• If you were supposed to get an email from the forum but didn't (e.g. to verify your account for registration), email Wes at [email protected] or talk to me on Discord for help. Sometimes the server hits our limit of emails we can send per hour.
  • Get in our Discord chat! Discord.gg/stararmy
  • 📅 April 2024 is YE 46.3 in the RP.

Ke-M6-1A "Daisy" Planetary Power Armor

Doshii Jun

Perpetual player
Retired Staff
Ketsurui Fleet Yards Ke-M6-1A
Deployable Aerospace Infantry armor, Shielded (Yamataian) "Daisy"


About the "Daisy" M6

The Ke-M6 "Daisy" is the sixth <a href="https://stararmy.com/starships/ketsurui/lamia/lamia.html">LAMIA</a> (Light Advanced Mechanized Infantry Armor) unit designed by Ketsurui Zaibatsu, designed for planetary combat, whether it is ground or aerial.

History and Background

The <a href="https://stararmy.com/starships/ketsurui/harpy/harpy.html">Harpy atmospheric recon/sniper armor</a> gave Yamatai an armor on the ground to supplement its planet-bound forces. It was also the only Yamatai-designed ground armor, with tanks and other mechanized craft making up the rest of the Empire's land forces. The NDI had a worthy model for a main infantry power armor, as its Golem series of armors were known as powerful and mobile units with a wide range of capabilities. Adding elements from its other armor series, Ketsurui Zaibatsu created an armor designed to take punishment and dish it out too.

Design was rushed but given heavy oversight. Commanders wanted an armor to fill most of the mission profiles the Harpy could not. They also liked the idea of energy shields, but some asked KZ to manufacture solid shields similar to those on the aging M1 Lamia but smaller. KZ designers liked the idea and created a compact shield for the armor. Also, to facilitate all soldiers in the Star Army, the SPINE was combined with the <a href="https://stararmy.com/starships/ketsurui/kylie/kylie.html">M3 Kylie's</a> brain-reading control system.

General data

Government: Yamatai Star Empire
Organization: Star Army of Yamatai
Type: Hemosynthetic-core Aerospacy Power Armor
Class: Light Advanced Mechanized Infantry Armor: Series 6, Model A (Type 29)

Designer: Star Army Research Administration

Manufacturers:
  • Ketsurui Fleet Yards
    Star Army of Yamatai (Aboard starships)

Pilot Information: Requires one NH-29, Yamataian or Nepleslian pilot. Individual must be between 153 cm (~5') to 200 cm (~6' 6") tall. An average NH-29 is 160cm (5' 3") tall. The armor compensates for smaller pilots through the hemosynthetic core "growing" around the pilot a bit more.

Height: 210 cm (~82.6 in) with a 160 cm (5' 3") pilot inside.
Width: 80 cm (31.5 in)
Mass: 130 kg (~286.6 lbs). 180 kg (~396.8 lbs) w/thruster pack

Speeds:
  • Atmospheric (Thruster pack): Mach 1.8 (~2,205 km/h) at Earth sea level
    Atmospheric (Gravimetric engine): 100 km/h (~63 mph)
    Underwater: 70 km/h (~43 mph)

<i>Note: The thruster pack is often discarded after a drop is made, in an attempt to lighten the armor and narrow its profile. Packs are attuned to each armor before deployment, allowing a pilot to leave its pack behind without fear of another using it.</i>

Systems Listings:
  • Ke-M6-E2901 Armor Integrated Electronics System
    Ke-M6-E2903 Conformal Psionic Signal Control Device
    Ke-M6-F2901 Titanium Alloy Endoskeletal Frame
    Ke-M6-F2902 Hemosynthetic insert
    Ke-M5-F2903 Outer Armor with Thermoptic Camouflage (Yamataium/Andrium alloy plates)
    Ke-M6-G2902 Capacitor system
    Ke-M6-R2901 Inertia Redirection System
    Ke-M6-P2901 Heavy Fusion Thruster Pack (attachable)
    Ke-M6-R2902 Auxiliary Gravimetric Engine
Weapons:

<a href="Star Army">Ketsurui Fleet Yards Ke-M4-W2901 Mk.I "Light Armor Service Rifle"</a>: The LASR's purpose is rather simple: to give soldiers a weapon that does not have the overkill of the M2-W2901 Aether Beam Rifle, yet retains some armor-killing punch. While the weapon is extremely effective against infantry and light armored vehicles, it is considered fairly ineffective against targets bigger than mecha; combined field systems or external kinetic dampeners can dull its damage. The M4-2901 is standard issue for the <a href="https://stararmy.com/starships/ketsurui/sylph/sylph.html">M4 Sylph</a> power armor and is often found with the M1 Lamia and <a href="Ke-M2 "Mindy" Series of Power Armor on Star Army Space Roleplay">M2 Mindy</a> armors as well.

  • Purpose: Anti-personnel, anti-armor
    Damage: Medium
    Range: Up to 4,000 meters (max 13,000 m in atmosphere)
    Rate of Fire: Semi-auto, 3 round burst, or full auto at 900 rounds/min

    Payload: 100 round magazine (or 200 round large magazine). Rounds may be ball (common), hollow-point (less common), armor piercing (less common), tracers, or dummy rounds for training.

<a href="Star Army">Ke-M4-W2901 LASR-SLAG (Standard Light-Armor Grenade launcher)</a>: The Light Armor Service Rifle is a powerful all-around weapon, but it is ineffective against heavily armored targets or multiple lightly armored targets. The SLAG adds the punch necessary to produce an effective response to those scenarios. The launcher fits above the rifle barrel by removing the front portion of the accessory rail and wrapping around it from below. The magazine is at a steep diagonal angle, to give it the lowest profile possible.

  • Purpose: Anti-personnel, anti-armor
    Damage: Medium-heavy
    Range: Up to 800 meters (max 1,500 m in atmosphere)
    Rate of Fire: Semi-automatic.

Payload: Three grenades for normal magazines. Six-rounders are available. Common round types are incendiary, shrapnel and airburst.

Ke-M6-W2901 Atmospheric Plasma Rifle (Production type): An upgrade from the older <a href="https://stararmy.com/org/ketsurui/wickedarms/gm_6.html">M2-W2705 Accelerated Plasma Rifle</a>, this plasma rifle is designed to operate more effectively within an atmosphere. The powerful accelerator was dropped for a better projection system that tightens and focuses the plasma bolt, but still fires the weapon at speeds close to 0.8c. The range of the weapon was boosted some at the expense of wider damage.

  • Purpose: Anti-armor
    Damage: Heavy within a 1-cm diameter. Plasma is moderately effective against shields and will at the very least ablate enemy armor if not melt it. Damage to unshielded and unarmored targets is extreme.
    Range: 3,500 meters.
    Rate of Fire (Beam): 1 shot/sec sustained. 2 shots/sec maximum (can damage weapon).

Payload: Safely speaking, there's enough for about 300 blasts when properly attached to the Power Armor. At any given time, the suit produces enough plasma for 30 blasts. Once all plasma is used, it can take up to a full minute to build back up. Does not function when not attached to the power armor (no power/plasma).

Ke-M6-W2901 Pulse Energy Weapon (2): A basic incorporation of the Star Army's Type 28 SMG, this weapon is mounted into the forearms of the Daisy. As the armor will be carrying extra LASR magazines in its thigh slots, designers considered a built-in option like the Kylie. They carry the same settings as the SMG (stun and normal) and are powered as long as the armor is. The weapons are actually set so they can be used while the armor is holding a rifle in attack position, rising out of the forearms and turning like a small turret.

  • Purpose: Anti-personnel
    Damage: Light.
    Range: 500 meters. Max 750 meters.
    Rate of Fire (Beam): 700 shots/min (normal).

Payload: Effectively unlimited as long as the armor is powered.

Ke-M6-W2901 Augmentation Pods (Optional): Located on the Daisy's lower legs, the two long, narrow pods contain launchers for small mini-missiles as well countermeasures such as flares or chaff. When not in use, the missiles are protected by the pods' launcher covers. The launchers actually cover the outside of the lower leg of the Daisy, to give them a more aerodynamic shape and reduce bulk. These are usually employed for aerospace missions.

  • Warhead: Ke-M6-W2901 AIES-guided Incendiary Mini-missiles (Air-air, air-ground or ground-ground)
    Purpose: Damages targets on contact with an explosive blast.
    Damage: Light-medium.
    Range: 8,000 m.
    Rate of Fire: Individually, or in volleys of 1, 2, 3, 4, 5, or 10 from each pod.
    Payload: 10 missiles each for a total of 20.

Hand to Hand Combat: The M6 Daisy is as agile as a Nekovalkyrja, far more agile than any human. Sharing the abilities of the Nekovalkyrja in order to maximize the ease of use, the Daisy has extremely flexible joints and nearly as much physical strength as the M2 Mindy (which is still quite a bit). With the armor's inertia redirection system, the force, speed, and particularly the mobility of the armor is substantial, and the movement can be made as erratic and unpredictable as the pilot can think.

  • Studded gloves, shoulder pads and knee pads: Added to give just a bit more punching power and to lend the armor a bit of a robust feel. It also allows the armor to dig themselves more easily into the ground for a stable kneeling position.

Additional Weaponry: The Daisy's weapon load out is pretty heavy, and it has racks on the sides of its built-in thruster pack for an extra weapon or two. It fits a CFWEP Package on top of its back. It theoretically can use any hand-held weapon it can pick up.

Systems Layout:

Defensive/External Systems:

Outer Armor: To give the Daisy more protection, the normal Andrium plating used in ground armors was replaced with Yamataium-Andrium alloy. The alloy is heavier than standard Andrium, but the Daisy's systems more than make up for the added weight. Note that the helmet is removable (and is removed before entering or exiting the armor) and is necessary to operate the armor.

Energy Cloak-shield Projectors: Built into the right shoulder pad of the armor, with a projector facing back and front, these produce a tight-fitting energy "cloak" over the armor's surfaces to protect it from energy-based weapons. The shield is not as powerful as the Barrier Shield on the <a href="Advanced Tactical Assault Corps Datafiles: GOLEM Mark II Series Power Armor">Golem</a> series by Phoenix Arms Corporation, but still soaks up to about 300 megawatts of energy damage. The shield recharges after about 15 seconds, but unlike the Barrier Shield, it does so progressively.

Ke-M6-D2901 Handheld Elliptoid Shield: This 3-foot tall shield is built into a mechanism in the armor's left forearm. The shield is essentially the same as the Lamia's 6-foot tall shield, but with the ends cut off to make it easier to use in an atmosphere.

Active Camouflage: Can place the image of what is on one side of the craft onto the other, creating the effect of invisibility. The Daisy power armor can also use this system to project holograms.

Conformal PSC Device: The Ke-M6-E2902 PSC (Psionic Signal Controller) is a form of psionic and telepathic protection, capable of nullifying all such activity. The device can selectively allow channels to permit secure telepathic operation and to maintain communication even under psionic attack. The PSC devices also negate 'magical' attacks and effects. This PSC is safe enough to remain active at all times, unlike older "ADN" devices. The field generated by the PSC engulfs and protects the Daisy entirely, extending out two inches outward of the power armor to prevent the appearance of obvious psionic "dead zones".

Magazine holders (thighs): A section of the exterior on each thigh pops out to reveal magazines for the LASR (four, right thigh) and the SLAG (two, left).

Internal Systems:

Interior: The Daisy's warm insides are composed of muscular flesh that is soft, slimy, stretchy, and wrinkly. The organic components provide shock absorption as well as augmented strength to the pilot. The flesh includes a sophisticated Hemosynthetics (blood-based femtomachine) system that can repair damage to the Daisy's interior. The interior is shielded from heat and radiation, to protect the pilot from the rigors of atmospheric reentry. Piloting the Daisy can be done through SPINE (for NH-29 models) or the headset system in the helmet.

Life Support: The core of the Daisy houses the life support systems, which include a rebreather system, an oxygen supply, and a nutrient-enriched (sterile) water supply. The Daisy can support a pilot for up to 7 days before replenishment is needed, or up to 4 years in stasis. If needed, the Daisy can filter outside air to replenish its supply (not usually done until absolutely necessary, though). The Daisy's interior includes a catheter organ that wriggles its way into the pilot's urethra and bladder, keeping the pilots from having to exit the suit to urinate. The interior synthetics also will massage the pilot's body from time to time to encourage blood flow and provide increased comfort.

Capacitor System: Similar to the M4 Sylph's G2901 power system, but with about 25 more capacity.

Control Systems: Actual operation of the armor is simple -- signals sent to muscles are monitored by the armor, which responds in kind. Brain waves and eye movements are monitored to aid in other, usually more complex tasks. The SPINE system can also be used by NH-29.

Self-Destruct: The M6 Daisy lacks a dedicated self-destruct system, but can be triggered to self-terminate so that its technology will not fall in enemy hands. This process can be initiated by the pilot (or AIES, if the pilot is dead). The electrical system on the armor overloads its circuits, causing the capacitor to explode and destroy the armor, but not before all electronics within the armor are slagged.

Armor Integrated Electronics System: The Ke-M6-E2901 system, based on the same concept as the MEGAMI quantum computer, is a network of sensors, communications, and fire control all built around a small centralized computer system. AIES is a subordinate system; it is designed to (but certainly not required to) operate as part of a larger command hierarchy of computers. Above AIES is CIES (for escort ships - frigates, corvettes, and gunboats), EIES (for cruisers, destroyers, and escort carriers), WIES (Warship Integrated Electronics System, for battleships, assault ships, and carriers), MEGAMI, and/or KAMI). Using this system, mother ships receive complete data of the battle.

The heart of the integrated electronics suite is a tiny, but advanced, quantum computer, capable of performing super-high-speed data-churning and possessing untold memory. Quantum computers, unlike old computers which could only process 1 and 0, can process an effectively infinite range of digits, making them awesomely powerful. In addition, the system's sub-particle memory system allows for truly magical storage and access speeds. Kessaku Anri and her company, Kessaku Electronics Systems Corporation, designed the system.

The Armor Integrated Electronics System is part of the PANTHEON (Projected Access Nodal Transuniversal Heuristic Electronic Operations Network) command and control system. The AIES also interfaces directly with the pilot's mind for seamless data flow and operation of the Daisy aerospacy armor.

Fire Control: The AIES does not use an independent Fire Control System per se, but operates a sub-system of itself dedicated to fire control operations. AIES compensates for all movement of the armor and of target ships, and can track upwards of 2,000 targets ranging from pebble-sized shrapnel to planets. AIES-FCS is a balanced system, and works for the armor's defense, as well as offense. Weapons under AIES's control automatically: target sensitive areas of enemy armors; identify friendly assets; optimize range; guide missiles, assign (and reassign, when necessary) targets in real-time; and control ECM, and ECCM functions. AIES-FCS usually controls all indirect weapons systems. The pilot fires, and AIES takes over tracking the target, creating a "fire and forget" system.

Communication systems:

The AIES comes equipped with a multi-channel wide-band array that gives both security and versatility. Among the types of communication supported are radio, laser, subspace, and hyperspace. Communications can be secured using Quantum Encryption technology, which (due to the Heisenberg Uncertainty Principle) allows the system to detect any monitoring attempts and counter them. Communications Systems of the AIES include:

  • Radio: Full spectrum, dual-modulation; range theoretically unlimited except by interference. Practical range is short, since the waves only travel at light-speed. Frequency-hop and multi-channel capable. In order to use the secure modes of communication, correct variables must be loaded prior to battle. Such codes are changed on a frequent basis. The Daisy has an extendable antenna from its helmet.

    Laser: For close-range transmissions, it is more difficult for the enemy to intercept, because they have to be in the area of the beam. Also limited to light-speed. Text only. Range: 321.9 km in atmosphere (200 mi); 32,186.9 km in space (20,000 mi). Projected from the helmet.

    External Audio: The Daisy power armor now includes an external microphone and a speaker to allow the pilot to communicate more easily with nearby persons.

    Homing Device: Normally inactive, this beacon has an independent backup power supply that can keep it transmitting for up to five years, even if the main power system is nonfunctional. If main power is available, the beacon will transmit constantly. If not, the beacon will put out a short distress message twice every two hours (five minutes between).

Sensor Systems (AIES):

  • Wide-Band Variable Optical Imaging Array (head): The majority of the sensor systems are located in the head, including a high-resolution variable optical system capable of monitoring a very wide spectrum. By default, the system displays visual and infrared data. There is also a night-vision and ultra-violet mode. The power armor has a gyroscopically-stabilized view of up to 300x magnification. There's a spotlight on the armor's head which helps at night.

    Optical Tracking System (skin): Much like the NH-29S neko, the M6 Daisy can see through its Active Camouflage sensors, giving it a view of its entire surroundings at all times.

    Time-Modulated Ultra-Wide Band Radar: Signals transmitted by UWB radars are pulses generated pseudo-randomly in time. They are only 2 nanoseconds in duration. The energy content in any conventional frequency band is below the noise, making TM-UWB transmission highly covert. TM-UWB has no carrier frequency or conversion, and because of the low frequency content of TM-UWB signals, they are capable of seeing through foliage and nonmetallic objects better than regular radar can. Ideal for atmospheric operations and nebulae. Range of about 50 km.

Miscellanious systems:

Ke-M6-P2901 Heavy Fusion Thruster Pack: An attachable backpack on the Daisy's back. It houses the heavy fusion thrusters, which look like two nozzles on each side of the back. The nozzles can be moved via AIES just enough to allow the armor to hover if absolutely necessary, and throttle control is between 5 and 105 percent. The pack comes with its own power generator, but the unit is heavy, so it is generally discarded if an armor is being used on the ground. The unit comes with its own weapon racks and covers the Daisy's built-in ones; if the pack is discarded, weapons on its racks must be put back on the Daisy. The power generator provides about one Yamatai day's worth of fuel at full speed. A sliding scale gives a pilot a rough idea of the fuel usage -- 5.6 percent per hour at full speed, 4.2 percent per hour at 75 percent thrust, 2.8 percent at 50 percent thrust, and so on.

Tactical drones: Deployed from the left shoulder. Two small elliptical drones, each about five inches long, self-powered, provide both extra visual sensor capabilities (around corners, for instance) and point-defense capabilities with a small pulse laser with a range of about 50 meters. The drones carry enough power for about four days of continuous use before needing to redock in their launching box to charge. Takes three hours to charge.

Edits:
Explained height differences between pilot sizes.
Added registry number to shield.
Added magazine holders.
Fixed nomenclature.
Removed generator for capacitor system.
Added a bit further description on built-in SMGs.
Added fuel amount to thruster pack.
Added fuel usage scale.
Modified plasma rifle to drop forcefield and fire at 0.8c.
Modified capacity of plasma rifle.
 
*blinks* Er ... well, thank you. That's much appreciated! But there's lots of other good work out there ...

I should also note that none of my work is very original. I'm just tweaking here and there.
 
While I personally think it might have been cooler to have the Daisy go for a capacitor pack like the Sylph and Harpy just to spice things up from the 'unlimited power reserves'... the Daisy itself looks like a decent piece of equipment and has, so far, recieved nothing but praise.

Also, that Accelerated plasma rifle weapon can be used on other armors, which is nice too. ^_^ since I believe we are still YE 29, you'd need to adjust your nomenclature though.

But aside from my points, is there any good reason this hasn't been approved yet? Personally, I'd like to see it be used.
 
I was thinking of the capacitor system, actually. And I'm thinking of revising it ... but I wanted the armor to be able to use the aether rifle without battery power. And I figured its capacitors wouldn't power it nearly long enough. However ... I dunno.

Thoughts anyone?

Edit: Fuck. Nomenclature. *hits ctrl+H*
 
I think limited resources can have a thrill of its own (the Daisy would probably have enough power to use it's arsenal without a care if it was a short offensive mission... but players on longer engagements or extended campaigns would have to use their ressources wisely/sparingly). Also, I'd personally would much rather see the Daisy lean on using it's Plasma Rifle over the aether saber-rifle.

Seriously, the Daisy, with a capacitor similar to the Sylph's or Harpy's (though it could be larger to account for larger energy expenditure - though keeping it the same size for inter-suit compatibility would be a good idea) would probably have its two weeks of function (much longer when at rest) be eaten through much faster when in optimal combat mode (plasma rifle recharge, full mobility and active forcefields) - Even if the suit would consume energy, say, forty times faster than the Sylph at full military power, it would still be able to muster up a cumulative 8+ hours worth of continuous combat. --> 36 minutes in combat mode would shave off a day of 'normal' function.

I'm just suggesting. Aside from that, I think it's a wonderful suit of ground power armor.
 
... I swear I've read the above before.

I will edit this today to fix the nomenclature. And I'll add that capacitor system; what the hell. But I'll make it beefier than the Sylph or Harpy, just a tad. This is expected to be a superior unit, after all.

EDIT: Fred. Man. I actually watched myself typo "Sylph" and wondered why it looked so goofy. Damn.
 
I prefer deleting/reposting my post if it remains the last of a topic I want to update. High post count is cool and all, but I try to keep my spamming to a minimum.

Request to Wes: Can we wordfilter 'Slyph' to 'Sylph'? It's a very common typo.
 
I don't like the word filter idear - Slyph is a cool name for a fairy and it might be brought up in another context.
 
Filter added.

Any outstanding issues before I approve this?
 
Ah, just gimme tonight to fix the nomenclature and the aether capacitor system. Then, er, if no one else has any objections, it should be cool.

EDIT: Okay, edits made. If there's anything else, I'm all ears. Note that a description is lacking -- I'm imagining it looking like the Sylph but bulkier (kind of like the type II Zaku compared to the type I).
 
Overall, very good work, and I must agree with Fred that limited resources can add a great deal to the RPing.

However, you should change the plasma rifle to a 'beam', since a obviously sublumial bolt would require ludicrously unrealisticly strong forcefields to keep any meaningful density of plasma coherent (also keeping in mind that forcefields are total nonsense in any event, no force known to science does what Sci-Fi forcefields do; we just keep them because they are neat).

Also, read: http://en.wikipedia.org/wiki/Quantum_computer
Quantum computers do not process a infinite number of instructions at once, that was a really old, very simplified thoery of them. They use quibits, which are bits like your computer has, except that they can exist as a 1, 0, or a superposition of both at once. This makes them much, much faster, but they are not inifitintly powerful. Their size still limits them (esspecially since they use particles they are limited in how small they can be miniaturized).

On the fusion pack, what is its endurance before it runs out of fuel?

With the "Time-Modulated Ultra-Wide Band Radar", if the signal is below the noise (noise defined as "A disturbance, especially a random and persistent disturbance, that obscures [the] signal."), since the noise is below what a reciever can detect meaningful information? I realize that you could tune the radar such that it was only scanning a certain very narrow band for the signal it just sent out, but you have no way of knowing if what you pick up is the signal you just sent out or just more noise.

Lastly, I would suggest a note added to the communication section saying something along the lines that the quantum encryption is only possible with direct-line communication (which it should be).

again, overall good work, barring the few (relativly minor) things above.

,
Vesper
 
Doshii

I must say I have been very impressed with all your latest creations and submissions.

I can hardly wait to see this one in use.

I say approved, pending Wes sees no other issues :)
 
You guys really should stop with the compliments. *rubs head embarrassingly* It ain't no big deal.

However, to Vesper's concerns!

Vesper said:
However, you should change the plasma rifle to a 'beam', since a obviously sublumial bolt would require ludicrously unrealisticly strong forcefields to keep any meaningful density of plasma coherent (also keeping in mind that forcefields are total nonsense in any event, no force known to science does what Sci-Fi forcefields do; we just keep them because they are neat).

Hmmmm. I think the original concern, if I remember correctly, was that in an atmosphere the plasma would cool or dissapate too quickly without something holding it together. I can change it of course, but could that concern be addressed first? I figure beams are used everywhere already, but just to be safe.

Also, read: http://en.wikipedia.org/wiki/Quantum_computer
Quantum computers do not process a infinite number of instructions at once, that was a really old, very simplified thoery of them. They use quibits, which are bits like your computer has, except that they can exist as a 1, 0, or a superposition of both at once. This makes them much, much faster, but they are not inifitintly powerful. Their size still limits them (esspecially since they use particles they are limited in how small they can be miniaturized).

Very interesting! *pokes Wes* Something to keep in mind. Canon's already established, so I'm not going to lose sweat over this one Vesper, but thank you for the link.

On the fusion pack, what is its endurance before it runs out of fuel?

In my head, at least, the pack's got about 18 hours of full thrust at its disposal -- quite a bit perhaps, but the idea is that the pack is dumped almost immediately if it's a ground battle. Despite the inertia redirection, the pack's big and can get in the way, though there's nothing stopping the pilot from not dumping it.

EDIT: Oh shit, I forgot. This is also used as an aerial unit, which is why it goes so long -- they don't need to run it this long or hard, so their fuel tends to last longer. Just adopt a simple proportional scale for the fuel -- You burn 5.6 percent of fuel every hour at full speed, so if you knock your speed down 25 percent, knock the fuel usage down accordingly. Just to make it simple. I'll add this too.

Thanks for pointing out that oversight; I will add that in under systems.

With the "Time-Modulated Ultra-Wide Band Radar", if the signal is below the noise (noise defined as "A disturbance, especially a random and persistent disturbance, that obscures [the] signal."), since the noise is below what a reciever can detect meaningful information? I realize that you could tune the radar such that it was only scanning a certain very narrow band for the signal it just sent out, but you have no way of knowing if what you pick up is the signal you just sent out or just more noise.

Not being technical, I don't know how to defend that, other than to say "AIES is very smart and seems to know better." *grins*

Lastly, I would suggest a note added to the communication section saying something along the lines that the quantum encryption is only possible with direct-line communication (which it should be).

Wes, can I get a ruling on that? I don't mind either way, but we've established it differently elsewhere.

NOTE: The plasma rifle's not optional. Should it be?

As for other submissions, stay tuned. I think I've got one more up my sleeve.
 
After a bit more discussion with Vesper, I changed the plasma rifle to fire at 0.8c to get around the dissapation issues it would run into. It now lacks the forcefield component.

EDIT: I also modified its capacity. It can fire about 300 blasts; after that, the armor's power itself is down to 40 percent.
 
RPG-D RPGfix
Back
Top