[h3]Technology[/h3] [b]Weapon Projectiles:[/b] [b]- Ballistics:[/b] Due to low production costs and cheap manufacturing, ballistic based weaponry are widespread despite the obviousness of its archaic and crude nature. However recent advancements in the simple design returned these weapons back into military hands but notably lesser forms are still used publicly. [b]-- Needle:[/b] Based on penetration, needle rounds are deadly and known to “bypass” personnel armor as if it were like paper. Even if the round fails to penetrate, it will break down on impact and fragment anything in the vicinity. [b]-- Slug: [/b] Simple, crude, and yet devastating. These oversized mini rockets have been known to punch holes through soft targets usually with very bloody results. A single slug has been confirmed to overwhelm common kinetic defenses due to its huge impact delivery. [b]-- Gyrojet:[/b] Also called “smart rounds”; gyrojets are miniature warheads capable of tracking a target designated by the operator. Though the firing arcs may not follow a target completely, keeping the crosshairs steady will ensure a hit. [b]- Energy:[/b] Though complex in design, energy based weaponry are powerful and are commonly favored amongst most military forces, especially when the energy cells that power these weapons are capable of self regeneration. [b]-- Energy Pulse:[/b] Energy Pulse weapons fire brief high-energy pulses or bolts into a target, delivering excellent impact but also deadly heat damage as well. Since charge rates are so low, more bolts can be quickly fired off in succession. [b]-- Particle Beam:[/b] However not known for extreme rate of fire, Particle Beams or nonetheless powerful. Upon discharge, these beams slam their target with kinetic energy, blasting away with a high stream of subatomic particles powerful enough to carve through most materials. [b]-- Plasma:[/b] High-energy ionized gas that can burn or even melt targets due to their extreme heat. Since plasma can be manipulated in multiple aspects, super-heated beams and bolts are common projectile discharges. [b]-- Anti-Matter:[/b] Primarily used to power star ships as they travel through space, but has since found its way into military applications. Antimatter is incredibly powerful against any target but very risky however to use; it doesn't take too much Antimatter to trigger a large explosion. [b]Close Range Weapons:[/b] With the introduction of active personal defense systems, melee weaponry; once believed to be crude and archaic tools of primitive warfare were reintroduced as a response to this. Melee weapons are meant to bypass these defenses that would normally block most ranged projectiles. [b]- HF (High-Frequency) Blades/Disrupter Blades:[/b] Extremely deadly blades capable of slicing through most know materials. HF Blades resonate at very high frequencies; so much so, this causes the molecular bonds of a target to weaken, allowing the blade to easily cut through, no matter how dense the target is. Disrupter blades are capable of performing the same feat by generating destabilizing fields. [b]- Gravity Clubs/Hammers:[/b] Though rather unwieldy, gravity weapons are extremely effective against armored targets. These monstrous weapons project kinetic pulses upon swinging the weapon and upon application, the target is either crushed or flattened completely. It’s advised to have very adequate protection while using a cumbersome weapon like this. [b]- Pile Bunker:[/b] An odd weapon to see being wielded by anyone. Usually seen in construction and mounted on bipedal machines, pile bunkers are effective in penetrating armored targets and damaging the internal infrastructure. It is completely lethal against soft targets, usually impaling them. [b]EDIF Defense System (Energy Dispersion and Interception Field):[/b] Though cover provides the best defense, its sometimes best to abandon that cover while under heavy fire to advance or retreat if need be. The EDIF Defense System provides an all-around protective bastion around the user, absorbing or intercepting incoming fire. While handy as that may sound, it doesn't last forever unfortunately as the system can be overtasked with too much fire and the entire field can collapse, temporarily making the user vulnerable. [b]NanoMass Technology:[/b] Nanite technology has come a long way since its development several millennia ago and has since been applied to numerous fields. NanoMass in its neutral state looks nothing more than a small chrome cube. Once programmed however, it can be permanently turned into almost anything given the essential resources. It’s because of this fact that NanoMass is highly regulated and only given to the proper facilities and users in order to keep it from being used in the wrong hands. Further developments of the technology have added on the ability to reconfigure the shape of an already programmed object into a much smaller form, making it easier to wield and transport until deployed. Byproducts of this development: [b]- Assemblers:[/b] Though most NanoMass devices are normally programmed to retain their form, the Assembler however was developed to alter its form more than once after programmed. From civil to military purposes, Assemblers have seen widespread use throughout the known galaxy. Utilized through the use of a NVP Suit (and can be located anywhere on the suit), the Assembler shifts modes based on the user’s neurological commands, allowing for efficiency and quick response times. Though civilian purposes may vary, the Assembler militarily wise can be programmed to transform into one to two types of weapons. [b]- NVP Suit (Neurological Variable Performance):[/b] Capable of being deployed at will, the NVP Suit materializes around the user, creating a first, second, and third line of armor and nano-weave. With a EDIF System built-in as well, the NVP Suit becomes a rapid response defense for those using it. The suit also assists with sensor tracking and life stability, helping the user out significantly in a combat situation. If the user’s life suddenly becomes at risk, the suit will lock up in an attempt to prevent or reduce any more damage until they can be safely evacuated. [b]- Symbiote:[/b] Unknown to many of who developed this “living” NanoMass however its first appearance was used by that of the Ascendant soldiers of the Sphere armies. The Symbiote has been described as some variation of the NVP Suit but capable of faster simultaneous functions and processes. Since the Symbiotes are so carefully guarded by the Spheres, it is assumed that only the Ascendants may utilize them. [b]Cyber Link/Port:[/b] A type of implant or accessory that allows the user to access and interface with computer terminals and other devices via the brain. The node itself is used by most people nowadays normally as portable phones or computers. Even by most militaries they can be extraordinarily tactical and useful in most situations as this provides a sort of cyber telepathy with multiple units. [b]Cyberverse:[/b] A seemingly never ending sea of digital information, now expanding over thousands of star systems, broadcasted by perhaps millions of satellite nodes through FTL communication. [b]Jump Gates:[/b] Seen orbiting around the most active colonies or planets, the monstrous Jump Gates are capable of near-instantaneous travel from one star system to another. Based on the target destination, travel through these gates may take only several minutes to even an hour; insanely fast when compared to warp travel. [b]FTL (Faster Than Light) Drives:[/b] For all space faring races, the means to travel through space is a demanding requirement for any interstellar empire. The most common form of FTL travel is through the Warp Drive, a propulsion system that allows travel between two points in a reduced amount of time. This is accomplished by a warp field or bubble that encompasses a vessel, pulling it through slipspace until the vessel reaches its destination. Another FTL propulsion system is the Jump Drive, a recent development in the technology found on enormous star ships capable of almost instantaneous travel between star systems. This powerful drive is usually found on motherships, allowing it to pull not only the vessel but everything within the warp field; very convenient for ferrying an entire fleet quickly into disputed territory. [b]VBMPs/VBMWPs (Variable Bipedal Mobile (Weapons) Platform:[/b] Filling in the most laborious of job descriptions, the towering VBMPs can be found from construction to military applications. Loosely biped or quadruped in appearance, these mechs or mecha as they are sometimes called (preferably as VBMP is hard to say in conversation repeatedly) are normally capable of transforming into compact vehicular-like modes for fast transit or additional functions and fire power. [b]Psionics:[/b] Strange paranormal abilities called Psionics allow a user to manipulate the matter and energy around them. Though most races have evolved enough to the point where Psionics can be wielded, there are those that simply cannot access them, where they are born from technology or due to the mental makeup of the subject; Hephaetons, Drakkas, Kotorians, and Vexi unfortunately may not tap into these abilities. All Psionic abilities exist in the real world, and usually most individuals can become a Psionic though they will need the knowledge and proper training in order to use them. Psionic users are categorized in specific classes based on their overall power and their abilities. E Class Psionics don't have many abilities and are not that strong but they are the most mentally stable. S Class Psionics are the highest ranked; usually having many abilities and are naturally very powerful but they do run the risk of mental instability. To ensure mental control, Psionics are required to be in-fitted with neural implants to avoid aggressive mental breakdowns