NationStates Jolt Archive


Animarnia Tech Referance Thread (FT, Closed, SIC)

Animarnia
28-03-2006, 15:27
Animarnia Tech Referance Thread
All into is Secret IC and closed, though OOC comments welcome etc. (Work in Progress)

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Index

Components/Technology/Research/
Infantry Weapons
Guns/Turrets
Missiles
Torpedoes/Bombs/Mines
Engines
Shields/Armour
Reactors
Sensors/Other Systems
Experimental Technology
Weapons of Mass Destruction

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Ships
Fighters/gunships/Transports
ASF-43 Viper Training Fighter
ASF-44 Hammerhead Multi-role Edo/Exo fighter
ASF-45 Sabre Space Supiriority Fighter
ASAPC-72 Warshark
ASG-X71 Anubus Gunship
ASTS Medivac Transport

Scout Craft
Suzuka Class Scout Ship
Taki Class Covert Strike Fighter

Destroyers
Soryu Class Heavy Destroyer
Kiyone Class Heavy Destroyer
Ryoko Class Light Destroyer

Crusiers
Goldberg Class Escort Light Cruiser
Kusranada Class Light Cruiser
Kaji Class Covert Strike Cruiser
Tenkawa Class Missile Cruiser

Frigates
Duo Maxwell Class Heavy Frigate
Angel Links Class Warcrusier

Battleships
Yuji Class Battleship
Fuyitsku class Battleship
Ikari Class Battleship
Ikari II Class Battleship
Ikari III Class Battleship
Ikari IV Class Battleship

Carriers
Misato Class Carrier

Flagships
Miliado Class Dreadnought
Pheonix Class Flag ship

Test beds
ASF-X46 Valeria Space Supiriority Fighter
ASF-X47 Hammerhead mkII Multi role fighter
Jim Hawking Class Slipstream drive Testbed
Event Horizon Class Quantum Singularity Reactor Testbed

Other Ships
Ayeka Class Colony Ship
Explorer Class Deep space Exploration vessel
Mercy Class Hospital Ship
Iichan Class Science Ship
Releena Class Automated Frieghter

Stations
Yu Type Research Station
Artimus Station
Macross Planetary Defence platform
Jump Gate
Space Ring
Habitation Dome

Ground Warfare
Hunter Anti-Infantry Mech
Stalker Heavy Strike Mech
Warwalker Mech
Mammoth II (Colosus) Mech
Ravager Unit
Reiko Main Battle Tank
Sword Multi-role Hoverjets (Also called Talim jets)
X-tech
Automated Anti-Aircraft Battery
Rail Gun Tower
Heavy Laser Tower
Rocket/RPG Tower
EMP Tower
Animarnia
28-03-2006, 16:09
Components/Technology/Research/
Infantry Weapons

AM-101X Infantry Rifle
http://www.animeonscifi.co.uk/hosted/animarnia/Image15.gif

Ammo counter electronics
The AN-101X uses simple electronics to display the ammo left of each type of round currently loaded in the weapon magazine. The counter will reset to its maximum value every time a new clip is inserted, by simple placement of a contact switch inside the magazine housing. The clock signal will come from placing a sensor across the end of the inner barrel. This will be an infrared transducer, which will create a 1-0-1 pulse for each break between the sensors. The round coming out the end causes this break. By working on a 1-0-1 pulse you eliminate most errors such as the counter miscounting, or counting down by itself in strong sunlight. You would however be able to get the counter to count by sticking an obstruction down the barrel (like your finger).


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Ammo Types Fired by the AN-101X

5.7mm FMJ
The 5.7 x 28-mm cartridge is a small calibre round for pistols and submachine guns developed by Fabrique Nationale (FN Herstal). It was designed for the modern battlefield where troops may be wearing body armour and conventional pistol or submachine gun rounds may be ineffective.

7.62mm Hallow point
NATO's 7.62 × 51 mm rifle cartridge, otherwise known as .308 Winchester (though they do not have identical specifications), was introduced in the 1950s as a standard firearm cartridge among NATO countries though it has also become popular among civilians. There are many types, such as tracers and blanks, as well as many makes of the round.

It was introduced to service with a variety of firearms, primarily service rifles and machine guns. It is used in the M14 rifle and M60 machine gun in US service in the late 1950s. The cartridge was earlier selected for NATO standardisation. Fabrique Nationale's FN FAL became the most popular 7.62 rifle in Europe and served into the early 1980s. The M14 was superseded in US service due to a change to a round for infantry with the M16; the M14 and many other firearms that use the round remain in service. The round is used by infantry as well as on vehicles, aircraft, and from ships. It is used in the GE minigun as well. The 7.62mm offer great penetration at 13+inchs.

This round is also produced as a hollow point; A hollow point bullet is a bullet that is designed to expand upon entering a target. The tip of the bullet has a pit, or hollowed out shape. When the bullet strikes a soft target the pressure created in the pit forces the lead around it to expand greatly into a mushroom-shape. These causes considerably more soft-tissue damage and energy transfer than if the nose had not been hollow. Most hollow points are partially "jacketed", that is, a portion of the lead bullet wrapped in a copper casing.

18.7mm Grenade launcher/Shotgun
This can fire 18.7mm 'canister' type rounds. These include High Explosive, Acid rounds, smoke, phosphorus, shotgun, flare, gas (CS), thermite and Non-lethal Bean bag rounds, reloading is done via autoloader and spent round are automatically ejected the autoloader can hold up to 8 rounds before it itself requires reload.

Additional equipment
Telescopic sight
This Rifle comes equipped with a telescopic sight that has an 18x Digital zoom function, and an 8x Optical Zoom, the sight can also switch between Infrared, Night vision and thermal imaging for maximum effect.

Laser Sight/Range finder
The laser sight range finder assists the user of the rifle in ensuring maximum accuracy of fire in a firefight. The Range finder also feeds information to the telescopic sight to assist in ranging sniper shots

Flashlight - A standard flashlight, fixed to the top of the rifle

Technical Spec
----Unit Overall-----
Weight: 2.83 kg (6.23 lbs.) (Fully loaded)
Length: 859mm (19.7 inches)
Height: 271mm
Width: 45mm

-----Weapon----
Barrel: 10.2 inches (Primary) 9.72inchs (Secondary) 11 in (Tertiary)
Effective range: - 200 meters (Primary) 400 meters (Secondary) 150mm (Tertiary)
Muzzle Velocity: 2,350 ft/s (Primary) 2,600 ft/s (Secondary) 250 ft/s (Tertiary)
Penetration: - 10-13inchs (Primary) 13+ inches (Secondary) N/A (Tertiary)

---Fire modes: ---
Primary (Semi automatic, Full Auto)
Secondary (Single shot, Semi auto)
Tertiary (Single shot)

---Magazine Capacity: -----
Primary - 180 rounds (5.25 x 20mm FMJ-AP)
Secondary - 35 rounds (7.62 x 51mm HOLLOWPOINT)
Tertiary - 8 (18.7mm Grenade launcher/Shotgun)

---Laser Sight---
Laser Power
Training mode 0.95 mW
Laser Power
Combat mode (visible) 8 mW
Laser Power:
Combat mode (infra red) 4.5 mW
Dot Size 60mm at 100m
Battery Type Lithium SAFT LSH 14
Battery Life
Training mode 250 hours
Battery Life
Combat mode 50 hours
Activation Pressure switch on pistol grip
Settings Off/Training/Combat
Adjustments Fully adjustable for elevation and azimuth

---Scope---
Type: Digital/Optical
Zoom: up to 18x (optical) 8x (digital)
Additional info supplied in sights: Range of target
Other sensors: IR, Night vision and Thermal
Additional: Flash light
Flashlight power supply: Lithium SAFT LSH 14
Life span: 50 hours continuous use
Animarnia
28-03-2006, 16:23
Guns/Turrets

Sky Rails - The Sky rail is the newest addition to the weapons locker, essentially firing rounds of super heated plasma contained in a magnetic 'bubble' along a low powered laser for extreme accuracy at close to the speed of light. When struck it is capable of creating an effect so powerful it can literally rip apart ships much like the kinetic based 'rail gun' on conventional naval battleships. Sky rails are moderately fast firing and immensely powerful however they require a large amount of power to run so is only equipped to capital ships.

Sky Rail Mark II - With the micro cold fusion drive now perfected after having its test bed on the Sabre fighter, the drive went into mass production this allowed the military designers to equip each sky Rail turret with its own micro cold fusion reactor for power. Not only does this reduce recharge time to next to nil but also allows the sky rails to draw power directly from the micro reactors increasing there power 150 fold with ample left over. allows for a constant particle beam with mutple plasma pulses for several seconds, or rapid refire. several Sky Rails can take out a Super Star Destroyer class shield in a single volly.

Vengeance Turrets - Standard turret based particle weapon, fires low energy 25MW Laser bursts at a rapid rate to inflict damage on enemies which quickly mounts up to a deadly end.

Vengence Mk II Turrets - the Vengence 2 is the newest and best rapid fire pulse turret an evolution over the Vengeance in every way firing 50MW bursts

Magma Hammer - Ion Particle Cannon – This may as well be the Lava Blade II since that’s virtually what it is, taking the highly successful Lava Blade and upping its power ten fold and range. When mounted on a turret multiple Magma Hammers can decimate multiple ships in a single volley, Magma Hammers are designed for Raking over hulls;

Electro Linear Iron Hammer Guns - 25mm-72 cm GAUSS Coil Guns. each slug is coated with a special non-reflective highly polished metalic chrome; and filled with an intert substance tottally harmless unless propeled at high speed; the slug is then fired down the coil gun using a combonation of magnetic fields and a low end laser to propel the slug to speeds of .0998c to do maximum kinetic damage, the substance inside the shell also combused and gives of intense radation on impact.

Sun Fury - Tachyon Cannon, Long-range high-powered Particle beam weapon, the Sun-Fury fires a single beam of concentrated Tachyon energy that can cut through the strongest shields without a problem, this weapon has excellent range, however sustained fire can cause this weapon to overheat, the beam will last several seconds before disipating.

Sun Burst Cannons - the Sun burst is a much more scaled down verson of the Sun beam though the underlying principles are the same it is a fusion beam cannon focusing a fusion reaction down the firing chamber and turning it into an energy beam. minimum output is ranged at 560 TW for an almost sustained fire rate, standard output is ranged at 100,000 TW for 7.2 seconds and Maximum out put is ranged at 470,000 TWs for 5.2 seconds drawing power from the Reactors and its internal batteries

Charged Particle Beam Cannon - the Minimum output for the Charged particle beam aboard the MACROSS Defence batteries is rated at 25 Terrawatts enough to cut through all but the most advanced hulls. The maximum output of the CPC is rated at 2 million Terrawatts which is enough to obliterate the eastern seaboard of the united states or the united kingdom in its entirety however a discharge that large would destroy the satellite along with its target thus the standard output is in the range of 600TW. This weapon works by gathering particles into an accelerator intake and charging them, then firing them in a super-heated Particle beam or pulsed stream at an enemy vessel causing massive thermal and impact damage on a very high level capable of punching through shields and armour alike. This weapon is highly feared and was originally designed by Dr Ruri for use against large cities from space

"Tarantula" Anti-fighter Turrets - the Tarantula is as deadly as the spider it's named after. Each turret is mounted with 3 Omni-directional rapid-fire mini guns that can target together or separately and fire a mixture of 15mm GAUSS, 20mm Rail gun, Laser, pulsed Plasma and Ion rounds. Each mini gun fires at a minimum of 20 bolts per second for increased accuracy and up to a maximum of 70 bolts per second to blanket space Though prolonged use of its highest rates of fire promotes overheating and increases the risk of weapon malfunction. Primarily for use against enemy light and heavy fighters, these deadly defensive turrets are fitted along the hull at various points

Cerberus Defence Batteries: - named after the mythical guardian of the gates of hell, the Cerberus is designed to protect against a multitude of things, In addition to the Point defence batteries, a number of other countermeasure systems are employed this is called the Cerberus system, there are several parts to the Cerberus System as detailed below

First Tier - Missile Guidance Jammer - by cycling a rang of frequencies rapidly and increasing the power output it is possible to not only cause missile to scramble off course but also explode there payload prematurely mistaking the increased power output as proximity to there target.

Second Tier - AMM Pods - Anti Missile Missiles, fast rapid interceptor missiles designed to intercept and destroy incoming missiles before they get close to the ship these pods are scattered at numerous points around the hull

Third Tier - Chaff/Decoy launcher - a system designed to launch chaff packets and scatter debris to confuse missiles the Decoys are launched away from the ship also radiate light, heat, sound and fake bio-signals to draw missiles away

Fourth Tier - "I have more ships that you" IMSTU system is designed to use a combination of holographic emitters, lasers and sensor echoes/ghosts to create a fake fleet that can even fool other ships sensors and visual checks.

Fifth Tier - Null Space Stealth Device - creates a large ECM field around the ship that turns it into a "null void" on enemy ships sensors, making the ship hard to detect and harder to identify

Sixth Tier - "Last Resort time" - the LRT is several train car sized capacitors put into a controlled overload to generate an Electro magnetic pulse shock wave strong enough to burn out all electronics for a range of 300kms


Rail Guns - Vulcan Electro-magnetic Rail gun (capable of covering a 50° kill-zone) which fires 20mm depleted Urainium-238 rounds. mounted on capital ships, gunships and fighters; Rail guns provide long rage and firepower with some Capital ships mounting 155-180mm Linier Rail guns.

Point Singularity guns - the Point Singularity Gun is an incredibly powerful weapon, designed to use Micro Back-holes and Graviton Waves to penetrate and destroy a shielded target. The Point Singularity Gun is different from conventional Graviton Weapons e.g. the Graviton Beam cannon, which utilises a sustained beam of high velocity Gravitons to slice through an enemy's armour. The Point Singularity gun uses a micro gravity distortion (black hole), launching it at a single target like an armour penetrating shell.

Even a powerful shield cannot provide more than minimal protection against the weapon. As has been seen in tests when utilised on a heavily shield target and penetrated its shields in a single shot, and did significant damage. The Point Singularity Gun is capable of firing through a considerable thickness of dense martial, and it other tests has fired through several meters of rock before it penetrating a heavy shield on par with a Super star destroyer and doing damage to its target. Each PSP (Point Singularity Projectile) spins dragging space around it and In all tests conventional shields were unable to defend against it for more than a minimal degree, each micro black hole only has an event horizon the size of a nickel but will hit its target with a force of planet. It should also be noted, the larger a target is the more damage a PSP will do.

The Point Singularity Gun uses a pulsed wave of Graviton Energy to propel a compact Graviton Distortion (Micro black hole) at an enemy vessel in a similar way to the way a conventional artillery battery uses a powerful explosive to launch a solid artillery shell. Where the weapon differs from a conventional artillery piece is that it does not need to generate a powerful explosion. Instead, the Point Singularity Gun barrel generates many small Graviton Waves inside its barrel as the Distortion is launched. With each pulse the velocity of the Graviton distortion is increased until it is launched.

This method allows the black hole to gain an incredible velocity without the danger that comes from generating a powerful wave inside the weapons somewhat narrow barrel. The barrel of the Point Singularity Gun contains many Graviton generators, which are activated as the Distortion is launched, pushing the Black hole out of the barrel. This method also allows the weapon to be fired without having to generate a high powered wave, or use a conventional explosive device, it also allows the Distortion to be fired at a higher velocity than if it was launched from an ordinary cannon.

When a Distortion has been fired its effects vary on where it explodes, if the black hole explodes inside a planets atmosphere the Graviton Distortion acts like a black hole, consuming the local area and generating dangerous gamma radiation before it implodes and disappears. At this time no Distortions have been fired to implode inside a planets atmosphere. The affects of a distortion exploding in space would be less damaging than an atmospheric explosion and it would only destroy a localised target and any residual radiation would disperse quickly.

Sunbeam Cannon - the Sunbeam the current pinnacle of beam weapon technology and knows no equal. Using a tightly controlled and powerful directed containment field, the Sunbeam creates and detonates an artificial sun device with equivalent energy output of a Sol type star and via the use of the containment field focuses it into a directed energy beam. It is a directed energy weapon of immeasurable proportions essentially focusing the power of super nova into a beam weapon with an estimated output in millions Exawatt's range or a 2.1 billion Megaton nuclear bomb

It works by first condensing a large mount of Stellar matter and hydrogen collected via Bussard Ramscoops into a powerful gravitational field and ignites it to form an artificial star in the cannons barrel. Then creates strong magnetic containment field as a 'guidance beam' the device then focuses 24 Gravometric field projectors at the centre point of the artificial star each emitting 1g of gravity to create an artificial quantum singularity at the centre of the star. The singularity quickly removes matter from the star casing it to become unstable and reach super critical mass and it into a super nova detonating the star thus releasing a vast amount of energy in the region of a Sol type stars entire life span in a few seconds. The blast is then focused via the containment field into a 'beam' and fired towards its target.

The Weapons limitation is its size in proportion to other vessels and usually requires the ship to be built around the weapon rather than the weapon being mounted on a ship. The secondary limitation is due to the extreme physics involved the weapon cannot be re-fired quickly and has to wait for the firing chamber to cool down before it can even begin the process of attempting to fire again, a process that can take several minutes. However the power and range of this weapon makes the destruction of its intended target almost certain.


"Gunslinger" Rapid Fire Phased Energy arrays - using precisely calibrated and refined emitter crystals, Rapid recharge capacitors and phased energy converters; the Rapid fire phased energy arrays are the Fury's smaller brethren. Instead of firing a constant powerful beam like the Fury's or a pulse like the Vulcan's and plasma cannons the RFPE Arrays fire medium energy beams at a rapid rate in multiple directions at once. These beams are fast firing and accurate to shred fighters and pound capital ships and planet surfaces alike and are capable of sustained fire for prolonged periods. Each array is comprised of 6 emitter crystals, a recharge capacitor and a primary beam emitter. To alter the direction of the beam, the emitters angle is changes slightly within the array to focus through a different emitter crystal it only takes a few degrees of movement to alter the beams path allowing rapid Omni directional targeting. Further more the Recharge capacitors mean that the beams can be fired very fast and because there beam weapons and not pulse fired they are very accurate, even if the beams only actually last one or two seconds each.

"Luger" Point defence Turrets - Replacing the light turbo lasers, are point defence batteries, each of these batteries is fitted with four Omni directional Laser Vulcan's for extreme accuracy and rate of fire able to fire twenty bolts a second. Each of these can be targeted independently and has its own targeting computer with and advanced IFF system, negating the need for a gunner; these are littered about the hull to give maximum field of fire. These are primarily used for fighter defence but double as a missile and torpedo defence in a limited capacity.

"Fury" Laser Turrets - while you may be excused for mistaking these for standard turbo lasers, you would be wrong, though they share a number of concepts with the standard imperial technology the similarities stop there. The Fury does not fire in this sense a 'pulse' of laser energy but more a constant Laser cutting beam ranging the Gigawatts of power

"Fury" Cannons are capable of bombarding the surface of a planet into a flaming ruin in a relatively short space of time in fact they can do this with frightening efficiency and purpose though a Fury's primary purpose is as a capital ship killer. Each Furry battery has a minimum operational energy output of 2.6TW per beam far more than a Sky rail at full power. Six micro cold fusion cells capable of generating 380GW of power per second each power each Fury battery. This is done to reduce strain of firing on the main reactor and also allow the rapid recharge of the Fury's capacitors meaning almost unlimited firing in short a constant beam at this energy level. In secondary fire mode the beam capacitors are able to generate a 172 TW beam for 7.2 seconds. In maximum firing mode; by drawing power from both its internal reactors and the main reactors the Fury cannons are able to sustain A 11,968 TW beam for 11.2 seconds.

Where configured to fire in "pulse" mode, energy is fed into the charge capacitors and released quickly, the longer the energy is held in the charge capacitors the higher output the energy that is released. The minimum discharge for a pulse is 636 Terajoules, equivalent to a 152-Kiloton nuclear warhead. The standard output for a particle pulse is 2,728 Terajoules equivalent to a 3-megaton nuclear bomb. At maximum output drawing energy from the main reactors as well as internal cold fusion cells a pulse can fire 42,428 Terajoules which is equivalent to a 10-megaton nuclear bomb.

This is an advantage in both combat and power efficiency freeing up the energy for shield production and other systems. Fury Cannons are primarily used for ship to ship combat since their targeting computers normally are not fast enough to track the smaller craft like fighters and bombers which can usually manoeuvre around the beams. These are also placed around the hull at various points to give maximum arc of fire. The Fury can be configured for pulse or beam firing at the press of a button.

Justice Mk III Plasma Cannon Turrets - the Ion Cannons have been completely replaced with plasma cannons, instead of shooting Ionised beams, the plasma cannons shoot magnetically bottled plasma shells at a high rate of fire; plasma rounds do immense damage to enemy shields and hulls equally as well as planetary surface structures. A prolonged barrage of plasma shells is enough to cripple most ships in a short space of time equally plasma cannons can overheat on sustained fire and have limited range, deffinetly a close brawling weapon.

"Oblitirator" Mass Driver - A Mass Driver is a 3meter Solid sphere propeled by a coil gun towards a planets surface; using initial acceloration and gravity to increase its velocity and impace a chosen target in virtual freefall causing massive damage to a planets surface.

Yamoto Cannon (Purchased Tech) - The Yamoto Cannon works by containing and focusing an Nuclear Bomb into a focused beam via containment fields, the cannon is 1/3 of a mile long and has a 20m wide barrel (its a BIG gun) with an energy range in the Petrawatts per second and can destroy an ISD class ship in 2 shots; and an SSD grade ship in 10
Animarnia
28-03-2006, 16:27
Missiles
Ripper Missiles - The Ripper is aptly named, since that is exactly what they do, fighters and light ships such as bombers and light destroyers are especially vulnerable to these fast attack missiles, this is a fighter based missile

Firestorm Missiles – These are an Upgrade of the Ripper, with better guidance and a higher payload, however to accommodate this extra firepower they trade off speed and mobility this is also a fighter based missile

Predator Missiles - fast Guided missile, equipped with the current state of the art it is the ultimate fighter killer with a medium payload and equally high speed and mobility can be equipped with conventional HE, Chemical or 150kt nuclear warheads, also good against capital ships

Eraser EMP Missiles - This is the new missile is equipped with not an explosive warhead but an Electromagnetic Pulse Generator that sends out a large EMP shock waves upon detonation. When hit by the EMP effect electronics on capital ships will be disabled, 8 EMP Missiles can cripple an entire fleet

Inferno Multi-Missiles - the Inferno Multi-Missile employs a "MACROSS" System. Each Inferno missiles, carries 6 smaller missiles in its warhead, after launching these smaller missiles separate from the main body and home in on independent targets. Firing off several Inferno missiles can create a missile "swarm" hence the name.

Swarm Missile - 'Swarm' Missiles are cluster missiles similar to ship based Inferno Missiles that carry 'Micro missiles' that separate after launch away from the main carrier vehicle and independently target themselves at anything without a friendly signature. The name swarm comes from its ability to unload a large amount of missiles at once like a bee swarm, the Swarm type missile carries 18 Micro missile war heads in 3 rows and unlike the Inferno Missile, its carrier vehicle is also a missile in its own right.

Harpoon Missiles - With Armour technology advancing the Harpoon Missile was developed, using advanced propulsion and warhead technology the harpoon missile operates on the "Fire cracker" principle. In that on impact it penetrates the armour of the enemy ship first, embedding itself into the hull before exploding to do maximum offensive damage. The Harpoon also employs a 'fire and forget' system allowing it to independently select its targets after launch allowing for huge swarms of Harpoon missiles to be launched without pre targeting.

Paralyse Missile - This is a new missile and equipped with not an explosive warhead but an Electromagnetic Pulse Generator that sends our a large EMP shock waves upon detonation, when hit by the EMP effect electronics on capital ships will be disabled. 8 EMP Missiles can cripple an entire fleet the Paralyse is the fighter based successor to the Eraser EMP Missile

Cannonball Missile
This Capital Ship missile is designed to be a heavy hitter in fleet engagements, equipped with a hyper velocity engine and literally packed with explosives. This missile has a warhead of 11,560lbs (3 x the size of a Sun killer Torpedo) making it one of the deadliest and fastest missiles in existence.

Hornet FTL Engine Disrupter
The Hornet is like no other munitions currently available; instead of trying to disable or destroy a ship the Hornet has one purpose and that is to stop a ship for moving in either or FTL travel. The Hornet attaches itself to the hull of the ship and creates an intense gravitational field increasing the ships mass by a factor of 100, meaning the engines no longer have the output to move the ship; the gravitational field also prohibits the ship from engaging FTL drives. The real kick to the hornet is the more power that’s output from the ship the more power the hornet has to generate the gravitational field essentially using the ships own power against it. The Hornet can be deployed on a Missile Chassis or as a mine.
Animarnia
28-03-2006, 16:32
Torpedoes
Sun slayer Torpedo - Slow, big and dumb, the Sun Fury torpedoes are a high yield propelled weapon for use against capital ships and planetary structures that cannot out manoeuvre the weapon. There lack of speed and guidance makes them useless against faster ships or fighters but excellent against slow moving or stationary targets, such as capital ships or orbital stations. The Sun slayer is specifically designed to take out heavy shielded targets. Each Sun Slayer comes with a 1500lb Warhead

Sun Killer Torpedo - Slow, Bigger and dumb; the Sun Slayer is the next generation of Torpedo, capable of delivering a powerful blow to a capital ship or planetary structure. The Sun Slayer like its predecessor has only a basic guidance system relying primarily on a "Point and shoot" system but can be equipped with anything up to a 400 megaton nuclear warhead, though usually carries a 3100lb Conventional explosive. It has also been nicknamed the 'city buster'

Hades Torpedo - The new Hades Torpedo's is fitted with a 5500lb conventional explosive warhead, the tip of the torpedo is designed to 'burrow' into the armour of its target first and then explode similar to the Harpoon but with a much higher yield. Unlike its predecessors the Hades is fitted with a guidance system but lock must be maintained by the ship launching said torpedo for the weapon to track an enemy vessel advancements in Ion technology have also meant the Hades can be fitted with its own Ion engine increasing acceleration. The Hades is designed like its predecessors to be used against large ships, stations and planetary structures

"Hellfire" Type IV with a 5100lb Warhead; the Hellfire is also the first torpedo produced by Animarnia to have not only a guidance system but also a two-tier guidance system. The first tier is the same as that used in the Hades with each Torpedo being fed a constant data stream of guidance and target information from the ships targeting computers; this makes the Torpedoes immune to ECM and countermeasure however vulnerable to blanket Jamming. The second tier; relies entirely on the Hell fires own internal guidance system, meaning once its initial target has been set the torpedo is fire and forget, this leaves it vulnerable to ECM and countermeasures but immune to blanket sensor jamming. The Hellfire is also equipped with a small shield, this gives the torpedoes an orange glow when fired and protects the torpedoes against limited point defence fire making the Hell fire a formidable weapon.

Brimstone Torpedo Type V - Combining research from the Combat wasp, Hades and Hellfire torpedoes respectively comes Brimstone. Brimstone Torpedoes use technology developed separately to make the ultimate in torpedo warfare; the Brimstone uses the Hellfire two Tier guidance systems however uses AI Hunter seeker programs to allow switching between the two as needed. So if one is jammed it automatically switches to the other; it is also like the Hellfire is equipped with a small shield generator to give limited defence against PDL's and an Ion Engine giving the Torpedo a distinct orange glow after its been fired. From the Hades Torpedo; Brimstone brings its "armour penetrating" tip designed to aid in penetrating heavy shields and armour giving the 'burrowing' effect. Lastly the Warhead of the Brimstone is taken from a Combat Wasp and scaled down to 250 kilograms (550lbs) of Antimatter capable of creating a 5378-megaton Explosion. Given 9*10^16 per Kilogram of Antimatter

Bombs
Rabbit hole Unguided Ground Attack Bomb - What it says on the tin, a Ground attack bomb of varying yield as required.

Jack-Rabbit Laser guided Ground Attack Bomb - What it says on the tin, a Ground attack bomb of varying yield as required.

Mines
Driller Proximity mine -The Driller is considered a "Dumb" mine as it simply lays in wait for an enemy ship to come within range of its proximity sensors before Detonating a small scale nuclear device. The mine employs a primitive stealth system to allow it to remain relatively undetected and runs on minimal power until triggered

Seeker Limpet mine - A Seeker Limpet mine is a more intelligent mine, using not only proximity sensors but also air pressure manoeuvring thrusters to propel the mine towards its intended target. The then attaches itself to the hull of its target like a limpet and detonates a small Cold Fusion based explosive device 50x more powerful than its dumb cousin the Driller. This mine also employs basic stealth and runs on minimal power while it lays in wait for passing ships. The seeker mine is also equipped with an IFF

Self replicating mine - The Self replicating mine is by far the most formidable opponent yet to ships operating in large defensive fields the mine not only employs all of the Seekers abilities it also surpasses it in several areas. First of which is its ability to link with the mines around it, if one is destroyed then the others around it will automatically replicate one in its place. Secondly this is the first mine equipped with a Fade Vail making it completely undetectable to enemy sensors until its too late. Like the seeker this mine homes in on its target before detonating a Cold Fusion device.

Tadpole EMP Mine -A Tadpole EMP mine instead of a explosive ordnance uses an EMP generator onboard to generate an EMP shock wave to disable enemy ships by crippling all electronic components onboard; including computers, circuit boards, unshielded androids even some ordinance is vulnerable to EMP. This mine is not homing but is equipped with mark 1 Fade Vail and Proximity sensors.

Razor Phase Mine -By far the most formidable mine yet developed, this mine is not only equipped to be homing and with a Fade Vail to be undetectable but also with a Phase Modulator. This allows it to 'phase' out of normal space and pass through solid matter and pass into the hull of an enemy ship. Once inside the mine can phase back into normal face and detonate a cold fusion device from inside the ship doing far more damage than any conventional mine thus far.
Animarnia
28-03-2006, 16:36
Engines

He3 SCRAMjet Engines - The He3 fuelled SCRAMjet (supersonic combusting ramjet) engine is able to fly from an atmospheric envelope to a Trans-orbital phase and into the (almost complete) vacuum of space without having to rely on huge containers with liquid propellant.

When the air inside a ramjet exceeds the speed of sound (meaning an aircraft speed of around Mach 5+) combustion fails to occur properly. This is overcome in a SCRAMjet (supersonic combusting ramjet): the inlet is much wider (typically the entire underside of the craft) so the compression is less and the air remains at supersonic speeds. But conventional fuels are unusable at these speeds, so reactive chemicals or gases are used and the design of the jet is much more complex. Like a ramjet the SCRAMjet must already be moving extremely fast before it will start working, but theoretically, speeds in excess of Mach 20 are possible inside an atmosphere if the airframe could take such speed.

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

Gravometric Engines - " Electrogravitics might be described as a synthesis of electrostatic energy used for propulsion - either vertical propulsion or horizontal or both - and gravitics, or dynamic counterbary, in which energy is also used to set up a local gravitational force independent of the earth's." - "Electrogravitics Systems," USAF, 1956

Despite early attempt at harnessing gravity in propelling star ships, Animarnia technology still made the practical application of magneto-gravitic principles impossible and all experiments failed miserably. That is until recently, when a break through into the technology happened and engineers were quick to capitalise on this new system and fit the Ships with Gravometric engines for sub light use. Gravimetric drives do not eject propellant to move a vessel, but instead manipulates gravitational attraction to draw or repel a ship in a given direction. The new Graviton based engine gives ships 20g's per drive of acceleration a substantial increase over Ion drives

Hyperspace Jump Engines - 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.

The explosion, the titanic mass of the Big Bang unable to hold in the compressed stellar matter that was released, threw out all the stellar matter that was created by the Big Bang. With the Hydrogen inrush Stellar matter moved (and still moves), out from the centre of the Big Bang. The resulting empty space equalling Hyperspace. Confused yet?

Well let me try and explain: 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 centre 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).

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 travelled, a ship can instead enter Hyperspace and use it as a shortcut. 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 travelled 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. Travelling 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 kilometres), and the direct travel time is about three days. This means, relatively speaking, a ship would be travelling 389,455,000 kilometres a second relative to Real Space.

By way of comparison a distance of 75 light-years (709.6 billion kilometres) from Point "A" takes about six days to get there. That means the same ship would be travelling 1,368,750,000 kilometres 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 can travel between the same distance in 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.

Advanced Hyperspace Jump Engines - By Reverse Engineering Alpha tech Hyperspace generators and modifying them to work in combination with Animarnia's own jump engine technology we have developed a method of "shifting" a ship out of normal space and into Hyperspace. The actual mechanics are the same as all Animarnia FTL drives however the ship does not have to form a Jump Point to enter Hyperspace and instead to the casual observe appears to just disappear, which could be mistaken for cloaking although this is not the case.
Animarnia
28-03-2006, 16:38
Shields
Gravometric Shields - The shield system provides the modern ship with its principle protection against both violent natural phenomena and enemy weapons fire. Most shield systems are composed of highly focused spatial distortions, which contain an energetic graviton field.

The shield itself is projected by a set of transmission networks located on the hull of the ship; when matter or energy strikes the shield, field energy is concentrated at that point to create an intense localised spatial distortion. The shape of the field can be varied at the discretion of the tactical officer. The most common configuration is a set of curved fields, which interlock to form a large bubble over vessel, although some users prefer to make the shields closely match the ship hull. In the former case shield burn-through are more likely, as the shield must enclose a somewhat greater volume. However, in the latter case that burn-through which does occur is much more damaging as they are directly adjacent to the hull. Most of the information on this subject is highly classified, but since even individual vessels are known to utilise both configurations, it appears that bubble shields are preferred under certain tactical situations, Conformal shields under others.

Shields are carefully tuned to create windows, which allow matter and energy to pass through under certain specific circumstances - for example, visible light below certain intensity is allowed to pass through unhindered. This allows the crew of a vessel to see out whilst the shields are up - or more importantly, to use visible light sensor systems. This window renders the shields invisible to the naked eye under normal circumstances. Other windows exist to allow sensors and weapons to operate through the shields. Impacts on the shield cause Cerenkov radiation to be released, often perceived as a flash of colour which "lights up" the shield, rendering it briefly visible. To an observer it appears that the intruding object bounces off the shields - in fact the spatial distortion becomes so great that the path of the object is radically altered. However to an zero dimensional observer on the incoming object it appears that it is the ship which has suddenly changed location while his/her course is unchanged.

Adaptive Regenerative Metaphasic Shielding - Adaptive Regenerative Metaphasic shield that encompasses the ship in an eclipse like bubble. The Metaphasic systems allow the ship to scan a specific type of star and to pass through the Corona of it. Each star needs to be scanned individually. The regenerative properties of the shield also overcomes the primary problem with normal Metaphasic shields that being, they only last for a few hours at most with the regenerative and adaptive abilities the shield can run for an indefinite amount of time

There are 8 shield primary emitters at various points along the hull and 16 redundant emitters for backup should the primary emitters malfunction or be disabled. Each emitter comes with three buffers to buffer the energy into the energy synchronisation chamber that allows you to set the shield to specific frequencies provided by the Sensor array automatically. From there it goes to the emitter that pushes the energy into the dispersing lenses. The five lenses above the emitter allow one generator to broadcast the shield.

Running down the centre of the generator is a braided cable of three wires. Power, Sensor input, and controls. Each shield Generator- sits inside the big 'O' shaped regeneration shield emitter. This is done so that the regeneration shield emitter can regenerate the shield. It's connected via a nervous system like linking of wires from one to the other. Each generator can generate one cubic foot of shield for every 50 watts that is sent into it.

The Shields main limitation is that it can not be protect against something that it has no sensor array record of, or pre-programmed data record. The second limitation is that if weapons are fired at the shield that doesn't have a sensory record, they will pass threw the shield till you get one. However once a record is obtained, the shield is very hard to penetrate.

Armour

Ablative Armour - The value of the armour comes into effect after a significant sustained attack that can overwhelm shields in a short period of time. ablative armour was designed allowed the ship to withstand attacks that would have otherwise cause significant damage or even the destruction of the craft. This armour allows the craft to "Dissolve" and "Vaporise" weapons fire primarily from energy weapons but also helps reduce damage by Shell based weaponry too. The entire craft is covered in Ablative Armour.

Silk Steel Amour - "As thin as a thread but as strong as steel" that is the fundamental basics of silk steel, designed for extraordinary tensile strength and flexibility silk steel is the latest in Animarnia Armour technology. The hundreds of "silk steel" generators fitted at various points on the ship can generate a secondary "outer layer" of incredibly strong and yet thin armour around the outer hull of the ship. This layer of armour can stand up to incredible amounts of sustained enemy fire and Animarnia scientists believe that Silk Steel generators will eventually replace energy shields completely in the future.
Animarnia
28-03-2006, 16:43
Reactors

Cold Fusion Reactors - Cold Fusion is not normal fusion, so a more appropriate name for it is "Low Energy Nuclear Reactions," LENR, or "Chemically-Assisted Nuclear Reactions," CANR or CMNS "Condensed Matter Nuclear Science."

No other scientific endeavour has consumed so much talent; so much cash and so many years of sustained effort as the race to harness the power that makes the Sun shine. Billions of pounds, (and dollars, roubles and yen), more than four decades of research and the careers of thousands of physicists have been expended on the search for a nuclear reactor that will generate limitless power from the fusion of hydrogen atoms. Fusion is the process taking place in the Sun's core where, at temperatures of millions of degrees, hydrogen atoms are compressed together by elemental forces to form helium and a massive outpouring of energy in the thermonuclear reaction of the hydrogen bomb.

The basics Of Cold fusion is simple: - an electric current is passed through a pair of electrodes made of precious metals -- one platinum, the other palladium -- immersed in heavy water in which lithium salt is dissolved. The process of Cold Fusion provides 15 times as much energy as is put in to keep the reactor going, some of this energy is then siphoned back into the reactor to maintain the power allowing the reactor after initial start to power itself. The rest of the energy is then sent to a buffer and distributed throughout the ship to all power all systems including the FTL Shields and computer systems. Cold Fusion provides some 40-50times more energy than regular fusion. Animarnia has now pefected Cold Fusion to a point they can fit a micro reactor into a fighter.

Matter/Anti-matter reactor - The Matter/Anti Matter Reactor (M.A.M.R) is a revolution in power generation, in research and development for close to 2 decades and until recently the prototype Anti-matter reactors were large planetary structures. It became only possible only though reverse engineering of "hyper matter" reactors on captured Imperial technology and the principles of Animarnia's own research. Giving ships a truly unlimited self sustaining power source with greater output than current Cold fusion drives.

The reactor works by generating a small amount of anti matter and forcing a controlled reaction; when matter and anti-matter meet, the two annihilate each other rather spectacularly. A by-product of this reaction is the creation of a huge amount of energy, by containing and controlling this reaction in a powerful magnetic field. The energy produced is siphoned off to power ships system, weapons and host of other things onboard a ship; some of this energy is also fed back into the reactors anti-matter and matter synthesisers to produce more fuel for the reactor, making it self sustaining once a reaction has started. The particles used in the reactors are Deuterium and Anti-Deuterium these are produced on-ship by particle synthesisers and fed into the reactor chamber. Capacitor Buffers also help to distribute the energy evenly rather than in a large burst, with energy constantly flowing into the buffer to replenish its supply. A Matter-Anti-matter reactor can produce a maximum of 5,000 Terra watts of energy per second; with the buffers capable of holding up to a maximum of 2 million Terra watts, however its rather unlikely that they would ever reach anywhere near that capacity with a ships energy drain being constant. Due to the highly unstable nature of anti-matter in the event of containment field failure an uncontrolled matter/anti-matter reaction will take place with the likely severe damage or destruction of the craft depending on its size.

Once a reaction has been started it is self-sustaining giving almost unlimited range making crew supply more of an issue than ship fuel. Starting the initial reaction however, does require a large amount of power this is supplied by two cold fusion reactors, these reactors are also used as backup reactors should the main reactor fail for any reason without a containment breach

Core Ejection Safety System - as a safety precaution it is possible for the chief engineer in the event of an immanent core breach to authorise the ejection of the matter anti-matter reactor into space where it can detonate safely away from the ship. The two reactors can be ejected together or separately depending on the situation; once the core(s) have been ejected the ship will have to rely on Cold fusion back up reactors for power which is shunted to critical systems such as engines and life support. The cores are ejected vertically from the underside of the ship and Gravometric projectors help to accelerate the cores as they are ejected..
Animarnia
28-03-2006, 16:45
Sensors

Active Sensors - sends out Tachyon pulses in all directions similar to sonar to detect cloaked ships and target weapons. Weapons can only be targeted and fired while Active sensors are online. Active sensors also have much longer and accurate range and reveal the position of a ship when used.

Passive Sensors – are exactly that, there short/medium range sensors that can be used to scan the area, however they can not detect cloaked ships or target weapons, however passive sensors will not reveal your position if you are hiding.

Spider Type Sensor package - The spider is the latest and state of the art in Animarnia sensors, able to detect and track more than 500 threats simultaneously as well as cross link its data with other ships/platforms, giving a full coverage picture. Allowing it to detect almost all-airborne threats from fighters and ships to missiles.

Advanced Sensor Array -The Multi frequency sensory array runs off of twelve sensors pod that scan a minimum of 600 known frequencies gaining knowledge about solar corona's for the Metaphasic shields and scanning the weapon systems of enemy vessels to adapt the shields against them. The sensors are the key to the adaptation function of the shield It's through them that the shields are able to change themselves to suit what is needed. Sensor information is fed from the pods, to the main computer and to the shield emitters automatically by the main computer.

The sensors have a normal range over 22 parsecs (1 Parsec = 3.08568025 × 10^16 meters) when running on basic energy which is 2000 watts. When boosted to the maximum allowance before burn out, the sensors have a maximum range of 200 parsec, drawing in 20,000 watts of power and burning out. The only draw back of the sensor array is that it has blind spots if the energy frequency is outside its normal scanning bandwidths.

Other Systems

Bio-neural Computer Systems -Bio-neural "gel packs" are a form of computer technology, first developed for planetary research computers. The gel packs form the basis of the bio-neural circuitry, which is essentially an organic computer system. The packs contain neural fibres surrounded in a blue gel with metallic interfaces on the top and bottom. Gel packs cannot be replicated. They help store more information and operate at faster speeds relying on a 'best-guess' decision-making process rather than a calculation based on all possible actions. The fibres in an individual gel pack are capable of making billions of connections, thus generating an incredibly sophisticated and responsive computing architecture though like other biological forms, gel-packs are susceptible to bacteria and viruses.

Computer Core - The computer network of the ship is based around a system of redundant computer cores that process data for all the ship's systems. Every single system, from life support to weapons arrays and shielding, depends on the computer cores. A Soryu-class ship is equipped with three main processing cores, any one of which can, in an emergency, handle the operational computing load of the entire vessel.

There are two primary cores were located on decks 5 and 14 these usually work in sync and if one failed the other could immediately take on its load, with little or no disruption to the ship's operations. The third computer core is on deck 37; in the lower bowels so to speak; it is a backup core and is normally only used if a problem arose in the other two cores.

The three cores are connected to the Optical Data Network (ODN) by a series of junctions They are supported by a network of 380 optical sub-processors, all of which are linked to the Optical data network, and many of which are directly linked to the cores. Virtually every system on the ship, every sensor, every weapon and every console and miscellaneous piece of hardware installed on the ship is in some way connected to the optical data network and uses the computer cores for data processing. Backups, engineered redundancies, and automatic service reductions are built into the system to guarantee that basic systems are available in all but the gravest situations.

Pipelines for two additional ODN systems, located elsewhere in the ship, back up the primary lines. These lines, between vital terminals and important systems, are also shielded against EMP

Computer AI Avatar -The ships AI can interact with the human crew via a holographic manifestation but in addition to this the AI maintains an Android Avatar aboard ship, the Avatar is stronger and faster than a human but are also programmed to be able to feel emotions. The Avatars play a vital role in the running of the ship and are an essential tool to the ship's captain. Recently AI's have been granted the same rights as any human in Animarnia society.

Fade Vail Mk I - A ship Equipped with a 'fade veil', the ship is visible only as a shimmer / ripple in the overall view and appears completely invisible when still. Fade veil works in entire electromagnetic spectrum, blocking radar/lidar as easily as visible light. Heat signature is minimal under the veil unless weapons are charged. Fade Vail generators are mounted on the main hull at several points in pairs, 2 bow, 2 amidships and 2 aft to make the ship completely invisible

Weapons can be charged when the Vail is active, but at the expense of stealth as they give off a very distinctive heat / EM signature making the ship detectable. Main use of the Fade Vail is for infiltration / intelligence gathering, or deep covert strike against a single vulnerable target.
Animarnia
28-03-2006, 16:51
Experimental Technology
Fade Vail Mk II - Fade Vail Mk II is an energy screen generator used to render a ship or object invisible to the eye and to most sensor systems. This is accomplished by gravitational lenseing, the creation of a distorted image of an object when it's light is focused by gravity. In the case of a cloaking device, the light is focused so that the object's index of refraction (the phase velocity of radiation in free space divided by the phase velocity of the same radiation in a specified medium) matches its surroundings, making the object transparent.

Cloaking a ship requires precisely balancing the radioactive emissions, dissipating all electromagnetic radiation, gravitational fields and other energy emissions emanating from the ship, and distorting space in such a way that electromagnetic radiation and energy emissions are directed around the ship through 'subspace' at velocities faster than light. A cloak uses electromagnetic radiation shielding quite effectively to mask all electromagnetic radiation, including high energy Gamma rays. Improvements in the Fade Vail Mk II device featured instantaneous propagation of the "spherical cloak", and by use of special dedicated computers has allowed use "wave-mapped" cloaking fields, allowing the field to be wrapped around the hull with the addition of the dedicated computers and power cells. This allowed powering down of all non-finely tuned cloaks instantly.

The cloak does have problems with energetic effects occurring inside the cloak as a result of trapped spurious thermal emissions within the cloaking field. This was overcome by tuning the thermal energy to a frequency where it could leak very slowly through the cloak without revealing the ships presence

Scatter shield - An Active scatter shield creates a light dispersion field called a 'scatter shield' around the hull of the ship. A scatter shield turns incoming beam weapon fire into intensely bright visible light and scatters it over a 180 degree arcs essentially blinding enemy sensors, pilots, targeting systems an all other monitors to allow a get away or fire back with impunity.

To Quotes Dr Collins, designer of both the scatter shield and Fade Vail technology -"hit it with a high powered beam weapon and it's like a new sun rises 99.9% of beam power scattered as visible light. As a result, the people firing at it, become blinded, all their optics/monitors/targeting gear overwhelmed by a sheeting pure white light while the protected ones can still see, and still fire"

Drone Weapon - Salvaged from a crashed alien ship and then reverse engineered to find out how they work. The done is still very much an enigma however despite the many mysteries surrounding this system, it has been turned into a viable weapon platform. Drones can operate as a ground based or space based weapon and a given battle can involve literally thousands of drones. Drones operate like guided missiles however are more analogous to intelligent, manoeuvrable bullets due to their sheer number of the involved in engagements. Drones are incredibly powerful weapons and operate in two configuration modes: - "Explosive ordinance mode" and "Disintegration mode".


When launched each Drone is put slightly out of phase with all matter of this universe allowing it to travel through solid matter, energy shields and ships hull alike, and travel into the heart of the enemy ship. Once inside the drones phase back into normal space and then explode doing catastrophic damage two or three drones is usually enough to destroy a 'battleship' class vessel, this configuration is primarily used against ships. The second mode is used primarily as a ground defence where an individual drone can "phase out" and phase back in momentarily as it passes through a person. Thus grabbing that person in its trailing tendrils and disintegrating them with no damage to the drone in fact that same drone can do it again and again as many times as are required. Because drones are deployed in swarms of thousands or even tense of thousands large armies and even large fleets can be decimated quickly. It has also been theorised that Drones can disintegrate critical parts of a ship similar to the ground based attack and cause a ship to explode before the drone itself move unharmed onto the next target.

To aid in shield penetration, each drone is given a unique and random phase frequency so no drone will have the same frequency making shields almost impossible to adapt to the drones penetration effects, unexploded drones can also be recalled for use again at a later time. When active a drone looks like a glowing yellow jellyfish complete with tendrils, drones also hybridise matter and energy based projectile weapons into one powerful weapon.

Drones are controlled by a psionic interface; as the human mind is the only computer complex enough to control all there functions at once; the 'throne' like device is built into the tactical station. The psionic interface draws a lot of power from the main reactors where each drone has its own power source but is linked to the control device at all times.

Slipstream drive - "Slipstream: it's not the smoothest way to travel faster than light, it's just the fastest way." — Dr Hafenfeffer Touberstaff, creator of the Slipstream drives core.

A Gravity Field Generator drastically reduces the mass of the ship to its minimum and then a slipstream core opens a "slip point" window, which the ship enters. The pilot then navigates the series of slipstream "tunnels" until they reach the desired slip point (or exit point) where they exit the slipstream.

Since its discovery by Animarnia physicist Dr Touberstaff, the slipstream has been seen as a way to connect the galaxies together. Slipstream is an extension of our reality, an additional dimension that's integrally intertwined with our own. The slipstream is a place where quantum connections are visible as cords, especially the large and strong connections like those between huge concentrations of matter such as planets or suns. A spaceship that enters the slipstream can harness the energy of these cords and ride them from one star system to another.

One interesting thing about moving through the slipstream is that travel time between points has very little to do with the distance actually travelled. If a pilot is lucky, and the stream unfolds just right, the ship could transit between galaxies in minutes. But put an unlucky pilot at the helm and the same trip could take weeks or even months.

However calculations and test bed experiments show that the more a certain path is frequently travelled, the faster, easier and more predictable the journey becomes. As a result, frequently travelled routes between major systems, for example -- are safe and convenient.

Another unusual aspect of slipstream is the requirement of an organic pilot to guide a star ship through the slipstream tunnels. At an intersection of pathways in slipstream space, both paths manifest the potentiality of being correct and incorrect. It's only when the pilot chooses a specific direction that this potentiality collapses and one path becomes right, and the other wrong. For reasons still not completely understood, organic beings tend to choose the correct paths, or more precisely, the very act of choosing makes the path they have chosen the correct one.

But strangely, navigation computers even ones with artificial intelligence are incapable of this reality-altering "guesswork" that seems to be the foundation of the 'slip network'. Even the most sophisticated star ships currently created requires an organic sentient to pilot through the star lanes of slipstream, a prospect some sentient beings regard as deeply disturbing but others find comforting. Usually one has to enter and exit slipstream several times before reaching their final destination. Slipstream travel almost always results in very little or no time dilation, its important to note Slip stream journeys are also very rough some have likened it to riding white water river rapids.

Quantum singularity Reactor - The Next Evolution in ship reactors does not make use of matter/antimatter but instead of that they make use of an artificial quantum singularity drive. The Quantum Singularity Reactor is one of the greatest achievements. A Quantum singularity is the same effect as what happens in a black hole. This so-called "artificial gravity well" can generate a tremendous amount of energy, which gives the ship their power for all systems and more than enough to spare. A quantum singularity reactor can only be shut down at a docking station due to the fact that it cannot be restarted in space. The reactor itself houses a singularity: a point in space where the laws of physics supposedly break down. What happens here is that matter is continuously fed into the singularity. The gravity from the singularity pulls the matter together, forcing it to not only fuse, but also to bump into each other. This causes an enormous amount of energy to be obtained, and we never have to worry about fuel: it is all around us. It is not only more efficient then matter/antimatter drive but also much more powerful.

One of the problems that scientists have had with artificial singularity reactors is that they simply cannot see how the ship can move with this massive gravitational anomaly within the heart of the ship. The solution is that we use artificial gravity generators, we place a gravimetric Field (Artificial gravity field) around the reactor. This way, we 'trick the ship' into thinking the reactor isn't even there at all. This way, our ships are lighter, allowing us to move faster and respond more quickly to external stimuli. Indeed, this process releases the equivalent to 100 times the energy of a standard Matter/Antimatter Reaction Assembly.

A quantum singularity isn't the same thing as a black hole. We all know black hole has so much mass that it overcomes the forces that normally hold matter apart, and it (theoretically) collapses into an infinitely small point- a singularity. The smallest singularity in nature has a mass several times that of our sun.

The artificial quantum singularity (QS) used to power ships are not a black hole- it is nowhere near massive enough. But they don't need mass to get enough gravity to create a singularity- they can create it artificially. To generate an artificial black hole, the assembly uses an array of gravimetric projectors each putting out 1g of force in a 10m sphere focusing on the centre. Then an area a few microns across is subjected to a force as powerful as a black hole- all matter passing into that area will be sucked into the singularity and added to its mass.

We know from observation of black holes that matter and antimatter are spontaneously created in equal (or near-equal) amounts and ejected at near the speed of light. In our case, the artificial singularity can be manipulated to release some of its mass as a M/AM stream, which is then harnessed for energy. - In effect, the Quantum Singularity reactor is both a "battery and a converter", allowing any matter available (interstellar hydrogen, garbage, etc) to be used as fuel as collected by Bussard Ramscoops. The mass of the QS is controlled by simply not adding more mass to it.

But in this case, the event horizon is artificially created by the gravimetric devices- if they were turned off, the singularity will go super-critical and its gravity unable to stop light from exiting; the event horizon would disappear, and the QS would instantly explode.

A Quantum Singularity can contain an enormous amount of energy, and is safer than antimatter containment because you can keep it in a much smaller safer area with "ass-loads" of armour. While a ship equipped with a Mater/Anti matter reactor has to keep a supply of anti matter on board, which is synthesised on ship to maintain a perpetual reaction. However, both the reactor assembly, synthesising and storage tanks take a LOT of space. In addition Antimatter reactors still produce a violent and catastrophic explosion if containment is lost.

A Quantum singularity reactor however can produce 100x as much energy as an Anti-matter reactor for the same amount of mass, and keep it in a volume not much larger than a Hammerhead fighter. Gravimetric systems are incredibly robust and there isn't a single documented incident of failure. What this indicates is that it's going to be extremely rare to lose containment, and redundancies are able to contain the Quantum singularity if the primary containment field fails. In extreme circumstance, where it looks like the core will go critical the core unit can be ejected with battery-backup powered gravimetric generators can be ejected.

However, in most circumstance, 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 energy; production stops almost instantaneously. The Quantum Singularity Reactor is the ultimate battery.
Animarnia
28-03-2006, 16:58
Weapons of Mass destruction

"Nova" Bomb Nuclear Ballistic Hypersonic Missile - The Nova type missile, caries a 400megaton nuclear payload in a ship to ship capable missile. The delivery system is a hyper velocity ballistic missile that travels 8x faster than normal missiles designed specifically to penetrate heavy shields, shield webs, high armour and other heavy defences before detonating its high payload ensuring total destruction of the target. The of Using "Nova" Missiles requires specific authorisation from a ships captain,

"Pestilence" Genetic Engineered Plague
Named after the horseman of the apocalypse the Pestilence Virus is classed as a self replicating genetically engineered super plague 'nano virus'. Code named Pestilence the name suits it, as it adapts itself to the DNA of those it will infect. Once dispersed into the atmosphere it quickly starts replicating itself and adapting to its surroundings infecting all living things, man, animal and plant on the entire planet.

The Plague takes 7 days total to incubate and adapt to its surroundings until its adapted the plague is undetectable however once pestilence becomes active that changes very quickly. The first symptoms of Pestilence are hypersensitivity, hearing, eyesight, taste and increased strength indeed one might think Pestilence is a good thing at first until the second stage begins 2 hours later, when the victims suffer with an intense sexual arousal further spreading the plague to any uninfected person. The third stage of the plague begins 14 hours after the second stage and is an intense desire and need for plasma (read blood) be it human, alien or animal and will go to almost any length to satisfy this never ending thirst for blood. This stage is followed 16 hours later by rabid violent psychosis of the victims and then in the final stage 14 hours after initial infect all bodily functions start to collapse starting with motor functions and the nervous system leading to a total failure and death.

Pestilence is indeed a very painful way to kill off an entire planet population within 48 hours of activation of the virus. Infection and death rate is 100% Fatal, the virus is also airborne and transmitted by touch. The only known way to stop Pestilence is a planet wide quarantine and let it run its course and an orbital "cleansing" is also advised to ease the victim's pain and also to erase all trace of the virus making the planet safe.

"Combat WASP" - Eyes only Classified.
Overview
The Combat wasp is a drone, little bigger than a human, measuring around 6ft in length; and about as wide as an average built person. The tubular type drone carries an advanced hunter/killer AI. The wasp was developed specifically to take out the mightiest of war ships.

Warhead
The Wasp's main task was to kill capital ships decisively to this end the wasp is fitted with an anti-matter/matter warhead large enough to take a large chunk out of a death star class station.

Power Plant
The Wasps main drive core is the same type used on the Sabre class fighters, that being a Micro cold fusion drive. This gives the drone more than ample power for all its systems.

Drive Systems
High output Ion Drive Engine.
A high output Ion drive exhaust on the rear of the drone, gives the combat wasp a highly increased acceleration, the engine on the wasp is capable of propelling the drone at 40gs or 333 meters per second squared. (333 m/ps^)

Prototype X Drive
The Wasp is fitted with a prototype X Drive wish activates just after launch, creating a small artificial wormhole, with an event horizon only slightly larger than the craft itself. This allows the wasp to tunnel through space and all currently know shield configurations passing through them as if they didn't exist, upon leaving the wormhole the wasp kicks in its engine at maximum output and accelerates towards the target

Defences
To defend against EMP attacks the wasps systems become electrical after launch, so that any hit hard enough to knock out the Wasps systems deactivates the containment field and detonates the warhead

"Combat WASP" Mk II - Stealth Deployment Vechicle- Eyes only Classified.
Overview
The Combat wasp is a drone, little bigger than a human - measuring around 6ft in length; and about as wide as an average built person. The tubular type drone carries an advanced hunter/killer AI. The wasp was developed specifically to take out the mightiest of war ships, this variation of the wasp however was designed to covertly deliver a payload to a chosen target in this case the "pestilence" Bio-engineered Nano Virus plague

Warhead
This Variation of the Wasp was designed to deliver a potent biological weapon into a planet atmosphere and disperse it before self-districting. Upon entering the targets lower atmosphere the weapon will detonate two sets of micro charges which disperse the glass balls filled with the "Pestilence" Genetic Engineered Plague nanovirus over a large area allowing for maximum infection. Once this task is completed the Wasp automatically shuts down its drive core to prevent any form of Cold fusion explosion and then detonates a second set of micro charges to destroy the wasp in its entirety.

Power Plant
The Wasps main drive core is the same type used on the Sabre class fighters, that being a Micro cold fusion drive. This gives the drone more than ample power for all its systems.

Drive Systems
High output Ion Drive Engine.
A high output Ion drive exhaust on the rear of the drone, gives the combat wasp a highly increased acceleration, the engine on the wasp is capable of propelling the drone at 40gs or 333 meters per second squared. (333 m/ps^)

Prototype X Drive
The Wasp is fitted with a prototype X Drive wish activates just after launch, creating a small artificial wormhole, with an event horizon only slightly larger than the craft itself. This allows the wasp to tunnel through space and all currently know shield configurations passing through them as if they didn't exist, upon leaving the wormhole the wasp kicks in its engine at maximum output and accelerates towards the target

Stealth
This Variation of the Combat wasp is fitted with several Stealth devices, first of which is the make up of the outer skin is covered Carbon composite to minimise detection of the craft and any heat signature. The second is a sound phase nullifier the wasp broadcasts sound frequencies from opposite directions of pylons which when collide cancel each other out, essentially making the wasp silent running the third and final stealth feature is a Mark I Fade Vail

Defences
To defend against EMP attacks the wasps systems become electrical after launch, so that any hit hard enough to knock out the Wasps systems deactivates the containment field and detonates the warhead