Difference between revisions of "User:Peel"
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::::Penetration -3, Strength -3, Burst Bonus +6 | ::::Penetration -3, Strength -3, Burst Bonus +6 | ||
::'''Penetrators''' | ::'''Penetrators''' | ||
− | :::Rounds designed to give a secondary boost to a smaller penetrator are more effective against armoured targets. The increased speed of the final projectile compensates for range issues, with sufficient stabilisation. | + | :::Rounds designed to give a secondary boost to a smaller penetrator are more effective against armoured targets. The increased speed of the final projectile compensates partially for range issues, with sufficient stabilisation. |
::'''Shieldbusters''' | ::'''Shieldbusters''' | ||
− | :::Arrays of ultra-powerful magnets contained inside a | + | :::Arrays of ultra-powerful magnets contained inside a shell can cause a destabilising effect on shields when the magnet system is broken down by impact, leaving the target exposed to further attacks. Unfortunately the weak structure and relatively low mass of the shell make it a poor choice against armour. |
::'''Laserheads''' | ::'''Laserheads''' | ||
:::Sufficiently advanced powers can fit a high powered laser inside a naval rifle shell. Present power supplies and heat resistance mean it can only fire for an instant before burning out, but this is enough to extend the effective range of the weapon and provide an energetic touch to strikes on kinetic-resistant enemies. | :::Sufficiently advanced powers can fit a high powered laser inside a naval rifle shell. Present power supplies and heat resistance mean it can only fire for an instant before burning out, but this is enough to extend the effective range of the weapon and provide an energetic touch to strikes on kinetic-resistant enemies. |
Revision as of 22:11, 3 February 2010
Sphere Technology
Tech
Static Harpoon
- Advanced FTL drives depend largely on scrubbing causal static from the jumper as quickly as possible. Reversal of these techniques allow an object (such as a railgun or rifle shell) to be 'charged' with static and launched into an enemy, rendering them unable to jump until their drive can clear the interference.
Efficient Catapult Construction
- This is not an application per se, however the cost to construct catapults is affected by your Catapults TI similarly to application cost.
Special Rifle Shells
- The relatively large caliber of electrochemical rounds allows for some special ammunition to be deployed.
- Burst Rounds
- A large explosive charge makes shells less effective against heavy armour but more able to target agile craft.
- Penetration -3, Strength -3, Burst Bonus +6
- A large explosive charge makes shells less effective against heavy armour but more able to target agile craft.
- Penetrators
- Rounds designed to give a secondary boost to a smaller penetrator are more effective against armoured targets. The increased speed of the final projectile compensates partially for range issues, with sufficient stabilisation.
- Shieldbusters
- Arrays of ultra-powerful magnets contained inside a shell can cause a destabilising effect on shields when the magnet system is broken down by impact, leaving the target exposed to further attacks. Unfortunately the weak structure and relatively low mass of the shell make it a poor choice against armour.
- Laserheads
- Sufficiently advanced powers can fit a high powered laser inside a naval rifle shell. Present power supplies and heat resistance mean it can only fire for an instant before burning out, but this is enough to extend the effective range of the weapon and provide an energetic touch to strikes on kinetic-resistant enemies.
- Burst Rounds
Xenotech
Nova Cannon
- The essence of electrochemical weaponry is that of a shell propelled by sudden thermal expansion. However, as increasingly desperate League scientists have discovered, there are limits to mundane chemistry, and macro-scale weaponry has persistently remained beyond practical feasibility. The development of effective plasma containment changes this. By using a large shell with advanced containment mechanisms, a high-grade plasma blast can be 'caught' and used as both initial boost and sustained thrust to propel the shell at tremendous velocities, until containment fails and the plasma is explosively released.
- Required Feral Xenotech index: 75
- Subsidiary Indices: Electrochemical Weapons 35
Nephilim Replication
- Human industry is fundamentally too coarse to manufacture true nephilim armour, but advanced study can provide enough understanding to create it using posthuman fabricators or Velan nanomachines.
- Required Feral Xenotech index: 60
- Subsidiary Indices: Materials 20
Xenofabricator Construction
- The grail of nano-manufacturing is a fully adaptive system that can construct any object given plans and feedstock, turning fabricators from irreplaceable resource to expandable infrastructure.
- Required Feral Xenotech index: 100
Drone Intelligence Adaption
- Reprogramming the central processors of Velan drones and installing them in human craft is an affordable and accessible solution to creating autonomous vehicles for powers without sophisticated industry and computing ability.
- Required Feral Xenotech index: 125
- Subsidiary Indices: AI 16
Metabolic Reactor
- Velan drones have a versatile metabolism. Their ability to survive in almost any system for long periods relies on their ability to extract energy from a variety of sources by altering reactor architecture to match the input. The output is low, and the system must be topped up with nanomachines on occasion as the intense energies burn them up, but a craft with a metabolic reactor can run for months or years without resupply as long as the crew have access to rocks, gases, corpses or almost anything at all. These reactors are the cause of the iron 'drone droppings' that pose a navigation hazard in infested systems.
- Required Feral Xenotech index: ??
- Subsidiary Indices: Power ??
Basic Theotech
Theta Catapults
- Catapults made with theta dust are no faster than normal catapults, but they require far less dust and fewer structural components to support said dust.
- Required Basic Theotech index: 50
- Subsidiary Indices: Catapults 25
Theofabricator Construction
- The grail of nano-manufacturing is a fully adaptive system that can construct any object given plans and feedstock, turning fabricators from irreplaceable resource to expandable infrastructure.
- Required Basic Theotech index: 100
Advanced Theotech
Wormholes
- Powers which can satisfy the fantastic dust requirements can construct standing zero-time gates to other star systems.
- Required Advanced Theotech index: 1200
- Subsidiary Indices: Catapults 35
Hitech
Fusion Needlers
- The key limiting factor for plasma weaponry is containment, which metric-alteration technology is remarkably adept at. Enterprising engineers have exploited this to combine the two into a long-range weapon with fearsome penetrative power against shields and armour.
- Required Feral Xenotech index: 50
- Required Basic Theotech index: 50
- Subsidiary Indices: Particle Weapons 20
Flash Armour
- Embedding dust nodules into nephilim armour enables the projection of an energy field a tiny distance above the surface that disintegrates incoming matter. Some is repelled by the explosion, and the remainder is rendered an incoherent plasma of the type nephilim armour is optimised to reject.
- Required Feral Xenotech index: 60
- Required Basic Theotech index: 75
- Subsidiary Indices: Electronics 20, Materials 25
Dust-Doped Mechanocytes
- Through long decoding of programming and longer encoding of programs, posthuman dust can be made to cooperate with Velan nanotechnology. The addition of sophisticated energy control and containment systems to repair conduits dramatically increases their work rate, at the cost of increased power requirements.
- Required Feral Xenotech index: 80
- Required Basic Theotech index: 80
- Subsidiary Indices: Electronics 25
Yogic Reactor
- Incorporation of dust in a metabolic reactor both dramatically improves output and more effectively shields the components from the energy released, keeping nanomachine loss below replacement. A yogic reactor can run essentially forever as long as it has access to sub-iron nuclei.
- Required Feral Xenotech index: ??
- Required Basic Theotech index: ??
- Subsidiary Indices: Power ??
Apoptosis
Population: 0 (0)
Transhumanism: 3 (4)
Infrastructure: 2 (2)
Growth Potential: 0 (0)
Military Support: 5 (5)
Space Fleet: 3 (3)
Diplomacy: 0 (0)
Espionage: 2 (2)
General Advancement: 1 (4)
Unique Technology: 4 (8)
Emergent Technologies: 2 (3)
Magic: 3 (4)
Snail (final statblock)
Race: Classic (+1 universal)
Occupation: I-tech (+1 education)
Traits: Obsessed (research) [+3], Dark Past [+5], Obscure Knowledge (AI programming, xenopsychology, esoteric computing, mindstate engineering) [4]
Stats:
Physical 1 [0]
Smarts 11 [55]
Education 6 [10] specialise Systems Theory 4 [10]
Integrity 4 [6]
Perception 2 [1]
Charisma 4 [6]
Skills:
Conditioning [0]
Intrusion 2 [3]
Technology 2 [3] specialise Computers 5 [15]
Cacophony Tech 1
Chocobos
Chocobos are large birds related to the common chicken. They come in several varieties.
Yellow Chocobos (common cavalry)
- Yellow chocobos are the most common variety and can be found across the world, particularly in forests. Their vicious claws and beaks have disembowelled many a handler.
- Level of badass
Blue Chocobos (common cavalry)
- These amphibious blue chocobos live near water. They have webbed feet and beaks shaped to capture fish.
- Aquatic
Green Chocobos (common cavalry):
- Green chocobos live in mountainous or hilly regions. They can navigate precipitous cliffs and narrow gorges with a speed and agility that startles riders of more ponderous beasts.
- Celerity
Brown Chocobos (common cavalry):
- Brown chocobos lurk in deserts and forests.
- Stealthy
White Chocobos (exotic cavalry):
- White chocobos are a sign of good luck. Many tales abound of them aiding injured travellers. Of course, many tales also abound of them demanding payment.
- Intelligence, sometimes including magic (cure)
- Regeneration
Red Chocobos (exotic cavalry):
- Red chocobos are the unfortunate creation of Fultin the Pyromancer during the necromantic wars. Predictably, they can breathe fire. The incessant heat of their internal organs is distinctly uncomfortable and gives them an absolutely awful temper. Pity the trainer tasked with breaking one.
- Etheric metabolism
- Conflagration
Black Chocobos (exotic cavalry):
- Black chocobos roost in the stoutest treetops. Their majestic wings, black as the night sky, are so vast and strong as to allow them to fly.
- Flight
Gold Chocobos (rare cavalry):
- Gold chocobos, or 'royal chocobos', are the rarest and most wondrous kind. The adventurer lucky enough to find one and foolish enough to attempt to capture it will find a potent opponent as canny and proud as any king.
- Flight
- Level of badass
- Intelligence, sometimes including magic (choco meteor)