As Jack entered his office a generous slice of cake appeared on his desk next to a piece of equipment that he deduced was the new data-slate Carter was talking about, from the sticky note on it that said "Have fun reading this sir, Carter." It was smaller than he thought it would be. Oh, well, then he sat down and got started on reading about the newly proposed 'toys' they would get to play with, while eating his cake:

"Gunboat: similar in size and shape to an Al'kesh bomber without the pyramid bit on top. Similar interior layout. Equipped with scaled down Asgard ion cannons, Asgard shields equivalent to a Beliskner, railguns in 1 and 5 inch calibers, Asgard intergalactic hyperdrive, Asgard sensors, a cloaking device like that of a Puddlejumper, capable of being used as a staging platform for gunships and drop pods if needed.

Fast Attack Cruiser: Daedalus 2-class: FAC-304: equipped with top of the line shields, weapons, engines, hyperdrives, and has the extreme bleeding edge Asgard generators and new subspace capacitors for power. Visually the FAC-304 is a BC-304, doubled. It has two BC-304 hulls melded lower hull to lower hull, and an extra hanger on the top plate on top and 'bottom'. If needed in times of combat the two hulls can be split to double the chances of survival. All FAC-304's are assigned to SRR teams as needed, and stored in a transport buffer until needed.

Dreadnaught (Proposed): Artemis-class: DR-305; beam heavy with 19 APBG with emitters; 39 triple barreled railguns and 30 extra single barreled railguns, and an assortment of anti-proton beam generators scattered across the hull with full fields of fire. Also has multiple Multipurpose Linear Ion cannons located coaxially.

Fast attack dreadnought (secondary capital ship): Thor-class: FAD-306; weapons and shield same as DR-306 with extra banks of engines, powered by 9 neutrino/ion generators; appearance is similar to that of the Alterran Destiny-class ship with some changes. The changes include Asgard intergalactic hyperdrives, Asgard beam weapons, multiple hangers for fighters and jumpers, and two Multipurpose Linear Ion cannons at the base and tip of each 'wing' for a total of four. Also assigned too QSRR groups to act as a mother ship for the FAC-304's of the group.

Superdreadnought(Proposed): Athena-class: SD-307; shield is equivalent to that of two Alteran Aurora-class shields; powered by 7 neutrino/ion generators; weapons loadout: 26 ion cannon turrets, 19 APBG with emitters, and a demolecularizing beam adapted from the Asgard transport beams. Has multiple flight pods based off of the Daedalus's design. Will also have multiple Multipurpose Linear Ion cannons.

Superdreadnought/research (1 built {Sam}): Athena B-class: SD/R-308 weapons and shields same as SD-308 with added generators, labs, and a detailed sensor package. Took the flight pods and sealed the doors shut, added decks, power generators, labs and on the outside, the pods were covered in any and all types and forms of sensors ever conceived by the Asgard and the Ancients. All in all this created a nearly perfect research ship.

Monitor (Proposed): Ares-class: MN-308 same specs as an SD-307 with three demol beams, and 6 more neutrino/ion generators

Supermonitor (Proposed): Zeus-class: SM-310; same specs as an SD-307 with three demol beams, and a version of Anubis's superweapon, and more neutrino/ion generators

Mother-ship (Proposed): Gaia-class: MS-01 fleet HQ ship made by same process as that of Othterra, only 1 in existence stored in transport buffer in case of a Galactic emergency or threat on the same level as the Replicators, or Asurans; equipped with Ancient cityship-classed shields. Equipped with multiple(10+) drone bays with 1 million + drones in each; same weapon specs as three SM-310's with an extra thirteen demol beams, and ten copies of Anubis's superweapon and many Multipurpose Linear Ion cannons located on the outer hull. For power the main generator is a version of the one the Ori used on their motherships

Factory ship(5): Hephaestus-class: FS-302 uses industrial Asgard beams to construct anything that is needed by the Othterrans, built on a hull that is superficially similar to that of the Aurora class battle ship.

Stealth cruiser (3 built {Vala/ OID}): Loki-class: SC-311: all are to be assigned to the OID, Othterran Intelligence Directorate; has a well-developed weapons array with plasma beam emitters covering all surfaces of the ship, and dual-barreled railguns for point defense, also has twin Multipurpose Linear Ion cannons located on the ventral hull of the ship. Any Othterran has the option of requesting one for personal use, with the understanding that any and all sensor readings taken when outside Othterra will be turned over to the OID after the return of the ship.

Carrier (Proposed): Apollo -class: C-312; has a fighter complement of ten wings with three squadrons per wing, and four squadrons of bombers; with a light weapons loadout

Heavy carrier (Proposed): Apollo H-class: HC-312; usually has triple the complement of an Apollo-class, with a light weapons loadout

F-303: Vulture-class: Asgard sublight engines, a short range hyperdrive with a rechargeable antimatter battery, better inertial dampeners, an emergency transporter, Asgard trinium-naquadah-carbon alloy armor, a shield generator, dual MK-III Naquadah reactors for power, four rotary micro plasma cannons, with two of them mounted on a modular belly turret system, a phaser strip taken from scans of the Voyager and modeled by Othterra until it worked, placed at the back of the fighter to cover the rear, four internal missile bays 280 of each of the new for short and medium-range micro-missile weapon system and six retractable wing-mounted 1-2 shot APBs for anti-shipping operations as well as long range shots

Multipurpose Linear Ion cannon: fires ion bolts similar to that of the Tollan ion cannon but has improvements made by then-Major carter and several Asgard scientists. Can now fire ion bolts faster and "heavier" than the Tollan cannons, fire mass driver rounds (like the MAC from Halo), some of those rounds have "special" payloads. Said payloads include: fission, fusion, plasma, hi-ex(high-explosive), AP(Armor Piercing), and there is one round that is supposed to be never used, an anti-matter round that could, probably, convince a sun to go, at least, Nova.

Demolecularizing beam: pretty much the same as the transporter but the transportee(s) ends up scattered across 10,000 square kilometers of space.

Ground warfare:

Personal Armor:

Reaper armor: Upgrade to the standard Othterran combat suit. Now the suit is equipped with dual forearm-mounted plasma repeaters, heavier shields and a neural-link to be used in conjunction with a newly designed line of vehicles and mechs. The armor can protect the user during an orbital drop. Primary use is for combat. All combat related 'bits' are stored in a materializer crystal until needed. Secondary use is for exploration as it can be equipped with many possible modules to give other abilities.

Height: Operator's Height + 18 cm

Weight: Varies, ~80 kg for 1.8 m operator

Armor:

-Hydrostatic Gel Buffer Layer

-Reactive Liquid Crystal Layer

-Nano-composite Armor

-Naquada Energy Dissipation Layer

-Silicon Carbide External Plating

-Asgard Personal Shield Generator

-NBC Protected

-Vacuum Hardened

Fixed Armament: Dual forearm-mounted plasma repeaters

Optional Mounted Armament: Varies based on attachments

Optional Hand-carried Armament: [Any man-portable armament in base configuration]

Sensors:

-Visual Tracker

-Infrared Viewer

-Ultraviolet Viewer

-Night vision Viewer

-X-Ray Viewer

-Laser Rangefinder

-Radio-frequency Interceptor

-Chemical Sensor

-Motion Tracker

-Heartbeat Sensor

-Medium-range Radar

-Medium-range Subspace Sensor

Communications:

-Subspace Radio

-Radio Transmitter

-Tight-beam Laser Transceiver

-Microwave Transceiver

Power-pack: Subspace tap designed by Dr. McKay and perfected by Col. Carter

Endurance: N/A

Speed: Varies; ~60 kph for average operator

Strength: Varies; Operator's Strength x 18 + 500 kg average

Other Systems:

-Self-Healing Nanoweave Support System

-Internal Condition Monitoring System

-Magnetic Modular Attachment Hardpoints

-Ancient Direct Neural Interface

-Thermoptic Camouflage

-Passive Color-Shift Coating

Designer: Sam Carter and Thor

Sub-Descriptions:

Armor: The Reaper armor is a multilayer system designed to provide both comfort for the operator as well as protection from threats. The bottommost layer is a bodysuit that provides vital sign monitoring as well as environmental regulation for the wearer. It is also equipped with a medical nanoweave that can heal light to moderate injuries, and work to stabilize more severe ones until more complete medical assistance can arrive.

Directly above this is a layer of gel that regulates hydrostatic pressure. It allows the suit and wearer to move through both high and low pressure environments without feeling the effects of decompression, and can help shield the wearer from falls or impacts.

The reactive liquid crystal layer serves two purposes. First, it is the actual motor system of the suit, manipulated through magnetic fields to provide motive force without the need for bulky engines. It allows for a full range of motion similar to that of the human muscle system. Second, it serves as a memory conductor for the onboard computer system, allowing the operator as well as the suit itself to benefit from its massively increased computing power.

The nano-composite armor is the basic layer of impact armor on the suit. It is composed of a layer of seed material covered by nanites. The nanites can reconfigure the armor layer as needed to block incoming attacks as efficiently as possible, becoming rigid to block kinetic attacks or becoming absorptive to conduct energy attacks around the operator rather than directly into him/her.

The Naquada armor is designed to be a permanently absorptive layer of armor that can absorb incoming energy blasts and dissipate it across the armor's surface.

The silicon carbide layer is optional, and consists of a series of ceramic plates that can be added for additional protection. They can withstand significant heat from energy weapons as well as strong impacts from kinetic weapons.

The energy shield system is designed primarily as a deflector grid. It tries to deflect incoming kinetic munitions rather than stop them, reducing the amount of energy the shield needs to expend to prevent an impact. The shields are capable of actually stopping incoming fire, but must expend more energy to do so. Against energy weapons, it is designed to splash as much of the weapon away from the shield and operator as possible to again reduce the impact on the shield system. The computer can calculate the angle of deflection to avoid hitting friendly units.

The NBC and vacuum protection is not a layer, but a network of systems designed to protect the operator from the environments. A filtration system combined with an internal oxygen reserve and full atmospheric sealing allows the suit to survive in any atmospheric environment, while a layer of radiation shielding in the liquid crystal protects from radiation. The hydrostatic gel provides protection from vacuum, keeping internal pressure stable.

Weapons: The basic suit has no weapons built-in, but has a number of hardpoints to mount optional attached weapons and modules as needed. Most commonly, at least one close-combat unit is mounted to the forearm, which provides a compact shotgun and plasma-blade. Hand-carried weapons are automatically tied into the suit's control systems to give a digital readout of the weapon's status and aiming point.

Miscellaneous Systems:

The Ancient Direct Neural Interface allows the operator to directly interface with the armor. In essence, instead of moving his or her own body, it allows the operator to directly move the armor, which can move and react much more quickly than a normal human. It also allows for the direct reception of status reports and sensor information if desired, or a normal HUD system can be used. Using the broadcast networks, it allows leaders and other operators to "see" through the sensors of another suit or operator directly, allowing the scout to pass on his information directly without having to physically report back.

Stealth Reaper armor: same specs as Reaper armor with a more limited mod system. All stealth suits are equipped with ECM systems and multiply redundant cloaking systems. Also equipped with phase-shifters derived from Merlin's device.

Firearms:

Scythe Modular Assault Weapon System:

Type: Assault/Battle Rifle (Modular)

Ammunition Type: 7.62x51 mm NATO/ plasma beam\packets

Rate of Fire: 890 RPM

Feed Device: Asgard micro beam constructor and buffer with micro subspace tap/ plasma generator

Muzzle Velocity: 1,065 m/s

Barrel life: 18,000 rounds

Type of Fire: Selective - Semi-automatic, three-round burst, fully automatic

Length:

-Rifle: 710 mm

-Carbine: 584 mm

-LMG: 940 mm

Barrel Length:

-Rifle: 560 mm

-Carbine: 430 mm

-LMG: 790 mm

Range: 1,400 meters

Reaver Automatic Combat Shotgun:

Type: Shotgun

Ammunition Type: 12 gauge/ plasma beam

Rate of Fire: in Semi-auto fire: 250 RPM; Automatic fire: 500 RPM

Feed Device: Asgard micro beam constructor and buffer with micro subspace tap/ plasma generator

Muzzle Velocity: 725 m/s

Barrel life: 15,000 rounds

Type of Fire: Selective – Pump action, Semi-automatic, fully automatic

Length: 790 mm

Barrel Length: 550 mm

Range: 50 – 150 m

A large weapon designed as a dedicated combat shotgun, it is large and heavy. When fielded, it comes with a number of ammunition types for differing needs during an engagement.

Heater Heavy Automatic Pistol:

Type: Automatic Revolver

Ammunition Type: 11 mm x 46 mm/ plasma packets

Rate of Fire: 250 rpm max

Feed Device: Asgard micro beam constructor and buffer with micro subspace tap/ plasma generator

Muzzle Velocity: 700 m/s

Barrel life: 15,400 rounds

Type of Fire: Selective - Semi-automatic, fully automatic, beam (plasma only)

Length: 210 mm

Barrel Length: 130 mm

Range: 150 meters

The Heater was designed to meet the need for a high-power pistol occasionally used by SRR teams. The auto-revolver design allows the gun to use a variant of the popular .460 S&W cartridge, one of the most powerful handgun cartridges ever designed. Despite its high power, recoil is very manageable, although the gun is very loud when firing.

Support and vehicles:

Combat drones: drone shaped like a probe droid from Star Wars (Teal'c) for close fire support; equipped with a shield similar in power to the one on an Al'kesh, multiple plasma repeaters and power for several micro drone swarms; powered by one MK IV naqahdah generators.

Gunship: equipped with a shield, inertial dampeners, and a reactionless drive similar to that of an Al'kesh. Armed with light pulsed Asgard plasma beams and multiple 25mm rotary cannons for fire support. Capable of going through Stargate, used as assault shuttle for orbital drops if needed. Power provided by three MK IV naqahdah generators.

Gate tank: light tank capable of trans-gate activity(e.g. is small enough to fit through the stargate.) power: single MKIII naqahdah generator, fitted with a shield capable of taking 10-15 full power staff canon shots before overloading; weapons: single railgun as main gun, 15 combat drones, swarm of micro drones; uses an anti grav system detailed in the Asgard Core

Medium tank: about the size of an M-1 Abrams; power: double MKIII naqahdah generator, fitted with a shield capable of taking 20-30 full power staff canon shots before overloading; weapons: double railgun as main gun, 20 combat drones, 2 swarms of micro drones; uses an anti grav system detailed in the Asgard Core

Light combat mech: 5-10 meters tall, basic loadout has two neutrino/ion generators powering the chassis, a larger version of the Kull wrist blaster and a shield. Outer chassis has a covering similar to the Kull armor but much improved through Asgard technology. Has anti-grav 'jump jets' for increased tactical maneuverability (and for kicks). For everything not included in the basic loadout, uses a series of Asgard Matter Constructor beam emitters to build any and everything needed by the pilot.

Standard combat mech: 10-15 meters tall, basic loadout has three neutrino/ion generators powering the chassis, a (2) larger version of the Kull wrist blaster and a shield. Outer chassis has a covering similar to the Kull armor but much improved through Asgard technology. Has anti-grav 'jump jets' for increased tactical maneuverability. For everything not included in the basic loadout, uses a series of Asgard Matter Constructor beam emitters to build any and everything needed by the pilot.

Heavy combat mech: 15+ meters tall, basic loadout has four neutrino/ion generators powering the chassis, a (4) larger version of the Kull wrist blaster and a shield. Outer chassis has a covering similar to the Kull armor but much improved through Asgard technology. Has anti-grav 'jump jets' for increased tactical maneuverability. For everything not included in the basic loadout, uses a series of Asgard Matter Constructor beam emitters to build any and everything needed by the pilot.

Land-air combat mech: about 8 meters tall, same loadout as a standard mech, with additional (4)25 mm auto-cannons, and (2) missile bays for dogfights and anti-shipping work. Has better anti-grav and inertial dampeners for high G maneuvers. For everything not included in the basic loadout, uses a series of Asgard Matter Constructor beam emitters to build any and everything needed by the pilot.

Mods for both the mechs and the Reaper armors include lasers, particle cannons, anti-proton cannons, and various forms of ballistic weaponry, more armor, and better shields. Personal mods can be designed for further customization; for example: Teal'c has a plasma blade for his mechs and armor that looks like a lightsaber.

All mechs are stored in a backpack sized transporter/buffer/generator that has enough power and "memory" to store one of each type of mech and 1 of the following vehicles: gate tank, medium tank, and gunship. If the user does not decide to store any of the previous vehicles, the buffer can store enough supplies for the user to live comfortably in a survival situation for years if needed. The pack is about the size of a backpacking pack, including the waist belt and chest straps. The pack itself can be stored in the materializer crystals of the Reaper and Stealth Reaper armor for ease of movement in normal situations."

So like Teal'c, Jack thought as he reread the section on the mechs. Those "mech's" would come in handy in the future he mused. Then as he was finishing his cake he noticed another bit on the bottom of the last page. Probably a note from Carter, Jack thought as he read on:

"Sir, in light of possible mutual defense treaties with the Federation and other powers, it is suggested that, with the advent of our access to the Asgard core and the memories of the Ancient named Titonus, and the technology made available from them we stay with our standard four man team if and when we have treaty obligations to uphold. The reason that I am suggesting that we stay with the four man team is that it is very flexible and with our new tech that flexibility is taken to a whole new level. It is my recommendation that the teams be called SRR teams. The SRR will stand for Standard Recon and Response, thus showing our continuing commitment to exploration and standing beside our allies. The SRR team organization would have each team be assigned their own FAC-304 and having the option of either staying in Othterra until needed or going out in the galaxy and doing exploration, primarily in the Delta and Gamma quadrants of the galaxy. It is suggested that QSRR, or Quad SRR, groups be sent, once we have the population, to explore the galaxies that the Ancients and the Asgard come from in an effort to discover if there are living races in those galaxies that could be descendants of the Ancients or Asgard, as well as to scout for threats that could crop up later in time. Also in this line of reasoning, it is suggested that we send QSRR groups to all galaxies in our local group to construct Othterra type outposts and survey their assigned galaxy in an effort to establish areas of retreat to be used if needed in case of an emergency. As a final note it is suggested that we build a large fortress in deep intergalactic space to act as a hub for our extra-galactic outposts. This hub as well as all outposts and Othterra should have a supergate in close proximity for fast response vessels and evacuation in case of an emergency.

I also propose that we begin to look into how we can make our bodies better. I propose that we begin a project that would look into evolution the same as the Ancients did and that we look to other paths to better ourselves in the short to mid-term. Specifically I propose that we augment our bodies with nanites and other procedures. One suggestion is that we use nanites to heal injuries and set up a subspace comm network between all Othterrans who decide to accept the nanites. A further suggestion builds upon the previous one; that we use the nanites to enhance ourselves in similar ways to that of the "Spartans" from the Halo games. In my personal opinion, that level of augmentation is a step to be taken by an individual, not to be taken as a people. But, by using those nanites in conjunction with the already established neural interfaces, we could "bond" with our weapons and vehicles and we could only use them better. It would decrease reaction time, and give our troopers a better chance of survival. But, yes, there could be some as yet unforeseen consequences or problems. If there are, I can only state that we will deal with them as they come."

-Sam Carter

After finishing the brief and his cake Jack decided to sleep on the information and proposals that Carter had given him. He would give her an answer tomorrow, in person.

A/N: I AM GOING TO RESPOND PREMPTIVELY TO SOME REVIWERS WHO MIGHT HAVE PROBLEMS WITH SOME OF MY IDEAS AND TO GIVE RECOGNITION TO SOME REVIEWERS WHO GAVE ME IDEAS.

kreep13: THOUGH YOU GAVE ME THE IDEA TO USE BATTLEMECHS POWERING THEM, IN THE BEGINNING, WITH A ZPM IS NOT POSSIBLE. AS THE STORY PROGRESSES I MIGHT REINTRODUCE THE ZPM BUT FOR NOW I WILL USE THE NEUTRINO-ION GENERATORS TO POWER THE MECHS.

nroe03742: THANK YOU FOR THAT IDEA, AS YOU CAN SEE I USED IT BUT I WILL PUT IT UP TO THE DECISION OF THE PEOPLE WHO WOULD TAKE THE AUGMENTATIONS, NOT BE USED AS A CIVILIZATION WIDE MEASURE. I ALSO READ YOUR SUGGESTION THAT I TAKE INSPRIATION FROM THE BSG SERIES. I AM GOING TO USE THE FLIGHT POD FROM THE SERIES ON THE C/HC-312 CARRIERS.

Zheta: THANK YOU FOR YOUR MICRO-LECTURE ON THE EXPLOSIVE PROPERTIES OF AMTI-MATTER.

apocalyps24: I AGREE WITH YOU THAT THE HALO SUITS ARE OVER DONE. MY SUITS ARE LIKE A FUSION OF THE IRONMAN 2 WARMACHINE SUIT, THE CRYSIS SUITS AND THE COMBAT SUITS FROM A REALLY GOOD COMBAT SCI-FI EPIC BY AUTHOR JOHN RINGO CALLED THE LEGACY OF THE ALDENATA

IT WILL BE AT LEAST A MONTH BEFORE MY NEXT CHAPTER IS POSTED AS I HAVE TO COME UP WITH A BELIEVEABLE CULTURE TO HAVE DANNY PITCH TO JACK AND THAT WILL TAKE SOME RESEARCH. PLEASE GIVE ME IDEAS IN REVIEWS AND PM'S. OH, AND A FINAL MESSAGE: PLEASE REVIEW.