjɔlˌnɪɹ 'my-all-'nhr) Powered Assault Armor or Cylon Advanced Combat System C.A.C.S. is a technologically advanced combat exoskeleton system designed to vastly improve strength, speed, agility, reflexes, intelligence and protection of any solder wearing it. The system was designed in a attempt to match the strength of a Mech suit Mark IV and provide a level of protection never before achieved. This suit was made specifically for Cylon special operation units and select colonial officers as your self sir.


Colonial Advanced Combat System: CACS

Weight: approx. 75 lbs

Computer system: basic Dradis(motion sensors) with HUD system and damage control(responds to armor breaches by applying pressure via impact gel layer and constricting the Kevlar meshing around the breach slowing or stopping the bleeding), life support gauge incorporated into HUD as a bar graph or pie chart gauge of available O2 About 90 minutes., magnetically activated boot soles for EVA operations and the like.

Major Armor plating: 1&1/2" of ceramic carbolic plates lined with 3/8" high tensile titanium/cobalt steel liners. (able to resist multiple armor piercing rounds up to but not exceeding 10MM "centurions main twin side machine guns leaving the center 20MM cannon able to pierce the plates with a few rounds.

Minor Armor plates ( covering non vital areas and flex points i.e. elbows and knees, neck ect...) 3/4" ceramic carbolic plates lined with 1/4" high tensile titanium/cobalt steel woven meshing able to resist a few armor piercing rounds up to but not exceeding 7.62mm standard light machine gun belt feed round (i. e. the MK48 as a reference also reference the M60, M249 SAW, and AK or SKS 72)

Under layer basic armor 1/4" sealed Kevlar meshing with 1/16" middle layer of high density impact gel capable of resiting indirect armor piercing ricochets if main plates are damaged 1st up to 7.62mm. Capable of catching in the web non armor piercing rounds up to but not exceeding 223 Remington or 5.56mm rounds including all SMG non armor piercing calibers unless it's 357 magnum or above must be FMJ hardened rounds for 45apc and above.

Power system: advanced lithium ion battery cells with integrated high capacity solar panels incorporated on the back side of chest piece. Estimated charge time approx. four hours with out solar recharge. Powering computer system and moment servo assisted motors allowing the solder to carry up to 400 lbs (small compared to a centurions strength) of gear and capable of jumping 8 feet in the air in normal gravity. Hand to hand combat capability measured in Foot pounds per square inch depending on state of charge up to but not exceeding 1000 Flbs in each arm multiplied by solders own physical strength. (kind of like bashing a centurion with a large hammer maybe not hurting it but damaging its outer hull a bit)
Legs a bit stronger, around 2000-2500 Flbs able to knock a humans off balance but again not being able to damage it internally with one strike.
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