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Posted: Fri Jan 12, 2007 7:23 pm
ICARUS Database System Tasks: Locating OS.......... Done! Found Sypher XT version 12.1378.895 Loading OS.................................... Done! Installing Aquinas protocol............................. Done! Installing ICARUS AI.................... Done! Installing ICARUS Database service.................................. Done! Running ICARUS AI............. Done! Running ICARUS Database Service..... Done!
Setting up security parameters...................................... Done!
Please enter primary, secondary, tertiary passwords:
Primary: Praise be to Yevon.... Accepted! Secondary: Medevan Conquests..... Accepted! Tertiary: Victory for Draconia..... Accepted!
Please enter User ID:
UserID: J51AC399K - Checking..... Accepted! Welcome Draconian Emperor Joseph Ner'Zhul II, I am ICARUS your new AI.
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Posted: Sat Jan 13, 2007 4:45 pm
Technologies Technologies Knossos Sub-space Portal: A massive sub-space device left behind by a ancient civilization that ruled much of known space millions of years ago. They were discovered by the Empire during their wars against the Shivans and the technology had been reverse engineered to the point where the Empire could faithfully reproduce the device when needed. However the device is large and complicated and easily dwarfs all but the largest Draconian vessels it would take years to produce one and perhaps decades to bring it in tune with the Realspace-Sub space fabric at the target sight. When the task is completed, however, the result is a stabilized node where a unstable one once was or the ability to create one where there wasn't one or where one was destroyed. G-Diffuser: A small propulsion subsystem attachment that further upgrades a craft's ability to cope with inertia and gravitation. It acts like a suspension system absorbing g-forces and providing for a even smoother flying experience it is designed for use on small craft like fighters and transports. The energy from the absorbed g-forces is then sent to the ship's power reactor where it further increases power output. Nano-Lathering: Nano-Lather is the primary process of construction in the Empire it involves using billions upon billions of nano bots to lather or consturct a building or other object the nano bots are deployed in two ways they are either prgramed to travel to a specific point after being activated by the detonation of a ship or they are hosed down onto the construction site by a robotic construction droid that deploys the nano bots by spewing it from its twin cannon arms nano lathering is good because its very safe, as long as the construction area remains clear, its cheap, its easy to oversee, and its quick. Nano Lathering is used by both the civilian world and the military force to build new objects and to build them quickly the down side to this technology is that it is easily disrupted by EMP technologies. Warp Beacons: Warp Beacons are used to teleport massive objects such as buildings into a construction area at a distant location quickly the technology was first used and perfected during the initial trades with the Denali Commonwealth where the Draconis Empire supplied them with prefabricated factories and power stations since then this mode of transfering already completeled buildings has become more and more popular. Logic Drive: A type of sub light propulsion system that functions by reconfiguring the spatial coordinates around a ship (It warps or bends space around itself) to achieve this it uses very high level mathematical equations, such as bubble theory, to calculate the level of improbability after which it is possible to make the necessary jump the reason that the movement of Draconian ships seem so fluid as if they were moving inch by inch is because this process takes place billions of times every second thus the distance being jumped is not apparent. Realians: These are artificial humans genetically engineered to fit specific roles they range from simple housemaids and doormen to military soldier drones and Fleet crew members the most common role they fill is observation Realians which basically mans the primary and secondary system consoles on the bridge of a Draco capitol ship and who also directly feeds into the sensor system to provide advanced warning of Demon and Gnosis forces. Hyperwave Decoder: A sensor system built off of Hyperwave technology this is a sensor array that provides long and short range functions it is used to detect objects in space and to provide communication between ships and other objects it functions by producing a beam of photon particles that turns on and off every second in a pattern it works similar to binary the signal is then sent through a wormhole that is created nanometers from the surface of the sending dish and is weak enough not to suck the ship through the receiving station receives the signal through the wormhole in the same manner and interprets the combination of on and off signals of photons and reads it in the form of 0s and 1s (hey it is binary well will you look at that...) it then plots this info in the original format it was in usually in the form of text or audio messages if it was a video feed it will forward the info to the holo projector on the bridge when the transmission has ended the wormholes created to send and receive the data are terminated. Hyperwave: A type of photon based light beam that can be read on the sending and receiving end of a line of transmission it exists in the invisible light spectrum and as such is not visible to the naked eye. It is common pratice for sensor arrays based off this technology to use wormholes to transfer the info quickly over vast distanes of space closer range transportation like intra world communications don't need this to be implemented and are quite efficient with Hyperwave alone. Hyperwave technology is used in a wide variety of appliances and ways from microwaves to military sensor arrays even in some TV-esque appliances. Holographics: A technology that uses light to produce a 3D image suspended in air by way of a light emitting projector the cool thing about this is that the projector can be fitted with sensors that allow it to detect disturbances in the image caused by running your finger through it this in turn allows software makers to produce holographic programs with touchtone functions the military uses this technology alot as well and is normally fitted into a ships Hyperwave Decoder to provide a output for all recorded audio and text as well. Techno-Magic: This term refers to the marriage of Technology and pure Magic resulting in what they call Para-Magic Techno-Magic usually uses technology like a special Navy gun to deliver magical force the Army is experimenting with special mage troops to suplement their offensive and defensive capabilites. Subspace Resolver: This device is used to allow a ship to jump into and out of subspace. Star Drive: A type of sub light propulsion system that enables a ship to move at near light speeds. It works by producing a gravitonic wave and then rides or 'surfs' the wave through a warp in space caused by the engines reconfiguring the spatial and temporal coordinates around a ship. The ships is essentially at this point riding a gravity wave through bent space this happens trillions upon trillions of times a second the end result is a vessel that can travel at speeds approaching but not meeting the speed of light. Magnetic Ion Armor: Magnetic Ion armor is a new level in defensive armor technology. The armor is made of a triple suite of protective material the first layer is a 3 meters of Dura Steel which adds most of the protective qualities giving it the ability to deflect bullets and projectiles. The second layer is 7.8 meters of Compress Titanium-Valorium alloy which adds protection from mostly energy weapons. The last layers is 5 meters of Poly Kroy which is used as a 'soft' metal allowing flexibility as well as sealing the chinks in the armor it also tends to be highly resistant to heat. All of this together forms a protective barrier resistant to many forms of attack finally the armor is ready for use the armor is coated in nano bots that generate a energy shell of ionized particles hold in place a few inches above the surface of the armor by a magnetic field hence how the armor gets its name it is a step up because of its high protectve qualities and the fact that it doesn't require a bulky personnel shield generator that can be easily blown off. The only difference between infantry grade armor and ship grade is the thickness of the three protective layers otherwise the design and concept is the same. Psi Disruptor: The Psi Disruptor is a device usually mounted on a ship or military base designed to repulse or turn away creature with a psychic sensitivity by producing a field of psychic energy that disrupts their thoughts literally driving them crazy it is a new device currently being developed by the empire for use on its newer ships. Psi Emitter: Similar to the Psi Disruptor except the field of psychic energy it produces attracts creatures with a psychic sensitivity by creating a psychic aura that soothes and entices the creatures drawing them like a moth to the flame to location of the emitter. This device is being developed as part of a master plan by the Empire. Compressed Titanium-Velorium Alloy: The primary armor of the Empire it is heat and pressure resistant and is somewhat strong estimated to be only 1,440 times stronger then steel. Draconian military doctrine and shipbuilding ideaologies stress a greater importance and focus on a ship's shield then armor meaning that Draconian vessels have stronger shields then they do hull. This poses little of a prbolem so long as the Draconian vessel can prevent the breaking of its shields or end the battle before the former happens. Polykroy: A unusually flexible metal found in the outer rim of the Draco galaxy. It is dense but is easily bent by itself it consitutes poor armor. When combined with other metals it forms a vital alloy component as its flexibility can make the armor a ease to move around it. It is sometimes added to Compressed Titanium-Velorium ally to further enhance its flexibility and its capability to give and take with pressure that is directly applied to it. Phranxite: A strange looking metal that is sometimes used in Draconian electronics as well as in armor where it can awdd to the heat dispersion qualities it is rare and thus expensive so its use is limited. Deflector Shields: Deflector Shields are designed to deflect or absorb incoming enemy fire. It is able to resist all forms of firepower, kinetic, energy, nuclear, projectile, etc. Deflector Shields are formed of many layers of energy shields some ships like the new Sathanas and Rakshasa have at least several thousand layers of shields however Deflector Sheilds main advantage is that the defensive system is formed of multiple generators if one goes down another kicks in to run the shields if the second goes down a third comes up forming a power system that overlaps itself the only downside to Deflector Shields is the man hours required to make the specialized reactors which in turn adds to the man hours needed to construct or retro fit a ship that is to be equipped with this device. Ship shield (damage) capacity: Depends on ship class usually around 50 Teratons Traditional Draconian Shipbuilding: Traditionally Draconian shipbuilding is both precise and fairly simple, relativly speaking. First nanites are sprayed into the target area where they produce IR waves to produce a invisible "ship skeleton" in a process called Ghosting. Next the ships actual skeleton is laid in place by Nano Latering, or spraying, the material and allowing the nanites to build it's molecular structure each nanite carries one molecule of the alloy used in the ships hull and the metal is recombined molecule by molecule. Then after the ship's frame is placed the bulkheads, inner hull and finally outer hull is put in place by a similar method finally robotic drones can be used to lay the plumbing, wiring, and power conduits necessary for the ship to run smoothly. This ensures that the ship can be built out of one continuous slab of material rather then having to break and reform smaller segments after the ships is fully produced and its been formally commissioned and named it is released from the shipyard's drydock via massive anti gravity pumps that literally push the ship into space the people inside the drydock chamber are protected from space's vacuum via a invisible force field specially designed to preserve the chamber's atmosphere. Bio-Mechanical Draconian Shipbuilding: Bio-Mechanical ships are a new concept in Draconian society. Initially the ships hull would be made of organic materials mostly from the carapace of the Itnsuma Crab from the Lafiel system and then catalyzed with metallica agents such as Magnetic Ion Armor. Over 90% of the hull would be organic material with the other 10% being metallic catalysts and reinforcing agents. As grim looking as this might sound it's not, as the organic material as it's catalyzed takes on a metallic feel and look. The ship would be composed of a organic central AI that is interfaced with the ship's systems which are composed of a marriage of organic and metallic components the ship and it's crew would fulfill a symbiotic relationship and would work and live together in harmony. The ship's hull would be registered with a unique "DNA" or "RNA" signature that could be used to identify it and to ensure backwards compatibility would also maintain a traditional IFF signature so that traditional ships could identify them. The proposed Bio-Mechanical alloy is very strong over 10,000 times stronger then steel, 6,000 times stronger then carbon fiber composites and over 1,400 times stronger then Draconian Compressed Titanium Velorium alloy and 400 times stronger then Magnetic Ion Armor. Tachwave: The Tachwave is a upgraded form of Hyperwave technology. Draconian communications technology has finally advanced to a point where Draconian sub-space technology can be used on a micro scale safely and reliably. Similar to Hyperwave technology Tachwave technology creates a signal by shooting one particle at a time instead of photon particles however, it uses Tachyon particles in order to transmit the information like it's Hyperwave equivalent it transmits the information one particle at a time and sends it through a micro sub-space fissure rather then a micro wormhole. On the other end it is received and the data is interpreted by reading how each particle hits the receiver sensor and by reading the delay between each particle. Tachwave Resonance Array: A communications system built off of new Tachwave technology. Like its Hyperwave equivalent The Tachwave Resonance Array is used for communications it projects a continuous stream of Tachyon waves for short range transmissions or a non continuous pulse, similar to a ocean wave, for long range and burst transmissions. Like the Hyperwave Resonance Array it has a infinite range due to the nature of the technology and it's use of sub-space technology. It also has the capability to use Hyperwaves to communicate as well to ensure compatibility on existing Hyperwave Networks. Tachwave Decoder: Similar to the Hyperwave Decoder it sends out a omni directional pulse in order to detect distant objects in active mode and in passive mode compares the Tachyon background interferance with local interferance of local space in order to detect objects. It has a whole list of additional secondary sensor modes each with their own special mode of operation. Organic AI: Organic AIs are a new concept in Draconian technology. The "Organic AI" consists of a genetically engineered Realian female specially designed for AI duty. Her brain mass density increadibly increased on purpose in order to facilitate a much higher degree of intelligence The entity would come included with wetwire implant support so that she can be readily integrated with a ship's main systems and because of the nature of the technology it would be compatible with both Traditional and Bio-Mechanical ships. The female entity would be encased in a environmentally controlled vat that would be filled with presevative, anti aging, and telepathy enhancing chemical agent. The Organic AI is the next logical successor to older digital AIs. Lateral Thrusters: Lateral thrusters would provide additional maneuvering capabilities for Draconian fighters and transports and is intended for the new Mara class third generation Joint Strike Fighters under development. When activated the thrusters would produce a strong anti gravity current that, because the ship is made of matter of positive mass, would be repelled away from. The result is that the ship can move sideways, up and down, as well as back and forth. It would be installed in a set of two. Both generators would be integrated into the AVTOL engines and controlled as part of the new flight control system. Direct Brain Interface: Direct Brain Interface is a collective term for the total technology that'll be used by the next generation fighter pilot. The pilot would be integrated with all his flight system. First the pilot is puts on their flight uniform however their helmet has no visor to it instead the pilot is completly blinded by the lack of a visor instead the pilot's helmet is linked directly to the navigational, senor, and communications systems the inside of the helmet is filled with holographic projectors displaying the feedback information which is flowing in from aforementioned flight systems. The information is directed to the pilot's helmet by various Tachwave information upload nodes located throughout the cockpit and is directed to the brain via a wetwire uplink from the helmet directly into the pilot's brain mass what follows is a more accurate, expedient, and efficient flow of information from originating source to flight systems and to the pilot themselves. Quantum Computer: Traditional Draconian computers use standard computing principles and technologies with the exception of the CPU which is a laser CPU in recent time Draconian computing technology has evolved to a point where Quantum Mechanical principles could be applied to computing resulting in a exponential increase in Draconian computer capacity and more importantly speed. The new Draconian coumputer use a DNA CPU that uses lasers to read and write info similar to a DVD ROM. This technology will be included only on the newer Draconian ships. Sub-Space Indifference Reactor: The Sub-Space Indifference Reactor uses exclusive Draconian sub-space technology to channel microscopic amounts of Sub-Space ether into a shielded reactor core where it instantly annihilates itself in order to prevent a dimensional cascade effect. The system would allow a Draconian ship, for example, to produce a infinitie amount of energy it would also free the Empire from it's dependence of Nebula gases. Gravity Pulse Drive: The Gravity Pulse Drive is the ultimate in Draconian gravity based drives and is the last possible Drive system available before new technologies have to be produced. The Gravity Pulse Drive produces a micro singularity that is contained within the primary Gravity Induction chamber within a shielded partition the singularity is then allowed to undergo Hawking Radiation the energy from the resulting shower of hard X-Rays and Photons of astronomically long wavelengths is then used to power the primary drive shaft which then transfer the power to the rear of the ship enabling movement. This technology will allow Draconian vessels to reach the speed of light regardless of size since the energy particles from the singularity's death would have roughly infinite energy. Better yet the Drive system does not require a exhuast port and thus theres no need to cut a hole in the rear of the ship where the exhaust port would go. Bio-Plastic Armor: Bio-Plastic is the name given to the armor of the new bio-mech ships under development and far exceeds the previous Draconian Naval war metals. It is a collection of organic materials many animals with hard carapaces that is then catalyzed with polykroy and other Draconian metals. The end result is a organic substance with metal woven into the very fabric of the material. It is a marriage of organic and non-organic materials after all why build your ships and repair them when you can grow them and let them heal themselves? Bio-Plastic has one downside it is very hard to catalyze the organic compounds since the tissue somehow has to be still alive at the start of the process and the procedure uses quantum mechanical principles.
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Posted: Wed Jan 17, 2007 12:36 am
Species Species Humans: The founders of the Draconis Empire and the subduers of the rest of the Empire's races Humans are energetic, outroverted, socialable and prolific only a race such as they could survive on such a hostile world and then then not only survive but take that hostility and make it into a engine that povolted them through the universe Humans are comically said to suffer from the cosmic dwarf syndrome as one Vasudan philospher commented. Humans hail from the world known as Earth which is lost to the Draconian Empire its location is known but it is uninhabitable in its current state Humans were scattered throughout the stars and settled on the world of what is now called First Gaia or Lost Gaia but when the world of Gaia and the systems it controlled were lost in a war the Gaians were once more scattered having made their way out of the milky way they came to what is now called the Draco Galaxy here they waged brutal wars to vent their anger and to help them gain the worlds necessary to survive they eventually found their way to what is now Second Gaia where they centered their budding Empire and further solidified their position till the whole of the Draco Galaxy and its six races were under their control. Redoran: The Redoran were the first race the Humans encountered in the Draco Galaxy they are a race of cybernetic constructs that appear to be left behind by a superior race or civilization from long ago they actually laid dormant in the Keltia system till Hman scientists discovered them and unfortunatly ended their hybernation. Naturally a war erupted with the Humans being the unlikely victors the Redorans were forced to give up their civilization which they hoped to reclaim upon their awakening Redorans are known for their scientific and engineering prowess they and the Hel'Gaks are responsible for over 87% of the ships in the Draconian Fleet. Calcinians: The Calcinians are a race of formless shapshifters from the aquatic world of Duros in the Gamma system. They actually are one of the few species that managed to maintain peaceful relations with the invading Humans the Humans saw them as too danagerous to mess with because of their shapeshifting abilities and the Calcinians saw them as a way of gaianing protection from the Shivans who have been banished since ancient times the Calcinians maintain this pact to this very day. The Calcinians besides being masterful spies are also very adept at diplomacy and also shipbuilding producing some of the most elegant ships of the Draconis Empire while military contracts are usually handled by the Hel'Gak and Redoran who can produce the mass quantity of ships needed to fight wars. Vasudans: The Vasudans hail from the world of Vasuda prime in the Vasuda system it is a bleek, desert world and how a sophisticated, intelligent race as this somehow managed to survive in such a hostile climate long enough to evolve into a space faring race is beyond belief Vasuda Prime is almost 90% desert landmass with the last 10% mostly undreakable salt water small seas the first encounter with the Vasudans came with a water hunting convoy of theirs literally coming close to colliding with a Draco cruiser in sub-space the collision never took place because of the advanced navigational systems of the Vasudans the hallmarks of Vasudan civilization however lies not in their ships but their language and love of history and the philosphers who translate the past. The Vasudan langauge is very complex the vocabulary, grammer and sentence structure changes and differs from individual, day of week, position in relation with the Vasudan leader and Draconian Emperor, year, place in space and the mood of the speaker. As a result it has been deemed officially unlearnable at this time by the Draconian government instead translation equipment has become standard equipment on all electronic devices with need for such equipment. The Vasudans are also noted for their love of history, history to them is not just a timeline of events put into chronological order but rather a tale of the living and dead and as far as their concerned links to two worlds together hence in their culture history and respect for the dead go hand in hand whereas we see it as two separate topics however they acknowledge the same events as we do rather they have a different way of talking about it but the end result of knowledge is the same. Vasudans see Humans as stupid, paranoid and delusional and Humans in return see Vasudans as arrogant, introverted, self absorbed, hypocritical and judgemental however generations of peace between the races have disolved most of these conflicts and racial sterotypes. Hel'Gak: Hel'Gaks are a insectoid race whose homeworld is unknown they invaded the Empire in the 12th millenium AG when the Empire was struggeling to stabilize itself they invaded in near infinite numbers they are wonderers and its suspected that they've been migrating for so long that they don't even remember their own homeworld Hel'Gaks today are loyal enough to the Emperor and because of their vast numbers are employed to produce vast numbers of military vessels they are built off of traditional Hive Mind social structure everything leads back to a supreme queen who pledges her loyalty to the Emperor Hel'Gaks use Nebula gases to fuel their metabolisms and so are also employed in deep space mining operations Hel'Gaks go into a breeding season twice every year and they provide a large number of drones to the Draco Navy fleet where they are used as pilots fo Anubis JSFs and Vindicator ADWSs. Tolouens: Tolouens are muscular humanoid creatures from the world of Toluos dispite their extremely powerful appearances they are generally very peaceful they and the Calcinians form the bulk of the Draconian diplomatic service. Tolouens are usually used as Intelligence officers because they are usually very well cultured and educated. Tolouens maintain a stauch loyalty to the government having been bailed out of defeat at the hands of the Gnosis and Zerg the Tolouen parliament is highly supportive of the Draconian Emperor. Divjans: The Divjans are the most mysterious race of all in the Empire. They invented Techno-Magic, and also colonized whole parts of the galaxy before the arrival of the Humans. Divjans are very introverted usually staying to themselves Divjans do produce some good Admirals but mostly they are scientists and Tech Mages for use by the Army and Fleet. ============================================================================================== Daemons: The Daemons or Demons of the Rift are the most dangerous foe to the Empire able to pop out of nowhere and defy all the laws of nautre and physics tehy use their extreme hatred for the Highfather and Humanity and its allies to further their goals of galactic genocide. Lead by the Devil King Bethrezen they drive themselves forward into the Mortalverse in order to gather more souls to fuel their Army to prepare for Armageddon. The Empire prepares to stand fast against them in order to protect all of mortality from these vengeful monsters.
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Posted: Wed Jan 17, 2007 12:37 am
Star Nations Star Nations Note: I decided to keep a few of the inactive or dead guilds either because I have reason to believe they will reactivate or as a honorary kind of thing. Narisian Empire: The Narisians are our oldest and most dedicated allies they helped us solidfy our power in the beginning in ancient times and also as of the standoff that resulted from the first encounter thrusted us into a alliance with them they are completely loyal and honest and are to be considered true allies in every sense of the word. Status: Alliance, Trade Agreement Kingdom of Saphia: Another ally of the Empire, the Spahians have maintained contact with the Empire for a very long time. Their current status is unknown as they have not visited in quite some time. Status: Alliance, Trade Agreement The Solarian Federation: They are mysterious to us we have friendly relations and are at peace with them they seem to possess super advanced gravity based sensor systems that can detect our stealth craft their homeworld is unknown at the time but it is believed to be in the Narus system. Status: Alliance, Trade Agreement, Military Access Vangar Confederation: The Vangar Confederation is the new government of the Vangar people. Once a renegade faction in the Vangar Dominion, a enemy to the Empire, now they have formed their own Confederation to fight against the Dominion they are good allies and supported whenever possible. Status: Alliance, Trade Agreement, Military Access The Denali Commonwealth: The Denali Government is on friendly relations we have a very active trade deal going on and the DC is allowing us to establish a base within their territory this government seems to maintain a tense relation with Aries as well as a few others including ourselves. Status: Friendly, Trade Agreement Gaia Federation Forces: This group is supporting a joint Mobile Suit development program which we dumped 540 billion Dracos into they are allied to us and and supported us in a recent skirmish with a Vangar raider party. Status: Alliance, Trade Agreement Tiamat Industries: The Empire has just recently made contact with these people, not much is known of their culture however they have shown great support for Draconia it is suspected they may be in the middle of a civil war. Status: Friendly Outer Haven Military: The Empire has recently established ties with Outer Haven. It is currently conducting negotiations with them and the Lions Foundation more info will be available after the Negotiations are done. Status: Friendly, Trade Agreement Lions Foundation: The Empire has recently established ties with the Lions Foundation. It is currently conducting negotiations with them and the Outer Haven military more info will be available after the Negotiations are done. Status: Neutral Raven Federation: This is another Earth based military-political organization that is opposed to the UN backed GMC. They have been receiving Draconian aid and are working towards forming a formal alliance with the Empire. Status: Friendly Gaian Marine Corps/Phoenix Detterence Navy: The defence forces of Earth known as the GMC share a very tense relation with the Empire all attempts to improve relations have failed and war was nearly declared on several occasions only to be cut short by superior threats emerging or a last minute diplomatic solution being found. Status: Tense Inarelian Military Republic: Unknown, first contact still pending. Status: Not discovered yet. Confederation Navy: Unknown, first contact pending. Status: Not discovered yet. Terran Federation: Unknown, first contact pending. Status: Not discovered yet. Forerunners: Unknown, first contact pending. Status: Not discovered yet. : Unknown, first contact pending. Status: Not discovered yet.
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Posted: Wed Jan 17, 2007 12:39 am
Space-Time Anomolies Space-Time Anomolies Sub-space Cataclysm: A violent and sudden explosion in sub-space due to the large transfer of energy from the destruction of a large vessel. A Sub-space Cataclysm often results in the collapsing of a enitre sub-space tunnel leading to the collapse of both sub-space nodes in realspace ending in the cutting off of the two connected systems. However Knossos Sub-space Portals allow the Empire to repair and regenerate Sub-space nodes but the process takes years in some cases decades. Fortunatly a Cataclysm hasn't occured recently. Black Hole: Many ships have been lost to these things simply put a Black Hole is a region of super dense matter whos gravitational effect is so massive that space and time are literally bent in a almost perfect sphere and even light itself cannont escape. While I could ramble on about the inner workings of this phenomenon I'll keep it short and brief the escape velocity needed to escape such a thing is close to or equal the speed of light once your near and pass the event horizon which is the 'surface' of the black hole once you pass this you fall into the singularity at the center where super massive gravity forces crush you into a infinitly small space probably the size of one sub-atomic particle the good news is that you'll die from the tidal forces of the gravity well long before that the bad news is that it'll be a slow, painful death and you'll be traveling very fast while its happening (once sucked in you'll be steadily apporaching the speed of light) Black Holes are a threat to Draconian shipping and Fleet operations because of all the above reasons which is why ships have been equipped with a graviton spectrumeter device thats preinstalled into the sensor array it also has the added effect of correcting errors in sub-space calculations. Sub-space: Sub-space is a alternate reality of accelerated space and time that exists parallel to our universe to put it simply of course to reach it a ship has to activate its sub-space resolver which causes th ship to vibrate on a infinite number of spatial and temporal planes it takes the 3D object (the ship, its crew and marines, and miscellaneous objects onboard) and converts it into a 4D object once done the ship can cross over to the 4D universe of sub-space in its visible form it exists as a tunnel outside of which is our normal 3D universe objects in subspace cn view objects in normal space and vice versa but the laws of physics prevent the objects in the two different realms from enteracting with each other. Once in subspace it becomes possible to travel extreme distances such as thousands of light years in mere minutes and arrive back at your destination in normal space ready to continue with your journey. Sub-space is extremly hard to explain let alone map out. Wormhole: A wormhole is a theoretical marriage between two black holes but this is stupid as the resulting tunnel that is formed would have two entry points but no exit and even if something did escape on the other end it would be sucked in instantly once its velcoity dropped below the speed of light. It is now believed that white holes are theoretically possible but not proven leaving only highly unlikely scenarios but oddly enough wormholes are considered to be a possibility in the Draconian RP they have not only been discovered but also utilized for travel and communication. White Hole: The theoretical anti of a Black Hole. Where Black Holes suck things in White Holes spit them out this anomoly as fair as real world science is concerned could not possibly exist because Black Holes crunch things down within the singularity but its unlikely that a White Hole could blow up and reconstruct that object two they've never been confirmed and probably never will in the Draconian RPs we don't talk about White Holes only about wormholes and Black Holes and even then very rarely. Multiverse: This is a belief more then a science fiction though it is studied very deeply the basic idea is that our universe is one of many separated from each other by astronomical distances and that Wormholes can be used to go from one universe to another however there are several problems with this possiblity but I will not discuss those here. In the Draconian Rp at least this current one we will touch onto the possibility very lightly and with great caution.
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Posted: Wed Jan 17, 2007 12:40 am
Unified Secular and Religious History of the Empire Unified Secular and Religious History of the Empire --------------------------- Chromatic-Azure Light Age (Countless Trillions of years BCE): This is a religious time period that refers to the very beginning of the universe and creation it is often mentioned in the Holy Books of Yevon as being a place of great disorder and danger. Creation of the Universe (Countless Trillions of years BCE): A unknown trillions of years before the current era the Universe was brought into creation. The Ancient God, before The Great Schism, created the unverse he fashioned the planets from his sweat, the stars from the drops of his blood voluntarily spilt on purpose and all other celestrial entities from the pieces of his great sword that he used to carve and shape each creation. The Great Schism (Unknown Billions of years BCE): Sometime after the Universe's creation The Ancient God split into two lesser elements of itself. Representing the good will of the Ancient One is Yu Yevon, bringer of light and supreme authority of the universe. On the other side is The Profound Darkness which represents the Ancient God's burning hatred, desire, and vanity that was kept pent up. The Profound Darkness is responsible for all dangerous and dark things both in the Universe and within Mortals. The First Arenagueth (15 Billion BCE): The First Arenagueth (War of the Gods) began when Yu Yevon encountered The Profound Darkness while overviewing the Universe that the Ancient One (Ancient God, The Ancient God) had created. They waged a war that lasted a billion years, finally Yu Yevon defeated The Profound Darkness and imprisoned the foul one in a extra dimensional prison for all time. The Great Binding (14 Billion BCE): After Yu Yevon won The First Arenagueth he imprisoned The Profound Darkness in another universe and to prevent the foul one from making it's way back to our universe sealed the prison off with the most holy magical wards and created the first life in the universe hoping that it would evolve to a point where it could be trusted with maintaining the holy wards already in place. First Life in the Gaiaverse (14 Billion BCE): After binding The Profound Darkness. Yu Yevon created the first organic creatures to walk what is now the Gaiaverse. Yu Yevon nurtured each of these infant organisms and placed each on a given world the organisms developed slowly but continued to evolve from single cell bacteria and viruses to dinosaurs, reptiles, bipedal apes, upright walking Humans and so forth. Life Developes on Earth (4.5 Billion BCE): The First life Developes on Earth eventually progressing from single cell microorganisms to Humans. Earth eventually becomes the "Cradle of Humanity" as Humans rise up in the Prehistoric world, builds their first civilizations, and advances through the ages eventually reaching out to become a Galactic Power. Darkness Disunified (1 Billion BCE): The Profound Darkness distinegrates into various unholy Devils each representing the many dark facets of it's being. At this point Darkness's prison is fully corrupted becoming the Netherverse or Hell of today with its pieces forming the first Devils such as Bethrezen, Laharah, and Beelzebub. Dinosaur Extinction (65,000,000 BCE): Dinosaurs are wiped out on Earth when a huge asteroid impacted off the coast of the Yucatan Peninsula. Killing off most non avian Dinosaurs and paving the way for Human dominance on Earth. The Second Arenagueth (1,000,000 BCE): The Second Arenagueth was fought when the Holy Orders of Yu Yevon waged war on the Cohorts of the Netherverse Devils. The war was fought to decide whether the High Heavens or the Burning Hells would control the Universe and the races that formed in it since then. The war ended when Yu Yevon defeated the Devils and shattered their armies on the shores of Hell. Rise of Homo Sapiens (100,000 BCE): The first modern Humans appear on Earth they adapt to their harsh condition and eventually flourish they go on to become the dominant species on Earth since the Dinosaurs. Rise of the Ancients (Unknown Thousands of years BCE): The Ancients, a unknown race with super advanced Sub-Space Technology, first establish themselves on their homeworld. They advance quickly and soon reach out across the stars assimilating many thousands of species into their Space Empire creating a empire that covers most of the Milky Way galaxy. Fall of the Ancients (8,000 BCE): The Ancients first encounter the Shivans who they term "The Great Destroyers". Unable to comprehend defeat and accept the need to change their ways the Ancients cannot adapt to fight the Shivans and are subsequently destroyed because of this. First Earth Nations (5,000 BCE): The first nations rise on Earth. At first they are merely semi-primitive Neo-Lithic societies that rose above the basic subsistence level needed for survival. Eventually they turn into powerful ancient kingdoms and empire, then into mighty medieval nations and finally into modern and space age nations that reach out towards the stars. First landing on the Moon (1,969 AD): Apollo 11 lands on the Moon and securing it's crew's place as being responsible for the first landing of a man on the moon. First Lunar Colony Founded (2,044 AD): The first lunar colony was founded by the UEDL (United Earth Defence League). It was funded by over 40 nations and was the first step into colonizing space. Sub-Space Discovered, Technology Developed (2,142 AD): For the first time since the Ancients Sub-Space was utilized and allowed for colonization of space outisde of the Sol system. Third World War (2,270 AD): Humanity continued to establish colonies across the Milky Way. Hundreds of systems in the vicinity of Sol were colonized. In 2270 there was a conflict in who should control these colonies. The UEDL claimed since it established the first colony it should govern the far flung planets. The various Corporation Nations claimed since it was there money and material going into the colonies they should rule. A Third World War was waged devastating the Earth wiping out the UEDL and killing off 92% of the world's population. What was left of the once great Corpo Nations collapsed and later combined into the Gaian Galactic Federation. Founding of First Gaia (43,679 BG [2,317 AD]): The newly formed Gaian Galactic Federation settles on the world of First Gaia in the Gaia system and then moves it's galacitc capitol to First Gaia. Collapse of the Gaian Galactic Federation (23,079 BG): The Gaian Galactic Federation continued to weaken till Separtists attempted to break away from the Federation then some 500,000 systems strong. However the Senator Joseph Magus ended the Separatist movements and reorganized the GGF into the first Galactic Empire in Gaian-Draconian history. He ruled with a iron fist but effectively ran the government. Binding his new Empire together while continuing to dismantle the old regime. The new regime eventuall became known as The Star Empire of Gaia. Destruction of First Gaia (0 AG): In 0 AG First Gaia was destroyed when the Star Imperial Navy failed to defend the planet against unidentified alien attackers the planet was destroyed however 13 colony ships escaped First Gaia. They were the colony ships Alundiel, Constanziel, Patriel, Myzrael, Hadradiel, Forael, Izuel, Mariziel, Lontiel, Ashoriel, Naphiziel, Gadriel, and Marienkind. It was at this time that the Gaians set course for various distant locations in the universe hoping to find at least one place to settle each colony ship carried a large Sub-Space Transceiver used to share communications over Inter Galacitc distances. However the various colony ships lost contact with each other prematurly when they emerged too close to a previously unknown black hole and had to make another emergency jump to avoid their destruction. The Dark Age (0 AG-550 AG): During this time the fleeing Gaians fought many battles and wars throughout the Milky Way and Draco Galaxy they discoverd the Draco Galaxy not long after losing Gaia but found it to be populated with at least a half dozen races the Humans of Gaia would go on to founding the Colonial Alliance. --------------------------- Silvery-White Light Age (550 AG): This is a religious age, mentioned in the Holy Books of Yevon. It marks the beginning of the modern Draconian era and the dispelling of the "darkness" of what the Draconian's refer to as the "Old Universe". The Alliance's Foundation (550 AG): The Colonial Alliance was founded in 550 AG it consisted of a few dozen star systems with scattered populations of Gaians who were completely cut off from each other due to lack of communication and off world traveling they spread from the edge of the Galaxy to the center where Second Gaia is and radiated out from there over the course of thousands of years using newly built warships and colonization vessels. The War Age (551 AG-19,012 AG): The wars from the dark age continued the Divjan and Redorans were the last races to be defeated and subjugated Humanity was still isolated to the edge of the galaxy they had initially arrived in and the defeated races retreated further in. The Human war machine gained momentum at the end of this age. The Expansion Age (19,013 AG-24,345 AG): This age saw Humanity reach the outer rim on the other side of the Galaxy and a great advancment in mapping technologies as well as a great increase in the number of exploration teams willing to brave hostile alien races and the unknown elements to receive and send back this data. Some of the maps from this era are used even today. The Republic Age (24,346 AG- 41,991 AG): The entire galaxy was assimilated by the end of this age and the seven races of the galaxy was ruled by a Human government in the form of a Republic but tensions were high and war was on the horizon. It was during this time that a standard Army, Navy, and Intelligence branch was formed to combat the growing threat of sucession. The Sucession Wars (41,992 AG-42,092): This was a war to decide which government was the strongest each race wanted control of the government because this would allow them to suceed and thus claim independence however Humanity won and the Empire stayed under their rule. The Consciousness Wars (42,092-44,556 AG): This was a war to decide the fate of mortal consciousness whether to keep it in frail flesh or to transfer it to more durable machine's the Coalition government waged war with the Hlaalue rebels in the end the two sides sturck a compromise. --------------------------- Yellow-Golden Light Age (44,557 AG): This is a religious age that marks the beginning of recent universal history which coincidently is also the beginning of Draconia's more... Interesting years. The Draconian Light Age (44,557 AG-50,198 AG): This was age of renewel great happiness and stability the last of the alien races gave up hopes of independence and pledge their further support while the Humans solidyfied their power. The First Great War (50,199 AG-50,227 AG): This war was fought against the mysterious Shivans little is known about them except they cutted us off from forgotten Earth for a while when the SD Lucifer exploded in sub-space the war was won soon after. The First Demon War (50,432 AG-55,983 AG): This was a war fought against the Rift Demons of the Twilight Sector it started when Humans stumbled upon the literal gate to Oblivion in the center of the forsaken Nebula and after words all Hell literally broke loose it ended when the Draconian Navy sealed the gate and was thought o destroyed it but recent events prove they failed. The Emperor Age (55,983 AG-61,020 AG): This was an age when strong leaders destroyed the collapsing Coalition and created the first Empire of the united races of the Draco Galaxy this age is marked by great advancement in science and technology as well in theology, philosophy, military technology, and Techno-Magic. The Age of Magic (60,995 AG-61,020 AG): Magic is quickly overcoming Techno-Magic in the Empire the variety of applications for pure Magic are becoming more and more clear as the Emperor seeks to ressurect this forbidden science and art. The Second Demon War (61,020 AG- ): Sauzer's deal with Hell created a powerful alliance as Hell's Cohort Armies gained access to the Empire due to Sauzer's work they cut a bloody path through Draconian space. Draconian Armies and Navies will have to stand fast or risk being devoured by Hell's unquenchable appetite for terror, war, and destruction. --------------------------- Red Twilight Age (Unknow time into the future): This religious age marks the downfall of Mortality and the coming of The Profound Darkness. It culminates in a universal equivalent of Armageddon. --------------------------- Black Obsidian Age (Unknown time into the future-Infinite time into the future): This is the final age spoken of in the Holy Books of Yevon. It describes a universe reborn in the grip of the damned. As well as the elimination of the remaining elements of Mortality at this point the universe is truly dead.
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Posted: Wed Jan 17, 2007 12:42 am
Weapons of Mass Destruction (WMD) Weapons of Mass Destruction (WMDs) DMB-120 Retribution Antimatter Tactical/Strategical Ballistic Missile: The Retribution was originally designed as a stand-off anti capitol ship weapon with a twelve teraton yield it was recently reclassified as a WMD when new field trials were conducted ending a long dispute over the rightful status of the weapon. The Retribution is easily capable of wiping out all life on a Earth size planet due to the terrible environmental impact it would have and the immense power of the weapon itself and is being redeployed as a planetary bombardment weapon.
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Posted: Wed Jan 17, 2007 12:48 am
Coventional Navy Weapons Conventional Weapons (Navy) Missiles/Torpedos: Missiles function a little bit different then in most Star Nations' navies. First and foremost they do not use outdated combustion engines but rather either Logic or Star Drives they also do not need considerable improvements to be used from either atmospheric or spaceborne platforms because the navigation and propulsion systems are based on modular software backed by cutting edge firmware. Missiles may contain either a plasma, nuclear, viral, antimatter, or proton warhead that can be easily swapped out and replaced with another warhead on the fly for quick payload changes even in the middle of combat the Missiles of the Empire are based off a highly modular design and can even change parts from one missiles class to another due to hardware that is very open ended if the onboard software or firmware needs to be updated for the mission or a particular change the hangar based techs can do it via wireless firmware and software update protocols in short missiles are more robust then in other space navies the only downside is the average cost to produce. A Hydra, for example, just to produce one completed missile costs about 15 Dracos which is alot of money for one missile considering orders are often in the billions. But the money is well spent. Beam Cannons: The first beam weapons used by the Empire were reverse engineered from the Shivan Superdestroyer the SD Lucifer. Since then beam weapons have become feared additions to the Draconian arsenal. The current second generation beam weapons are based entirly off of Draconian weapon technology. The current beam weapons fires a concentrated beam of very dense particle streams towards the target they have the ability to burn holes through target shields and hulls in a matter of seconds however they have extreme power needs modified reactors must be in place to handle these new weapons which is the reason why only the next generation of Draconian ships will have them. Beam weapons when used in conjunction with anti cap missiles can wreck terrible losses on enemy fleets. MK IV Flakk Guns: The MK IV Flakk guns are the fourth generation flakk guns designed to shoot down whole screens of fighters and to intercept enemy missiles. The MK IVs fire a devastating stream of UVHSM (Ultra Very High Sub Munitions) at relativistic speeds each explosive charge explodes with force equivalent to a 2200 lbs bomb producing a soup like screen of sharpnel that cuts to pieces anything unfortunate enough to fly through the cloud of flakk. The MK IV has a rate of fire of 9,000 rounds a minute making it a ammo hog the gun uses so much ammo that mini ammo dumps are constructed under flakk posts in the gun caverns so that the ammo can be chain fed directly from its personal ammo dump. Draconian vessels are well protecte from enemy missiles thanks to these powerful guns Railguns: Railguns are new additions to the Draconian arsenal. Railguns fire a large anti cap slug at very high relativistic speeds using the very high mass and velocity to create immnse damage. Depending on the caliber and velocity they can effectivly be used for anti cap work or for the purpose of a planet killer via the the RKV (relativistic kill vehicle) principle. Plasma Cannons: Plasma weaponry is totally new never having been used in Naval warfare by the Empire. It is, in effect, a particle accelerator. The weapon generates a stream of plasma by ionizing a cloud of gas particles it then uses a magnetic bottle to contain the plasma the plasma is then fired at the target and hits in due time. It is important for a plasma round to reach its target very quickly otherwise blooming will occur and the plasma will spread out and dissipate over a large area thus becoming useless as a weapon.
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Posted: Wed Jan 17, 2007 1:05 am
Naval Ordinances Naval Ordinances Missiles NOTE: All distance measurements except for the ones I make special note of are Astronomical Units-Miles (survey, US) conversions. Name: DMB-79 Medusa MK II Type: Stand-off Interceptor Yield: .55 Teraton Guidance: Aspect Lock Range: 129.2 AUs Average Velocity: .65c Max Velocity: >1c Drive Type: MJX-1100 Sub-space immersion drive Description: The MK II Medusa is one of a new generation of Draconian ordinances it was designed to provide superior stand off capabilities for Draconian fighters by allowing them to take down hostile forces from a greater distance. The Medusa MK II features enhanced average and max velocity as well as a propulsion drive that allows the missile to use Sub-space for FTL travel thus allowing it to reach its target very quickly. Name: DMB-9 Hydra MK II Type: Swarm Yield: .40 Teraton per missile Number of Sub-Munitions: 16 missilettes Guidance: Aspect lock Range: 37.8 AUs Average Velocity: .64c Max Velocity: >1c Drive Type: MJX-1100 Sub-space immersion drive Description: The Hydra MK II is a second generation swarm missile designed to take out large formations of enemies. The pilot selects up to 16 targets and when the main missile launches it bursts open to reveal a rack of 16 missilettes each missilette will then travel to its own target if the pilot selects less then 16 targets the missilettes will do their best to divide themselves evenly among the selected targets giving a even chance of killing each target. The MK II Hydra is considerably more expensive to manufacture then the MK I Hydra because of the additional sub munitions and the increased complexitiy of each missilette. Though the Empire has already begun production on it it is unlikely that they will see a great deal of service until the MK Is are fully depleted. Name: DMB-120 Retribution Type: Antimatter Tactical/Strategical Ballistic Missile Yield: 12 Teratons Guidance: Aspect Lock Tactical Range: 45.0 AUs Strategical Range: 40 Megaparsecs (Approximatly 130 million light years [traditional]) Average Velocity: .89c Max Velocity: >1c Drive Type: MJX-1100 Sub-space immersion drive Description: The Retribution is re-designed for use as tactical/strategical IGBM (inter galactic ballistic missile) for the explicit purpose of bombarding enemy Star Nations. The Retribution started out as a stand off anti cap missile but is currently undergoing its upgrade to a WMD. The retribution is a good choice because of its high yield and the Empire's large stockpiles of it. The Retribution is now capable of FTL travel using Draconian Sub-space technology. The Retribution can also be loaded onto Draconian warships particularly Thanatos class Battleships and Infidel class carriers to give it mobile deployment capacity. Name: DMB-49 Harbinger MK II Type: Standard Space Bomb Yield: 4 Teratons Guidance: Aspect lock Range: 40.1 AUs Average Velocity: .70c Max Velocity: >1c Drive Type: MJX-1100 Sub-space immersion drive Description: The MK II Harbinger is a vastly improved, upgraded version of the original. Draconian Naval commanders note with glee the increased yield and velocity the Harbinger MK II is designed to be the Draconian Fleet's mainstay anti cap ship bomb. Name: DMB-31 Goliath MK II Type: Bombard Rocket Yield: .70 Teraton per sub-munition Number of Sub-Munitions: 300 antimatter mini pall bearings Guidance: Aspect Lock Range: 52.6 AUs Average Velocity: .75c Max Velocity: >1c Drive Type: MJX-1100 Sub-space immersion drive Description: The MK II Goliath is the second generation bombard rocket of the Royal Navy. When fired on a target it breaks apart releasing 300 mini pall bearings in the direction of the target. The missile flies to the target where moments before impact it explodes using its forward momentum to bombard the target with many antimatter filled bearings producing a shotgun effect with devastating consequences. The Goliath MK II is relatively cheap to produce but its highly specialized purpose means it will see little action. Name: DMB-23 Pegasus MK II Type: Advanced Capitol Ship Killer Yield: 7 Teraton Guidance: Aspect Lock Range: 57.3 AUs Average Velocity: .81c Max Velocity: >1c Drive Type: MJX-1100 Sub-space immersion drive Description: The Pegasus MK II is designed to be a advanced cap killer. It is designed to take down the heaviest capitol ships with minimal fuss. The MK II Pegasus will eventully replace the Harbinger MK II but is very expensive to produce and is designated for use against specific target ships. The Pegasus MK II can also be used as a planet killer however the retribution already fills that role. Name: DMB-103 Reaper MK III Type: Ground Support Carpet Bomb Yield: 1,200 pounds Guidance: Aspect Lock Range: 67.2 AUs Average Velocity: .90c Max Velocity: 1c Dive Type: MJX-1100 Sub-space immersion drive Description: The MK III Reaper is a redesigned version of the MK II. It is scaled down in order to provide safe, adequete ground support. Like any carpet bomb it lays down a wall of fiery explosions that immolates anyone or anything caught within the weapon's destructive path. It is usually fired from a fighter or a modified transport with devastating results it is designed to supplement ground operations rather then destroy a planet outright. It represents a change in Draconian military thinking with a shift of emphasis fron destruction to conquest. Name: DMB-78 Tiamat Type: Ground Support Fuel Air Bomb (FAE) Yield: 2,500 pounds Guidance: Aspect Lock Range: 53.1 AUs Average Velocity: .85c Max Velocity: 1c Dive Type: MJX-1100 Sub-space immersion drive Description: The Tiamat is a FAE (Fuel Air Explosive) designed to support ground troops. When the bomb detonates it uses the surrounding oxygen in the atmosphere to support the explosion. Unlike the 20th century equivalents, Draconian FAEs use a plasma based fuel to create the explosion. The bombs tend to have a relativly high yield for their size and because they eat up the oxygen in the surroundings the overpressure created by the explosion tends to be more lethal. Nevertheless this weapon is totally unsuited for space use because theres no oxygen to burn. Ship Mounted Weapons Name: DMG-18 Deliverance Role: Anti missile, fighter defence Type: Flakk Gun Gun Version: MV IV Mount Type: External 360 degree swivel mount Turn Rate: 360 degrees per second Ammo Capacity: 9,000 rounds Rate of Fire: 9,000 rds per minute Feed Mechanism: chain feed, computer operated Ammo Caliber: 2200 lb UVH explosive charge Yield: 2200 lb per flakk canister Guidance: Aspect lock Range: 39.2 AUs Average Velocity: .79c Max Velocity: .99c Description: The Deliverance is a new type of flakk gun designed to shred enemy missiles and fighters to pieces. It rapidly fires a stream of flakk canisters at a target which explode each with the force of a 2200 lb bomb each round is capable of shredding enemy fighters and missiles to pieces totally devastating the target it is meant as a last line of defense in case enemy munitions or fighters get past the interceptor missiles, friendly fighters or warships, or the ship's own energy cannons. Flakk guns are cheap, relatively speaking, and the ammo doesn't take up a large amount of space making it ideal for long, drawn out wars and battles. Name: DMG-8 Salvation Role: Ship to Ship energy weapon Type: StS beam weapon Gun Version: MK I Mount Type: Non rotating beam pod Turn Rate: N/A Ammo Capacity: N/A Rate of Fire: 1 beam blast per minute Feed Mechanism: Photon injection chamber Ammo Caliber: N/A, fires a concentrated beam of photons Yield: 14 Teratons Guidance: Aspect lock Range: 22.9 AUs Average Velocity: 1c Max Velocity: 1c Description: The Salvation beam cannon is based off of independent Draconian beam technology. It can cut a ship in half in a matter of seconds. The Salvation fires a beam of highly concentrated photons at the target when the photons hit they impact against the shields first then the hull resulting in a massive transfer of energy from the photon beam itself to the target. The Salvation's weapons energy comes from the ship's reactor itself for this reason they cannot be transferred from ship to ship nor removed as they are a integral part of the ship's superstructure itself. The Salvation is good against enemy warships but is not fast nor accurate enough to track and destroy smaller targets of opportunity like enemy fighters. Name: DMG-2 Rapture Role: Ship to Fighter energy weapon Type: StF beam weapon Gun Version: MK I Mount Type: Non rotating beam pod Turn Rate: N/A Ammo Capacity: N/A Rate of Fire: 2 beam blasts per minute Feed Mechanism: Photon injection chamber Ammo Caliber: N/A, fires a concentrated beam of photons Yield: 11 Teratons Guidance: Aspect lock Range: 24.3 AUs Average Velocity: 1c Max Velocity: 1c Description: The Rapture is a toned down, smaller version of the Salvation used to engage enemy fighters and bombers. It is a slash beam weapon meaning unlike the Salvation, which fires a beam directly at a target, the Rapture fires at its target and then sweeps across horizontally in order to cut down the next target. This fire mode can be turned off in favor of the one used in the Salvation simply by switching the fire mode from the fire control console. The Rapture is the second brain child of the Draconian's independent beam weapon research which was originally the result of reverse engineered Shivan tech. The Rapture doesn't have the charge capacity of the Salvation meaning it cannot stay on the target long enough to do damage before having to be recharged for firing again so it usually doesn't see action outside it's main purpose. Name: DMG-72 Repentance Role: Relativistic kill projectile Type: Railgun Gun Version: MK I Mount Type: Internal non rotating plate mount Turn Rate: N/A Ammo Capacity: 1 round Rate of Fire: 4 rounds per minute Feed Mechanism: Internal Electromagnetic slide lock Ammo Caliber: 40 tons Barrel Length: 2240m Weapon Mass: 200 tons Yield: 30 Teratons Guidance: Aspect lock Range: 72.1 AUs Average Velocity: .30c Max Velocity: .30c Description: The Repentance is a railgun pure and simple. It is the first project produced by the Draconian Royal Navy directly rather then being the result of a defense corp contract. The Repentance is a all purpose railgun but special attention was paid to its planetary bombardment capabilities. What is left is a gun that can fill any role demanded of it. It's chief advantage is its combat flexibility the perfect weapon for the new Draconian Navy. Name: DMG-74 Purgatory Role: Basic capitol ship mounted energy cannon Type: Plasma cannon Gun Version: MK I Mount Type: External rotating semi bubble turret Turn Rate: 190 degrees per second Ammo Capacity: 1 round Rate of Fire: 1,700 rounds per minutes Yield: 20 Teratons Guidance: Aspect lock Range: 33.3 AUs Average Velocity: .80c Max Velocity: .95c Description: The Purgatory class energy cannon is a large ship mounted version of the old Subach SL cannon loaded on old Republican era Landau class cruisers that has been modified for modern use. The Purgatory is really a plasma particle accelerator that is designed for general bombardment and basic ship defense purposes. It fires a large glob of ionized plasma particles at very high relativistic speeds. The particles are held together using a magnetic bottle that is generated at the time that the plasma bolt was fired the weapon has a short range because it is only effective so long as the magnetic bottle holds after the mag bottle dissipates the plasma undergoes the phenomenon known as blooming and disperses. For this reason it is given a much smaller effective range then most other ship weapons. Name: DMG-16 MK II Missile Pod Role: All purpose size scalable missile pod designed for all craft and warships Type: Missile Pod Gun Version: MK II Mount Type: Non-rotating external six flap flower pod Turn Rate: N/A Ammo Capacity: N/A, depends on missiles loaded and being loaded Rate of Fire: N/A, depends on missile being fired Yield: N/A, depends on missile being fired Guidance: Aspect Lock Range: N/A, depends on missile being fired Average Velocity: N/A, depends on missile being fired Max Velocity: N/A, depends on missile being fired Description: The MK II Missile pod is a next generation adaptation of the older MK I. It has a more sophisticated firing and loading system as well as a improved link to the fire control computer. The MK II is designed to feed combat information to other MK II missile pods as well as the ships fire control computer and central AI creating a two way feedback system to keep combat info up to date. The pod uses a standard Hyperwave computer "eye" that tracks the programmed target as well as objects in the local vicinity of the target. It has a intelligent IFF slave AI subroutine and will not willingly harm a friendly target unless programmed to do so. The MK II marks the beginning of a less traditional and more practical warfare program. Small Craft Weapons Name: DMS-73 Subach SL90 Role: Standard small craft tachyon blaster Type: Tachyon blaster Gun Version: MK IV Mount Type: External rotating standard gun mount Turn Rate: 310 degrees per second Ammo Capacity: N/A Rate of Fire: 1,700 rounds per minutes Yield: 300 pounds Guidance: Aspect lock Range: 27.8 AUs Average Velocity: 2c Max Velocity: 2c Description: The Subach SL90 is the new version of the classic Subach family of gun arms that dates back to early Republic days. The weapon is a typical tachyon blaster it fires a bolt (glob) of Tachyon particles at superluminal velocity striking the target with great force and energy. Like all Draconian energy arms it uses a particle well that stores the Tachyon particles and a quantum flux generator that creates that. It then uses a powerful magnetic rail to propel the created particles to the intended target. The Subach has one disadvantage, it's poor range, however because guns are secondary arms in Draconian space warfare and because in atmospheric combat 27 AUs is more then enough for firing distance the Subach's poor range doesn't effect it's production value much. The Subach also can be easily modified for ground use by ground fortifications however this is often not necessary. Name: DMS-90 Subach SL92 Role: Heavy tachyon blaster for small craft Type: Heavy tachyon blaster Gun Version: MK V Mount Type: External rotating standard gun mount/fixed gun mount Turn Rate: 360 degrees per second Ammo Capacity: N/A Rate of Fire: 3,400 rounds per minute Yield: 500 pounds Guidance: Aspect Lock Range: 34.3 AUs Average Velocity: 2c Max Velocity: 2c Description: The SL92 was designed to be a heavier version of the SL90. It was designed to support two mount configurations rotating and fixed non-rotating. The SL92 is designed to be used on small craft with a more combat aligned role such as the yet to be produced Mara class Joint Strike Fighters. The SL92 isn't prone to the same overheating problems as the SL63, SL72, and SL84 all of which were produced during the Republic days, however it does have a low production rating keeping it from reaching its true potential. Manufacturers have complained its too complex and differcult to produce in large numbers however as Draconian industry begins putting itself back together more and more of these guns will roll off the factory floors. The SL92 is not compatible with the SL90 mounts so once it's put on a craft it had better stay there or hangar crews will have a field day swapping between the two. Name: DMG-16 MKII Missile Pod Role: All purpose size scalable missile pod designed for all craft and warships Type: Missile Pod Gun Version: MKII Mount Type: Non-rotating external six flap flower pod Turn Rate: N/A Ammo Capacity: N/A, depends on missiles loaded and being loaded Rate of Fire: N/A, depends on missile being fired Yield: N/A, depends on missile being fired Guidance: Aspect Lock Range: N/A, depends on missile being fired Average Velocity: N/A, depends on missile being fired Max Velocity: N/A, depends on missile being fired Description: The MKII Missile pod is a next generation adaptation of the older MKI. It has a more sophisticated firing and loading system as well as a improved link to the fire control computer. The MKII is designed to feed combat information to other MKII missile pods as well as the ships fire control computer and central AI creating a two way feedback system to keep combat info up to date. The pod uses a standard Hyperwave computer "eye" that tracks the programmed target as well as objects in the local vincinity of the target. It has a intelligent IFF slave AI subroutine and will not willingly harm a friendly target unless programmed to do so. The MKII marks the beginning of a less traditional and more practical warfare program. Name: DMS-40 40mm Mortar launcher Role: Mortar launcher for small Naval craft Type: Ship mounted Mortar launcher Gun Version: MKI Mount Type: Rotating semi bubble mount Turn Rate: 360 degrees a second Ammo Capacity: 20 mortar shells Rate of Fire: 800 RPMs Yield: 1.5 tons Guidance: Aspect Lock Range: 30.9 AUs Average Velocity: .65c Max Velocity: .70c Description: The DEB-40 is a small ship mounted mortar launcher designed to provide long range indirect line of sight (LoS) support for advancing ground troops it is capable of launching phospherous, plasma, EMP, sonic, or antimatter mortar shells over large distances. It is ideal for taking out enemy armor.
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Posted: Tue Jan 30, 2007 4:45 am
Pax Dei/Manus Dei Ordinances Pax Dei/Manus Dei Ordinances Infantry Weapons IG-120 Tachyon "Lightbringer" Auto pistol: The IG-120 Lightbringer is the new automatic handgun of the Draconian armed forces intended and adopted for use as a good all around generic handgun for all regular, special forces, and Naval crews and Marines. Later versions can have attachments loaded on but for now this handgun is designed for common field duty and as a last resort weapon. Yield: 150 pounds Type: Automatic particle pistol Purpose: Standard infantry handgun Weight: 1 pound Rate of Fire: 950 RPMs Muzzle Velocity: 2c Range: .8 Miles IG-1093/A Tachyon "Trinity" Auto Rifle: The IG-1093 is a new generation infantry assault rifle series designed to replace the little known STK series. It fires a concentrated bolt of Tachyon particles at superluminal speeds towards a target. Upon impact it disrupts the molecular bonds by literally knocking the molecules out of place the end result is that the target has a section of its body literally vaporize away. The Trinity rifle comes with compatibility for a whole assortment of attachments that allows it to be used for general purpose or be customized for specific missions. Like all energy weapons it doesn't suffer from recoil and its ammunition is almost weightless. "A" variant statsYield: 200 pounds Type: Automatic particle rifle Purpose: Standard infantry weapon Weight: 7 pounds Rate of Fire: 2,500 rounds per minute Muzzle Velocity: 2c Range: 1 Mile IG-1093/B DAFMOD Tachyon "Trinity" Auto Rifle: This is a highly modified version of the standard IG-1093/A Tachyon auto rifle. This particular version of the B variant has support for numerous rifle attachments which come in the form of a kit allowing special forces to customize their rifles according to mission demands. The DAFMOD was developed originally according to the specifications of the Majordomo Royal guards however towards the end of the project Templar forces began inputting their requests for a highly modified version of the 1093/A. The gun is shipped separatly from the attachment kit but is designed to provide a greater deal of tactical flexibility, it is not commonly circulated to regular forces. DAFMOD "B" variant statsYield: 250 pounds Type: Automatic particle rifle Purpose: Ranged infantry weapon, special issue for special forces Weight: 6 pounds (10 pounds with all attachments mounted) Rate of Fire: 3,500 rounds per minute Muzzle Velocity: 2c Attachments Included: No Attachments Supported: Underslung rifle grenade launcher (fires EMP and plasma rifle grenades), electronic gun sights (laser, nightvision, hyperwave, molecular density), shoulder stock, backup gun sights, external sound supressor, thermal heat disperser, carrying case for attachments Range: 1.5 Mile IG-290 Plasma "Divinity" Shotgun: The IG-290 is a plasma shotgun designed for in close wetwork fighting. It has more firepower per shot then the IG-1093 and nearly half its rate of fire. The only drawback is that its a little heavier then the IG-1093 and that the energy cell it uses is not compatible with the IG-1093 it also doesn't have the reach of the IG-1093 but given its purpose this is a moot point. Yield: 300 pounds Type: Automatic Particle Shotgun Purpose: Heavy close range assault weapon Weight: 9 pounds Rate of Fire: 1,100 rounds per minute Muzzle Velocity: .90c Range: 600 Yards IG-3000 Tachyon "Perdition" Light Machine Gun: The IG-3000 is designed for infantry support. It is a simple enough machine gun and for this reason Draconian industry can mass produce it in large quantities. Its primary purpose is to kill infantry it comes with a tank mount and with a shoulder strap so that it can be fired from either the hip or from a tank. Its great rate of fire ensures that it can mow down entire squads and with a enlarged particle well and energy capacitor it also can fire for extended periods of time before having to be reloaded with another energy cell. Yield: 200 pounds Type: Light particle machine gun Purpose: Standard squad support weapon Weight: 15 pounds Rate of Fire: 4,000 rounds per minute Muzzle Velocity: .90c Range: 3/4 Mile IG-4000 Tachyon "Judgment" Heavy Machine Gun: The IG-4000 is the big brother to the IG-3000 it is a heavy tachyon machine gun designed to provide a higher rate of fire and penetration capabilities over the IG-3000. Unlike its smaller version it is effective against enemy light armor as well as infantry. It sports an even larger particle well and energy capacitor then even the IG-3000 and can fire for long periods of time before reloading. It also is only slightly heavier then the IG-3000 keeping it under the 20 pound limit the Draconian Defence Ministry set for all infantry weapons. Its primary drawback is that it is too complex to mass produce meaning that it is deemed not to be part of the standard squad equipment and is only used when needed. It to sports a shoulder strap and tank mount for easier deployment. Yield: 350 pounds Type: Heavy particle machine gun Purpose: Special infantry/light armor killer Weight: 17 pounds Rate of Fire: 6,500 rounds per minute Muzzle Velocity: .95c Range: 1.5 Miles IG-1481/A DPW (Depleted Proton Warhead) "Piety" Launcher: The IG-1481/A DPW launcher is designed as a tank killer but is also suitable for anti air purposes. It is light enough to be carried by one person and when preparing to fire is fired from atop the shoulder, it is easier to fire when kneeling down on one knee. The 1481 uses a warhead with a lower proportion of proton particles and a "hard" warhead to punch through tank armor. It does not explode but rather flies through the target using its velocity and pent up yield to punch a massive hole in its target. It is only one of two models being developed for use by the Pax Dei the second model uses a "soft" warhead that explodes in the same manner as a conventional particle rocket. "A" variant stats Yield: 550 pounds Type: Anti-tank rocket launcer Purpose: Anti-tank/anti-air killer Weight: 11 pounds Guidance: Aspect Lock Rate of Fire: 8 rounds per minute Muzzle Velocity: .80c Range: 20 Miles IG-1481/B DPW (Depleted Proton Warhead) "Enlightenment" Launcher: The 1481/B is the second model of anti armor launcher it uses a "soft" warhead that explodes on impact. The warhead contains a shaped charge that directs most of the energy directly into the enemy hull punching its way through the enemy armor. "B" variant stats Yield: 550 pounds Type: Anti-tank rocket launcer Purpose: Anti-tank/anti-air killer Weight: 10 pounds Guidance: Aspect Lock Rate of Fire: 8 rounds per minute Muzzle Velocity: .75c Range: 18 Miles IG-8545 Tachyon "Rightousness" Sniper Rifle: The IG-8545 sniper rifle is designed to kill a target from extreme distances...like any sniper rifle. It fires a high powered bolt of Tachyon particles at superluminal speeds to its target it entered service shortly before Hell's invasion and will serve with distinction through the coming wars. It is a revamped version of the sniper rifle handed down to the Ghost troops who serve as Draconia's imperial assassins. Yield: 400 pounds Type: Particle sniper rifle Purpose: long range assassin rifle Weight: 8 pounds Rate of Fire: 4 rounds per minute Muzzle Velocity: 2c Range: 12 Miles Powered "Wrath" Magnetic Fist: The Powered magnetic fist produces a strong current of magnetic energy that drives a servo motor in the glove literally ending up with 100% of the system's energy being transferred into the punch. It produces a great deal of kinetic energy that can be then used to pound almost any object into atomized dust with one punch. The Magnetic fist is designed to be melee weapon for both the Army and Marines it lacks the finess or speed of a Templar's Photon Blade but what it lacks in handling and speed it more then makes up for in power it is arguerably the most powerful melee weapon of Draconia. Type: Powered servo fist Purpose: Close combat melee weapon for the Army and Marines Weight: 8 pounds Range: Melee Vibro Sword: Though Draconian Knights lack the training and psychic powers needed to wield Photon Blades they, nevertheless, use swords in combat. Vibro swords are powerful weapons. Due to the nature and design of the blade they can be used for both thrusting and cutting/slicing attacks. The sword's blade spins at about 120,000 RPMs and looks like a traditional Draconian Caltsu (which is a mixture of a scimitar and longsword). The very design of the blade allows it to be in a variety of ways the Vibro Sword does have one weakness. In that it must be turned off in order to safely holster it that mains that if the Knights is attacked suddenly enough you may be able to take him down before he can react to your attack. And altought it only takes a split second for the sword to prepare for battle sometimes thats too long. The blade is surprisingly cheap and is much easier to work then creating a Photon Blade which is pure energy and has to be shaped by psychic force. Type: Powered vibro sword Purpose: Close combat melee weapon for Draconian Knights Weight: 4 pounds Range: Melee Vibro Lance: The vibro lance is a eight foot long melee weapon designed for thrusting attacks. It looks like a regular, albeit, ornatly decorated lance however where the head of the lance would be is a bladed point that when turned on spins at about 150,000 RPMs. It can tear through most armor with ease but is unsuited for certain enemies due to the fact that although powerful it does not perform well on materials that are jelly or gooey in texture as they can cover the blade making it hard for it to spin. Type: Vibrating melee lance Purpose: Close combat weapon for cavalry and infantry in open areas Weight: 15 pounds Range: Melee Shock Lance: The shock lance is a modified version of the vibro lance. Instead of using a vibrating lance point it uses a head that electrocutes the target. The lance's head when thrusted into a target generates a high current eighty thousand volt charge that shocks the target to death. To prevent the electric charge from traveling all the way up the lance in a backflow and killing the infantryman the forward half of the lance including both hand grips is insulated in a special synthesized grounding material that has qualities similar to rubber. The shock lance is an all around effective weapon with no special disadvantages other then it being a melee weapon instead of a ranged weapon or both. Type: Vibrating melee lance Purpose: Close combat weapon for cavalry and infantry in open areas Weight: 12 pounds Range: Melee Infantry Armor IA-1/B Battle Dress Uniform: The IA-1B is the next generation combat dress uniform for Draconian infantry. It consists of three shade Blue fatigues and lightweight Gold painted Velorium Breastplate, Greaves, Bracers, and helmets. With black combat boots. The entire uniform is very cheap to manufacture but provides the least amount of protection overall. The helmet is computerized and has infrared, nightvision, and Hyperwave and Molecular Density sensors. it also sports software that enables the unit to interface with the software on his gun allowing for superior gun fire and control. Protection Capacity: 150 pounds IA-8 Powered Combat Armor: The IA-8 Powered Combat Armor provides superior protection to all kinds of weapons. It also includes full protection from nuclear, biological, and chemcial agents. It is a full body combat suit that uses powered servo actuators to further augment the capabilities of the augmented soldiers wearing it. It has a airtight helmet and joint protection that prevents outside air from leaking through it also has a gas mask built into the helmet to scrub and filter the air that comes through it. The IA-8 also has a nannite feedback system that reads damage to various areas of the body and injects nanites to the specified body areas in order to heal them the suit itself applies varying amounts of pressure to the whole body to keep it running at peak condition it has a adrenaline feed system that injects adrenaline mixed with chemical cocktails to further enhace the capabilities of the units. It is very expensive to produce and is used primarily by elite shock troops and special forces or mainly by the Suwayyah Marine Corp. The suit itself is composed of a outer layer of reinforced compressed Titanium Velorium alloy with Phanxite as the reinforcing agent and a under layer of polykroy to give the wearer un-hindered movement. Protection Capacity: 650 pounds IA-12 Powered Stealth Suit: The IA-12 stealth suit is a powered armor that renders the user invisble it uses a more sophisticated version of the personnel cloaking unit that is permanently embedded into the suit itself. Nanomachines woven into the metallic fiber of the suit itself create a communications as well as a damage feedback system. Allowing the unit to communicate with allied forces as well as coordinate the healing of body damage. The communications system uses the powerful version 2.0 Hyperwave technology meaning that the unit can communicate without fear of the signal being tapped due to improved transmission protocols. The suit besides having cloaking capabilities also provides a internal self destruct mechanism in case of capture as well as full servo actuator technology. The suit like all other newly developed Draconian armor, with the exception of the IA-1B armor for conscripted troops and Army regulars, comes equipped with full support for augmentation technology and modified limbs. Due to the intent of the armor and the need to balance silence and light weight with protection the armor has a lower protection rating then the A8 but higher protection then the IA-1B armor. Protection Capacity: 400 pounds Draconian Knight's Mail: There exists two primary fighting orders of knights in the Empire the Templar Knights of Draconia and the Draconian Knights. This Armor suit functions as the field unifrom for all Draconian Knights it consists of full plate compressed Titanium-Velorium alloy with a layer of Polykroy and Kemphrite chain mail underneath. It lacks the degree of protection that the Templar's equivalent has but it looks every bit as stylish it too supports a full suite of sensor modes in the helmet that forms a airtight seal with the rest of the armor, has nanomachines to scrub incoming air, and a lift able visor for better seeing. On the armor's breastplate is the seal of the Empire itself and, as a result, the seal of the Royal Family. Protection Capacity: 550 pounds Infantry Equipment Personnel Shield: The personnel shield is what it sounds like, it is a shield generator that is small enough to be attach to infantry armor when activated it passivly guards against enemy fire, explosions, etc. It generates a energy bubble around the generator and thus the person it has, like all shileding devices, a finite damage capacity which when reached or exceeded will result in the shield going off line till it can recharge. Protection Capacity: 700 pounds Personnel Cloak: This device bends light around the given target allowing the infantryman to become invisible the cloak generator has a self perpetuating energy system so it can stay active indefinitly however if the unit goes to fire its weapon it will cause a interference which will disable the generator till the unit stops firing so this is good for getting in close and then disabling it so you can fire on the enemy. Ground Vehicle Weapons Name: DGG-182 40mm Mortar launcher Role: Mortar launcher for ground vehicles Type: Mortar launcher Gun Version: MK I Mount Type: External rotating standard gun mount Turn Rate: 330 degrees per second Ammo Capacity: 25 rounds Rate of Fire: 900 RPMs Yield: 1.2 tons Guidance: Aspect lock Range: 100 Miles Average Velocity: .65c Max Velocity: .70c Description: The DGG-182 is the ground based equivalent of the DMS-40. It has been modified for use on IFVs and tanks it is can launch a variety of ammunition that comes in many flavors including EMP, plasma, sonic, antimatter, or phospherous shells. The DGG-182 is mainly used on IFVs but is sometimes used on tanks outfitted for special missions. Name: 150mm "Heretic" Tachyon cannon Role: Light tank cannon Type: Tank cannon Gun Version: MK I Mount Type: external semi bubble one barrel gun Turn Rate: 240 degrees a second Ammo Capacity: 1 at a time, each shot is generated and fired separatly Rate of Fire: 20 RPMs Yield: 13 tons Guidance: Aspect lock Range: 150 Miles Average Velocity: 2c Max Velocity: 2c Description: The Heretic cannon was designed to take down light to medium armor. Its 150mm one barrel cannon launches a large bolt of Tachyon particles at the the target at superluminal speeds. When the round hits it splashes on impact using superluminal velocity to create most of the damage. As a result it widens and deepens the impact of the weapon making the damage done to armor even worse however like any tank weapon it is not well suited for infantry thus it must be used in conjunction with tank mounted or integrated machine guns for maximum protection. Name: 210mm "Blasphemer" Tachyon cannon Role: Heavy tank cannon Type: tank cannon Gun Version: MK I Mount Type: External rotating semi bubble double barrel gun Turn Rate: 360 degrees a second Ammo Capacity: 1 at a time, each shot is generated and fired separately Rate of Fire: 25 RPMs Yield: 20 tons Guidance: Aspect Lock Range: 220 Miles Average Velocity: 2c Max Velocity: 2c Description: The Blasphemer is a heavy tank cannon used to punch through the heaviest enemy armor. Like the Heretic cannon, it uses loosely bundled packs of Tachyon particles to cause damage on impact the particles disperse over a large area of the target causing greater damage then if concentrated on one single point. The Blasphemer can leave horrible damage and holes in a target and is designed to punch through enemy heavy armor as much as a kind of terror weapon. The Empire deploys these on their next generation war tank in order to slug it out with enemy armor. Name: 300mm "Sinner" Tachyon Howitzer cannon Role: Very Heavy artillery gun Type: Heavy proton launcher Gun Version: MK I Mount Type: Twin external rotating semi bubble triple barrel gun mounts Turn Rate: 160 degrees a second Ammo Capacity: 2, each gun fires a glob of proton particles independently Rate of Fire: 40 RPMs Yield: 35 tons Guidance: Aspect Lock Range: 600 Miles Average Velocity: 2c Max Velocity: 2c Description: The Sinner cannons are designed for use on the Iblis class siege tanks. Each gun consists of three barrels the the Iblish carries two of these. Each gun fires a loosely bound "ball" of proton particles and is capable of rapid fire. When the protons hit they splash, like water, over a very large area turning anything in their area of effect into molten slag. The guns can be programmed by the tank's fire control computer/AI in order to fire up to 8 rounds and have them hit at the same spot, on the same target, at the same time. When a shot is fired the used barrel rotates so the next one enters the firing position, rinse and repeat. The tank can fire and move at the same time and is perfect for providng fire support to advancing troops. Name: Asclair "Saint" Rocket MLRS Role: Multi Launch Rocket System for use on MLRS tanks Type: MLRS Gun Version: MK I Mount Type: Twin standard box external rotating launchers Turn Rate: 360 degrees a second Ammo Capacity: 60, each launcher rack holds 30 rockets Rate of Fire: 900 RPMs Yield: 30 tons Guidance: Aspect Lock Range: 900 Miles Average Velocity: .90c Max Velocity: 1c Description: The Asclair rocket system was developed as the main weapon system on the Empire's upcoming MLRS (Multi Launch Rocket System) tank. The asclair has superior range to the siege cannons on the Iblis tanks however it lacks the ordinance speed and the firepower of the Iblis tank's weaponry. The Asclair rocket system is developed for very long range enemy bombardment. Name: Tachyon "Purity" anti air Gatling gun Role: mobile anti air gun Type: Anti Air Gatling gun Gun Version: MK I Mount Type: Twin external rotating tachyon gatling mounts Turn Rate: 360 degrees a second Ammo Capacity: 10,000, each gun carries 5,000 rounds Rate of Fire: 20,000 RPMs Yield: 300 pounds Guidance: Aspect Lock Range: 700 Miles Average Velocity: 2c Max Velocity: 2c Description: The Purity gun is a twin pack of gatling guns designed to shred incoming assets into confetti using a hail of tachyon fire to literally turn the enemy into a leaky piece of meat.... or metal. It fires a hail of tachyon fire at superluminal speeds to cut down enemy aircraft it is not intended for use against ground targets or large enemy warships.
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Posted: Tue Feb 06, 2007 5:35 am
Templar Ordinances Templar Ordinances Infantry Weapons Vibro Lance: The vibro lance is a eight foot long melee weapon designed for thrusting attacks. It looks like a regular, albeit, ornatly decorated lance however where the head of the lance would be is a bladed point that when turned on spins at about 150,000 RPMs. It can tear through most armor with ease but is unsuited for certain enemies due to the fact that although powerful it does not perform well on materials that are jelly or gooey in texture as they can cover the blade making it hard for it to spin. Type: Vibrating melee lance Purpose: Close combat weapon for cavalry and infantry in open areas Weight: 15 pounds Range: Melee Shock Lance: The shock lance is a modified version of the vibro lance. Instead of using a vibrating lance point it uses a head that electrocutes the target. The lance's head when thrusted into a target generates a high current eighty thousand volt charge that shocks the target to death. To prevent the electric charge from traveling all the way up the lance in a backflow and killing the infantryman the forward half of the lance including both hand grips is insulated in a special synthesized grounding material that has qualities similar to rubber. The shock lance is an all around effective weapon with no special disadvantages other then it being a melee weapon instead of a ranged weapon or both. Yield: 80,000 volts, high current Type: Vibrating melee lance Purpose: Close combat weapon for cavalry and infantry in open areas Weight: 12 pounds Range: Melee Photon Blade: The photon blade is as the title suggests, it is a blade made of photon particles. Because their is no metallic hand grip it can only be wielded by Templars who have the training necessary to protect themselves from harm. It is wielded in the same manner as any other short sword. It is designed for both indoor and outdoor use, the original designed called for specifications similar to a long sword but was scrapped when the Templars called for a weapon practical for indoor use. It is in no way a new weapon but has been reinstated for active use. Type: Energy melee sword Purpose: Close combat weapon for trained templars Weight: 9 pounds Range: Melee I120 Tachyon "Lightbringer" Auto pistol: The I120 Lightbringer is the new automatic handgun of the Draconian armed forces intended and adopted for use as a good all around generic handgun for all regular, special forces, and Naval crews and Marines. Later versions can have attachments loaded on but for now this handgun is designed for common field duty and as a last resort weapon. Yield: 150 pounds Type: Automatic particle pistol Purpose: Standard infantry handgun Weight: 1 pound Rate of Fire: 950 RPMs Muzzle Velocity: 2c Range: .8 Miles I1093B DAFMOD Tachyon "Trinity" Auto Rifle: This is a highly modified version of the standard I1093B Tachyon auto rifle. This particular version of the B variant has support for numerous rifle attachments which come in the form of a kit allowing special forces to customize their rifles according to mission demands. The DAFMOD was developed originally according to the specifications of the Majordomo Royal guards however towards the end of the project Templar forces began inputting their requests for a highly modified version of the 1093B. The gun is shipped separatly from the attachment kit but is designed to provide a greater deal of tactical flexibility, it is not commonly circulated to regular forces. DAFMOD "B" variant statsYield: 250 pounds Type: Automatic particle rifle Purpose: Ranged infantry weapon, special issue for special forces Weight: 6 pounds (14 pounds with all attachments mounted) Rate of Fire: 3,500 rounds per minute Muzzle Velocity: 2c Attachments Included: No Attachments Supported: Underslung rifle grenade launcher (fires EMP and plasma rifle grenades), electronic gun sights (laser, nightvision, hyperwave, molecular density), shoulder stock, backup gun sights, external sound supressor, thermal heat disperser, carrying case for attachments Range: 1.5 Mile Judgment Hammer: The Judgment Hammer is a regular, ornatly decorated great maul designed for blunt attacks. It is mostly for ceremonial use however it is well suited for actual combat it is only wielded by the black robed Templar Inquisitors who are the ultimate in Draconian military grade secret police. Not much is known about the weapon few people, if any, live to give info on it. Type: Regular combat maul Purpose: Close combat weapon for templar inquisitors Weight: 9 pounds Range: Melee Infantry Armor Templar Velorium Mail: Regardless what other armor Templars wear Velorium mail is always worn underneath. It consists of a light Velorium breastplate slung over Titanium chain mail. The suit has the Templar's emblem printed on the breastplate and is often worn by Templar foot soldiers. Protection Capacity: 70 pounds Templar Plate Mail: Templar Plate Mail is the crowning achievement of the Order of Templar Knights. It consists of a suit of full plate mail which covers the body and is composed compressed Titanium-Velorium alloy, underneath is a thich chail mail of Phranxite and Polykroy for added protection the armor also comes with a full helmet that forms a air tight seal when attached to the rest of the armor with a visor that lifts up for better viewing. The suit has a integral nanobot system that scrubs and cleans incoming air of foreign particles and chemicals. The Templar within the suit is supported by a full range of sensor modes however the suit, like all powered suits, is designed to further enhance the strength and physical features of the person within it. It is fully compatible with all known Draconian augments. Because of the theme of the Templars the suit resembles a suit of retro style gothic armor, superb protection for the Templars in the coming wars. Protection Capacity: 700 pounds Infantry Equipment Personnel Shield: The personnel shield is what it sounds like, it is a shield generator that is small enough to be attach to infantry armor when activated it passivly guards against enemy fire, explosions, etc. It generates a energy bubble around the generator and thus the person it has, like all shileding devices, a finite damage capacity which when reached or exceeded will result in the shield going off line till it can recharge. Protection Capacity: 700 pounds
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Posted: Wed Feb 14, 2007 9:33 pm
Majordomo Ordinances Majordomo Ordinances Infantry Weapons I120 Tachyon "Lightbringer" Auto pistol: The I120 Lightbringer is the new automatic handgun of the Draconian armed forces intended and adopted for use as a good all around generic handgun for all regular, special forces, and Naval crews and Marines. Later versions can have attachments loaded on but for now this handgun is designed for common field duty and as a last resort weapon. Yield: 150 pounds Type: Automatic particle pistol Purpose: Standard infantry handgun Weight: 1 pound Rate of Fire: 950 RPMs Muzzle Velocity: 2c Range: .8 Miles I1093B DAFMOD Tachyon "Trinity" Auto Rifle: This is a highly modified version of the standard I1093B Tachyon auto rifle. This particular version of the B variant has support for numerous rifle attachments which come in the form of a kit allowing special forces to customize their rifles according to mission demands. The DAFMOD was developed originally according to the specifications of the Majordomo Royal guards however towards the end of the project Templar forces began inputting their requests for a highly modified version of the 1093B. The gun is shipped separatly from the attachment kit but is designed to provide a greater deal of tactical flexibility, it is not commonly circulated to regular forces. DAFMOD "B" variant statsYield: 250 pounds Type: Automatic particle rifle Purpose: Ranged infantry weapon, special issue for special forces Weight: 6 pounds (10 pounds with all attachments mounted) Rate of Fire: 3,500 rounds per minute Muzzle Velocity: 2c Attachments Included: No Attachments Supported: Underslung rifle grenade launcher (fires EMP and plasma rifle grenades), electronic gun sights (laser, nightvision, hyperwave, molecular density), shoulder stock, backup gun sights, external sound supressor, thermal heat disperser, carrying case for attachments Range: 1.5 Mile RD290 Plasma "Divinity" Shotgun: The RD290 is a plasma shotgun designed for in close wetwork fighting. It has more firepower per shot then the I1093 and nearly half its rate of fire. The only drawback is that its a little heavier then the I1093 and that the energy cell it uses is not compatible with the I1093 it also doesn't have the reach of the I1093 but given its purpose this is a moot point. Yield: 300 pounds Type: Automatic Particle Shotgun Purpose: Heavy close range assault weapon Weight: 9 pounds Rate of Fire: 1,100 rounds per minute Muzzle Velocity: .90c Range: 600 Yards J3000 Tachyon "Perdition" Light Machine Gun: The J3000 is designed for infantry support. It is a simple enough machine gun and for this reason Draconian industry can mass produce it in large quantities. Its primary purpose is to kill infantry it comes with a tank mount and with a shoulder strap so that it can be fired from either the hip or from a tank. Its great rate of fire ensures that it can mow down entire squads and with a enlarged particle well and energy capacitor it also can fire for extended periods of time before having to be reloaded with another energy cell. Yield: 200 pounds Type: Light particle machine gun Purpose: Standard squad support weapon Weight: 15 pounds Rate of Fire: 4,000 rounds per minute Muzzle Velocity: .90c Range: 3/4 Mile J4000 Tachyon "Judgment" Heavy Machine Gun: The J4000 is the big brother to the J3000 it is a heavy tachyon machine gun designed to provide a higher rate of fire and penetration capabilities over the J3000. Unlike its smaller version it is effective against enemy light armor as well as infantry. It sports an even larger particle well and energy capacitor then even the J3000 and can fire for long periods of time before reloading. It also is only slightly heavier then the J3000 keeping it under the 20 pound limit the Draconian Defence Ministry set for all infantry weapons. Its primary drawback is that it is too complex to mass produce meaning that it is deemed not to be part of the standard squad equipment and is oly used when needed. It to sports a shoulder strap and tank mount for easier deployment. Yield: 350 pounds Type: Heavy particle machine gun Purpose: Special infantry/light armor killer Weight: 17 pounds Rate of Fire: 6,500 rounds per minute Muzzle Velocity: .95c Range: 1.5 Miles FJ1481A DPW (Depleted Proton Warhead) "Piety" Launcher: The 1481 DPW launcher is designed as a tank killer but is also suitable for anti air purposes. It is light enough to be carried by one person and when preparing to fire is fired from atop the shoulder, it is easier to fire when kneeling down on one knee. The 1481 uses a warhead with a lower proportion of proton particles and a "hard" warhead to punch through tank armor. It does not explode but rather flies through the target using its velocity and pent up yield to punch a massive hole in its target. It is only one of two models being developed for use by the Grand Army the second model uses a "soft" warhead that explodes in the same manner as a conventional particle rocket. "A" variant stats Yield: 550 pounds Type: Anti-tank rocket launcer Purpose: Anti-tank/anti-air killer Weight: 11 pounds Guidance: Aspect Lock Rate of Fire: 8 rounds per minute Muzzle Velocity: .80c Range: 20 Miles FJ1481B DPW (Depleted Proton Warhead) "Enlightenment" Launcher: The 1481B is the second model of anti armor launcher it uses a "soft" warhead that explodes on impact. The warhead contains a shaped charge that directs most of the energy directly into the enemy hull punching its way through the enemy armor. "B" variant stats Yield: 550 pounds Type: Anti-tank rocket launcer Purpose: Anti-tank/anti-air killer Weight: 10 pounds Guidance: Aspect Lock Rate of Fire: 8 rounds per minute Muzzle Velocity: .75c Range: 18 Miles ML8545 Tachyon "Rightousness" Sniper Rifle: The ML8545 sniper rifle is designed to kill a target from extreme distances...like any sniper rifle. It fires a high powered bolt of Tachyon particles at superluminal speeds to its target it entered service shortly before Hell's invasion and will serve with distinction through the coming wars. It is a revamped version of the sniper rifle handed down to the Ghost troops who serve as Draconia's imperial assassins. Yield: 400 pounds Type: Particle sniper rifle Purpose: long range assassin rifle Weight: 8 pounds Rate of Fire: 4 rounds per minute Muzzle Velocity: 2c Range: 12 Miles Powered "Wrath" Magnetic Fist: The Powered magnetic fist produces a strong current of magnetic energy that drives a servo motor in the glove literally ending up with 100% of the system's energy being transferred into the punch. It produces a great deal of kinetic energy that can be then used to pound almost any object into atomized dust with one punch. The Magnetic fist is designed to be melee weapon for both the Army and Marines it lacks the finess or speed of a Templar's Photon Blade but what it lacks in handling and speed it more then makes up for in power it is arguerably the most powerful melee weapon of Draconia. Type: Powered servo fist Purpose: Close combat melee weapon for the Army and Marines Weight: 8 pounds Range: Melee Vibro Sword: Though Draconian Knights lack the training and psychic powers needed to wield Photon Blades they, nevertheless, use swords in combat. Vibro swords are powerful weapons. Due to the nature and design of the blade they can be used for both thrusting and cutting/slicing attacks. The sword's blade spins at about 120,000 RPMs and looks like a traditional Draconian Caltsu (which is a mixture of a scimitar and longsword). The very design of the blade allows it to be in a variety of ways the Vibro Sword does have one weakness. In that it must be turned off in order to safely holster it that mains that if the Knights is attacked suddenly enough you may be able to take him down before he can react to your attack. And altought it only takes a split second for the sword to prepare for battle sometimes thats too long. The blade is surprisingly cheap and is much easier to work then creating a Photon Blade which is pure energy and has to be shaped by psychic force. Type: Powered vibro sword Purpose: Close combat melee weapon for Draconian Knights Weight: 4 pounds Range: Melee Vibro Lance: The vibro lance is a eight foot long melee weapon designed for thrusting attacks. It looks like a regular, albeit, ornatly decorated lance however where the head of the lance would be is a bladed point that when turned on spins at about 150,000 RPMs. It can tear through most armor with ease but is unsuited for certain enemies due to the fact that although powerful it does not perform well on materials that are jelly or gooey in texture as they can cover the blade making it hard for it to spin. Type: Vibrating melee lance Purpose: Close combat weapon for cavalry and infantry in open areas Weight: 15 pounds Range: Melee Shock Lance: The shock lance is a modified version of the vibro lance. Instead of using a vibrating lance point it uses a head that electrocutes the target. The lance's head when thrusted into a target generates a high current eighty thousand volt charge that shocks the target to death. To prevent the electric charge from traveling all the way up the lance in a backflow and killing the infantryman the forward half of the lance including both hand grips is insulated in a special synthesized grounding material that has qualities similar to rubber. The shock lance is an all around effective weapon with no special disadvantages other then it being a melee weapon instead of a ranged weapon or both. Yield: 80,000 volts, high current Type: Vibrating melee lance Purpose: Close combat weapon for cavalry and infantry in open areas Weight: 12 pounds Range: Melee Infantry Armor M30 Powered Armor Suit: The M30 is a insanely reinforced version of the Army/Marine's A8. It is designed to provide the Majordomo with maximum protection. The suit is much lighter then the A8 and has pretty much the same stuff just of higher quality. It uses the v2.0 Hyperwave Communications system and has compatibility for Augments of much higher quality. The M30 has a much better protection rating that makes sure they can keep the Royal Family well protected. It may be a little on the high side but Majordomos are few in number, relativly speaking, and are very rarely seen on the field unless accompanying a prince or the Emperor himself. Protection Capacity: 800 pounds A12 Powered Stealth Suit: The A12 stealth suit is a powered armor that renders the user invisble it uses a more sophisticated version of the personnel cloaking unit that is permanently embedded into the suit itself. Nanomachines woven into the metallic fiber of the suit itself create a communications as well as a damage feedback system. Allowing the unit to communicate with allied forces as well as coordinate the healing of body damage. The communications system uses the powerful version 2.0 Hyperwave technology meaning that the unit can communicate without fear of the signal being tapped due to improved transmission protocols. The suit besides having cloaking capabilities also provides a internal self destruct mechanism in case of capture as well as full servo actuator technology. The suit like all other newly developed Draconian armor, with the exception of the A1B armor for conscripted troops and Army regulars, comes equipped with full support for augmentation technology and modified limbs. Due to the intent of the armor and the need to balance silence and light weight with protection the armor has a lower protection rating then the A8 but higher protection then the A1B armor. Protection Capacity: 400 pounds Infantry Equipment Personnel Shield: The personnel shield is what it sounds like, it is a shield generator that is small enough to be attach to infantry armor when activated it passivly guards against enemy fire, explosions, etc. It generates a energy bubble around the generator and thus the person it has, like all shileding devices, a finite damage capacity which when reached or exceeded will result in the shield going off line till it can recharge. Protection Capacity: 700 pounds Personnel Cloak: This device bends light around the given target allowing the infantryman to become invisible the cloak generator has a self perpetuating energy system so it can stay active indefinitly however if the unit goes to fire its weapon it will cause a interference which will disable the generator till the unit stops firing so this is good for getting in close and then disabling it so you can fire on the enemy.
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Posted: Fri Mar 23, 2007 10:46 pm
((Empty Database branch.))
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