nation_standards

Nation Standards Guide

The following is a list of technology considered to be the standardized norm for each faction, with any technology falling below this being considered either obsolescent or obsolete.

Nations are organized in alphabetical order.


The standard basic technology of the Kaiserreich is as follows:

  • Standard Systems and Technologies:
    • Artificial Gravity:
      • Gravity field generator: All Bundesdeutsche vessels generate gravity with a network of gravity field generators built into the decks of the vessel. These field generators are often kept on standard settings (1.2 Earth gravities), but are adjustable and can be calibrated to a variety of settings to accommodate peoples from worlds with higher or lower gravities.
    • Inertial Compensation:
      • Inertia Compensation field generator: All vessels are equipped with inertial compensators, field generators that reduce the effects and feel of acceleration and deceleration on personnel and delicate equipment aboard a vessel.
    • Anti-gravity:
      • Repulsor Generators: Repulsor generators are devices built into space-fairing vessel to use in a gravity field, effectively cancelling out gravity's pull and allowing it to float. In space vessels this technology these devices are used to allow a ship to enter atmosphere, land on a planet and take off again.
    • Tractor Beams:
      • Graviton Beam Projector: Referred to as a Tractor Beam, a device capable of capturing and holding onto an object with a beam of energy. The tractor can then hold the object at distance, pull it in or repel it. These units have a variety of uses from handling of cargo, towing of ships, to capturing and holding an enemy vessel or even intercepting and and redirecting an incoming missile, torpedo or other object. This technology is copied from Dominion technology and acts extremely similarly.
  • Propulsion Systems
    • Sublight:
      • Nuclear Fusion Propulsion Systems
    • FTL:
      • Hyperspace Driver: While there have experimented with other forms of FTL in the past, the Bundesdeutsche have settled on the Hyperspace drive, which generates a subspace tunneling field that allows a vessel to enter a subspace dimension, traverse it to a certain point and exit into the corresponding point in normal space. The distances needed to travel between corresponding points in subspace are considerably shorter than their real space counterpart, allowing a vessel to effectively travel across vasts distances in very short periods of time.
    • Maneuvering:
      • Reaction control ion jets: Small ion jets positioned on key positions around the vessel to aid in maneuvering. Additionally, larger versions of these jets are often employed as a backup sublight propulsion source on smaller vessels as well as on older civilian vessels.
  • Power Systems:
    • Fusion Reactors:
      • Magnetic Confinement Fusion Reactor: Main power for Bundesdeutsche space vessels is provided by fusion reactors, usually of the inverted-toroidal type, which utilize magnetic fields containing fusion fuel in a plasma state to generate power.
      • Micro Fusion Generator: A small scale fusion generator that acts as a backup power source aboard a space vessel, or a primary power source aboard small craft such as shuttles or atmospheric vehicles.
    • Solar Collectors:
      • Solar Array: Solar arrays are used as a deployable backup power generation system for when a vessel has lost it's primary power generation systems. Large scale solar arrays are used as power sources for planetary infrastructure or orbital and system space stations to supplement reactor generated power.
      • Battery Array: A network of batteries integrated throughout the vessel that collects and stores excess power generated by the vessels reactors for use in emergencies in place of primary and secondary power sources.
  • Weapon Systems:
    • Energy Weapons:
      • Laser Cartridge: The laser cartridge is one of two primary forms of energy weapon employed by the Bundesdeutsche. These weapons are primarly large starship guns and station mounted siege cannons. On starships these cartridges are usually brought to the breech via a loading crane and aided with a separate, bagged ingition source. In modern times The Kaiserliche Interstellare Marine's artillery uses both laser and projectile ammunition.
      • Ion Cannon: The second form of energy weapon used by the Bundesdeutsche, the Ion cannon is a weapon designed to inhibit the operation of a target's defenses and systems by causing them to shut down. Due to the power required to maintain the ion generation, these weapons are single-type and are normally attached to special vessels in special housings.
    • Warhead Projectile Weapons:
      • Torpedoes: Large self guided weapon system designed to deliver a payload to it's target at long range. Torpedoes are used as anti-starship and anti-station siege weapons.
      • Physical-Shell Artillery: All Bundesdeutsche artillery is capable of firing both physical projectiles as well as compressed laser shells. Physical artillery is primarily used inside of gravity wells as well as during space engagements as a long distance armor-piercing weapon.
  • Defensive Systems:
    • Armor:
      • The primary line of defense for Bundesdeutsche ships and stations is thick armor plating.
    • Deflector Shields:
      • Deflector Shield Generators: Generators installed into Bundesdeutsche vessels, stations or other vehicles or infrastructure that project a protective bubble designed to block and or absorb incoming weapon fire. Small vehicles or fighters will use a single generator while larger vessels or stations and the like require multiple generators for full coverage and redundancy. The shield can block and absorb energy weapon strikes, distributing the absorbed energy into capacitor banks and or batteries, while physical strikes from projectiles or collisions are repelled. As with anything, the shield has a limit, based on the strength of the generator, it's available capacitor banks and power supply, and sufficient and continued bombardment will eventually wear down the shield until it collapses. Similarly to the Dominion, the Bundesdeutsche shielding is generally weaker than other comparable systems and ships depend heavily on armor construction. However, the shield generators are still quite strong and will last in prolonged engagements if properly managed.
      • Navigational Anti-Particle deflection generator: Protective generators installed aboard Bundesdeutsche space vessels designed to redirect particles or other navigational hazards that might otherwise strike a vessel.These screens are not capable of blocking a physical impact, but will redirect or bounce an object to prevent it from impacting. This technology is heavily developed from Dominion systems.


Bu Qi operations are scaled to level of expected threat and the resources available.

The least level of threat. Only the most basic armaments, light infantry, and disposable fire support systems are sent to the area. Much of this equipment is the very earliest available from their transition, and so functions on a rather fundamental level.

  • Ground Weapons
  • Transport
    • Light ground vehicles such as the Tough Puppy or Stone Tiger.
    • Light air transport such as the Puffin Aerodyne, or Aarsvogel.
  • Fire Support
    • Drone gun platforms such as the Burro Terradrone.
    • Drone air platforms such as the Cashew or Frankfurt Aerodrones.
    • Manned air support such as the Kahu Aerodyne.
    • Tactical Aid such as Bomb Sling, PointStrike, Tactical PAC Strike.
  • Surveilance
    • SIGINT such as Portable Network Unit, Radio monitoring,
    • PSYINT such as the Peanut aerodrone, Cockroach terradrone, and BQ-PDS-1 Wall-Stickable Sensor

Tier Two operations are usually limited operations against more capable enemies, requiring more sophisticated protection and weapons.


The standard basic technology of the Dominion is as follows:

  • Standard Systems and Technologies:
    • Artificial Gravity:
      • Gravity field generator: All Dominion vessels generate gravity with a network of gravity field generators built into the decks of the vessel. These field generators are often kept on Dominion standard settings (1.5 Earth gravities), but are adjustable and can be calibrated to a variety of settings to accommodate peoples from worlds with higher or lower gravities.
    • Inertial Compensation:
      • Inertia Compensation field generator: All Dominion vessels are equipped with inertial compensators, field generators that reduce the effects and feel of acceleration and deceleration on personnel and delicate equipment aboard a vessel.
    • Anti-gravity:
      • Repulsor Generators: Repulsor generators are devices built into Dominion space vessels and other smaller vehicles for use in a gravity field, effectively cancelling out gravity's pull and allowing it to float. In space vessels this technology these devices are used to allow a ship to enter atmosphere, land on a planet and take off again. In smaller vehicles, such as personal transportation and the likes allows these vehicles to fly.
    • Tractor Beams:
      • Graviton Beam Projector: Referred to as a Tractor Beam, a device capable of capturing and holding onto an object with a beam of energy. The tractor can then hold the object at distance, pull it in or repel it. These units have a variety of uses from handling of cargo, towing of ships, to capturing and holding an enemy vessel or even intercepting and and redirecting an incoming missile, torpedo or other object.
  • Propulsion Systems
    • Sublight:
      • Subspace Sails:
    • FTL:
      • Hyperspace Driver: While there have experimented with other forms of FTL in the past, the Dominion has settled on the Hyperspace drive, which generates a subspace tunneling field that allows a vessel to enter a subspace dimension, traverse it to a certain point and exit into the corresponding point in normal space. The distances needed to travel between corresponding points in subspace are considerably shorter than their real space counterpart, allowing an Alliance vessel to effectively travel across vasts distances in very short periods of time.
      • Jumpgate: The Dominion of Ersetu have jumpgate technology, massive structures able to bridge space and allow vessels to traverse from one gate to another almost instantaneously. These gates are massive, requiring immense power generation. The Dominion has spent centuries constructing a network of gates within their own space and while some gates have been built outside their borders, those are very far and few between and are heavily protected.
    • Maneuvering:
      • Reaction control ion jets: While much of a Dominion ships maneuverability is provided by their subspace sails, they do also have a compliment of small ion jets positioned on key positions around the vessel to aid in maneuvering when not under sail. Additionally, larger versions of these jets are often employed as a backup sublight propulsion source for when maneuvering a ship in a dockyard or when unable to use sails.
  • Power Systems:
    • Fusion Reactors:
      • Magnetic confinement fusion reactor: Main power for Dominion space vessels is provided by fusion reactors, usually of the toroidal type, which utilize magnetic fields containing fusion fuel in a plasma state to generate power.
      • Micro Fusion Generator: A small scale fusion generator that acts as a backup power source aboard a space vessel, or a primary power source aboard small craft such as shuttles or atmospheric vehicles.
    • Solar Collectors:
      • Solar Array: Solar arrays are used as a deployable backup power generation system for when a vessel has lost it's primary power generation systems. Large scale solar arrays are used as power sources for planetary infrastructure or orbital and system space stations to supplement reactor generated power.
      • Battery Array: A network of batteries integrated throughout an Dominion vessel that collects and stores excess power generated by the vessels reactors for use in emergencies in place of primary and secondary power sources.
  • Weapon Systems:
    • Energy Weapons:
      • Laser Cannon: The laser cannon is one of two primary forms of weapon employed by the Dominion of Ersetu. These weapons come in multiple scales, from small handheld personnel weapons, to large starship guns and station mounted siege cannons. Unlike the laser weapons used by other nations, Dominion lasers are black powder initiated. The energy needed to fire the laser cannon and discharge the stored power in it's single shot energy shell provided by the energy supplied by the black powder explosion.
      • Ion Cannon: The second form of energy weapon used by the Dominion, the Ion cannon is a weapon designed to inhibit the operation of a target's defenses and systems by causing them to shut down. As with their laser cannons, the Dominion's ion cannons are also black powder triggered.
    • Warhead Projectile Weapons:
      • Torpedoes: Large self guided weapon system designed to deliver a payload to it's target at long range. Torpedoes are used as anti-starship and anti-station siege weapons.
  • Defensive Systems:
    • Armor:
      • The primary line of defense for Dominion ships and stations is thick armor plating.
    • Deflector Shields:
      • Deflector Shield Generators: Generators installed into Dominion vessels, stations or other vehicles or infrastructure that project a protective bubble designed to block and or absorb incoming weapon fire. Small vehicles or fighters will use a single generator while larger vessels or stations and the like require multiple generators for full coverage and redundancy. The shield can block and absorb energy weapon strikes, distributing the absorbed energy into capacitor banks and or batteries, while physical strikes from projectiles or collisions are repelled. As with anything, the shield has a limit, based on the strength of the generator, it's available capacitor banks and power supply, and sufficient and continued bombardment will eventually wear down the shield until it collapses. Unlike the deflector shields used by other nations, the shields operated by the Dominion are relatively weak and used as an initial layer of buffer protection, while they primarily rely on heavy armor plating for protection.
      • Navigational Anti-Particle deflection generator: Protective generators installed aboard Dominion space vessels designed to redirect particles or other navigational hazards that might otherwise strike a vessel.These screens are not capable of blocking a physical impact, but will redirect or bounce an object to prevent it from impacting.


One of the most advanced nations present, the Empire of Tai Pan has a formidable pool of technological and scientific know-how to draw from. The following is a list of technology available to the Taianese, with the majority being relatively standard. Those that are not however, will have this explicitly stated.

  • Standard Systems and Technologies:
    • Inertial Compensation and Dampening: Unlike some nations, Tai Pan uses both compensation and dampening systems in their designs. While the former acts to negate or mitigate the effects of kinetic energy and inertia entirely, the latter redirects a certain percentile towards ultra-compact buffer systems for processing into energy or in the worst case, even a vessel's energy shields to be absorbed. The inertial compensation and dampening systems used by Tai Pan are known for their performance and quality, and by using both in tandem, increases efficiency drastically. In combat however, the dampening systems may be cut back or deactivated to prevent re-direction to valuable shield systems, with its absence being made up for by increased inertial compensator performance at the cost of energy and fuel.
    • Space Elevator: Though the Taianese produce many vessels en-masse that are capable of both reentry and exiting planetary atmospheres, local civilian traffic relies on their space elevators to quickly and very, very cheaply move heavy cargo and passengers on and off the planet's surface. More importantly, the very tips of their space elevators are held far away from loading and unloading zones, as they are used to receive vast amounts of beamed energy from the swarm of solar collectors surrounding the local sun. Thanks to the danger they pose during armed conflicts however, cities are built with their collapse in mind, with city shield generators, warning systems and shelters in place.
    • Graviton Particle Manipulation:
      • Graviton Beam Emitter: A ship based tool typically used to pull or tug other vessels or objects, the device can also be reconfigured to emit anti-graviton particles to repel or push as well. Perhaps just as importantly, by adjusting its ratio of graviton to anti-graviton particles, an object can be held in place as well.
      • Artificial Gravity: Taianese artificial gravity within ships and space stations typically relies on the use of several graviton generators spread throughout the area to provide redundancy. The gravitons produced are then dispersed throughout the location for use, typically through conduits that eventually lead into the floor paneling. During combat or high consumption situations however, the Taianese will take advantage of their nature and shut off their artificial gravity for the energy savings. The Taianese themselves are all intrinsically comfortable in zero-g environments, and military personnel are always sporting their maneuver capable body suits.
      • Graviton Lift: Graviton lifts, or grav-lifts, are devices built into Taianese ships and vehicles that allow them to remain floating in the air without falling. These units create anti-gravitons and cancel out the gravitons emitted by the local mass, and actively adjust their output to avoid hitting the ground. Additional units modified for propulsion also exist, and due to the artificial nature of the particles created, only act on the units themselves. Grav-lifts can be found on almost anything, ranging to the smallest of drones to pallets, air cars, armored vehicles and so forth.
    • Genetic Proficiency:
      • Taianese Typology: With their proficiency in genetics, the Taianese were able to create several types of bodies for themselves, all modified to better suit the roles in which they are placed in. In addition to the more practical aspects that center on their given jobs in society, the Taianese all feature significantly enhanced physical and mental abilities, in addition to entirely new internal organs that allow them to connect to their technology and data networks.
      • Jongwu: Unlike the Taianese themselves, who started as humans, but incorporated animal features, the Jongwu began as pets that had more human-like features added. Originally less than sapient and meant to provide superior companions for the superior Taianese, the Jongwu were inevitably enhanced and uplifted for cheap labor that even the Taianese themselves did not want to do, or did not want to use drones on. As of now, the Jongwu are treated as sub-people exploited for labor and entertainment at their own expense, and are even custom tailored and sold to those in other nations that are willing to buy.
      • Super Crops: Thanks to their fluency in the language of genetics, the Taianese have developed a vast set of what can only be described as super crops. These plants are characterized by their high yield, flawless produce, high resistance to pests/disease, and - with staples such as soy and kudzu - having the ability to fix nitrogen into the soil. Perhaps just as importantly however, are the fruits and vegetables that the Taianese have simply invented from nothing in their search for better tasting food.
    • Drones: The drones used by the Taianese vary greatly, and come in all sorts of roles, ranging from small to large, and from smart to dumb. Wide range of semi-autonomous and autonomous drones that vary from personal servants and janitor bots to attack interceptors, weapon platforms, ECM/EW and so forth
      • Civilian: Those seen in civilian use are typically various forms of servant, made to look adorable or endearing with the way they are shaped and designed. Though the larger models can easily lift heavy cargo, humanoid sized medium models can perform menial tasks, while the smallest ones clean floors, and help their masters get dressed. Perhaps most importantly, the smallest ones are used as a part of state surveillance.
      • Military: Military drones provide vital recon from the individual soldier all the way up to the ship level in combat operations. But in addition to this, they serve as floating weapon platforms, their guns directed by their users and drastically augmenting the amount of firepower available. Finally, the drones provide various supporting roles, ranging from resupply, emergency medical services, rapid patch and repair work, as well as even attack deflection, sacrificing themselves to protect their users.
  • Propulsion: Though originally based off of Earth based technologies, Taianese propulsion engineering has diverged since their departure.
    • Sublight:
      • Fusion Thruster: Combining light-mass particles together within a dedicated sub-reactor, the following explosion of force is directed out to produce prodigious amounts of thrust, while the raw energy is harnessed for use in other systems. Though the system produces a higher gamma signature, the increased performance speaks for itself. Meanwhile, 'afterburners' can be activated for even more propulsive force, channeling gases into the thruster to be ejected by the explosive reaction and used as propellant.
      • VASMIR Drive: Used as a backup drive when less intense or more stealthy approaches are needed, the plasma drives take gases and energize them into a plasma state before magnetically driving them out with supreme efficiency. With fewer parts than many other systems, the engines are simpler and easier to maintain as well.
    • Faster Than Light:
      • Hyperspace Drive: Like the Alliance, the Taianese decided to stay with their Earth derived Hyperspace Drive, which generates a subspace tunneling field that allows a vessel to enter a subspace dimension, traverse it to a certain point and exit into the corresponding point in normal space. The distances needed to travel between corresponding points in subspace are considerably shorter than their real space counterpart, allowing a vessel to effectively travel across vasts distances in very short periods of time.
    • Maneuvering:
      • Duo Type RCS: Tai Pan's vessels use the Duo Type RCS, which features an ultra-compact micro-fusion thruster as its primary mode of use, producing significant amounts of thrust in exchange for a larger sensor signature. In addition to being able to 'afterburn' by introducing gas into the system to be forcefully pushed out by the fusion reaction as propellant, the Duo Type RCS is capable of a secondary mode, lending it its name. When a more stealthy approach is needed, the fusion component can be reprogrammed, turning it into a less noticeable but also less efficient plasma thruster. Additionally, the system can also be used to simply vent inert propellant gas for added stealth.
  • Power Systems:
    • Solar Collectors: Perhaps the crowning achievement of Taianese power generation, the swarm of solar collectors they place around local stars of their inhabited systems harness sunlight and convert it into vast quantities of almost free energy. This in turn is beamed to the tips of their orbital elevators for use planetside, or other installations as needed. Just as importantly however, these solar collectors are not defenseless, and can use their free-electron based laser systems as anti-capitol ship guns rather than the energy broadcast systems. The effects of extreme range limits this to self defense however, as it already takes roughly eight to ten minutes for a beam to reach the inhabited planet in most circumstances.
    • Antimatter Collectors: Used for the most energy intensive applications Tai Pan has, the antimatter harvested from local stars and suns is contained in heavily armored and protected facilities and storage units.
    • Thorium Reactors: Found where cheap, every-day energy is needed, the thorium reactors produce energy using inexpensive and abundant fuel. However, thanks to the advent of their solar collectors, this is typically used as an inexpensive backup system.
    • Fusion Reactors: Typically used in high-performance energy production, the hyper-efficient nuclear fusion reactors are normally found in military or high energy consumption applications. Thanks to their miniaturization technology, the Taianese are also capable of making them come in incredibly small sizes for various applications.
    • Antimatter Reactors: High risk, high reward, Tai Pan uses antimatter reactors in their most important, high priority applications where safety is less of a concern. Meanwhile, the ships belonging to their most elite of elite have the option of utilizing these in lieu of fusion reactors, granting them prodigious performance. However, within Tai Pan, these are as rare as they are dangerous. Despite being well protected, the smallest breach can be catastrophic.
    • Battery and Capacitor Banks: Thanks to advanced materials science, the batteries and capacitor banks that the Taianese use are some of the most sought after commodities available due to their high capacity, output and lifespan.
  • Weapon Systems: Some of the most technologically advanced weapons available, many Taianese firearms are unconventional in design as a result of their nature.
    • Energy Weapons:
      • Laser: The primary weapon of the Taianese, lasers are used in everything from infantry, heavy vehicles, point defense, to capitol ship combat. Unlike others however, their cutting edge weapons are typically free-electron lasers, allowing them to shift frequencies and change their weapon type on the fly. As a result, the typical Taianese laser rifle can fire an infrared beam one moment, and switch to a microwave beam the next.
      • Plasma: A relatively newer development, plasma weapons are typically used by the Taianese for their superior damage dealing capabilities. However, these are usually shorter range than their primary laser armaments. Plasma weapons may fire cohesive, high-velocity bolts, or generate self-containing 'plasma packets' that travel in an arc due to the effects of gravity.
    • Projectile Weapons:
      • Missiles: With the Taianese, the word 'Missile' typically refers to guided or self-guided projectiles that sacrifice damage dealing ability in exchange for having increased reliability in hitting the target. The vast bulk of their arsenal uses plasma warheads, but antimatter warheads are available for their most elite forces and those willing to take the risks associated with using such powerful weapons.
      • Torpedoes: In contrast, Taianese Torpedoes are self-guided or guided projectiles that are focused on causing more damage at the expense of maneuverability and velocity. As a result, they are most often relegated to use on hardened targets or capitol ships. Standard models come with plasma warheads, but can be outfitted with more destructive yet volatile antimatter ones.
  • Defense Systems:
    • Energy Shields: Taianese energy shields bear a clear relationship with Alliance designs, having both originated from Earth. However, their systems have made significant progress in development, and have diverged in design. As a result, Taianese energy shields are semi-conformal to their vessels in order to reduce the target size that they have. More importantly, the system is flexible, capable of expanding into a bubble to protect other vessels. However, this configuration is less efficient, and will either sacrifice durability or have increased energy consumption in the process.
    • Guardian Drones: Primarily defensive in nature, these drones are tasked with protecting their users from incoming attacks. This is done by deflecting or mitigating projectiles with point defense lasers, energy shields, or by sacrificing themselves to intercept threats. Though more flexible multi-purpose drones exist, they are typically purpose made to drastically reduce costs, and can be found in use from the infantry scale, all the way up to capitol ship combat.
    • Navigational Shields: Rather than travel with their combat shields at full power, Taianese ships use a navigational shield system as well. This produces a larger, wider bubble meant to deflect oncoming debris in space, as well as provide a layer of protection from cosmic radiation. This is followed up by a final layer much closer to the ship, which is meant to intercept and block anything that would have struck the ship.
    • EM Hardening: Thanks to their advanced manufacturing processes, the vast majority of Taianese technology has at least some degree of EM Hardening, or the ability to outright survive such bursts of energy. In the worst case scenario, their machines and devices are forced to shut down and reboot, but are rarely if ever damaged.


The standard basic technology of the Alliance is as follows:

  • Standard Systems and Technologies:
    • Artificial Gravity:
      • Gravity field generator: All Alliance vessels generate gravity with a network of gravity field generators built into the decks of the vessel. These field generators are often kept on Alliance standard settings (1 Eden gravity), but are adjustable and can be calibrated to a variety of settings to accommodate peoples from worlds with higher or lower gravities.
    • Inertial Compensation:
      • Inertia Compensation field generator: All Alliance vessels are equipped with inertial compensators, field generators that reduce the effects and feel of acceleration and deceleration on personnel and delicate equipment aboard a vessel.
    • Anti-gravity:
      • Repulsor Generators: Repulsor generators are devices built into Alliance space vessels and other smaller vehicles for use in a gravity field, cancelling out gravity's pull and allowing it to float. In space vessels this technology these devices are used to allow a ship to enter atmosphere, land on a planet and take off again. In smaller vehicles, such as personal transportation such as cars, trucks and the likes, it allows these vehicles to fly. These devices are available in small enough size to be installed into cargo pallets and small robots or even in the modern replacement for a wheelchair or gurney.
    • Matter Synthesis:
      • Matter Synthesizers: Technology employed by the Alliance to create and recycle objects, such as food, clothing, spare parts, equipment and other every day objects. The synthesizer works by converting a supply of bulk matter to energy and then reforming it into any number of stored pattern available to the device. The Synthesizers come in various scales, from small home devices for personal use, to large bulk units for synthesis of large objects, to the massive industrial Synthesizers for synthesis of large prefabricated sections of ships or buildings and the likes. The matter synthesizer does have it's limitations, both physical and programmed. They are unable to synthesize life forms or certain complex atomic structures such as some of the base materiel needed for construction of hyperspace drive superconductors. They are software limited from synthesizing certain objects based on the users authorization level.
    • Androids/Robots:
      • The Interstellar Alliance use a variety of different types of robots and androids in many aspects of industry, starship operation and many other fields. While these automatons are programmed to be capable and intelligent about their designed purpose, they are not a sentient form of artificial intelligence, rather an artificial construct created for specific tasks, such as engineering, logistics, cleaning, etc. Alliance starships, stations, logistical facilities and more will commonly have their crew compliment supplemented with a large number of specialized automatons to assist in day to day tasks. The Alliance's laws against slavery and indentured servitude make it illegal to create a self aware and sentient form of artificial life and then treat it as property. This artificial life form would be immediately granted all rights and privileges of any Alliance citizen.
    • Tractor Beams:
      • Graviton Beam Projector: Referred to as a Tractor Beam, a device capable of capturing and holding onto an object with a beam of energy. The tractor can then hold the object at distance, pull it in or repel it. These units have a variety of uses from handling of cargo, towing of ships, to capturing and holding an enemy vessel or even intercepting and and redirecting an incoming missile, torpedo or other object.
  • Propulsion Systems
    • Sublight:
      • VASIMR Drive: The main form of sublight propulsion for Alliance space vessels, an Electrothermal drive thruster that utilizes radio waves and magnetic fields to accelerate plasma and produce thrust. This is an advanced version of a propulsion system originally developed in the 20th century on Earth.
    • FTL:
      • Hyperspace Driver: While there have experimented with other forms of FTL in the past, the Alliance has settled on the Hyperspace drive, which generates a subspace tunneling field that allows a vessel to enter a subspace dimension, traverse it to a certain point and exit into the corresponding point in normal space. The distances needed to travel between corresponding points in subspace are considerably shorter than their real space counterpart, allowing an Alliance vessel to effectively travel across vasts distances in very short periods of time.
    • Maneuvering:
      • Reaction control ion jets: Small ion jets positioned on key positions of an Alliance space vessel that allow the vessel to maneuver.
  • Power Systems:
    • Fusion Reactors:
      • Magnetic confinement fusion reactor: Main power for Alliance space vessels is provided by fusion reactors, usually of the toroidal type, sometimes refered to as a Tokamak, which utilize magnetic fields containing fusion fuel in a plasma state to generate power.
      • Micro Fusion Generator: A small scale fusion generator that acts as a backup power source aboard a space vessel, or a primary power source aboard small craft such as shuttles or atmospheric vehicles.
    • Solar Collectors:
      • Solar Array: Solar arrays are used as a deployable backup power generation system for when a vessel has lost it's primary power generation systems. Large scale solar arrays are used as power sources for planetary infrastructure or orbital and system space stations to supplement reactor generated power.
      • Battery Array: A network of batteries integrated throughout an Alliance vessel that collects and stores excess power generated by the vessels reactors for use in emergencies in place of primary and secondary power sources.
  • Weapon Systems:
    • Energy Weapons:
      • Laser Cannon: The laser cannon is the primary form of weapon employed by the Interstellar Alliance. These weapons come in multiple scales, from small handheld personnel weapons, to large starship and station mounted cannons.
    • Warhead Projectile Weapons:
      • Torpedoes: Large self guided weapon system designed to deliver a payload to it's target. Torpedoes are used as anti-starship and anti-station weapons.
      • Missiles: Small scale self guided weapon system designed to deliver a payload to it's target. Missiles are used as enti-starfighter or ground support weapons.
    • Point Defense Laser Cluster:
  • Defensive Systems:
    • Deflector Shields:
      • Deflector Shield Generators: Generators installed into Alliance vessels, stations or other vehicles or infrastructure that project a protective bubble designed to block and or absorb incoming weapon fire. Small vehicles or fighters will use a single generator while larger vessels or stations and the like require multiple generators for full coverage and redundancy. The shield can block and absorb energy weapon strikes, distributing the absorbed energy into capacitor banks and or batteries, while physical strikes from projectiles or collisions are repelled. As with anything, the shield has a limit, based on the strength of the generator, it's available capacitor banks and power supply, and sufficient and continued bombardment will eventually wear down the shield until it collapses.
      • Navigational Anti-Particle deflection generator: Protective generators installed aboard Alliance space vessels designed to redirect particles or other navigational hazards that might otherwise strike a vessel.These screens are not capable of blocking a physical impact, but will redirect or bounce an object to prevent it from impacting.
      • EM Hardening:

The tatya hini and half-elves of the Children of the Wind use the Word and a mixture of ancient technologies to allow themselves to travel by air ship. They are incapable of leaving atmosphere and have no desire to. They are nomadic by nature and will only leave Jord if they hitch a ride with alien traders.

  • Weapons - Black powder muskets, arrows, swords, spears, etc
  • Transportation - Walking, carriages, horses, gliders, magic powered air ships

The Church of the Holy Sword limits its use of technology to Light Spheres from the Interstellar Alliance and Heartstone Lanterns. Otherwise, they are not capable of leaving atmosphere without outside assistance. They do gather and store ancient technology to keep it away from the general public and the tatya hini. They are an almost medieval technology society, having not found the need to move to industrialization. They are known to send Templars with Alliance traders to continue to spread the gospel of Tyr but it is a form of honorable banishment. Templars that leave Jord never return.

  • Weapons - Black powder muskets, arrows, swords, spears, etc
  • Transportation - Walking, carriages, horses

The standard basic technology of the Kǒnglóng is as follows:

  • Standard Systems and Technologies:
    • Artificial Gravity:
      • Gravity field generator: All Kǒnglóng vessels and Worldships generate gravity with a network of gravity field generators built into the decks of the vessel. These field generators are kept at Old Sol standards (1 Earth gravities),
    • Inertial Compensation:
      • Inertia Compensation field generator: All Kǒnglóng vessels are equipped with inertial compensators, field generators that reduce the effects and feel of acceleration and deceleration on personnel and delicate equipment aboard a vessel.
  • Propulsion Systems
    • Sublight:
      • Fusion Projection Arrays
    • FTL:
      • Subspace Projection Fields:
      • Hyper Dimensional Anchoring:
    • Maneuvering:
      • Reaction control Fusion arrays:
  • Power Systems:
    • Fusion Reactors:
      • Waveform Power Generator: Multiple gyroscopic arms rotating around a red glowing core, shielded behind ionized leaded clear materials. The top and bottom of the unit have many plugs and outlet points for hoses, cables, and induction coils. The gyro arms rotate powerful electron-magnets that tear a micro hole with-in space time itself, out pours waveforms of energy, though only the strongest and purest, the Wibbly wave form, is harnessed for conversion to power for the ship.

Above and below the main gyroscopic array is the induction coils, they received the Wibbly wave form and convert it into power, usable for the ship.

  • Liquid Hydorcarbons Fusion Pods: A large fusion reactor fueled from the liquid fuels produced from the Kǒnglóng burial vaults. A large rectangular vault with pipes and valves going every which way. The control rooms around the shielded Fusion Pod is hot and steamy from leaks in the cooling systems and there is a constant sound of dripping pipes. The Reactor itself has one large viewing port to look deep with in, a lime green light shines from with-in. Bundles of cables snake about and around the pipes and hoses. The Fusion Pod is powerful enough to keep a Worldship light, heated or cooled, and powers everything but the FTL drives.
  • Weapon Systems:
    • Energy Weapons:
      • Warhead Projectile Weapons:
  • Defensive Systems:
    • Armor:
    • Deflector Shields:


The Valsh’Nar Empire’s technology is realitivly low tech and simple compared to many other nations. However that being said, it is not any less efficient at what it is designed to accomplish and may be better in some cases due to its simple and logical nature.

  • Standard Systems and Technologies:
    • Inertial Compensation and Dampening: Valsh’Nar Empire ships are equipped with a Inertial dampener and compensater to reduce or even negate the effects of high speed space travel.
      • Artificial Gravity: Valsh’Nar Empire Ships and Stations are equipped with an artificial gravity generator. The generator operates of centrifugal force and can be shut off from an outside source. Larger ships or stations have several generators throughout so different sections can have different gravities or lack there of if desired.
    • Propulsion: The Valsh’Nar Empire prefers the use of Plasma based systems for they’re propulsion uses. Though solar can also be used it is somewhat rare and only used for smaller vessels or as a back up power source.
    • Sublight: Depending on what power source is used (Plasma or Solar) for sub light maneuvering the ship will use normal power modes, increasing or decreasing power for faster or slower speeds. Some ships have more than one reactor and can bring them on or offline for more power.
    • Faster Than Light:
      • Over Powered Reactors: The Valsh’Nar Empire has taken the blunt force option when moving their ships at FTL Speeds. When going into FTL Speeds the ship will power on all of its reactors and release most, if not all, saftey restraints on them causing the amount power to over charge/’red line’ and push the ship to FTL speeds. This is very taxing on the engines and is predominately used to do short systems to system jumps where the ship will need time to let the reactors to cool down and do any repairs before another jump can be made. This can only be done with ships equiped with a Plasma Reactor, the Valsh’Nar Empire’s solar technology isn’t advanced enough to get enough power for FTL Speeds.
    • Power Systems:
    • Solar: The solar powered systems are considered for auxiliary or sub light travel only. Solar power is collected via a series of arrays or specially designed hull segments on some smaller ships.

* Plasma : The most common, and powerful, of power systems in the Valsh’Nar Empire is Plasma. The most common being the Torvitz Series.

* Weapon Systems: The Weapon Systems of the Valsh’Nar Empire are relatively low tech and basic, relying on solid projectile weapons for the legions of Karshvick soldiers while the more advanced energy weapons are kept to ships and large non man portable surface weapons.

  • Energy Weapons:
    • Laser: Most laser based weapons are used for ship secondary weapons, providing close range fire or anti aircraft uses. The reason for this is the lack of smaller man portable power supplies and even the smaller surface based systems needing a small reactor to power. Either way, the laser weapons are in short broken beam form, though some systems do utilize a continuous beam form though those are usually for short range and usage time.
    • Plasma: With the reliance on plasma technology for power, the Valsh’Nar empire has quickly figured out how to siphon that energy off and use it to power weapons. These weapons are usually the most powerful in the Valsh’Nar fleet and are Primary, heavily destructive weapons in which most ship platforms are based upon. Much like the lasers they have two forms which is either a beam or an orb/ellipse. The type of form also indicates its power and function, beam weapons are highly powerful and direct fire based where as orbs are a less powered more area effecting in operation.
  • Projectile Weapons:

* Dart/Fleshette Weapons: The Primary weapons of the Valsh’Nar Empire Military is based around solid dart or fleshette rounds. Primarily used in the standard rifle they are solid darts or, darts containing several smaller darts used for anti personnel. The only differ are the Kudah weapon darts which house either a poison or mind control worm eggs that infect the host, these darts are only used in pistol weapons. * Solid Round Weapons: The only weapons that use traditional solid shot are the Pakoli tribal rifles, or Jezarts. Standard, normally high caliber, slugs though some very rarely have very minor magical powers.

* Specialist Weapon Systems: * Acid/Flame Throwers: Flame or Acid throwing/spreading weapons are favored by the Valsh’Nar military due to the close nature of most of their tactics. The most common are man or team portable weapons systems though some larger systems are used and attached to Zazeku as support weapons. The weapons themselves emit either a continuous stream like a fire hose for distance or washes of flame/acid to cover wider but drastically shorter distances. * Boarding Harpoons/Torpedoes: The Valsh’Nar Military knows that they’re strength isn’t technology based, but in brute strength and numbers. This in mind many larger ships have a contingent of boarding torpedoes that can be fired at close range into enemy ships unleashing Karshvick shock troops directly into the enemy. Some more specialty ships have a set of Boarding harpoons that operate much the same but instead latch onto, or more into, enemy ships. Once harpooned the opposing ship can either be obliterated at close range by cannon fire or, in the case of some specialty designed Valsh’Nar boarding ships, quickly retracted and boarded for easy takeover and capture.

  • Defense Systems:
  • Energy Shields: Very basic in terms of shielding, the Valsh’Nar shield technology is loosely based on several other nations tech that the Valsh’Nar scientist could reverse engineer. Overall it provides a ‘bubble’ of base protection around the ship itself though emitters on the hull. However the crew are able to increase certain parts of the shield via ‘reactionary’ protocols by either rerouting or directing more power to areas that are going to sustain more damage.
  • nation_standards.txt
  • Last modified: 2020/06/17 07:34
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