Pastebin launched a little side project called HostCabi.net, check it out ;-)Don't like ads? PRO users don't see any ads ;-)
Guest

TG Meta Quest Troop and Item Descriptions

By: Abricomas on Feb 13th, 2012  |  syntax: None  |  size: 103.12 KB  |  hits: 676  |  expires: Never
download  |  raw  |  embed  |  report abuse  |  print
Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
  1. Troops:
  2. Delta Green Operative:
  3. A member of an extra-legal para-military organization dedicated to fighting back against the things that go bump in the night. They are ex-military, usually former Special Forces or members of an intelligence agency. They have SpecOps military training, and experience fighting against Lovecraftian horrors.
  4. From the Delta Green setting.
  5.  
  6. UNIT Trooper:
  7. A member of the Unified Intelligence Taskforce. Special Operations soldiers trained in advanced electronic warfare. They have experience fighting against aliens and horrors of the cosmos.
  8. From the Dr. Who setting.
  9.  
  10. SCP Trooper:
  11. A soldier of the SCP Foundation. Special Operations soldiers trained to deal with, and contain, anomalous artifacts and entities.
  12. From the SCP Foundation setting.
  13.  
  14. Sandman:
  15. Formerly a member of the TG, they were infected by Sandman nanites and their bodies and minds assimilated. Through the application of advanced Federation technology and engineering, X-COM scientific persistence, and Dr. Spengler's brilliance, their wills were restored and they were broken from the control of the Sandmen.
  16. Due to their nanite-induced modifications and nanite defense systems, they are immune to disease and poisons. They are able to utilize harmonic frequencies to make targets susceptible to suggestions, and of limited morphing of their facial features. They are also able to physically meld with computer equipment, allowing them direct access to a computer system or network.
  17. From the Dark Matter setting.
  18.  
  19. Mobile Infantry Marauder:
  20. A soldier of the Federation from the novel "Starship Troopers", these three soldiers pilot the Marauder type Powered Armor.
  21. They are well-versed in close and ranged power armor combat, and are able to cover large amounts of ground with their jump packs. Don't forget that they are equipped with mini-nukes on their Y-racks.
  22. From the book Starship Troopers.
  23.  
  24. Auror:
  25. An experienced wizard from the Harry Potter Canon, they are the magical world equivalent of a specops operative.
  26. What their magic lacks in the pure healing might of the White Mages, or the dispelling capabilities of the Abjurers, they make up for in utility in spades. Their magic runs the gamut of light healing, to destruction, to stealth, to protection.
  27. Notable spells are Protego Horribilis, Obliviate, Relashio.
  28. http://harrypotter.wikia.com/wiki/List_of_spells
  29. Also is able to scry on distant locations, and is a good magical researcher.
  30. From the Harry Potter setting.
  31.  
  32. Knight Inductor (Reasonable Marine):
  33. A Space Marine from a Chapter created by /tg/. Unlike many other Space Marines, the Reasonable Marines favor planning, long-ranged combat, and subterfuge and deception to ensure victory without combat where possible.
  34. http://1d4chan.org/wiki/Knights_Inductor
  35. From Warhammer 40k, homebrew Chapter.
  36.  
  37. Silencer (Reasonable Marine):
  38. A Space Marine that is a Blank, immune to the direct corrupting powers of the Warp and Chaos. They are able to extend their field of nullification to nullify enemy Warp-based powers.
  39. Whether these powers will work against other psionic and psychic abilities requires testing and experimentation.
  40. From Warhammer 40k, homebrew Chapter.
  41.  
  42. X-COM Operative:
  43. A veteran X-COM soldier from the First Alien War. Most of these veterans are also psi-veterans, meaning they have a high psi-strength.
  44. With their psi-amps, their range is extremely far for psionic attacks.
  45. From the game X-COM: UFO DEFENSE.
  46.  
  47. X-COM NOVA:
  48. The remnants of the X-COM global defense agency who made their way to The City in the 8-bit Dystopia setting. Having suffered defeat at the hands of the Invaders, X-COM NOVA stayed in the shadows, biding their time as they prepared to strike against MetPharm. They had identified the megacorporation as being controlled by aliens, and saw it as their duty as Humanity's defenders to tear apart the corporation.
  49.  
  50. Zombie Hunter:
  51. A survivor from a zombie survival horror setting, they have no real military training. However, surviving for weeks against the undead hordes have made these people very adept at hunting the undead.
  52. From the games Left 4 Dead and Resident Evil.
  53.  
  54. Shadowrunner:
  55. An experienced member of a team of blackop mercenaries, they are more experienced in infiltration, sabotage, and industrial espionage than stand-up fights or military actions.
  56. Their sensibilities are those of a shadowrunner from 2055.
  57. As a balanced team, they have at least a Street Samurai, Decker, Rigger, Mage, and Shaman.
  58. From the Shadowrun setting, likely to be late 2nd Edition.
  59.  
  60. Prawn:
  61. A Prawn, hired either from their homeworld or from District 9. They are able to use their Prawn Suits to their full capabilities.
  62. From the movie District 9.
  63.  
  64. White Mage:
  65. A White Mage from Final Fantasy Tactics. They have the full set of White Mage spells.
  66. They are important support operatives, with their buffing (Haste, Shell, Wall) and healing (Cure, Esuna). Also keep in mind that they can revive fallen operatives, and that ReRaise should be cast on operatives about to go into dangerous situations.
  67. The RED-2-GENERIC treatment will get rid of the timer limit that the Raise and Raise2 spells have on them, but the Gentle Repose spell from DnD and Pathfinder will not.
  68. From Final Fantasy Tactics (original Playstation version)
  69. http://finalfantasy.wikia.com/wiki/White_Mage_(Tactics)
  70.  
  71. Psion:
  72. A Psion from a 3.5 Edition world. They are not meant as front-line fighters but as support, using their telepathic abilities against enemy soldiers.
  73. They are also useful in infiltration, able to use their telepathic abilities to read minds and cause confusion.
  74. At least two are of the Nomad Discipline, giving them access to the powers of psychoportation and dimensional anchor, as well as baleful teleport.
  75. They also have psi-crystal familiars for scouting purposes.
  76. http://www.d20srd.org/
  77.  
  78. Abjurer:
  79. An Anjurer from a 3.5 Edition world. Useful mostly as a support spellcaster, as they know Anti-Magic Field and Dispel Magic.
  80. Feather Fall is also immensely useful, until we can get anti-gravity belts for everyone.
  81. Don't forget that they are still Wizards even if they're specialized in Abjuration. They still have access to other useful spells like Magic Missile, Protection from Evil, and Magic Circle Against Evil.
  82. Also do not discount that they have familiars that can be used.
  83. Protection from Energy can protect against energy weapons, and Protection from Arrows can protect against bullets.
  84. http://www.d20srd.org/
  85.  
  86. TG Soldier:
  87. A Transpace Guard Soldier, versed in Meta-combat and Outside Context Problems. Recruited from Meta-Earth, they fight in the Meta, so that Earth can be kept safe of the dangers out here.
  88.  
  89. X-COM Scientist:
  90. We have scientists from X-COM:UFO DEFENSE, X-COM:TERROR FROM THE DEEP, X-COM:APOCALYPSE.
  91. We have access to all UFOpaedia information and design schematics from all 3 games.
  92. http://www.ufopaedia.org/index.php?title=Equipment_(EU)
  93.  
  94. X-COM Engineer:
  95. Able to build any technological item as long as they have an engineering bay, appropriate schematics, and requisite materials.
  96. http://www.ufopaedia.org/index.php?title=Equipment_(EU)
  97.  
  98. Gav Gate-clone:
  99. Copy of a scientist from Schlock Mercenary. Familiar with advanced nanotechnology, gravitic systems, energy systems, and astrophysics.
  100.  
  101. Techno-Wizard:
  102. A wizard from RIFTS, is familiar with the creation of magitek items. Capable of creating devices that fuse magic and technology. Can create mana batteries for a caster with a compatible magic system, and mage-compatible powered armor.
  103.  
  104. Farseer:
  105. An Eldar farseer from the Exodite world of Lida. Very useful for looking into the future and scrying.
  106. Has access to all Eldar psyker powers from Warhammer 40k and the game Dawn of War. Some tactical buffs, and a few direct-damage attacks.
  107. wh40k.lexicanum.com/wiki/Eldar_Psychic_Powers
  108. From Warhammer 40k, homebrew Eldar force.
  109.  
  110. University of Planet Scientist:
  111. A scientist from the University of Planet Faction from the game Alpha Centauri. Intelligent and driven scientists, they also bring with them knowledge of many advanced technologies. Refer to the Alpha Centauri Tech Tree for technologies they know about.
  112.  
  113. Salarian Field Scientist:
  114. A Salarian scientist recruited from sometime in the Mass Effect timeline. Their hyperactive metabolism and racial aptitude for non-linear thinking make them very good research scientists.
  115.  
  116. Salarian Field Engineer:
  117. A Salarian engineer recruited from sometime in the Mass Effect timeline. Their observational capability and hyperactive metabolism make them very good engineers.
  118.  
  119.  
  120.  
  121.  
  122.  
  123.  
  124.  
  125. Vessels:
  126. TGS Cruiser 'The Oncoming Storm'
  127. - 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
  128. -- 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
  129. -- Starfleet Upgrades: 2 Starfleet Shield Generators (2409-era), 2 Starfleet Phaser Cannons (2409-era), Teleport Interdiction Field Generators
  130. The Oncoming Storm is the center of the Sector Task Force. It is a cruiser-class vessel, and so has a very fast Meta Transit Drive, being able to spin it up for transit in under a minute.
  131. A.N.O.N. is the AI on the Storm, and advises the Command Crew on matters of TG policy, Meta-Contamination, and background information regarding settings contained in the Storm's databanks.
  132. The Oncoming Storm also has the best sensors in the Task Force, able to slice through shielding and interference that would defeat lesser sensors.
  133. The Storm itself is a 4-mile long spaceship, designed to normally be able to stay on patrol for a year without resupply, and with a modular hull designed to be able to accept Ship Upgrade Modules.
  134.  
  135. Victory-II Star Destroyer 'Relentless'
  136. - Mk. II Reality Emitter (Capital Ship), Atmospheric Entry capable, Industrial Replicator, Teleport Interdiction Field Generators
  137. The Relentless usually has the TIE Defender Squadron aboard. When we received this ship, it did not come with the standard Stormtrooper or ground assault vehicle complements.
  138. Turbo-lasers are rated in the multi-gigaton range in terms of raw power.
  139. The Relentless is also the largest ship in our task force capable of entering and leaving a gravity well.
  140.  
  141. Imperial-II Star Destroyer 'Guardian'
  142. - Mk. II Reality Emitter (Capital Ship), Automation Refit (70% less crew required for optimum operation), Industrial Replicator, Teleport Interdiction Field Generators
  143. Imperial-II Star Destroyer 'Valiance' *** DESTROYED ***
  144. - Mk. II Reality Emitter (Capital Ship), Automation Refit (70% less crew required for optimum operation)
  145. The Guardian and the Valiance are standard Imperial II-class Star Destroyers. They have strong shields and powerful weapons, but their targeting still needs a little more work.
  146. They do not have the standard complement of ground forces or assault craft.
  147.  
  148. Neo-Gotengo-class Battleship 'Mikasa'
  149. - Mk. II Reality Emitter (Capital Ship), Currently No Shields, Industrial Replicator, Teleport Interdiction Field Generators
  150. Capable of atmospheric flight, and entering and leaving a gravity well.
  151. Notable weapons are its Absolute Zero Cannon, which can freeze almost anything, and its drill prow.
  152. It also has some missile launchers and energy cannons.
  153.  
  154. Executor-class Super Star Destroyer 'All Under Heaven'
  155. - 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
  156. This Super Star Destroyer is the largest ship in the task force. With the refit, large amounts of space in the ship have been freed up. A permanent Gate to the demi-plane of Elysium is in one of the All Under Heaven's Hangar Bays.
  157.  
  158. Antaeus-class Adaptive Cruiser 'Hercules'
  159. - Mk. II Reality Emitter (Capital Ship), All Environment Refit, Upgraded Creation Engine, Star Wars deflector shields, Teleport Interdiction Field Generators
  160. The Hercules is an Adaptive Cruiser and with its refit is able to operate in both planetary environments and in space.
  161. Its Creation Engines are nano-fabricators capable of producing vehicles in seconds.
  162. Its crew is composed of Soulchips, soldiers who have had their minds downloaded onto computer chips that are installed in specially adapted vehicles. Recovery of the Soulchip is unnecessary, as the master copies are on the Hercules.
  163. Do not forget that the Hercules also has naval guns that it can use to provide artillery support.
  164. It has a selection of tanks, hovercraft, attach choppers, and transport helicopters in its Creation Engine Database. They can be armed with machine guns, missile launchers, laser cannons, flamethrowers, nano-disassemblers/scanners, nano-repair modules, artillery cannons, cloaking systems, and deflector shields.
  165. Able to create (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, Hiigaran Fighters (Scouts, Interceptors, Bombers)
  166. Other items: Securitron Mk II, YVH Battle Droid, Prawn Powered Suit, KI Space Marine Armor, MI Maruader Power Armor, Tomahawk Destroid
  167. http://www.gamefaqs.com/pc/457632-hostile-waters-antaeus-rising/faqs/18505
  168.  
  169. Defiant-class Fleet Escort 'Indefatigable'
  170. - Mk. II Reality Emitter (Capital Ship), Phasing Cloaking Device, Teleport Interdiction Field Generators
  171. The Indefatigable is one of the first ships acquired for our task force. Its replicators have been used many times to replicate needed equipment. Items replicated of note: Exographic Targeting Scanners and Micro-transporter Modules.
  172. The ship's Phasing Cloaking Device allows the Inde to phase through solid matter while cloaked. It can stay hidden inside of an asteroid as it uses its transporters to beam torpedoes onto enemy ship bridges.
  173. It's small size, good sensor package, high speed, transporter technology, and cloaking device have made the Indefatigable an indispensable part of the Task Force.
  174. NOTE: The Indefatigable can also remodulate its phaser arrays to fire a proton stream on the same frequency as Egon Spengler's Proton Pack, allowing the ship to wrangle ghosts and other ethereal entities.
  175. When the phasing mode of the Indefatigable's cloaking device is engaged, this will disable the transporters, as the power drain of the phasing device precludes powering the transporters.
  176. The Indefatigable has been given upgrades to its systems to bring them up to spec as of 2409. This includes Transwarp Jump algorithms, improved shield harmonics and phaser modulation frequencies, firmware updates, updates to its Replicator Database, and details on initiating a Quantum Slipstream Drive.
  177. http://en.memory-alpha.org/wiki/Defiant_class
  178. http://en.memory-alpha.org/wiki/Phasing_cloaking_device
  179.  
  180. Overlord-class Dropship
  181. - Mk. II Reality Emitter (Capital Ship), Portable Transport Inhibitors
  182. A dropship from the Battletech Canon, the Overlord is a veritable flying fortress. It is capable of entering and leaving a gravity well under its own power, however is incapable of extra-system travel as it doesn't have an FTL drive.
  183. When on the ground, the Overlord can act as a strongpoint and fortress, owing to its large number of weapons.
  184. http://www.sarna.net/wiki/Overlord
  185.  
  186. Leopard-class Dropship
  187. - Mk. II Reality Emitter (Capital Ship), Portable Transport Inhibitors
  188. Another dropship from Battletech, the Leopard is smaller, and requires a runway. It is smaller, but is a little more easy to explain to Canon Natives because of its aerodyne shape as an experimental cargo hauler. Note that the Leopard can be used to provide Close Air Support.
  189. http://www.sarna.net/wiki/Leopard
  190.  
  191. Al'Kesh Bomber/Troop Transports
  192. - Mk. II Reality Emitter (Capital Ship), Asgard Transporter
  193. The Al'Kesh is a Bomber/Troop Transport from the Stargate SG-1 Canon. These models have had their Ring Transporters replaced with Asgard Transporters. The Al'Kesh is equipped with a cloaking device, minimal shields, a gravitic drive, and hyperspace drive. Their ability to cloak and their beam transporters have made the Al'Kesh an important part of the Task Force.
  194. NOTE: the shields on an Al'Kesh can be penetrated by 2 Sidewinder missiles. These need to be upgraded at our next opportunity.
  195. NOTE: it is possible to use Ghost Trap circuitry to turn the Al'Kesh into a giant ghost trap, called the Omega Trap.
  196. http://stargate.wikia.com/wiki/Al'kesh
  197. http://stargate.wikia.com/wiki/Asgard_transporter
  198.  
  199. Aerial Superfortress 'Echo of the Blackbird'
  200. A heavily modified version of the Blackbird aerial fortress created by the Kingdom of Zeal from the Chrono Trigger Canon.
  201. It has been reinforced to endure space travel and Meta-transit (however it does not have a Meta Transit Drive). It has laser turrets along the wings, and has a sizable cargo capacity.
  202. http://chrono.wikia.com/wiki/Blackbird
  203.  
  204. Dreadnought-class Heavy Cruiser 'Great Fox' *** DESTROYED ***
  205. A battleship/carrier, the Great Fox has seen better times. With the deaths of most of the Star Fox Team, only Falco and Slippy remain to pilot the Arwing fighters in the hangar bays of the Great Fox.
  206. The mothership itself is a powerful cruiser, with primary weapons and missiles able to punch through some shields, and an FTL drive for independent operation.
  207. The ship is capable of operating in deep space and in atmosphere, able to enter and leave a gravity well under its own power. It is even capable of limited submersion in liquid oceans.
  208. http://starfox.wikia.com/wiki/Great_Fox
  209.  
  210. Hiigaran Shipyard 'Spirit of Triumph'
  211. A mobile shipyard, the Spirit is capable of producing spaceships and resource collectors very quickly, in a matter of minutes. Since the Task Force is mostly space-based, and all of its industrial capacity is tied up in its spaceships, the Spirit and its resource collectors are indispensable in acquiring the resources required to keep the Replicators and Creation Engine running.
  212. - Mk. II Reality Emitter (Capital Ship), Teleport Interdiction Field Generators
  213. - Can create all Homeworld 2 designs that the Hiigaran Shipyard was capable of constructing, Salvage Corvettes, Hiigaran Soulchipped Fighters, TIE Defender/Cossack, TIE Defender
  214. * Created attendant ships:
  215. * 12 Resource Collectors, 3 Matriarch-class Support Frigates, 3 Mobile Refineries, 1 Hiigaran Carrier, 1 Hiigaran Battlecruiser
  216. * 'Decoy Fleet'
  217. ** The Decoy Fleet is a small fleet of Hiigaran Destroyers and Frigates with minimal anti-scrying warding. It was created when fighting Chaosbringer to act as a decoy fleet when he detected the Task Force. The Decoy Fleet was created and left in the same position of the Task Force, which made an undetected hyper jump to a new location.
  218. http://homeworld.wikia.com/wiki/Hiigaran_Shipyard
  219.  
  220. Hiigaran Soulchipped Fighters
  221. This modification to the Hiigaran Fighters installs a Soulchip Interface Module, allowing the fighter to be piloted by a Soulchip. This makes them eminently expendable, as Hiigaran fighters are cheap, fast to produce, and now the pilot no longer has to be resleaved upon recovery.
  222. The Hiigaran Scout has an EMP ability that can knock out enemy capital ships and its sensor ping ability gives it long-range sensors to provide recon for the task force.
  223. The Hiigaran Bomber's plasma bomb launchers are excellent for destroying enemy sub-systems, such as engines, fire control, damage control, and sensors.
  224. http://homeworld.wikia.com/wiki/Hiigaran_Interceptor
  225. http://homeworld.wikia.com/wiki/Hiigaran_Bomber
  226. http://homeworld.wikia.com/wiki/Hiigaran_Scout
  227.  
  228.  
  229. Nyx-class SuperCarrier 'Nocturne'
  230. The Nocturne is a Drone SuperCarrier, and has powerful ECCM capabilities. It also has thousands of clone tubes and the requisite cadavers in stasis to allow for the rapid resleaving of Capsuleers. This technology has been retrofitted to work with the Cortical Stack and EBO Cortical Stack technologies.
  231. - Mk. II Reality Emitter (Capital Ship), Industrial Replicator
  232.  
  233.  
  234. Aurora-class Battleship 'Tria'
  235. The Tria is a 10,000 year old Ancient battleship that was lost in the intergalactic void between the Pegasus Galaxy and the Milky Way. It currently does not have a power source beyond emergency power, and it was originally designed to operate with a Zero Point Module, one of the most valuable power sources in the Stargate Canon due to their rarity. Without a ZPM, the Tria is unable to power its shields or its primary weapon system, the Ancient Drones. Even so, its secondary energy weapons should be operation.
  236. However, we have fitted the Tria with a Lesser Solenoid Engine Array to take the place of the ship's normal complement of ZPM's.
  237. The Drones, once powered, are known to be one of the most powerful weapons of the Stargate Canon, capable of punching through any shield system and causing horrendous damage to the internal structure of a target. They are also reusable, so long as they are recovered if they run out of energy before returning to the ship to be recharged.
  238. The shields are also known to be one of the strongest as well, capable of surviving the heat of a star's interior. However, their only vulnerability is to Asgard Plasma Beam Weapons. This is not as crippling a weakness as it appears, as it still requires up to 9 hits to penetrate the shield, and the Asgard Plasma Beam Weapon was the ultimate weapon technology developed by the Asgard right before their mass extinction, making its acquisition quite difficult.
  239. This weakness is present in the Aurora-class battleships constructed by the Asuran Replicators using obsolete and outdated Ancient technology. The shields on the Tria are presumably far more powerful as it was built and operational at the height of the Ancient-Wraith War.
  240. The Tria also has an upgraded sub-light drive, allowing it to travel at 99.9% the speed of light.
  241. The Long-Range Sensors are presumably not as powerful as those of a City-Ship's gargantuan range of a quarter of a galaxy, but they should still be quite powerful. The short-range sensors are planetary ranged, however are capable of extremely high detail, including sound.
  242. The Tria, as an Aurora-class battleship, is nearly 3 kilometers long.
  243. - Drone Weapons 75%, LSE Array, Reality Emitter Mk. II (Capital Ship-grade)
  244. + Hyperdrive Offline, No ZPM
  245. http://stargate.wikia.com/wiki/Tria
  246.  
  247. Thief-class Covert Ops Ship
  248. - Meta Transit Drive, Incursion Holo-Emitters
  249. - TG Looter Team
  250. - Current assignment:
  251.  
  252. Gallente Task Force: * Destroyed *
  253. - All equipped with Mk. II Reality Emitter (Capital Ship), 1/4 recovered
  254. Navy Comet-class Frigates [Current: 0/24]
  255. Enyo-class Assault Ships (0/4)
  256. Catalyst-class Destroyers (0/6)
  257. Navy-Issue Vexor Cruisers [Current: 0/12]
  258. Navy-Issue Exequror Cruisers [Current: 0/6]
  259. Myrmidon-class Battlecruisers [Current: 0/9]
  260. Brutix-class Battlecruisers (0/9)
  261. Navy-Issue Megathron Battleships (0/6)
  262. Navy-Issue Dominix Battleships (0/3)
  263. Astarte-class Command Ship (0/1)
  264. + crew of destroyed ships are capsuleers, crew are available but have no ship
  265.  
  266. EVE Fleet
  267. ** NO REALITY EMITTERS INSTALLED **
  268. Guardian (20/45)
  269. - Support Logistics Cruiser. The Guardian is designed to take advantage of a unique feature of EVE ship technology; the ability to transfer energy from one ship to another via specialized energy arrays. The Guardians are able to provide the raw energy needed during fights to other ships of their fleet so that they can run their systems at full capacity (such as onboard nanite repair systems). The Guardian can also use remote repair nanites, that function much like the repair beams of Hiigaran Support Frigates and Creation Engine Repair Modules; this technology is not limited to EVE-derived ships and can be used on any ship of the task force.
  270. http://wiki.eveonline.com/en/wiki/Guardian
  271. Damnation (0/5)
  272. Proteus (0/5)
  273. Loki (4/5)
  274. - Strategic Cruiser
  275. http://wiki.eveonline.com/en/wiki/Loki
  276. Phobos (15/15)
  277. - Heavy Interdictor Cruiser. The Phobos is essential in the tactics of the EVE Fleet, locking down enemy ships with their warp disruption field generators. However, take care as this technology will not affect all drive systems we may encounter.
  278. http://wiki.eveonline.com/en/wiki/Phobos
  279. Devoter (6/6)
  280. - Heavy Interdictor Cruiser. An interdictor with heavy armor, the Devoter uses its warp disruption field generators to kill the mobility of enemy ships.
  281. http://wiki.eveonline.com/en/wiki/Devoter
  282. Erebus (1/1)
  283. - Titan-class capital ship fitted with the Aurora Ominae Super Weapon, capable of taking out another capital ship in a single shot. Requires 5 minutes to recharge.
  284. http://wiki.eveonline.com/en/wiki/Erebus
  285. Abaddon (109/190)
  286. - Front-line Battleship. The Abaddon has powerful pulse laser weapons and strong armor, and with good logistical support, is very difficult to take down. Its importance is in being able to absorb huge amounts of damage and repairing it through onboard nanite repairs systems and remote repair and energy support from logistical support ships such as the Guardian.
  287. The Abaddon is also capable of accurate orbital strikes with its pulse lasers.
  288. http://wiki.eveonline.com/en/wiki/Abaddon
  289.  
  290. Data Integration Thought Entity Drone Ship
  291. An extremely advanced and completely automated ship purchased from the Data Integration Thought Entity of the Suzumiya Haruhi Canon. Its disintegration beams have pin-point accuracy and can even penetrate AT Fields with ease.
  292. - Attack Drones and disintegration beams
  293. - Reality Emitter Mk. III
  294.  
  295. SY-3 Moonlight Squadron (x/x)
  296. - Veteran-class Crew
  297. The SY-3 is a spaceship that, despite its appearance, is actually quite well-armored and armed. As this is the 8-bit Dystopia variant that is from the NES videogame Godzilla, its weaponry and armoring rivals that of other capital ships such as the Relentless while being a quarter of the size. It does not, however, have shields, and relies on its armor to stay alive in a fight.
  298.  
  299. Protoss Battle Fleet
  300. - An Entire Protoss Battlefleet, including Tassadar and his Command Carrier, Gantrithor II
  301.  
  302. Mecha-Godzilla
  303. - Mk. II Reality Emitter (Capital Ship), S2 Organ, Incursion Holo-Emitters
  304. The Showa-version of MechaGodzilla, MG is equipped with the S2 Organ recovered from the Elder Thing city in Antarctica. This supplies MechaGodzilla with unlimited energy, allowing it to fly, use its force field, and eye lasers with impunity. It also allows MechaGodzilla to generate an AT Field.
  305. http://godzilla.wikia.com/wiki/Mechagodzilla_1
  306.  
  307. Kiryu
  308. - S2 Organ, Mk. II Reality Emitter (Capital Ship)
  309. This version of a Mechagodzilla is a cybernetic war machine, using Godzilla's own skeleton as a base from which it was built and using Godzilla's DNA in its cybernetic bio-computer. Equipped with a maser cannon in its mouth, dual laser cannons on each arm, rocket pods along its back, a short blade with electrical discharge in the right wrist (capable of penetrating Godzilla's nearly impenetrable hide), and capable of collapsing its right hand into a drill. As this is the Post-Tokyo S.O.S. version, the flight pack has been removed but its flight thrusters have been improved to compensate, and its Absolute Zero Cannon has been removed and replaced with a Triple Hyper Maser Cannon in its chest.
  310. The S2 Organ taken from a captured EVA unit from Chaosbringer's world supplies Kiryu with unlimited energy, effectively eliminating its crippling dependency on an outside power source to recharge its batteries.
  311. The spirit of Kiryu has been contacted, and will fight alongside the task force loyally, so long as suitable opponents are provided to it. As Kiryu is from the end of the film, it no longer requires a pilot in order to operate, though the pilot's cockpit is still in the head.
  312. http://godzilla.wikia.com/wiki/Kiryu
  313.  
  314. Fighters/Mechs/Vehicles
  315. VF-25 Messiah Squadron
  316. - Equipped with Tornado Packs, Super Packs, Armor Packs
  317. An aerospace fighter capable of operating equally well in atmosphere and in space. Equipped with a variable geometry and transforming mode, the VF-25 is a formidable and versatile fighter. They are equipped with a Pin-Point Barrier system, which is a type of defense shield, and makes the fighter quite resilient in combat.
  318. http://macross.anime.net/wiki/VF-25
  319. Tornado Pack - A set of modules for the VF-25 that equips it with a series of CIWS beam turrets.
  320. Super Pack - A high-mobility and CIWS weapons module.
  321. Armor Pack - Heavy weapons module.
  322. The VF-25 Squadron is capable of making its own Warp Jumps using one-time-use Fold Boosters.
  323. ** We have been warned to keep an eye on the number of Reflex Warhead Missiles, implying we may run out
  324.  
  325. TIE Defender Squadron
  326. A high-performance space-superiority interceptor built by Sienar Fleet Systems for the Galactic Empire of the Star Wars Canon. The TIE Defender has a defense shield rated in the capital ship-range, quad lasers, dual ion cannons, a pair of missile launchers, and a tractor beam. The TIE Defender also comes with a hyperdrive, allowing for independent Warp Jumps.
  327. The TIE Defender is capable of atmospheric operations, however it is optimized for space-superiority missions and its performance is markedly reduced in an atmosphere compared to that of the VF-25. However, it is still a very agile fighter even in atmosphere, due to its numerous maneuvering jets.
  328. The Empire had moved away from its previous design philosophy of masses of cheap fighters, and this is the logical conclusion: a high-performance space-superiority fighter that is superior to anything else on the market.
  329. http://starwars.wikia.com/wiki/TIE_Defender
  330.  
  331. Gunstar
  332. A single Gunstar, primary space superiority fighter of the Star League. Equipped with the production variant of the Death Blossom system (meaning it is not helpless after using the system, unlike the original prototype used in the movie), the Gunstar is a very capable and deadly fighter, able to take on entire squadrons of lesser fighters by itself.
  333. http://en.wikipedia.org/wiki/The_Last_Starfighter
  334.  
  335. RVF-25 Messiah Electronic Warfare Variant
  336. A forward reconnaissance and electronic warfare variant of the VF-25 Messiah, equipped with a radome.
  337. The enhanced sensor suite and radome allow the RVF-25 to have a maximum sensor range of 1 light-day in space, and to provide targeting solutions for medium and long-range missiles.
  338. http://www.macross2.net/m3/macrossf/rvf-25.htm
  339.  
  340. Arwing
  341. A one-seat starfighter. Balanced in speed, maneuverability, and weaponry. Its smart bomb launcher allows the Arwing to take on large numbers of enemy fighters, and its gravity diffusers allow it to perform agile manuevers that belie the frame's ruggedness.
  342. http://starfox.wikia.com/wiki/Arwing
  343.  
  344. Hyaku Shiki
  345. A Mobile Suit best suited for space operation, but capable of being used in atmosphere as well.
  346. Equipped with a pair of beam sabers, a beam rifle, and a bazooka with detachable magazine.
  347. The Hyaku Shiki also has a reflective anti-beam coating.
  348. Currently piloted by a TG Pilot (Lt. Yamada).
  349. http://www.mahq.net/mecha/gundam/z/msn-00100.htm
  350.  
  351. Gaia Gear
  352. A powerful Mobile Suit with a variable geometry. The weaponry available on the Gaia Gear is impressive, and its defensive equipment quite robust. The pinnacle of UC Mobile Suit technology, the Gaia Gear is equipped with a Psycommu system, allowing it to fully take advantage of Char Aznable's Newtype abilities, and an I-Field shield system that can protect it from energy weapons. It also has a built-in Funnel System, allowing it to use Beam Funnel drone weapons.
  353. Char's personal mecha.
  354. http://gundam.wikia.com/wiki/%CE%91_000-0001_Gaia_Gear_%CE%B1
  355.  
  356. Brasta
  357. An experimental prototype Dimension-Monster Buster mecha developed by the Axion Foundation's 13th Defense Lab. It is equipped with the mysterious VX System, which appears to be a Meta-Technology. The Brasta nominally uses standard mecha-type weapons, but its most powerful attack is the VX Spigot. It is recommended that this attack not be used, however, as it was discovered that the VX Spigot is capable of causing space-time tears into the Meta.
  358. The Brasta's AX-55 EAGLE (Electromagnetic Accelerator Gun Launcher) is capable of switching between normal, grenade, and sniper rounds. It can also mount a beam bayonet and shoot spider nets.
  359. Crowe's personal mecha.
  360. http://akurasu.net/wiki/Units_List/Banpresto_Originals
  361.  
  362. Swordfish II
  363. An aerospace fighter able to enter and leave an atmosphere. Capable of V/STOL, this former racer is very fast and maneuverable. While not as heavily armed as the other space-superiority fighters, its 4 machine guns and heavy plasma cannon are still effective.
  364. Spike's personal fighter.
  365. http://cowboybebop.wikia.com/wiki/Swordfish_II
  366.  
  367. Tomahawk Destroid
  368. A heavy weapons mecha, this machine has a large number of weapon systems. It is capable of limited space operation, but is best used in a limited-mobility role.
  369. http://www.robotech.com/infopedia/mecha/viewmecha.php?id=17
  370.  
  371. Mad Cat (Timber Wolf) Battlemech
  372. Standard Mad Cat Battlemechs, with Trueborn Clan Mechwarrior pilots. The Battlemech has a good assortment of weapons, allowing it to perform well at any engagement range.
  373. Due to having the Clan Database, we can create Timber Wolf battlemechs in parts, which are then attached together.
  374. http://www.sarna.net/wiki/Timber_Wolf_(Mad_Cat)
  375.  
  376. Von Luckner MBT
  377. The Von Luckner is a Main Battle Tank from Battletech. It is a heavily armed and armored tank, boasting a fusion engine and powerful autocannon, capable of blasting some light mechs to pieces. It looks similar enough to modern tanks that it could, with appropriate painting, pass off as an experimental prototype, and this is the reason that it was bought up by the task force: To provide heavy firepower support in situations where our presence needs to be hidden.
  378. http://www.sarna.net/wiki/Von_Luckner
  379.  
  380. M270 MLRS
  381. The M270 MLRS is a rocket artillery system. As it is a modern weapon system, there is no fear of Meta-Contamination in Baseline worlds. It is highly effective when used properly, however it must be kept far from the battlefield as it has no close-in defense systems.
  382. http://en.wikipedia.org/wiki/M270_MLRS
  383.  
  384. Baneblade
  385. A superheavy tank from the Warhammer 40k Canon. It's big, it's heavily armed, and heavily armored. These tanks are extremely durable and carry weapons that will allow it to dominate a battlefield.
  386. These tanks are meant to punch through enemy fortifications and formations, each one weighing more than a star of Heavy battlemechs combined.
  387. The task force is currently equipped with Mars Pattern Baneblades.
  388. http://wh40k.lexicanum.com/wiki/Baneblade#.T0vbHPGPXIc
  389.  
  390. Vic Viper Temporal Fighter
  391. Model BP-456X
  392. A space strike fighter.
  393. http://gradius.wikia.com/wiki/Vic_Viper
  394.  
  395. Solvalou Fighter
  396. The Solvalou is a space-capable aerospace fighter, able to engage aerial threats with a Zapper weapon and ground targets through the use of its Blaster air-to-surface bombs.
  397. http://xevious.wikia.com/wiki/Solvalou
  398.  
  399. Fire LEO-02 "Exceliza" Starfighter
  400. A starfighter used by the Galaxy Federation from the Thunderforce series of videogames.
  401. The LEO-02 is equipped with a default arsenal of weapons which include a twin, forward firing shot (the "Twin" shot), a single forward, and single backward firing shot (the "Back" shot), and finally a bomb shot used to engage entrenched targets and structures.
  402. http://thunderforce.wikia.com/wiki/Fire_LEO
  403.  
  404. Skyranger-III Stealth Transport
  405. An X-COM NOVA original, this evolution of the Skyranger VTOL troop transport is equipped with ECM, sound-baffling, anti-radar/IR/laser systems to allow for a stealthy ingress.
  406. http://www.ufopaedia.org/index.php?title=Skyranger
  407.  
  408. Mammoth Tank Mk. III
  409. A GDI Heavy Assault Tank designed for long-range operation in hostile environments. The Mammoth tanks salvaged by Task Force 38 have all upgrades from the ones in the game, and so they are equipped with Adaptive Armor and dual railguns with accelerators.
  410. http://cnc.wikia.com/wiki/Mammoth_Mk._III
  411.  
  412.  
  413.  
  414. Equipment:
  415. Kinetic Barrier (Mass Effect Canon)
  416. A personal force field that protects against kinetic weapons, but is not effective against energy weapons and only marginally effective against melee weapons. Once depleted, the barrier emitters will automatically recharge; it requires mere seconds to recharge to fully capacity from being brought down to zero.
  417.  
  418. Mass Rifle (Dark Matter Canon)
  419. A rifle able to fire micro-singularities at targets. The black holes will ignore most shields and just about all armor, making these weapons some of the most powerful in the task force's arsenal.
  420. Under normal conditions, they can only be constructed by Sandmen under the control of an Etoil.
  421. We are now able to replicate the energy magazines used by these weapons, however we cannot replicate the rifles themselves.
  422.  
  423. A280 Blaster Rifle (Star Wars Canon)
  424. A heavy, but sturdy and powerful, blaster rifle. It is considered to have one of the best armor-piercing capabilities of any blaster rifle from the Galactic Civil War. As with many blasters, it has a stun setting.
  425. Requires Tibanna Gas to replicate.
  426. http://starwars.wikia.com/wiki/A280_Blaster_Rifle
  427.  
  428. Fallout Power Armor
  429. T-51b Power Armor is the pinnacle of Pre-War infantry armor technology. It is resistant to all forms of attack, is bullet-proof, and has a reflective coating that helps protect against energy weapons. It's onboard fusion pack and hydraulic systems enhance the strength of the wearer greatly, allowing them to wield normally crew-serviced and vehicle-mounted weapons with ease.
  430. http://fallout.wikia.com/wiki/Power_armor
  431.  
  432. Fallout Advanced Power Armor Mk. II
  433. This menacing black power armor is composed of advanced ceramic composites which makes it much lighter than previous models.
  434. http://fallout.wikia.com/wiki/Power_armor
  435.  
  436. Fallout Energy Weapons
  437. A collection of various Fallout Energy Weapons, but primarily Plasma Casters.
  438. http://fallout.wikia.com/wiki/Plasma_caster
  439.  
  440. Tiberium Laser Rifle
  441. A Nod Laser Rifle with Tiberium systems.
  442. http://cnc.wikia.com/wiki/Firefly_laser_rifle
  443.  
  444. Starfleet Phaser Rifle
  445. A Type 3 2409's version. Its regenerative properties allow this more advanced phaser rifle to operate within radiogenic environments. With the Proton Phaser Modification, it can also be used against ghosts and other incorporeal entities, and daemons who are collections of souls.
  446. http://en.memory-alpha.org/wiki/Type_3_phaser
  447. The Indefatigable has upgraded its Replicator Database: we are now capable of producing 2409-version Phaser Rifles with Frequency Remodulators.
  448.  
  449. Starfleet Photon Grenade
  450. A variable-yield explosive device, that is small enough to fit in the hand easily. The lowest setting is capable of stunning  targets. The Photon Grenade also puts out an electromagnetic pulse, making it an effective weapon against droids and holograms.
  451. http://en.memory-alpha.org/wiki/Photon_grenade
  452.  
  453. Chinese Stealth Armor
  454. Active Stealth system developed by China during the Great War in the Fallout Canon. This suit of armor provides some protection and has an active stealth system, which provides some measure of active camouflage.
  455. http://fallout.wikia.com/wiki/Chinese_stealth_armor
  456.  
  457. Exographic Targeting Sensor and Micro-Transporter Module
  458. Federation Starfleet technology.
  459. The Exographic Targeting Sensor is a small device worn on the head and covers one eye. It allows the user to see through walls, and is adjustable to a range of about a kilometer.
  460. The Micro-Transporter Module can be attached to a rifle and allows the user to beam a bullet, with its forward momentum intact, from the barrel of the gun to anywhere that the exographic scanner can target.
  461. This allows a rifle equipped with the two devices to fire through walls and buildings. A sniper can have total and complete cover while picking off their enemies.
  462. The Exographic Targeting Sensor can be used as a stand-alone unit to allow a user to see through walls.
  463. http://en.memory-alpha.org/wiki/Exographic_targeting_sensor
  464. http://en.memory-alpha.org/wiki/Micro-transporter#Micro-transporters
  465.  
  466. NOD Armor
  467. A set of form-fitting black combat armor with a self-contained air supply. It is light and easy to move in. It has 15 layers of kevlar.
  468. http://cnc.wikia.com/wiki/Nod_armour_(Tiberium_Wars)
  469.  
  470. Mobile Infantry Marauder Power Armor
  471. The Marauder suit is a heavy combat infantry power armor system. It is heavily armed and armored, equipped with jump packs for traversing long distances quickly, and with a Heavy Flamer for close combat. The servomotors of the suit are strong enough to crush tank armor and tear through concrete, but delicate enough to be able to pick up an egg without cracking the shell.
  472. Marauders are also equipped with a back-mounted Y-rack equipped with AP and HE rockets, and micro-nuclear warheads.
  473. http://en.wikipedia.org/wiki/Mobile_Infantry_(Starship_Troopers)#The_Mobile_Infantry_of_The_Terran_Federation_.28Novel.29
  474.  
  475. Panther Assault Cannon
  476. A belt-fed or magazine-fed assault cannon that fires 25mm high-explosive or armor-piercing explosives, this is a heavy weapon meant to take out vehicles.
  477. http://www.shadowrun.us/materials/Shadowrun%20Sourcebook%20-%20The%20Ultimate%20Shadowrun%20equipment%20list.pdf
  478.  
  479. Prawn Combat Suit
  480. This advanced bio-mechanical exosuit is specifically designed to be operated by those who have Prawn DNA. While the onboard AI is sophisticated enough to pilot the suit itself and use its weapons to defend anyone with Prawn DNA, it is noticeably less efficient than if it is under the control of a living operator.
  481. Weapons include an Arc Gun (capable of firing a bolt of protonic current similar to lightning), mini-missiles, a chaingun, a telekinetic/magnetic field able to stop bullets and fire them back at attackers and that can also function as a gravity gun. We were able to pull an S2 Organ out of an Angel/Shoggoth hybrid due to this telekinetic field.
  482. http://district9.wikia.com/wiki/Exosuit
  483.  
  484. X-COM Blaster Launcher
  485. A man-portable rocket launcher that fires blaster bombs which can follow waypoints to a target, allowing them to navigate the insides of buildings as long as there are no closed doors.
  486. http://www.ufopaedia.org/index.php?title=Blaster_Launcher
  487.  
  488. Ceramic/Titanium Mesh Light Body Armor
  489. A light-weight and easy to wear body armor consisting of a titanium mesh and ceramic plates. Bulletproof and resistant to slashing and piercing. No protection against energy weapons or pure blunt force.
  490.  
  491. Mana Battery
  492. A PPE device crafted by the Techno-Wizards. This allows mages who use a compatible magic system to draw magical power stored in the battery to fuel their magic and continue casting beyond their normal limits.
  493.  
  494. Securitron Mk. II
  495. A security and combat robot, the Securitron Mk. II is able to use a variety of weapons and has a self-repair function. Its weapons are built-in, and include a gatling laser, 9mm submachine gun, missile launcher, and grenade launcher.
  496. http://fallout.wikia.com/wiki/Securitron#Mark_II
  497.  
  498. Protoss Observer
  499. The Observer is an advanced recon drone, equipped with a sensitive sensor suite with psi crystal components to detect psionic signals, a cloaking system, and capable of independent warp travel.
  500. http://starcraft.wikia.com/wiki/Observer
  501.  
  502. Viper Probe Droid
  503. A recon droid equipped with a small blaster cannon, this military recon droid is versatile. Its flight systems allow it to go over any terrain, and its sensors have proven very useful in the past.
  504. http://starwars.wikia.com/wiki/Viper_Probe_Droid
  505.  
  506. YVH Combat Droid
  507. A combat droid capable of ranged and melee combat, from the Star Wars Canon. Designed to fight against Yuuzhan Vong warriors and their bio-weapons, these droids are heavily armed, armored, and loaded with some of the best melee combat subroutines ever written.
  508. Equipped with a variable-output blaster cannon in the right arm, modular weapon left arm (sonic rifle, laser cannon, kinetic gun), electroray discharger, Class-C Thermal Detonator, self-guiding minirockets, and coma-gas canisters, the YVH is a walking arsenal of long-range firepower.
  509. With its laminanium armor, repulsor-lift boosters, and melee combat programming, the YVH is even a match for a Jedi Knight, let alone most melee fighters the task force will encounter.
  510. That we can now produce YVH droids via our replication methods allows for quick replacement of combat losses.
  511. http://starwars.wikia.com/wiki/YVH_1
  512.  
  513. HK-50
  514. An assassin droid also capable of acting as a protocol droid. HK-50 is a combat droid of great capability, and is the nominal squad leader of the droids. His combat protocols cover a wide array of weapons and tactics, and even some anti-Jedi tactics.
  515. http://starwars.wikia.com/wiki/HK-50
  516.  
  517. 10mm Pulse Rifle
  518. A 10mm selective fire assault rifle.
  519.  
  520. Fat Man
  521. A man-portable micro-nuke launcher.
  522. http://fallout.wikia.com/wiki/Fat_Man
  523.  
  524. M41A Pulse Rifle
  525. An assault rifle with built-in grenade launcher, the standard issue weapon for the Colonial Marines. It fires a 10mm caseless bullet and 30mm grenades.
  526. http://avp.wikia.com/wiki/M41_Pulse_Rifle
  527.  
  528. RED-2-GENERIC
  529. A nanite treatment that distributes a backup copy of a person's mind into their skin. Upon death, the nanites will begin repair of lethal injuries and using the backup copy pattern stored in the skin will reboot the brain. Only good for 1 use before requiring re-application. RED-2-GENERIC will also nullify the timer limit that Final Fantasy Tactics Raise and Raise 2 spells have.
  530. This is the only known technological death-prevention method besides the nanny-bags which work with magic-users, psionics, and other magically-imbued beings. However, it has its limits: incineration of the body will result in complete corruption of the backup placed in the skin and will make it impossible to rebuild and reboot the brain.
  531.  
  532. Type-1 Hand Phaser (2409 model)
  533. A small Starfleet hand phaser, able to easily fit in the palm of the hand. With the Proton Phaser Modification, it can also be used against ghosts and other incorporeal entities, and daemons who are collections of souls.
  534. http://en.memory-alpha.org/wiki/Type_1_phaser
  535. The Indefatigable has brought back updated schematics, and we are now using the 2409 model.
  536.  
  537. NOD ICBM
  538. A strategic ICBM, with an unknown number of MIRVs. The payload is nuclear, but the yield is unknown, but suspected to be strategic-level.
  539.  
  540. Nanny-bag
  541. A high-strength polymer bag containing medical nanites that can preserve the viability of critically and fatally injured people placed in them until they can be given proper medical care. Sometimes, if nanny-bags are scarce and there are more dying people than bags, soldiers will remove the heads and place only them in the nanny-bags to maximize space.
  542. Nanny-bags can stave off information-death for several hours up to a week depending on the quality of the bag.
  543. It should be noted that nanny-bags are good for preventing death via trauma, but are not very effective against poisons or drug overdoses, especially of the advanced combat stimulants used in its native Canon.
  544. http://www.schlockmercenary.com/2003-12-05
  545. http://schlockmercenary.wikia.com/wiki/Nanite
  546.  
  547. Reconstruction Tank
  548. A medical device from the Schlockmercenary Canon. Able to regenerate a person from just their head, and reboot a dead person's brain as long as it has not suffered information-death (on average, 30 minutes at room temperature). The regeneration tanks can also serve as cloning tanks. Process can take up to several weeks depending on how much rebuilding is required, as we bought high-grade civilian versions as they were easier to acquire than military versions.
  549.  
  550. The Big One Dud
  551. A large nuclear weapon that is a dud.
  552. http://fallout.wikia.com/wiki/The_One
  553.  
  554. Advanced Bio-Stabilizer Mask
  555. An advanced piece of technology from the Star Wars: Knights of the Old Republic videogame Canon, it provides protection from mind-effects and poisons.
  556. We can now replicate this item.
  557. http://www.starwarsknights.com/itempages1/masks.php#g1_i_mask01.uti
  558.  
  559. Research Library of the Old Ones
  560. A complete research library of the Elder Things that lived in the Antarctic. This is the sum of their scientific and technological knowledge. The advanced nature of the information and the Old One language makes analyzing the library difficult.
  561. Recovered from the Mountains of Madness, Ebon Night's Horror Show.
  562.  
  563. Bolter Turrets, Bunkers, Infantry Command
  564. Drop-capable support structures. We have a minimum of 6 bolter turrets.
  565. Repairs to these structures can be done by an Antaeus-manufactured Nano-Repair Module.
  566. http://wiki.reliccommunity.com/index.php?title=Heavy_Bolter_Turret_(Imperial_Guard)
  567. http://wiki.reliccommunity.com/index.php?title=Infantry_Command
  568. http://starcraft.wikia.com/wiki/Bunker
  569.  
  570. Orange II Beam Katana
  571. A beam sword with a large guide-rail and directional beam emitter.
  572. http://nomoreheroes.wikia.com/wiki/Orange_II
  573.  
  574. Reality Emitter Mk I
  575. A TG built technology, this device is able to generate a field of enforced reality. Highly effective against SUE powers and what are considered bullshit spells and abilities, but not against regular spells.
  576. For example, this will stop cold the Ralihoo spell from Dragon Quest, which can put anything to sleep, including machines, plants, and undead. However, a reality field will not be able to stop a Fireball or Magic Missile spell, as they are using energy conversion to create fire or compressed force.
  577. Available in varying grades: Personal, Vehicle, Capital Ship. Each increase in grade provides more power and greater range.
  578.  
  579. Spellcaster Armor
  580. A set of light robes with the Armor of Ithan enchantment. Crafted by the Technowizards, these robes have an MDC of 80, making them equivalent to most modern main battle tanks. Each set of armor has 8 activations of the Armor of Ithan before complete depletion, and that each activation keeps the Armor force field up for 8 minutes. Activation charges regenerate at a rate of 2 P.P.E per hour, with each activation costing 10 P.P.E., meaning that it takes 5 hours to regenerate 1 activation. However, being at a leyline or nexus point will recharge 10 P.P.E. in 15 seconds.
  581.  
  582. Class 4 Industrial Replicator
  583. Stolen from the Maquis terrorist movement prior to their destruction by the Cardassian-Dominion Alliance, and previously stolen from the Federation. Able to rebuild a world's technological infrastructure back up to late 24th-century standards.
  584. http://en.memory-alpha.org/wiki/Class_4_industrial_replicator
  585. Additional Industrial Replicators have been bought from the Exchange terminal located on Drozana Station.
  586.  
  587. Finalon's Bow
  588. This compound bow is constructed of advanced and magical materials, enchanted to guide any arrows it fires to its target. A magitech device also sheathes the arrows it fires in a coat of plasma. Created by the Three Gurus and the Techno-Wizards.
  589.  
  590. Protection Artifact
  591. These items grant a mystic ward that otherworldly creatures have great difficulty passing. The ward is about 10' around the bearer.
  592.  
  593. Battery Artifact
  594. This artifact allows the bearer to draw upon its power to cast additional spells equal to 20% of his magic pool.
  595. The artifact will recharge its power automatically over time.
  596.  
  597. Enhancement Artifact
  598. These artifacts charge the spells and rituals cast by the bearer with additional energy for a greater effect.
  599.  
  600. Spear of Destiny
  601. A potent artifact vibrant with holy energies. It is particularly effective against otherworldly enemies and can be thrown to generate a causality alteration wave that grants 'luck' for lack of a better term for all allies fighting.
  602.  
  603. Mobile Emitter
  604. The 2409 Federation Mobile Emitter developed by the Soong Foundation is capable of being programmed with an Emergency Medical Hologram, Emergency Engineering Hologram, or an Emergency Security Hologram. This allows Emergency Holograms to supplement task force troops and crew, as the mobile emitters can be replicated by the Industrial Replicators.
  605.  
  606. Sylphie's Clothes
  607. Specially enchanted clothing tailored by Sylphie of Shin-Ra, from the Namco X Capcom Canon.
  608. The clothing is enchanted to provide full environmental protection, be as protective as heavy assault powered armor, and enhance the stats of the wearer by a factor of two.
  609. Also, depending on the specific person that the clothing was tailored for, it may provide other benefits, such as the intellect enhancement on the robes that Egon wears, and the silence field generated by the voodoo armor given to Tosh.
  610.  
  611.  
  612.  
  613.  
  614.  
  615. Heroes:
  616. Quattro Bajeena (Char Aznable, SRW Canon variant)
  617. http://en.wikipedia.org/wiki/Char_Aznable
  618. http://gundam.wikia.com/wiki/Char_Aznable
  619. - Mech pilot, AEUG
  620. - Newtype, skilled in fencing, small squad tactics
  621. - Somewhat of a charmer, and a skilled MS Team commander. Quattro is just another assumed name that Char uses; the Command Crew, of course, know that he's really Casval Deikun, but go along with Char's charade for the most part. The Command Crew does have a tendency to call him Char when discussing tactics among themselves, and sometimes in private communications with him, but always refer to him as Lt. Quattro Bajeen in front of others or open channels.
  622. A passionate and proud man, Quattro is an exemplary soldier, able to take advantage of enemy weaknesses and mistakes to achieve victory, as well as being highly charismatic. He is, however, prone to deep and long-lasting grudges.
  623. - RED-2-GENERIC, Psi Armor
  624.  
  625. Crowe Broust (SRW Canon native)
  626. - Mech pilot, ZEXIS member, former member of the Firebug Special Forces unit, native of Chicago under Britannia
  627. -- Firebug Special Forces was a black ops unit meant to foment rebellions in foreign nations, so that the Britannian military would have an excuse to invade with their conventional military. Crowe deserted from the unit.
  628. - Hilariously in debt.
  629. - Age 22, he apparently had a traumatic experience with a woman in his past, and thus claims to dislike dealing with them. Crowe is, like many mecha pilots, hot-blooded at times.
  630. - EBO Cortical Stack, RED-2-GENERIC
  631.  
  632. Cheryl Mason - http://silenthill.wikia.com/wiki/Heather_Mason
  633. Cheryl has become a cornerstone member of the Task Force. A child prodigy in regards to psionics, she considered a near demi-goddess in her powers. While her humor may be dark, her spirit shines amongst the brightest stars of Task Force 38.
  634. - Post-Silent Hill 3, suspected Alpha-class Psyker
  635. - "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.
  636. - ????
  637. - "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.
  638. - Immune to Fear
  639. - "Psychometabolism": Cheryl's powers affect biological processes with greater ease and potence. An easy application of this is for Cheryl to remove lactic acid buildup in muscles and fatigue toxins in her nervous system, to let her feel more rested, run faster and longer, and be more alert.
  640. - "Pyrokinesis": using her powers in a fire-based manner can be done with increased potence and utility, for reduced cost.
  641. - "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.
  642. - "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.
  643. - "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.
  644. - M41-A Pulse Rifle, Psi-Armor, phaser rifle (2409's issue), RED-2-GENERIC, Sylphie's Clothes
  645. *Cheryl has been observed to use a focused, directed Blowout on individual enemies
  646.  
  647. Douglas Cartland - http://silenthill.wikia.com/wiki/Douglas_Cartland
  648. - Post-Silent Hill 3
  649. - "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.
  650. - "Grinding social links": Douglas is exceptionally good at making friends, by sympathising with people's plights and struggles.
  651. - Immune to Fear, Persona Contract, Okku Persona
  652. - M41-A Pulse Rifle, Hardsuit (Mass Effect), phaser rifle (2409's issue), RED-2-GENERIC, Sylphie's Clothes, GZ/M-44 Gauss Caster Pistol
  653. -- 4x Gravity Pistol Spell-Cartridge, 4x Anti-Magic Pistol Spell-Cartridge, 4x Slow Pistol Spell-Cartridge
  654.  
  655. Egon Spengler - http://ghostbusters.wikia.com/wiki/Egon_Spengler/Animated
  656. - "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.
  657. - Proton Pack Mk. I, Ghost Trap Mk. I, Slimethrower, phaser rifle (2409's issue), Sylphie's Clothes
  658. - RED-2 active, used Magical Books to boost stats
  659.  
  660. Gabriel Tosh - http://starcraft.wikia.com/wiki/Gabriel_Tosh
  661. - "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.
  662. - RED-2 active
  663. - 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
  664.  
  665. Spike Spiegel - http://cowboybebop.wikia.com/wiki/Spike_Spiegel
  666. - Rescued several seconds after clinical death and revived using TG resources
  667. - "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.
  668. - "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.
  669. - Immune to Fear, RED-2 active
  670. - Type-2 Phaser (2409's issue, pistol-grip), Jericho 941 [Enchanted: Ghost Touch, Guided], Sylphie's Clothes, GZ/M-44 Gauss Caster Pistol
  671. -- 4x Gravity Pistol Spell-Cartridge, 4x Anti-Magic Pistol Spell-Cartridge, 4x Slow Pistol Spell-Cartridge
  672.  
  673. Star-Lord - http://marvel.com/universe/Star-Lord_(Peter_Quill)
  674. Star-Lord was rescued from (one of) his inevitable death(s) in the Cancerverse ( http://marvel.com/universe/Cancerverse_(Reality-10011) ). Having been an Imperial Military Advisor to the Kree Empire, leading a Dirty Dozen-esque band of criminals to free the Kree homeworld of Hala from its occupation by the techno-organic Phalanx, and being a founding member of the Guardians of the Galaxy gives Star-Lord profound experience in military tactics and strategy, small unit tactics and group psychology that can only be rivaled by Darius and Pellaeon.
  675. - real name Peter Quill
  676. - 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
  677.  
  678. VP-99 - http://starwars.wikia.com/wiki/Viper_probe_droid
  679. - "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.
  680. - "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.
  681.  
  682. Elaine
  683. - "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.
  684. - "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.
  685. - "Blessing of Wisdom": Secrets of weaving magical reveal themselves more clearly to Elaine than before. Her magical abilities are now more potent, and she is able to learn new abilities faster.
  686. - "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.
  687. But like many other exemplars of purity, she may not grasp the nuances of certain gestures until much later on.
  688. - Chemist, White Mage maxed, Time Mage
  689. - 2x Mana Battery, Type-1 Hand Phaser (2409's issue), ceramic/titanium mesh (light), Spellcaster Armor, Economizer, RED-2-GENERIC, Sylphie's Clothes
  690.  
  691. Lyla
  692. - "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.
  693. - "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.
  694. - Chemist, White Mage maxed, Time Mage
  695. - 2x Mana Battery, Type-1 Hand Phaser (2409's issue), ceramic/titanium mesh (light), Spellcaster Armor, Economizer, RED-2-GENERIC, Sylphie's Clothes
  696.  
  697. Darius Fortes
  698. Captain of the Knights Inductor detachment working with the task force. An Imperium of Man Space Marine, he has been implanted with various synthetic organs to make him into a superhuman fighting machine. His zeal for the Emperor of Mankind is tempered with the rationality of his Chapter.
  699. - "Valiant Savior": Gifted with the ability to keep nearby squads and Heroes safe and intact in crises.
  700. - "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.
  701. - Ringil, phaser rifle (2409's issue), Bolter Pistol, RED-2-GENERIC, EBO Cortical Stack, Sylphie's Clothes
  702.  
  703. Finalon
  704. - Tolkien Elf of Rivendell
  705. - 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
  706.  
  707. Carl "Mouse" Sampson
  708. - "Hardware Jockey": Mouse has a fundamental understanding of applied theory for computer components, and can jury-rig things together with great success.
  709. - "Adaptive Technological Interface": Experience with the computers and technologies of different Canons allows for fast adaption to new computer and network protocol paradigms.
  710. - 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
  711.  
  712. Lt. Commander Data - http://en.memory-alpha.org/wiki/Data
  713. - Immune to Fear
  714. - Phaser rifle (2409's issue), emotion chip
  715.  
  716. BLU Team
  717. - Full TF2 Equipment List, phaser rifles
  718.  
  719.  
  720. Gondegal *** NO LONGER AVAILABLE ***
  721. - http://www.fraternityofshadows.com/wiki/Gondegal
  722. The ghost of a paladin who was trapped in Ravenloft. He was pulled to Ebon Night's Horror Show after the destruction of one of the Ravenloft Canons, and was anchored to Guts (from Berserk) for a time.
  723. - Ghost, Ravenloft Canon, does not require anchor
  724. - "Must Have Been The Wind" - Gondegal is able to perform actions in peoples' presence, such as moving objects, opening doors, and hurting people. Those who witness the actions will dismiss the actions as mundane/not important, rather than supernatural.
  725. *** CURRENTLY ON SABBATICAL ON THE UPPER PLANES ***
  726.  
  727.  
  728.  
  729. Belthasar
  730. - time echo of the Guru of Reason, anchored
  731.  
  732. Melchior
  733. - time echo of the Guru of Life, anchored
  734.  
  735. Gaspar
  736. - time echo of the Guru of Time, anchored
  737.  
  738. Grand Admiral Gilad Pellaeon - http://starwars.wikia.com/wiki/Gilad_Pellaeon
  739. A talented fleet commander and leader, Pellaeon has experience being a galactic leader for decades, the commander of a combined task force and several fleets during the time of the Galactic Empire and the Imperial Remnant, and the captain of a Star Destroyer in the Republic Navy before that.
  740. Being rescued and working for the task force is more akin to a retiree's hobby than an actual job for the former Grand Admiral, as the responsibilities and duties he currently shoulders are much easier than those he endured as leader of the Imperial Remnant and Supreme Commander of the Galactic Alliance Defense Force.
  741. - Rescued moments before his Canon death, recruited into the TG, and given a rejuvenation treatment.
  742. - Currently appears to be in his early 40's; real age is 76.
  743. - Currently aboard All Under Heaven, overall task force command will fall to Admiral Pellaeon in the event of the death of the Command Crew (confirmed by MetaOP that there are plans in place in case the players do something stupid and get themselves killed. He WILL kill the players/Command Crew for stupidity.)
  744. - EBO Cortical Stack
  745.  
  746. Dr. Todd "Lazarus" Lazkowicz -
  747. A talented, if somewhat less-than-moral, medical researcher and doctor, Dr. Lazarus is skilled in all areas of medicine and in the use of nanotechnology for medical applications. He was also part of Project Lazarus, an ambitious project working on various immortality technologies.
  748. http://en.wikipedia.org/wiki/List_of_Schlock_Mercenary_characters#Doctor_Todd_.22Lazarus.22_Lazcowicz_.28Deceased.29
  749. - Current Medical Specialist onboard the Oncoming Storm
  750. - has with him his 'magic cryokit', a device capable of creating a complete human body (of high quality with a full suite of nanite enhancement treatments) from a hundred kilograms of beef, 20 kilograms of oatmeal, and some assorted food items, in two hours.
  751. - EBO Cortical Stack
  752.  
  753. Agrias Oaks - http://finalfantasy.wikia.com/wiki/Agrias_Oaks
  754. - Holy Knight maxed, Geomancer maxed
  755. - A highly principled and disciplined warrior, Agrias is a great asset to our assault team. Being recognized by Gurthang as a worthy wielder, she has developed a rapport with the spirit of the sword, and the more she wields the weapon, the greater and deeper the bond between sword and wielder.
  756. - "Blur Attack"
  757. - Increased Proficiency and Sync with Gurthang; additional abilities and powers unlocked.
  758. - Gurthang the Time Cleaver, RED-2-GENERIC, Spellcaster Armor, Sylphie's Clothes, EBO Cortical Stack
  759.  
  760. Alicia - http://finalfantasy.wikia.com/wiki/Alicia
  761. - Knight maxed
  762. - http://finalfantasy.wikia.com/wiki/Knight_(Final_Fantasy_Tactics)
  763. - Orange II Beam Katana, RED-2-GENERIC, Spellcaster Armor, Sylphie's Clothes, EBO Cortical Stack
  764.  
  765. Lavian - http://finalfantasy.wikia.com/wiki/Lavian
  766. - Knight maxed
  767. - http://finalfantasy.wikia.com/wiki/Knight_(Final_Fantasy_Tactics)
  768. - Orange II Beam Katana, RED-2-GENERIC, Spellcaster Armor, Sylphie's Clothes, EBO Cortical Stack
  769.  
  770. Mustadio Bunansa - http://finalfantasy.wikia.com/wiki/Mustadio_Bunansa
  771. - Engineer maxed, Knight maxed
  772. - Skilled magitech engineer, an asset to the Guru's and to the Engineering Team.
  773. - "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.
  774. Turning rocks into replicators indeed.
  775. - RED-2-GENERIC, GZ/M-94 Gauss Caster Rifle, GZ/M-44 Gauss Caster Pistol, Sylphie's Clothes, Federation Engineering Toolkit, Type-2 Phaser (2409 model), EBO Cortical Stack
  776. -- 4x Gravity Pistol Spell-Cartridge, 4x Anti-Magic Pistol Spell-Cartridge, 4x Slow Pistol Spell-Cartridge
  777. -- 3x Anti-Magic Rifle Spell-Cartridge, 3x Gravity Rifle Spell-Cartridge, 3x Slow Rifle Spell-Cartridge, 3x Fireball Rifle Spell-Cartridge
  778.  
  779. VP-98 - http://starwars.wikia.com/wiki/Viper_probe_droid
  780. - "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.
  781. - "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.
  782.  
  783. Dr. Cossack
  784. A talented scientist specializing in robotics and robot brain systems. As the 8-Bit Dystopia variant, he is somewhat more cynical than his Megaman Canon version, however the Task Force relocating his daughter to a secure TG-operated colony where she will be safe has mellowed him out somewhat.
  785. - 8-bit Dystopia variant
  786. - EBO Cortical Stack
  787.  
  788. Pharaoh Man - http://megaman.wikia.com/wiki/Pharaoh_Man
  789. Loyal to Dr. Cossack.
  790. A Robot Master that has a powerful arm cannon.
  791.  
  792. Skull Man - http://megaman.wikia.com/wiki/Skull_Man
  793. Loyal to Dr. Cossack.
  794. A Robot Master that is capable of generating a barrier that is proof against energy weapons, projectiles, and even some magic and ghosts.
  795.  
  796. Isel Yew
  797. A Shadowrun Drone Rigger, who performed exceptionally well in 8-bit Dystopia.
  798. - "Harbringer" - 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.
  799. - "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.
  800. - "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.
  801. - EBO Cortical Stack, RED-2-GENERIC, Type-2 Phaser, ME Light Hardsuit
  802.  
  803. Slippy Toad
  804. Talented engineer.
  805. - 8-bit Dystopia variant
  806. - EBO Cortical Stack
  807.  
  808. Falco Lombardi
  809. Skilled pilot.
  810. - 8-bit Dystopia variant
  811. - EBO Cortical Stack
  812.  
  813. Peppy Hare
  814. Experienced pilot.
  815. - 8-bit Dystopia variant
  816.  
  817. Fox McCloud
  818. Exceptional ace pilot.
  819. - 8-bit Dystopia variant
  820.  
  821. James McCloud
  822. Ace pilot.
  823. - 8-bit Dystopia variant
  824.  
  825. Vitun Lartiet
  826. Vitun's luck abilities and his ability to cast True Resurrection have made him into an indispensable part of the Task Force. The Task Force's increasing dependence on the divine assistance of Desna is starting to erode the traditional regulations regarding the agnostic policies of the Guard and the separation of Church and State. Small shrines to Desna can be found on nearly every ship of the Task Force now, and there are plans to present as offerings to the goddess a scepter crafted from a single huge diamond, a diamond-embroidered dress tailored by Sylphie from the Namco X Capcom Canon's Shin-Ra agency (a Meta-Aware Faction), and a massive throne crafted from a colossal diamond engraved with mithral and adamantium.
  827. Desna, while appreciative of the diamonds, found the Task Force's dependence on her divine intervention to be taxing, and now requires more than just diamonds for her Miracles.
  828. - Level 20 Cleric of Desna
  829. - Character Sheet: http://dl.dropbox.com/u/27939266/Cleric.pdf
  830. - Spellcaster Armor (Armor of Ithan), RED-2-Generic, EBO Cortical Stack, Sylphie's Clothes
  831.  
  832. The Avatar (from Ultima)
  833. The Titan of Ether, the Avatar of the Virtues is a shining pinnacle of good and a near god of magic.
  834. - The Avatar of the Virtues, from the Ultima games
  835. - Recent dialogue has shown that he has become the Titan of Ether, making him at least post Ultima VIII.
  836. - It is possible that he has Ascended and is a post-Ultima IX Avatar.
  837. - RED-2-Generic, Sylphie's Clothes
  838.  
  839.  
  840. Ryu Hayabusa - http://ninjagaiden.wikia.com/wiki/List_of_Ninja_Gaiden_characters#Ryu_Hayabusa
  841. - 8-bit Dystopia variant, has access to NES Era Ninpo and Ninjitsu Techniques
  842. -- Time Stop, Dopplegangers, Cutting Vacuum Wave, Ice Storm, Fire Wave, Flying Fire Wave, Flame Phoenix, Fire Wheel, Wall Clinging, Water Walking
  843. - Dragon Sword, RED-2-Generic, Sylphie's Clothes
  844. *** Finding and if necessary, reviving, Irene Lew is a condition of Ryu's employment with the Task Force
  845.  
  846. Aeshma
  847. An Astral Deva that was summoned by Vitun to assist the task force in fighting against the rogue Black Ops battlegroup. She has decided to stay and continue to assist the task force in their work.
  848. - Level 10 Cleric of Desna, Level 15 Astral Deva
  849. - Character Sheet: http://dl.dropbox.com/u/27939266/D%26D%20Transpace%20Guard.pdf
  850. - RED-2-GENERIC, Sylphie's Clothes
  851.  
  852. Al'Kesh 'Rodger Young'
  853. Formerly known simply as 'Al'Kesh 7', an Al'Kesh Bomber/Troop Transport and crew who have distinguished themselves.
  854. - "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)
  855. - "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.
  856. - Al'Kesh and crew, RED-2-GENERIC and EBO Cortical Stacks
  857. - Reality Emitter Mk2 (Capital Ship-grade), Asgard Transporter, Go'auld Cloaking Device
  858.  
  859. Marc Lecointe
  860. - X-COM NOVA Veteran
  861. A survivor of an X-COM that lost the Alien War to the Invaders in the 8-bit Dystopia Setting, and who became a member of X-COM NOVA, remnants of the agency that vowed revenge against MetPharm and the Invaders who forced them from Earth.
  862. - "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.
  863. Sort of an X-COM version of Spike's "How Many Pints of Blood Do You Have?"
  864. - "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.
  865. - RED-2-GENERIC, EBO Cortical Stack, X-COM Flying Suit Power Armor, X-COM Heavy Plasma Rifle, X-COM Blaster Launcher
  866.  
  867.  
  868.  
  869. Colonel-Commissar Ibram Gaunt *** NO LONGER AVAILABLE ***
  870. A commanding and skilled ground force commander, Gaunt was always on the front lines, exhorting his squad to victory over the S.U.E.
  871. His last mission was in a TG Base that had been compromised by the Dark Matter Canon threat known as the Sandmen. He fought bravely against foes who shot black holes as weapons, his goal the teleport interdiction field generator that protected the base. He was successful in reaching the generator with most of his squad intact. Then the building fell on him.
  872. Reanimation was not possible with the resources of the task force at the time. By the time that the Task Force had the proper resources and had returned to the world in order to resurrect Gaunt, his soul had already been *pulled* by the Orz, making his revival impossible.
  873. *** BUILDING FELL ON HIM, THEN GOT EATEN BY THE ORZ, RECOVERY CURRENTLY IMPOSSIBLE ***
  874.  
  875.  
  876.  
  877.  
  878. Weapon Enchantments:
  879. Guided - http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/weapon-property---guided
  880.  
  881. Ghost Touch - http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ghost-touch
  882.  
  883. Holy - http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/holy
  884.  
  885.  
  886.  
  887.  
  888. Independents:
  889. These are people who may be traveling with the Task Force, but are not actually employed by the Transpace Guard.
  890.  
  891. Corporal Shephard - http://half-life.wikia.com/wiki/Adrian_Shephard
  892. [contractor, still owned by the G-Man, on loan]
  893. The protagonist of the videogame Half-Life: Opposing Force. An HECU (Hazardous Environment Combat Unit) Marine of the United States Marine Corps, Corproal Shephard was sent in with the others of the HECU to contain the situation at the Black Mesa Research Complex when the Resonance Cascade occurred. That failed, and Shephard attempted to defuse a fusion warhead left by Black Ops operatives. He was successful and escaped, however, the G-Man detains him and reactivates the bomb, destroying Black Mesa.
  894. - All gear from Opposing Force, including PCV
  895.  
  896. Yuna - http://finalfantasy.wikia.com/wiki/Yuna
  897. A summoner from the world of Spira. She was taken from it by the Arch-SUE Chaosbringer, who cast a curse of immortality upon her, preventing her death as any injury will regenerate. Her lover was killed, her people wiped out, and she has been brutally raped and tortured daily for the past few years. While imprisoned, she became close friends with fellow inmate Chibi-Usa, until the latter's death.
  898. - from FFX-2 post-game, still showing signs of PTSD, requires counseling
  899. - Has no Dressspheres or equipment, cannot summon Aeons
  900. - Has access to all FF X-2 White Magic
  901. - http://finalfantasy.wikia.com/wiki/White_Magic
  902.  
  903. Sonya - http://suptg.thisisnotatrueending.com/archive/9740414/
  904. An adventurer from a 4e homebrew world of a /tg/ Anon's campaign. She was the one to strike the final blow against a Tiefling Bard whose player was trying to convince a kingdom weary of war to commit gendercide via magical plague, wiping out all men on the planet and making some women into hermaphrodites in order to ensure procreation.
  905. Chaosbringer came to her world, revived the Tiefling, released the plague, and defeated Sonya and her party when they attempted to rebel. His subjugation of the planet was so complete that he had cut off the divine pantheon from answering calls in the Canon.
  906. Sonya's memories have been scrambled and she does not recall her own name. The Task Force has given her the name "Sonya", which she has accepted.
  907. She has agreed to fight alongside the Task Force, as she has little to return home to, and she is still an adventurer.
  908. - 4E Goliath Battlerager, well into Paragon Tier
  909. - http://forgottenrealms.wikia.com/wiki/Goliath
  910. - EBO Cortical Stack, RED-2-GENERIC, Daikatana
  911.  
  912.  
  913.  
  914.  
  915.  
  916.  
  917. Completed Research:
  918. Aglaophotis [COMPLETE]
  919. Defensive Reality Emitter [COMPLETE]
  920. Offensive Reality Emitter [COMPLETE]
  921. Vampire SUE-rum [COMPLETE]
  922. The Nameless Blade [COMPLETE]
  923. The Voiceless Spear [COMPELTE]
  924. S2 Engine [COMPLETE]
  925. Blue Crystal [COMPLETE]
  926. Ebon Lance of Longinus [COMPLETE]
  927. Blue Crystals [COMPLETE]
  928. Cannon Transporter Module [COMPLETE]
  929. Mirror of Truth [COMPLETE]
  930. RED-2-GENERIC [COMPLETE]
  931. EBO Cortical Stack [COMPLETE]
  932. Reality Emitter Mk. II [COMPLETE]
  933. Daikata (Great Katana) [COMPLETE]
  934. Aglaophotis-A [COMPLETE]
  935. Advanced Aglaophotis/Aglaophotis-B [COMPLETE]
  936. Aglaophotis-C [COMPLETE]
  937. Psi Shield [COMPLETE]
  938. WilyCorp DataCore [COMPLETE]
  939. Dimensional Stabilizer [COMPLETE]
  940. TSAB Dimensional Ward [COMPLETE]
  941. Mapper [COMPLETE]
  942. ART Spectacles [COMPLETE]
  943. Borg Assimilation Network Tap [COMPLETE]
  944. Gauss Caster Rifle [COMPLETE]
  945. Gauss Caster Pistol [COMPLETE]
  946. Caster Submachinegun [COMPLETE]
  947. SY-3 Schematics [COMPLETE]
  948. Foreign Reality Emitter [COMPLETE]
  949. Foreign Transpace Communicator [COMPLETE]
  950. Update Creation Engine Database (Securitron Mk. II) [COMPLETED]
  951. Update Creation Engine Database (YVH Droid) [COMPLETED]
  952. Update Creation Engine Database (Prawn Combat Suit) [COMPLETED]
  953. Transpace Lance [COMPLETED]
  954. Update Databse (TIE-D/Cossack) [COMPLETED]
  955. STALKER Noosphere Research [COMPLETED]
  956. Reality Emitter Mk. III [COMPLETED]
  957. Update Database (Mobile Infantry Marauder Power Armor) [COMPLETED]
  958. Update Database (Knight Inductor Space Marine Armor) [COMPLETED]
  959. MetPharm Prototype Chozo Power Armor [COMPLETED]
  960. Update Database (Mass Rifle Ammunition) [COMPLETED]
  961. Proton Phaser Modification [COMPLETED]
  962. Update Database (Tomahawk Destroid) [COMPLETED]
  963. Update Database (Soulchipped Hiigaran Fighters) [COMPLETED]
  964.  
  965.  
  966. Emergency Beam-Out Cortical Stack (EBO Cortical Stack) [COMPLETE]
  967.  - An implantable device that combines Federation emergency beam-out circuitry, Soulcatcher imminent-death detection heuristics, and the Eclipse Phase cortical stack. Allows for a cortical stack to automatically be beamed back to the Oncoming Storm if death will result in the cortical stack becoming unrecoverable.
  968.  
  969. Psi-Shields [COMPLETED]
  970. - Psi-Shield technology based on a synthesis of X-COM Psi-Shield technology, reality emitters, and some designs from the captured Covert Ops and Science Facility. The device generates a psionic dead zone in which ordinary psionics cannot function.
  971.  
  972. WilyCorp DataCore [COMPLETE]
  973. - Can now produce Sniper Joes and METOOLS via the Creation Engine
  974. - Opens Robot Masters Mk. 1
  975.  
  976. Dimensional Stabilizer Defense [COMPLETE]
  977. - Can now construct Dimensional Stabilizers
  978.  
  979. Foreign Reality Emitter [COMPLETE]
  980. - a reality emitter captured from an operative of the Great Crusade. This reality emitter is far in advance of our own original, and is like comparing an iPhone 4S to our vacuum tube radio of a reality emitter Mk. I.
  981. - The construction of this device uses several bits of exotic matter we cannot fully analyze, and seems to tap into some unseen and primal underlay of reality to power itself. This device appears to be able to force reality within a sphere of thirty feet to conform to an adjustable set of laws. An example would be choosing to generate an Anti-Magic Field, though we are uncertain just what other applications this might have at this time. We cannot replicate this item, but have made several leaps in progress towards our own next generation Emitter.
  982.  
  983. Foreign Transpace Communicator [COMPLETE]
  984. - This hand-held device works very similarly to our Meta-Comm Array, but is scaled down for personal use while retaining most of the power and range of our shipboard system. Some of the principles beyond this device are currently beyond our knowledge base, but we have gleaned a few pieces of science useful for upgrading our technology.
  985.  
  986. SY-3 [COMPLETE]
  987. A more advanced version of the 8-bit NES game version from Godzilla 2.
  988. Due to its origins as a video game super-weapon, this version of the SY-3 is far more powerful than the movie version. It can supposedly shrug off anti-capital ship weapons with ease, and its own missile salvoes are considered to be anti-super-capital ship-class weapons.
  989. The Spirit of Triumph can now produce SY-3 spacecraft whole, and the Hercules can produce SY-3 "parts" to be assembled later by the Spirit. There are three Parts it can make, each a section of the ship. Assembling the SY-3 from premade parts is considerably faster than production from scratch.
  990.  
  991. Vial of Aglaophotis (pure) [COMPLETE]
  992. An extremely potent anti-demon and anti-evil substance. Can be found either as a liquid or as a crystal. Must be created, and requires magical preparations for its full powers to be realized.
  993. http://silenthill.wikia.com/wiki/Aglaophotis
  994.  
  995. Aglaophotis-A [COMPLETE]
  996. A derivative formula of Aglaophotis. While it can be easily replicated, it's stopping power is weak compared to the pure form.
  997. This is still capable of causing some harm to evil entities, and is delivered using darts and dart guns based on an X-COM design. Using X-COM designs, a weaponized gas form has been developed for delivery via gas grenades and gas rockets.
  998. http://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)
  999. As of Thread 83:
  1000. We have found that Aglaophotis-A is very effective against Chaos, Warp Daemons and Possessed, with a near 100% fatality rate. However, a body must exist (ineffective against Thousand Sons who are dust) and must penetrate Space Marine Power Armor (difficult on undamaged Chaos Marines).
  1001.  
  1002. Aglaophotis-B [COMPLETE]
  1003. Based on studies of the plant and the original sample, we believe we've discovered a way to infuse the substance with certain magic," Melchoir reports. "It will take longer to make a batch, but it should deal considerably more damage. Its potency begins to approach that of pure Aglaophotis.
  1004.  
  1005. SUE-Cure [COMPLETE]
  1006. This potent chemical formula is a white magic-infused gel with certain nanites suspended within. All three work in unison to restore beings corrupted with SUE energies to their 'normal' states. Depending on the strength of corruption, long term treatment may be required. Contact with the substance induces a sort of sickness in SUEs, but is resistible.
  1007.  
  1008. Cannon Transporter Module [COMPLETE]
  1009. A further development of the Micro-Transporter Module, the Cannon Transporter Module is designed to be fitted to tank cannons and other large-bore weapons. This piece of equipment, coupled with an Exographic Targeting Scanner linked to a tank's Fire Control System allows a tank to fire at targets through walls and intervening objects, and to circumvent line-of-sight limitations.
  1010. This allows the tank to use its cannons to engage aerial units and foes directly above and below it, and allows for true 3 Dimensional 360-degree engagement of targets.
  1011. The increased power available to this larger Module and Targeting Scanner allows for an engagement range of approximately 2 miles.
  1012.  
  1013. S2 Organ [COMPLETE]
  1014. A bio-mechanical construct capable of generating massive amounts of energy. This was ripped from an experimental Angel/Shoggoth hybrid created by the Elder Things. Recovered from the Mountains of Madness, Ebon Night's Horror Show.
  1015. Research Complete:
  1016. After extensive analysis, we are still unable to understand fully how this device functions or how it produces the seemingly limitless energy it does. Although we have failed to analyze it completely, we have made great strides in harnessing its power. We may now install the S-2 Engine we possess as an upgrade into a single vessel or mecha. In addition, the data we gained here has advanced our general research, and we may produce an inferior copy of the device.
  1017. New production item available: Lesser S-2 Engine.
  1018. S2 Organ is installed on MechaGodzilla
  1019.  
  1020. Lesser S-2 Engine and Lesser S-2 Engine Array [COMPLETE]
  1021. A derivative version of the S2 Organ, the Lesser S-2 Engine still produces unlimited amounts of energy, albeit with a much reduced amount being generated per second.
  1022. This is still superior to many equivalent sized reactors, such as the fusion reactors of a Timber Wolf battlemech.
  1023. The LSE Array is an array of of LSE's put together to increase the available power per second. This allows the LSE Array to exceed the power output of a Zero Point Module.
  1024.  
  1025. Blue Crystals [COMPLETE]
  1026. Crystals recovered from an experimental Angel/Shoggoth hybrid created by the Elder Things. Apparently has time manipulation properties.
  1027. Research Completed:
  1028. We have not been able to determine how these crystals were produced, but we have gained insight into how they function. Specialized layers of crystal lattices somehow have a superconductive quality to them in regards to temporal energies. Arranged in very precise fashion beneath several layers of pure protective crystal, these lattices siphon energies from the flow of time and redirect them in order to produce space-time warping effects. The crystals appear to be designed to be grafted directly onto compatible living beings for control. Unfortunately, humans are not compatible. Though we cannot use these crystals, we have expanded our knowledge base by examining them, and can possibly use them as a bargaining chip for those with the inclination and far more time to study them at length.
  1029. Status: Traded to Philemon for Meta-Information: The approaching distortion is something from TG's past, the Black Ops Fleet is unlikely to succeed, A.N.O.N. is loyal for now but may be suborned in the future, depending on who we side with in the TG Civil War one of our crew will betray us, the G-Man will forcibly recruit us to combat the Combine.
  1030. Recovered from the Mountains of Madness, Ebon Night's Horror Show.
  1031.  
  1032. Mirror of Truth [COMPLETE]
  1033. A magic mirror that can show the truth of something in its reflection.
  1034. Was used on a powerful SUE to reduce it to a wimpering shell of a woman. Also used to bring Tsunami out her forced slumber within Sasami during Operation Prayer in our fight against Chaosbringer in the Quarantine Zone.
  1035. Attempts to Identify it only reflected the spells back on the caster, deepening its mysteries.
  1036. Recovered from Castlevania, Ebon Night's Horror Show.
  1037.  
  1038. Ebon Lance of Longinus [COMPLETE]
  1039. A relic capable of attacking a target's ego itself, able to penetrate just about any type of defensive shield and of harming entities of god-like power.
  1040. This version is sized to be wielded by Space Marines and smaller Mechs, and is apparently crossed with an unknown Meta-Contaminant. Research notes by the Elder Things suggest that it 'screams' when used.
  1041. Recovered from the Mountains of Madness, Ebon Night's Horror Show.
  1042. Research Completed:
  1043. This weapon is composed of an unknown substance fused with a material that appears to exist on several planes of reality simultaneously. The consequences of this is that it can both extend past and break most known forcefields, and is capable of hurting entities that, like it, dwell in several dimensions simultaneously. Other properties include an ability to change its mass and shape to fit any unit from infantry scale up to mecha scale. It seems to have a sort of will comparable to that of a weapons guidance AI, and appears to be nominally 'alive'. The makeup of this artifact seems to be markedly different than what our database suggests for "normal" Lances, however we have made several strides in replicating the item on a lesser scale.
  1044. Offensive Reality Emitters+Ebon Lance of Longinus unlocks Transpace Lances for research.
  1045. http://wiki.evageeks.org/Spear_of_Longinus
  1046.  
  1047. Voiceless Spear [COMPLETE]
  1048. A magical First Age Elven spear crafted by the Noldor of Tolkien's Middle-Earth. It's observed power is to silence anyone wounded by it. They become unable to utter a sound, and the Voiceless Spear begins to glitter.
  1049. Identification Complete:
  1050. It steals the voice of the being it is currently fighting. This effect can be resisted, but it is difficult to do so. The Spear gains a temporary power boost whenever it steals a voice. When it steals enough voices in a given time span it can unleash a deadly wail that acts similar to the spell Wail of the Banshee, killing all foes that fail to resist its power around the wielder. The Spear is also a potent magical weapon, being incredibly durable and sharp.
  1051.  
  1052. Nameless Blade [COMPLETE]
  1053. A magical First Age Elven sword crafted by the Noldor of Tolkien's Middle-Earth.
  1054. Identification Complete:
  1055. The Nameless Blade, as all other First Age Elven swords, is extremely sharp, durable, and can harm things most other weapons cannot. Its power seems to grow the more it is wielded by a single owner. On hit, it has a chance to reveal the enemy's true name, which may be useful depending on the foe. Upon killing a foe, it has a chance to steal some of their power, granting a temporary ability invoked by uttering the truename of the foe slain. This ability depends on the creature killed.
  1056.  
  1057. Ringil [COMPLETE]
  1058. A magical First Age Elven sword crafted by the Noldor of Tolkien's Middle-Earth. Wielded originally by the Elven Hero Fingolfin, and used to wound Morgoth. May be slightly sentient.
  1059. http://lotr.wikia.com/wiki/Ringil
  1060.  
  1061. Anguirel [COMPLETE]
  1062. A magical First Age Elven sword. The sword can slice through evil easily.
  1063. http://lotr.wikia.com/wiki/Anguirel
  1064.  
  1065. Repaired Ring of Sindri [COMPLETE]
  1066. One of the Rings of Power given to the Dwarven Lords by Sauron. This Ring has been repaired from its damaged state, recovered from the corpse of Smaug.
  1067. Currently equipped on Melchior, the Guru of Life.
  1068. http://lotr.wikia.com/wiki/Linnar,_Sindri,_and_Uri
  1069.  
  1070. Gurthang (reforged, Gurthang the Time Cleaver) [COMPLETE]
  1071. The reforged sword, Anglachel. The sword itself has a will and intellect of its own, and showed disdain for its previous wielder.
  1072. Under the skilled hands of the Three Gurus of the Kingdom of Zeal in the Sacred Realm, with the blessings of the three Goddesses of Hyrule, Gurthang has once again been reforged into Gurthang, the Time Cleaver.
  1073. Gurthang has a very pragmatic, some would say cynical, outlook. While it has a moral code by which it judges its wielders by, it also believes in its duty as a tool of its wielder, and will not shirk from its duty.
  1074. Abilities:
  1075. 1. The blade's edge dramatically speeds up time against the small area it cuts, causing the target area to decay, rust, grow frail, and so forth, just before it is cut. The effect is that the sword will cut through most things like butter.
  1076. 2. The wielder can slow down time for him or herself, allowing incredibly swift actions.
  1077. 3. The wielder can speed up time for an enemy struck by the sword, causing them to act and react in what is essentially slow motion.
  1078. 4. Gurthang can slice apart some time distortions and temporal attacks.
  1079. http://lotr.wikia.com/wiki/Gurthang
  1080.  
  1081. Daikatana (Great Katana) [COMPLETE]
  1082. A large sword recovered from the boss-fight against Corvus-head in the Chapel of Silent Hill in Ebon Night's Horror Show. The only ones with the strength to properly wield the sword are Sonya, Data and the Space Marines. Identification shows that it does not fully exist on this plane, a large part of it inhabiting the ethereal and some other plane, a place of dream and nightmare. It should harm spirits, demons, and things born from human emotion or thought with increased effect.
  1083.  
  1084. Reality Emitter Mk II [COMPLETE]
  1085. A Reality Emitter improvement designed by Dr. Egon Spengler and the X-COM Scientists. This incorporates a Gellar Field, allowing for protection against Warp powers.
  1086.  
  1087. Reality Disruptor [COMPLETE]
  1088. A weapons technology based on further research into Reality Emitter principles.
  1089. Reality Disruptor weapons fire a short-range beam of energy that disrupts entities with otherworldly powers, creating various effects from a general weakening of those powers to paralysis.
  1090. We can manufacture Reality Disruptor Pistols, Reality Disruptor Rifles, Heavy Reality Disruptor Rifles, Reality Disruptor Canons (for tanks and Mechs), Reality Disruptor Banks (for capital ships).
  1091. Product of Offensive Reality Emitter research.
  1092.  
  1093. Transpace Lance [COMPLETE]
  1094. Our Engineering Bay can now produce Transpace Lances, a melee weapon capable of cutting through any known barrier or material by rending the very primal stuff of creation itself. These weapons are extremely difficult to manufacture, and thus take a long time and expensive materials to produce. We can only produce an infantry version at this time, and the only means of production available is through the Engineering Bay
  1095.  
  1096. Noosphere Research [COMPLETE]
  1097. Our scientists have completed analysis of the disks recovered from the Group's base in the Chernobyl NPP. When combined with current theory about the metaverse, it suggests that what know as reality is created by a sort of communal unconsciousness maintained by all sapient minds. Taking it further, 'reality distortions' seem to manifest when something is forcibly called to existence that conflicts with previous established 'rules'. Some are now theorizing that S.U.E. powers result from such overpowering psychic desires that they cast a shadow in the communal consciousness and allow the nascent S.U.E. to unknowingly tap into it, attempting to force their will on reality with no regard to aftereffect. It is still unknown what can enable such desires to pierce the veil of reality. Regardless, our knowledge has vastly increased, and we can now begin work on next-generation RE machines.
  1098.  
  1099. Reality Emitter Mk. III [COMPLETE]
  1100. The Mark Three Reality Emitter comprises the apex of Transpace Guard reality manipulation technology. It generates a stabilized bubble of space-time with solidified rules of physics that shuts down any SUE-derived power completely, and dampens the effect of others. Our scientists feel it may be possible to weaponize this, but they complain they lack a final piece of the puzzle.
  1101.  
  1102. TIE Defender/Cossack [COMPLETE]
  1103. The TIE Defender Block C is an automated space interceptor. It functions as the TIE-Defender, but with a positronic brain pilot built into the ship that's just as good as a human pilot. Our Hiigaran Shipyard has been programmed with the schematics, but the Hercules has not.
  1104.  
  1105. Aglaophotis-C [COMPLETE]
  1106. Aglaophotis-C: This potent substance still falls short of True Aglaophotis, but it's as close as we can make it. Several potent spells and enchantments are woven into the stuff while it cooks, a precise chemical mixture of sacred herbs grown in a hydroponics tray filled with potions, and scientific compounds. A vial of this stuff is enough to kill a demon or hurt a demi-god.
  1107.  
  1108. Mapper [COMPLETE]
  1109. A Star Trek tricorder with attached exographic targeting scanner. Allows for mapping of the surrounding area, with up-to-the-second updating on people, where they're facing, what equipment they carry, even their heart rate. May be possible to detect ghosts via a modulating sensor sweep. Output can be fed to any imaging device. The advantage of this device is that it uses very basic scripts so that anyone can use it. Instead of instructing people who've never seen an isolinear chip before on how to modulate a soliton pulse, you simply tell them "press this button here".
  1110.  
  1111. Augmented Reality Tactical Spectacles (ART Spectacles) [COMPLETE]
  1112. Using off-the-shelf Federation technology and an example of the Smartlink System, these spectacles provide a tactical HUD and targeting reticule for any weapon held by the wearer. They also provide vision enhancements such as night-vision and telescopic zoom functions, video recording capability, and being able to stay fashionable in the heat of battle. These upgrades can also be installed in the helmets of power armor, requiring an hour of work to install.
  1113. - high-strength tritanium frame spectacles using nano-HUD circuitry layered on diamond lenses
  1114. - subspace communicator with interplexing beacon and Type 7 Phase Discriminator
  1115. - provides Command Crew-pushed target prioritization and video feeds
  1116. - built-in earphone
  1117. - Federation light and image enhancement and zoom per VISOR and Ocular Implant technology
  1118. -- Image Zoom and Enhancement, Light Amplification, IR, UV, Flash Compensation
  1119. - wireless subspace link to subspace-modified Smartlink chip attached to phaser, gun, or wand
  1120. - one-button autistic mode function to shut down all communication nodes in case of hostile hacking attempt
  1121.  
  1122. Borg-derived Nanite Assimilation Network Tap [COMPLETE]
  1123. The Borg Nanite Assimilation Network Tap is a fusion of the technology found throughout the task force. The BNA Network Tap is an aggressive hacking tool, meant for subverting security systems and providing an uplink to the task force so that valuable data can be sent back.
  1124. Using a subspace communicator and interplexing beacon, the Network Tap can easily connect with the computer systems of the task force in orbit. In case the primary energy cell is somehow deactivated, the Network Tap is equipped with a power cell from a Type 3 Phaser as an emergency backup power source.
  1125. The Network Tap is loaded with reprogrammed Borg assimilation nanoprobes, anti-Borg algorithm derived viruses, University of Planet Polymorphic Software attack and defense programs, Shadowrun Frames and Agents, Shadowrun Black/Gray ICE (Lethal Killer Black IC, Probe IC, Scramble IC, Blaster IC, Sparky IC, Tar Pit IC), fail-safe Iconian Program Virus, self-destruct Creation Engine Nano-Disassemblers
  1126. - Borg assimilation nanoprobes assimilate and self-replicate, assimilating the equipment it is attached to and adapting to the local network protocol. This allows the infection to continue to spread even if the NANT is removed or destroyed.
  1127. - In addition to assimilation, the virus payload will infect all attached computers, changing security codes and IFF lists. Passwords will be scrambled and then changed to ones determined by the Command Crew, and IFF lists will list Task Force operatives as friendlies, and all previous friendlies as hostiles.
  1128. - Polymorphic Software allows for the software loaded to be adaptable and to change as it is attacked, making reverse-hacking attempts more difficult.
  1129. - Frames and Agents are loaded with attack utilities to attack software that resists assimilation, and to help defend the network tap.
  1130. - ICE protects the network tap from anyone trying to reverse-hack the tap's hacking, or attacks against the sandboxed virtual task force network that the network tap reports to.
  1131. - Fail-Safe: Iconian Software Virus. In the event that someone attempts to hack into the NANT, it will send the Iconian Software towards the person attempting the hack. The Iconian Software will then begin rewriting the software of the opposing computer to an Iconian software architecture, usually resulting in massive and fatal cascade errors.
  1132. - Self-Destruct: Creation Engine Nano-Disassemblers. Nano-disassemblers from the Creation Engine in a dormant state. Once activated, will begin disassembling all matter that it comes into contact with.
  1133.  
  1134. Power Armor Refit Package Mk. I [COMPLETE]
  1135. - uses off-the-shelf Federation and X-COM technology
  1136. - wrist-mounted dual Type-2 Phasers for each arm, over-the-shoulder photon grenade launcher, better integrated kinetic barrier and Starfleet shielding, integrated Holo-Emitter
  1137. - Holo-Emitter creates up to 6 holograms (either decoy holograms or Emergency Security/Engineering/Medical Holograms)
  1138. - powered by Federation power cells
  1139. This upgrade package for power armor can be quickly put together in half an hour, since it uses easily replicated parts and modular components. However, care should be taken as the Federation power cells do have a limited run-time. Remember to carry spares if you expect fighting to be prolonged. It is recommended to carry extra phasers to distribute to the Emergency Holograms.
  1140. The 30 minutes required to install the Refit is mostly for the attachment of the package, as all of its components can be replicated.
  1141.  
  1142. Time Jammer [COMPLETE]
  1143. A Federation Tricorder set to scan for a chronometric flux signature, and emit a harmonic flux signature of anti-chronitons using a Type 7 Phase Discriminator
  1144. This device, developed when we were fighting against a time manipulator SUE in the Ah! My Goddess Canon, is designed to disrupt the delicate control of time of a target attempting temporal manipulations. Success is not guaranteed, however.