NationStates Jolt Archive


The Temple of Science- Huntarian R&D thread

Huntaer
04-12-2005, 22:32
The temple of science was destroyed thousands of years ago during the last Kirtir raid before they became the empire they are today. Now after more than 300 years of reconstruction, the Kirtir will be able to unlock the secrets of the Old Huntarian Republic

OOC: For those who don't know, this is FT R&D. No MT/PMT.

SIC R&D: none have access this info. without special permission, or may pay with very, very high credits (USD).

Note: after 30 years (days) from being completed, Allies will have limited access to the Secret R&D technology.

Semi-Open R&D: Allies and G.E. members have purchase

Open: anyone who wants it can purchase it.


Secret IC R&D

Elecric Magnetic Pulse Sphere- EMPS
Status: 4 years till completion

Description:
The EMPS is designed to be used a last minute resort. When charged, the EMPS creates a bright white sphere ranging to a maximum of 1000 meters (depending on what's producing it. Starfighters are usually no more than 50 meters) effecting all ships which the sphere hits (including the ship activating the EMPS itself).

Krutonium Alloys
-Krutonium Blade Alloy Status: 2 years till completion
-Krutonium Troop Armor Alloy Status: 4 years till completion
-Krutonium Capital Ship Armor Alloy Status: 6 years till completion

Description: Krutonium Metal has been a fairly odd metal in huntarian history. Before the first Malkir/Kirtir Civil War, Krutonium Metal was as abundant as the average durasteel armor used in most Capital Starships in present day. After the destruction of the Temple of Science, and the First Phantom War, Krutonium Metal became a rare item due to the immense destruction of planets in that time. Krutonium Metal had special abilities which enabled it to reflect most light and medium weaponery (non plasma/laser type weapons excluded).

Advanced Cloaking System(ACS)
Status: 3 years till completion


Fire While Cloak- Capital Ships
Status: 4 years till completion
Project Description: The idea of this project will enable capital starships to beable to fire either six torpedoe shots or up to one turbolaser volley,
specifically designed for the Surreal Class Stealth Battleship.


Huntarian Transphasic Torpetoes:
Status: Complete

Range Limit: 10 km - 3,000,000 km (from starships at warp)
Warp Speed: 110% of hyperdrive factor of firing ship
Sublight Speed: 170 MGLT
Shield Scan Range: 4 m
Yield: 900 DP


Description:
Let's look at the name, 'Trans' means between and 'Phasic' refers to being in phase with normal matter, thus it's clear this weapon is designed to phase between to enable it to pass though shielding and hull. This weapon is meant to be an anti-Godulan weapon. It enlists the casing and basic internal systems of a Hellfire torpedo but it's warhead and phasing systems have undergone major changes. Current Hellfire torpedoes, developed nearly twenty years ago, have the ability to 'skip' past a target's shields and impact against the hull causing much more damage then a torpedo hitting shields. The Transphasic Torpedo goes a step further. Improving on the Hellfire's phasing systems, improved in the 20 years since it was designed, it not only phases to 'skip' past shielding, but also past the target's hull and detonating inside the target for maximum damage. However, to include new systems and a larger warhead, range has been limited, even over the Hellfire's short range. Also due to the weapon's highly volatile nature and intentions (used against extreme hostile forces, like the Godulans), only a few are carried on ships, based on sizes.


Project Titan
Status: Completed

Description:
The Main goal of this project is to equipt every major huntarian planet with a titan war vehical (OOC: See Warhammer:40k experts such as Chronosia for further details). These are typically 15-200 (depends on the titan) meters tall consisting of thick armor, highly developed weaponery. They can also sometimes transport troops.


M.L.S.S. (Multi-Layered Shielding System)
Status: completed

Layer 3 - The outermost layer manipulates graviton polarity in a way not typical to shields, creating a graviton flux disruption that prevents many know designs of threat tractor beams from locking on to the vessel. This layer also incorporates transport inhibitor technology, helping prevent an enemy from transporting aboard.


Layer 2 - The middle layer incorporates automatic rotation of frequency and modulation with meta-phasics, which absorbs enemy fire, spreads it out along the shield. This shield sends data on what type of weapon is used and what frequency and phase the weapon uses. Once this is analyzed, the shield can be configured to have the same frequency as the incoming weapon, but different modulation, which dramatically increases shield efficiency.


Layer 1 - The innermost shield layer is a multi-phaseic shield. Based on standard regenerative shielding, this is the ship's last line of defense. The key to this layer is it's ability to 'wave' while in a state of temporal flux. This technology was developed in part by the crew of USS Voyager and the Mannheim Research Station. Instead of a standard oval bubble, this layer 'ripples' or waves (like the surface of water) while in a state of temporal flux. This dramatically increases protection against weapons such as the Hellfire, Chronaton, and Transphisic Torpedoes while at the same time helping protect the ship from temporal anomalies.



Singularity Torpetoes
Status: Halted


The INR Class Towerless Super Star Destroyer

Planet/Capital Ship Targeting Laser: Completed
Star Targeting Laser: TBA (estimated 120 years for completion)

Now that the Empire has grown much larger, it will now be developing the ancient Imploding Novonic Ray onto this new STSD. The INR is a giant ray beam, used only by a large battle station or command ship, which is targeted at a planet or command shis. It causes the target to implode upon itself and due to the increase of speed in the fusion of atoms, it becomes unstable at a certaint point and then releases a shock wave. The shock wave size depends on the target's size. It could range from as small as 30 meters, to as large as .09 light years (planetary scale targets).

The INR TSSD:
The INR Towerless Super Star Destroyer's hull will be in the shape of a star destroyer, but will serve mainly as a medium-sized space station. It will be able to hold a few TSD's and a few hundred ships smaller than 1 km.


Huntarian Hellfire Torpetoes
http://www.bravofleet.com/pegasus/images/microquantumtorpedo.gif
Status: Completed

Range Limit: 15 km - 4 050 000 km (from starships at warp)
Speed: 160 MGLT
Yield: 600 DP

The hellfire torpedo was designed as a compliment to the quantum torpedo. The Hellfire was designed to bypass enemy shields and pack a punch to the enemy ship itself. The Hellfire is designed to 'skip' past enemy shielding using subspace phasing technology. The torpedo has a small, short range sensor array that, as it nears and enemy ship, scans it's target's shield 'bubble', frequency and modulation, and then activates the subspace phase transporter. This allows the Hellfire to move out of phase with the target, and re-appear within it's shield parameter, and impact directly on the hull. That sequence takes only a matter of milli-seconds. To the naked eye, it appears the Hellfire actually passes though a ship's shields instead of 'skipping' past them. Deadly protomatter is the in the warhead, and is acted upon by antiprotons to cause the violent reaction and deadly explosive force of the weapon. A quantum singularity powers the torpedoes systems and allows it to maintain warp speeds, as well as giving that bright green glow. The torpedo has its own warp coils in the casing and therefore is able to maintain a high warp for a fairly long time. The torpedo has to be fired at warp to obtain warp velocity to begin with. The torpedo has no communication devise, it is completely self controlled and contained, 'fire and forget'. This is a drawback (and at times an advantage) to the torpedo because it may lose the target even if the ship doesn't, but it can maintain lock if the ship has problems. Also the shield modulation can't be sent to the firing ship or any other ship. The short range sensor of the Hellfire can't be modified to do that, the sensors have a too limited range and there isn't enough space for communications gear. So even if a communicator were put in, the torpedo wouldn't have enough time to send any information. This would also make the torpedo better able to cope with changes in the shield modulation because it gets the modulation data at the latest possible time.



Project Tantis: Completed (Note: The only ones who know of this ICly are me and CoreWorlds)

Desctiption: A top secret project between the Huntarian Empire and CoreWorlds. No details are provided in the data database. Most of the top huntarian researchers and developers think this project is just a rumor.


Fire while cloak:
Status: Complete

Description:
this enables a starfighter to shoot a maximum of 6 shots (as well as 2 torpetoe shots) at a time while cloaked, leaving only a breif image of where the fighter just shot from.

Project updates:
All testing starfighters have successfully fired all 6 shots and two torpetoes while cloak. The empire will be building their first cloaked-strike shuttle as the Malkir war continues.IMG: TBA
Huntaer
04-12-2005, 22:32
Semi-Open R&D

Ship Upgrades
Status: 6 years till completion

Description:
Most of the Huntarian Empire forces have been recalled from duty and are undergoing major overhalls, refits and repair. Ships will be updated on the Starship production thread.


Increase in Turbolaser Power
Status: Complete

Description:
The main goal in this project is for huntarian turbolasers to increase in fire power by 20%. In other words, the turbolasers will now be 120% more powerful than the ones on the old Imperator Class Star Destroyer designs found in the Galactic Empire. (actuall number: 11,280,000,000 TerraJoules)

Tactical Dreadnaught Suits Mk II (terminator armor)

Status: Complete

Description:
Same idea as the Power Armor Mk II, just used with Terminator Armor.


Power Armor Mk II (Space Marine Armor)

Status: Complete

Description:
The idea of the Mk II is to have it be less bulky, more flexible, and still have the same protection that it currently has. By the end, it should be thinner, less heavy, but still maintains it's origonal quality.



Tactical-Flexable-Armor (TFA)
http://studiocreations.com/images/2005c3_d1thru4/2005c3-Images/61.jpg

Status: Completed

This is a newer version of the old armor which was used in the Huntarian Empire. The Armor is about 1 in. thick all around made up of a dura-steel variant, and is more absorbant of laser fire than the older suit design was.

(other information TBA)


Fleet Shield Bubles:
http://www.starwars.jp/technology/image/energy_shield.jpg
Status: Redesigning.

Description:
TBA

Ablative Armor type II:
Status: completed

http://www.bravofleet.com/bravofleet/images/GAblativearmour4.jpg

This system is an improvement to the Ablative Armor system first designed for the Petulant Class Towerless Star Destroyer. The Ablative Armor is applied to the ship's hull designed to evaporate when hit by energy weapons fire. The new systems uses several small generators that work using technology used by transporters and replicators. When the generator is engaged, armor is 'replicated' and 'transported' over the hull. When hit, nanites work to repair the damage, making the armor auto-regenerative. The armor itself has also been improved. It's thicker then the original and a section can typically take up to*6 direct hits before evaporating (nanites are unable to repair it), exposing the hull.

Limitations include;

Phasers don't work as arrays are covered
Shields don't work while armor is engaged, and vice versa because of power needed and shield emitters are covered by armor when it's engaged
Can't transport in or off the ship
Hyper speed is reduced by 10% because of power needed for the ablative emitters
Cloaks don't work while armor is engaged
Sensor power and range is reduced by 20% because the armor covers sensor arrays



Tricobalt torpedoes Mk XXV:
Status: complete

Range Limit: 10 km - 2 500 000 km (from starships at warp)
Speed: 130 MGLT
Yield: 600 DP (maximum for Mark XXV)


The tri cobalt device was the second torpedoe weapon in Huntaer. Currently in it's 25th version, the tri cobalt is a very powerful weapon when used against unshielded targets. With a maximum yield of 600 DP, the device is powerful enough to tear subspace (this can be done with a yield of 18,000 TeraCochanes or higher). However Huntaer doesn't consider these subspace weapons. With the resent conflicts with the Malkir and their allies, tri cobalt torpedoes have been re-add to Starship torpedo inventories, even though their arsenals are more impressive then ever with Photon and Quantum torpedoes standard on all ships since the fall of the Huntarian Republic.
Huntaer
04-12-2005, 22:33
Open R&D

Huntarian Type X Phaser Arrays
Status: Completed

Fire Power Output: 7,500,000,000 TerraJoules

Description:
This variation of the Phaser Array holds the same beam which is fired out of the regular Turbolaser Turrent. Indavidual segments are fired out of the array. A maxiumum of 10 shots at once can be fired from each array onto 10 targets. This array will be typically seen on cruisers and frigates. The only acception to this is the new development of the INR class TSSD, the empires to be most powerfull ship/space station.

Huntarian Quantum Torpetoes
Damage Point: 500 DP (100DP = 1 SBD = 1 RU)
Speed: 130 MGLT
Zero-Point Reaction Chamber Length: 1.38 m
Chamber Diameter: .76 m

Description:
The quantum torpedo was developed as a replacement for the photon torpedo. It works on zero-point energy release upon impact with it's target.
Though it is ment as a replacement of the photon, the Empire still sees a need to have as many weapons as possible.

Transporter Systems
http://www.treknews.de/treknews/images/features/science/transporter1.jpg

Status: Completed

Description:
A technically old transporter devise, the Emperor sees it fit that the smaller ships of the Empire should be equipped with a new service of teleporters to help with science teams and medical teams on the battle field.


Type X Phaser Turrents
Status:Terminated.


Photon Torpedoes (mk IX):
http://xanathis.cherryroms.com/trek/photon.jpg

Status: Complete
Cost: 500,000 CRedits


info:
Size: 2.1 x .76 x .45 m
Dry Mass: 186.7 kg
Range Limit: 15 km - 4 050 000 km (from starships at warp)
Warp Speed: 110% of warp factor of firing ship
Sublight Speed: up to a 75% higher velocity (maximum velocity = initial velocity + .75 × initial velocity/ c {or Vmax = Vi + .75 Vi/c)
Warhead: 1.5 kg matter/antimatter (avg.)
Developed: 2262
Operational Since: 2152
Yield: 175 isotons


The photon torpedo was the first designed to work at warp speed has been the weapon of choice for warp speed combat for over a century. It's destructive force comes from a matter/antimatter reaction upon impact with it's target. Over the years, this weapon has been updated several times with newer technology. Currently, the Huntarian Empire use Type-10 photon torpedoes aboard their ships.
Huntaer
14-12-2005, 23:04
Force Technologies

Necrominus Mk III Drives

The Mk III have several features beneficial features over the Hyperdrive. The first and most obvious, is smother entrence. Former versions of the Necrominus Drives risked the ship using it of falling appart. Due to a better understanding of the Necrominus than before, the ship can enter the Necrominus without the threat of hull damage. Another bonus is the use of shielding/weaponery. Former drives revoked the use of shielding and weapons whilst in the Necrominus.


The Necrominus

The energy that makes up the Necrominus is believed to be the direct result of the two known Force God's, Skorm and the Nameless Light Side God. Considered to be a reflection of the material universe. It is an ocean of neutral energy, a treaty "signed" by Skorm and the other god. Stirred by emotion and action, the Necrominus is home to the Huntarian Force God's, and other higher beings. It also houses the spirits of the dead, and is often referred to the "Netherworld/land" by the Jedi.

Travel

The Necrominus has been proved to be a usefull way of traveling, without much risks. Occasionaly, one will become corrupted by the Dark Side of the Force and vice versa.

The Realm of the Necrominus is another option for travel in space. While hyperdrive is a good form of travel, the Necrominus provides several opportunities. It isn't effected by normal gravity wells due to the fact the ship(s) have entered another demension rather than space itself.

There are two down sides to using the Necrominus, which is why it wasn't used as much as it was durring the First Phantom Wars, nearly 40,000 years ago. The first one is the fact that the pilots of the ship using the Necrominus HAS to beable to either wield, or sense the force. Since the first Phantom war, Force Wielding pilots from both the Kirtir and Malkir have been low. Therefor, switching to hyperdrive.

Dangers of Warp Travel

The other down side is the possible threat of the creation of.... Beasts. At the time of the Phantom War, both the Kirtir and Malkir were attacked by the Phantoms. They were attracted to all sentient life, especially Force Wielders. While working together, the Malkir and Kirtir Master's did searching for answers on where the Phantoms came from. Their conclusion, was the Necrominus. They minimized the use of the Necrominus as the war wined down, untill they used all hyperdrive starships. Now with the Civil War going on, both sides are searching for

Force Storms
Regions of material space can be affected by the ebb and flow of the Necrominus. These 'force storms' can isolate star systems and sectors from each other, by making normal methods of travel and communication impossible. These storms can last for any amount of time, ranging from weeks to centuries, and can occasionally break out into the material universe, creating a temporary Warp/Realspace overlay.
Huntaer
22-12-2005, 16:42
Huntarian Alliance Tech

OOC: Rather than making a completely new thread for the Alliance, I decided to put 'em in here as well.

Quantum Phaser Arrays

Motivation: Anti-Empire technologies almost have to be researched, a line must be drawn and formidable defenses must be designed if the Alliance wants to continue their campaigns, and when the time comes to defending the GFFA. Primary weapons such as phasers are effective until a point is reached that all modulations are ineffective against the larger capital ships with higher shielding. That is the problem we are addressing. It is our goal to create a phaser weapon capable of multiple modulations and also powered by harnessing zero-point energy as quantum torpedoes do to make them more powerful as well as more effective against the Empire. The technology constructing a phaser array made up of individual emitters that fire the same way conventional phasers do, with a twist. The discharge is made up of several beams with their own modulation, thereby hitting the opponent's shields with multiple modulations. Before reading the example remember that a typical quantum phaser bank would be made up of thousands of emitters, therefore hitting Borg shields with a phaser beam made up of at least 500 streams from the emitters. The individual emitter would share the circumference of a basketball.

Problems: The quantum phaser array is expected to consume three times the power conventional phasers do. The solution may prevent implementation on current ship designs. The solution is to install a power core to independently power weapons and shields. This also relates to our other technology (Multi-Grid Shielding). As we said the installation of a power core may prevent existing ships to converting to the new weapon. It may be possible to install this core in a cargo bay.

Implementation: Fleetwide conversions should be made with ease, granted that a power core can be successfully installed into the existing ship. The new bank will take no more space than the previous one did. Newly designed ships will almost certainly be equipped with the new weapon.
Huntaer
31-12-2005, 03:19
Seismic Missiles (starfighter weapon)
http://homepage.mac.com/dtrull/pix/aotc/seismic.jpg


Seismic Missiles work in a similar way as Seismic Charges. When you want to send a strongly worded message to an unwanted pursuer, just lob a seismic charge his way. The seismic charge is interesting not so much for its sheer power as for its unusual mechanism. The Seismic Missiles seek to use the same technology as the Seismic Charges, but make it more practical for fighters and capital ships to use.

The Seismic Missiles have an explosive yeild of 60 to 200 megatons, and could be modified to hold more or less. Innicial studdies have indicated that a 1 megaton bomb should disintegrate an asteroid between 0.7km and 1km width.

This weapon is obviously not a conventional or nuclear explosive. It does not have a normal explosive effect, and it does not need to be buried inside an asteroid in order to fragment it. Origonal Seismic Charges's shockwave was planar, and the expanding planar disc appears to slice asteroids cleanly at the point of contact, while simultaneously imparting significant velocity to the resulting fragments in a direction perpendicular to the plane. This version's shockwave produces a perfect sphere, ranging from as small as 10 meters, to as large as 200 meters (depending on the explosive magnitude of the missile). Seismic technology isn't a conventional explosive device. It is, however, more of an unusual application of forcefield technology. Note that rock fragments thrown away by the interaction are not heated to luminescence, nor do they show any other signs of heating. In fact, the rock appears to fracture in a brittle fashion.

The motivation for such a specialized device is meant to be yet another Anti-Empire weapon. Seismic Charges can create impressive destruction in a dense matter field but it is of questionable value as a space weapon, since a starfighter need only avoid the planar disc in order to escape destruction. However, a Seismic Missile is obviously a space weapon.

Note that the origonal placement of the minelayer was on the bottom of the ship. Origonaly, the design intention was apparently for clearing out a landing area. If a ship were to drop to low altitudes and needed to quickly clear out hostiles from the landing zone, it could drop a seismic charge to do the job, even from low altitude. Alternatively, if a pilot is fleeing pursuers, he/she need only get into the ship, take off, and drop a seismic charge as soon as his ship gets more than a few dozen metres off the ground. The blast would neutralize all but the most large-scale pursuit.

Now, seismic technology can be used as both space and ground weaponery. Seismic Missiles has the ability to "lock on" to their targets where as previously you were not beable to. Missiles have the ability to be used as anti-ground weaponery, though not as strong as it's Seismic Charge counterpart. Seismic Missiles are meant more to be a space-based weapon rather than a ground-base weapon.



Seismic Torpetoes (capital ships)
http://www.stardestroyer.net/AOTC/Slave-1-Seismic-Charge.jpg


Unlike their fighter counterpart, Seismic Torpetoes maintain much of the origonal Seismic charges.... Just on a capital ship scale. There is one main difference between the Seismic Charges and Torpetoes.

1) Where as the Seismic Charge needed to be launched from the bottom of a ship, the Seismic Torpetoes need to be launched from a torpetoe launcher.


Gravity Lifts
Huntaer
31-12-2005, 04:27
Regenerative Shield Generators
During combat situations and other hazards, starships protect themselves with the use of the standard plasma shields. Unfortunately the generator which produces these shields cannot last forever and can be damaged, or destroyed themselves. Huntarian Shield Generators use graviton polarity source generators whose output is phase-synchronizes through a series of subspace field distortion amplifiers. When the shields sustains some form of critical impact, whether it is energy or matter based, the synchronization of the polarized phased gravitons are disrupted which affects the properties and effectiveness of the shields. Shield percentage is based upon the “structural” integrity of the shields. These disruptions cannot be repaired while the shields are online, not even by retuning and alternating the shield frequencies. Until now.

Traditional Restoration:
Typical methods of shield restoration would've been to change it's matrix. This process can take anywhere from thirty seconds, to multiple hours depending on the damage and disruption to the shields and their generators. This time frame can leave a ship vulnerable to an enemy attack.

Another method would be to derive power from other support sytems such as from the FTL drives, civilian systems (ect) which effectively "strengthening" the shields. However, if a shield is down to 73% power, it will need to divert 33% power from other sorces.

Shield regenerators are units that restores the shield matrix while the shields are still operable. Deflector shields rotates and retunes frequencies at certain intervals, every 500 million cycles, or operating at a frequency of 250 megahertz (MHz) every two seconds. By using these frequency “windows”, which are also used by the ships active sensors, the shield regenerators filters out about 5% the out-of-sync shield frequencies and are de-compiled. Therefore the energy that sustains the disrupted shields is no longer required and is reused into generating new shields. With 5% filtration, it would take about a minute to restore 80% of the damaged shields while operating at 250 megahertz.

Shield Regenerators:

The regenerators requires considerable amounts of power themselves. Power can either be fed through the auxiliary power networks, or by temporarily diverting some shield power to the regenerators. Near instantaneous regeneration would be too energy expensive for the ship and would burn out the filters immediately. Ironically, if the shields have degraded to below 40% integrity, then the filters requires far less power to restore the shields than if they were at 70% because the disrupted shields are “easier to find.” Yet below 25%, the shield damage is irreversible without deactivating and reformatting them.
Huntaer
03-01-2006, 00:09
updated and bump for replies or suggestions.
Huntaer
20-01-2006, 23:13
bump for updates.
Huntaer
08-03-2006, 22:32
new project:

The Imploding Novonic Ray.
Huntaer
11-03-2006, 03:06
New Updates:

Huntarian Hellfire Torpetoes
Huntarian Type X Phaser Arrays
Huntarian Quantum Torpetoes
Increase in Turbolaser Power
M.L.S.S. (Multi-Layered Shielding System)
Huntaer
17-03-2006, 00:04
Projects completed.

More on the way.
Sskiss
17-03-2006, 01:21
Hmm... this thread is interesting, some of your weaponry works on the same principles as some of mine.

For example, the Imploding Novonic Ray you are researching. We actually have something like this but it is a warhead.
Huntaer
17-03-2006, 01:37
Hmm... this thread is interesting, some of your weaponry works on the same principles as some of mine.

For example, the Imploding Novonic Ray you are researching. We actually have something like this but it is a warhead.

I'm also planing to make the Axiel Laser (the thing on the Eclipse and Sovereign SSD's) a type of a Super Aray Laser.
Sskiss
17-03-2006, 01:44
I'm also planing to make the Axiel Laser (the thing on the Eclipse and Sovereign SSD's) a type of a Super Aray Laser.

You don't mind if I keep watch on this thread do you. I'm not into coping or anything like that, but R&D threads are fairly rare. I did a few a long time ago myself.
Huntaer
17-03-2006, 03:01
Go ahead. You're the only person who's critiqued me so far.
Huntaer
23-03-2006, 16:36
new project:
Project Titan.
Huntaer
01-04-2006, 18:45
Project Update:
Transphasic Torpetoes resumed.
Huntaer
20-05-2006, 21:05
I've just added on a section for my light side self.
Huntaer
19-06-2006, 17:42
Due to the new technology (transphasic torpetoes, necrominus drives, ect), the Huntarian Empire has felt that it is necessary to update their current ships and undergo major refits and reconstruction.

Half of the Huntarian Navy has been called back to their shipyards/drydocks to be refited with the newer technology.

The other half are either out fighting, or are on various assignments.
Communistic Govts
14-09-2006, 10:31
Can I add a few R&D ideas and together we can research it?
Huntaer
17-09-2006, 23:03
Project updates:

EMPS
Fire While Cloak- Capital Ships
Krutonium Alloys
ACS