Post by PythianLegume on Jul 29, 2012 16:55:30 GMT -5
Credit for the tech list goes to Xaven the Raven and Bumblebee Wax Stain
Jump Times
Earth to Mars - 18 Hours
Mars to Asteroid Belt - 6 Hours
100 Worlds Jumps to Jupiter - 32 Hours
Non Jump Times
Earth to Mars - 2 weeks
Mars to Jupiter - 4 weeks
Mars to Asteroid belt - 4.5-6 days depending on location
Asteroid End point to Jupiter - 3 weeks 1 Day
The jump gates are a bunch of satelites that throw a ship so far. Because the subspace field does create resistance, only ships are able to use the gates, AMU's cannot.
Also, the only military use the gates see is the 100 Worlds Gates, which the Military Council uses for patrols.
AMU Sizes
• Ultra-Light – Smallest of all AMUs, they are at most, little over a single story in height. Use stealth and speed over armor and power, most are support units and scouts, and usually do not have the generator strength to fit powerful weapons.
• Light – Agile and speedy, they devote most of their power to thrusters, preferring to evade opponents over taking direct shots. Unable to fit heavy armor, they usually are limited to a small array of weapons and disposable weapons. Focus on attack over defense for the most part, most fliers are in this category.
• Medium – Standard Size for AMUs, offer a balance between mobility, defense, and offensive power. Very versatile, most infantry AMUs are in this category
• Heavy – These AMUs tower over the others, shrugging off damage and leveling entire bases without support. Rarely deployed because of the cost to produce these units is comparable to low-end warships. Rarely is speed ever used to describe these units, but they are difficult to take down.
• Super-Heavy – Titans in their own right, these AMUs are very rare, and costly to produce, maintain and equip. Even skilled pilots have a hard time confronting these behemoths, but it takes a skilled pilot to make use of one without becoming victim to the unit’s slow speed.
AMU Classes
• Flier – Speed and altitude ensure these mechs always have a shot, even in dense cover. Suffer from low defense and energy output
• Infantry – Standard AMU, effective in both space and on the ground. Usually combined with other classes.
• Intel – Scouts and ECM units, these serve mostly support roles
• Melee – AMUs that rely on melee weaponry, whether it is kinetic or beam in nature, to deal their damage.
• Ranged – AMUs that rely on ranged weaponry, whether it is kinetic or beam in nature, to deal their damage
• Stealth – Any AMU that is designed to visably disappear from both the visual and thermal spectrum and leave no radar imprint falls into this category.
• Support – Units that deal damage while the enemy is distracted, such as artillery, are classified as support units.
• Tank – High defense, High damage. Tank AMUs dish out more than they receive, but are usually heavy.
Space Ship Sizes
• Sub-Ships
• Standard War Vessels
• Carriers
Tech Log Version 4.0
Bio Tech
• Gene Manipulation – Originating within the 100 Worlds, this field of study contains both genetic rewriting via artificial retro virus’s and the splicing of animal genes into human DNA. Most Spacer’s have their DNA modified several times in their life, though those who are not from the 100 Worlds find the costs of doing so multiple times somewhat prohibitive.
• Neural Translation – Enables a computer to understand neural signals as it would input from any other device. Largely used by the Iracar of the 100 Worlds, it has seen other uses
• Telekinetic Abilities – A genetic ability of unknown origin that is the main stay of the Kingdom of Farrah. The abilities of all psionics are little more than surface level empathy, although particularly strong individuals have been known to read minds and stun enemies.
• Telmarose Injections – Enables the extension of the life of those receiving it indefinitely. Still in prototype stages, it is costly, but enables both eternal life and fast healing without the risk of cancerous cells.
• Bio Mechanics – Technology that uses specially designed cells to replace motivators in machines. While resistant, the cells cannot survive exposure to vacuum without shielding. While the cells are capable of healing damage, they require more resources to do so than their nanite counterparts.
• Life Support – This is a staple for all aspects of modern life. Stations and large vessels use bio engineered algae to recycle air and purify water indefinitely, while AMUs, smaller ships, and some mining stations use mechanical versions. Space suits use a combination of air filters and catalystic purifiers to provide upwards of 48 hours of air, and use heat generated by the catalyst reaction to prevent the body from suffering vacuum exposure.
• Prosthetics – Mechanical replacements for limbs and organs, this tech is used to either replace limbs lost to traumatic injury when cloned replacements cannot, or will not be applied, or to boost the physical capabilities of an individual beyond the range of genetic alteration.
• Medical Nanites (Bio Foam) – A type of medical application used for serious wounds, either by first responders and normal people, and largely used by soldiers in the battlefield. Simple to apply, the foam will seal wounds and allow normal bodily function, provided no major damage was done to vital organs. In the case of severe trauma to organs, it can slow the time it takes for an individual to die, but cannot prevent death. Application is easy, simply point nozzle of Bio Foam canister towards the wound, filling the wound until the foam reaches the skin. Then use the self-applying patches attached to the canister to wound and hold for several second. The foam will last for about four hours, after that, it must be cleaned out and re-applied if proper medical attention is not available. Used by all factions, developed by the Lunar Factions.
• Flux Injections (Ta’vite DNA/RNA Infusion) – The key to making the Farran Supersoldiers what they are. This is an isolated strain of the Flux Gene in Ta’vite DNA that is inserted into the human genome via reverse-engineered 100 Worlds Retro Virus injections. Success is heavily dependent on subjects pre-existing mental and genetic composition, and even highly compatable candidates can fail to survive the process without warning. While the infusion allows the subject to adapt to any number of environments and situations with ease, the unstable nature of the Ta’vite DNA will eventually destroy the subjects mind and body.
Control Systems
• Digital (DIG) – The most commonly used control type, it is the AMU equivalent of power steering in 20th century vehicles. Is able to be hacked, but as far as AMU systems go, it’s easier to overload it with electricity. Boasts faster reaction times than the older mechanical systems, but at an increased energy cost and decreased cooling ability.
• Mechanical (MCH) – The oldest of the control systems, it directly translates effort on the pilot’s part into action from the AMU. Requires some amount of strength to use. Cannot be hacked, although it does require constant cleaning to keep from freezing up. Slowest reaction time, but isn’t as prone to overheating and tends to stand up to damage a little better.
• Neural Interface (NI) – Uses Neural Translation devices to control the AMU, resulting in the most control of any system. The unit doesn’t use normal AMU controls, instead making the user control the AMU as they would their body. This means a greater deal of training on the pilots part, as well as an ability to enter a certain type of mindset. As such, it is largely used by the Iracar of the 100 worlds and few others. The system works for both input and output, allowing the AMU to relay information directly to the pilot, and the pilot to control all parts of the AMU through the NI.
• PSIONIC (PSI) – Requires a Psionic pilot to use, this system has control and reaction times surpassing all but the Neural Interface. Mostly used by the Kingdom of Farrah, it is considered by most the crowning achievement of control systems, as it does not require as much time and effort as the NI to use.
• Overclocking – A common practice amongst ‘do it yourself’ pilots. Overclocking is the removal or tweaking of safety features for increased performance. Usually an increased energy cost, along with extra heat are side effects of Overclocking. Of course, maintenance becomes even more crucial to an overclocked system.
Defensive Tech
Armor
• Nanite Repair Plating (Reactive) – Prototype repair system used in the AMU Fin, not currently available to the mass market.
• Composite Armor – Lightweight plastic based armor that provides decent defense against all damage types, but does not excel vs. any. Fairly cheap, with good cooling properties and ECM resistance.
• Metal Armor – Good vs. Kinetic damage, but weak vs. Beam attacks. Metal has been the standard armor for generations. Some types offer a little protection against ECM attacks, but most do not.
> Steel – While easy to produce, steel armor is best suited to heavier AMUs, as it takes quite a bit of it to be effective. Offers no ECM resistance.
> Titanium – Lighter and stronger than Steel, Titanium is easily four times as expensive. Mostly used in lighter AMU’s where it is effective for both combat and cost. Offers no ECM resistance.
> Depleted Uranium – Expensive, heavy, and extremely effective. Disperses heat better than most metals, allowing it to withstand beam attacks more effectively, as well as offering superior kinetic defense. Its dense nature means it has a higher resistance to antimatter weaponry, but at the expense of speed and agility. Normally only fitted to Heavy and Super Heavy AMUs where its weight isn’t as much of a concern. Offers slight ECM resistance.
• Ceramic Armor – Good vs. most, weak vs. antimatter, pulse. Based off traditional tank armor, it is comprised of corrugated layers of metal and composites. Can only be fitted on heavy and super heavy AMUs, as well as ships.
• Energized Plating – Good vs. Kinetic, Beams, Explosives, Weak vs. Electric, EMP/EM, Phased Plasma. Based off old stealth field tech, these plates transfer force from one side of the AMU to the other, allowing it to pass without doing a majority of its damage. Like shields, it can be overloaded, and is not capable of having function restored if compromised.
• Beam Coating (Passive) – A state of the art tech, uses energized plating to scatter and disperse both beams and plasma. Its threshold is not unlimited however, and eventually the beam coating will melt off after being hit enough times or with a strong enough force.
• Plate Shielding (Reactive) – Small shield generators are built into the AMU’s armor, creating shields similar to armor plating. Requires a lot of power, but is designed to have less of a drain than active shields. Only fitted on heavy or larger AMUs. Provides defense comparable to heavy-grade armor.
• Powered Armor – This armor, used by shock troops and Knights/Paladins, is a staple in anti-AMU tactics.
Shields
• ‘Aural’ Shield System (Reactive) – Creates a cloud of charged particles around the AMU, which respond to energy, be it from kinetic weapons, beams, or even high speed impacts. Fairly costly as far as energy consumption, the design is one of the older, but more reliable techs. Tends to dissipate easily.
• Beam Shield (Active) – A solid state energy shield that protects against both beams and kinetic weapons, though it doesn’t offer potent protection against either. Capable of deflecting melee beam weapons. Low energy cost, but is not reactive.
• Kinetic Shielding (Reactive) – A wall of force that reacts based off the impact strength of the weapon being used against it. Strong attacks are deflected, but weaker, or slower attacks can break through. Cannot be activated at the same time as beam coating.
• Pulse Shielding (Active) – Utilizes a pulse generator to create an impenetrable shield. The energy drain is tremendous, preventing the system from being used for any length of time without a heavy duty generator.
• I-Field/Deflection Technology (Active) – Similar to how a stealth field works, this system can bend the path of photons and low-grade beam weaponry. Requires a considerable amount of power.
• Shield Drones – These small automated machines are at the heart of all deployable (also known as disposable) shields. They produce a series of overlapping shield arrays, but are usually slow due to their limited power supplies, preventing the user from moving at full speed. The drones are fairly fragile, and a strong enough impact to the shield can actually cause them to overload and detonate.
Stealth
• Chameleon Pigment – One of the lowest cost stealth systems, this type is optic only. Applied as a paint to the AMU’s surface, it allows the unit to roughly mimic background colors and shapes.
• Stealth Plating – Energized plating that transfers light from one side of the AMU to the other. Advanced versions allow thermal masking, but at an increased energy cost. All types of Stealth Plating require the user reduce speed in order to maintain an effective cloak.
• Cloak Field – Advanced stealth field that operates at a small distance from the unit, masking both thermal emissions and optical appearance, but at the highest energy cost of all stealth tech. As with all stealth systems, offensive and defensive tech cannot be used while the field is active. High quality systems do not require an extreme reduction in speed.
• Heat Sinks – Used to mask a unit’s presence from Thermal-RADAR, the heat sink stores heat within alloy reservoirs, preventing the heat from radiating from the unit. Extended use can cause life support failure, so pilots are recommended to use caution.
• Non-Reflective Design – Used by fighters and drones, as well as some transformed AMUs, the design prevents RADAR emissions from bouncing off the unit. Lowers the unit’s defensive capabilities.
Other
• Anti Missile Weaponry (Reactive) – Uses any combination of flares or small caliber beam weaponry to distract or destroy missiles locked onto the AMU
• Holographic Decoys (Active) – Used by the Rapier AMU, creates look alike copies of the AMU to confuse opponents.
Motion Tech
Small Motion (Personnel/AMU Units)
• Hydrogen Thrusters – The standard thruster design, lowest cost of all thrusters, but also the lowest force generated.
• Cold Hydro-Jet Thrusters – Advanced thrusters that prevent missile lock on by using a cooled propellant. More costly than standard hydrogen thrusters, with only a minor increase in force produced.
• Dual-Cycle Thrusters – Thrusters that compress and fire the propellant twice, resulting in more force for a slightly higher cost. Only usable with hydrogen thrusters. (Standard and Cold Jet)
• Gravitic Drive (AMU) – Uses Grav tech to move an AMU on a multi-directional plane of motion with a single piece of equipment. High energy cost, but tends to produce a lot of force, without needing to maintain a vast array of thrusters. The heavier the AMU, however, and the longer the system takes to start motion without causing a power spike. (Some Medium AMUs/Heavy and Super Heavy AMUs)
• Pulse Thrusters – Uses a Pulse Generator to power the movement systems of the AMU, highest energy cost, but also the highest speed.
• Plasma Thrusters – Advanced thrusters that are posed to replace hydrogen thrusters in all modern AMUs. More costly to use, but produce considerable amount of force.
• System Purge – The AMU detaches equipped systems via low yield explosives. Designed to increase speed and dispose of empty weapons mounted to the unit.
Large Motion (Ships/Structures)
• Gravitic Drive – Uses Grav tech to move the ship and repel AMU’s. High energy cost, but tends to produce a lot of force. Fitted on larger ships to ease the burden of the thrusters and augment acceleration capabilities.
• Antimatter Drive – Used in ships, heavy, and super-heavy AMUs. A standard Newtonian rocket that uses antimatter instead of fuel.
• Pulse Drive – Only fitted on ships, it is a short burst use only, but can propel a ship faster than any other known means of transportation
• Afterburner – This speed-enhancing tech add additional fuel to the thruster at the end of the process, right before the nozzle opening. Enhances speed at an expanded fuel cost.
• Hydrogen Thrusters – These massive behemoths work on a completely different set of mechanics than their AMU based counterparts. Designed to provide smooth, even, yet responsive acceleration while remaining many times more efficient than their smaller cousins. Ship thrusters use Afterburners instead of a dual cycle for increased speed.
Motion Control
• Inertial Dampners – Prevent pilots of AMU’s from being exposed to extreme G-Forces. An ancient tech, it is implemented without a second thought in most AMUs, and is the origin of modern stasis tech.
• Stasis Tech – The same tech used to store bodies and antimatter, this weaponized system prevents movement in an area and slows down time for those effected. Currently fitted to the Prototype AMU Fin. It is also part of the technology that allows inertial dampeners to work. Scientists have been studying the phenomenon known as ‘Stasis Webs’ for years, as the energy’s ability to ‘slow’ time seems to extend its own life span.
• Gravitational Anchor – A type of grav drive that fixes an AMU or ship in one place, preventing enemy attacks or recoil from sending the unit flying out of control. Increases damage taken from physical attacks, but can make defenses more effective if used properly.
Power/Generator Tech
Power Sources
• Fusion Generator – Fitted into all modern AMUs, it provides a near endless supply of energy, but only so much at any given time. Larger generators can bear larger loads, but require more cooling.
• Fuel Cells – Antimatter or Plasma Containment Cells that provide limited, auxiliary power to an AMU. Older mechs run off of these, and thus are limited to how much they can do before needing to be refueled.
• Antimatter Reactor – Based on older tech, harnesses volatile antimatter to produce energy. While capable of reaching higher energy levels than the more reliable Fusion Generators, it is VERY susceptible to damage, and can engulf the entire AMU in a ball of energy if compromised.
• Power Core Flooding – This system is risky, but for some, the benefits are worth it. When activated, the system fully opens the hydrogen ports leading into the core of the Fusion Reactor, flooding the reactor with fuel. The result is a dramatic increase in both power production and heat emissions. As with any systems that directly affect the power core, prolonged use can result in a critical meltdown.
• Deep Core Injections – The most drastic power output enhancer, this system uses a micro particle accelerator to inject small traces of antimatter into the center of the fusion reactor. If not calibrated correctly, the system can misfire, resulting in more energy than the containment field can control. This system cannot be used for as long as other power production enhancers, but produces far more energy.
Power Storage/Transfers
• High Energy Capacitors – These power most systems that have a limited supply (Such as energy shields) so they don’t blackout the AMU and send the reactor into a critical meltdown.
• Photo-Voltaic Cells – These cells, which contain a mixture of contained pre-processed photons and an attached charge pack, serve as ‘ammo’ for Beam Weapons. They reduce both the generation time of a beam cannon and its energy cost, and are commonly used on heavy beam weapons and rapid fire beam weapons.
• Deuteron Beam Transfer System – This system, which is still in market testing by the E.F. is capable of remotely recharging capacitors and beam generators of deployed AMUs, though it cannot refuel Fuel Cell Dependent AMUs. Can also provide a temporary boost in available power to AMUs with extended contact.
• Direct Energy/Particle Feed – Used with energy weapons, this system allows the weapon to draw the required resources from the AMU instead of an Ammo Pack. Hazardous material feeds line the tubing with an incredibly strong magnetic containment field.
• Plasma Coils – These highly volatile containment cells store huge amounts of supercharged hydrogen, the basis for both fusion generators and plasma tech. Serve as ‘batteries’ for ships and colonies, should something happen to the reactor, these provide emergency power.
• Stasis Cell – This containment cell provides the stasis energy needed for large scale containment cells and as an ammo source for stasis weapons that don’t use their own stasis generator. Modified versions of stasis cells are used in stasis grenades and missiles.
Equipment Components/Particle Production
• Grav Generator – The generators used in all gravity manipulation devices. They drain a large amount of energy to use, but do not tend to overheat, making them a reliable choice for high power assault mechs.
• Beam Generator - A descendent of Laser technology, beam generators produce and deploy the particles used in all beam tech. From shields to swords, rifles to SPAZER shots, all use some form of beam generator. Fairly low energy cost makes beams one of the most common techs one is likely to encounter. Some of the more powerful beam generators compensate their energy cost by using Ammo Cells that contain a pre-processed mixture.
• Pulse Generator – Powers all Pulse Technology, which is reverse engineered from alien artifacts found on the moon. Insane energy cost prevents the tech from being casually mounted to AMUs despite the unparalleled results.
• Stasis Generator – Produces Stasis Energy, either for weapons, inertial dampners, containment cells, or, as most space vessels are known to do, store and transport perishable materials. Stasis tech doesn’t have a large energy consumption, but is very slow to generate. Scientists have been studying the phenomenon known as ‘Stasis Webs’ for years, as the energy’s ability to ‘slow’ time seems to extend its own life span.
• Antimatter Generator – This device produces the antimatter needed for many types of weapons and power production systems. It does so by rapidly smashing hydrogen atoms in an artificial vacuum and separating the antimatter components from the matter remnants. The fastest antimatter generators process several hundred trillion atoms in a matter of nanoseconds. The process requires quite a bit of hydrogen, but does not consume as much energy as one would think.
Sensor/Computer Tech
Sensor Tech
• RADAR – Standard radar that shows the location of objects of size comparable to the AMU. High quality models can pick up small objects and/or distinguish between friends or foes on the radar screen.
• LADAR – Light based sensor system, uses ultraviolet pulses to create maps and detect enemies. Most mines and traps use this to detect targets.
• Diagnostic Scan – A system that allows the AMU to perform a detailed self-scan. Not fitted into most AMUs for cost and energy supply reasons. While most AMUs can perform a basic self-scan, a diagnostic scan reveals everything about the AMU, right down to armor and structural integrity.
• Remote Scan – Advanced system that allows a pilot to scan an enemy AMU within range. The amount of information available is limited, and takes time to perform, but is often equipped to scouts.
• EN-RADAR – Prototype radar system that reads energy instead of mass. Reverse engineered from alien artifacts, it has yet to be implemented in an AMU.
• Thermal-RADAR – A fairly common system, that operates much like normal RADAR, only it reads and shows thermal emissions. Thermo-Optic camouflage does not show on this system.
• F.O.F. (Friend or Foe) EM Tags – Every unit in the battlefield produces an EM signature. Militaries use this to I.D. their units, and most modern systems have some form of friendly fire block, preventing homing weaponry of the same faction from accidentally locking onto an ally. Spies and Pirates will use these measures to their advantage, often pilfering the EM ID off of destroyed or crippled units.
Filters
• Visual Filter – Enable the pilot to observe what is going on around the AMU. Night vision is standard in most models. Advanced models auto-adjust against glares and blinding effects.
• Thermal Filter – Uses Thermal Imaging to spot opponents, and can be used to detect some cloaked enemies.
• Ultraviolet Filter – Allows normal humans to see Ultraviolet light, and is used to detect LADAR systems. Allows advanced night vision without needed additional light sources.
• Energy Filter – A visual filter reverse engineered from alien artifacts. Similar to thermal imaging, but views energy instead. Copies can only detect basic energy types, while original artifacts show life energy and kinetic energy.
• RADAR/LADAR Filter – An advanced filter that allows the user to use the RADAR/LADAR equipment aboard their AMU to create an echolocation-like imaging system. Use of this filter requires high quality sensor tech be outfitted to the unit, and drastically reduces the effective range of said systems while in use.
• Sniping/Zoom Filter – This tech uses an additional camera, either on a gun or attached to the AMU/Armor upon installation. It appears on the visual screen as two overlapping circles, which move to mimic the movement of the gun. (For the Sniping Variant) The area where the two circles overlap is zoomed in, much like a scope would do, complete with crosshairs. The zoom filter has replaced the need for binoculars in most infantry, and utilizes a rectangular shape, complete with range finder.
• Augmented Filter Feedback Not standard in most models, this application allows an AMU with basic scanning functions to provide feedback on the main visual device, instead of storing it in the system’s computer. Normal forms of feed back include target temperature, target speed, target mass, target energy rating (Requires tech derived from EN-RADAR and EN Filter), wind speed/direction (Planetside), current EM Particle levels (In space, usually in locations closer to the sun), and Faction of EM ID.
• Scan Filter – This Filter is used in conjunction with the Remote Scan Technology, it allows the user to see the elemental makeup of objects around them. While only able to provide rough estimations, and riddled with flaws, this tech has the scientific, mining, and military communities very excited.
ECM/ECCM
• Wave Canceller – Long range transmission cancelling device which also cancels many visual systems such as radar targeting. The Prototype version cannot shut down AMUs, but is a more portable version equipped by the 100 worlds transport ‘Avalon’. Standard models are the size of 20th century sports stadiums, and can shut down AMUs.
• EMP – (Electro-Magnetic Pulse) The most common type of ECM, it is of limited effect against mechanical control systems, but if strong enough, can force an AMU to reboot.
• ECM – (Electronic Counter-Measures) From jamming to overloading sensors, all units designed to disable opponent’s systems are ECMs. Common types consist of EM emissions, EMPs, Viral attacks, and core overload tactics.
• ECCM – (Electronic Counter-Counter Measures) These are systems and hardware routines designed to hinder the efforts of ECM attacks.
• Viral Routines – Advanced computer programs designed to wreck and hack the computerized systems of an opponent’s AMU. Fairly unreliable as advances in computer protection programs have progressed to an unprecedented level in adaptability and complexity.
• RADAR Damps – Commonly fitted to freighters traveling through hostile territory and scout drones, this special EM field causes all objects within its area of effect to disappear from RADAR charts. The more expensive versions are capable of masking thermal signatures. The system’s high energy cost means that it can only be deployed for a short while.
• RADAR Scramblers – An older ECM tech based off a prank performed by junior officers many generations ago. While no longer requiring an object be placed in front of the RADAR emitter, it turns a single positive reading into many positive readings. High quality versions are capable of making false readings that stop and move, and can even emulate patrol formations. There is no T-RADAR scrambler available on the market, but in the ever growing arms race between factions, who is to say it isn’t being developed.
• Multi-Point RADAR Scans – This ECCM tech, which usually uses several surveillance drones to augment the capability of a ship’s RADAR system, is one of the few ways available to bypass both RADAR Damps and Scramblers. Because modern RADAR systems are so advanced and require so much power, the drones are usually left unprotected. With the proper equipment, the role of the drones can be performed by AMUs in the field.
Computer Systems
• Targeting Systems – these are used to predict enemy AMUs movements, making shots vs. moving targets easier, as well as locking onto enemies for missile launchers.
• Portable Terminal – Computers have become small enough to be wrist mounted, and have replaced cell phones, often using holographic interfaces. The variety in shape and function of these units is limited only by the imagination.
• A.I. – (Artificial Intelligence) A computer program that is able to learn, develop, and evolve. A.I.’s are limited and restricted by most governments due to their hacking ability and tendency to become rampant. An A.I. is capable of feeling emotions.
• V.I. – (Virtual Intelligence) Similar to an A.I., a V.I. is limited in ability and function. Most cannot experience feelings, and will not go rampant.
• Smart RADAR/LADAR Tagging – This computer program filters through the results of a RADAR or LADAR scan, identifying each result. The system is advanced enough to tell the difference between a drone, an AMU, and an asteroid, but is fairly easy to fool. The filters can be altered so the results favor any particular type of object, greatly aiding in search and rescue missions.
Weapon Tech
Melee Weaponry
• Containment Edge – A special type of containment field that allows the control of materials that would be harmful if exposed to the weapon, while still allowing said materials to come into contact with the opponent being struck. The most common example is an Antimatter Edge, which uses a trace amount of Antimatter to increase a melee weapons penetration capability. Requires a particle feed from the AMU to use.
• Discharge Edge This weapon is an oversized version of the stun weapons used by security forces. Releases several hundred thousand volts of electricity on impact, this tech has a huge energy draw. It is designed to combat shields and energized plating.
• Explosive Body – A unique tech fitted to Zeph Kemplar’s Guardian unit. This tech charges particles into a hyperactive state and fires them in a compressed short-range burst, shearing through armor and pushing the user back. Easily capable of piercing through even heavy armor, the super short range of this tech requires the user place themselves within easy reach of their opponent’s weaponry and limbs. A signature of this tech is that the force of the impact directly corresponds to the force the weapon produces, and as such, it is fitted to the hands and feet.
• Heated Edge – Similar to Plasma Vapor tech, but with an opposite approach, this tech heats up the melee weapon being used, instead of the opponents armor. Requires that the weapon using it be made of a metal capable of reaching incredible temperatures without becoming brittle.
• Impact Augmentor – This tech uses the effect of a micro gravity drive to increase the impact strength of melee weaponry. Cannot be used with non-solid weapons (Beam/Pulse) and has a moderately high energy consumption.
• Kinetic Melee – Melee weapons comprised of steel or new age variants. Cheap to produce, but limited in effectiveness, these units are considered backup weapons for all but a few units.
• Plasma Vapor – Used in conjunction with Kinetic weaponry, this tech uses vents that release phased plasma in order to heat up and melt opponent’s armor. Increases overall damage and piercing ability.
• Pulse Weaponry – Extremely high energy cost melee weapons that create a spiral of super-charged condensed particles that rip apart anything it comes into contact with.
• Remote Manipulation – This tech uses a combination of containment fields to hold a solid weapon at a short range from the wielder. Usually used by industrial AMUs to manipulate remote saws and dangerous materials, the system’s ability to deal damage to structure and armor alike should not be ignored.
• Solid-State Energy – Most energy based melee weapons use a tech known as Solid State Energy to give them form. This tech is descended from the same technology that Beam Shields use. Other energy melee weapons use a concentrated stream, not too different from a thruster, only more intense.
• Vibro Weapons – A variation of kinetic melee weaponry, it vibrates at a high frequency to increase cutting power. While it adds penetration and damage to the weapon, it does have drawbacks. Particularly dense armor can cause the weapon to damage itself, and if the weapon becomes caught, the vibrations can cause the weapon to act as if it was made of a more brittle material.
Kinetic Ranged
• Antimatter Rounds – A variation of kinetic ranged weaponry, the bullet serves as a containment cell for a trace amount of antimatter, which is released upon impact. Insanely expensive, even high end mercs tend to avoid using these on anything less than heavy and super heavy AMUs. As with all Antimatter weaponry, the weapon creates a signature bright white flash on impact.
• Canister Rounds – Large containment rounds used with railguns, grenade launchers and tank cannons. Can be loaded with a variety of shot types, and even a shotgun style blast.
• Containment Rounds – [SPNE, Antimatter, Plasma/Incendiary, Energy/Beam,NO2] Kinetic bullets that are designed to break upon impact, releasing their contents. Energy and beam variants are still in testing, but have promising results. The NO2 rounds release liquid nitrogen, making armor brittle for a short duration with enough exposure.
• Discharge Rounds – [Stun, EMP, Explosive] Kinetic bullets that are designed to release energy on impact without shattering, like a Containment Round does. The stun version is largely used by infantry and MPs.
• Flechette Rounds – Two part round that is made of a copper based heated exterior and depleted uranium rods on the inside. The density of the copper exterior keeps the semi-solid material from separating in atmosphere while keeping the uranium rods hot.
• Gauss Accelerator Augment – Fitted on weapons that use traditional gun designs to increase range, accuracy, and initial velocity of a Solid Shell round. Requires a power source, but doesn’t draw as much energy as a purely Gauss based weapon.
• Gravitic Accelerator – The strongest type of linear accelerator, it’s energy drain is to high to rely on Fuel Cells alone. Gravitic Accelerators offers superior range and power over the strongest railguns, while also allowing some models to have firing rates rivaling traditional Marksman Gauss Weaponry.
• Linear Accelerator – Both Gauss weapons and railguns are advanced versions of ranged kinetic weapons. Gauss weapons are faster firing, but railguns are more accurate. Railguns produce recoil while Gauss weapons do not. The difference between the two is a Gauss Accelerator uses a series of magnetic coils to fire a ferrous cored slug at high speed, and a Railgun uses one or more ‘sleds’ set on a superconductor rail to throw projectiles.
• Solid Shell – Modern Solid Shell projectiles are ferrous (any material that reacts to magnetic fields) cored and caseless, using crystalline propellant to reduce weight and waste. While largely considered an outdated tech after the rise of Beam Weaponry, Solid Shell weapons are usually preferred by those fighters preferring to see physical damage as they fight.
Energy Ranged
• Beam Weaponry – A series of weapons descended from LASERS. Melts armor instead destroying it with physical force. Use Photon Cells or a Direct Feed for ammo.
• Concussive Plasma – Semi-stable energy that becomes extremely volatile when removed from its containment field and explodes on contact. Has a fairly slow fire rate because of the need to generate the plasma slowly to prevent premature detonation. Like phased plasma, it bypasses most shields, but is not capable of extreme damage like Beam weapons are.
• Gravitic Weaponry – Uses a grav drive to crush opponents, powerful but with limited range
• Mega-Beam Weaponry – This tech’s name is a little misleading. While similar in appearance and usage to a traditional Beam weapon, Mega-Beam weapons don’t require a Beam Generator. Instead, they are actually working versions of Tesla’s particle beams, and are a stream of super condensed, super accelerated particles travelling and near light speed. The weapon is still affected by beam shields, however.
• Phased Plasma – Semi-stable plasma weaponry that acts more like a gel than a solid bolt when fired. Burns and melts armor instead of breaking through, taking time to become effective. Its ability is lessened when used underwater.
• Pulse Weaponry – High energy cost that translates into high damage output. Rips apart enemies, but drains energy faster than any other weapon system developed to date.
• SPAZER Weaponry – (Spread LASER) This tech creates a multi beam spread attack, similar to a shotgun’s blast. One of the most common anti-missile weaponry types.
• Wave Tech – [Sonic, Microwave, EMP, Pulse] A system that works at a limited range, but generally has devastating results. The sonic variant only works in atmospheres or in water, and the microwave variant is rendered useless when submerged. Microwave weapons superheat enemy AMU’s and burn infantry into ash. Prolonged exposure to the weapon is required for results. Pulse wave tech is weaker than standard pulse weaponry, but can be used in a ‘smartbomb’ style attack.
Explosives
• Antimatter – Explosives that use antimatter to evaporate matter on impact and then release a large burst of energy.
• Thermobaric – An explosive that uses a combination of extreme heat and pressure to deal damage. Turns the very atmosphere into fuel, and can exceed even a nuke in force, without the risk of fallout.
• Nuclear – An age-old weapon, this type of explosive is apocalyptic in force and has leveled entire cities. Use against colonies and planets is considered taboo, so this weapon is mostly used in space.
• Standard – High yield explosives that produce a lot of force. Most are either crystalline or plastic, and will not detonate when exposed to fire.
• EM – While one of the weaker types of ECM, EM explosions are one of the most reliable, although they cannot do more than cause static in sensors and filters.
• Multi-Purpose Explosives – This tech, which is currently in pre-deployment phase, is designed to offer combatants a wide range of tactics on the battlefield. The MPE, which are contained within a spherical case, are capable of serving as timed or triggered explosives. They can be thrown like grenades, and are outfitted with a gravitic lock (Requires a small charge from AMU/Launcher to activate) to stick to opponents and surfaces. They can also be set to act as proximity mines, using their gravitic locks to attach to opponents who get too close, and use a LADAR targeting system, which they also use to act as proximity bombs, detonating when something passes through a choke point or other tactical position. Their last use is for breeching. The MPE are capable of acting as shaped charges to blast an entry point through armor. The units suffer from smaller than normal explosive capability, but are surprisingly compact.
• Mines (Anti-AMU) – These small, agile explosives are easy to mistake for abandoned missiles, except for the fact that they don’t have a primary thruster. Instead, they are designed to have an unmatched range of motion. Deployed by ships and outposts, these mines are largely ineffective against other ships and large structures, but are deadly to AMU pilots, especially in large numbers. Use a combination LADAR and F.O.F. Tagging system to detect targets.
• Mines (Anti-Ship) – The term ‘mine’ dates back centuries before the first space flight. Modern mines are not at all like their ancestors. They are equipped with thrusters, navigation, and can be controlled from a ship or out post. Anti-Ship Mines are the size of small AMUs, and are used to attack rushing opponents or orbit a vessel to keep opponents at bay.
• Stasis (Explosive) – Usually considered a support weapon, stasis explosives generally create a large, but short lived stasis web. Are incapable of dealing direct damage due to the fact that any shrapnel based explosions could destroy the stasis cell at the center of the missile, preventing the stasis web from working.
Missiles
• Straight Fire Launcher – This type of launcher uses missiles with no tracking ability. Typically more powerful than normal missiles, preferring explosive capability and impact strength over tracking ability.
• Swarm Launcher – Uses smaller, lower impact missiles fired in rapid succession with little to no lock on ability. Capable of bombarding entire areas at once.
• Multi Launcher – Capable of locking on multiple missiles to multiple targets and fires up to a limited number at once. The more accurate models average about two locks at a time.
• Vertical Launcher – The preferred model for long range firing, most heavy missiles are fired this way, as the mounting supports for a standard model launcher of this size would break with the first shot.
• Spread Missiles – The missile is a two stage system. The first stage is either a long range carrier or a short range high tracking carrier. The second stage is a deployment of micromissiles loaded with armor piercing heads and high yield explosives. The second stage typically has little or no tracking ability.
• High Tracking – These missiles are best used at short range, as they tend to use most of their fuel following their target. High quality models force even the fastest fliers to the edge of their abilities.
• Long Range – Missiles designed for support ability without requiring the weight and cost of a ballistic missile. Used to attack ships and carriers from a safe distance. Power and range at the cost of tracking ability.
• Ballistic – Large missiles carried by ships, heavy, and super-heavy AMUs only. The nuclear warheads, antimatter bombs, and even plain explosives contained within these weapons give cause for any human to fear. These missiles are deployed in limited numbers, as even one can level a city.
• Torpedo – A ship vs ship weapon, smaller than a ballistic missile, but stronger than anything fitted on an AMU. Limited tracking ability with a focus on armor piercing.
Other
• PSI Weaponry – Offensive PSI amplifiers used to cripple enemy pilots. Do not work well against other Psionics and tends to become unstable when used against them.
• Stasis Web – A support weapon that slows down matter. The larger the mass, the harder the object finds it to move, but nothing can really shrug off the effects of a stasis web. Those subjected to the web describe the feeling as trying to move through water, as if suddenly submerged. Missiles are rendered nearly useless, usually using up their fuel supply to try to compensate for the field’s effect, but bullets can still manage to inflict some damage. Plasma weaponry (Concussive/Phased) is slightly affected, taking on a more comet-like appearance and losing a good deal of their mass over longer shots. Beam weapons, however, are still effective. The effects of the web linger for several seconds after the web dissipates, (longest known duration of a non-maintained stasis web was three minutes, forty-five seconds) preventing those affected from ‘slingshotting’.[/quote]
Jump Times
Earth to Mars - 18 Hours
Mars to Asteroid Belt - 6 Hours
100 Worlds Jumps to Jupiter - 32 Hours
Non Jump Times
Earth to Mars - 2 weeks
Mars to Jupiter - 4 weeks
Mars to Asteroid belt - 4.5-6 days depending on location
Asteroid End point to Jupiter - 3 weeks 1 Day
The jump gates are a bunch of satelites that throw a ship so far. Because the subspace field does create resistance, only ships are able to use the gates, AMU's cannot.
Also, the only military use the gates see is the 100 Worlds Gates, which the Military Council uses for patrols.
AMU Sizes
• Ultra-Light – Smallest of all AMUs, they are at most, little over a single story in height. Use stealth and speed over armor and power, most are support units and scouts, and usually do not have the generator strength to fit powerful weapons.
• Light – Agile and speedy, they devote most of their power to thrusters, preferring to evade opponents over taking direct shots. Unable to fit heavy armor, they usually are limited to a small array of weapons and disposable weapons. Focus on attack over defense for the most part, most fliers are in this category.
• Medium – Standard Size for AMUs, offer a balance between mobility, defense, and offensive power. Very versatile, most infantry AMUs are in this category
• Heavy – These AMUs tower over the others, shrugging off damage and leveling entire bases without support. Rarely deployed because of the cost to produce these units is comparable to low-end warships. Rarely is speed ever used to describe these units, but they are difficult to take down.
• Super-Heavy – Titans in their own right, these AMUs are very rare, and costly to produce, maintain and equip. Even skilled pilots have a hard time confronting these behemoths, but it takes a skilled pilot to make use of one without becoming victim to the unit’s slow speed.
AMU Classes
• Flier – Speed and altitude ensure these mechs always have a shot, even in dense cover. Suffer from low defense and energy output
• Infantry – Standard AMU, effective in both space and on the ground. Usually combined with other classes.
• Intel – Scouts and ECM units, these serve mostly support roles
• Melee – AMUs that rely on melee weaponry, whether it is kinetic or beam in nature, to deal their damage.
• Ranged – AMUs that rely on ranged weaponry, whether it is kinetic or beam in nature, to deal their damage
• Stealth – Any AMU that is designed to visably disappear from both the visual and thermal spectrum and leave no radar imprint falls into this category.
• Support – Units that deal damage while the enemy is distracted, such as artillery, are classified as support units.
• Tank – High defense, High damage. Tank AMUs dish out more than they receive, but are usually heavy.
Space Ship Sizes
• Sub-Ships
• Standard War Vessels
• Carriers
Tech Log Version 4.0
Bio Tech
• Gene Manipulation – Originating within the 100 Worlds, this field of study contains both genetic rewriting via artificial retro virus’s and the splicing of animal genes into human DNA. Most Spacer’s have their DNA modified several times in their life, though those who are not from the 100 Worlds find the costs of doing so multiple times somewhat prohibitive.
• Neural Translation – Enables a computer to understand neural signals as it would input from any other device. Largely used by the Iracar of the 100 Worlds, it has seen other uses
• Telekinetic Abilities – A genetic ability of unknown origin that is the main stay of the Kingdom of Farrah. The abilities of all psionics are little more than surface level empathy, although particularly strong individuals have been known to read minds and stun enemies.
• Telmarose Injections – Enables the extension of the life of those receiving it indefinitely. Still in prototype stages, it is costly, but enables both eternal life and fast healing without the risk of cancerous cells.
• Bio Mechanics – Technology that uses specially designed cells to replace motivators in machines. While resistant, the cells cannot survive exposure to vacuum without shielding. While the cells are capable of healing damage, they require more resources to do so than their nanite counterparts.
• Life Support – This is a staple for all aspects of modern life. Stations and large vessels use bio engineered algae to recycle air and purify water indefinitely, while AMUs, smaller ships, and some mining stations use mechanical versions. Space suits use a combination of air filters and catalystic purifiers to provide upwards of 48 hours of air, and use heat generated by the catalyst reaction to prevent the body from suffering vacuum exposure.
• Prosthetics – Mechanical replacements for limbs and organs, this tech is used to either replace limbs lost to traumatic injury when cloned replacements cannot, or will not be applied, or to boost the physical capabilities of an individual beyond the range of genetic alteration.
• Medical Nanites (Bio Foam) – A type of medical application used for serious wounds, either by first responders and normal people, and largely used by soldiers in the battlefield. Simple to apply, the foam will seal wounds and allow normal bodily function, provided no major damage was done to vital organs. In the case of severe trauma to organs, it can slow the time it takes for an individual to die, but cannot prevent death. Application is easy, simply point nozzle of Bio Foam canister towards the wound, filling the wound until the foam reaches the skin. Then use the self-applying patches attached to the canister to wound and hold for several second. The foam will last for about four hours, after that, it must be cleaned out and re-applied if proper medical attention is not available. Used by all factions, developed by the Lunar Factions.
• Flux Injections (Ta’vite DNA/RNA Infusion) – The key to making the Farran Supersoldiers what they are. This is an isolated strain of the Flux Gene in Ta’vite DNA that is inserted into the human genome via reverse-engineered 100 Worlds Retro Virus injections. Success is heavily dependent on subjects pre-existing mental and genetic composition, and even highly compatable candidates can fail to survive the process without warning. While the infusion allows the subject to adapt to any number of environments and situations with ease, the unstable nature of the Ta’vite DNA will eventually destroy the subjects mind and body.
Control Systems
• Digital (DIG) – The most commonly used control type, it is the AMU equivalent of power steering in 20th century vehicles. Is able to be hacked, but as far as AMU systems go, it’s easier to overload it with electricity. Boasts faster reaction times than the older mechanical systems, but at an increased energy cost and decreased cooling ability.
• Mechanical (MCH) – The oldest of the control systems, it directly translates effort on the pilot’s part into action from the AMU. Requires some amount of strength to use. Cannot be hacked, although it does require constant cleaning to keep from freezing up. Slowest reaction time, but isn’t as prone to overheating and tends to stand up to damage a little better.
• Neural Interface (NI) – Uses Neural Translation devices to control the AMU, resulting in the most control of any system. The unit doesn’t use normal AMU controls, instead making the user control the AMU as they would their body. This means a greater deal of training on the pilots part, as well as an ability to enter a certain type of mindset. As such, it is largely used by the Iracar of the 100 worlds and few others. The system works for both input and output, allowing the AMU to relay information directly to the pilot, and the pilot to control all parts of the AMU through the NI.
• PSIONIC (PSI) – Requires a Psionic pilot to use, this system has control and reaction times surpassing all but the Neural Interface. Mostly used by the Kingdom of Farrah, it is considered by most the crowning achievement of control systems, as it does not require as much time and effort as the NI to use.
• Overclocking – A common practice amongst ‘do it yourself’ pilots. Overclocking is the removal or tweaking of safety features for increased performance. Usually an increased energy cost, along with extra heat are side effects of Overclocking. Of course, maintenance becomes even more crucial to an overclocked system.
Defensive Tech
Armor
• Nanite Repair Plating (Reactive) – Prototype repair system used in the AMU Fin, not currently available to the mass market.
• Composite Armor – Lightweight plastic based armor that provides decent defense against all damage types, but does not excel vs. any. Fairly cheap, with good cooling properties and ECM resistance.
• Metal Armor – Good vs. Kinetic damage, but weak vs. Beam attacks. Metal has been the standard armor for generations. Some types offer a little protection against ECM attacks, but most do not.
> Steel – While easy to produce, steel armor is best suited to heavier AMUs, as it takes quite a bit of it to be effective. Offers no ECM resistance.
> Titanium – Lighter and stronger than Steel, Titanium is easily four times as expensive. Mostly used in lighter AMU’s where it is effective for both combat and cost. Offers no ECM resistance.
> Depleted Uranium – Expensive, heavy, and extremely effective. Disperses heat better than most metals, allowing it to withstand beam attacks more effectively, as well as offering superior kinetic defense. Its dense nature means it has a higher resistance to antimatter weaponry, but at the expense of speed and agility. Normally only fitted to Heavy and Super Heavy AMUs where its weight isn’t as much of a concern. Offers slight ECM resistance.
• Ceramic Armor – Good vs. most, weak vs. antimatter, pulse. Based off traditional tank armor, it is comprised of corrugated layers of metal and composites. Can only be fitted on heavy and super heavy AMUs, as well as ships.
• Energized Plating – Good vs. Kinetic, Beams, Explosives, Weak vs. Electric, EMP/EM, Phased Plasma. Based off old stealth field tech, these plates transfer force from one side of the AMU to the other, allowing it to pass without doing a majority of its damage. Like shields, it can be overloaded, and is not capable of having function restored if compromised.
• Beam Coating (Passive) – A state of the art tech, uses energized plating to scatter and disperse both beams and plasma. Its threshold is not unlimited however, and eventually the beam coating will melt off after being hit enough times or with a strong enough force.
• Plate Shielding (Reactive) – Small shield generators are built into the AMU’s armor, creating shields similar to armor plating. Requires a lot of power, but is designed to have less of a drain than active shields. Only fitted on heavy or larger AMUs. Provides defense comparable to heavy-grade armor.
• Powered Armor – This armor, used by shock troops and Knights/Paladins, is a staple in anti-AMU tactics.
Shields
• ‘Aural’ Shield System (Reactive) – Creates a cloud of charged particles around the AMU, which respond to energy, be it from kinetic weapons, beams, or even high speed impacts. Fairly costly as far as energy consumption, the design is one of the older, but more reliable techs. Tends to dissipate easily.
• Beam Shield (Active) – A solid state energy shield that protects against both beams and kinetic weapons, though it doesn’t offer potent protection against either. Capable of deflecting melee beam weapons. Low energy cost, but is not reactive.
• Kinetic Shielding (Reactive) – A wall of force that reacts based off the impact strength of the weapon being used against it. Strong attacks are deflected, but weaker, or slower attacks can break through. Cannot be activated at the same time as beam coating.
• Pulse Shielding (Active) – Utilizes a pulse generator to create an impenetrable shield. The energy drain is tremendous, preventing the system from being used for any length of time without a heavy duty generator.
• I-Field/Deflection Technology (Active) – Similar to how a stealth field works, this system can bend the path of photons and low-grade beam weaponry. Requires a considerable amount of power.
• Shield Drones – These small automated machines are at the heart of all deployable (also known as disposable) shields. They produce a series of overlapping shield arrays, but are usually slow due to their limited power supplies, preventing the user from moving at full speed. The drones are fairly fragile, and a strong enough impact to the shield can actually cause them to overload and detonate.
Stealth
• Chameleon Pigment – One of the lowest cost stealth systems, this type is optic only. Applied as a paint to the AMU’s surface, it allows the unit to roughly mimic background colors and shapes.
• Stealth Plating – Energized plating that transfers light from one side of the AMU to the other. Advanced versions allow thermal masking, but at an increased energy cost. All types of Stealth Plating require the user reduce speed in order to maintain an effective cloak.
• Cloak Field – Advanced stealth field that operates at a small distance from the unit, masking both thermal emissions and optical appearance, but at the highest energy cost of all stealth tech. As with all stealth systems, offensive and defensive tech cannot be used while the field is active. High quality systems do not require an extreme reduction in speed.
• Heat Sinks – Used to mask a unit’s presence from Thermal-RADAR, the heat sink stores heat within alloy reservoirs, preventing the heat from radiating from the unit. Extended use can cause life support failure, so pilots are recommended to use caution.
• Non-Reflective Design – Used by fighters and drones, as well as some transformed AMUs, the design prevents RADAR emissions from bouncing off the unit. Lowers the unit’s defensive capabilities.
Other
• Anti Missile Weaponry (Reactive) – Uses any combination of flares or small caliber beam weaponry to distract or destroy missiles locked onto the AMU
• Holographic Decoys (Active) – Used by the Rapier AMU, creates look alike copies of the AMU to confuse opponents.
Motion Tech
Small Motion (Personnel/AMU Units)
• Hydrogen Thrusters – The standard thruster design, lowest cost of all thrusters, but also the lowest force generated.
• Cold Hydro-Jet Thrusters – Advanced thrusters that prevent missile lock on by using a cooled propellant. More costly than standard hydrogen thrusters, with only a minor increase in force produced.
• Dual-Cycle Thrusters – Thrusters that compress and fire the propellant twice, resulting in more force for a slightly higher cost. Only usable with hydrogen thrusters. (Standard and Cold Jet)
• Gravitic Drive (AMU) – Uses Grav tech to move an AMU on a multi-directional plane of motion with a single piece of equipment. High energy cost, but tends to produce a lot of force, without needing to maintain a vast array of thrusters. The heavier the AMU, however, and the longer the system takes to start motion without causing a power spike. (Some Medium AMUs/Heavy and Super Heavy AMUs)
• Pulse Thrusters – Uses a Pulse Generator to power the movement systems of the AMU, highest energy cost, but also the highest speed.
• Plasma Thrusters – Advanced thrusters that are posed to replace hydrogen thrusters in all modern AMUs. More costly to use, but produce considerable amount of force.
• System Purge – The AMU detaches equipped systems via low yield explosives. Designed to increase speed and dispose of empty weapons mounted to the unit.
Large Motion (Ships/Structures)
• Gravitic Drive – Uses Grav tech to move the ship and repel AMU’s. High energy cost, but tends to produce a lot of force. Fitted on larger ships to ease the burden of the thrusters and augment acceleration capabilities.
• Antimatter Drive – Used in ships, heavy, and super-heavy AMUs. A standard Newtonian rocket that uses antimatter instead of fuel.
• Pulse Drive – Only fitted on ships, it is a short burst use only, but can propel a ship faster than any other known means of transportation
• Afterburner – This speed-enhancing tech add additional fuel to the thruster at the end of the process, right before the nozzle opening. Enhances speed at an expanded fuel cost.
• Hydrogen Thrusters – These massive behemoths work on a completely different set of mechanics than their AMU based counterparts. Designed to provide smooth, even, yet responsive acceleration while remaining many times more efficient than their smaller cousins. Ship thrusters use Afterburners instead of a dual cycle for increased speed.
Motion Control
• Inertial Dampners – Prevent pilots of AMU’s from being exposed to extreme G-Forces. An ancient tech, it is implemented without a second thought in most AMUs, and is the origin of modern stasis tech.
• Stasis Tech – The same tech used to store bodies and antimatter, this weaponized system prevents movement in an area and slows down time for those effected. Currently fitted to the Prototype AMU Fin. It is also part of the technology that allows inertial dampeners to work. Scientists have been studying the phenomenon known as ‘Stasis Webs’ for years, as the energy’s ability to ‘slow’ time seems to extend its own life span.
• Gravitational Anchor – A type of grav drive that fixes an AMU or ship in one place, preventing enemy attacks or recoil from sending the unit flying out of control. Increases damage taken from physical attacks, but can make defenses more effective if used properly.
Power/Generator Tech
Power Sources
• Fusion Generator – Fitted into all modern AMUs, it provides a near endless supply of energy, but only so much at any given time. Larger generators can bear larger loads, but require more cooling.
• Fuel Cells – Antimatter or Plasma Containment Cells that provide limited, auxiliary power to an AMU. Older mechs run off of these, and thus are limited to how much they can do before needing to be refueled.
• Antimatter Reactor – Based on older tech, harnesses volatile antimatter to produce energy. While capable of reaching higher energy levels than the more reliable Fusion Generators, it is VERY susceptible to damage, and can engulf the entire AMU in a ball of energy if compromised.
• Power Core Flooding – This system is risky, but for some, the benefits are worth it. When activated, the system fully opens the hydrogen ports leading into the core of the Fusion Reactor, flooding the reactor with fuel. The result is a dramatic increase in both power production and heat emissions. As with any systems that directly affect the power core, prolonged use can result in a critical meltdown.
• Deep Core Injections – The most drastic power output enhancer, this system uses a micro particle accelerator to inject small traces of antimatter into the center of the fusion reactor. If not calibrated correctly, the system can misfire, resulting in more energy than the containment field can control. This system cannot be used for as long as other power production enhancers, but produces far more energy.
Power Storage/Transfers
• High Energy Capacitors – These power most systems that have a limited supply (Such as energy shields) so they don’t blackout the AMU and send the reactor into a critical meltdown.
• Photo-Voltaic Cells – These cells, which contain a mixture of contained pre-processed photons and an attached charge pack, serve as ‘ammo’ for Beam Weapons. They reduce both the generation time of a beam cannon and its energy cost, and are commonly used on heavy beam weapons and rapid fire beam weapons.
• Deuteron Beam Transfer System – This system, which is still in market testing by the E.F. is capable of remotely recharging capacitors and beam generators of deployed AMUs, though it cannot refuel Fuel Cell Dependent AMUs. Can also provide a temporary boost in available power to AMUs with extended contact.
• Direct Energy/Particle Feed – Used with energy weapons, this system allows the weapon to draw the required resources from the AMU instead of an Ammo Pack. Hazardous material feeds line the tubing with an incredibly strong magnetic containment field.
• Plasma Coils – These highly volatile containment cells store huge amounts of supercharged hydrogen, the basis for both fusion generators and plasma tech. Serve as ‘batteries’ for ships and colonies, should something happen to the reactor, these provide emergency power.
• Stasis Cell – This containment cell provides the stasis energy needed for large scale containment cells and as an ammo source for stasis weapons that don’t use their own stasis generator. Modified versions of stasis cells are used in stasis grenades and missiles.
Equipment Components/Particle Production
• Grav Generator – The generators used in all gravity manipulation devices. They drain a large amount of energy to use, but do not tend to overheat, making them a reliable choice for high power assault mechs.
• Beam Generator - A descendent of Laser technology, beam generators produce and deploy the particles used in all beam tech. From shields to swords, rifles to SPAZER shots, all use some form of beam generator. Fairly low energy cost makes beams one of the most common techs one is likely to encounter. Some of the more powerful beam generators compensate their energy cost by using Ammo Cells that contain a pre-processed mixture.
• Pulse Generator – Powers all Pulse Technology, which is reverse engineered from alien artifacts found on the moon. Insane energy cost prevents the tech from being casually mounted to AMUs despite the unparalleled results.
• Stasis Generator – Produces Stasis Energy, either for weapons, inertial dampners, containment cells, or, as most space vessels are known to do, store and transport perishable materials. Stasis tech doesn’t have a large energy consumption, but is very slow to generate. Scientists have been studying the phenomenon known as ‘Stasis Webs’ for years, as the energy’s ability to ‘slow’ time seems to extend its own life span.
• Antimatter Generator – This device produces the antimatter needed for many types of weapons and power production systems. It does so by rapidly smashing hydrogen atoms in an artificial vacuum and separating the antimatter components from the matter remnants. The fastest antimatter generators process several hundred trillion atoms in a matter of nanoseconds. The process requires quite a bit of hydrogen, but does not consume as much energy as one would think.
Sensor/Computer Tech
Sensor Tech
• RADAR – Standard radar that shows the location of objects of size comparable to the AMU. High quality models can pick up small objects and/or distinguish between friends or foes on the radar screen.
• LADAR – Light based sensor system, uses ultraviolet pulses to create maps and detect enemies. Most mines and traps use this to detect targets.
• Diagnostic Scan – A system that allows the AMU to perform a detailed self-scan. Not fitted into most AMUs for cost and energy supply reasons. While most AMUs can perform a basic self-scan, a diagnostic scan reveals everything about the AMU, right down to armor and structural integrity.
• Remote Scan – Advanced system that allows a pilot to scan an enemy AMU within range. The amount of information available is limited, and takes time to perform, but is often equipped to scouts.
• EN-RADAR – Prototype radar system that reads energy instead of mass. Reverse engineered from alien artifacts, it has yet to be implemented in an AMU.
• Thermal-RADAR – A fairly common system, that operates much like normal RADAR, only it reads and shows thermal emissions. Thermo-Optic camouflage does not show on this system.
• F.O.F. (Friend or Foe) EM Tags – Every unit in the battlefield produces an EM signature. Militaries use this to I.D. their units, and most modern systems have some form of friendly fire block, preventing homing weaponry of the same faction from accidentally locking onto an ally. Spies and Pirates will use these measures to their advantage, often pilfering the EM ID off of destroyed or crippled units.
Filters
• Visual Filter – Enable the pilot to observe what is going on around the AMU. Night vision is standard in most models. Advanced models auto-adjust against glares and blinding effects.
• Thermal Filter – Uses Thermal Imaging to spot opponents, and can be used to detect some cloaked enemies.
• Ultraviolet Filter – Allows normal humans to see Ultraviolet light, and is used to detect LADAR systems. Allows advanced night vision without needed additional light sources.
• Energy Filter – A visual filter reverse engineered from alien artifacts. Similar to thermal imaging, but views energy instead. Copies can only detect basic energy types, while original artifacts show life energy and kinetic energy.
• RADAR/LADAR Filter – An advanced filter that allows the user to use the RADAR/LADAR equipment aboard their AMU to create an echolocation-like imaging system. Use of this filter requires high quality sensor tech be outfitted to the unit, and drastically reduces the effective range of said systems while in use.
• Sniping/Zoom Filter – This tech uses an additional camera, either on a gun or attached to the AMU/Armor upon installation. It appears on the visual screen as two overlapping circles, which move to mimic the movement of the gun. (For the Sniping Variant) The area where the two circles overlap is zoomed in, much like a scope would do, complete with crosshairs. The zoom filter has replaced the need for binoculars in most infantry, and utilizes a rectangular shape, complete with range finder.
• Augmented Filter Feedback Not standard in most models, this application allows an AMU with basic scanning functions to provide feedback on the main visual device, instead of storing it in the system’s computer. Normal forms of feed back include target temperature, target speed, target mass, target energy rating (Requires tech derived from EN-RADAR and EN Filter), wind speed/direction (Planetside), current EM Particle levels (In space, usually in locations closer to the sun), and Faction of EM ID.
• Scan Filter – This Filter is used in conjunction with the Remote Scan Technology, it allows the user to see the elemental makeup of objects around them. While only able to provide rough estimations, and riddled with flaws, this tech has the scientific, mining, and military communities very excited.
ECM/ECCM
• Wave Canceller – Long range transmission cancelling device which also cancels many visual systems such as radar targeting. The Prototype version cannot shut down AMUs, but is a more portable version equipped by the 100 worlds transport ‘Avalon’. Standard models are the size of 20th century sports stadiums, and can shut down AMUs.
• EMP – (Electro-Magnetic Pulse) The most common type of ECM, it is of limited effect against mechanical control systems, but if strong enough, can force an AMU to reboot.
• ECM – (Electronic Counter-Measures) From jamming to overloading sensors, all units designed to disable opponent’s systems are ECMs. Common types consist of EM emissions, EMPs, Viral attacks, and core overload tactics.
• ECCM – (Electronic Counter-Counter Measures) These are systems and hardware routines designed to hinder the efforts of ECM attacks.
• Viral Routines – Advanced computer programs designed to wreck and hack the computerized systems of an opponent’s AMU. Fairly unreliable as advances in computer protection programs have progressed to an unprecedented level in adaptability and complexity.
• RADAR Damps – Commonly fitted to freighters traveling through hostile territory and scout drones, this special EM field causes all objects within its area of effect to disappear from RADAR charts. The more expensive versions are capable of masking thermal signatures. The system’s high energy cost means that it can only be deployed for a short while.
• RADAR Scramblers – An older ECM tech based off a prank performed by junior officers many generations ago. While no longer requiring an object be placed in front of the RADAR emitter, it turns a single positive reading into many positive readings. High quality versions are capable of making false readings that stop and move, and can even emulate patrol formations. There is no T-RADAR scrambler available on the market, but in the ever growing arms race between factions, who is to say it isn’t being developed.
• Multi-Point RADAR Scans – This ECCM tech, which usually uses several surveillance drones to augment the capability of a ship’s RADAR system, is one of the few ways available to bypass both RADAR Damps and Scramblers. Because modern RADAR systems are so advanced and require so much power, the drones are usually left unprotected. With the proper equipment, the role of the drones can be performed by AMUs in the field.
Computer Systems
• Targeting Systems – these are used to predict enemy AMUs movements, making shots vs. moving targets easier, as well as locking onto enemies for missile launchers.
• Portable Terminal – Computers have become small enough to be wrist mounted, and have replaced cell phones, often using holographic interfaces. The variety in shape and function of these units is limited only by the imagination.
• A.I. – (Artificial Intelligence) A computer program that is able to learn, develop, and evolve. A.I.’s are limited and restricted by most governments due to their hacking ability and tendency to become rampant. An A.I. is capable of feeling emotions.
• V.I. – (Virtual Intelligence) Similar to an A.I., a V.I. is limited in ability and function. Most cannot experience feelings, and will not go rampant.
• Smart RADAR/LADAR Tagging – This computer program filters through the results of a RADAR or LADAR scan, identifying each result. The system is advanced enough to tell the difference between a drone, an AMU, and an asteroid, but is fairly easy to fool. The filters can be altered so the results favor any particular type of object, greatly aiding in search and rescue missions.
Weapon Tech
Melee Weaponry
• Containment Edge – A special type of containment field that allows the control of materials that would be harmful if exposed to the weapon, while still allowing said materials to come into contact with the opponent being struck. The most common example is an Antimatter Edge, which uses a trace amount of Antimatter to increase a melee weapons penetration capability. Requires a particle feed from the AMU to use.
• Discharge Edge This weapon is an oversized version of the stun weapons used by security forces. Releases several hundred thousand volts of electricity on impact, this tech has a huge energy draw. It is designed to combat shields and energized plating.
• Explosive Body – A unique tech fitted to Zeph Kemplar’s Guardian unit. This tech charges particles into a hyperactive state and fires them in a compressed short-range burst, shearing through armor and pushing the user back. Easily capable of piercing through even heavy armor, the super short range of this tech requires the user place themselves within easy reach of their opponent’s weaponry and limbs. A signature of this tech is that the force of the impact directly corresponds to the force the weapon produces, and as such, it is fitted to the hands and feet.
• Heated Edge – Similar to Plasma Vapor tech, but with an opposite approach, this tech heats up the melee weapon being used, instead of the opponents armor. Requires that the weapon using it be made of a metal capable of reaching incredible temperatures without becoming brittle.
• Impact Augmentor – This tech uses the effect of a micro gravity drive to increase the impact strength of melee weaponry. Cannot be used with non-solid weapons (Beam/Pulse) and has a moderately high energy consumption.
• Kinetic Melee – Melee weapons comprised of steel or new age variants. Cheap to produce, but limited in effectiveness, these units are considered backup weapons for all but a few units.
• Plasma Vapor – Used in conjunction with Kinetic weaponry, this tech uses vents that release phased plasma in order to heat up and melt opponent’s armor. Increases overall damage and piercing ability.
• Pulse Weaponry – Extremely high energy cost melee weapons that create a spiral of super-charged condensed particles that rip apart anything it comes into contact with.
• Remote Manipulation – This tech uses a combination of containment fields to hold a solid weapon at a short range from the wielder. Usually used by industrial AMUs to manipulate remote saws and dangerous materials, the system’s ability to deal damage to structure and armor alike should not be ignored.
• Solid-State Energy – Most energy based melee weapons use a tech known as Solid State Energy to give them form. This tech is descended from the same technology that Beam Shields use. Other energy melee weapons use a concentrated stream, not too different from a thruster, only more intense.
• Vibro Weapons – A variation of kinetic melee weaponry, it vibrates at a high frequency to increase cutting power. While it adds penetration and damage to the weapon, it does have drawbacks. Particularly dense armor can cause the weapon to damage itself, and if the weapon becomes caught, the vibrations can cause the weapon to act as if it was made of a more brittle material.
Kinetic Ranged
• Antimatter Rounds – A variation of kinetic ranged weaponry, the bullet serves as a containment cell for a trace amount of antimatter, which is released upon impact. Insanely expensive, even high end mercs tend to avoid using these on anything less than heavy and super heavy AMUs. As with all Antimatter weaponry, the weapon creates a signature bright white flash on impact.
• Canister Rounds – Large containment rounds used with railguns, grenade launchers and tank cannons. Can be loaded with a variety of shot types, and even a shotgun style blast.
• Containment Rounds – [SPNE, Antimatter, Plasma/Incendiary, Energy/Beam,NO2] Kinetic bullets that are designed to break upon impact, releasing their contents. Energy and beam variants are still in testing, but have promising results. The NO2 rounds release liquid nitrogen, making armor brittle for a short duration with enough exposure.
• Discharge Rounds – [Stun, EMP, Explosive] Kinetic bullets that are designed to release energy on impact without shattering, like a Containment Round does. The stun version is largely used by infantry and MPs.
• Flechette Rounds – Two part round that is made of a copper based heated exterior and depleted uranium rods on the inside. The density of the copper exterior keeps the semi-solid material from separating in atmosphere while keeping the uranium rods hot.
• Gauss Accelerator Augment – Fitted on weapons that use traditional gun designs to increase range, accuracy, and initial velocity of a Solid Shell round. Requires a power source, but doesn’t draw as much energy as a purely Gauss based weapon.
• Gravitic Accelerator – The strongest type of linear accelerator, it’s energy drain is to high to rely on Fuel Cells alone. Gravitic Accelerators offers superior range and power over the strongest railguns, while also allowing some models to have firing rates rivaling traditional Marksman Gauss Weaponry.
• Linear Accelerator – Both Gauss weapons and railguns are advanced versions of ranged kinetic weapons. Gauss weapons are faster firing, but railguns are more accurate. Railguns produce recoil while Gauss weapons do not. The difference between the two is a Gauss Accelerator uses a series of magnetic coils to fire a ferrous cored slug at high speed, and a Railgun uses one or more ‘sleds’ set on a superconductor rail to throw projectiles.
• Solid Shell – Modern Solid Shell projectiles are ferrous (any material that reacts to magnetic fields) cored and caseless, using crystalline propellant to reduce weight and waste. While largely considered an outdated tech after the rise of Beam Weaponry, Solid Shell weapons are usually preferred by those fighters preferring to see physical damage as they fight.
Energy Ranged
• Beam Weaponry – A series of weapons descended from LASERS. Melts armor instead destroying it with physical force. Use Photon Cells or a Direct Feed for ammo.
• Concussive Plasma – Semi-stable energy that becomes extremely volatile when removed from its containment field and explodes on contact. Has a fairly slow fire rate because of the need to generate the plasma slowly to prevent premature detonation. Like phased plasma, it bypasses most shields, but is not capable of extreme damage like Beam weapons are.
• Gravitic Weaponry – Uses a grav drive to crush opponents, powerful but with limited range
• Mega-Beam Weaponry – This tech’s name is a little misleading. While similar in appearance and usage to a traditional Beam weapon, Mega-Beam weapons don’t require a Beam Generator. Instead, they are actually working versions of Tesla’s particle beams, and are a stream of super condensed, super accelerated particles travelling and near light speed. The weapon is still affected by beam shields, however.
• Phased Plasma – Semi-stable plasma weaponry that acts more like a gel than a solid bolt when fired. Burns and melts armor instead of breaking through, taking time to become effective. Its ability is lessened when used underwater.
• Pulse Weaponry – High energy cost that translates into high damage output. Rips apart enemies, but drains energy faster than any other weapon system developed to date.
• SPAZER Weaponry – (Spread LASER) This tech creates a multi beam spread attack, similar to a shotgun’s blast. One of the most common anti-missile weaponry types.
• Wave Tech – [Sonic, Microwave, EMP, Pulse] A system that works at a limited range, but generally has devastating results. The sonic variant only works in atmospheres or in water, and the microwave variant is rendered useless when submerged. Microwave weapons superheat enemy AMU’s and burn infantry into ash. Prolonged exposure to the weapon is required for results. Pulse wave tech is weaker than standard pulse weaponry, but can be used in a ‘smartbomb’ style attack.
Explosives
• Antimatter – Explosives that use antimatter to evaporate matter on impact and then release a large burst of energy.
• Thermobaric – An explosive that uses a combination of extreme heat and pressure to deal damage. Turns the very atmosphere into fuel, and can exceed even a nuke in force, without the risk of fallout.
• Nuclear – An age-old weapon, this type of explosive is apocalyptic in force and has leveled entire cities. Use against colonies and planets is considered taboo, so this weapon is mostly used in space.
• Standard – High yield explosives that produce a lot of force. Most are either crystalline or plastic, and will not detonate when exposed to fire.
• EM – While one of the weaker types of ECM, EM explosions are one of the most reliable, although they cannot do more than cause static in sensors and filters.
• Multi-Purpose Explosives – This tech, which is currently in pre-deployment phase, is designed to offer combatants a wide range of tactics on the battlefield. The MPE, which are contained within a spherical case, are capable of serving as timed or triggered explosives. They can be thrown like grenades, and are outfitted with a gravitic lock (Requires a small charge from AMU/Launcher to activate) to stick to opponents and surfaces. They can also be set to act as proximity mines, using their gravitic locks to attach to opponents who get too close, and use a LADAR targeting system, which they also use to act as proximity bombs, detonating when something passes through a choke point or other tactical position. Their last use is for breeching. The MPE are capable of acting as shaped charges to blast an entry point through armor. The units suffer from smaller than normal explosive capability, but are surprisingly compact.
• Mines (Anti-AMU) – These small, agile explosives are easy to mistake for abandoned missiles, except for the fact that they don’t have a primary thruster. Instead, they are designed to have an unmatched range of motion. Deployed by ships and outposts, these mines are largely ineffective against other ships and large structures, but are deadly to AMU pilots, especially in large numbers. Use a combination LADAR and F.O.F. Tagging system to detect targets.
• Mines (Anti-Ship) – The term ‘mine’ dates back centuries before the first space flight. Modern mines are not at all like their ancestors. They are equipped with thrusters, navigation, and can be controlled from a ship or out post. Anti-Ship Mines are the size of small AMUs, and are used to attack rushing opponents or orbit a vessel to keep opponents at bay.
• Stasis (Explosive) – Usually considered a support weapon, stasis explosives generally create a large, but short lived stasis web. Are incapable of dealing direct damage due to the fact that any shrapnel based explosions could destroy the stasis cell at the center of the missile, preventing the stasis web from working.
Missiles
• Straight Fire Launcher – This type of launcher uses missiles with no tracking ability. Typically more powerful than normal missiles, preferring explosive capability and impact strength over tracking ability.
• Swarm Launcher – Uses smaller, lower impact missiles fired in rapid succession with little to no lock on ability. Capable of bombarding entire areas at once.
• Multi Launcher – Capable of locking on multiple missiles to multiple targets and fires up to a limited number at once. The more accurate models average about two locks at a time.
• Vertical Launcher – The preferred model for long range firing, most heavy missiles are fired this way, as the mounting supports for a standard model launcher of this size would break with the first shot.
• Spread Missiles – The missile is a two stage system. The first stage is either a long range carrier or a short range high tracking carrier. The second stage is a deployment of micromissiles loaded with armor piercing heads and high yield explosives. The second stage typically has little or no tracking ability.
• High Tracking – These missiles are best used at short range, as they tend to use most of their fuel following their target. High quality models force even the fastest fliers to the edge of their abilities.
• Long Range – Missiles designed for support ability without requiring the weight and cost of a ballistic missile. Used to attack ships and carriers from a safe distance. Power and range at the cost of tracking ability.
• Ballistic – Large missiles carried by ships, heavy, and super-heavy AMUs only. The nuclear warheads, antimatter bombs, and even plain explosives contained within these weapons give cause for any human to fear. These missiles are deployed in limited numbers, as even one can level a city.
• Torpedo – A ship vs ship weapon, smaller than a ballistic missile, but stronger than anything fitted on an AMU. Limited tracking ability with a focus on armor piercing.
Other
• PSI Weaponry – Offensive PSI amplifiers used to cripple enemy pilots. Do not work well against other Psionics and tends to become unstable when used against them.
• Stasis Web – A support weapon that slows down matter. The larger the mass, the harder the object finds it to move, but nothing can really shrug off the effects of a stasis web. Those subjected to the web describe the feeling as trying to move through water, as if suddenly submerged. Missiles are rendered nearly useless, usually using up their fuel supply to try to compensate for the field’s effect, but bullets can still manage to inflict some damage. Plasma weaponry (Concussive/Phased) is slightly affected, taking on a more comet-like appearance and losing a good deal of their mass over longer shots. Beam weapons, however, are still effective. The effects of the web linger for several seconds after the web dissipates, (longest known duration of a non-maintained stasis web was three minutes, forty-five seconds) preventing those affected from ‘slingshotting’.[/quote]