[b][i][u]Keeper[/u][/i][/b]
This Keeper is fitted with 5 main beams, and dozens of secondary beams and plasma turrets. It is also a carrier that holds Fighters and Gunships. It has the ability to change the composition of itself. It has a mixture of lead and other materials that prevents EMP's from getting through. It is mainly focused on combat. If there is more that I put on CE than I put on here, tell me, and it will be added to here.
[u][i][b]Fighter[/b][/i][/u]
This is a fighter-class ship. It shoots a gun that shoots like a shotgun, but a machine gun at the same time. Unlike the shotgun, it stays within a firing circle, like a sniper rifle, instead of spreading out and hitting random places. The same thing goes to the Gunships. Fighters and gunships shoot plasma. Again, if there is more on CE than I put on here, tell me, and it will be added here.
[b][i][u]Linking[/u][/i][/b]
It's a 'communication' between the Aralangs, which puts details about everything about the Aralangs. It's a telepathic thing. The energy to do this comes from the Aralangs themselves.
[b][i][u]Energy-Sucking Thingy[/u][/i][/b]
The Energy-Sucking Thingy, or EST, is a device that sucks energy. Why won't it suck it's own energy? Well, it's like sucking air out of a room, but not air that's outside of the room.
[b][i][u]The Beast[/u][/i][/b]
Codenamed: The Beast, it is a bio-mechanical virus that lives on by adapting. It is created by the Aralangs as a top secret weapon, although they would get infected by it, too. It has the ability to spread from ship to ship, as long as the ship's shields are down, or the shields are weak, like fighters' and corvettes' shields. The Beast is now dormant. It becomes active as soon as it comes in contact with a technological or biological object. Once it becomes active, it is almost impossible to get it under control, as in under to get it under control, you have to get a vaccine, and in order to get a vaccine, you have to get a sample without getting infected. Once the person gets infected, they would be as good as dead, as the Aralangs are yet to find the vaccine for it. If the Aralangs can't make the vaccine, then it will be most likely that nobody else would make the vaccine, as the Aralangs understand it the most. The infected people would be the undead. Infected ships would have a mind of their own. The Beast recognizes itself and does not attack its own ships. It spreads very rapidly, and can infect a populated planet within hours. It spreads by jumping itself from target to target. If it infects people who have magic, it can adapt itself so that the entire Beast can use the magic. Same thing with tech. The virus would die off in a few years, unless it finds new people to keep living. This would only be used as the Aralangs' last resort. You might think that it is against being peaceful and balanced, well, you'll see, if this happens.
Don't know how I forgot this, but I forgot to add that the Beast can be activated by having contact with magic, and that it's a bio-mechanical-magical virus. I"ll just continue updates of the Beast in this topic, if I forgot something, or if I just want to add something.
[b][i][u]Drift Space Inhibitor[/u][/i][/b]
It inhibits Drift Space from coming withing the field.
This is not really tech, but it is an ability for the Aralangs. The Aralangs have the ability to call in reinforcements from other universes. It takes so much energy, that only a fraction of the Aralangs are able to come at any one time. The Aralangs are able to receive 8 Keepers and 2 Dreadnoughts every month. They appear at the edges of the universe, far enough, so that their presence wouldn't be detected.
[b][i][u]Sajuuk[/u][/i][/b]
This is the answer to the Erebus-class vessel of the Horde. In fact, this ship levels the battlefield against the Erebus. This ship is very huge. It is the size of a planet. These ships were originally designed to destroy planet-sized ships and even bigger ships. The shields are unimaginably strong, so is the armor. It shoots a Pure Energy beam that is much stronger than 25 Dreadnoughts combined. The beam is a very long range beam, as the Sajuuks were used as an artillery cannon. The cannon is hundreds of miles wide. It has secondary beams that are miles wide. The plasma turrets shoots plasma that is way much hotter than what Dreadnoughts fire. The downside is that is takes a while to fire the cannon (5 posts for minimum damage). The ship's maneuverability is unimaginably slow, and it has an unimaginably slow speed. There can only be one Sajuuk at once.
[b][i][u]Gunship[/u][/i][/b]
This is a corvette-class ship that has many turrets on it. The turrets has an aiming coverage of 100%. That means that the ship can attack on all sides. The turrets are plasma turrets, which shoot plasma that is a bit hotter than what a Fighter would shoot. It is more armored than the Fighter, though its speed and maneuverability is slower. The shields are stronger, as well as the firepower. The Gunship has 12 turrets, 2 on each side.
A corvette is like a heavy fighter. It has more firepower, stronger shields, and armor. It has less speed and maneuverability.
[b][i][u]Sensor Scrambling Device[/u][/i][/b]
This device is built into the Keepers and the Dreadnoughts. This device emits a low range field that scrambles any sensor, including friendly ships. The scrambling causes any sensor within range of the field. It would cause ships to appear and disappear on the sensors, as if the ships cloaked and decloaked, has more ships than there is, less than there is, and so on. Everything withing sensor range is scrambled. Anything outside of the field is unaffected by it, and they can detect ships that are in the scrambling fields without any interference from the field.
[b][i][u]Orbital Sensor Scrambling Device[/u][/i][/b]
These are scrambling devices that orbits around Aralang planets. They emit a long range scrambling field outwards from the planet. There many of them orbiting each Aralang planet. Anything outside of the field is unaffected by it, and they can detect ships that are in the scrambling fields without any interference from the field. The scrambling effects are the same with the Sensor Scrambling Device. It affects friendly ships, too.
[b][i][u]Anti-Teleportation Field[/u][/i][/b]
This field stops anybody or anything from teleporting with magic or technology. If someone or something tries to teleport into the field, they will be forced to teleport outside of the field. They would have to do something else to go through the field. The size of the field varies by the amount of energy available.
[b][i][u]Jump Drive Inhibitor Field[/u][/i][/b]
Jump drive is similar to hyperspace, but it isn't the same thing, so don't get confused with hyperspace jumps and jump drives. This field stops ships from jump-driving in or out. If a ship jump-drives into the field, they will be forced to get out of jump drives outside of the field, then have do something else to go through the field. The size of the field varies by the amount of energy available.
[b][i][u]Dreadnought[/u][/i][/b]
This Aralang ship has a gun that shoots a beam of pure energy, critically damaging the shields and armors of capital ships. The downside is that it takes a while to reload and it takes a moment to fire, when loaded. For anti-fighter weaponry, it has plasma turrets that shoots plasma projectiles that are hotter than the center of a star. The turrets are very accurate. The Dreadnought's armor is very strong, but its maneuverability and speed is very low.
[b][i][u]Animite[/u][/i][/b]
The materials needed to make the Animite have been given the the Aralangs. Even though it requires some magic to operate it, the Aralangs have found a way so that they don't need to use magic. The Animite brings in monsters from another dimension that obey the Aralangs' orders. These monsters use magic and the Force.
[b][i][u]Red Matter[/u][/i][/b]
This is a special type of matter that is red, hence the name. It is always red, and always will be, unless some other universes and dimensions make it blue or green, or whatever, and that sometimes has been the case, but most of the time, it is red, so it is called Red Matter.
Red Matter is very stable. But when it is ignited, it implodes, compresses, and becomes so dense, that it creates a black hole. Red Matter is very rare, and it can not be man-made. The reason why is because we don't know how to keep it stable, when we create it, and also to avoid god-modding. The black hole's gravitational pull is extremely powerful. It is so powerful, in fact, that it's abnormal. It also actually pulls in spacetime itself into the black hole. The black hole has a very short life expectancy. When it dies, it creates a hypernova, and spacetime would be back to normal again.
When it ignites, not only does it create a black hole, but it creates an EMP effect. It also emits a type of energy that takes down shields and other energies. These effects only effect those that are close to the ignition of the Red Matter.
The Red Matter can be detected, but it would only read as normal matter. It would read as different from the other matter on the scanners when it is ignited.
Since Red Matter is rare, it is used only on desperate occasions.
[b][i][u]Projectile Upgrade[/u][/i][/b]
This upgrade allows bullets and other projectiles to be upgraded with energy that is used against magic. If it his a person that has magic, the person will lose magic permanently, though the person can get its magic back. The effect is not immediate. It will take time until the person has no magical abilities. Magical blocks and magical deflections do not work against the bullet.
The strength of the bullet depends on the size of the bullet. The bigger the bullet, the more powerful magicians can be taken out. For example, a strong sage can not have all of his magic taken away from a small bullet, but a big bullet can. The magic deprivation is faster, and the bigger the bullet, the stronger the magical blocks and deflections it can get through. For example, a small bullet can not get through a strong magical force field, nor can it negate the powerful magical deflection, but a big bullet can. The energy can be man-made and can be mass-produced, by converting matter into energy, thus, all of the bullets are fitted with this upgrade.
[u][i][b]Anti-portal field[/b][/i][/u]
This field stops portals from happening.
[u][i][b]Search-Eye Augmentation[/b][/i][/u]
Via the Aralang linking system, they are able to use the Search-Eye that is "implanted" in their brain. The implant is not physical, it's sort of like a "download" of the Search-Eye.
[b][i][u]Real Illusion[/u][/i][/b]
A real illusion is a an illusion of a person, but the damage from the illusion is an illusion and real at the same time. The damage is an illusion, but the illusion is so realistic, that the brain of the victim believes that it is real, thus, the brain of the of the victim thinks it is getting hurt, thus the victim gets hurt for real. In other words, it deludes the brain into hurting its own body. The illusion would be the illusion of Gaserlake, and the machine that creates these illusions could only create 14 illusions at once (as the main character limit is 15). The illusional Gaserlake's are as real as the real Gaserlake, though they are only illusions.
[u][i][b]Anti-Beaming Field[/b][/i][/u]
This tech stops beaming from happening inside the field.
[b][i][u]Mind Control[/u][/i][/b]
Mind control is used to control people's minds, by using the electric signals from the brain to the rest of the body, thus being controlled at will. The person does not realize that he or she is under control. As electric signals from the brain to the body is normal, mind control is virtually undetectable. Mind control is installed onto Keepers, Dreadnought, and the Sajuuk. It is also in Aralang-controlled buildings and stuff like that.
[b][i][u]Mimicking[/u][/i][/b]
Mimicking is used to mimic a ship and everything in it in any possible way, as long as there is information available. Mimicking is not limited to ships. It can be used for something else. It can be a portable device.
[b][i][u]AM Field Upgrade[/u][/i][/b]
Aralang AM Fields have the ability to block abilities that they not just block from the inside, but from the outside. That means that if there was a magic orb, outside of the field, when it hits the AM field, it gets destroyed. You can't teleport into the field. You can't bring someone by teleport, if that person is in the field. This all applies to every kind of field that the Aralangs have.
[b][i][u]Aralang Elites[/u][/i][/b]
Only a very small fraction of the Aralangs are Elites. What makes them Elites is their anatomy. They can go super fast, they are super strong, and all of the other super abilities, besides magic. The main part that separates the Elites from any other Aralang is the healing. Even the deepest cut can be healed up in seconds. If a limb gets cut off, then it can be regrown. If any part of the body is missing, it can be replaced in seconds. If they get shot, their body absorbs most of the impact. The only way to destroy the Elites is to hit them hard and fast, otherwise, the body is able to repair itself like nothing happened.
How did they become Elites? How come there are only a very few of them? It is due to some very rare type of energy. It is so rare, in fact, that it is most likely not in the CE universe. Only a handful of universes and dimensions have the energy. When the energy comes in contact with bio-material, it becomes part of the body, and it no longer becomes energy. So, the healing isn't from magic, nor from energy, but from the body itself, since the energy bonds with the molecular structure, and it cannot be taken from the body, unless you want to go through every single molecular structure, which would take a very long time, even for magic users.
Examples of Elites: Gaserlake, The Beast (it takes minutes for The Beast to heal itself, or it wouldn't be in controlled state), and nothing else that I thought of, yet.
Only one out of that list I didn't like was the 'Equipment' thread, and that's because you really didn't give any sort of details.