DASQ Weapons and Technology

ceronull Jan 14th, 2016 (edited) 561 Never
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  1. Weapons:
  2.  -Weapons can be equipped by physically fusing them to a Reconstructed Unit or modified into hand-held versions
  4.  Light Weapon Class:
  5.   -Equipped generally to the forearm leaving hand free.
  6.     -Compact Weapons - Reconstructed can now equip two Light Weapons of the same type at regular cost each or a single Light Weapon and a Sting Whip without penalty to accuracy. This also allows applicable weapons to equip two types of ammo (Acidic, paralytic, explosive, incendiary, etc.)
  8.     Sting Whip:  Stored in a hollow bone tube within the units forearm a sting whip has a barbed metal tip attached to a coiled rope of dense muscle and sinew. Able to expel the dart at high speeds it is capable of piercing weaker armor types and embedding itself in skin and armor to entangle the victim.
  10.     Cluster Sting Whip: Similar to the base Sting Whips, the cluster version has three smaller and weaker strength barbs. Instead of a grappling or disarming weapon the barbs of the cluster sting whip are hollow can deliver a toxic payload from the venom or acid gland at the root of the organ.
  12.     Shardspitter: A rapid-fire close-range weapon that fires a hail of bone and metal flechettes. Units can create more ammo in the field by feeding on bones or small pieces of metal.
  14.     Necroflenser: Utilizing a Cauldron formed crystal that focuses the latent necrotic energy within your reconstructed troops and focuses it into a charged beam of necrotic energy that deals a mix of necrotic and thermal damage. Must recharge between shots and not as damaging as physical ammunition but has near limitless ammunition.
  16.  Medium Weapon Class:
  17.   -Typically replaces a units forearm and hand
  19.     Bone Rifle: A mid to long range rifle that fires a dense slug of hardened bone and metal. Units can create more ammo by eating bone or pieces of metal. Comes with a thermal-vibroblade bayonet for melee combat.
  21.     Bone Repeater: Three rotating barrels lead to a heavy bone and chitin reservoir holding bullets of bone and metal. Able to unleash a hail of bone and metal they are only accurate at mid to close ranges but are capable of laying down covering fire for an impressive amount of time.
  23.     Spine Caster: A long ranged and mostly silent sniping rifle the Spine Caster is a long skinny weapon of bone metal that fires a rather large spine of lathe carved bone that is fired at extreme speeds. Accurate at long distances it has a powerful recoil meaning lighter troops must brace themselves before firing. Commonly upgraded with a Venomgland
  25.     Thumper: A large tube that fires a grenade in an arcing path. Grenades must be loaded individually between firing and a unit can carry 5 at a time and must be resupplied by a Cauldron. They can be fired, rolled, or placed by hand.
  27.     Wire Bolas: A weapon that launches a bundle of metal and sinew wires that when impacting a target the wires whip out and constrict, tightening to restrict movement while preventing lethal injury.
  29.     Ion Gun: Fires a high-energy ion pulse that can temporarily disable most living creatures nervous systems, inducing unconsciousness and temporary paralysis. Can have deadly effect on mechanized or cyborg targets.
  31.     Vaporizer: Similar to the Necroflenser and Necrotic Flayer the Vaporizer charges a powerful blast of Necrotic energy unleashing it in a highly destructive yet short range wave. Extremely damaging it has the capability of reducing a target to a charred skeleton if struck point-blank.
  33.     Molten Scattergun: Medium Weapon - A heavy, semi-automatic weapon made of metal and bone that fires a cluster of partially melted metal in a short-range cone with moderate recoil. Devastating to unarmored targets and likely to set ablaze flammable materials.
  35.     Searing Spear: A medium weapon resembling a bulkier Spinecaster but similar in function to the Searing Wave by taking a portion of molten metal and using powerful magnetic fields to propel it at great speeds. Unlike the searing wave the searing spear's projectile is intended to travel great distances, the molten payload kept together and molten around a shard of geokinetic obsidian. Possessing decent armor piercing potential, the molten projectile will burst after embedding itself in a target.
  37.     Phaser Rifle: A medium weapon that fires kinetic rounds through a portable quasiphasic field generator, causing the accelerated slugs to dematerialize after firing. Upon hitting any sufficiently dense matter, the slug's unstable phasing stops and the round re-materializes inside the target and is torn to shreds from the unstable process, causing intense shrapnel wounds. The phasing has a limited range, as after some distance the slug becomes unstable and disintegrates. It is also incapable of penetrating even the most minuscule anti-energy weapon defense system. The inability to expand the quasiphasic fields to larger objects for an expanded period of time prevents it from being scaled up for starship use.
  39.  Heavy Weapon Class:
  40.    -Typically shoulder-fired
  41.    -Can be mounted on land vehicles
  43.     Necrotic Flayer: This weapon of rippling bones and necrotic crystal focuses and channels a beam of powerful necrotic energy. Can fire as a continuous beam until the weapon overheats and must cooldown or fired in short pulses to prolong overheating. The necrotic energy is equally powerful against living and armored targets stripping away layers of flesh and metal.
  45.      Chain-Flenser: A heavy weapon slow to fire at first but each shot increases its firing speed. Deals large amounts of necrotic and thermal damage. Prolonged fire can lead to overheating of the weapon that requires the expelling and replacement of the Cauldron crystal that powers the weapon. Only heavy units, Hero units, and Vehicles can fire and wield effectively
  47.     Napalmthrower: A large weapon of spiraling bone and shell that replaces a units forearm and requiring a protective shell on their back to contain the organs that produce the volatile liquids it can fire either a thin stream of the purple liquid for further range or sprayed as a short-distance cone. Upon contact with the air the liquid combusts into a powerful flame. Reduces the effectiveness of armor or outright dissolving unarmored targets.
  49.     Javelin Thrower: A shoulder-fired launcher that fires a cluster of specialized javelins. These javelins can contain any grenade types. Long ranged these javelins can be fired in an arc to rain down from above or aimed at a medium distance for direct fire into enclosed spaces. In vacuum or zero-g the weapons can only be fired in a straight line.
  51.     Lightning Gun: Almost more of an adaptation the Lightning Gun is a series of powerful electricity generating organs placed into a reconstructed unit. Conductive spines cover the unit with small sparks and arcs of energy linking them with increasing frequency as the weapon charges its attack. A trio of metallic tines replace the forearm of the unit that directs the devastating attack. Accurate only at short ranges the weapon has the unfortunate tendency of occasionally striking nearby allies should they draw too near. The weapon has a small chance for a bolt to chain to another nearby target.
  53.     Searing Wave: Made of dense chitin and stone with a large reserve of molten metal kept in a back-mounted pack. A portion of the molten metal is drawn in and suspended within powerful magnetic fields before being propelled at extreme speeds launching it as a cone of devastating physical and thermal damage. With a relatively short range it is capable of damaging the integrity of armor and extremely damaging to unarmored targets.
  55. Special Weapon:
  56.     Mini-Rocket Pod: A back mounted pod containing a cluster of mini-rockets. Once fired the mini-rockets race for the target guided by the gaze of the shooter, able to track targets with some degree of agility. Each pod contains three volleys of five mini-rockets before needing replaced. Cost: 5M
  58.     NID-Neural Interface Device: A cruel and deadly device it nonetheless has great information gathering potential. A series of long metal probes cover the inside curve of a bone plate, these probes drill through flesh and bone inserting themselves into the brain of a target. These probes can drain the knowledge of a living target at the cost of their life, allowing a Think Tank to pick through their memories. The NID works on the recently deceased if their brain is fresh enough and unharmed though if attached to a living target it causes severe pains, uncontrollable muscle spasms and the eventual breakdown of the brain.
  60.     Void-Nova Bomb: A large missile similar in size to the Pike missile the Void-Nova carries a Void-infused bonedust warhead. Detonating in a cascade of violent gravitational fluctuations and void energy the Void-Nova is capable of destroying or crippling fleets. To protect itself the bomb utilizes its warhead to generate a shield of void-energy around it to absorb or deflect attacks against it. Cost: 1000B 200M per missile
  62.     Thermal Imploder: A grenade-like device that when thrown or launched from a thumper generates a wave of energy that spreads out then rapidly recoils, drawing in ambient heat energy from its surroundings and concentrates it within the device before it detonates in a powerful blast wave. Highly destructive with a large radius it could very well hit the one who threw it. Requires oxygen to work rendering it useless underwater or in a vacuum but devastating within enclosed areas like a building or ship interior.
  64.     Hardlight Blades: Using crystalline emitters blades of photonic energy can be constructed for use in battle. While not as powerful in cutting power as the top of the line thermal vibroblades, the hardlight blades are unbreakable by virtue of being made out of light but emitters put through extensive stress or overheating such as prolonged battle will lead to the blade failing. Objects that come in contact with the blades are subjected to extreme thermal energies as the rapidly decaying construct is replaced with new energetic constructs several times a second.
  66.     Hard-light Combat Device: Typically taking the form of paired armored bracers or gauntlets these devices have several complex crystalline hard-light projectors embedded within that grant a variety of uses. Capable of projecting a hard-light blade or shield they can also project bolts of hard-light similar to a photonic blaster. In addition they can create the same utilitarian tool constructs that the civilian adaptable equipment can produce for battlefield repairs of weaponry or devices. Their construction means a soldier equipped with them cannot use forearm mounted weaponry except for the standard sting whip. The gauntlets can easily be made to be part of an exoarmor, their projectors helping enhance any additional hard-light armor the armor may have.
  68. Bioweapons:
  69.     Wasting Sludge: A potent bioweapon the Wasting Sludge is a bright blue slime made up of a fast-replicating microorganism. Highly acidic and energetic the algae-like microorganism breaks down all manner of organic matter to fuel it's rapid life-cycle of replicating and consuming. While unable to do much damage to metal and inorganic matter the sludge is quite potent and can reduce flora and fauna to a pile of goo within minutes. While capable of minute bursts of movement to extend pseudopods in attempts to reach new feeding grounds it is unable to move at any speed under its own power. This requires it to be dispersed through the air either sprayed through a modified chemical thrower weapon or with an airburst explosive. It is capable of being injected into a living target, leading to a painful death as the Sludge replicates itself with the rapidly liquefying innards of the target. Unfortunately the Sludge is too potent to be delivered by Sting Whip as the Sludge would affect the Reconstructed as well.
  71.     Flash Fever: A powerful engineered virus composed of at least five different strains of virulent DNA that targets a wide array of organic life. The virus rapidly reproduces, infecting potentially thousands in a few short hours as it can be spread through the air and water. In living beings, floral or fauna, it causes the body to heat up uncontrollably leading to massive dehydration, delirium, and eventually death, leaving behind withered corpses that still expel the airborne virus for some time after their death. Although tests have shown that Reconstructed won't die from exposure and infection they do slow down and become lethargic as the Cauldron fluid that acts as their blood is infected and boiled away.
  73.     Blight Hunger: A powerful pathogen infused with necrotic energy that allows an organic corpse to be reanimated into an undead form, typically referred to as a zombie. The pathogen urges the carrier to spread and infect others by any means necessary but for most undead they rely on inflicting wounds through a bite or clawing attack. As zombified hosts consume more protein biomass and survive for a period of time they will start to mutate becoming faster, stronger, and more aggressive, becoming what is known as a ghoul. From infection to reanimation the time is varied dependent on a variety of factors such as the health and species of the infected and amount of pathogen that was able to be transferred, ranging from a few hours to a few days. A weak psionic command can be imprinted during the pathogens creation allowing a necromancer or other necrotic powered entity attuned to the pathogen to control the undead but they are clumsy and inexact when first reanimated as zombies with some dexterity and intelligence returning upon ghoulification.
  75. Grenades:
  76.         Explosive: Detonates in a powerful explosion of thermal energy
  77.         Fragmentation: A weaker explosion sends jagged shrapnel of bone and metal in all directions, ineffective against heavier armors
  78.         Smokescreen: Creates a billowing cloud of obscuring smoke
  79.         Signal Flare: A burning compound that burns long and bright but with low heat
  80.         Riot Gas: A non-lethal weapon but an irritating gas powerful enough to reduce most species to a coughing puking mess.
  81.         Incendiary: Containing a mix of chemicals that react violently when shattered and mixed, causing a continuously burning fire.
  82.         Necrotic: Energy degrades systems, armor, and weapons reducing their effectiveness while also dealing damage to living targets.
  84.     Sedation Gas: The chemical compound of this white gas has been modified and combined with compounds taken from the Narcotikelp plant to work on an assortment of races. Those that come in contact or inhale the compound find their aggression levels rapidly dropping with higher doses causing them to fall unconscious. The effects typically last for the better part of a day with some races recovering faster than others depending on their natural abilities. Can be dispersed from a gas-grenade or deployed with a Sabotage Pod.
  86.     Automated Turrets: Weapons can now be placed and mounted as automated turrets. Either mounted to walls, floors or ceilings they rely on a large eye and sensory organs to track and search for enemies. Small and Medium turrets can be made portable for troops to place but Heavy Turrets must be mounted securely.
  88. Melee Weaponry:
  90.     Thermal Weapons: Bladed and piercing melee weapons glow to a red-hot intensity giving a significant boost to cutting power and damage.
  92.      Vibro-blade weapons: Bladed melee weapons now vibrate at extreme speeds increasing their cutting power. Stacks with Thermal and Arc weapons.
  94.     Void-weighted: Blunt melee weapon upgrade that increases the density of the weapon as it is swung generating a stronger strike. When wielded by someone gifted with the Void their blows strike powerfully and unleashing a short-ranged shockwave, easily shattering armor and crushing enemies
  96.     Electric Weapons: Melee weapons that channel electrical charges for increased damage. Can lower the power to stun living targets or disable mechanized. Requires Zapper adaptation
  98.     Bone-Chain: A series of bones are interlinked with powerful sinews that can tighten to form a rigid shape or relaxed for flexibility. This can be used for the shafts of melee weapons allowing them to become whip-like weapons extending their reach.
  100.     Obsidian Blade: Melee weapons crafted from specially forged obsidian glass that is deceptively sturdy and incredibly sharp with the ability to generate extreme heat to add to their cutting power. Despite their jagged and somewhat rough appearance they are finely crafted with stats comparable to the standard thermal vibroblades
  102.     Hard-Light Blades: Using crystalline emitters blades of photonic energy can be constructed for use in battle. While not as powerful in cutting power as the top of the line thermal vibroblades, the hard-light blades are unbreakable by virtue of being made out of light but emitters put through extensive stress or overheating such as prolonged battle will lead to the blade failing. Objects that come in contact with the blades are subjected to extreme thermal energies as the rapidly decaying construct is replaced with new energetic constructs several times a second.
  104.     Disruptor Blade: Resembling a typical blade such as a sword, knife, or bladed claws these matte black blades are capable of reliably striking incorporeal targets. While lacking the cutting power of a hard-light blade or thermal vibroblade, disruptor blades are still moderately sharp, durable, and capable of occasionally bypassing simple armor to strike at the organic matter beneath. When equipped to a unit under Quasiphasic Disruption their cutting power and damage is increased. While they have yet to be tested against a real Wraith these blades are theorized to be able to affect them.
  106.     Arbiter Gauntlet: Based on an ancient traditional Yuyut weapon it takes form as an oversized gauntlet typically fit on the main hand and forearm. The claws are thermal vibro-tipped similar in strength to a Trolls while the armored forelimb possesses flexible bone slats that can expand to a shield while further enhanced by a hardlight plate. A Solar wielder is able to use the gauntlet as a focus for their abilities, projecting Solar flames or enhancing their Sunstrike. A single light weapon can be equipped into it for increased combat flexibility.
  108.     Solar Flail: Appearing as a one-handed club that can produce Solar flames it can be used as such by living soldiers and non-Solar infused Reconstructed. In the hands of Solar attuned soldiers and natural wielders of the Solar the weapon reveals its true nature by forming a sphere of Solar flame. Used as a mace the weapon can deal severe thermal and Solar damage but it can also project and control the movement of the sphere at range to strike out of reach targets. The flame can strike only a handful of times before it either is snuffed out or returns to the flail for "refueling" for several seconds before it can be projected once more. The Solar Flail can increase the distance of a Solar Arbiter, Disciple, or Dominators Sunstrike can be projected.
  110. Elemental Weaponry:
  112. Void Weaponry: With the aid of the Voidknight Order and captured Osjiic weaponscrafters an array of void-powered weaponry joins the armory. Void weaponry fires slower than necrotic but each shot has a chance to cause area of effect damage.
  113.   Light Weapons
  114.     Voidflenser: Drawing in ambient void energy this weapon launches a small sphere of condensed void energy. Each blast has a chance of detonating in a small expansion of energy with the damage and chance increasing with fire from additional voidflensers.
  116.   Medium Weapons
  117.     Void-Wave: Similar to the Vaporizer this weapon fires a blast of voidflame in a cone in front of it, the harsh energies causing dramatic fluctuations with local gravity that does significant damage to armored and unarmored targets alike. Can be used to drag targets toward the unit or repelling them forcefully.
  119.   Heavy Weapons
  120.     Void Flayer: A large weapon of bone and sturdy metal the Void Flayer has two modes of attack. It can channel a beam of intense void energy at a target, minisingularities forming with regularity against the target, this beam must be allowed to cooldown or the weapon could detonate violently. The other mode is charging a powerful blast of void energy and launched similar to a missile with simple tracking ability, but this renders the weapon unable to fire until it cools down and recharges.
  122.     Void-Repeaters: A powerful weapon of chitin and void infused bone that in the hands of a unit that can control the Void can channel blasts of powerful void energy long distances. Each shot increasing its recharge speed until the weapon is able to sustain a powerful beam of destructive Void Energy that tears its target apart at nearly the molecular level but sustaining the beam too long can lead to destructive results for the weapon.
  124. Arc Weaponry: These weapons only function when paired with an Arc Condenser or weilded by an Arc manipulator
  126. Arc-Bolter: A medium weapon with two modes of fire, the first launching metal arc-charged bolts that attract the secondary fire, a constant beam of Arc energy. Hitting the target with the bolt, then switching to the Arc beam it can then arc and twist over cover or around corners following the bolt. Up to three targets can be hit with a bolt and the beam will split but each beam will cause less damage. Critical hits have a chance for the beam to arc to a new target from the targeting bolt. Requires pairing with an Arc Condenser.
  128. Storm Grenades: Similar in function to an arc condenser, but simplified and miniaturized, these cluster grenades are launched from a Thumper and will generate an area of effect dealing continuous Arc and electrical damage for a limited time. Fires three small grenades at a time but multiple volleys will stack and prolong the effect.
  130. Solar Weaponry: Potent anti-Necrotic weaponry they are nearly as effective against the living as they ignite flammable materials effortlessly
  132. Spitefire: Light Ranged - Resembling the typical Flenser weaponry the Spitefire fires condensed bolts that leave trails of flame in their wake, the bolts detonating into a burst of thermal and Solar energy. Most flammable objects are ignited and even with nonflammable materials there is a lingering of Solaring energy that continues to burn for a short time. The shots can be charged up for a larger radius and increased damage. While not requiring a Solar Heart or natural Solar affinity to operate those with such are able to increase the spitefires recharge rate and damage.
  134. Sunthrower: Medium Ranged - Bordering on the weight limits of a heavy weapon the Sunthrower is a powerful weapon of Solar might. Only equippable by those with either a Solar Heart core or natural Solar power the weapon can project powerful blasts of Solar and thermal energy. Similar in function to primitive flamethrowers the weapon can either fire as either a focused beam with moderate range, a close range cone, or as spheres of condensed energy lobbed over a distance. All modes can be charged, allowing for a powerful burst spray at close range or a long-range bolt. Flammable materials are ignited while lingering Solar energy continues to generate thermal heat and flames for a time even if all available fuel sources are consumed. Prone to overheating.
  137. Weapon Modifications:
  138.     Explosive Rounds: Weapons utilizing physical ammunition can now fire micro-explosive rounds, this choice must be made before combat begins. Penetration is reduced but damage is significantly increased against soft targets. Slows the rate of fire of the weapon.
  140.     Necrotic Rounds: Weapons utilizing physical ammunition can be charged with necrotic energy
  142.     Void Rounds: Weapons utilizing physical ammunition can be charged with void energy
  144.     Arc Rounds: Arc infused kinetic rounds and Arc elemental weaponry provide an increased accuracy bonus for consecutive attacks
  146.     Ruin Rounds: Kinetic rounds now have increased penetrative power against heavy armor.
  149. Defense and Armor:
  150.     Wormrune Armor: Protective covering made from a mix of layed chitin, metal, and bone. Intricate runes of the Wormstar language are engraved into the plates, bolstering  resistance to Necrotic and Void-based attacks.
  152.     Simple Exoskeleton: A suit of armor resembling your heavy armor powered and driven by miniature motors and metal musclestrands to give living minions a strength, speed and durability boost. Can be equipped with adaptations and weapons (jump-packs, necroflensers, sting whips, etc)
  154.     Medium Exoskeleton: An upgraded form of the simple suit provides an increased bonus to strength, speed, and armor durability. A small armature on each shoulder can each equip a light weapon of a single type. Aesthetically it is more ornamental than the standard exosuit, crafted to resemble Reconstructed.
  156.     Heavy Exosuit: Consisting of a series of powerful mechanical and reconstructed systems these large exosuits sport heavy plates of armor rivaling tanks and Large Reconstructed. Boasting a considerable strength they are able to tote heavy weaponry that would normally require a vehicle or a large reconstructed, advanced jump-packs allowing for impressive leaps through the air. Boosting the natural speed, strength and stamina of its operator beyond their normal capabilities the Heavy Exosuit comes with an array of emergency medical equipment should it's pilot become injured. A Demi-Think Tank integrated with the suit handles the various targeting and weapons systems while providing the pilot with an updated feed of battle-field conditions. Pilots equipped with a Reconstructed Symbiot have an increased effectiveness while using the exosuit.
  158.     Void Armor: A suit of armor for Void manipulators made out of void-infused bone and metal. Focusing and enhancing the Void energies of the wearer it provides several adaptations. The suit acts as an Advanced Jump-pack and Medium Exosuit, spouts in the limbs focusing void energy into a concentrated blast of voidflame, increased protection against ballistic attacks, and the ability to connect to a Void based weapon to increase its damage and special effects. A Void core can be added, granting a non-Void manipulator weaker forms of the abilities a natural user can generate.
  160.     Solar Armor: Armor made of dense boneplates meant to help a Solar energy wielder to focus and enhance their abilities. Typically a pale white the armor can be applied to a simple or medium exosuit with spouts in the limbs focusing Solar energy into concentrated blasts. It provides its wearer increased protection against ballistic attacks, and the ability to connect to a Solar based weapon to increase its damage and special effects. A Solar Heart can be added, granting a non-energy manipulator weaker forms of the abilities a natural user can generate.
  162.     Specter Armor: A specialized light-armored suit made from materials subjected to the energies of the disruptor pods. Matte black reinforced chitin protects against incorporeal attacks such as those from Spectral units or potentially even Sun-Eater Wraiths. While lacking the stopping power or enhanced cybernetics of heavier armors the Specter Armor has several advantages. Powered by a miniature necrotic core the armor is able to replicate the disruption energies of the anomaly allowing the wearer to pass through solid objects for a short period of time before having to rest due to the core needing to cooldown. If charged the armor is able to passively protect again incoming kinetic attacks, the armor producing a localized field to allow the object to pass through with little harm. While avoiding lacerations and exsanguination phased attacks do leave intense bruising in their wake and strong enough attacks or sustained attacks will still cause traumatic damage to the wearer. Light enough to be worn under clothing with a discreet armored hood the armor can be disguised for stealth purposes. Grants the same stat bonuses as the simple exoskeleton.
  164.     Anti-Grav Harness: Jump-pack technology taken to its extreme the Anti-Grav harness bestows the wearer unparalleled freedom of movement, negating the wearers personal gravity. This enables a unit to negate fall damage no matter the height and a resistance to gravity manipulating attacks and effects. Non-energy weapons suffer from increased recoil while under the effects of their negated gravity unless supported against a more solid object. Cost: 15B 10M
  166.     Hard-Light Shield: Worn on a forearm like a bracer this device projects a hard-light construct as a light-weight, durable shield. Highly effective against physical attacks and moderately so against energy attacks. The shield will shut down if enough damage is sustained to prevent the destruction of the device and must recharge before redeploying. Cost: 5B
  168.     Hard-Light Barrier: A rapid-deploy device that can placed or tossed to the ground and projects a large temporary hard-light barrier. Meant as a temporary deployable cover in combat situations for soldiers moving across open fields of fire. Battery life can sustain for at least an hour if nothing strikes the barrier but sustained weaponsfire or a large enough source of damage will cause the device to burn out and shut down. Creates a 3meter tall by 10meter long barrier. Cost: 15B 20M
  170.     Hard-Light Armor: By embedding complex array of crystalline emitters into the plating of Reconstructed or armor a unit can project a suit of hardlight structures for defensive measures. The armor absorbs kinetic attacks and provides a moderate defense against energy attacks but sustained and prolonged use will lead to the emitters overheating or breaking down.
  172.     Ahkam Armor: A miniaturized version of the armor worn by the Ahkam Matriarch this Cauldron-forged equipment is intended for the Armada's Ahkam citizens that choose to fight alongside the Armada. Complicated segmented armor plates allow the serpents to keep their flexibility and mobility while providing an increased resistance to damage and even Necrotic based attacks. Ranged weaponry is typically attached on either side of the jaw or by their tail-blades where it can be most easily aimed. The armored "helm" which latches onto the Ahkam's upper skull is filled with an array of sensors and communications equipment, allowing them to stay in contact and tap into the Think Tank network for live battlefield information.
  174. Vehicles:
  176.     Chariot: A sleek hovervehicle of deceptively sturdy metal and chitin. Requiring a single unit to pilot it, it can carry two medium sized units as gunners. Comes with a single heavy weapon mount. Fast and nimble it relies on its speed for protection. Cost: 50M
  178.     Hearse: A heavily armored land-transport vehicle. Relying on powerful hoverpads to float just above the surface Hearses are used to transport troops, prisoners, or supplies on the surface of a planet. Heavy armor protects it while two Heavy Weapon mounts provide cover. Cost 80M
  180.     Battle Tomb: A large and heavy land tank that hovers across the terrain in support of ground troops and other vehicles, escorting troop carriers and providing heavy covering fire. Sporting heavier armor than the Large Reconstructed the Battle Tomb can be used as mobile cover for other troops or a battering ram to break through fortifications. All Battle Tombs come with a single Needle Missile pod and can either be equipped with heavy weaponry like that of the Large Reconstructed or mount Pin Missile pods. Cost: 120B 180M
  182. Defensive Items:
  184.      Portable Missile-Pod: A deployable missile-pod for area defense and denial the missile-pod is a discreet container loaded with a single salvo of either Needle, Pin, or Acid-Drop missiles before needing to be reloaded. Cost: Same as missile type, see ship builder
  186.     Razor-Wire Trap: A relatively simple but extremely dangerous trap. Spring loaded ribbons of razor-thin wire are coiled and tensed that when triggered whip out at opposing angles. The wires are partially magnetic and when they encounter a solid object curl in on themselves, tightening a net sharp enough to cut through most simple armors. Against flesh and bone the wires slice through like a thermal blade through cheap plastic, maiming easily and potentially proving deadly. Cost: 3M
  188. Specialty Items:
  190.  Glutton Sphere: A device resembling a life-sized human ribcage of metal banded around a crystal core. The Glutton Spheres can be attuned to a specific type of energy allowing it to attract, drain, and/or neutralize attacks and sources of said energy. Requiring a unit knowledgeable in the manipulation of these energies to attune the Glutton Sphere. The device can attract and negate nearby energy attacks, drain the power from reactors or powercores, or weaken the strength of units powered by the selected energy type. Cost: 15B 5M
  192.  Large Glutton Sphere: A larger form of the Glutton Sphere allows the device to intercept more powerful strikes like those from ship-based weaponry or significantly powerful units. Cost: 60B 30M
  194.  Reaver Staff: A meter-long spike of necrotic metal with a crystalline core can drain the innate energy within the target it is touched to or pierces. Useful for those able to manipulate the various forms of energy that power the supernatural it can drain Necrotic, Void, Arc, Thermal, and even the life force of living beings but only one type at any single moment. This drained power can be metabolized to increase the latent power of the wielder or repurposed into an energy attack. To those lacking the power and know-how to manipulate these energies the staff is little more than a hefty melee club but in the hands of the trained and powerful it becomes a potent tool and focus.
  196. Elemental Power Cores:
  198.  Arc Condenser: Roughly half a foot wide this highly complex device collects and condenses ambient Arc energy allowing the use of Arc powered weaponry, devices, and abilities to a lesser extent that natural wielders can. Provides a resistance against Void attacks. Placed in the chest of a Reconstructed unit or secured to a protective pack in an exosuit. Its creation requires a natural Arc user or attuned Cauldron to ignite the spark within the core before it is self-sustaining. Cost: 30B 15M
  200.  Arc Ability: Blur - By focuses Arc Energy around themselves an Arc wielder or someone with an Arc Condenser can now distort and alter the light around them. Whole not true stealth this allows a person in movement to appear as if their body was flickering and fluctuating wildly, occasionally even producing a ghostly double. This provides a bonus to evading weaponsfire as most targeting systems and enemies are unable to accurately track them.
  202.  Arc ability: Blink - This technique allows an Arc wielder or unit possessing an Arc condenser to perform short range teleports within their line of sight. Longer distances and rapid uses of the ability drain the users energy faster and those with Arc condensers must allow it to cooldown after strenuous use.
  204.  Void Core: Roughly half a foot wide this highly complex device collects and condenses ambient Void energy allowing the use of Void powered weaponry, devices, and abilities to a lesser extent that natural wielders can. Provides a resistance against Solar attacks. Placed in the chest of a Reconstructed unit or secured to a protective pack in an exosuit. Its creation requires a natural Void user or attuned Cauldron to ignite the spark within the core before it is self-sustaining. Cost: 30B 15M
  206.  Void Ability: Shield - By projecting a barrier of roiling void energy in front of themselves a Void user is able to protect themselves from incoming fire. Prolonged used and defending against significant weaponsfire will weaken the shield and tire the user. The shield can be overcharged forcing it to detonate in a cone of destructive force away from the wielder.
  208.  Void ability: Gravity manipulation - By launching a concentrated sphere of Void energy at a location gravity in a limited area can be increased or weakened. This increase is not enough to cause damage but rather to slow and hamper a target, creatures adapted to high gravity worlds are less affected. By weakening gravity objects and targets are easier to move and with a strong enough blast can actually levitate into the air.
  210.  Necrotic Core: Roughly half a foot wide this highly complex device collects and condenses ambient Necrotic energy to enhance necrotic powered weaponry and devices while allowing the use of abilities to a lesser extent that natural wielders can. Provides a resistance against Arc attacks. Placed in the chest of a Reconstructed unit or secured to a protective pack in an exosuit. Its creation requires a natural Necrotic user or attuned Cauldron to ignite the spark within the core before it is self-sustaining. Cost: 30B 15M
  212.  Necrotic ability: Hex - By sending a mote of condensed Necrotic energy a Hex can produce a range of effects depending on its target. Mechanical and computer systems will fail as mechanisms and circuitry corrode and degrade, armor and melee weaponry will be weakened. Living targets will sustain necrotic damage as their cells are rapidly aged and destroyed although powerful manipulators can consciously have the effect lessened to merely weaken their target.
  214.  Solar Heart: Roughly half a foot wide this highly complex device collects and condenses ambient Solar energy allowing the use of solar powered weaponry, devices, and abilities to a lesser extent that natural wielders can. Provides a resistance against Necrotic attacks. Placed in the chest of a Reconstructed unit or secured to a protective pack in an exosuit. Its creation requires a natural Solar user or attuned Cauldron to ignite the spark within the core before it is self-sustaining. Cost: 30B 15M
  217. Special Technology:
  219. Cloning- The ability to create a genetic duplicate of a living organism. Cloning an organism can take from four days for most humanoid species up to a week or longer for larger organisms. Raw Biomass is pumped into a shell-like container and the DNA introduced. If the Clone is sentient it is given a rudimentary education with the option to focus on specific areas such as warfare or engineering. These clones are not emotionless and will develop their own personalities over time unless their dispositions are tampered with during the growth phase. Cloning can be used to create replacement bodyparts like limbs or organs for surgical purposes.
  221.     Flash Cloning- A rapid speed cloning of subjects with a high chance of genetic defects. Reduces the time needed for cloning to two days with only the most rudimentary of intelligence imprinting.
  223.     Genetic Shuffling - Something of a surprise discovered during the revising of the Sunscale Reconstruction process and the cloning project. A valuable piece of genetic sequence in the Sunscales DNA it allows their caste members to develop and diversify during their development in their eggs. While there are patterns to be found in the children castes depending on the parents own caste, especially if two members of the same caste were to reproduce, a Sunscale egg seemingly has the potential to hatch into any of the castes. The Blackscale reason this helps prevent genetic bottlenecks and ensures that a tribe can rebuild itself even after disaster. This allows cloned subjects, if allowed during their development and growth, to occasionally generate new combinations of their genetic sequence with a drastically lower rate of deformity and harmful genetic anomaly. Does not prevent mutation or genetic anomalies from arising in hastily produced flash-clones.
  225. Reconstructed Prosthesis: By submerging themselves into a Cauldron chamber a living subject can have missing portions of their body replaced with a prosthesis resembling a Reconstructed. This includes limbs and replacing simple organs like the heart and other muscles with enhanced versions. Skin and natural exoskeletons can also be replaced with armored replacements. Extreme levels of prosthetic replacement leading to the subject resembling a Reconstructed themselves. These prosthetics are easily repaired with another trip into a Cauldron chamber or even enhanced with adaptations or weapons similar to the Exoskeletons.
  227. Cybernetic Prosthesis: Cauldrons can produce mechanized prosthetics without relying on necrotic biomass for living subjects. These prosthesis are as strong and durable as Reconstructed prosthetics. Limbs and simple organs can be replaced with cybernetic equivalents.
  229. Alchemical Forge: Essentially an oversized chemical fabricator the Forge is a large and complex device superficially similar to a Cauldron. Capable of synthesizing and producing a wide array of chemical compounds in generous quantities from mundane materials the Forge has an even wider array of applications. Ranging in uses such as dietary supplements, agriculture, medicine, toxins, biomass recycling, etc. the Forge also allows an extensive chemical analysis to be performed on samples including bioweapons and viral agents. A Forge is linked to several vats that can either be used to examine samples, producing a batch, or recycling organic and non-organic materials into usable biomass. This allows a settlements trash to actually be collected and recycled into a variety of uses. Produces: 5B on a planet
  231. The Immortals: The ability to keep ones memories after being Reconstructed has long eluded the abilities of the Think Tanks or yourself. Now they believe they have corrected that flaw. A living subject, whether healthy or severely injured, is placed into a special Cauldron chamber and submerged in necrotic Biomass. Subjects must endure a painful process as they are injected with raw Biomass and their bodies repaired and Reconstructed. The process takes over a day to complete as their bodies are systemically broken down and Reconstructed into their new forms. Retaining their memories the newly undead arise in new forms that resemble their previous bodies but obviously Reconstructed and undead. Immortals no longer have the need to breath, eat, or drink but they may still do so without issue. As their name implies they no longer have to worry about the ravages of time as long as there is a Cauldron nearby to repair themselves with. Subjects that possess an affinity for an elemental energy retain their connection but there is a risk the procedure can backfire, resulting in the true death of the subject as their personal energy resists the procedure.
  233. Necrotic Mutations: It has been known that prolonged exposure to ambient Necrotic energy can lead to minor mutations in a populace over generations or within lifetimes depending on the intensity of the energy. The Think Tanks have discovered how to harness and direct this effect. This can be used to cause random genetic mutations in clone subjects or affecting the ecosystem surrounding Necrotic structures. In cloned subjects this can diversify a gene pool while also raising the risk of disorders and potential cancers. The flipside of this is that the Think Tanks have developed a supplement for living subjects that prevents the effects of ambient Necrotic energy on genetic structures when taken once daily and a procedure to partially reverse and halt the effects of mutations already in progress.
  235. Sunscale Reanimation: It is infinitely infuriating but the Sunscale, those who pledged themselves fully to their gods the Mother in the Void and the Father from the Solar, are immune to Reconstruction and breaking down in the Cauldrons. At least normally. With the aid of a Blackscale attendant they are able to use Cauldrons to reanimate Sunscales and enhance their natural abilities with minor necrotic upgrades. Including repairing and enhancing the Sunscale zombies they already have in their possession. It requires the attention of Jadyk plus the entirety of the Cabal to focus on Reconstructing a powerful member of the Sunscale into a hero unit much like the creation of Dominator Valresko. Reanimated Sunscale retain their memories and shadows of their personalities from life but generally melancholy of temperament as they constantly feel the shame of becoming undead yet they still serve their Blackscale masters obediently. All except for the Warblood and the Albinos that is, who retain their free will and will seek to destroy themselves while killing as many other undead as they can in their rampage.
  237. Weapon Bonding Ritual: A proficient wielder of an applicable energy type can perform this potent ritual to create, enchant and bind a weapon unique to them. These weapons will become an extension of the wielder themselves, acting as Reaver Staff, Glutton Sphere, and powerful melee weapon all in one. The ritual requires a full days time during which the wielder cannot be interrupted or lose all progress and materials. The sacrifice of a living sentient being is required for the ritual, their soul and blood used to temper the weapon and bestow its semi-sentience. The destruction of the weapon, supernaturally durable as they are, will weaken the wielder until they are able to regain their lost power. Cost: 50B 50M
  239. Pheromone Manipulation: Specially modified pheromones and thorough study on a variety of sentient beings now allows the use of these pheromones to subtly influence a living beings emotional state. These give a bonus to interrogation, intimidation, and other interactions with living beings but the effects are not powerful enough to completely control the actions of another.
  240.  Trusting Pheromone: Helps convince a target that the user of this pheromone is a close friend and trustworthy
  241.  Panic Pheromone: This pheromone induces a flight or fight response in most species
  242.  Hallucination Pheromone: This pheromone causes minor visual hallucinations and unease in those affected
  243.  Depression Pheromone: Can cause those affected to become apathetic and upset
  245. Reality Anchor: These crystal tech beacons emit a pulsing signal that homes in on extra-dimensional targets and attempts to bring it more in tune with local reality. Each Anchor must be synced to pulse in time, conflicting signals actually weakening the effect allowing the target to persist in their alternate dimension.
  246.  Sub-Space Jamming: Reality Anchors can project along a different energy frequency allowing them to interfere with systems and devices reliant on Sub-Space including the Warp Drive and Sub-Space Communications. The energy pulse will increase the time a Warp Drive needs to project a Sub-Space tear with the chance of preventing ships with weaker energy sources from generating a sub-space tear at all. Sub-Space communications will be jammed as long as the energy pulse continues, signals that are sufficiently boosted may still be able to get past the jamming but will still suffer some interference.
  248. Mental Reading: An unconscious target is subjected to advanced sensors and psionic probes to scan their memories and mental state. This allows a detailed record of information that can be coaxed from the subject. This can be used for thorough interrogation and gleaning technical knowledge from subjects with ease. Subjects with brain trauma, cybernetic augments designed for security, or psionically fortified are able to resist attempts at reading through their memories.
  250. Empathic Scanning: By using psionic sensors adapted from the mental recording and dreamstone technology a passive scan of a living beings emotional state is now possible. Individuals are easier to determine their emotional state with accuracy dropping as more subjects are present. The scanning can be used to gauge the general emotional state of large crowds with a wide margin of error while selectively targeting individuals or groups. The sensors can be hidden inside the walls of buildings or ships for large scale passive scanning or as a mobile device that relies on close proximity for accuracy.
  252. Thought Scanning: Similar in nature to the Empathic Sensors and Dreamstones this more refined technology of ritual and a deeper understanding of the neurochemical make-up of the sentient races is capable of scanning and decoding the surface level thoughts of living subjects. Requiring specialized equipment and spacial needs the tech is far from mobile, instead needing to be installed into building infrastructure. While living subjects are within the area of effect their surface thoughts can be scanned and transcribed much the same way Dreamstone tech can transcribe a subjects dreams. The longer the subject is within the field of effect the clearer the scanned thoughts become. However, strong willed individuals and those with psionic intrusion protection, either trained or cybernetic, are capable of clouding or outright blocking their thoughts. Prolonged exposure or naturally psionic resistant subjects will report a sense of unease and an increasing paranoia of being watched.
  254. Quasiphasic Locking: By running a phasic field current through specially forged materials they can phase into another solid object and when the current is cut the materials fuse together into a nearly unbreakable bond. This can be applied to the construction of buildings and starships, providing a bonus to durability. The same process can be used for door-locks and other security measures increasing the difficulty of escape or breakage.
  256. Quasiphasic Disruption: While in practice the result is quite similar to the Sun-Eater Wraiths form of incorporeality this process is achieved harnessing the energies of the Anomalous Rifts. A Reconstructed unit enters a specially prepared pod where they are then subjected to intense bombardment by Quasiphasic Fields and the still mysterious energies of the Rift. If the Reconstructed unit survives the ordeal they are forever affected by the process, their physical form now out of phase with reality but still somewhat solid, their forms visually indistinct and seeming to fade in and out of solidity at random when at rest. By focusing they are able to enhance their natural disruption field allowing them to phase through solid objects for a short period of time before they solidify. If they occupy the space as a solid object when time runs out they will be shunted out toward the nearest open area or be trapped within the solid object, effectively destroying the unit. Due to the nature of their incorporeal state these Quasiphasic units are unable to use ranged weaponry with blunt weapons losing some force to their blows. Instead slashing and piercing melee weapons have significantly increased damage and armor penetration, blades or claws phasing through armor to strike solidly at the flesh or circuitry beneath. Only regular sized Reconstructed can undergo Quasiphasic Disruption. It is extremely unlikely for elementally infused Reconstructed other than Necrotic to survive the process.
  258. Reality Lock Cage: A complicated device intended to capture and contain incorporeal entities such as the Wraiths. Using a collapsible cage of specially prepared metal and metamaterials the generator for the device is too large for easy transport, requiring it to be built into a strikecraft, land vehicle, or large Reconstructed for deployment, capture, and transport. By utilizing Reality Anchor technology the interior of the cage is subjected to the crystalline derived energies theoretically forcing the incorporeal target to became physical as long as they remain in the cage.
  260. Reconstructed Neural Interace (RNI): An organic tool comprised of a set of complex mandibles and needles that pierce a living targets flesh to tap into their nervous system, typically by the spine or similar nerve clusters, to allow direct access to a targets nervous system and memories. This connection allows the Reconstructed to manipulate the biochemisty of the target to a great deal as well.
  262. Hard-light Training Room: This new holo-simulation training facility allows for living subjects to practice their skills in a high fidelity simulation in relative safety. Weapons that would normally kill are reduced to a painful bruise or burn that can be easily and quickly treated. The addition of simulation training can boost the competence of living soldiers before deployment, or help to speed up the training process of individuals seeking to improve their abilities. The holo-chamber is compact and efficient, and can be easily constructed in a building or starship of almost any size, offering a place for agents and clones to be quickly trained prior to deployment, improving the odds of success for any clone or agent related espionage and improving the quality of clones in general.
  264. Hard-light Interiors: Armada architecture is now capable of utilizing hard-light as both aesthetic enhancements and furniture to interior facilities, and as militarized defense systems to halt the progress, or prevent the escape of intruders. The fields projected by the hard-light projectors are not powerful, and are only capable of temporarily staving off a concerted effort to pass through with any suitable weapon system, but can serve as a moderate obstacle to enhance and already overwhelming defense, or stall until such a defense can be mounted. The projectors can create holograms of any shape or form, however they lack any weight behind them and cannot outright harm intruders by themselves. While it could be possible to sell this technology for great profit in non-Armadan space, your structures could also easily use this as a form of attraction and civilian pacification, improving the morale of a population.
  266. Hard-light Adaptable Equipment: A small compact hard-light projector that comes preprogrammed with a variety of hard-light structures allowing civilians of almost any species to use the same tools without awkward adjustments or expensive ergonomics, allowing for commercial expansion at an otherwise unprecedented rate. Typically worn as a bracer or gauntlet the projector can create an almost unlimited array of tools, that while they are not as durable or precise as equipment created for specific tasks, can be switched between at ease. The constructs produced are not strong enough to produce enough force to inflict serious damage against a target, tools such as hammers or drills being recreated several times a second to compensate for their rather fragile nature.
  268. Hard-light Construction Equipment: Similar in effect to the much smaller adaptable equipment these projectors can be installed into construction vehicles to create a wide array of hard-light structures for use in large scale construction projects.
  270. Displacement Field: By utilizing bioluminescent chromatophores and modified hardlight projectors situated across the body of a soldier, a vehicle chasis, or strikecraft hull, those equipped with this adaptation can duplicate the Blur Arc ability for a limited time. Disrupting their visual and electromagnetic silhouette the Displacement grants a bonus to avoiding incoming weaponsfire while also confusing most targeting systems that improves the greater the distance. Visually this gives the unit the appearance of their form flickering and wavering indistinctly, particularly while in motion. While it is not as effective as a true stealth cloak the unit can still fire its weapons without compromising the displacement field. Cannot be equipped with the Advanced Camouflage adaptation on ground troops or a stealth cloak for strikecraft.
  272. Solar Radiators: Created through a joint project between the Think Tanks and several of the Solar infused Mindvines the Solar Radiators are a significant invention for both the Armada and Collective. Designed to interface with Solar Reactors the Radiators appear as posts of varying size, ranging from a few feet in height to large towers that loom over fields, with a collection of crystalline lenses on the top. Solar elemental energy is funneled from the reactors and then dispersed by the radiators in a lightless aura around them. Almost paradoxically this allows flora and vegetation that would typically rely on sunlight to photosynthesize to live and even flourish in darkened environments if other proper conditions are met. This allows most crops and plantlife to grow regardless of light levels as the Solar energy serves to fuel their metabolisms. Minor side effects include sluggishness among unprotected undead and Reconstructed, invigorated plant growth and regenerative speed, and minor luminous anomalies within nearby flora. Think Tanks also note that Solar Radiators can induce a minor euphoric response in intelligent floral species similar to a narcotic effect in animal species. Cost: Requires access to Solar Reactors
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