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Anime Red > Delphoria > Equipment List.



Title: Equipment List.
Description: UPDATED: 01/27/07


Rancor - January 19, 2007 07:36 AM (GMT)
Please remember that these are only examples of weapons in the game. Players are allowed to create any sort of weapon in any category that they want, so long as the weapon is realistic and balanced. Custom weapons must give information on power, rate of fire, charge, and drawbacks.
Remember: Every advantage must have a drawback. There can be no all-purpose perfect weapons in this game.

Also be sure to note that this list will be updated alot in the near future. More and more items will be added to the list, including new weapons and maybe even "giant robots". So pay attention!

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Guns.

The weapons of Delphoria are highly-advanced and usually rely on energy-based components rather than solid-shell. Guns fire high-velocity charged lazer shots that are much more powerful than a standard bullet, with the ammo relying on a cellular battery. Gun design has stayed the same over the years in order to keep everything relatively simple with the destructive evolution. Every gun has a small screen located somewhere that tells the user how much charge is still left within its cell-battery, and even gives information to the user on the gun's internal condition.

When a cell-battery runs out for a gun, the battery can easily be unloaded and replaced with another battery, allowing the gun to fire again. Cell-batteries can be recharged which makes most gun owners keep their depleted batteries so that they can be re-charged later.

The size of a cell-battery usually depends on what gun it is used for. Pistol batteries are usually smaller, where as rifle batteries are larger. Most of them are very light and easy to store, and are very quick to discard and install when needed.

Most guns usually have a plethora of other features included with them. Police-issued weapons have two modes of energy fire, one that delivers non-fatal paralyzing pulses to their target, and another that fires lethal shots of devastation. Both use the same amount of charge in the cell-battery. Another feature found in most weapons is the ability to fire in different firing rates. This is a feature found on most rifles and machine guns, allowing the user to choose between full-auto and semi-automatic firing modes whenever the appropriate situation arises.

Examples Of Common Guns:

ML-54GAT - A simple hand gun used by low-ranking police officers and common thugs. Easy to get, easy to handle, has a charge of 20 shots. Not too powerful but it will get the job done. Has a secondary fire of 3-shot burst.

ML-84GAT7 - A more powerful version of the ML-54GAT. Has a higher rate of fire and delivers more powerful shots, coupled with increased accuracy. Holds a charge of 12, and is the most common hand gun used by many of the Aon Syndicate.

MX-72 - A more powerful hand-gun with a higher heat velocity. It is fashioned in the shape of an revolver, where the cell-battery is inserted by flipping out the barrel and opening it up. Harder to handle, but fires more powerful rounds. Has a charge of 8 and is usually the weapon of choice of Police veterans, detectives, and skilled gun-users.

TEK192 - A light machine gun that can easily be handled with one hand. Holds a high charge of 74 shots, and has a fast rate of fire. The individual shots the gun barks out tend to be on the same weak strength of the ML-54GAT, but the sheer number of shots that can be dealt out by this gun can cause devastation. Usually used by criminals and members of the Aon Syndicate in quick drive-bys and sweeper assaults. Some individuals even prefer to use two of these guns at the same time.

MP587 - A light machine gun usually carried by members of the FPE. Has a charge of 42, offers rates of semi-automatic and full-automatic fire, and is quite versatile in raiding missions.

ALK-97 - An assault rifle that has been very popular for centuries. Based on the classic AK-47 model, this gun is very versatile and fires powerful shots capable of piercing through Nano-Kevlar and light armor. It has a charge of 30 shots, very accurate, and offers semi-automatic and full-automatic fire. It also has an optional attachment for a scope, and is the assault rifle of choice of criminals and Techlightens.

KI-L87 - The FPE-issued assault rifle given to FPE agents for situations that require a high use of force. It is a highly advanced rifle with a laser scope, able to deliver high-velocity hits capable of going through nano-kevlar and light armor. It has a charge of 32 and offers three firing options. Semi-automatic, Full-automatic, and holds a grenade launcher that can fire explosive, smoke, or EMP-based grenades.

BENELLI-42 - Based off of the classic Benelli style shotgun from the 21st century, this is the common FPE-issued shotgun of choice. It holds a charge of 7, and fires a burst of high-velocity energy shots that spread out in a cluster. Very devastating at close range, but the shots spread out more and tend to be less effective at high range.

BENELLI-X42 - An illegally modified version of the FPE-issued BENELLI-42 weapon, this shotgun is modified in such a way to be more compact and easier to conceal. It holds a charge of 5, and is small enough to be used with one hand. The barrel is shortened to allow an even wider-spread of cluster shots upon firing, making it an even more devastating weapon at close range. This is the shotgun of choice for members of the Aon Syndicate, and other individuals who need to have a gun that can do a ton of damage in an easy-to-conceal form.

MMX2-BUSTER - More commonly called a "Buster Cannon", this is a high-powered sniper rifle issued by the FPEA for long-range situations. It holds a charge of 10, is extremely accurate, and delivers shots of velocity high enough to pierce through tank armor. A shot from this gun usually results in death or complete de-activation, and can easily blow off entire limbs. The drawbacks of such a powerful cannon is that it requires extremely skilled hands to use it. It is also extremely expensive and usually only used by top-notch FPE Agents.

PK-457 - A very heavy and large assault machine gun who's cell battery takes the form of a large circular drum-barrel. It holds a charge of 250 shots, and offers an extremely high rate of fire with shots capable of piercing through light armor. Very heavy and very difficult to handle, this is a gun used by most FPE Heavy-Assault agents, and Cyborgs with enhanced strength. High-tiered Techlightens also are known to be very fond of this gun. Best firing results are usually achieved through a prone position.

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EMP-based Weapons.

With the rising threat of Techlightens and the implementation of Cyborgs in the society, there are also EMP variations of many different weapons. Naturalists often find EMP weapons to be the very thing that keeps them alive in some situations, when facing fearsome gun-loaded Techlightens or ruthless security drones.

Naturalists usually use EMP grenades as their main EMP weapon, which detonate and create a large EMP pulse that knocks out any and all electronic equipment within the radius. The EMP pulse does not discriminate, it shall disable ALL electronics within its radius, including any cybernetics installed on the one who threw the device. Cyberbrain capabilities will also be disabled in an EMP detonation, but most biomods will continue to function. Especially if the biomods are responsible for sustaining the individual's life.

Naturalists generally use EMP grenades simply because they usually have no cybernetics in them, and are minimally affected by EMP detonation. The police and military on the other hand usually have a high percentage of Cyborgs in their work force, which prevents the FPE from using the same EMP grenades that the Naturalists use.

Instead the FPE has developed specially designed guns that fire EMP charges instead of normal high-velocity energy charges. This allows FPE Agents to disable parts of a Cyborg or Techlighten whenever needed, without fear of disabling their own Cyborg agents in the process. All FPE law-enforcement agents are granted a special EMP pistol with a cell-battery charge of 6 to disable Cyborg criminals or fanatical Techlightens.

EMP-based sniper rifles and machine guns exist to take out larger and more advanced mechanical beings, whenever needed.


Examples of some EMP-Based weapons.

EMP Grenades - The most famous tool in the arsenal of most Naturalists. EMP grenades detonate and usually have a radius of 10 feet, knocking out any sort of electronic equipment caught within the blast. It can completely shut down all of a Cyborg's or Techlighten's modifications for a minute or two, or disable security cameras and gun-drones. It is important to note that not all cybernetics may shut off completely, EMP grenades can sometimes cause the cybernetics to malfunction for a short while. If a Techlighten is caught within the blast of an EMP grenade while firing a cybernetic-based machine gun, the gun may continue to fire in erratic, uncontrollable directions.

MP-34x - Standard issued EMP pistol given to FPE law-enforcers. Has a charge of 6 and can usually disable a cybernetic part within 1-3 well placed shots for a few minutes.

MP-84x - EMP pistol that's become quite popular with the average citizen. Doesn't offer the same EMP power as the FPE issued MP34x, but holds a larger charge of 8. Can usually disable a cybernetic part with 2-4 well place shots for a few minutes.

LSx23 - A well-known EMP based light machine gun used in situations where multiple Cyborgs or Techlightens will be encountered. Before it was FPE-issued only, but with the rise of Cyborgs and Techlightens within the population the gun has become available for the entire population. Holds a charge of 22, has a fast rate of fire, and can usually disable a cybernetic part within 3-4 well placed shots.

MMx-BUSTERMP - An FPE-issued high velocity sniper rifle, more commonly known as "Cyborg Buster". It operates exactly like its sister MMX2-BUSTER rifle, but uses high-powered EMP blasts. Has a charge of 10 like its sister rifle, and can completely disable a cybernetic within one well placed shot. Has a slightly shorter range than its sister rifle, but is still considered to be an effective long-range weapon. This weapon is also powerful enough to take out certain moving vehicles with a few well placed shots.

BENELLI-mPX - A compact EMP based shotgun that has a charge of 8. Operating like a shotgun, it fires off a wide burst of EMP pulses. Very effective against high-tiered Techlightens and Cyborgs at close range, and is light and compact compared to its brother Benelli model.

EMP-L87 Grenades - Like the name suggests, this is a grenade that can be loaded and fired within the FPE-issued KI-L87 assault rifle. Has the same effect as a regular thrown EMP Grenade, but being fired from a gun, can travel much farther. The grenade also explodes on direct impact rather than on a fuse basis.

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Melee Weapons

As guns have greatly evolved in the world of Delphoria, so have melee weaponry. Knives are no longer simple latches of sharpened steel. Close-range weapons have become technological masterpieces in and within themselves, capable of slicing through nano-kevalr and body armor with ease. The majority of melee weapons operate with an advanced internal battery located inside of them. Upon activation, the weapons begin to charge in various ways, often vibrating at a super-sonic level to create a weapon that can slice through many materials easily.

Most bladed weapons, like knives and swords, operate with the super-sonic vibration method. This causes the weapon to give off a slight orange or blue tint to the edge of their blade, which is a sign of an activated melee weapon vibrating at a super-sonic level. In this state the weapon can easily cut through other metal, steel, nano-kevlar, and armor.

Blunt weapons often give off a pulse at their end, which sends violent jolts of electricity through the victim's body. This usually causes paralysis or cybernetic deactivation to the subject, and can even cause death if the victim is inflicted with too much electricity.

It is important to note that melee weapons have a much longer charge, and can remain activated for a very long time.

Examples of Melee weapons

Ultra-sonic Knives: Whether they be machetes, pocket, or flip-knives, today's knives and daggers of Delphoria all operate in the same manner. With an internal battery located within the hilt, the knife activates upon the user's request and the advanced synthetic metal begins to vibrate with a charge at incredibly high speed levels. The movement charge of the blade is so fast that it cannot be seen with the naked eye. This allows the knife to easily cut through other metals, as well as pierce nano-kevlar and light body armor. They are extremely sharp, easy to conceal, and have a wide variety of lethal performances making them a favorite amongst all crowds of Delphoria.

Ultra-sonic Swords: Extremely popular with the Aon Syndicate, the swords of Delphoria come in a variety of shapes and sizes. Most members of the Aon Syndicate don traditional-looking Katanas and Rapier weapons, which operate very similar to ultra-sonic knives. The size and destructive capabilities are very different though, as swords have longer reaches and more powerful charges going through them. Most Aon Syndicate members carry a type of sword with them at all times for ceremonial and symbolic purposes, but that doesn't mean they aren't skilled with them.

Ultra-Sonic Pole-arms: A weapon that was thought to be extinct until the rise of the Techlightens entered the world. Considered to be an exotic sort of weapon only used by Techlightens, Ultra-Sonic Pole-arms operate like their knife and sword counter-parts, with much longer reach. It is extremely unusual to see anyone who isn't a Techlighten use this sort of weapon for melee. The Techlighten brandish their weapons in the form of Scythes, Tridents, and Spears. Most of these weapons are highly advanced and can fold up to be smaller poles, making them easy to conceal. Upon activation the poles will expand and transform to reveal their true identity.

Blunted Melee: Mostly used by FPE law-enforcement agents, blunted weapons come in the form of stun-sticks, charged-chains, and electrically charged fist-weapons. These are items that are charged with a certain pulse of electricity that transfers into the body of a person upon physical contact. Most are designed to transfer electricity based on impact. The harder the weapon hits its victim, the more electricity is transfered into them. The most well-known blunt weapon is the FPE-issued Stun-stick that officers use in close encounters. Gangs have been known to create their own weapons using the technology, ranging from electrically-charged chain-whips to pulsating knuckles that allow shocking punches.


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Cybernetic Weapons

With the incorporation of Cybernetic modification in the world, so has come the ability to modify such expansions for combative purposes. Cyborgs and especially Techlightens have the option to install weapons inside of their bodies for a plethora of purposes. They can install a wide variety of weaponry as a cybernetic mod. Anything from machine gun-arms to shoulder-mounted grenade launchers to super-sonic bladed extensions.

It is imperative to note that most Cybernetic Weapons have limited charges , are significantly expensive, and require alot of maintenance in order to keep functional. It is also important to note that the weapons are susceptible to EMP and may malfunction erratically if affected by an EMP pulse during use.

Cybernetic weapons also are more difficult to re-charge, requiring the user to go through more steps than a simple lock-and-load that regular guns require. As such Cybernetic weapons are often used as back-up weapons for many Cyborgs and even Techlightens. Hi-tiered Techlightens and advanced Cyborgs have much more efficient Cybernetic Weapons, and often are capable of using them as their primary combat tools.

Examples of Cybernetic Weapons

SaikouTech RSP-84 - A common Cybernetic Defense enhancement that installs itself within the arm of the user. The middle of the arm opens up and the turret pops out, along with a handle that falls down from the bottom of the arm. The gun fires at a semi-automatic rate, and delivers concise and accurate shots. Requires specially designed SaikouTech batteries that must be re-inserted through the elbow, and requires a time span of 20-seconds to re-initialize with the weapon.

SaikouTech KATAR-47 - Another common Cybernetic Weapon enhancement offered from SaikouTech. The mod features a super-sonic blade of 3 and a half feet to slide out of the upper wrist of a user's arm. The blade size can be adjusted via the Cyberbrain interface and is extremely deadly in close-range situations. Has a charge of 45

Geranico MK-V23 - A highly advanced shoulder mount weapon from military Cyborg developer Geranico Inc, the MK-V23 is an advanced machine gun that is stored within the back. Upon activation, the user's back opens up and the gun slowly slides out and mounts onto a specially designed lock installed on the user's shoulder. The Cyberbrain then switches to an advanced targetting mode where the user fires the heavy machine gun. It has a charge of 138 shots of highly-damaging rounds, with a cell-battery that takes 3 minutes to re-load. Considered to be very expensive, and available to high-tiered Cyborgs and Techlightens only. Also, when the gun is deployed, the mobility of the user is significantly hampered.

SaikouTech RSP-184 - A more advanced model of SaikouTech's RSP-84 model, featuring a larger charge of 82, a fully-automatic firing mode, and better accuracy. Significantly more expensive and takes 45 seconds to reload.

There are many more Cybernetic Weapons mods available from SaikouTech and Geranico Inc. Techlightens often have their own more advanced versions of cybernetics most of which are illegally modified and specially designed for followers of the Techlighten Faith.

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Misc. Equipment

The world of Delphoria offers a wide variety of equipment for users to use in different purposes. Most are more advanced versions of tools used before by the people of older society. Some examples of newer equipment include:

Nano-Kevlar : An intuitive new take on an old classic. Kevlar is no longer worn as a vest to offer protection. Kevlar is now available in a spray-on can form, which is sprayed onto the user's clothes to coat them with a layer of microscopic nano-machines that activate physical shields when in contact with shots from guns. While this makes the Kevlar protection easier to have, its important to keep in mind that it does not last long. The nano-machines will lose their energy after enough hits and another can of nano-kevlar will have to be re-applied for the armor to remain active. Upon spraying a can of nano-kevlar onto an article of clothing, the tiny computers will send out a wireless signal to the user's Cyberbrain, informing them of how much protective power the kevlar provides.

Hover Transportation: All cars and bikes within Delphoria are powered by advanced electrical batteries that are charged up in a variety of places. Cars and bikes slightly hover off of the ground, giving them better maneuverability and traction.

Lockpicking / Hacking devices : Mostly used by lone hackers and Naturalists, these are devices specially designed to break locks and security programs found within various things in Delphoria. They usually are designed as little chips with wires that can be inserted into various terminals and keyholes. Upon insertion, the devices start up a specially designed brute-force program that cracks the encryption on whatever it was set to uncrack after a certain amount of time. The more advanced a lock is, the more advanced lock pick program is required to break it, along with the more time it takes for the lock to be cracked.

Mechanical Cigarettes: Smokers now get their fix of nicotine by purchasing a mechanical cigarette . Mech-Cigs come in a variety of shapes and sizes, and hold special chambers where nicotine packs are inserted into. Upon insertion, the pack is light automatically by the Mechanical Cigarette to produce a pleasurable smoke. Different corporations make different packs all which come in different flavors and quality.

Hover Blades : When you see an individual wizzing by with glowing lights underneath their feet, chances are it's either a little kid playing happily in the streets, or it's a high-class Naturalist thief running away from the law. Hover Blades are of the same design of the ancient technology known as "Roller Blades". They are highly technological boots meant to be strapped onto the feet. Upon activation, the boots give off a powerful boost that allows the user to hover a few inches off the ground. To get around in them, a user must simply move their feet much like they would if they were wearing traditional roller blades. They allow the individual to move very fast and glide around easily, though they only have a lasting battery of 4 hours before they need to be re-charged. They are popular amongst young children, but Naturalists have found them very useful in thieving operations for quick get-aways. Naturalists often hack and modify their own hover blades to be much more powerful and quicker than the normal commercial ones.

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Deployable War Machines (D.W.M)

The earliest models were developed sometime within 2367, during the dreaded 70 year war between the ancient North American Empire and the South American Totalitarian States. Though the name is grossly unimaginative, they were very accurate descriptions. D.W.M's were developed for one simple purpose; to allow a single soldier to bring forth an entire arsenal of destructive fire power onto the battlefield. Though it would be inaccurate to compare them to "Giant Robots" or "Mechs" that exist within most works of fiction, D.W.Ms definitely share many of the same characteristics. They are VERY powerful machines, encased in very resilient armor, highly mobile capable of dealing out a huge amount of fire power. The only draw back to these machines is that they are extremely expensive, and require specially trained individuals to pilot; usually those with a few years of training.

The D.W.M's in Delphoria have evolved onto much higher levels of sophistication than ever imagine since their first use during 2367. On average, D.W.M's stand around 15 feet tall, and are of a very thick humanoid-shaped design. The cockpit to a DWM lies within the central chest-area, which opens up completely for easy access by the pilots. Once inside, the pilot gets confined to a small, but comfortable seating area where they are able to operate the small mech using a complex interface of switches, levers, buttons, pedals, and data pads.

Most D.W.M's in today's times are used by the FPEA for high-crisis situations. Whenever a riot arises within the city, the FPEA usually responds by sending a small unit of D.W.M's to help appropriately dispatch of any threat. However, with the rising threat of the Techlightens, D.W.M's are now being developed to their original war purposes.

Below are a few example details of a few D.W.M models currently in circulation.

Helzion XXT-658 : Currently, the most common D.W.M out in service right now. Standing 15 feet tall, encased in medium-strength (by D.W.M standards anyway) protective synthetic alloy all around, this D.W.M will most likely be seen within docking around all around Layer 2. Comes with standard hover boosters allowing for quick movement and fast charges, giving it an average rate of mobility by D.W.M standards. Located on it's right arm is a heavy rapid-fire laser rifle capable of laying waste to anything it is targetted at. Located on it's left arm is a 4-foot long Ultra-Sonic blade weapon, used for melee situations. This blade is capable of penetrating even the most advanced of armor. The final weapon on Helzion Inc's most abundant D.W.M would be located on it's left shoulder. A very large cannon that specializes in firing heavily concentrated pulses, capable of destroying buildings and vehicle armor. This weapon is very powerful, but very slow firing and has a limited charge battery.


Helzion XXY-742 : The second most common D.W.M model, also produced by the Helzion corporation. A light-weight model, standing at 13 feet tall, the XXY-742 trades heavy fire power and armor for extremely versatile mobility. Rated the fastest D.W.M amongst all others, this battle device excels at charging opponents and engaging them in deadly close quarters combat. Being lightly armored, this D.W.M is destroyed quite easily with a few successive shots to it's chasis. However, it has the best manuverability out of all others, and can be a difficult target to hit at times. This unit comes equipped with twin automatic laser cannons mounted on each shoulder, each proving to be moderately-strong against most targets, but ineffective against most vehicles and D.W.M's. Located on the unit's right arm is a vastly upgraded 5-foot long ultra sonic blade, one that the unit can swing and attack with at higher speeds with deadiler precision. On the left arm is a short-ranged flame thrower, capable of shooting a blue stream of hot fire up to 8-feet, EXTREMELY effective against small groups of infantry units. This D.W.M is usually used for situations that call for quick action, and is the front runner in all raiding-type of missions.

Helzion XXG-964 : This D.W.M is seldomly seen by most civilians of Delphoria. Only called out for in the most extreme of situations, this behemoth heavy-weapons D.W.M provides the highest amount of suppressive fire amongst all D.W.Ms. It stands at 17 feet, and is the thickest amongst all other of Helzion's D.W.Ms. Though slow moving, with limited hover-boosting capabilities, this D.W.M features the thickest of armor alloy, all of which is capable of taking high amounts of damage. On both of the arms of this D.W.M are heavy automatic laser cannons, upgraded versions of the XXT-658 arm cannons, capable of decimating both infantry and D.W.M alike. The real power of the XXG-964 would lie within the large Tri-Cannon mounted on the unit's shoulder. The unit must remain stationary when deploying this heavy weapon, and it must securely ground itself. This process takes 5 minutes. Once functional though, the Tri-Cannon proves to be a long-range destructer, capable of destroying entire small-buildings with just a few precise hits. One hit from the Tri-Cannon is enough to destroy any D.W.M, and the blasts are strong enough to leave 5 - 8 foot diameter craters in the ground - easily able to destroy small groups of infantry. This model is used for the most dire of situations, when a crisis calls for heavy artillerly-like barrages and suppressive fire support.




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