Maverick_6

"Know thy enemy, and know thyself."

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File S-07: Eric Bradshaw

Name: Eric Bradshaw

Gender: M

Age: 45

Ethnicity: Caucasian

Alias: Bradshaw,"Maverick", Capt/CDR Bradshaw, Alpha-2. Cape-Killer, The Superior Soldier, Ultimate Infantryman, the Maverick, Grim Gunslinger, Hunter killer, Extra Normal Exterminator, AMMA Annihilator,

Appearance:

No Caption Provided

Height: 5 ft 11

Weight: 200 lbs

Background

Eric Bradshaw was a former M.A.R.S.O.C Special Forces marine, turned Cape-Killer. He fought in the human-metahuman civil war to attempt to repel the human metahuman conflict. After having found his wife and only child had been killed in a metahuman conflict, a furious Bradshaw gathers a team to track down and confront said metahuman.

The result of the confrontation was Bradshaw surviving with all his bones broken, seemingly permanently disabled and having his entire squad. While broken and furious, a military corporation by the name of "Maverick", impressed by Bradshaw's previous offered to not only renew the use of his injuries, but to put his body into the state of his prime, in exchange for him working for them and having accessing to more powerful weapons.

Bradshaw, now with a prosthetic titanium foam skeleton, and a body similar to that of his youth, then went to go on to join this corporation and become high in rank. Bradshaw now functions as one of Maverick'seit most acclaimed operatives, having the most metahuman/mutant kills of the entire force, and being an expert at combating and dealing metahumans and mutants with both advanced and conventional weapons.

Currently, Bradshaw is the deemed Division Commander of the ENCU, and often functions to train entire squads of so aptly nicknamed "Cape Killers."

Evaluation

"He seems like everyone else, at first glance."

"His family was killed in some conflict of the civil war. Details are sketchy and the guy responsible is said to have fled to Venezuela. Wife and daughter died, and it seemed to have a great psychological effect on him, but it didn't weaken him more, it made him grow stronger. More, "Vengeful" I suppose one might say. He has a seemingly constant wall between himself and others. Doesn't let many people in."

"The man's got quite a reputation. He really spent a while trying to climb the ranks and he's doing it well. It's rather peculiar as to how the guy seems to fight metahumans so well."

"Isn't he some kind of master martial artist or something? I've seen numerous humans do it through learning the supernatural."

"The guy seems supernatural, but nothing, as far as we can tell is quite supernatural about him. Though he comes very close with some of his abilities. The way he fights, he doesn't rely on speed or strength. More, he does whatever it takes to win. We've compared him to some of our AIs, and they might have better reflexes and more intelligence, but his abilities seem to be beyond that. Engraved in him. Experience. Tactics. Not how well he thinks, but the way he thinks. That kind of creativity is hard to come by. He thinks well and he finds ways around his weaknesses. Makes us wonder what he would be like if he didn't have any weaknesses."

Speed: 2 (2.5*)

Durability: 3 (5**)

Energy projection: 1

Fighting ability: 6 (Many different styles. Based on several military based styles and aikido.)

*Surprising combat speed.

**With armor on. No healing factor.

Abilities, armor and equipment

Skills

Bradshaw has an assortment of skills and qualities, that allow him to fight with some metahumans.

Indomitable will

Subject shows resistance to nearly all types of mental control. Including but not limited to telepathy, supernatural possession and drugs. Subject is functionally immune to any telepathy below that of Omega level through sheer willpower. His training against telepathy and high tolerance to foreign substances and influence makes him seemingly impossible to dominate by even god-like entities of worldly telepathic prowess.

However, he can still be afflicted by some types of mental attacks, such as illusions. He has still managed however to find ways to see past this at times through assessment and seeing flaws in the illusion itself.

However, it extends past mental control and simply, he does what he will. His endurance and tolerance to pain and fatigue is seemingly inhuman, and he can push his body and mind to the brink of capacity seamlessly. Through his will, he doesn't necessarily become more durable, but becomes more enduring, able to survive things that are fatal due to simply not giving up..

Neuro-plasticity

This seems to be the source of his "skill." His mind is able to seemingly change it's structure and be repaired, by him seemingly spending a large amount of time training it to close to the peak of it's potential. This makes what his mind can accomplish functionally unlimited.

It can be said that his mind adapts to what he does.

Imperfect Eidict Memory

The abillity to remember certain types of information with far greater and keener accuracy than most individuals and experts. Often, his type off memory corresponds with visual phenomena. He remembers prominently visual phenoma better than logistical, making him "Not good with numbers" but excellent at reading movements, environments and details.

This can often gift him with an uncanny sense of navigation and situation awareness.

This also can produces an effect similiar to those of opponents with photographioc reflexes, enabling an increased ability to learn martial arts. He cannot however simply observe a move and "translate" it towards his own bio mechanics. He must practice with it and learn how his body does it in order to actually execute it properly.

Battle Precognition

Usually used in combat, his "precognition" is based on information he processes, seemingly subconsciously that enables him to predict his foes next move. This skill perpetually builds with the more data is accumulated and is linked to his "imperfect eidict memory." Bradshaw is exceedingly good at predicting his enemies next move based on the actions of the combatant and cumulative experience on how such combatants act. Often, this makes him able to predict precisely when a speedster will act from minute twitches, observing their stance and even their eyes.

This also enables him to seemingly dodge bullets, lasers and even some faster-than-light attacks. In combat, after some time, he will very, very gradually begin to learn an opponent's moves. This enables him to better combat and counter martial artists.

Instinct

Intuition. Very often has he shown awareness of being in danger despite having no idea of what endangers him or the nature of the threat in question. He is very well capable of telling the intent of humans, their offshoots and animals, seemingly able to gauge something of what they can do and even being able to speculate durability based on one's stance.

The underlying ability seems to lie in his honed subconscious, enabling him quickly accomplish feats such as instantly assessing a situation and acting without conscious thought. He seems to simply know what to do immediately at times, if he is so capable of processing it.

Heightened reflexes

Has in truth abnormal and extreme reflexes for a human. Combined with his battle intuition, so long as said attack doesn't change direction. he seems to be capable of dodging it. Bradshaw has deflected single bullets, though not fully automatic fire. He has dodged lightspeed lasers, and can potentially dodge some faster than light attacks by moving before the attack is even launched. However, this depends on the position he is in. He cannot dodge things of this speed after they have been fired or launched if they are on target because Bradshaw simply lacks super speed.

His eyes function in a way that he can percieve speedsters and users of enhanced speed, but how well he sees them depends on how fast they are, what color they are and how close they are. Often, from a distance, he can see an individual moving at speeds of mach 10 and has reacted to attacks at this speed from a moderate distance away.

Honed Senses

Sight: He has near perfect vision, and is quite the marksman. His eyes can even catch glimpses of speedsters and in tandem with his mind, make out the most minor of camofluaged details and air-like disortions to detect EM interference generted from some cloaking devices.

Sound: Has the ability to hear very low and distinct noises better than ordinary, untrained people. Generally, he is very adept at identifying where exactly something is based on a sound and can even navigate total darkness at times without goggles based on how he hears the sound propagate. While it is not quite echolocation in it's full fledged form, it is another useful method of gaining information and telling what the enemy is doing, as well as tipping him off to enemies he cannot see.

Touch: His skin and the airs of his skin even are highly sensitive, to the point that Bradshaw is capable of detecting enemies who cannot be seen or heard by detecting movement of air particles and changes in air pressure. Through this, anything that exerts a physical presence on the world that would otherwise cause the air to shift minorly from a few feet away, find that he does indeed detect at the very least one's presence. This can make him exceptionally difficult to sneak up on.

Marksmanship

Bradshaw has excellent marksmanship and practically never misses stationary or human targets. He is skilled with essentially any gun and has even gone to sniper school. From semi-auto pistols, marksman rifles, sniper rifles, battle rifles, assault rifles, rocket launchers, futuristic weaponry. He seems to shoot it all and even has moderate experience with using crossbows and bows and arrows for certain operations. He seems to mostly be limited by the mechanical capabilities of the gun, the speed of the bullet and his ability to anticipate the target. He can and has shot highly acrobatic targets and throws off people who try to anticipate where his bullet will go by sending false muscle reads and leading his shot with them as they move.

He often is able to simply predict where super fast targets will go and fire the bullet/projectile at where they will be. Simply as one soldier put "I've seen him out in the field/ Bradshaw doesn't really much. His target usually just blocks or dodges."

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Adrenaline rush: Adrenaline flows through the body. The heart is increased. Reflexes increase. All muscles can be used. The body ignores pain. He becomes seemingly, superhuman at times. Doing things like deadlifting cars and even picking hefty superhumans blatantly up off the ground with the right positioning, aren't quite out of the question. Bursts of speed enable him to sometimes, move faster than what people can keep up with.

Stealth: Bradshaw has stealth comparable to many assassins actually. He is very able to blend into the shadows and sneak up normal individuals. Often times, people need enhanced senses or extra senses to in actuality, precision.

CQC: MCMAP MASTERY, LINE LINEAGE AND AMMA ANNIHILATION

Marine Core Martial Arts Program is a versatile skill set that entails the teaching of a wide variety of martial arts, including Brazilian Jiu-Jitsu, Wrestling, Boxing, Savate, Jujutsu, Judo, Sambo, Krav Maga, Isshin Ryu Karate, Aikido, Muay Thai, Eskrima, Hapkido, Taekwondo, Kung Fu, and Kickboxing. However, instead of being adapted for use of techniques that revolve around use in a controlled environment in the ring in which certain strikes aren't allowed, MCMAP takes advantage of using all of the most effective and practical of all these moves for "real life" use and integrating such techniques to be used with weapons. Batons, knives. bayonets and other weapons.

Being designed for use in a variety of conditions, the martial art is the replacement of the often more lethal and less useful for law enforcement counter-part, L.I.N.E. The degree of lethality in which the martial art is used varies, from restraint and a quick knockout to a quick kill. However, L.I.N.E. was a very deadly and effective martial art, though it had a high degree of emphasis on unarmed combat rather than armed, boasting a wide variety of otherwise illegalmoves wrist locks, standing arm locks, head stomps, eye gauges, knee strikes, groin grabs, foot sweeps and hammer fists

The conditions in which the martial art may be used, is also equally important. Footwork in the ring is easy. However, footwork in water, on rocky or slippery terrain wet with rain is completely different. Thus, users must inherently train to be prepared to fight in any condition, such as on sand, underwater, partially submerged, on wet ground, mountainous terrain and practically any such scenario one might encounter on their mission. Not only this, but he is designed to do all of this in full combat gear. In the sense of what Bradshaw uses an it's relevance to him, he weaved his way all the way through to "Black Belt 2nd Degree". He has taken what he has learned, and made it into his own in which he can use it.

A.M.M.A. is a Maverick-Born Martial Art with Emphasis on giving soldiers tools of how to fight a superhuman otherwise stronger and faster entity with a wide variety of tools one does not have. A.M.M.A. takes useful techniques and stances from practically any martial art and applies it in a way for one to fight users of super strength, super speed, healing factors, teleportation, absurdly sharp blades, projectile evasive maneuvers, indestructible armor, fighting things that aren't of human anatomy/shape and a wide variety of other things, using specialized tools and equipment.

The disarm
The disarm

Though the Maverick Mutant Hunter specializes in the use knives, batons and bayonets, but his enemy may otherwise decide to use a wide variety of weapons. Nameless, swords such as Katanas, broadswords and a wide variety of deadly weapons of supernatural or superscientific origin that even the best of his armors may not be able to counter, and so, the fundamental way of countering such a blade, even of infinite sharpness, has not changed. Control of the opponent's wrist is key and the use of strength in one focused area to rend items from the grip of even some opponents with superhuman strength, as they must essentially either be skilled enough to counter or stronger in their fingers than he is in the entire body. Thus, Bradshaw has in actuality and degree of fluency in his ability to use weapons that are not his own against them. In this day and age, countering edged weapons is vital, with the presence of indestructible materials, obscenely sharp blades and weapons. One such techinque frequently used, favored and taught by Bradshaw is to catch blades in between the hands using adhesive "sticky" gloves thus using this to keep the blade in place. To counter this, one must essentially keep control of his own wrist. If he's knows how disarm someone, he knows very well how to prevent a disarm.

As far as hand to hand is concerned, Judo, Jiu Jitsu and Aikido are Bradshaw focus, the idea of using techniques more reliant on leverage than strength to put opponents on their back. While striking power is necessary and he possesses the ability to easily put down most any ordinary person who is not in top physical condition down in a matter of seconds, he focuses his explosive strength towards being able to throw and deflect an opponent's strikes.

Striking is generally done with any of his limbs, including the head whenever necessary. While all metahumans are not invulnerable, one has to be careful to not strike someone of vastly supreme durability and can be used to incapacitate or otherwise fight back against ones who do not have super strength and durability, such as opponents with healing factors. Though vastly situation and varying in effectiveness, striking nerves and critical points of the body with say, a half ton of force, can prove enough to stall or delay the attacker.

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In concerns to weaponry, the knife is a versatile piece of equipment, able to be used as both a tool and a weapon. Due to it's compact length, it can be used in much tighter spaces with much more ease and drawn more quickly then a sword, hence it's practicality over it. Knives rely on heavily on speed rather than power, precise cuts to vital areas being quick and simple ways to kill an opponent. Against opponents with healing factors, a knife can find use in disabling a user through either lodging or severing one's nerves to systematically disable them for a short period of time, when towards the appropriate section. Against even particularly strong opponents, slashing the eyes and overwhelming the senses in a variety of means as a viable means to stack up strikes against many an opponent. Applications vary.

Front thrust
Front thrust

The Bayonet, is not quite unlike a spear in the way it is held and used. The additional function of the gun of course, is it's ultimate use, as once an enemy is outside the length of a barrel length in any wide number of areas to finish or stun opponents. With the knife already attached, it provides the rifle with an immediate means of lethal and effective melee, and also providing longer reach then the knife alone will. With a pistol or rifle, a blunt strike with the butt of the weapon from a variety of angles can function as a blunt strike. However, if one is going for a lethal engagement, trying to land a shot during the fight is often priority if he isn't low on ammo.

The Baton is a simple and seemingly crude, yet effective weapon for lethal and non-lethal use. Bradshaw's baton also doubles as a directed energy weapon capable of stunning and killing opponents simply with a tap, but it is yet still solid enough for proper strikes and swings with one to break any bone in the human body, including the femur (the hardest and thickest of all the bones.) As a result, even unpowered, a baton can very well be lethal when used in certain areas, such as to land clean strikes on the skull. Even in Feudal Japan, a legendary swordsman proved capable of shattering swords with a wooden blade and killing people in a single strike, efficient form and solid weight enabling a human to hit with multiple tons of force, it can allow someone with a weapon such as this to go toe to toe with animals and lower durability mutant simply by virtue of hitting hard enough.

Mid combat, much of his fighting however, centers around his suit and the fact that it can generate close range explosions to either attack his opponent, knock himself forcefully back or otherwise deflect attacks, alternating between manual and auto modes of the hardsuit. The explosions forcing him back, while damaging at higher intensities, can knock him forcefully out of the way of what would otherwise be a deadly attack. Be a previously unseen speed blitz, a one thousand tonner's strike or otherwise, the armor can, at a cost of harming the user, blow them back away from it in a giant explosion of plasma. Often, Bradshaw will use this as the situation requires to varying degrees as he sees fit. Other times, he will use it to block or otherwise deflect lethal strikes, such as from indestructible blades with sufficient force to overcome his armor or blades with infinite sharpness.

In essence, this can be seen a loose summarization of how in actuality Bradshaw engages foes close range. More often then not, how close he will actually fight the opponent is another matter all together.

Summary

  • Non-lethal or lethal, depending on the scenario.
  • Enables him to at times, throw or deflect upper tier metahumans strikes indirectly while wearing the hardsuit and using weight and leverage rather than raw strength.
  • Cannot "overpower" a metahuman. Must be performed quickly to evade being countered.
  • Does not rely on increased physical strength at all. His ability to throw and launch someone depends more so on how much they weigh, rather than
  • Often time metahuman opponents are incredibly skilled. One should find any means to make skill of little relevance or render them thus incapable of using said skill.
  • Stresses capacity to be used anywhere and anytime. Dirt, rain, sand, desert, space.
  • Uses a wide variety of strikes, from every limb and the head, to attack the opponent in any vital area.
  • Often used as needed l and isn't effective on ludicrously powerful opponents.

PHYSICAL ASSESSMENT

Current status: Due to Artificially being aged, Bradshaw's general physical conditioning is that of perhaps a regular athlete.

Due due what can be amounted to prodigious training and a rigorously adhered to diet, Bradshaw has attained a level of physical fitness mostly unseen by most baseline humans, with his conditioned described as close into the upper limits of what a human can achieve through training alone. Often an appropriate analogy would be that he is what an Olympian of military proportions would be. Lacking the refinement of most olympic athletes towards certain tasks.

He is not made to be the largest or necessarily the strongest. His entire physicality is dedicated, instead of any single event, to being the most efficient human war fighter in the human race.

Strength:

Isometric strength was developed from a young age, training of the muscles and the joints to function for extreme periods of time. This strength can very easily enable him to possess pound-for-pound strength superior to most body builders and enable him to carry large amounts of weight for excessive distances as well as bare weight measurable in above 1000 pounds. This sort of isometric strength in concerns to other kinds of lifting, help one exert their strength for a longer period of time through the increased bearing of weight.

One major difference in the strength of his musculature lies in the focus of increasing strength in non-glamorous muscles such as the biceps and pectorials. While vital, these muscles are not necessarily vital to types of strength he needs. Particularly important in functional strength over most men is strength in the wrists and hands.

Striking power, is of course, another story, however, relatively explosive training has enabled a tremendous striking capacity, with his punches averaging out to possessing 1626.982 J punch and a 2847.218 J kick, strikes with the leg able to reach one ton in power.

Speed:

A fairly explosive musculature, in tandem with enables him to move in short bursts of speed unlike what most people are accustomed. He does not possess superhuman speed. Highly intricate footwork, enables Bradshaw to dissappear from one's sight by taking advantage of the 120 degree blindspot within a human's vision and thus step outside of a charge opponents vision, making him often be mistaken for one with super speed. His running speed is an average 17 miles per hour at best, faster with increased drive to push himself farther.

However, his hands and arms are developed to be as explosively fast and simultaniously explosive as possible. He can very easily swipe an object from one's hand and replace it with another while they are looking at it without them actually noticing it, reload most guns in milliseconds and almost instantly acquire his targets. While, possessing no superhuman level of speed, he is very adept at aim dodging bullets and even the strikes of metahumans, and can even outright react to individuals charging head on towards him at speeds of comparable to bullets. Indeed, at times, he might intercept or react to a speedster better than he might a bullet.

Stamina and Endurance:

Extensive training however, has been put into honing endurance and stamina, in being able to fight for prodigously long periods of time before tiring, he can continue moving for tens miles before notably tiring, able to cross hundreds of miles on foot with gear for days, before extensive fatigue takes him. Training in MARSOC enables him to function on far less sleep then the average human being, with him able to continue to engage the enemy periodically over the course of days.

A testiment to his true endurance, as it comes to physical pain, is his body's ability to endure trauma. He has come close to the brink of death, able to continue fighting after being stabbed almost 70 times through what can be amounted to perhaps, willipower.

Durability:

Contrary to popular belief, the titanium foam within Bradshaw's bones, while contributing permeneantly to the sturdyness of his bones, can only do so much. His bones are not bulletproof and joints had to be trained to be hardened and prevented from snapping. Little of it can actually attribute to his brain and body's resistance to blunt trauma, in actuality. His iron like body, can be beaten with bats, wood and other blunt instruments without fail, and he can hammer nails into wood with his hands for.

The portion of toughness that contributes most to his capacity to withstand prodigious impacts is his tolerance to G forces, with him often nicknamed "A crash test dummy." He can survive the immediate acceleration of sometimes up to brief exposures of 200 Gs, this sole factor being what actually protects him from being knocked unconscious from severe acceleration at the strikes of superhuman opponents. 50 Gs, being the most lethal for most human beings. This also enables him to better function under intense accelerations of craft and moving at high speeds.

Loadout

Bradshaw has a wide variety of gear and weapons, optimized and customized for his specific use and taste most often, and used in differing situations. He is physically incapable of carrying any one of these weapons on his person, and often brings them in correlation with the Maverick Arsenal for whatever so the mission may require, or whatever he is carrying at the time.

The Hardsuit

Maverick Arsenal: Armor

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A relatively lightweight armor that lacks augmented strength, speed, and much of the same technology other suits have, in exchange for durability Instead of opting for artificial muscle, the maximum amount of protection possible was demanded in place.. Remade to contain no metals whatsoever, the suit provides the user with ability to withstand prodigous amounts of blunt force, penetrating slashes and armor piercing munitions. He is far from invulnerable, but the active nature of the armor renders it capable of protecting form many an otherwise lethal aggressor.

The armor focuses on combatting relevant issues on the current battlefield, offering resistance to that which standard body armor tends to not offer protection. Heat, infinitely sharp blades, harmful vibrations, blunt force trauma and extensive ballistic resistance. The armor provides numerous active countermeasure systems, the primary one being Bradshaw's tunable AMAP-ADS Multi DEW Reactive Armor.

This is both an attack, and a defense, the directed energy weapon lining the entire outside of Bradshaw's armor, with the exception of his visor (though it still defends it). The countermeasure creates a functionally small explosion that deflects attacks away from it with varying degrees of energy, correlating often with the impact energy of the attack. This creates a small explosion near the user that repels oncoming attacks irregardless of material, being tested and proven effective at repelling Adamantium gunfire and even blades, the reactive armor has proven an effective integration into the armor, albeit a dangerous one. The higher the kinetic energy of an attack, the more that is required to deflect it more. More energy is needed to stop it.

The secondary layer of reactive armor is known at the Electromagnetic "Repuslor" Armor, another layer of reactive defense that further draws power from Bradshaw's reserves, often, him switching between the two at will or setting it up himself to switch in response to certain stimuli. This allows the armor to generate and channel large amounts of electricity and generate intense magnetic fields that though, unable to repel lead and copper bullets, prove effective at repelling rounds, various forms of explosives with metallic containers, particle beams and railgun fire. When active, it can also generate intense blasts of ionized air to repel magnetic and conductive material with increased effectiveness (although not always.)

The effect of the explosion on his armor however, causes it to have what is often seen as a detrimental defense as knocking the user back by the explosion. However, the explosion can also be used as an evasive maneuver, enabling the user to evade what would otherwise, be a far worse strike, knocking the user away before the impact, making it very useful in actuality for surviving impacts from powerouses.

A CNT metalloid rubber negative decompression mechanical metamaterial expands outwards along the chest and head area, dampening the effects of explosions and impacts.In one of the more lower layers (above the rubber) resides a titanium nanofullerene armor, many times stronger than steel, capable of withstanding over 250 tons per square inch and having immense compressive strength. Making the armor much more difficult to breach. Aggregate Carbon Nanorods woven into a chain-mail like weave of so called experimental "diamondmail" offers yet another effort against otherwise obscenely sharp blades, showing great resistance to armor

Starlite offers superior resistance to heat, more so than most any known material, enabling the survival of temperatures of 20,000 Degrees Fahrenheit, akin to the surface of the sun or the hiroshima bomb, before it even begins to degrade. The armor has stood up to temperatures of hundreds of thousands of degrees for some time, it's saving grace being unbridled insulation, the slowing of heat from reaching the user inside. Various ceramics composed of nanostructured boron nitride and silicon carbide, combine ballistic resistance with a great degree of resistance to plasma as well. Metaflex enables the user access to functionally, programmable matter that, while fragile against kinetics, can be arranged to completely reflect or deflect energies across the electromagnetic spectrum.

At the very bottom, in direct contact with Bradshaw is a CNT mesh atop a Boron Nitride Nanotube weave, lined with a viscous MR "Smart Fluid" composed of conductive Carbon-60 molecules within the CNT and throughout all flexible layers of the armor itself.. Boron nitride serves as electrical and thermal insulator, the last "line of defense" against attack should the armor be breached. The external carbon armor however, provides a source for the armor's "Lock" system. The armor, when ordered, can come together, suspended moelcules in the fluid clustering into a diamondoid like material to enable the armor to lock and become rigid, and hard. In a complete "Armor lock" Bradshaw is unable to move at all, but is also not suspecitble to having joints twisted, manipulated or otherwise by superhumanly strong opponents.

EMP Hardening: The armor sports practically know electronics, with all circuits being Optically based in response to the requirement for it to withstand repeated exposure to lightening and X-Rays, most of the armor's systems are practicalyl immune to EMP, with the exception being the external communications

Sensory Array: What Allows for the armor to see what happens around it, akin to other reactive armors. Though AI-based, this can be turned off and manually used by Bradshaw as the situation demands. Often, it is turned on to counter-superfast enemies and deflect oncoming fire from multiple aggressors.

190 Megajoule Capacity via ultra-dense carbon based superconductors and storing energy a CNT supercapacitor weave throughout the armor.

Gecko-Tech, enabling the crawling on walls and generating levels of adhesiveness that takes more than a few hundred or even thousands tons to break, sporting far greater strength then natural material it is based off.

HUD capable of marking and tagging enemies through the the AI recieving satellite information. The on board Opitc Circuitry AI has practically as many Apps as a smartphone and seems to be able to receive data on most any quantifiable information it is streamed.

Sensory Buffer

Located in the helmet and throughout the armor, the purpose of the sensory buffer is to in actuality, deprive the soldier of overwhelming and harmful sensory information, often serving as ear plugs to dampen the noise of gunfire, able to be tuned to the user's mind and mental characteristics.

One such part of this sensory buffer, is the completely mechanical and utterly inert (doesn't change or reconfigure) shutter. This with the flip of a switch can make the user blind and deaf, but the armor durable and seemingly to attacks based on sound, vibration and light. Lasers reflect off the visor, as do most spectrums of EM-Radiation short of gamma rays. Sound capable of shattering concrete and melting steel is prevented from reach the user at all.

The second skin

Functionally, a layer of graphene on the outside of the armor, that allows the user to have increased tactile sensations through the armor. Hence it's name as "second skin." The armor itself replicates ambient pressure outside of it to allow the user to feel inside of it. How well it functions depends on how it is set. This second layer of skin however can only feel and replicate pressure. It does not replicate pain.

Grappling device

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Wrist Launcher

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Small device located in the wrists, often used to fire off mini super explosive HESH rounds, smoke bombs and ultrabangs for various uses. Can at times, hold Hafnium ammunition, however, storing such rounds in the wrist is rare.

Can holding up to 20 of these in a single magazine, fired in a metal-storm, stacked projectile systme.

Boron Nitride Nanotube Parashoot

A highly chemical and flame resistant, high tensile strength parashoot capable of surviving friction of speeds of up to re-entry. The shoot has many niche uses aside from surviving falls, such as slowing down objects the user latches to and ampening impacts of being launched.

Comes equipped with two parashoots, each one being reusable and deploying in seconds, activating and being useful at heights as little as 20 feet.

Explosive Ordinance

Maverick Arsenal: Ammunition

Most often, these are carefully stored in armored containers or bandoliers composed of titanium nanofullerenes for hardness and most important, negative decompresion metamaterials to protect from vibrations and starlight as the very outer

  • Conventional: Mixture of HMX based explosives and RDX. Carried often.
  • Nano-thermite: Highly powerful adjustible nanoexplosive. The rate at which it releases energy can be tuned, to either be more so like an explosion or a slow burning incendiary. Due to it's oxidizing properties, it is ideal for destroying metals. Produces large amounts of hazardous and blinding UV Light.
  • Deutrium: Nano-explosive thousands of times stronger than ordinary explosives. In sufficient amounts, could replace the fission trigger of nuclear bomb. Difficult to produce but often carried.
  • Hafnium 172: Often referred to as "Crude femtotech." At 1330 megajoules in a single gram, the explosive is hundreds of thousands of times more powerful than any ordinary explosive, and is only 1/3 short the magnitude of a nuclear bomb. Normally carried.
  • Mini-Nuke: A small scale, portable nuclear bomb. Often called a "Suit-case nuke" can have yield of up to 10 KT. A little less then half the Nagaski bomb.

The Mastiff

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A versatile, man portable grenade launcher, designed by Maverick but having basis in designs in various man portable grenade launcher rifles, such as the Africa BML and the chinese LG5. Created with Maverick technology, the rifle was designed to be rugged at it's core. While it boasts a high degree of technology, the weapon is by no means fragile and made to operate in functionally any environment and when stripped of it's equipment, it is simply a highly durable and reliable, (barely) man-portable grenade launcher.

Still, the launcher does encounter problems that prevent an extensively prevelance in Maverick, being it's roughly 30 lb (loaded) weight and it's degree of complexity in the operation of it's technology, often causing it to be "currently" in the testing phase and in the hands of a very limited amount of people. While the weapon requires much put into it, some argue the reward of what it can do is more than enough. And work into the design is put in every day.

The guns propulsion varies with the munitions, with many of the weapons projectiles capable of being. Primarily, there are 3. Pneumatic "soft launched" projectiles, akin to a typical grenade launcher; various types of chemical propellants that deflagrate (as opposed to detonate) to propell the grenade like a bullet (but faster) or like a rocket.

The gun, aside from the rounds it fires, features numerous facets in it's design. Recoil of the gun's more potent ammunition can be substantial, with the weapon able to break the the sound barrier several times over with 40mm grenades. As such the gun in itself features a reciprocating barrel, muzzle breaks and a spring based carbon nanotube counterbalancing mechanism behind this that negates much of what would be otherwise tremendous recoil.

Adaptable reload feed. Enabling individual rounds to be loaded into an empty chamber as per required.

Stacked projectile capacity. The weapon can actually function electronically and without a magazine, holding each and every round in the tube of the weapon itself. (Similar to metal storm or a roman candle.

EMP Hardening and metaflex exterior. The weapon's superconducting multi-layered faraday cage enables it to withstand even directed energy weapons grade munitions, offering a wide variety of resistance (though not immunity) to most forms of electromagnetic radiation, and it can even be used to deflect lasers and other DEWs.

MUNITIONS

HEAT

High Explosive Anti-Tank Round. Using augmented explosiv materials, the 40mm grenades can easily exceed the damage output of most conventional competitors, able to penetrate more than 6 meters of steel with some of Maverick's explosives. A shot from this can locally cause pressures several times that of earth's core within a local area and hit with force in the kilotons of force, able to punch through any normal material or send metahumans durable enough to not get pierced through like hot butter, flying away at supersonic speeds.

However, the round, due to focusing it's explosive propellant, is only effective with direct hits. Outside of this, the effects of the round are greatly diminished.

Fragmentation

The most common kind of grenade, this anti-infantry grenade is ideal for shredding groups of enemies. From carbon based projectiles, to nanocrystalline tungsten carbide, to depleted uranium. With access to greater numbers of explosives, the effects of these grenades can be much more devestating than conventional weapon.

EFP

Explosively formed penetrator. An explosion can propel an extremely heavy liner created from various materials (Such as copper) and thus can travel a much greater distance than HEAT rounds.

Deutrium Nanobomb

Explosives that use Deutrium, an explosive thousands of times stronger than it's conventional counterpart.

Superconducting Plasma bomb

A charged superconducting loop, capable of storing 50 MJ per kg. While small, the explosion caused can temperatures that can reach temperatures akin to those found within the sun.

Nanothermite Thermobarics and Incendiaries

Explosives that utilize nanothermite to simply burn, or burn and explode on their target. Burns at roughly 8,000 F and produces blinding UV light.

Homing Explosive Armor Piercing Air Burst (HEAPAB)

Rounds that are propelled with intention of going straight through structures and exploding against a target, irregardless of whether or not the dodge. The rifle on needs be in the vicinity of it's target before it explodes. Numerous types of explosives usable.

Flechette storm

Launches a sabot, which carries a line of 40 often nanocrystalline tungsten carbide flechettes in a shotgun like spread, capable of well blowing enemies away with a total impact force of 19 tons total from the weapon impact at point blank ranges, enabling it to tear through steel and concrete like butter and pierce or blow back metahumans.

Concussion

A pure explosive bomb, that lacks the radius of shrapnel but makes up for it by hitting only with an explosion, lessening collaterial damage and increasing impact force substantially.

Centrifuge Bomb

A purely mechanical blast wave emitted by the bomb, resulting in an extremely loud noise, little in the spanse of heat and light, lacking the flash of the explosion, but having all of the accompanying blast wave. Good in situations where fire is not desired and where. Can possess 50 MJ per kg of energy, making it more than 10x more powerful than TNT.

Ultra-Bang

Powered by a superconducting appartus, instead of being just a very bright light, this produces a highly intense omnidirectional laser that burns as well as it blinds, melting almost everything in it's range as it releases all of it's energy in a series of explosions akin to a 9-bang or a multi-megajoule pulse capable of melting diamond. Can emit other frequencies of EM radiation and become an EMP.

Hafnium 178 Bomb

1330 MJ in 1 single, Hafnium 178 is only one third lesser than a nuclear bomb in mangitude. Making this highly, highly destructive bomb reserved for only the highest of threats.

Harmonic Grenade

Grenades that adheres to it's target with a small oscillator attached, as it releases an either ultra-high or ultra low frequency noise with an energy density in the megajoules, enabling it to liquifey the internals of anything it sticks to or to outright shatter objects by directing harmful shockwaves into the target in either a pulse or a continuous stream.

It can be set to emit a low or high frequency noise ambiently to disrupt targets. On the most advance settings, it can emit pre-programmed acoustic "illusions" to fool people with enhanced hearing or ecolocation by producing a confusing array of sounds, hence enabling it to either Jam or outright throw off echolocation.

HESH

High explosive squash head grenade, the grenade sticks to walls point blank and is very adept at destroying bunkers and hardened targets, particularly when aimed towards the aim area of the grenade. The adhesive is so potent as to bond on the molecular level with most anything it hits, making it difficult for even metahumans to remove. Depending on the composition of the cashing, it may be able to tolerate hundreds or even, thousands of tons of force before breaking.

Meta-Chaff

Grenades that use a canister of material such as Aluminium, Fiber Glass and Plastic to throw off radar systems. A mixture of smoke and metaflex materials enables it to jam nearly every form of electromagnetic detection known to man.

Tear gas

A high pressure canister of tear gas for purposes of primarily non-lethal and incapacitation purposes.

OC spray

Essentially, a canister of military grade pepper spray, used for non-lethal purposes to cause discomfort or inflammation to targets. The density of Oleserium Capsicum is much greater than that of any civillians, and sometimes is stored up to such densities that it can become a painful neural toxin.

Tandem Charge

A charge that has two or more stages of detonation. Most often, this is used for anti-armor rounds capable of bypassing or premptively activating reactive armor. The first charge is often directed to weaken the armor. While the second true charge is what is meant to penetrate.

However, these can be adapted to have any wide number of purposes, such as releasing differing grenades on targets where relevant. (Such as combining OC spray centrifuge bombs. Or combining HEAT with Superconducting plasma). Or, to react to one attack with the first grenade and send the other down range, continuing to the opponent.

Arc Grenade

A grenade that arcs with very high temperature electricity and contains a multi-megajoule supercapicator that allows it to rapidly discharge. It can be used to continuously stun a target, create an arc of plasma or create a deafening, 120 decibel noise accompanied by a glass shattering explosion along with a very powerful EMP effect capable of frying most electronics but the most hardened of electronics.

CNT Wire trap

A round that can fires two ends of a container that holds a long trip wire, allowing for rapid and long distance control of a grenade.

Cloaked

A grenade that is invisible and soundless, making it impossible to see and difficult to process. While unable to be homing most often and must be soft launched at subsonic speeds to remain inadubile.

Mine

A grenade that functions as a proximity mine, that can use various degrees of detection. From a simple mechanical contact mine. Or an EM proximity mine, with designation to track speedsters, having a reaction time measurable in nanoseconds.

Grappling device

Grappling device launched by the tubular rifle, that can be bladed or flat. Feature Van-Der-Waals force "gecko tech", it can be used to stick to walls, and travels a much greater distance then the wrist mounted device, able to go out almost 2000 feet and rappel far more quickly than the wrist variation.

High Velocity Slug

A round often shot from the barrel of the rifle on sabot, often meant not to penetrate, but to send a round down range at varying velocities and speeds

d into the target at high a high velocity and simply impact them close range with upwards of an impact equal to 542327.179 kilojoules, or a 200 ton impact from close range. Every single recoil dampening mechanism within the weapon must be used, and it is dangerous to fire without the hardsuit. The round is also hilariously inaccurate, making it otherwise impractical for gunfights and mostly finds use as a niche round to be used when a particularly powerful opponent draws too close.

Rocket Propelled Grenade

A grenade propelled by any wide variety of rockets towards it's target. The function of the RPG is actually that it can keep going for a much longer distance, at greater speeds and more ideally for homing then other grenades.

SCRAMJet

A round propelled via a minature scramjet, this can easily reach hypersonic velocities and accelerates all the way to the end of the barrel, and beyond. Functioning like a Gyrojet round, starts slow and then reaches higher speeds later. The 20 mm round travels an average of mach 25. 19181, and has a vast distance, capable of leaving the earth's atmosphere, even. This gives it an impact energy of 1355 tons down range.

However, it travels often so fast that it can burn up if one doesn't use proper materials. Most often, tungsten is used. The plasma sheath that forms around it, along with immense air resistence, render mid-air maneuvering afforded by homing rounds not applicable.

Smart Grenade

A grenade that can be set with any number of means of detonation. Contact, homing or fuse. Most all of Bradshaw's grenades have this feature. The round is capable of traveling at speeds of mach 25 39060 miles per hour. However, the round moves too fast to feature electronics

Jet Charge

A typically soft launched grenade that sticks to it's opponent, the function of the grenade is to create distance by placing a small, high pressure canister of fuel on the target. The metallic hydrogen propellant is one of, if not the most powerful chemical rocket fuels known to science, but also burns out far more quickly. Strapping one of these onto 200 lb objects even can send it careening back at high speeds as it is lifted off into the distance, as well as lift and shift particularly heavy objects.

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MAHEM (Magneto Hydrodynamic Explosive Munition)

A rocket that upon detonation of it's Directed Energy Weapon explosive, uses a magnetic field to propel a massively hypersonic jetstream of molten metal down range at speeds of roughly mach 50. The projectile, (upon detonation) due to it's high speed, has a short lived range of 300 meters.

Retari

Spider-Silk, Carbon Nanotube or Boron Nitride nets that are often used for hunting big game, the round can be propelled at supersonic velocties or even be propelled by any number of rocket propellants. if need be to subdue or capture metahumans .Or the flipside, the net can kill humans, the wire slicing unarmored people into ribbons if the user isn't careful. The most powerful of nets take thousands of tons to break, and can even be made to adhere to their target, remaining on them even if cut through or if they rip themselves from whatever the net is bound to.

Bolo

A long cord comprised of either spider-silk, Boron Nitride or CNT, when deployed and landing cleanly on the opponent, it splits into two cords with weights or rockets at the ends, enabling them to ensnare targets.

Silk Bomb

Comprised exclusively of highly compressed spider silk, the grenade uses exclusively mechanical means of launching Spider-Silk in all directions to subdue people non-lethally and easily, while being capable of holding down 50 tonner metahumans. Can be however, burned and dissolved.

M16 Beowulf (Reinforced Custom)

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The M16 Beowulf is a higher caliber modification to the AR-15 platform that allows for greater muzzle energies to be put down higher ranges. Maverick saw fit to produce one of these for their own Maverick Mutant Hunter and thus, created a C60 diamond fullerene barrel, capable of withstanding more than ten times the pressure of a conventional barrel. This allows each of it's .50 caliber bullets to hit with 39,020 J of energy, or roughly 14.3 tons in each and every shot. Each round travels at Mach 15.9 (12303.1 Miles per hour)

Often, the gun is controlled with advanced CNT based, spring loaded recoil dampeners that bleed off some of the gun's energy and make it's recoil highly controllable in single fire. The weapon does however still have substantial kick, the armor is specifically designed to manage it. However, if regired, the gun can use conventional ammunition, in which case, due to it's conventional ammunition, it will feature practically no recoil.

M1911 Custom Reinforced

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Two custom, unnamed M1911s that are reinforced, much like the Beowulf. Albeit, their design is partially more defensive, enabling for close combat use and the blocking of extremely sharp blades. Each gun can hit with approximately 2.5 tons of force (6676.09 Kilojoules) at mach 7.3. However, nearly all times, Bradshaw carries one such weapon loaded with Hafnium at all times, coated with Starlite. The insulating properties of the weapon often aids in the preventing of his weapon from having it's rounds cook off at once.

Otherwise, fires often either High velocity rounds with the energies described above.

PEP Baton

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Maverick Arsenal: Melee weapons

A melee weapon that also doubles as functionally, a close range directed energy weapon. The baton is capable of emitting electromagnetic energy to often stun and incapacitate targets by emitting a pulsed energy projectile. Hence, upon this tunable electromagnetic energy, colliding with it's target, or the surrounding air, a plasma forms that can stun their nervous system or at higher intesities, kill beings and melt through steel, or simply stun higher level metahumans, emitting electromagnetic pulses so potent that they are capable of affecting organic matter and nervous systems, and more so even most machines.

That baton's shaft consists of a hardened ceramic coating along a Titanium Nanofullerene base with, CNT composited for flexibility, making the weapon leagues above steel in hardeness and resistance to heat. The entirity of the shaft, can release or emit plasma and repel attacks based on plasma and particle beams through generating intense magnetic fields. With it, is a carbon based superconductor loop with an energy density of up to 50 MJ/k (though this is dangerous). As such, most of the power for the baton is drawn from Bradshaw's suit.

Aside from this, the Baton is capable of channeling immense amounts of electricity from it's side, to the point of ionizing the air and causing an explosion, enabling it to excel at deflecting strikes from objects made of Adamantium, Vibranium, Particle Beams, Plasma, Ordinary objects and most non-metallic materials.

HF Knife

Maverick Arsenal: Melee weapons

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Often called a "high frequency" blade, the abbreviation has been since changed to be a "Harmonic Frequency blade."

The blade can in truth, vibrate selectively at any number of frequencies to enable it to cut through materials. with great ease due to to vibrations moving the sword back and forth like a saw, emitted destructively into an object and the high amount of heat generated. Generally, the blade can reach temperatures in the thousands. Being constructed flawlessly, the blade swords an uncanny thermal resistance of over 5000 degrees C, due to the incoporation of rhenium within it's nanostructure and the weapons' own nanostructuring preventing the formation of flaws located in normal alloys that can otherwise ruin the strength of the blade.

The blade's edge consists of a Fullerene Version of boron nitride referred to as "Aggregate Boron Nanorods", enabling for a high degree of hardness, as well as chemical and temperature resistance, the blade having superior hardness to any natural diamond, it cuts practically any material short of super-materials so beyond conventional matter.

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