The problem is even further back than my previous post. It came about when you wrote this:
"Lazlo continued advancing towards a junction in the hallway which led to an elevator as he responded, "Activate your KDF and BME applications, then eliminate them with prejudice. I'm leaving the top floor to you."..."Standard Deep Space Raider gear." he mumbled to himself, tossing a few papers out of the guy's pocket as he searched for a feeder. It took a few seconds before he managed to find it - it was attached on his left ankle, below three layers of clothing. Lazlo frowned after seeing this, then activated his communicator again as he stood up and rushed down the hallway toward the shielding subsystem. After confirming that he wanted to speak through everyone's communicator, he declared, "Be careful, they have feeders and kinetic ammunition. If you see them sparking or gesturing toward you, find cover." He then quickly continued his journey through the mid-level as Gunther responded by giving him the status of the crew, having eliminated the two remaining combatants in the Oxygen subsystem room."
Ryen and Seita are standing right outside the galley by the elevator. When I read that my line of thinking was- "Huh, Lazlo didn't see them as he rushed past. I guess then the rooms are on the other side of the subsystems from the cockpit? Maybe the the hallways bend? Well, if he didn't see them, then I guess they shouldn't have seen him either." If I 'ignored' your character it was only because mine were ignored first and I thought that's what we were going with. I was simply trying to be flexible.
Either way, I've had just about enough. I don't mind disagreements but I feel that they've happened too often and it's getting to the point where we're constantly bickering. I'm no longer having fun writing for this and have been doing so out of obligation rather than want. Maybe I'm just not a sci-fi writer. Either way, it was nice writing with you while it lasted. So long and thanks for all the fish.
I'm a bit confused about character placement and I wasn't sure if I should just wing it or not. At the start of the encounter, Gunther was on the top floor, Quincy was on the bottom floor, Ellie was in her room (middle floor), Lazlo was in the cockpit (middle floor) and Ryen and Seita were eating ice cream in the Galley (middle floor).
When the ship got attacked, Ryen told Seita to stay put and ran out of the Galley to a control panel by the elevator. Seita didn't listen but instead went out to provide backup. I'm not sure it would make any sense for them to be on the bottom floor with Quincy especially because at some point the elevator would have been turned off.
The lists have been combined. I've add the manuals for the crew's technology to that tab. I keep having to reread through them (if only I had Ryen's brain implant) to remember and I get tired of searching through the IC.
Eleanor was thankfully in the relatively safe confines of her personal cabin typing away as usual on her tablet. She was nervous, of course, but the repeated sensation of her fingers against the surface of her device helped her relax. Despite being shut away, she could still hear the ship groaning around her. The sound of shooting echoed down the hallway outside.
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So far Ryen had successfully locked down the oxygen and reactor core. She ignored the pain in her lip as she started the process of locking down the airlock for the cockpit. Hopefully Lazlo wouldn’t be trapped inside but if he was, he should be able to easily override the system again. As if on que, the captain’s announcement played over the communicators.
“Ryen!” The mechanic barely had time to register Seita’s voice before a weight slammed into her. Ryen automatically cover her face with her hands as the interface terminal and surrounding wall sheeting exploded around them. Pain lanced through her left forearm. Her fingers there tingled and felt wet and sticky. She was lying on the ground. Something heavy was on top of her… Seita? From her vantage point she could see the underside of Seita's shock pistol as it spun lazily on the floor. A shot rang out nearby, barely missing them. Ryen's brain struggled to come to terms with what had just happened. Was someone was shooting at them. From the crew quarter’s airlock? The lack of cover in the middle of the hallway meant the two women were practically sitting ducks.
“Maria- Override: Delta- Foxtrot-072” Ryen called to her communicator. In an instant, every light in the hallway blinked out including those for emergency landings.
In the distance, something crashed to the floor. Ryen quickly grabbed for the abandoned shock pistol she knew would be there. Fumbling Ryen quickly sat up before reaching out and gently shaking the girl’s body. Seita didn’t move. Standing up Ryen pocketed the gun into her tool belt, and hurriedly carried the girl further down the pitch black hall, away from their assailant. There wouldn’t be much time left before the lighting kicked back on again, her oral override only being temporary.
Ryen continued to smear blood over the ship’s internal paneling as she felt for the elevator doors. As she’d hoped, Gunther had already shut the machine down and, since the last place it had stopped had been their current floor, the doors had opened automatically due as a safety mechanism. If she knew the oral codes, she might have been able to override the manual shut down and have the doors close behind them, unfortunately Ryen did not and the control panel was both in the hallway and shot to pieces. Going inside the open elevator was risky and might lead to them being boxed in but it was far better than simply lounging around in the hallway without any cover.
Pain continued to lance through her arm as she dragged Seita inside. In the dark she felt for the pistol again, not surprised to find that it had already been loaded and the safety was off. Tiny blue and orange squares cast by the gun’s holographic display shook violently as Ryen readied to use the weapon. She’d never shot anyone and had only reluctantly attended the daily afternoon training session’s Gunther had started the past week. Now she wished she had paid more attention. There’d been something about lining up X’s. She didn’t see any X’s. Maybe she wasn’t doing it right? Maybe it was too dark?
Concentrating hard, Ryen could hear the sound of feet shuffling slowly down the hallway. Slowly the hallway lights flicked back on again.
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.
”Are… you sure this is okay?” Seita asked for the third time as Ryen plopped down a double fudge mini-Sunday in front of her.
“Yes. Just like I’m sure it’s okay Quincy gets a few rationed hours in the medical bay, Gunther occasionally accesses the cargo hold for practice, Ellie keeps syphoning off energy for her tablet, and Lazlo pulls the ship off autopilot.” Ryen said, trying to reassure the girl. She knew about the first three for certain, having had the other crew members ask her for those favors directly. As for their captain, well, it was her best guess on why the energy signatures in the ship sometimes showed slight variations. ”I, on the other hand, get a little ice cream every now and then. It’s one of the perks of my job.” With that, she sat down across the table from Seita and dug in, her promise to eat healthy after her run in at the hotel, long forgotten.
Watching Ryen, Seita tentatively ate a spoonful herself.
”How do you like it?” Ryen asked, enjoying her own delicious mixture of vanilla, chocolate sauce, and bananas.
”It’s… cold,” Seita said before trying another small spoonful, ”And sweet.”
”I’m glad you…” Ryen never finished her sentence as Lazlo’s announcement burst over the ship’s intercom.
”Code 3- U.”
”Clear the airlocks?” Seita asked, happy that Ryen had just reviewed that code with her. ”What’s the U for?”
”Something that’s unidentified,” Ryen said as dread filled her. A scene played in her head from a few days back. Gunther was sitting as this same table, talking about deep space. ”Not seeing anything at all is almost always the best kind of deep space travel.”
”What do you think it is?”
”I don’t know.” Both of them had stopped enjoying their icy treat. ”Behind your seat back is an emergency harness.” Ryen continued as she grabbed her own and locked it into place around her torso. “We should…”
”Code 20” Gunther’s voice prompted over their communicators.
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
”Ryen. G. Green.” Ryen called out to the device on her wrist and nodded for Seita to do the same. The girl had barely gotten out the three words before Lazlo’s voice rang over the intercom again.
”Code 1 –CE.” The ice cream platters went flying and smashed against the galley walls, smearing across a nearby cabinet. Ryen felt her stomach lurch as the restraint dug into her torso. "Prepare for Code 13 - H, on Go." The mechanic barely had time to catch her breath when she felt the entire ship lurch again. A small light on her wrist device blinked red. Soon after a holographic warning message hovered in the air.
Ryen shouted an expletive as she unhooked her restraint and jumped up. She had to get to one of the ship’s terminal. Maria had been hit and her shields were about to fail.
“Ryen!” Seita called out, starting to unlatch herself. Ryen turned and fell to the floor as she did, the ship shifting under her, the ship’s gravitational controls failing to keep up with Lazlo’s maneuvers.
”No!” The woman replied as she made her way back to her feet. ”Just stay here! I’ll be back… I’ve just got to…” The gallery door slid close as Ryen headed over nearest ship terminal by the elevator. Strapping back into to the ship’s restraint system again she hastily logged in.
Ryen checked the other subsystems and gave a sigh of relief. Just as she was feeling more confident she was rammed against the belting as a loud, crumpling sound echoed down the hallway. Seita appeared through the Gallery door. Ryen didn’t have time to chat as she saw what the noise had come from. Maria’s shielding had been diminished and part of her hull damaged at a location not too far away from where the mechanic was currently sitting.
”Go.”
Ryen worked alongside Lazlo to quickly powering down all non- emergency functions in the residential rooms, galley, medical bay, and storage lockers while diverting the excess energy to try to rebuild the ships shields. It was a slow process to undo all the previous work she’d had set up under Code 5.
"Code 3 – H."
Words appeared in the back of Ryen’s head as adrenaline surged through her veins. Accompanied by the lack of stabile gravity, the mechanic felt giddy and a bit squeamish.”Invaders?” Biting her lip hard enough to make it bleed, Ryen tried to work through her next course of action. ”Air locks?”
”Shut… them… down.” It was Seita’s voice. Ryen looked up and saw the girl was next to her pointing a wobbling shock pistol down the empty hallway. The mechanic swallowed hard and began to override the airlock controls starting from the oxygen subsystem and working her way down sealing off sections of the ship.
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
Lol. Nice. Our schools around here were also canceled until Wednesday. So much snow! We got somewhere between two and three feet. I lived in DC when I was younger on Bowling Air Force Base. We were only there for two years but I really enjoyed it.
I'm working on my reply but with so much going on right now (moving + snow storm = yuck!) I'm going to be slow about it. I hope to have something up sometime this weekend.