Post by garretzayne on Apr 6, 2010 19:00:41 GMT -5
Firequake Arms is the TW arms and armor company founded by Garret Zayne.
Current products include:
TW Optic Visor (with mystic connectivity)
An optics visor for magic users that will impart the abilities of Farseeing up to 2 miles, Nightvision, Infrared Vision, See the Invisible, and See Aura. The visor allows for linking just like our current optics visors and recording of what the wearer sees. Note: many magic users are not allowed to take the skill optics systems. The visor runs for 30 min per charge.
Requires the following spells: Farseeing (1)(3PPE), Nightvision(1)(4PPE), Infrared Vison(2)(5PPE), See Invisible (1)(4PPE), See Aura(1)(6PPE), Energize spell(7)(15PPE), Second Sight (8)(20PPE), Energy Bolt (3)(5PPE)
Base PPE Construction cost: 550
Activation Cost: 15 PPE
Construction time: 11 Days 11 hours
Construction Cost: 63,800
Market Cost: 95,700
Mage Armor For Space Conditions
A lightweight armor made from Ironwood enhanced ebony. Designed to be comparable to current dead boy armor, but through magic enhancement, it is much lighter and quieter +5% to prowl. 30 PPE provides the wearer with full environmental protection for 6 hours and when paired with Naruni forcefields it provides unparalleled protection in a light armor. The armor takes half damage from all energy attacks and heals itself at a rate of 20 MDC per day. It can be modified to take PPE clips for non magic users for and additional 25,000 cred. A Firequake Arms TW optics visor is a standard addition, but a regular optics visor can be installed instead.
MDC by Location:
Requires the following spells: Lightning Arc (8)(30PPE),Stealthwalk (4)(10PPE), Featherlight (5)(10PPE), Invincible Armor (8)(30)
PPE Base Construction Cost: 750
Construction Time: 15 Days 15 Hours
Activation Cost: 30PPE
Construction Cost: 111,500
Selling Cost: 167,250
Platinum Shield Firehawk Transport:
Class: TW Scramjet Armored Troop Carrier
Crew: 8: one pilot, one copilot, two communications engineers, 3 technical officers, 1 techno wizard
Troop Transport Capabilities: 300 Soldiers plus 1 large Robot Vehical
MDC by Location:
Speed:
Driving on the ground: Not possible
Flight: The stabilizer jets in combination with its floatation system allow the Firehawk to hover stationary up to 5000 feet off the ground.
Maximum flight speed: is Mach 15 (11,418 mph, 190.3 mpm, 3.17 mps). Due to the magic used it can cruise at this speed as long as there is fuel for the scramjet engines (80 hours). In the event of a loss of magic for longer than 5 seconds the plane must decrease speed to below Mach 5.
Maximum Altitude: is 100,000 ft.
Flight Range: When running solely on the scramjets it could run for 80 hours except something about the extreme heat generated at top speed overloads the impervious to energy spell at around 15 hours requiring a 30 min break to recharge and reengage. So the effective flight range is 171,270 miles (6.9 times around the earth)
Statistical Data:
Height: 100 ft
Width: 175 ft
Length: 225 ft
Weight: 57.5 Tons loaded
Power System: 2 Nuclear generators; average energy life is 20 years
1 Reverse Fusion Generator; average energy life 10 years
Black Market Cost: 500 Million or more! But totally unavailable in the black market, it can’t even be flown without programmed biometrics, and if downed the reverse fusion engine is rigged to meltdown to keep it out of enemy hands.
Weapon Systems:
1.
2.
3.
Current products include:
TW Optic Visor (with mystic connectivity)
An optics visor for magic users that will impart the abilities of Farseeing up to 2 miles, Nightvision, Infrared Vision, See the Invisible, and See Aura. The visor allows for linking just like our current optics visors and recording of what the wearer sees. Note: many magic users are not allowed to take the skill optics systems. The visor runs for 30 min per charge.
Requires the following spells: Farseeing (1)(3PPE), Nightvision(1)(4PPE), Infrared Vison(2)(5PPE), See Invisible (1)(4PPE), See Aura(1)(6PPE), Energize spell(7)(15PPE), Second Sight (8)(20PPE), Energy Bolt (3)(5PPE)
Base PPE Construction cost: 550
Activation Cost: 15 PPE
Construction time: 11 Days 11 hours
Construction Cost: 63,800
Market Cost: 95,700
Mage Armor For Space Conditions
A lightweight armor made from Ironwood enhanced ebony. Designed to be comparable to current dead boy armor, but through magic enhancement, it is much lighter and quieter +5% to prowl. 30 PPE provides the wearer with full environmental protection for 6 hours and when paired with Naruni forcefields it provides unparalleled protection in a light armor. The armor takes half damage from all energy attacks and heals itself at a rate of 20 MDC per day. It can be modified to take PPE clips for non magic users for and additional 25,000 cred. A Firequake Arms TW optics visor is a standard addition, but a regular optics visor can be installed instead.
MDC by Location:
Head: 70 MDC
Legs: 70 MDC
Arms: 55 MDC
Body: 80 MDC
Requires the following spells: Lightning Arc (8)(30PPE),Stealthwalk (4)(10PPE), Featherlight (5)(10PPE), Invincible Armor (8)(30)
PPE Base Construction Cost: 750
Construction Time: 15 Days 15 Hours
Activation Cost: 30PPE
Construction Cost: 111,500
Selling Cost: 167,250
Platinum Shield Firehawk Transport:
Class: TW Scramjet Armored Troop Carrier
Crew: 8: one pilot, one copilot, two communications engineers, 3 technical officers, 1 techno wizard
Troop Transport Capabilities: 300 Soldiers plus 1 large Robot Vehical
MDC by Location:
cockpit Window (1)200
cockpit Blast Shield (1)500
Optics Sensors (6)*25
Heavy Railgun Turrets (4)150 each
Vulcan Laser Cannons (8)150 each
Nuclear Detonation Pulse engines (4)200 each
Naruni Super Heavy Force fields for engines (6250 each
Scramjet Engines (2)300 each
Stabilizer Jets (12)*100 each
Main Body**1500
* Every item marked by a single asterisk is small and/or
difficult to strike. An attacker must make a "called shot" to hit
and even then he is -3 to strike.
** Depleting the M.D.C. of the main body will shut the
tank down completely, rendering it useless.
Speed:
Driving on the ground: Not possible
Flight: The stabilizer jets in combination with its floatation system allow the Firehawk to hover stationary up to 5000 feet off the ground.
Maximum flight speed: is Mach 15 (11,418 mph, 190.3 mpm, 3.17 mps). Due to the magic used it can cruise at this speed as long as there is fuel for the scramjet engines (80 hours). In the event of a loss of magic for longer than 5 seconds the plane must decrease speed to below Mach 5.
Maximum Altitude: is 100,000 ft.
Flight Range: When running solely on the scramjets it could run for 80 hours except something about the extreme heat generated at top speed overloads the impervious to energy spell at around 15 hours requiring a 30 min break to recharge and reengage. So the effective flight range is 171,270 miles (6.9 times around the earth)
Statistical Data:
Height: 100 ft
Width: 175 ft
Length: 225 ft
Weight: 57.5 Tons loaded
Power System: 2 Nuclear generators; average energy life is 20 years
1 Reverse Fusion Generator; average energy life 10 years
The Reverse Fusion Generator is the brainchild of Firequake arms founder and CEO Garret Zayne. What it does is takes a micro nuclear generator makes it into a small particle accelerator and through a closely guarded string of incantations turns it into a PPE generator! In order to operate the micro nuclear generator has to be switched on and then 50 PPE has to be channeled into it to kick start the device. After the initialization the device will run until the nuclear generator is switched off.
Since the construction of this device a few quirks have been discovered. The device effectively creates a 100 foot ley line while running. The first Line Walker to try phasing on it was vaporized! This ley line is synthetic and cannot be used in a few of the normal mystic ways. Ley line transmission is impossible. Line walking and line phasing cause 1D4 MD per melee (cannot be absorbed by armor) and irradiation of the user. Ley line force field can be used but it causes irradiation of the user and the surrounding area. Running the generators with their lines crossing or merely 20ft from each other causes a dangerously unstable Nexus point! Unknown to anyone, if the generators were placed next to each other while running they would destablize the nuclear generators and cause a massive atomic blast! Also unknown; if two of the generators were running on the soil of a non magic planet it could spark a cataclysmic reawakening similar to the one on pre rifts earth!
Black Market Cost: 500 Million or more! But totally unavailable in the black market, it can’t even be flown without programmed biometrics, and if downed the reverse fusion engine is rigged to meltdown to keep it out of enemy hands.
Weapon Systems:
1.
Rail Gun Turrets (4): Two pairs of powerful rail guns are mounted in retractable turrets on the top and bottom of both the port and starboard wings. The turrets are operated by gunners at remote control firing stations. Each turret is capable of 180 degree rotation and 120 degree arc of fire.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft and Defense.
Mega-Damage: A single burst is 20 rounds and inflicts 1D10 X 10 MD or a double burst from both guns simultaneously at the same target (40 rounds) does 2D10 X 10 MD. Only fires bursts.
Range: 6000 ft.
Rate of Fire: Each burst counts as one of the gunner’s melee attacks.
Payload: 10,000 rounds, that’s 500 single burst or 250 double bursts.
2.
Vulcan Laser Turrets (8): This heavy, multi-barreled laser is used for missile defense and anti-aircraft roles. Each is controlled by an independent gunner. Two are mounted on the port side top of the wing and two are on the bottom. Likewise two are mounted on the starboard side wing top and two are on the bottom. The wing turrets can rotate 360 degrees and fire on a 180 degree arc, sweeping the air above and ground below. During high speed flight the turrets are recessed.
Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Defense.
Mega-Damage: 2D4 X 10 MD per blast.
Range: 6000 ft.
Rate of Fire: Each turret can shoot up to six times per melee round.
Payload: Effectively unlimited.
3.
Medium-Range Missile Battery: Toward the nose beneath the cockpit window are two medium missile launch ports. Both ports can be fired simultaneously to launch two medium-range missiles at a time (short range missiles can also be used).
Primary Purpose: Anti-Armor and Aircraft.
Secondary Purpose: Assault and Defense.
Missile Type: Any type of medium-range missile can be used,
but standard issue is K-HEX high explosive (heavy) (3D4 X lO M.D.)
and/or Naruni guided missile (3D4 X 10 and +5 to strike +4 to dodge).
Mega-Damage: Varies with missile type.
Range: Over 50 miles (64 km).