Difference between revisions of "Legion"
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Revision as of 07:46, 26 March 2009
File:Legion.JPGRevelation burrows through the material world, devours creation’s soil, digests the thoughtless void, and produces significance with God’s grace. From emptiness comes meaning, essence from existence, soul from matter.
Is God through the wormhole? Did God grant us this boon, this new technology, a revelation from on high? These weapons are God's new prophecy, domain, and blessing. Let us use God's grace and prepare New Eden. We are God’s soldiers, weapons, glory. Our people are God’s army. Together, we are the legion.
-The Heresies of Hinketsu
Amarr Strategic Cruiser Skill Bonus: 5% Reduction in the amount of heat damage absorbed by modules per level.
Info | Shield | Armor | Capacitor | ||||||
---|---|---|---|---|---|---|---|---|---|
Mass | 6,815,000kg | Shield Capacity | 100 HP | Armor Em Damage Resistance | 50 % | Recharge time | 10000 ms | ||
Volume | 118,000m3 | Shield recharge time | 10000 ms | Armor Thermic Damage Resistance | 0 % | Capacitor Capacity | 100 Energy | ||
Capacity | 0 m3 | Shield Em Damage Resistance | 0 % | Armor Kinetic Damage Resistance | 0 % | ||||
Base Price | 18.4M ISK | Shield Explosive Damage Resistance | 0 % | Armor Explosive Damage Resistance | 0 % | ||||
Max Velocity | 10 m/sec | Shield Kinetic Damage Resistance | 0 % | Armor Hitpoints | 100 HP | ||||
Calibration | 400 points | Shield Thermal Damage Resistance | 0 % |
Contents
Legion Defensive Subsystems
Adaptive Augmenter
Capitalizing on the exceptional defensive capabilities of fullerene-based components, this subsystem allows a pilot to augment their Legion’s armor resistance, dramatically enhancing its survivability in combat. Tiny molecular-level conduits play a crucial role in orchestrating the flow of nano-assemblers beneath the armor’s surface, guarding the flow of vital repairs against disruptive impact.
Subsystem Skill Bonus: 5% bonus to all armor resistances per level 10% bonus to remote armor repair system effectiveness per level
Info | Shield | Armor | |||||
---|---|---|---|---|---|---|---|
Mass | 1,400,000.0 kg | Shield Explosive Damage Resistance | 87.5 % | Armor Em Damage Resistance | 50 % | ||
Volume | 20.0 m3 | Shield Capacity | 2200 HP | Armor Thermic Damage Resistance | 0.65 % | ||
Capacity | 300.0 m3 | Shield Em Damage Resistance | 0 % | Armor Kinetic Damage Resistance | 62.5 % | ||
Signature Radius | 154m | Shield recharge time | 1620000 ms | Armor Hp Bonus | 3300 HP | ||
Shield Kinetic Damage Resistance | 70 % | Armor Explosive Damage Resistance | 80 % | ||||
Shield Thermal Damage Resistance | 20 % |
Primary Skill required : Amarr Defensive Systems
Nanobot Injector
The advanced Sleeper-based technology in this subsystem is focused on increasing the effectiveness of a vessel’s armor nanobots. When integrated into the hull of a Legion, it offers a substantial increase in the armor output of any repair modules fitted, whether local or remote. Although the subsystem offers the same end result as other built-in armor repair augmentations, the technology driving it operates in a vastly different way, allowing for easy removal from its host vessel.
Subsystem Skill Bonus:10% bonus to armor repairer effectiveness per level
Info | Shield | Armor | |||||
---|---|---|---|---|---|---|---|
Mass | 1,400,000.0 kg | Shield Explosive Damage Resistance | 87.5 % | Armor Em Damage Resistance | 50 % | ||
Volume | 20.0 m3 | Shield Capacity | 2400 HP | Armor Thermic Damage Resistance | 0.65 % | ||
Capacity | 300.0 m3 | Shield Em Damage Resistance | 0 % | Armor Kinetic Damage Resistance | 62.5 % | ||
Signature Radius | 140m | Shield recharge time | 1620000 ms | Armor Hp Bonus | 3600 HP | ||
Shield Kinetic Damage Resistance | 70 % | Armor Explosive Damage Resistance | 80 % | ||||
Shield Thermal Damage Resistance | 20 % |
Primary Skill required : Amarr Defensive Systems
Augmented Plating
Although this subsystem uses the same armor nano-assemblers as standard empire technology, various optimizations have been made. Taking full advantage of recently discovered Sleeper designs, the use of fullerene-based technology has allowed for the combination of far smaller and more resilient components.
Subsystem Skill Bonus: 10% bonus to armor hitpoints per level.
Info | Shield | Armor | |||||
---|---|---|---|---|---|---|---|
Mass | 1,400,000.0 kg | Shield Explosive Damage Resistance | 87.5 % | Armor Em Damage Resistance | 50 % | ||
Volume | 20.0 m3 | Shield Capacity | 2500 HP | Armor Thermic Damage Resistance | 0.65 % | ||
Capacity | 340 m3 | Shield Em Damage Resistance | 0 % | Armor Kinetic Damage Resistance | 62.5 % | ||
Signature Radius | 140m | Shield recharge time | 1620000 ms | Armor Hp Bonus | 3750 HP | ||
Shield Kinetic Damage Resistance | 70 % | Armor Explosive Damage Resistance | 80 % | ||||
Shield Thermal Damage Resistance | 20 % |
Primary Skill required : Amarr Defensive Systems
Legion Electronics Subsystems
Energy Parasitic Complex
During some of the first conflicts with them, Amarr engineers noticed a remarkable feature in Sleeper drone technology: the ability of drones to transfer power between one another without the need for specialized equipment. This technology seemed to be innate to every drone in some capacity, and while the engineers could not reproduce this system in modern space vessels, they were able to adapt the technology into modular Tech III designs. The energy parasitic complex turns the Sleeper tech on its head, changing the energy transfer from a symbiotic function to a vampiric one by providing a boost to energy neutralizer and energy vampire equipment.
Subsystem Skill Bonus: 10% bonus to energy vampire and energy neutralizer transfer amount per level
Info | |
---|---|
Mass | 1,200,000.0 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
CPU Output | 375tf |
Maximum Targeting Range | 55000 m |
RADAR Sensor Strength | 13 points |
Scan Resolution | 280mm |
Tactical Targeting Network
Many engineers have attempted to reproduce the precision of the Sleeper drones’ weapon systems, but with very few results. The closest reproduction achieved thus far is this targeting network, a complex system of neurovisual interlays, automated trigger response units, and microscanning resolution ordinances. The combination of these processes produces a bonus to scan resolution, easing the targeting of enemies in space, as well as to signature radii, making the ship itself more difficult to target.
Subsystem Skill Bonus: 15% bonus to scan resolution per level
Info | |
---|---|
Mass | 1,200,000.0 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
CPU Output | 400tf |
Maximum Targeting Range | 60000 m |
RADAR Sensor Strength | 15 points |
Scan Resolution | 255mm |
Dissolution Sequencer
This subsystems employs a nano-electromechanical dispersion field to strengthen a vessel’s sensor systems. Made from billions of advanced molecular-level circuits, the subsystem offers improved protection against hostile ECM.
Subsystem Skill Bonus: 15% bonus to ship sensor strength, 5% bonus to max targeting range per level.
Info | |
---|---|
Mass | 1,200,000.0 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
CPU Output | 380tf |
Maximum Targeting Range | 65000 m |
RADAR Sensor Strength | 17 points |
Scan Resolution | 260mm |
Legion Engineering Subsystems
Power Core Multiplier
Comprised of countless nanomachines that enhance the energy flow from a ship’s reactor core, this engineering subsystem offers a pilot the option of increasing the power grid of their vessel. Although the empires mastered energy grid upgrades many centuries ago, the adaptation of old designs to the new Tech III paradigm has been a more recent breakthrough.
Subsystem Skill Bonus: 5% bonus to power output per level.
Info | |
---|---|
Mass | 1,200,000.0 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Powergrid Output | 1200 MW |
Recharge time | 415000 ms |
Capacitor Capacity | 1575 Energy |
Augmented Capacitor Reservoir
Another example of an old technology re-worked to fit the new Tech III paradigm, augmented capacitor subsystems improve upon the size of a vessel’s capacitor. Designers of Tech III vessels were initially hampered by the problem of how to design a modular ship that could swap out basic engineering upgrades on a per-need basis. This proved particularly true when it came to increasing a vessel’s capacitor size without the use of batteries. In the end, the provision of fullerene-based polymers allowed for solutions that had only existed in theory up until that point.
Subsystem Skill Bonus: 5% bonus to capacitor capacity per level.
Info | |
---|---|
Mass | 1,200,000.0 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Powergrid Output | 1125 MW |
Recharge time | 415000 ms |
Capacitor Capacity | 2225 Energy |
Capacitor Regeneration Matrix
Using the same technology that can be found inside the ancient Sleeper race’s guardian drones, this regeneration matrix greatly improves the recharge rate of a Tech III vessel’s capacitor. Even though empire-based designs have achieved this effect for centuries, the way in which this system works is markedly different.
Rather than the usual tweaking of capacitor fluid formulas, this design simply triples the number of nanotubes inside – something not possible until the recent influx of fullerene polymers from which this subsystem is made. This results in a drastic increase in the speed and efficiency of energy flow throughout a ship. The quicker that the surplus power can be redirected back to the core, the more that it can contribute to the overall recharge rate of the capacitor.
Subsystem Skill Bonus: 5% reduction in capacitor recharge rate per level.
Info | |
---|---|
Mass | 1,200,000.0 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Powergrid Output | 1290 MW |
Recharge time | 415000 ms |
Capacitor Capacity | 2225 Energy |
Legion Offensive Subsystems
Convergent Beam Focuser
This subsystem focuses on the power source and lens technologies of laser turrets. Using existing Sleeper technology, the laser lens concentrates more effectively on its target, using less power and causing more damage. The installation of the Neurovisual Output Analyzer enhances the target's position, making target tracking tighter and more streamlined.
Subsystem Skill Bonus: 10% bonus to medium energy turret capacitor use per level 10% bonus to medium energy turret damage per level 7.5% bonus to medium energy turret tracking speed per level
Info | |
---|---|
Mass | 800.000 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Drone Synthesis Projector
Sleeper drones, while completely devoid of modern shielding technology, are nonetheless sturdy, mainly due to their metallofullerene armor plating and hull composition. When drones are docked into this system, the projection system enhances their damage capabilities, both in absorbing and delivering damage, through the creation of a fullerene-based field around the drones.
Subsystem Skill Bonus: 10% bonus to medium energy turret capacitor use per level 10% bonus to drone damage per level 7.5% bonus to drone hitpoints per level
Info | |
---|---|
Mass | 800.000 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Drone Capacity | 200 m3 |
Drone Bandwidth | 50 % |
Liquid Crystal Magnifiers
One of the many gems discovered amidst Sleeper technology was the creation of more efficient liquid crystal lenses. Amarr researchers have engineered these lenses to increase a laser's focus for longer stretches, both in distance and in timing, allowing a laser to reach farther targets with more efficiency of energy output. Additionally, the fullerene-infused lenses can generate higher temperatures and stronger, more damaging beams and pulses.
Subsystem Skill Bonus : 10% bonus to medium energy turret capacitor use per level 10% bonus to medium energy turret damage per level 10% bonus to medium energy turret optimal range per level
Info | |
---|---|
Mass | 800,000 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Legion Propulsion Systems
Chassis Optimization
This subsystem exploits the latest technological advances afforded by discovery of the ancient Sleeper race's own designs. Optimizations made to the chassis allow for vast improvements to be made to a Legion's base velocity. Although the various layout optimizations sacrifice other options for propulsion customization, the flow-on effects from an increase in base velocity make it an attractive upgrade for those whose Tech III vessels are in need of an overall speed increase.
Subsystem Skill Bonus : 5% bonus to max velocity per level.
Info | |
---|---|
Mass | 1,400,000 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Max Velocity | 170 m/sec |
Fuel Catalyst
The ancient Sleeper race was known to have mastered various sustainable energy technologies including thermoelectric systems, which they usually built directly into a vessel's hull. Capsuleer reverse-engineers took little time to adapt salvaged versions of these Sleeper energy systems into their own modular Tech III vessel pieces. Thanks to widespread demand in the Amarrian transport industry, fuel catalyst systems were one of the first to be developed for the Empire. Making full use of locally generated thermoelectric power, they are able to supplement the fuel needs of an afterburner. This process makes it possible to inject fuel in larger amounts for the same capacitor cost, offering pilots a significant boost to the velocity increase from afterburners.
Subsystem Skill Bonus : 10% bonus to afterburner speed per level.
Info | |
---|---|
Mass | 1,400,000 kg |
Volume | 5.0 m3 |
Capacity | 0.0 m3 |
Max Velocity | 170 m/sec |
Wake Limiter
This subsystem limits the wake left behind by a starship�s microwarpdrive, allowing a pilot to maintain a lowered signature radius while still moving at high speed. The underlying design is based on the same technology used by smaller Sleeper drones and empire-produced Interceptors. Although the engineering processes behind wake limiters have existed for quite some time in the empires, their application in modular subsystems has only become a possibility after fullerene polymers became more widely available.
Subsystem Skill Bonus : 5% reduction in microwarpdrive signature radius penalty per level.
Info | |
---|---|
Mass | 1,400,000kgg |
Volume | 5 m3 |
Capacity | 0.0 m3 |
Max Velocity | 165 m/sec |