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TG Meta Quest Inventory

By: Abricomas on Jan 14th, 2012  |  syntax: None  |  size: 47.54 KB  |  hits: 1,462  |  expires: Never
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  1. CURRENT DAY: 1AM Day 34
  2.  
  3. Extradimensional Resource:
  4. Harbor Plane 'Elysium'
  5. - Gate is currently keyed to a hangar bay of the All Under Heaven
  6. - Hydroponics Lab and Greenhouse
  7. -- Potion Crop- takes 11 Days RT/ 55 Days ET to mature
  8. -- Resident Evil Herb Garden
  9. -- Star Wars agricultural farming droids to take care of the farm
  10. -- Some flower beds (lilies especially), fresh fruit trees
  11. -- small section dedicated to Harry Potter plants for use in Auror potions
  12. - Large enough to accommodate the Oncoming Storm (only by itself)
  13. - Earth-like atmosphere and gravity
  14. - Time Dilation: Time moves x5 faster inside Elysium
  15. - Terran Science Facility and Covert Ops add-on
  16. - 30 Trident Fusion Generators
  17. - Engineering Bay, Magitech Lab, Advanced Lab
  18. - SECURITY: 24 Sentry Robots (Fallout Canon), 32 Securitron Mk. II, 32 YVH Droids
  19. - 500 gallons of Nethack Holy Water and assorted water guns
  20.  
  21.  
  22. Sector HQ Resource:
  23. Command and Conquer 3 Canon
  24. - depopulated by Orz before the Liquid Tiberium Bomb could be detonated to draw in the Scrin
  25. - Pre-C&C 3
  26. Protoss Colony
  27. - Self-sufficient Protoss Colony
  28. - Uses Tiberium as Mineral and Vespene substitute
  29. Sector HQ
  30. - Advanced Dimensional Stabilizer, Teleport Interdiction Field Generators, Advanced Laboratory, Advanced Engineering Bay, Meta-Comm Array, Advanced Sensory Array, Space-Time Monitoring Array, TG Database, Tracking Tracer Point-Defense Cannons, multiple Phase cannon Batteries, Enhanced Shielding, MARS-class Tactical AI, Starfighter Repair Bay, Capital Ship Repair Bay
  31. * Operating on less than skeleton crew
  32. * still damaged
  33. - Emergency Engineering Hologram Construction Team (24/24) currently assisting repairs
  34. TG Base 1
  35. - Original orbital TG station monitoring this world
  36. - Depopulated by the Orz
  37. TG Base 2
  38. - Originally the Fallout Branch Office
  39. - Depopulated by the Orz
  40. EVE Player-Owned Starbases
  41. - Multiple Player-Owned Starbases fully automated for the harvesting of technetium, building of battleships, and manufacturing modules/ammo
  42. - Original Blueprints (BPO's) for most EVE Fleet Ships
  43. -- Guardian, Damnation, Proteus, Loki, Phobos, Devoter, Abaddon
  44. -- associated weapons, support modules, and ammunition
  45. ARCHIMEDES I
  46. ARCHIMEDES II
  47.  
  48.  
  49.  
  50. Ships (all crews equipped with Cortical Stacks):
  51. TGS Cruiser 'Oncoming Storm'
  52. - Meta-Comm Array, Upgraded Sensors, Containment Bay, Weapons Upgrade, Mk. II Reality Emitter (Capital Ship), Tactical AI Update, Meta Transit Drive, Psi-Shield (Capital Ship), 3x Industrial Replicators, Servbot Overclocked AI
  53. -- Upgraded Weapons: 3 University of Planet Singularity Lasers, 4 Hellbore Cannon Turrets, 4 Long Range Precision Laser Batteries, 4 Missile Bays (Anti-Matter Missiles), 6 Large-Bore Railguns, multiple plasma batteries, Point-Defense Laser System
  54. -- Starfleet Upgrades: 2 Starfleet Shield Generators (2409-era), 2 Starfleet Phaser Cannons (2409-era), Teleport Interdiction Field Generators
  55. -- VE Salvage: Paradox Cannon
  56. *TSAB Dimensional Wards
  57. *2 attendant Hiigaran Defense Field Frigats
  58.  
  59. Victory-II Star Destroyer 'Relentless' * Critical Damage *
  60. - Mk. II Reality Emitter (Capital Ship), Atmospheric Entry capable, Industrial Replicator, Teleport Interdiction Field Generators
  61. *TSAB Dimensional Wards
  62. * 178 TIE-D/C Escort Fighters, 16 Emergency Engineering Holograms
  63.  
  64. Imperial-II Star Destroyer 'Guardian' * Damage *
  65. - Mk. II Reality Emitter (Capital Ship), Automation Refit (70% less crew required for optimum operation), Industrial Replicator, Teleport Interdiction Field Generators
  66. *TSAB Dimensional Wards
  67. *2 attendant Hiigaran Defense Field Frigats
  68.  
  69. Imperial-II Star Destroyer 'Valiance'  [Destroyed]
  70. - Mk. II Reality Emitter (Capital Ship), Automation Refit (70% less crew required for optimum operation)
  71. - 80% of crew saved, 20% permanently lost
  72. - Valiance permanently lost
  73.  
  74. Neo-Gotengo-class Battleship 'Mikasa' * Heavy Damage *
  75. - Veteran-class Crew
  76. - Mk. II Reality Emitter (Capital Ship), Starfleet Shield Generator (2409-era), Industrial Replicator, Teleport Interdiction Field Generators
  77. *TSAB Dimensional Wards
  78.  
  79. Executor-class Super Star Destroyer 'All Under Heaven'
  80. - Meta Transit Drive, Mk. II Reality Emitter (Capital Ship), Automation Refit (70% less crew required for optimum operation), Upgraded Sensors (Advanced Meta-Sensor Suite), 2x Class-4 Industrial Replicators, 2 Upgraded Starfleet Phaser Arrays (2409-era), 1 Starfleet Shield Generators (2409-era), 2 Upgraded, Starfleet Phaser Cannons (2409-era), Teleport Interdiction Field Generators
  81. *TSAB Dimensional Wards
  82. *2 attendant Hiigaran Defense Field Frigats
  83.  
  84. Antaeus-class Adaptive Cruiser 'Hercules' *Gravitic Drive Offline, Creation Engine Offline*
  85. - Mk. II Reality Emitter (Capital Ship), All Environment Refit, Upgraded Creation Engine, Star Wars deflector shields, Teleport Interdiction Field Generators
  86. -- Current Designs (Soulchip-compatible): Hornet Attack Chopper, Puma Scout Buggy, Scarab salvage or repair, Rhino tank, Salamander hovercraft, Phoenix Gunship, Shark Attack Hovership, Behemoth Heavy Tank, Pegasus Transport Chopper, Sentinel Defense Turret
  87. -- Other: Securitron Mk II, YVH Battle Droid, Prawn Powered Suit, KI Space Marine Armor, MI Maruader Power Armor, Tomahawk Destroid
  88.  
  89. Defiant-class Fleet Escort 'Indefatigable'
  90. - Veteran-class Crew
  91. - Mk. II Reality Emitter (Capital Ship), Phasing Cloaking Device, Teleport Interdiction Field Generators
  92. - 2409 Upgrades
  93. -- Quantum Splipstream Drive, Transwarp Jump algorithms, Standard Starfleet circa 2409 Replicator Database, Updated Shield Harmonics
  94. *TSAB Dimensional Wards
  95.  
  96. Hiigaran Shipyard 'Spirit of Triumph' *Mission-Killed, currently undergoing Salvage*
  97. - Mk. II Reality Emitter (Capital Ship), Teleport Interdiction Field Generators
  98. - All Homeworld 2 designs that the Hiigaran Shipyard was capable of constructing, Salvage Corvettes
  99. - TIE-D, TIE-D/C
  100. * Created attendant ships:
  101. * 12 Resource Collectors, 3 Matriarch-class Support Frigates, 3 Mobile Refineries, 380 TIE-D/C escorts
  102. * Hiigaran Carrier
  103. **2 attendant Hiigaran Defense Field Frigats
  104. * Hiigaran Battlecruiser
  105. **2 attendant Hiigaran Defense Field Frigats
  106. * 'Decoy Fleet'
  107. - enough Defense, Ion, Missile, and Flak Frigates and Destroyers to equal the tonnage of the rest of the task force
  108. - minus some frigates
  109.  
  110. Nyx-class SuperCarrier 'Nocturne'
  111. - Mk. II Reality Emitter (Capital Ship), Industrial Replicator, Teleport Interdiction Field Generators
  112.  
  113. Overlord-class Dropship
  114. - Mk. II Reality Emitter (Capital Ship), Portable Transport Inhibitors
  115. Leopard-class Dropship
  116. - Mk. II Reality Emitter (Capital Ship), Portable Transport Inhibitors
  117. (6/7) Al'Kesh Bomber/Troop Transport
  118. - Veteran-class Crew
  119. - Mk. II Reality Emitter (Capital Ship), Asgard Transporter
  120. * Al'Kesh 4 is destroyed, crew recovered
  121. *Hero Al'Kesh crew: Rodger Young (Al'Kesh 7)
  122.  
  123. Aurora-class Battleship 'Tria'
  124. - Drone Weapons 75%, Sublight Engine capable of 99.9% of c in real-space
  125. + LSE Array installed, Mk. II Reality Emitter (Capital Ship)
  126. + Hyperdrive Offline
  127.  
  128. Aerial Superfortress 'Echo of the Blackbird'
  129.  
  130. Thief-class Covert Ops Ship
  131. - Meta Transit Drive, Incursion Holo-Emitters
  132. - TG Looter Team
  133. * HERO UNIT
  134. - "Transporter Discount": working closely with ships equipped with transporters has made this Looter Team far more effective in acquiring goods and resources. When paired with a vessel that has a transporter, the Looter Team will almost never fail to achieve minimum mission success (at least 1 of every asked for item).
  135. - Current assignment:
  136.  
  137. Mecha-Godzilla
  138. - Mk. II Reality Emitter (Capital Ship), S2 Organ, Incursion Holo-Emitters
  139.  
  140. Kiryu
  141. - S2 Organ, Mk. II Reality Emitter (Capital Ship)
  142.  
  143. Great Fox
  144. - space-based carrier
  145. * Destroyed
  146.  
  147. 2x X-COM NOVA Skyranger-III Stealth Transport
  148.  
  149. Gallente Task Force: ** Completely Destroyed **
  150. - Veteran-class Crew
  151. - All equipped with Mk. II Reality Emitter (Capital Ship)
  152. Navy Comet-class Frigates [Current: 0/24]
  153. Enyo-class Assault Ships (0/4)
  154. Catalyst-class Destroyers (0/6)
  155. Navy-Issue Vexor Cruisers [Current: 0/12]
  156. Navy-Issue Exequror Cruisers [Current: 0/6]
  157. Myrmidon-class Battlecruisers [Current: 0/9]
  158. Brutix-class Battlecruisers (0/9)
  159. Navy-Issue Megathron Battleships (0/6)
  160. Navy-Issue Dominix Battleships (0/3)
  161. 0x Astarte-class Command Ship
  162. + crew of destroyed ships are capsuleers, crew are available but have no ship
  163.  
  164. EVE Fleet
  165. ** NO REALITY EMITTERS INSTALLED **
  166. Guardian support ship(20/45)
  167. Damnation (0/5)
  168. Proteus (0/5)
  169. Loki strategic cruiser(4/5)
  170. Phobos interdiction cruiser(15/15)
  171. Devoter interdiction cruiser(6/6)
  172. Erebus titan supercapital(1/1)
  173. Abaddon battleship(107/190)
  174.  
  175. Data Integration Thought Entity Drone Ship * Destroyed, Impossible to Salvage *
  176. - Attack Drones and disintegration beams
  177. - Reality Emitter Mk. III
  178.  
  179. SY-3 Moonlight Squadron (x/x)
  180. - Veteran-class Crew
  181.  
  182. Protoss Battle Fleet
  183. - Veteran-class Crew
  184. - An Entire Protoss Battlefleet, including Tassadar
  185. - Command Carrier, Gantrithor II
  186. *2 attendant Hiigaran Defense Field Frigats
  187. - (-3 Protoss Carriers, -2 Arbiter
  188.  
  189.  
  190.  
  191. Hercules Defense Group
  192. - 12 TIE-D/C
  193. - 24 Securitron Mk. II
  194. - 12 YVH
  195. - 32 Emergency Engineering Holograms
  196.  
  197.  
  198.  
  199.  
  200.  
  201. Aerospace Craft/space-capable mechs (EBO Cortical Stack implanted in all pilots, Lazarus Nanite Soldier Boost Treatment):
  202. VF-25F Squadron (11/12)
  203. - Commando, Armor Pack, Tornado Pack, and Super Pack for all fighters
  204. - Pilot recovered, awaiting new vehicle
  205. TIE Defender Squadron (12/12)
  206. - Elite
  207. Gunstar
  208. - Veteran
  209. RVF-25 Electronic Warfare variant
  210. - Veteran
  211. - Equipped with Incursion Holo-Emitter
  212. Hyaku Shiki
  213. - Veteran, piloted by a TG Pilot (Lt. Yamada)
  214. Gaia Gear
  215. - Piloted by Char
  216.  
  217. Swordfish II
  218. R-9C War-Heads (0/3, 3/3)
  219. - Pilots recovered, awaiting new vehicles
  220. - equipped with 6 Shadow Forces
  221. 12x R-9A Arrowhead (12/12)
  222. - Veteran
  223. - equipped with Shadow Force for all ships in squadron
  224. FIRE LEO-02 Exceliza (8/12)
  225. - Veteran
  226. - Pilots recovered, awaiting new vehicles
  227. Solvalou-class Fighters (0/24)
  228. - Pilots recovered, awaiting new vehicles
  229. Vic Viper-class Fighters (6/6)
  230. 1x Galaga-class Fighter (heavily modified, has greater weapons, armor, and speed than the original)
  231.  
  232. Mercenary X-Wing Squadron (44/72)
  233. - Pilots awaiting vehicles transferred to TIE Defender Scrap Squadron
  234. X-COM X-3 Super Avenger Squadron (6/6)
  235. - Tracking Tracer Cannons at least, other weapons unknown
  236.  
  237. TIE Defender Scrap Squadron (56/56)
  238. - composed of pilots from squadrons with no available fighters of their original type
  239.  
  240.  
  241. BattleMechs/Ground Vehicles (EBO Cortical Stack implanted in all crewmen and pilots, Lazarus nanite soldier boost treatment):
  242. Tomahawk Destroid (6/6)
  243. - Elite
  244. Mad Cat BattleMech (2/2)
  245. - Elite, Clan Wolf mechwarriors (Post-Battle of Tukayyid)
  246. Von Luckner MBT (8/10)
  247. - Veteran
  248. - unknown mix of variants
  249. M270 MLRS (0/4)
  250. - Veteran
  251. - Aglaophotis Chemical Warheads armed
  252. Baneblade (56/100)
  253. - Veteran
  254. - Mars-Pattern, Standard
  255. - Crews recovered, awaiting new tanks
  256. 4x NOD MCV
  257. 2x GDI MCV
  258. Mammoth Mk III (26/36)
  259. - Includes all upgrades, crews have Cortical Stacks
  260.  
  261. Troops, All(except droids) Equipped with: Starfleet Personal Shield (2409-era), Kinetic Barriers(Mass Effect), 2055-era comm gear(Shadowrun), Mk II Reality Emitter(Personal), Advanced Bio-Stabilizer Masks (Star Wars: Knights of the Old Republic), Second-Chance (compatible troops fitted with EBO Cortical Stacks, all troops given RED-2-Generic injections), ART Spectacles or ART HUD Refit Package.
  262. All Phaser weapons upgraded with Proton Phaser Modification
  263. All Human troops given Lazarus Nanite Soldier Boost Treatment
  264. All Troops given a canteen of Nethack Holy Water:
  265. UNIT Squad (7/11)
  266. - Veteran, Fallout Power Armor, Fallout Energy Weapons, A280 Blaster Rifles, Phaser Rifles
  267. - "Hacking Expertise": Fighting against the varied, myriad, and sometimes downright weird security systems, ECM, and intrusion countermeasures of different Canons has given these E-Warfare specialists an insight into better slipping their way past security, or locking down their systems from external threats. Counts as one veterancy rank higher when dealing with electronic warfare.
  268. SCP Trooper Squad (12/12)
  269. - Elite, Fallout Adv. Power Armor Mk.2, Tiberium Laser Rifles, Phaser Rifles, Reality Disruptor Rifles, Mapper
  270. Sandmen Squad (10/10)
  271. - Veteran, Mass Rifles (Dark Matter Canon-version), Phaser Rifles
  272. - "Hacking Expertise": Fighting against the varied, myriad, and sometimes downright weird security systems, ECM, and intrusion countermeasures of different Canons has given these E-Warfare specialists an insight into better slipping their way past security, or locking down their systems from external threats. Counts as one veterancy rank higher when dealing with electronic warfare.
  273. Delta Green Squad (9/12)
  274. - Elite, Chinese Stealth Armor, Mass Rifles (Dark Matter Canon-version), A280 Blaster Rifles, sniper rifles with exographic scanners and micro-transporter modules, Type 2 Phasers
  275. * EBO Cortical Stack recovered
  276. Mobile Infantry Squad A (0/3, Starship Troopers Novel Canon)
  277. - Elite, Marauder power armor, Panther Assault Cannon (Shadowrun Canon)[Enchanted: Holy], Phaser Rifles
  278. Mobile Infantry Squad B (2/12, Starship Troopers Novel Canon)
  279. - Veteran, Marauder power armor, Phaser Rifles
  280. Auror Squad (6/6)
  281. - Elite, Mass Effect Hardsuit, NOD Armor, AK-47 and Type-1 Phaser backup weapons, doubles as magic researcher/enchanter, Mapper, Protection Artifact
  282. Knights Inductor Tactical Squad A (20/20-4/4)
  283. - Elite, 4 Silencers, 10 Enchanted Bolters [Enchanted: Holy], Phaser Rifles, 4 Transpace Lances, 1 Silencer has the Voiceless Spear
  284. Knights Inductor Tactical Squad B(19/19-4/4), C(17/20-4/4)
  285. - Veteran, 4 Silencers per Squad, Phaser Rifles
  286. Knights Inductor Devastator Squad A(24/24), B(24/24)
  287. - Veteran, Power Armor Refit Mk. I (dual Type-2 phasers on each wrist and a shoulder-mounted photon grenade launcher, improved shield and kinetic barrier integration, uses Federation power cells)
  288. X-COM Squad (12/12)
  289. - Elite, Psi-Rated, Flying Armor, Blaster Launchers, Psi-Amps, Psi-Armor (incompatible with Flying Armor), Phaser Rifles
  290. Zombie Hunter Squad (15/15)
  291. - Veteran
  292. - late 20th Century Earth Standard weapons and body armor, led by Dr. Han
  293. - Dr. Han has been trained on Medigun use by Medic.
  294. - Upgraded weapons and armor: Assault rifles with exographic targeting scanners and micro-transporter modules, and Phaser Rifles.
  295. - All wearing ME Hardsuits
  296. - Decoy Armor is composed of a titanium mesh with kevlar and ceramic plates, and is tailored to look like high-quality SWAT armor, including police insignia
  297. 2x Shadowrunner Team A(10/12) B(12/12)
  298. - Veteran, Phaser Rifles and Type 2 Phasers
  299. - Expendable Foci, Power Foci, Spell Foci for the shamans and mages
  300. - ritual reagents
  301. - ME Hardsuits, Mapper, 1 member of Team A has the Infinite Ammo Rocket Launcher
  302. Prawn Combat Suit A (0/4)
  303. - Veteran
  304. Prawn Combat Suit B (16/36)
  305. - Veteran
  306. White Mage Squad A(6/6), B(3/6)
  307. - Veteran
  308. - Chemist, White Mage maxed
  309. - Spellcaster Armor, Mana Battery, Type 1 Phaser, Enhancement Artifact, Battery Artifact
  310. - 1 WM of Squad B has an Economizer
  311. Psion Squad (4/6)
  312. - D&D 3.5, Lvl 11, have psicrystal familiars, ceramic/titanium mesh body armor(light), at least 2 are Nomad Discipline, Psi-Armor, Type-2 Phaser
  313. Abjurer Squad (6/6)
  314. - D&D 3.5, Lvl 12, have familiars, ceramic/titanium mesh body armor (light), Type-2 Phaser
  315. TG Soldier Squad (12/12)
  316. - Veteran
  317. - 10mm Pulse Rifles, Laser Rifles, Fat Men, Sniper Rifles [Enchanted: Holy] with Exographic Scanners and Micro-Transporter Modules, Phaser Rifles, Mass Rifles
  318. - Enclave Hellfire Armor and related weapons [Heavy Incinerators, Plasma Rifles]
  319. - 2 are latent psychics, currently undergoing testing in the psi-lab, Psi-Armor, have the Ancient Activation Gene (or genetic equivalent)
  320.  
  321. X-COM NOVA
  322. - Come with Heavy Plasma, Plasma Rifles, Blaster Bomb Launchers, Psi-Amps for Veterans and Elites
  323. X-COM Commando Squad (11/11)*Marc Lecointe transferred to Hero List
  324. - X-COM Flying Suit
  325. 2x X-COM Elite Squad (2/12)(12/12)
  326. - X-COM Power Suit
  327. *5 EBOCS recovered, rest will need to restore from backup
  328. 7x X-COM Veteran Squad 1(0/12)* 2(8/12) 3(12/12) 4(6/12) 5(8/12) 6(0/12)* 7(0/12)
  329. - Type-3 Phaser Rifles (2409 model), ME Heavy Hardsuits
  330. *must restore from backup; XP of NOD Fight lost
  331.  
  332. Dystopian Squad (47/47)
  333. - Medium Infantry, Veteran
  334. - Assault rifles with exographic targeting scanners and micro transporter modules, Type 2 phaser pistols (2409's model), 24 have T-44d Power Armor, other 24 have ME Hardsuits
  335. - Decoy Armor: titanium-mesh/Kevlar/ceramic body armor made to look like modern military combat armor (medium)
  336.  
  337. MetPharm High-Sec Troopers (0/12)*
  338. - Veteran
  339. - MetPharm Security Armor, Laser Assault Rifles, Assault rifles with exographic targeting scanners and micro transporter modules, Phaser Rifles, Enclave Power Armor, MetPharm Prototype Chozo Power Armor
  340. *must restore from backup; XP of NOD Fight lost
  341.  
  342. Confederate Terran Marine (3/3)
  343. - Veteran, Starcraft Canon (Zerg Quest sub-canon)
  344. - CMC-400 Powered Combat Suit, C-14 Gauss Rifle, Phaser Rifles
  345.  
  346. Lida Exodite Seer Council (10/11)
  347. - Veteran
  348. - University of Planet personal Psi-Armor incorporated into Wraithbone Armor, RED-2-Generic
  349. - Type-2 Phasers (though they disdain Mon'keigh tech)
  350.  
  351. Redemption Platoon (18/20)
  352. - Deprogrammed, still have a high aversion to men, in love with Elaine
  353. - RED-2 and EBO Cortical Stack implants
  354. - Advanced Bio-Stabilization Mask, ME Medium Hardsuit, ME Assault Rifles, Starfleet Personal Shield, ME Kinetic Barrier, comm-link earpiece with subspace tracking beacon, Aglaophotis-B toxiguns and gas grenades, Type-2 Phaser
  355. *2 must restore from backup; XP of NOD Fight lost
  356.  
  357.  
  358. Droid Troops:
  359. Securitron Army (826/1000)
  360. - Securitron Mk. II
  361. 2x Drone Squad (0/16)(16/16)
  362. - includes Protoss Observers
  363. HK-50
  364. - HK-50's Enchanted Blaster Rifle [Ghost Touch, Guided], comm badge, Kinetic Barrier, Personal Shield
  365. - large amount of spare HK-50 chassis and HK-50's
  366. YVH Combat Droid Platoon (36/48)
  367. - equipped with synthetic skin layer to blend in with organics
  368. - Starfleet Personal Shield (2409-era), lightsabers and electrostaffs
  369. Huitzil (2/2)
  370. - Namco X Capcom version, re-programmed
  371. Emergency Medical Hologram
  372. - Mobile Emitter, Federation Medkit, Type-1 Phaser (2409 model), Starfleet Medical Tricorder
  373. Emergency Security Hologram Squad (12/12)
  374. - Type 3 Compression Phaser Rifle (2409 model)
  375. R2-series Astromech Droids
  376. R9-series Astromech Droids
  377. SB-20 Security Breach Droids
  378. NR-1100 Slicer Droids
  379. X-COM Laser Tank (24/24)
  380. Sniper JOE Team (12/12)
  381.  
  382.  
  383. Research/Engineering:
  384. X-COM Scientists (60/60)
  385. - From UFO Defense, TFTD, and Apocalypse Canons. Access to all UFOpaedia designs from respective Canons.
  386. - complete X-COM: Interceptor database of schematics and technologies
  387. X-COM Engineers (20/20)
  388. Gav Gate-clones (20/20)
  389. - Schlock Mercenary Canon
  390. Techno Wizard Team (20/20)
  391. - RIFTS
  392. MetPharm Scientists (10/10)
  393. - 8-bit Dystopia
  394. WilyCorp Scientists (15/15)
  395. - 8-bit Dystopia
  396. University of Planet Research Team (20/20)
  397. - Sid Meier's Alpha Centauri. Can work as Research and Engineering.
  398. Salarian Field Science Team (24/24)
  399. Salarian Field Engineer Team (19/24)
  400. Confederate Military Science Team (20/20)
  401. - Starcraft Canon (Zerg Quest sub-canon)
  402. Confederate Worker/Engineer (5/5)
  403. - Starcraft Canon (Zerg Quest sub-canon)
  404. ZAX 1.2
  405. - equivalent of 20 X-COM Scientists, installed on the Oncoming Storm
  406. - http://fallout.wikia.com/wiki/ZAX_1.2
  407.  
  408.  
  409. Misc.
  410. Emergency Engineering Hologram Team (20/20)
  411. Current Task: refit all Power Armor HUD's with ART functions
  412.  
  413.  
  414.  
  415. Heroes, all equipped with Reality Emitter Mk. 2, ART Spectacles/ART HUD Refit, Advanced Bio-Stabilization Mask, Kinetic Barrier, Starfleet Personal Shield (2409-era), comm badge (Starfleet issue, TG-logo), canteen of Nethack Holy Water
  416. *RE Mk. 3 distributed to Heroes prior to reaching Temple Prime:
  417. Char Aznable (SRW Canon variant)
  418. - Mech pilot, Gaia Gear, Psi-Armor, RED-2-Generic
  419. - Spirit Skills unlocked (Alert, Valor, Guts, etc.)
  420. - Ebon Lance of Longinus
  421. - "Lancer": Increased fighting ability with lances and polearms be they mecha or infantry scale.
  422.  
  423. Grand Admiral Gilad Pellaeon
  424. - Onboard the TGS Super Star Destroyer "All Under Heaven"
  425. - Rescued at the time of death and replaced with a clone. Provided with a rejuvenation treatment.
  426. - EBO Cortical Stack, RED-2-GENERIC
  427. Cheryl Mason
  428. - "Inextinguishable Light": Cheryl's been through Silent Hill and Ebon Night, passing these trials of darkness have proven not to mar her goodness. Though her sense of humor is still morbidly dark.
  429. - ????
  430. - "Blessing of Power": Din has blessed the young woman with a portion of her own power. Cheryl's abilities are amplified even further, and the goddess has touched her mind to help her master her powers faster.
  431. - Immune to Fear
  432. - "Psychometabolism": Cheryl's powers affect biological processes with greater ease and potence.
  433. - "Pyrokinesis": using her powers in a fire-based manner can be done with increased potence and utility, for reduced cost.
  434. - "TK-Field": After having been forced to use her telekinetic powers for defensive purposes many times during her mission in the Zone, Cheryl is able to refine the power to her own version of an AT-Field. Though not quite as powerful as the true AT Fields generated by EVA-units or Angels, this psionic mimicry allows Cheryl to generate a shield of extreme strength around herself, capable of blocking most physical attacks. It can also be manipulated into a weapon. Cheryl's raw power allows her to maintain and regenerate the shield strength for long periods of time.
  435. - "Blowout": Cheryl can summon a psionic emission similar to the infamous Blowouts of the Zone. This psionic attack rips apart all hostile units within a hemisphere with a 2 miles radius from Cheryl, buffeting them with a wide variety of damaging phenomena. This does not harm allies if successful. Using this ability drains Cheryl severely, and always requires a roll.
  436. - "Combat Veteran": Due to the trials of the Silent Zone, Cheryl now channels psionic powers with increased speed, and requires less concentration. She has also learned to use more of her powers with direct results.
  437. *Cheryl has been seen to be capable of a directed Blowout as a psychic attack
  438. - M41-A Pulse Rifle, phaser rifle (2409's issue), Psi-Armor (incompatible with Hardsuit), RED-2-Generic, Spear of Destiny
  439. Douglas Cartland
  440. - "I already lost my son": When his friends are under threat, or in a state of fear and panic, the combat strength of Douglas and his Persona increase proportional to the level of threat and/or fear.
  441. - "Grinding social links": Douglas is exceptionally good at making friends, by sympathising with people's plights and struggles.
  442. - "You hurt our friends, prepare to die": Whenever an ally is injured or killed in combat alongside Douglas/Okku, the man and god-bear become intensely focused and driven to defeat all enemies in the area. Each allied loss increases the bonus towards both Douglas and Okku's fighting ability.
  443. - "Shield BEARer": Okku's godlike nature and willingness to protect his allies will draw harmful spells upon him, protecting his friends from many harmful effects that he can easily bear, as well as intercepting enemy attackers assaulting his allies.
  444. - Immune to Fear, Persona Contract, Okku Persona
  445. - M41-A Pulse Rifle, Hardsuit (Mass Effect), phaser rifle (2409's issue), RED-2-Generic, GZ/M-44 Gauss Caster Pistol, Sylphie's Clothes
  446. -- 4x Gravity Pistol Spell-Cartridge, 4x Anti-Magic Pistol Spell-Cartridge, 4x Slow Pistol Spell-Cartridge
  447. Egon Spengler
  448. - "Tell him about the twinkie": Already well versed in the sciences and the paranormal, Egon quickly picks up on varying versions of both from various Canons, both integrating new knowledge into his work and able to explain it in concepts that his fellows can understand.
  449. - Proton Pack Mk. I, Ghost Trap Mk. I, Slimethrower, phaser rifle (2409's issue), Sylphie's Clothes
  450. - EBO Cortical Stack, RED-2 active, used Magical Books to boost stats
  451. Gabriel Tosh
  452. - "Da Spirits say...": Tosh can telepathically talk and listen to a wider variety of things. Gods, shoggoths, the spirits of a place, the spirits of an item, perhaps even Magic itself if the setting allows it.
  453. - RED-2 active
  454. - Canon equipment, phaser rifle (2409's issue), Exographic Targeting Scanner, Psi-Armor (incompatible with regular armor), Tosh's Gauss Rifle [Enchanted: Ghost Touch, Guided], Sylphie's Clothes
  455.  
  456. Star-Lord
  457. - real name Peter Quill
  458. - Anguirel, phaser rifle (2409's issue), Kree sub-machine guns, heat-dampening espionage battle suit, battle helmet (allows for breathing in vacuum, strategic analysis), EBO Cortical Stack, RED-2-GENERIC, Sylphie's Clothes, NeiShot
  459. VP-99 * Heavily Damaged, Undergoing Repairs *
  460. - "Miraculous Survivor": Whether it is luck, fate, or particularly good damage-avoidance protocols, this unit can (and has) survived where many other units have fallen, often unscathed.
  461. - "The Path Less Traveled": VP-99 is particularly adept at finding hidden passages and unused paths, or otherwise finding ways around that have the least amount of traffic.
  462. Elaine
  463. - "It counts as healing, right?": Elaine can heal sanity loss, can heal damage dealt to machines, can patch holes in physical structures, and even heal some reality distortions, much in the same way that she heals flesh.
  464. - "Remembrance of the Fallen": Stricken by the loss of friends, Elaine's magics can reach farther than most to recover allies from the clutches of Death.
  465. - "Blessing of Wisdom": Secrets of weaving magic reveal themselves more clearly to Elaine than before. Her magical abilities are now more potent, and she is able to learn new abilities faster.
  466. - "Pure as the Driven Snow": Elaine has been through many trials and faced down incomprehensible evils. From the primordial terror of the Ebon Night to the destructive hedonism of Chaosbringer, these trials have only served to temper her conviction and empathy. Her inherent purity renders her immune to corrupting effects, and serves as a shining example to all who align themselves with the forces of good in the Metaverse.
  467. But like many other exemplars of purity, she may not grasp the nuances of certain gestures until much later on.
  468. - Chemist, White Mage maxed, Time Mage
  469. - 2x Mana Battery, Type-1 Hand Phaser (2409's issue), ceramic/titanium mesh (light), Spellcaster Armor (Armor of Ithan), RED-2-Generic, Sylphie's Clothes, Economizer
  470. Lyla
  471. - "Fiery Piety": Lyla is especially skilled at purging unnatural things from the world and her allies. Offensive holy-based spells and status-clearing spells (I.E. Esuna) are more potent and cost less MP. In addition, Lyla gains a small bonus when using curative items/artifacts to cleanse people or exorcise evil spirits.
  472. - "Brush with Evil": Being pursued by powerful evil vampires has not left a good impression on Lyla. All of her attacks now do extra damage and cost reduced MP when facing evil or undead enemies.
  473. - Chemist, White Mage maxed, Time Mage
  474. - 2x Mana Battery, Type-1 Hand Phaser (2409's issue), ceramic/titanium mesh (light), Spellcaster Armor (Armor of Ithan), RED-2-Generic, Sylphie's Clothes, Economizer
  475. Darius Fortes
  476. - "Valiant Savior": Gifted with the ability to keep nearby squads and Heroes safe and intact in crises.
  477. - "Echoes of the First Age": Able to inspire nearby squads and heroes with the valor and wisdom of the ages, guiding them through impossible situations.
  478. - "The Emperor's Will Be Done": long combat in the Meta against foes undreamt of back in his Home Canon have helped to fortify Darius, in mind, body, and spirit. Darius is a juggernaut on the field of battle as he fights in the name of the Emperor of Mankind and the Transpace Guard.
  479. - Knight Inductor Space Marine Captain
  480. - Ringil, phaser rifle (2409's issue), Bolter Pistol, RED-2-Generic, EBO Cortical Stack, Sylphie's Clothes, Heart Container, Potions, Fallout Stimpacks
  481. Finalon
  482. - Tolkien Elf of Rivendell
  483. - Elven Bow, Platinum Mail (Castlevania: Symphony of the Night), phaser rifle (2409's issue), Nameless Blade, Finalon's Bow, EBO Cortical Stack, RED-2-GENERIC, Sylphie's Clothes
  484. Carl "Mouse" Sampson
  485. - "Hardware Jockey": Mouse has a fundamental understanding of applied theory for computer components, and can jury-rig things together with great success.
  486. - "Adaptive Technological Interface": Experience with the computers and technologies of different Canons allows for fast adaption to new computer and network protocol paradigms.
  487. - UNIT training, Sandman Nanites (ability to merge with computers, immune to poison and disease), Mass Rifle (Dark Matter Canon), phaser rifle (2409's issue), EBO Cortical Stack, RED-2-GENERIC
  488. Lt. Commander Data
  489. - Immune to Fear
  490. - Phaser rifle (2409's issue), emotion chip
  491. BLU Team
  492. - Full TF2 Equipment List, phaser rifles
  493. - Sniper equipped with 1 GZ/M-94 Gauss Caster Rifle
  494. -- 3x Anti-Magic Rifle Spell-Cartridge, 3x Gravity Rifle Spell-Cartridge, 3x Slow Rifle Spell-Cartridge, 3x Fireball Rifle Spell-Cartridge
  495.  
  496. Belthasar
  497. - time echo of the Guru of Reason, anchored
  498. Melchior
  499. - time echo of the Guru of Life, anchored
  500. Gaspar
  501. - time echo of the Guru of Time, anchored
  502.  
  503. Agrias Oaks
  504. - Holy Knight maxed, Geomancer maxed, Gurthang the Time Cleaver, Spellcaster Armor (Armor of Ithan), RED-2-Generic, Sylphie's Clothes, Holy Avenger, Heart Container
  505. - "Blur Attack": Special Attack Skill.
  506. - Proficiency with Gurthang has grown immensely, and many new functions have been unlocked.
  507. Alicia
  508. - Knight maxed, Orange II Beam Katana, Spellcaster Armor (Armor of Ithan), RED-2-Generic, Sylphie's Clothes, Transpace Lance, Heart Container
  509. Lavian
  510. - Knight maxed, Orange II Beam Katana, Spellcaster Armor (Armor of Ithan), RED-2-Generic, Sylphie's Clothes, Transpace Lance, Heart Container
  511. Mustadio Bunansa
  512. - "Those Famed Starfleet Engineers": Working alongside the likes of Commander Data, the Guru's of Zeal, and Egon Spengler has given Mustadio the ability to do emergency repairs and jury-rig nearly-impossible magitechnological solutions, even while under pressure, in much less time than stated.
  513. Turning rocks into replicators indeed.
  514. - Engineer maxed, Knight maxed, RED-2-Generic, GZ/M-94 Gauss Caster Rifle, GZ/M-44 Gauss Caster Pistol, Sylphie's Clothes, Federation Engineering Toolkit, Type-2 Phaser
  515. -- 4x Gravity Pistol Spell-Cartridge, 4x Anti-Magic Pistol Spell-Cartridge, 4x Slow Pistol Spell-Cartridge
  516. -- 3x Anti-Magic Rifle Spell-Cartridge, 3x Gravity Rifle Spell-Cartridge, 3x Slow Rifle Spell-Cartridge, 3x Fireball Rifle Spell-Cartridge
  517. VP-98
  518. - "Seeker Protocols": Whether it be personnel, artifacts, or legends, this droid can find it and ensure that it gets back to the right people. In addition, VP-98's black box//memory core will eventually find its way back to the command crew, if the droid is lost or otherwise destroyed.
  519. - "User-Friendly Interface": For some reason, people don't find VP-98 very threatening. Maybe it was a service droid in a past life? Perhaps it was designed to not look like a freaky flying spider-droid thing? Whichever the case, VP-98 does not immediately attract suspicion when sighted, and receives a bonus in social interactions with peoples of all shapes and sizes.
  520. Isel Yew
  521. - "Harbinger" - Allows the Rigger to ASSUME DIRECT CONTROL over drones and other mechanical devices at the cost of severely damaging it when he leaves. This ability significantly boosts the power of the robot at the cost of severe damage.
  522. - "Puppetmaster" - Allows the Rigger to control a large number of drones as one single massmind, significantly improving their tactical ability and threat, but can only be maintained for a limited amount of time because of the strain.
  523. - "You Didn't Say the Magic Word": After getting his brain hijacked, working to crack systems held together by magic, and seeing impossibly advanced Federation computer systems compromised by teenagers using outdated 20th century PCs, Isel has learned a few things about security. Enemy hackers and malicious programs will have an exceptionally difficult time breaching any systems that he has worked on or is currently logged on to. Especially when they have an obese and bespectacled sprite constantly reminding them that they didn't say the magic word.
  524. - EBO Cortical Stack, RED-2-GENERIC, Type-2 Phaser, ME Light Hardsuit
  525. Dr. Cossack
  526. - 8-bit Dystopia variant
  527. - EBO Cortical Stack, RED-2-GENERIC
  528. Pharoah Man
  529. - Robot Master
  530. Skull Man
  531. - Robot Master
  532. Metal Man Mk. II
  533. - Robot Master
  534. - Upgraded with Warhammer 40k Dark Age of Technology tech
  535. Slippy Toad
  536. - 8-bit Dystopia variant, TIE Defender familiarization
  537. - EBO Cortical Stack, RED-2-GENERIC
  538. Falco Lombardi
  539. - 8-bit Dystopia variant, TIE Defender familiarization
  540. - EBO Cortical Stack, RED-2-GENERIC
  541. Peppy Hare
  542. - 8-bit Dystopia variant, TIE Defender familiarization
  543. - EBOC implanted, RED-2-GENERIC
  544. Fox McCloud
  545. - 8-bit Dystopia variant, TIE Defender familiarization
  546. - EBOC implanted, RED-2-GENERIC
  547. James McCloud
  548. - 8-bit Dystopia variant, TIE Defender familiarization
  549. - EBOC implanted, RED-2-GENERIC
  550. Vitun Lartiet
  551. - Level 20 Cleric of Desna
  552. - Character Sheet: http://dl.dropbox.com/u/27939266/Cleric.pdf
  553. - Spellcaster Armor (Armor of Ithan), RED-2-Generic, Sylphie's Clothes
  554.  
  555. Ryu Hayabusa
  556. - 8-bit Dystopia variant, has access to NES Era Ninpo and Ninjitsu Techniques
  557. -- Time Stop, Dopplegangers, Cutting Vacuum Wave, Ice Storm, Fire Wave, Flying Fire Wave, Flame Phoenix, Fire Wheel, Wall Clinging, Water Walking
  558. - Dragon Sword, RED-2-Generic, Sylphie's Clothes
  559. Aeshma
  560. - Level 10 Cleric of Desna, Level 15 Astral Deva
  561. - Character Sheet: http://dl.dropbox.com/u/27939266/D%26D%20Transpace%20Guard.pdf
  562. - RED-2-GENERIC, Sylphie's Clothes
  563. Mordin Solus
  564. - post-game, Mass Effect 3
  565. - EBO Cortical Stack, RED-2-GENERIC, ME Light Hardsuit, Type-2 Phaser
  566. Al'Kesh "Rodger Young"
  567. - "Hot Dustoff": This Al'Kesh crew is exceptionally skilled at performing extractions and insertions under fire, and to heavily contested LZs (Either literally, magically, etc)
  568. - "Creative Use of Teleportation Mechanics": After extensive consultation with Federation transporter engineers and technicians, these Al'kesh pilots have picked up a few tricks to use. This Al'kesh can try to weaken solid objects by attempting to teleport similarly solid debris into it. In addition, this Al'kesh can also try to inflict horrific injuries upon opponents by doing the same thing.
  569. - Al'Kesh and crew, EBO Cortical Stack implanted
  570. - Reality Emitter Mk2 (Capital Ship-grade), Asgard Transporter, Goa'uld Cloaking Device
  571. Marc Lecointe
  572. - X-COM NOVA Veteran
  573. - "Who Dares" - Alternatively known as "Knock Knock - It's Motherfucking X-COM": Marc has done some of the craziest things ever attempted by any X-COM soldier, from either X-COM agency, and lived to tell the tale. The Command Crew can send this soldier to do the impossible, and the crazier it is, the likelier it is to succeed and for Marc to survive. Even if it is with critical plasma burns over 80% of his body.
  574. Sort of an X-COM version of Spike's "How Many Pints of Blood Do You Have?"
  575. - "Rookies! Fuuuu!": This XCOM commander has seen some shit, especially of rookies shooting friendlies and panicking like pansies. Nightmares from too many incidents have made him very aware of the troops mental state and he is able to 'Bright-slap' them before they can inflict harm on our own forces.
  576. - EBOC implanted, RED-2-GENERIC, Flying Armor, Blaster Bomb Launcher, Phaser Rifle
  577. The Avatar (from Ultima)
  578. - Apparently from after the events of Ultima VIII due to information revealed during conversation
  579. - RED-2-Generic
  580. Matthäus Hetzenauer
  581. - Dystopian Squad member
  582. - "I spy, with my eagle eye...": Matthäus is able to observe targets and identify weak points or on the defensive fields surrounding the target. He can then call attention to these spots, and all allies attacking the target receive a bonus when attacking it.
  583. - "Black Sheep Wall": Matthäus is able to use his prior military experience to reconnoiter extraordinarily well, and can direct others to do the same. A squad being directed by Matthäus can overcome most obfuscating effects and can generally chart an area better.
  584. - EBOC implanted, RED-2-GENERIC, Assault Rifle with Exographic Scanner and Micro-Transporter Module, Type 2 Phaser Pistol, ME Hardsuit
  585.  
  586. Equipment/Items:
  587. 24x Reality Emitter Mk. III
  588. - distributed to Heroes.
  589. 1x NOD ICBM (attached to hardpoint on Oncoming Storm, yield and number of MIRV's unknown)
  590. 20x Nannybags
  591. 13x Reconstruction/Cloning Tanks (installed in Oncoming Storm medbay)
  592. The Big One dud
  593. 12 squad worth of Advanced Bio-Stabilizer Masks (Immune Mind-Affecting/Poison)
  594. Bolter Turrets, Bunkers, Infantry Command
  595. - Pre-fabbed and drop-capable. Indeterminate number, minimum 6 Bolter Turrets
  596. 2x cases B.P.M. Formula 115 (ruby-red liquid)
  597. - from Zombies Ate My Neighbors
  598. MegaCrash Launcher
  599. - some ammo included
  600. NeiShot
  601. - Powerful energy cannon, requiring 2 hands normally to wield. From Phantasy Star II.
  602. Pandora's Box (used during fight with Dr. Grimm. Used up, cannot be researched)
  603. - from Zombies Ate My Neighbors
  604. 12x Prototype MetPharm Powered Suit
  605. 1x Alleria's Flue of Accuracy
  606. 1x Warsong Battle Drums
  607. 4x Staff of Negation
  608. Digital Copy of all D&D spells
  609. - includes Neverwinter Nights, Baldur's Gate, all D&D editions, Pathfinder, splatbooks, etc.
  610. 1x Book of Identify
  611. - nethack version
  612. 3x Economizers
  613. - equipped on: Layla, Elaine, White Mage of White Mage Squad B
  614. Orange II Beam Katana
  615.  
  616. FFT Stockpile:
  617. Ethers, Elixers, Phoenix Downs
  618.  
  619. Nethack Holy Water
  620. - 48 gallons
  621. 60x Cortical Stacks
  622. 9x Vehicle-class Incursion Holo-Emitters
  623. 14x Portable Holo-Emitters
  624. 3x Squad's worth of Aglaophotis-A Gas Grenades
  625. 2x Squad's worth of Aglaophotis-A Toxigun Magazines
  626. 2x Batches* of Aglaophotis-B
  627. 3x Batches* of Aglaophotis-C
  628. *1 batch is enough for 4 squads for 2 missions
  629.  
  630.  
  631. 100lb C4 and Semtex, with remote detonators
  632. 1x Personal Psi-Shield
  633.  
  634.  
  635. Glow Stockpile
  636. Fallout Implant Data
  637. NEMEAN ballistic sub-dermal implant technology
  638. PHEONIX fire resistance sub-dermal implant technology
  639. 1 squad's worth of laser weapons
  640. FoA Medical Supplies
  641. Nellis AFB Armory (72 troops worth of rocket launchers and high explosives)
  642. Working B-29 Bomber
  643. 1 Alien Blasters
  644. 5 Trident Fusion Generators
  645. Vault Medical Stockpile
  646. GECK
  647. San Francisco Chinese Nuclear Submarine
  648.  
  649.  
  650. 175 Gold-Plated Latinum
  651. Assorted cases of:
  652. - Romulan Ale
  653. - Saurian Brandy
  654. - Klingon Bloodwine (vintage 2381, an average year)
  655. - Targ Milk
  656. - Devenian Mead
  657. - Cardassian Kanar
  658. - Romulan Kali-Fal
  659. Huge Stockpile of Element Zero
  660. 4 Armouries' worth of Mass Effect gear (hard-suits, weapons, omni-tools, medi-gel)
  661.  
  662. Bounty of diamonds
  663. Branch Office Spare Parts
  664. 1 Squad's worth of Mass Rifles and ammunition
  665.  
  666.  
  667. 1 TGM-MP5CSD Caster Suppressed Submachinegun
  668. 6x Transpace Lance
  669.  
  670. 5x Elixer (Tales of Symphonia)
  671. 5x Red Sage (Tales of Symphonia)
  672. 5x Red Savory (Tales of Symphonia)
  673.  
  674. Enchanted Rocket Launcher (infinite ammo)
  675. 4x Heart Containers
  676. Selection of RE Herbs
  677.  
  678. Thermal Detonators
  679. Repulsors
  680. Proton Torpedoes
  681. Kolto Medpacks
  682. Bacta
  683. Bacta Medpacks
  684. Electrostaffs
  685. Lightsabers
  686. Tibanna Gas
  687.  
  688. 18 Reality Emitter Mk. II (Capital Ship-grade)
  689.  
  690. Artifacts/VIPs:
  691. Spear of Destiny
  692. 6x Protection Artifact
  693. 12x Battery Artifact
  694. 12x Enhancement Artifact
  695. TSAB Dimensional Ward spell formulae
  696. - Lesser Dimensional Ward [6th Level Spell, 1 day duration]
  697. - Dimensional Ward [7th Level Spell, several weeks duration]
  698. -- http://suptg.thisisnotatrueending.com/archive/20431827/#p20432172
  699. Ebon Lance of Longinus
  700. - equipped on random Knight Inductor Silencer
  701. - impure, crossed with unknown Canon, said to 'scream' by Elder Thing research
  702. Voiceless Spear
  703. - equipped on random Knight Inductor
  704. Nameless Blade
  705. - equipped on Finalon
  706. Ringil
  707. - equipped on Darius Fortes
  708. Anguirel
  709. - equipped on Star-Lord
  710. Repaired Ring of Sindri
  711. - equipped on Melchior
  712. Vial of Aglaophotis (pure)
  713. Gurthang, the Time Cleaver
  714. - equipped on Agrias
  715. Great Katana
  716. - equipped on Sonya
  717. Oni Gauntlet
  718. Saving Grace
  719. Dwells-in-Light
  720.  
  721. Kalinka
  722. - Daughter of Dr. Cossack
  723. - Currently residing in a secure TG-operated off-world colony
  724. WilyCorp DataCore
  725. Great Crusade Reality Emitter
  726. Great Crusade Transpace Communicator
  727. Finalon's Bow
  728. - Equipped on Finalon
  729. Orz Psi Emitter
  730. Liberty Prime Wreck
  731. Mirror of Truth
  732. Metal Man Mk. II
  733. - still undergoing repairs
  734. Research Library of the Old Ones
  735. Yellowman's File 1, 75%
  736.  
  737. Damaged Void Engineer Battleship
  738. - 10km VE battleship in salvageable condition
  739. VE Computer Core
  740.  
  741. Tiberium Lance
  742.  
  743.  
  744. Contractors:
  745. Yuna
  746. - from FFX-2 post-game, still showing signs of PTSD, requires counseling
  747. - No Dressspheres, cannot summon Aeons
  748. - able to cast all FF X-2 White Magic, currently working in the Medbay
  749. Sonya
  750. - 4E Goliath Battlerager, well into Paragon Tier
  751. - RED-2-GENERIC, ME Light Hardsuit, Great Katana
  752. Seifer Almasy
  753. - RED-2-GENERIC, carbon nanoweave ballistic combat coat with quantum polarization
  754. Fuujin
  755. - RED-2-GENERIC, carbon nanoweave combat coat with quantum polarization
  756. Jovian Federation Contingent
  757. - Originally 6 Tetsujin, 1 DaiTetsujin, 6 Majin, 1 DaiMajin, 60 Batta
  758. - Only a handful were able to successfully boson-jump to safety in the AUH's hangar bays
  759. Corporal Dmitri Jurgovich
  760. - 55th Special Operations Marines, TG Black Ops, registered initially as Neutral
  761. Jack Archer
  762. - Ace Robotech pilot, EBO Cortical Stack, piloting his own Veritech Fighter
  763.  
  764. Recovered VE Crews
  765. TSAB Recon Team
  766. Great Crusade Scout Squadron
  767.  
  768.  
  769. Prisoners/Containment:
  770. Base Personnel from a Confederate Black Ops Facility
  771. - Zerg Quest Canon, have refused to join the TG even after removal of loyalty implants
  772. * Specialist Erics, Terran Ghost, loyalty implants and psi dampener removed
  773. * Base Commander Colonel Garrick Theitju, Serial number 562578-A
  774. * 4x Confederate Marines
  775. * 5 Engineers/workers
  776.  
  777. Barbarian (from 8BD, currently in stasis)
  778.  
  779. Ryoko's Children
  780. - some are still in the process of being revived and deprogrammed
  781.  
  782. Black Ops Prisoners
  783. 2x Black ops Soldiers
  784. - Pings as Evil
  785. 1x Black Ops Phantasm Operative
  786. - in a Ghost Trap
  787. 1x Black Ops Phantasm Operative (Petrified)
  788.  
  789. Broken Phantom Blade Hinata
  790.  
  791. Under Rehabilitation:
  792. Kanako Urashima
  793. - Given RED-2 Injection, trained on Kolto Medpacks, Bacta Medpacks, simple Federation First Aid, working in the Medbay
  794.  
  795.  
  796.  
  797.  
  798.  
  799.  
  800. Units Taken By Ravel Puzzlewell as Payment for Failed Answers
  801. Mitsune Konno
  802. ** WARNING - SUBJECT IS META-AWARE ***
  803. - Subject is Meta-Aware with most popular culture fiction from Japan circa late 20th/early 21st-century Earth
  804. 1 Knight Inductor from Knight Inductor Tactical Squad B
  805. 1 Confederate Marine
  806.  
  807.  
  808.  
  809.  
  810.  
  811. **** Task Force 38 Rolodex ***
  812. ALLIES:
  813. Commander Ferricelli, The Vault, TG
  814. - Shadowrun Canon, Branch Office/Temporary Sector HQ
  815. Sector Manager Holtz, Sector HQ, TG
  816. - Command and Conquer: Tiberiun Dawn World (pre-Scrin Invasion, no longer Canon)
  817. - Sector HQ still under repairs, Protoss Colony established
  818. - Currently on the Oncoming Storm
  819. Captain Yellowman, TG Scout Corps, TG
  820. - LOCATION UNKNOWN, beyond Meta-Comm range
  821. Base Commander Leadra Celeste, TSAB Border Outpost #27759, TSAB
  822. - Meta-Dimensional Space to the south of our sector
  823. Shin-Ra
  824. - Namco X Capcom Canon
  825. Admiral Kurt Veleth, 22nd Vanguard Force, Great Crusade
  826. - Personal secure comm channel
  827.  
  828.  
  829.  
  830. PLACES:
  831. Secure TG-Operated Off-World Colony
  832. - Kalinka's new home
  833.  
  834.  
  835.  
  836.  
  837.  
  838.  
  839. *** RESERVES ***
  840. Canon Native Recruits (12/12)
  841. - Recruited from Cheryl's homeworld
  842. - currently undergoing basic training at Sector HQ
  843.  
  844.  
  845.  
  846.  
  847.  
  848. *** Returned to the cycle of reincarnation ***
  849. Uranus
  850. Neptune
  851. Saturn
  852. Mars
  853. Mercury
  854. Venus
  855. Jupiter
  856. Moon
  857.  
  858. *** Judged by the Great Crusade and currently undergoing rehabilitation ***
  859. Lulu
  860. Ayane
  861. Kiyone Kotetsu
  862. Nanao Ise
  863. Motoko Aoyama
  864. Rikku
  865. Selphie Tilmitt
  866. Quistis Trepe
  867.  
  868.  
  869. SUE's (offloaded at Sector HQ)[taken by Black Ops]:
  870. - Trevor
  871. + Weak SUE, simple reality emitters required only.
  872. - TC
  873. + Moderate SUE, keep in stasis and under the effect of a reality field at all times.
  874. - Koh
  875. + Moderate SUE, isolated within a subspace field with a chroniton generator maintaining a flux of .000.
  876. - Rei
  877. + Moderate SUE, in a stasis pod, appears to be reliant on TC for ability to operate. Currently in a catatonic state. Keep in stasis.
  878. - Brett
  879. + Moderate SUE, currently in a stasis pod. Heavily injured; quarter Saiyan DNA will make SUE very powerful upon recovery. SUE is to be kept in stasis and all cellular activity suspended.
  880. - Tom
  881. + Moderate SUE, currently in stasis. Has mastery over time. Subject has passive anti-teleportation field in effect at all times; able to redirect teleporated objects offensively as a passive effect. Federation temporal technology proven to be ineffective. Most debuff spells proven to be ineffective. Staffs of Negation unable to dispel SUE's temporal attacks. Counterspelling unable to counter temporal attacks. Reality Emitters unable to counter temporal attacks and powers. Subject is to be considered highly dangerous. Gurthang the Time Cleaver is the only proven effective counter in close quarters combat. Recommend long-range engagement with high-power weaponry.
  882.  
  883.  
  884. *** Artifacts No Longer With Us ***
  885. Blue Crystals [Sold to Philemon for Meta-information, Thread 75]
  886. 3 Spiritual Stones (Kokiri's Emerald, Goron's Ruby, Zora's Sapphire)
  887. - Legend of Zelda: Ocarina of Time; 8-bit Dystopia-variant, returned to the 3 Goddesses
  888. Black Arrow
  889. - used against Ebon Night, consumed in order to inflict heavy damage on him
  890.  
  891.  
  892. *** Unavailable ***
  893. Dr. Todd "Lazarus" Lazkowicz
  894. - EBO Cortical Stack, 'Magic Cryokit', RED-2-GENERIC
  895. - Died: Primal Plane of Meta-Creation
  896. - Reason for inability to resurrect: No Access to Magic Cryokit; EBO Cortical Stack recovered.
  897.  
  898. Gondegal
  899. - Ghost, Ravenloft Canon, does not require anchor
  900. - "Must Have Been The Wind" - Gondegal is able to perform actions in peoples' presence, such as moving objects, opening doors, and hurting people.
  901. Those who witness the actions will dismiss the actions as mundane/not important, rather than supernatural.
  902. - Died: Chaosbringer's World
  903. - Reason for inability to resurrect: sabbatical in Desna's Upper Plane
  904.  
  905. Spike Spiegel
  906. - "How many pints of blood do you have?": Constant trauma has proven him to be practically impossible to kill. Wounds that should outright splatter another man all over the room leave Spike merely weakened and bleeding, out of the fight but alive. He remains stable after even the most horrific wounds and can recover with proper medical treatment, generally passing out sometime after most people would be passing on.
  907. - "Blessing of Courage": Already immune to fear from Silent Hill, Spike's ability to keep his composure and charm grows even further. The sight of Spike carrying on as usual despite being a mere mortal grants all friendly units near him bonuses to resist mind-altering effects, most notably fear and pain. Spike also acts more decisively, gaining the initiative before others can react, in addition to a minor combat boost.
  908. - Immune to Fear, RED-2 active, EBO Cortical Stack
  909. - Type-2 Phaser (2409's issue, pistol-grip), Jericho 941 [Enchanted: Ghost Touch, Guided], GZ/M-44 Gauss Caster Pistol, Sylphie's Clothes
  910. -- 4x Gravity Pistol Spell-Cartridge, 4x Anti-Magic Pistol Spell-Cartridge, 4x Slow Pistol Spell-Cartridge
  911. - Died: Central Meta Plane of Meta-Creation
  912. - Reason for inability to resurrect: EBO Cortical Stack Not Recovered, No Access To Magic Cryokit or Backup Copy
  913.  
  914. Crowe Broust (SRW Canon native)
  915. - Mech pilot, Brasta, EBO Cortical Stack, RED-2-GENERIC
  916. - Spirit Skills unlocked (Alert, Valor, Guts, etc.)
  917. - Disappeared: Kaneworld
  918. - Reason for inability to return: coordinates unknown, Brasta not equipped with a Meta-Transit NavCom
  919.  
  920. Corporal Shephard [contractor, still owned by the G-Man, on loan]
  921. - All gear from Opposing Force, including PCV
  922. - Weapons have been magically enchanted to accelerate projectiles to railgun speeds
  923. - RED-2-GENERIC
  924. - Died: NOD Temple, Super-STOB Control Chamber
  925. - Reason: Attempted to quite the G-Man's employ; status unknown.
  926.  
  927. *** PERMANENTLY DEAD ***
  928. Col. Ibram Gaunt
  929. - Died: Dark Matter Canon; a building fell on him
  930. - Reason for inability to resurrect: soul was *pulled* by the Orz