Post by rydon7 on May 19, 2008 18:41:48 GMT -5
LAKST
Lightly Armored Koopa Shock Troopers
These specially trained Koopas are used in raids and highly tatical military warfare and plans. They carry a helmet on their head and a bullet-proof vest on their shell and chest. They carry medium ranged Sub-Machine Guns.
LAKST Commanders
Commanders that control the LAKST. When separated into their groups, these commanders can formulate a plan on-spot and distribute it to their forces. They make the LAKST highly adaptive. The commanders themselves are armed with a sniper rifle, RPG, and shotgun. They are not affected by weapons given to normal LAKST units, except grenades and explosives (like C4.) The Sniper Rifle is designed for long range combat. It comes with a laser sighter that can only be viewed by the eye pieces on commanders. It is also silenced, so the enemy cannot hear the round being fired. Their RPGs are designed for crowd control and destroying structures and vehicles. They are laser guide to be able to round corners when needed. Their Shotgun is the same as the LAKST's.
Upgrades
-Rifles (20 days)
The LAKST now carry highly effective Medium to Long range battle rifles. They have a 2x zoom scope.
-Small Grenade Launcher (20 days)
The LAKST Sub-Machine Guns have been upgraded to include a small grenade launcher capable of carrying 3 small grenades. They are specially designed to arc the grenade so it lands at a 45o angle relative to enemy eyes. This enbles easy aim to land over fortifications.
-Recovery Missions (20 days)
The LAKST are specially trained to be able to infiltrate an enemy base and quickly recover a war machine or two leaving the enemy with as few causualties as possible. They are trained with special battle tactics and manevuers to get in and out before the enemy has time to react fully, unless of course the enemy detects the troops in advance.
-Flashbang Grenades (10 days)
The LAKST can now throw flashbang grenades when in battle. The flashbang explode immediately when it makes contact with something. The flashbang stuns all nearby troops from doing anything useful, as there visions is blurred, sound has a loud ringing in it, and have a spinning head, making it impossible to do anything really. Good for capture missions. The LAKST have 3 to use.
-Frag Grenades (10 days)
The LAKST can throw fragmentation grenades when in battle. The grenades blow up after a few seconds, and hurt (usually kill) anything nearby. The LAKST each have 5 to throw.
-Shotguns (20 days)
The LAKST now carry burst fire shotguns. They fire 5 shots a round and are good for close range combat. The shotguns are half-decent for medium range combat, and are lucky to hit the target at far range. They can be devastating at point blank range.
===Upgrade (20 days)
The Shotguns are now have automatic fire. They carry a small, round annulus (ring) that carries 20 rounds. When the LAKST hold the trigger, the shotgun fires all 20 round automatically. They simply aim and remove the barrel and replace it to reload.
-9mm Pistol (5 days)
A small pistol. It is good for medium range, but past that is inaccurate. It isn't very powerful, but it's useful as an emergency weapon.
-C4 (10 days)
Each LAKST now carries one remotely detonated bomb. They do heavy damage to war machines, buildings, and base defences, but must be planted, and cannot just be thrown into battle and detonated.
-Strength Training (20 days)
With this upgrade, the LAKST will never get tired by the amount of weapons they carry. They are also now very good at kick-boxing and hand-to-hand combat, should the need ever arise.
-Speed Training (15 days)
This upgrade allows LAKST to run at high speeds despite their weapons and such that would normally slow them down. They can also sprint much more frequently.
-Tau Cannon (20 days)
An experiment weapon, it fires particles of used uranium. It comes with plenty of ammo, but finding more is doubtful. It is semi-accurate and very powerful. It can be charged up to become more powerful and bounce off walls.
-Silencers (20 days)
All pistols and sniper rifles are now equipped with silencers, making them make almost zero noise when firing. This is good for stealth missions.
-Trip Mine (10 days)
The LAKST now carry around a few trip mines on themselves. When set up against a wall, the mine eminates a red light until it hits another solid object. When the light makes contact with anything other then the thing it originally stopped the light at, it will explode.
-Medkit (15 days)
All LAKST are now equipped with small medkits. These can cure weak posions and mend small injuries, allowing the LAKST treated to fight with renewed strength. Commanders get big medkits, which can treat stronger poisons and bigger cuts and injuries.
-2 'Perk' Slots (40 days)
By biomechanically engineering, the LAKST can now equip themselves with various perk in each battle. They can be assigned to each indivdual troop, but usually are assigned in groups of 500. Each perk must be individually upgraded, as a 10 day project.
\Juggernaut - Slightly more health and stamina
\Stopping Power - Bullets and melee attacks deal more damage
\Active Camo - When not moving, gain invisibility
\Martyrdom - Upon death, a trigger mechanism drops a live grenade near the body
\Double Tap - Improved finger reflexes make bullets fire faster.
\Camo Perk - Dresses user in camoflauge related to area, worse then active camo camo
-Proximity Mines (20 days)
Unlike Trip Mines, Proximity Mines are layed on the ground. Instead of projecting a Lazer, they activate and explode when an enemy gets within a foot of them. They're much harder to see, but they're only useful in small building in numbers. They also have less of a blast radius.
-Remote Detonated Mine (20 days)
The title says it all. Unlike Proximity Mines, Remote Mines are blown up by the LAKST who layed them, or his respective Commander. The blast radius is just as big as a Trip Mine, but the LAKST usually have to be watching to notice an enemy nearby.
-Bomb Defusing Gear (10 days)
LAKST now carry the equipment to safely defuse any bomb or small explosive device. They can also deprogram hacking chips etc. They are vulnerable whilst doing so, however.
-Desert Eagle (15 days)
A lightweight, powerful pistol. It has a slow rate of fire, but it is very accurate. The bullets it fires are slugs. They are very powerful, and can crack shields. The pistol also comes with lazer-dotted sight, making it easily aimed at enemies. However, this usually alerts them to the LAKST's presence.
-Nerve Gas Grenades (10 days)
When thrown, a gas is emitted from the grenade. The gas immobilizes weaker troops and civilians, and reduces movement, power, and reaction time for stronger units.
-Nanobots (40 days)
Nanobots that are in the LAKST's PCVH will automatically repair armor, regenerate ammo, restore oxygen, and restore health. Each LAKST can choose how many and what the Nanobots are working on. He personalize it so it is a mixture, or all Nanobots working on one thing. This makes the Nanobots flexible to suit all LAKSTs' needs.
-Weather Negaters (30 days)
Small devices that are strapped to the backs of the LAKST, these can be turned on or off to stop all weather effects, such as rain and snow, within a 5 foot radius of the LAKST.
-Oxygen Tank (10 days)
A small tank of oxygen located on the LAKST's back, it provides oxygen to breathe for about 3 hours. With 75% of the Nanobots working on restoring oxygen, the LAKST will never run out. This also allows LAKST not to suffocate (obviously.)
-Plasma Shields (50 days)
Plasma Shields are equipped on all LAKST. They are made out of Plasma, and thus are immune to fire attacks. They about 75% as high as LAKST, but if they crouch their whole bodies could fit behind it. The Plasma Shields are circular, but have two small openings on the left and right sides for the LAKST to shoot out of. The Shield takes one hand to hold, allowing the LAKST to hold a one-handed weapon in the other hand. The shields will take damage and turn colors from blue to green to orange to red until they break. In return to being weaker then a normal 50 day shield, they regenerate 10 minutes after broken.
-Gas Mask (10 days)
All LAKST wear a gas mask that prevents any harmful gases from affecting the LAKST. The gas masks also prevents radiation and toxins from harming the LAKST.
-Cloaking Device (50 days)
The Cloaking Device on all LAKST allows them to become completely invisible to to thermal visors, radars, and the naked eye for 30 minutes. While cloaked, the LAKST cannot fire their weapons or their invisibility will be compromised. However, they may steal things (upon touch the object becomes invisible) and plant bombs. The bombs, however, cannot become active until the LAKST become visible. Their weapons and all are invisible too.
-Sub Machine Gun Knife (20 days)
All Sub Machine Guns now have a knife on the bottom, for easy melee attacks. Backstabs result in an instant kill, and the normal strike are very powerful against weaker units.
-Super Boots (10 days)
The LAKST now have boots that make them immune to ground changes, such as mud, snow, sand, etc. They suffer no movement penalty, and these are equipped at all times.
-Extractor (20 days)
The Extractor uses special matter attracting properties to pull things in. It fits in the LAKST's' palm, allowing them to use their other hand while using the extractor. They simply point it at something, say a rock or a piece of hair, and it will gently and silently float into their hand. They cannot use something in the hand where the extractor is.
-Laser Slicer (10 days)
A small laser that fits inside a pen. It can slice through rocks, locks, and other things. For example, it could pop the balloon on a blimp, or cut through a small propane tank.
-Shock Reviver (40 days)
Whenever a LAKST is critically wounded or knocked unconscious, another troop nearby can pull out the reviver and the LAKST will wake up ready to fight. It does not work on already dead LAKST.
-Flamer (20 days)
A small flamethrower attachment that fits under the LAKST hands, it can be used at any time, even if a weapon is out. It fires out flames that set enemy troops alight. If a weapon is out, the hand it is in just needs to tilt its hand upward to avoid the flame.
-EMP Device (40 days)
This small EMP Device is issued to all LAKST. It is in the shape of a small circle with a button in the middle. It can be set to proximity or target. Proximity will stop all small electronic devices (guns, grenades, bombs, etc.) in about a 10 foot radius. Target will only affect one thing, but it is stronger. It could be places on a War Machine's cannon or leg to temporaily stop it from working. THe devices take 40 minutes to charge.
-Accuracy Training (20 days)
Using advanced accuracy training courses, the LAKST are now deadshots. They can attack with pinpoint accuracy whilst moving, injured, flying, etc. Their normal accuracy while not moving is also improved.
-Tactical Scanners (40 days)
Using state-of-the-art information gatherers, the LAKST can now scan things with their eyepiece (located in the PCVH) to obtain detailed information on a target. Information includes weakness, age, gender, preferred method of fighting, their most powerful attack, their equipment, and their mother's maiden name.
-PCVH (200 days)
Upgraded from: Bullet Proof Vests
The Powered Combat Vest and Helmet goes onto every LAKST. It sits on their chest and head repsectively and provides plenty of space for weapons and munitions placement. The vest has two straps connecting the two main pads on the back of the shell and and the frontal side of the LAKST on top of the shoulders, and 2 under the armpits. The Helmet is stronger and thicker then the vest but holds no room for weapons and munitions placement. The Helmet also has 1 eyepiece worn to allow for a HUD. The Helmet is tied on with a strap that is near impossible to get off, and the vest is also hard to get off due to the strap placements.
Defense:
The PCVH cools the LAKST in areas of intense heat, like in a volcano. In places like mountains, the PCVH warms the LAKST, allowing them to retain more energy. The helmet and vest are fireproof, and take no damage from fire either. Phasers, laser, and other light based weaponry are mostly absorbed by the vesr and helmet. 1/4 of the normal damage actually goes through to the LAKST, while the vest and helmet take no damage. Bullets don not pierce the vest, they simply damage it. Once the vest has been damaged enough, the bullets start to go through. The 'damage' doesn't actually harm the vest, but rather drains it's bullet defense energy. More energy can be gained from most electrical devices via a plug in the suit, or the LAKST can simply pick up one from an already dead LAKST. Explosions are also mostly absorbed the the PCVH, but some of the damage still goes through to the LAKST.
Augmentation:
The PCVH stores all weapons and munitions the LAKST carry. It does this all while weighing in at the same weight of a normal Bullet-Proof Vest. This allows LAKST to run faster, and hit harder. The Helmet also allows LAKST to see through infared or night vision to help the LAKST track enemies more easily. This can be put on one eye or both. The LAKST can now also jump much higher, by using small rockets to push the LAKST upwards. The Helmet also aplifies sound to the user's personal set level, allowing it to be turned down or up with the situation. A small radar is located on the normal eyepiece in the HUD. Tactical maps of the area can also be seen, allowing for more stratigical movements. If in a base, then only the explored parts will be shown. Finally, small radio communication devices are present within all helmets, allowing the LAKST to effectively communicate with each other at all times.
Lightly Armored Koopa Shock Troopers
These specially trained Koopas are used in raids and highly tatical military warfare and plans. They carry a helmet on their head and a bullet-proof vest on their shell and chest. They carry medium ranged Sub-Machine Guns.
LAKST Commanders
Commanders that control the LAKST. When separated into their groups, these commanders can formulate a plan on-spot and distribute it to their forces. They make the LAKST highly adaptive. The commanders themselves are armed with a sniper rifle, RPG, and shotgun. They are not affected by weapons given to normal LAKST units, except grenades and explosives (like C4.) The Sniper Rifle is designed for long range combat. It comes with a laser sighter that can only be viewed by the eye pieces on commanders. It is also silenced, so the enemy cannot hear the round being fired. Their RPGs are designed for crowd control and destroying structures and vehicles. They are laser guide to be able to round corners when needed. Their Shotgun is the same as the LAKST's.
Upgrades
-Rifles (20 days)
The LAKST now carry highly effective Medium to Long range battle rifles. They have a 2x zoom scope.
-Small Grenade Launcher (20 days)
The LAKST Sub-Machine Guns have been upgraded to include a small grenade launcher capable of carrying 3 small grenades. They are specially designed to arc the grenade so it lands at a 45o angle relative to enemy eyes. This enbles easy aim to land over fortifications.
-Recovery Missions (20 days)
The LAKST are specially trained to be able to infiltrate an enemy base and quickly recover a war machine or two leaving the enemy with as few causualties as possible. They are trained with special battle tactics and manevuers to get in and out before the enemy has time to react fully, unless of course the enemy detects the troops in advance.
-Flashbang Grenades (10 days)
The LAKST can now throw flashbang grenades when in battle. The flashbang explode immediately when it makes contact with something. The flashbang stuns all nearby troops from doing anything useful, as there visions is blurred, sound has a loud ringing in it, and have a spinning head, making it impossible to do anything really. Good for capture missions. The LAKST have 3 to use.
-Frag Grenades (10 days)
The LAKST can throw fragmentation grenades when in battle. The grenades blow up after a few seconds, and hurt (usually kill) anything nearby. The LAKST each have 5 to throw.
-Shotguns (20 days)
The LAKST now carry burst fire shotguns. They fire 5 shots a round and are good for close range combat. The shotguns are half-decent for medium range combat, and are lucky to hit the target at far range. They can be devastating at point blank range.
===Upgrade (20 days)
The Shotguns are now have automatic fire. They carry a small, round annulus (ring) that carries 20 rounds. When the LAKST hold the trigger, the shotgun fires all 20 round automatically. They simply aim and remove the barrel and replace it to reload.
-9mm Pistol (5 days)
A small pistol. It is good for medium range, but past that is inaccurate. It isn't very powerful, but it's useful as an emergency weapon.
-C4 (10 days)
Each LAKST now carries one remotely detonated bomb. They do heavy damage to war machines, buildings, and base defences, but must be planted, and cannot just be thrown into battle and detonated.
-Strength Training (20 days)
With this upgrade, the LAKST will never get tired by the amount of weapons they carry. They are also now very good at kick-boxing and hand-to-hand combat, should the need ever arise.
-Speed Training (15 days)
This upgrade allows LAKST to run at high speeds despite their weapons and such that would normally slow them down. They can also sprint much more frequently.
-Tau Cannon (20 days)
An experiment weapon, it fires particles of used uranium. It comes with plenty of ammo, but finding more is doubtful. It is semi-accurate and very powerful. It can be charged up to become more powerful and bounce off walls.
-Silencers (20 days)
All pistols and sniper rifles are now equipped with silencers, making them make almost zero noise when firing. This is good for stealth missions.
-Trip Mine (10 days)
The LAKST now carry around a few trip mines on themselves. When set up against a wall, the mine eminates a red light until it hits another solid object. When the light makes contact with anything other then the thing it originally stopped the light at, it will explode.
-Medkit (15 days)
All LAKST are now equipped with small medkits. These can cure weak posions and mend small injuries, allowing the LAKST treated to fight with renewed strength. Commanders get big medkits, which can treat stronger poisons and bigger cuts and injuries.
-2 'Perk' Slots (40 days)
By biomechanically engineering, the LAKST can now equip themselves with various perk in each battle. They can be assigned to each indivdual troop, but usually are assigned in groups of 500. Each perk must be individually upgraded, as a 10 day project.
\Juggernaut - Slightly more health and stamina
\Stopping Power - Bullets and melee attacks deal more damage
\Active Camo - When not moving, gain invisibility
\Martyrdom - Upon death, a trigger mechanism drops a live grenade near the body
\Double Tap - Improved finger reflexes make bullets fire faster.
\Camo Perk - Dresses user in camoflauge related to area, worse then active camo camo
-Proximity Mines (20 days)
Unlike Trip Mines, Proximity Mines are layed on the ground. Instead of projecting a Lazer, they activate and explode when an enemy gets within a foot of them. They're much harder to see, but they're only useful in small building in numbers. They also have less of a blast radius.
-Remote Detonated Mine (20 days)
The title says it all. Unlike Proximity Mines, Remote Mines are blown up by the LAKST who layed them, or his respective Commander. The blast radius is just as big as a Trip Mine, but the LAKST usually have to be watching to notice an enemy nearby.
-Bomb Defusing Gear (10 days)
LAKST now carry the equipment to safely defuse any bomb or small explosive device. They can also deprogram hacking chips etc. They are vulnerable whilst doing so, however.
-Desert Eagle (15 days)
A lightweight, powerful pistol. It has a slow rate of fire, but it is very accurate. The bullets it fires are slugs. They are very powerful, and can crack shields. The pistol also comes with lazer-dotted sight, making it easily aimed at enemies. However, this usually alerts them to the LAKST's presence.
-Nerve Gas Grenades (10 days)
When thrown, a gas is emitted from the grenade. The gas immobilizes weaker troops and civilians, and reduces movement, power, and reaction time for stronger units.
-Nanobots (40 days)
Nanobots that are in the LAKST's PCVH will automatically repair armor, regenerate ammo, restore oxygen, and restore health. Each LAKST can choose how many and what the Nanobots are working on. He personalize it so it is a mixture, or all Nanobots working on one thing. This makes the Nanobots flexible to suit all LAKSTs' needs.
-Weather Negaters (30 days)
Small devices that are strapped to the backs of the LAKST, these can be turned on or off to stop all weather effects, such as rain and snow, within a 5 foot radius of the LAKST.
-Oxygen Tank (10 days)
A small tank of oxygen located on the LAKST's back, it provides oxygen to breathe for about 3 hours. With 75% of the Nanobots working on restoring oxygen, the LAKST will never run out. This also allows LAKST not to suffocate (obviously.)
-Plasma Shields (50 days)
Plasma Shields are equipped on all LAKST. They are made out of Plasma, and thus are immune to fire attacks. They about 75% as high as LAKST, but if they crouch their whole bodies could fit behind it. The Plasma Shields are circular, but have two small openings on the left and right sides for the LAKST to shoot out of. The Shield takes one hand to hold, allowing the LAKST to hold a one-handed weapon in the other hand. The shields will take damage and turn colors from blue to green to orange to red until they break. In return to being weaker then a normal 50 day shield, they regenerate 10 minutes after broken.
-Gas Mask (10 days)
All LAKST wear a gas mask that prevents any harmful gases from affecting the LAKST. The gas masks also prevents radiation and toxins from harming the LAKST.
-Cloaking Device (50 days)
The Cloaking Device on all LAKST allows them to become completely invisible to to thermal visors, radars, and the naked eye for 30 minutes. While cloaked, the LAKST cannot fire their weapons or their invisibility will be compromised. However, they may steal things (upon touch the object becomes invisible) and plant bombs. The bombs, however, cannot become active until the LAKST become visible. Their weapons and all are invisible too.
-Sub Machine Gun Knife (20 days)
All Sub Machine Guns now have a knife on the bottom, for easy melee attacks. Backstabs result in an instant kill, and the normal strike are very powerful against weaker units.
-Super Boots (10 days)
The LAKST now have boots that make them immune to ground changes, such as mud, snow, sand, etc. They suffer no movement penalty, and these are equipped at all times.
-Extractor (20 days)
The Extractor uses special matter attracting properties to pull things in. It fits in the LAKST's' palm, allowing them to use their other hand while using the extractor. They simply point it at something, say a rock or a piece of hair, and it will gently and silently float into their hand. They cannot use something in the hand where the extractor is.
-Laser Slicer (10 days)
A small laser that fits inside a pen. It can slice through rocks, locks, and other things. For example, it could pop the balloon on a blimp, or cut through a small propane tank.
-Shock Reviver (40 days)
Whenever a LAKST is critically wounded or knocked unconscious, another troop nearby can pull out the reviver and the LAKST will wake up ready to fight. It does not work on already dead LAKST.
-Flamer (20 days)
A small flamethrower attachment that fits under the LAKST hands, it can be used at any time, even if a weapon is out. It fires out flames that set enemy troops alight. If a weapon is out, the hand it is in just needs to tilt its hand upward to avoid the flame.
-EMP Device (40 days)
This small EMP Device is issued to all LAKST. It is in the shape of a small circle with a button in the middle. It can be set to proximity or target. Proximity will stop all small electronic devices (guns, grenades, bombs, etc.) in about a 10 foot radius. Target will only affect one thing, but it is stronger. It could be places on a War Machine's cannon or leg to temporaily stop it from working. THe devices take 40 minutes to charge.
-Accuracy Training (20 days)
Using advanced accuracy training courses, the LAKST are now deadshots. They can attack with pinpoint accuracy whilst moving, injured, flying, etc. Their normal accuracy while not moving is also improved.
-Tactical Scanners (40 days)
Using state-of-the-art information gatherers, the LAKST can now scan things with their eyepiece (located in the PCVH) to obtain detailed information on a target. Information includes weakness, age, gender, preferred method of fighting, their most powerful attack, their equipment, and their mother's maiden name.
-PCVH (200 days)
Upgraded from: Bullet Proof Vests
The Powered Combat Vest and Helmet goes onto every LAKST. It sits on their chest and head repsectively and provides plenty of space for weapons and munitions placement. The vest has two straps connecting the two main pads on the back of the shell and and the frontal side of the LAKST on top of the shoulders, and 2 under the armpits. The Helmet is stronger and thicker then the vest but holds no room for weapons and munitions placement. The Helmet also has 1 eyepiece worn to allow for a HUD. The Helmet is tied on with a strap that is near impossible to get off, and the vest is also hard to get off due to the strap placements.
Defense:
The PCVH cools the LAKST in areas of intense heat, like in a volcano. In places like mountains, the PCVH warms the LAKST, allowing them to retain more energy. The helmet and vest are fireproof, and take no damage from fire either. Phasers, laser, and other light based weaponry are mostly absorbed by the vesr and helmet. 1/4 of the normal damage actually goes through to the LAKST, while the vest and helmet take no damage. Bullets don not pierce the vest, they simply damage it. Once the vest has been damaged enough, the bullets start to go through. The 'damage' doesn't actually harm the vest, but rather drains it's bullet defense energy. More energy can be gained from most electrical devices via a plug in the suit, or the LAKST can simply pick up one from an already dead LAKST. Explosions are also mostly absorbed the the PCVH, but some of the damage still goes through to the LAKST.
Augmentation:
The PCVH stores all weapons and munitions the LAKST carry. It does this all while weighing in at the same weight of a normal Bullet-Proof Vest. This allows LAKST to run faster, and hit harder. The Helmet also allows LAKST to see through infared or night vision to help the LAKST track enemies more easily. This can be put on one eye or both. The LAKST can now also jump much higher, by using small rockets to push the LAKST upwards. The Helmet also aplifies sound to the user's personal set level, allowing it to be turned down or up with the situation. A small radar is located on the normal eyepiece in the HUD. Tactical maps of the area can also be seen, allowing for more stratigical movements. If in a base, then only the explored parts will be shown. Finally, small radio communication devices are present within all helmets, allowing the LAKST to effectively communicate with each other at all times.