Author Topic: Technology of the Baraxian Bandits Part 1  (Read 451 times)

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Offline Zero

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Technology of the Baraxian Bandits Part 1
« on: November 29, 2009, 04:11:28 PM »
Baraxian Bandit Technology

Energy Sword.  This is basically like a light saber but is fundamentally different as the blade doesn?t use plasma but instead uses energy as the blade of it.

KE Grenades (Kinetic Energy)  These grenades are loaded with Kinetic energy in a special facility on Star?s World and then they are issued to the troops.

Energy Shield Wristbands
These wristbands produce a circular shield on your arm that  helps to prevent damage by asorbing the attack used against it and then using the attack to power the shield even more.

Quantum Singularity Laser
These lasers once they hit a target  cause the matter of the target to become AntiMatter, effectively creating a black hole to suck in all ships but the one it is launched from because of the AntiMatter power signature of the ship due to this device.

Melee :

A Gaffii Stick or Gaderffii is a durable bladed metal staff with a heavy end which appears similar to the medieval flanged mace. It is used as the primary weapon of the Tusken Raiders, and is known to non-Raiders as a "Gaffii stick".
An electrostaff is a melee weapon which looks like a staff, but conducts energy fields at its ends which can cause severe damage to living tissue and inanimate objects alike. It is often utilized by General Grievous's bodyguards, the IG-100 MagnaGuards. They are impenetrable to most weapons, including lightsabers, because they are supposedly made of the rare Phrik alloy. The appearance of this weapon in Star Wars Episode III: Revenge of the Sith marked the first time a non-lightsaber weapon that could withstand the cutting power of a lightsaber in a Star Wars film was used.
Other Star Wars media has extended the types of those weapons known to be used. The amphistaff is the primary anti-personnel living weapon of the Yuuzhan Vong. Amphistaff scales can produce an edge harder than a diamond's that can stop a lightsaber. In addition to its default staff/spear configuration, an amphistaff can be wielded as a whip or flail by selectively hardening parts of its body.[3]
Vibroweapons are a highly lethal class of melee weapon that utilize a generator, usually located on the weapon's hilt, to create supersonic vibrations.[4] Many variations of vibroweapon exist; due to the adaptable nature of vibroweapon generators, vibroweapons can be made out of axes, pikes, knives, and swords.
Vibroweapons have been used by characters in various media, such as Lando Calrissian[5] from the Star Wars movies and Mission Vao from Star Wars: Knights of the Old Republic

Ranged :

Blaster - Your standard Issue gun.  Fires energy bullets. 10 uses per minute.
Blaster Rifle - More advanced Blaster, fires 1 round a minute, high caliber and does a lot more damage than the blaster.
Heavy Assault Blaster - 10% damage  Ion Beams.
Heavy Assault Rifle -  30% damage, Ion Beam.  1 per minute.

Grenade Types:    Fire Grenade, Ice Grenade, Diamond growth grenade,  acid grenade, sonic grenade, concussion grenade, portal grenade.

Vehicles :

Scorpion Tank -  These Tanks are shaped like a Scorpion and made out of an Orange Metallic Substance known as Synthon.   It?s only weapons are on the tail, and on the front.   3 weapons are mounted on the tail, and the other 2 are the ?eyes?  which fire Plasma beams.  The ones on the tail fire missiles that can hit many targets.

Hover Skimmer -   This is the StarClan version of the car and is nonpolluting.   It uses hover technology to stay aloft.  It is also armed with Plasma Gear laser cannons  so it can be quite the aid in fighting.

HeliCruiser
This is a downgraded version of a battle cruiser meant for air battles instead of space battles. Since it is not required to be in space, it doesn?t have a hyper drive. It however had external booster ring adaptors along with  the turbo lasers that are normally required by a ship.



Support :

QSG-  Quantum Singularity Generator. This is what enables Quantum Singularity Lasers to function.

Medical Crystals - Shatter these and the liquid inside will splash onto your skin becoming a healing substance.




Ships :

Halo  These ship is   a   highly armed version of a battle cruiser  and requires a lot of power to function.  The Weapons on this ship are mainly the standard weapons of a battle cruiser except for one  weapon on these ships, namely the Quantum Singularity Laser.

Helios
This is the StarClan SunSlayer ship. It however has been upgraded to be more powerful as it can also focus energy from Solar Power into a destructive laser burst by using a diamond focusing crystal.

Offline Zero

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Re: Technology of the Baraxian Bandits Part 1
« Reply #1 on: November 29, 2009, 04:26:54 PM »
Yarik-Set Vessels and Yorik Set Cannons

The Yaret-Kor operated on a basic principle wherein the cannon took in stone or other massive materials, and then heated the materials up and expelled them towards an opposing ship as a flaming projectile. The size of both cannon and projectile was dependent upon the type of vessel it was linked to. Yorik-et starfighters, for example, were armed with a single plasma cannon that released small, flaming rocks. Larger vessels, such as miid ro'ik warships, had an arsenal of multiple cannons, able to launch larger projectiles in steady streams. Koros-Strohna worldships carried hundreds of cannons of varying sizes, though these weapons had a slow rate of fire and were not grown for anti-starfighter defense.
The Yaret-Kor's plasma projectiles were powerful enough to melt through the hull of a New Republic starfighter, and collisions could easily knock fighters off their flight paths or stun enemy pilots. These weapons were difficult to counter, even with the advantage of deflector shields; the best counter was point defense. Since Yaret-Kor cannons were grown into Yorik-et vessels, it was often difficult to distinguish between ship and cannon, with no easy way to determine the size of the weapon.
As an organic weapon, the Yaret-Kor held many other advantages over conventional, laser-based weapons. Yaret-kor could heal over time, and did not require a power source. They refueled by consuming various materials, thus negating the need to return to specially-designated areas to restock. Additionally, the plasma cannons fitted to yorik-et coralskippers also served as a means of propulsion, in conjunction with the vessel's dovin basal. The opposing force created when the Yaret-Kor fired actually propelled the starfighter through space.

Offline Orph

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Re: Technology of the Baraxian Bandits Part 1
« Reply #2 on: November 29, 2009, 04:47:44 PM »
Anti-matter doesn't create singularity's, anti-matter is the opposite of matter. Once it comes into contact with matter a full 100% transfer from matter to energy takes place, while a nuclear device uses around 1% of matter to energy transfer. Therefore a pound of anti-matter would be incredibly destructive.
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Offline Gaserlake

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Re: Technology of the Baraxian Bandits Part 1
« Reply #3 on: November 30, 2009, 11:01:12 PM »
Approved, except for the Halo and the Quantum Singularity Laser, as well as the Yarik Vessels and Cannons. The Quantum Singularity Laser uses anti-matter, and you got that wrong. Abel told you what it does. Halo uses it, so it is unapproved. If the Yarik Cannons aren't anti-starfighter weapons, and the starfighters are fighter, then how can it be used to collide with fighters?

Offline Nisorin

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Re: Technology of the Baraxian Bandits Part 1
« Reply #4 on: December 01, 2009, 12:45:52 AM »
Not only that, but fire requires oxygen. There's no oxygen in space, unless you get too close to a planet's atmosphere.
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