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DarthCowardus
Captain

PostPosted: Mon Apr 27, 2009 4:59 pm


Table of Contents:
Page 1:
Technologies
- - Weapons
- - Shields/Armor
- - Cloaking Technology
- - Sensors
- - Communications Systems
- - Drive Systems
- - Power Systems
- - Unique Technologies
- - Ship Technologies
Equipment
- - Mirai Personnel Equipment
- - Imperial Armor
- - Infantry Equipment
Field Structures
E.M.F. Blue Hell Specs
Nithrond Cargo Ship Specs
DV-309 Deathviper Mk. III Specs
Elennim Imperial Patrol Ship Specs
Cirya Imperial Shuttle Specs
Meneltarma Imperial Ship of the Line Specs
Cirath Imperial Light Scout Specs
Niminas Imperial Mobile Station Specs
Menelos Imperial Cityship Specs
N-Act
Common IMWS Weapons
Page 2:
Glamdring and Galador
Anglith Littoral Combat Vessel

Vessel Classifications:
Menelos Cityship
Niminas Mobile Station
Meneltarma Ship of the Line
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
PostPosted: Mon May 11, 2009 4:39 pm


Technologies


Weapon Technologies:

Moriath/Budoka Weapons:
Macil - The traditional armament and symbol of the Moriath, the Macil is a weapon that can be used in a variety of different ways. Skill with a Macil is typically exemplified by one's ability to wield Featur 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 Featur, 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 they are intended to be used.
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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 Featur 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 but 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.
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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.
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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, 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.

Tachyonic Blaster Cannons: Tachyonic Blasters work by taking tachyonic matter 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 extremely powerful, but also require massive amounts of energy and therefore the cannons have a slow rate of fire, about one per minute.

Projectile Weaponry:
The Mirai continue to equip their infantry with simple projectile weaponry as they have yet to find a better combination of practicality, reliability, durability, accuracy, and power. Admittedly, the materials and standards involved have improved considerably, but the weapons still function on the principle of a ballistic round propelled down a barrel by the expanding gases of a high explosive charge. Imperial Infantry weapons use three different types of ammunition in a variety of calibers.

SE Smart Explosive Rounds - SE Rounds are an amorphous ceramic of high explosive plastic and picocytes. The hard round gives it greater penetration, while the picocytes make the round programmable. SE rounds have four firing modes that determine when the rounds will detonate. They can be set to detonate after a set distance/time, on proximity to target, on impact, or a set amount of time after impact (to allow for penetration).

CE Cavitating Explosive Rounds - Cavitating Explosive rounds are more sophisticated than SE rounds, but do not have any picocytes and are thus not programmable. CE rounds are composed of a compound with a variety of properties. First, it is a shear thickening fluid, meaning it gets harder proportionally to the force and speed of an impact. This means that on impact with the target, the round is very hard and ideally will penetrate through body armor to soft tissue beneath. Without the shock of the impact to harden the round, it becomes soft again and spreads out inside the soft tissue of the target. The round continues to spread, causing cavitation until the matter of the round is broken down to small molecules. Once the molecules from the round are broken down sufficiently, they destabilize into a high explosive that promptly detonates. Thus, CE Rounds are explosive, armor piercing, and extremely effective against armored infantry. Additionally, the nature of the explosive means that the round will detonate even if the armor is too hard to penetrate and will simply flatten on soft armor, delivering the maximum amount of kinetic energy.

NC 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 whereas 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 a destructive gravitic and plasmous 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
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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
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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
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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
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Infantry Launched Missile (ILM) - The ILM is basically a 20cm long miniature of the Calinehta missile. Originally designed to be fired from a dedicated shoulder-mounted launcher, a number of further weapons systems have since been developed that make use of the small but powerful missile that has the versatility of the Calinehta.

ILM
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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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Shield/ Armor Technologies:
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.

Morennium/Elennium - Morennium and Elennium are in fact the same material, a strong and light superconductive picocytic element, molecularly as strong as diamond. 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 ~60%.

Cloaking Technologies:
EM Cloak - Even with the advanced technology available to the Mirai, 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.

Sensor Technologies:
The Mirai use Phased Array Non-Passive MergedSpace [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 or quantum phase. Alternatively, a sensor probe may be phased or 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.

Communication Technologies:
The primary medium for communication in the Empire is Featur. All Imperial citizens are raised to 'speak' through Suthule in the Mirai language by producing modulated vibrations of Featur. This language is used to command picocytes and operate Imperial control interfaces. It requirs knowledge and very fine control, but not power per se, so even the weakest Mirai can use it. Most Imperial machines also communicate through Featur/i], but they use their own computer languages that use different frequencies of Featur and are 'inaudible' to all but the most sensitive citizens. Additionally, while all Mirai can communicate through the Featur at conversational ranges, it takes a powerful Moriath or some type of communications relay to communicate over greater distances.

Citizens are also trained to speak Common and read and write many common languages.

Drive Technologies:
Field Drive - The Field Drive is the most common and simple Imperial drive system. It uses various energy fields 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 a fusion 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 particles 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.

MergedSpace Drive - The MergedSpace Drive is a device that is linked to PANSpace sensors and enables travel between two sensed points using MergedSpace (see below for more detail).

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. From another perspective, Quantum Emergence can be seen as a way of directly and completely converting matter to energy and back.

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
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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
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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 generated by skillful use of Featur or by a purpose-built unit, though such machines are rare due to their power expenditure.

Power Technologies:
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.

Energy Well - Energy Wells are contained pockets of subspace used to store energy. They are essentially very high quality, high capacity batteries that are capable of providing a steady flow of energy for a very long time (tens of thousands of years) so long as the energy requirement is low enough. Energy Wells are rechargeable with proper equipment and can be burned out if too large a power demand is made. However, they are otherwise quite reliable and compact. They are used throughout the Empire because of their small size, high output, long life, and low maintenance.

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 that do not need recharging once they are initialized. However, over time the mass of the singularity becomes too great and it must be shut down by negating its mass. This creates a super-dense artificial white hole that can be used for power if necessary, but the difficulty of extracting steady output means they are usually removed and later used to charge Energy Wells.

Stellar Fusion Core - The largest Mirai powerplants are massive nuclear reactors that match the environment in the core of a star. Fuel levels are maintained, and excess matter removed, within the core using Quantum Gateways. Excess matter is harvested for conversion into picocytes. Additional fuel is harvested via Quantum Gateway from stars as needed. It is the network of Stellar Fusion Cores and the pulsar Regulus that powers the UniSpace network and many more smaller MergedSpace networks.

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.

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. Plasma Holograms are plasma-based computers capable of simulating solid matter through dense plasma 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. In general, picocytes are taken to be atom-scale particles capable of storing energy and exerting mono-polar positive or negative fields of one of the fundamental physical forces. Picocytes are used primarily for their efficiency and ubiquity, making quantum computing possible and being able to easily and precisely manipulate matter.

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.

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. This is the most efficient form of interstellar travel known to the Mirai and the preferred form, when it is available, such as when moving between two known locations (meaning locations currently in range of Mirai sensors) or when returning to the Mirai star system. Faster than light travel to unknown destination is possible with a MergedSpace drive, but is considerably slower because it relies on the ship's own PANSpace sensors to 'feel' ahead of the ship, maintaining a tenuous connection to normal space that eventually enables the ship's emergence from FTL back to normal space.

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.

Ship Technologies:

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Sat May 23, 2009 2:38 pm


Equipment

Personal Equipment:

Beeper - The smallest weapon in the IMWS family the Emergency BP Device, commonly called an 'Emergency Beeper' or just 'Beeper'. It is a palm-sized Beam-Projectile weapon with an adjustable beam and a 5mm projectile aperture. Easily concealed, the Beeper is one of few IMWS weapons that can draw power from UniSpace. Because the Beeper requires so little power, it can even leech power from something powered by MergedSpace or store enough power for a single shot should external power be unavailable.

Holo-armor - Holo-armor is an auxiliary protection system most often used by diplomats and other important personnel for covert or lightweight protection. Holo-armor is a form of personal energy shield effective against energy and projectile weaponry. Holographic armor plates are emitted, forming a protective barrier over a person such that it does not weigh anything or inhibit movement in any way. Various degrees of protection are available depending on the power of the Holo-armor. Most frequently, a small emitter is concealed on the body. The emitter is linked to a sensor unit so that the armor is projected when incoming weapons-fire is detected. Each individual 'plate' of armor acts as a small plasma shield that absorbs the weapons-fire. Typically, a single plate is able to absorb only a single shot before overloading and disintegrating. For emergency or covert armor, this is the only protection afforded, the ability to survive the first shot. For more comprehensive armor, a new holographic plate would be generated to replace the lost one. In either case, the undestroyed plates are able to rearrange themselves to best cover vital areas.

Imperial Armor: Imperial Armor is one of the defining characteristics of Citizens Imperial and is worn virtually at all times. It consists of two parts, a sealed base layer (Exosuit) and a heavier over-layer (Armor).

Exosuit: The Exosuit is a full body glove that serves as a vacuum-rated light armor and the base layer for Imperial Armor. The top layer is Poly-Armor and a plate armor helmet. Poly-Armor is a picocytic polymer armor that has the specific property of being very flexible and form fitting ordinarily, but hardening to ceramic strength in direct proportion to any nonplanar compressive force. This makes the polymer ideally suited to various pressure and combat environments. Beneath the Poly-Armor is a picocytic nanotube-based supermuscalature that reacts to nerve impulses detected through skin and has a cotton weave texture. The Exosuit will also act as the primary biointerface for Imperial Armor and compatible systems and has complete life support systems. Exosuits also have built-in EM Cloaks.

Armor: Atop the Exosuit, there are four distinct layers of armor. The lowest layer is the Hide layer, composed of picocytic cellular musculature and nervous system that is named for its leathery texture. Above this is the Scale layer composed of multiple layers of small (~1 square cm), interlocking picocytic ceramic scales with an appearance similar to snake scales. Next is the Fabric layer, which varies by personal preference, but may include webbing for weapons and equipment, a textured ghillie suit, or other forms of camouflage. The final layer is the Plate layer of various pieces of Reactive Armor Plating. Weapons are worn over top all the armor. Moriath armor also has two exclusive features: the Hide layer is capable of extending outwards in two pairs of wings from the wearer's back and the Fabric layer includes a Hakama.

Since both the Hide layer and the Scale layer cover the entire body, it is possible for the wearer to be mistaken for some form of reptilian species, particularly due to the enclosed helmet, plate armor, and loose fabric layer. The Mirai take no steps to dissuade this misconception.

Infantry Equipment:

Infantry MergedSpace Weapons System [IMWS]: This system is a family of Beam-Projectile small arms, some mountable but primarily infantry-equipped, in a variety of classes including rifle, carbine, handgun, and concealable, which draw power externally via a MergedSpace connection to a central power source. These weapons are typically capable of many different firing modes, but the smallest weapons may only have one or two modes. Similarly, the majority of these weapons cannot draw power directly from UniSpace without special clearances, but the smallest arms may draw power from UniSpace as a last resort.
PostPosted: Wed May 27, 2009 3:56 pm


Field Structures

Field Structures are military structures that can be assembled quickly on campaign. These structures provide shelter, housing, storage, cover, etc. for forces occupying new territory.

Field Fortifications - Echorthrondi:
Level I
Level II
Level III
Level IV
Level V
Level VI
Level VII
Level VIII
Level IX

Field Defenses - Corolondi:
Defensive Shield -
Wall -
Obelisk -
Spire -
Tower -
Bunker -

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Sun Aug 09, 2009 3:31 am


Class: Capital Cruiser

Designation: E.M.F. Blue Hell

Race/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
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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.

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.

Andomard ["Gate Room"] - Blue Hell has its own Stargate in a dedicated subsection of the main hangar. To avoid overlap with other gates in the network, it is ordinarily un-powered and disabled. At a moments notice, however, it can be powered for use.

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.

Master/ Operator: Dimer Morcel

Weapon(s): Drone Launchers; Calinehta Missile Launchers; 18x Cannon Batteries, each with 3 Tachyonic Blaster Cannons and 20 Beam-Projectile Cannons; 12x ILM Defense Ports

Company: 192x Deathvipers; 16x Cirya; 4x Cirath

Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield; Projected Quantum Matrix Shields

Ship/Mode of transport/Propulsion: Field Drive; MergedSpace 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 (compared to most Mirai and Orai vessels)

Combat Stats:

Other:
PostPosted: Sun Aug 09, 2009 3:34 am


Class: Imperial Cargo Ship

Designation: Nithrond

Race/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

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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

Power Supply: Energy Well and Picocytic Circulatory System

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; MergedSpace Drive

Specialty: Material/Personnel Transport

Strengths:

Weaknesses:

Combat Stats:

Other: Onboard Ring Transporter

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Sun Aug 09, 2009 3:40 am


Model Number/Ship Designation: DV-309 Deathviper Mk. III and Variants

Name:
DV-309F/A Deathviper
DV-309S Stealthviper
DV-309B Bombviper
DV-309G Gunviper
DV-309D Droneviper

Length: ~10.5 m, with wings deployed; ~4.7 m, with wings retracted

Beam: ~7.3 m, with wings deployed; ~3.3 m, with wings retracted

Height: 1.5 m

Crew Capacity: 1

Accomodation: 1 pilot, may be reconfigured for 2 in tandem

Company: Semi-sentient Picocyte colony, allows the fighter to self-repair

Powerplant: Micro-singularity Power Core, in main pod; 2x Drive Pods with independent Field-Newtonian Engines; Picocytic Circulatory System; MergedSpace Power Unit

Propulsion: 2x Drive Pods, each containing a Field-Newtonian Drive; 2x Field Drive Maneuvering Assemby, one per wing; MergedSpace Drive

Armament:
DV-309F/A and DV-309D - 2x 100mm Variable Rate Beam-Projectile Cannon, mounted in Drive Pods; 1x Autonomous Weapons Bay, contains three Calinehta missiles with 20 second recharge per missile and the ability to recharge all three missiles simultaneously

DV-309S - 2x 100mm Variable Rate Beam-Projectile Stealth Cannon, mounted in Drive Pods; 1x Autonomous Weapons Bay, contains three Calinehta missiles with 20 recharge per missile and the ability to recharge all three missiles simultaneously

DV-309B - 2x ILM Double-Barrel Launcher, mounted in Drive Pods, 3 rpm Alternating Fire; 1x Weapon Bay

DV-309G - 1x Triple Barrel 40mm Beam-Projectile Gun Pod, on Nose; 2x ILM Double-Barrel Launcher, mounted in Drive Pods; 1x Autonomous Weapons Bay, contains three Calinehta missiles with 20 recharge per missile and the ability to recharge all three missiles simultaneously

Defensive Features: Morennium/Elennium Armor; Reactive Plasma Shielding; Active/Passive Camouflage

Special Features:
Variable Geometry - Wings may retract to reduce overall size of ship, increasing top speed, but reducing maneuverability.

Multiple Variants - Specialized fighters excel in particular mission roles, but possess nearly identical dimensions.

History/Description:
The Deathviper fighter/bomber is the preferred space combat unit of the Mirai. Fast and agile, the Deathviper is able to deliver Calinehta ordnance over great distances with minimal interim support.

DV-309F/A with Wings Deployed and Wings Retracted
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DV-309 Autonomous Weapons Bay
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DV-309S Stealthviper
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DV-309B Bombviper
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DV-309B Weapon Bay
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DV-309B and DV-309G ILM Double-Barrel Launcher
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DV-309G Gunviper
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DV-309G Gun Pod, Drive Pods, and Autonomous Weapons Bay
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DV-309D Droneviper
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PostPosted: Tue Aug 11, 2009 7:54 pm


Class: Imperial Patrol Ship

Designation: Elennim

Race/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

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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

Power Supply: 4x Type I Stellar Fusion Node; Picocytic Circulatory System

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; MergedSpace Drive

Specialty: Patrol; Scout

Strengths: Agile and Maneuverable; Fighter support

Weaknesses: No Autonomous Weapons

Combat Stats:

Other: Capable of Planetary Entry and Surface Landing

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Tue Aug 11, 2009 8:00 pm


Class: Imperial Shuttle

Designation: Cirya

Race/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
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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

Power Supply: Energy Well and Picocytic Circulatory System

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
PostPosted: Mon Dec 07, 2009 10:34 pm


Class: Imperial Ship of the Line

Designation: Meneltarma

Race/Product Manufacturer: Unified Empire
Physical Description/Dimensions:
Crew Capacity: 4,194,304 Souls
Height: ~2576 m
Length: ~5160 m
Beam: ~1132 m

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Affiliation: Unified Empire

History/Design Features:

Master/ Operator: Imperial Field Marshal

Power Supply: 3x Type IV Stellar Fusion Core; Picocytic Circulatory System

Weapon(s): 97,000x Calinehta Launchers, 60 rpm Rate of Fire, 24,250 Launchers per Rail; 1,280,000x 80mm Beam-Projectile Turrets; 160,000x 200mm Beam-Projectile Turrets; 40,000x 400mm Beam-Projectile Turrets; 20,000x 800mm Beam-Projectile Turrets

Company: 786,432x Deathvipers; 49,152x Cirya; 16,384x Nithrond; 2x Elennim

Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield; Projected Quantum Matrix Shields

Ship/Mode of transport/Propulsion: Field Drive; 2x Field-Newtonian Drives

Specialty: Battle Lines; Carrier

Strengths:

Weaknesses:

Combat Stats:

Other:

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Tue Jan 19, 2010 4:35 pm


Class: Imperial Light Scout

Designation: Cirath

Race/Product Manufacturer: Unified Empire

Physical Description/Dimensions:
Crew Capacity: 1-10, Crew of 4
Height: 3.015 m
Length: 7.252 m
Beam: 4.054 m

Front
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Side
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Rear door open
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Iso
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Missile Bay
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DHD in cockpit
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Affiliation: Unified Empire

History/Design Features:
The Cirath is in many ways a smaller Cirya. However, it ultimately serves a different purpose, though both were specifically designed to travel through the Stargate and both have onboard DHD's. The Cirath is very minimalist, designed to hold a single fireteam and transport them a short distance from the gate. While capable of atmospheric entry and exit, it is not well-suited to the task and generally gate-travel is preferred. Most notably, in keeping with the minimalist design, the Cirath lacks its own powerplant. The ship instead draws power through a MergedSpace connection with a mothership and stores that power in its DHD and picocytic circulatory system. Under normal conditions, a fully charged Cirath is capable of about 1000 hours of independent operation, but will eventually have to link to an external power source. This operation time is made possible by strenuous power saving protocols, such as only using energy shields under direct attack and typically operating under EM Cloak. The most prominent example of power saving is the use of Field-Newtonian Thrusters, which do not produce power and do not generate particles for Newtonian thrust. Instead, the thrusters use energy fields to compress and expel the surrounding atmosphere. The Thrusters are efficient and provide significant thrust in atmosphere, but produce no Newtonian thrust in vacuum, only Field-based propulsion. The primary purpose of the Cirath is stealth reconnaissance and insertion/extraction. This is usually done through the Stargate, but not always.

Master/ Operator: Imperial Officer

Power Supply: MergedSpace; Energy Well; Picocytic Circulatory System

Weapon(s): 2x Calinehta Missile Launchers, 3 minute recharge

Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield; EM Cloak

Ship/Mode of transport/Propulsion: Field Drive; 3x Field-Newtonian Thrust Pods

Specialty: Reconnaissance; Ability to travel through a Stargate

Strengths: Small size makes it hard to detect

Weaknesses: Small

Combat Stats:

Other:
PostPosted: Sat Feb 27, 2010 8:21 pm


Class: Imperial Mobile Station

Designation: Niminas

Race/Product Manufacturer: Unified Empire

Physical Description/Dimensions:
Crew Capacity: 16,777,216 Souls
Height: ~6585 m
Length: ~2757 m
Beam: ~3184 m

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Affiliation: Unified Empire

History/Design Features:

Master/ Operator: Imperial Marshal

Power Supply: 1x Type IX Stellar Fusion Tri-core; Picocytic Circulatory System

Weapon(s): Drones

Company: 8,388,608x Deathvipers; 786,432x Cirya; 262,144x Nithrond

Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield; Projected Quantum Matrix Shields

Ship/Mode of transport/Propulsion: Field Drive

Specialty: Forward Command Headquarters

Strengths: Massive

Weaknesses: Massive

Combat Stats:

Other: Currently, none of these vessels are in active military service. They exist, but are more or less stationary residences.

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Sat Feb 27, 2010 8:27 pm


Class: Imperial Cityship

Designation: Menelos

Race/Product Manufacturer: Unified Empire

Physical Description/Dimensions:
Crew Capacity: 105,664,000 Souls
Height: 2.6 km
Length: 12.7 km
Beam: 12.8 km

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Rear
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Iso
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Affiliation: Unified Empire

History/Design Features:

Master/ Operator: Senior Imperial Marshal

Power Supply: 1x Type IX Stellar Fusion Tri-core; Picocytic Circulatory System

Weapon(s): Drones

Company: 8,388,608x Deathvipers; 786,432x Cirya; 262,144x Nithrond; 12x Elennim; 3x Moreval

Defensive Capabilities: Reactive Armor Plating; Ellipsoidal Reactive Plasma Shield; Projected Quantum Matrix Shields

Ship/Mode of transport/Propulsion: Field Drive

Specialty:

Strengths:

Weaknesses:

Combat Stats:

Other: Currently, none of these vessels are in active military service. They exist, but are more or less stationary residences.
PostPosted: Sun Mar 21, 2010 11:26 am


N-Act


N-Act is a new technology being developed by Dimer Morcel that makes use of Neutrino Conducting Picocytic Filaments. These Filaments oscillate on a subatomic scale in such a way that Neutrinos have a significant probability of traveling along the length of the Filament. N-Act uses an array of Neutrino Conducting Picocytic Filaments to collect local Neutrinos and amplify their energy by constructive interference. This energy is first used to generate a low level, extremely high frequency (Planck-scale wavelength) oscillation that funnels Neutrinos towards the N-Act. As the Neutrino density increases, the energy levels of the N-Act increase proportionally until the energy output of the system is capable of work on significant scales.

Neutrino Conducting Picocytic Filaments are very difficult to manufacture because the presence of Neutrinos creates deformities in the Filament only detectable with use, though imperfect filaments can be recycled by cutting and splicing.

Using Filaments of different lengths, Dimer has developed a number of different N-Act devices, including Beacons, Detectors, and the N-Act Furnace, a powerplant.

DarthCowardus
Captain


DarthCowardus
Captain

PostPosted: Fri May 14, 2010 6:41 pm


Common IMWS Weapons


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Name: IMWS Handgun
Type: Sidearm
Caliber: 8mm Projectile, 20mm Beam
Length: 20.0cm
Height: 12.0cm
Width: 2.5cm

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Name: IMWS Over/Under Handcannon
Type: Sidearm
Caliber: 6.4mm Projectile, 16mm Beam
Length: 31.941cm
Height: 14.639cm
Width: 4.000cm

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Name: IMWS Mini-Carbine
Type: Sidearm
Caliber: 8mm Projectile, 20mm Beam
Length: 30.000cm
Height: 13.371cm
Width: 2.976cm

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Name: IMWS Sub-Carbine
Type: Sidearm
Caliber: 10mm Projectile, 25mm Beam
Length: 45.000cm
Height: 17.008cm
Width: 4.000cm

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Name: IMWS Carbine
Type: Carbine
Caliber: 8mm Projectile, 20mm Beam
Length: 55.000cm
Height: 17.342cm
Width: 5.000cm

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Name: IMWS Compound Rifle
Type: Main Battle Rifle
Caliber: Upper Barrel 8mm Projectile, 20mm Beam; Lower Barrel 16mm Projectile, 40mm Beam
Length: 80.000cm
Height: 20.342cm
Width: 5.832cm

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Name: IMWS Precision Rifle
Type: Enhanced Marksman Rifle
Caliber: 8mm Projectile, 20mm Beam
Length: 100.000cm
Height: 20.342cm
Width: 5.832cm
Reply
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