Sphere Technology Rules: Difference between revisions

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:Development Time:  1 Year
:Development Time:  1 Year
:Requirements:  Hull Construction II
:Requirements:  Hull Construction II
==Vehicle Technologies==
===Body Technologies===
====Aircraft Construction====
:'''Aircraft Construction (level)'''
::Allows for the construction of larger, more powerful aircraft
====Mecha Construction====
:'''Mecha Construction (level)'''
::Allows for the construction of larger, more powerful mecha
====AFV Construction====
:'''AFV Construction (level)'''
::Allows for the construction of larger, more powerful AFV


==Weapon Technologies==
==Weapon Technologies==
Line 80: Line 100:
:Development Time:  1 Year
:Development Time:  1 Year
:Requirements:  Standard Railguns
:Requirements:  Standard Railguns


====Rhenium Integration====
====Rhenium Integration====
Line 115: Line 134:
:Development Time:  1 Year
:Development Time:  1 Year
:Requirements:  Standard Railguns
:Requirements:  Standard Railguns
===Pulse Technologies===
====Standard Pulse Weapons====
:'''Standard Naval Pulse Cannons'''
:'''Standard Naval Beam Cannons'''
:'''Standard Vehicular Pulse Guns'''
:'''Preliminary Infantry Pulse Guns'''
====Supercollider Augmentation====
:'''Supercollider Naval Pulse Cannons'''
:'''Supercollider Naval Beam Cannons'''
:'''Supercollider Vehicular Pulse Cannons'''
:'''Supercollider Infantry Pulse Guns'''
====Adapative Focus====
:'''Adaptive Naval Pulse Cannons'''
:'''Adaptive Naval Beam Cannons'''
:'''Adaptive Vehicular Pulse Cannons'''
:'''Adaptive Infantry Pulse Guns'''
===Mega Particle Technologies===
====Standard Mega Particle Weapons====
:'''Standard Naval Mega Particle Cannons'''
:'''Standard Vehicular Mega Particle Guns'''
:'''Preliminary Infantry Mega Particle Guns'''
====Mega Particle Collimation====
:'''Collimated Naval Mega Particle Cannons'''
:'''Collimated Vehicular Mega Particle Cannons'''
:'''Collimated Infantry Mega Particle Guns'''
====Mega Particle Compression====
:'''Compressed Naval Pulse Cannons'''
:'''Compressed Vehicular Mega Particle Cannons'''
:'''Compressed Infantry Mega Particle Guns'''
====Variable Acceleration Control====
:'''Variable Naval Mega Particle Cannons'''
:'''Variable Vehicular Mega Particle Cannons'''
:'''Variable Infantry Mega Particle Guns'''
===Missile Technologies===
====Standard Missiles====
:'''Standard Antiship Missiles'''
:'''Standard Anti-Air Missiles'''
:'''Standard Tactical Missiles'''
:'''Standard Strategic Missiles'''
====Missile Upgrades====
:'''Feral Acquisition Targeting System'''
:'''Exotic Propellants'''
:'''Advanced Design Concepts'''
:'''Polystage Warheads'''

Revision as of 14:40, 27 July 2009

Fundamental Technologies

Shipbuilding Technologies

Entropy Sinks

Entropy Sinks are a critical part of any modern warship’s heat-control system, replacing clumsy radiators and radiants with sublimely efficient heat-dissipation circuitry. Derived from posthuman technology, entropy sinks directly dissipate thermal energy into the vaccum energy. In essence, they eliminate local entropy at the cost of increasing universal entropy. A relatively old technology, the techniques to build entropy sinks is uncommon in the Rim and most ships there are stuck using older methods of thermal control. The internalization of heat control means that warships are both no longer vulnerable to strikes on unarmored cooling elements and that stealth in space becomes more than a theory.

Wealth Cost: 750
PIP Cost: 0
CIP Cost: 250
Dust Cost: 500
Starting Tech Cost: 100
Development Time: 1 Year
Requirements: None
Effects: Base stealth rating doubles, critical rate halves


Hull Construction

Improved techniques and designs can improve the effectiveness of a ship, allowing for more component space.

Wealth Cost: 750
PIP Cost: 500
CIP Cost: 250
Dust Cost: 0
Starting Tech Cost: 75
Development Time: 1 Year
Requirements: None
Effects: Adds 1 maximum hull expansion per level of Hull Expansion
Hull Expansion II
Wealth Cost: 1000
PIP Cost: 700
CIP Cost: 300
Starting Tech Cost: 100
Development Time: 1 Year
Requirements: Hull Construction
Hull Expansion III
Wealth Cost: 1250
PIP Cost: 900
CIP Cost: 350
Starting Tech Cost: 125
Development Time: 1 Year
Requirements: Hull Construction II

Vehicle Technologies

Body Technologies

Aircraft Construction

Aircraft Construction (level)
Allows for the construction of larger, more powerful aircraft

Mecha Construction

Mecha Construction (level)
Allows for the construction of larger, more powerful mecha

AFV Construction

AFV Construction (level)
Allows for the construction of larger, more powerful AFV


Weapon Technologies

Railgun Technologies

Standard Railguns

Conventional electromotive weapons are the bread and butter of 22nd century militaries.

Wealth Cost: 600
PIP Cost: 400
CIP Cost: 200
Dust Cost: 0
Starting Tech Cost: 25
Development Time: 1 Year
Requirements: None
Effects: Unlocks the Railgun tech tree
Standard Naval Railguns
Wealth Cost: 500
PIP Cost: 300
CIP Cost: 200
Starting Tech Cost: 25
Development Time: 1 Year
Requirements: Standard Railguns
Standard Vehicular Railguns
Wealth Cost: 400
PIP Cost: 200
CIP Cost: 200
Starting Tech Cost: 20
Development Time: 1 Year
Requirements: Standard Railguns
Standard Personal Railguns
Wealth Cost: 200
PIP Cost: 100
CIP Cost: 100
Starting Tech Cost: 10
Development Time: 1 Year
Requirements: Standard Railguns

Rhenium Integration

Advanced-materiel electromagnets can significantly improve the performance of electromotive weapons

Wealth Cost: 1000
PIP Cost: 700
CIP Cost: 300
Dust Cost: 0
Starting Tech Cost: 100
Development Time: 1 Year
Requirements: Standard Railguns
Rhenium Naval Railguns
Wealth Cost: 800
PIP Cost: 550
CIP Cost: 250
Starting Tech Cost: 75
Development Time: 1 Year
Requirements: Standard Railguns
Rhenium Vehicular Railguns
Wealth Cost: 600
PIP Cost: 400
CIP Cost: 200
Starting Tech Cost: 60
Development Time: 1 Year
Requirements: Standard Railguns
Rhenium Personal Railguns
Wealth Cost: 300
PIP Cost: 150
CIP Cost: 150
Starting Tech Cost: 30
Development Time: 1 Year
Requirements: Standard Railguns

Pulse Technologies

Standard Pulse Weapons

Standard Naval Pulse Cannons
Standard Naval Beam Cannons
Standard Vehicular Pulse Guns
Preliminary Infantry Pulse Guns

Supercollider Augmentation

Supercollider Naval Pulse Cannons
Supercollider Naval Beam Cannons
Supercollider Vehicular Pulse Cannons
Supercollider Infantry Pulse Guns

Adapative Focus

Adaptive Naval Pulse Cannons
Adaptive Naval Beam Cannons
Adaptive Vehicular Pulse Cannons
Adaptive Infantry Pulse Guns

Mega Particle Technologies

Standard Mega Particle Weapons

Standard Naval Mega Particle Cannons
Standard Vehicular Mega Particle Guns
Preliminary Infantry Mega Particle Guns

Mega Particle Collimation

Collimated Naval Mega Particle Cannons
Collimated Vehicular Mega Particle Cannons
Collimated Infantry Mega Particle Guns

Mega Particle Compression

Compressed Naval Pulse Cannons
Compressed Vehicular Mega Particle Cannons
Compressed Infantry Mega Particle Guns

Variable Acceleration Control

Variable Naval Mega Particle Cannons
Variable Vehicular Mega Particle Cannons
Variable Infantry Mega Particle Guns

Missile Technologies

Standard Missiles

Standard Antiship Missiles
Standard Anti-Air Missiles
Standard Tactical Missiles
Standard Strategic Missiles

Missile Upgrades

Feral Acquisition Targeting System
Exotic Propellants
Advanced Design Concepts
Polystage Warheads