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The Corporation
Saturday, September 4, 2004

Mood:  suave
The
Airship Corporation

One Corporation; One Idea
Beyond the horrors of the horribly violent vampires, insane seeming werewolves, or just plain strange and unnatural mages lies a corporation attempting to embrace technology and science rather then magic and mystical artifacts. Many mages fear the corporation, but in good reason. They shun it due to the fact it opposes all that they believe in. The corporation, however, is the ultimate paradigm for perfection. It improves off of itself to a point that even the mages would rather turn away from it or even attempt to join it then ignore it. Airship Corporation is not merely limited to its narrow name - it extends far beyond airships and the like, into the very abyss that is science.
Those in the corporation are those who are enlightened. Those of the corporation truly understand science, or at least have an understanding of it that they are not fully aware of yet. Due to this the corporation has controversial super-technologies, it has nearly limitless resources, a massive secret army at its command, not to mention the countless airships it has patrolling the land.
It’s members’ benefit from medical advantages – why risk being healed by dangerous ‘magic’ or the risky primitive surgery of the mass population when you can have the corporation medics heal you with their cutting-edge technology. They benefit from super advanced weapons technology that has far surpassed the simple swords and bows. Their army is equipped with amazing technology! Flintlocks and vibroblades, and energy weapons! Rumors even exist of a mechanical army slowly being processed…
But all of this great and amazing technological wonder and enlightening knowledge is not without a price. Members of the corporation simply don’t believe in magic (and those who do will quickly be reeducated). Any magical occurrence that they see must be explained through science – a corporation member does not simply give in to this inexplicable ‘magic’! Many members of the corporation are feared and hated by magical users, and those of magical nature - vampires, elves, demons, and most other creatures deviating from humans.
Reason is our language, science our religion. Members of the corporation make many sacrifices – but the rewards are massive. Soon the corporation will be able to subtly and gradually remove these magic users, integrating them into the path of science or destroying them completely. The mass population will be safe from them soon once and for all.

Ranks

Air
Enlisted
Pilot Cadet: The lowest of the enlisted ranks, and the lowest rank in the Corporation Army, a pilot in training can be ordered around by anyone but a younger cadet. A cadet is permitted to occasionally act as gunner in a two-man fighter.
Pilot 3rd class: A third class pilot is permitted to fly only light one-man fighters, and they may only be armed with what a commanding officer says they can be armed with, they are the lowest ranking pilots and almost always the youngest.
Pilot 2nd class: Second class pilots are allowed to fly medium fighters, or light two-man fighters, and may be armed with whatever they choose with their commanding officer’s permission.
Pilot 1st class: A first class pilot can fly heavy fighters and is permitted to pilot medium two-man fighters as well. They may be armed with whatever weapon they wish.
Pilot Captain: A Pilot Captain is permitted to pilot Shuttle class ships as well as any type of fighter, they command the launch of fighters on
2nd Arial Petty Officer:
1st Arial Petty Officer:
Arial Chief Petty Officer:
Officers
Cadet: Officer cadets train within the facilities at Industrial Hell and within the Corporation Headquarters under their superior officers. It usually takes three to four years for a cadet to finally become an Ensign.
Ensign:
2nd Lieutenant:
1st Lieutenant:
Lieutenant Commander:
Commander:
Captain:
Commodore:
Admiral:
Fleet Admiral:


Knowledges

Acting
Roberts noticed the guards standing in front of him a few paces away along the hallway of the corporation building, obviously securing entrance of some door at the end. One of the guards glanced down at him and said, “What are you doing back here? Only corporation officials in full uniform can come into this hallway – its corporation policy.” Roberts blinked back at him for a moment before calmly replying, “I’m here under direct orders of Vice President Mechadin.” The guard did not appear as disconcerted as Roberts had expected; obviously he was not some grunt front line guard. “We will need some proof of that.” The guard responded at last. “Proof?” asked Roberts “I don’t need proof. The only proof you need will be what happens if you don’t let me in, think about how Mechadin would respond to that.” The guards shifted glances for a moment before one said “Very well, proceed in.”
Acting is essential to corporation thieves and transportation chiefs. Acting allows you to make the impossible seem possible… assuming you are convincing enough. Acting is also useful to performers of all types. Poor actors generally end up in bad places, while good actors manage to get into and out of tight spots.
· You could probably only trick yourself with this level of acting.
·· You have witnessed enough acting to vaguely understand it.
··· You understand the basics of trickery and deception.
•••• You can outsmart a few unsuspecting people.
•••••
Corporation Technology

The airship corporation came out with many highly controversial and misunderstood technologies in its fourteen years of existence. It advanced massively in medical, communications, transportation, and weapons technology. Unfortunately, the corporation’s defenses rely primarily on its arms tech and airships – they have not advanced any very powerful armor… yet. However, already they are feared and even hated by the more primitive people of those not in the corporation, and the corporation refuses to share it’s knowledge with them. Unless, they join of course, but that is almost always a long-term and difficult decision.
For some still unknown reason this fear of the corporation’s technology interferes with the devices operation in the field. This condition is called the avoidance effect. Our scientists are researching how to override this effect to some extent, though they are having difficulties. The effect only exists when the population is skeptical about a technology, or does not believe such a technology could exist and it has several levels of intensity, the most minor causing only slight power interference, and the most powerful occasionally causing the device to detonate. Larger, more powerful weapons, more powerful medical technologies, and more advanced technological devices cause higher levels of avoidance, more common and less controversial technology causes less.

The levels of avoidance

· Level 1 Avoidance: Level 1 avoidance is generally caused when a subject from the corporation displays a weapon or device that causes those around them to become slightly disconcerted or lightly confused, but willing to at least vaguely accept such a technology. Its effects are usually limited to weapons overheating slightly faster then normal or not dispersing as much firepower as intended and devices becoming slightly less effective. Communications with this level of avoidance remain perfectly normal.

·· Level 2 Avoidance: Level 2 avoidance usually comes into place when the people around the technology user dislike members of the corporation and are considerably skeptical about the technology. Weapons that have this level of avoidance become less effective and overheat faster then normal, or occasionally require more either to fire then normal. Devices with this level of avoidance pick up quirks and faults, but usually remain mostly effective. Communications with this level of avoidance have their range reduced by 1/20th.

··· Level 3 Avoidance: This level of avoidance often occurs when those around a technology user are not willing to accept a certain piece of technology but think that it is conceivable. This level of avoidance causes weapons to overhead more rapidly then normal, and causes them to use more either then normal, as well as sometimes reduce their range. Devices with this level of avoidance have been known to occasionally short out without warning for seconds at a time and are not as effective as intended. Communications with this level of avoidance have their range reduced by 1/10.

···· Level 4 Avoidance: Level 4 avoidance happens when a Corporation member displays technology that those around him deem unacceptable, and impossible. They are not able to accept such a technology accept subconsciously. Weapons with this level of avoidance have been known to shut down unexpectedly or stop working when most needed. Devices have similar problems. Communications with this level of avoidance have their range reduced by ½.

····· Level 5 Avoidance: Level 5 avoidance has only been known to ensue when those around the person using the technology are utterly and completely unable to accept a corporation technology even subconsciously. Weapons with this level of avoidance have been known to explode unexpectedly, or shut down and stop working permanently in the field. Devices with this level of avoidance have extreme difficulty operating, and their effectiveness is massively reduced. Communications with this level of avoidance cannot be used in the vicinity of those causing the avoidance unless near a comm. Tower.

Information about corporation technology
Its tough to get your hands on some of the hot new corporation technology, especially if you’re a low ranking member. Credits often talk louder then words, but a skilled negotiator might be able to convince their superiors to let them ‘borrow’ a weapon or device.

Money talks louder then words
Although other types of currency are occasionally used within the corporation, the standard is the corporation credit. One corporation credit is roughly equivalent to two gold coins, and is extremely difficult to counterfeit without the use of magic because of it’s factory made anti-counterfeiting symbols.
Airships
Airship Classifications
Alpha – Alpha classified ships are the smallest in the corporation, as the classifications do not include fighters the types of ships in this category are the Shuttle, Escort, and Messenger class. These small ships can sometimes be stored on much larger ships and average around 60 or so feet long.
Beta – Beta class ships are rather small sized ships, about 100 feet long, usually lightly armed. This classification includes the Destroyer, and Light Cargo Hauler. They are usually incapable of launching a fighter, unless the whole upper deck is modified.
Gamma – Gamma classified ships are moderately sized, averaging about 300 feet long. Outside of the corporation these ships are considered formidable in combat, and they include the Medium Cargo Hauler, the Frigate class ships, and Tow-ships.
Delta – Delta class ships are usually very large, averaging about 700 feet in length. They are almost exclusively used as battleships, and they require massive amounts of resources to construct, ships of this class include the Cruiser class, Heavy Cargo Hauler, and Supply class ships.
Epsilon – Epsilon class ships are almost unfathomably huge, they are usually 1200 feet long, and sometimes more. They are extremely heavily armed and armored. Ships of this order include the Dreadnaught, and the Mobile HQ.
The Airships
Shuttle: Shuttle class ship. A shuttle class ship is usually 30 feet long, and runs on a single barrel of either which supplies it for about 12 hours. It is armor plated with tin in some areas over the wood, but that is the extent of its defenses aside from its meager four cannons positioned two on either side. They are sometimes equipped with battering rams in the forward section because of their weak firepower, and their rather quick speed, they make effective battering ships.
Health 25 per section, 4 boarding cannons (2 starboard, 2 port) (4d6 bludgeoning damage cannons), Crew: 1-5 (1 pilot, 1 engineer, 4 gunners), Power: 1 barrel = 12 hours, Decks: 2

Escort: Escort class patrol ship. An Escort class ship is a midsize ship that is one of the most mass-produced ships ever made by the corporation. Almost all Escort class ships are identical; they have simple bronze plates defending their most vital areas, and a wooden mainframe. They have only four crystalline cannons, all forward mounted for flyby attacks (or sometimes four crystalline rifles for ground assault). Escort class ships are usually 50 feet long.
Health 25 per section, 4 long range cannons (4 stern) (5d6 damage cannons), Crew: 15 (1 pilot, 4 gunners, 5 soldiers, 1 raptor rider, 4 other crewmembers),

Dreadnaught: The epitome of a battleship, the Dreadnaught is the largest, strongest, most well armed, best crewed airship in the history of Kasuria. From its 524 cannons to its eight inch steel armor, the Dreadnaught is practically indestructible. Only two dreadnaughts have ever been constructed due to the fact it takes nearly six years to construct only a single ship even with abundant supplies and a large workforce. It is impossible to power a dreadnaught by anything other then two bardric spheres, either is out of the question, the dreadnaught burns it far to quickly. The dreadnaughts also contain large stables with raptors that can be launched in flight, and an area for fighters and smaller airships to park on their upper decks. The dreadnaughts are 1,200 and 1,250 feet long.
Health 215 per section, 300 assault cannons; 24 long range cannons; 200 boarding cannons; 4 either missile tubes (250 starboard, 250 port, 12 stern, 12 aft, 4 vertical launch shafts) (4d6 boarding, 6d6 assault, 5d6 long range, 10d6 missiles), Crew: 840 (10 bridge crew, 30 medical, 450 gunners, 150 soldiers, 100 raptor riders [with 52 raptors], 100 other crew members), Power: 2 bardric spheres = ∞, Decks: 10
Power Technology

The power of everything
It is unlikely that you are going to find a device or weapon that doesn’t use either (or a bardric sphere). In fact, without either the corporation wouldn’t exist. Either powers nearly every device you can think of – from the massive destroyer-of-everything the Dreadnaught to the simplest devices, everything needs power… and the simplest way to get power is transforming either into it.
Either has many flaws though, for some reason complete lack of it slowly extinguishes all life in the area of its absence. Either is highly explosive as well, if exposed to flame, or jostled severely either explodes much like black powder. Finally, either transforming causes horrible black smoke as a byproduct, and so far our scientists have yet to figure out how to remove or even reduce this side effect.

Either Battery: An either battery is a small device, only about the size of an average person’s palm. It contains enough either to power small devices, but it only contains pure either, being unable to contain a burner or converter due to it’s compact size. It relies on other devices that are designed to use it that almost always have burners and converter built into them. It weighs about .2 lbs.

Either Power Barrel: An either power barrel is large enough to contain a considerable amount of either as well as all of the internal components required to transform that either into electricity. It weighs approximately 30 pounds and is the exact shape and size of a mid sized barrel. It contains enough either to power an Escort class ship for 8 hours on a single standard barrel.

Bardric Power Converter: A bardric power converter is enormously powerful and useful as it can supply almost infinite power. A red bardric sphere releases either in the form of a mysterious energy at a constant rate over thousands of years. We have designed a machine to harness this energy and convert it into liquid. A Bardric power converter not only contains the before mentioned machine but all of the equipment necessary to transform the either into electricity.

Either Mine: Either mines are all along the outskirts of Industrial Hell. They extract valuable either from the remains of once living objects; animals and plants. They draw it up from the earth, store it, and barrel it all in once facility. We have a few of these machines actually stationed along the coast of Kasuria, and for some reason they are able to extract at a higher rate and with more yield. This has yet to be explained.


Weapons Technology

Advanced Crossbow: A crossbow is a highly powerful augmented bow that has been horizontally mounted upon a stalk. The stalk generally contains a firing mechanism located on the forward area of the stalk. When this mechanism is pulled the bowstring is released, sending an arrow-like projectile called a bolt flying towards the target. It was originally designed in the first year of existence of the corporation. Unfortunately this technology got out in its developmental stages and now it is a very popular weapon around the public and our enemies. We are working to prevent such a disaster from ever happening again.
Damage: 2 piercing – Range: 300 feet – Weight 6 lbs. – Estimated Avoidance: nonexistent – Rate: 1/turn – Rank: ·

Flintlock Rifle: Flintlock rifles were popular weapons around the discovery of black powder within the corporation, which happened around its 6th year of existence. A flintlock rifle consists of a long hollow tube usually made from iron or steel at t he front of the weapon and a stalk at one end of the tube to make room for a trigger and area for the weapon to be placed up against the shoulder. A spark is created by a hammer containing steel striking a flint cap, this spark enters the tube of the rifle, igniting the black powder within the back of the tube, and propelling a lead ball forward with an extremely large amount of force. The resulting projectile is usually deadly.
Note: For every 1 added to the clip of a flintlock, it takes one more round then normal to reload due to their complex loading process. This regulation is removed if a special loader custom designed to the weapon is used.
Damage: 1 bludgeoning, 2 piercing – Range: 350 feet – Weight 8 lbs. – Estimated Avoidance: low – Rate 1/turn – Rank: ·· - Clip 1 or 2

Flintlock Pistol: Flintlock pistols came out shortly after Flintlock Rifles. Essentially they are a very compact version of their predecessors. They use the same basic principal of a hammer striking flint to cause a spark, to ignite powder, to launch a small sphere of lead. However due to their decreased size they do not pack as much punch or as much range as a Flintlock Rifle.
Damage: 1 bludgeoning, 1 piercing – Range: 200 feet – Weight 3 lbs. – Estimated Avoidance: low – Rate 1/turn – Rank: ·· - Clip: 1, 2, or 3

Flintlock Shotgun: Shotguns use the same principals as other flintlocks, with one noticeable difference. Rather then a small lead ball be placed into the firing tube, a cloth with several tiny led pellets is put in it’s place. These pellets are called shot. When fired these tiny pellets devastate anything at close range, and occasionally do minor damage to things at farther range.
Damage: (close) 2 bludgeoning, 3 piercing (far) 1 bludgeoning, 1 piercing. – Range: (close) 20 feet (far) 80 feet – Weight: 8 lbs. – Estimated Avoidance: low – Rate: 1/turn – Rank: ··· - Clip: 1 or 2

Flintlock Shot Pistol: Shot pistols are simply pistols with larger barrels for maximum firing power. Anything out of range generally isn’t hit, though occasionally it will take shrapnel damage.
Damage: 1 bludgeoning, 3 piercing – Range: 30 feet – Weight: 5lbs. – Estimated Avoidance: low – Rate: 1/turn – Rank: ··· - Clip: 1

Crystal Rifle Mark 1 (CRMK1): Crystal rifles are rather highly advanced weapons where a crystal is used as a focal point for a large amount of electrical energy produced by the burning and careful regulation of either. The first crystal rifle rolled off the construction lines around the fifth year of the existence of the corporation. The electrical energy focused upon the crystal allows it to generate a powerful coherent beam of energy. The CRMK1 appears as a staff-like device tipped with a crystal with a trigger near the center. One either battery charges it for about 10 shots. Note: Either is unstable and it can be extremely dangerous if the weapon is hit with extreme force, as the battery may explode and cause the weapon to break apart, possibly injuring or killing the wielder. This goes to all crystal weapon technology.
Damage: 3 energy – Range: 300 feet – Weight 7 lbs. – Estimated Avoidance: low/moderate – Rate 1/turn – Rank: ··· - Clip: 10

Crystal Rifle Mark 2 (CRMK2): The second edition of the crystal rifle is an old design inside of a new shell. The CRMK2 is far sleeker and looks much more like a rifle then it’s staff look-alike forerunner. It also uses a new either recycling tube that allows it to fire more times and with more ‘ammunition’. The CRMK2 was developed around the ninth year of the corporation, when new ideas about crystal technology were coming up.
Damage: 3 energy – Range: 320 feet – Weight 8 lbs. – Estimated Avoidance: moderate – Rate 1/turn – Rank: ···· - Clip: 15

Crystal Rifle Mark 3 (CRMK3): The third, and most cutting-edge version of crystal rifles were designed by Vice President Mechadin himself. The newest of the crystal rifles is quite bulky but it makes up for its weight with firepower advantage. Although it’s power had to be slightly reduced in order to make up for heating compensation the weapon is capable of firing more rapidly then any other non-custom crystal rifles. They use the same either batteries as any other rifles, and are just as dangerous if misused.
Damage: 2 energy – Range: 250 feet – Weight 10 lbs. – Estimated Avoidance: moderate – Rate: 2/turn – Rank: ···· - Clip: 12

Either Grenade: Either grenades are hollow glass tubes with metallic caps. As soon as the cap strikes an object, it generates a spark inside of the tube, detonating the either. Shrapnel from the glass tube can occasionally injure people outside of the blast radius.
Damage: 5 energy, 1 slashing, 1 piercing – Range: Thrown – Blast Radius: 20 foot diameter – Weight: 2.5 lbs. – Estimate Avoidance: Moderate - Rate: N/A – Rank: ····

Heavy Either Grenade: Heavy Either Grenades or HEGs are twice the size of regular either grenades in length, but not diameter. They are nearly twice as powerful (and thus twice as dangerous). HEGs have a special safety that must be removed before throwing so that they are not accidentally dropped and detonate, this adds one turn when being used in a launcher.
Damage: 9 energy, 1 slashing, 1 piercing – Range: Thrown – Blast Radius: 40 foot diameter – Weight: 5 lbs. – Estimated Avoidance: Moderate-High – Rate: N/A – Rank: ·····

Emergency Flare: Emergency flares are the exact size and shape of an either grenade but can just as safely be loaded into a launcher as a cannon. They have a small fuse connected to the front that is lit before firing, and then when firing copper or other metals are ignited within at a distance, creating a colored flare.
Damage: 1 bludgeoning – Range: Thrown – Weight: 2 lbs. – Estimated Avoidance: Low – Rate N/A – Rank: ·

Mercy Grenade: A mercy grenade is simply a solid metal version of an either grenade with a wooden front, designed to smack into and knock out its target rather then kill it. They are entirely reusable.
Damage: 5 knockout – Range: Thrown – Weight: 8 lbs. – Estimated Avoidance: Nonexistent – Rate: N/A – Rank: ·

Either Landmine: Either landmines are simply augmented grenades that are easy to conceal underground due to their different pan shape. The victim steps on a cap at the top of the mine that generates a spark inside the either container. The rest is relatively obvious.
Damage: 7 energy, 1 slashing, 1 piercing – Range: N/A – Blast Radius: 10 foot diameter column – Weight: 7 lbs. – Estimated Avoidance: Moderate – Rate: N/A – Rank: ····

Grenade Launcher: A grenade launcher is a device used to propel an either grenade towards a target. It consists of a large bow at the back and a tube precisely crafted to the size of a grenade. The bow is fired and a leather pad launches the grenade forward at a high velocity. The tube helps to increase accuracy and a trigger at a handle near the base fires the device. The device is slow loading, as the grenade must first be slid into the tube, then the bow cocked.
Damage: Grenade + 1 bludgeoning – Range: 100 feet – Weight: 9 lbs. – Estimated Avoidance: Moderate-High – Rate: 1 per 2 turns – Rank: ·····

Crystal Pistol Mark 1 (CPMK1): The crystal pistol is a compact version of the CRMK2. It utilizes a smaller (and thus weaker) crystal as a focal point, and uses a special compact either battery. The pistol lacks the punch, range, and firing rate of its larger models, but it makes up for it with its ability to be easily concealed. The pistol is generally found on the person of officers.
Damage: 2 energy – Range: 200 – Weight: 3 lbs. – Estimated Avoidance: low-moderate – Rate 1/turn – Rank: ···· - Clip: 6

Vibroblade: Vibroblades are quite controversial sword-like weapons. Many non-corporation and even some corporation members think that it actually involves a mechanism that allows it to vibrate at extremely high rates – high enough to slice through most normal materials easily. This is incorrect. The vibroblade is actually constructed from a rare material compound known as vibro. Vibro can be formed into an extremely, extremely sharp point or cutting edge that generally stays in its form once set. Usually only the cutting part of the blade is made from this material as it is so rare. A single blow from a vibroblade, even on other metal generally causes a significant cut in the material. A stock vibroblade is usually 28 inches long from the bottom of the blade to the tip, and only an inch thick.
Damage: 5 slashing or 2 piercing – Range: Reach – Weight: 5 lbs. – Estimated Avoidance: moderate – Rate: Sword – Rank: ·····
Vibro Information – Vibro has a melting point of 5,000 degrees. Unless heated to or near this level it is three times harder then steel, though extremely rare. There is currently only one known vibro mine, located on the corporation island.

Heater Pistols: Heater pistols, or heaters are shaped similarly to flintlock pistols. Yet they relate more to crystal rifles and pistols. Heaters are very interesting weapons that usually only cause minor avoidance due to their innocent seeming nature. A revolving disk at it’s back contains six water pods. A heater boils water in its central chamber, and with the help of either keeps it in a vapor form. They have pressurized triggers that cause the liquid to be released, and they are not hard to refuel – just find the nearest bank of water and give it some. The burning liquid is extremely painful but rarely deadly. Their range is limited due to the fact that the either can only supply so much pressure.
Damage: 2 heat – Range: 50 feet – Weight: 4 lbs. – Estimated Avoidance: low – Rate: 1/turn - Clip: 6 – Rank: ·

Crystal Cannon Mark 1 (CCM1): Crystal cannons are beefed up and augmented versions of their smaller cousins. They fire at an extremely low rate, as they need extra time to disperse heat. They use two either batteries to fire (though this does not increase the reload time) rather then one, and it requires a large amount of energy to use. They are likely to be hit with a high level of avoidance due to their powerful nature, despite their already very low firing speed. Rather then using one very large crystal, CCM1s generally use a huge amount of small crystals.
Damage: 7 energy – Range: 300 feet – Weight: 23 lbs. – Estimated Avoidance: high – Rate: 1 per 4 turns – Rank: ······ - Clip: 5

The Fist of Vigilance: The fist is the ultimate weapon. Stationed within the great city of Industrial Hell, the weapon is stationed upon the tallest building in the city, as to have significant clearance, and to give it significant range. Avoidance is circumstantial everywhere within the city (it belongs to the corporation of course) so it can be fired at any time without problem unless internally sabotaged. The Fist of Vigilance uses a total of four bardric power converters and numerous either barrels. At its heart is a massive crystal, the largest ever discovered. When the final beam is converted everything in the entire city must convert power to the firing process of the weapon – every either extraction facility, every weapons processing plant, every parts fabrications factory shuts down immediately, transferring it’s power to the massive weapon.
Nothing can survive the power of Vigilance.
Damage: 1500 energy – Range: up to 20 miles – Weight: 4,000 tons – Estimated Avoidance: nonexistent – Rate: 1 per 12 hours – Rank: (to fire) ········· (to enter) ······

Fighters

Fighter Information
Fighters have health relative to people. They are damaged normally by weapons, or by their own anti-aircraft weapons. Fighters are versatile tiny airships that can be comfortably parked upon larger airships. Fighters are not generally stocked with weapons, but contain “mounts” For which fighter sized weapons and devices can be attached. These “mounts” have health themselves and can be attacked indirectly from the fighter to disable its weapons or technology. Mounts come in three sizes; small, medium, and large. The amount of either a fighter uses, it’s general size and weight, and the size and amount of its mounts are all listed as well as if it is a single or two-man fighter. All Fighters have a medium avoidance and unlike airships are not large enough to dodge avoidance. The attachable weapons have different avoidance levels.

Talon light fighter: Talons are light fighters with a single light either engine mounted in the back that allows for a top speed of approximately 40 mph. They have relatively open cockpits that only provide 50% cover to the pilot meaning there is a 50% chance that a given attack will hit the pilot, or hit the ship’s body. They are made up of reinforced wood, iron, and steel.
Weapons Mounts: 1 light – Power Usage: 1 barrel/6 hours – One Man – Health/Armor: Soak 2, Temp 5, HP 25

Avian two man light fighter: The avian light fighter has a two man seating arrangement, the pilot in front, and a single passenger in the back. They are usually used as quick assault vehicles or light defenders, and they have slightly more iron and steel armor to accommodate their increased passenger load at the slight expense of their maximum speed. Avian fighters offer slightly more cover then smaller fighters as they have a swept cockpit allowing for 75% cover to the pilot and passenger.
Weapon Mounts: 1 light – Power Usage: 1 barrel/5½ hours – Two Man – Health/Armor: Soak 2, Temp: 7, HP 25



Fighter Attachments

Augmented Shotgun: An augmented shotgun is considerably larger than a standard sized flintlock shotgun, and has a revolving mechanism capable of holding six “Shells”. The shotgun pellets spread out a great distance at long range, but at close range are quite deadly to both man and machine.
Damage: 3 bludgeoning, 4 piercing – Range: 50 feet – Mount Size: Light – Estimated Avoidance: Low – Rate: 1/turn – Ammo: 6

Light Revolver Gun: A light revolver gun is designed to fire a single armor-piercing pellet from a chamber loaded with gunpowder. After each shot a mechanism automatically turns the revolver to the next chamber. A light revolver gun has the fewest amounts of chambers, but weighs the least and is the least bulky.
Damage: 2 bludgeoning, 3 piercing – Range: 200 feet – Mount Size: Light – Estimated Avoidance: Low – Rate: 1/turn – Ammo: 20

Light Revolver Cannon: A revolver cannon works in the same way as a revolver gun, only with larger projectiles and fewer chambers. The chamber is generally loaded with an either explosive rather then gunpowder for maximum force, and the tubes are reinforced with steel. The increased load causes more stress and a slower chamber revolution.
Damage: 5 bludgeoning, 2 piercing – Range: 160 feet – Mount Size: Light – Estimated Avoidance: Low-medium – Rate: 1 per two turns – Ammo: 6

Grenade Launcher: A fighter is capable of having a special grenade launcher installed to it, which uses special revolving round and an either-powered reloading bow. Though they have limited range, the punch of a heavy grenade is quite devastating.
Damage: Grenade + 1 bludgeoning – Range: 100 feet – Mount Size: Light – Estimated Avoidance: Medium – Rate: 1/turn – Ammo: 4

Light Energy Cannon: A fighter can have a crystal cannon installed on it, in three different sizes. The smallest is the light energy cannon. It runs on the same principals, as it’s smaller cousins.
Damage: 8 energy – Range: 300 feet – Mount Size: Light – Estimated Avoidance: Medium-High – Rate: 1 per two turns – Ammo: 4

Either Flame Cannon: An either flame cannon produces a fireball of burning either every time it is activated, and accelerates it through a tube at a target. The fireball then explodes on contact, spreading either everywhere. Either flame cannons are rather bulky, as they require a full barrel to use, and a long shaft for optimal range.
Damage: 8 heat – Range: 150 feet – Mount Size: Medium – Estimated Avoidance: Medium – Rate: 1/turn – Ammo: 10

Armor Technology

Padded Breastplate: A padded breastplate is the lightest armor actually used by corporation soldiers. Usually raptor riders, or other corporation members that need to be lightly armored with minimum weight use it.
Weight:
Useful Technology

Either Lantern: An either lantern appears to be a long tube with a hollow glass top and carrying handle. It contains two powerful heating rods that ignite the either stored in the battery contained at the bottom. These rods allow it to create a powerful illuminating sphere in the glass chamber. The lantern illuminates a sphere of about 50 feet in complete darkness. It may explode if hit with a weapon, but generally does not do so if dropped.
Weight: 4 lbs. – Power use: 1 batt/4 hours - Estimated Avoidance: Low – Rank: ·

Mobile Communications Relay: A mobile comm. Relay, or MCR is a useful, but very large device that is able to send signals back to corporation bases, outposts, or larger airships. It is about the size of a large wagon, with a seat mounted in the back facing a large terminal with a code-pad. The code-pad transmits different sounding beeps to be interpreted by the receiver’s interpreter. Our researchers are looking into developing a way to actually make verbal communications rather then code-pad transmissions, but have run into difficulties. One or two horses generally draw the MCR, and it has a range of about 6 miles. The MCR also has a built-in interpreting station.
Weight: 650 lbs. – Power use: 1 barrel/6 hours – Estimated Avoidance: Moderate – Rank: ·····

Advanced Medical Tools Kit: Medical tech has gone a long way sense the formation of the corporation. Now we have hollow bone or vibro tipped hypodermic needles that can be filled with different solutions that help healing or inoculate someone against a certain disease. We also have bandages that melt away after use and soak up twice as much blood, sparing the hassle of changing and disposing of them. We even have experimental steel bone replacement and reinforcement going on. With this entire medical tech in a box, you should do well.
Weight: 7 lbs. – Power use: N/A – Estimated Avoidance: Moderate -
Rank: ···· - Treat user as though they had 3 extra points in medical knowledge.

Either Powered Drill: Either powered drills have a wide variety of uses. They can be used to weaken structures for safe demolition, to assist in breaking down doors, for repair use, for construction, and for many other reasons. They are bulky, and the drill head is one inch in diameter. They do not rotate at a particularly fast rate (about 500 rpm) though it gets the job done. If used in desperation as a weapon they are not very effective, doing only 1 piercing damage per turn that they are in contact with the victim.
Weight: 9 lbs. – Power use: 1 batt/1 hour – Estimated Avoidance: Low – Rank: ··

Posted by ill/corporation at 12:18 AM EDT
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