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DarthCowardus
Vice Captain

PostPosted: Sun Aug 19, 2007 1:56 pm


VI. Abh Requiem Drive Systems


Abh Requiem drive systems are on par with the most advanced Abh engine, the particle drive. They function simply by generating or propelling particles one direction to create thrust in the opposite direction.
PostPosted: Sun Aug 19, 2007 1:57 pm


VII. Abh Requiem Power Systems


As Abh technology stresses particle generation, a field well researched by the Abh, the Abh require significant amounts of energy and have massive, multi-deck power cores using matter/antimatter reactions to produce the energy needed.

DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Sun Aug 19, 2007 1:58 pm


VIII. Abh Requiem Unique Technologies


The Abh excel at particle generation and often simply create the particle needed to fulfill a certain purpose, as with their shields and and weaponry.
PostPosted: Sun Aug 19, 2007 4:52 pm


I. Randir Weapons


Monofilament Weapons - Monofilament is a line of wraithbone one atom wide. It is used in projectiles of several calibers.

Anti-Ship Monofilament weapons, such as the Deathblossom Torpedo use projectiles cast through the Warp (what the Randir call the Void) into the center of a target. Once the projectile enters it's target ship, a monofilament web "blossoms" and then begins to convert matter into energy and then into wraithbone, expanding throughout the ship. The projectile will continue to expand in a web of monofilaments until the web exceeds the size of the ship, then it will collapse in on itself, doing further damage to the target.

Anti-Personnel Monofilament weapons are sometimes formed into hard armor-piercing projectiles that will react with and convert liquids. The idea behind this is that a projectile will pierce body armor and then expand when it is exposed to body fluids, optimally moving along the bloodstream in an expanding web that will doubtless prove fatal to the target. The monofilament rifle, a weapon available to warp spider exarchs, works this way. The deathspinner, the standard ranged weapon of warp spiders, fires nets of monofilament that contract on any targets that they do not simply slice through. The contraction causes further damage to the victim.

Shuriken Weaponry - Shuriken weapons are the most common infantry weapons of the Randir. Shuriken weapons use solid cores of ammunition that are usually cylindrical. High-energy impulses shear off monofilament layers of the core and quickly project them through the barrel to the target. This method allows for a hundred shots for every two second burst and ten such bursts for each standard ammo core. At long ranges shuriken weapons are not very accurate, but shuriken weapons are always to be used in large numbers at shorter ranges, making accuracy or inaccuracy for each individual weapon of no consequence.

Distort Cannon - The Distort Cannon, often abbreviated D-Cannon, is among the most powerful weapons the Randir possess. It is a perfected purely Force-based weapon. The D-Cannon works by firing a Wraithbone projectile containing a Force Entity, a detached essence of a spiritstone-housed Force ghost. The highly energized projectile emits a massive explosion of a broad range of energies upon reaching it's target. However, the true power of the weapon comes from the projectile's second stage in which it draws on the energies of its surroundings, including any energies that may have been released in the initial explosion, creating a powerful implosion and subsequent explosion of exponentially greater yield than the initial burst. The projectile is created, charged, launched, and guided by a Force ghost within a spiritstone.

Long Rifle - The Long Rifle is the primary ranged weapon of Randir rangers. It fires a fragile, hollow nail-like wraithbone projectile containing wet plasma that is superheated just before the projectile is fired out of the weapon. The wraithbone itself is charged with Force energy to keep the plasma from destroying the projectile. Upon impacting its target, the projectile is designed to puncture armor and be shattered by the time it passes inside the armor. Once inside, if the target is hollow (i.e. the cabin of a vehicle) the superheated plasma splashes out of the punctured point in the armor melting most types of material it comes in contact with. If the target is infantry personnel, the round bursts inside the armor and releases its vicious liquid plasma contents, causing a horrendous amount of damage on any flesh and possibly enlarging the hole in the armor through which the projectile went. If the projectile doesn't puncture the armor at all and merely shatters on the outside, the wet plasma from inside the projectile may potentially weaken that point in the armor by burning through it partially.

Chainswords - Weapons that that are like one-hand-held chainsaws and are the standard melee weapons of Striking Scorpions. They have extremely sharp teeth that hurtle rapidly around on a chain when triggered.
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Mandiblasters - Mandiblasters are mounted on helmets; one on each side. They fire lasers and volleys of micro-needles. The laser beams are guided along the needles. Mandiblasters have very short range, but tend to be extremely deadly at close range. In conjunction with chainswords, striking scorpions use mandiblasters to greatly terrifying effect.

Kreepre
Crew


Kreepre
Crew

PostPosted: Sun Aug 19, 2007 4:53 pm


II. Randir Shields/Armor
PostPosted: Sun Aug 19, 2007 4:55 pm


III. Randir Cloaking Technology


Webway Gate Cloak - Webway Gates are capable of generating an exotic energy field. Wraithbone within this field reacts with this energy, withdrawing into only one of the eleven dimensions apparent in normal space in a manner similar in principle to a phase cloak. However, the technology is actually related to Void travel and so cannot be countered in the same manner as a phase cloak. The final effect is that any wraithbone and anything encapsulated in wraithbone will be pulled into a pocket dimension where interaction with normal space matter is limited to matter fixed for extended periods of time (on the order of centuries, at least). However, cloaked objects are still able to observe matter in normal space.

Ranger Cloak - Rangers wear cloaks made of wraithbone in a cloth-like mesh form. Using specific Force powers, a ranger is able to alter the way his cloak bends light, and thus alter it's colors. This skill, combined with a Force power that gives the ranger a 360 degree view in a small radius around himself, allows the ranger to have chameleon-like stealth. Rangers are trained to use this cloak in conjunction with an advanced Full Force Cloak. The Force Cloak used by the Randir effectively removes the Ranger from the awareness of anyone who might perceive the Ranger through several processes that bend radiation around the Ranger and prevent many of the Ranger's own emissions and noises.

Kreepre
Crew


Kreepre
Crew

PostPosted: Sun Aug 19, 2007 4:58 pm


IV. Randir Sensors


Randir Sensors are Force-based and Warp-based, effective at detecting matter, energy, and lifeforms even under most forms of cloak.
PostPosted: Sun Aug 19, 2007 5:03 pm


V. Randir Communications Systems


One form of Randir communication is a Force-based language, similar in principle to the Mirai language, but using the Force of the Force Entity contained in the Randir Craftworld and being of a very different form from that of the Mirai language. The two languages remain distinct, though both are used by their respective nations for both communication and control of various machinery. The Randir Force language is the Randir's primary method of coordinating on the battlefield. Randir commanders are able to maintain awareness of the locations and situations of each of their troops throughout entire battles as long as the commanders devote enough concentration and have the energy to maintain their "psychic ears and eyes" of sorts. The required level of concentration varies with the skill of each commander. A veteran commander is almost always skilled enough to maintain Force communication with all his army even when he is in the heat of a duel himself. Though Randir have evolved a natural ability to proficiently use the Force and communicate through it, all but the most unique Randir must make some mental effort to maintain their telepathic Force language ability. A veteran commander is almost always skilled enough to maintain Force communication with all his army even when he is in the heat of a duel himself. The Randir primarily use auditory communication and often use this in dealing with alien species and off of the battlefront.

Kreepre
Crew


Kreepre
Crew

PostPosted: Sun Aug 19, 2007 5:09 pm


VI. Randir Drive Systems


Randir Force Drive - The Randir have developed a drive system very similar to the Sith Force Drive, which uses the Force to propel the ship.
PostPosted: Sun Aug 19, 2007 5:14 pm


VII. Randir Power Systems


The Randir use converted psychic Force energy as a power source. The Randir possess psychically attuned crystals into which Force ghosts can be trapped. Each Randir warrior has such a crystal, called a spiritstone, embedded into his or her armor suit, so that if the warrior dies, their Force ghost goes directly into the spiritstone. If it is retrieved, power can be drawn from the spiritstone or the spiritstone can be inserted into one of many types of Randir machines operated solely by spiritstones. In areas with high concentrations of Force ghosts, Randir place machines capable of capturing Force ghosts and transferring them into spiritstones. Since most spiritstones contain the precious souls of deceased Randir warriors, they are treated with great care.

Infinity Circuits - Randir spaceships and large colonies are powered by infinity circuits. Infinity Circuits are collections of large numbers of spiritstones (hundreds to thousands in most ships and colonies, but sometimes millions or more) which are inserted into large wraithbone constructs. In these constructs, each soul held within the spiritstones is connected by a closed psychic network. The vast amounts of psychic energy that are constantly emitting from infinity circuits are converted into other forms of energy providing power to the Randir.

Kreepre
Crew


Kreepre
Crew

PostPosted: Sun Aug 19, 2007 5:17 pm


VIII. Randir Unique Technologies


Wraithbone - Wraithbone is a substance secreted by Force Entities, such as the Living Force, that is subsequently suffused with the Force. It is a solid but can be manipulated by Force Entities and so can appear liquid. Wraithbone is one of the few substances, the only known, that is not affected by the Void in any way. It can also convert matter into energy and energy into more wraithbone and so can repair and augment itself as well as being capable of emitting a variety of energies when imbued with the Force. It should be noted that when Wraithbone is powered directly by a Force Entity through that Entity's inhabitance of the Wraithbone, a Force Vacuum will not remove the Force from the Wraithbone, nor directly hinder the use of the Force from the Wraithbone.

Wraith Crystals - The Randir can create wraithbone objects in crystalline alignments. With the right alignments, these crystals can alter energy that passes through them. The Randir mainly use this by creating crystals that amplify energies (including Force energies) or convert psychic energies. Conversion of Psychic energy through crystals is the primary method used by the Randir to generate power. Crystals that amplify energy are usually used as weapons or in weapons to generate powerful Force effects such as Force lightning. Crystals are also worn on warrior armor to amplify telepathic ability, and thus the warriors' abilities to communicate with each other to stay organized and/or to psychically instill fear in enemies.

Spiritstones - Spiritstones are Randir crystals aligned so that they trap psychic entities (souls). The most common use of spiritstones is to generate power by converting psychic energy. Since the spiritstones house Force ghosts, they constantly emit psychic energies. Using other specially aligned crystals, the Randir convert these psychic energies to generate power. Also, spiritstones are used to control Randir mecha and other machinery.

Spiritstone in wraithbone encasing:
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Soultraps - To capture souls in spiritstones, the Randir either use spiritstones housed within warrior armor suits, or soultraps. Soultraps each have several slots into which soulstones are placed. Each soultrap also has a larger crystal designed to pull in any roaming Force ghosts that pass nearby and transfer the Force ghosts into the spiritstones. The spiritstones can then be removed, replaced, and transported elsewhere for various uses.

Soultrap with 12 spiritstone slots:
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Dathedi - The dathedi is holo-field generator worn by a Randir warrior or equipped on a Randir vehicle. It projects a highly distorted image of whatever or whomever it is equipped by. The image is meant to confuse anyone trying to shoot or hit the wearer or vehicle and trick them into aiming for a spot where the wearer or vehicle is not but appears to be. Dathedi can be used to project an image that is entirely separate from the user and acts an decoy, but most dathedi that do such have very limited range.

Grav-belt - The grav-belt creates an anti-gravity field around its wearer. This allows the wearer to perform otherwise impossible acrobatic actions. It also can greatly increase the wearer's running speed by increasing their gait or allowing them to make several consecutive bounds.
PostPosted: Thu Sep 06, 2007 1:27 am


I. Weapons
Pulsar Cannon: A repeating tachyonic weapon of unknown origin and power
Terra Cannon


II. Shields/Armor
Nightshade armor: an armor slightly out of phase. As such, it is near indestructible, however, protected areas cannot fire. This leaves the Nosferatu still using cannons when they have more than enough technology to make beam emitters.

III. Cloaking Technology
Phase cloak: Tried and true best cloaking procedure. Nosferatu phase cloaks are so advanced, they can enter and exit hyperspace and the Void phased out.

IV. Sensors
V. Communications Systems
Most communication is done through latent Nosferatu ability, "Whisper."

VI. Drive Systems
VII. Power Systems
VIII. Unique Technologies

DarthAlucard
Captain


DarthNocturne
Crew

PostPosted: Tue Oct 23, 2007 10:32 am


Patria Nihilus/Third Terran Republic Military Technology


I. Weaponry

Obelisk Laser Cannon: Based on Protoss laser technology deciphered from the Tacitus, it is the among foremost in crystal-manipulation laser technology. This form allows for a laser bolt with the stability of a lightsaber to be fired in repeating shots. However, the trade off is there is need for a cool off time between firings. Obelisks use two central crystals to fire; a light crystal and a darkness crystal. Planet-side, these two working together is very important. The light crystal allows for the basic firing mechanism to aim and fire at any target on land. The atmosphere of a planet causes disturbances with aiming and there for the darkness crystal is necessary. The darkness crystal compensates for atmospheric disturbances to such a fine degree that it can not function as an aiming mechanism for land units. If an Obelisk has only one crystal it is give the surname "of Light" or "of Darkness" respectively.

Spitfire Laser: This is the little sister of the Obelisk. It can come in a variety of smaller sizes allowing for it to be attached to a vehicle or as a hand cannon/dual pistol system for elite units.

II. Shields/Armor

III. Cloaking Technology

Lazarus Shield: A bubble of optic camouflage surrounds a unit rendering invisible until it performs an action other than movement. Although the unit can not aggress, it can perform passive actions such as sensor sweeps. However, any unit equipped with an optic stealth detector can see the cloaked unit as if it was not.

Lazarus Cape: A portable stealth unit used by PN commandos and Shadows that allows for stealth maneuvering of single infantry units.

IV. Sensors & V. Communications Systems

Electron Video Agent (EVA): The culmination of Terran research into improved sensors and communications on the battlefield. (See PN or TTR tech for further info)

VI. Drive Systems

VII. Power Systems

VIII. Unique Technologies

Research into Tiberium will soon prove vital in the PN/TTR military effort.
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OLD GUILD: Mechanics (Locked)

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