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I believe I have finally tamed the monster that is the tech list, take a look!

[size=48][color=darkblue][align=center]Tech Log Version 5.0[/align][/color][/size]




[b][u][size=36][color=blue]Faction Tech[/color][/size][/u][/b]
[i][All Faction Tech is Defensive in nature, and all units have a Faction Tech][/i]

[spoiler]
*color=darkred+ *b+E.F. > Reinforced Framework*/b+ All EF designs must be rated to withstand
impacts from orbital debris, resulting in increased kinetic resistance in all EF models.[/color]

*color=red+ *b+Martian Concord > Thermal Control*/b+ Years of fighting with the EF have made the
Martians skilled at fending off thermal attacks. All Martian designs have increased cooling capability and
are more difficult to cause overheats in, allowing their reactors to be pushed harder without risking a
meltdown. They also have smaller than normal heat signatures on T-RADAR.[/color]

*color=indigo+ *b+100 Worlds > Precision Motion Systems*/b+ The 100 Worlds has perfected motion
motion and control using modern methods. Because of this, the motion systems in all 100 Worlds
designs have a lower EN cost, and are more responsive.[/color]

*color=blue+ *b+Kingdom of Farrah > Exotic Processing*/b+ The seemingly useless decorations and
excessive designs of all Farran models serves a hidden purpose. The armor of all Farran designs have
higher than normal resistance to beam and all plasma attacks. [b]NOTE[/b]: This bonus is lost after
extended exposure to these damage types, meaning beam machine guns and phased plasma throwers
become more effective as time passes. Once the armor has time to cool down, the bonus is
regained.[/color][/spoiler]


[b][u][size=36][color=blue]Bio Tech[/color][/size][/u][/b]

[spoiler]
*b+Gene Manipulation*/b+ Originating within the 100 Worlds, this field of study contains both genetic
rewriting via artificial retro viruss and the splicing of animal genes into human DNA. Most Spacers 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.

*b+Neural Translation*/b+ 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

*b+Telekinetic Abilities*/b+ 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.
*b+Telmarose Injections*/b+ 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.

*b+Bio Mechanics*/b+ 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.

*b+Life Support[/b] 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.

*b+Prosthetics*/b+ 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.

*b+Medical Nanites (Bio Foam)[/b] 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.

*b+Flux Injections (Tavite DNA/RNA Infusion)*/b+ The key to making the Farran Supersoldiers what
they are. This is an isolated strain of the Flux Gene in Tavite 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 Tavite DNA *i+will*/i+ eventually
destroy the subjects mind and body. [/spoiler]


[b][u][size=36][color=blue]Control Systems[/color][/size][/u][/b]

[spoiler]
*b+Digital (DIG)*/b+ 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, its 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.

*b+Mechanical (MCH)*/b+ The oldest of the control systems, it directly translates effort on the pilots
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 isnt as prone to
overheating and tends to stand up to damage a little better.

*b+Neural Interface (NI)[/b] Uses Neural Translation devices to control the AMU, resulting in the
most control of any system. The unit doesnt 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.

*b+PSIONIC (PSI)*/b+ 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.

*b+Overclocking*/b+ 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. Maintenance becomes even more crucial to an overclocked
system.[/spoiler]


[b][u][size=36][color=blue]Defensive Tech[/color][/size][/u][/b]

[color=darkblue][u][b]> Armor[/b] [/u][/color][spoiler]
*b+Composite Armor*/b+ 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.

*b+Metal Armor*/b+ 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.
> [i][b]Steel[/b] 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.[/i]
> [i][b]Titanium[/b] Lighter and stronger than Steel, Titanium is easily four times as expensive. Mostly
used in lighter AMUs where it is effective for both combat and cost. Offers no ECM resistance.*/i+
> [i][b]Depleted Uranium[/b] 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 isnt as
much of a concern. Offers [/i]slight[i] ECM resistance.[/i]

*b+Ceramic Armor*/b+ 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.

*b+Energized Plating*/b+ 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.

*b+Beam Coating (Passive)*/b+ 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.

*b+Plate Shielding (Reactive)*/b+ Small shield generators are built into the AMUs 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,
but suffers the same weakness against EM bursts and EMPs as other shield systems.

*b+Stagger Plating (Ship ONLY)*/b+ Armor system that uses containment fields to hold disposable
armor plates away from the side of the ship, taking the blow from missiles and reducing the impact
strength of other attacks. Because the plates are disposable, they are usually made of lightweight and
inexpensive materials, and abandoned after a battle.[/spoiler]

[color=darkblue][u][b]> Shields[/b][/u][/color][spoiler]
*b+Aural Shield System (Reactive)*/b+ 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, as
the system is capable of enduring about 2/3 of what normal shields can withstand. As the system is so
old, it does have some flaws, weak vs. Grav, Pulse, Electric. The systems design prevents it from being
used in a specific area of an AMU or ship, as it envelops the whole thing, and does not work with field
based technologies.
[b]Weak vs. Pulse/Gravitic/EM & EMP/Electricity[/b]

*b+Beam Shield (Active)*/b+ A solid state energy shield comprised of an energy weave that protects
against both ranged and melee attacks. Does not block kinetic attacks, and does not posses enough
physical presence to affect physical objects. Fairly low energy cost.
[b]Weak vs Pulse/Gravitic/Kinetic/Pierce/EM & EMP/Electricity/Plasma[/b]

*b+Kinetic Shielding (Reactive)*/b] 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 shielding.
[b]Weak vs Pulse/Gravitic/Beam/EM & EMP/Electricity/Plasma[/b]

*b+Pulse Shielding (Active)*/b+ 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.
[b]Weak vs Pulse/Gravitic[/b]

*b+I-Field/Deflection Technology (Active)[/b] 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,
and cannot be used with other field based technology.

*b+Shield Drones[/b] These small automated machines are at the heart of all deployable (also known
as disposable) shields. They produce a series of overlapping shields, but are usually slow due to their
limited power supplies, preventing the user from moving at full speed. The drones are fairly fragile, a
strong enough impact to the shield can actually cause them to overload and detonate.[/spoiler]

[color=darkblue][u][b]> Stealth[/b][/u][/color][spoiler]
*b+Chameleon Pigment*/b+ One of the lowest cost stealth systems, this type is optic only. Applied as
a paint to the AMUs surface, it allows the unit to roughly mimic background colors and shapes.

*b+Stealth Plating*/b+ 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.

*b+Cloak Field*/b+ 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. Cannot be used with other field based
technology.

*b+Heat Sinks*/b+ Used to mask a units 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.

*b+Non-Reflective Design[/b] Used by fighters and drones, as well as some transformed AMUs, the
design prevents RADAR emissions from bouncing off the unit. Lowers the units defensive
capabilities.[/spoiler]

[color=darkblue][u][b]> Other[/b][/u][/color][spoiler]
*b+Anti-Missile Weaponry (Reactive)[/b] Uses any combination of flares or small caliber beam
weaponry to distract or destroy missiles locked onto the AMU

*b]Holographic Imaging (Active)[/b] Used by the Rapier AMUs decoys, creates look alike copies of
the AMU or other models to confuse opponents.

*b+Nanite Repair System (Reactive)*/b+ Prototype repair system used in the AMU Fin, not currently
available to the mass market.[/spoiler]


[b][u][size=36][color=blue]Motion Tech[/color][/size][/u][/b]

[color=darkblue][u][b]> Small Motion (AMUs)[/b][/u][/color][spoiler]
*b+Hydrogen Thrusters*/b+ The standard thruster design, lowest cost of all thrusters, but also the
lowest force generated.

*b+Cold Hydro-Jet Thrusters[/b] 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.

*b+Dual-Cycle Thrusters[/b] 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)

*b+Gravitic Drive (AMU)*/b+ 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)

*b+Pulse Thrusters*/b+ Uses a Pulse Generator to power the movement systems of the AMU, highest
energy cost, but also the highest speed.

*b+Plasma Thrusters*/b+ Advanced thrusters that are posed to replace hydrogen thrusters in all
modern AMUs. More costly to use, but produce considerable amount of force.

*b+System Purge*/b+ The AMU detaches equipped systems via low yield explosives. Designed to
increase speed and dispose of empty weapons mounted to the unit.[/spoiler]

[color=darkblue][u][b]> Large Motion (Ships)[/b][/u][/color][spoiler]
*b+Gravitic Drive*/b+ Uses Grav tech to move the ship and repel AMUs. 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.

*b+Antimatter Drive*/b+ Used in ships, heavy, and super-heavy AMUs. A standard Newtonian rocket
that uses antimatter instead of fuel.

*b+Pulse Drive[/b] Only fitted on ships, it is a short burst use only, but can propel a ship faster than
any other known means of transportation

*b+Afterburner*/b+ 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.

*b+Hydrogen Thrusters*/b+ These massive behemoths work on a completely different set of
mechanics than their AMU based counterparts. Designed to provide 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.[/spoiler]

[color=darkblue][u][b]> Motion Control[/b][/u][/color][spoiler]
*b+Inertial Dampners*/b+ Prevent pilots of AMUs 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.

*b+Stasis Tech*/b+ 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 energys ability to slow time seems
to extend its own life span.

*b+Gravitational Anchor*/b+ 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.

*b+Freedom Motion Augmentor*/b+ A prototype new system that envelops the unit in a
frictionless, high frequency energy field. While offering no added defensive value, the field prevents air
currents and water from affecting the unit. Also provides a slight resistance to weaker Stasis
Webs.[/spoiler]


[b][u][size=36][color=blue]Power/Generator Tech[/color][/size][/u][/b]

[color=darkblue][u][b]> Power Sources[/b][/u][/color][spoiler]
*b+Fusion Reactor*/b+ 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.

*b+Fuel Cells*/b+ 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.

*b+Antimatter Reactor*/b+ 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.

[b]Power Core Flooding[/b] 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.

*b+Deep Core Injections*/b+ 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.[/spoiler]

[color=darkblue][u][b]> Energy Containment/Transfer[/b][/u][/color][spoiler]
*b+High Energy Capacitors*/b+ These power most systems that have a limited supply (Such as energy
shields) so they dont blackout the AMU and send the reactor into a critical meltdown.

*b+Photo-Voltaic Cells[/b] 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.

*b+Deuteron Beam Transfer System*/b+ 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.

*b+Direct Energy/Particle Feed*/b+ 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.

*b+Plasma Coils*/b+ These highly volatile containment cells store huge amounts of supercharged
hydrogen, the basis for both fusion reactors and plasma tech. Serve as batteries for ships and colonies,
should something happen to the reactor, these provide emergency power.

*b+Stasis Cell*/b+ This containment cell provides the stasis energy needed for large scale containment
cells and as an ammo source for stasis weapons that dont use their own stasis generator. Modified
versions of stasis cells are used in stasis grenades and missiles.[/spoiler]

[color=darkblue][u][b]> Base Components [/b][/u][/color][spoiler]
*b+Grav Generator[/b] 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.

*b+Beam Generator*/b+ - 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.

*b+Pulse Generator*/b+ 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.

*b+Stasis Generator*/b+ 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
doesnt 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 energys ability to slow time seems to extend its
own life span.

*b+Antimatter Generator*/b+ 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.[/spoiler]


[b][u][size=36][color=blue]Sensor/Computer Tech[/color][/size][/u][/b]

[color=darkblue][u][b]> Sensors[/b][/u][/color][spoiler]
*b+RADAR*/b+ 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.

*b+LADAR*/b+ Light based sensor system, uses ultraviolet pulses to create maps and detect enemies.
Most mines and traps use this to detect targets.

*b+Diagnostic Scan[/b] 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.

*b+Remote Scan*/b+ 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.
Remote Scans capabilities are limited by the AMUs database, but it is capable of identifying weapon
systems, armor types, energy activity (Hinting at things such as I-Fields or shields), energy potential, and
advanced models can predict motion potential. The more information a Scanner can produce, the longer
the scan takes. Advanced models can be ordered to prioritize information types, while cheaper, and less
EN intensive models must complete all scans before they produce data.

*b+EN-RADAR[/b] Prototype radar system that reads energy instead of mass. Reverse engineered
from alien artifacts, it has yet to be implemented in an AMU or ship.

*b+Thermal-RADAR[/b] 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.

*b+F.O.F. (Friend or Foe) EM Tags*/b+ 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.[/spoiler]

[color=darkblue][u][b]> Filters[/b][/u][/color][spoiler]
*b+Visual Filter*/b+ 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.

*b+Thermal Filter[/b] Uses Thermal Imaging to spot opponents, and can be used to detect some
cloaked enemies.

*b+Ultraviolet Filter*/b+ Allows normal humans to see Ultraviolet light, and is used to detect LADAR
systems. Allows advanced night vision without needed additional light sources.

*b+Energy Filter*/b+ 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.

*b+RADAR/LADAR Filter*/b+ 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.

*b+Sniping/Zoom Filter*/b+ 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.

*b+Augmented Filter Feedback*/b+ 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
systems 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.

*b+Scan Filter*/b+ 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.[/spoiler]

[color=darkblue][u][b]> ECM/ECCM [/b][/u][/color][spoiler]
*b+Wave Canceller*/b+ 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.

*b+EMP/EM Burst*/b+ (Electro-Magnetic Pulse/Electro-Magnetic Burst) 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. EM Bursts are weaponized ECM based off of the principal behind an EMP, but in a
concentrated and directed form.

*b+ECM*/b+ (Electronic Counter-Measures) From jamming to overloading sensors, all units designed
to disable opponents systems are ECMs. Common types consist of EM emissions, EMPs, Viral attacks,
and core overload tactics.

*b+ECCM*/b+ (Electronic Counter-Counter Measures) These are systems and hardware routines
designed to hinder the efforts of ECM attacks.

*b+Viral Routines*/b+ Advanced computer programs designed to wreck and hack the computerized
systems of an opponents AMU. Fairly unreliable as advances in computer protection programs have
progressed to an unprecedented level in adaptability and complexity.

*b+RADAR Damps*/b+ 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 systems high energy cost
means that it can only be deployed for a short while.

*b+RADAR Scramblers*/b+ 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 isnt being
developed.

*b+Multi-Point RADAR Scans[/b] This ECCM tech, which usually uses several surveillance drones to
augment the capability of a ships 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.[/spoiler]

[color=darkblue][u][b]> Computer Systems[/b][u][/color][spoiler]
*b+Targeting Systems*/b+ these are used to predict enemy AMUs movements, making shots vs.
moving targets easier, as well as locking onto enemies for missile launchers. The two components of a
targeting system are Motion Prediction, which uses VI calculations to predict an opponents movements
based off of a number of variables, and Trajectory Analysis, which uses information (such as wind,
gravity, and shot dynamics) to adapt to almost any circumstances.

*b+Portable Terminal*/b+ Computers have become small enough to be wrist mounted, and have
replaced cell phones and laptops, often using holographic interfaces. The variety in shape and function
of these units is limited only by the imagination.

*b+A.I.*/b+ (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.

*b+V.I.*/b+ (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.

*b+Smart RADAR/LADAR Tagging*/b+ 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.[/spoiler]


[b][u][size=36][color=blue]Weapon Tech[/color][/size][/u][/b]

[color=darkblue][u][b]> Melee[/b][/u][/color][spoiler]
*b+Containment Edge*/b+ 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.

*b+Discharge Edge*/b+ 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.

*b+Explosive Body*/b+ A unique tech fitted to Zeph Kemplars 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 opponents 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.

*b+Heated Edge*/b+ 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.

*b+Impact Augmentor[/b] 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.

*b+Kinetic Melee[/b] 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.

*b+Plasma Vapor*/b+ Used in conjunction with Kinetic weaponry, this tech uses vents that release
phased plasma in order to heat up and melt opponents armor. Increases overall damage and piercing
ability.

*b+Pulse Weaponry*/b+ Extremely high energy cost melee weapons that create a spiral of super-
charged condensed particles that rip apart anything it comes into contact with.

*b+Remote Manipulation*/b+ 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 systems ability to deal damage to structure and armor alike should not be
ignored.

*b+Solid-State Energy[/b] 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.

*b+Vibro Weapons*/b+ 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.[/spoiler]

[color=darkblue][u][b]> Kinetic Ranged[/b][/u][/color][spoiler]
*b+Antimatter Rounds*/b+ 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.

*b+Canister Rounds[/b] 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.

*b+Containment Rounds*/b+ [i][ Antimatter, Plasma/Incendiary, NO2] Kinetic bullets that are
designed to break upon impact, releasing their contents. The NO2 rounds release liquid nitrogen,
making armor brittle for a short duration with enough exposure.

*b+Discharge Rounds*/b+ [i][Stun, EMP, Explosive][/i] 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.

*b+Flechette Rounds*/b+ 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.

*b+Gauss Accelerator Augment*/b+ 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 doesnt draw as
much energy as a purely Gauss based weapon.

*b+Gravitic Accelerator*/b+ The strongest type of linear accelerator, its 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.

*b+Linear Accelerator*/b+ 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.

*b+Solid Shell[/b] 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.[/spoiler]
[color=darkblue][u][b]> Energy Ranged[/b][/u][/color][spoiler]
*b+Beam Weaponry*/b+ A series of weapons descended from LASERS. Melts armor instead destroying
it with physical force. Use Photon Cells or a Direct Feed for ammo.

*b+Concussive Plasma*/b+ 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.

*b+Gravitic Weaponry*/b+ Uses a grav drive to crush opponents, powerful but with limited range

*b+Mega-Beam Weaponry[/b] This techs name is a little misleading. While similar in appearance and
usage to a traditional Beam weapon, Mega-Beam weapons dont require a Beam Generator. Instead,
they are actually working versions of Teslas 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.

*b+Phased Plasma*/b+ 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.

*b+Pulse Weaponry*/b+ High energy cost that translates into high damage output. Rips apart
enemies, but drains energy faster than any other weapon system developed to date.

*b+SPAZER Weaponry*/b+ (Spread LASER) This tech creates a multi beam spread attack, similar to a
shotguns blast. One of the most common anti-missile weaponry types.

*b+Wave Tech*/b+ [i][Sonic, Microwave, EMP, Pulse][/i] 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 AMUs
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.*/spoiler]

[color=darkblue][u][b]> Explosives[/b][/u][/color][spoiler]
*b+Antimatter*/b+ Explosives that use antimatter to evaporate matter on impact and then release a
large burst of energy.

*b+Thermobaric*/b+ 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.

*b+Nuclear*/b+ 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.

*b+Standard*/b+ High yield explosives that produce a lot of force. Most are either crystalline or
plastic, and will not detonate when exposed to fire.

*b+EM*/b+ 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.

*b+Multi-Purpose Explosives[/b] 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.

*b+Mines (Anti-AMU)[/b] These small, agile explosives are easy to mistake for abandoned missiles,
except for the fact that they dont 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.

*b+Mines (Anti-Ship)[/b] 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.

*b+Stasis (Explosive)*/b] 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.[/spoiler]

[color=darkblue][u][b]> Missiles[/b][/u][/color][spoiler]
*b+Straight-Fire Launcher[/b] This type of launcher uses missiles with no tracking ability. (I.E. Rockets)
Typically more powerful than normal missiles, preferring explosive capability and impact strength over
tracking ability.

*b+Swarm Launcher*/b+ Uses smaller, lower impact missiles fired in rapid succession with little to no
lock on ability. Capable of bombarding entire areas at once.

*b+Multi Launcher*/b+ 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.

*b+Vertical Launcher*/b+ 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.

*b+Spread Missiles*/b+ 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.

*b+High Tracking*/b+ 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.

*b+Long Range*/b+ 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.

*b+Ballistic*/b+ 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.

*b+Torpedo*/b+ 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.

*b+Impact*/b+ These missiles are a variant of the High-Tracking model. When the missile locks on to a
target and gets close, it injects a trace amount of antimatter into the main thruster, exponentially
increasing the units speed and impact force. This increased firepower comes at the cost of overall hit
rate, with even advanced models seeing no less than a 17% lower hit rate over a standard High-Tracking
Missile.[/spoiler]

[color=darkblue][u][b]> Other[/b][/u][/color][spoiler]
*b+PSI Weaponry*/b+ Offensive PSI amplifiers used to cripple enemy pilots. Do not work well
against other Psionics and tends to become unstable when used against them.

*b+Stasis Web[/b] 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 fields 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.*/spoiler+

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