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DarthCowardus Vice Captain
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Posted: Mon Mar 24, 2008 8:44 pm
Table of Contents: Page 1: Mirai Weapons Mirai Shields/Armor Mirai Cloaking Technology Mirai Sensors Mirai Communications Systems Mirai Drive Systems Mirai Power Systems Mirai Unique Technologies Mirai Personnel Equipment Ship Technologies E.M.F. Blue Hell Specs Cirya Imperial Shuttle Specs Elennim Imperial Patrol Ship Specs Page 2: Moreval Imperial Cruiser Specs Meneltarma Imperial Ship of the Line Specs Niminas Imperial Mobile Station Specs DV-309 Deathviper Mk. III Specs Mirai Field Structures Menelos Imperial Cityship Specs
Vessel Classifications: Menelos Cityship Niminas Mobile Station Meneltarma Ship of the Line Moreval Cruiser Elennim Patrol Ship Nithrond Cargo Ship Cirya Shuttle Deathviper
Vessel Designations: **All registered Imperial vessels are military, unless specifically constructed and operated by a single person. They are also designated by use as Transport, Habitation, or Fighting vessels: unarmed transports, defensively armed residential ships, or fully armed war craft.** E.M.F. == Empire Military Fighting vessel E.M.T. == Empire Military Transport vessel E.M.H. == Empire Military Habitation vessel E.P.F. == Empire Personal Fighting vessel E.P.T. == Empire Personal Transport vessel E.P.H. == Empire Personal Habitation vessel
Vessel Registry: E.M.F. Blue Hell
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Posted: Fri Mar 28, 2008 2:02 pm
I. Mirai Weapons Moriath/Budoka Weapons:Macil - The traditional armament and symbol of the Moriath, the Macil is a Force Artifact and weapon that can be used in a variety of different ways. Skill with a Macil is typically exemplified by one's ability to wield the Force through one's Macil. The usual form is some variant of Uremacil, a Macil with a blade encased in plasma. A rarer but more powerful form of Macil is the Mormacil, which has a Folded Space blade. The difficulty of using a Mormacil rises from the need to directly manipulate the blade through the Force, to overcome its inertia, with the Macil serving only as a focus and point of reference. In addition to the energized forms of Macil, Uremacil and Mormacil, there are many shapes that Macil may take depending on how it is intended to be used.  Valmacil - There is an additional type of Macil, rarely seen and legendary for the skill required to wield it. A Valmacil is a form of Macil created entirely through the Force without the physical focus of a Macil. Valmacil are typically more powerful than conventional Macil because they require greater strength and skill to wield. This gap is so significant that the Valmacil equivalents to Uremacil and Mormacil are termed Narmacil and Lostmacil, respectively. Quesse - The second traditional weapon of the Moriath, Quesse have been declining in popularity but are still used in some capacity by most Moriath. Quesse are crafted in the same way as Macil and are also Force Artifacts. They differ in use and function. Quesse may extend in the same way as Macil and may also link with eachother or a Macil in chains. Quesse are also capable of locomotion through their own field drives and emitting plasma either for thrust or as projectiles. Quesse can be used as armor, as missiles, or in conjunction with Macil to form a greater variety of weapons, such as chain whips. Andamacil - The Andamacil is the traditional weapon of the Budoka. It is primarily a melee weapon, similar to a two handed axe or a quarterstaff in use. However, it is also capable of firing a blue-white plasma projectile out from between its two blades. Inherently not the most accurate weapon, Budoka train with their personal weapons extensively so that they may each have precision and accuracy. Cannon and Directed Energy Weapons:Beam-Projectile Weaponry - The primary form of directed energy weapon used by the Empire, mostly found on ships of the Empire. There are two components to any Beam-Projectile weapon, an EM field projector and a Plasma Fusion cannon. Initially, the weapon fires a powerful electro-magnetic beam down the line of the barrel. The beam is unique in that it has an oscillating charge that results in a net neutral charge, so it cannot be deflected by other magnetic fields. Inside the weapon, plasma particles (Deuterium and Helium-3) are generated and energized, the particles are then shot along the EM beam, accelerating them to within 80% of the speed of light, instigating nuclear fusion. Additionally, the particles are imbued with rotational velocities by the beam, resulting in a rifling effect that significantly increases the inertia of the projectile. The final result is a weapon that uses an initial EM beam, traveling relatively instantaneously, to guide a powerful projectile to a target. However, the beam is also highly tunable in range and power, so that the weapon can appear to fire single projectiles without any apparent beam. The beam guidance of the projectile means that this weapon does not lose effectiveness in atmospheres because the beam isolates the projectile from the atmosphere until it impacts the target. While these weapons fire projectiles which undergo Fusion, this is not a radiological weapon because Deuterium/Helium-3 Fusion is aneutronic, meaning there is almost no neutron radiation, which is the harmful kind. The projectile part of this weapon is so powerful that, to comply with the Peace Accords, the beam component has to be severely attenuated to the point where it does little if any damage to the target, serving only to guide projectiles. This does have one benefit of the beam being sensitive enough to make it possible to determine the target's shield frequency by analyzing the feedback in the beam. Tachyonic Blaster Cannons: Tachyonic Blasters work by taking tachyonic matter, similar to the hypermatter found in ordinary hyperfusion reactor cores, and giving it so much energy that it crosses the lightspeed barrier to sublight speed. In a sense, it is the inverse of a hyperdrive, which takes sublight matter and propels it to superluminal speeds. The result is a bolt of particle-wave energy traveling at nearly the speed of light and having an extreme amount of momentum. The energy blasts from these weapons are more powerful than the Heavy Turbolaser batteries of the Sith Star Dreadnoughts, but they also require massive amounts of energy and therefore have a slow rate of fire, about one per minute. Tachyonic Blaster Cannons far exceed the weapon power restrictions of the Peace Accords so they are currently not used on any Imperial vessels; however, the nature of picocytic technology allows the ships to be refitted with the Blasters easily and at a moment's notice. ECHO Weaponry - Energy Compressed Hyper-Ordnance, ECHO, is the standard projectile used by the Empire's projectile weaponry. ECHO guns fire picocytic projectiles that store energy through a form of Quantum Compression. Typically, the rounds are energized and propelled by anti-/matter reactions within the guns, accurized with Field Drives and rifling. The primary benefit of ECHO rounds is their ability to have atypically high inertia and/or velocity because they can store energy. Furthermore, the amount of energy absorbed, and whether it affects inertia or velocity, is tunable on the fly for each round. Therefore, for stealth missions, rounds can be subsonic, but still have their usual power by increasing their inertia. Mirai weapons also don't need sound and flash suppressors for stealth because the rounds can simply be set to absorb more energy from the gun. Necrotizing Rounds - "Necro" Rounds are bullets designed to maximize wounding capability. A silicon-based coral-like projectile is grown in such a shape that the bullet embedded in mobile tissue is pushed forward while cutting through the tissue. This motion causes the release of self-similar subprojectiles radiating out from the bullet by the same mechanism. This continues with progressively smaller projectiles down to microscopic silicon triangles. The bioengineered surface shreds soft targets while the silicon composition kills carbon-based tissue. The rounds are designed to be armor piercing, but failure to penetrate will still release its subprojectiles into the air to cause irritation to exposed tissue and limited necrosis. When a target is hit by one of these rounds, there is intense pain as the projectile works deeper and releases subprojectiles. Additionally, the target's own circulatory system will spread the microscopic projectiles and toxins released by the necrotic tissue. Semi-/Autonomous Weapons:Mines and Grenades - Mirai infantry often carry multiple grenades and possibly several mines of different types. While both are types of explosive charges, Mirai grenades are reusable where Mirai mines are destroyed when they explode. Grenades are also generally weaker than mines. Grenades can be reused because they don't carry any explosive materials, but are instead particle emitters capable of generating several different types of matter. To be used in an explosive capacity, the grenades often emit some form of plasma, but the same grenade can also emit photons of light, various chemicals and gases, or even some liquids. Mirai Drone Weapon - The Mirai Drone weapon is a semi-autonomous missile of variable yield that is powered by a MergeSpace connection to the power core of a large vessel, at least as large as the Meneltarma Ship of the Line. The Drone is capable of exploding destructively or emitting an energy field that disintegrates matter allowing the Drone to pass through a target or completely destroy it without the Drone being destroyed. Drones are the primary armament of the Meneltarma and larger classes of ships. They are controlled from a Control Chair and can be guided precisely to specific targets, but also have on-board intelligence that makes control intuitive for whomever is using the Chair. Mirai Drone Weapon, Deactivated and Energized Vinyanar Bomb - The Vinyanar Bomb is a high yield semi-autonomous weapon designed to function as a fighter-delivered heavy ordnance capable of destroying even a space station of moderate size. It is equipped with a Field Drive that provides limited mobility and is inert up to the point of detonation. At that point, a Quantum Duality field is generated in the core of the bomb and a quantity of neutronic stellar matter from the core of Regulus is transported into the core of the bomb. Once the field dissipates, the neutron matter rapidly decompresses in an astronomically massive explosion on the order of a stellar nova. Vinyanar Bomb Elennoth Bomb - The Elennoth Bomb is essentially a weaponized Stargate. It is a high precision semi-autonomous weapon designed to function as a fighter-delivered heavy ordnance capable of highly accurate strikes against multiple targets. Built using the Vinyanar casing, the Elennoth has a Field Drive to provide limited mobility. But instead of the Vinyanar warhead, the Elennoth bomb has three Stargate Event Horizons, without the wormholes of course. These materialize thirty ILM's each, which then attack targets based on the initial instructions of the Elennoth bomb. They are used to destroy a large number of specific targets at once or to focus a concerted explosion against one or more targets. Once the ILM's are detonated, the original casing follows and detonates with the force of a Calinehta missile. Elennoth Bomb Calinehta Missile - The Calinehta missile is one of the oldest modern munitions still used by the Empire. Without a doubt, it is the most used ordnance, specifically designed to be easily and quickly modulated to meet a wide variety of needs. The missile itself is composed of three Field Drives and a picocytic warhead. The warhead is the most advanced feature of the Calinehta. It creates a fully variable transphasic explosion by using a Quantum Field and particles generated by its Field Drives to form a contained microcosm that decays in thousandths of a second and produces the explosion. In addition to the explosive power being fully variable, it is also impossible for the missile to be detonated prematurely because it has no chemicals or fuels to explode. Calinehta Missile Weapon Platforms/Satellite Weapons:Cirinci Defense Satellite - The Cirinci Defense Satellite is the penultimate defensive line of Sanguinos, followed only by the people of the planet herself. In low orbit there is a dense, automatically replenishing, field of Cirinci, small satellites with independent drive, power, networking, and weapons systems. The weapons system for each satellite is simple, a Plasma Fusion beam fired from one of the four vertices of the satellite. However, each weapon is also capable of communicating with its neighbors to produce a geometrically stronger beam with greater range by focusing the beams of several weapons. The satellites can also project beams between each other to transfer power or to form a sort of defensive field. Cirinci are wholly autonomous, ignoring any communications not from other satellites and only responding to specific information from other Cirinci. Each satellite is programmed to target and destroy anything with charged, non-Mirai, weapons, which it determines by an analysis of a device's power output and use. If a satellite is incapable of doing so, it will ask other satellites to attack with it, first with multiple beams, then a single focused beam if the first fails. If that also fails, the new satellites will ask others near them to attack as well. This pattern can continue on up to all satellites over the planet firing one massive beam, with those satellites unable to acquire the target transferring their power to satellites that can. The satellites move at random within a particular range of altitudes, slowly circulating over the entire planet to ensure that defective satellites will be discovered quickly or at least will not cause critical faults in the defensive net as a whole. Each satellite is also quadruply redundant, internally, to minimize the chance of malfunction and make the satellites more robust.
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Fri Mar 28, 2008 2:04 pm
II. Mirai Shields/Armor Shields:Reactive Plasma - The Unified Empire uses Reactive Plasma energy shields. These come in two forms, ellipsoidal and discharge. Ellipsoidal shields are emitted from the outer hull of a ship to form a stable plasma matrix beyond the ship's exterior in a large ellipsoid. Discharge shields are projected in a controlled arc between charged emitters. In both cases, the shield plasma is the same, a dense, high energy cloud of fast moving particles in a thin field with a neutral net charge. The plasma particles diffuse and deflect incident energy and burn off any incident particles. Projected Quantum Matrix - The pinnacle of Mirai shield technology, the Quantum Matrix energy shield is the much coveted perfect shield. The shield works by projecting a quantum-scale energy matrix that results in a physical barrier, though without using matter, thus making the barrier mass-less. The Quantum Matrix shield is transphasic and does not have any single frequency correlation. It will stop all energy, including gravitational and nuclear energies, and all matter, down to the subatomic scale. However, the energy requirements for such shield technology are quite prohibitive. The usual method to minimize power expenditure is to link the shield system with a ship's sensors and only project a smaller shield in the path of incoming fire. Armor:Morennium/Elennium - Morennium and Elennium are in fact the same material, a strong and light superconductive picocytic element, molecularly stronger than even Gundanium or Suncrusher armor with a mass equivalent to Luna-Titanium. The distinguishing feature is superficially the color of the material, but actually whether or not it is energized. Elennium is a white, opaque substance. Morennium ranges in color from a chrome silver to a dark matte black depending on its energy level, higher energies having darker coloration. It is more durable than Elennium, but also slightly more malleable because it is energized. Molecularly, the material is semi-crystalline, but rather than undergoing catastrophic failure, the material becomes amorphous in elastic deformation then reforms when the stress is removed. In addition to being strange matter than wouldn't react to normal matter, Morennium and Elennium armor plates are coated with a chemically inert polymer. Reactive Armor Plating - Elennium armor plates are linked to sensors via a passive AI. Projectile and energy attacks incident on the armor plating are met with inverse energy fields or opposing kinetic blasts (as appropriate) moments before impact, canceling the energies involved at an average efficiency of 80% or higher.
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Posted: Fri Mar 28, 2008 2:04 pm
III. Mirai Cloaking Technology EM Cloak - Even with the advanced technology available to the Mirai and the development of more effective cloaking devices, it has been found that certain operations are particularly suited to a simple electro-magnetic cloak that still permits a subject to be heard and felt. The Imperial EM Cloak induces a modulation in the movements of electrons in the atoms of a cloaked object. The altered electron clouds pass photons around the nucleus without altering their overall trajectory or significantly affecting their energy levels. The overall result is that a cloaked object becomes almost entirely transparent to all forms of EM radiation. The EM cloak requires very little energy, only an initial charge to affect a few atoms or to reverse that affect. The modulated electron clouds induce an identical modulation in adjacent atoms, though only solid phase matter retains the modulation for an extended period of time and it takes prolonged exposure to extend the cloak. An additional benefit to this cloak is that it can be passed on to objects picked up by cloaked individuals. ConShift Cloak -
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Fri Mar 28, 2008 2:05 pm
IV. Mirai Sensors The Mirai use Phased Array Non-Passive Merged Space [PANSpace] Sensors that operate by creating many tiny MergedSpace connections with random points within the sensor range at high frequency. Each connection is only maintained long enough to determine the properties of the spatially adjacent particles (in practical terms instantaneous) and then severed and a new connection made to another random point. The nature and duration of the connections precludes the sensors interacting with the sensed particles, which is why the sensors are called Non-Passive, not Active, sensors. This makes the act of sensing undetectable. Also, because PANSpace sensors directly interact with the sensed element, rather than relying on a scanning medium, they are capable of detecting any cloaked object in any way connected to the same dimension as the sensors. Traditionally, this is Normal Space, but any portion of the sensor array can be shifted to scan another dimension. Alternatively, a sensor probe may be sent to that dimension. The physical range of PANSpace sensors is directly proportional to the power put into the sensor unit; larger ships with bigger power plants have greater sensor ranges. Additionally, larger arrays have higher resolution, although there is no constant correlation of size to resolution and smaller arrays will provide equal resolution at the cost of range. PANSpace units can be made small enough to be integrated into Imperial Armor, but power requirements typically preclude such units from constant function.
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Posted: Fri Mar 28, 2008 2:07 pm
V. Mirai Communications Systems The primary medium for communication in the Empire is the Force. All Imperial citizens are raised to 'speak' through the Force in the Mirai language. This language is used to command picocytes and operate Imperial control interfaces. It works by sending vibrations through the Force, requiring knowledge and very fine control, but not power per se, so even the weakest Mirai can use it. Most Imperial machines also communicate through the Force, such as the hyperbeacons, but they use their own computer languages that use different frequencies of the Force and are 'inaudible' to all but the most sensitive citizens. Additionally, while all Mirai can communicate through the Force at conversational ranges, it takes a powerful Force-user or some type of communications relay to communicate over greater distances. Citizens are also trained to speak Basic and read and write many common languages.
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Fri Mar 28, 2008 2:08 pm
VI. Mirai Drive Systems Field Drive - The Field Drive is the most common and simple Imperial drive system. It uses various energy fields to for propulsion and is capable of opening hyperspace windows to allow superluminal travel. Field-Newtonian Engine - This engine is a standard field drive, fitted with its own power source, a particle generator/accelerator, and a particle intake. In addition to the standard Field propulsion systems, this engine uses a Newtonian propulsion system, accelerating particles in one direction to achieve motion in the opposite direction. This can be done either with particle generated by the engine or by using particles from the surrounding atmosphere, at significantly reduced energy consumption. In either case, the propellant is accelerated to relativistic velocities and channeled out the rear of the engine, producing a great thrust of opposite vector. ConShift Drive - Quantum Emergence Drive - The Quantum Emergence Drive operates in such a way that it reduces an objects mass almost infinitely, converting that mass to near infinite energy at the same time. In one sense, the drive actually shrinks a ship down to a quantum level, but at that level it can move at previously unattainable speeds. The final result is practically instantaneous travel across theoretically infinite distances. While the energy draw of this drive is exceptionally high, nearly prohibitive, the newly developed protocols for Picocyte Circulatory Systems that allow them to siphon power from subspace are able to provide enough power to make use of Quantum Emergence. However, Quantum Emergence cannot be used with the same ease or frequency as a Hyperdrive because it still takes time to store the energy necessary to operate the drive. Other Transport Methods:Ring transporter - Ring Transporter Platforms use the same technology as Stargate, without the wormholes and therefore with shorter range and requiring a visible matter stream connecting two platforms for the duration of transport. Ring Platform, Standing and with Rings extended to Transport  Stargate - Stargates are one of the oldest transport technologies used in the Empire. They combine beam transporters with artificial wormhole technology to enable practically instantaneous interstellar transport. Stargate Platform, Inactive and Active   Quantum Gateway - Quantum Gateways are a method of teleportation stemming from Quantum Duality and requiring significantly less energy than Quantum Emergence. Rather than creating a Duality in a large area, Gateways minimize energy expenditure by only creating a Duality in a two-dimensional sheet large enough for the object to be teleported to pass through safely. This sheet typically has a thickness comparable to a subatomic particle. Gateways can be Force Woven or generated by a purpose-built unit, though such machines are rare due to their power expenditure.
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Posted: Fri Mar 28, 2008 2:10 pm
VII. Mirai Power Systems Picocyte Circulatory System - Picocyte Circulatory Systems are networks of conduits filled with flowing picocytic nanomachines that can distribute power, communications, and sensors. They are usually used in conjunction with power cores, but the systems can provide lower level power on their own as well. Crystal Power Core - One of the oldest and most used Imperial power sources is the Force-based Crystal Power Core. These systems are based on specially designed crystals specifically tuned to the Force. The crystals automatically focus and convert Force energy into more usable types of energy and draw that Force from the very fabric of the universe. Micro-Singularity - Typically, Quantum Compression fields are modulated negate the Compressed mass. Micro-Singularities are Quantum Singularities of relatively low mass created by reversing the negation of the compressed matter's mass. They are then used in high-output independent power systems. UniSpace/MergedSpace - A MergedSpace-based power unit simply creates a link to a remote power plant, usually the power core of a parent capital ship. UniSpace power units connect to the core of Regulus, the pulsar at the center of the Mirai system. UniSpace units are capable of providing significantly more power than MergedSpace units.
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Fri Mar 28, 2008 2:11 pm
VIII. Mirai Unique Technologies Active Matrix Plasma Holography: Active Matrix Plasma Holography is an extremely advanced form of holography that enables the creation of solid holographic entities. These holograms differ from the traditional hologram because they can take solid form and need to only be emitted once, not continuously. This is possible because these holograms, rather than being projected images, are complex matrices of a plasma. These energized matrices interact within a hologram to act out pre-programmed protocols in an artificial sapience. Plasma Holograms most often take the form of utility personnel, medics, maintenance engineers, common soldiers, and the like. They can exhibit high degrees of intelligence and dexterity. Holograms possess near-Nosferatu abilities but cannot touch the Force in any way. Plasma Holograms are plasma-based computers capable of simulating solid matter through advanced Quantum Shield matrices and of fully varying their own density from being able to pass through matter effortlessly to being completely solid. Picocytic Matter - Picocytes are a form of strange matter used by the Mirai. More specifically, the term is used to refer to any number of strange matter particles used in all aspects of Mirai technology. Therefore, not all Picocytes are the same and the term Picocytic is more common as a reference to any artificial matter developed and used by the Mirai. Quantum Duality - Quantum Duality isn't so much a technology as it is a principle researched and developed by Imperial scientists. It is the basis for a number of advanced technologies. Quantum fields affect the particles of two or more locations in space, making them identical on a Quantum scale. Thus, the effects upon a particle in one space are reflected by its counterpart particles in all other Dual spaces. This occurs because the identical particles have been merged into one Quantum particle existing at multiple spatial coordinates, but a single Quantum coordinate. Quantum Compression - Quantum Compression is a derivative of Quantum Emergence, but requires significantly less power because it draws latent energy from the particles being compressed. To an outside observer, an object undergoing Quantum Compression will appear to go straight into a physical surface, literally disappearing. What actually occurs is an extreme dimensional reduction, in effect making the object 2D. It is then limited to the surfaces of other objects and only capable of observing those surfaces. However, from the perspective of the Compression object, there is no loss of dimension so Quantum Compression is basically the equivalent of Dimensional Transcendence. Quantum Emergence - The Quantum Emergence Drive operates in such a way that it reduces an objects mass almost infinitely, converting that mass to near infinite energy at the same time. In one sense, the drive actually shrinks a ship down to a quantum level, but at that level it can move at previously unattainable speeds. The final result is practically instantaneous travel across theoretically infinite distances. While the energy draw of this drive is exceptionally high, nearly prohibitive, a UniSpace connection can easily provide the necessary power. That being said, the energy requirements of this form of FTL are the reason it is more or less reserved for emergency military action. MergedSpace - MergedSpace is the name applied to the particles affected by a Quantum Duality field and their application in technologies. MergedSpace is used for power distribution by linking with the core of a parent capital ship. Separate MergedSpace "networks" are also maintained by those capital ships for communications and for sensors. Additionally, MergedSpace can be used for faster than light travel by merging two spatial locations, but sensors are needed at both locations before the merge is possible. UniSpace - UniSpace is a constant MergedSpace area maintained for Empire-wide communication and power transmission. It could be said to be a single point that unifies the Empire. Alternatively it can be seen as a form of telenetwork. UniSpace is the result of a MergedSpace connection with the core of Regulus, the pulsar at the center of the Empire. The primary connection is maintained by Elenos and Mornatan and they are considered the centers of the UniSpace network. Hyperbeacons - Hyperbeacons are a technology used by the Mirai for several hundred years with little change. The beacons themselves are small satellites spread throughout the galaxy in fixed Hyperspace locations. Each has an independent power source, sensors, and communications systems. The primary feature of the Hyperbeacons was originally the beam transporter housed by each device. Now, Hyperbeacons are primarily a communications and sensor network. They are still used because of the secure, universal nature of the network. Hyperbeacons communicate using the Mirai Force Language, a unique language of distinct, minute vibrations in the Force known to all citizens of the Empire but unheard of outside the Empire.
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Posted: Thu Apr 17, 2008 4:36 pm
Mirai Personnel Equipment Uniforms:Armor Uniform - Unarmored Uniform - Exercise Uniform - Weapons:21.5cm Combat KnifeBlade Length - 21.5 cm Blade Width - ~3.4 cm Blade Thickness - 0.2 cm Handle Length - 13.9 cm Overall Length - 36.5 cm 43 cm Combat SwordBlade Length - 43 cm Blade Width - 8 cm Blade Thickness - >1 cm Handle Length - ~ 9 cm Overall Length - ~ 54 cm Description - Even in these modern times with blaster and missiles and plasma rifles, some soldiers prefer the reliability of a good solid blade. Crafted from Elennium, Mirai combat swords have a broad, flat blade for blocking and deflecting, but thin for piercing stabs.  5.56x45mm Semi-Automatic PistolCaliber - 5.56x45mm Range - 800 m Maximum; 150 m Effective without Aiming Augmentation Round Capacity - 300 per Magazine, 1 Magazine held in Stock Rate of Fire - 40 Rounds per Minute Firing Modes - Semi-Automatic; Semi-Automatic, Stealth; Projectile Modes - Inert; Proximity Explosive; Impact Explosive; Delayed Explosive; Pyrophoric; Homing; Sights - Partridge Sights Description - This is the standard sidearm worn by all Mirai except those issued the Marksman pistol. 9x30mm Marksman PistolCaliber - 9x30mm Range - 1200 m Maximum; 300 m Effective without Aiming Augmentation Round Capacity - 180 per Magazine, 2 Magazine held in Stock Rate of Fire - 70 Rounds per Minute Firing Modes - Semi-Automatic; Semi-Automatic, Stealth; Two Round Burst; Two Round Burst, Stealth; Projectile Modes - Inert; Proximity Explosive; Impact Explosive; Delayed Explosive; Pyrophoric; Homing; Sights - Partridge Sights Description - 5.56x45mm Assault CarbineCaliber - 5.56x45mm Range - 1500 m Round Capacity - 300 per Magazine, 5 Magazines held in Stock Rate of Fire - 900 Rounds per Minute Firing Modes - Semi-Automatic; Fully Automatic; Semi-Automatic, Stealth; Fully Automatic, Stealth; Projectile Modes - Inert; Proximity Explosive; Impact Explosive; Delayed Explosive; Pyrophoric; Homing; Attachments - Under-barrel Bayonet; Under-barrel 20mm Shotgun; Under-barrel Beam-Projectile Cannon; Sights - 3-300x Reflex Scope with Top-mounted V-Notch and Triangle Iron Sights Description - The Mirai Assault Carbine is the standard armament for all Mirai. Its extremely small size and light weight allow the Carbine to be carried as a secondary weapon by soldiers wielding other larger weapons as their primary weapons. While it fires a very small 5.56x45mm round, the picocytic composition of the projectile enables the weapon to damage targets through a number of different mechanisms easily selected by the rifleman. Additionally, this gives the weapon a very flat trajectory, but long range, even when firing rounds in the subsonic stealth mode.  With Bayonet  With 10mm Beam-Projectile Cannon  With 20x45mm Under-barrel Shotgun  20x45mm Combat Shotgun - Caliber - 20x45mm Range - 1500 m Round Capacity - 100 per Magazine, 7 Magazines held in Stock Rate of Fire - 120 Rounds per Minute Firing Modes - Semi-Automatic; Fully Automatic; Semi-Automatic, Stealth; Fully Automatic, Stealth; Projectile Modes - Shot; Proximity Explosive; Impact Explosive; Delayed Explosive; Pyrophoric; Homing; Sights - 3-300x Reflex Scope with Top-mounted V-Notch and Triangle Iron Sights Description -  5.56x45mm Precision Rifle -  5.56x45mm Four-Barrel Suppression Rifle -  ILM Launcher - Additional Equipment:MIRDRAL - Class A Mine -  Class B Mine -  Class C Mine -  Disc Grenade -  Stick Grenade -
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Wed Apr 23, 2008 3:19 pm
Ship Technologies Some Mirai technologies are features of all Imperial ships. These, largely unique, devices and structures guarantee the high standard of living enjoyed by all members of the Unified Empire.Control Systems: Control Chair: Control Chairs are the most common and modern control interfaces in the Empire. To operate, any Citizen Imperial simply sits in the chair. Sensors interact with the picocytes in the operator to respond to neural impulses in apparently telepathic control. Control Chair  Secondary Control Chair: Secondary Control Chairs do not have the full functionality of primary Control Chair, but can operate as one in an emergency (this was the original purpose of the Secondary Control Chair). These Chairs are also used to manage support and auxiliary functions or to aid the operation of a primary Chair during complex operations. Secondary Control Chair  Control Crystals: The oldest and most primitive control system still used by the Empire, Control Crystals actually predate the formation of the nation. They are simply a cluster of crystals that respond to very specific frequencies of the Force. Control Crystals are still used as a simple form of remote control. Support Systems:Picocytic Circulatory System: Drawing inspiration from biological systems, all Mirai vessels have liquid picocytic matter pumping throughout their structures and beneath the surface of their hulls. The picocytes act a medium for distributing power, communications, sensors. Additionally, picocytes can be used to repair damaged portions of the ship immediately. It is even possible to utilize the picocytes to actively counter intruders. Site-to-Site Transport Alcoves: Using the same matter transporter technology found in Ring Platforms, Transport Alcoves replace the turbolifts of conventional ships. Alcoves are distributed throughout every Imperial vessel, allowing instantaneous travel from one Alcove to another, even to a nearby ship. Each Alcove has its own power and control systems, but all Alcoves on a ship are linked to a central control system, allowing the ship's crew to monitor, restrict, and/or prevent the use of Alcoves. NAMAS Matter Replication: Nano-Assisted Microfield Assembly System (NAMAS) enables the manufacture of a variety of simple and complex materials and systems through the use of picocytic machines and highly attenuated micro scale energy fields to assemble objects down to the subatomic level. This means that, with enough energy and time, any substance can be made from the matter of any other substance, in proper proportions. The energy fields can also be expanded to enable scale manufacture of complex equipment in limited quantities.
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Posted: Mon Sep 08, 2008 6:01 pm
Class: Capital Cruiser Designation: E.M.F. Blue HellRace/Product Manufacturer: Dimer Morcel Physical Description/Dimensions: Crew Capacity: 1500 Souls Height: 72 m 47.77 cm, without Pylons; ~130 m, with Pylons Length: 500 m, without Pylons; ~540 m, with Pylons Beam: ~200 m Decks: 25 Affiliation: Unified Empire Rank: (N/A for Mechanics) History/Design Features: Pylons - Like the Meneltarma Ship of the Line, Blue Hell has pylons attached to the main fuselage that house Calinehta missile launchers and drone launchers in the thousands. The pylons also have the massively oversized sensor arrays of Blue Hell. These pylons show that Calinehta missiles and drone weapons are meant to be the ship's primary weapon. Cannon Batteries - Cannon Batteries replace the recessed turrets of most Imperial vessels. Their primary advantage is that their weaponry does not need to be extended before firing. Also, each cannon in the battery can be moved along the length of the battery so that multiple weapons can track the same target simultaneously. Finally, in addition to having twenty Beam-Projectile Cannons per battery, each battery has three Tachyonic Blaster cannons. The cannons violate the Peace Accords and as such are kept secret by the crew and not listed in the ship's schematics. ILM Defense Ports - Blue Hell has twelve strategically distributed ILM launchers positioned around its hull. Through these ports, ILM's form an automated close defense of the hull. Any point on or near the ship's outer surface may be reached by an ILM in under three seconds. Coupled with advance warning from the ship's powerful sensor suite, ILM's can repel anything from boarding ships to incoming munitions. Science Sections - Blue Hell has dedicated Science Sections linked directly to the sensor arrays. These sections contain labs, advanced computers, and research offices. They enable Blue Hell to develop and immediately implement radical solutions to problems and countermeasures to enemy tactics and defenses. Fabrication Sections - The Fabrication Sections are capable of producing materials and technology on demand, which primarily comes from the Science Sections. Together with the Science Sections, the Fabrication Sections are the cause for Blue Hell's versatility and flexibility in combat. Cirya and Deathviper Hangars - Blue Hell has a flight of Cirya and three squadrons of Deathvipers. These are used to deliver marines to the ground or ordnance to targets beyond the range of ship-launched Calinehta missiles. Type Omega Power Plant - Blue Hell is powered by a Type Omega Powerplant with an output able to power a Menelos Carrier Station. The massive power is to ensure all the ship's weapons may function simultaneously. Using the technology for building Micro-Singularities, the Omega Core weaves an artificial Cosmic String. The string is unstable and promptly destructs, releasing energy. One hundred percent of that energy is harnessed to power the ship. Master/ Operator: Dimer Morcel Weapon(s): Drone Launchers; Calinehta Missile Launchers; 10x Cannon Batteries, each with 3 Tachyonic Blaster Cannons and 20 Beam-Projectile Cannons; 12x ILM Defense Ports Company: 192x Deathvipers; 16x CiryaDefensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield; Projected Quantum Matrix Shields Ship/Mode of transport/Propulsion: Field Drive; Quantum Emergence Drive Specialty: Flagship; Scout Carrier Strengths: Powered by the height of Imperial Technology; Dedicated scientific research facilities; Long Range, High Resolution Sensors Weaknesses: Relatively small Combat Stats:Other:
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Sat Sep 13, 2008 9:42 pm
Class: Imperial Shuttle Designation: CiryaRace/Product Manufacturer: Unified Empire Physical Description/Dimensions: Crew Capacity: ~20, Crew of 4 Height: 4 m Length: 10 m 30.9 cm Beam: 5 m, Wings retracted; 9 m, Wings extended Affiliation: Unified Empire History/Design Features: Wings - Cirya have two retractable Wings that store their Field-Newtonian Drives and weaponry. Onboard DHD - Cirya have onboard DHD's that can dial a Stargate remotely. With its wings retracted, Cirya can travel through a Stargate. Master/ Operator: Imperial Officer Weapon(s): 12x Calinehta Missile Launchers; 2x 96mm Beam-Projectile Cannons; Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield Ship/Mode of transport/Propulsion: Field Drive; 20x Field-Newtonian Drive Pods Specialty: Shuttle Strengths: Speed; Maneuverability; Heavily Armed for a Shuttle Weaknesses: Small Combat Stats:Other: Able to travel through a Stargate
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Posted: Sun Sep 14, 2008 3:16 pm
Class: Imperial Cargo Ship Designation: NithrondRace/Product Manufacturer: Unified Empire Physical Description/Dimensions: Crew Capacity: 16, Crew of 4; Can be outfitted to carry 256 Height: 11 m Length: 60 m Beam: 40 m     Affiliation: Unified Empire History/Design Features: The Nithrond class is the cargo hauler of the Unified Empire. While an old design, picocytic technology keeps it on the cutting edge of Imperial science. Unarmed, Nithrond have a large internal cargo space that can be outfitted to accommodate anything that needs transporting, including personnel. They can even be made to hold an operational Stargate. Nithrond also have onboard Ring platforms that transport directly to their holds, in addition to three traditional airlocks. And while not usually armed, there have been instances where a Nithrond was loaded with Calinehta and rigged so they could be fired either straight out an airlock or using the Ring transporter. Master/ Operator: Imperial Citizen Weapon(s): None Standard, may be outfitted to fire Calinehta missiles from the Cargo Hold Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield Ship/Mode of transport/Propulsion: Field Drive Specialty: Material/Personnel Transport Strengths: Weaknesses: Combat Stats:Other: Onboard Ring Transporter
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DarthCowardus Vice Captain
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DarthCowardus Vice Captain
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Posted: Sun Sep 14, 2008 4:51 pm
Class: Imperial Patrol Ship Designation: ElennimRace/Product Manufacturer: Unified Empire Physical Description/Dimensions: Crew Capacity: ~500 Souls, Crew of 256 Height: 39 m 80 cm Length: 265 m Beam: 180 m     Affiliation: Unified Empire History/Design Features: The Elennim-class is designed to be a patrol ship that acts in support of a larger fleet operation. As such, its armaments are primarily defensive Beam-Projectile turrets, although its two 1000mm cannon pack a significant punch. Elennim Patrol Ships also carry three squadrons of Deathvipers that give it some offensive capability and allow it to fill a police boat role. The vipers are held in a dorsal bay with two launch doors flanking the main fuselage. Beneath this is a cargo bay with doors opening flush with whatever surface the ship lands on. Master/ Operator: Imperial Major Weapon(s): 2x 1000mm Beam-Projectile Cannon; 32x 200mm Beam-Projectile Turrets, stowed in recessed dorsal bay; 32x 200mm Beam-Projectile Turrets, stowed in recessed ventral bay; Company: 192x Deathvipers Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield Ship/Mode of transport/Propulsion: Field Drive Specialty: Patrol; Scout Strengths: Agile and Maneuverable; Fighter support Weaknesses: No Autonomous Weapons Combat Stats:Other: Capable of Planetary Entry and Surface Landing
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