Xeno and Theotech

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Xenotech

Plasma Guns

Essentially a collimated fusion-pulse drive, plasma guns are commonly found on Velan drones not as a weapon but as a tool. The blast of millions-degree plasma can melt almost any substance and is typically paired with a set of magnetic field guides to siphon the resulting ionized matter into holding tanks for atomic sorting and later use. Essentially, plasma guns are how drones 'eat', though they can make fearsome (if short-ranged) weapons. The League was the first to copy and mass-produced them, commonly fitting them to Magnate War-era attack boats and space fighters.
Required Feral Xenotech index: 35

Guided Plasma Shells

It has long been known that chemical rockets, while powerful, have very poor delta-V. As a result, significant course correction by shells (which have much less internal volume than missiles) has proven effectively impossible. Eventually however, drone-derived plasma technology allowed for fitting a compact plasma chamber inside a standard naval smoothbore shell. Injected with plasma immediately prior to firing a 'guided plasma shell' can essentially act like a tiny plasma rocket - plus, any unused maneuvering plasma makes an unpleasant present for the target.
Required Feral Xenotech index: 45
Subsidiary Indices: Electronics 16, Electrochemical Weapons 30

Magnetohydrodynamic Lance

As the intense magnetic fields and relatively small calibers of railcannons made adapting guided plasma technology technically difficult, Magnate engineers returned to the drawing board and studied battle reports against Velan feral 'warriors'. These used a more advanced form of plasma gun, one with substantially greater effective range. Armed with the knowledge that it could be done, the nameless True Slave engineers substantially increased the barrel length and magnetic field strength of conventional plasma guns. However, these gave only marginal improvements until the accidental loss of a wrench inside the test cannon. The resulting titanium plasma jet was decidedly impressive, almost impressive enough to spare the life of the unfortunate 3rd rank aide who's wrench was caught in the fusion explosion.
Required Feral Xenotech index: 40
Subsidiary Indices: Railgun Technology 30

Bubble Fields

Required Feral Xenotech index:

Enhanced Regenerative Bubbles

Required Feral Xenotech index:

Nephilim Armor

Velan drones are armored in glossy black, almost resinous nano-composites. Featuring a complex internal structure of the sort only possible through nanofabrication, the so-called Nephilim Armor has an incredible resistance to energy, both radiant and directed. While it cannot be effectively replicated in industrially meaningful quantities by Human industry it has inspired various simplified laminates and composites. For those out in the Rim though, even simplified armored compositions are fiendishly difficult to build. Instead, dead drones are 'skinned', their external cladding cut into blocks which are then applied to the exterior of warships. A paste of ground-up cladding and Velan nanomachines is used to fill in the cracks and, when properly applied, will heal over a period of weeks into a uniform shell of drone armor.
Required Feral Xenotech index: 40

Insidium

Required Feral Xenotech index:

Repair Conduits

Mature nanotechnology, at least as the Velans developed it, strongly mimics life processes. These include healing, which is accomplished by the copious use of nanomachines - mechanocytes. With proper understanding of Velan nanotechnology and the translation of their mechanocyte control language, they can be adapted to perform a similar task on human structures.
Required Feral Xenotech index: 75
Subsidiary Indices: Electronics 20

Bionano Integration

Required Feral Xenotech index:

Drone Haxoring

Required Feral Xenotech index: 100

Ship-Drone Hybridization

Some Velan drones have been known to assimilate Human ships, stations or other artefacts. This turns the tables and puts the drone under the control of the human crew.
Required Feral Xenotech index: 125

Basic Theotech

Mercurion Drives

An early development of metric-modification technology, Mercurion drives induce an assymetric propulsive force upon the motor, driving the equipped craft forward without the expenditure of reaction matter. In essence, they are a direct energy-to-momentum converter. As a result a craft with Mercurion propulsion does not need to load itself down with reaction mass tanking, and even given that a Mercurion drive is large than a fusion rocket of equivalent thrust, the Mercurion drive system is less massive and less voluminous. Unfortunately Mercurion drives do not operate at anything close to 100% efficiency, with much of the energy lost going into the creation of short-lived spacetime transients. These glowing objects are harmless at any normal concentration and give Mercurion drives their colloquial nickname 'glitterblowers'.
Required Basic Theotech index: 40
Subsidiary Indices: Propulsion Technology 25

Theta Jump Drives

T-Forced Fusion Plants

Mega Particle Beams

Needle Beams

Resonance Armor

Contortion Buffer

Glitterblowing ECM

Tactical Teleportation

Gravity Control

Advanced Theotech

Assymetrical Metric Compression Drives

Omega Jump Drives

Metric Compression Generators

Vector Cannons/Launchers

Infinity Cannons

Valence Armor

Distortion Field

Distortion ECM

Stutter Unit

Dimension Eaters