NationStates Jolt Archive


SeaQuestian Imperial Research And Development (FT; Documenation)

SeaQuest
18-12-2005, 03:24
This is a SeaQuestian Research Thread intended to keep track and describe the latest series of advancements in SeaQuestian Technology.

A description will accompany each new project as the research proceeds.

All of this is tagged as secret to all save trusted allies.
SeaQuest
18-12-2005, 03:25
"Ancient societies worshipped the sun. These people, though their perception was basic, understood the awesome power that it yields. The torus has been a necessary part of our simpler fusion reactors, but now we must think outside of the torus. We must cast off this inefficient shape and take a lesson from our stellar patriarch. Now, with new found gravimetric abilities, we can create our own sun in a bottle. A recycling reaction that gives us, if we use interstellar hydrogen, a nearly infinite range."
-Research Leader Sapiano (Operation Phoenix update transmittal)

Conventional tokamak based D-T (Deuteriuam/Tritium) Fusion will produce 17.59 MeV of energy per reaction. Furthermore, the higher the probability that a collision will generate a fusion reaction, the higher the efficiency. Every failed collision means that the energy expended to make them collide (containment and superheating) is wasted. According to Lawson's Criterion, the probability of fusion is determined by two factors: ion density and kinetic energy. The higher the compression rate, the more power output is provided per unit of power input. Tokamak reactors are based on electromagnetic confinement systems, which are limited in how densely the ions can be compressed. Furthermore, other more efficient forms of Fusion (like Proton Cycle Fusion) cannot be used since they require very high ion densities.

A gravitic containment system (using an array of anti-graviton emitters) would have the ability to generate a lot more compression with less energy expenditure. Since gravitons more directly react with matter than EM fields do, they more effectively control the plasma. This increased ion density not only increases reactor efficiency, but allows the more efficient Proton cycle Fusion that is used by stars (providing 25 MeV - 142% more power). Since graviton systems wouldn't require complex toroids, but simple spheres, they are also a lot smaller - allowing more reactors to fit in the same space. The gravitic system could also pull out heavy waste matter using graviton systems. Lastly, the gravitic system would allow the reactors to control compression levels in gradients. This allows the reactors to control power output without shutting down reactors therefore saving the ignition power.

Proton Cycle Fusion not only produces more power from the same fuel, but runs on simpler fuel. While D-T Fusion requires one to produce deuterium (relatively easy) and Tritium (hard to produce, and harder to store since its radioactive), Proton Cycle Fusion uses simple Hydrogen. This means no energy expended in pre-processing hydrogen and only one fuel storage tank. Additionally, this cycle outputs only Beta and Gamma particles, whereas D-T Fusion outputs neutrons as well that can pollute the plasma. This reaction type allows more power to be generated with less mass of fuel, it also provides less use of power in the reactor/fuel system.

The anti-graviton array also allows the system to dynamically to control the containment field. This allows the system to siphon the heavier waste molecules from the plasma and use them for thrust or additional power generation (cooling the plasma). This allows the reactor to run at the optimal level with as little waste material in the plasma as possible.

Since this system can control both the compression and reaction volume/mass, they can operate with very little output up to very high output levels and be simply changed. This allows all reactors to remain on at all times, but work at say 0.01% output when the system doesn't want to burn fuel. This avoids the amount of time and massive energy required to ignite a fusion reactor. This allows a graduated power output level allowing the reactor array to output the optimal power levels, leading to maximum level of efficiency.

Combining the more efficient reaction mechanisms with the massively increased reactive capacities used in this system, power output and efficiency will be increased by several times. GRC Reactors will provide both large and small ships with the power they need for exercises implausible with D-T Tokamak Reactors.
SeaQuest
18-12-2005, 03:26
Advanced Daemon Re-Enforced Armour System

"Only an armour with this resiliency and these abilities would invoke enough fear in an enemy's mind to warrant the name Daemon."
-Research Leader Sapiano (Commenting on armour during tests)

This advanced armour was created for the purpose of the new Operation Phoenix ships and to be retrofitted onto existing ships. This sophisticated armour provides the maximum possible strength against numerous weapons. The armour consists of the Carbon Nanotubule shell and the Carbon Fibre hull re-enforcement. This hull not only withstands more stress than previous hulls, but shrugs off many different weapons types without damage.

The powerful carbon nanotubule shell is the key to this armour system. It provides both a nearly unbreakable armour, able to absorb huge amounts of impact and bounce right back. The long molecules provide instantaneous heat dissipation across the entire hull. Using the energy absorption system, this system can withstand attacks from weapons previously deadly to any other type of hull. This system also has some capacity for self-regeneration to provide long lasting and effective armour by feeding chains through damaged ones. Simple repairbots can quickly repair any damage in the nanotubule mesh using the same mechanism used to produce the mesh.

Since any kinetic energy is instantaneously dispersed across the entire hull by the long molecules, its damage is dampened. This not only makes the nanotubule mesh less vulnerable, but protects lower layers of the hull as they are heated more evenly.

This extremely conductive hull is mounted atop a strong, yet lightweight carbon fibre shell. This stiff structure backs the flexible nanotubule mesh and provides structural integrity for the ship. It also has little conductivity, making it invisible to EM sensors and a good insulator, keeping heat in the outer hull and away from internal systems. The Carbon Fibre material also expands and contracts very well under rapid kinetic changes, allowing it to take huge amounts of energy without damage. This hull can take stress from many directions, and although lighter, it is considerably stronger than aluminum or other metal hull designs.

The Energy Absorption System couples with the nanotubule mesh to provide unprecedented protection levels. This system circulates heavy supercooled molecules through the nanotubules. These molecules absorb neutrons, anti-neutrons and ionizing radiation and are either ejected or re-circulated. The supercooled kinetic energy keeps the hull cool so that kinetic weapon damage is significantly decreased. This provides the hull to survive with little damage from plasma, ion, neutron/anti-neutron, laser weapons and many other types. This system also takes kinetic energy from the coolant compounds and uses it to generate additional power for the ships systems - allowing it to gain from attacks (Energy Reflex System).

Since the heavy molecules are MUCH bigger targets than the small carbon molecules, they are much more likely to be hit with neutrons, anti-neutrons and ionizing radiation. These molecules can then be processed internally and either put back into circulation or ejected if unrepairable.

Optionally, these hull designs can implement an optical stealth coating. This hull lies above the nanotubule layer and acts to make the ship visually undetectable for battle situations. The layer consists of thousands of glass beads tied together. Each bead has dozens of optical fibres connected to it. These fibres are then hooked up to an adjacent bead. This allows light rays to pass through the ship and to the other side. While the resolution of the hull patterns may not be infinite, the flaws would be minuscule and hard to detect from any range. This allows properly equipped ships to sneak up on targets and attack undetected. While this is coating will rapidly be damaged, it allows the ship to sneak up and attack before it is detected. Combined with the ETS system, this stealth mechanism makes equipped ships nearly undetectable to electromagnetic, gravimetric and visual sensor systems.
SeaQuest
18-12-2005, 03:27
ETS-2 - Electromagnetic Transparency System

"If I determine my enemy's disposition of forces while I have no perceptible form, I can concentrate my forces while the enemy is fragmented. The pinnacle of military deployment approaches the formless: if it is formless, then even the deepest spy cannot discern it nor the wise make plans against it."
-Sun Tzu ("The Art of War")

Conventional ships and missiles are vulnerable to detection by electromagnetic field sensor arrays because their chassis, electronics and other components carry EM flux differently from space. Any conductive material will induce current when a EM field passes through it. Also, any current carrying conductors generate EM flux of their own. Together, these allow external detection system to find the object, as well as details about its internal composition.

These detection systems can work in two possible ways - active and passive. Passive scanning systems operate by detecting any flux generated by electronic circuits and other electronic devices (like valves, motors, etc). This system allows the detection system to find targets and components without sending out any signals. Active scanning systems work by generating an EM field and observing the returned signal. Using the feedback from the field generators, it can measure the inductive response of objects - allowing them to obtain more details than passive systems can.

The ETS system uses two sub-systems to shield the object from these two forms of detection from EM sensor systems. One system evades passive scanning systems and the other evades any active systems. Together, these two systems eliminate any chance of detection with an EM type detection array.

The passive evasion system is simply one or more superconductive induction coil(s) surrounding the core of the object. As all inductive coils work, the coil will generate a current to in turn generate a flux to cancel out the internal flux. Since superconductive coils have zero resistance, this current will be the right amount to cancel out all of the EM flux generated by the core. This coil may also be connected to a recharging system to use this energy to recharge the power storage system onboard for longer run times. Using this system the ship or missile will emit no EM flux and make it invisible to any passive detection systems.

The active evasion system is more complicated. It consists of an array of coils lining the outside of the inner induction coils. Similar to the inner induction coils, these are superconductive coils. Each of the coils is wired to the coil on the opposite side of the object. This completes any electromagnetic field lines passing through the object with no transformation of the signal. Since all active EM fields pass through the object unchanged, the sensor system is enable to detect any difference between the object and the space it exists in. This current is run through an isolated and well shielded amplifier circuit. The coil on the opposite time is provided with the identical current induced on the receiving coil. The remainder of the current is run into a processing array. This allows these coils to act as ultra sensitive passive scanning system - allowing the object to remain invisible, but still be able to detect external EM flux.

The active evasion system may also be attached to an IC signal generator. These signal generators are capable of emulating the EM signature of any object desired. This allows missiles or signal buoys to emulate large ships, or large ships to emulate cargo ships, fighters, etc. This system can also be used to shield non-stealth objects behind it. This capability would allow a few stealth objects to confuse the sensors of an enemy vessel for an entire fleet.

With the proper combination of these systems, no EM detection systems could possibly detect any object hidden by them. Combining these systems with others would eliminate the possibility of detection by any system. Using stealth technologies, missiles could hit targets before they even know they are being shot at, ships and fighters could do surveillance on enemy installations or track enemy fleets.

This system uses concepts so simple that it could have been easily implemented using 20th century technology. Since vacuums offer no means of heat transfer, the superconductors used in the coils would not necessarily need to be room temperature. They could easily maintain extremely low temperatures for proper superconductive behaviour. Since technology has come a long way since then, these superconductors are much more tolerant to varying temperature levels. A superconducting induction coil in a vacuum will operate as a perfect ideal induction coil, absorbing all EM flux.
SeaQuest
18-12-2005, 03:27
Woven Carbon Nanotubule Shells

"Fellow creators the creator seeks-those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest."
-Fredrich Nietzsche ("Thus Spoke Zarathustra")

"God would be pleased by the perfection of our creation."
-Research Leader Sapiano (Watching the Buckminster Fullerine molecules being formed)

A revolutionary new hull technology developed for Operation Phoenix is the Woven Carbon Nanotubule Shell. This hull provides incredibly strong armour, resilient to many types of weapons.

Based on the Buckminster Fullerine Carbon molecules discovered in the late twentieth century. These molecules are spherical at the ends and can have an elongated centre section. The molecular structure is extremely strong, more so than diamond, and also is relatively flexible. This allows these materials to elastically reflect energy at the molecular level. This ability to bend, and near unbreakable structure allows these molecules to hold up against many types of weapons.

They also have a strong hold on their electrons, making them poor inductors and nearly impossible to repel or detect with EM systems. Due to the large molecular size, they transmit kinetic energy over large areas and have incredibly high thermal capacity. The large, flexible molecular structure also allows them to stay intact even when put to incredibly high temperatures. This permits them to take assaults from plasma and like weapons incredibly well.

Their large, hollow centres also allow them to trap or funnel other molecules or small materials through them. The electromagnetic forces from the regular molecular structure creates a magnetic bottle in the centre of the tube, holding anything inside of them far away from the molecules. The strong bonds and molecular structure is not very vulnerable to ionization. If the chains are damaged, they naturally try to reform the edges to break into two tubes. This allows coolants to be fed through them to keep the materials cool in a thermal assault.

These tubes can also be filled with heavy molecules to absorb neutrons/anti-neutrons. Heavy molecules have a much higher probability of collision, and pull neutrons in to them (mass). This allows these molecules to flow through the tubes, removing the spent molecules and recycling the others. Using a complex fusion process (not power generating), these molecules are reconstructed and put back into the circulation. Molecules and atoms that are beyond repair are released into space. Though not as efficient, these molecules can also be used as coolants. By mixing standard coolants with these heavy molecules, they can provide very powerful protection from a wide variety of weapons.

If the hull begins to get excessively hot from continued assault and the coolant system cannot maintain it, chemicals with high heat capacities can be run through the mesh and ejected into space, taking the kinetic energy with them. This 'ablative' armour allows them to significantly reduce undesired energy transfer to the ship. These hot molecules can also be used to act as manoeuvring rockets, using enemy energy to add to the manoeuvrability of the ship.

The coolant system also allows the ship to use the energy transferred to them from enemy fire. The kinetic energy can be converted to power for use in its weapons. The heated coolant molecules are run through a generation system that absorbs large amounts of excess heat. This not only provides the ship's weapons with increased power, but decreases the energy required to cool the hull.

The shell is made of a woven net of varying length molecules. Some framework molecules are as long as ten metres. The network is assembled by filling the molecules with charged molecules and manipulating the network with EM fields. These filler molecules are then stripped from the core and placed into another fibre, etc. A very complicated weaving pattern is used with several different layers interwoven into each other. The woven shell is then tied into the base material, holding it in place. This woven shell provides a strong network that can handle damage to various portions of it and still provide integrity. The network also offers the ability to expand and contract extensively without damage. It allows it to do both without cracking or buckling, even when subjected to rapid temperature changes.

Carbon nanotubles are a freak phenomenon making them a hard resource to duplicate. Simply knowing the molecular structure or even having samples of it does not provide any information on how to produce the compound. Without acquiring production facilities, this makes enemy cloning of the technology nearly impossible. This technology is also something that is improbable for any other race to have developed anything similar. These molecules require very specific situations for their productions. Altera discovered them by accident when working with high temperature burning of coal. Since it is improbable that any of the other races had catastrophic destruction of all life on the planet as earth did, they would have small reserves of fossil fuels, if any. This would make it hard to discover these materials. This indeed provides SeaQuest with a powerful and exclusive advantage.

This shell structure provides it with incredible resilience to all types of weapons. Standard plasma weapons damage is considerably less than any other material, laser damage is also heavily dampened. Even neutron weapon damage is heavily reduced by this hull type. This makes by far the best possible armour aside from bio-armoured shells. This indeed provides SeaQuest with a powerful advantage in battle situation, providing a key factor in the Operation Phoenix initiative.
SeaQuest
18-12-2005, 03:28
Energy Reflex System

"Remember when your older brother used to tell you, 'If you hit me, I'll hit you back twice as hard!'?"
-Research Leader Sapiano (Reflecting on the ERS)

A powerful feature of the Energy Absorption System is the Energy Reflex System. This system takes kinetic energy generated by enemy weapons fire and uses it to generate power for the ships other systems. By taking the excess energy from the coolants this system both helps to dampen enemy weapons damage as well as provide the ship with advantages when they are needed most. Nearly all classes of weapons generate huge amounts of kinetic energy on impact. This system absorbs that energy and provides it to the weapons system.

The system primarily works by using the coolant molecules from the nanotubule mesh armour and passing them through a generation system. When the hull is heated by enemy fire, the coolant powers the generator, removing the kinetic energy from the coolant and hence the hull. This energy is then used to charge vacuum dielectric capacitors, keeping the main power system safe from power surges. Several capacitors are then alternated (while one charges the other discharges) providing constant, safe power to the ships main power network. This insures efficient and safe re-use of energy and provides the ship with huge amounts of additional power.

This system helps to rapidly curb the buildup of kinetic energy as it is ejected through the weapons system. This allows ships to dispense this excess energy in useful ways instead of just radiating it to the environment. The ERS system also takes additional heat energy from the various liquid cooling systems managing the weapons, reactors and other ship components. Tied in with the ETS Passive cloaking system, it can also gather energy from excess EM fields generated by internal electronics. This means that the energy of all components of the ship is not put to waist, but used to save fuel and provide increased battle capabilities.

The ERS system provides the ship with the ability to throw back what is shot at it. It allows small ships to face far larger ones by using the weapons fire used against it to rapidly recharge and fire its own heavy weapons. Close range ships and fighters can gain immensely from this technology, as the heavy fire that they take provides them with huge amounts of power for their own offensive operations. It also allows ships to save significant amounts of fuel, increasing their ability to fight for extended periods. It provides ships with power when it is needed most - under situations of heavy attack.

Even if an equipped ship is going to be destroyed, it can use the MPX relay system to pass much of the energy used against it to other ships in the fleet. This allows other ships to then either protect it or use that power to destroy other targets. This makes any ERS/MPX equipped fleet capable of doing a lot of damage, even if it is heavily outmatched.
SeaQuest
18-12-2005, 03:29
http://img.photobucket.com/albums/v649/JPKTrekker/Weapons/quantum_phasers-ind1.jpg

Pendragon Complex R&D Quantum Phasers Intro:
This technology was theoretical as of 2375 and in testing as of 2379.

Motivation:
Anti-Borg technologies almost have to be researched, a line must be drawn and formidable defenses must be designed if the Federation wants to survive another attack, and the possibility of a multiple ship attack. Primary weapons such as phasers are effective until a point is reached that all modulations are ineffective against Borg shields. 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 Borg. 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.

Example:
Let's take a simple phaser beam that is discharged from 5 streams from 5 emitters with random modulations of 96.212, 58.313, 26.990, 98.012, and 73.0112. Adaptation is highly unlikely with so many modulations. To further complement the design, those 5 emitters would continue to modulate after firing.

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.

Conclusion:
The Quantum Phaser Array should prove to become a valuable asset to the Star Navy. The ability to effectively oppose the Borg and win, without losing dozens of ships is priceless in the eyes of Imperial R&D.
SeaQuest
18-12-2005, 03:29
Apsyrtus class Mine

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/apsyrtus.jpg

This is the Apsyrtus class Mine. It specialized to increase the number of enemy casualties when an Operation Phoenix battle fleet is on retreat.

When the fleet is on retreat, thousands of these small warheads will be released from launchers built into the aft section of every ship involved in Operation Phoenix. These mines are outfitted with the ETS3-FLX and the Advanced Daemon Re-Enforced Armour's optical stealth system, allowing them to claim their victims without giving them the chance to react.

After they are released, they use their small gravimetric drive system to approach a target and attach themselves to that target. The fusion warhead will then wait until there is a high probability of multiple enemy ships being distroyed/disabled by the blast and then it will detonate. The warhead also has a time delay so that if it hasn't detonated 1 hour after it is launched, it will detonate.
SeaQuest
18-12-2005, 03:30
Phalanx class missile

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/missileside.jpg

This is the Phalanx class missile. Launched by the new Harbinger class Missile Destroyers, the Phalanx is an equal innovation. After the Harbingers have released a shrapnel cloud through a jump point, into realspace, the Phalanxes are launched. These missiles are outfitted with graviton emitters for use as shields, protecting them from enemy fire.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/inductor.jpg

The Phalanxes are equipped with a series of inductor coils, to give them protection from most active electromagnetic scanning systems. Each inductor is connected to an amplifier, which sends 100% of the original power to its opposite inductor, which sends the signal out the opposite end. The additional current is sent to the secondary guidance unit, inside of the warhead casing. This gives it the ability to passively detect electromagnetic signatures, this data is then sent, via the electronic relays, to the primary guidance system. Pictured above is the inductor system of the warhead. Pictured below is the main body's inductor system.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/body.jpg

The body is encased in a plastic, which is kept in a compressed liquid state until the missile casing is moulded in the Harbinger's missile creation facilities. The rear section holds the main aspect seeking system and the graviton emitters. The emitters create a graviton field around the missile. The thruster assembly is also based in the rear of the missile.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/missilengine.jpg

When the Phalanx reaches full thrust, the thruster assembly closes and activates its inductors, cloaking it from enemy electromagnetic sensor system. The missile then manoeuvres with gas jets.

The warheads payload varies from a 75 megatonne yield to a 5 gigatonne yield. These payloads are hidden by two layers of inductor coils so that, if an enemy manages to target the missile, they don't know what yield it will hold. This increases the probability that a high yield anti-matter warhead will hit its mark.

The Phalanx stores its power in a large capacitor. This capacitor is recharged by some of the electromagnetic energy absorbed by the inductors on the warhead.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/missile.jpg

Pictured above is a group of Phalanxes during a test of their guidance systems.
SeaQuest
18-12-2005, 03:30
Thor class graviton/anti-graviton pulse cannon

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/thor.jpg

This is the Thor class graviton/anti-graviton pulse cannon. It is a new innovation in weapons technology. It is specialized to deliver high power sheering forces to the hull of an enemy ship. This weapon is one of the most destructive weapons in the galaxy.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/tside.jpg

First, the graviton/anti-graviton generation matrix creates a gravimetric field. The field is then extended out of the barrel. These cannons have a firing rate of 1 shot/barrel/s. These fields are alternating graviton/anti-graviton fields, causing the target ship's hull to be forced in two directions suddenly, shearing it and breaking up its structure.
SeaQuest
18-12-2005, 03:31
Vindicator class railgun

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/vindicator.jpg

This is the Vindicator class railgun. It is a new innovation in weapons technology. It is specialized to deliver high velocity mass packet with a high firing rate. The Vindicator is based on the idea of Colonel Havco.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/vside.jpg

First, the Mass Packet Matter Injectors use gravimetric forces to create a perfectly spherical mass packet. This mass packet can vary in size, but is usually about 50 kg. The mass packet is then accelerated over the 150 m length of the barrel. Using a standard 1,000,000 terrawatt output, the Vindicator can launch packets at 129,000,000 m/s with a firing rate of 6 packets/s.
SeaQuest
18-12-2005, 03:32
Firestorm class fusion pulse cannon

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/firestorm.jpg

This is the Firestorm class fusion pulse cannon. It is an adaptation of the fusion cannon which uses new gravimetric technology. It is specialized to deliver high velocity pulses of fusing hydrogen. The Firestorm is based on the idea of Connor MacLeod.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/fside.jpg

First, hydrogen collected for the reactor system is injected into the fusion initiation chamber. The hydrogen is then accelerated to 250,000,000 m/s with electromagnetic and gravimetric forces and packed into gravimetric field as it exits the barrel. A laser is then used to ignite fusion as the packet leaves the barrel. This weapon can be discharged at a rate of 1 packet/barrel/s.
SeaQuest
18-12-2005, 03:33
Helios class ion plasma cannon

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/helios.jpg

This is the Helios class ion plasma cannon. It is a new heavy weapon for the SeaQuestian Navy. It is specialized to deliver high energy, high velocity pulses of ionized plasma. The Helios is especially effective against bio-armoured ships.

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/heside.jpg

First, helium plasma collected from the reactor system is injected into the plasma ionization chamber. The plasma is then ionized by running a charge across the plasma separating the electrons from their nuclei. The nuclei are then launched at the target ship at high speeds by electromagnetic forces. The electrons are also fired at other ships (so as to not cancel out the net charge) in the same manner. This weapon can be discharged at a rate of 0.5 pulse/barrel/s. The Helios also has an aspect seeking system and a gravitational field detection system, so it can automatically track targets trying to jam the ship's sensor system.
SeaQuest
18-12-2005, 03:33
Parasite class Breaching Missile

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/parasite.jpg

This is the Parasite class Breaching Missile. It is an adaptation of a breaching pod. It is specialized to capture/destroy a ship by killing its crew.

These large missiles find the best target location and lock onto it. Using a combination of high powered lasers and high energy particle beams, they pierce the hull to gain access to the enemy ship, much like a standard breaching pod. After that, another hatch at the rear of the ship, which includes the main thruster, as well as smaller hatches around the thrusters blow open and expose the deck to space. Once depressurised, a drone is deployed into the open deck.

The drone utilizes a series of lasers and particle beams to cut through other internal bulkheads. It carries a series of fusion warheads and other components. This drone cuts through bulkheads, depressurising decks and weeds its way throughout the ship. It lays charges destroying key components and takes over key components to disable, destroy or take over the ship. There is little that ships can do to prevent the spread of these drones. Their conventional attack is designed to cut through and fight their way to the reactors, finally destroying the ship by forcing the reactor to overload and destroy the ship.

To protect the drone from internal attacks, it is equipped with heavy armour and defensive systems. Since all decks are depressurised prior to entry, there is little opposition to their progress. They are equipped with gravimetric and EM emitters in order to create disruption effects in adjacent decks if required. The close range allow drones to create heavy shearing effects using the gravimetric system.

The drones also provide additional strategic capabilities for the fleet. The drones and missiles are equipped with powerful sensor arrays and communications systems. This provides deep scanning capabilities from the inside of the ships, past the protection of stealth systems. As they move through the ship, they return essential tactical data to the fleet. This provides the fleet with accurate damage reports on targets and detailed intelligence for later compilation.

To ensure maximum survivability of its payload, the missiles are equipped with anti-starfighter weapons and interceptor systems. It is also outfitted to with an ETS stealth system, avoiding detection until the drone is safely deployed. This defends the missile while it is en route, cutting through the hull and deploying the drone. It also protects the drone until it gets a safe distance in. Once the drone is safe, it continues to take out enemy fighters from their own ships. The close range that they are deployed, however, makes it impossible for the enemy ship's own weapons to take it out. The close range also makes it risky for their other ships to attack the small missiles, as there is a higher probability of hitting their own ship.

The missile utilizes a full stealth system. This protects it from electromagnetic detection (via ETS), gravimetric detection (via Null-Field Grid) and visual detection (optical fibre cloaking shell). This makes them incredibly hard to detect and target for enemy ships and fighters.

There are also 'dummy missiles' which some ships may carry. They are just like the normal missiles, with the exception that they don't carry a drone. These missiles can be used to draw fighter fire and distract security teams trying to stop the drone.
SeaQuest
18-12-2005, 03:34
FLAK class Anti-fighter Cannon

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/flak.jpg

This is the FLAK class Anti-fighter Cannon. It is one of the simplest weapons used onboard Operation Phoenix ships. It is specialized to deliver enough defensive firepower to clear waves of incoming fighters.

They have no stationary parts. It is comprised of piezo-electric cells, a C-60 nanotubule shell and electromagnetic coils. The piezo-electric cells contract when an electric applied. Each cannon is manipulated so that it makes fluid movements offering a large firing arc. The mechanism acts much like an arm, but without the limitations of movement caused by muscle and ligament tissue.

The weapon fires relatively small mass packet at a velocity of 30,000,000 m/s. Though these masses are small and would hardly dent a capital ship, the delacate workings of a fighter, especially those made vulnerable by glass cockpits. These emplacements are positioned every several metres along the hull of the ship allowing for total coverage. When inactive, the arms can simply retract to be only a few centimetres from the hull's surface.
SeaQuest
18-12-2005, 03:35
Circe class Warhead Delivery Unit

http://i4.photobucket.com/albums/y131/Kvess/Operation%20Phoenix/circe.jpg

This is the Circe class Warhead Delivery Unit. It cannot be technically classified as a missile, because it doesn't pass its kinetic energy to the target. It is specialized to destroy a ship with little to no chance to defend itself.

They are one of the simplest and yet one of the most deadly weapons used in Operation Phoenix. They are launched from hyperspace and use their hyperphase system to track a ship in realspace. It positions itself in a target area and hyperphases into the target area. Anything in the surrounding area is destroyed by the energy of the shrink wrap jumpgate. Once it is securely in realspace, they payload is detonated and the resulting explosion is far more effective than any external colliding missile, using the ships armour to act as a closed fist around a firecracker.

The Circe is highly modular. It can be loaded with any type of payload depending on the purpose of the attack. Though the Circa are highly effective, they are used sparingly because of the cost of loading the weapon with a hyperphase device.
SeaQuest
18-12-2005, 03:35
Fury class Hyperspace Beam Cannon

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This is the Fury class Hyperspace Beam Cannon. It is the most advanced and one of the strongest beam weapons mounted on Operation Phoenix ships.

The Fury uses a confined section of Enhanced Shadow Bio-armour inside of the barrel to activate its inbred weapons systems. Though bio-armoured ships can create their own splines to fire a directed hyperspace beam, having a ship outfitted with bio-armour may not be desireable. The Fury allows these ships to utilise the advanced weapons supplied by the bio-armour without allowing the bio-armour to spread across the whole ship.
SeaQuest
18-12-2005, 03:36
HARPY CLASS ANTI-PLANETARY MUNITION

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This is the Harpy class Anti-Planetary Munition. It is one of the most destructive weapons in the arsenal of Operation Phoenix. It is also one of the most feared weapons in the Operation Phoenix Arsenal. If this technology were to fall into the wrong hands it could act as a tool of unimaginable destruction.

The Harpy is outfitted with a pseudo-hyperphase drive, to allow smooth, hardly noticeable jumps to/from hyperspace. It is also outfitted with an ETS3-FLX variant to disguise its electromagnetic signature. This missile is designed to be undetectable until they complete their dark task.

The Harpy is loaded with a large load of anti-matter. As the Harpy aproaches a planet's surface, some of this anti-matter is released to annihilate the ground below it. It penetrates to the core of the planet and then releases containment on its anti-matter. This matter/anti-matter reaction causes the planet to collapse in on itself, turning the planet into a lifeless hunk of rock.

This process is based on the tactics of the Shadow Death Cloud (Storm class planet killer), but only requires approximately 5 missiles to destroy all life on an earth sized planet. The Harpies are comprised of two stages. The first stage is the drive section containing the gravimetric drives and pseudo-hyperphase system. The second stage is the dumbfire warhead. This allows the expensive drive stage to hyperphase out before the Harpy hits the ground, to be used again.
SeaQuest
18-12-2005, 03:37
Ablative Shield Generator

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This shield generator is capable of generating a nearly indestructible metallic shell around a starship.

The Ablative Shield Generator is composed of 4 basic components:
1. Subspace divergence field generators.
2. Modified transporter pattern buffer.
3. Molecular pattern storage unit.
4. Emitter array.

The subspace divergence field has the ability to duplicate matter atom to atom of equal energy mass (E=mc^2). This field is generated in modified dual shield generators. The field is then shunt into the transporter pattern buffer where the subspace field is processed to give it an energy pattern of certain matter with the same properties such as colour, texture, and strength. The pattern is from the molecular pattern storage unit which contains the energy and molecular pattern of the metal known as adamantium. Adamantium is one of the strongest metals known to exist second only to neutronium. Why adamantium and not neutronium? Neutronium would burn out the pattern buffer instantly. Though adamantium can be replicated, the maximum possible output is only 2kg a day, so therefore, simulated adamantium is the next best solution. Also a starship does not have the energy storage to create a true shell around the ship. The newly formed adamantium pattern is sent to the emitter array where it forms a shell less than 1mm thick around the ship a few metres away, following the contours of the hull like the standard shield grid. This process differs from particle synthesis.

Since the shield generator requires a lot of power to maintain its “molecular structure,” the ship has to sacrifice power from areas that also require a lot of power, such as warp drive or weapons. If for example weapons are needed, then warp engines are deactivated. If warp drive is needed, then weapons are powered down. It is a similar problem for warp capable stealth ships that uses cloaking devices such as the Klingons and the Romulans. Since the Adamantium shell does not have a true molecular structure, then the shell can be opened and closed very easily in order to fire weapons for example. Opening in the shell for impulse and thrusters exhaust, warp grille and others are protected by independent force fields.
SeaQuest
18-12-2005, 03:38
Chameleon Skin Stealth System

The stealth system was a two-part project at SeaQuest's Pendragon R. & D.. It produced two separate components to the system. The first component, providing the majority of the stealth capability, is the chroniton field emitter device. This device is essentially a "Poor Man's Cloak", designed drastically different from a true chroniton-based cloaking device like the Romulans' and Klingons', but achieves the same, if somewhat lessened effect. The field only is capable of masking it from passing sensor scans, but not the naked eye. A starship also has to have multiple arrays placed on the outside of the hull to have an effective screen against sensors.

If someone does a more piercing scan in the direction of a ship bearing the stealth system, it may look anomalous, but would still look like normal background radiation. To further deter someone from discovering the ship, a remarkable silicon-based biological compound coats the ship's hull, laced with special electrodes. These electrodes coax the compound to change its color. The ship's computer can control the skin into matching its surrounding colors quite well. The substance has been dubbed "Photo-adaptive Hull Coverings" by the Pendragon eggheads, but the crews of ships equipped with the stealth system simply call it "Chameleon Skin". The material must completely coat the ship, so any ship with it must be specially fitted to have deployable coverings over the exposed areas on the nacelles, over the deflector, over the lifeboat pods, and over all the windows.
SeaQuest
18-12-2005, 03:39
Plasma Shield

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From the time that Alterans finally began to travel to the stars, they knew that they would encounter alien beings that do not wish to have peaceful relations with those explorers. Originally they used polarizing the outer hull plates, a method of increasing the tensile strength of the hull, to protect them. But this means that the hull still sustains a considerable impact from particle beam weapons. After the mission to stop the Xindi planet killing weapon, a new form of defence was developed. A new type of force field, based on old technology, that helps protect the ship from enemy weapons, the Plasma Shield.

The plasma shield is a concentrated magnetic field 300 metres in diameter that contains 500kg of hydrogen plasma. The hydrogen plasma is used to help scatter particle beams and plasma bolts before they hit the ship. The scattered particle beam is distributed over a much greater area of the ship’s hull reducing the force of impact on the hull by as much as 85%, depending on the momentum of the particles and the type of weapon used. The other 15% is compensated by the polarized hull plates. The shield can also help protect the crew from interstellar radiation and ion storms.

The plasma shield is not really based on latest technology, but on relatively old technology. It is based on a drive system used by the old DY-100 starships to travel from Altera III to Altera IV. The M2P2, or mini-magnetospheric plasma propulsion drive. Its basic principles are the same as the plasma shield generator. The shield is a high power magnetic solenoid that generates a natural forming magnetosphere that has plasma injected into the magnetic field. Whereas the M2P2’s plasma field can range in the distance from 50km to 100 km, the plasma shield is designed to restrict the diameter of the plasma field to no greater than 300 metres, concentrating the plasma to a point where it is virtually solid.

If a particle beam’s momentum is sufficient, it can disperse some of the shield particles reducing its optimum concentration. The primary reason hydrogen plasma is used for the shield is because hydrogen is the most abundant controllable matter to exist (dark matter is not controllable by 22nd century technology). Therefore the shield can be brought back up to full strength by introducing more hydrogen plasma into the shield until its hydrogen supply runs out.

The plasma shield does have several restrictions. Though starships can carry large quantities of hydrogen, increasing the hydrogen plasma concentration well beyond the 500kg limit will also increase the ambient magnetic field strength. This could result in many of the ships systems to lock up. A section in the shield needs to be opened in order to fire a particle beam or projectile, such as a phase cannon and photonic torpedo, through the shield. The shield can also interfere with the formation of a warp field.
SeaQuest
18-12-2005, 03:40
Regenerative Shield Generator

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During combat situations and other hazards, starships protect themselves with the use of deflector shields. Unfortunately deflector shields cannot last forever and can be damaged themselves. Deflector shields utilizes one or more 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 shield restoration: One traditional method of restoring shields to full strength is to reformat the shield matrix. The resynchronization and phase correction of the shield matrix. This process requires deactivating the shields and recharging the shield emitters. This process can take 30 seconds to several hours to complete, 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 is to reroute power from other sources to “thicken” the shields, increasing the spatial distortion fields by which the shields operate. Varying power to the shields unfortunately does not discriminate between disrupted shields and usable shields. When shields are at 75% integrity, they need to increase power by 33% to bring shields to 100% optimal strength. However the disrupted shields will increase by 33% as well. This process also increases risk of overload of the power systems and networks throughout the ship.

Shield regenerators: 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.

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.

A few weeks before the end of the Dominion War in the Terran year of 2375 A.D., only 2 ships were equipped with regenerative shields. The I.S.S. Prometheus, which was the prototype of the new class of battle ships of the same name, and the I.S.S Sao Paulo.
SeaQuest
18-12-2005, 03:41
Hyper-Impulse

During the design refit of the 2340's, the Star Navy began drafting a new type of sub-light propulsion which would let them break the 0.25c limit, then classified as Full Impulse. Above this speed, the effects of Einstein's Theory of Relativity began having drastic effects on the ship and it's surrounding environment. Even at Full Impulse, ships would have to routinely have update their chronometers based on the standard time of Starfleet Command.

As has been known for centuries, the Theory of Relativity doesn't apply to subspace. It was suggested that a subspace field could be erected around a vessel as it performs speeds above 0.25c. Early designs required the warp nacelles to be charged and running, creating a static warp shell. This method was deemed to be inefficient as it required 200% more power to maintain the warp shell while the impulse engines pushed to achieve close to light speeds. The project was set on the back burner while Starfleet made more achievable improvements.

After the Battle Of Wolf 359, the Hyper-Impulse project was re-examined to determine if the goal of breaking the 0.25c barrier was possible in an efficient manner. The I.S.S. Albacore, an Akira-class, was designated to be the testbed for this technology. The Hyper-Impulse Engine called for a large modification to the actual engine itself; the addition of a subspace field generator that would run independant of the warp nacelles. This provided several advantages over the old design, the most notable being that if the nacelles were rendered inoperable, high impulse speeds could still be reached. Also, the subspace field generators would consume considerably less power as they didn't require to be engineered to meet the stresses of faster-than-light speeds. A slight downfall to the system is that the subspace field generators in the engines could only safely maintain Full Impulse (which was now 0.95c) for 30 minutes constant. After that, they had to cool down for at least two-thirds of that time.

The Hyper-Impulse Engine that was a success on the Albacore had now become standard issue for newly constructed Akiras, while the older ones would receive this upgrade upon their next refit. After a year of testing within an entire class, the new drive was ready to be put into mass production for all ships. The integration produced no problems except on smaller vessels like the Sabre and Defiant, which had to have individual designs created for their irregular shapes. As of 2379, all vessels in the fleet that were constructed after 2330 had received the upgrade, with more being readied for the aging Excelsior, Miranda, and Constellation classes.
SeaQuest
18-12-2005, 03:42
Photon torpedo

Matter/antimatter annihilation weapon used by SeaQuest. A SeaQuestian photon torpedo contains deuterium and magnetically constrained antideuterium tanks, target guidance and a warp sustainer engine. In contrast to phasers, photon torpedoes can be used at warp speed.
Since photons are involved as late as the device explodes, the term "photon" torpedo is very inaccurate and could apply to a nuclear weapon as well. Of course, realistically FTL photon torpedoes cannot be tracked with the eyes.

Photon Torpedoes:

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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 Empire uses Mark X photon torpedoes aboard its ships.

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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

http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/Torpedoes/wtorpedo-photon.gif
SeaQuest
18-12-2005, 03:42
Quantum torpedo

Further development of a photon torpedo that takes advantage of a quantum uncertainty to generate additional particles and enhance the detonation.
The quantum torpedoes are discussed in the SeaQuestian Engineering Technical Manual, however, their principle is hard to understand, because an 11-dimensional quantum membrane and quantum uncertainty (similar to Hawking's theory) are involved. Anyway, the device consists of two stages, a "conventional" matter/antimatter booster that initializes a quantum warhead.

Quantum Torpedoes
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.

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Zero-Point Reaction Chamber Length: 1.38 m
Chamber Diameter: .76 m
Warp Speed: 115% of warp factor of firing ship
Maximum Sublight Speed: up to .9993 c
Warhead: zero-point, can be detonated with proximity sensors
Yield: 275 isotons

http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/Torpedoes/wtorpedo-quantum.jpg
SeaQuest
18-12-2005, 03:43
Transphasic torpedo

A future weapon technology that was prematurely used by I.S.S. Voyager to defeat the Borg in 2378
It seems that transphasic torpedoes are related to phase cloaks. This would imply that conventional shields would be useless against them.

Transphasic Torpedoes:


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-Borg 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 three 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 3 years since it was design, 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 Borg), only a few are carried on ships, based on sizes.

Range Limit: 10 km - 3 000 500 km (from starships at warp)
Warp Speed: 110% of warp factor of firing ship
Sublight Speed: up to a 50% higher velocity (maximum velocity = initial velocity + .50 × initial velocity/ c {or Vmax = Vi + .50 Vi/c}
Shield Scan Range: 4 m
Developed: 2377
Operational Since: 2377
Yield: 525 isotons
Warhead: Protomatter/Tecasite/Trilitheum reaction that's ignighted by and reacted upon by antiprotons

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'The Voyager Treaty':
This treaty will deal with the Transphasic Torpedoes only. It states that they can not be used against 'civilized' races. Meaning, neutral and allied species. It's designed to be anti-Borg, but if another power threatens the lives in the Empire and/or her allies, they can be used to save those lives.
SeaQuest
18-12-2005, 03:44
Tricobalt device

Explosive device used on the planet Eminiar VII and later adopted for Imperial starships.
Tricobalt devices seem to be rather old-fashioned yet efficient weapons if they are used against targets with limited or no defense.

Tri-Cobalt Torpedoes:

The tri-cobalt device was the first torpedo weapon in SeaQuest. These weapons proved very effective against unshielded targets, but rather ineffective against shields. The torpedo also lacked the range the SeaQuestian Navy wanted, thus, they began developing the Photon torpedo. Once the Photon torpedo was in service, the tri-cobalt torpedo was removed from Imperial ships. A few were left aboard ships and used primarily as demolition weapons. Currently in it's 26th version, the tri-cobalt is a very powerful weapon when used against unshielded targets. With a maximum yield of 22,000 TeraCochranes, the device is powerful enough to tear subspace (this can be done with a yield of 18,000 TeraCochanes or higher). However the Empire doesn't consider these subspace weapons, which are banned by the second Khitomer Accords. With the resent conflicts with the Shadows and Galactic Empire, tri-cobalt torpedoes have been re-add to Imperial torpedo inventories, even though their arsenals are more impressive then ever with Photon and Quantum torpedoes standard on all ships, with some also carrying powerful and Hellfire and Transphasic torpedoes.

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Range Limit: 10 km - 2 500 000 km (from starships at warp)
Warp Speed: 110% of warp factor of firing ship
Sublight Speed: up to a 70% higher velocity (maximum velocity = initial velocity + .70 × initial velocity/ c {or Vmax = Vi + .70 Vi/c}
Developed: 2174
Operational Since: 2180
Yield: 22,000 TeraCochrane (maximum for Mark XXVI)
SeaQuest
18-12-2005, 03:45
Hellfire Torpedoes

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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 first used in 2368. 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.

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Since the Hellfire uses a Mk-II Quantum torpedo's casing. Originally designed narrower, but slightly longer than a quantum torpedo, the Hellfire had a break-away casing is placed around it to allow it to be fired from a standard torpedo launcher on any ship, but this was upgraded in 2377.

Currently the Mark-II Hellfire is under development. The upgrade over the Mark-I is the Mark-II will be able to remodulate it's frequency, allowing it to 'skip' past an enemy's shields easier. This upgrade is still being perfected and far from deployment. Another improvement now under Theoretical review, is for the torpedo to be in a state of temporal flux once fired. However this is years from becoming a reality.



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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 70% higher velocity (maximum velocity = initial velocity + .70 × initial velocity/ c {or Vmax = Vi + .70 Vi/c}
Shield Scan Range: 6 m
Developed: 2375
Operational Since: 2375
Yield: 350 isotons
Warhead: Protomatter that's ignighted by and reacted upon by antiprotons
SeaQuest
18-12-2005, 03:46
OOC: OOC comments are welcome.
Godular
18-12-2005, 03:53
Star Trek archetype, eh? Decent enough, and very well detailed in the descriptions. Now RP with this stuff for a bit afore ya start pinging around with more advanced thingiebobs.

EDIT: and don't try to be everything!
SeaQuest
18-12-2005, 03:57
OOC: Technically, Babylon 5, Stargate, and Star Trek are my fleet sources. I've only just started to dabble in Star Wars designs (like my 'custom' Star Destroyer and Super Star Destroyer I'm working on). I'll get my ship/station database list up as soon as I can.
SeaQuest
18-12-2005, 04:29
Amoung the most powerful weapons utilized by the Star Navy are the Imperial Arsenals AEGIS Heavy Particle G.O.D. cannons.
G.O.D. is the acronymous for Global Orbital Defence, because the first incarnations of this weapon, the Mk II and Mk III were conceived for the Global Orbital Defence Satellites, a powerful network of heavy satellites, placed around Altera, and conceived early after the end of the Altera-Minbari War; the Mk I was an experimental model for the cannons of the satellites, while the MkIV, developed for the "battlemaster project", was the workbench for the shipborne family, that saw the service with the Warlock Heavy Destroyers.
The origin of the concept is very obvious: a weapon system able to avoid another battle of the Line. Beyond the batteries of missiles and the defensive weapons, the main offensive arm of the large G.O.D. satellites was a weapon "able to destroy a Sharlin Cruiser with a single shot, at ranges exceeding the standard range of the Minbari main beam weapons". Even if the range requirement was just accomplished, the Star Navy Arsenals, the "weapon arm" of the EFRAD, went well beyond the requirements regards to the power of the weapon, as can be seen in the attached technical Data. The G.O.D. cannon is a complex weapon, a large linear particle accelerator fed by a battery of Synchrothrons (accumulation rings) See technical schematics .
The heavy particles (cesium nuclei) are accumulated and accelerated in the primary accumulation rings, until the buildup of a discharge is completed. Then the particles of all the accumulation rings are released in a collector an driven in the barrell of the weapon, that is a linear accelerator able to increase the speed/energy of the particles to relativistic levels and drive them against the target: the concept is very classic, but the technologies employed are very advanced, mainly in the magnetic fields generators and in the control of the particle stream.

The early models of G.O.D. cannons had three large accumulation rings, but the progress in the synchronization of the primary feeders, the devices that drive the particle streams from the accumulation rings to the collector, enabled to build weapons with an elongated design like the Mk V, that allowed this weapon to be installed in the hull of a ship, the Warlock class destroyers, giving to the SeaQuestian ships a firepower never experienced before, and up to the long ranges. The drawbacks of the G.O.D. cannons are the low rate of fire and the dimensions, that imposes a spinal installation.

The accumulative working principle, yet applied in the Omega heavy particle/pulse cannons, allows a peak power that can be enormously higher than the average power used to feed the weapon, and is this capability to operate a "buildup" of the discharge, in addiction to the long barrell of the second stage accelerator, is the technology that gives to the G.O.D. cannons their impressive destructive power: to give an idea, can be taken as reference the most infamous beam weapon in standard use in an ISA Navy, the "Nur'nil'bok" ("lone sword"), the main bow beam of the Minbari Sharlin Warcruisers. This exceptional (and deadly) weapon has a core diameter of 10 meters, and a power output of more than 7300 Terawatts in continuous mode, and this means that even the power input must be the same.
The Aegis Mk V of the Warlocks has a maximum power input of 2400 Terawatts, about twice a Raytheon OMEGA cannon, but a maximum discharge, with a buildup time of 30" and a discharge time of 1", has an instantaneous power output of 75000 Terawatts: this means that, even with a low rate of fire, the peak power on the target is more than ten times the power of a Sharlin, while the enormous Mk X of the Tillmans (45 Megatons/discharge) and Mk XIII of the Centurions (65 Megatons/discharge) are weapons with a power level close or eventually superior respect to the weapons used by some of the First Ones ships, like the Shadow battlecrabs (in fact the aegis Mk V has yet a peak power that is superior to a Shadow battlecrab beam, even if a battlecrab can shoot continuously).
This "overkill" capability has a simple consequence: there is no defence. None of the ship of the Younger Races can survive this power, and even many "Ancients" could find nearly impossible to oppose an attack brought on with a G.O.D. cannon.

Actually, the models in service are the Mk IV (G.O.D. Satellites), the Mk V (Warlock class destroyers), the Mk VI (Nike class Cruisers), the Mk IX (Nova II Dreadnoughts), the Mk X (Tillman Heavy Dreadnoughts) and the Mk XIII, the most powerful, on the Centurion Class Dreadnoughts. Actually the new batches of the Warlocks and Nikes and the next batch of the Centurions, will be equipped with the E-1 variants of the Mk V, Mk VI and Mk XIII, that incorporates a fast discharge technology (Pulse Compression) that enhances the penetrating power. (Note: The Mk VI is a lightly shortened variant of the Mk V)

The first shot in combat of the G.O.D. cannons of a Warlock was fired in the "Strelas'tha" incident of 2262, incidentally aginst a "rebel" Minbari Sharlin, (see Strelas'tha incident dossier), while the first large scale operational use of these weapons was during the Drakh attack of 2265: the Mk III cannons of the G.O.D satellites were capable to nearly vanquish the attacking Drakh forces, even if this was not enough to avoid the spreading of the Plague nanovirus, while in that same battle, the heavy destroyers Warlock, Enchantress, Sorceress, Necromancer, Rhiannon, Persephone, Titans (Navy) and Styx (EFNI) fired their G.O.D. cannons against the warships of the Drakh fleet: The Aegis Cannons fired 72 double discharges and 69 hit the targets, obliterating them with a single shot. Until today, each time a G.O.D. cannon discharge has reached his target, it has demonstrated a terminal effectiveness, with a 100% kill ratio.


TECHNICAL DATA: Star Navy Arsenals AEGIS Mk V "Warlock" Heavy Particle G.O.D. cannon

Designer/builder: Star Navy Arsenals .
Mode: discharges of 0.6"-1.2"
Power/Feeding requirements: 3820 Terawatts (3820e12 Watt) for the single barrel-
Range(effective): 75,000 km
Rate of fire: Maximum, 5 discharge/minute.
Nominal bore: 6 meters (barrel bore, 9 meters)
Energy for each shot/discharge: 65,000 Terajoules (65000e12 joule, 15.5 Megatons)
Nominal piercing power, solid steel: n/d

TECHNICAL DATA: Star Navy Arsenals AEGIS Mk VI-A Heavy Particle G.O.D. cannon

Designer/builder: Star Navy Arsenals .
Mode: discharges of 0.6"-1.2"
Power/Feeding requirements: 1980 Terawatts (1980 e12 Watt) for the single barrel-
Range(effective): 75,000 km
Rate of fire: Maximum, 4 discharge/minute, standard 2 discharge/minute
Nominal bore: 6 meters (barrel bore, 9 meters)
Energy for each shot/discharge: 51,510 Terajoules (51510e12 joule, 12.3 Megatons)
Nominal piercing power, solid steel: n/d

TECHNICAL DATA: Star Navy Arsenals AEGIS Mk XIII Heavy Particle G.O.D. cannon

Designer/builder: Star Navy Arsenals .
Mode: discharges of 1.8"-2"
Power/Feeding requirements: 12500 Terawatts (12500e12 Watt) for the single barrel-
Range(effective): 75,000 km
Rate of fire: Maximum, 5 discharge/minute, standard 1,5 discharge/minute
Nominal bore: 12 meters (barrel bore, 20 meters)
Energy for each shot/discharge: 272,000 Terajoules (272000e12 joules, 64.8 Megatons)
Nominal piercing power, solid steel: n/d

Star Navy Arsenals Heavy Particle G.O.D. cannons:

http://efni.org/Images/weapons/GOD.gif
Heavy particles cannons - AEGIS series - technical schemes

http://efni.org/Images/weapons/GOD2.gif
SeaQuest
18-12-2005, 04:31
One of the newest developments in the weapon systems is the Fusion Pulse Cannon, a weapon outcome of the last advancements in the Gravitic enhancement of the fusion process. The buildup of the energy of the plasma bolt is obtained inside the barrell of the weapon, that is, by all the points of view, the matching of a Gravitic fusion reactor and a plasma pulse accelerator. The main advantages are the enormous power of a bolt, the high speed and the enhanced range of the bolt itself, and the relatively low energy consumption, while the disadvantage of such weapons are the weight, the bulk dimensions and the cost; the Gravitic Fusion Pulse Cannons have shown itselves devastating at the short and medium ranges, with terminal effects of a magnitude order highers than the ones of the classic Pulse cannons, and an impressive rate of fire. SEE TECHNICAL SCHEMATIC


TECHNICAL DATA: Westhinghouse-O.T.O. Melara M381 Heavy Gravitic Fusion Pulse cannon

Designer/builder: Westhinghouse-O.T.O. Melara .
Mode:Pulses
Power/Feeding requirements: 296 Terawatts (296 e12 Watt) - the power output is 1150 Terawatts.
Range(effective): 1280 km
Rate of fire: Maximum, 120 pulse/minute, standard (on Centurion Dreadnoughts) 80 pulse/minute
Nominal bore: 4*12 meters (barrel bore, 12*28 meters)
Energy for each shot/discharge: 860 Terajoules (860 e12 joules)
Nominal piercing power, solid steel: 92 meters

Westhinghouse-O.T.O. Melara M381 Heavy Gravitic Fusion Pulse cannons

http://efni.org/Images/weapons/fpg.gif

http://efni.org/Images/weapons/FPGL.gif
SeaQuest
18-12-2005, 04:34
The Hyach Spinal laser technology was acquired (salvaged) by the Star Navy shortly after the Altera-Minbari war. It still remains one of the most powerful known raking/piercing weapons, with the advantage of being uninterceptable, but it is very difficult to integrate in an Star Navy tech based ship, due to the power drainage and cooling requirements. The development of pulse/particle beams for the Omega class destroyers and of the G.O.D. particle cannon absorbed the bulk of the Star Navy weapon systems r&d capabilities, so the reserach around the spinal laser went on slowly, until in the late 2250, when an old but effective principle was applied to the Spinal laser: a Q-spoiling device. This device converted the spinal laser in a pulse weapon, eliminating its raking capability. However, the single pulse of the Q-spoiling spinal laser allowed it to pack the same energy of a 6" full power discharge in a single 0.02" burst, with a magnificent piercing power retained at the maximum range. The weapon itself drained a lot less power in a controllable way (the power input efffects only the rate of fire, not the power of a single shot ), and developed less than a quarter of the waste heat of the original type, allowing a light and sleek overall installation. Unable to compete with the heavy particle GOD cannon in terms of raw power, it is instead a good choice to give a long range punch to new medium and light units, and can be retrofitted on older ships, at a fair cost, without overwhelming their power distribution plant.

The limit of the istantaneous power of a classic optical laser is set by the reflectivity of the two mirrors (aft and fwd) of the laser: part of the energy (light) treated by the laser is not reflected by the mirrors, but is absorbed by them; more powerful is the laser, more high is the absolute energy adsorbed by the mirrors. Above a given power level, the mirrors overheath and melt, or sublimate. The original Hyach spinal lasers, and the classic lasers used by the Star Navy and by other known races used mirrors made of a tungsten alloy, with a complex cooling system. The actual Star Navy Q-spoiling laser utilizes mirros made of an inorganic liquid crystals polymer that has twelve times the reflectivity of the old mirrors, and twice the thermal capacity: this means that a Q-spoiling laser of actual production can manage 20-25 times the instantaneous power of the old lasers: this new technology, in conjunction with the Q-spoiling pulse compression principle, allowed to build a family of weapons with an inusitate piercing power, unmatched by any other known type of weapon of the Younger races. Obviously, this doesn't means that the Q-spoiling lasers are the definitive weapon: the high piercing power is not necessarily united with the raw destructive capability of a plasma weapon or of some types of raking weapons, like heavy particle beams or similar (*except for the A.M.S. T-1000 Q-laser of the Gladium Assault ships, whose extreme power induces different effects on the target, with high level of induced damages.).

In any case, a discharge of Q-laser is almost always able to pierce the armor of a target, and able to inflict heavy damage to any device or system directly on the trajectory of the laser inside the hull. Must be added that the actual models of Q-lasers, either the spinal and the turret models, have a fairly high rate of fire, and so, with a sustained ripple, are able to inflict a devastating cumulative damage. The weapon system (General Electric GAD 16-U) of the Nike Cruisers is based on this principle, and has proven itself extremely effective in combat.


Actually, the "Q-Lasers" are installed in a spinal emplacement on the Nova Delta Dreadnoughts (A.M.S. QSL -2E), on the Lupo frigates (A.M.S. QSL - 3S) and on the Vigilante Patrol Corvettes and are proposed for the Omega. Some turret mounted types have been developed: the powerful A.M.S. QSL 2T Long Lance, designed for the Tillman Dreadnoughts, the A.M.S. QSL - 4T installed on the Centurion and the Nova II Dreadnoughts and the A.M.S. QSL - 5T proposed as a retrofit for the Nova Beta: they have a shorter barrel, a more compact cooling system, and a power of about 75% of the spinal models. The same cannon is available for spinal installation on lighter ships (A.M.S. QSL - 5S).

The A.M.S. T-1000 is a special purpose Q-spoiling Spinal Laser, whose length is about one kilometer: the details about this weapons are classified; it was developed in accordance with the specifications and under a contract issued by the E.F.N.I. to satisfy the requirement for an uninterceptable and unshieldable weapon with extreme piercing power, greater than the ones of the Mk XIII G.O.D. cannons and of the Quantum Discharge Weapon of the Victory Class ISA Destroyers. The only detail that can be published is the declaration of an official speaker of the Empire - "The T-1000 can penetrate more than a mile of solid steel". Further details will be published when the Joint Staffs of the Imperial Navy will allow the disclosure/declassification - We apologize for this necessary censorship. - The T-1000 is the Main weapon of the Gladium Class Heavy Assault Vectors.

TECHNICAL DATA: A.M.S QSL Q-Spoiling spinal lasers.

Q-spoiling Spinal Laser
http://efni.org/Images/weapons/spinal.gif

A.M.S. QSL - 2T "Long Lance" Q-spoiling Hard-Ray Heavy Laser.

Designer/builder: Selenia-Marconi Systems.
Mode:Pulses of 0.02" of duration
Power/Feeding requirements: 100 Terawatts (100 e12 Watt)
Range(effective):70,000 km
Rate of fire: Maximum, 110 pulse/minute.
Nominal bore: 0.533 meters
Energy for each shot/discharge: 64 TeraJoules (64 e12 joules)
Nominal piercing power, solid steel:210 meters
http://efni.org/Images/weapons/QSL2T.gif

A.M.S. QSL - 3S Q-spoiling Hard-Ray Spinal Heavy Laser.

Designer/builder: Selenia-Marconi Systems.
Mode:Pulses of 0.02" of duration
Power/Feeding requirements: 65 Terawatts (65 e12 Watt)
Range(effective):50,000 km
Rate of fire: Maximum, 120 pulse/minute maximum, standard 40 pulse/minute
Nominal bore: 0.356 meters
Energy for each shot/discharge: 31 TeraJoules (31 e12 joules)
Nominal piercing power, solid steel:180 meters



A.M.S. QSL - 4T "Equalizer" Q-spoiling Hard-Ray Heavy Laser.
http://efni.org/Images/weapons/qslt.gif

The General Electric Gad 16 U is a weapon that is non conventional respect to a class of weapons, the Q-lasers, that are non conventional in itselves.
This compact system was designed in the late 2260's taking into account the particular needs of the Nike class cruisers: the concept of the GAD 16 U is based upon the saturation of a target with highly piercing laser shots: all in all, an engagement is not based upon the power of a single discharge, but upon the cumulative effect of many weapons firing on a same area.
At 800 shots/barrell/minute, an engagement, that usually is 1-1.2" long and carried on with three or four turrets means that a target can find itself with an area of about 50 or 100 meters of diameter with something like 500 or 600 holes of a span of diameter and some tenths (or hundreds) of meters deep through hull and internal system: this has repeatedly shown to be well enough to "sing the last song" to a Drakh cruiser.
While not used on other ships, and while being really somthing "strange" in the weapon systems panorama, the GAD 16 U is someway a masterpiece of optics and high technology, but there are even the "versus" arguments: small dimensions and light weight, high rate of fire, impressive piercing power, awesome accuracy and reaction time, while giving the interesting outcomes exposed above (and, BTW, the "Terminator Cannon" is even an excellent antifighter weapon) are paid in terms of cooling needs, maintenance, and, mostly, high costs.
In fact the whole Nike project is something ahead of the Star Navy standard technology, and even the exceptional combat performances has not avoided tho the GAD 16 U and to the Nike battle cruisers to become "special weapons" for special purposes: at the end, a Nike costs something like 1.5 Warlock Destroyers, and this means something.


TECHNICAL DATA: General Electric GAD 16 U "Terminator" Q-spoiling Hard-Ray Heavy Laser.


Designer/builder: General electric.
Mode:Pulses of 0.02" of duration
Power/Feeding requirements
Feeding requirements: 65 Terawatts
Range(effective):40,000 km
Rate of fire: Maximum, 800 pulse/minute, standard (on Nike class) 760 pulse/minute
Nominal bore: 0.2 meters
Energy for each shot/discharge: 4.7 Terajoules
Nominal piercing power, solid steel:112 meters

General Electric GAD 16 U "Terminator" Q-spoiling Hard-Ray Heavy Lasers.
http://efni.org/Images/weapons/qsl.gif
SeaQuest
18-12-2005, 04:37
The Beam/Pulse weapons are a family of complex, effective and versatile system that allows the use of the same barrel both as a Plasma or as a Pulse Cannon and as an heavy particle beam. This technology, exclusive of the Star Navy, that allows the use of a same weapon for two completely different modes, Plasma Pulses (Higher power and damage), and Particle beam pulses (Higher range) has relevant tactical advantages and has given excellent proof with many products; the dual bolt/beam technology is one of the better protected Star Navy secrets.

The pulse-particle beam cannons of the OMEGA type are an hybrid particle beam weapon, like the Centauri and Narn main particle beams, but in the higher range of power output, with an added plasma bolt capability for short range antiship warfare and, in high rate of fire pulse mode double themselves as anti-fighter defence and as interceptors. All this is packed in an extremely compact turrett, whose dimensions can easily mislead the valuation of the real power of the OMEGA, while in fact are the outcome of years of research, developement and hard design efforts.
The OMEGA cannon is one of the most effective and powerful weapons known:as said it can operate in plasma pulse mode (medium rate of fire, high energy bolts), in interceptor mode (high rate of fire, medium energy pulses) or in particle beam mode; in this case, the emission is a beam of high energy particles (Ionized Cesium atoms) beam, that is electrically neutralized just before the exit from the barrell: the fire mode, in this case, can be continuous (Raking mode), but the standard mode is a series of discharges of 0.5-1.2 seconds of duration, that allows a peak power double than the continuous beam emission, and that allows, besides a raking effect, an excellent penetration.
The design of the weapon allows an instantaneous switch between the pulse and the beam mode: at medium and short distances this capability can be exploited in the "dual fire" : while an high power discharge is built up in the accumulation ring, the barrell can operate in pulse mode without interferences, and so it is possible to fire upon a target with a continuous bombardement of three-pulses plasma bursts immediately followed by a beam discharge, by another pulse burst and so on: this type of attack is something that very few targets can hope to survive

In the days of its inception and along all its service, the Raytheon OMEGA cannon gave to the Imperial Destroyers a firepower that was a quantum leap respct to older designs, placing them at a level of excellence among the warships of the Younger races: the pulse mode, at short distance, allowed effects on the target that, while not exceeding the performances of the broadsides of a Nova, were anyway impressive. The heavy particle beam mode gave an unprecedented effectiveness at all the ranges, matched with an easy targeting and to a penetration on the target that is at a level on par or superior to almost all the capital ships of other alien powers, and was one of the resons that made of the Omega destroyers one of the most effective and deadly warships ever seen: the Omegas, thanks to the combination of firepower, protection, sturdiness and an overall equilibrated design, have proven themselves to be at least on the same level of the extremely advanced Drakh cruisers, superior to all the other capital ships but the Minbari, and have been a key factor in the survival of the human race and in the victory of the ISA against the Drakhs.

The SUPEROMEGA cannon is another Masterpiece, as was at the time of his inception the OMEGA heavy Particle/pulse cannon.
This new weapon is exactly the conceptual equivalent of the Omega cannons, I.E. a same, compact weapon able to treat either plasma discharges and a powerful, long ranged particle beam. Given the success and the effectiveness and operational versatility of the original system, the R&D team of the Raytheon Co. attempted a further step, the matching of the Ion Bolt technology of Centauri derivation, and the "Slicer beam" technology of the "Shadomegas". The problem was that all the units of the "Shadow beam" were lost, but in this occasion the Technical Division of the EFNI was really helpful: the technical branch of the Service was able to collect, organize and salvage a large amount of informations, thanks to his investigations and thanks to testimoniances and interviews with the survivors of the "Omega-X" personnell and of the technical teams that followed that project.
A five years research program, started in the January of 2269, produced a compact, extremely powerful and affordable weapon of about the same dimensions of the OMEGA cannon: the capabilities are impressive, given the piercing and explosive power of the large calibre Ion bolts of this new weapon, and the penetration and raking capabilities of an high density, high amperage antimatter beam. In the Ion pulse mode, this weapon operates in the same way of the Ion bolt weapons (see "Ion bolt weapons") - In the Antimatter beam mode, it operates as an high efficience particle accelerator, as the original OMEGA cannon, but the feeding system is totally different: instead of the original heavy particles accumulation ring, there is a double ring that operates in two stages: the first stage acts as an antimatter generator, the second ring, that is the feeder of the cannon, is an antimatter accumulation ring. The same process, in the original shadowtech weapon, was entirely accomplished in the barrell of the weapon, but the rate of fire was low, the barrell, heavy and bulky, induced aiming problems and slow tracking of the target, while the new feeding system is simpler, allows more power and a higher rate of fire, and it's a lot more affordable and resistant than the original coaxial feeder.
The SUPEROMEGA actually is standard issue for both the upgraded Omega Brightwarrior destroyers and for the Nova Delta Brightwarrior DN.
Some unclassified data are availble, but other data and internal devices are highly classified, and cannot be published - We sincerely apologize to the public for this necessary limitation.

Both the OMEGA and SUPEROMEGA are available even in a "spinal" fixed variant, characterized by the large magnetic deflector at the bore of the barrell, that allows the steering of the beam and of the bolts projected in order to allow to aim the fire against a target. This configuration is overall equivalent to the turret variant, with some minor penalties in the effective range and the add-on complexity of the deflector.

TECHNICAL DATA: Raytheon OMEGA Heavy Particle Beam/Plasma Pulse Cannon.

Designer/builder: Raytheon.
Mode: Particle continuous beam/Plasma Pulses.
Power/Feeding requirements: 1050 Terawatts
Range(effective): 26,000 km / 290 km
Rate of fire: Particle continuous beam/Plasma 250 pulses/barrel/minute.
Nominal bore: 4 meters / 5.5 meters (Barrel bore, 12 meters)
Power output : 1050 Terawatts (continuous beam) - 1910 Terawatts (1" bursts)
Energy for each shot/discharge:80 Terajoule/bolt - continuous fire @ 1050 TW, bursts @ 1910 TW.
Nominal piercing power, solid steel: 48 meters ( Continuous Beam )*/44 meters ( plasma pulse)

*The piercing power is nominal, and related to a beam travelling across the target @ 50 meters/sec. The Raytheon Omega is a raking weapon. A particle beam travelling across the target at 25 meters/sec. can reach a nominal piercing power of about 45/50 meters of solid steel. The Raytheon OMEGA cannon is one of the most dangerous and effective weapons of the Earthforce arsenals, thanks to his power an his polyvalence: it's able to cover long range anti-ship warfare, short range anti-ship warfare, medium and short range anti-fighter warfare, Interceptor.

Raytheon OMEGA Heavy particle beam/Pulse Cannon
http://efni.org/Images/weapons/omega1.gif

TECHNICAL DATA: Raytheon SUPEROMEGA Heavy Antimatter Streamer/Ion Pulse Cannon.

Designer/builder: Raytheon.
Mode: Antimatter Particle continuous beam/Ion Bolts.
Power/Feeding requirements: 1450 Terawatts
Range(effective): 38,000 km / 3700 km
Rate of fire: Antimatter continuous beam/Ion 300 pulses/barrel/minute.
Nominal bore: 3.5 meters / 5.5 meters (Barrel bore, 12 meters)
Power output (continuous beam): 1305 Terawatts (continuous beam) - 2600 Terawatts (1" bursts)
Energy for each shot/discharge:95 Terajoule/bolt - continuous fire @ 1300 TW - bursts @ 2600 TW.
Nominal piercing power, solid steel: CLASSIFIED ( Antimatter Beam )*/58 meters ( Ion Bolts)

*The piercing power is nominal, and related to a beam travelling across the target @ 50 meters/sec.

Raytheon SUPEROMEGA Heavy Antimatter Streamer/Ion Pulse Cannon.
http://efni.org/Images/weapons/superomega.gif

The Raytheon WI 999 is one of the two hybrid ion weapons actually in use, the other being the Raytheon SUPEROMEGA. An outcome of the Brightwarrior project, it was designed to give to the Warlocks and to the Nikes the superior performances of the Ion cannons matched with the long range of the particle beams; it was indeed an excellent weapon, but the Star Navy, with some valid reasons, gave its preference to the MI 190 Ion Cannon, that allowed similar performances in almost all the tactical situation except the longer ranges, but at a vastly lower price and without the need to replace the whole turrets. In fact, the long range arms of both Warlocks and Nikes are the heavy particles G.O.D. cannon, the missiles and the Starfuries, and so the beam capability was not really needed. This accurate and powerful weapon, anyway, due to its operational flexibility in some particular tactical situation, has been chosen by the EFNI Naval Service as a standard issue and it is the equipement of the E.A.S.Styx and, funding allowing, will be eventually embarked even in the Nike cruisers of the EFNI.

TECHNICAL DATA: Raytheon WI 999 Heavy Ion /Particle cannon

Designer/builder: Raytheon.
Mode: High speed Ion Bolts/Particle beam pulses
Power/Feeding requirements: 345 Terawatts for the twin mount.
Range(effective): 8500 km (ion)/18000 km (Beam)
Rate of fire: Standard, Ion bolts, 55 pulse/minute/barrell / 60 discharges/minute/barrell (0,4" duration/discharge)
Nominal bore: 2 meters (Barrel bore 5 meters)
Energy for each shot/discharge: 172 Terajoules (172 e 12 joules) pulse/120 Terajoule/discharge (beam)
Nominal piercing power, solid steel: 94 meters (ion bolts)/38 meters (beam)

Raytheon WI 999 Heavy Ion Cannon/Particle Beam
http://efni.org/Images/weapons/WI_999.gif
SeaQuest
18-12-2005, 04:39
During all its space expantion history, the Imperial Star Navy based its anti-fighter/anti missile defence on two main systems: the Interceptors/energy web, able to disrupt the incoming fire of Plasma bolt and particle weapons, and to intercept and destroy missiles and fighters at close range, and a powerful covering of fighters. This combination proved herself extremely effective through the Dilgar War, and in the skirmishes during the whole period until the Minbari War. During this devastating conflict, both the Nova and, in a lesser measure, the Hyperions, found themselves ill-equipped against the Nials fighters, almost always presents in numbers larger than the earther Starfuries, and qualitatively well superior to the fighters of the Star Navy In many occasions, units that could survive a combat with the Minbari were destroyed by the implacable attacks of the Nials, lacking a weapon system more powerful and ranged than the interceptors, but quick and small enough to deal with the nimble and fast fighters.

The technological answer was the pulse/particle weapons, systems able to operate in dual mode, with a particle beam for the higher distance, and a fast rate of fire plasma pulse mode for the medium and short range covering. The very first of these systems was the Walther-Raytheon WR 1000, that saw the combat in the final weeks of the Altera-Minbari war, and proved itself really more effective than the older systems, able, in some measure, to oppose the overwhelming superiority of the Nials.

This early weapon evolved in the more powerful Walther-Raytheon WRK 1005, that became the standard equipment of the Omega destroyers and of many more new Star Navy Units, a weapon able not only to offer an extremely effective anti fighter capability, but able, at the medium to short ranges, to inflict heavy damage at larger warships. Its double pulse/particle beam mode allows a flexibility and performances unmatched by any other former design. The Walther/Raytheon WRX 1028, actually embarked mainly on the Warlock Destroyers and on the newest units, is a smaller design better suited to the anti fighter/anti missile defence, due to the higher rate of fire. Both these weapons will remain in production for long years, thanks to their effectiveness and polyvalence, and are integrated in the Interceptor Grid Mk II and Mk III.

TECHNICAL DATA: Walther-Raytheon WRK 1005 Light Particle Beam Pulse Cannon


Designer/builder: Walther/Raytheon.
Mode:Plasma Pulses/Particle Continuous beam
Power/Feeding requirements: 180 Terawatts
Range(effective):350/5500 km
Rate of fire: 380 pulse/minute/continuous beam
Nominal bore: 1.25 meters (barrel bore,3.5 meters)
Energy for each shot/discharge: 18 Terajoules (18 e12 Joule)/175 Terawatts (continuous beam)
Nominal piercing power, solid steel: 22 meters

Walther-Raytheon WRK 1005 Light Pulse Cannon
http://efni.org/Images/weapons/wrk1005_E.gif
SeaQuest
18-12-2005, 04:53
The mainstay of the Centauri artillery weapon systems, as well known, are the Ion weapons. Beyond the Centauri, only the Minbari, among the Younger races, shared the conceptual know-how about this type of weapons, even if only the Centauri evolved this tecnology to an unparalleled effectiveness, while the Minbari abandoned the concept hundreds of years ago.
The Ion Cannons are the further step after the pulse/plasma weapons: the "Ion" bolt itself is of the same physical nature of the plasma ones, but the Centauri are able to obtain extremely powerful and dense bolts with exceptional destructive power, either in terms of penetration and raw energy release on the target, and ranges well beyond the usual limits of the bolt weapons, due to the high speed of the ion discharges that the Centauri were able to obtain. The advantages of this type of wepon are clear: the high penetrating power matched with the explosive effects and the impulsive high energy release of a powerful plasma cannon, with relatively contained power feeding, and a range confrontable with the most common beam weapons.
Earthforce developed an interest in the Ion bolter technology after the "Thirdspace Aliens" incident of Babylon 5: the Heavy fighters (class "3 alpha") utilized by the Alien race are protected by a type of "energy field/energy shield", able to resist the fire of the plasma bolters of the fighters, and in some degree the fire of the particle weapons, but not sufficiently powerful to survive the fusion pulse cannon fire of the Whitestars: in case of an engagement with such adversaries, the antifighter weapons (WRK1005) of the Omega destroyers and of almost all the Star Navy ships could be ineffective, while the powerful Ion weapons of the Vorchans have power and rate of fire well in excess to destroy the Class 3-Alpha targets with a single hit. the Twin Ion array of the Vorchans has such dimensions to barely fit on the mountings of the WRK1005, so it would be an excellent alternative for an upgrading of most part of the Star Navy Space Fleet.
There was an obvious problem: the Centauri, given the stressed relations with the ISA in that period, were all but available to give access to one of their most relevant military technology. Even the rare relics of damaged or destroyed Centauri vessels didn't revealed the true nature of the Ion technology, Neither to the Star Navy, nor to the other members of the ISA.
In the Wake of the "Damocles" initial report about the menace of the Thirdspace Aliens, the Star Navy pushed the research about some key technologies: in this particular area, the EFNI was able to gather fundamental informations that allowed the EFRAD to break the curtain of the Ion technology, and to develop a small family of weapons with sufficient power to ensure the single-shot kill capability against the class "3 alpha" target for the smaller weapons, and the penetratione of the gravitic shield of the capital ships for the larger cannons (Raytheon M190, Raytheon SUPEROMEGA), thanks to the high energy density and the high speed of the bolt.

The Ion Weapons technology is refined, and based upon brilliant principles: outside the barrell, a "Ion" bolt is simply a neutral plasma bolt, not conceptually different from the ones of a plasma or pulse weapons, even if much more dense, powerful and fast, but inside the weapon the processing of the bolt is extremely different from the classic plasma weapons. First of all, the Centauri developed a particular magneto-gravitic containement field extremely powerful, and conceptually assimilable to the fields of the Gravitic striction fusion reactors and weapons, but generated by a very compact device and with an extreme density. This allows to process a large quantity of fully ionized heavy atoms, and to pack them in an very dense form in the main chamber of the barrel; the bolt is easily accelerated along the barrell of the weapons (a simple, higly efficient LINAC), thanks to his excellent electric charge/mass ratio, that allows high speeds in relatively short barrels. At this point is obtained a dense, fast, extremely energized plasma bolt, that, because of his high positive charge, would dissipate in a few hundred meters...except for the fact that the Centauri were able to develop a charge neutralization system that injects a well calibrated free electron multiple stream in the muzzle of the weapon, and neutralizes the bolt, that, from this point, works like a normal plasma bolt. The most technologically demanding devices of such a weapon are the containement/compression fields, and, mainly, the neutralization system in the muzzle of the weapons, with its fast operating and self calibrating synchronization circuits.

The EFRAD, in conjunction with the research teams of the most important weapons design companies, was able to develop, validate, and produce two weapons that enable a quick and simple (and expensive, by the way) upgrading of the antifighter defence and of the Interceptor Grid of the Star Navy ships. The application of the technologies developed by the Star Navy in its double function weapons (particle/bolt and particle/plasma), and in the gravitic fusion plasma cannons, allowed to quickly develop a proprietary Ion technology.

One of the considerations that induced almost all the other ISA members (Except obviously the Minbari) to give up about the Ion technology research and development, was the fear for the high energy requirements of these weapons: in fact, this is not a correct approach. A weapon, except the internal fusion fed weapons, has a power output directly related to the power input: the Ion Cannons have an high energetic efficience, and the exceptional power of the Centauri weapons is due to the large power availability of their vessels.

Correctly, the Star Navy wasn't so much concerned: the Star Navy warships are notoriously slow, but this is not due a low power availability, it is related to the high mass of all the heavily armored Star Navy units: all the Imperial warships are very heavy for their dimensions, but with powerful engines and reactors, and a large power availability, so they are well able to manage the requirements of the Ion Weapons.

The actual production systems, (that have been developed as interceptor-capable) are the Raytheon SUPEROMEGA (see chapter "BEAM /PULSE WEAPONS"), the Walther-Raytheon WRI 2028, the substitute for the lightweight WRX1028, the Raytheon MI 190, that is designed to fit into the barrel holders of the M111 plasma/pulse cannon turrets of the Warlocks and of the Nikes, and the the twin barreled Westinghouse-OTO Melara WM 203 that has been designed to be the most powerful installation compatible with the WRK1005 emplacements of the Omegas and of the units that actually employs this weapon. This last technical choiche was not an accident: the WM203 is roughly equivalent to the Tavari ArmCo VOXX twin turrett of the Centauri Vorchan: this means that, with 12 emplacements, an Omega or a Nova Delta can develop a firepower nominally equivalent to six Vorchans: given the firarcs and the position of the Star Navy weapons, a single target will be always subject to a firepower equal to the one of three/four Vorchans, and this only with the secondary weapons! So, while the antifighter/antimissile and the interceptor capability is not only retained, but vastly improved (with some overkilling, if this expression has some conceptual validity), the antiship firepower is vastly improved, and made of the various units utilizing this weapon (Omega, Nova Delta, Nova 2, Lupo) a furtherly more dangerous challengher.

A collateral information: after the liberation of the Centauri Republic from the Drakh infiltration, and after their rejoin of the ISA, the Star Navy restarded the traditionally close and friendly relations with the Centauri Republic.
One of the first discussions required by the Republic to clarify the "Ion Technology situation" led to some interesting consequences: first of all, The Earth Alliance signed a non disclosure agreement, to keep the secrecy about this technology; the Star Navy procurement agency paid the Royalties for the utilization of the ion technology, and, in exchange, the House Tavari Armament Company, builders of the Vorchan Class Warships and traditional suppliers of the Centauri Navy, became the first alien company to be listed in an Imperial stock exchange (HTAV.C - NASDAQ).

TECHNICAL DATA: Raytheon MI 190 Heavy Ion Cannon

Designer/builder: Raytheon.
Mode: High speed Ion Bolts
Power/Feeding requirements: 315 Terawatts for the twin mount.
Range(effective):8500 km
Rate of fire: Standard, Ion bolts, 60 pulse/minute/barrell, (Warlock)
Nominal bore: 2 meters (Barrel bore 5 meters)
Energy for each shot/discharge: 155 Terajoules (155 e 12 joules)
Nominal piercing power, solid steel: 90 meters

Raytheon MI 190 Heavy Ion Cannon turret.
http://efni.org/Images/weapons/MI190_E.gif

TECHNICAL DATA: Walther-Raytheon WRI 2028 Ion repeater.

Designer/builder: Raytheon.
Mode: High speed Ion Bolts
Power/Feeding requirements: 62 Terawatts.
Range(effective):2500 km
Rate of fire: Standard, Ion bolts, 750 pulse/minute
Nominal bore: 0.8 meters (Barrel bore 1.2 meters)
Energy for each shot/discharge: 4.8 Terajoules (4.8 e 12 joules)
Nominal piercing power, solid steel: 21 meters

Walther-Raytheon WRI 2028 Ion repeater.
http://efni.org/Images/weapons/WRI2028.gif

TECHNICAL DATA: Westinghouse-OTO Melara WM 203 Twin Ion Array.

Designer/builder: Westinghouse-OTO Melara
Mode: High speed Ion Bolts
Power/Feeding requirements: 150 Terawatts.
Range(effective):3200 km
Rate of fire: Standard, Ion bolts, 120 pulse/minute/barrell
Nominal bore: 1.1 meters (Barrel bore 1.8 meters)
Energy for each shot/discharge: 38 Terajoules (42 e 12 joules)
Nominal piercing power, solid steel: 55 meters

Westinghouse-OTO Melara WM 203 Twin Ion Array.
http://efni.org/Images/weapons/WM203.gif
SeaQuest
18-12-2005, 04:54
The Plasma cannons and the Plasma pulse cannons have been the mainstay of the fleet arsenals from the dawn of the Star Navy expansion beyond the solar system, through the acquisition of the pulse compression technology from the Dilgars. The Plasma weapons are a simple and effective concept: high temperature plasma (helium collected from the fusion reactor of a starship, but even other gases like Xenon or argon, used by the Star Navy, ionised and heathed inside the barrell), is accumulated in a containement chamber inside the weapon. Once the necessary Plasma charge is accumulated, the "bolt" itself is compressed, to allow the maintenance of concentration for a given time, released in the barrell of the weapon and accelerated by elctromagnetic fields. The energy accumulated in a bolt is impressive, and, until the bolt begins to decay and dissipate, it is able to inflict devastating damages, and allows high penetrating power. The main disadvantage of the plasma weapons are the short range and the energy and plasma drainage from the main reactors. The great advantages are the piercing power and the ability to release on impact a large energy pulse, able to damage either the outer and inner structures of a target due both the thermal-ablative effect and to the concussive-explosive effect of the Plasma bolt: this last effect is very important even in regards of the penetration mechanism: when the plasma bolt impacts an armour, it vapourises the material of the plate, and this generates even the equivalent of a powerful explosive blast, and a shockwave through the armour.
This "explosive" effect can be powerful enough to collapse mechanically and breach through armour and hull structure of a ship.
The Star Navy armours are less sensible to this effect due to the high mechanical (and thermal) resistance of the composite materials employed, and to the effective compartimentation, but the crystalline armours, while proportionally equally or even more effectives against beam weapons, are more brittle, and much more subject to the "concussive breaching" of the bolt weapons.

The Pulse technology is essentially a series of systems that enhance the plasma bolt compression and shaping, giving a better piercing power, and increasing slightly the range, and a fast feeding system that allows to increase up to an order of magnitude the rate of fire of a plasma based weapon.SEE TECNICAL SCHEMATICS

A classic example of heavy plasma weapon, the LPA 1000 was the standard equipment of the Rocketdyne Nova DN of the Beta series, and was born on the guidelines of all the Nova project "...so powerful to defeat the main capital ships of the most advanced races known".
Limited in range as all the plasma based weapons, it set new standards both for the design and for the inusitate power of the single bolts. Initially deemed as a surdimensionated and power thirsty system, it proved itself excellent, someway decisive during the Dilgar War and was one of the few effective weapons during the Minbari conflict, being able to cleanly bore through the armor of the main hull of the Sharlin cruisers. The piercing power is high, but still confrontable with the smaller systems used on the Hyperions; the explosive/concussive effect at the impact was instead, and still is, a punishment difficult to sustain even for the most advanced combat ships, as was also seen during the Drakh War, when the old Novas were able to win the artillery duel against many enemy warcruisers with their devastating broadsides.

TECHNICAL DATA: Westinghouse LPA 1000 "NOVA" Heavy Plasma array

Designer/builder: Westinghouse
Mode: Plasma Pulses.
Power/Feeding requirements: 95 Terawatts
Range(effective): 360 km
Rate of fire: Plasma 30 pulses/barrel/minute.
Nominal bore: 5 meters (Barrel bore, 17 meters)
Energy for each shot/discharge: 94 Terajoule/bolt
Nominal piercing power, solid steel: 40 meters.

Westinghouse LPA 1000 "NOVA" Heavy Plasma array
http://efni.org/Images/weapons/LPA1000_E.gif

The M152 was a relatively light weapon developed in the wake of the Minbari War as a new equipement for the Hyperion cruisers. The lack of interest of the Imperial Star Navy to furtherly develop this outdated class of warships hampered the success of an elsewhere excellent weapon, affordable, accurate, sufficiently powerful and both Interceptor and anti-ship capable.

TECHNICAL DATA: M152 plasma pulse cannon

Designer/builder: Westinghouse
Mode: Plasma Pulses.
Power/Feeding requirements: 66 Terawatts
Range(effective): 380 km
Rate of fire: Plasma 90 pulses/barrel/minute.
Nominal bore: 2.5 meters (Barrel bore, 4 meters)
Energy for each shot/discharge: 22 Terajoule/bolt
Nominal piercing power, solid steel: 19 meters.

M152 plasma pulse cannon
http://efni.org/Images/weapons/M152.gif

The HPPA Type 1505 was the first heavy plasma weapon using the "pulse technology", and overall an effective design: a conceptual replacement for the Novas' LPA 1000, was used only on the Nova N's of the EFNI, while the Imperial Star Navy put all its efforts on the new Omega destroyers, and their revolutionary weapon system.

TECHNICAL DATA: HPPA type 1505 Heavy Plasma Pulse Cannon

Designer/builder: Westinghouse
Mode: Plasma Pulses
Power/Feeding requirements: 175 Terawatts
Range(effective): 400 km/9000 km
Rate of fire: Plasma 50 pulses/minute/barrel
Nominal bore: 4.5 meters (Barrel bore, 20 meters)
Energy for each shot/discharge: 115 Terajoule/bolt
Nominal piercing power, solid steel: 55 meters (plasma)
http://efni.nstemp.org/Images/weapons/HPPA1505_E.gif

The HLPA 2011 is the last evolution of the Westinghouse "1000" series heavy plasma wepons. Large, heavy, complex, extremely powerful, it exploits the "Phased Plasma" technology, that ensures a superior density of the plasma bolt, with enhanced penetration and superior concussive effects.
The HLPA 2011 is one of the most destructive weapons actually used on the Star Navy warships, namely some Omega Gamma and, mostly, the Nova Delta Dreadnoughts. The HLPA 2011, during the Drakh war, has shown to be so accurate and potent to become one of the most thrusted systems for many years to come, and worthwile of further developments.

TECHNICAL DATA: Westinghouse HLPA 2011 Heavy Phased Plasma Array.

Designer/builder: Westinghouse.
Mode:Phased Plasma Pulses
Power/Feeding requirements: 470 Terawatts for the twin mount.
Range(effective): 540 km
Rate of fire: Standard, 60 pulses/barrel/minute
Nominal bore: 6.5 meters/5.8 meters, (barrel bore, 23 meters)
Energy for each shot/discharge: 235 Terajoules (plasma pulse)
Nominal piercing power, solid steel: 88 meters (plasma pulse)

Westinghouse HLPA 2011 Heavy Phased Plasma Cannon
http://efni.org/Images/weapons/hlpa_E.gif
http://efni.org/Images/weapons/hlpaL.gif

The Westinghouse "Mjolnir" is the very first heavy plasma mortar, ancestor of the plasma pulse mortars of the actual generation. Designed in the late 2210's as heavy antiship weapon, it entered in service in the 2225, with the Nova class Dreadnoughts. It is still today used on many classes of warships from the destroyer to superior cathegories.
The Mjolnir, even if relatively lightweight and simple, is a large and bulky weapon, short ranged and power thirsty, that has its best carachteristics in the high power and in the accuracy. The rate of fire is acceptable, the piercing power is good, while the concussive and explosive effects on the target are impressive. Is due to its short range effectiveness that it is still today used on large part of the ships of the fleet. Due to the dimensions, the Mjolnir was never fitted in a turret mount: it is installed in a fixed twin mount under the bow of the Novas and Omegas, in a quadruple mount in the bow of the Tillman heavy Dreadnoughts, on the sides of the bow of the Nova II, and on the sides of the hull of the Warlock Destroyers. During the early 2250's was developed a variant of the Mjolnir, the EM2 , more powerful and with an articulated mount, to be used as antiship battery in fixed space installations, like shipyards, arsenals, orbital outposts and stations.
It was the main antiship defence weapon of the M3xx series orbital outpost core stations and of the Babylon series diplomatic stations.

TECHNICAL DATA: Westinghouse HPM 1 Heavy Plasma Mortar

Designer/builder: Westinghouse.
Mode:Pulses
Power/Feeding requirements: 242 Terawatts
Range(effective):180 km
Rate of fire: 50 pulse/minute
Nominal bore: 9*18 meters (barrel bore, 12*28 meters)
Energy for each shot/discharge: 290 Terajoules (290 e12 Joule)
Nominal piercing power, solid steel: 31 meters.

HPM 1 Heavy Plasma Mortar
http://efni.org/Images/weapons/Mjolnir.gif

The actual Plasma Pulse Mortars are the last developement of the pure plasma weapons. Employing the pulse technology and a new "flat" barrel design that improves the penetrating power, they are among the most effective weapons actually used on the Star Navy units.
The most distinctive characteristics of this type of design are the extremely high power respect to the light weight and the simple construction, that allows high production rates, low cost and an exceptional cost/effectiveness. Since their inception in 2268, the plasma mortars, employed both on the Lupo Frigates (HP-01A) and on the Vigilante Patrol Cutters (HP-08A), have proven themselves an excellent, affordable weapon.


TECHNICAL DATA: Westinghouse/O.T.O.Melara HP-01A Heavy Pulse Mortar


Designer/builder: Westinghouse/O.T.O.Melara.
Mode:Pulses
Power/Feeding requirements: 120 Terawatts
Range(effective):400 km
Rate of fire: Maximum, 50 pulse/minute, standard ( Lupo) 40 pulse/minute
Nominal bore: 4*12 meters (barrel bore, 12*28 meters)
Energy for each shot/discharge: 130 Terajoules ( 130 e12 Joule)
Nominal piercing power, solid steel: 44 meters

Westinghouse/O.T.O.Melara HP-01A Heavy Plasma Pulse Mortar
http://efni.org/Images/weapons/PPMs.gif
http://efni.org/Images/weapons/PPM.gif

TECHNICAL DATA: Westinghouse/O.T.O.Melara HP-08A Pulse Mortar


Designer/builder: Westinghouse/O.T.O.Melara.
Mode:Pulses
Power/Feeding requirements: 61 Terawatts
Range(effective):380 km
Rate of fire: Maximum, 80 pulse/minute, standard 40 pulse/minute
Nominal bore: 2.5*7 meters (barrel bore, 8*18 meters)
Energy for each shot/discharge: 41 Terajoules ( 41 e12 Joule)
Nominal piercing power, solid steel: 42 meters

Westinghouse/O.T.O.Melara HP-08A Plasma Pulse Mortar
http://efni.org/Images/weapons/Hp08-A.gif

The Raytheon M111 was born as the standard weapon of the Warlock destroyers, and equipped even the Nike cruisers and the Tillmann Dreadnoughts.
Heir of the developement work made on the OMEGA cannons and on the HPPA type 1505, exploits totally the pulse technology, with an high level of plasma pulse compression (Phased Pulse) that, matching high bolt power and high rate of fire allows a superior penetration in a compact and lightweight design. Until the inception of the ion weapons, the M111 had very few opponents in terms of short and medium range effectiveness.
SeaQuest
18-12-2005, 04:54
TECHNICAL DATA: Raytheon M111 Heavy Phased Plasma Pulse cannon

Designer/builder: Raytheon.
Mode:Plasma Pulses
Power/Feeding requirements: 215 Terawatts for the twin mount.
Range(effective):600 km
Rate of fire: Standard, Plasma 80 pulse/minute/barrell
Nominal bore: 3 meters (Barrel bore 11 meters)
Energy for each shot/discharge: 85 Terajoules/bolt(85 e12 joules)
Nominal piercing power, solid steel: 65 meters

Raytheon M111 Heavy Phased Pulse Cannon
http://efni.org/Images/weapons/M111_E.gif
http://efni.org/Images/weapons/m111L.htm

The WRX 1028 is a close-in defence system, base of the Mk III interceptor grid and an excellent antifigter/anti missile weapon. It renounces to the polyvalence of the WRK 1005 (it has not a particle beam capabilty) and to the power of the single shot in exchange for an awesome rate of fire, allowed by the Gatling design: the WRX 1028 has a six barrell bundle operating in a way similar to the Copeland-Westinghouse GAU-112 U "Warhammer" used on the Thunderbolt.
The rate of fire ensured by the Gatling pulse technology allows some extreme performances, like an antifighter "firewall" barrage mode, with area saturation patterns.

TECHNICAL DATA: Walther-Copeland WRX 1028 Light Pulse Cannon


Designer/builder: Walther-Copeland.
Mode:Plasma Pulses
Power/Feeding requirements: 25 Terawatts
Range(effective):100 km
Rate of fire: 1000 pulse/minute/continuous beam
Nominal bore: 0.3 meters (barrel bore, 0.8 meters)
Energy for each shot: 1.5 Terajoules ( 1.5 e12 Joule)
Nominal piercing power, solid steel: 6 meters

Walther-Raytheon WRX 1028 Light Pulse Cannon
http://efni.org/Images/weapons/wrx1028.gif
SeaQuest
18-12-2005, 06:15
Railguns are potent weapons, and have been for a long time, until the Dilgar war, a masterpiece of the Empire's technology. Conceptually simple, it is just a linear electric motor that accelerates a conductive projectile, it requires very good material technology to became a really operative and effective weapon. Since their inception they were well liked because of their awesome piercing power and affordability, and the ability to destroy enemy armors and systems. The railguns of the first generation were partially replaced in the favour of the Star Navy purchasers by the now available pulse weapons, that allowed a major theorical damage capability without ammunition supply, even with a lower piercing power. The Minbari War was an hard teacher, but in that desperate days, the Artemis Beta "Railfrigates" were among the few warships able to inflict heavy damage to the Minbari units, in the occasions when they were able to survive the firsts seconds of the battle and open fire against the enemy. The railguns of that period were low rate of fire weapons (10-25 rounds/minute), with heavy aluminium projectiles.

In the recent times, from the immediate aftermath of the Minbari War to the developments of the mid 2250's, a new generation of railguns has started the resurrection of this weapon system: the main differences are the projectiles, that are no more a large aluminium slug, but a complex composite hard core penetrator, the APHCLR shot, accelerated in a ionized helium "bubble" wrapped around the projectile itself that eliminates any friction between barrel/rails and projectile, and the rate of fire that in the last products, thanks to a new revolver feeding system and to the"frictionless" projectile, is an awesome 2600 rounds minute for a twin mount, with a 16000 rounds carousel magazine. The piercing power of the small 127 mm penetrator used by the "Super Rapido" series railguns is well enough to pierce all the known hulls, even the ones belonging to the most advanced races, and the rate of fire allows a devastating saturation fire.

* APHCLR=Armor Piercing sabot Hard Core Long Rod - The actual railgun projectiles, as can be seen in the Technical Schematics, are a composite shot that has a lightweight external frame, that is essentially the "armature" of the impactor and its "engine" inside the barrel. The Frame, or "Sabot", holds along its centerline a rod made of an iridium/cobalt based alloy, extremely dense (about 20, so 2.5 times the steel), slender and though, that represents the 85% of the mass of the projectile: at the impact the external sabot virtually sublimates, with a relatively low penetration and a craterization of the external face of the armor, but the kinetic energy of the rod is so high and so concentrated on a small area, that this inner core is virtually unstoppable.
The subcalibre principle is well known, at least as a concept, from the mid XX century and is not strictly necessary because even the older "solid" shots were virtually always capable to bore through the armors of the targets, but the new "subcalibre" scheme, while more complex and expensive, ensures that the impactor travels well deeply through the hull, the systems and the structures of the enemy units, and allows to produce enormous internal damages: everything on the path of the penetrator is destroyed, frequently along all the width of a ship.

Oto-Melara 127mm (5") APHCLR railgun ammunition
http://efni.org/Images/weapons/minisabot.gif
http://efni.org/Images/weapons/Railsabot_E.gif

The TG4 was the first "new generation" railgun, literally built around the APHCLR ammunition of 203mm (8") of calibre. While lacking the revolver feeding system, and using a classic direct ramming sledge, that does not allow the superior rate of fire of the newer models, is indeeed an effective weapon, whose main merit is to have traced the path of new technologies and concepts. Its fast, massive projectile has an impressive piercing power, and the weapon is extremely accurate.
Standard equipment of the EFNI units built in the 2250's (Nova-N and Hyperion-N), has proven its effeectiveness in many occasions, even during the Drakh war. Was a TG4 of the Nova Dreadnought I.S.S.Talos of the EFNI Naval Service to defeat a Shadow "battlecrab" during the fighting ensued in the Bright Eagle mission.

TECHNICAL DATA: 203/400 TG4 Heavy railgun

Designer/builder: O.T.O.Melara.
Mode:Single shots, free bursts.
Power/Feeding requirements: 3.2 Terawatts for the twin mount @ 240 Rounds/minute.
Range(effective):400 km
Rate of fire: 120 rounds/minute/barrell
Nominal bore: 203 millimeters (8")
Energy for each shot: 0.8 Terajoules
Muzzle speed: 41500 meters second
Nominal piercing power, solid steel: 90 meters

O.T.O.Melara 203/400 TG4 railgun.
http://efni.org/Images/weapons/TG4.gif
http://efni.org/Images/weapons/railguns.gif

The 127mm (5") railguns were a lucky development aimed to allow a superior antiship effectivenes to medium warships against well armoured but highly manoeuverable targets. Indeed, even if relatively small, the lightweight and elongated 127mm APHCLR projectile has a terrific piercing power, and this series of railguns is the first to use the "revolver" feeding principle, that allows a rate of fire of more than 1200 shots minute (20 shots each second) for each barrell.
Largely employed on the Lupo Frigates and Nike Cruisers, but embarked even on ships of the dreadnought/destroyer class, the matching of high penetration, accuracy and high rate of fire makes of these railguns a devastating short range weapon.

TECHNICAL DATA: O.T.O.Melara 127/748 Compatto and Super Rapido and 127/762 Super Rapido 2 railgun

Designer/builder: O.T.O.Melara.
Mode:Single shots, 25 shots bursts, free bursts.
Power/Feeding requirements: 2,9 Terawatts for the twin mount @ 2600 Rounds/minute.
Range(effective):700 km
Rate of fire: 127/748 Compatto: 450 rounds/minute/barrell,127/748 and 127/762 Super Rapido: 1300 rounds/minute/barrell
Nominal bore: 127 millimeters (5")
Energy for each shot: 65 Gigagajoules
Muzzle speed: 81000 (127/748) - 86000 (127/762) meters/sec.
Nominal piercing power, solid steel: 80 meters

O.T.O.Melara 127/748 Compatto and Super Rapido and 127/762 Super Rapido 2 railgun turrets.
http://efni.org/Images/weapons/rail.gif

The "Vulcano" 406/240, usually installed on the Warlocks, sacrifies partially the rate of fire, that is a still impressive 600 shots/minute for the double turret with an 8000 rounds carousel magazine, to enable the use of a larger, heavyer projectile, even this of the APHCLR* type and popularly nicknamed the "Silver Bullet", that allows awesome penetration and a superior damage potential. The 406/240 was the first weapon of the new family, dated back to the 2254, and was specifically designed to smash through the hull of a Minbari Shargoti cruiser from side to side.

TECHNICAL DATA: 406/240 "Vulcano" Heavy railgun

Designer/builder: O.T.O.Melara.
Mode:Single shots, 5 shots bursts, free bursts.
Power/Feeding requirements: 32 Terawatts for the twin mount @ 600 Rounds/minute.
Range(effective):600 km
Rate of fire: 300 rounds/minute/barrell
Nominal bore: 406 millimeters (16")
Energy for each shot/discharge: 3,1 Terajoules
Muzzle speed: 62000 meters second
Nominal piercing power, solid steel: 125 meters
http://efni.org/Images/weapons/Vulcano.gif
SeaQuest
18-12-2005, 06:20
For all its history, from the beginning of the space combat until the present days, SeaQuest has always had an articulated inventory of missiles, that can be divided in two main breeds: the endoatmospheric missiles, mainly tactical weapons, anti-aircraft (either air to air and surface to air), or ground attack weapons (air to ground and ground to ground), and the exoatmospheric missiles, that were subdivided in antifighter/antimissile, bombardement and antiship roles. The endoatmospheric missiles are out of the objectives of this paragraph, that instead presents the last evolutions in the exoatmospheric antiship missiles.
Missiles are not equally used by the space fairing races: SeaQuest, Centauri, and Drazi Navies all uses at least one type of missile, if not more, while Minbari, Narn, Vree and Brakiri don't believe in this type of weapon: Minbari and Vree relate on their technologycal edge in the areas of propulsion, weapons and electronic warfare, and the Narns, having their historical enemy in the Centauri Republic, have not been able to develop guidance systems unjammable by the advanced Centauri electronic countermeasures.
Antiship and antifighter missiles were an important part of Earthforce weapon systems until the Dilgar war: the tecnologycal superiority of the Dilgars was not enough to render uneffective Star Navy missiles launched in swarms, but was enough to proof these old generation weapons not so effective, respect to the combination of heavy plasma artillery and Starfury fighters.
The lack of cost/effectiveness during this war, in combination with the efforts in development of the new generation Plasma Pulse Weapons, brought a lack of interest in the evolution of old weapon systems: Missiles and railguns were the victims of the budget relocations, and the Star Navy faced the Minbari with missile systems of a generation dated before the Dilgar war, and based on active radar homing+direct data link guidance principles: obviously, they were almost useless against the Minbari. The only hit of a missile warhead during the Minbari war was achieved by warheads removed from the missiles, and used as hand-laid mines in the Asteriod belt to destroy the Drala-Fi (Shargoti class battlecruiser).

A more realistic approach to the missile utilization followed the war, and started from some fundamental assessments:
1-The basic radar homing guidance principle alone is effective only against less technologically advanced foes: new (or old, but different) guidance principles must be used.
2-There is not a technology able to obtain the optical and infrared invisibility.
3-A thermonuclear warhead is effective against an heavily armored ship (particularly if equipped with refractive crystalline armor) only with a direct impact or with a very close range detonation. In this case, the ship is or destroyed or crippled.
4-A Starfury, with a maeneuvered approach trajectory, can close the distances until to the physical contact with almost anythting, if it's able to avoid the pursuit of enemy fighters. Consequence: a saturation swarm attack of very maneuverable and very fast medium range missile, should be able to avoid partially enemy fighters pursuit and to survive CIWS fire long enough to insure a very probable direct hit.

From these statements were devloped some new families of missiles: the most important of them are the Rayhtheon "Blue Phoenix" polyvalent heavy missile, the Sandia "Shillelagh" antiship missile and the A.M.S. "Viper" missiles. The most important difference between these weapons is that the Shillelagh and the Viper are single warhead missiles (the shillelagh is a medium sized shipborne missile, while the Viper is a relatively small missile utilized by the Starfury fighters of the Aurora SA-23-G, Badger, SA-26-A Thunderbolt, and SA-32-A Firebolt models), while the "Blue Phoenix" is a very large missile, equipped, in his antiship variant, with seven independent terminal attack vehicles, that are, from all the viewpoints, smaller missiles with high speed and extreme maneuverability. The first operational destination of these missiles was the Global Orbital Defence Satellite grid: The G.O.D. sats have a large number of launch silos for these missiles, intended for saturation "swarm" attacks, and the missiles itselves are equipped with a totally redundant guidance and homing system, that, while retaining an improved radar homing system, is centered upon an array of optical sensors, operating either in the visible light, ultraviolet and Infrared bands, with advanced image recognition and data fusion systems and algorithms, that render very impervious to the jamming/cloaking the guidance system. Both the Shillelagh, the Viper, and the "Barracuda" terminal attack vehicles of the Blue Phoenix are equipped with plasma thrusters that enable quick random maneuvres to dodge the antimissile weapons fire, and an exceptional maneuverability. The propulsion systems of these medium and short range missiles are centered upon high thrust, short endurance Ion engines, ables to achieve accelerations of 70 to 850 "g's" for a few minutes*.

http://efni.org/Images/weapons/missiles2.gif
http://efni.org/Images/weapons/missilescut2.gif

Operational use

Operationally, the first use of these missiles was during the first Battle Of Altera, when the Altera Liberation Forces faced the Clark's Regime, and were fought by the missiles of the G.O.D. Satellites. The ripples of missiles, even if destroyed in the percentage of 70/75% by the Starfuries, the Whitestars, and the Nials, and furtherly intercepted by the close-in weapons of the Liberation Fleet, were able to get many direct hits against the ships, included seven direct hits against the Sharlin Cruisers that supported the Imperial Fleet: none of the warheads detonated, avoiding further losses of human lives, because the arming codes of the thermonuclear warheads were altered and disabled by a loyal intrusion agent of the E.F.N.I.
The first ship class to employ these new, effective missiles, in an installation able to insure a saturation attack, was the Warlock destroyer, with his 12 "Blue Phoenix" and 16 "Shillelagh" launching silos. The first use of this weapon was in the "Strelas'tha" incident, when the second of the three rebel Minbari cruisers belonging to the "Tragati Fleet" met her destiny, trying to ambush the Warlock Destroyer "Sorceres" on border patrol duty: the Minbari ship hit first, but the special armor of the Warlock contained the damage, and the Star Navy unit was able to reply to the fire with the railguns, and a ripple of the Warlock's missiles, and in this occasion the warheads were armed: one "Shillelagh" missile and at least four "Barracuda" terminal Vectors achieved a close detonation, incapacitating the Minbari Cruiser that was destroyed by a G.O.D. cannon discharge. Historically, and laying a curtain of discreption about the politic wake of the incident, this was the first time an Star Navy Warship survived an One-to-one, open space engagement with a Minbari unit, and, furthermore, won the fight, even if damaged.
The missile systems of the Warlocks in the evolved variants Block IV-A and Block VIA and -Doperated with all their devastating power against the Drakhs, in the "Second Line Battle" of 2266, and were instrumental in the destruction of the Drakh warfleet.

*The Viper has a solid propellant, Magnetoplasmadynamic engine, simpler and smaller than the Ion engines of the larger missiles.
SeaQuest
18-12-2005, 17:01
Weaponry

Ship Image Color Code

Torpedo: Red
Pulse: Brown
Beam: Blue
Heavy: Green

Polyphasic Disintegration Torpedoes

Mark-X
Mark-XII
Mark-IV
Micro

Upon launch, the torpedoes phase into an intangible state allowing them to pass through energy shields. Each torpedo uses a different frequency making it extremely difficult to develop an energy shield against them. After passing through any energy shields, or alternatively - upon reaching a certain distance from its target, the torpedo phases back to normal and, upon impact, detonates a polyphasic wave, which destabilizes the molecular structure of its target by phasing out certain key parts of the molecular sequence in the detonation radius. This causes a catastrophic breakdown of the target's structure and creates an explosion at the molecular level.

Energized Tachyon Pulse Cannon

CR-X
CB-XI

These cannons pulse-fire supercharged forms of destructive tachyon particles. These particles can pass through most forms of energy shields, however, depending on the shield type, the destructive force of the particles is reduced as they pass through.

Phased Energy Beam

Type-I
Type-II

A beam of energy similar to a Imperial phaser, however with a substantially more powerful output.

A Scout Firing Its Weapons

http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/sfire.jpg

A Battlecruiser Firing Its Weapons


http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/bfire.jpg


Kep'Tak'nel (Kep gun)

The Kep gun is a pulsar beam of highly compressed anti-photons. Currently only known to be equipped on Node vessels, this is an extremely powerful weapon with a highly destructive output, and is currently one of the most powerful ship to ship weapons known to Imperial science. This weapon fires a pulsating beam for a duration of up to six seconds, and is capable of destroying almost any other vessel. Its only drawbacks are a 10 minute charge time (at maximum power), and a relatively slow tracking speed, thus a fast maneuvering ship would be able to move out of the beam. Its power is obtained directly from the slipstream core, so a slipstreaming Node or one with its slipstream core damaged or off-line cannot charge the weapon.

Output: 6,000,000 terrawatts

http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/nfire1.jpg

Kuljanul

This weapon is actually two weapons in one. The first is a straight yellowish beam that targets the atmosphere of a planet. It causes a chain reaction which completely removes all the neucleogenics from the atmosphere, making the planet incapable of producing water. The second is a group of red spiral beams which encircle the first beam, and target the surface. Upon impact, the weapon creates a cataclysmic wave, similar in appearance to the genesis wave, which engulfs the planet surface, vaporizing water and all organic material, such as plants and animals. After a period of one year, the world is no longer capable of supporting life for extended periods of time without habitat domes. This is a prototype weapon, which was installed in place of the forward Kep'Tak'nel on a refitted Node vessel.

http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/nfire2.jpg

Advanced Kuljanul

After succesful tests of the prototype Kuljanul that was fitted on the node, the Empire developped this weapon for use. The new enhanced version, equipped on all Dreadnought class ships is more efficient and more destructive than the original.

http://i22.photobucket.com/albums/b325/USS_Atlantis_RPG/Dfire.jpg

Note: The ships mentioned here haven't been built yet.
SeaQuest
18-12-2005, 17:03
Sernaix Phase Cloaking Device

Imperial starships have a highly advanced form of phase cloaking device. This allows the ship to not only become undetectable but also intangible and unaffected by anything in the normal universe. The settings range from merely becoming invisible, to being completely intangible, however when intangible the ship's weapons are useless and cannot fire. The phase cloaking devices range in power; generally the larger the ship the more powerful the device.

With only the normal cloak engaged, Star Navy vessels are extremely difficult to detect, and can still fire their weapons. The more advanced Imperial sensors can detect ships using the lower power cloak systems, however it takes multiple scouts working in tandem to locate a battlecruiser.
SeaQuest
18-12-2005, 17:04
Sensors

There are various types of Imperial sensors currently known, ranging in strength and capabilities.

Type-I

High-resolution scan maximum effective range: 5 light-years
Medium to low-resolution scans maximum effective range: 10 light-years

Type-II

High-resolution scan maximum effective range: 10 light-years
Medium to low-resolution scans maximum effective range: 30 light-years

Type-III

High-resolution scan maximum effective range: 18 light-years
Medium to low-resolution scans maximum effective range: 40 light-years

Type-IV

High-resolution scan maximum effective range: 24 light-years
Medium to low-resolution scans maximum effective range: 48 light-years
SeaQuest
18-12-2005, 19:39
OOC: OOC comments are welcome.

OOC: Anyone got any?
SeaQuest
18-12-2005, 22:00
Star Trek archetype, eh? Decent enough, and very well detailed in the descriptions. Now RP with this stuff for a bit afore ya start pinging around with more advanced thingiebobs.

EDIT: and don't try to be everything!

OOC: Please explain what you mean by your edit.
SeaQuest
18-12-2005, 22:25
* Standard Shield Package includes: Regenerative Shield Generators, Plasma Shields, Trans-Spatial Shields, Anti-starfighter Shrapnel Cloud Emitters, Ablative Shield Generators, Gravitic Defense Shield Grid, Advanced Interceptor Grid, and EM/Gravimetric Field Defence Grid.
**Standard Stealth Package includes: Minbari Stealth Device, Chameleon Skin Stealth System, Sernaix Phase Cloaking Device, Sensor disruption generator, Vorlon Sensor Jammers, ETS-2FLX Stealth System, ETS-3FLX Stealth System, and Electromagnetic Transperancy System.
SeaQuest
18-12-2005, 22:26
(**The Ultramatter cannons are gravitomagnetic accelerators that throw a bolt of degenerated matter at a speed of 370,000 meters/sec: the bolt is obtained compressing ordinary matter in the breech of the weapon until it reaches a density of about 200 times the ordinary metal used as primary feed (copper-nickel alloy). The compression is obtained thanks to a gravitic "annular-singularity" device.
SeaQuest
18-12-2005, 22:28
(****The graviton wave generated by the explosion of a Phased Gravitic Torpedo generates in a material structure an enormous tidal force that at close distance can literally tear in pieces a ship and his crew.)
SeaQuest
18-12-2005, 22:29
CHEMICAL FUEL ENGINE

http://www.b5tech.com/misctech/engines/chemical/chemengn.jpg

Hydrogen, Nitrogen, Oxygen and other chemical fuel engines are simple liquid/gas fuel rockets, currently employed by less developed races. Engines of this type were created by humans in the early 20th century, and used for short range space flight.

On Earth, the first liquid engine rocket was test by Robert Goddard in 1926 and used a combination of gasoline and liquid oxygen. The basic concept behind liquid-propellant rocket is a simple one. The vast majority of liquid rocket engines use a two-part stage consisting of the actual liquid fuel and an oxidizer like liquid oxygen. The two are pumped into a combustion chamber where they burn, thus creating a great deal of pressure and expell a stream of hot gases at high-velocity. These gases flow through a nozzle that accelerates them further (5,000 to 10,000 mph exit velocities being typical), as they are expelled from the engine bell.
SeaQuest
18-12-2005, 22:30
PLASMA ENGINE

http://www.b5tech.com/misctech/engines/plasma/plasma.jpg

Humans tested plasma engines, as early as the mid-twentieth century. Early plasma engines were hydrogen, or deuterium based, powered by crude nuclear fission reactors.

Essentially, plasma engines (also known as plasma jets), fire a stream of very hot gas in the form of charged particles, containing an equal number of positive ions and electrons. Plasma engines can produce a great deal of thrust, quickly and with great stability. Plasma engines, due to their low maintenance and simple construction, are used by less advanced races who depend on nuclear fusion/fission reactors.

Plasma is also an extremely good conductance of electricity, and some races actually use direct current vents in their ship, bumping plasma and powering their vessels. Plasma can also, due to it's high conductivity, be used a formidable weapon. A given subject can fire a stream of plasma with a high electric charge, resulting in a powerful energy weapon. However plasma weapons have a very short effective range.
SeaQuest
18-12-2005, 22:31
ION PARTICLE ENGINE

http://www.b5tech.com/misctech/engines/ion/ionengine.jpg

Ion propulsion is a technology that involves ionizing a gas to propel a craft. Instead of a spacecraft being propelled with standard chemicals, gas like xenon (which is like neon or helium, but heavier) is given an electrical charge, or ionized. It is then accelerated electrically via the use of a magnetic field, to a speed of about 30 km/second. When ions are emitted at such high speed as exhaust from a spacecraft, they push the spacecraft in the opposite direction.

Ion engine technology has existed on earth since the mid 20th century, but was not seriously used until the early/mid 21st century due to testing and the need for a stable power source. One of the first Ion engine to be used on a space vessel was back in the year 1998. NASA tested this Ion engine on April 30th 1996, at the NASA's Jet Propulsion Laboratory, Pasadena, CA. It was a simple solar powered xenon ion engine, and proved that Ion engine technology could be a viable replacement for primitive and less efficient chemical engines.

Ion propulsion is far more propellant efficient than either plasma or chemical propulsion, because it expels molecules from the engine at a much higher speed. A chemical propulsion engine has an exhaust velocity of 10,400 miles per hour while ion propulsion exhaust is 70,200 miles per hour or greater. Ion engines are very stable, fuel efficient, and quite powerful. Their stability and high endurance make them the sub-light engine of choice for most of the younger races.

The last revolution in Ion propulsion technology took place in the early 22nd century, when Paul Beigle-Bryant of "Leading Engines Corp." developed what would become the standard engine design used on all Star Navy starships - the 9000-A particle thrust engine. The principles of the BB9K are the primary design basis for all major engine designs used on Alteran vessels, as well as many other races in the cosmos.

Unlike the classic Ion engine designs, the BB9K type engine can accelerate particles to speed close to that of light, in order to create thrust. Paul Beigle-Bryant achieved this high velocity of thrust by adding an additional stage to Ion propulsion system and revolutionized the field.

Unlike normal Ion engines, which only use electron bombardment and magnetic field to accelerate charged particles to a speed of 70,200 miles, the BB9K type engine filters the positively charged atoms into a "Particle Accelerator." Here the Ions are accelerated to a velocity near that of light. When these particles are expelled, they can provide a starship with over 20 times the thrust of a normal Ion engine.

Until Paul Beigle-Bryant, Ion engines were renowned for their high stability, and low rate of acceleration. Now they were not only efficient and stable, but also Ion propulsion finally had the one key element they'd always been missing - the ability to provide a starship with a high rate of acceleration.
SeaQuest
18-12-2005, 22:34
GRAVIMETRIC ENGINE

http://www.b5tech.com/misctech/engines/gravimetric/gravengine.jpg

One of the key problems for spaceship construction, perhaps the key problem, is that of propulsion. The simple axiom, "Every action requires an equal, but opposite, reaction" has limited spaceship designers to traditional (but highly efficient) variations of rockets. While the efficiency might vary from species to species throughout known space, for the most part and with only a few rare exceptions, rockets in some form are the only means of propulsion available.

However, in the universe of Babylon 5 there are some exceptions to this rule: the Vorlons, the Shadows, the Minbari, Abbai, and to a lesser extent the Centauri, have all found a way to bypass the exclusive use of rocket based propulsion. Their ships accelerate and maneuver to a far greater degree than early Star Navy ships and the key to this superior performance is their ability to manipulate, on a macro as opposed to quantum level, the special characteristics of the Zero Point Field (ZPF, also known as a Lorentz Field).

ZPF have been explained as being a three dimensional representation of the dimensional objects known as superstrings, believed to be the key building blocks of both matter and energy in our universe. Zero Point Energy is essentially a 'leakage', on the quantum scale, of energy in process of being translated into this reality. Normally, this leakage involves the creation and dissipation of energy such that the result is an almost zero increase of energy. However, it is possible to use the potential of the ZPF as a power source of enormous implications. As Cal Tech physicist Richard Feynman once noted, the energy inherent in the space defined by a single coffee cup- anywhere in the universe- is enough to boil all of the oceans on planet Earth.

There are other implications of the ZPF fields and superstrings, in addition to that of an enormous power source. It has been discovered that inertia - the propensity of an object when at rest to stay at rest, and when in motion to in motion - is a manifestation of that objects electromagnetic interaction with the ZPF. Thus gravity and a lowering of inertia are both capable of being manipulated through the use of controlled electric interaction with the ZPF produced by superstrings.

By manipulating and "bending" these superstrings, advanced ships are able to create distortions in space/time that can be used to push and pull a ship in any given direction. It is via the manipulation of superstrings that allow ships constructed by the Minbari and, to a lesser extent the Centauri, to accelerate and outmaneuver those early vessels used by the Drazi, Narn, and the Empire. An important byproduct of this means of propulsion is that the effect of inertia is also negated, allowing ships to accelerate, stop and maneuver at velocities that would crush a person using conventional ion propulsion.
SeaQuest
18-12-2005, 22:35
HYPERSPACE JUMP ENGINE

http://www.b5tech.com/misctech/engines/hyperdrive/jumpengine.jpg

Hyperspace "Jump Engines" allow a vessel to open a passage into Hyperspace, which provides a short-cut that bridges the vast expanse between worlds without having to break the speed of light.

Theory states that "Hyperspace" is an alternate dimension in which height, width and depth are distorted to the point that distances has little to no meaning. Theory states that after the Big Bang (the event that created the universe), all stellar matter was thrown out from the "Hydrogen inrush" when a micro particle a millionth of the size of the atom exploded, thus creating all matter in the universe.

All the stellar matter that was created by the Big Bang was thrown out by the explosion, the titanic mass of the Big Bang unable to hold in the compressed stellar matter that was released with the Hydrogen inrush Stellar matter moved (and still moves), out from the center of the Big Bang, the resulting empty space equaling Hyperspace. Confused yet? Well let me try and explain:

http://www.b5tech.com/misctech/engines/hyperdrive/1.jpg

The universe is like a giant ball. Everything we know of the universe, or REAL SPACE is on the outside of the ball, i.e. the matter thrown out by the Big Bang, at the center of the universe. There are many dimensions to space, only four of which we are aware of (height, width, depth, and space/time). Hyperspace is another dimension, probably the left over space from the Big Bang, where time and space do not exist as we know it (if at all).

http://www.b5tech.com/misctech/engines/hyperdrive/2.jpg

As you can see in the illustration, if a ship wants to travel from point "A" to point "B", it would have to travel a fantastic distance along the outside of the ball. To shorten the distance that needs to be traveled, a ship can instead enter Hyperspace and use it as a shortcut.

http://www.b5tech.com/misctech/engines/hyperdrive/3.jpg

As you can see, a ship can move into Hyperspace and travel to another point in Hyperspace relative to their destination, but the distance is significantly shorter because in Hyperspace the distance traveled is mapped into a smaller area. When the ship comes out of Hyperspace it will be at it's destination, but only at a fraction of the time it would have taken to travel the same relative distance in Real Space. This follows Einstein's theory of relativity.

The deeper you go into Hyperspace, the relative distance that needs to be traversed to reach your destination becomes smaller, thus getting you to where you would like to be, faster. There is a problem however, and that is the Big Bang. The mass and gravity of the Big Bang still exist and objects in real space also cast a gravity echo into Hyperspace, which can be significantly amplified given that the area a star's gravity will effect in Hyperspace will be significantly larger in the smaller dimensional plane of Hyperspace. Thus, while in Hyperspace, a ship must maintain constant thrust, or it will be lost in the massive gravity spikes and eddies. Traveling too deep into Hyperspace COULD result in a vessel not being able to get back out of Hyperspace, trapping a ship there forever.

Scale in Hyperspace varies dramatically, depending upon the destination and rout taken, due to gravitational spikes, eddies and the fact that Real Space does not have a one-to-one ratio in Hyperspace. Babylon 5, for example, is 10.67 light-years from Earth (100.9 billion kilometers), and the direct travel time is about three days. This means, relatively speaking, a ship would be traveling 389,455,000 kilometers a second relative to Real Space.

By way of comparison Centauri Prime is 75 light-years (709.6 billion kilometers) from Babylon 5 and it takes about six days to get there. That means the same ship would be traveling 1,368,750,000 kilometers a second.

This means that ships capable of accelerating at between 1 and 12 G-forces, via the use of Hyperspace, can travel between 1299 and 4565 times the speed of light, and faster. Advanced ships, like the Whitestars, can travel between SOL and Babylon 5 is just a few hours, suggesting that advanced ships using gravimetric drives can travel at 30,000 and 220,000 times the speed of light, via Hyperspace.

If you are looking for a ratio however, a journey from Babylon 5 to SOL would be a ratio of 259,200 kilometers to every one kilometer in real space. A journey from Babylon 5 to Centauri Prime would be 518,400 kilometers for every one kilometer in real space. So your average, is probably anywhere between 100,000 to one, and 600,000 to one.
SeaQuest
18-12-2005, 23:32
http://www.b5tech.com/misctech/householdtech/datacrystile/dc.jpg

class: Data Storage Crystal

type: Holographic

length: Variable

mass: Variable

power: N/A

duration: 500 years

security: holographic encryption

Data Crystals are the primary data storage unit in use on the Imperial market and are used in the construction of all major computer systems. Data Crystals are produced in zero gravity environments and operate by bending and refracting light that is channeled through the crystal using a complex series of lasers.

This system produces a complex holographic data pattern that bends and distorts light to reproduce images and information in mathematical form. These light patterns are then accessed and de-coded by a holographic computer system. Information is stored in these Data Crystals by actually altering the physical form of the crystal on a molecular level.

Despite their fragile appearance, Data Crystals are stronger than diamonds and have a heat dispersion capacity that allows them to operate in almost any temperature or enviroment, with a data storage capacity of over 500,000 terabytes and a data transfer rate of 50 gigabytes per millisecond. It is for these reasons that most systems use crystaline/holographic data retrieval systems.
SeaQuest
18-12-2005, 23:33
http://www.b5tech.com/misctech/householdtech/identicard/idcard.jpg

class: Imperial Identity Card

type: Personal Identification Card Scanner - P.I.C.S.

length: 10 centimeters

mass: 2.1 grams

power: 1 Fusion Batteries

duration: 5 years

security:
Photo-ID
Password
DNA coded - optional

Personal identity cards, also known at Identicards or "PICS" are the primary means of identification used in the "Empire" and all other major space fairing races visiting Imperial colonies, space stations and outposts and, for all intent and purposes, the Identicard is a high-tech driver's licence. Identicards are mandated to contain a person's name, photo, birth date and point of origin, as well as their Identicard registration number.

Many people however use the Identicard for such a wide variety of purposes, everything from passport to use as a credit card. As such, these little digital cards often possess almost every bit of personal information one could immagine; everything from medical records, personal callenders and banking accounts can be found stored on these cards.

The more information one stores on a Indenticard, the greater the need for security. Thus many Identicards can also include finger print, retina and DNA security measures that can all be verified with the use of any computer terminal. While there are ways around these theft countermeasures, these security precautions generally make it unprofitable for someone to steal a person's identicard in anything short of large numbers.

PICS use a crystalline memory module with a 2.7 terabytes data storage capacity. The system also contains a reactive holographic playback screen and a kinetic/solar rechargable power source.
SeaQuest
18-12-2005, 23:36
http://www.b5tech.com/misctech/householdtech/creditchit/chit.jpg

class: Standard Credit Chit

type: Babylon Project Chit

length: 12 centimeters

mass: 2.8 grams

power: 2 Fusion Batteries

duration: 6 years

security:
Password
Retina-Scan - optional
Fingter Print - optional
DNA coded - optional

For aliens and some businessmen, the exchange of hard currency for a credit chit is a way of life. Some instillations' like the "Babylon 5" station in the epsilon sector have their own brand of chits, as seen above.

This credit system allows one to keep up with the Brakos currency exchange market, in order to maintain a stable and accurate line of credit while traveling from world to world. While Identicards can be used as a means of currency, they do not keep up with the currency exchange rate and thus will only be accepted by stores dealing strictly in Imperial currency.

The Chit allows you to take your money anywhere, to almost any world or store, no matter the race, and get an even and accurate exchange rate for your currency. Those who use Chits should be warned that they are tied directly to the Interstellar Market, and thus your exchange rate may very depending on the economy of your home world.
SeaQuest
18-12-2005, 23:38
http://www.b5tech.com/misctech/householdtech/palmlink/link.jpg

class: Star Navy Issued Link

type: Mk.II Palm Link

length: 5 centimeters

mass: 12 grams

power: 2 Fusion Batteries

duration: 6 years

security:
molecular coded bonding

The "Link" is the standard personal communications device issued to all Star Navy military personnel and civilian contractors working on Imperial Military instillation since 2250. The Link provided Star Navy personnel with a voice-only connection to all Inter/Intra instillation communication networks and computer/security systems, whether onboard a space station, colony, outpost or starship.

Broadcast signals are coded and isolated to specific systems to prevent signal hacking and an individual Link can only be used by a single person. Security against theft includes a molecular bonding, DNA coded surface that attaches and adheres to a person's skin and thus ensures that only that person can use that specific Link for communication purposes.

Links also provide access to confidential security system, voice computer access, basic system controls and can even be used a location/tracked system to find injured personnel. As a Link contains up to seven Terabytes of information, Star Navy issued links also contain information about the user, including molecular/DNA code system as well as basic "dog-tag" information on a given user.

Links use a plasma electric battery with a half-life of six years, with a 6000 Mhz nanoprocessor, with an infrared transceiver capable of broadcasting on a multi-ban frequency ranging from low gain radio to high frequency microwave communications. Link uses a liquid matrix speaker with a lightwave pressure microphone that can be accesses via voice only or touch pad controls.

Links are almost impossible to hack if stolen, due to built in internal safety systems and the need for high skill micro-circuitry engineering equipment. While it is extremely difficult to hack a Link, it is not impossible and Star Navy personal should report any stolen link immediately to the proper authorities.
SeaQuest
18-12-2005, 23:39
http://www.b5tech.com/misctech/reactors/hypermatereactor.jpg

Reactors and power plants are the means by which races produce energy for their ships, weapons and technology. Power plants used by races within and without the Interstellar Alliance very greatly, from simple Nuclear Fission reactor, to the near infinitely powerful Hyperspace Tap reactor (pictured left).

Contained herein are examples of maximum outputs for these varying forms of energy production, and a brief explanation as to their function.



TYPE


FISSION

OUTPUT


8.9*1013 Joule per. Kilogram

DESCRIPTION


Nuclear fission - a process where energy is created when a free neutron bombards the nuclei of plutonium or uranium, causing the atom to split, and send fragments bombarding into other nuclei, causing a chain reaction. See also: atom bomb, fission fuels


TYPE


FUSION

OUTPUT


1*1015 Joule per. Kilogram

DESCRIPTION


Nuclear fusion - the combining of light nuclei into heavier ones, like deuterium into helium, with the release of great amounts of energy as used in the hydrogen bomb, 1000x more powerful than fission. See also: cold fusion


TYPE


MATTER / ANTIMATTER

OUTPUT


9*1016 Joule per. Kilogram

DESCRIPTION


Matter/antimatter reactors operate by combining like forms of matter and antimatter. These two compounds then cancel each other out, resulting in the destruction of both compounds, producing a massive energy release. Powerful magnetic fields are required to keep antimatter separated from matter, in order to avoid catastrophic premature interaction. These forms of M/AM reaction are very inefficient.
In order for M/AM systems to be cost effective, complex gravity technology is needed to harness the potential energy of matter/antimatter reaction in order to exploit it to its full potential, limiting this technology to races with a firm grasp of gravitic technology. It also requires two kilograms of fuel, one half matter one half antimatter to get a complete 9*1016 joule energy release.


TYPE


QUANTUM SINGULARITY

OUTPUT


9*1016 Joule per. Kilogram

DESCRIPTION


Quantum/Gravitic reactor is the primary power plant utilized by the Minbari Federation. This system uses a complex series of graviton beams to mimic the destructive power of a black hole on a local scale, creating an artificial quantum singularity.
This self sustaining reactor system destroys all matter introduced into the singularity, creating a 100% energy release. Efficiency of a given ship to exploit this energy release varies.
Process begins with a series of high-energy fusion reactors, which are used to manipulate zero-point energy to mimic gravity and create the singularity. Once the singularity is formed, any and all matter introduced into the reactor is destroyed, creating a massive energy release.
As any form of matter can be used as fuel for the singularity, this form of reactor has a near infinite run time - so long as there is matter to be used as fuel, the Quantum/Gravitic reactor will continue to produce power. In addition, a key byproduct of this form of reaction is antimatter, which can be used both as a weapon or a secondary power source.
Key advantage of the Quantum/Gravitic reactor over a matter/antimatter reactor is system is efficiency and stability. The Quantum/Gravitic reactor only uses half the fuel of an antimatter based system and, unlike a matter/antimatter reactor, should this form of reactor breech the singularity will simply collapse with almost no adverse effects.
Once the singularity is shut down all form of mass compression will cease and, with the exception of one final burst of antimatter, energy production stops almost instantaneously.


TYPE


ZPF - HYPERSPACE TAP

OUTPUT


UNKNOWN

DESCRIPTION


Hyperspace Tap is the most advanced form of reactor conceived of, and is the theoretical basis for power plants used by advanced races such as the Vorlons and Shadows. Essentially ancient races tap into the tidal forces of Hyperspace its self as a power source.
Having been compared to the galactic equivalent to a hydro-electrical power system, the Hyperspace tap operates by some how using gravimetric fields to create a constant and stable access point between Hyperspace and real space, which is open at all times.
Hyperspace, which is a volatile dimensional plane of existence, is ripe with massive gravitational forces. Through the use of the Hyperspace Tap ancient races, theoretically, are able to tap into these tidal forces on a galactic scale and harness it to drive their starships. The complexity of this level of technology is phenomenal, Doctor Antonio M. Lucero of the Arghoa Corp. on Io compared this to humanity being able to harness the energy of our entire universe expanding.
SeaQuest
18-12-2005, 23:45
HYPERSPACE JUMP GATE TECHNOLOGY

http://www.b5tech.com/misctech/jumpgates/jumpgates.jpg

class:
Jump Gate

type:
Fixed Hyperspace Vortex Generator

length:
1 - 10 kilometers

mass:
variable

power:
Fusion Reactors

duration:
5 Years

FUEL
Quantium 40


Vortex Generators, or "Jump Gates" are massive arrays organized in groups of two to five generators, with each generator measuring between one and ten miles in length. Jump Gates allow ships of variable size to pass through into Hyperspace, a topological distinct dimension which maps distances into a much smaller space, allowing for interstellar travel without going faster than the speed of light. This is accomplished by focusing four different types of energy at one point and, while alone these energy waves are fairly harmless in the galactic sense, when brought together these four distinct energy patterns rend the fabric of space/time and open a passage into first level Hyperspace.

Ships using Jump Gates can traverse great distances in a matter of hours or days and any race with the most basic of space flight capabilities can find the universe opened up to them if they have a Jump Gate in their solar system. Newtonian physics do still apply to ships traveling in Hyperspace, so any inertia created while passing through the gate remains upon entry/exit.

Capital ships of a certain size (usually 500 meters or greater) are capable of entering Hyperspace without using a Jump Gate, but with an extreme cost in energy. It has become common for these ships to use Jump Gates to enter/exit Hyperspace whenever the chance arises, in order to save energy. This is vital, as most FTL communications and some weapons systems can be rendered inoperable while making a jump.

It takes a great deal of energy to punch a hole in the fabric of space/time, to traverse the barrier between real space and Hyperspace. Some races, like the Shadows and Vorlons, can use pure gravimetric technology to make this transition. Most other races however are dependent upon the use of Quantium 40, which, due to its unique properties, allows ships to traverse the barrier between dimensional planes.

Due to the high cost in energy consumption, Jump Gates are very difficult to activate and deactivate. If a gate is deactivated too quickly or recharged too quickly, it will very likely explode with a "low-end" force equivalent to a 2-Gigaton explosion.

Many starships reliant upon Jump Gates must use a predefined access code in order to activate an entrance sequence into Hyperspace. This allows races to charge others for the use of their Jump Gates. Exit is, predominantly, a free service as it is all too easy to become lost in Hyperspace and a quick exit can mean the difference between life and death.

Given the vast emptiness of Hyperspace with no distinctions or markers to use as a guide, all Jump Gates transmit a signal into Hyperspace. This system is divided into two separate but equally important transitions. The first signal is called "Local Beacon." This signal tells everyone within an immediate area that a Jump Gate in near and extends for several hundred kilometers into Hyperspace. The second signal is called a "Beacon Pair", which links one Jump Gate to many others. The system linking Jump Gates together is called the "Hyperspace Beacon System." This system of interconnected gates has existed for thousands of years, longer than most races have existed.

The Destruction of a single gate can seriously shift the links between other gates, disrupting the Hyperspace Beacon system. This can lead to a starship ending up exiting at the wrong gate or becoming lost in Hyperspace. Even in the most hostile of wars, the deliberate destruction of Jump Gates is considered an act of aggression against all sentient races. The destruction of the Beacon system would lead to hundreds of races becoming stranded forced to re-map the universe, looking for the lock-on signal from other Jump Gates. Fortunately, the loss of a few Jump Gates doesn't cause too much trouble. Multiple destruction of Jump Gates can however completely rewrite the Beacon maps.

Some gates that are military specific are fitted with a program that requires a very distinct tacheon signal to activate the gate. This prevents anyone from easily accessing a Jump Gate but, more often than not, cause more problems than they solve. Many military organizations that wish to keep a specific Jump-Gate's location out of the hands of the general public simply do not interconnect their Gate directly with the rest of the Hyperspace Beacon system.
SeaQuest
19-12-2005, 23:55
Weapons Module This module fits in the upper connects on Deck One. It contains, 3 Quantum, 4 Photon, and 1 TriCobalt Torpedo Launchers. It has 450 Photon, 300 Quantum, and 12 TriCobalt Torpedoes.

Habitat Module The Habitat Module is used when transporting colonists or troops. It has room for 500 people and their belongings.

Troop Transport Module This is a very missionspecific module. It has room for 300 Ground Troops, a command HQ, and a subspace relay with Naval Command.

Diplomatic module For special operations, this small module is attached. It has quarters for 250 people, negotiating rooms, and a small entertainment center. It is designed to be a neutral area where negotiations can be staged.

Science Module The Module itself is nothing more then a big bundle of sensors with a hull and connects Gamma welded to it. It makes a science ship's sensor array look like a tricorder.
SeaQuest
20-12-2005, 06:56
Meteor Phaser Pistol

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Work on the Imperial Phaser Pistol Mark 10 began in early 2379, before the famed "Nemesis" incident. The Star Navy desired a variable-yield pistol that was compact, lightweight, and suited for encounters with the Borg and a variety of hostile races. Added to this was the requirement of a degree of customization, allowing the pistol to accept silencers, laser sights, and flashlights, bringing its versatility in line with the Type-III phaser rifle's wide range of capabilities. The SPPM 10 also adopts the rifle's strictly weapon appearance, a stark contrast to the tool-like Type-II, a point of much debate during the design process. While originally intended to replace the Type-II in Imperial Intelligence and other covert divisions, the SPPM 10 is steadily replacing the old Type-II phaser in the fleet itself.

The pistol, codenamed "Meteor" during the developmental phase, is an intriguing blend of old and new. For a more intimidating appearance and ergonomic feel, the partially Andorian team of designers referenced many projectile weapons of old, notably those of Earth. A molded hand grip provides comfort and accuracy, while the power pack nestled under the emitter can pop out easily to be recharged or replaced. The power level is changed simply by tapping the buttons on the back with one's thumb, and the weapon may be fired by squeezing the lightweight trigger. Power pack charge level and Weapon setting are displayed on the side, by way of small lights. The weapon is a mere 20 centimeters long, and can be carried easily in a belt-mounted holster.
SeaQuest
20-12-2005, 07:00
Phaser Gauntlet

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HiBeam Energies Type 1G Phaser Gauntlet
Close Range Support Weapon
First Manufactured: July 25, 2371

Power Systems: Rechargeable and "Hot Swap" Sarium Krellide energy ampoule containing 1.3 x10^6 Megajoules per centimeter. For a total power supply per ampoule of 6.4x10^6 MJ.

Power settings: Capable of a full range of Phaser power setting from Level 1 through 10.
Level 01: Light Stun
Level 02: Medium Stun
Level 03: Heavy Stun
Level 04: Thermal Effect, low level burns and thermal blistering of humanoids and structures.
Level 05: Thermal Effect, deep level burns on humanoids. Personnel force fields penetrated after 5 seconds of contact.
Level 06: Disruption Effect, deep level burns and lacerations. Medium depth penetration.
Level 07: Disruption Effect, primary humanoids termination power setting. Immediate cessation of life functions.
Level 08: Disruption Effect, organic/humanoid tissues vaporize.
Level 09: Disruption Effect, light & medium alloys and ceramics suffer structural damage.
Level 10: Disruption Effect, heavy alloys suffer structural damage. Light & medium alloys and ceramic suffer extensive damage.

Maximum range: 150 meters.
Effective range: 100 meters.

Safety systems: Along with the normal subspace transceiver array found in all Imperial phasers, the Phaser Gauntlet also utilizes a combination nerve actuated firing unit and proximity detection chip implanted in the wrist of the Officer. The IFF Chip performs two distinct functions. The first is to allow the phaser to fire. A low level code is broadcast the the subspace transceiver array that identifies the Officer as an authorized person to operate the Gauntlet. Without the broadcast ID the Phaser will not fire. The ID broadcast has a maximum effective range of 1.5 centimeters. The second function is to command the phaser to fire. The IFF Chip is injected with a hypospray into the nerve bundle at the base of the wrist. A combination of muscle contractions (and the corresponding nerve impulses) instruct the chip to command the Phaser to fire. To date there have been no accidental firings of the IFF Chip/Phaser Gauntlet.

Control interface: The surface of the Gauntlet contains two display indicators and one interface control. The upper unit displays the Phaser Gauntlet's current power setting via a bar indicator, the longer the bar the higher the damage setting. The second lower unit contains the beam width indicator. At it smallest the indicator appears as a single red LED in the middle of the bar. The wider the red LED appears the wider the beam width. The last set of controls is a pair of directional controls to increase or decrease the phaser power setting or beam with. Simple touch the appropriate display to control its intensity.
SeaQuest
20-12-2005, 07:04
The Monocle

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The Vector 9 Special Operations Monocle is the latest in a long line of special OPS equipment designed by the Vector Corp. for the Star Navy. The Monocle is a compact PADD that has low memory storage space that is perfect for the short-term field and intelligence operations. Combined with this is Infrared and Nightvision modes for assisted vision. The Vector 9 has a max. running time of 70 hours without charging. They are currently being used for Medium to High level operations and most intelligence missions. Skin Molding Memory Mesh contours the device to the area around the wearer's eye.

Personal Communicator

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Motivation: Standard Imperial communicators are all fine and well for the average ship to ship and surface to ship transmissions, but what about when things get a little rough, like for instance when it is necessary to transmit through some heavy interference, or in times when there are some major barriers that the user has to beam through, in times like this the standards personal communicator is rendered useless, this is where the new and improved personal communicator comes in.

With a personal transporter pattern enhancer, and a dual subspace transceiver assembly built in this is the communicator of the future.

Dual subspace transceiver assembly: For a long time it was customary to have only one subspace transceiver assembly present in communicators used by Star Navy personal, in theory this worked well, but in practise it regularly failed. How many times have you been standing on the bridge of your starship and trying in vain to contact your away team down on a planets surface only to hear your communications officer tell you that they can’t get through, due to interference. A dual subspace transceiver assembly can give the signal an extra push, an extra little bit of ‘something’ maybe just enough to get through the obstruction. To you this can mean the difference between getting through to your away team, sending medical teams and extra supplies or not being able to contact them. To your away team, this can mean the difference between life and death. Can you take that chance?

Personal transporter pattern enhancer: But let's say for the moment that you are able to get through to your away team. You boy-wizz of a conn officer manages to reroute power from the internal sensor grid to the external communications array, and they convey to you they need extra weapons and a medical team there as soon as humanly possible. What do you do? You can’t beam them back to the ship, due again to the original interference that stopped you communicating in the first place. You can’t send a shuttle down; it will never be able to land in the cosmic dust storm that just pulled in from the north, so that also knocks out the idea of sending them the supplies, let alone a medical team. So you are stuck. All you can do is stand their on your bridge and listen your crewmates, maybe even personal friends, cry for help as the alien that is attacking them slowly and painfully devours them. If only you could get three pattern enhancers down to them.

With this new and improved com badge each individual crew member will be wearing a personal pattern enhancer, enabling you to beam them directly to where ever they need to go, be it your transporter room, sickbay, the bridge or another part of the planet.

Thermal Signature Masking Device and White Noise Speaker

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For operations that require high levels of stealth and infiltration, Vector Corp. introduces The Thermal Signature Masking Device. It attaches to your uniform and comes in a set of 6 sensors and Spatial Heating and Cooling systems regulate the surface of your body to the surrounding temperature, masking your body from heat signature based devices. Also, from Vector Corp. comes the White Noise Speaker. It wraps around the wearer's body like a belt and emits a soft unnoticeable background sound that drowns out any sound within 5-7 ft of the device.

Personal Limited-Range Transporter

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Vector Corp. introduces the Personal Limited-Range Transporter. Worn as an arm patch, this Personal Transporter is perfect for Field Operations requiring a quick escape from dangerous situations. Although its size makes it a convenient tool to have, it also limits its range to 40,000 ft.


Pictured Below: An illustration of a person wearing the Personal Limited-Range Transporter, Personal Communicator, PADD Monocle, Thermal Signature Masking Device, and White Noise Speaker.
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SeaQuest
20-12-2005, 07:09
Phaser Carbine:
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The phaser carbine was devised for infantrymen that aren't riflemen such as anti-armor, medics, commanders, etc.

A "special fire control unit" feature can be nixed to make it a conventional lighter alternative to a fully-fledged phaser rifle. The handle is optional as well, and it can support a small two-round reloadable grenade launcher. The carbine comes with a primary power supply in the stock, and a secondary removable power supply in the grip.

There is also a PDW variant available, with the rear stock removed and replaced with a lighter folding stock. The large primary power cell is no longer present, relying completely on the smaller hot-swappable power cell. This variant is used mainly for armament on non-combatants such as technicians, or as emergency armament for pilots whose craft are downed.
SeaQuest
20-12-2005, 07:23
Sniper Rifle

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Type IV Long Range High Power Interdiction Phaser

Maximum range: 500m-2km (varies with power setting)
Rate of fire: semi-automatic
Weight: 8kg (9 w/ power pack)
Power source: Standard Self Charging Power Cell
Power capacity before recharge: full power setting - 40 shot; stun setting - indefinite

The proposal for the Type IV Long Range Interdiction Phaser was brought before Imperial Marine Operations Command in 2372 after the Targus IV Incident, when Imperial Marines were unable to fend off a counterattack by a still-classified aggressor because of inferior weapons ranges. The enemy's formation tactics called for a new weapon that could accurately target and engage enemies from long ranges from a concealed position. As word of the ineffectiveness of the current Imperial issue Type III phaser rifles spread, the Commandant of the Marine Corps pushed for the Star Navy to adopt a new long range rifle, to be issued to a member of each fire squad and to two man sniper teams for covert actions. The Type IV was what came of that, and was adopted for field trials in mid 2373, with widespread use by late 2374. An interesting development on the Type IV is the integrated Light and Sound Suppression System. Through a classified method of quantum dampeners and sonic baffles, most of the light energy and sound produced by the phaser blast is absorbed in the suppressor without a noticeable loss of performance. Another feature is the Visual and Infrared Hybrid Sight System. By combining traditional light amplification systems and infrared, a true color digitally enhanced telescopic sight picture is provided to the shooter.

Type IV-B Medium Range Combat Support Phaser

Maximum range: 300m-1300m (varies with power setting)
Rate of fire: adjustable from semi-automatic to 800 pulses per minute
Weight: 10kg w/ bipod (tripod - 5kg, quadrupod - 8kg, microfusion reactor - 9kg)
Power source: self charging high capacity power cell -or- portable micro-fusion reactor
Power capacity before recharge: full power setting - 80 shot; stun setting - indefinite; reactor - indefinite on all settings

The Type IV-B Medium Range Combat Support Phaser (CSP) has recently come about to fill the need of a weapon that can lay down large amounts of fire accurately and effectively. The CSP fires pulses, much like a vastly underpowered pulse phaser cannon, instead of the traditional phaser beam. The CSP is light enough to be carried by one man, or a two man team if the reactor is being used. The CSP can be used as a heavy automatic weapon with the addition of a tripod. The tripod allows the weapon to be fired accurately at longer ranges at higher rates of fire from improvised or fixed defensive positions. The quadrupod acts on the same principle, although it extends to stand the height of the operator, to allow the operator to fire from a standing position, so as to be usable in a more diverse role, such as light anti-aircraft fire. The addition of an sensor enhanced sight system, which incorporates a tricorder feeding sensor data into the sight, makes the CSP much more effective at firing at moving targets from fixed defensive positions. The tricorder utilizes a specialized program that computes accurate lead data based on target distance, size, and speed, and sends that data into the sight, which corrects the sight picture, allowing the shooter to fire accurately at moving targets. The CSP can also be mounted coaxially or flexibly from vehicles, to be fired manually or, if fitted with actuators, remotely.
SeaQuest
20-12-2005, 07:27
Personal Cloaking Device

Length: 5 in
Width: 3 in
Weight: 4g
Power source: Self charging quadresium power cell

A Imperial scientist had the idea to adapt the personal cloaking device for use by Imperial Marines and Hazard Team personnel. The concept was developed by Imperial Intelligence and Section 31, in association with Klingon and Vulcan scientists in 2370. The preliminary tests did not go well, and the concept was forgotten. In 2376, with the Empire needing better technology for stealth operations, testing resumed. This time, testing fared much better than it had 6 years previous. The prototype was completed in 2378, and it is powered by quadresium, an isotope that is immune to all known energy dampening fields, and is found in abundance on Rigel III. Operating the device is very similar to operating grav boots. All that needs to be done is for a button to be pressed, and the device is activated. Holodeck simulations of the prototype went well, and has been mass produced for Imperial Marines and Hazard Team personnel, but there has been no field testing of the device as of yet.
SeaQuest
24-12-2005, 08:35
THE COPELAND-WESTINGHOUSE GAU-112 U "Warhammer" GATLING PLASMA CANNON

The Aurora artillery, as well known is based upon two Copeland JCR-266 revolver plasma pulse cannons, a powerful weapon, burst capable and with a 900 shots minute rate of fire, and two Copeland-Westighouse CWD-205 plasma discharge bolters, high power, low (45 shots/minute) rate of fire weapons well suited for the anti ship roles.

The weapon that a fighter would have needed in the Minbari War, should have had the piercing and explosive power of the CWD 205, and a saturation capability well beyond the Copeland Revolver plasma bolters, so the capability to fire a continuous burst of at least two or three seconds, and with a rate of fire of more than 1000 shots/minute: such a weapon, in an antifighter engagement could have allowed to "spray" an area (the "Ideal Contact Ellipse") with plasma bolts, ensuring one or more direct hits even without a positive lock-on of the targeting system. Such a theoretical weapon could have allowed the demolition of the close in defences and artillery systems even of the most heavily protected warship. From all the points of view it was a mental exercise for debates until the 2250, when a joint Copeland-Westinghouse consortium presented the prototype of a new weapon working on an ancient principle.

http://efni.org/Images/weapons/warhammer.gif

The GAU-112 U is an evolution of the older revolver pulse principle: in the former design, a five chambered drum held five fully energised plasma bolts, ready to be accelerated through the barrell of the weapon, in the Gatling plasma cannon the revolver is replaced by a bundle of four barrels, each one of them with its plasma feeder and bolt compression chamber and the initial acceleration stage: once the weapon is activated, each barrell of the revolver releases its plasma bolt through a terminal booster/concentrator, that shapes and compress the bolt and furtherly accelerates it: the system is not an accumulation device like the revolver of the JC-266, but a sequential system that can maintain the theoretical rate of fire (up to 1800 shots/minute) until the eventual overheating of the barrels ( about 30" without cooling ) or the exhaustion of the energy.

The weapon is not extremely heavy (it weighs not more than three times a revolver plasma bolter), but it is bulky, more than five meters long and about 1.5 tall and wide, and seemed poorly designed to fit in a fighter. What springed out at the test range was that the power was awesome (each bolt had more piercing power than the CWD-205 antiship discharge cannons and roughly twice the energy), and the terrific rate of fire had on the target a cumulative effect similar to a shotgun, but on gigantic scale: the "Warhammer" was literally capable to carve its path through an armour, while a "programmed dispersion" burst ensured to hit a fighter-scaled target up to 1000-1200 meters of distance with a 2 seconds burst.

The problem was that the new Gatling design was too much cumbersome for the Aurora or the Badger, it generated a not totally negligeable recoil (so it has to be mounted in axis with the gravity center of the fighter) and, mostly it was so power thirsty to require a totally new design of the power system. It came even too late, when the Badger was yet under production, but, due to its sheer power and its capability to saturate a target, was appreciated by the Marine Corps, that suggested to the Lockheed to study an installation in their new Thunderbolt fighter.

The T-Bolt reactor provided power in excess to ensure the proper working of this weapon, and a semi-closed cooling system was applied to eliminate the overheating of the barrels, but the installation was not easy, and not very liked by the Lockheed technicians, that nailed the facts that the new weapon reduced (slightly, in fact) the manoeuverability of their fighter, and, mostly, that the large "bulge" under the nose was "significantly deleterious for a yet not ideal aerodynamics". The simple fact that the thing was feasible and the "Thud" still flew very vell in the atmosphere, with a loss of performances of a few percentage points, quickly decided the question: as an EAMC officer said "....We dont need to perform an acrobatic show in front of the enemy, we want to gun the **** out of them".

Operationally, the "Warhammer" has shown to be a superior weapon: as an antiship system it has an effectiveness of an order of magnitude higher than the classic fighters cannons, and until today there is no fighter known capable to survive the fire of the Thunderbolt's Gatling cannon.

COPELAND-WESTINGHOUSE GAU-112 U "Warhammer"
GATLING PLASMA CANNON

Type: Gatling plasma pulse cannon
Length: 5350 millimeters
Height: 1450 millimeters
Width: 1505 millimeters
Mass: 1400 kilograms
Calibre: (nominal) 203 millimeters
Calibre: (bolt) 120 millimeters
Bolt energy: 2000 Megajoules/bolt
Rate of fire: 1800 Rounds/minute ( 30 shots/sec )
Power output: 60 Gigawatt
Piercing power 2.4 meters ( solid steel )
SeaQuest
28-12-2005, 02:10
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Plasma based laser armaments of the 2020s and 30’s were the preferred choice for anti-sub fighter weaponry on most Star Navy Sub/Space Fighters and Interceptors. They were provided ammunition by the fighter’s own reactor core and had light hitting power at short ranges. While this was effective provided the two fighters were of equal manoeuvrability and size, it was revealed quickly that the more agile and more lethally-armed Star Navy Lysander had a definite edge over its older counterpart – the SF2/A Spectre.

By 2035, the Star Navy had made its plans to develop the next generation of “Advanced Deep Submergence Vehicle” official, and its increasingly demanding specifications made it obvious that this type of submarine would require some very specific support options. One of those options was a self sustaining sub-fighter wing that could deal with any potential and/or conceivable threat the Star Navy knew of.

That doctrine eventually led to the deployment of the SF-37/E Sub Fighter in 2040 as the next generation Star Navy fighter. Part of its design called for a more effective weapon system in ‘dog fighting’ that could replace the only marginally effective pulse lasers of the ageing SF2 Spectre. After some deliberation, the weapons engineers concluded that the most effective (or ‘destructive’) way of approaching it would be a throw back of over 60 years to a design that set a standard in weaponry: The Phalanx Close-In Weapons System.

The Phalanx was an awesomely effective defensive weapon deployed on naval vessels that was primarily used to shoot down incoming enemy weapons fire. It used a 20mm, 7-Barrelled Gatling gun to fire Depleted Uranium/Tungsten shells at a rate of 4,500 rounds per minute at a muzzle velocity of 3,500 feet per second. (This effectively meant a stream of 45, 20mm shells would leave the gun every second.) The design had long been forgotten in naval warfare, buts principles and abilities were still lethally effective even by the standards of the 2030s.

Setting out to begin work, the engineers quickly refined the design and within a few short months, had a working prototype where their work would begin. One of the first problems faced by the engineers was how to get the gun to function in an environment that was at least 700 times denser than air at sea level! At greater depths, that density would increase exponentially making the stock-standard weapon useless.

As it would turn out, however, the very answer was exactly where they started. Nearly a half a century before, the Star Navy had developed a torpedo that made an almost impossible 200 knots. For a long time, the Empire at large did not know how the Star Navy had achieved such a feat, but by 2036, the theories surrounding it were sound, proven and perfected to nearly every group in the Empire, and so, Engineers turned to the strange but scientifically brilliant principle of super cavitation.

In the early stages of the Atlantis project, the designers had played with the idea of creating a drive system utilizing rocket engines that could take the massive 240,000 tonne submarine to speeds well in excess of anything created to that point, but the physics of the situation quickly revealed the flaws of the theory as the sheer mass of the monster submarine became apparent; it was simply not possible to propel a submarine weighing more than twice the mass of a US Super Carrier to such a speed. The idea of carrying a perfectly-shaped vessel to 100 knots and displacing so much water that it was in fact travelling through a bubble of air only worked if the vessel in question was a light weight vehicle (some theorised no heavier than 50 or 60 tonnes!) The idea was scrapped and thrown away in favour of other, more plausible ideas.

The idea was picked up again by the developers of the Raptor sub fighter’s weapons division and they jumped at the chance. Surely a projectile weighing no more than 200 grams would be able to attain such a velocity, but what would be used to trigger the initial acceleration?
After many failed experiments with pneumatic gun-hammers, combustion and even small rocket motors, the engineers again looked to what was now called the “ASV” teams for help. Putting their theory forward to the engineers, it wasn’t long before one of them cam up with the idea of using the same technology the horizontal ‘lift’ system used aboard the big ASVs – Magnets.

It was an intriguing idea, requiring very little in the way of mechanics, it was a theory that had been around for decades in the form of the “Rail gun” and above all, they had exactly what they needed to make the idea work.
The age old theory of using extremely strong electro-magnets to propel a slug at supersonic speeds out of a gun had gone as far back as the late 20th century, and it was not until June 12th, 2036 that the idea became a reality at a small laboratory at the Pendragon Complex. And so the first effective Rail Gun was born.

Through the following days of its development, the Hades gun went through many tests, trials and improvements before it was finally released in its first prototype run in early 2040. As a test bed, the Hades was installed on an old Spectre sub fighter, but within a very short space of time, it became obvious that the gun was simply too heavy for the uneven chassis of the Spectre. It became readily apparent that the only fighter it would operate effectively aboard would be the SF-37 Raptor that was released for open tests towards the end of that year. With the breakthroughs made by both the Raptor team and the Hades team, it was also apparent that the Spectre’s days as a frontline fighter were extremely numbered.

The Hades gun was put in to full scale development in January of 2041 and is now the Star Navy’s answer to the Empire’s vaunted Subduction cannons that had been carried without aboard the Lysander class sub fighter since 2030. The raw firepower that a Hades cannon provides a Raptor with is still unsurpassed by any fighter weapon system anywhere on the planet.

S/GA-14A Hades Gattling Rail Gun.

Class: Heavy Rail Gun
Number of Barrels: 6
Feed: Hydraulic, linked feed system
Calibre: 30mm

Basic Ammunition types (Titanium/Steel):
RGP-05/A Armour Piercing Slug (AP)
RGP-05/B Explosive Incendiary (EX)
RGP-05/C Kinetic/Incendiary Slug (IS)
RGP-06/A Plasma Explosive (PE) – From March, 2041

Solid DU/Titanium capped Ammunition types:
RGP-15/A Slug (DUS)
RGP-15/B Incendiary Slug (DUS)
RGP-15/C Explosive Incendiary Slug (DUSEX)

Muzzle Velocity:
3962.4 meters per second (13,000 FPS) (DU round)
2133.6 meters per second (7,000 FPS) (Titanium round)
Armour Penetration (Values shown for standard titanium round):
300mm @ 1000 meters
200mm @ 1200 meters
150mm @ 1500 meters
Maximum (Effective) Range: 2200 meters

Accuracy:
90% @ 2200 meters. 90% of rounds fired at maximum effective range are within 30 feet of the intended target. Performance after this rapidly decreases as the shell breaks up from sheer exertion.

Gun Weight: 90 kilograms with no ammunition
Ammunition weight: 5000 rounds of 30mm Titanium/Steel Ammunition = 1250 kilograms (1.25 tonne)
Ammunition weight: 5000 rounds of 30mm Solid DU/Titanium capped Ammunition = 3750 kilograms (3.75 tonne)
Cannon length: 1.85 meters
Overall Gun Length: 3.22 meters
SeaQuest
01-01-2006, 05:00
Bioskin details:

An echoic, genetic hullskin developed as an acoustics countermeasure, with additional protection from light to medium weapons fire. The genetically-engineered material - a living organism by any other definition - covers the exterior of the hull as three layers (varies depending on class), each approximately 4 inches thick at their most heavily-developed surfaces. Over the length of the ship, this gives Imperial ships a layer of protection some 12-inches thick in the most heavily protected areas of the ship, on top of reactive armour plating. The bioskin layers are highly tensile, densely composed structures which absorbs and distorts active acoustic signals such as sonar pings, thereby drastically reducing the effectiveness of sonar equipment directed at the vessel.

Secondly, the bioskin attenuates sounds emitted from the ship- especially from engine machinery. This substantially reduces the sonar visibility of the ship, rendering it effectively completely stealth to passive detection at extended ranges.

Thirdly, the bioskin possesses self-regenerating properties that enable it to seal any external breaches to the pressure hull. Being a third-generation skin, the enhanced genetic properties allow a rate of regeneration which can completely seal a compromising hull-breach up to 80 feet wide in just less than 20 minutes, allowing the internal compartments to be isolated, sealed and then siphoned of water to allow extensive internal repairs to otherwise crippling damage without the need for a drydock or harbour facility.

The genetic composition of the hull skin is one of the most classified and tightly controlled secrets in the Imperial Grand Navy's bioengineering corps. The degree of effectiveness of the technology is unparalleled by any other navy in the world, and it is reported that the technology has helped in reducing the sonar signature of Imperial ships by anywhere up to 85 or 90 percent.

The reactive armour of the Empire was developed as a countermeasure to plasma laser and Subduction weaponry. Composing of six layers of composite materials (the exact details of which remain classified) the armour is designed to absorb the heat of laser weapons, and in extreme cases; shatter and then expand to form a callous-like protective crystaline shell that becomes incredibly durable against directed energy weapons.
The indigenously-reactive nature of the layered composites make the armour an extremely effective countermeasure against Imperial subduction weaponry widely deployed on heavy cruiser hulls (what good is an armor if it can't stop your own weapons). Subduction weapons - which use particle decelerating technology - cut through complex materials by breaking them apart at the molecular level. When this electro-chemical reaction occurs, the reactive armour found on the hull of Imperial ships forms a 'slurry' which - when mixed with the other composites of the armour - rapidly re-solidifies, and absorbs the energy of the attack, thus protecting the hull beneath.
SeaQuest
02-01-2006, 17:59
It goes without saying that the Oculus provides the Nexus with an incredible tactical advantage over its opponents. Although repeatedly firing this weapon is impossible, and a substantial ‘cool down’ or ‘recycle’ time is required before the core can produce enough energy for a second attack. We also know that this weapon is capable of variable levels of energy release – referred to by Imperial Grand Navy commanders as “Disruptor Thresholds” – A threshold of “Zero” would be a complete overload of the Annulus reactor causing a weapon blast destructive enough to create a thermonuclear reaction, while a threshold of “100” would limit the oculus to the capabilities of a standard Plasma Particle beam laser as is used commonly by Imperial Warships, thus allowing for rapid and sustained attacks.
In theory, it may be possible for the Nexus to discharge a low-level oculus blast from any suitably polarized point on the ship’s outer Neutrium hull, in effect creating a perfect point-defense network around the ship.
CorpSac
02-01-2006, 19:07
do you have anything that you designed yourself?
SeaQuest
02-01-2006, 19:30
do you have anything that you designed yourself?

Yes, but I am hesitant to use any of them because I don't want people just up and using them for themselves without asking me.
SeaQuest
06-01-2006, 21:15
Trans-Spatial Shields

This new shielding system builds a back-buffer shield in addition to the primary shield. When sufficient damage is taken to the primary shield, the back buffer is phased through to replace the primary while it regenerates within the protection of the new primary shield. This new system consumes a good deal of energy, which is supplied directly from the slipstream core. When seperated, the saucers shields draw power from several fusion reactors arrayed near the shield emitters. The new shields also incorperate every advancement SeaQuest has made in the last 20 years (ie: Auto modulating, Meta-phasic shielding, Regenerative, and Multi-spatial shielding technology).

The shield modulation frequencies are under the control of the ships computer system, which continually evaluates incoming weapons fire and automatically re-modulates the shields to give the most effective possible defence, increasing its effectiveness against both high energy tractor beams and phased poloron particles,weapons which are used by the Borg and the Dominion.

It is belived that these new shields, added to the ablative armor, will create sufficient protection against known types of Sernaix weaponry.
Lord Atum
07-01-2006, 00:07
For a total power supply per ampoule of 6.4x106 MJ.


It's almost certain you don't understand this. Firstly, you've probably copied this from a website, as the '6' there should be in superscript, or (as on this forum, written either as "6.4 e 6" or "6.4*10^6" Further, they really ought to be given in joules, if you're going to do that, so, 6.4e12J.

Now, this is highly inconsistant with how phasers actually preform. Let me translate these units into something you can probably understand better. That's one point five kilotons. If one of those cooked off, you'd flatten many, many city blocks. That's around one tenth of a Hiroshima-bomb. Nuclear bomb yeilds.

Not only that, but it's also wildly inconsistant with the stated (let alone show) yeilds of the phasers it's based upon. Let's quote Star Trek TNG, the Mind's Eye (the amusing episode where a romulan knockoff of a federation rifle outpreforms it in a bench test, and that's how they figure out that the Romulans are manipulating them... I kid you not)

DATA: Energy cell usage remains constant at one-point-oh-five megajoules per second.

Aside from his scientific ignorance (the term for megajoules per second is in fact, Megawatts - though that's not nearly as bad as when he tried to give a steady output in 'megawatts per second' anyway, I digress) As you can see, this is the kind of firepower we should be talking about. A phaser (and this is a rifle) would perhaps have, if we're being super-generous, three thousand seven hundred and eighty megajoules (3780 Mj - 3.78e8J) - enough for an hour's continous fire.