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NPC Milo Fuller
0 4,460
milofuller9486#0
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Roleplay Gear
Gear is currently unlocked
⊡ Supratech Nini 670 Wetdrive
This small implant is a neural augmentation computer that assists the brain. It can be discreet or obvious based on the interests of the user. Depending on the program disks installed it can perform a wide range of functions. This model has two general slots which can be filled with any N.A.P.Program Slots: 2
Dedicated Utility Slots: 0
💀 [Do not mix manufactures in program slots or brain injury may occur.]
x 14,000 (100%)
⧉ Military Grade: Strength
+5 to StrengthIntended to assist you in overcoming your mental limitations, Military Grade has created a wet drive program that will improve your strength. This will increase your power in combat as your muscles will output their full potential when needed without the mental safeguards naturally in place. It is only compatible with other Military Grade programs.
[Requires a wet drive slot be installed on the user]
x 5,000 (100%)
Callaghan Heavy Pistol
Light Kinetic WeaponAttack: 2d8 [Focus], 6d4 [Burst]
Weight: 1.8 lb
Ability: Effective against light armored targets. Integrated torchlight can illuminate dark areas. Critical (8) provides a second attack.
This specialized sidearm packs a serious punch and is popular among mercenaries. The weapon is developed by Callaghan Firearms and has an integrated tactical flashlight. It fires a large caliber projectile.
x 1,950 (130%)
Tactical Armor
[Mediumweight Armor]Utility Slots: 5
Ability: This armor can provide resistance to thermal, kinetic, and explosive attacks.
This high-quality combat armor was popular among Isaak's Elite Squad. It provides high defense and medium style. The wearer is agile and quiet while carrying conveniently accessible slots for ammunition, grenades, and clips for weapons. It features 5 utility slots for defense improvements and is popular among independent mercenaries.
x 15,300 (90%)
Crystal Memory Bank
This high-tech device is capable of storing a Exabyte of encrypted data making it an ideal way to transport secure information outside of your ship. Missions requiring data delivery in person will require a memory storage device of some kind so it is a good idea to keep at least one on hand. [Memory Banks are required for storing data packages which can be delivered to a mission provider. It can be exchanged with a Used Memory Bank if there is data on it that is worth selling or delivering.]
x 500 (100%)
Holo-Me Extender
This equipment can be installed at your location to extend your Holo-Me interaction ability in CMDR rented locations outside of the Diamond Plaza Hub. It is also useful for interacting with certain characters securely, especially characters in shadow.Use this item to make your communications more secure as Holo-Me operates on a quantum network. The only way a hacker can intercept your transmission is by using an Encryption Cracking Unit.
x 400 (80%)
Havok Jetpack
[Agility Booster]Unlike typical zero-g thruster systems, Havok and Sons crafted a device that performs well in microgravity and atmospheric worlds up to 1.5g. It provides a vertical advantage on planets and enhances user agility in low gravity or space. However, it's limited to short bursts and prone to overheating with prolonged use. Despite this, it's lighter than comparable models.
x 7,000 (100%)
S3 Mongoose Drone
Heavy Thermal/Explosive Weapon | Auto/ManThermal: 6d10+40 [Focus], 12d8 [Sweep]
Explosive: 4d10+30 [Splash]
10km Range | 48hr Battery
This 4-meter-tall drone rivals the Goliath in attack power, armed with two heavy beamers and rocket pods. It requires deployment via vehicle and prioritizes close-range enemies while detecting and eliminating other drones. Additionally, it can engage SLFs in the air. It has autonomous functionality by default but can be piloted remotely.
[⁜ Drone Operation Controller required]
x 65,000 (100%)
Automated Turret R1
Medium Explosive Weapon | Automatic ControlAttack: 1d2+20 [Splash]
200m Range | 24hr Battery
Light-framed, computer-operated rocket pod will target hostiles using smart software that analyzes data from the squad. It can be deployed during a mission but redeployment takes time. It has a slow firing rate and excellent armor.
x 6,000 (100%)
Automated Turret L1
Medium Thermal Weapon | Automatic ControlAttack: 2d10+5 [Precision]
200m Range | 24hr Battery
Light framed computer operated pulse laser will target hostiles using smart software that analyzes data from the squad. It can be deployed during a mission but redeployment takes time. It has a moderate firing rate and excellent armor.
x 6,000 (100%)
💎 Milo's Dawn of Riddles
Light Kinetic WeaponAttack: 3d10+10 [Burst], 8d5 [Sweep]
Weight: 16 lb
Ability: Attacks can suppress enemies. Critical (10) can hit targets through cover.
This rare rifle belonged to Milo Fuller. The original manufacturer has long since perished but Milo believes it to be infused with the soul of his brother who was killed by pirates. The rifle is designed to unleash large electronically fired rounds rapidly with a minimal loss of accuracy.
x 50,000 (100%)
Spiked S3 Mongoose Drone
Heavy Thermal/Explosive Weapon | Auto/ManThermal: 6d10+40 [Focus], 12d8 [Sweep]
Explosive: 4d10+30 [Splash]
10km Range | 48hr Battery
This Mongoose has been modified with spikes to make it impossible for hostiles to climb. It is otherwise the same as the standard model. It has autonomous functionality by default but can be piloted remotely.
[⁜ Drone Operation Controller required]
x 68,400 (100%)
Overcharged Plasma Cannon
Heavy Thermal/Kinetic WeaponAttack: 4d25 [Splash]
Weight: 64 lb
Ability: Attacks can eliminate large groups of targets. Critical (25) can cause target gear to also explode and demolish structures.
This heavily modified weapon is cumbersome, difficult to aim, and incredibly dangerous to everyone including the user. Its slow projectile is lethal for everyone within range of its thermal blast. It is heavy and prone to overheating after a single use.
x 25,000 (100%)
Force Burst Wrist Guard
[Force Burst Ability]Classified as an armor modifier, this highly compact defense mechanism is ideal for close-quarters combat as it can create a pulse burst on contact, shoving attackers to the floor or at least a good distance from you, buying that time you need to escape or draw your weapon. It is non-lethal but would be considered a crime if used against an Imperial Citizen outside of combat. It can be worn in conjunction with any clothing or accessories.
x 2,600 (100%)
Force Projector
Melee Force WeaponAttack: 1d5(+500) [Bash]
Weight: 40 lb
Ability: Concussion strike equal to 35.5k Newtons against an even and stable surface but has a single charge before reloading.
This heavy tool is used to breach ship canopies. The projector can be pressed against a surface to blast it with tremendous force, often breaking through it. It takes time to reload the force canister but is effective at creating new passages, getting past doors, smashing walker drones, and capturing ships.
x 33,600 (140%)
Combat Helmet
[Lightweight Armor] [Flash Bang Defense]This combat helmet offers average protection for the head. It also protects against Flash Bang Grenades but remains vulnerable to E.G.G. attacks. The helmet can be manually deployed from the base of the neck or automatically in hazardous environments.
x 5,000 (100%)
Heavy Armor Shield
Heavy Kinetic DefenseDefense: 400
A powerful alternative to the burst shield, this heavy armor will repel heavy attacks. The only drawbacks is the cumbersome weight and lack of sustainable and rechargeable thermal defense. Considering the drawbacks, the shield is immune to EMP attacks and will hold against a heavy barrage for longer than the thermal counterpart, but with the lack of longevity from recharge, users should play to its strengths in quick assaults.
x 3,000 (100%)
Tactical Boots
[Improves Armor Defense]Classified as an armor modifier, this equipment is heavily armored giving the user significant protection from kinetic and explosive attacks. While it reduces agility, when combined with tactical jackets it will improve strength.
x 5,000 (100%)
Electromagnetic Pulse Grenade
Utility/Laser Weaponry Countermeasure+ Damage
This single use device can eliminate functionality of utilities, burst shields, and laser weaponry in a large area. It is also useful for destroying drones, vehicles, and turrets, larger drones like the Mongoose will require more to take down. Effective for the duration of a battle.
[Disposable items are consumed after a single use.]
x 1,200 (100%)
Heat Sink Launcher
Activation: Open [NOTES] for instructions on use.
Installed in a utility slot, this small device will pull heat from all personal items and other utility modules before discharging it in a small disk. It has enough ammo to last through most engagements. The user can avoid detection from sensors and use devices with heavy heat creation. Disks can become hot projectiles if abused.
x 300 (100%)
Heat Sink Launcher
Activation: Open [NOTES] for instructions on use.
Installed in a utility slot, this small device will pull heat from all personal items and other utility modules before discharging it in a small disk. It has enough ammo to last through most engagements. The user can avoid detection from sensors and use devices with heavy heat creation. Disks can become hot projectiles if abused.
x 300 (100%)
Shield Cell Bank
Activation: Open [NOTES] for instructions on use.
Installed in a utility slot, this small device will quickly recharge personal shield devices and some weapon types. The device will last through a mission without maintenance if used properly. It takes some time to cool down after use or the user risks causing a meltdown.
x 800 (80%)
Shield Cell Bank
Activation: Open [NOTES] for instructions on use.
Installed in a utility slot, this small device will quickly recharge personal shield devices and some weapon types. The device will last through a mission without maintenance if used properly. It takes some time to cool down after use or the user risks causing a meltdown.
x 800 (80%)
Auto Field Maintenance Unit
Activation: Open [NOTES] for instructions on use.
Installed in a utility slot, this small device will repair malfunctioned gear, armor, accessories, and other utility modules at the cost of heavy heat buildup. It will prolong combat and exploratory missions. The device cannot repair itself and will further cannibalize itself with each sequential use. At least one is recommended during prolonged missions as armor integrated utility units are prone to regular malfunctions.
x 500 (100%)
Remlok Pack
This kit can be a real lifesaver as it is the most advanced technology for prolonging life in an event of decompression. It has preserved lives of pilots blown out into space without a pressurized suit, though it is not recommended for such extremes.[This item is used during decompression. Disposable items are consumed after a single use.]
x 1,000 (100%)
Flash Bang Grenade
Disorienting Weapon+ Damage
This single use device can disorient unsuspecting opponents by disrupting their vision and hearing for some time by creating a bright flash of light and concussive blast. Drones are not impacted.
[Disposable items are consumed after a single use.]
x 100 (100%)
CryoMed Health Kit
This kit contains cutting edge medical technology for stabilizing critical injuries in the field. When used the injured person will be able to resume a mission so long as no further critical injuries are sustained. Each additional critically injury risks unconsciousness and the possibility of death if not aided by a squadmate.[This item is used to heal critical injuries. Disposable items are consumed after a single use.]
x 500 (100%)
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Zero-G Thrusters Advanced
[Agility Booster for Space]For careers or hobbies in low-gravity environments, this device is essential. It's ineffective in gravity greater than 1g but excels in space. It offers an advantage against hostile forces with powerful thrusters for precise adjustments, unlike cheaper models. The main limitation is its bulky weight on planets due to carrying a significant amount of fuel.
x 1,500 (100%)
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gear
Missile Launcher
Heavy Explosive WeaponAttack: 1d10+30 [Splash]
Weight: 46 lb
Ability: Attacks can destroy cover, vehicles, and drones. Critical (10) can trigger an incendiary explosion that sets cover ablaze.
Carried over the shoulder, this weapon will level the field with an explosive projectile. It is not intended for close-quarter combat and should be handled with care around allies.
x 6,200 (100%)
x1
Tactical Laser Rifle
Medium Thermal WeaponAttack: 1d20 [Focus], 2d10 [Sweep]
Weight: 14.4 lb
Ability: Attacks can nullify targets without alerting their squad. Critical (20) gets a free attack opportunity with a light weapon.
This federal rifle has been customized to be a versatile mercenary weapon. Standard among Spencer Isaak's crew of elite forces, it can be strapped to the hip and operated with one hand. A laser audio/visual suppressor system will help make quiet work of groups of enemies.
x 4,000 (100%)
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