[hr] [color=red][h2]Talon Security Development Corporation (TSDC)[/h2] [/color] [hr] -insert some fancy image here, when I find one fitting- [center][h3][b][u][color=red]Faction Type[/color][/u][/b][/h3][/center] Military Development Corporation [center][h3][b][u][color=red]Leadership[/color][/u][/b][/h3][/center] [hider=Argus Marvalic] [b]Rank[/b]: CEO [b]Description[/b]: Middle aged (54), Fairly short and bald, but also muscular. Always wears his company suit and has an artificial arm with a built-in blaster from his days in combat. [b]Personality[/b]: Tough, prideful, but dedicated to the advancement of his company. This could include double-crossing allies and adopting a generally ruthless attitude to achieve what he feels to be the best goals. He isn’t very open to suggestions and is more than willing to lay off people or make them “vanish”, although there are some in the company he is more open with. [b]Personal History[/b]: Born in a mining colony with a slightly below average education, he joined his company at the age of 20 as a defense contract soldier for a smaller mining company against brigands. He quickly proved to be quite effective and was recruited into the TSDC, where he made several friends in the higher epochs of the company that allowed him to advance quickly. With these connections, he modified various elements of how the company worked, making it more efficient and re-structuring the Jump Corps. When the former CEO died, he became the unanimous leader for his contributions and connections (mostly the latter) in the company. [/hider] [hider=Logan Farrisborne] [b]Title[/b]: Overseeing Project Coordinator (manages and creates new projects, keeps track of others) [b]Description[/b]: Tall, middle aged (45), with blonde hair with striking blue eyes. Looks friendly and can win trust easily enough. [b]Personality[/b]: A generally optimistic attitude, standing in contrast with his boss in outwards observation. More inwards, he agrees with many of his boss’s policies (most likely why he has stayed in as long as he has). Projects have completed successfully under him more often due to his system of efficient development. He is a bit ruthless, however, in that his reputation for getting things done is probably helped by what he does with those who fail - typically involving their immediate removal from the company. He easily can get permission for things a little out of his range of authority from Argus and is the most “comfortable” man in the company as of the moment. [b]Personal History[/b]: Born in the richer side of Mars, he took a lucrative opportunity to join the very profitable primary development side of TSDC when he was acknowledged for his pursuits in higher education in engineering and military development. He chose the company life over an offer to work in the planetary government. His works include revolutionizing how projects are run and overseeing the development of the UOBC second version and helping to make breakthroughs in fuel efficiency, as well as overseeing current developments. [/hider] [hider=Howard Oleman] [b]Title[/b]: Communications Director (aka, the company diplomat) [b]Description[/b]: Older aged (62), Moderately tall, with a serious face and a long scar visible on his left palm. [b]Personality[/b]: He’s good at arguing his cases, but often has a worn and spent aura, especially after a long day of work. Not very open about his life on Earth, and not easy to socialise with in general. [b]Personal History[/b]: One of the few company employees born on Earth, he was part of a family of politicians, with the last name Orsillian. On this course, he received an upper class earth education and went into politics. He fell from grace over a scandal and allegations of potential treachery in his family (which proved true, as his own parents fought against the United Terran Government before being killed). He changed his last name to Oleman and joined the TSDC as the new Communications Director after the last one was fired. Since his appointment some 6 years ago, he has done relatively well and has kept up on the news of Earth’s civil war. [/hider] [center][h3][b][u][color=red]Orthodoxy[/color][/u][/b][/h3][/center] The ultimate goal is that of any business: profit. However, still to be decided are the ways to get that profit; the company has in fact started to supply resistance forces in secret in an underground protest against tightened regulations and attempts to rid the company of its neutrality… after all, war is the best business for a company such as this one. [center][h3][b][u][color=red]Military[/color][/u][/b][/h3][/center] [b]Mobile Forces[/b] 50 men in infantry suits (for more on the suits, see the Jump Corps). Transported with 5 main transports capable of holding 20 men each. Also a staff of 60 armored guards in heavier, but less flexible suits (but including the firepower of rifles described in the “Extra Information” section). Some small Harasser teams are on patrol as well (5 groups, 4 each). [b]Tactical Response Squad[/b] Taken from the warehouses and recently created, it consists of a Serperior, 6 BeamBlaster 55k's, 20 standard suit infantrymen in basic suit armor, 2 "Rippers", 2 "Maulers", and 10 Harassers. [b]Primary Lab Garrisons[/b] Guarding each lab is a set of 8 anti-aircraft/missile guns shooting lasers to take down explosive weapons (and sometimes blasts from beam weapons), a set of 24 smaller ground-level laser guns, 175 men per lab in armored suits, and 4 armored stations resembling mini-fortresses with multiple types of firepower (variety). Labs are also armored with shielding and Steel V plating, along with an advanced GSS sensor each building (although more mundane security is also used, given the sensitivity of the GSS). Finally, it makes use of the anti-air and missile system "5" (see the extra information section for details on it, as well as GSS). [b]Headquarters Defense[/b] All normal defenses of the primary labs in addition to the Warehouses, which can mobilize fairly quickly and bring out a lot of the firepower currently on company deck. Warehouses are equipped with heavier shielding and armor and their own set of defenses. [b]Jump Corps[/b] 26 active members, with 14 scout suits, 14 combat suits, and 6 special issue assault suits.[url=http://www.oocities.org/timessquare/labyrinth/5735/ow-battlesuit.html]See this link for how they work, including standard infantry suits of the company[/url]. In addition to contents of this link, take into consideration additional shielding able to take a few blasts of the pulse rifles they wield.) [b]Minor Holdings Defences[/b] Depends on the area. Resource depots typically have a staff of 10 or so men in infantry suits each; stations tend to be operated by a single representative and two infantry suit guards. [center][h3][b][u][color=red]Holdings[/color][/u][/b][/h3][/center] Headquarters (F7), the place where all decisions are made and directly adjacent to the Warehouses, which are 6 large, half-underground buildings that are heavily armored and contain almost every type of weapon, vehicle and gadget the company has to offer, the staff of which can pilot roughly half the equipment within. At least a mile in every direction away from civilization. Two primary labs, where all developments are made, located in outskirts of towns and colonies. (F6 and G7) Everything else is minor depots where resources are compiled to send to the labs located in various colonies, and various stations within colonies and towns (with a station of this type on Jupiter and Earth, although the Earth one has been evacuated). [center][h3][b][u][color=red]Extra Information[/color][/u][/b][/h3][/center] [hider=Manpower] [b]Headquarters(with Bio-Dome)[/b] Heads of Departments 30 HQ security 248 trained fighters 98 equipment operators 280 workers 47 bio-dome operators 20 technicians/specialists [b]Lab 1(with Bio-Dome)[/b] Department Head 30 internal security 229 trained fighters 79 equipment operators 178 workers 30 bio-dome operators 100 technicians/specialists [b]Lab 2(with Bio-Dome)[/b] Chief of Staff 284 internal security 173 trained fighters 80 equipment operators 176 workers 30 bio-dome operators 100 technicians/specialists (Northern Wall Section only temporary) [b]Warehouses[/b] Department Head 14 internal security 155 trained fighters 199 equipment operators 230 workers 58 technicians/specialists [b]Off-Duty or Reserves[/b] Jump Corps 120 trained fighters 79 equipment operators 35 workers 20 technicians/specialists [b]Outside Company Lines, Offices elsewhere[/b] 60 internal security 40 trained fighters 18 equipment operators 94 workers 12 technicians/specialists [/hider] [hider=Market Information] TSDC Inventory Data… [color=lightgreen]Download Complete. [hider=Key/Info] Information on all sellable resources divided by: Name(tags) - (x) avail(able) - x(Insert production rate here) - (Other tags if applicable) CEO Approval requires approval by the CEO in order to process the request. Due to the standard currently losing all projected value to inflation, a new system has been put in place based on Credit and Services. Companies with a high credit can make most requests and have more lengthy orders; new dealers or low credit may result in orders being denied, depending on the situation. Higher credit can be obtained by exporting raw materials, proving as an ally of TSDC, and obliging requests when made. [/hider] Suit Inventory X5 Infantry Suit (Standard) - 50 avail. - x1 X4 Infantry Suit (Old Version) - 30 avail. - x0 X6 Armored Suit (Heavy) (UPDATED) - 50 avail. - x2 “Scout” Jump Suit - 15 avail. - x0 “Combat” Jump Suit - 15 avail. - x0 “Assault” Jump Suit - 5 avail. - x0 Standard ExoSuit v3.0 (NEW) - 40 avail. x2 Standard ExoSuit v2.0 - 70 avail. - x1 Tank Inventory ”Harasser” Skirmisher - 15 avail. - x2 Talon Anti-Tank "Mauler"; Piercing Rounds and Plasma (NEW) - 11 avail. - x1 BeamBlaster 55k - 31 avail. - x2 BB. 45k - 25 avail. - x0 BB. 35k - 10 avail. - x0 BB. 25k -5 avail. - x0 *All Previous Versions No Longer Supported* “The Ripper” (G.R. Tech) - 4 avail. - x0 Serperior IV - 0 avail. - x0 (5 avail. - x1 visible to close trading associates) S. III - 0 avail. - x0 S. II - 0 avail. - x0 S. I - 0 avail. - x0 Weapons and Parts TSCD Common Purpose Multi-Suit Rifle - 116 avail. - x2 Gauss Beam Rifle - 150 avail. - x4 Pulse Blaster - 316 avail. - x4 Legacy Suit Rifle (G. R. Tech) - 64 avail. x0 Individual Replacement Parts; ammo (New Tech) - Full Stock, all parts, x5 Individual Replacement Parts; ammo (BB. Tech) - Full Stock, all parts, x5 Individual Replacement Parts; ammo (G.R. Tech) - 85% Stock, all parts x1 Systems and Misc Anti-Aircraft and Missile System “5” - 2 setups avail. - CEO Approval Required AAaMS “4” - 5 setups avail. AAaMS “3” - 5 setups avail. Previous versions of AAaMS are no longer supported. Solo Anti-Air Plasma Cannon - 45 setups avail. - x1 “Holder” Turret (G.R. Tech) - 30 setups avail. - x1 BB. Plasmic Large Turret (Dual-platform) - 12 setups avail. x1 “Fortress” Emplacement Bunker - 7 setups avail. x0 GSS (Standard) - 30 setups avail. - x0 GSS (Advanced) - 1 setup avail. - x0 - CEO Approval Required TSDC Multi-Unit Sensor Suite - 220 avail. - x2 OBC - 10 avail. - x1 - CEO Approval Required UOBC - 2 avail. - x0 - CEO Approval Required Linked Corporate Broadcasting System - Unlimited avail. - CEO Approval Required; Must be Corporate “Shrieker” Anti-Ground Aircraft - 12 avail. - x0 Dropship/Air Transport - 30 avail. - x1 - 4 not for sale Light R-BB Multi-Purpose Fighter Aircraft - 40 avail. - x1 Legacy “Packer” (AtG Transports Included) - 6 avail. - x0 Civillian-Grade Equipment Plasmid Drill, Industrial - 1018 avail. - x1 Armored Cargo Truck - 39 avail. - x1 - 6 not for sale Standard Cargo Truck - 58 avail. - x1 - 12 not for sale Secure Channel Radio System - 660 sets avail. - x3 Secure Channel Proton Wave System (experimental) - 8 sets avail. - CEO Approval Required; Must be Corporate Air Quality Converter (Module) - 340 avail. - x2 Services Equipment Instructors - 10 avail; Available with all TSDC Supported Tech Security Check - Free, Unlimited; Must be Corporate - CEO Approval Required Direct Resource-To-Equipment Processing - 5 stations avail. - Accepting requests Link to the TSDC Associated Corporate Network - CEO Approval Required; Must be Corporate [/color] [/hider] [hider=Technologies developed by TSDC] [b]OBC and UOBC[/b]: The OBC (Orbital Bombardment Cannon) is a weapon for space warfare designed to bombard entrenched locations from space using a large mass of concentrated energy to generate both enough pressure to crush whatever it hits down through many levels of rock (effectively destroying underground entrenched locations) and enough heat to incinerate anything up top. One of the weaker weapons of its type, it is the cheapest in the field and most easily accessible since the plans were stolen just a year after its development. As an energy based weapon of space level technology, the only weaknesses it has are high-level energy shields (which can still take heavy damage) and interception by a weapon of equal or stronger energy concentration. The plans were stolen by competition companies, but TSDC still offers the best versions and prices for them, even if it does not have the ships to use them. The weapon maintains a reputation as a cost efficient and ultimately low environmental impact (no radioactive matter is left over; damage can be recovered). The UOBC (Ultra Orbital Bombardment Cannon) was a successful project to claim a seat in one of the most effective spacecraft to earth weapons to date, although there are a couple that still can match its level of devastation. A special project undertaken several years after the OBC was stolen and mass produced (still many years before Argus became CEO), it was designed to have five times the impact of the OBC and can cause shockwaves that could come close to the core of moons, and deep into the ground of proper planets, even if it was heavily entrenched with extremely effective metal and energy shields, along with causing earthquakes in locations around its blast zone. It is very sparingly produced - approximately ten rounds of this weapon exist, five of which are owned by TSDC and the rest sold to government institutions. Dispite its power, it still has its predecessor’s reputation of being a bit less of a cost hog than weapons of its type and regardless of the impact, still environmentally friendly (as much as earthquakes, incineration and crushing can be). [b]TSDC Jump Suit[/b]: Based off of a popular model of protective and energy efficient suit, it was custom designed to fit even more environments, accommodate more weapons (including lightweight ballistic and laser weaponry), and make use of rocket packs to make on-the-spot rechargeable fuel to jump short distances, all the while being safe for the wearer and cost effective. This is one technology that was not stolen; the idea has been ripped off, not the design. Under Argus, it is possible to specially order the suits with approval. In terms of jump suits and suits in general, it is the most efficient, although not quite the most powerful. The primary weakness is the lack of shielding; only weak shields are used that barely absorb a few blasts of a lower end military grade blaster, although the armor makes up for it a bit. [b]TSCD Common Purpose Multi-Suit Rifle[/b]: Widely available for its purpose and fairly popular, this weapon is designed for use with high class suits. It integrates a pulse rifle with a self rechargeable cell, an auto-rifle at lower power but faster speed than the pulse rifle with a smaller, slower recharge cell, a flamethrower with another pulse-rifle sized cell that recharges based on oxygen availability, and two detachable side slots compatible with many side-arm weapons, such as the light Gauss Rifle or a flechette cannon. The design is sealed off with safety, relative cheapness and enough armor on it to not be too heavy for a suit to use well, but enough to take a few hits so it doesn’t explode. Should a cell be damaged, it is automatically drained out to protect the user and the charging portion shut off. [b]”Harasser” Skirmisher Tank[/b]: Effective against light targets in a skirmishing environment, this tank was designed a good while ago against brigands raiding the company and has since been offered to those who can afford it. It is the size of a large modern day truck, that looks like a normal tank of it’s time but with six slim barrels up top and a compartment that compresses hundreds of small explosive shots. In combat, it shoots in burst, with roughly 15 shots coming out in a constant stream over the course of 5 seconds before pausing to refill cells for a couple seconds and firing again. Ammo is very common and can be used in other guns, but is most effective when used by this tank. Designed to be a lighter design; no match against aircraft or heavy tanks, but a good match against light infantry or single heavy suit warriors. Relatively cheap but uses an advanced metal alloy that upps the price. [b]”Steel V” Alloy[/b]: An old project that is now a now somewhat common type of metal, first created by TSDC and sold to many companies. Taking the latest advances in steel of its time, it is now one of the most effective metal armor platings. Though not the densest, it is the most common of high quality materials for tanks, suits and other creations. Less common due to advances by other companies into non-metal materials, but used whenever it is the cheapest solution. Currently produced and sold by TSDC from raw deposits found in a few spots on Mars. [b]TSCD Network[/b]: A special, private network which has the reputation of having a high degree of security while being quite effective and fast, outside of any communication networks of the Government or specific colonies/companies. It’s primary weakness is that although it is very effective and has served the company well, it is very out of date and can’t handle as much as it used to when comparing it with some of today’s demands. [hider=Groundsripper Technogies] The Groundsripper line of technology is one that is extremely popular on Mars for its brutal effectiveness in combat, if not a little dated. Specializing heavy armor piercing and rate of fire, it is common on all colonised planets and produced by TSDC. The iconic weapon of this technology is an adaptable machine gun, coming in three sizes; one for infantry and two for tanks/mechs (one larger than the other). It shoots half-plasma pellets that are extremely cheap to produce at a very high rate of fire, able to shred an infantry suit to pieces and possibly destroy lighter tanks. Although most weapons following the Groundsripper line follow the above model, they all suffer a weakness: age. Laser and plasma guns have gotten more effective, as have modern state-of-the-art suits. It relies on cooling chambers that have become rather unnecessary due to efficiency technologies that have been developed, making the weapons rather bulky. To change the model would ultimately break it, as it is a perfected practice where parts ultimately just don’t fit in with the new ones. Its greatest weakness is the need for special replacements. Although replacement parts are still common, the more modern weapon parts that tend to fit with each other whether they come from a tank or an infantry suit do not work with anything that has the old Groundsripper parts, and vice versa. TSDC still makes a good amount of money selling these parts and dedicated equipment, as do other companies. The current war on earth has abandoned these weapons in favor for stronger, faster weapons, but on old Mars... [/hider] [hider=GSS Tech] GSS (Guardian Security Sensor) Technology is a dying breed of higher level sensor technology that is being lost due to the destruction of key production plants on its homeworld Earth. However, some plans and existing models are still widespread on Mars; and one of the Suites are produced by TSDC. Other variants, similar in nature, are used all across Mars a bit sparingly, given the minimal production and rareness of required materials. Even TSDC tends to default to normal sensors vs GSS (which they only to use with their buildings and special recon vehicles that are sold at high prices anyways; few are actually sold). -GSS Suite (Standard): A standard example of the technology, perfected by a now destroyed company on Earth, this is a bulky sensor that is designed to be used on Mechs or Tanks. It uses temperature readings at a roughly 300 feet radius, sonar capable of going down to individual people, and audio to create a very accurate projected environment which the user of the sensor can use to make a decision. It was designed previously as a replacement to less effective/accurate sensors across vehicles and other combat units, but has low levels of production outside of Earth. It also requires several specially tempered materials to work correctly, which therefore needs a dedicated environment to create, let alone the raw resources to do it well. Roughly two dozen are available at TSDC; they are currently only to be sold at a high price to verified government organizations. Despite this, variants can be found elsewhere, albeit more rarely. One particular advantage is the ability to make accurate readings even through normal shielding, although very thick or advanced shielding is beyond this sensor’s capability. -GSS Suite (Advanced): A sort of “beta” sensor technology that is designed for buildings rather than combat units. It functions as a special security system, able to make a quickly updating 3D model of everything within a mile radius and for yet another mile becoming less and less accurate. It is extremely sensitive; a single speck of dirt can black out portions of the grid, and therefore these sensors are kept in very secure environments. It can do everything that the standard version does at a longer range and being much more powerful; it can read underground activity and go through pretty strong shields to do its job right. Much more rare to come across than the Standard variant and much more difficult to maintain. TSDC was lucky to get 3 of them before the trading grid with earth went down. All 3 are used at the HQ and the two primary labs. [/hider] [hider=Groundshredder “The Ripper” Tank] One of the best tanks made as a Groundsripper technology, it is also extortionately expensive these days and a bit of a pain to maintain given its exclusive nature of parts and the requirement of producing literally millions of pellets to make the 10 machine gun cluster work (hence why ammo tends to be used against priority targets and tight infantry clusters in bursts). It is fairly reduced in effectiveness when against shields, but it can put quite a bit of pressure on them and destroy weaker ones. It sports the sleek design and very good construction of equipment in its type along with a strong track record. It also has enough range to work against lighter aircraft and dropships, although not full blown battleships and dropships of any sort. Produced for specific corporations. [/hider] [hider=BeamBlaster 55k Tank] A modern tank that is popular in defense and sometimes siege, this tank can move across the battlefield blasting away with a fairly effective plasma cannon and still hold its own against what may be larger tanks with its agility and specialty sensor systems that reduce the effectiveness of tracking and target-locking. However, it shines when put in Entrenched mode; when it takes the position of an artillery piece and bombards positions at high accuracy with a strong plasma cannon that matches specialized artillery tanks at reduced production cost than many. The 55k is the best of the BeamBlaster line; although it has parts that are designed for its own tech, most of them can be used interchangeably with other modern tanks and vice versa. Produced upon request and used for lab security. Former models (ie, 45k, 35k, 25k…) lead up to the siege element; however, they tend to be either very agile or used as less effective artillery. Thus although the 55k tends to be a main line tank, the other models are support units on the field. TSDC can also produce former versions, although less frequently with each model (only 20 5k models are stored, and they are ones that haven’t been used). [/hider] [hider=Serperior IV All-Purpose Tank] A cost effective (for being state of the art, anyways) all purpose tank that is designed to fit in almost any environment, right down to urban combat vs. war in Antartica. Almost thin as cardboard when compared to other tanks on the main line, this model’s turret shoots high frequency ultra-blaster rounds that are specialized for shield and heavy metal piercing, with the turret being able to rotate in all directions.. Also included are a set of 6 “arms” on the bottom, allowing it to scale buildings and shoot from the side if necessary. It is a common sight in Skyguard and the battlefield on Earth; production by TSDC is very limited (2 models officially, possibly more if dealing on the black market) given that Skyguard has confiscated every other produced model, as well as versions II and III, which are a little bulkier and not quite as flexible as IV. [/hider] [hider=Anti-Aircraft and Missile System “5”] Simple name; but not a simple design. Firing lasers, plasma bolts and even heat generating bombs at anything that comes at this system, it relies on a perimeter around the defended target in question to shoot down almost anything that comes to it. It can take many shots down; but it is ineffective against any orbital bombardment and specialized sniping weapons, and ignores ground troops short of tanks firing heavy rounds and tall mechs. Not too expensive to produce, but the companies that do produce it (including TSDC) sell it at a high price. Earlier systems are still effective, but are slower to respond with each one. “2” and below sometimes miss very bulky shots and just about anything that isn’t its age. [/hider] [/hider]