Bunsen Galaxy (Adriana Nebula)
We are a galaxy of peace and prosperity for all.
Anyone who wishes to disrupt that may kindly go throw themselves into Inferno Realm.
Are you ready to ROCK?!
We're taking the multiverse by storm!
Divine Races of the Twin Galaxies
There are things beyond your comprehension...
...that are like simple math problems to us.
Portea Galaxy
We welcome you to the Portea Galaxy.

The TIAF has quite advanced technology that is far superior to those of the other three major Bunsen Galaxy empires. Though technologically dwarfed by older and more powerful empires, such as the Delpha Coalition of Planets or the Galactic Empire of Cyrannus, the TIAF is very advanced for their young age.

Military Technology[]

Much of the technological discoveries have been made in the war department. The weapons and ships developed by the TIAF could very easily dominate smaller, less-advanced empires and compete with the TIAF's equals and even more-advanced nations. They would obviously not stand a chance against a very powerful enemy, such as the Xhodocto, but they could nevertheless match larger empires. To prevent enemies from stealing TIAF technology, most units are designed to self-destruct if their respective carrier is destroyed.


The TIAF has developed a variety of weapons in many different fields to hammer enemies hard with a diverse set of tactics.

Weapons of Mass Destruction (WMDs)[]

Weapons of mass destruction are weapons with the potential to claim significant numbers of lives in a very short period of time. WMDs can come in a variety of forms or purposes. Use of WMDs is extremely restricted, only to be used with the authorization of the Commander of the Armada or the Grand Assembly (determined using the Assembly procedure for declaring wars). As such, only a few ships carry these weapons or are units by themselves made in small quantity.

The TIAF is highly adverse to using these weapons at all in war and will only use it if the circumstances are especially desperate. Even so, it is considered against the TIAF's laws of war to use any sort of WMD against an enemy planet without a fair warning to the planet's civilian population beforehand to minimize civilian deaths as much as possible.

Black Hole Manipulator[]

Also called the Black Hole Weapon or Tybusen Superweapon, the Black Hole Manipulator was an early superweapon of the TIAF and, while less threatening compared to newer WMD technology (and even some normal weapons technology), has managed to keep up with the times to stay as a useful piece in the TIAF's armory. The original Black Hole Manipulator used extreme amounts of gravity pulses and magnetic force to be able to target and move local black holes around. This ability was mainly intended to be used for flinging black holes at planets and swallowing them whole. After the First Bunsen War, the Manipulator was given an auxillary Black Hole Launcher upgrade, which allowed it to create black holes where it was targeted. This worked by quickly simulating a supernova inside a canister, a simulation which activated upon reaching its target. This made the Black Hole Weapon more formidable since these supernova canisters required less energy to use than the Manipulator (although they were very difficult to manufacture and could not be produced on major industrial planets due to the risk of a canister activating prematurely on a planet) and gave it more control over which planets were destroyed by the black hole. Since then, the Manipulator has not gone under much change, other than mechanical tweaks and upgrades in anti-gravity shields to keep it with modern technology. The Manipulator itself is a large laser cannon-like construct which can be transported by a specially-made transport ship. It can be mounted on a planet, but this tends not to be useful for anything except storage, since most black holes are out of the Manipulator's range from any given planet (with its reliable maximum range being about one parsec).

Star Accelerator[]

A lethal, stealthy TIAF WMD, the Star Accelerator directly attacks stars and can cause the complete destruction of planetary systems. The Star Accelerator greatly increases the rate of star aging by an exponential factor, cutting the life of a star from millions of years all the way down to at most two weeks. The Accelerator comprises of a fusion reactor equipped with heavy energy shields and thermal stabilizers. The reactor is inserted into a star's core using a ballistic missile fired from a ship equipped with the Accelerator. The missile dissolves as it approaches the star, sending the reactor into the center of the star. Here, the reactor begins to conduct hydrogen-helium fusion processes, eating up much of the star's hydrogen fuel stores within days because of the reactor's lethal efficiency. As the star begins to expand into a red giant due to being forced to burn helium, the reactor detects this and switches into helium fusion, burning off the star's remaining helium and accelerating the star towards nova or supernova. Finally, when the star's fuel is exhausted, it will explode and usually consume much of its solar system or at least render much of it uninhabitable even with terraforming. Usually, the explosion of the star will destroy evidence of the reactor, though if the reactor survives the blast it will self-destruct on its own if it notices the star has entered the nova or supernova phase.

Ballistic Weapons[]

Ballistic weapons are considered by the TIAF to be any projectile-type weapon that uses some form of a shell and payload to attack or disrupt enemies from a distance. This includes traditional missiles, bombs, or bullet weapons. Ballistics that use some special kind of matter as a payload instead of standard explosives or otherwise-natural substance are classified in the same class as weapons that use the same material. Traditional ballistics are near the bottom in terms of power compared to other weapons classes, mostly due to their non-exotic nature that makes them relatively easy to defend against with even Tier 4 shielding technology.

As the descendants of gunpowder technology from long ago, however, ballistic weapons still play a vital role in TIAF warfare. They are still found in many standard-issue infantry guns and rocket launchers, with improved rifling and propulsion technology helping ballistic guns stay relevant in modern warfare. They are less common in space warfare due to the inherent superiority of space shields against any kind of ballistic barrage,

Direct Jamming Missiles[]

Most disruptive missiles are classified as jamming weapons, which carry a payload that can disable entire enemy ship systems or disrupt ship functions. Jamming missiles deliver this payload while usually dealing mild explosive damage. Jamming missiles are generally mid-speed mid-range ballistic missiles, which are only usually used by missile ships or front-line battleships. Jamming missiles are relatively slow and limited because of this, and could likely be intercepted by an alert enemy, though if a hit registers jamming missiles are effective in their jobs. The primary purpose of jamming missiles today is to disable enemy automatic defenses, disrupt shields, or jam weapons systems. Most jamming missiles accomplish this with electromagnetic payloads, though some, like the infamous Cake Bomb, prefer to do this by other methods. Jamming missiles are considered obsolete by many due to the presence of more reliable jamming weapons such as ion cannons, Gauss weapons, and direct EM pulse technology. Still, this can work in favor of jamming missiles if the enemy doesn't even expect it.

Common direct jamming missile designs
  • Cake Bomb - An eccentric (and sometimes even called purposefully humorous) TIAF design, the Cake Bomb was the iconic weapon of the TIAF during the late Golden Age and throughout the Days of Darkness and even now despite its dwindling numbers. Cake Bombs used an odd substance surrounding the missile, disguising the missile as a giant moving cake. This odd substance (nicknamed the "Muffin of Mass Destruction" by comedians), made up of numerous commodities that the military refuses to disclose (which has become somewhat of a running joke in the military research department), had the capability of rendering much of an enemy ship's automatic systems completely useless. Entire weapons systems could be literally clogged by the cake substance and most external support systems (like shields and radar) could be shorted out relatively easily if cake managed to hit it. It has a few drawbacks which it shares with all jamming missiles, related to its sluggish relative speed and susceptibility to interception, but otherwise it is an effective all-purpose jammer.

Hypercruise Missiles[]

Hypercruise missiles are missiles capable of hitting hypercruise speeds, which is a pace that is relatively close to the speed of light (most have been clocked at around 80-90% the speed of light). As one can guess, getting directly hit by one of these would certainly hurt a lot and as such hypercruise missiles are great for exploiting weak points in an enemy defense or finishing off weakened enemies. Hypercruise missiles can vary in design, but most of them utilize a powerful two-stage booster engine to reach hypercruise velocities. The first stage of a hypercruise engine is a relatively weak booster, only powerful enough to achieve escape velocity (if it is fired from a planet's surface) or escape its restraints (when being fired from a missile ship or a ship equipped with hypercruise missiles). The second stage kicks in after the first stage is depleted, accelerating the missile very quickly to hypercruise velocity. Once in motion, hypercruise missiles move at a blinding speed that is near-impossible to track visually and a challenge for point-defense devices to get a bead on. Upon impact, hypercruise missiles unleash a payload, usually of traditional explosives. If the missile happens to be intercepted by a small, relatively thin or weak object, the missile is usually going at a high-enough speed to completely puncture through the object and continue on its course. An example would be like a relatively small asteroid. The navigation system of a missile is required to have a basic AI that allows it to differentiate between friend and foe and change its course if it happens to be directed at an ally.

Common hypercruise missile designs
  • "Tomahawk" Hypercruise Missile - One of the first hypercruise missile designs to have been developed, the Tomahawk mostly provided the standard for future hypercruise missiles. Its first-stage engine allows for escape velocity from most suitable planets, so it may be deployed from a planet, a missile ship, or any ship equipped with it. The second-stage engine requires some time to reach hypercruise, so it is usually fired from behind the front lines or even in planet-to-planet attacks to give it the distance to reach its full potential.

Concussion Missiles[]

Concussion missiles, the other major variety of high-velocity missile, differ from hypercruise missiles in their function and purpose. Concussion missiles tend to consist of a two-stage rocket with a warhead equipped with heavy shields. While concussion missiles travel at a blindingly fast pace, they are not nearly as fast as hypercruise missiles and do not pack as much power as one either. Instead, they are typically deployed in large numbers, which is how they accomplish their purpose. With their heavily shielded heads, a concussion missile barrage is designed to put strain on an enemy shield by continuously striking it with heavy impact (which is why they are called concussion missiles). This can create a weak spot in the enemy shield which can then be quickly exploited to cause debilitating damage to the enemy ship. Because of this, they are often used in conjunction with hypercruise missiles; the concussion missile will create a weak spot that the hypercruise missile can quickly capitalize on and annihilate. Similarly to a hypercruise missile, the frontal shielding system is powerful enough to punch through or at least push away smaller targets. While they lack the maneuverability needed to intercept fighter swarms, occasionally a concussion missile barrage will take out enemy fighters on their way to their main target.

Common concussion missile designs
  • "Acupuncturist" Concussion Missile - The current standard for all concussion missiles, the Acupuncturist can be fired in barrages of up to twelve at a time (or more if the ship has a customized Acupuncturist launcher) and exchange a slower overall speed for more penetrating strikes. Acupuncturist Missiles also slightly gyrate as they approach the target so as to strike the target with maximum kinetic energy.

Biochemical Weapons[]

Bio-chemical weapons are defined as any weapon that uses some sort of chemical or biological factor to attack enemy units. Biochemical weapons include traditional chemical methods (like mustard gas), weapons that attack various biological factors (psychological weapons are said to be included), or, at the very worst, weapons designed to affect entire biospheres or atmospheres, but more likely than not those weapons are classified as WMD. As bio-chemical weapons generally directly attack soldiers, bio-chemical warfare is extremely deadly to enemies exposed on a planet, though generally ineffective in ship combat (though some chemicals used do affect the structural integrity of enemy ships).


A descendant of "mustard gas" from the World Wars of human history, hyperchloride is far more dangerous than its chlorine relative. It is characterized by its deep yellow color and (if one were to smell it, which if they did so they would likely die) its repulsively sour-and-bitter smell. Developed from a variety of hyperized chlorine, weaponized hyperchloride emphasizes the biological corrosion factor of chlorine and virtually acts as floating acid. Hyperchloride is delivered via a grenade that releases a large cloud of near-pure concentrated hyperchloride, or can be sprayed from an overhead aerial carrier. Due to its increased corrosion capability, all unprotected biological surfaces will rapidly break down or melt. It is very useful in infantry combat, since unprepared enemies will be decimated by the yellow acid (TIAF soldiers are protected by hazard suits, which all soldiers are required to have). It is especially potent if inhaled, as the lungs (or gills, if used against an aquatic enemy) will literally melt if exposed to this gas. Since it is a gas and can thus have a potential for serious collateral damage, hyperchloride is not authorized for use in areas with large concentrations of civilian or natural biological factors, such as forests, jungles, or dense cities which have not been evacuated yet. Hyperchloride, while deadly to living things, is quite neutral to most nonliving things, which prevents it from doing damage to enemy fortifications besides the very pitiful blast force the grenade variety gives.

Common hyperchloride weapon designs
  • "Caustic" Hyperchloride Grenade - The current standard military-grade hyperchloride grenade, the Caustic contains a medium-sized canister of pressurized hyperchloride gas. Contained in a grenade shell, the gas is released from the canister using an aerosol spray. Pulling the pin on the grenade starts a countdown at the end of which a mechanism in the grenade pushes down on the aerosol spray button to release the gas in a steady stream. It is popular among infantry for bunker-busting by shooting these grenades into enemy bunkers via guided grenade launchers.
  • "Pesticide" Compressed Hyperchloride Spray - Commonly equipped on some ship models, the Pesticide is used mainly for what the name implies: crop-dusting fields of enemy soldiers with hyperchloride. Pesticide hyperchloride is not pure hyperchloride unlike the Caustic, as it has some modifications made to make it easier to get into a liquid form (since the gas, while heavier than most atmospheric airs, loses some of its effect as it disperses on the way to the ground unlike liquid hyperchloride, which doesn't disperse). Ships with the proper equipment can use tanks of the hyperchloride to spray onto battlefields using a hose-like nozzle which spreads the liquid wide. When using this variant, pilots are required to give ample warning to their fellow soldiers before dropping it on the battlefield (since getting hit by friendly fire in the form of extreme acids is never pleasant).


Similar to its fellow hyperized element, hyperchloride, weaponized hyperoxygen is made with oxygen's corrosive properties in mind. However, unlike hyperchloride, hyperoxygen targets metallic objects rather than biological objects. Using oxygen's ability to rust nearly all metals into an unusable state over time, hyperoxygen accelerates this and causes near-instant rusting to less resilient metals, such as iron and copper. Hyperoxygen is a colorless, odorless gas and has little to no effect on most biological specimens (it may have minor effects since many plants and animals contain certain metals, but they are in such small amounts it is negligible). It is delivered either by a plastic grenade or nonmetallic bombs. The bomb form is especially common for ship combat, where its metal-corroding properties are extremely useful for weakening enemy hulls, which are typically made of a metal. The amount of time it takes for hyperoxygen to decompose a metal depends on the metal used. Weaker metals like iron and copper rust in nearly seconds, while metals like gold and silver weaken at a much slower rate, taking in excess of an hour at times (which is far longer than any normal hyperoxygen weapon can last). Alloys or exotic metals (like adamantium and vibranium) are almost certainly case-specific, while nonmetals or metalloids are completely unaffected. A metal that is mixed with a nonmetal or metalloid gains a great deal of protection from hyperoxygen by having a nonmetal component. While hyperoxygen may be starting to have reduced use as metal standards evolve, hyperoxygen is still by far the most potent anti-structural bioweapon the TIAF can dish out.

Common hyperoxygen weapon designs
  • "Rustic" Hyperoxygen Bomb - Used for ships designed to attack enemy defense structures, the Rustic is a hyperoxygen bomb with a large payload of hyperoxygen. The bombshell contains a small amount of traditional explosives to set off the rest of the bomb. The hyperoxygen is contained in a set of plastic canisters which are busted open when the bomb makes impact. To allow the hyperoxygen to escape more easily, the bombshell is designed to split into thirds upon impact, removing the barrier the shell poses. After release, the hyperoxygen works its magic on any surrounding metal structures, which may have also been weakened by the bomb blast.

Particle Weapons[]

Particle weapons are defined as weapons that use atomic or subatomic particles to deal damage or disrupt enemy systems. Weapons like lasers and ion cannons fall under this category. Particle weapons are by far some of the most important and common weapons in the TIAF military, as they are the main method of attack and disruption for the military.

Heavy Particle Lasers[]

One of the most powerful ship-mounted weapons that the TIAF has invented. A heavy particle beam, at full power it can leave nothing but ruins for miles around its impact site. Using oppositely charged ions (and the gravity between themselves), it creates a pulse-like weapon that can spread for long distances. It is more effective as a pulse weapon, but can also be focused on enemy spacecraft and terrestrial units. It generates enough thermal energy to melt even the most heat-resistant substances, eventually reaching a temperature comparable to molten magma. When focused, it lacks the force of the pulse variation, but generates sufficient heat to kill unlucky ground soldiers, melt enemy vehicles, and disrupt sensitive ship systems. However, it cannot penetrate most shield systems, which must be taken care of before the Laser can be used on it. Doomsday laser cannons must be properly insulated with heat-dispersing synthetics to prevent an obvious overheating problem.

Gauss Cannons[]

A highly advanced particle weapon, related to ion cannons, Gauss cannons are magnetic weapons that have a primary purpose of wearing down shields or disrupting enemy technology while providing penetration fire. Using the nature of magnetic wavelengths, Gauss fire can disturb the surrounding magnetic field and disrupt the function of shields and other sensitive technology, similar to an ion cannon. The magnetic particles used for Gauss fire also act similarly to particles in pulse lasers, and also gain the benefit of having concussion power alongside its disruptive abilities. Most see Gauss weapons as a cross between ion cannons and turbolasers. They are inferior to both ion cannons and turbolasers in their primary functions, but Gauss fire is considered a reliable way of weakening an enemy shield and penetrating it at the same time. This penetration quality also is seen as an advantage, as it can deal direct damage to the enemy ship while weakening the shields for other heavier weapons. Granted, the penetration damage is not usually significant, but a well-placed strike can do crippling damage.

Acceleration Cannons[]

Developed and evolved from hadron colliders used to research particle physics, the Proton Accelerator (as it is usually called) has the potential to be a destructive weapon if given an opening. Using hadron collision technology, a Proton Accelerator fires off many charged protons at a high speed to make impact with the target. Protons are extracted from a fuel rod of hydrogen through ionization, and are loaded into high-energy cannon clips to be fired from the cannon by a strong pulse of energy. Any surface that is hit suffers massive explosive damage, due to the impact force of these particles. It is fired off in a laser pulse-like form, allowing it to deal focused damage on the target. However, Proton Accelerators require vast amounts of energy and also have a somewhat short range. This usually requires ships using the weapon to get in close quarters with enemy ships, which can be dangerous due to the power of other nations' comparable close-range weapons as well. While the energy dilemma is not usually an issue, it makes the Accelerator a bad choice as a desperation weapon. Nevertheless, most regard it as very effective for atmosphere-level bombardments and close-quarters ship combat.

Plasma-Matter Weapons[]

Plasma-matter weaponry is defined as weapons that use plasma or other special forms of matter (such as antimatter or exotic matter) as the main mode of attack. The sheer destructive force of plasma-matter weapons, especially those that belong to the class of antimatter or plasma, make plasma-matter weapons among the bread and butter of the TIAF military.

Standard Antimatter Missiles[]

Most TIAF antimatter missiles follow a basic design. The weapon is simple in design; cyrofrozen antimatter pellets are gravitationally suspended inside the bomb shell, and upon impact, explosives in the bomb detonate, defrosting the antimatter and starting the chain reaction. The antimatter spreads from its impact site in an orb-like shape, creating a hazard for all people on the battlefield until the antimatter is too weak to cause any more damage. Given antimatter's strong reaction towards matter, the weapon is very deadly within the affected area. The reaction usually elapses very quickly in atmospheric combat, as there are more particles for antimatter to annihilate with in a planetary atmosphere. In space combat, the effects of antimatter tend to fade slower due to there being less particle density out in space. It is commonly used for total war, where the military destroys everything in order to lower enemy morale. Most medium to large-sized battleships are equipped with a form of antimatter missile.

Common antimatter missile designs
  • "Hellfire" Missile - Often considered the original TIAF antimatter missile. It set the standard for antimatter missiles today, using the cyrofrozen antimatter pellets to ensure missiles did not detonate prematurely. Hellfires are still in production today and are the market standard.

Plasma Field Launchers[]

A ranged plasma projectile weapon that has a high killing rate and very good accuracy. By ionizing local gas using a high-power battery, plasma field launchers create a beam of plasma energy, killing anyone in the line of sight. The beam eventually runs out of energy after about 500 feet, which at that point the particles deionize and become harmless gas. Since ionizing gas to create plasma requires a lot of energy, plasma beams are limited to about 6 shots per round before the battery must be replaced. However, with a good shot, it can be very easy to kill enemy ground soldiers in one or two hits (depending if they are shielded). As such, it is used specifically for ground combat (as there are far better weapons for ship combat). Soldiers who are equipped with these weapons must have insulated hazard suits due to high temperature and high energy of the plasma blast as it leaves the launcher. Over the years, the weapon has been upgraded to keep up with advancing plasma technology, but has overall stayed true to its original design. Plasma field launchers are the standard for military-grade infantry plasma weapons, and sufficiently-ranked soldiers usually have these weapons or similar weapon designs.


A weapon that was specifically designed to combat the Astrolights during the Sporemaster wars. It was often called the Astrolight Weapon because of its specialized design. Using a synthetic plasma-like substance called "transplasma," a high-energy particle that has similar properties as hydrogen-helium plasma, and a variety of plasma-resistant nanoconverters, the transplasma proved to be an effective in its original purpose of defending against the Astrolight's breeding ways. The nanoconverters are designed to convert hydrogen-helium plasma (which makes of 98% of most stars) into the special transplasma, which acts similar enough to hydrogen-helium plasma to not negatively affect a star. The transplasma, however, had slightly altered properties that made it impossible for Astrolights to use, eventually killing them of starvation. This also protected the star from further Astrolight attacks. Since then, the properties of transplasma, as well as the TIAF's generally exclusive access to the substance (and knowledge of its properties), has allowed transplasma to act as a defense against plasma weapons. Since transplasma does have differences to plasma, once the plasma attack is converted, it can be more easily defended by TIAF ships without the enemy usually having a counter for it. The weapon was adapted to be able to handle most kinds of plasma found in plasma weapons. The weapon itself is a ballistic missile that stores the transplasma. Upon contacting any plasma, the missile corrodes to expose the nanoconverters which get to work quickly.

Space-Time Weapons[]

Spacetime weapons are defined as weapons whose main mode of attack is distortion of the dimensions of space or time. Gravity weapons are technically included due to their distortion effect on the spacetime continuum. Spacetime weapons, due to their nature of bending the fabric of the universe itself, are tricky weapons to develop and use, but when pulled off correctly, their power is near unmatched among conventional weapons.

Gravity Well Cannons[]

Often regarded as a watered-down version of the Black Hole Launcher by satirists, the Gravity Well Cannon does live up to that reputation. It essentially launches centers of intense gravity, similar to but weaker than that of a black hole. Designed to be a weapon, it later found greater purpose as a defensive disruption weapon. While the intense gravity may be enough to utterly crush any structure belonging to a low-Tier nation, most nations at the TIAF's competitive level already have ways to combat black-hole strength gravity. However, the purpose of the gravity well is not to directly destroy; the purpose is to draw fire on the target. The nature of the gravity well will cause an unsufficiently-prepared ship to get caught in the well and get stuck until the gravity wears off. This obviously makes the target easier to hit. Some would say this is easily counter-acted by gravity-neutralizing defenses. However, the gravity draws slower-moving particles in, especially those not moving at light speed or near-light speed. This will cause most aforementioned particles and objects to be attracted to the well, and thus cause said objects to veer off-course straight into the target ship. The Gravity Well Cannon also serves as one device in the space-time point-defense system, as the firm gravity of the well can disrupt and nullify weaker gravity-based weapons. While not the most effective weapon or defense system, it is certainly a device that will surprise targets on the first encounter.

Thermonuclear Weapons[]

Thermonuclear weapons are defined as weapons that manipulate certain properties of matter to damage the enemy. This includes atomic weapons (like nuclear bombs, which manipulates instability of heavy elements) and thermal weapons (like heat rays, which increase temperatures to ultimately overheat enemies). Such weapons are not very common in ship-to-ship warfare; they are, however, very useful and deadly in air-to-ground combat.

Refrigeration Missiles[]

Designed at the dawn of the Twilight Age as a counter against thick-hulled battleships and terrestrial units, the Refrigeration Missile by itself is not very special. It is a simple rocket-based projectile that is designed to penetrate thick metal and other polymers. The head of the missile is coated in a layer of small razor blades, made out of adamantium-vibranium for structural integrity and tipped with diamond for cutting effectiveness. The missile rotates at a high speed to increase the effect of the razor blades. What makes the missile special is what happens after it penetrates through the hull. Upon impact, vents lining the body of the missile will activate, releasing extremely cold pressurized nitrous oxide gas, chilling the impact site to far below inhabitable. If, by chance, the missile does not manage to completely breach the ship's hull, the extreme chilling of the hull material is usually enough for other projectiles to shatter the hull as if said projectile were a cannonball flying at a glass house. Of course, as space is already very cold, this weapon has a more noticeable effect in atmospheric battles. The only known way to counteract the chilling device is extreme heat, but due to the quick release and sheer cold of the refrigerant, such sustainable counteractive heat is very, very hard to find. In theory, a fully-charged Doomsday Laser focus would generate enough thermal energy to counteract the chilling, but the major problems with that are that doing so is pointless, it would cause more damage than if the missile was left as is, and that simply no one wants to test it.

Defense Systems[]

This can include radar, shields, or other defense-related technology.

Shielding, Detection, and Cloaking[]

Shields and detection devices (such as radar and sonar) are the classic forms of defense for ships and soldiers. Shielding systems are designed to provide resistance against enemy fire through some non-armor device. Detection systems use a variety of methods to track enemy movements or detect hidden foes. Cloaking systems, on the other hand, are designed to undermine enemy detection systems through methods that hide units from all standard forms of detection.

Shadow Anti-Radar Drive[]

A device that turns a ship invisible to most forms of detection. It is able to become invisible to the naked eye and is shielded from all forms of electromagnetic radar. The original Shadow Drive only cloaked a ship from visible light, and could still be detected by most radar forms and even weapons lock-on systems. It used photoreceptors and nanocameras embedded in a paint that allowed a ship to blend in with its background from all angles. This original Shadow Drive was later merged with the other separate anti-radar devices to form an all-purpose anti-detection device. Along with the original Shadow Drive model (which had its phototechnology upgraded to the modern standard), the "second-gen" Shadow Drive also uses EM scrubbers to reduce the visible energetic output of a spaceship other than EM communication waves (which are rarely used nowadays in favor of subspace communication). Along with canceling EM output, radiation detectors determine existing EM disruptions in the environment and adjust the level of scrubbing in certain directions to cancel out the literal shadow that a spaceship casts in terms of EM wave patterns.

Subspace Radar[]

A major step up from the old EM radars the TIAF previously used, subspace radar not only detects objects along EM frequencies, but also through disturbances in local space, either through gravity disturbances or subtle energy bursts caused by objects entering hyperspace (or subspace). Covering many more forms of detection than its EM radar ancestors (the most prominent being the Infra-X Radar system), it is very difficult, almost impossible for enemies to sneak past this level of radar detection. It detects objects on an EM level by sending out light pulses of EM waves on all EM levels and checking if the pulses bounce off anything in its range. The pulses are light enough not to cause radiation poisoning from prolonged exposure but strong enough to be detected by an electromagnetic device (such as a Geiger counter). Gravity disturbances are checked by fields of microsatellites in the radar's range, which monitor a "normal" level of local gravitational force and alert the radar if an object passes that alters this local force or interferes with the satellite in some manner. Hyperspace pulses are detected similarly to EM pinging, scanning local space for energy signatures that match known hyperspace pulse frequencies. The hyperspace detector cannot track an object that is in hyperspace already, but can detect an object entering or leaving hyperspace. Of course, this means that an enemy could bypass this by entering hyperspace from far away and exiting right at the planet to initiate an attack, though scientists are currently researching hyperspace restriction technology (such as the DCP's Maelstrom or Cyrannus' hyperspace interdiction fields) that can be applied to star system-scale defense to counteract this missing link.

Suspension Shielding[]

An advanced TIAF shielding equipment, the Suspension Shield uses graviton sphere technology to deflect any projectile. The object is literally suspended in motion until the shield is dropped, at which point the projectile simply drops to the ground or remains suspended, depending on the environment. All matter and antimatter can be affected, and enemy kamikazes will be stopped in their tracks. Plasma and particle weapons will usually dissipate as they lose energy. However, all of the ship's external systems (weapons and engines) will not work when the shield is activated, though internal systems (radar, computers, and communications) will be unaffected. Enemies can also bypass the shield by boarding it through beaming tactics, but most TIAF internal defenses are solid enough to make this point moot. Also, the shield is ineffective against gravity and space-time weapons and cannot always stop a projectile if the projectile either: is moving fast enough, bypassed the shield by using hyperspace, or was close enough to the ship when the shield activated. Since all things still use energy when suspended in a graviton sphere field, engine systems are automatically shut off to conserve fuel. All TIAF ships automatically cut engines when zero-point fields are entered, to help ships that have the misfortune of straying into a friendly Suspension Shield. Most ships that have suspension shielding equipped will also have an additional device that creates a gravitational pulse that deflects all captured projectiles away from the ship. This is often used to surprise enemies by absorbing their projectiles and sending them right back at them.

Turrets and Defensive Weapons[]

Turrets are generally automatic weapons that target and fire on enemy ships that come in range. They fall under a class of weapons defined as defensive weapons: weapons that are not designed to participate in attacking operations, but designed for defending a structure, ship, or planet. Turrets and weapons used primarily for defense (that are not also usually used for offense) are included.

Mobilized Defense Turrets[]

The mobilized defense turret has been a mainstay of the TIAF defense since its founding. There have been three total designs, each building off of the past one. The current form is equipped with particle lasers, automated Gatling guns, railguns, ballistic missile launchers, a Cake Bomb launcher, an electric field generator, and an extendable saw blade that can make a large cut on titanium hull plating and slice through everything weaker than that. The original design only came with the particle laser and a Flak gun. The second "generation" added the Cake Bomb launcher, ballistic missile launcher, and replaced the Flak gun with the Gatling gun. Everything else was added in the newest model. The turrets are controlled by a defense mainframe and can be set to target any specific ship. The defense mainframe has been proven to be a tough nut to crack, as no one has been able to hack the system. The turrets can hover and generally patrol their assigned area. Their patrol zone can be changed at any point. Also, the turrets also come with a self-destruct program, which is utilized when the turret is critically damaged beyond repair. An AI (artificial intelligence) system makes sure the turret is guided away from the area it defends and usually into groups of enemy ships. The self-destruct cannot be exploited prematurely, making sure that there are no accidental detonations of perfectly good defense pieces.

Point-Defense Targeting[]

One of the TIAF's now-most commonly used ship defense tactics, point-defense is a extremely useful way to intercept projectiles of almost all varieties. Point-defense by itself is an umbrella concept, as there are different kinds of point-defense used to counteract different projectiles. The basic concept of point-defense is firing off fast-tracking projectiles that are designed to neutralize the targeted projectile. Fast-tracking computer and radar systems estimate the velocity and direction of the target, as well as the potential velocity of the interception projectile, and automatically fire at the point that the two projectiles will impact, based on the collected data. The interceptor differs between targets. Artillery-based (including antimatter artillery) targets are countered with plasma blasts, as plasma's high-energy qualities will disintegrate the artillery shell. Plasma-based targets are countered with antimatter projectiles, applying the same concept as the artillery interceptor, except that the the antimatter will scatter the plasma to the point it will be harmless. Direct antimatter attacks are countered with artillery shells, as the nature of antimatter and matter will cause both to scatter each other until they are both benign. More exotic weapons, such as particle weapons or space-time weapons (which include space-time and gravity weapons based on TIAF classification), use more exotic tech which will have their point-defense uses explained in their respective entries.

Spy Equipment[]

Originally part of the Defense Department, the Espionage Department eventually grew large enough to be on its own, and has developed many methods of covertly gaining intelligence on all known nations of the Gigaquadrant. The blueprints for these are locked up deep in the TIAF's archives, to prevent enemies from learning of ways to combat the TIAF's spy technology.

Interceptor Satellite[]

One of the first modern TIAF spy devices, an Interceptor Satellite is designed to pick up all non-hyperluminal communications within its range, which can span a large area, about the size of a large galaxy. It monitors all frequencies of communication-level transmissions, which are effectively intercepted by the Satellite and seamlessly directed to its original destination. Because of the smooth transition as the Satellite records the incoming communications and sends them to the intended recipient, it is nearly undetectable unless one physically stumbles across one. Most Interceptor Satellites are further hidden by cloaking devices and "electromagnetic scrubbers" that hide the Satellite from all forms of detection other than what is visible. The Satellite can even intercept subspace and hyperspace transmissions, given that the said Satellite has been tuned to pick up those transmissions as well as normal ones. However, the Satellite is unable to detect hyperluminal transmissions, due to the general evasiveness of such communications. Interceptor Satellites have been very important to decoding enemy messages during wartime, helping the TIAF predict enemy activities and act accordingly.

Passcode Buster[]

A simple, yet complex spy piece used since even before the TIAF joined the SporeWiki universe. When attached to a computerized code-locked system, the Code Buster gets to work. First of all, it starts by deactivating any alert systems installed with the security system and sends messages along the wires of the alarm system that there is no intruders. Next, it begins to calculate codes that could be used to open the lock at a rate of 50 codes per second. Since the alarm system is no longer connected, the alarm will not be set off if the passwords fail. If the lock goes into a lockdown mode, then the Code Buster will attempt to override the lockdown through the lock's circuitry; otherwise, the Code Buster will wait until the lockdown expires before it attempts to continue. Once the code is found, the Code Buster will enter it and allow access into previously-secured areas. Since it will eventually find the password, the only weaknesses that the Code Buster has are lockdown programs and external security devices. High-quality lockdown programs can be used to deter the spy long enough to capture the intruder, but if nothing is done the intruder can still enter. External security devices not connected to the one the lock is connected to will not be disabled. Security cameras are also immune to the Code Buster's effects, but the TIAF has designed other equipment to disable cameras as well.

Civilian Technology[]

Aside from advances in military technology, TIAF civilian technology is also very advanced, making life for TIAF citizens very comfortable and efficient. The TIAF prides itself on having one of the best standards of living in the Gigaquadrant.

Colonization Technology[]

The TIAF has developed a wide variety of technology that make colonization easy and efficient. This can range from special structures for colonizing special environments (such as space stations or ocean domes) or tools that ease colonization in general.

  • Kerneed Shell
  • First developed: Camed Research Outpost, 870 SY
  • First used: Talychoni, Tyrus-Kylessa Province, 875 SY

Named after its inventor, Tybusen scientist Dr. Marsha Kerneed, this is an effective method of colonizing gas giants, once thought to be impossible. A titanium shell is built around a section of the gas giant, which can then be colonized as a simple outpost. The titanium plates are held together by magnetism. The colony is powered by the gases of a gas giant, using a pipeline to gather gas from the gas giant. The usable gas is sent up to power plants, while the rest is piped back down to the interior of the planet. Since most gas giant colonies are usually outposts or research centers, the gas of a gas giant can power a colony for thousands of years, depending on the size and composition of the planet. A few of these colonies have been expanded into fully functioning spaceports, using atmosphere shield technology to make such colonies inhabitable.

  • Star Sustainer
  • First developed: Gidaldra Cosmic Research Facility, 1057 SY
  • First used: Alegie system, Tyrus-Kylessa Province, 1059 SY

A good example of the amount of work that has gone into the TIAF's recent cosmic research. The Star Sustainer works as the exact opposite as the Star Accelerator WMD, as instead of accelerating a star's life cycle, it greatly slows it down. The machine is inserted into a star in the same way as a Star Accelerator, but instead breaks helium down into hydrogen instead of making hydrogen into helium. In this way, the star can continue running on hydrogen instead of helium, which is what causes stars to die. Many were concerned that the reactor could create disastrous effects on the stars that the machine was used on, but none of the systems that use the Star Sustainer seem to show no ill effects. Researchers are still cautious, as it has not been long enough to judge any differences in a star's behavior, but Transplasma Beams and Star Accelerators are always standing by, which can nullify the Star Sustainer's effects.

Energy Technology[]

The TIAF has developed many different ways of generating power and obtaining energy to power electronic systems.

  • Dyson Sphere
  • First developed: Dunus-5 Research Outpost, 1003 SY
  • First used: Calrion system, Delpha Province, 1010 SY

The TIAF recently discovered Dyson sphere technology, and it has turned out to be a great success. Their version follows that of the Dyson bubble design, with numerous scattered solar power satellites closely orbiting the star and collecting solar power. That power can be transferred to planets with in the star system for use in cities by battery storage or space transfer wires. Currently, only the capital system of the Delpha Territories uses it, but more are projected to be built after the War of Redemption. Many scientists argued over the design that would be used, and eventually came down to the Dyson bubble design and Dyson shell design. In the end, most agreed that the bubble would be the best, especially since the TIAF has yet to invent a transparent energy-conductive substance.

Medical Technology[]

The TIAF's advances in the field of medicine are impressive, and few if any diseases survive in the TIAF. The life expectancy in the Federation is also quite high compared to base numbers for most Federation species, attributed to the high quality of TIAF medicine.

Transportation Technology[]

The TIAF is par for the course in terms of interstellar travel technology, but that standard is still quite high, and the TIAF continues to research new ways to make transportation faster and safer, mainly in the hyperspace field these days.

Interstellar Drive[]

The core of all modern transportation technology, Interstellar Drive technology refers to the various engine designs that are used to power space vessels. They have to be very powerful and very efficient to be able to cross many parsecs of space in a reasonable amount of time.

  • Standard Sporillium Engine

The most basic of the engine designs, the Sporillium Engine runs on standard Bunsen Sporillium. The formula for the TIAF's version of Sporillium is H2Li4Me6. That translates to hydrogen lithium metedide. Metedide is another term for Metedite, a halogen that reacts strongly with the other Group 1 elements. Metedite is abundant in the Bunsen Galaxy, as well as hydrogen and lithium, making this a cheap design. However, it is not very powerful and requires frequent refueling. Originally, this design was standard in civilian models, but with safer and more powerful plasma-antimatter engines being deemed safe for civilian usage, Sporillium engines are now only usually found on older civilian spaceship models.

Auxillary Devices[]

Other machines and structures have been designed to make long-distance space travel much easier. These devices have no direct connection to Interstellar Drive technology, and are generally structures designed to maximize efficiency and safety on the many space routes managed by the TIAF.

  • Hyperspace Gate

Hyperspace gates are the main modes of transportation across the great darkspace gaps between most Gigaquadrant galaxies. Originally, hyperspace gates played a greater role in enabling ships to reach high speeds, though this was not true hyperspace travel and merely maximization of engine power (which, during that era, were not very powerful) along a route that had been specifically cleared of most macroparticles that could cause serious damage to a ship going at pseudo-hyperspeed. Hyperspace gates now mainly mark safe hyperspace routes, as they did in the past, but each gate now contains "hyperspace inhibitors" which use gravitational distortion (similar to the Maelstrom which surrounds DCP space) to force ships accessing hyperspace to drop out of hyperspace. This is to ensure that ships using hyperspace lanes do not overshoot their targets and end up dropping out of hyperspace in a hazardous area, such as in the middle of a star. "Checkpoint gates" are frequent on long hyperspace lanes (and all hyperspace lanes are quite long in terms of distance covered) to ensure ships are not straying off course and will not miss the destination terminal. It has not been disclosed as to how this accomplished, and most TIAF physicists say, "It just happens. If you want scientific justification, go ask the DCP."

Bunsen Galaxy (Adriana Nebula)
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Anyone who wishes to disrupt that may kindly go throw themselves into Inferno Realm.
Are you ready to ROCK?!
We're taking the multiverse by storm!
Divine Races of the Twin Galaxies
There are things beyond your comprehension...
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Portea Galaxy
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