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sw5w · 1 year ago
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The Grand Army Waits
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STAR WARS EPISODE I: The Phantom Menace 01:48:32
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pixzyn · 2 days ago
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AFTER ALL, I’M STILL ECLIPSE.
  
The air in the abandoned factory is suffocating, filled with the sounds of whirring machinery, the faint hum of energy systems, and the echoes of footsteps on the cold, metal floor. Solar stands alone in the center of the cavernous space, his heart pounding. His eyes, though heavy with sorrow, are focused—focused on the twisted shape of his son. 
  
Jack—the son he raised, loved, and protected—now stands before him, a horrifying amalgamation of Negative star power and machine. His once innocent face is a mask of cold numbness, eyes glowing with a sinister purple light that speaks of unspeakable torment. His body is covered in shifting, adaptive-metallic armor, blades, and weapons that form and retract with every movement. His fingers are sharp, like claws, capable of slicing through steel. His speed is unreal, like a blur, his movements so fast they nearly defy the common eye. 
  
Solar, once a mechanic who built things with his hands, has no choice but to face his son as a weapon. He knows the truth—the boy he once called his son is gone, his mind shattered and enslaved by the sadistic figure lurking somewhere in the shadows, controlling everything. 
  
Jack smiles cruelly, his voice harsh, like a distorted echo of the person he used to be. “You’re too weak to save me. Thanks to my REAL father I’m better than I’ve ever been. Faster. Stronger. A soldier. A weapon.” 
  
Solar’s hands tremble, not from fear, but from the knowledge of what he must do. He’s always been good with machines, with creating, fixing, and modifying. But he never thought he would have to use those skills in this way. His eyes dart to a pile of scrap metal and tools nearby—pieces of discarded machinery from his workshop. He knows what he has to do. 
  
With a sudden motion, Jack vanishes, a blur of speed, faster than sound, and reappears behind his father. Solar barely manages to turn, just in time to raise a makeshift shield—a metal plate strapped to his arm, reinforced with jagged edges. Jack’s fist slams into it with bone-shattering force, sending Solar stumbling back, nearly losing his balance. 
  
“You can’t stop us!” Jack taunts, his body flickering with lightning-fast movements as he generates a blade from his forearm, its edge gleaming with deadly intent. “You never could.” 
  
But the Solar is quick—quicker than he’s ever been. He knows he has only one shot, one chance to end this. His hands fly to his utility belt, pulling out a few small, high-powered gadgets he’s cobbled together in the time he’s had since the Creator’s mind control first began to take hold of Jack. He pulls out a small device—a custom-made EMP emitter, something capable of disrupting electronic systems. He activates it. 
  
Jack freezes for a split second, his expression faltering. For just that moment, his movements slow, and his body hesitates. Solar takes his chance, moving with all the precision of a mechanic working on a delicate machine. He hurls himself toward a workbench nearby, pulling out a piece of industrial wiring—a sharp, electrified cable capable of delivering a paralyzing shock. Managing to dodge the electrical waves thanks to his mechanic gloves.
  
Jack, recovering quickly, charges again, his body shifting into a deadly whip-like mechanic appendage aimed straight for Solar’s throat. The mechanic , using all his strength, grabs the cable just as Jack closes in. With a swift motion, knowing his son’s body like the palm of his hand. He jams it into Jack’s exposed side, targeting a weak point—one of the few vulnerable spots left in the boy's body, where the mechanical systems are imperfect. 
  
For a brief, horrible moment, Solar eyes lock with his son’s, seeing the flicker of his son behind the cold, metallic eyes. Jack’s face twists in pain, confusion, and horror, as if the mind control is briefly cracking. 
  
Solar’s heart twists in agony, but he knows that the boy before him is no longer his son—not truly. He’s become a weapon, a puppet of something far worse. And if he doesn’t act now, if he doesn’t stop the boy, there will be no way to save him. 
  
Solar channels the remaining strength in his body, twisting the cable, sending a surge of electricity through his son’s systems. The boy jerks, his body convulsing violently, but still, he doesn’t stop. Solar, with tears streaming down his face, pulls out the final tool: a small but powerful magnetic pulse bomb he’d hidden on his body. It’s designed to short-circuit and destroy any form of advanced technology. Even the adaptanium couldn’t stand a chance.
  
With a grim expression, Solar places it on his son’s chest, activating it with the push of a button. Jack’s body reacts, shaking as the magnetic pulse begins to overload the mechanical systems that have been controlling him. 
  
Solar steps back, his breath ragged. He looks at his son, his heart breaking as the boy collapses to his knees. For a brief moment, the mind control flickers again, and Solar sees it. Negative star power starts leaking out of his body.—a flash of recognition, the boy he once knew, the one he loved. But it’s gone almost as quickly as it came, drowned by the dark power of the Creator. 
  
Jack’s body convulses one final time, as the devices and weapons within him shut down, his body now a twisted mass of broken machines and oil. He falls to the ground, his eyes no longer glowing with malice, but now dull and empty. 
  
Solar kneels beside him, feeling the coldness of the boy’s case, and the unbearable weight of what he’s just done. The pain in his heart is excruciating, but there’s no other choice. The son he knew is gone, lost to the horrors of the negative star power, and the only way to stop him from becoming an even greater weapon was to kill him. 
  
As Solar stands up, his hands trembling, he looks at the shattered remnants of his son—his final act of love, his final act of mercy. The sound of the creator’s laughter echoes from the shadows, but Solar has done what he had to do. 
  
And now, he’s left alone with the broken pieces of the boy he once called his son. 
  
The sound of Solar's breath is the only thing that fills the heavy silence in the abandoned factory. The EMP pulse hums softly in the background, the last lingering echo of the negative star power that once controlled his son. His heart aches with every beat, knowing the weight of what he’s just done. The boy he just grew to appreciate—the son he just started love—is now nothing more than a shattered shell, lying motionless before him. 
  
But then… something stirs. 
  
The mechanic's eyes snap open. The faintest tremor, like a pulse running through his son’s body, catches his attention. For a moment, the father freezes, his pulse quickening in hope and horror, unable to believe what he’s witnessing. 
  
The boy’s body shifts. It’s slow at first—his chest rises in a shallow breath, his fingers twitch slightly. His metallic limbs, once so efficient and deadly, now seem heavy and clumsy, the smooth movements interrupted by jerks as if the machinery within him is struggling to repair itself, to correct what the Solar’s final act had temporarily interrupted. 
  
Solar’s hands shake violently as he kneels beside Jack, barely able to breathe through the tightness in his chest. His eyes are wide, his face a mixture of disbelief, grief, and a glimmer of hope he never thought he’d see again. 
  
"Jack...?" The Solar’s voice cracks. He whispers it again, louder this time, filled with desperation, as if hoping to pull his son back from the precipice. "Please… please come back to me." 
  
There is a moment of stillness, almost unbearable silence, before the son’s lips twitch. Then, with great effort, Jack’s eyes—those eyes that were once so full of life, now clouded by the horrors he had been made to endure—slowly open. The unnatural glow that once illuminated them has faded, leaving behind only raw confusion and exhaustion. 
  
For the first time in what seems like an eternity, Solar is looking into the eyes of his son again, truly looking at him. And for a brief, fleeting moment, he sees the boy he built—the boy who laughed at the dinner table, the boy who had a bright future before him, the boy who had his whole life ahead of him. 
  
"…Dad?" The voice is broken, weak, barely a whisper. His son’s lips tremble, as if the words are struggling to form. "What… happened to me?" 
  
Solar’s heart cracks, and tears begin to blur his vision. He takes his Jack’s hand in his, trembling, his voice barely audible, as though he's afraid speaking too loudly might shatter this moment. "You were… you were taken, Jack. Controlled by the Creator, twisted into something you weren’t. I—" Solar’s words falter, his emotions overwhelming him. He struggles to continue, fighting against the lump in his throat. "I had to stop you. I had to… I had to save you. But the cost…" 
  
Jack’s head jerks slightly, pain coursing through his body as the realization begins to settle in. His eyes flicker with a painful understanding, and his hand tries to pull away from his father's grasp, weak and unsteady. “I… I killed people, didn’t I?” His voice cracks as the weight of his actions comes crashing down on him. His body shudders, a sob catching in his throat. "I'm sorry. I'm so sorry..." 
  
“No, no,” Solar says, his voice filled with love and sorrow, not anger. "It wasn’t you. It wasn’t your fault." He holds the boy’s hand tighter, brushing Jack damp hair from his face. “You were taken from me. You’re still you. You’re still Jack!." 
  
Jack’s face twists in pain, his eyes now beginning to water as his body trembles violently from the damage done by the negative star power. He tries to sit up, but the effort is too much for him. The unnatural energy that once fueled him now seems to be gone, leaving him fragile and broken. 
  
Solar can see it now—Jack is slipping away. The Creator’s control had done irreparable damage to both his body and mind. His limbs are twitching uncontrollably, like the remnants of a system that can no longer function properly. His breathing grows shallower by the second, the energy fading from his body. 
  
Jack looks up at his father again, his gaze filled with sorrow, and perhaps the last bit of clarity he’ll ever know. “I’m sorry... I didn’t want to hurt anyone... I didn’t want to hurt you.” 
  
Solar presses his forehead against his son’s, tears falling freely now as the reality settles in. "I know. I know, Jack." His voice is barely a whisper, the pain of knowing the boy he saved will soon be lost again, the finality of it all gnawing at him. "I’m so sorry. I didn’t want to have to do this. But I would’ve done anything to bring you back… even if it meant losing you." 
  
Jack’s hand weakly clutches his father’s. "I… I love you, Dad..." His voice is faint, a whisper on the edge of his breath. "I’m... sorry. I can’t... stay." 
  
And just like that, as the final remnants of the negative star power fade away, his son’s body goes still. His hand goes limp in Solar’s grip. The last flicker of life and recognition in his eyes disappears, replaced by the emptiness of death. 
  
Solar closes his eyes, his entire body shaking with the agony of losing Jack for the second time. His hands cradle his son’s face one last time, gently brushing his forehead. "I love you too, son," he whispers, his voice barely audible as the weight of grief and relief hits him all at once. 
  
For a moment, it feels like time has stopped. Solar holds his son’s lifeless body, surrounded by the wreckage of what used to be a boy with limitless potential. There are no words left. No way to fix the brokenness between them. The heartache of what could have been and what never could be again is far too much to bear. 
  
And yet, in the silence that follows, as Solar holds Jack for the last time, there’s a final, fleeting thought. The negative star power may have stolen his son, but for a brief moment, he had his boy back. That’s all that matters now. 
  
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Solar's hands are stained with dirt, Sun! Moon and Dazzle by his side. His fingers trembling as he gently lowers the lifeless body of his son into the freshly dug grave. The hole is not deep enough to erase the sorrow it holds, but it's deep enough to ensure his son rests in peace. His body, though broken by the horrors of the corruption of the negative star power, is still his son, and Solar will treat him with the respect and love he deserves. 
  
Solar’s breath catches as he gazes at his son one last time. The boy—now still and cold—has been returned to the earth, but Solar’s heart remains broken, raw, and exposed. With a solemn expression, he places the final layer of dirt over the grave, his hands working with an almost mechanical precision, despite the agony in his chest. 
  
The grave lies under the shade of a large tree—a place that had once been Jack’s favorite spot, where he and Dazzle would sit together and enjoy their youth, looking forward a promising future. Now it serves as a silent witness to the end of that future. Beside it lies another grave—the resting place of on of Jack’s bestest friends, Neptor, a boy who had been just as full of life and curiosity as Jack, taken too soon, and buried under this very tree. 
  
Solar pauses for a moment, his hands on the fresh mound of earth. He takes a deep, ragged breath, trying to steady himself, but the weight of it all is suffocating. His son, had been lost in ways no parent should ever have to endure, twisted into a weapon, forced to carry out unspeakable acts, all controlled by a dark force beyond his reach. And now, the last remnants of the child he built are buried here, where the world can never again see the boy’s true potential. 
  
As he finishes covering the grave, his knees buckle. His hands grip the ground tightly, the feeling of emptiness clawing at him. The dirt is cold, the air thick with loss. He presses his palms against the earth, feeling the weight of the world on his shoulders. The tears fall freely now, mixing with the dirt beneath him. 
“Can I have a moment alone with him, please”. Solar says with a cracked voice.
“Yeah…su-sure…Solar.” Moon replied.
“Of course…take all the time you need”. Added Sun.
Dazzle reminds silent. Just following her own father and her uncle back to their house with piercing sorrow.
  
Then, amidst the suffocating grief, something snaps. 
  
Solar's hand clenches into a fist. 
  
A violent surge of emotion rises from the depths of his soul, a fury so intense it nearly blinds him. He’s spent the last moments of his life mourning, burying, accepting the cruel fate forced upon his family. But the man, the ANIMAL!—the one who caused this, the one who had twisted his son into a killing machine, the one who had orchestrated all of this—has not paid for his sins. 
  
Solar's mind flashes with memories—of the twisted figure standing behind the scenes, controlling his son like a puppet. He remembers the mocking voice, the cold, calculated promises, and the cruel laughter that echoed in his ears as the man turned his son into an instrument of destruction. 
  
The grip on his fist tightens so hard it almost hurts, but he welcomes the pain. He knows what he has to do. Revenge. 
  
The very thought of that thing—of the twisted creature that dared to control his case and oil—fills him with a burning rage, a rage that burns hotter than anything he’s felt before. The man responsible for this devastation must pay. His son’s death cannot go unpunished. The pain that has been inflicted on his family, on his son’s very soul, can never be forgotten, nor forgiven. 
  
A low growl escapes his throat, his body trembling with fury. He lifts his head to the sky, the cool air biting at his case as he stares into the horizon. His mind is consumed with thoughts of retribution—he will find that man, and he will make him suffer as he has made his son suffer. Solar knows he’s not the same man anymore. The gentle mechanic, the loving father, is gone. The loss of his son has forged something darker within him—something capable of unimaginable violence. 
  
His hands shake, but it’s no longer from grief. It’s from an all-consuming need for revenge. The loss of his son—his child, his world—has unlocked a ferocity within him that can no longer be contained. 
  
Solar stands, his legs unsteady at first, but his resolve hardening with every step. He takes one last look at the grave of his son, his heart breaking anew, but this time, a different emotion lurks beneath the surface. His son is gone, yes. But that man who caused this pain is still alive. He still breathes. He still walks the earth. 
  
Solar takes a deep breath, his eyes narrowing with cold fury. He knows exactly what he must do. No matter the cost, no matter the pain he must endure, he will make the Creator regret ever laying a hand on his family. 
  
He turns away from the grave, walking with purpose, every step driven by the promise of retribution. His body may be broken, his soul battered, but his mind is clear. 
  
He will find him. 
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selfixsworld · 3 months ago
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I´m bored...
so i´ll give some ideas for quirks for BNHA DRs or OC:
Script Template: @/mx.levias on TikTok — linktree (NOT MY SCRIPT)
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PYROFORCE:
Powers MASTERLIST
Quirk Inspired By: Firebenders (Avatar: Leyennd of Aang) - Phoenix Force (Marvel Comics)
¦ ⌈Quirk Type⌉ ⩵ Emitter
APPLICATIONS:
Fire Augmentation
Fire Manipulation
Fire Aura
Fire Armor
Fire Boundary
Fire Defense
Fire Empowerment
Fire Sealing
Fire Teleportation
Fire Transmutation
Firestorm Creation
Flame Shield
Glowing Eyes; when the user's powers are active.
Healing Fire
Pyrokinetic Cloning
Pyrokinetic Combat
Pyrokinetic Invisibility
Pyrokinetic Regeneration
Pyrokinetically Enhanced Condition
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Special Moves:
🌪️ Inferno Vortex 🌪️: The user creates a large, swirling vortex of fire that pulls enemies towards the center and engulfs them in flames. It can also serve as a barrier or trap, keeping enemies from escaping
⚔️ Scorchblade Assault ⚔️: The user manifests flaming swords, whips, or any other weapon made of fire. These weapons burn intensely and can cut through most materials with ease. The move is ideal for close-combat fighting
🌋 Flamebound Shield 🌋: The user generates a large, swirling dome of fire that surrounds and protects them from incoming attacks. The shield can repel most physical and energy-based attacks
☀️ Blaze Nova ☀️: The user releases an intense burst of fire from their body, creating a massive fiery explosion that incinerates everything within a certain radius. This move can be used both offensively and defensively
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Backlash:
🔥 Overheat: Using too much fire power or maintaining intense flames for too long causes the user's body to overheat, leading to exhaustion, dizziness and potential fainting
🔥 Heatwave Weakness: The user becomes vulnerable in extremely cold enviroments, where their fire powers are signifcantly weakened, and its takes more energy to summon flames
🔥 Emotional Amplification: Fire is tied to the user's emotions. If they lose control of their emotions, the flames can become erratic and dangerous, increasingg in intensity unpredictably and harming anyone nearby, including the user.
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mordenheim · 3 months ago
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No, we’re not doing that
Dr. Evelyn tea, a rather buxom blue mouse was carefully measuring out lengths of thin wire for her lab partner, Morghanna to solder into place in the over-sized beam emitter they were currently working on. The blue-haired Calico carefully took each color coded wire in her claws and deftly tacked them into place with her soldering gun. Giving a soft purr of satisfaction she turned to nod at Eve and carefully closed up the side of the device.
Their little lab assistant, Keykito, sneaked into the lab, giggling softly to himself. Creeping over to a switch on the wall, the yellow nimbat flicked it, causing the overhead lights to take on a greenish hue. He smiled and closed his eyes, basking int the glow, feeling the energy soaking into him, his lab coat tightening over his body.
Evelyn blinked as she looked down at herself. She felt the front of her blouse pulling tighter over her prodigious chest. A button shot off of her top, ricocheting off of the table and hitting the poor feline next to her right in the eye! She let out a yowl, clapping her hand over her eye as Evelyn stomped over towards the little nimbat, the floor echoing a little louder with each step as she flicked the switch off.
She leaned down over her assistant and poked him in his chest fluff. “No, we're not doing that!”
Shaking her head, she walked back over to Morghanna, reaching out to comfort the kitty and trying to pry her hands away from her face so she could get a better look at her eye. She clucked her tongue off of the roof of her maw and shook her head.
“I keep telling you. This is why I always wear eye protection in the lab. I swear you're going to end up with an eye patch like Victor.”
Keykito, in the meantime, had crept up to the beam emitter that they had just finished working on. Pulling a screwdriver out of his pocket, he popped open the shielding that housed the energy source for the device. He stifled a giggle as he saw the pale blue crystal starting to glow and vibrate. He ducked under the metal table, out of sight and out of mind.
The next thing he knew there was a blinding flash and a shout, followed by the sound of shards of crystal scattering everywhere. From his perspective below the table, he saw two sets of paws slowly starting to swell and stretch across the floor. Knees slowly rising out of sight past the edge of the table as the cuffs of the ladies' pants rose away from their ankles as the cloth began to tear. The seams strained mightily before giving way with a series of loud POPS! He could hear buttons scattering across the metal table top followed by gasps of surprise and shouts. The two ladies argued with one another for a few minutes. Evelyn tuned towards the table, her paw slowly growing across the floor towards Keykito! He scrambled back from the swelling, stretching toes and almost ran into Morghanna's bulging, fluffy paw!
Suddenly, Evelyn's voice rang out high overhead, “Hold on, Where's Key at?”
Huge hands gripped the table, lifting it up and out of the way. The two huge and growing women glared down at the tiny nimbat who looked like he wanted to melt into the floor, both from embarrassment, and because this was something he'd dreamed of over and over again. Huge, slender hands grabbed for him, dragging him out of his hiding place.
Giving a little bit of an evil grin, they pinned him between their growing bodies. Sitting down on the floor, swelling hips and thighs were shoving sensitive equipment out of the way, crushing some of it against the walls. Finally the two stopped growing when they nearly filled the room together. Keykito gave out a soft churr of delight, his little wings fluttering behind his back!
Barely kept decent by a few scraps of cloth, the cuddled their little assistant, petting and nuzzling him, giving him every bit of attention that he dreamed of and craved. Then, Morghanna picked him up, giving him a playful nuzzle and kiss. Evelyn leaned down to give him a smooch as well before stretching her long arm across the lab to retrieve a push broom. Shoving the tool into his hands, she gave him a little evil grin.
“Well, since you decided you wanted to do this, even after we told you no. Then you get to clean up all of this mess.”
His ears wilted as he took the broom, looking up at the two of them.
Morganna grinned down at him, “But, if you get finished before we shrink back all of the way, maybe we might have a fun little reward for your hard work...”
The two ladies shifted around in the wreckage, getting onto all fours, giving the little nimbat quite the view and a lot of motivation as the two of them crawled across the room and carefully squeezed their way through the huge double doors.
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quirkwizard · 6 months ago
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This is a fun Quirk Marriage I thought up a while ago. Clones x Slide & Glide
New Quirk Name: Forces OR Push Pals
This Emitter type Quirk allows the user to push out translucent copies of themselves, creating up to twelve in total. These copies of the user produce a repulsive energy from their form, letting them move and float around similar to ghosts. This repulsive force works to supplement the clones' lackluster physical abilities by pushing themselves or others around them. This can be used to move the clones around, blast someone back through sheer force, or block attacks by pushing them away. The user can choose to amplify this force from any point on their clones, letting them do things like push back cars or send a clone flying in the air. The user can mentally control these clones and detect where they are over medium ranges. This gives the user a versatile option, able to apply their copies powerful pushes to control the battlefield. They can knock foes around with their clones, use their copies as human shields, have their clones carry objects, unleash a bunch of explosive force like a bomb, or simply use their clones like scooters. Though the user will need to be careful with the clones positioning, as the repulsive energy they output can be dangerous for the terrain, other people, or even other clones. The repulsive force can be overpowered with enough pushback, leading to the relatively fragile clones to be damaged, and using it too much can weaken the clones' integrity.
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oshlet · 1 year ago
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Mercenary Dope from before, modified for midlands use with larger, claw-like toes on its feet - the better to dig into the soft clay of the region.
Being tighter-knit groups and usually having access to skilled (or merely cocksure) mechanics, mercenary outfits tend to deviate more heavily from standard patterns, replacing reactors and servos for more powerful - and more temperamental alternatives. Such modifications allow the use of advanced, energy-guzzling equipment like reflector shields.
Interestingly, the chest-mounted laser on this unit has been replaced with a minigun, likely for the intimidation factor such a loud weapon brings to the field, rather than any direct boost to combat effectiveness. The laser rifle provides the bulk of the machine's firepower, and its four-aperture converging-beam configuration offers it a degree of redundancy: A hit to the weapon may not break all four emitters, allowing the mech to continue fighting at only moderately reduced effectiveness.
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salmontheking · 5 months ago
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How are starkillers piloted?
There are usually two pilots, both of them psychics with a high degree of cohesion. They must be able to freely communicate by telepathy alone.
Pilots all have surgically implanted plugs on their neck, back, wrists and ankles. These are attached to cables for nerve interaction.
Both pilots have full access to the machine, but there is some degree of specialization. Usually one pilot will handle the energy systems and weapons, and the other body movements.
Starkillers can't be remotely controlled. Ensuring stable and trustworthy connection to any kind of outside base is impossible. Stars will always be louder than any emitter you can find, and can be quite incredible at electronic warfare. Pilots usually lose connection when they get too close to a star. The machine also needs shielding in all frequencies.
The pilot chamber is itself very heavily shielded, and usually an independent kill machine, because the physical conditions inside the starkiller don't even allow for ordinary biochemistry. It can also survive near-star conditions for a moment if it needs to eject.
Only psychics are elegibile pilots, not because telepathy is so crucial, but because psychics have near instantaneous reaction speeds which are absolutely necessary.
The machines have a high degree of autopilot assistance, but individual decisions must be made by people. The machine can't be trusted.
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kazsartcorner · 1 year ago
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Developed from captured Rick Doms, the CSS-10-80 Dunas was made due to the growing ineffectiveness of the ballistic weapons fielding by the Halo as well as the increased risk of ship damage posed by close combat encounters, a high powered beam launcher is typically equipped to punch straight through the armour and any shields of enemy mobile suits before they can effectively use Jupiter Energy Fleet ships as cover, however the Dunas has also been used as a platform for more exotic weapons such as a mobile suit portable pulsed laser cannon or an ultraheavy microwave emitter developed to destroy the internal systems of enemy mechanics. The heavy energy weapons fielded by the Dunas to hamper mobility, and as a result the specialised cooling systems of the Dunas allow it to shunt out hot air or heat saturated cooling gasses with enough force to offer some form of propulsion allowing the Dunas to quickly repositon after firing.
Armaments:
Handheld
J-BL-04 Beam Launcher
J-CL-07 Pulsed Laser Cannon
CDB-Ultra Heavy Microwave Pylon
Fixed
50mm chest vuclans
Sealant Spray
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jack-in-the-dark · 3 months ago
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Jack Builds Spaceboats: The Rally Vincent, Part 3: All of the Torpedoes for Everyone Forever
Disclaimer: I am not an expert on this game, and some information I present may be erroneous.
So let's talk about how i took my beloved Akira-class USS Rally Vincent, and make Star Trek Online's engine cry by having to render too many objects at once via torpedo spam.
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If you recall Part 3 of the USS Martinet's build, a lot of this is going to seem very familiar because this is the build the Martinet is extrapolated from.
Up front she rocks a single phaser beam array, three crafted photon torpedo launchers with the [Spr] modifier (as explained in the Martinet's build), and a Maelstrom Quantum Torpedo Launcher, with two [Spr] photons and a Mael in the back. I'll discuss the Maels in a bit.
The DECS are similar to the Martinet as well; Colony deflector, Adapted MACO impulse and shields. The Warp Core is an Elite Fleet Plasma-Integrated core, with admittedly not much of note to it.
Upgraded to Tier 6-X2, this gives her two universal console slots, which are filled with the Hangar Craft Power Transmission advanced consoles mentioned in I think Part 2. The Engineering console slots are also filled with them, for a total of seven. Each of these boosts the ship's pets' weapons power (which boosts energy weapon damage) and torpedo damage, as well as boosting the Rally Vincent's torpedo damage.
For the two science console slots, we have a Swarmer Matrix console which boosts pet speed and damage as well as the Rally Vincent's torpedo damage, while also providing a clicky that summons a drone swarm. The other slot is an Ominous Device, which grants the Rally Vincent +20% to all damage, and a clicky that I tend to forget exists.
The five tactical console slots mostly contain toys that also boost torpedo damage. Lorca's Custom Fire Controls, which I covered with the Hyperion's build, is a staple. Next is the Torpedo Point-Defense System, which grants a clicky that fires six torpedoes at up to eight nearby targets, which is just beautiful to watch. She also has the Covert Warhead Module for reasons discussed in the Martinet's Build (that is, reduced global torpedo cooldown). She is also equipped with the Tricobalt Tear Launcher, which is a neat little long-range clicky that deals a lot of damage as well as dropping an AOE DOT and providing a passive boost to torpedo damage. Lastly, there's the Multi-Directional Artillery Barrage which is similar to the Torpedo Point-Defense System.
The Rally Vincent's single hangar bay is equipped with an Elite Valkyrie Fighter Squadron, which allows her to launch up to six squadrons of Valkyrie fighters. Valks are fun, because they're the first pets (that I'm aware of) to be more torpedo-focused than energy-weapon focused; each squadron has access to Torpedo: Spread III and Torpedo: High-Yield III.
Now let's talk about the Maelstroms. Maelstrom Quantum Torpedo Launchers behave differently to other torpedo launchers in STO. You really don't want to keep them on autofire; they hold three charges, and regenerate a charge every 25 seconds. Maels have a much higher base damage than other torpedoes, and each charge multiplies their damage. So if you combine Maels with, say, Torpedo: Spread III, it is entirely possible to relegate an entire wave of enemy warships to the past tense.
They're fun.
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On to the Bridge Officer abilities!
The Rally Vincent sports two Tactical seats, one at Lieutenant Commander and one Ensign. The Ensign rank is slotted with Kemocite-laced Weaponry, which has a chance to make each attack with an energy weapon cause an AOE radiation explosion on the target - which is guaranteed to happen on torpedo attacks. The LtC seat has Tactical Team I for reasons explained in the Hyperion series, BFAW II, and Torpedo: Spread III.
The Lieutenant-rank universal seat is occupied by a science officer, granting us Science Team I and Hazard Emitters II for science cleanse and minor shield heal, and hazard cleanse and hull HOT respectively.
Then we have a hybrid Science/Miracle Worker seat. This is slotted with Align Shield Frequencies I (which grants an AOE shield heal and shield resistance buff), Photonic Officer II (combined with Boimler, as explained in Hyperion Part 2 for cooldown management), and Mixed Armaments Synergy II. When you activate MAS, for ten seconds, firing a Beam, Cannon, Mine, or Torpedo weapon will boost the other types by 40%. Having both beams and torpedoes on the build, activating MAS means both get boosted by 40%.
Lastly, we have a Commander-level hybrid Engineering/Command seat. First up on that is Deploy Construction Shuttle Wing, which grants us a hull HOT with the caveat that the things giving us the HOT might explode. Next is Engineering Team II for the Engi cleanse and hull heal. Then, we have the beloved Concentrate Firepower III. CF marks your targeting enemy, making them take 20% extra shield-bypassing damage from torpedoes, and every 2 seconds a player and a pet attacking the target get a free activation of Torpedo: High Yield I that also resets their torpedo cooldowns.
Now, the traits. Of course we have Ceaseless Momentum (covered in Part 2 of the Martinet series), to further shore up torpedo cooldown times.
Next the ship has Entwined Tactical Matrices. What this trait does is every time I activate any rank of Beams: Fire At Will or Cannons: Scatter Volley, I am granted a free Torpedo: Spread I activation. And any time I activate any rank of Torpedo: Spread, I am granted a free activation of Beams: Fire At Will I and Cannons: Scatter Volley I. Normally this is used to extend the uptime of BFAW, here it's used to spam Torpedo: Spread.
The next trait I have equipped is Piercing Projectiles. This is straightforward enough; activating any torpedo-enhancing ability (such as Spread or High Yield) grants 15 seconds of enhanced shield and armor penetration for my torpedoes.
Next is Angle On The Bow, which again grants stacking shield penetration and damage when I deal damage with a torpedo.
Now, for the three traits that really crank up what the Rally Vincent can do.
First is Repurposed Cargo bay Hanger. This trait allows the Rally Vincent to launch an additional Advanced Valkyrie Fighter Squadron every time she launches a pet, up to six times. This functionally gives the Rally Vincent a second hangar bay, doubling the amount of fighters she launches (and thus their damage, even if they are only Advanced and not Elite).
Remember the trait Superior Area Denial from the USS Hyperion series? That's here too, granting BFAW and CSV to all my pets every time I activated BFAW or CSV, and debuffing enemies I hit.
Next, we have Target That Explosion. When I activate a torpedo or Command bridge officer ability, it causes my next torpedo hit to grant up to six nearby allies (including pets) a free torpedo attack on the target. It's beautiful.
Lastly, we have Torpedo Command & Control, the trait from this ship. Whenever I use a Command BOFF ability, my pets' torpedo attack grant a stacking kinetic resistance debuff for two minutes. Additionally, whenever I use a Miracle Worker BOFF ability, it causes my own torpedo attacks to do the same. Remember how the BOFF seating had both Miracle Worker and Commander? haha, yeah.
So there she is, a breakdown of my much-cherished Akira-class torpedo-spamming cruiser-carrier, the USS Rally Vincent. I love to her pieces, and she's an absolute beast of a ship.
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therobotmonster · 1 year ago
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Power Armor Stuff it seems weird Fallout 4 didn't have
I'm feeling ramble-y.
Junk/Salvage Armor Types for the Minutemen, Railroad, Children of Atom, and Atom Cats. With the role power armor plays, variants of the "Raider" type for other factions with slightly different stats but very different aesthetics would have seemed a no-brainer. (That and making all the paint jobs work on all the models so you can mix-and-match your look, but hey.)
Minuteman armor would be junk-y but cleaner than raider armor and with revolutionary touches to the plating. The face-shield of the helmet would be repurposed from a destroyed minuteman statue, and the helmet would have a tri-corn hat design. It would have the option for a backpack mod for the chest for extra storage, since transporting supplies is part of the whole "help-the-commonwealth" ethos.
Railroad Armor would be locomotive themed and designed around fighting robots and synths. Special options for a stealth chest mod that would give a big bonus against robots/synths with a lesser one to other enemy types. Railroad paint job provides protection against energy weapons, etc.
Children of Atom armor would be like raider armor but made of higher-tech parts, while being more ramshackle, with glowing green chunks of exposed power source visible in the armor. Rad-emitter mod. Has almost no radiation shielding.
Atom Cat Armor would be made of car parts. Exhaust pipes, bumper-shoulders, basically think an Autobot not designed to transform and made out of a muscle car. The Atom cat paint deco should be as shiny and clean as imaginable without looking completely out of place.
And while not faction-based, a raider armor type that clads their armor in repurposed super-mutant armor is just... so obvious.
As for DLC Power Armor:
How is it that the Rust Devils don't have an armor type built from robot parts? How does the faction of robot-obsessed weirdos not have robot power armor?
And imagine how cool it would be if the custom power armor for Nuka world was an anamatronic park mascot armor? Cartoony Nuka-Bear Head, the kids would love it.
You could put the Children of Atom armor in Far Harbor, but the lack of a diving suit armor is striking.
Some of these could just be specific parts, like helmets, but the power armor just seemed undercooked for how big of a mechanic it was.
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And speaking of power armor, there should have been a power armor factory in/outside of Boston.
Or, if not a factory, a military depot specifically for power armor, or an armor-developing vault. This would be a higher-tier area, one you'd hear about in rumors. This is the first Fallout with a heavy power armor focus, and the first with salvaged/junk armor, so tying that to a regional abundance of armor makes sense and would put the concept front-facing in the story as well as the gameplay.
When you get there there's actually not much in the way of power armor left because you've been beaten to the punch... which is why every Tom, Dick, and Immorten Joe has power armor by the time you're high level. The Commonwealth has been raiding this place a bit at a time since the war, and the use and maintenance of power armor is now a part of the post-war society.
This could be its own area, or it could be a better use of Fort Strong (More power armor in the basement would be a big temptation for the Brotherhood, maybe unlock a new brotherhood armor style post-mission).
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etes-secrecy-post · 1 year ago
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Hi, before I explain my post, I want to say something important.
• What you see my blog has become a major overhaul. And despite the changes, I decided that my 2nd account will be now my artwork blog with a secret twist.
⚠️NEW RULE! (W/ BIGGER TEXT!)⚠️
⚠️ SO PLEASE DO NOT SHARE MY 2nd ACCOUNT TO EVERYONE! THIS SECRECY BLOG OF MINE IS FOR CLOSES FRIENDS ONLY!⚠️
• AND FOR MY CLOSES FRIENDS, DON’T REBLOG IT. INSTEAD, JUST COPY MY LINK AND PASTE IT ON YOUR TUMBLR POST! JUST BE SURE THE IMAGE WILL BE REMOVED AND THE ONLY LEFT WAS THE TEXT.
⚠️ SHARING LINKS, LIKE POSTS, REBLOG POSTS, STEALING MY SNAPSHOT PHOTOS/RECORDED VIDEOS/ARTWORKS (a.k.a. ART THIEVES) OR PLAGIARIZING FROM UNKNOWN TUMBLR STRANGERS WILL IMMEDIATELY BE BLOCKED, RIGHT AWAY!⚠️
😡 WHATEVER YOU DO, DO NOT EVER LIKED & REBLOG MY SECRET POST! THIS IS FOR MY SECRET FRIENDS ONLY, NOT YOU! 😡
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Okay? Capiche? Make sense? Good, now back to the post…↓
#OnThisDay: Jan 15th, 2018
Title: Strike MuruKir's Striker Trio Packs
I made a remake from my three Strike MuruKir's "Striker Trio Packs" (minus the normal Strike MuruKir, which I did since 2009). All three I submitted, since January 8th, 9th, and 19th, 2010. 🙂
Here are Strike MuruKir's Strike Trio Packs info. 🔵⭐🤖😁
Aile, Sword, and Launcher Strike MuruKir All three came from: Strike Gundam's Striker Packs: • Aile [AQM/E-X01] [CLICK ME! #1] • Sword [AQM/E-X02] [CLICK ME! #2] • Launcher [AQM/E-X03] [CLICK ME! #3]
Armament(s):
- Aile Strike MuruKir - 🤖💨
Beam Saber • Stored in the Aile Striker is a pair of beam sabers. These are the Aile Strike's primary close range combat weapons and can slice through any armor that does not have an anti-beam coating.
57mm High-energy Beam Rifle • Aile Strike's primary ranged combat weapon.The beam rifle can easily destroy any Mass Production Armors with one shot, but is mostly ineffective against suits with anti-beam coating. It has an additional handle that can shift to the side, and is often used for extra stability when the Aile Strike is firing its rifle rapidly.
Shield • A piece of equipment designed to increase the Strike's defensive capability, it is mounted on the left forearm and/or handheld. The shield does not have phase shift armor, so it is not as durable as the Strike's armor, however it also does not drain energy each time it is hit. The shield's major advantage is that it is anti-beam coated and can block or deflect beam weapon attacks, against which phase shift armor is ineffective.
Bazooka • The bazooka is an optional weapon that fires explosive shells and is loaded with four magazines. Because it is a conventional weapon, the bazooka does not draw power from the Strike's battery and this results in extended combat endurance. Another advantage is that the bazooka can be used underwater, unlike a beam rifle. The disadvantage is that its greater size and weight makes it somewhat less mobile then the beam rifle.
- Sword Strike MuruKir - 🤖⚔️
"Schwert Gewehr" 15.78m Anti-ship Sword • The "Schwert Gewehr" 15.78m anti-ship sword is the Sword Strike's largest and primary weapon. It is a large physical sword that has a laser blade along the cutting edge. The large blade is designed to easily slice mobile suits in half or to cut off sections of a ship such as the guns. Although "Schwert Gewehr" was designed to have a laser gun at the bottom end, Strike only uses the prototype model which lacks this feature and has it replaced by a short beam blade emitter. Due to its sharp tip, the sword can also be used for aquatic combat. It is stored on the right side of the backpack when not in use.
"Panzer Eisen" Rocket Anchor • Mounted on the left forearm, the front portion is a rocket-propelled grappling claw that is shot out on a line to hit or grab an enemy unit. The whole weapon itself can function as a shield and has anti-beam coating to defend against beam weapons. It can also be used for aquatic combat and can defend against the Phonon Maser.
"Midas Messer" Beam Boomerang • The "Midas Messer" beam boomerang is a throwing weapon that emits a short beam blade on one end, and can return to the owner after throwing, often catching enemy units by surprise. It is stored on Sword Strike's left shoulder armor when not in use.
- Launcher Strike MuruKir - 🔫🤖
"Agni" 320mm Hyper Impulse Beam Cannon • The primary weapon of the Launcher Strike is the powerful "Agni" 320mm hyper impulse beam cannon. At its introduction, it was one of the most powerful mobile suit mounted weapon and is capable of blasting a hole through a colony wall. It is mounted on the left side of the backpack via an arm unit, and held under the left shoulder when in use.
Combo Weapons pod • The secondary weapon of the Launcher Strike, it contains a multi-barreled 120mm anti-ship Vulcan gun and a pair of 350mm gun launchers. It is mounted on the right shoulder armor and mainly used to defend against missiles and enemy mobile suits.
Special equipment(s)/ feature(s) [For Strike, Aile, Sword, and Launcher]:
Phase Shift / "PS" armor • An armor system that uses electricity to reduce the damage from all forms of physical attacks although in most practicalities, PS armor makes a armor virtually immune to solid body impact attacks. The manufacturing of PS armor can only be achieved under microgravity. When PS armor powers up, a hissing sound can be heard and the grey surface of the armor suit is overlaid in color, which appears to be alterable by entering different values in the Armor Voltage section of the OS. Once powered up, the PS armor requires a steady flow of energy to maintain although power consumption spikes momentarily whenever the armor is hit.
Previous: • Strike MuruKir [Dec 30th, 2009] • Aile Strike MuruKir [Jan 8th, 2010] • Sword Strike MuruKir [Jan 9th, 2010] • Launcher Strike MuruKir [Jan 19th, 2010]
MuruKir (Kirby OC) - created by ME! Armor (Mobile Suit Gundam SEED) - Gundam series © Bandai Namco Filmworks, Inc. (SUNRISE), Sotsu
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sw5w · 1 year ago
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The Trade Federation Batters the Gungan Shield
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STAR WARS EPISODE I: The Phantom Menace 01:46:17
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altered-intellect · 2 years ago
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Ok I know it can be scary putting yourself out there BUT I absolutely love hearing people's worldbuilding! So if you have any fun bits to share? Especially around transportation technology, maybe?
so i wrote this whole thing explaining some of the lore of a project that I am working on with my cousin, but i kept getting off track on trying to explain some of the transportation in the setting and it was a bit of a mess so ill give a bunch of random tech ideas from my to be used doc
Nano-Gel or Viro-jelly
an extremely expensive material that is a viscous gel that has millions to trillions of nano-machines suspended within it. This depends on the grade of the gel and what it is used for. It's often used in the field of biotech, (drug administration, first aid, salve, nutrition, diagnostics, and stasis) for material tech (to break down or modify materials and 3D printing) or in mechanics (dynamic lube, or insulation, and precise pneumatic mechanisms)
Muon emitter
A component that emits a beam of muons that have a probability of replacing the electrons in a material exposed to the muons altering its properties and making the material extremely heavy, when the beam is shut off the muons decay leaving the object with a positive charge, this is used in compact deuterium to silicon fusion reactors and to catalyze novel fuel sources with high efficiency and precision
Muon-fusion cell
a fusion reactor that is catalyzed by a muon emitter, releases a large amount of energy through fusion of a cell of dihydrogen under high pressure, the muons orbit much closer to atom making the reaction much easier to start and maintain
Neutrino shielding
a field that reflects or absorbs neutrinos, it is used to finely adjust a spaceships position and rotation for docking or orbital alignment, because the field adds a lot of density when active, it is often put near the center of mass to allow better maneuverability
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i have a some other ideas that are less comprehensive but i've already spent a while editing this, hope you like it, i might post some other ideas when i get the time
btw thanks for the interest
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selfixsworld · 6 months ago
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I´m bored...
so i´ll give some ideas for quirks for BNHA DRs or OC:
Script Template: @/mx.levias on TikTok — linktree (NOT MY SCRIPT)
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PSYLOCKE:
Powers MASTERLIST
Quirk Inspired By: Psylocke (Marvel Comics - X-Men)
¦ ⌈Quirk Type⌉ ⩵ Emitter
APPLICATIONS:
Psionics
Psychic Energy Manipulation
Telepathy
Empathy
Mind Control
Enhanced Conditions
Psychic Shield
Danger Detection
Mind Reading
Ergokinetic Combat
Psychic Construct
Psychic Attacks
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Special Moves:
| ⌜Puppet Master⌟ ⋯ Temporarily takes control of an enemy’s actions, turning them into an unwitting ally.
| ⌜Astral Construct⌟ ⋯ Creates solid constructs from psychic energy, such as weapons, barriers, or even temporary allies.
| ⌜Mental Blast⌟ ⋯ Unleashes a focused blast of psychic energy to incapacitate or disorient opponents.
| ⌜Thoughts Unveiled⌟ ⋯ Reads the thoughts of enemies to anticipate their moves and strategies.
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Backlash:
Psychic Shield
Weakness: Maintaining a psychic shield requires constant focus and energy. Prolonged attacks can weaken the shield and eventually break through.
Psionics
Weakness: Overuse can lead to severe mental fatigue, headaches, or even unconsciousness. Strong mental barriers or psychic-resistant foes can nullify its effectiveness.
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fivenightsatcorans · 1 year ago
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despite being very good at incorporating highly detailed science and engineering, the martian still has an extreme fear of plutonium-238, which as a primarily alpha emitter, is mostlyyy harmless unless inhaled. although it does emit gammas, so it doesn't give zero dose. HOWEVER, the gamma dose would be much higher than a different nuclide source of similar activity, because it not only emits high-energy gammas, it emits a LOT of gamma energies. so the dose from one decomposition would be higher bc there are many more gamma rays. ALSO, the novel depicts well a layman's fear of plutonium, and it's likely mark is a relative layman on the topic of radiation; also, it isn't specified what the activity of the plutonium is (probably pretty high given the amount of heat it releases) so the gamma dose is probably pretty bad on account of that. tbh with absolutely no lead shielding i'd be scared of that too. and i love gammas a lot.
anyway all this to say: it's got a good depiction of a layman's fear of plutonium, which usually is unfounded, but given the info provided (in itself surprisingly minimal) i can assume it's reasonable. but also leads me to assume that andy weir is either an extreme layman on the subject of radiation or very good at writing one
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quirkwizard · 3 months ago
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Can you make a Quirk that is similar to Waston Interception Pylon Ult from Apex legends?
I see it working as an Emitter type Quirk that allows the user to send out arcs of blue, electricity-like energy up to a ten-meter range from their body. This can be applied to any organic target within this range. After doing so, the target is covered in a shield of energy. This works to protect the target from harm. The barriers do not hinder movement and can take a decent amount of damage without breaking. If the shields are damaged or broken, they can slowly begin to heal themselves to full power. The user can apply this to themselves and can be selective with who they apply it to. This gives the user a good tool for defense, able to protect any of their allies from whatever may try to harm them. If nothing else, the energy can make it easier to find their allies in the dark. Though the protection the Quirk offers can be quickly worn down, breaking through with a few strong hits, or if they leave the barrier. Taking out the user can do in the shields as well, leaving everyone exposed. Making too many shields, whether it be from them constantly recharging or applying them to too many targets, will drain the user's stamina. A possible name for the Quirk could be "Energy Block".
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