STOP! THIS IS A DOUBLE POSTING!
IF YOU HAVE COME HERE FIRST FOR THE MOST RECENT UPDATE, GO BACK ONE CHAPTER FOR THE MOST RECENT CHAPTER RELEASE AS TWO THINGS WERE POSTED. THIS IS SIMPLY AN INFORMATIONAL CHAPTER.
A/N: So this list should be fairly accurate for the tech Harry has introduced, however there may be things missing, as well as many of his magical devices, though I did include a few. I decided to put this together, even if it may break the flow of chapters, as it may get more confusing in the future without a reference list. This has in part due to the fact I basically only get a single chapter out a month, and that means people will forget things. So here is my compiled list as of the end of Interlude/Snippet Chapter 1.
All tech and upgrades contain self-destruct protocols to make themselves inoperable if tampered with. As well as standard security for use, and protection against backwards engineering.
Armbands:
-Sensor profile and DNA locked
-Permissions linked to sensor profile.
-Required for all Tech in Empire and most daily life activities. Even guests are issued one temporarily.
-Military
-Civilian
-Guests
-Harry's Personal Version
-Has shield
-Powerful computer
-Jarvis VI
-Upgrades to most of its functions.
-Tiny Plasma Lance (Similar to Ash'rak Death Lance)
M.A.F.P.A (Mobile Artillery Force Project Array):
-Ground to anything fire platform
-Able to hit targets upto low orbit
-STC alloy with a minor shield
M.S.A (Mobile Shield Array):
-Variable shield size
-Can withstand attacks from a Ha'tak for a few minutes on smallest size.
-Designed to provide cover for troops and mobile artillery.
HandDevice 2.0:
-no torture beam
-no force push
-no Finger sections
-all other functions
-New Neural interface
-Communication Package
-Amplifies magic slightly less the death stick
Pendants of Truth:
-Magical
-Detects whether someone is lying by heating up if they are.
Data Pad:
-Small Tablet computer
-Screen touch + Neural interface
-Very Durable and long lasting power source (Liquid Naquadah) centuries of use thousands of years of standby storage.
Sensor Profile Database and Detection System:
-Stores profiles of everyone
-Cross References with Armbands
-Accesses all sensors except when used exclusively for military during combat.
-Uses passive armband sensors too, more people, more eyes.
-Detects intruders and prevents/records/reports crime.
-Able to detect through certain cloaks (Goa'uld/other low tech ones).
-Mostly Automated to protect privacy, and security.
Transport Rings 2.0:
-Require Armband to use
-Locations all have IDs. IDs are not all necessarily public.
-Certain Locations require passwords on-top of its ID.
-Scans for explosives and other dangerous materials, and reroutes a portion of the energy/matter stream to safe site.
-Spread throughout his empire, and common to see one on every city block or so.
-Small version available as a mail and package system for homes, and communities.
-CAN Transport through shielded targets with proper authorization via ring system.
Tarmac Material:
-Easily poured (not hot) and moulded.
-Stays cool in summer and hot in winter, preventing ice build up
-Good grip
STC Alloy:
-Steel-Titanium-Carbon Alloy
-Far strong that Steel
-1/10 the weight of steel
-Not good conductor
-No Naquadah
SuperFactory 1.0:
-Paired with Anti-grav Ship/Construction Yard
-Multiple Massive Molecular Furnaces
-Max 1 Ha'tak every two weeks, generally every three.
Defensive Dampening Fields -DDFs :
-Designed to stop explosions from within its field
-Stop any energy from escaping
-Prevent containment leaks
-Automatic activation to prevent internal explosions where applied.
Jaffa Mark Obelisk:
-Black with Gold Runes
-Change Loyal, True Jaffa's mark to his own.
-Minor Loyalty Charm for anyone who looks at it.
-Normal magical protections
Main Temple Wardstone:
-Blood Tied
-Repairs Damage to temple slowly
-Protections from fire, and other elements.
-Physical protections
-Intention Wards
Molecular Furnaces 2.0:
-Faster
-More material efficient
-Requires more power when utilized at higher rates
-Re-sizeable from a few meters to super-factory size.
CTN Woven Fabric:
-Carbon-Trinium-Naquadah
-Super Durable
-Super Conductor, so much so, energy will travel along it rather than into a body
-Flexible due to weaving
-Comfortable
Troop Armour V1.0:
-Can take 20 staff blasts within seconds
-CTN Bodysuit
-Full Helmet to protect from lots of threats
-HUD
-EVA capable, 6 hours.
-Light weight Grav boots
-Upgraded sensor package to interface with armband and HUD
Plasma Rifle:
-15 plasma bolts a seconds
-Magazine heat sinks
-Customizable scopes available through HUD via helmet. (no physical scope on rifle).
Stun Pistol:
-Based of Zats
-Never Kills
-5 shots a second
-Basic non military weapon. (security, or civilians may own one).
Flash Grenade:
-Based of Tok'Kal
-Smaller
-10m effective range
-2hr standard stunning wave.
Kinetic Explosive Grenade:
-Powerful Explosion
-Controlled Naquadah destabilization for explosion
-20m effective range
-Like a small round explosive grenade with a slightly larger blast radius.
Nanites:
-No ai or learning capabilities
-Improves all body functions
-Can enter environment to help plants
-Reduces ageing by over 50% once hit 12
-Age to 12 with knowledge needed in a year if desired.
-In emergency can drastically boost body functions at a cost to the body.
-Controlled by armband
Small Missiles:
-Designed for small craft
-0.5c speeds
-Naquadah Bomb
-20-30 to take out Ha'tak shield
-Self Guided
Plasma Swivel Turret:
-Twice as powerful as a Plasma Rifle
-Twenty Five shots a second
-Mounted or Deployed, not terribly mobile. Can be carried by single person as a heavy gunner.
-Automatic Targeting
-Controlled via mounted interface (ship) or armband
-Nearly 360 degree rotation at all angles except for looking straight down (towards the mount).
Sensor Probe:
-1.5m Diameter
-Advance Sensor Package
-Cloak
-Medium Inertial Engine
-No Shields
-Controlled by an armband or computer, and will feed information back to any authorized source.
Defensive Satellite:
-30m base square pyramid
-Plasma lance fires once every 10 seconds.
-Able to destroy upgraded Ha'tak in single shot.
-Able to work in tandem to take out larger targets.
-Shields
-Medium Inertial Engine to gain and stay in orbit
-Naquadah powered, but will be upgrade with additional cold fusion devices for long term viability.
-Four MAFPA point defence weapons tacked on.
Mobile Mining Machine:
-Mines quickly
-Computer or Armband controlled
-Uses rings to transport back materials
-Energy Beams to break apart and control mining medium
-Small inertial engine
-Can be used for space use.
Stargate Facility:
-400m tall
-100m square base.
-Gate on middle (ground) floor for vehicle movement.
-Gate shield, usually not active
-D. all around the gate and facility.
-Automatic Stun weapons and Swivel Plasma Turret activated by guards or VI.
-Major sensor package to detect everything, cloaked, out of phase, different dimension, ect.
-Customs and Rings transport outside customs area.
-Shielded
-Upgrade Stationary MAFPAs on top to defend from High orbit targets.
-Cloak possible
-Paired with fighter/bomber facility hidden a distance away.
Sentry Drone:
-1.5m by 0.5m
-CFR and a Naquadah generator as backups
-Swizel Plasma Turret and Stunner
-Cloak, Shield
-Inertial Engine
-Standard sensor, computer, and communication package
Intelligence Drone:
-25cm round
-Smallest CFR
-Inertial Engine
-Cloak
-Advance sensor, computer, and communication package
-Computer/Technology Interfacing package
Defensive Fortress:
-1200m wide, 400 tall, similar in shape to Stargate Facility.
-Shields
-Four Naquadah Generators with a series a large CFR backups
-40 large plasma cannons.
-Molecular Furnaces
-500 Fighters + 100 bombers
-Enough room for supplies and living space for the unit garrison.
-Able to withstand extended siege.
Automated Construction Bots:
-40x50x35cm, Boxy with actuator arms.
-Second Smallest CFR
-Inertial Engine
-Small computer and communication array.
-Requires Controller
-Can work in consort with other bots.
Anti-Fighter Plasma Turrets:
-Small point defence repeating plasma turret, 45cm.
-Automated targeting by ships systems.
-Fires Superheated compressed plasma rounds.
-50 rpm
-A few shots are enough to severely damage or destroy unshielded Glider.
-Concentrated fire can do damage to larger targets.
Small Rail Cannons:
-210 RPM
-Fires Trinium-Naquadah rounds (Naquadah helps amplify kinetic damage)
-Designed for anti-fighter purposes.
Naquadah Potassium Torpedo:
-2m long.
-2-3 will destroy a shielded Ha'tak
-move upwards of 0.5c once fired.
-self tracking of target.
-Utilizes a Potassium Naquadah reactions to extreme results
-Effective 1 shot kill on unshielded targets
VIs:
Q - Logistical Quartermaster.
Jarvis - Personal Assistant, Sensor Network, and Communications Manager.
Mira - Forge System Manager and Sensor Cloaking.
SHIPS!
Harry's ship classification:
Personal/Fighter/Bomber Craft 20m
Shuttle/Dropship 20m-50m
Frigate 50m-150m
Destroyer 150m-300m
Battlecruiser 300m-650m
Heavy Battlecruiser 650m-900m
Battleship 900m-3000m
Capital Ships 3000m-7500m
Super-Capital Ships 7500m+
Civilian - Drone Mining Barge:
500m long
200m thick
Refineries on board
Operated by a 1-8 people
Uses zero-g variants of the automated miners.
Massive cargo hold
VI controlled mining drones.
Slow hyperdrive 100k c.
Fighters v2:
2m wide
4m long
Two Large CFRs
Small 1m Naquadah Generator (NOT Starship Generator)
Folding wings to enter Stargate
Inertial Engine for 15km/s speeds possible outside atmo
Shields
Agile to protect from larger fire
Repeating Plasma Cannons
Small Missiles x 8
Emergency Teleporter to escape craft (For Emergency Escape only)
Bomber Craft v2:
Twice the size of the fighter
Equipped with a plasma swivel turret on the bottom and top for anti-fighter protection
25 Plasma Bombs
Stronger shield than fighter
Two Large CFRs
Medium 2m Naquadah Generator (NOT Starship Generator)
Heavy Battlecruiser - Ha'Tak V2.0 (not changed since early in story):
700m x 650m x 315m
Reduction of Troops Capacity by 75% to 750 people (FROM A STANDARD Ha'tak FOR ALL COMPARISONS)
Double Cargo space
Molecular Furnace
Same Fighter/Bomber Capacity
More Automated across the board.
Upgrade Computers and Sensors
2000% increase in power conduits
250% increase in shields
32000c speed
50 Ring Platforms on inside and outside (for quick troop deployment when hovering right over a planet's surface).
Improved Inertial Dampeners to allow for rapid orbital decent and smooth hyperspace entry.
Cloak
Frigate - Scout Class v2:
100m
10m Naquadah Starship Generator
Plasma Lance (red beam)
10 Anti-Fighter Plasma Turrets
2 Small Rail-Cannons.
6 Naquadah Potassium Torpedos.
Crew 25 (100 max, short periods).
1.55m c Hyperdrive (1.25 days to Earth)
Battleship - Poseidon Class v1:
1200m 400m 300m
35m Naquadah Starship Generator
100 Fighters
25 Bombers
25 Dropships
5 Shuttles
Large Cargohold
Molecular Furnace
Plasma Beam (Red) x 22
Anti Fighter Plasma Turrets x 290
120 Small Rail-Cannons.
85 Naquadah Potassium Torpedos.
Crew 75 (max 500)
Pilot/Soldier Compliment 1000 (max 10k)
Fully equipped Hospital (Capacity 500)
1.5m c Hyperdrive (1.25 days to Earth)
Heavy Battlecruiser - Tempo Class v1:
750m 300m 250m
30m Naquadah Starship Generator
25 Fighters
5 Bombers
5 Dropships
2 Shuttles
Medium Cargohold
Plasma Beam x 22
Anti Fighter Plasma Turrets x 210
100 Small Rail-Cannons.
75 Naquadah Potassium Torpedos.
Crew 35 (max 350)
Pilot/Soldier Compliment 250 (max 2k)
1.5m c Hyperdrive (1.25 days to Earth)
Battleship - Aether Class v1:
Modular Class Ship
1800m 500m 500m
40m Naquadah Starship Generator x 2
Remote Control of Fighter and Bombers Capable
1000 Fighters
200 Bombers
8 Plasma Beams
1500 Anti Fighter Plasma Turrets
500 Small Rail-Cannons.
100 Naquadah Potassium Torpedos.
Extremely powerful shields thanks to power generation.
1.5m c Hyperdrive
Capital - Harry's Flagship v1:
5000m long 1500m wide 1200m tall
Spear shaped.
Trishield layered with tri magical shields.
Enchanted Armour Plating
Large Magical Core Room for magical energy storage.
Dual Spinal conduits, for magic and power.
100% enchanted/rune carved.
Fully equipped Hospital (Capacity 10000).
Large 250m Factory Space w/ door to allow constructions to leave.
4 times internal space via expansion charms.
50m Naquadah Starship Generators x 5
225 Small Rail-Cannons.
155 Naquadah Potassium Torpedos.
500 Anti Fighter Plasma Turrets
45 Plasma Beam Weapons
Nanite automatic hull regeneration.
Orbital Construction Yard Small (OCYS):
4km long, 1.5 km thick.
Cradle shaped
Power Shield
Slow Hyper drive, 500c
Inertial Engines, Slow
Molecular Furnaces and Ring Platforms
Large Cargo Space for spare materials
Bridge on the inside of the spine
A series of Naquadah generators running the length of the spine
Many CFRs acting as backups.
VI controlled construction
Automatic repair if material are available.
Production rate:
Ha'tak (upto 4) 4 weeks build time
Scout (upto 8) 5 weeks bt
Poseidon (upto 2) 7 Weeks bt
Tempo (upto 3) 7 weeks bt
Aether (upto 1) 9 weeks bt
Orbital Construction Yard Medium (OCYM):
5.5km long, 2.2km wide
Same as other versions
Production rate:
Ha'tak (upto 5) 4 weeks build time
Scout (upto 11) 5 weeks bt
Poseidon (upto 3) 7 Weeks bt
Tempo (upto 4) 7 weeks bt
Aether (upto 2) 9 weeks bt
Orbital Construction Yard (OCYC):
11km long, 4km wide
Same as other versions, WITHOUT HYPERDRIVE
Production rate:
Ha'tak (upto 11) 4 weeks build time
Scout (upto 25) 5 weeks bt
Poseidon (upto 6) 7 Weeks bt
Tempo (upto 9) 7 weeks bt
Aether (upto 5) 9 weeks bt
Star Matter Refiner (SMR):
50km tall 20km wide Tack shaped
Shields
Uses a series of four remote satellites to produce an artificial magnetic field.
Produces Raw Materials for construction Yards.
Transports refines materials and alloys to construction installations via Rings.
Extensive defenses.
Sorry about the formatting but FFN just sucks at times.
