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 DarKlone Technologies (Old) 
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Post DarKlone Technologies (Old)
Welcome, potential customer. Here we present the products currently available from DarKlone Technologies Incorporated. We offer only the finest in military technology, and we are certain you will find something in our catalog that meets your needs.

Thank you for your patronage and support. And remember: Keep your enemies in the dark, with DarKlone Technologies!
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--DarKlone Outfitting--
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We believe that, with work and care, clones will always outperform robots due to their natural agility. As such, we provide your clones with the finest equipment to enhance both their resilience and mobility.

The primary ingredient for all of our clones is our advanced nanotechnology. Every clone we create is infused with nanomachines that not only greatly increase its resistance against cuts, punctures, and impacts, but also allows wounds to heal much more quickly, preventing death through continual bleeding. These nanomachine's also increase a clone's neurological activity, allowing them to move and respond much more quickly than your standard clone.

Also common to our clones is our enhanced jet packs. Our standard packages include the D17 jump jet, which is capable of much more lift than your standard jet packs. These jet packs can interface with standard neural implant ports.

Our "light" package comes complete with our nanomachines and the D17 jump jet. Typically, though, this package, though agile and good for scouting, is less than ideal for a heavy engagement. As such, our "standard" package also comes equipped with the D20 regenerative body armor. This light, synthetic armor is infused with a different type of nanomachine, which is capable of immediately reacting to impacts in order to catch most light projectiles. After the projectiles are stopped, the nanomachines then break them down in order to use the materials to regenerate the damaged parts of the armor. Because of this, the armor can retain its effectiveness almost indefinitely.

Since even the standard package has its weaknesses, we put together the "heavy" package. The clones used for this package have been infused with a much more active type of nanomachine that not only make the clones resilient, but also larger and stronger, without the drawbacks of steroids. Also making this a worthwhile investment are the more powerful D18 jump jet and the thicker D21 body armor, which can stop even light rifle rounds.

An additional accessory is the D42 combat shield. This large shield can take many hits before being destroyed. Also, many handguns and SMGs may be used with it simultaneously.


--Automations--
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While we believe that clones represent the heart and soul of any military force, we are also aware that automations have their place, particularly when it comes to "dumb" tasks such as base defense or scouting.

Our D52 hover turret serves as a resilient base defense unit. Its twin D110 .50 machine guns carry 200 rounds each, and are capable of cutting down anything unfortunate enough to get too close. Mounted directly on each gun is a thick bullet-proof shield, and another is located on the base to defend the turret while the guns are pointed upward. In case the turret gets knocked out of place, it is equipped with two hover jets that allow it to re-position itself easily. These jets don't allow this heavy piece of machinery to go completely airborne, though, so this isn't an effective assault unit.

The D57 security drone also serves as a base defense unit. Once deployed, it holds itself in the air and cannot relocate. It fires at incoming targets with a modified version of the D161 electromagnetic rifle. Though equipped with a layer of armor, it is not quite as resilient as the D52. Still, several of these spherical defense units can be deployed in a small space, increasing efficiency. During the course of battle, new D57s may be deployed by hand through the use of a deactivated deployable unit. After it is thrown, it will soon activate and hold itself in place.

The D60 scout drone is a flying automation, kept aloft by a single powerful rotor-fan. It can fly almost indefinitely, and is armed with a variant of the D138 carbine. It's speed and flight capabilities make it an ideal unit for reconnaissance. It is not a heavy fighting unit, though, so it should be withdrawn under heavy fire.


--Delivery Craft--
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The D37 injection pod is a delivery system that is both cheap and effective. It is fired from outside the atmosphere from one of our space freighters. It hurtles to the ground and buries itself upon impact, whereupon it safely releases its cargo. Afterwards, it can be manually teleported back to one of our freighters. Also, if it sustains a high amount of damage, it will automatically teleport itself out of harm's way, leaving any cargo behind. This fail-safe system guarantees a refund, though typically the return is less than the initial cost.


--Hydrogen Cartridge Weapons--
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Our first line of weapons, the hydrogen cartridge weapons remain our most popular and reliable line of armaments. Utilizing the principles of a light gas gun, hydrogen is used to induce a much faster shock wave upon standard projectiles. This results in much more powerful rounds, capable of penetrating much deeper into targets. Due to the increased size of the cartridges and the high recoil of the weapons, though, these weapons feature firing rates slower than most others. Still, due to their power and durability - necessary features due to the recoil - they represent our flagship line of weapons.

The first entry in this line of weapons is the D24 revolver. This pistol holds five .44 rounds, which may be fired very accurately. This has become a popular sidearm for many combatants, as well as a reliable hunting revolver.

Next in this line is the D61 personal defense weapon (PDW). It holds 20 .45 rounds, and is a useful fall-back weapon for modern warfare, where body armor capable of resisting the weaker handgun rounds fired by typical sub-machine guns is common.

Next is the ever popular D77 sniper rifle. This .50 rifle holds 5 rounds per magazine, and can place a shot accurately at up to 2000 meters. Its terminal ballistics are devastating against both flesh and armor. This weapon's effectiveness and reliability has earned it the nickname "Lucky 7."

The last in this line of weapons is the D102 machine gun. It's box can hold a belt of up to 150 7.62x51mm rifle rounds. Though slow in firing, this weapon is capable of saturating an area in powerful suppressive fire, which is effective against flesh and armor alike.


--Caseless Ammunition Weapons--
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Following the popularity of our hydrogen cartridges, we decided to make a foray into another type of unconventional ammunition. We settled upon caseless ammunition. Though not a new idea, we believed we could perfect previous developments by solving various inherent issues. Though caseless ammunition is still not ideal for sustained-fire weapons, we were able to develop two weapons that sport very high rates of fire, as well as high-capacity magazines. The output of an individual round is no greater than that of similar conventional weapons, but this is more than made up for by the other features of the weapons.

The first caseless ammunition weapon we developed is currently represented as the D133 sub-machine gun. It's magazine holds 50 9mm rounds, which may be discharged at an alarming rate.

Next is the D135 shotgun. Rather than giving it a larger magazine capacity, though, we decided to simply increase the output of the individual shells. The shotgun can hold 8 rounds, each which releases 12 pellets, which is more than the standard 8 or 9 in most 12 gauge 00 buckshot shotgun shells. So, unlike most caseless ammunition weapons, the D135 is actually more powerful than its standard counterparts.

The D138 carbine is a compact assault rifle. It holds 40 7.62x39mm rounds, which can be unloaded accurately upon a target at moderate ranges. As such, this stands as a reliable standard infantry weapon.

In case the D138 doesn't offer enough power, accuracy, and range, we offer the D139 battle rifle. This automatic rifle can place all 30 of its 7.62x51mm rounds almost directly on target at long ranges.

A variant of the D139 may be purchased as the D139S. This modified D139 offers greater range and precision, making it an effective sniper rifle. It also comes loaded with special armor-piercing rounds.


--Explosive Weapons--
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After perfecting target identification technology, we found a use for it in a new type of grenade launcher: the D140 air-burst grenade launcher. This weapon is capable of detecting the presence of an enemy unit, and detonating when within range. This weapon not only makes aiming a forgiving task, but also allows one to damage targets concealed by obstructions.

Not long after the development of the D140, we developed the D141 air-burst mortar. This weapon fires a larger explosive at a slower velocity, allowing one to take advantage of much more severe trajectories.

Later, we developed the D143 proximity mine layer. It utilizes explosives similar to those used in the D140, but instead of exploding on contact or in mid-air, they instead remain deactivated until impact with a solid surface. Once they strike a solid surface, they stick to the surface and activate, acting as a proximity mine that explodes when any hostile unit comes within range of it's effective radius.

Our most recent development in this line of weapons is the D147 rocket-propelled grenade launcher. This heavy weapon is capable of launching a single rocket at an alarming speed over a great distance. With its mounted scope and flat trajectory, one can practically snipe distant targets with rockets. It is particularly useful for taking down enemy aircraft, though its effectiveness against other targets is undeniable.

Last in this line of weaponry is the D210 fragmentation grenade. Though not equipped with a proximity trigger, this powerful hand grenade carries the same punch as the D141 mortars.


--Electromagnetic Weapons--
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Our most varied and advanced line of weapons yet. Our first excursion into the realm of energy weapons resulted in the development of the D154 shock lance. This melee weapon emits a large electromagnetic discharge from one end, which, ideally, is pointed at nearby enemies. The discharge will quickly tear apart anything caught within it.

Following the D154 was the D161 electromagnetic gun. This weapon fires small bolts of electromagnetic energy, which act similar to conventional bullets upon impact with a surface. Though the output of an individual projectile isn't much greater than that of a typical assault rifle, the firearm more than makes up for the difference with high firing rates and a battery capable of discharging about 200 projectiles.

Finally, we developed the D167 electromagnetic cannon. This powerful repeater can launch up to 15 balls of electromagnetic energy in rapid succession. Upon impact, these balls explode into a small yet powerful bursts of energy, which are sure to tear apart most targets very quickly.

The newest item in this line of weapons is the D212 electromagnetic grenade. It currently stands as our most powerful hand grenade, as it continuously bombards a large radius with a storm of electrical force and energy. This continuous kill-zone is useful for keeping strategic points inaccessible for a moderate amount of time.


--Laser Weapons--
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After exhausting the possible applications of the electromagnetic force, we turned to a new source of energy: light. We have developed several weapons that take advantage of the raw power of deuterium fluoride pulsed lasers.

The D172 pulse blade is a sword-like melee weapon that, when swung, generates a laser along its "edge." This laser is capable of cutting through most known materials, making it an effective weapon in close quarters. Of course, getting in close quarters is no small task on the modern battlefield.

The D175 pulse knife was developed as a result of the development of the pulse blade. These small throwing knives generate a laser along its "blade" when airborne, turning it into a deadly projectile. Though the range on this weapon isn't great, it acts as a reliable fall-back weapon, especially since the knives are rendered useless by their own heat after striking a surface and cannot be used by the enemy.

The D178 pulse laser, unlike its counterparts, is a powerful ranged weapon. It's releases a beam of white-hot energy that is capable of boring through most known materials. Though a very effective weapon, it has two major drawbacks. First, it can only fire in fairly short bursts. While we could give it a larger power source, we limited its firing time due to concerns with overheating. Second, though the laser is powerful, it diffuses as it travels through the atmosphere, causing its range to be short in comparison to most other firearms. Regardless of these drawbacks, it remains a fearsome weapon.


--Incendiary Weapons--
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These weapons focus on using flammable substances to ignite both targets and terrain. The flames emitted by these weapons are capable of eliminating most targets when in high concentration.

The D224 flamethrower, though perhaps simple in principle, is one of our most destructive weapons. This weapon ignites and spews a liquid fuel over a moderate range, allowing one to blanket an area in a shroud of flames. After hitting a surface, the fuel will continue to burn for a short time, harming anything that comes into contact with large concentrations of it.

The D227 incendiary shotgun utilizes special napalm shells to unleash waves of fire, which are capable of billowing over multiple enemies and rebounding off of solid surfaces. These features make this weapon quite deadly in enclosed spaces, though also somewhat dangerous to use.

The D211 white phosphorus grenade, as its name implies, releases a large amount of white phosphorus. This substance, upon coming in contact with oxygen, will immediately burst into flames, and will do the same to anything that comes in contact with it. This grenade is almost guaranteed to immediately eliminate any target within its effective radius, and will even leave a short-lived blanket of fire that can further damage anything that steps in it. This grenade is particularly effective indoors, where its flames will spread up and down the length of hallways and fall into stairwells and shafts.


Last edited by Darlos9D on Mon May 26, 2008 8:51 pm, edited 56 times in total.



Fri Mar 07, 2008 10:28 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
Well, here it is folks! My mod is now officially open for business.

Since I didn't want to just post what I already had before, I decided to throw in an RPG. I also made the EM Cannon heavier-looking, and also did some work on the clones themselves. The light clone sports many more details, and both the light clone and the heavy clone now have somewhat more properly aligned heads.

Enjoy.


Fri Mar 07, 2008 10:30 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
Good to see you to repost this :).

Are we going to get any more toys to play with later :P?


Fri Mar 07, 2008 10:34 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
Good to see this thread back up Darlos! Keep up the great work! :D

When can we be expecting that dropship? Take your time so we can see that level of excellence like in your other equipment though.


Last edited by B.U.N.M.O. on Fri Mar 07, 2008 10:38 pm, edited 1 time in total.



Fri Mar 07, 2008 10:35 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
Yay! Darklones are back! I hope you guys make a mech or a new set of weapons.


Fri Mar 07, 2008 10:38 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
Oh eh, sorry for doublelish post but.. Wow! I love what you've done with the DarKlones! The med klone looks a bit beefier now, and the light klone is all teched-out. The rpg you added in there works well and is nice to watch explode as well. I know you have pictures of the new clones, but you have to see them in-game to really appreciate what Darlos has added to them.

Also, look under your maps for a special surprise!


Fri Mar 07, 2008 10:57 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
*Gawks at everything awhile


Download!

Like I always say:

Thoughtprocess wrote:
DarKlones are rape in black armor with huge snipers


Sat Mar 08, 2008 3:09 am
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Post Re: DarKlone Technologies - Updated 3/7/08
+ 1 INTERNETS

Congrats, spend it well. keep the work up, and much more worship and gaping shall follow.

but in all seriousness, awesome job


Sat Mar 08, 2008 3:15 am
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Data Realms Elite
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Post Re: DarKlone Technologies - Updated 3/7/08
+1 Interwebs ( Internets > Interweb )

You are well accomplished One Man Corp!
Good to see this is back!


Sat Mar 08, 2008 3:30 am
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Location: In my Brain Bunker when a grenade flies in and blows up in my face, killing me and my brain...
Post Re: DarKlone Technologies - Updated 3/7/08
Thank you! I was waiting and waiting, and finally, it is here! can't wait to test it out!


Sat Mar 08, 2008 3:35 am
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Post Re: DarKlone Technologies - Updated 3/7/08
Now continue work on the dropship.


Sat Mar 08, 2008 4:32 am
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Post Re: DarKlone Technologies - Updated 3/7/08
Most well done rpg i've seen, it's so satisfying yet not insanely powerful, nice


Sat Mar 08, 2008 4:35 am
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Data Realms Elite
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Post Re: DarKlone Technologies - Updated 3/7/08
Oh yeah there is section that's missing, the back story of the D139!

So yeah, will you add that in?


Sat Mar 08, 2008 4:53 am
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Post Re: DarKlone Technologies - Updated 3/7/08
Kickass its back =3

Yeah definatly getting again (though i still have it)


Sat Mar 08, 2008 1:21 pm
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Post Re: DarKlone Technologies - Updated 3/7/08
Weew!
I needa start making actors...
Orc corp will rival DarKlone Tech!


Sat Mar 08, 2008 1:27 pm
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