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Joker Quest: Tachyon Weaponry 1.2

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Jan 3rd, 2014
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  1. 1.) MOROS:
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  3. Chased with gold, this matte-black Relic handgun is deceptively heavy, requiring significant effort to lift. Composed almost entirely of superdense neutronium - The grip embossed with the symbol of a stylized hourglass - the MOROS resembles a high-calibre hand cannon, except for the unusual alignment of the barrel and the ice-blue prism of the charge capacitor. Derived from IXION'S unique Essence signature, this Relic replicates the effect of his weaponized temporal projectors: Specifically, their ability to displace objects in time and space.
  4.  
  5. The Relic takes its name from the primary effect: When fired, the MOROS generates a focused quantum field, capable of sending the target - Or rather, *part* of the target - into the immediate past. The tremendous power demand means that the cohered beam only lasts for a fraction of a second before collapsing: However, this effectively creates a ray of ferocious cutting power, defying most physical (i.e. non energy-based) defences. Temporally-displaced objects tend to lose cohesion *very* quickly, resulting in their rapid disintegration - Though it's rare for anything to survive the transition in whole or in part.
  6.  
  7. Due to the superheavy metal of the MOROS's construction, the Relic is nearly impossible to destroy - Notably, it exists as a solid, physical object that cannot be de-manifested. (i.e. It has to be carried in a light weapon slot.)
  8.  
  9. (tl;dr - The MOROS is a beam emitter that sends the target - And anything else in the way - back in time. This means that the blast shears right *through* most forms of matter, as the focused quantum field functions as a disintegrator.)
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  11. 2.) EOS:
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  13. Chased with silver, this pitch-black neutronium revolver has an infinity symbol engraved on the grip. The cylinder operates on a top-break mechanism, the Relic's six chambers loaded with specialized rounds; Each quicksilver bullet glassy, almost translucent, smelling of ozone and the death of suns.
  14.  
  15. Despite the EOS revolver's archaic appearance, the Relic features a complex micro-circuitry network, linking the compact tachyon capacitors set in the revolver's frame.
  16.  
  17. When fired, each round is momentarily displaced into a parallel timeline: Upon impact, it phases back into the present, creating a brief - but violent - temporal distortion.
  18.  
  19. Due to their unique properties, the reactive rounds can phase through most energy-based barriers - However, each bullet is automatically primed to detonate upon contact with solid matter.
  20.  
  21. Notably, the EOS Revolver reloads itself - After a brief delay - once all cylinders have been discharged. This 'respawning' function appears to be caused by a reversal of local time, to the moment before the first shot was fired.
  22.  
  23. (tl;dr - The EOS is a self-reloading revolver, with shots capable of firing through energy-based barriers.)
  24.  
  25. Constructed of the same superdense matter as the MOROS, the EOS revolver shares the same material properties.
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  27. 3.) INFINITY BOOSTER:
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  29. A variant of the Cobalt Booster, the Infinity Booster is powered by an integrated tachyon emitter, instead of a conventional reactor. In contrast to the Cobalt Booster's azure glow, the Infinity Booster sheds a stark aureolin radiance, dispersing through microfilament circuit-channel conductors.
  30.  
  31. The Infinity Booster's maximum capacity is 100% - While it functions similarly to the Cobalt Booster, the physics-bending properties of tachyon particles allows for the Booster's unique property: When the Infinity Booster's charge is completely depleted, it automatically restores itself to full capacity after a turn to recharge - By rewinding local time to the instant *before* the Booster was first used.
  32.  
  33. (i.e. Turn 1: Charge depleted - Turn 2: Recharge - Turn 3: Charge restored.)
  34.  
  35. Each time the Infinity Booster is completely depleted, the interval increases by one turn.
  36.  
  37. (i.e. First recharge, 1 turn interval. Second recharge, 2 turns.)
  38.  
  39. The Infinity Booster is not compatible with the GNOSIS ENGINE, or other upgrades to the COBALT BOOSTER. It can still utilize the TYRANT BURST system, and enhance your capabilities accordingly.
  40.  
  41. 4.) AEON SCRANDER:
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  43. Combining hard-light emitters with an integrated tachyon generator, the AEON SCRANDER features a unique light-based propulsion system: When activated, the Scrander's receiver device generates up to six photo-reactive control surfaces ('pinions'), similar to a solar sail - Relying on charged tachyon particles to replicate solar wind phenomena, converting the light pressure into thrust.
  44.  
  45. While peripherally similar to the Tempest Scrander, the Aeon Scrander allows for significantly greater agility, due to the adaptive nature of the hard-light 'veil' generated by the photonic emitters. Notably, the Aeon Scrander can function beyond the Red World's atmosphere - Unlike the Tempest Scrander, which relies on superheated air and a static charge for propulsion.
  46.  
  47. Furthermore, the Aeon Scrander has greater resilience against damage: In the event of damage, the solar sail can simply be recreated by the emitters after a brief delay. (A Booster's charge can be used, to generate control surfaces at a faster rate.)
  48.  
  49. However, until all six control surfaces have been deployed, the Aeon Scrander has a lower rate of acceleration than the Tempest Scrander - Though, given time, it can reach a higher maximum speed.
  50.  
  51. Also, the control surfaces generated require space to expand, making the Aeon Scrander impractical to use in cramped conditions.
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  53. 5.) EXITUS BITS:
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  55. Thus far, the main limiting factor of the Interceptor System has been the charging capacity of each remote weapon: However, this hurdle has been finally overcome through the inclusion of a dedicated tachyon reactor. Each Exitus Bit is at least twice the size of a Rifle Bit, but sports four times the firepower, mounting no less than *eight* compact particle emitters along the circumference.
  56.  
  57. In addition, each Exitus Bit hosts a pair of beam cutters, capable of producing a superheated plasma field that shears through most forms of matter. Notably, the beam cutters can't be used at the same time as the particle emitters; There's also a brief delay between each fusillade, as the Exitus Bits cycle.
  58.  
  59. (i.e. Exitus Bits are a high-capacity variant of the Interceptor System: While it only mounts three Interceptors, they hit a *lot* harder...And can create plasma blades for alternating attacks.)
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  61. 6.) IGNITER:
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  63. The End Frame of every Player armour is equipped with Essence accumulators of varying capacity: Normally, a Player's Meter is charged by the ambient Essence released from damaged or destroyed opponents. The Igniter, however, allows the user to ignore this rule - To a certain extent - due to the physics-bending properties of tachyon particles.
  64.  
  65. The Igniter holds a single charge at a time. When expended, you can immediately activate and fire one Special Weapon - A Tier higher than the one you've currently unlocked. (i.e. With Tier 1 weaponry unlocked, you can fire Tier 2 weaponry - With Tier 2 weaponry unlocked, you can fire Tier 3 weaponry. Meter costs remain the same.)
  66.  
  67. This Relic recharges at the beginning of each battle.
  68.  
  69. 7.) LEUKOCYTE
  70.  
  71. A gleaming, sterile structure of white steel and platinum, the LEUKOCYTE is a weapons platform set in high orbit - Perpetually powered by the tachyon reactor at it's core. Notably, the LEUKOCYTE relies on the ambient Essence of the Red World to reach full charge: At a distance, it resembles a old-model satellite, with great banks of Essence Accumulators built into the superstructure.
  72.  
  73. Keyed to your armour, the LEUKOCYTE's weapon systems can be invoked through direct command - However, due to the limitations of the integrated sensor package, the LEUKOCYTE'S targets have to be remotely designated by the operator. (Alternatively, you could simply target a designated area.) Also, most of the LEUKOCYTE's functions aren't nearly as effective when underground, or in a building - However, all payloads are extremely destructive.
  74.  
  75. (tl;dr - Calling down a kinetic kill weapon while in a building might not hit your intended target, but may quite possibly destroy the building.)
  76.  
  77. The LEUKOCYTE has a substantial delay between targeting and firing, of up to six turns. However, painting the target with the laser designator - Or using the ARGUS SYSTEM/EXEC_HARROW to establish a target lock - can substantially reduced the delay.
  78.  
  79. At present, the LEUKOCYTE can deliver the following payloads: (All costs in Meter.)
  80.  
  81. 35% - MASER BOMBARDMENT
  82.  
  83. When activated, the LEUKOCYTE directs a powerful microwave laser - With a beam radius of approximately ten feet - at the designated target. A massively scaled-up variant of the Hellion weapon, this focused beam can literally detonate the target from within: On an organic target, the effect is ruinous. While Players generally lack an anatomy to attack, the concentrated Maser blast will cause any reactive materials - particularly power sources, weapons and ammunition - to spontaneously explode, in addition to incinerating myomer musculature and armour systems.
  84.  
  85. Alternatively, the maser blast can be set to target a wider area - With a radius of approximately forty feet. While as immediately lethal, the resulting storm of high-energy radiation constantly damages anyone in the area, and greatly impedes the use of energy-based systems or sensors.
  86.  
  87. As a radiation weapon, the MASER BOMBARDMENT generally isn't impeded by intervening materials.
  88.  
  89. 55% - KINETIC ANTI-EMPLACEMENT WEAPON (AEW)
  90.  
  91. Massing just over two hundred kilograms, the LEUKOCYTE's kinetic kill weapons have a simple design: Rods of superdense steel-analogue, with rudimentary guidance systems, thrusters and an ion engine. When activated, the LEUKOCYTE releases the projectile - Which is subsequently guided down to hit the target at roughly 30,000 kilometers per hour, effectively creating a guided meteorite weapon.
  92.  
  93. While almost useless against mobile AEWs are *hideously* destructive to the surroundings. In the event of anything less than a direct hit, the resulting shockwave is every bit as damaging, and can cause spontaneous - And severe - seismic activity.
  94.  
  95. It's not recommended for use at close range.
  96.  
  97. 75% - TACHYON DISINTEGRATOR
  98.  
  99. The LEUKOCYTE'S biggest gun, the TACHYON DISINTEGRATOR relies on the same principle as IXION'S weaponry: The violent displacement of mass through space and time. When activated, the LEUKOCYTE unleashes a vertical column of annihilating radiance: A beam that simply erases anything in a tightly-focused fifteen-foot radius. As a highly surgical weapon, there's almost no collateral damage - Effectively, anything hit directly by the TACHYON DISINTEGRATOR is erased from existence.
  100.  
  101. Due to the odd properties of tachyon particles, the erased object might *retroactively* cease to exist, leading to glitches in the local timeline - Possibly altering the immediate past, in unforeseen ways.
  102.  
  103. In the LEUKOCYTE's alternate firing mode, the quantum displacement field *disperses*, resulting in multiple rays that pepper the immediate area: While a direct hit still means disintegration, most of the mass is violently destabilized instead of shunted away. The resulting effect can best be described as a rippling chain of explosions, immediately after the initial blast - Creating unstable and *highly* volatile spatial/temporal distortions, and the equivalent of a stellar minefield.
  104.  
  105. (tl;dr - After the initial laser bombardment, the area begins to spontaneously explode. Then *really* bad things start to happen.)
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