Star Wars Roleplay: Chaos

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Approved Tech The Technophage

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • 'The Technophage' is a term describing a bizarre collection of 'nanite colonies' able to overtake and subsume pieces of technology, notably starships and droids, moulding them to serve a 'greater purpose', i.e., protecting Apex assets. A few dozen different nanite submodels are necessary to fulfil this purpose - some are even able to infiltrate the subsystems of functional starships to 'expedite recovery'. Some such ships are re-deployed under Apex's command with the asphyxiated crew still drifting through now airless corridors.
  • The Technophage is able to communicate through subspace; 'it' often appears to be a hive mind during engagements, despite actually being a group of disconnected 'nanite colonies'. This ability is limited based on size; only star destroyers and the like can link a whole sector.
    • This ability is not unjammable, but it is difficult to interfere with it locally; jamming across interstellar distances is far easier.
STRENGTHS & WEAKNESSES
  • Naval 'Necromancy': The Technophage is designed to subsume and adapt hulks and incapacitated enemy vessels; droids are often used in the early stages, but fully-transformed Phagecrafts are able to operate without such subunits. While certainly scary, they generally perform worse than regular starships on a ship-by-ship basis, especially if the infected vessel was particularly heavily damaged or of subpar quality.
  • Fear the Horde: The Technopage propagates through mass-assimilation of husks - fleets of Phagecrafts often outnumber their enemies.
  • Ramshackle: Phagecrafts suffer from frequent malfunctions; their hyperdrives are particularly unreliable, assuming they even work.
DESCRIPTION
The Technophage is a bizarre amalgamation of self-propagating nanite 'parasites' designed to rapidly overtake and repair (albeit very rarely to peak performance) everything from ancient hulks to recently-disabled enemy vessels. There are even nanite 'strains' designed to be launched at enemy vessels in combat to attempt a kind of 'boarding action', though crewmen with ion blasters or plasma cutters can often handle such 'visitors'.

In stark contrast to actual militaries, Phagecrafts generally have nonexistent supply lines - instead, 'autonomous subunits' mine whatever minerals are needed to perform repairs from asteroids or space debris. Fuel is generally synthesised from nebulas, though the lower quality contributes to their often lacking hyperdrive performance - Phagecrafts also need to stop to resupply far more often than properly supported warships.

If unable to procure tibanna gas or the equivalent for their laser weapons, Phagecrafts either start using lower-grade gasses synthesised alongside the fuel they use (impacting accuracy, fire rate, range, or all of the above) or replace the weapons with mass drivers.

Needless to say, the starfighters fielded by Phagecrafts are often shoddy but abundant.

The Technophage is entirely capable of militarising civilian hulks; with time, even a cruise ship can have a few hundred mass drivers strapped to its hull, while armour plates cover all the useless windows and the personnel quarters are replaced by foundries producing munitions.
 
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