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Part 1 | Tech Manual | Story Rules

Dogs of War
Technical Manual

This is the Tech Manual for MIFF: Dogs of War. It's a simple concept really: Technology is mundane in the Metroid Universe (my interpretation of it). Most characters don't give a damn about how it works, as long as it does.

We MIFFers usually do, however, and revel in the technological intricacies of the world. This is where to spout off about them.  All this info should not be necessary to understand the story if you're a passive reader, but writers should take it into account when writing.  How technology works, it's origins, and anything interesting about it's potential uses should go here.  This is also a spot to place miscellaneous details about characters, where they come from, their motives, etc.  Essentially, this thread lets you more fully explain things that wouldn't flow in story.

Readers: Ignore at your pleasure.

Writers: Ignore and your posts contrary to tech manual info ARE subject to deletion. Treat these posts as chapters of the story, for your purposes.


Subspace Drives/Gates By FireNexus & nameless
Subspace Drives utilize an ultra-fast variation on conventional hyperdrive. Whereas conventional hyperdrive has only shown a maximum velocity (in most instances) of 300-500 LY per hour at safe power output levels, subspace drives are capable of staggering velocities of 10,000 LY per hour at similar power levels.

One would ask, then, why someone would utilize the standard hyperdrive units instead of a subspace drive. The cost is roughly equal, but the answer is simple: Subspace drives require the use of a subspace gate.

Real space isn't sufficiently malleable for a ship to enter into subspace under it's own power. The gates twist space in order to make entry power low enough for a ship-based power core to handle.

Though a gate only needs to be placed at the entry point, once you exit, you can't jump back in without another gate.

So if you cross the galaxy using a subspace gate, you'll need to hobble along in conventional hyperspace to the nearest gate, and if there isn't one nearby, you're in for a trip in hyperspace of several standard weeks.  In remote regions, it may be virtually impossible to return to civilized space after jumping too far out. If one were to jump into a region without a gate nearby (near meaning several million light years), it would take thousands of years to return.

Since the discovery of subspace, an effort has been made by many governments to expand the subspace network. Large freight vessels jump from system to system carrying materials for gate construction. Although the demand for mobility is high, funds are often insufficient to facilitate speedy deployment and there is much room for expansion. It has been estimated that merely %10 of habited territories have been equipped with subspace accessibility.


Hyperdrive By FireNexus
Hyperdrive is an over 10,000 year old system which utilizes the sub-dimension of hyperspace to make travel to distant areas of space quick and easy.

Speed in hyperspace is only a matter of how much power you're willing to output, and most contemporary power cores can output enough for a 300-500 LY/hr velocity.

With the discovery of sub-space drives 5 millennia ago, the galaxy became interconnected in a way never thought possible, even using hyperdrive.

But without hyperdrive, subspace drive would never have been invented. It was the stepping stone for the creation of the GFed.


Warmonger Mark I By FireNexus
Dimensions:
Length: 1.75 km
Width: (approx) .5 km
Height: (approx.) .25 km

Weaponry:
100 Heavy Plasma Cannons (anti-capital ship/planetary bombardment weapons) – Fire bursts of plasma in a weak hyper-binding field.
Range: 2,000,000 km
Payload: 450 gigatons per shot
Fire Rate: 3 shots per second.
Targeting: Computer-aided manual targeting

250 Light Plasma Cannons (anti-fighter and light attack craft weapons) – Fire bursts of plasma in a weak hyper binding field.
Range: 500,000 km
Payload: 500 MT per shot
Fire Rate: 6 shots per second
Targeting: Computer-aided manual targeting

Power Plant:
Quad-Electron Fission Power Plants
High Stability rating

Drive System:
Sub-C Corp Ion Ramjet
Acceleration: .5% c/s
Maximum Safe Velocity: 65% c
Structural Limits: 90% c (realspace drives are equipped with time dilation inhibitors)

Terran StarDrive Model MC300 HyperDrive
Max Speed: 300 LY/hr
Cruising Speed: 185 LY/hr

Prometheus Transport Systems S5000 Subspace Drive
Max Speed: 10,000 LY/hr
Cruising Speed: 5,000 LY/hr
(Subspace Drives require the use of a subspace gate. Without said gates, Subspace drives will not function.)

(Someone else can design the fighter complement. I don’t feel like it)

The Warmonger Mark I class of Assault Battle Cruisers was first commissioned in Galactic Year 2004*. The GFS Warmonger (the flagship of the class) was so touted that the ship was placed into a production schedule unseen in the life of the G-Fed. The three largest starship producers in the galaxy (Terran Star Drive, Orion Space Systems, and Suess Starfighter Technologies) were commissioned, along with over a dozen smaller producers, to build the ships and their fighter complements.

By the year 2015, over 6,000 of the ships had entered service.

The class was designed as an all-around warship, and used heavily in the 5th Galactic War. The Drax (of the Drax Empire) forces were well equipped, but were unable to match the sheer size and power of the Warmonger class.

The Warmonger represented the most key factor in winning the war. This allowed the G-Fed not only to eliminate a malignant threat to its citizens, but also to gain control of the Drax Empire’s vast resources.

The end of GW5 in 2022 led to the design of the Warmonger Mark-II class, a more heavily armed improvement upon the Mark-I’s few design flaws.


Warmonger Mark II: Assault Battlecruiser By FireNexus
Dimensions:
Length: 1.75 km
Width: (approx) .5 km
Height: (approx.) .25 km

Weaponry:
150 Heavy Plasma Cannons (anti-capital ship/planetary bombardment weapons) – Fire bursts of plasma in a weak hyper-binding field.
Range: 2,000,000 km
Payload: 450 gigatons per shot
Fire Rate: 3 shots per second.
Targeting: Computer-aided manual targeting

400 Light Plasma Cannons (anti-fighter and light attack craft weapons) – Fire bursts of plasma in a weak hyper binding field.
Range: 500,000 km
Payload: 500 MT per shot
Fire Rate: 6 shots per second
Targeting: Computer-aided manual targeting

Power Plant:
Dual Hyper Reactor chambers
High Stability rating

Drive System:
Sub-C Corp Ion Ramjet
Acceleration: .5% c/s
Maximum Safe Velocity: 65% c
Structural Limits: 90% c

Terran StarDrive Model MC300 HyperDrive
Max Speed: 300 LY/hr
Cruising Speed: 185 LY/hr

Prometheus Transport Systems S5000 Subspace Drive:
Max Speed: 10,000 LY/hr
Cruising Speed: 5,000 LY/hr
(Subspace Drives require the use of a subspace gate. Without said gates, Subspace drives will not function.)

(Same deal with this one’s fighters. I honestly have no desire to come up with specs for the fighter complement, either.)

The Warmonger Mark II was first designed in 2019. It was intended as a solely space superiority steered twin of the multi-purpose Warmonger Mark-I. As such, designers removed troop transport quarters in lieu of extra fighter bays and plasma cannon emplacements. It also solved the problem which Drax fighters took most advantage of in the Warmonger Mark I, its several blind spots.

The class was commissioned in 2022. Building of the Warmonger I continued, but Warmonger II production was given priority. By GY 2045, there were over 30,000 Warmonger I and II class vessels in service with the G-Fed with a split of roughly 60/40 in favor of the less expensive Mark-I ships.


Warmonger Mark II: Executioner Variant By FireNexus
The Executioner Variant is the Warmonger Mk2 without the extra fighters or troops, instead holding executioner hyper cannons.

Dimensions:
Length: 1.75 km
Width: (approx) .5 km
Height: (approx.) .25 km

Weaponry:
150 Heavy Plasma Cannons (anti-capital ship/planetary bombardment weapons) – Fire bursts of plasma in a weak hyper-binding field.
Range: 2,000,000 km
Payload: 450 gigatons per shot
Fire Rate: 3 shots per second.
Targeting: Computer-aided manual targeting

400 Light Plasma Cannons (anti-fighter and light attack craft weapons) – Fire bursts of plasma in a weak hyper binding field.
Range: 500,000 km
Payload: 500 MT per shot
Fire Rate: 6 shots per second
Targeting: Computer-aided manual targeting

4 Executioner-class Hyper cannons (anti-battle station/planetary bombardment weapons)
Range: 1 AU
Payload: 5 Teratons per shot
Fire Rate: 2 shots per minute
Targeting: Computer-aided manual targeting
(The Executioner hyper cannon is an experimental weapon currently present on roughly .05% of Warmonger Mark-II class Battlecruisers. This weapon comes at the expense of all extra fighter bays. Warmongers with this weapon onboard also have a third hyper reactor.)

Power Plant:
Dual Hyper Reactor chambers
High Stability rating

Drive System:
Sub-C Corp Ion Ramjet
Acceleration: .5% c/s
Maximum Safe Velocity: 65% c
Structural Limits: 90% c

Terran StarDrive Model MC300 HyperDrive
Max Speed: 300 LY/hr
Cruising Speed: 185 LY/hr

Prometheus Transport Systems S5000 Subspace Drive:
Max Speed: 10,000 LY/hr
Cruising Speed: 5,000 LY/hr
(Subspace Drives require the use of a subspace gate. Without said gates, Subspace drives will not function.)

(*Note: The 2004th year of the standard galactic calendar. The Christian calendar was stopped as a galactic standard upon the formation of the G-Fed, in the year AD 15,000 )


Geonova By FireNexus
Geonovas are a very rare occurrence in the Milky Way galaxy, having been observed only a dozen or so times in all of modern history.

When a class C planetary body is reacted against a large-scale energy transfer, uranium present in high levels in their cores may begin a nuclear chain reaction, seen in old-type thermonuclear warheads.

Planet Zebes, a class C planetary body, appeared to be such a mass, and was accidentally destroyed by the self-destruct mechanism of Tourian.


Hyperspace By FireNexus
As previously mentioned, hyperspace is an excited version of real space. The advent of hyper drive called for the readmission of the conception of the Newtonian ether. The main difference between hyper and realspace is that the two lie at 90 degree angles from one another on the ether band.

Think of the ether band as a fifth dimensional sinusoidal wavelength. Real space resonates in perfect phase with this wavelength. Hyper is shifted over 90 degrees from this reference point such that the apex of the subspace wave signature coincides with the midpoint of the wave height of the either band. Subspace is 180 degrees out of phase with the ether band such that the apex of its wave signature coincides with the trough of the either band on a modified Cartesian scale.

The 'amount' of either is related to the degree of phase variance on the either band. It has been found that physical properties are directly related to either flow and either resistance. For instance gravity and inertia are almost identical values when examined within the context of ether dynamics. Gravity is a result of ether flow into three dimensional objects causing space points to become distorted and stretched. These points turn into lines along which other three dimensional objects travel. This results in an inward flow towards the most massive object. Inertia, too is a result of three dimensional objects reacting with the active vacuum. Either flowing into bodies causes the object's position to become fixed. When a force is applied to change its velocity, the either flow is altered causing a reluctance for the object to move. Newton attempted to explain this with terms such as "ether drag" etc.

Hyperpace contains less ether than realspace which results in a greater ease in mobility. Additionally, the upper limit on velocity is pushed up several thousand percent.

Subspace contains no either at all and therefore forces such as gravity and inertia do not exist. Likewise, there is no upper limit on velocity which provides the major advantage of traveling in the subspace region of the ether band.

It has been theorized that an infinite number of spatial points exist along the either spectrum, but matter is only able to travel in one of the three previosly described. These three versions of space have been termed collectively as "kind" space. In any other phase angle other than 0, 90, and 180, matter becomes distorted and in extreme circumstances breaks down into neutrinos or converts completely into energy. Some theoreticians have suggested that it may be possible to transfer decomposed matter, energy, or communications through these alternate versions of space, but kind space has been more than sufficient but to warrant exploration in those areas.


Terran Stardrive: GFed Corporate Powerhouse By FireNexus
Terran Stardrive began operations in the year 9,000 AD, as a conglomeration of Terra starship producers. Under the growing stress to confederate due to the looming competition of alien producers.

The corporation now employs over 5 billion beings and having thousands of shipyards in three systems. It represents not only the largest starship producer in the galaxy, but also one of the largest corporations in the GFed.

TSD has, in recent years, devoted nearly 70% of it's production capacity to military craft. This is curious in light of the relatively peaceful times seen by the GFed. The massive surge in military production (and in recruitment, another matter entirely) was odd, to say the least.

However, TSD still manages to produce it's large line of commercial vessels, and will remain a major corporate player for at least several years to come.


Subspace Anchor By nameless
Subspace anchors are a method for stabilizing ships as they drift in space. The anchoring device basically generates a subspace field that "locks" the ship's position. This will prevent the vessel from drifting or being influenced by low level magnetic or gravitational fields.

The subspace anchor can be thought of as a device that gives that craft an infinite inertia. This is done by influencing ether flow into the mechanism. No outside force can move the craft until the anchor fails or it has become physically disengaged from the anchoring mechanism itself. The mechanism is usually located at the rear of the craft and is tied into the critical structure of the vessel along with the propulsion systems.


Samus' Power Suit & the Metroids By CapCom
This brings about some questions regarding the Chozo and the Metroids as the Chozo built Samus' suit and they also created the Metroids (or at least the ones on SR388...) Anyway, since Samus' suit absorbs health and energy of defeated enemies, then it posesses metroid-like characteristics, mainly the energy draining ability. It seems to me that the Chozo used energy draining properties in things aside from Metroids and the Power Suit, or used the energy-absorbing properties of Metroids for the Power Suit.

Of course, there are all sorts of weapons and armor lying around SR388, so those would have to have been there before the civilization was destroyed. Since they weren't used by the Chozo, it is safe to assume that the destruction of SR388 came rather suddenly. Meaning Power Suit technology was available before Metroids were created. Thus the Varia lying about. The Chozo somehow found energy absorbing powers and put those in their weapons and armor and then used it further to create the Metroids.