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Elesh Norn, Grand Cenobite
Technology of the Sins Concept…
Technology of the Sins Concept…
Inertial suppression:
Inertial suppression field technology is one of the oldest technologies used by any of the empires with its first applications was in 1995. This technology is so important to modern space travel that it would be next to impossible without such systems on board vessels. This allows for the mass of vessels to be reduced to a level in which drive systems can manipulate them easily.
Sublight and FTL drive Systems:
Ion repulsion drive system:
The Ion sub light drive systems, they work on the same concept of the Ion engines of today, when combine with mass altering technology it allows ships to reach 20-21.459% the speed of light, depending on the mass of the craft used…
Magnetohydrodynamic Drive systems:
Used on higher end civial vessels and military vessels of all empires aside form the GSA, it has superior thrust ability to that of the Ion drive systems. Waste Plasma from the main power core is magnetically accelerated to produce thrust.
Antimatter/Matter Reaction drive:
The most powerful of the drives used on vessels, almost exclusively found on GSA military vessels, and on high end civilian craft. Though they are found outside the GSA though rarely. Antimatter drive systems have a much high thrust than Ion drive systems allowing them to reach close to 40%-50% c thanks to inertial suppression systems.
Harper near light drives:
The “Nearlight” Drive was the first attempt at interstellar travel, it allowed ships to travel at just under the speed of light, allowing feasible, if lengthy journeys between star systems. The site of system like this is very rare in the 28th century.
Harper translight Drives:
The next step after the Near light drives, it works via a state transition from tardyonic to tachyonic, allowing a ship to brake the light speed barrier in normal space, even with this it far slower than
Hyperdrive systems.
Felix-Cartwright Hyperdrives:
The Hyperdrives work on the principles of M-Theory. The drives open corridors to a different membrane than the one the current universe setting on, in which is able to subvert the laws of physics.
Hybrid Translight Hyperdrive:
Used on the Novastorm for Transgalictic travel, so far the only one in existence had failed…
Energy of Sins:
Fusion:
Bread and butter of the power systems of the smaller worlds, used for small scale low consumption areas and planets, due to small size, also used on smaller vessels for power, fusion being a medium yield power system can only utilize drive systems to ten percent of their peak performance.
Antimatter:
Used most abundantly for planet side operations, these systems allow for massive industrial sites and whole cities to run off of one reactor site. Most antimatter is made on site, and this poses a problem for ships as they are able to carry the raw materials needed for the Antimatter reactors.
Shielding technology: (Dark Core, Divine Star only)
Sheilding technology is based on high mass inertial field technology. This is also used for artificial gravity but when mounted on a starship it can be used as a shielding system to block all non EM based weaponry, moderately effective against mass drivers because the speed and power that is delevered by such weapons make it so most shielding system can only take a salvo or two be their their shielding systems fail under the stress of the power needed to keep the extremely fast moving projectiles at bay. Extremely effective against particle based weapons as the particles are easily influenced by an internal field allowing much longer endurance when fighting against an enemy with energy weapons.
Bio Skin Armor: (GSA only)
Bio Skin armor is a highly effective form of organic armor found on many GSA vessels. It is compased of C.A.R.B.O.N or Calcium-uranium Ablative Resonance BOnded Nanofibers. These armor is almost totally resistant to the boiling that occurs when heating by conventional energy weapons it instead does one of two things. Cracks, or vaporizes. Once Vaporized the armor acts as dispersion cloud reducing the effectiveness of incoming energy weapons. Its density combined with the thickness allows it to act as a conventional armor system. A specialty of this armor is that it has the ability to regenerate when damaged allowing it close holes and gaps in the armor upwards of fifty feet wide in under half an hour. Because of this most GSA ships can sustain a massive amount of damage before subcoming to enemy fire, doubly so if their are gaps and lulls in the battle.
Diamond composite armor: (Outer Rim, GSA only)
Used on older ships of the GSA and all ships built by the Outer Rim. This armor is extremely resistant to damage but still has the draw backs of melting when hit with plasma based weapons.
Last edited by Nelle Kozera; 05-29-2010 at 11:37 PM.
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Your friendly hybrid
Re: Technology of the Sins Concept…
Good info for ships and vehicles. What about personnel?
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Elesh Norn, Grand Cenobite
Re: Technology of the Sins Concept…
Weapons of Sins:
Weapons of the Sins ‘verse is a mix of energy and relativistic weapons.
Mass drivers:
Rail guns: A railgun is an entirely electrical gun that accelerates a conductive projectile along a pair of metal rails using the same principles as the homopolar motor. Railguns use two sliding or rolling contacts that permit a large electric current to pass through the projectile. This current interacts with the strong magnetic fields generated by the rails and this accelerates the projectile. Often found on smaller vessels that cannot mount a larger weapon systems, often used for point defense.
Pros: Extremely high rate of fire, upwards of 500 rounds a minute per turret typically, 20-300mm bores.
Cons: Lack the punch of its big brother, the Gauss Cannon due to smaller mass of the projectile but have a much higher speed.
Rarity level: Very Common
Gauss Cannons: A coilgun or Gauss Cannon is a type of projectile accelerator that consists of one or more electromagnetic coils in the configuration of a synchronous linear electric motor. These are used to accelerate a magnetic projectile to high velocity. Coilguns consist of one or more coils arranged along the barrel that are switched in sequence so as to ensure that the projectile is accelerated quickly along the barrel via magnetic forces.
Pros: More powerful than the Rail gun system, due to large bore size typically 450-1200mm bores.
Cons: Much slower rate of fire with only 3-4 rounds a minute, take up more space on ship.
Rarity level: Very Common
Lasers: Light based weapons, using highly focused beams of light. These weapons though are not very powerful and easily foiled with light bended defensive technology; they are commonly used for point defense.
Rarity level: Common
Gamma Ray Laser: The “Weaponized” Version of the laser. While there are many methods used to achieve this level of power these weapons, positronium annihilation is used in the lower end version of this weapon. Unlike the laser, gamma rays cannot be foiled with light bending technology.
Rarity level: Uncommon
(All weapon systems stated above have smaller infantry size models.)
Guided Missiles: A missile is a self-propelled projectile used as a weapon. Missiles are typically propelled by rockets or scram jet engines for atmospheric flight, and sublight or nearlight drives for ship to ship combat. Missiles generally have one or more explosive warheads, although other weapon types may also be used.
Warheads:
Chemical: Oldest form of warhead in existence, normally used for precision targeting such as destroying a building when collateral damage is unacceptable.
Nuclear: Warhead that exploits the laws of physics and E=MC2, the destructive power of these weapons are great, but they leave their mark in the form of excess radiation.
Antimatter: An antimatter warhead was a type of warhead that contains an antimatter charge, far cleaned than the nuclear types of weapons, but due to the containment costs of Antimatter the benefits of a cleaner explosive is offset by the cost of maintenance and production.
Biological: Used only in rare instances the Bio warheads use manufactured viruses, they require air for transmittance and there for can only be use planet side as the explosive decompression that occurs during a hull breach. (GSA uses nastier versions of this weapons)
Nanite: Considered the most destructive of any warhead. The warhead consists of some 4 kilotons of nanites in an inert state; once the warhead is armed they are active. On contact with any solid object, the nanites covered the said object and begin to devour it and begin to create more of themselves. The ship that fires the war head, has the deactivation codes for the nanites and is the only ones that can shut them down.
Ion weapons: Ion weapon cause no damage to the super structure of a ship, but they short any computer system onboard.
Magnetohydrodynamic weapons: These weapons normally use a plasma suspended in a magnetic field to cause damage, though Dark Core versions tend to use a highly viscus molten metal which cause much higher damage than a traditional plasma based systems.
Last edited by Nelle Kozera; 05-29-2010 at 11:33 PM.
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5% Pleasure
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100% Reason to remember my name...
Stay away
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Seriously
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You're not going to like what you find
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You're REALLY not going to like what you find
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Turn back now
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Last chance before something awful happens
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...You evil bastard!
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Every time you clicked spoiler, Mr. T punched a kitten.
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AGAIN!? HAVE YOU NO SOUL!
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I break stuff.
Re: Technology of the Sins Concept…
SHould I post tech data and concept art for homebrew weapons and ships here?
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Elesh Norn, Grand Cenobite
Re: Technology of the Sins Concept…
That's a yes on that red.
Nelle Kozera's Signature ----------------------------------------------------------
10% Luck
20% Skill
15% Concentrated Power of will
5% Pleasure
50% Pain
100% Reason to remember my name...
Stay away
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Seriously
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You're not going to like what you find
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You're REALLY not going to like what you find
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Turn back now
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Last chance before something awful happens
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...You evil bastard!
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Every time you clicked spoiler, Mr. T punched a kitten.
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AGAIN!? HAVE YOU NO SOUL!
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Elesh Norn, Grand Cenobite
Re: Technology of the Sins Concept…
Personal technology: SDI has trillions of credit's locked up in the personal entertain, and defense industries, here is a brief overview of some of the major technology available to the public.
Retinal lens/screens: With the advent of microcircuitry in the late 20th century and the advent of nanotechnology in the early 21st century. Personal computer screens have been faded out of existence. While it still very common to see screens on ships, to see a average computer terminal is a foreign concept to all but the poorest of colonels and frontier worlds.
The Cortex: The 28th century version of the Internet, anyone with the correct adapter can connect. On some of the richer worlds its not uncommon to see implants that can be implanted directorial into the frontal lobe of the brain that allow for instant connection to the Cortex via mentioned implants, this can be either, a mobile screen attached to the implanted persons arm, or on there retinal lens.
The Chimeric: While some are content with there bodies, and settle for a few implants that allow them to stay connected and compete with the AI systems, some go farther. Far less common than the normal person, there are those that swap out failing parts for mechanical parts, limbs, organs, bones. There are also those that radically reconstruct there bodies into now forms, in this way no chimeric are alike, some times there transformations are so extreme it's impossible to tell what gender or even species that chimeric was at birth.
Rejuvenation: In 2400, after years of study to understand the reason of the extraordinary long lives of the dragons compared to the other races, SDI patented the Rejuv technology, this technology drastically expands the life span of anyone, this of course also works for the dragons as well, extending their already long lives with this technology as well, it allows for the reset of the of the genetic code of the individuals age extending the age limit of a person easily into the 3 digit range it unknown where this process brakes down.
Medicine: The medical industry is massive, and the only industry in which SDI doesn't have a large say, with the exception of it's Rejuvenation technology. Great advances have been made, to allow almost any wound even those that are fatal treatable, blindness, paralysis, death, all of these things are a thing of the past only those with access to this technology are those that die, and this means mostly those that go to war and those that dwell in space, or live in the boarder worlds of the galaxy.
Biotechnology: As mentioned above there is a tremendous amount of implantation technology, while no empire has laws that have a cut off point where the stopping point is, there is an unspoken limit. Most biotechnology is used as a way to enhance oneself to there level of personal perfection. Where it a change in fur or scale color, or a complete change of species there is no limit on what one can do, if they have the fund to purchase such technology from the major providers and none will turn anyone down if they can give the right amount of credits to the correct people.
Personal defense: On a few worlds it is completely illegal to own any kind of weapon as it is there view that they are your protectors there for you have no need for such weapons. Those world are few and far between, most world have no such laws and some worlds such as New Columbia, it suicide to travel without some kind of weapon or firearm, weapons available to the public are small arms and rifles without a license. Automatic weapons and anything bigger require a license or a trip to the local black market, unless one if on New Columbia where such weapons are sold on the street corners along with food.
Telecommunications: Communications that are only planet wide, use the normal RF signal with require line of sight communication or satellites in orbit, this is cost effective as the technology has been around for nearly 800 years. For interplanetary communication, a Tackion based system is used to allow near instantaneous communication across the vast distances of interstellar space.
Culture of the sins universe:
Religion: While religions exist, and have sizable followings, though small. (Measured in millions) With the exception of the DSE and Salorisum, religions have absolutely no political power and seen somewhat as backwards by the main stream community of the galaxy, though the followers of Salorisum are give some respect in regards of their faith.
Overall culture: For the majority of the galaxy the culture is one deeply set in hedonism. People are self obsessed with themselves, selfish and driven by greed and occasionally love. The boarder worlds, poorer worlds, frontier world all have a sense of a community. While the richer world and those that have major metropolises on them seem to follow the mold of the self abscessed society, the idea of religion to most outside the DSE is a laughable at best.
Last edited by Nelle Kozera; 11-22-2009 at 03:40 PM.
Nelle Kozera's Signature ----------------------------------------------------------
10% Luck
20% Skill
15% Concentrated Power of will
5% Pleasure
50% Pain
100% Reason to remember my name...
Stay away
Spoiler
Seriously
Spoiler
I wasn't kidding
Spoiler
You're not going to like what you find
Spoiler
You're REALLY not going to like what you find
Spoiler
Turn back now
Spoiler
Last chance before something awful happens
Spoiler
...You evil bastard!
Spoiler
Every time you clicked spoiler, Mr. T punched a kitten.
Spoiler
AGAIN!? HAVE YOU NO SOUL!
-
I break stuff.
Re: Technology of the Sins Concept…
Gentlemen, a few more toys to throw into the universe. Smallarms first.
First up:
Sage Tactical Solutions (STS, GmbH) K-3 Tactical
-An extremely reliable and powerful, if extremely loud and somewhat difficult to control, semiautomatic handgun intended for military and tactical-response use. The weapon tends to be a bit too messy for most law-enforcement agencies, and its price is a prohibitive factor for mass purchase. Exceptionally nasty, noted for its hellacious stopping power, disregarding its decidedly crude and archaic design.
Type:
-Pistol, semiautomatic, DA/SA
Caliber:
-.451 Sellier Magnum caseless (11.45x25mm prismic)
Capacity:
-13+1
Range:
-50m. maximum range (~160 ft.)
-32m. effective range (~100 ft.)
Barrel:
-112mm polygonal (8-vertex, 6" twist), bull-muzzle, ported for recoil & muzzle climb mitigation
Features:
-Safe->Semi->3-rd. Burst select-fire pattern
-Auxhiliary ejection port and manual extractor for safe unloading
-Adjustable tritium-illuminated sights
-Grip safety
-Two-stage trigger
-20mm M1913 (Picatinny/Weaver) accessory rail, 1.75" rated useable length
Next up:
Ageria Defense RAGE-10 defensive scattergun
-Old as dirt, and beyond a few minor mechanical complications, an extremely simple and straightforward shotgun. It's bulky and heavy, but it's an old workhorse occasionally seen in the hands of private security contractors whose customers value firepower over discretion. The short barrel might be a liability in long-range situations, but given that the gun was originally intended for use aboard spacecraft and inside buildings, the shorter muzzle with a smoother external profile gives the gun an edge in maneuvering. Noted for its distinctive, metallic CLACK when fired, the gun is easily identified... And well respected.
Type:
-Military surplus (antique) high-volume shipboard defensive semiautomatic combat shotgun/felchette gun
Caliber:
-12ga Super-Auto (12ga-3in "rimless")
Capacity:
-10 round detachable box (equipped), optional 20-round box and 50-round drum
Range:
***Range is dependent on type of cartridge being used. Commonly accepted maximum range is 15-20 meters using #00 buckshot. Sabot cartridges or felchettes may improve operating range.
Barrel:
-16in smoothbore, tantalum/vanadium alloy lined for durability
Features:
-Includes removeable four-stage diopter iron sights
-Super V recoil mitigation system allows extreme volume of fire and improves safety in low-gravity environments
-Removable vertical foregrip, attached to 20mm Weaver accessory rail
-Does not include any form of mechanical safety.
THird and final for now:
Horowitz Military Industries Vz. 79 Falcon battle rifle
-Centuries-old engineering yielded this tried-and-true, if slightly worn-out and relatively unbalanced weapon which is now prevalent with less well-equipped forces in the outer rim. The gun fires what's traditionally referred to as a full-power cartridge, not especially suitable for use in full-auto. Hundreds of variations exist, and depending on where the individual rifle was made, each might have any number of minor differences such as a fatter stock, different iron sights, a muzzle brake, enclosed handguard, semiauto-only receiver, a longer barrel, or even a different chambering. The weapon was originally designed to defeat armored opponents in terrestrial wars, meaning much larger bullets with more energy, but bigger bullets means heavier bullets. Low magazine capacity compared to modern intermediate-chambered weapons makes this slightly tired old gun a good standby, but far from ideal in most circumstances. Noted for excellent range and penetration capability, but most need substantial modification to be especially accurate.
Type:
-Battle rifle, bullpup configuration
Caliber:
-8x50mm Caseless, "stackable"
Capacity:
-25 rounds standard, variations exist anywhere between 10-round and 40-round. Cartridge shape is not condusive to drum-type magazines.
Range:
-the 8x50mm cartridge is, fired from the right barrel, dangerous well beyond 1,000 meters. Due to sloppy tolerances in the Vz. 79, however, maximum accurate range is cited at around 200-300 meters wit a relatively flat trajectory. Most rifles are relatively dangerous out to 600 meters.
Barrel:
-Standard barrel is a 21-inch traditionally-rifled bore with a non-threaded muzzle. Variations exist, anything from 7" micro carbines, to 36" countersniper variations.
Features:
-Ridiculous longevity, unmatched service life.
-Extreme availability in the outer rim, comparable to the AK47 or the FN-FAL of the 20th Century on Earth.
-Extractor-less design creates an incredible tolerance for dirty, harsh, or moist environments.
-Semi->Safe->Full selector pattern
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Your friendly hybrid
Re: Technology of the Sins Concept…
Ok ROTR, gimi some time. That will take me a long time to absorb. It is awesome though. Great work and effort in that. Though, it seems I was sticking with in those lines pretty well already heh. So, least I'm off to a decent start.
-
I break stuff.
Re: Technology of the Sins Concept…
Some of you guys might like this.

OSG GmbH. MKII Modular Infantry Weapon
Oststahl Gewehrwerk's MKII modular weapon platform, developed for general infantry use. THe weapon was designedsuch that its receiver core contained a carriage mechanism similar to the old Heckler & Koch G11, that rotated rounds into place using a pivot and a jaw. When one side of the loading carriage was locked, the other side rotated and drew rounds from a magazine loaded into place. The advantage of this system was that any round of the right diameter and shape could be pulled into an appropriately sized chamber, assuming the round was at least short enough to fit entirely into the mechanism and long enough that the jaw could grab it. The second obvious advantage is that the system could be configured to take a variety of different types of ammunition with minimal modification, other than the addition of the appropriate locking plate and the appropriate receiver section.
The weapon's initial plans consisted of a small handful of modificates:
MOD0 was the initial assault rifle. General infantry use. 6x34mm caseless prismic.
MOD1 was the carbine variant. SHortened length and simplified optics for slightly harder tactical use. 6x34mm caseless prismic.
MOD2 was the LMG platform. This was the first to make use of the MKII's often-considered excessively complicated dual-pivot load carriage, such that it loaded from the bottom of the same exact mechanism instead of the top. 6x30mm high-tensity prismic.
MOD3 was a proposed marksman's rifle, but was phased out due to design conflicts between extended optics and top-rail load systems. 6x34mm caseless prismic match.
MOD4 was a proposed PDW/submachinegun variant, phased out because the gun was relatively large to begin with and didn't translate well into PWD form, though some special applications still exist for it, given that its specialized 4.2mm caseless high-density.
MOD5 consisted of the MOD0 rifle and a 5-round revolving 22mm multipurpose launcher attached instead of the lower section of the handguard. The launcher itself was another product of the advances in metallurgy, a lightweight and high-precision weapon designed to be able to fire thin-walled, metallic-case cartridges containing a relatively small amount of a very high-velocity gel propellant and one of either a 22mm high-explosive grenade designed for light anti-infantry use, 22mm smoke grenades in various colors, 22mm flash or gas canisters for crowd suppression often used for riots or nonlethal takedowns, a 3.8mm "shredder" fragmenting armor-piercing sabot cartridge designed to give ground troops some defense against armored exoskeletons, and the relatively popular 22mm buckshot and breaching cartridges, used extensively in urban warfare.
MOD6 was a high-precision sniper's rifle utilizing the largest cartridge that could possibly be stuffed into the rifle's receiver carriage. Employing advanced optics equipped a passive image intensifier and thermal bands, as well as an advanced predictive ballistic computer, the weapon's biggest drawback is that snipers often claimed it was too back-heavy, which reduced the inertia of the weapon's muzzle and made extreme-range shots a bit more difficult than with weapons not configured as a bullpup.
MOD7 was to be a MOD1 carbine variant with a shortened version of the 22mm launcher attached. Nobody's really sure what the hell happened there, 'cuz it would have been awesome.
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