Traincar AIMCOP Zero
General
The AIMCOP Zero is one of the most infamous railcars that irregularly traverses the Niarem Railway Metro. It is a powerhouse of a moving platform that is capable of delivering unrivaled devastating destruction upon its targets with pinpoint accuracy. It can also take a severe beating before it is taken out of commission, at which point it will return to Terminus Station for repairs and possible modifications.
"AIMCOP stands for Armored Incendiary Manual Control Ordnance Platform. It is designated Zero due to the belief that it was the first of its kind.
Its true age is shrouded in mystery, however, and some actually do question its status as being the first. Me? Why does my opinion matter? Just because I have utilized its systems, does not give me more authority over others, I can tell you that. But if you must know, well...
Description
AIMCOP Zero consists of 15 wagons, including the locomotive. It has a seamless, smooth design with a rounded roof.
All weaponry is concealed within its hull whenever not in active use. Its hull in question has a matte black shade; in each rotation, it has at least a handful of white friction marks, where the heat of projectiles hitting the energy shields has burnt off the paint. Beyond that, the train is completely windowless; not even its passenger cars have any due to them being classified as structural weaknesses.
Transitional
environmental effect
Similarly to all other trains that traverse the Niarem Metro System, AIMCOP Zero is affected by the transitional environmental effect; meaning that within chernobic regions it appears worn-down and is covered in white heat-burns. Parts of it also look rusted and may even irregularly exude sparks. While within a halcyonic region it will look as it was newly constructed, washed, and polished.
Almost always on the move
AIMCOP Zero rarely comes to a complete stop and is instead nigh-constantly on the move. It is content with unleashing its awesome firepower without even slowing down; leaving its onboard operators and targeting system to account for speed, distance, timelapse, and trajectory to hit the target/s.
When it does come to a stop, however, it is primarily because of one of three reasons; it either needs additional precision for its artillery, or it needs to concentrate continuous fire upon a specific target or area.
The third reason is special and relatively uncommon: It will occasionally make unscheduled stops at various train stations to either let off or pick up operators. While it is rare, all three possibilities have been known to occur simultaneously.
Semi-automated
AIMCOP Zero is a semi-automated vehicle, meaning a majority of its systems and functions are completely automated. The most obvious automation concerns its driving; it decides when it should decelerate or accelerate, although it may choose to do either at the recommendation of its operators.
It is its potential passengers — also known as operators — that makes AIMCOP Zero semi-automatic. Toga Tóg can relinquish control over specific portions of systems and functions and give them over to manual control. One especially interesting facet is that certain SnF:s are completely isolated and can only be accessed by operators; these concern some of AIMCOP Zero:s most powerful armaments.
Armaments and Armor
Armaments
AIMCOP Zero is capable of delivering long-distance artillery bombardment, along with point-blank cannon fire. It is also armed with rotary guns and autocannons. It can also launch surveillance and attack drones, along with robotic and ballistic missiles.
Armor
In terms of protective capabilities, AIMCOP Zero has friction-dispersable energy shields and forty-two centimeter thick heat-resistant armor-plating. It can withstand all but the most devastating of weaponry, and it is estimated that nothing short of a nuclear explosion hitting it point-blank would be enough for it to be taken out of commission.
Operator Traincars
AIMCOP Zero has two train cars assigned to operators and train conductors, known as Overwatch Command and Spearhead Control respectively. The former can accommodate fifteen operators, while the latter only has enough room for ten, although neither rarely reach full capacity.
Rotationally moved about
The train cars are irregularly moved about after AIMCOP Zero has completed a metro rotation; during one rotation Overwatch Command may be behind the locomotive while the other is on its tail-end, while on another rotation they may be coupled together in the middle. It is not known what determines their placement; it may be careful calculations involved or it is a arbitary process.
Indistinguishable exterior
From an outside perspective, they are indistinguishable from the other train cars. Their nature will only be revealed when the thick double doors open up at a metro station or in an emergency on the rail; double doors that seamlessly blend into the exterior hull when closed.
Contrasted interior
The interior of the two operator cars are different from one another; although one cannot know which is which until one has stepped aboard. Overall, they are both painted in a black and silver-grey color-palette, and are illuminated by both corner- and floor lamps that emit soft crimson-shaded illumination.
Overwatch Command
Overwatch Command is largely reminiscent of a command bridge. Spacious enough for at least two people to walk side-by-side without discomfort, with room for a third if necessary.
It is outfitted with holo tables and holo screens that display radar, live camera feed of the outside surroundings, and other data such as ammo count and shield capacity. It provides the least amount of control over weapon systems, but makes up for it by providing supreme tactical awareness that can be used to discover and assist in the utterly devastation of a target.
Various control panels that provide access to various support systems and functions can be found here as well; ones that allow redirection and strength-altercation of shields, deployment of smoke-screens and electro-magnetic pulses to name a few.
Spearhead Control
Spearhead Control has a claustrophobic interior that is alegedly reminicent of a submarine's interior. It is cramped and consists of corridors barely wide enough for two people to walk side-by-side with any moderate amount of comfort. It is within Spearhead Control that an operator has access to a majority of AIMCOP Zero's arsenal and one can access them in two different ways: Either Pilot Contol or Remote Control.
Pilot Control
Operators who utilize Pilot Control are seated within cramped, sealed-off compartments. These are placed along the southern corridors of Spearhead Control, and are outfitted with screens and control-panels that are both of a digital and holographical nature.
While one may become capable at utilizing Pilot Control over the course of a few hours, it generally takes several days up to a handful of weeks for one to become a truly efficent operator.
Remote Control
Operators who utilize Remote Control are likewise seated within confined, sealed off compartments that placed along the northen corridors of Spearhead Control. They are outfitted with lone chair contraptions that are unoffically called AADC:s, which are used to take remote control of Anishan Avatar Drones. This process involves having neuron-spikes shooting out from holes along the backrest into operator's spinal cords. Beyond that, a neckpiece will connect around their throat, from which a neauronhelmet will extend out from until it obscures their whole head. Their body will also be locked into places through the usage of electricity that are only experienced as pinpricks and goosebumps.
Under optimal conditions, operators will have control over an AAD within 120 seconds. Thereafter, they will have access to some of the most devastating weaponsystems available on AIMCOP Zero. Remote Pilot Sessions are commonly 42 hours long, although there exist one stark anomaly that has presumebly been active for 17 years without AADC release, as of the writing of this text.
AIMCOP Zero Personnel
Operators
Operators is the designation of Anishans who board AIMCOP Zero at a train station. Upon entry, each one is scanned by the onboard systems. Thereafter, they are greeted by train conductors whose demenour will be different depending on wheter they are given the green light by the onboard screening system: If permitted further entry the train conductors will be pleasant and accommodating with a militaristic air to them. If denied further entry, the train conductors will initially be cold and have a hostile air to them. If the Anishan does not leave the train when orderd to, they will be forcefully thrown out.
It is not known why some Anishans are accepted and others are not, though it is possible it is related to their Alignments, as those who are connected to militaristic concepts and themes appears to be favored.
Overwatch Command.
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