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DarthAlucard
Captain

PostPosted: Fri Aug 22, 2008 2:52 pm


Table of Contents:

1: Power plants

2: Energy-based Weaponry

3: Kinetic-based Weaponry

4: Armor

5: Shielding

6: Cloaking

7: Sensors

8: Computer Systems

9: Propulsion

10: Exclusive technologies
PostPosted: Fri Aug 22, 2008 3:13 pm


1: Power Plants


Inferno Reactor: In the past, the NLK line, like other Sith capital ships, were powered by Zero Point Energy wells, However, with the increased size, and power requirements, 'unlimited' wasn't enough. So, extensive research was done, and eventually, a method of capturing an active Quasar inside of a dimensionally transcendent reactor was found, using massive Spatial fold generators. This was the birth of the Inferno Reactor.

Being dimensionally transcendent, the massive space required for the Reactor has been offset by its external dimensions of that of a large diamond. This creates no hazardous side-effects, like miconizing, or condensing would. Coincidentally, the Inferno has to be handled by machines, not because of the heat radiating from it (Which is almost null), but rather the shear beauty of the Quasar event contained within the diamond-shaped icocahedron prism has been proven to be truly maddening.

The Inferno Reactor consists of a Quasar locked inside of a (internally) massive Crystallized Druidium prism. The druidium absorbs the massive energy coming off of the quasar. To protect the Druidium from deterioration, a replenishing matrix uses excess energy to instantaneously repair any degraded portion of the prism.

The energy stored in the prism is then routed through the ship via liquid Druidium conduits. These conduits keep form, and in the event of obstruction or disconnection with work instantaneously to reroute and reconnect power.

The Inferno reactor is also the ultimate dead-man's switch. If the containment field were to ever go critical (say, in the event of fatal ship damage), the quasar would be released in the galaxy.

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Empty Containment prism

Self-Contained Zero Point Energy Well: Called the ZPE for short. The ZPE is a stable quantum singularity contained at the center of a gravity field. The massive power of the singularity is harnessed by a wall of Druidium, and then fed through the ship, giving nigh unlimited power. It is used in all Sith capital ships, aside from the SF-666S.

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Warpstar: Everything smaller than a Capital Ship is powered by a Warpstar. A warpstar is a small, pendant-sized crystal containing energies equivalent of a Blue Star. While the weakest of Sith Power plants, it contains enough energy to power an Imperial-II class Star Destroyer for roughly five thousand years of constant deployment. In use in a mech, or fighter, this gives it an unlimited power supply.

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Empty Prism

DarthAlucard
Captain


DarthAlucard
Captain

PostPosted: Fri Aug 22, 2008 7:18 pm


2: Energy-Based Weaponry


Plasma: Plasma is the primary energy weapon of the Sith. In various sizes, and forms, the Sith wield plasma with deadly accuracy and power. All Sith plasma is based on an acidic gas, which eats away at most forms of armor when ignited.
- Infantry Plasma: Sith Infantry mostly use Plasma Rifles of Sangheilli design. They have a distinct whine, and fire a pale blue glob of energy. They are particularly effective at draining energy shields, and cause intense, painful burns
- MS Plasma: Most Mobile Suits wield plasma-based beam weaponry. Instead of a blue glob, these guns fire a pale yellow beam, or Dry Plasma blast. Unlike the 'wet' plasma used by infantry, these 'dry' plasma shots do not splash on impact, but rather penetrate, burn the insides of the target.
-Ship-grade Plasma Cannon: The primary weapon of fighters and small ships. This plasma can either be wet or dry, depending on the cannon. However, the higher energy requirements mean a different mixture of gasses, turning the dry shots green, and the wet shots purple/white.
-Plasma Megacannon: The most powerful plasma weapon in the Sith arsenal. These guns fire a hybrid of wet and dry plasma. The result is a white elliptical shot, with a deep red halo and trail. These shots seek their targets through a mixture of nanomachine corrections and special glass shells. When a round from a Megacannon hits its target, there is a massive explosion of wet plasma, spreading mass quantities of acidic plasma all over the ship's hull. Contained within that first layer, is a dry layer, that then penetrates the hull, burning and eating away as it travels. When that layer runs out of energy, another wet layer explodes for maximum damage.
While a throughly devastating weapon, the power requirements mean that only Capital Ships and destroyers are capable of housing these monsters.

Turbolasers: Tried and true, the Turbolaser has been in service for over 24,000 years, and has not seen any major technological upgrade in over two thousand. The Sith still use Turbolasers on their capital ships as ant-ship weapons. The only change made in design has been a miconization of the technology, allowing for more barrels to be put on each battery.

Polaron: A phased polaron beam is an anti-armor weapon. Polaron is an exotic particle that works to disrupt weak nuclear attraction. The result is a beam that literally bleeds away armor at the molecular level. A polaron beam is a slightly bluer purple/white than ship grade wet plasma, and as such, can be mistaken for the more humane weapon by novice warriors. An interesting side-effect in Polaron is the destabilization of blood, which makes the beam work as an anti-coagulant as well.

Maw Cannon: A weapon found only on predators. The Maw cannon fires a subatomic energy wave that rapidly decays the matter it hits. While a radiological weapon, it emits no fallout since it does not affect nuclear bonds. To cover up this, and to add a level of fear, the Sith have passed the weapon off as temporal in nature.
PostPosted: Fri Aug 22, 2008 8:45 pm


3: Kinetic-Based Weaponry


Rail Guns:Rain guns function on the practice of launching metal slugs at near-luminal speeds through the use of electromagnetism. The sith use depleted Uranium and Thorium rounds for their rail cannons. An explosive charge is not necessary, since the round travels at .9998 the speed of light. Most guns are equipped with a matter converter, making reloads much faster, and increasing the operation time of a unit.
-Rail Driver: A single shot infantry Rail gun. Must reload, and cool after every shot. Used primarily as a sniper rifle.
-Rail Gun: Uses a slightly larger slug, and is capable of automatic fire.
-Rail Cannon: Used as Anti-personnel weapons in MS and fightercraft. The slug is nine inches in length
-Anti-ship Rail Cannon: Mounted on smaller starships, the ASRail cannon fires a slug about the size of a Railroad Spike.
-Anti-Capital Ship Rail Cannon: The largest of Rail guns, the slug makes a massive jump to three meters in length, and roughly 13 metric tons,

Missiles and Torpedoes: Even with the advent of Rail guns, the Sith still use a few ballistics.
-Concussive: a 'dumb' rocket with a proton charge warhead
-Harkonnen: The Harkonnen seeks after it locks onto a target. It uses a Z-neutrino marker, fired seconds before the missile to track its target through twists and turns. It carries a stellar-grade hydrogen warhead, giving it the nickname, "Nova-bomb"
-Zeus: The Zeus is a fragmentation round. Upon target lock, similar to that of the Harkonnen, the Zeus divides itself into thirteen rounds via nanomachines. It then divides again, in a factor of thirteen. And it keeps this up, with one divide per second of flight. Upon impact, an EMP is released, directed inwards, towards the target, and then a micro hydrogen reaction follows.
-Terminus:The ultimate in Sith missile technology. The terminus is equipped with a ship-grade AI and a cloaking device. When launched, the Terminus cloaks, and seeks out a target of its own picking. Moments before impact, it decloaks, and detonates. The warhead is a plasma coil, and upon detonation, will release a plasma explosion.

-Gravity Bomb: is a weaponized Artificial Gravity projector. Used in ships, stations, and moon bases, an artificial gravity generator provides a vital element in the daily lives of any "earthborn" entity. The Gravity Bomb is a generator with a 500 meter spherical radius. When it lands, it activates, and projects a field with x2000 the strength of Galactic Standard. Eventually, the gravity bomb collapses under its own mass, creating violent de-pressurizations.

DarthAlucard
Captain


DarthAlucard
Captain

PostPosted: Fri Aug 22, 2008 8:48 pm


4: Armor


Sitharium:
The primary shipborne armor. Sitharium is a semi-organic metal, likened to coral. It has a smooth, shiny exterior, and is several times stronger and lighter than steel. It comes in a variety of colors, but primarily it's either purple, or a glossy white. Being semi-organic, it can regrow when 'wounded.' While the regeneration isn't instant, it is fast enough to witness. Sitharium also has a mild energy-diffusing ability, lessening impact from solid rounds, and lessing the blast of directed energy

Druidium: A crystalline material used for the conducting and storage of energy. It, too, is semi-organic, and will regrow when damaged.

Durite: a strong armor plating used for infantry made of a metal/ceramic polycarbide composite. It diffuses kinetic energy though a mild repulsing field passively emitted on the molecular level. This diffusion means that the armor can be an eighth the thickness of traditional armor, and still keep the same defensive potency.

ArmorDex: a strong, very flexible material. It is typically black or gunmetal matte, and used in Sith Skinsuits, and Mecha joint coverings. It can diffuse most directed energy to a degree, and use it to power a replication system to repair the material, or heal the wearer.
PostPosted: Fri Aug 22, 2008 8:54 pm


5: Shielding


Sith Variable Shielding:
-Energy deflecting:
-Energy reflecting:The energy wave is adjusted to reflect the beam directly back, at the target.
-Energy dissipating: It dissipates the blow over the entire surface of the ship
-Energy absorbing: collects and uses the energy fired at it
-Energy recycling:Similar to above, but will relegate the energy to the shielding
-Energy discharging: collects the energy along the shield, and when it reaches critical, it will discharge that energy in all directions. Very effective for a solo ship against many
-Hyperspace Shielding:connected Hyperspace windows are opened all over the hull. each window is connected to a central point in space, and thus, can exit from any other window opened. Another last-ditch weapon.

DarthAlucard
Captain


DarthAlucard
Captain

PostPosted: Fri Aug 22, 2008 8:55 pm


6: Cloaking


Sith Cloak:
-Thermal: Will hid all thermal energy coming off of a target
-Optical Optical camouflage will bend light back 180ยบ The result is a barely noticable shimmer when in atmosphere (A result of light/water particles in the air) and nothing in space
-Spectral a full-spectrum cloak blocks all light/radiation coming off of a unit.
-Force Uses specialized Force crystals, and the PsyCoNet to conceal the craft with and from the Force.
-Perfect All of the former, acting as one. The radiation emitted from cloaking, is eliminated using an exotic particle field within the area of cloak.

Perception Filter: The perception filter is not a cloaking device, however, it runs on the same principal, of hiding what one needs to. The perception filter emits a low-level passive energy wave that affects the subconscious. It helps one accept something as totally normal, and dismiss it easily. It is sometimes nicknamed the "Somebody else's problem field."
PostPosted: Fri Oct 03, 2008 8:00 pm


7: Sensors


Tachyon Detection Grid: small, controlled bursts of Tachyon particles all around the ship. If the particles impact with something, sensors will be able to record the shape, mass, and composition of the object.

Deadsight: part of the PsyCoNet. The Ship's linkup with the Net uses the Force to 'feel' around the ship, and detect any disturbances in the Force. This includes lifeforms, powerful events, and disruptions of the area, such as an approaching ship.

Long Range Sensors are based on Light, Energy and Radiation emissions to detect celestial bodies, battles, and oncoming ships.

DarthAlucard
Captain


DarthAlucard
Captain

PostPosted: Sat Oct 04, 2008 1:01 am


8: Computer Systems


Legion: Legion is the central AI of the Sith. It's core was formed from the merger of one thousand souls into one being. Legion houses all the information of the Sith, including Holocrons, the Holonet, Ancient libraries, et cetera.

Given that Legion is not an actual program, but a living entity, it is impossible to hack. Legion grants access based on brain scans of the User.

Computer Terminal:
Is a waist-high pedestal with a holographic keyboard and display. The display is shielded from onlookers by a hood extension.

There are also Terminal Chairs for Bridge or quarters.
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Soul AI: At death, some Sith choose to have their souls turned into computer AI's as a form of immortality. These programs are given to Capital Ships to run basic functions. They can then slave the data-based AI programs of smaller ships to their will during battle.
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