”My father once asked me the point behind creating memory logs because I never forget things. I had to think of this for a while. I guess because I’m hoping that one day these logs will be important to someone. You see, when I die the chip in my brain will no longer receive electrical energy from my body and self-destruct. My father did this so that no one could remove the chip out of my brain- it being one of a kind. But what that means is that when I die, all my knowledge will forever be lost. Just like a normal being of flesh. The memory logs ensure that some part of me goes on long after the rest of me ceases to exist. I find it comforting.”
”Everyone’s body uses electricity, the created current between anions and cations, more specifically the flow of electrons due to the different potentials in the cells. It tells out heart to beat, and our muscles to move. It’s this energy that powers the memory chip in my brain. Some scientist claim the reason we forget things is because our brain loses the ability to find the information. It’s like forgetting where you put a tool in a shed. The tool is still there, you just have to remember where to locate it. The chip my father installed in my brain helps it to better organize my thoughts, allowing me to easily retrieve any memory. The physical price is a slightly higher metabolism. This psychological price is… different.”
”While I wasn’t born on Syrae ( or FDRY776 as it’s known to the Federation) it’s the only place I can remember living. We were six when I arrived, shortly after my memory chip was installed. It’s a cold planet, the surface being completely covered in ice all year round. There are few native species, none of them with sentient capabilities. It was first colonized by a group of scientists over 900 years ago. Others eventually came seeking freedom from the Federation’s rule or a safe haven on a planet where people don’t dig up the past. The scattered cities are built on geothermal vents and derive their power from the planet’s superhot core. It’s a hodgepodge of technology and cultures. Traders come by often, swapping out dated Federation Technology for ore and high quality gems found under Syrae’s ice-capped peaks. I miss my home.
”My father is dead. No. What I mean to say is my father was murdered. I'm not sure why... or at least if I am I'm afraid to record the reason down here. I know what those people wanted... but they'll never get it. That's why I have to leave Syrae. ”
Category 3 C: Hover bike. Mechanical license for standard and substandard AI equipped carrier ships.
Police records prior to her murder charge show a traffic incident where an autocraft had side swiped her, causing her to sustain only minor injuries. Currently she is a the lead suspect in her father’s murder case.
Worked under father for 2 years as a lab assistant after graduating. She also briefly worked for a cargo ship for a season.
Ryen is ranked only in upper middle of class. No category (linguistics, mathematics, computer operations, local history, life investigations, intergalactic races, etc.) is particularly high. In fact, further digging would reveal that her scores were steadily in the range of 83-86%.
Father: James Arleth- deceased Mother: Polla Arleth- no contact since Ryen was 8 Children: None
Name: James Arleth (Ryen’s father) Age: 52- Deceased Image:
Top scientist on Syrae known for his updates to AIs and their integrations. He most known for giving them their own personality. This is because the AIs responses are based the main operator’s personality and how they reply to the AI and allows the AI to adapt and predict the needs of its operator. His Wife left after marriage of twelve years.
Classified work done on Beclaeobus involving brain activity of live subjects with a focus on cognizance awareness, schema, and recall.
Top Floor: 2 Residential Rooms (Gunther, Seita), O2 Subsystem (w/ air lock) Middle Floor: Cockpit (w/ air lock), Subsystems: Shielding/Drone, Reactor Core (w/ airlock), Weapons, Back-up Power/ Communication System, 3 Residential Rooms (Ryen, Ellie, Lazlo), Galley (Third airlock separates the residential rooms and subsystems) Bottom Floor: 2 Residential Rooms (Quincy, spare), Medical Bay, 2 Storage Lockers (Air locks between residential and storage areas)
Each floor has a passage chamber between each room, and each level is connected via an elevator in the middle of the ship. Up to five weapon systems can be installed on the ship at any time, and four are currently installed.[/hider]
Ryen directs power to the oxygen area and shielding.
Brace for impact. - C – Combat. Multiple impacts expected. - CE – Combat and Evasive Maneuvers. Violent shifts in gravity expected. - E – Emergency Landing. Near-lethal G-forces expected.
Eject from ship.
Clear all airlocks immediately. - H – Hostile invaders have teleported into airlocks via ETL. Automatically assume Code 7 - D. - U – Unidentified object detected. Automatically assume Code 1 – CE.
Code 5 NE involves a situation in which the crew is preparing for maximally efficient space travel in a non-emergency.
In such a situation, each crew member is responsible for the following:
-Ryen: Ensure that the ship's core is set to its maximally efficient state, and that the thruster's fuel usage is maximally reduced via excess energy generated by the core. Null the core injectors and stabilize core heat at 100%. Do an integrity check of the ship's hull, shielding, subsystems, drones, and sensory array to prevent potential malfunctions. Lastly, deactivate non-essential ship features to direct most of the available energy to the thrusters during acceleration, then re-activate comfort features as necessary or requested. Get to a secure and anchored location prior to acceleration.
-Eleanor: Activate all Alcubierre-Drive-Compatible processes from within the communications array and forward any received signals to the captain as soon as they are received. Ensure that the Extended-Range Detection activates before acceleration. Get to a secure and anchored location prior to acceleration.
-Gunther: Ensure that Quincy and Seita are in a secure and anchored location prior to acceleration.
-Quincy and Seita: Get to a secure and anchored location prior to acceleration.
The power usage of the ship under a code 5 still falls under the "comfortable living conditions" criteria in this situation, but not to the same extent as those of the standard shallow-space efficiency ratings. The crew can communicate with the AI using the intercom systems, and can activate any aspect of the ship after a very quick authentication process involving a hand-scan, vocal recognition, or visual recognition event. The only major change aside from this is that operations which would push the energy usage above the standard maximally efficient threshold require vocal permission from the captain. Minor changes related to lighting, oxygen levels, replicator power usage, AI speech-detection, internal sensors(video cameras, microphones, motion sensors, oxygen detectors, light detectors, ect.) and other such features of the ship are either deactivated, or set to activate only in specific criteria.
On-board combat expected. - D – Defensive positions. Non-combatants prepare anti-personnel munitions and seal cargo hold. Combatants guard primary subsystems and non-combatants, and incapacitate hostile forces. - O – Offensive positions. Non-combatants prepare anti-personnel munitions and guard primary subsystems, especially O2, Shielding/Drone and Back-up Power/Communications. Combatants seek out hostile forces and eliminate them with prejudice.
Quincy will locate Ryen and Gunther while Gunther locates Ellie and Seita
Eleanor, access communications information from the designated ship. Relay information to captain. - H – Hostile. Covertly hack internal communications terminals and inform captain of abnormalities or potential threats.
Medics report to medical bay immediately. Injured personnel report to medical bay.
Report location and condition directly to Gunther via a secure channel on the communicators. Location abbreviations inside Maria: R- Personal Room L-Library (small room where Ryen tutor’s Seita) G-Gallery M-medical bay S1-Storage Locker 1 S2- Storage Locker 2 SO-oxygen subsystem SS-shielding subsystem SR- reactor core SW-weapons subsystem SC- communications and backup power subsystem C-Cockpit *O preceding a letter denotes that one is in the hallway outside of the stated location. Example OL means you are in the hallways and the closest room is the library. Conditions: Green-Uninjured and mobile Yellow-Injured but mobile Red- Injured and not mobile
Introduction: The Cache Keeper (often misinterpreted as the catch keeper or cash keeper by some) is used in combination witch Cache Cargo. Each Cache Cargo box has a unique serial number located on the inside of the box. The amount of storage space available to the user is limited by the size, number, and type of Cache Cargo.
Usage Twenty, standard 1 meter x 1 meter boxes come with the purchase of your Cache Keeper. These are dry storage boxes and are not meant to contain liquids, temperature sensitive items, or contents under pressure. To purchase and add additional Cache Cargo to your Cache Keeper, please see Appendix B.
One object may be stored per box. To store an object, simply press the central blue button. The Cache Keeper will perform a quick scan to insure the cargo meets with the proper guidelines including size and lack of hazards such as explosives or living specimens. (For a more detailed list see Appendix F.) After the object has been selected you may type in a brief description to help you remember what you have stored. If you do not write a description a numerical digit will be assigned. Once you are done, press the blue button again to commence the warp sequence.
To retrieve the object, press the orange button and select the description or designated number. The Cache Keeper will perform a quick scan to assure there is an area big enough to fit the retrieved object. Once this is complete press the orange button again to retrieve your item
Charging A standard high voltage power outlet and adapter is needed to charge the internal battery.
Troubleshooting If a red light appears while you are trying to store an object: 1. The object is considered to be a hazardous material. 2. The object contains living materials 3. You have filled your maximum amount of Cache Cargo. Please buy more of empty or empty one you already have. 4. The Cache Keeper cannot secure a connection to your cargo. 5. You need to charge your Cache Keeper
If a red light appears while you are trying to retrieve an object: 1. There is not enough space to safety warp your retrieved 2. You are attempting to access a box that is empty. 3. The Cache Keeper cannot secure a connection to your cargo. 4. You need to charge your Cache Keeper
Warning: Do NOT use with hazardous materials such as but not limited to biohazards, radioactive materials, explosives, corrosives, oxidizers, etc. Do NOT use with live specimens. Do NOT move Cache Cargo unless empty. Do NOT attempt to reprogram. Doing so has left users unable to obtain their items. Although each Cache Cargo made to withstand outside tampering, it is HIGHLY encouraged to put your Cache Cargo in a secure location. You will NOT be able to retrieve stored items if the Cache Keeper does not have enough charge.
Introduction: The MEDAP[Mounted Energy Dispersion Application Processor] is a device which was researched and developed under the FEDERATION HIGH COUNCIL SCRIBE DIVISION for use by specialized combat operatives. As a device, its unprecedented versatility has placed it in the #1 slot of Federation Prime's top 100 most practical tools of all time list. Due to the usage of one of its applications, known as the Kinetic Dispersion Field, it has protected the lives of more than 5 million federation officers in major intergalactic wars. However, due to its limited charge capacity, it has been known to fail when forced to function for extended periods, thus it has acquired the common nickname, "Feeder" because it keeps soldiers alive so long as they "feed" it.
Activation: The MEDAP device is most commonly wrist-mounted, however, due to its cloth-like texture and flexibility, it can be mounted on any location on the user's body, provided that it flushes properly with the user's skin. To mount the device, the user must slide the device over his/her skin, ensure that the device is perfectly flush, with no bubbles or wrinkles, then activate the adhesion process by touching the MEDAP with its matching, serialized activation card. The device will then glow a bright blue until the adhesion process is complete, or if errors are detected, it will revert to it's factory settings and de-adhere. Once the device is adhered properly, it can then be charged and loaded with applications.
Charging: In order to charge the MEDAP device, the user must apply one of the following forms of energy/matter directly to the device: - Heat Energy (In excess of 50C, but not exceeding 200C. It is suggested that heat sources be directly applied to the surface of the MEDAP device as opposed to the User's skin.) - Electrical Energy (Not exceeding 9.2 kA or 999 kV.) - Water (Including sweat given off by human skin. Contaminants will be deposited on the outer surface of the device. Process used: Electrolysis. Oxygen and Hydrogen gas are produced. Warning: Overuse may result in overproduction of byproducts, leading to dangerous volatility levels of surroundings.) - Nuclear Energy (Fission cells and other "safe" forms of nuclear energy are compatible with the MEDAP device.) - Light Energy (Photosynthetic Efficiency: 78%. Warning: Exposure to non-polarized light directly from a solar body will severely damage the User.)
If the MEDAP device's charge is entirely used up, it must be charged with electricity before other energy types are used to charge the device, otherwise it could potentially be damaged. The device will automatically convert these forms of energy/matter into chemical energy, and can store a maximum of 50GWH of Energy. Upon being maximally charged, the MEDAP device will activate a built-in application known as "Shine" to prevent overcharging. Shine automatically converts all energy gained beyond the device's maximum threshold into blue light energy via the device's surface lights. The MEDAP device will provide a time estimate for the time required to reach it's 50% and 100% capacity measurements via its "Charging" display. Charging a device fully generally takes more than 24 hours.
The MEDAP device will always display the amount of current charge it has as well as the rate at which its charge is being changed. Without any operations, the MEDAP device will lose its charge over the course of 10 years. The device comes packed with 50% charge. Depending on which application is used, the charge of the MEDAP device can be sustained in constant use for up to 2 weeks, or for as little as 1 minute, without receiving any additional charge.
Application Loading: In order to correctly load an application, the usage of Federation-Approved Application Chip. However, for most of these chips, they are commonly referred to by the category of Application which is installed within them. The most common categories for Application Chips are:
- Pre-Installed Applications - These applications are pre-installed into the Feeder as a part of its factory settings. The Pre-Installed Applications consist of: Shine, Marking, Energy-Conversion, Calculator, Clock, Alarm, Adhesion, User-Scan, Life Signs, Contaminant Disposal, Identification Card, Information Storage, Terminal Error Identification, Warning Mode, Information Search, User Repair, Modification/Combination and Defibrillation.
- Combat[Offense] - Combat[Offense] chips use the Feeder's dispersion engine to disable threat-marked targets within the Radius of Operation(the maximum range at which the Feeder can operate). [Example: Concussive Blast]
- Combat[Defense] - Combat[Defense] chips use the Feeder's dispersion engine to prevent the user from being disabled by threat-marked targets within the Radius of Operation. [Example: Kinetic Dispersion Field]
- Stealth - Stealth chips use the Feeder's dispersion engine to prevent observation devices within the Radius of Operation from detecting the User. Some Stealth chips instead use the Feeder's dispersion engine to prevent noises, light deflection, and other activity done by the user from being observable beyond a certain radius away from the User.
- Active Alteration - Active Alteration chips use input given by the User, as well as target-marking, to direct the dispersion engine to affect a specific area in ways chosen by the user. [Example: Sonic Levitation]
- Passive Alteration - Passive Alteration chips, once activated, use the dispersion engine to affect specific targets within the Radius of Operation via programs chosen by user input up until the user disables the program. [Example: Automatic Language Translation Module]
- User Alteration - User Alteration chips use the dispersion engine to affect the User's body. User Alteration chips are generally given an additional level of certification above the other 10 categories due to the potential for failure due to programming errors. [Example: Pain Inhibition Module]
- Reaction-Activated - Reaction-Activated chips remain activated, but in a dormant state, until specific conditions are met within the Radius of Operation. When these conditions are met, the program is automatically activated, and must then be manually deactivated by the User. [Example: Anti-Vacuum Pressure Sphere]
- Time-Activated - Time-Activated chips are either activated based on the clock application of the Feeder, or by user activation. The programs of these chips are then reliant on the clock application to continue functioning. [Example: Automated Concussive Blast]
- Output-Specified - Output-Specified chips conduct standard processes automatically once activated, but require user input when specific conditions are met in order to continue functionality. [Example: Target Un-Marker]
- Recreation - Recreation chips generally do not fall under any of the other 10 categories, usually due to "creative application." [Example: Automatic Sleep Detector]
Lastly, using the Pre-Installed Application known as Modification/Combination, the programming of specific applications can be changed in slight ways, so that conflicting applications can be changed such that they no longer conflict and can run simultaneously, or even activate based on an entirely different application made by the Modification/Combination application, known as a "Bridge".
Warnings: The MEDAP device can load a maximum of 10 Application chips at any one time. Attempting to "Overload" a chip with two Federation Approved Application Chip programs may result in "Overprocessing" in which the Feeder's processor is overloaded. This will result in a terminal error, preventing the application from running.
Use of multiple MEDAP devices results in a situation known as a "Resonance Cascade" in which the Feeders' dispersion engines automatically set one another as targets, and thus, both set the User as a target as well. This leads to terminal errors with many applications, and possibly User death.
Attaching an exterior battery to a MEDAP device to increase its total amount of charge is not recommended, as there is no means to properly attach the MEDAP device to any charging port or electric prongs, and the MEDAP device will not detect the extra device, and will instead activate Shine to remove the excess energy.
Alteration of any of the Pre-Installed Applications is done at the User's risk. Devices in which the Pre-Installed Applications have been altered in any way will enter Warning Mode and will glow a dark red instead of blue.
Final Notes: The buttons and icons over the surface of the MEDAP device can be customized by the User in whatever way he or she decides. The MEDAP device is fully customizable, and can suit it's User's every need. However, a prospective User is well-advised to pay extra attention to the MEDAP device's charge level, and to alter its settings to warn the User of potentially hazardous situations, as well as to ensure that each of the MEDAP device's functions are fine-tuned and efficient before relying on the device in life-or-death situations.
Just like how Active-Armor Jackets are one-size-fits-all, anyone can use a MEDAP device, but only the wise use them well.
Good luck, and live long!
Usage: The Communicator is applied to the Mastoid bone, behind the ear, directly on the skin. It must be flush with the skin, and must be directly in contact with the exterior of the ear. The communicator is powered by the User's body heat, thus usage in cold locations may be difficult.
To activate the Communicator, it must first have contacts set. To set contacts, connect the communicator to a computer with a communicator connector plugged into the main port, then run through the contact creation program. Set a name for each communicator in the contacts, both as a name and number, then save and disconnect the two communicators. All Communicators must be connected to one another in a network in order to be able to call anyone in the network.
Once the network and contacts are set up, tap the communicator and use the vocal command, "Com" in order to connect with a specified contact, or "All" to connect to all users which the communicator is connected to. In order to end the communication, simply tap the communicator once again. If your communicator is called by another person on the network, you will automatically start communication with that person, but you will be given ten seconds before the microphone activates, as well as an audible "beep" noise to show that you have started communications with another person.
Introduction: The Emergency Translocator, also known as the ETL, along with its chief component, the Waypoint/Coordinate Reader, also known as the WCR, were developed by Graviton Inc., under the leadership of Prof. Barnaby Winston and his Research and Development group. The device's "Shift(TM)" process is still being developed by Graviton.
Usage: The ETL requires the WCR in order to activate, however the ETL automatically functions all on its own whether or not it is activated. The ETL uses a fission battery as a power source, and thus, an ETL can last for 100 years if unused.
When touched, an ETL scans the object which touched it using a combination of electric, ultrasonic, electromagnetic, and dispersal technology in order to determine whether or not the object is an organism or not. If the object is not an organism, the device discontinues its scan. If the object is designated as an organism, the scanning is continued until the object is fully scanned. The ETL will then continue scanning the organism so long as contact continues. Any organic matter which the organism consists of will be recorded in the random access memory of the ETL, and any material outside of the body of the organism will go through an assessment program to see if it is "being worn." If the ETL determines that the organism is "wearing" the other object, it will be included in the scan. If not, it will be discluded, and the parameters of the scan further refined.
Once the scan is maximally refined, the cube's readiness indicator will glow green(located in each of the top four corners of the cube, on the face of the recess). At this point, the cube is ready to be activated by a WCR.
Once the WCR is activated, the ETL will send a signal to the waypoint or coordinate parameters set by the WCR. The waypoint will then scan the surrounding area for obstructions, and if none are present, it will send back the all-clear to the ETL. At this point, the ETL is finally able to activate, and it is at this point that the extensively-researched "Shift(TM)" process occurs, using quantum phenomenon to "shift" the User with the air particles at the waypoint. This exchange happens instantaneously, so quickly that the air isn't given time to diffuse, thus after this process is completed, a rather loud "popping" sound is heard as the air rapidly diffuses.
Once the process is compete, the ETL will glow red. At this point, one of the three Quantum Charges within the ETL cube will have been used up, and will no longer be functional. Once all three Quantum Charges are used up, the red lights of the ETL will remain red until the fission battery runs out of charge, or until the ETL cube is recycled. Otherwise, the red lights will turn off after a half hour, then the cube will be ready for use once again.
Waypoints/Coordinates: "Waypoints" are separate devices produces by Graviton Inc. which function with multiple other devices as well as the ETL device. Coordinates must by set through the use of a device known as a "Beacon." Both the Beacon and the Waypoints input data into WCR devices. Beacons take the coordinates relative to a specific Waypoint into account when producing Coordinates, however Waypoints actively transfer data to ETL devices as they move relative to the primary waypoint located in Graviton Inc. headquarters on FED 101, whereas Beacons cannot change the coordinate information of a WCR which it provides information to.
Refills: In order to refill an ETL device, it must be taken to a Federation-Endorsed Graviton Inc. dealer. The staff will take care of either replacing, repairing, or refilling the ETL device from there.
Warnings: Do not use a deformed ETL device or WCR device. Doing so may result in corrupted coordinates, which may in turn lead to an unintended random teleport, and a potentially fatal error.
Introduction: The Mk67 EMDPC[Electro-Magnetic Disruptive Pellet Cannon], A.K.A. the "Shock Pistol", is the most well-known and commonly produced non-lethal projectile weapon on the market. Light weight, accurate, and reliable, the Shock Pistol can take down even the most gargantuan of beasts in less than three well-placed shots due to the "Static Adhesion" property of the surface of each pellet and the "Collective Effect" which increases the effectiveness of the pellets for each round stuck to the target. The target is guaranteed to stay down for at least 10 seconds after the pellet's static adhesion wears off, but be careful not to touch the target until this period is over, otherwise the effect may spread to you!
Unlike most of its competition, the Shock Pistol will leave no permanent damage marks on impact, despite travelling at the same speed as a regular bullet. In addition, due to the Disruption(TM) technology which each pellet is made with, it will prevent any electrical, photon-based, magnet-based, or even heat-based weaponry from firing within 1 meter of the round for approximately 5 second, until the pellet loses its charge.
Assembly: The Mk67 EMDPC consists of 10 easy-to-clean and simple-to-combine parts. Unlike many of its competitors, the Shock Pistol has no moving parts, instead functioning using the pellet's own electromagnetic field to aid with the railgun-like firing mechanism.
The 10 parts of the Shock Pistol include: - Highly-Conductive, 9" long Barrel - Trauma-Resistant Alloy Frame - Trigger Mechanism - Loading Mechanism - Magazine Catch - Holographic Target-Acquisition Sight - Aim-Assisting, Gyroscopic, Front-Mounted Stabilizer - Electromagnetic Rail System - Fission Battery - Safety Lock/User Recognition System
Provided that the User follow the following steps, assembly of the Mk67 EMDPC is simple, taking veterans less than 10 seconds.
...
And, thus you have completed assembly of the Mk67 EMDPC "Shock Pistol". This is a diagram of what the weapon should now look like:
Usage: To use the Shock Pistol, simply load a magazine of Shock Pellets and turn the safety mechanism of the weapon offline. The Holographic Target-Acquisition Display will only appear when the weapon's safety mode is turned off and the weapon is loaded. Once the Holographic Target-Acquisition Display shows up, the User will see a few simple holographic items show up: A blue square and a thin, black x, as well as two progressively more translucent holographic orange boxes.
When the two orange boxes are lined up with one or more separate, distinguishable objects, very thin blue squares will appear around each of the distinguishable objects, and the black x will appear wherever the barrel of the weapon is pointed. The Holographic items will shift based on the User's perspective, but no matter what, if the user is looking into the orange boxes and sees a black x, if the trigger is pulled, the bullet will hit at the precise point where the two legs of the X meet if the target is within 50 meters. The blue squares will be larger or smaller based on how far away the target is calculated to be. If the blue square is smaller than the black x, the target is more than 50 meters away, and thus aiming of the weapon may be less accurate, or unpredictable.
Once all of the pellets in the magazine are unloaded, the magazine will be automatically ejected from the weapon's loading mechanism and the holographic display will remain for exactly 3 seconds before turning off. If the weapon is reloaded before the 3 seconds expire, the holographic display will remain online.
Targets which have been hit with pellets will be marked green. If green targets are hit two more times, the squares will then be marked red as a warning if no motion is detected on the part of that target by the weapon's motion detection system. If the User continues firing upon a red-square target, the weapon will shut down for ten seconds so that the target is not permanently damaged. To dismiss this 10-second shut-down, simply release the magazine and re-load it.
Warnings: Any exposed computers or other information-storing electrical devices will be corrupted if a pellet is fired nearby. In order to avoid data loss, refrain from using the Shock Pistol around unprotected or exposed computers or information-storage devices.
If the User attempts to shoot himself with the Shock Pistol, or is electrocuted in another manner, the Fission Battery of the weapon may be affected by the electricity flowing from the User's hand, and could be corrupted, leading to a shorter battery life or damage to the internal components of the Shock Pistol.
Introduction: The Mk7 Latros Omnitool is a device created by Latros Co. to take the shape of any object, to measure any variable or value, and to push, pull, or hold still any object, no matter how small. The Omnitool was intended to replace small utilities such as keys, lockpicks, crowbars, hammers, scalpels, microscopes, thermometers, and other such tools. With the Omnitool, the user can handle any situation, even some medical operations, without having to deal with searching through piles of metal and plastic and wasting valuable time.
Usage: The Mk7 Latros Omnitool comes prepared for usage right out of the package. No preparation or set up is required. The User need only turn the device on and interact with the Holographic User Interface.
The device, at first glance, seems to be little more than a tear-drop shaped hunk of circuitry. But, once the User selects a mode using the user interface, the Omnitool releases energy to the environment, condensing the air around it and solidifying it in place with highly focused electromagnetic and compression waves. The result is the classic, bright white glow of the Omnitool Projected Mass, the likes of which can take any shape and at any size. In addition, the Omnitool’s Holographic Display reveals any information which the User requests from the device, including a detailed microscopic, real-time video display of a particular section of the Omnitool Projected Mass’s surface.
And, if that’s not enough, the Mk7 Latros Omnitool comes equipped with the most stunning feature yet devised in the Omnitool market: A Self-Contained Programming Module. By simply accessing the “Programming Module” from the menu of the Omnitool, the User can program the device to automatically pick standard cylinder-based and digital locks using algorithms to device the most efficient and quick means to determine the correct output. The Programming Module has even more uses than does the Omnitool’s Projected Mass! Talk about Value!
Charging: Simply connect the back-end port of the Mk7 Latros Omnitool to the accompanying end of the charging cable provided, and connect the adapter to any available electrical source. Charging takes approximately 3 days, but the Omnitool can maintain its charge for approximately two weeks of active use, or five years of inactive use, so it will effectively never entirely lose its charge unless damaged.
Features: The Mk7 Latros Omnitool features a Digital Interface with 50TB of data storage, 10GB of Random Access Memory for the Programming Module, and can store 250GWH of energy. Even in it’s unaltered form the Omnitool is practically unbreakable in day-to-day usage, and automatically propels itself to the last touched organic creature when dropped in a zero-gravity environment using it’s own built-in Program Module.
The Omnitool Projected Mass has an ultimate strength of 6.77 GPa, considerably stronger than many industrial-strength materials, and can bend and move at the will of the User. While the Omnitool device itself does come with EMP-proofing, the OPM is interrupted by EMPs. In addition, the Omnitool is vulnerable to water and mold, thus regular cleaning is necessary to keep the Omnitool in it’s top-tier condition.
Thank you for buying the Mk7 Latros Omnitool! On behalf of all of us at Latros Co., we hope you enjoy our product to the fullest extent!
Have questions? Call us, at 7293-0001-0002—193847792 for our main facility on FED-102!
Introduction: Active-Armor Jackets are the latest and greatest of light-weight armor alternatives. With its current composition, 1 square inch of 1-cm thick Active-Armor is capable of stopping projectiles with up to 25kJ of energy, no matter how sharp or elongated the round. As a result, a full jacket of 2.5 cm-thick Active-Armor, like the one you have bought, is capable of fully stopping 3 bullets with 50kJ of kinetic energy without rupturing. This means that your Active-Armor Jacket can successfully stop a bullet from any kinetic energy-based weapon known to the Federation.
But only one.
The unfortunate flaw with Active-Armor is that it is active. While it doesn’t break immediately when hit, it does solidify when it “catches” a bullet. Thus, any bullets hitting the same area will treat the Active-Armor just like a standard plate of metal. This means that taking multiple bullets not only weakens, but potentially breaks your armor. While this won’t matter as much for small arms fire, when it comes to the truly heavy-duty firearms like the .850 Mk3 Shredder, Active-Armor Jackets can only do so much.
Thus you, as the armor wearer, are responsible for yourself. Just because you have a jacket doesn’t make you invincible. It gives you the time you need to respond if you’re taken by surprise. This armor has been a combined effort of multiple research teams under the leadership of the Federation High Council Scribe Division in order to increase your survivability, not to guarantee it.
With that in mind, read on.
Fitting and Application: As you may have heard before, the upper-body Active-Armor Jackets are one-size-fits-all. Provided you are a human and your bust is less than 60”, you will not only be able to fit into the Active-Armor Jacket, it will also mold itself to your figure for the best possible fit. The Jacket covers your torso from just above your collar-bone to just above your waist, from the tip of your shoulder to the base of your neck. It even form-fits around the base of your arm, all the way up to the base of your armpits. All you need to do is ensure that the Active-Armor is flush against your skin before wearing it, and it will take care of the rest.
As for the lower-body Active-Armor Jackets, the same is true. Provided your waist is less than 60”, you will be able to fit into an Active-Armor Jacket. The Jacket covers your body from the bottom of your knee all the way up to your waist, along with every area in between. Once again, the Active-Armor will mold itself to your figure, just as before, albeit with a thicker layer around the groin region, and will also mold against the upper-body Active-Armor Jacket, provided it is being worn.
Features: When both Active-Armor sets are worn, no blunt force, no piercing weapon, and no chopping or slashing strike will penetrate your torso, waist or upper leg regions in a single strike. All that is left is for you to wear adequate clothing and defense to protect the rest of your body. Due to the limited amount of space which active-armor takes up and the extremely light weight of the material, one can easily wear more protective layers over the active armor.
Warning: As was stated earlier, Active-Armor Jackets are strong, but they aren’t impregnable. It is highly recommended that the User wear some form of armor over his exposed limbs and head. While Active-Armor is useful at protecting the Torso, it is useless at protecting these areas due to their sensitivity or need for a high range of motion, which Active-Armor would counteract.
In addition, if your Active-Armor is ever hit, fully examine it as soon as possible and, if necessary, use the provided repair kit to fill in the gap made in the armor.
In the event that the Active-Armor is set into a rigid state and does not de-solidify, it may become necessary to use the relaxant gel in order to return the Active-Armor to its standard, flexible, semi-solid state. Doing so will render the armor unable to protect its user for thirty minutes, or until the gel dries.