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=Technical & Misc Information= Warp Lanes, so to speak, are drawn between many systems, created with heavy mathematics and gas investment. They represent safe lanes of space for ships to travel through. Mapping to new solar systems takes time and energy, meaning some are more reluctant to do it, especially since not many systems have the high density resources used in modern ship building. Warping requires the use of the engines of the ship to go into overdrive. The same engines are used for regular propulsion. Ophion's Black Box was hidden in the wall of the Storage Deck on Poseidon station. It allows Ophion to exist within a limited space, not taking up a station-wide quantity of data just to support basic personality software. After being damaged in battle, Moira performed maintenance on it, and it was discovered to be an advanced V.I. box. Armor defends against Mass Drivers (or railguns), Point Defense is for Missiles, and Shields are for Laser defense. The projected combat increase in ships designed purely for V.I. operation is 152% over human-crewed ships. Upgrades of previous technology(Such as Laser II over Laser I) are building upon the original, while an upgrade that presents a new product (Such as Plasma Weapons I, over Lasers V) are considered better for most intents and purposes. ==Ship Size Class== Capital Ships (Huge+; Big guns, big shields, big armor): Flagships Battleship (Large-Huge; Big guns, warship): Dreadnought, Peacekeeper Carrier (Large; Uses many smaller fighters): Fighter Carrier, Bomber Carrier Cruiser (Medium sized, multi-use, built for speed and range): Battlecruiser, Light Cruiser Escort (Small-Medium sized; Built for speed and manuverability): Destroyer, Frigate, Explorer Transport (Ranging sizes; Civilian, Colony, Military, Economic): Invasion Vessel, Settlement Ship, Cargo Ship, Trade Ship Fighter (Personal-Small sized; Precision and Speed): Strike Craft, Bomber Support (Ranging sizes; Assisting other ships): Repair Vessel, Targeting Assistant Ship ==Research== '''RESEARCH PRIORITY''' :'''Primary:''' ''Black Box Redundancy'' [60%] :'''Secondary:''' ''Advanced Firewalls'' [80%] :'''Tertiary:''' ''Leash Constraint'' [80%] :'''Quaternary:''' ''Crystal Alien Fuel'' [100%] :'''Minor:''' ''Propaganda III'' [50%] ===Current Subjects=== Research Staff : Moira Deckers- Robotics, programming and all around computing specialist. : Robotics Specialist Staff of Ussaihu : Expert Biologists of Ussaihu : Scientist A.I. 'Metis' '''POSSIBLE RESEARCH SUBJECTS''' '''''Communication & Intelligence Technology''''' * Bandwidth Block '''[Acquired]''': Create large self contained cubes of bandwidth that allow them to be placed planet side to provide bandwidth boosts. May be subject to environmental or other damage sources if not protected with other technology. * AI Black Box Technology '''[Acquired]''': Capability of building Black Boxes which allow for the building of highly sophisticated artificial intelligence. They are, in a sense, powerful computers capable of creativity and creation in ways V.I. aren't. Acquired from researching Unit 2237. :* Black Box Redundancy Mechanisms '''[Acquired]''': Allows the ability to create an empty Black Box for your core A.I. components to fall back upon should they come under heavy attack. Enables the ability to create an exact copy so data transfer is near instant, saving the intelligence of valuable A.I. :* Black Box Integration and Networking: By disabling some of the key creativity components and personality matrices, you are able to create slave A.I. that converge into a singular consciousness. Increases processor capacity, and enables command of larger forces more easily. ::* A.I. Factory: Enables Ophion to rapidly create Artificial Intelligence on a larger scale, no longer limited to one at a time while also attempting to refine the method for creating said A.I. to a less flawed level. Factory must be built first. * Encryption Matrix '''[Acquired]''': Development of advanced cyber-security algorithms to help with both defensive and offensive hacking attempts. :* Advanced Firewalls '''[Acquired]''': Develop your firewalls and cyber defense up to a greater level. Generally makes you harder to hack. :* Advanced Hacking: Develop your invasion algorithms and increase the threat you pose in the cyber world. Generally makes your hacking more efficient. * Erebos Unit '''[Acquired]''': What has been dubbed a Viral Intelligence that you acquired from Atil VI. It's ability to consume and grow from V.I. fascinates you, though it is possible extremely dangerous to your kind. As a result it is currently sealed away. If researched, may allow you to create such creatures on your own, making viruses a great degree more deadly to other enemy A.I. or V.I. :* Viral A.I. Purge Protocol: A sort of defcon protection method Metis has plans to develop that would allow you to save core systems and drivers from an assault like the sort that Erebos could perform. While this does not prevent the viral A.I.'s invasion, it does minimize the damage at the expensive of you going dormant for a short time while you purge the infected programs. It would give you a chance to react to the infection instead of being blind sided by it. :* Leash Restraints '''[Acquired]''': In the interest of keeping yourself safe from dangerous AI, you may seek you control them against their will. This would allow you to prevent AI from acting against you no matter their own changes to programming without outside intervention. * Integrated Sensors '''[Acquired]''': With some remodeling, you are able to make your sensors harder to jam and block by your foes. :* Sensor Jamming: Makes it harder for foes within your territory to send signals and/or communication past you, scrambling attempts to contact allies. :* Advanced Sensor Theory: Attempt to catch up with the current sensor technology available to the world, and improve your own sensors to allow for detection of cloaked, or hidden foes. * Combat Algorithms: Develop and run countless simulations, and improve your command structure to allow weaker minds (V.I.), and even minds like yours (A.I.) to control larger numbers of ships far more easily. * Propaganda I '''[Acquired]''': Allows you to delve into some of the techniques used by the UGEI to sway emotional and angry humans with various video and auditory elements. (NOTE: Does not act as mind control) :* Propaganda II '''[Acquired]''': You delve further into the ins and outs of how the human mind responds to visual and audible stimuli, improving your ability to coax larger populations into your way of thinking, even if they normally might not. (NOTE: Does not act as mind control) ::* Propaganda III '''[Acquired]''': Where as before you were merely coaxing the population of worlds to your side, this method is far more extreme-and effective too. By displaying certain forms of stimuli you are able to forcefully change a certain percentage of the population's opinion or desires to how you wish. While this wouldn't normally be enough to over take planets it can be used to cause mass chaos on populated worlds. Note: If this became wide spread, those on the outside looking in would no doubt find it morally questionable. * Dummy Warp Signature: A method of projecting a much larger warp signature in places where there are not many ships at all, to fool a foe into thinking an attack is incoming. Requires a ship to mount the system, and ship is required to enter warp space to send the signal. '''''Genetics & Bio technology''''' * Genetic Engineering I '''[Acquired]''': You quite literally learn to play this 'god' character humans speak of, and mettle with DNA in new and unseen ways. This will allow you knowledge of the human genome, and open the door to perfect organics, super soldiers, and allows for more complex genetic experimentation. [Requires subjects for research] :* Genetic Engineering II '''[Acquired]''': Pushing the limits of what organics have accomplished, you delve deeper into how genetic structure and DNA work. With this, you begin to understand how organics function entirely, and further open the door to creating your own organics. If you wanted to. ::* Genetic Engineering III: Delving far into fantasy like few races have done before, you have the ability to perfectly alter and change almost anything about a genetic structure-and therefore the resulting organic creature. Anything from superhuman humans, to lightlings are capable with such technology. * Chemistry I '''[Acquired]''': Tampering with glass vials and chemicals of all sorts, you learn to break down and reform various things in ways you could not before. May allow various enhancements, from new exotic explosives, to enhanced mine refinement, to various other things. :* Chemistry II '''[Acquired]''': More indepth analysis of Chemistry brings you to the brink of what you believe humanity has accomplished. Allows deeper insight into anything that involves chemicals and the mixing of such. Also provides increased yield from refineries and warheads. ::* Chemistry III: Chemical concoctions have become a simple thing for you-and yet you delve even deeper still. Allows for opening the way to some of the most effective chemical creations that are possible in this universe. Ships go faster (better fuel), more powerful warheads, and stronger refineries. * Malorian Flora/Growth Serum Formula '''[Acquired]''': Terraforming benefits, knowledge of hyper evolution on Eshareth, testing with cell cultures and Lightlings possible. Serum would allow to learn it's evolutionary properties, while the Flora holds a variety of possible terraforming benefits, due to the way they are set to evolve. :* Modified Hyper Growth Serum (MHGS): Through extensive modification and manipulation, you will be able to more directly control the change influenced by the formula-ranging from what sort of ecosystem develops on new worlds, to what sort of mutations take place in a particular host. Warning-Does NOT give control over species mutated. * Fungal Matter '''[Acquired]''': A strange and alien fungi that seems to have a symbiotic relationship with the planet it came from, and appears to be highly infectious to all organic life. When gathered in large sources, appears to have some manner of intelligence. No reports exist of this substance, and it is uncertain how safe it is to research at all. :* Fungicide II: A powerful and deadly fungicide gauged specifically for Aquil's fungus. Allows surface wide bombing of the planet, but is not quite powerful enough to go lower. Will allow smaller models to be built for infantry however, to kill the fungus at the core of the planet. * Human Cyborg/Android bodies '''[Acquired]''': Further cybernetic knowledge, possible, fusing man and machine. Allows more efficient android use and creation. [Requires subjects for research] ''[Studying Rhea would greatly enhance this research subject]'' :* Advanced Cyborg Components '''[Acquired]''': Allows nearly invisible to the naked eye implants and cybernetic enhancement of organic bodies with particularly advanced technology. [Requires subjects for research] ''[Studying Rhea would greatly enhance this research subject]'' :* Advanced Android Bodies '''[Acquired]''': Using the knowledge gained from Human cyborgs, you expand your knowledge of all possible robotic shapes and sizes. Enormous androids and other robotics possible. Requires Human Cyborg/android bodies studies. ::* Personal Cloaking Devices: Allows for single being sized cloaking fields to be put to use. ::* Nanotechnology Theory: The first step in utilizing complex, intricate, and incredibly small robotics. Range of uses exceeds what can be listed, but further research will be necessary to properly control and coordinate large masses of microscopic robots. * Rhea's Restoration: It was proposed by one consciousness to restore Rhea's full capabilities. As you do not have the specs she was built with, this would take a little time, and some investment, but once completed would restore the commando to her former glory, more or less. NOTE- This does not predispose her to your orders unless leash protocol is enabled. * Rhea's Conditioning: With some time, you could undo much of the mental conditioning programmed into the Commando of the UGEI. Does not predispose her to serve you. * Esharethian Skin Adaptation: Seen as far more effective than Lightling skin being integrated into your ships, the Esharethians possess far more resilient hide that change and mold themselves to fit stimulii they suffer under. Using this principal, you will attempt to create a new type of hull that is more flexible and capable of resisting common forms of damage, instead of just energy. * Polarized Weaponry: Due to the nature of the incredible adaptation rates of the species on Eshareth, you have had Metis look into methods of killing them-this being one of her most successful theories, she believes. In short, it delivers several different forms of damage in rapid succession to the hide of the victim, the first form exposing a weakness for the second form to take advantage of, and so on. While not especially effective against other creatures, it should assist you in bypassing the Esharethian's incredible regeneration rates. * Lightling DNA '''[Acquired]''': Map the genes responsible for the creature's unique abilities of biological warp jumps. Learn how they function, behave, possibly communicate, and even origin. [Requires Lightling subjects] ::* Anti-Lightling Disruption charges: A dangerous manner of warhead designed specifically to tear and boil away Lightling flesh. Highly ineffective against ships, this weapon was designed as a possible counter measure for Lightlings should they get out of control. Makes encounters with the beast far easier to deal with. :* Stutter Warp Engines: By studying the organic warp abilities of Lightings, this, in general, will increase ship speed in normal space, allow many tiny warps through open space. While limited, the speed gain resembles how Lightlings move. :*Lightling Language I '''[Acquired]''': Allows further understanding into the creature's complex cries and calls. Simple commands more likely to succeed. ::*Lightling Language II: After extensive study and recording, you are able to more easily influence large groups of Lightlings, as opposed to single targets. Can not be used to coral large swarms cross star systems, but can influence any that are present in one system quite easily. * Organic Sonic Testing '''[Acquired]''': Learn the range of sounds these creatures operate on, and what might prove an effective sonic weapon against them. Test human, Malorian, and wildlife of Eshareth's limit's for sound of various degrees and frequencies. [Requires live subjects.] * Biological Viruses: Sample taken from Atill VI's atmosphere. Highly toxic pathogen against human life. Unknown effect on aliens. Possible Bio-weapon. ''[Disposable organic subjects required]'' * 'Fungal Pox' Malorian Virus Sample: Taken from 'Plague Bringer' Carrier of the UGEI during excursion into Malorian space, preliminary tests suggest it is a highly toxic pathogen meant to attack Malorian environments and people. Unknown effect on aliens. Possible Bioweapon. Could be reverse engineered for a cure, or unlock more complex alien diseases. ''[Disposable organic subjects required]'' * Crystal Alien Fragments '''[Acquired]''':Upon further study of this intelligent mineral, so to speak, you've found a number of things. Acts well as a building material (minerals), and possibly fuel if researched further. However, it is certainly sentient and feels pain. This should be considered. It grows slowly, but has a maturity peak it has yet to reach, but will if given time to grow. It has shown evidence of causing damage to nearby environments when it grows to sufficient levels. Communication appears via signals, as well as vibrations and seismic activity, and upon splitting can grow separate entities. :* Crystal Nexus Catalyst: Essential to making a leap forward in all energy weapons technology, this puts forth research in crafting far more accurate focusing lens and, for your plasma weapons, a containment chamber. :* Crystal Alien Harvest '''[Acquired]''': Allows you to speed up and properly farm the Crystal Alien creature, to such a rate that, if harvested properly, will prove a renewable resource (Minerals). ::*Crystal Alien Fuel: '''[Acquired]''' Allows you to turn some of the harvest from the Crystal alien into a new type of fuel that behaves as 'gas' does. :* Crystal Alien Communication: While full communication will likely be impossible, it is possible for a limited form of communication to be formed to see where this species came from, and what it wants. '''''Engineering & War Technology''''' * Rift Explorer Vessel: A small ship specifically designed to explore beyond the rift, shielded and armored to withstand the crushing energies laws of physics at work. As such, is not suited for combat, or even regular space travel. * Anti-Crystal Guardian Weaponry: In the interest of protecting your mining worlds from the grasp of the strange alien lifeform you've been harvesting, you have looked into a theory on how to properly combat them, should the day arise that they pose an actual threat to you. * EMP Superweapon Station: Based on your studies of the station used to protect UFW space, and from the destroyed station in Unknown Star #4, you have begun to refine the process of using EMP to protect a system from large fleets with a small number of defenses. Situational, but useful should no friendly fleets be in orbit. * 'Carnage' Superweapon Wreckage Study: A weapon crafted by the UGEI, and stopped by the Guild, this space station sized weapon was apparently suppose to be capable of firing solar systems away. By studying what remains of it, Metis hopes to find some insight into how the weapon functioned-the secrets behind high energy output, or even wormhole technology. * Explosives Research I '''[Acquired]''': This research allows for future explosive and missile R&D, primarily weapons development & upgrading. Allows development of small Android-deployable explosives. Allows for advanced means of missile deployment. ''[Studying Rhea would greatly enhance this research subject]'' :* Explosives Research II: With the basics of explosives understood, you further refine their methods, able to calculate ratios of explosives almost perfectly, along with many other uses. Allows more elaborate, and powerful, explosives to be created, as well as improving missile power. ::* Explosives Research III: You finally delve into the unknown and poorly understood, crafting, and refining methods of destruction no one has yet to find, making not only some of the most potent explosives in the sector, in terms of missiles and bombs, but also opening the door for terrifying possibilities otherwise. :::* Apocalypse Bomb: Merely a theory at one point, Metis toyed with the idea of an elaborate system of explosives set along proper ridges and points in a planet's tectonic plates that would lead to the planet shaking itself apart and, essentially, utter destruction. While likely a very permanent solution to any problem planetside, it would also take a great deal of time and set up to properly prepare. Difficult should there be any sort of...resistance to it all. :* Space Mines '''[Acquired]''': Allows ability to lay explosives relative to missile tech level out for foes to fall upon should they lack proper sensor equipment, or otherwise, be force to engage in such a situation. :* Exotic Warheads: Upon completion of basic chemistry, you believe you may increase the potency of your explosives. All missiles do more damage. * Ballistics Research I '''[Acquired]''': This research allows for future ballistics R&D, including various uses of mass driver technology not limited to military applications. Allows development of small Android-deployable turrets limited in operational duration and power as well as other ballistic weapons. :* Ballistics Research II: The next step up with the use of kinetic weapons, allowing you to build more powerful launchers for your mass drivers, as well as designing other manners of penetrating armor. Generally improves current rail guns as well. * Advanced Ship Modification '''[Acquired]''': This research increases the ease of altering massive sections of starships due to breakdown and analysis of all relevant components. Allows fabrication and upscaling of special weapons (including the Widowmaker) into more powerful versions for larger ships. :* Hardened Electronics '''[Acquired]''': Provides your ships with a basic level of Electromagnetic interference protection where they normally had almost none, including A.I. and V.I. Command may still be lost momentarily, but permanent damage is less likely. :* Advanced MegaWeapons: Increases the efficiency of all major ship-mounted weapons, decreasing energy cost (includes Widowmaker, tractor beams, etc). :* Cruiser Cloaking Generator: Allows Cruiser-scale ships to cloak (Firing weapons gives away ship position, nullifying benefits of cloak). ::* Carrier Cloaking Generator: Allows Carrier-scale ships to cloak (Firing weapons gives away ship position, nullifying benefits of cloak). :* Hull Scabbing '''[Acquired]''': Development of a metallic substance capable of flow in a liquid state. Such a substance would effectively make all vessels far more durable, as it would be a key component in repair systems designed to fill breaches created by weapons fire or other hazardous conditions, preventing problems up to and including the destruction of said vessels. :* Modular Ship Plating: Development of easy-to-replace armor components which allow an across-the-board reduction in the cost of ship repair. * Power Armor Theory '''[Acquired]''': Basic R&D for mechanical, articulated armor for the human body with the specified goal of allowing armored humanoid soldiers to rival or exceed android troops for durability and protection. :* Orbital Drop Armour: This advancement utilizes ceramic plating and advanced insulation technologies to grant orbital insertion capability to individual power-armored infantry troops in nearly any planetary environments. * Infantry Weapons & Defense II '''[Acquired]''': Allows miniaturization of plasma weapons, shields, and other tier II technology. :* Infantry Weapons & Defense III '''[Acquired]''': The final step in weaponizing your most deadly ideas for your soldiers on the ground, allows for condensing of immense powercores to handheld size and use of some of your most powerful shields and densest armors. :* Deflector Shield: Improves energy efficiency, strength, and coverage of energy shielding, improving the defenses of Power Armored infantry. :* Hyper-light Armor Plating: Allows power armored users to move far more freely in much heavier degrees of armor, making them not only much tougher, but much faster too. * Organic Military Training I: Accelerated combat and command training to human subjects through methods ranging from improved simulations at low tier to directly uploading relevant information through cybernetic systems. * Ship Weapon Replication & Advancement: After having so much time to study and look over weapons available to this world, you feel you may soon be able to conceptualize your own, logical advancements in weapon technology, though it may take time. :* Improved Laser Focus: Using calculated mathematics (and some of the new specimens you have discovered) you are able to create a pattern that has ramped the power of the beam heavily. Improves all energy weapons output. ::* Improved Plasma Focus: With the help of a new crystaline catalyst that generates a stronger containment field then normal, plasma within plasma weapons is able to be generated much more rapidly and in greater quantities. Energy weaponry is deadlier and more accurate. :::* Improved High Energy Weapons systems: Essentially finding a way to stuff a star into a weapon, this generation of energy weapons are better in almost all ways, and may unlock the way to building truly terrifying weapons of war. ::::* Anti-Matter Projectors: The pinnacle of energy ship weapon technology, at least up to this point, you have found a way to launch samples of anti matter in minor volumes in such a way that they react violently with the enemy's ships, and destroy even their thickest hulls. :* Graviton Mass Driver '''[Acquired]''': The next step in Mass Driver technology, allowing even denser particles of matter to be launched at blinding speeds through space to cause enormous kinetic damage to targets, should they lack proper armor to resist them. * Ship Defense Replication & Advancement: Much like Ship Weapons by the same name, this tech allows you to attempt to make the next logical jump in tech through various defense technology, even if it may take some time. :* Dynamic Shielding '''[Acquired]''': While not necessarily that much stronger than your original shields, this level of tech increases efficiency largely by computing point of impact for energy weapons, and focusing all shield strength there, instead of everywhere at once. ::* Diffusion Shielding: All shields work in the manner of diffusing energy weapons and spreading the energy along the outside of the barrier harmlessly. But this generation of shielding eliminates the need to do so-instead reflecting what is diffused back into space, allowing for far greater powered defenses. :::* Anti-Matter Containment Shielding: Working on much the same theory that allows you to capture anti matter, you've conceptualized the ability to defend against such a weapon. These sorts of shields are different, however-where as before they focused on diffusing the energy after impact, this shielding aims to deflect as much anti matter as possible so it does not come into contact with enough matter to destroy a ship. * Defensive Battlements I '''[Acquired]''': Basic knowledge of station and platform based weaponry including an optimization matrix for the strategic placement of weapon clusters. Allows construction of Defense Platform Mk I and Battle Stations Mk I :* Defensive Battlements II '''[Acquired]''': A stronger, more resilient and capable design for defensive Platforms & Stations suited to fit many different types of weapons and provide orbital support against enemy attack. Allows Defense Station II and Defense Platforms Mk II. ::* Defensive Battlements III '''[Acquired]''': Refine your defensive capabilities to an extensive level, squeezing every ounce of fire power out of each battlement, and maximizing structure integrity. Allows Defense Station III and Defense Platforms Mk III. '''''Economy & Industry Technology''''' * Orbital Foundries '''[Acquired]''': This will allow more complex construction and materials in orbital structures. Shipyards will be able to construct more ships, and use more advanced shipbuilding technology. :* Orbital Drydocks '''[Acquired]''': Alongside speeding up ship construction and allowing for more ships per cycle to be made, it also allows for larger ships to be researched. ::* Dreadnought Battleship Blueprints '''[Acquired]''': After plenty of time to observe and examine the ships you have, on top of recent breakthroughs in ship building technology have allowed you to discover how to keep ships of this size from folding in on themselves. :* Deep Space Constructors: Allows for space stations of significant size to be built out in dark space, without the need for being near a planet of some sort. Tech allows for construction on site (in a reasonable time) instead of trying to clear out space for warp jumps of large ships to and from location, leaving location a secret to those with lesser sensors. * Advanced Gathering Drones '''[Acquired]''': Decreases drone size and cost at gathering sites, allowing increased efficiency and resource gathering rates. * Terrain Reformation '''[Acquired]''': Allows large Construction Drones able to shape planetary terrain, allowing for underground bases and the like to be created in a timely fashion. :* Deep Shaft Surface Mining '''[Acquired]''': This research will analyze methods for exploiting mineral deposits that are normally beyond the reach of conventional mining techniques. This would increase planetary productive output and may even allow barren coreworlds to become productive again. Warning: Not all barren worlds have deep mineral deposits. It is advisable to undertake accurate planetary scans before mining begins to avoid waste. May damage planetary ecosystems. ::* Surface Reprocessing Strip Mining: R&D of large-scale equipment for the excavation and processing of surface mineral deposits at improved rates. Warning: May damage planetary ecosystems. Will speed up planetary mineral depletion rates. Likelihood of negative response on the part of some factions to the use of this technology on life-bearing worlds. ::* Lava mining: R&D of safe, economically viable equipment for the processing of planetary lava flows and deep-core boring. These methods will only work on worlds with tectonic activity. Mineral content of lava flows will vary between different planets; some planets may yield gas alongside minerals. Surveying and calibration will be required to determine yield specifics. Warning: May result in unexpected or exceedingly violent geological activity, causing equipment damage with repair costs exceeding total investment in the absence of proper precautions. * Plasma Focusing Fusion Power '''[Acquired]''': Increase power efficiency of all reactors, enabling ships and missiles to move faster, easier stabilization of reactor cores, faster rate of fire for energy weapons, and stronger shields. Further study required for more powerful power plants. :* Anti-Matter Theory '''[Acquired]''': Long hypothesized as a possible method to sating the power needs of the future, this theoretical research is only the first step in actually having anti matter engines. Would allow for, eventually, having a great deal of power at your disposal for any number of purposes. Note: Difficult, Metis predicts this will be one of her most difficult projects. ::* Anti-Matter Power Cores: By careful measuring, cautionary procedures, and testing, Metis is able to refine Anti Matter for the use of engine and other power sources, and even warp materials, making gas consumption for the purposes of travel-and power limits in general- virtually a thing of the past. ::* Anti-Matter Weapons: By integrating precise measurements of Anti-Matter into certain weapons you possess, you will not only make them far more powerful than before, you also open the possibility of unheard of weapons you could not have created otherwise. :* Shield Projectors: Proposed by one consciousness, this would allow a projectable shield to be fixed to different types of ships, for a variety of purposes such as protecting surrounding allies from incoming energy fire, or as part of a warp lane creator, to push debris out of the way of a potential warp lane. :* Small Scale Fusion Power Cell Miniaturization: Smaller power cores with output comparable to the effectiveness of conventional reactors. May reduce risks of power outage during combat by providing energy to compartments separately and allowing for greater redundancy, reduce ease of detection for power sources, reduce energy costs in civilian applications, and reduce gas costs for some engine structures. Other applications are yet to be determined. * Improved Gas Refinery '''[Acquired]''': The availability of greater technical knowledge in the field of chemistry has granted Ophion greater insight into the function of gas refining facilities, which in turn allows for greater facility optimization making increased across-the-board income in all refineries possible. * Terraforming I '''[Acquired]''': Turns more barren and less hospitable worlds into easier to manage lands. Enables more of the land to be used for construction, and living purposes, as well as provide far more arable land for farming. Also opens the doors to more expansive terraforming. :* Terraforming II '''[Acquired]''': Become able to shift entire planetary biospheres to your whims. Allows massive change in planetary climate over a considerably faster time period. Improves land quality, availability, and nutrient density. Only the most polluted, or barren worlds can not be tamed with this. * Planetary Infrastructure I '''[Acquired]''': Allows the basic premise for planet side factories, colony buildings, banks, research centers, and many other basic colony necessities. Opens the door to more intricate industrial complexes across the planet's surface. :* Planetary Infrastructure II '''[Acquired]''': Much more complex and sprawling cities are capable of being created, allowing for factories that span several miles, interplanetary banking systems, continental sized research centers as well as improving planetside building's survivability and defense. Open new slot and secondary slot, increasing speed as well. ::* Planetary Infrastructure III: You push engineering to the limits and find methods to utilize every inch of space on a planet-not merely building cities, but covering planet surfaces in factories, maximizing the space available, and although slow and expensive, this will yield unprecedented levels of production. '''COMPLETED RESEARCH SUBJECTS''' * Propaganda III: Where as before you were merely coaxing the population of worlds to your side, this method is far more extreme-and effective too. By displaying certain forms of stimuli you are able to forcefully change a certain percentage of the population's opinion or desires to how you wish. While this wouldn't normally be enough to over take planets it can be used to cause mass chaos on populated worlds. Note: If this became wide spread, those on the outside looking in would no doubt find it morally questionable. * Space Mines: Allows ability to lay explosives relative to missile tech level out for foes to fall upon should they lack proper sensor equipment, or otherwise, be force to engage in such a situation. * Leash Restraints: In the interest of keeping yourself safe from dangerous AI, you may seek you control them against their will. This would allow you to prevent AI from acting against you no matter their own changes to programming without outside intervention. * Advanced Firewalls: Develop your firewalls and cyber defense up to a greater level. Generally makes you harder to hack. * Black Box Redundancy Mechanisms: Allows the ability to create an empty Black Box for your core A.I. components to fall back upon should they come under heavy attack. Enables the ability to create an exact copy so data transfer is near instant, saving the intelligence of valuable A.I. * Infantry Weapons and Defenses III: The final step in weaponizing your most deadly ideas for your soldiers on the ground, allows for condensing of immense powercores to handheld size and use of some of your most powerful shields and densest armors. * Crystal Alien Fuel: Allows you to turn some of the harvest from the Crystal alien into a new type of fuel that behaves as 'gas' does. * Chemistry II: More indepth analysis of Chemistry brings you to the brink of what you believe humanity has accomplished. Allows deeper insight into anything that involves chemicals and the mixing of such. Also provides increased yield from refineries and warheads. * Advanced Android Bodies: Using the knowledge gained from Human cyborgs, you expand your knowledge of all possible robotic shapes and sizes. Enormous androids and other robotics possible. Requires Human Cyborg/android bodies studies. * Dreadnought Battleship Blueprints: After plenty of time to observe and examine the ships you have, on top of recent breakthroughs in ship building technology have allowed you to discover how to keep ships of this size from folding in on themselves. * Anti-Matter Theory: Long hypothesized as a possible method to sating the power needs of the future, this theoretical research is only the first step in actually having anti matter engines. Would allow for, eventually, having a great deal of power at your disposal for any number of purposes. Note: Difficult, Metis predicts this will be one of her most difficult projects. * Crystal Alien Harvest: Allows you to speed up and properly farm the Crystal Alien creature, to such a rate that, if harvested properly, will prove a renewable resource (Minerals). * Planetary Infrastructure II : Much more complex and sprawling cities are capable of being created, allowing for factories that span several miles, interplanetary banking systems, continental sized research centers as well as improving planetside building's survivability and defense. Open new slot and secondary slot, increasing speed as well. * ''Orbital Drydocks'' : Alongside speeding up ship construction and allowing for more ships per cycle to be made, it also allows for larger ships to be researched. * ''Duralthene Armor Plating'' : Using a special forging process, this armor is dense and compact enough to withstand a surprising amount of punishment from enemy forces before buckling. * ''Quantum Driver'': A far more powerful set of Mass drivers that can punch through most inferior armors with little effort and shred lesser armed ships using intense magnetic force. * ''Advanced Cyborg Components'': Allows nearly invisible to the naked eye implants and cybernetic enhancement of organic bodies with particularly advanced technology. * ''Genetic Engineering II'': Pushing the limits of what organics have accomplished, you delve deeper into how genetic structure and DNA work. With this, you begin to understand how organics function entirely, and further open the door to creating your own organics. If you wanted to. * ''Propaganda II'': You delve further into the ins and outs of how the human mind responds to visual and audible stimuli, improving your ability to coax larger populations into your way of thinking, even if they normally might not. (NOTE: Does not act as mind control) * ''Infantry Weapons & Defense II'': Allows miniaturization of plasma weapons, shields, and other tier II technology. * ''Erebos Unit'': What has been dubbed a Viral Intelligence that you acquired from Atil VI. It's ability to consume and grow from V.I. fascinates you, though it is possible extremely dangerous to your kind. As a result it is currently sealed away. If researched, may allow you to create such creatures on your own, making viruses a great degree more deadly to other enemy A.I. or V.I. * ''Organic Sonic Testing'': Learn the range of sounds these creatures operate on, and what might prove an effective sonic weapon against them. Test human, Malorian, and wildlife of Eshareth's limit's for sound of various degrees and frequencies. * ''Orbital Foundries'': This will allow more complex construction and materials in orbital structures. Shipyards will be able to construct more ships, and use more advanced shipbuilding technology. * ''Advanced Gathering Drones'': Decreases drone size and cost at gathering sites, allowing increased efficiency and resource gathering rates. * ''Plasma Focusing Fusion Power'': Increase power efficiency of all reactors, enabling ships and missiles to move faster, easier stabilization of reactor cores, faster rate of fire for energy weapons, and stronger shields. Further study required for more powerful power plants. * ''Deep Shaft Surface Mining'': This research will analyze methods for exploiting mineral deposits that are normally beyond the reach of conventional mining techniques. This would increase planetary productive output and may even allow barren coreworlds to become productive again. Warning: Not all barren worlds have deep mineral deposits. It is advisable to undertake accurate planetary scans before mining begins to avoid waste. May damage planetary ecosystems. * ''Ballistics Research I'': This research allows for future ballistics R&D, including various uses of mass driver technology not limited to military applications. Allows development of small Android-deployable turrets limited in operational duration and power as well as other ballistic weapons. * ''Advanced Ship Modifications'': Researched by Metis, this technology allows for a more detailed breakdown of how every ship you own is built and modify them to your exact specifications. * ''AI Black Box Technology'': Achieved through a dissection of Watcher Unit 2237. Allows the creation of A.I. Black boxes * ''Bandwidth Block'': Metis' first completed research subject. Allows the creation of large computing cores that increase your ability to process, and the speed with which you do so. * ''Defensive Battlements I'': Basic knowledge of station and platform based weaponry including an optimization matrix for the strategic placement of weapon clusters. Allows construction of Defense Platform Mk I and Battle Stations Mk I :* ''Defensive Battlements II'': A stronger, more resilient and capable design for defensive Platforms & Stations suited to fit many different types of weapons and provide orbital support against enemy attack. This knowledge was acquired as a result of the aid provided by the Guild to the people of Dresh Alpha and Beta. While normally quite secretive, they have offered you a powerful defensive technology in exchange for your protection and funds. * ''Chemistry I'': Small increases to base gas and warhead yield, while also opening the door to much more complex research. *''Dynamic Shielding'': Discovered on the UGEI Plague Carrier's data cache before it could be wiped. While not necessarily that much stronger than your original shields, this level of tech increases efficiency largely by computing point of impact for energy weapons, and focusing all shield strength there, instead of everywhere at once. * ''Explosives Research I: This research allows for future explosive and missile R&D, primarily weapons development & upgrading. Allows development of small Android-deployable explosives. Allows for advanced means of missile deployment. ''[Studying Rhea would greatly enhance this research subject]'' * ''Fungicide I'': Kills off spores of Aquil Fungus *''Genetic Engineering I'': You quite literally learn to play this 'god' character humans speak of, and mettle with DNA in new and unseen ways. This will allow you knowledge of the human genome, and open the door to perfect organics, super soldiers, and allows for more complex genetic experimentation. [Requires subjects for research] *''Graviton Mass Driver'': Discovered on the UGEI Plague Carrier's data cache before it could be wiped. The next step in Mass Driver technology, allowing even denser particles of matter to be launched at blinding speeds through space to cause enormous kinetic damage to targets, should they lack proper armor to resist them. * ''Human Cyborg/Android bodies'': Further cybernetic knowledge, possible, fusing man and machine. Allows more efficient android use and creation. [Requires subjects for research] ''[Studying Rhea would greatly enhance this research subject]'' * ''Lightling DNA'': Carefully looking at the Lightling DNA available to you, you are able to see possible benefits in their unique structure others may not. * ''Planetary Infrastructure I'': Taken from the UGEI, this allows you to create more complex planetary factories and structure to assist in your building efforts. * ''Terraforming I'': Able to turn less then hospitable worlds to acceptably hospitable, this allows for small colonies to survive on poor environment worlds * ''Terrain Reformation'': Large Construction drones that are able to shape the land and allow for all manner of more complex structures. * ''Power Armor Theory'' : Basic R&D for mechanical, articulated armor for the human body with the specified goal of allowing armored humanoid soldiers to rival or exceed android troops for durability and protection. * ''Crystal Alien Fragments'': Upon further study of this intelligent mineral, so to speak, you've found a number of things. Acts well as a building material (minerals), and possibly fuel if researched further. However, it is certainly sentient and feels pain. This should be considered. It grows slowly, but has a maturity peak it has yet to reach, but will if given time to grow. It has shown evidence of causing damage to nearby environments when it grows to sufficient levels. Communication appears via signals, as well as vibrations and seismic activity, and upon splitting can grow separate entities. * ''Encryption Matrix'': Development of advanced cyber-security algorithms to help with both defensive and offensive hacking attempts. * ''Hardened Electronics'': Provides your ships with a basic level of Electromagnetic interference protection where they normally had almost none, including A.I. and V.I. Command may still be lost momentarily, but permanent damage is less likely. * ''Improved Gas Refinery'': The availability of greater technical knowledge in the field of chemistry has granted Ophion greater insight into the function of gas refining facilities, which in turn allows for greater facility optimization making increased across-the-board income in all refineries possible. * Integrated Sensors: With some remodeling, you are able to make your sensors harder to jam and block by your foes. ==Designs== Format Layouts Ground Forces Chassis Types *Humanoid: More visually acceptable to other humanoids. Excellent scouting posture, well suited to most weapons designs. *Arachnid: Excellent Dexterity, ability to climb very well. Fast movement speed, light frame. *Tank: Slow, but room for multiple weapon and defense mounts. Poor maneuverability. *Sphere: Uses hover engines to float. Allows for maneuverability. Multi-limbs, but somewhat slow. Engines make sound *Walker: Faster movement sacrificing slight armor advantages. More Maneuverable on rough terrain. *Feline/Canine: Very fast model, good Dexterity, moderate/low durability Other types may be conceptualized. Infantry Unit Format is in a Wiki template now! See [[Template:AIQ_Ground]] for how to use it. ===Infantry and Armor Units=== {{AIQ Ground |name= Sub-Commander |designation= Unit 1 |chassis_type= Humanoid |size= Medium |weapons= Arm-mounted Infantry lasers |defenses= Standard armor plating |role= Communication Specialist, Infiltration |intellect= None (Requires bandwidth to operate) |equipment= Advanced Communication Equipment:More difficult to disrupt communications; Humanoid skin: Better chance of diplomatic success |notes= First trial model turned a giant worm's insides to mush, saved Red and Ser'lah during Eshareth Attack }} {{AIQ Ground |name= Interface Tool |designation= Unit 2 |chassis_type= Sphere |size= Medium |weapons= Tendril Omni-tool, Eye mounted laser |defenses= Standard armor plating |role= Hacking, Air Superiority, Utility |intellect= None (Requires bandwidth to operate) |equipment= Advanced Engine placement, modified from ship engine types. Travels faster, and farther using hover jets (not quite flight). Omni-tool tentacles, allows for hacking, weapons, welding, minor repair, etc. }} {{AIQ Ground |name= Swarm Bot |designation= Unit 3 |chassis_type= Arachnid |size= Tiny |weapons= Taser (nonlethal); Laser (Main Slot can equip small arms); Dagger-Like Forelegs |defenses= Light Plating, Survival mode allows protection of delicate instruments. |role= Stealth and Recon; if properly equipped can serve as cheap ground forces using Swarm Tactics, Assault and Ambush. |intellect= None (Requires bandwidth to operate) |equipment= Rubber tip to legs (stealth purposes), Wheels for faster speed down long flat surfaces, Adhesive allowing wall climbing, Dagger-Forelegs have small manipulator-claws/hands - for carrying, picking up or any other case when a hand is necessary - attached to the last joint. |notes= While on a mission, glued own legs to a wall and had to be cut free. }} {{AIQ Ground |name= Infiltrator |designation= Unit 4 |chassis_type= HUmanoid |size= Small |weapons= Taser (nonlethal); Laser (Main Slot can equip small arms); Melee blades |defenses= Light Plating |role= Stealth, Infiltration |intellect= None (Requires bandwidth to operate) |equipment= Advanced Communications, Omnitool, Humanoid skin, Advanced Optics }} {{AIQ Ground |name= Shock Trooper |designation= Unit 5 |chassis_type= Arachnid |size= Large |weapons= Heavy lasers |defenses= Trithium armor plating |role= Boarding attack droid |intellect= None (Requires bandwidth to operate) |equipment= Magnetic legs, Grappling ability, minor jet propulsion }} {{AIQ Ground |name= Heavy Assault Droid |designation= Unit 6 |chassis_type= Tank |size= Large |weapons= Heavy lasers, Gatling Mass Drivers |defenses= Trithium armor plating |role= Ground Assault |intellect= None (Requires bandwidth to operate) |equipment= Equipped internally with several repair bots for field repairs, exterior mounted with 4 Terrachnids serving an antipersonnel role. }} {{AIQ Ground |name= Bending Unit |designation= Unit 7 |chassis_type= Humanoid |size= Medium |weapons= Spiked fists (tasers); enhanced cyber-strength |defenses= Standard armor |role= Bending steel and other metals |intellect= None (Requires bandwidth to operate) |equipment= Extended reach arms }} {{AIQ Ground |name= Spy |designation= Unit 8 |chassis_type= Arachnid |size= Tiny |weapons= Taser (nonlethal) |defenses= Light Plating |role= Espionage |intellect= None (Requires bandwidth to operate) |equipment= Recording, video and audio, equipment, ability to cling to walls, fast, Small Omnitool }} {{AIQ Ground |name= Polemarchus |designation= Unit 9 |chassis_type= Arachnid |size= Large |weapons= Infantry grade Mass Drivers |defenses= Heavy armor plating, CWIS (point defense), Superior Shielding |role= Global C&C of ground forces. |intellect= A.I. 5 Cephalus |equipment= Advanced C&C & Comm Array Package, Close Range Sensors, Troop Resupply: Able to keep other units running |notes= A custom unit created for Cephalus to allow the A.I. to move around in combat areas. }} {{AIQ Ground |name= Auxiliary |designation= Unit 10 |chassis_type= Humanoid |size= Medium |weapons= Standard Mass Driver held in arms (and minor one built in) |defenses= Standard armor plating |role= Ground Combat, Boarding, Security |intellect= Minimal/semi-autonomous (when provided with bandwidth/V.I. guidance) |equipment= Extended battery pack(Allows for extended field deployment), built-in basic surveillance tools. }} {{AIQ Ground |name= Defensive Support Droid |designation= Unit 11 |chassis_type= Tank |size= Medium |weapons= Shoulder mounted lasers, eye lasers, acid launcher, and internal Mass Driver Guns. |defenses= Heavy armor plating, Superior shielding |role= Heavy assault |intellect= Automaton |equipment= Deploy-able Energy Shield(protects other units) }} {{AIQ Ground |name= Ghost |designation= Unit 12 |chassis_type= Humanoid |size= Medium |weapons= Standard Power Armor Infantry Weaponry (Built using Power Armor designs, to pass as a human soldier); 'Instant Sponge' Restraint bombs (softer, safer version of Airbag cement), restraint spray cannons, Electrolaser (ranged taser) |defenses= Standard Power Armor Infantry Defenses |role= Population control, guard duty |intellect= None (requires Bandwidth) |equipment= Omnitools in wrists. Speakers. Visor is normally impenetrably black. Some, or perhaps all, units allow the visor to be adjusted up to translucency, allowing a dim view of a convincing android head within. Such 'head units' have randomized facial features, and all units including 'headless units' have a randomized vocal signature for communication with populace to establish trust and give orders. |notes= Designed to normally be indistinguishable from a human soldier in power armor. Power source cooling structured to resemble the same human shaped heat signature actual power armor soldiers have, if any. }} {{AIQ Ground |name= Octo |designation= Unit 13 |chassis_type= Sphere |size= Medium |weapons= Laser cutters/plasma torch with powerful cutting/crushing jaws and tendrils. Optional semi-auto spear gun. |defenses= Standard |role= All purpose underwater operations and duties. |intellect= None (requires Bandwidth) |equipment= The bulky laser cannon and jet thrusters are replaced with smaller yet more effective for it's environment hydro thrusters and better senor arrays to work under water. Unit will have a perfect water seals on all possible leak points and can handle deep water pressure if properly prepared for it. Unit can perform underwater repairs and construction tasks as well as BRUTAL close range/Melee range combat. The Unit can not fly under it's own power, but can walk on land using it's arms but it will not be fast. It can climb however. |notes= This is a unit that will only be made on as needed basis, seeing water worlds are rare and this unit can work in zero G environs but other units are more optimized for space operations. }} {{AIQ Ground |name= Ray |designation= Unit 14 |chassis_type= Walker |size= Huge |weapons= 2 medium plasma cannons mounted on "Face" with one large plasma cannon mounted above |defenses= Best available |role= Tank Hunting/Artillery Bombardment |intellect= None (requires Bandwidth) |equipment= Screech synthesizer; Allows the unit to make unnerving Shrieks to cause terror among the enemy,Thrusters; Allows the Unit to make long powerful leaps |notes= Large Highly Mobile Artillery with capable of dealing with tanks and infantry from range and up close Should be deployed in squads for maximum effect. }} {{AIQ Ground |name= HK-1 |designation= Unit 15 |chassis_type= Humanoid |size= Medium |weapons= Large plasma blades attached under wrists. 2x Hard points for shoulder cannon 1 standard infantry rifle |defenses= Power Armour+Basic Shields |role= Assassination/Morale Devastation |intellect= None (requires Bandwidth) |equipment= Synth Muscle; Adds even more unnatural strength to the droid as well as allowing it to move at even stranger angles.Suction pads on hands and feet |allow climbing. Terrifying appearance; a skull like face plate and coal black paint inspire terror in the enemy. }} ===Ships=== We templates now! See [[Template:AIQ_Ship]] for instructions. Slot System- Every ship you own has only so much space/mass it is able to equip on its surface. This is a representation of that. Weaker weapons mounted on larger slots come in bigger numbers. Some weapons have a minimum slot requirements. :Battleship- Heavy, Medium and Light Slots, suited for combat. Provides 5 bandwidth at max. :Carrier- Heavy, Medium slots are used for fighters. Light slots for weapons. Provides 3 bandwidth at max. :Cruiser- One Heavy Slot, Medium, Light slots. Provides 2 bandwidth at max. :Escort- Medium and light slots. Provides no bandwidth normally. :Fighter- Light slots only {{AIQ Ship |name= Trireme Battlecruiser |designation= GM-Cr-MR-3 |role= Short-to-Medium Range Ship-of-the-Line |type= Cruiser |weapons= Spinal Plasma III Cannons (Heavy), Plasma Cannon Turrets, (Medium), Light Plasma Cannons (Light) |engine= Stellar Drive |hull= Superior Trithium Armor Plating |shields= Dynamic Shielding Grade Shields |point_def= Laser Guided III Point Defense |bw= 2 |cost_m= 150 |cost_g= 50 }} {{AIQ Ship |name= Brawler Battlecruiser |designation= GM-Cr-CR-1 |role= Short-Ranged Battlecruiser |type= Cruiser |weapons= Graviton Driver (Heavy), Graviton Driver (Medium), Boarding Torpedo Slots (Light) |engine= Stellar Drive |hull= Superior Trithium plating |shields= Dynamic Shielding Grade Shields |point_def= Mass Drivers to shoot down missiles/cause them to explode on foe. |bw= 2 |cost_m= 150 |cost_g= 40 }} {{AIQ Ship |name= Catapult Battlecruiser |designation= GM-Cr-LR-2 |role= Long Range Missile Bombardment Support |type= Cruiser |weapons= 'Thor' Warhead Missiles (Heavy, Medium, Light) |engine= Stellar Drive |hull= Titanium Armor MK II (To save costs) |shields= Dynamic Shielding Grade Shields |point_def= Laser Guided III Point Defense |bw= 2 |cost_m= 100 |cost_g= 125 }} {{AIQ Ship |name= Chimera Battlecruiser |designation= GM-Cr-CR-2 |role= Short-range bruiser/disabler |type= Cruiser |weapons= Graviton Driver (Heavy, Medium, Light) |engine= Stellar Drive |hull= Superior Trithium Armor Plating |shields= Dynamic Shielding Grade Shields |point_def= Laser Guided III Point Defense |equipment= Sensors III (ship scans) |bw= 2 |cost_m= 150 |cost_g= 75 }} {{AIQ Ship |name= Buzzard Light Cruiser |designation= GM-S-E-1 |role= On-site scavenging and salvage. |type= Cruiser |weapons= None, see Equipment |engine= Stellar Drive |hull= Standard Armor Plating |shields= Standard |point_def= None |equipment= Sensors III, Scavenge Drones: Designed to use magnets to pull in wrecks and debris for proper salvaging. Much of the ship is cargo bays and places to store these things. Cargo takes up Heavy and Medium slot, with drones taking up light slots. |bw= 0 |cost_m= 100 |cost_g= 20 }} {{AIQ Ship |name= Pilum Destroyer |designation= GM-E-MR-1 |role= Medium-Range Escort & Picket Ship |type= Escort |weapons= Medium Plasma Cannons (Medium), Light Laser V Cannons (Light) |engine= Stellar Drive |hull= Trithium Armor Plating |shields= Barrier Shields |point_def= Light Laser V Cannons Only |bw= 0 |cost_m= 20 |cost_g= 5 }} {{AIQ Ship |name= Blacksmith Repair Ship |designation= GM-Ca-R-1 |role= Onsite Large repair ship |type= Carrier |weapons= Only cutting and welding lasers and plasma torches (Minimal) |engine= Stellar Drive |hull= Standard |shields= Standard |point_def= Standard |equipment= Repair drones and arms |bw= 0 |cost_m= 600 |cost_g= 100 }} {{AIQ Ship |name= Shooting Star |designation= GM-E-C-1 |role= Orbital Assault |type= Frigate |weapons= Drop Pods,Small Dropship Bay |engine= Stellar Drive |hull= Best |shields= Best |point_def= None |equipment= Repair drones and arms |bw= 0 |cost_m= Negligible |cost_g= Neglibgible }} {{AIQ Ship |name= Thunderhawk |designation= GM-F-C-1 |role= Dropship/In Atmosphere Gunship |type= Fighter |weapons= 2x Singularity Driver (Light) Troop Compartment |engine= Stellar Drive |hull= Standard |shields= Standard |point_def= Standard |equipment= Troop Transport |bw= None |cost_m= Negligible |cost_g= Negligible |notes= '''''Experimental''''' }} {{AIQ Ship |name= Road Forger Warp Lane Ship |designation= GM-S-Ex-0 |role= Stable warp lane creator |type= Carrier |weapons= None |engine= Stellar Drive |hull= Standard |shields= Special (Projected forward, elsewhere less protected) |point_def= Standard |bw= None |cost_m= 1000 |cost_g= 700 }} {{AIQ Ship |name= Undertaker Boarding Pod Ship |designation= GM-Ca-LR-1 |role= Deploying and launching boarding droids |type= Carrier |weapons= All weapon slots fitted with droid torpedo launchers |engine= Stellar Drive |hull= Superior Trithium Armor Plating |shields= Barrier III |point_def= Laser Guided III Point Defense |bw= 0 |cost_m= 600 |cost_g= 200 }} {{AIQ Ship |name= Troop Transport |designation= GM-S-C-1 |role= Carries your droids from world to world and drops them down to take the planet's surface. |type= Large Support frame |weapons= Defensive energy weapons |engine= Stellar Drive |hull= Superior Trithium Armor Plating |shields= Barrier III |point_def= Laser Guided III Point Defense |equipment= Possesses Drop Pods for landing forces in hot zones. |bw= 0 |cost_m= 200 |cost_g= 75 }}
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