Arcane & Electric Air/Sea Vessel Systems, Equipment, & Weapons

Arcane & Electric Air/Sea Vessel Systems, Equipment, & Weapons''' '''

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The following is a collection of Electric & Arcane systems available for air and naval vessels though have been created with a focus on airship integration. All systems can operate independent of one another though may gain benefits from interfacing with other systems. Many major systems have been designed such-that they may be created for Electric/Arcane power alone though are most effective operating with both.

Thorough detail has been added to various systems to provide readers a basic functional understanding. Specific components and systems can be isolated from a system for use in other systems if applications outside this document are established. The writer only asks that if any system, system component, or concept (those unique only to this document) is used for external applications that he is made aware such that he can feel warm and fuzzy about helping others.

Feel free to contact me with any questions, comments, or concerns.

 

The S.A.E. (Steam Arcane Electric) Hybrid Power & Propulsion System is designed for maximum versatility and endurance. The system can provide multiple types of power and propulsion during multiple system casualties and ship-specific conditions. The use of three-way power conversion, alternate electric, secondary systems, feeds, cross-connects, and drives allow the system to operate in numerous line-ups depending on propulsion and power requirements.

A Compact Nether Rift Reactor (CNR-R) acts as the system's primary means of generating heat and mana required to produce phimine steam via Phimine Steam Generator (PSG) and/or arcane energy via Mana/Arcane Conversion Generator (M/ACG). A high-pressure Primary Mirsine Fluid System acts as the medium through-which heat and mana are transferred to their associated elements.

(Mirsine, Phimine , and Vamine are energy-absorbing compounds with the primary characteristics of water (viscosity, consistency, etc.) and an extremely high energy-to-liquid saturation ratio. Each can exist in all forms (liquid, vapor, gas, plasma, and Solid) and are used to absorb, hold, and transfer Mana, Arcane Energy, and Arcane Flux respectively.)

Phimine steam is generated when liquid phimine from the Primary Phimine Fluid System is heated to boiling temperatures in a PSG. Additionally, mana from the primary mirsine fluid is extracted and converted to arcane energy via an M/ACG which is then absorbed into the phimine steam generating charged phimine steam.

The depleted liquid mirsine then returns to the CNR-R where it is reheated and resaturated. The system consists of two separate PSG units which supply steam to various loads on their respective Port and Starboard side, however, in the event a PSG is damaged and/or unavailable it can be cross-connected to maintain the loads of the unavailable unit.

Spent phimine steam is collected in a Hotwell where unused arcane energy is transferred to the Primary and Secondary Arcane Power Systems and any amounts of flux are transferred to the Primary Vamine Fluid System. Phimine then enters the Main Condensers which cause the steam to rapidly condense into liquid phimine while drawing out any remaining traces of arcane flux before returning to the PSGs.

PSGs are equipped with an Arcane/Electric Heat Generator (A/EHG) which provides the requisite heat for generating Phimine Steam from the Arcane and/or Electric Power Systems in the event the CNR-R is inoperable or unavailable, or if additional steam generation is required. In the event power cannot be transferred from either the Arcane or Electric Power Systems, heat and mana can be transferred to the PSGs via a Secondary Mirsine Fluid System servicing two Passive Mana Collection Arrays (PMCAs) and two Elemental Core/Phlogiston Boilers (EC/PGS-B).

The primary loads of each PSG are the Ship Service Motor Generator (SSMG) which converts steam into electric energy which is then transferred to the Primary and Secondary Electric Power Systems, the Steam/Electric Motor Turbine Generator (S/EM-TG) which converts steam and/or electric energy into ship propulsion, and the Steam/Electric Motor Mana Collection Turbines (S/EM-MCTs) which convert steam and/or electric energy into mana via a turbine powered mana vacuum.

The primary loads of the Primary and Secondary Electric Power Systems (in regards to the S.A.E. Hybrid Power & Propulsion System) are the A/EHGs, S/EM-MCTs, and S/EM-TGs. Electric power is additionally provided to numerous sensors and supporting systems as a primary or backup source.

Mirsine from the Primary Mirsine Fluid System is also transferred to two M/ACG Banks (M/ACGB) which provide power to the Primary and Secondary Arcane Power Systems and Secondary Phimine Fluid System. Arcane flux generated by M/ACGBs is transferred to the Primary Vamine Fluid System for collection and disposal. M/ACGBs also receive mana from the Secondary Mirsine Fluid System via two S/EM-MCTs and – in the event neither steam nor electric power is available – two PMCAs.

The primary loads of the M/ACGBs and Primary/Secondary Arcane Power Systems (in regards to the S.A.E Hybrid Power & Propulsion System) are the Arcane/Electric Conversion Generators (A/ECG) which directly convert arcane energy into electric energy, A/EHGs, and the Arcane/Kinetic Conversion Engines (A/KCE) which act as the ship's primary means of high-power arcane propulsion.

Under normal conditions, power and propulsion are provided via a Primary Hybrid line-up utilizing the system's CNR-R, Primary Mirsine Fluid System, PSGs, Primary Phimine Fluid System, M/ACGBs, Primary Vamine Fluid System, and S/EM-TGs. This line-up provides the standard amount of power and propulsion required for most operational conditions and may be used in either full or half power.

A Primary Arcane line-up utilizes the system's CNR-R, Primary Mirsine Fluid System, M/ACGBs, S/EMTGs (as arcane conduits), and A/KCEs. This line-up is typically used when the CNR-R cannot produce the requisite heat, when steam systems are unavailable or undergoing maintenance, when a high amount of arcane power is required, or when a need to reduce radiated noise exists.

A Primary Steam line-up utilizes the system's CNR-R, Primary Mirsine Fluid System, PSGs (without the use of M/ACGs), SSMGs, and S/EM-TGs. This line-up is typically used when the CNR-R cannot produce the requisite mana, when M/AC systems are unavailable or undergoing maintenance, when a large amount of electric power is required, or when a need to reduce arcane emissions exists.

A hybrid cross-connect is performed when energy from one or more systems is converted to energy from another system (Arcane > Steam, Steam > Arcane, Electric > Arcane, etc.) and utilize the A/EHGs and S/EM-MCTs. When a cross-connect is performed utilizing the system's CNR-R it is known as a Primary Cross-Connect where-as any cross-connect utilizing the system's EC/PGS-B and/or PMCAS is known as a Secondary Cross-Connect.

When a need for electric propulsion exists and direct-transfer cannot be achieved (i.e. steam-line rupture or arcane conduit interference) energy must be converted through the use of SSMGs and/or A/ECGs, this energy flow-path is known as Alternate Electric.

1 — Primary Mirsine Fluid System 2 – PSGs (M/ACG) & Primary/Secondary Phimine Fluid System 3 – M/ACGB

4 – A/EHG

5–S/EM-MCT

6 – A/ECG

7 — SSMG

8–S/EM-TG

9 – Primary/Secondary Electric Power Grid 10–Primary/Secondary Arcane Power Grid, A/KCE, Arcane TG Conduits 11 — Secondary Mirsine Fluid System

A Primary Feed is created when a need to produce greater-than-average quantities of a specific energy exists, in this line-up steam or arcane energy are diverted from their associated branches and power systems to that system's associated generators; PSGs and M/ACGBs via A/EHGs and MCTs.

A Primary Feed assumes energy is redirected from a CNR-R source where-as a Secondary Feed assumes redirection from a secondary (EC/PSG-B and/or PMCA) source. An energy feed differs from a cross connect in that energy is still available to both branches but is being willfully from one to another to increase the associated energy output.

A Secondary Steam/Arcane line-up is any line-up utilizing the EC/PGS-B and/or PMCAs in-place of or in addition to the CNR-R. This line-up is typically used when the CNR-R is unavailable or when a need to increase total system power output exists. Secondary line-ups can be aligned with cross-connects and feeds identical to Primary Steam/Arcane.

A Drive is any line-up utilizing one primary power/propulsion path in addition to a portion of the secondary power system. This line-up is typically used when one primary propulsion path is unavailable and a cross-connect and/or feed cannot be achieved (i.e. CNR-R failure, S/EM-MCTs and/or A/EHGs unavailable) though additional power and propulsion are still required.

The following elements must be taken into consideration when selecting a Power/Propulsion line-up: -Primary and/or Secondary source

-Steam, Arcane, Hybrid (Steam/Arcane)

-Use of Alternate Electric (AE)

-Cross-Connect (XC)

-Feed

-Drive

Selecting the appropriate Power/Propulsion line-up is determined factors such as equipment status, propulsion and energy requirements and the ship's tactical position. Extreme consideration should be given to all factors and conditions prior to selecting the appropriate line-up. While numerous, there are several key line-ups available for most operational conditions of which three are given:

-PRIMARY, HYBRID, NO-AE, NO-XC, NO-FEED, NO-DRIVE

This is the ship's Standard Hybrid Line-Up as discussed above (Primary Hybrid). While in this line-up the all standard propulsion bells and energy loads can be maintained with ease and sufficient on-demand propulsion and power are provided should an extremist situation develop.

-PRIM/SEC, PRIMARY STEAM (ARCANE), NO-AE, NO-XC, PRIM/SEC ARCANE (STEAM) FEED, NO-DRIVE

This is the ship's Standard Steam/Arcane Line-Up which is an alteration of the Primary Steam line-up discussed above. This line-up is used when a high amount of steam or arcane power and/or propulsion is required and when secondary power and feed systems can support.

-PRIMARY, HYBRID, AE, NO-XC, NO-FEED, NO-DRIVE

This is the ship's Standard Electric Line-Up which uses converts both steam and arcane energy into electric energy used to charge the Primary/Secondary Electric Power Systems and/or provide ship propulsion

S/EM-TG-Steam/Electric Motor Turbine Generator (TG) RG/AC-Ultra-High Capacity Reduction Gear/Arcane Capacitor (RG) HAE/M-RBFA – Hydraulic/Arcane/Electric-Magnetic Retractable Blade Fan Assembly A/KCE – Arcane/Kinetic Conversion Engine

The Arcane Electric Steam Interchangeable Rotation (AESIR) engine is a hybrid-power propulsion system utilizing rotary air propulsion via steam, electric and/or arcane power as-well-as high-power arcane propulsion via A/KC engines. Each AESIR engine is serviced by two high-torque drive shafts each driving three rotary gears.

Each drive shaft is connected to a RG/AC unit which reduces the overall torque generated by the system's S/EM-TGs; additionally, the arcane capacitors of each unit collect and condense energy to the minimum amount required to power the A/KC engines.

Four S/EM-TGs and their associated spool shafts act as the primary method of steam, electric, and arcane propulsion. Each unit's turbine can be driven by steam and/or electric motor while also acting as conduits for arcane energy gathered from the Phimine Steam System. Each TG is serviced by a PSG which divides its load amongst 4-8 other TGs or 2-4 sets.

Depending on the direction of steam flow, a TG set can drive forward (clockwise) or back (counterclockwise). When both TG sets of a AESIR engine drive ahead or back this is known as Forward/Back Drive respectively. When one set is in forward and the other is in back this is known as Alternating Drive.

Each section of the AESIR engine's inner rotary ring is inlayed with runic patterns which – when empowered – create and amplify airflow; this acts as the engine's primary means of Arcane Drive and can be used independent of or in conjecture with the RBFAs and A/KCEs.

Six Hydraulic Arcane Electric/Magnetic (HAE/M) Retractable Blade Fan Assemblies (RBFA) service each AESIR engine, acting as the unit's primary means of Gear Drive. Each assembly consist of (32) rotational fan blades which can be fully retracted or partially/fully extended via HAE/M rotational piston rods. Each piston is connected to the outer rotary gear, High-Pressure Hydraulic Ring (HPHR), and charging system.

The large amount of force placed on the assembly during rotation requires the use of a piston/blade support bearing which acts as both a divider and vibration reducer while also controlling the rotation of the blades/piston rods via arcane and/or electromagnetic force. When fully retracted, the fan's blades remain flush with the inner rotary ring, preventing interference with A/KC propulsion. A gap between the assembly's gear teeth exposes the non-rotary portion of the HPHR and gives access to the hydraulic charging ports which build pressure and transfer arcane/electric energy via fluid Phimine.

Large amounts of energy are required to utilize an AESIR engine's Arcane and Gear propulsion systems simultaneously, thus (when attempting to preserve energy) one system should be selected based on the ship's conditions, environmental factors, and propulsion requirements. When utilizing Gear propulsion only, (2-3) assemblies per AESIR engine are usually required (in a full-power line up) to provide sufficient thrust.

When utilizing low/medium power A/KC propulsion only, all fan assemblies should be fully retraced to prevent energy-flow interference. If operating in combined propulsion, any number of fan assemblies can be extended – partially or fully — provided the rotation of the fan blades is consistent with the desired direction of motion. The number and extension of each fan assembly depends on the power of the A/KC propulsion and the required thrust overall.

The forward edge of each blade – when supplied with arcane energy – acts as an energy flow compressor for kinetic energy; together the blades compress kinetic energy emitted by the A/KC engines into a finer stream, amplifying thrust exponentially depending on the number and extension of active fan assemblies. Additionally, each blade is inlayed with arcane conduits which – while empowered – passively amplify air flow. In a conservative alignment, the blade extension of the forward-most fan assemblies progressively shorter than the aft-most assemblies, thus creating a 'funneling' effect for kinetic energy.

Certain conditions must be taken into consideration when preparing a configuration for each engine; propulsion type (S/E only, Arcane only, S/EA Hybrid), propulsion requirements (maneuverability, speed, backing power, etc), emission/detection (radiated noise, arcane emissions), and conservation of power.

The following modes and positions are used to determine an AESIR engine's configuration: -Gear, Arcane, A/KCE Drive Combination -Engine Rotation (FWD FULL, BACK FULL, ALT-1, ALT-2, LOCK) -Fan Assembly Blade Extension (Retracted, Partially Extended, Fully Extended) -Fan Assembly Blade Direction (Forward/Normal, Back/Reverse, Neutral)

Selecting a configuration appropriate for all conditions can be extremely challenging, especially with the addition of potential power/propulsion plant failures which further complicate selection, however, there are several key configurations which can be used for various situations:

-GEAR (33%), ARCANE (33%), A/KCE (33%), ALT-1, PART EXT, BD-FWD

This configuration succeeds by dividing propulsion power between all three drives and using an alternating shaft rotation with gradually increasing partial blade extensions (Kinetic Funnel), an AESIR engine will achieve the most effective propulsion-to-power ratio. This configuration should be used when transiting long distances without time constraints or a need to mask emissions.

-GEAR (15%), ARCANE (30%), A/KCE (55%), ALT-1, FULL EXT, BD-FWD

This configuration uses higher arcane propulsion and – with sufficient mana supply-provides a much higher propulsion output at a higher energy cost. This configuration significantly increases arcane emissions and should be used when in mana-rich environments, during fast transits, and when masking arcane emissions is not required.  -GEAR (80-100%), ARCANE (0-10%), A/KCE (0-10%), FWD FULL, FULLEXT, BD-FWD

This configuration is used when a need to mask arcane emissions exists, when transiting through an environment significantly depleted of mana, and/or when the ship's M/AC generators are unavailable.

This configuration places heavy reliance on the AESIR engine's RBFAs and increases radiated noise levels significantly.

-ARCANE (20%), A/KCE (80%), LOCK, FULL EXT, BD-NEU

This configuration is used when a high-speed transit is required, when masking arcane emissions is not required, when a need to minimize radiated noise levels exists, and/or when the ship's steam/electric plant is unavailable or in reduced operation. While in this configuration the ship can operate at high speeds provided a constant supply of mana/arcane energy is available.

- ARCANE (100%), A/KCE (0%), LOCK, RETRACTED

This configuration generates the smallest arcane emissions and radiated noise and provides sufficient thrust to operate at medium speeds. Due to the reduced usage of arcane energy in Arcane-Only Drive, the ship is capable of sustaining propulsion in mana-depleted environments for long periods of time though consideration should be given to the length of transit.

Large vessels and vessels expecting to act in a supporting role may be equipped with an arcane External Power System (EPS) consisting of an ultra-high-capacity Leyline Tap (LLT) and SR/LR Power Relay (SR/LR-PR). An EPS can significantly increase the operational capacity of arcane powered vessels while reducing reliance on arcane power generating systems.

Leylines act as immaterial, unseen conduits of rich arcane energy which exist over land, sea, and sky distributing arcane energy. A LLT is a device capable of aligning with, attuning to, and absorbing arcane energy from leylines for the purpose of recharging an arcane power system or powering exceptionally energy-dependent equipment such as a Voyage Translocation Engine (VLE) (discussed later).

A SR/LR-PR is an energy-distribution device which attunes to (via Aural Fingerprint Identification and Arcane Signal Identification) and shares arcane energy with other SR/LR-PRs located on other vessels or stations. The conductivity of a SR/LR-PR is dependent on range from the source, signal strength, and various environmental factors which may cause slight or significant losses in energy conduction. PRs are typically used in support of other arcane powered vessels and/or electrically powered vessels equipped with A/ECGs.

Though no visible path of energy flow exists, the source of a power distribution can be determined by matching the vessel's energy signal to that of another vessel or source.

The ship's Gravity Control System (GCS) is a hybrid Arcane/Electric system utilizing electric-powered Omni-Directional Gravity Spheres (ODGS) and arcane powered Gravity Nullification/Influence Engines (GN/IE). While having been engineered into individual units known as Arcane/Electric Gravity Control Nodes (A/E-GCN) each unit operates separate halves, only interacting through signal-synchronization modules and gravity measurement devices.

An ODGS acts as an omi-directional gravity well, creating gravitational force in one or more directions to negate or amplify existing gravity, or generate additional gravity in a specific vector. The GN/IE works in a similar fashion, negating, amplifying, or fabricating gravitational force in a specific direction, allowing the ship to maintain, increase, or decrease altitude without the need for lift-propulsion.

The GCS was primarily designed to aid an aircraft or airship in achieving lift without need of – or with limited – propulsion. The system consists of a primary Gravity Control Engine (GCE) acting as the core of the system while controlling the ship's outer axis, and up to six A/E-GCNs acting under command of the GCE while controlling the ship's inner axis.

Changes in gravity within a ship can cause severe disturbances to personnel and equipment, especially when in an abnormal vector. Thus, each GCS interfaces with Gravity Equalizing Nodes (GEN) which generate an equal and opposite gravitational force in a vector the reciprocal of that generated by the GCE and A/E-GCNs thus maintaining constant ‘upright' gravity. GENs can be utilized separate of the GCS.

Another key element to the GCS and to efficient ship propulsion is the use of Unity Field Engines (UNFE) and drives which fortify — via Spatial Fortification – the 'space' occupied by the ship causing gravitational and kinetic forces to be distributed in a controlled manner (equally at a specific area). The use of a UNF engine prevents hull-stress, increases propulsion efficiency, and supports overall ship control. Current UNF drives and engines are arcane-only units though still interface appropriately with ODGSs.

Together, the GCE, A/E-GCNs, GENs, and UNF engine/drives make up the GCS's primary components, each designed with maximum interfacing and communication capabilities to prevent potentially dangerous system malfunctions. In the event a synchronization or communications error occurs, the system will automatically revert to a neutral (nullification-only) state unless overridden.

While no 'propulsion' can be generated by the GCS, ship motion can be controlled in the ahead/astern (Thrust) axis by fabricating gravitational force in an ahead/astern vector, causing the ship to ‘fall' in that direction. This type of motion can be achieved in all six axes of motion (Thrust, Lift, Strafe, Trim, List, and Rotation), however, gravitational vectors outside those used for gravitational nullification and/or Lift require considerably larger quantities of energy to maintain due to system specifications, thus, are highly inefficient.

The Arcane Pneumatic Propulsion System (APPS) is another system supporting ship control and is comprised of the Arcane/Kinetic Conversion Emitter Array (A/KC-EA) acting as small A/KC drives and High-Pressure AirVents (HPAV); each vent is connected to an air line serviced by four high-pressure air flasks (two on each side) connected to the ship's High-Pressure Air System (HPAS).

The system is used for slight adjustments in side-to-side (strafing) motion while also assisting in the prevention collision with ships and piers during docking or mooring. The amount of force placed on the forward and aft parts of the ship can be controlled as required, thus allowing the ship to make stationary rotational turns in addition to various combination maneuvers.

Depending on the craft, a number of Ship Control Surfaces can be implemented including – but not limited to – wings/flaps, bow planes, stern planes, fairwater planes, and rudder. For most airships, ship angle is controlled through adjustments in forward/aft propulsion while turning radius is controlled through adjustments in port/starboard propulsion. However, these forms of control may be insufficient to achieve the angle and/or turning radius required for evasion or extremis maneuvering.

Ships fitted with wings or bow/stern planes (terminology depending) can greatly increase their climb/dive rate, ship angle, and turning radius while ships equipped with fairwater planes can further increase their climb/dive rate and ship angle.

Large ships such as transports and carriers are not expected to make – nor designed for-large climb/dive angles as these can severely disrupt cargo and operations. However, ships equipped with a GCS (specifically GENs) maintain an “upright' status at all times, thus are unaffected by ship-angle (note: while using a GCS for ascent/descent the effects of bow and stern planes will be overridden).

The use of a rudder or rudders to increase a ship's turning radius has benefits to most sea and sky-faring vessels. In the event a large-angle turn must be performed (for evasive maneuvers and/or collision avoidance) reliance on ship propulsion alone could result in an inability to achieve the required angle. The use of a rudder in addition to propulsion-adjustment (and APPS) allows a vessel to rapidly and effectively make high-speed large angle turns (note: while using a GCS for ship rotation rudder angle will be overridden).

Ship control surfaces can be driven hydraulically, electrically, arcanically, and/or with direct steam power via the Service Hydraulic System (SHS) (discussed later), Primary/Secondary Electric Power System, Primary/Secondary Arcane Power System, and Phimine Steam System respectively.

Friction Nullification is an effect by-which an object negates the effects of air/water resistance while traveling through that medium. A Friction Nullification/Influence Engine (FN/IE) is an arcane powered unit capable of nullifying, amplifying, or fabricating friction force on an object directly or indirectly via a UNF engine. The effects of friction nullification can significantly increase a ship's propulsion efficiency while amplification and/or fabrication can be used to negate momentum in an emergency situation.

Kinetic Nullification is an effect by-which the kinetic energy of an object is reduced thus slowing its' travel through any medium. A Kinetic Nullification/Influence Engine (KN/IE) is an arcane powered unit capable of nullifying, amplifying, or fabricating kinetic energy on an object directly or indirectly via a UNF engine. Kinetic nullification is typically used to rapidly reduce a ship's forward momentum in the event of a possible collision or during evasive actions. Kinetic amplification and/or fabrication can be used to drastically increase ship momentum though is highly inefficient and should only be used for short periods of time.

Spatial Fortification is an effect by-which an object's position in space-time is fortified (resistant to alternation) thus nullifying and/or preventing space-time altering effects such as teleportation, interdimensional breaches, and transmutation. A Spatial Fortification/Influence Engine (SF/IE) is an arcane powered unit capable of fortifying, nullifying, or altering a ship's spatial position directly or indirectly via a UNFengine.

Spatial fortification is typically used to prevent undesired teleportation into and out of a vessel (or the space surrounding a vessel) as well as unwanted teleportation of the vessel itself. Spatial nullification is typically used in-tandem with a Voyage Translocation Engine (VTE) (discussed later) by reducing the spatial resistance in and/or around a ship. Spatial alteration is a function of the SF/IE which allows a vessel to alter its' dimensional position to another dimension or to another space. However, due to instability and extreme energy/script processing requirements the function cannot be used under most circumstances.

An SF/IE is capable of creating 'pockets' within its' field of effect where-in the effects of spatial fortification, nullification, and alteration are negated thus allowing teleportation and travel to and from those locations. These pockets can be sealed in the event of a security breach to prevent insertion and extraction of hostile forces into and out of the ship. An SF/IE will also create individual pockets around individuals in possession of specific transmitters usually attuned to the individual's Aural Fingerprint thus negating SF/IE effects within 3’ of that individual.

Together the FN/IE, KN/IE, and SF/IE comprise the Core Arcane Efficiency Support System (CAESS) and are located centrally around the UNF and GN/I engines. These systems share a common function of supporting various other ship control/propulsion systems while providing unique functions of their own which — while not vital to ship operation – are valuable assets.

The Voyage Translocation System (VTLS) is an arcane/electric, SR/LR, spatial warping/transmutation system capable of transporting a vessel (or vessels) over great distances. The requisite energy needed to operate the VTLS typically demands the use of a LLT though may (on some vessels) be used in exchange for most of if not all of the vessel's primary and reserve arcane and electric energy.

The Voyage Translocation Engine (VTE) is a hybrid arcane/electric unit utilizing spatial warping and/or arcane transmutation to transport a vessel (and several smaller vessels within immediate rate) to a preset location, waypoint, or set of manually entered CROSSWAY (discussed later) coordinates. Due to the energy and processing required to safely transport vessels, a minimum processing time and cool-down period are required (processing and cool down times depend are directly proportional to mass and distance traveled).

The VTE works in-tandem with the UNFE, SN/IE, and CROSSWAY Navigation System all of which can drastically decrease a VTE's processing time and allow for much safer and more accurate translocation. Short (less than 100 mile) VTE operations are known as 'jumps' and have significantly reduced energy requirements and processing/cool-down times. Jumps can be performed in semi-rapid succession though operation cool-down time increases exponentially.

Certain environments – such as those with naturally high levels of arcane flux and/or spatial interference — are less than adequate for VTE operation and could result in an erratic and dangerous translocation, as such, patience and caution should used to assess an environment and ship conditions prior to VTE use.

Some VTEs (typically those linked to a LLT and CROSSWAY System) can generate large-scale wormholes and/or portals through-which other vessels can travel through. These engines require a much longer processing time and have continuous high-end energy requirements. However, once established – so long as power is available – a wormhole or portal can be sustained for relatively long periods of time and will remain open even after the VTE host passes through.

This function can be extremely valuable when a need to rapidly transport numerous vessels en-mass exists such as during an invasion, extraction, and/or large-convoy escort. It must be remembered that, like normal VTE operation, a vessel's current and translocation-intended environments may be less than optimal for performance. Additionally, the use of a VTE's arcane functions can cause a weakening of the dimensional barriers around the point-of-origin (enough-so to allow entities to pass through, attracted to the energy's source).

When a need to mask the ship's arcane emissions and/or when a need to preserve tactical stealth exists a VTE should be operated using the (electric) spatial warping function while maximizing reliance on the primary and secondary electric power systems. Though both modes of operation can be highly accurate, fluctuations in the engine's electric currents can and often will induce slight location error.

Complex air and sea vessels require numerous auxiliary systems to ensure the proper performance and sustainability of all ship equipment. These systems are collectively known as the Ship Service Systems (S3).

The High-Pressure Air System (HPAS) supplies high-pressure air to various pneumatic systems and equipment such as the S.A.E. Propulsion System, APPS, and various high-pressure pneumatic pistons. Clean air from the ventilation system is directed to two Arcane/Electric High-Pressure Air Condensers (AE/HPACs) of which one is typically used. HPACs pressurize air to 12k pounds per square inch (ppsi) which is then transferred to one of eight High-Pressure Air Banks (HPAB) each bank consisting of six air flasks individually capable of holding up to 60k lbs of high-pressure air.

During electric HPAC operation air is compressed via eight-stage positive displacement using 16 double action pistons with direct motor drive. This allows air to be compressed at an extremely rapid rate while temperature control and proper component lubrication occur. During arcane HPAC operation air is compressed via three rotary force generators which collect and compress air as it travels through a funnel strong kinetic force.

Due to the extreme heat generated during high-pressure air compression a Frostwater Cooling System (FWCS) or Reserve Electric/Arcane Cooling System (REACS) must be available during operation. Air banks are constructed of titanium with pressure-alarming interlocks capable of isolating a bank entirely in the event of an air leak (a 60k pound air leak can and will cause severe damage to equipment and personnel if left unattended).

The Low Pressure Air System (LPAS) supplies low pressure (<2500 ppsi) air to various auxiliary systems and equipment such as atmosphere monitoring equipment, air purifiers, and various pneumatic pistons. Clean air from the ventilation system is directed to two Arcane/Electric Low Pressure Air Condensers (A/ELPACs) of which one is typically used. LPACs pressurize air to 3k ppsi which is then transferred to one of four Low Pressure Air Banks (LPABs) each bank consisting of six air flasks individually capable of holding up to 20k lbs of high-pressure air.

The system's LPACs operate identically to the HPAC though use four-stage compression in place of eight. In order to conserve energy and LP/HPAC usage, the LPAS typically receives air from the HPAS which is fed through various pressure reducers, supplying air to various systems at the requisite pressure. In the

event the HPAS is unavailable, air from the LPAS can be redirected to HPABs to support high-pressure air systems.

In the event both the HPAS or LPAS are unavailable and all air-banks are depleted, pneumatic systems can still receive high pressure air through the use of emergency Ethvilen air tanks connected to the supply headers of each system. Ethvilen is an arcane-reactive gas which expands and contracts based on

the amount of arcane energy present. Ethvilen is denser than air though contains sufficient oxygen to prevent immediate asphyxiation.

Many systems require acute temperature control to maintain effective operation, as-such multiple cooling systems should be provided in the event one sustains a casualty. The E/AAFWC and REAC cooling systems are capable of providing high-end fluid and air cooling to all required systems and equipment. Frostwater is a liquid cooling compound which readily and actively absorbs large quantities of heat and is typically used for equipment cooling and refrigeration.

Two Frostwater Tanks (FWTs) supply 800 gallons of frostwater to all Frostwater Cooling Units (FWCUs) incorporated into equipment where large quantities of heat are generated or when temperature control is required. A FWCU draws hot air out of equipment via high-power arcane/electric fans which blow the air of a series of heat-conductive pipes through-which frostwater is pumped. The heat is then absorbed and transferred to two Frostwater Heat Deposits (FWHDs) where heat is expelled via ventilation ducts.

Due to frostwater's ability to absorb and hold extremely large quantities of heat the FWCS can operate for days (or possibly weeks) without the need to deposit heat thus allowing operation independent of the ship's ventilation system should it become unavailable. The FWCS also supplies cooling to various air conditioning units as part of the ventilation system.

In the event the FWCS is inhibited or unavailable (i.e. coolant leak or over-saturation) systems and equipment can still receive cooling through the Reserve Electric/Arcane Cooling System which utilizes potable water and high-pressure air flow to support temperature control. The system utilizes a doublepipe which consists of an inner pipe transporting cold potable water and outer air pipe supplied with constant high-pressure air creating a negative vacuum. The outer pipe is fitted with numerous air-inlets which forcefully draw air and heat into the system.

The Service Hydraulic System (SHS) provides pressurized hydraulic fluid to numerous ship propulsion, control, and auxiliary systems. Of the many hydraulic fluids available, Arvilen is an arcane-reactive fluid capable of increasing and decreasing its' mass (pressure) depending on the amount of arcane energy applied to it in addition to that generated by Arcane/Electric Service Hydraulic Pumps (A/ESHP).

Two pressurized Service Hydraulic Tanks (SHTs) are each serviced by an A/ESHP and arcane crystal conduits. Each tank can hold up to 500 gallons of Arvilen hydraulic fluid and can sustain a maximum pressure of 7500 ppsi. In the event a tank's A/ESHP is unavailable the fluid can be charged with arcane energy generating pressures up to 7000 ppsi. Both tanks are, additionally, equipped with two high pressure Service Hydraulic Accumulators (SHAs) which store modest reserves of Arvilen which can be charged to the system via arcane/electric pistons should a heavy system load generate unexpectedly.

The Primary Lube Oil (PLO) and Secondary Lube Oil (SLO) systems are essential to the proper operation of the ship's propulsion, power, and auxiliary systems. Tarvilen is an arcane-reactive lubricating fluid capable of increasing its' viscosity when charged with arcane energy which in-turn greatly increases its' effectiveness as a lubricant. The PLO and SLO systems are low pressure hydraulic systems each serviced by two Lube Oil Tanks (LOT), associated Arcane/Electric Lube Oil Pumps (A/ELOP), and arcane conduits.

One of the primary constraints of a vessel's operational sea/sky time is the availability of fresh, clean water. Three primary systems exist which are capable of producing the requisite quantities of water for ship operation and personnel. The Arcane/Electric Condensation System (A/ECS) is the most energy efficient method of water production utilizing the FWCS to condense water vapor from the air which is then drained to a central boiling system before proceeding to the ship's potable water system.

In the event the FWCS is unavailable, condensation can be provided via electrically powered air cooling towers and/or an arcane cooling chamber all of which are integrated into a multi-system component known as the Arcane/Electric Condensation Chamber (A/ECC). The A/ECS requires a significant length of time to generate large quantities of water thus is typically in continuous operation.

In the event the A/ECS is unavailable or large quantities of water are required in a timely manner, the ship can then utilize the Arcane/Electric Water Distillation System (A/EWDS) which converts sea water (collected via Hose Pumps) to steam and brine via an arcane/electric Distillation Boiler and Steaming Basket (which separates any remaining salt from the steam). Brine is then pumped to a Brine Collection Tank (BCT) which is then pumped overboard while generated steam is redirected to the A/ECC for condensation into the potable water system.

In the event neither the A/ECS or A/EWDS are available or in the event even greater quantities of water are required (and provided arcane power is available) the ship can then utilize the Arcane Water Fabrication System (AWFS) capable of fabricating fresh, clean water directly into the potable water tanks. While effective, the system requires moderate amounts of arcane energy which make it less energy effective than other arcane/electric systems.

Together the A/ECS, A/EWDS, AWFS, associated equipment, pipes, and tanks comprise the Arcane/Electric Potable Water System (A/EPWS). Potable water is used for sanitation, consumption,equipment operation, and damage control thus at least one potable water tank should be maintained full at all times.

Closely tied with and reliant on the PWS is the Plumbing and Drain System (PDS) which includes all drains, primary and auxiliary drain pumps, and gravity drain systems used for dewatering and flushing of various sanitary systems. The number of required sanitary tanks and pumps is dependent on vessel size and number of personnel.

The Ventilation & Atmosphere Control System (VACS) is a complex system integral to the operation of air and pressure-tight vessels such as those expected to be operating subsurface or at high altitudes. The VACS is comprised of the primary ventilation system, Oxygen Generation System, Purification System, and air Heating/Cooling System.

Ventilation is vital to life support and equipment performance onboard vessels expecting to operate in extreme environments. The Arcane/Electric Ventilation System (A/EVS) is designed to circulate and distribute conditioned, purified air to all spaces of a vessel while extracting stale and/or toxic air in the event of a casualty (such as a fire).

A series of External Vent/Fan Assemblies (EV/FAs) outside the ship's hull draw in and transfer air to the Purification and Heating/Cooling System. Once optimized for use, air is then distributed through a series of air ducts, valves, and dampers which can be shut and opened as required in the event containment is required. All fans and remote-operated valves, dampers, and vents can be actuated through arcane, electric, pneumatic, and/or hydraulic power depending on location and significance. EV/FAS are supplied with all forms of power while retaining manual-operation in the event no actuating power can be received.

The Arcane/Electric Oxygen Generating System (A/EOGS) is an air/pressure-tight system used when a vessel is expecting subsurface or high-altitude operations and/or in the presence of an overly toxic environment. The Arcane/Electric Oxygen Generators (A/EOGs) can generate oxygen through the electrolysis of demineralized water which passes a current between two electrodes, causing water molecules to separate into oxygen and hydrogen. Oxygen is then transferred to one of four Oxygen Banks (OBs) while hydrogen is transferred to a Hydrogen Collection Tank (HCT) or bled externally.

The second method of oxygen generation is the use of a Water/Air Transmutation Chamber (W/ATC) which converts water from on-board the vessel into purified, breathable air. While not as energy efficient as electrolysis, the W/ATC can generate large amounts of oxygen in a short amount of time as may be required to purge a ship's atmosphere or provide air for H/LPAS.

The third (emergency) method of oxygen generation is the use of an Air Fabrication Chamber (AFC) which fabricates purified, breathable air quickly without use of water. However, this method of oxygen

generation is the least inefficient of all oxygen generating systems and should be reserved for use in emergencies.

The A/EOG, W/ATC, and AFC are collectively integrated into single components known as Multi-Purpose Oxygen Generators (MPOGs) the number of-which depends on vessel size and number of personnel. Air from the MPOS is still directed to the Purification and Heating/Cooling Systems for system optimization and distribution. Air from the OBs is bled into the ventilation at a controlled rate and ratio to prevent oxygen saturation.

All air coming into the ship during containment can and should pass through the Central Atmosphere Monitoring System (CAMS) which measures and identifies the quantity of specific elements in the air– specifically - oxygen, hydrogen, carbon dioxide, and carbon monoxide – though can test for other elements and toxins which may impact the ship's atmosphere.

A series of charcoal Carbon Dioxide Scrubbers (CO2S) remove carbon dioxide from recirculated air while another series of Arcane Air Filters (AAFs) can be manually or automatically attuned to eliminate any and all air particles outside its' specified filter. A number of smaller AAFs can be installed throughout the ventilation system to aid in contaminant detection and removal.

The CAMS will typically communicate with all AAFs to remove contaminants as they are detected however, in the event large quantities of a toxin or toxins are present it may be safer and more efficient to switch to internal air generation (if not already used).Together, the CAMS, CO2S, and AAFs comprise the Atmosphere Purification System (APS) which should be used during all ventilation lineups regardless of containment mode or location of operation. While not considered a vital system, the Heating & Cooling (H&C) portion of the ventilation system is essential to personnel comfort and maintaining equipment operation under nominal conditions. A dry, cool atmosphere is preferred for equipment operation while heat may be required to maintain living conditions at high altitudes or generally cold environments.

Air from the APS passes through a series of Air Temperature Control Units (ATCUs) consisting of small FWCUs and A/EHGs which adjust overall system air temperature as desired using external and internal thermostats for regulation. Local ATCUs can be used to alter temperature as desired based on the space and can even be used for individual living quarters.

The ventilation system must be continuously monitored at all times to ensure proper performance when operating in any containment or closed recirculating mode. Numerous sensors are in place to alert operators when unexpected conditions occur (such as the presence of external toxins) and directives should be put in place to act on sensor alarms.

The Sensor Control System (SCS) is another non-vital though highly valuable system which connects all system sensors (pressure and temperature gauges, vibration sensors, flux and toxin detectors, etc) to a single control unit typically located in a vessel's control station. The SCS allows operators to monitor and act upon sensor information remotely (if remote operation is provided) or alert appropriate personnel to take action.

The SCS can be aligned to remotely operate specific equipment or equipment functions upon generation of a sensor alert; these operations are typically designed to bring equipment back within nominal operating conditions though may be used to cause remote shut-down (such as A/EHG overtemp) or start-up (such as low HPAS pressure).

As with all systems requiring arcane/electric communication, arcane signals are translated to electric signals via direct arcane/electric conversion, where-as electric signals are translated to arcane via signal mimicry. This form of signal conversion is known as Arcane/Electric Synchro-Signal Conversion (A/ESSC).

Extremely large vessels or vessels requiring rapid transportation of personnel and/or equipment may be equipped with an Internal Translocation System (ITS). The ITS is an auxiliary arcane/electric system utilizing 'state-of-the-art Point To Point (P2P) translocation. Short-Range Translocation Gates (SR-TLGs) and/or a Remote Translocation Engine (RTE) can be implemented in an ITS each with advantages and disadvantages.

SR-TLGs are P2P translocation devices capable of transporting individuals from one device to any other gate connected to the TLG network. The number and location of these gates depends on the size of the vessel though should generally be reserved for locations of importance (control, power/propulsion control stations, main deck, etc). SR-TLGs use hybrid arcane/electric technology, allowing the devices to operate via electrically generated spatial warping or arcane generated spatial transmutation.

TLGs can be equipped with a local operating system or require users to be in possession of a specific token or interfacing device (typically attuned to their Aural Fingerprint) as used with a RTE. With a RTE, personnel within a vessel remotely interface with a spatial warping/transmuting engine which can transport individuals and equipment to various pre-set or manually assigned locations. While an RTE requires more far more processing power (depending on activity) it conserves energy which would be spent powering numerous SR-TLGs continuously.

Though effective, the use of an ITS should be weighed against the operational load placed on the Electric and Arcane power systems. It may be more efficient to limit system use to specific operations (i.e. damage control, weapon/equipment handling, medical transportation) or to specific personnel whose duties and responsibilities require uninhibited movement (i.e. officers, engineers, medical personnel).

While extremely low, the possibility may exist that unauthorized individuals familiar with the ITS may be capable of 'spoofing' remote-operation use of an RTE to gain access to a vessel and/or secure spaces through the use of arcane and/or electric signal hacking. However, these threats are mitigated by the use of Aural Fingerprint Identification and by placing restrictions on the active range of an RTE.

Likewise, SR-TLGs may be hacked by (knowledgeable) individuals attempting to access unauthorized spaces. This threat is mitigated by the use of AFI, tamper-proof wires, and internal surveillance of all essential systems (including the ITS) (note: the number of individuals with the requisite arcane and/or mechanical knowledge to hack an arcane and/or mechanical translocation system is severely limited).

Another auxiliary transportation system is the External Translocation System (ETS) which is similar in most ways to the ITS with the exception of utilizing long-range networks and translocation ranges. An ETS can be used to transport personnel and equipment to and from a vessel from extremely long ranges (depending on signal/script strength and object mass). Airships can utilize an ETS to transport personnel, equipment, and even vehicles to and from the ground by sustaining open wormholes/portals which requires significantly more energy and processing power. An RTE utilized for internal and external translocation is known as a Combination Remote Translocation Engine (CRTE).

Hull integrity — defined by the strength to weight ratio of a vessel's hull and ability to resist penetration due to impact or battle damage – is another critical aspect to a sea and air vessels. While primarily wooden Sea/air ship construction has been used in the past, recent developments into iron, steel, and other metals have provided ships a much more reliable option (with regard to vessel weight and speed constraints).

Arcanite Conduction-Emission (Arconem) is a layered metal alloy typically composed of Arcanite-Steel or Arcanite-Mithril. The Outer Conduction Layer of an Arconem alloy passively absorbs small amounts of arcane energy while actively absorbing a portion of energy-based emissions and attacks.

This energy is then compressed and conducted to the Inner Emission Layer of the alloy (both of which are separated by a very thin, malleable, and highly conductive metal film, typically enriched truesilver) which creates an energy-induction effect; actively absorbing physical and energy-based attacks made against the outer layer.

This conduction-emission effect allows Arconem to absorb physical end energy based attacks proportional to amount of energy the inner layer is charged with; while focused attacks against a single section of Arconem can and likely will cause damage to the alloy, it will also increase the alloy's energy absorbing capacity, continuously increasing the amount of damage absorbed.

The Inner Emission Layer of Arconem can, additionally, be connected to arcane conduits providing a continuous feed of energy through-which to charge energy-induction. Though highly effective as a means of shielding, the natural inefficiency of multi-material conduction and energy-induction places a great deal of strain on the connected arcane power system.

Multilayered Arconem (also referred to as Arconem Plating) was designed for use in the construction of important buildings, armor, and vessels of war. Arconem Plating uses multiple inner and outer layers of Arcanite-alloys each separated by a thin metal film which drastically increases conduction and emission

capabilities. Each layer is typically much thinner than standard Arconem and requires much higher precision during construction.

The Electromagnetic Field Generator Network (EFGN) is an electric-powered network of numerous small, high-powered electromagnetic generator nodes which – upon receipt of electric energy – generate a repulsive electromagnetic field designed to deflect various metallic based weapons and projectiles. Accompanying each generator are four highly sensitive electromagnetic nodes capable of detecting metallic objects in a specified range (typically 5-6Wrds) and enabling EMFG nodes in that area in a fraction of a second.

An EFGN is highly energy efficient, becoming active only where and when required as directed by its' many sensors. EFGs and sensors can be embedded one to two inches into a material while maintaining complete efficiency, thus protecting them from damage. The EFGN is not completely accurate and may be incapable of dealing with an excessive number of projectiles or projectiles with an extreme velocity.

In some situations it may be prudent to maintain an EFGN actively with regard to the providing electric power system(s). The strength and effective range of the electromagnetic field is directly proportional to the amount of energy used to power it; most systems are capable of entering an Overdrive mode which provides an extremely high-powered field while causing long-term damage to EFG nodes if used for too long.

By combining Arconem Plating and an EFGN the resulting metal is one specifically tailored for use in the construction of high value and/or defensive structures and vessels (such as transports, bunkers, and command centers). This extremely effective though highly expensive metal plating is known as SENTRY

Plating and requires that an arcane, electric, and/or arcane/electric conversion power system be available.

SENTRY Plating – like Arconem – has various alloys ranging from iron and steel to mithril and thorium, however, the strongest (strength to weight ratio) alloy available is Titansteel-Arcanite. Multiple layers of enriched, enchanted, Titansteel-Arcanite create one of (if not the strongest) forms of SENTRY Plating capable of withstanding extreme temperatures and heavy damage. SENTRY Plating can further be enhanced by the use of protecting warding and/or runes to increase physical/magical resistance.

A vessel's defensive capabilities may need to extend beyond reliance on a strong hull, especially when expecting heavy combat environments. The use of shield generators (arcane and/or electric) should be given due consideration (with regard to power, space, and expense). A vessel utilizing Arcane Shield Generators (ASGs) can modestly defend against most physical and magical attacks though requires more energy than an electric Force Field Generator (FFG) which are highly effective against physical attacks and less effective against arcane and energy-based attacks.

To be a completely effective system, high-powered ASG and FFG systems have been integrated in a single unit known as a Multipurpose Shield Generator (MPSG). MPSGs are arcane/electric units capable of creating utilizing arcane energy absorption, spatial fortification, and quantum energy vacuums to defend a structure and/or vessel(s) against hostile physical and energy based attacks.

The size, shape, and strength of an MPSG shield are dependent on system parameters, vessel/structure size, and available energy. Generally, a shield will be as small and well-fitted to the size and shape of a vessel to conserve energy and avoid unwanted environmental interference. Some shields are designed to protect multiple vessels, thus extend well beyond the required space and require significantly more energy to maintain.

Both fitted and expanded shields may need to permit passage of other vessels, projectiles, or items into and/or out of their barrier(s) to support friendly units and attack enemy forces. The direction or ‘path' of a shield determines the direction of permission and can often be controlled by the generating unit. A one way shield allows passage into or out of a shield though will not permit passage in the opposing direction, where-as a two way shield can permit and deny passage into and out of its' affected space depending on the desired alignment.

As barriers cannot naturally distinguish between friendly and hostile forces, nor is it prudent to allow unrestricted access into a shielded space without verifying friendly and enemy forces, the use of Aural Fingerprinting and Arcane/Electric Signal Beacons (A/ESBs) becomes imperative. A shield generator can be made to allow passage into/out of its' barrier(s) for vessels or equipment in possession of an A/ESB without altering its' direction alignment. To reduce the risk of A/ESBs being used by unauthorized personnel, each unit should require an Aural Fingerprint Identification for active use.

When an A/ESB signal is detected by the associated shield generator, a two way shield will sync to that signal's frequency, allowing the vessel (and only that vessel) to pass through as if the barrier where open both ways. In the event a vessel previously deemed friendly is discovered to be hostile (i.e. hijacking) the associated A/ESB signal can be denied by the shield generator, preventing passage.

One of the most effective MSG shield types utilizes a grid of highly opaque, interconnected, hexagonal sections consisting of an inner spatial-fortification layer, middle spatial-energy-vacuum layer, and outer arcane energy absorption layer all of which occupy a space no more than .25 inches in width. Energy from projectiles and/or energy-based attacks is significantly reduced and/or depleted by the outer layer before being completely absorbed by the second layer; both layers are reinforced by the inner layer which reduces spatial nullifying/altering effects such as those from a barrier drill.

Sophisticated MSGs can, additionally, provide a second outer layer to a barrier which – upon contact with material objects – emits a concentrated kinetic or dematerializing energy pulse to deflect or disintegrate, respectively, those materials. Advanced ASGs, FFGs, and MSGs can also create multiple and/or Locational Shields which are centered on point other than the generator itself; this allows a

shield generator to protect multiple crafts and/or structures provided they remain within range and within the shielded area.

When utilizing the Locational Shield function a generator can attune to vessel's A/EB or create a stationary or mobile manually defined area. Generators may also attune to and synchronize with other shield generators to supply power to a single Multi-Source Shield typically used to cover a much wider area and/or increase the strength of a smaller shield. High value vessels may be escorted by multiple defensive shield-generating units capable of drastically increasing the HVU's defensive capabilities with a Locational Multi-Source Shield.

Unless provided with spatial fortifying characteristics, arcane and electric shields cannot naturally prevent entry into a shielded space via spatial translocation and cannot be solely relied upon when engaging an enemy with said capabilities. Additionally, energy/kinetic and spatial fortification based shields are typically vulnerable against energy nullifying/absorbing and spatial warping/nullifying effects and weapons respectively. Further, the large load placed on electric/arcane power systems in support of any shield generator can limit a platform's ability to utilize other systems (such as weapons); these factors must be considered when weighing the burdens and benefits of a shielding system an should highlight that shields are not an impervious defense.

Internal and external communications are a vital component to any platform utilizing multiple systems and personnel especially when acting as a Command, Control, Communications, Information, and/or Intelligence Surveillance & Reconnaissance (C3ISR) center. Internal Communications Systems (ICS) are integral to the safe and proper performance of various evolutions and procedures which can and often do require cooperation from multiple stations.

The most common ICSs are those capable of operating independent of outside power in the event of a casualty resulting in loss of ship's power. Sound Powered Phones and Emergency Telepathy Transceivers are two such systems utilizing sound and pre-powered telepathy network devices to provide constant communications in the event of an emergency or for remote operations where a standard ICS cannot be used.

A common electric-powered ICS is the Amplified Loudspeaker System (ALS) which uses a network of electrically powered microphones and speakers capable of communicating with the entirety of a vessel and/or specific locations within a vessel. ALS circuits are usually controlled, altered, and monitored from a central location (typically in or near the control room) and have numerous alignments depending on communication requirements. -

A common arcane-powered ICS is the Arcane Sound Amplification System (ASAS) which uses a network of arcane powered sound absorbing and amplifying runes capable of communicating with the entirety of a vessel and/or specific locations within a vessel. ASAS circuits can be created in independent pairs though are usually aligned/attuned through a central arcane attunement system though may also be (temporarily) aligned manually at the input station.

Hybrid (arcane/electric) communication systems are some of the most difficult to produce; the use of interconnecting electric and arcane network switches and signal convertors – while effective – require a great deal of time to prepare and, in the event of system malfunction, can be difficult to repair by those without in-depth system knowledge. An Arcane/Electric Interior Communications System (AEICS) can provide constant communication to all stations within a vessel regardless of power-type and have the advantage of being able to transmit with the use of external (local) power.

Another arcane powered IC system is the Interior Telepathic Network System (ITNS) which utilizes a Central Telepathy Network Relay (CTNR) to allow transfer of audible, visual, and memory-formatted information to and from one or more attuned individuals in possession of a Telepathic Network Transceiver (TNT) or similar arcane-signaling device. An ITNS is a highly efficient method of information exchange though requires individual attunement and larger amounts of arcane energy (depending on system load).

An ITNS – even those utilizing heavy script-encryption – should not be used if a significant threat of telepathic signal interception is deemed to exist. To mitigate this threat, the use of short-range signal control should be implemented.

Any vessel intending or designed to participate in coordinated operations must be equipped with the requisite Exterior Communication Systems (ECS) in order to fully and effectively receive, transmit, and assess up-to-date information in a timely manner. Off-hull stations can communicate in a variety of ways including – but not limited to — paper, radio, hologram (arcane, electric, or other), telepathy, arcane script, and satellite signal.

While numerous methods exist, it is neither efficient nor expected to utilize all available methods, thus, the most efficient and standardized methods (radio, script, & hologram) should be employed. By using Multi-Medium Transceivers (MMTs) and applicable conversion devices (i.e. arcane/electric convertors) an exterior communication system not only maximizes its' variance of signal reception but also provides coordinating vessels (who may lack appropriate conversion methods/mediums) a communications relay.

MMTs are arcane/electric devices capable of receiving and transmitting radio, satellite, hologram, and scripted communications as broadcasts or as established data-links. While effective as multi-medium devices, MMTS typically do not have the range or power of single-signal transceivers specifically designed for arcane or radio signals, thus, it may be prudent to use both MMTs and signal-specific transceivers in the event power cannot be applied to a portion of the MMT and/or if a specific communications type is required or desired.

Data can be transmitted and received as vocal, visual, or memory/script formatted information depending on the communications type though all forms can and should be processed and stored on appropriately secure and/or networks such as an Archive. For platforms acting as a communications center, the ECS must be capable of maintaining various and numerous data-links while also acting as a relay for information between connecting platforms.

Maintaining external hybrid communication systems can be extremely challenging while acting as a communications platform. The use of multiple wired and arcane networks, signal converters, receivers, transmitters, transceivers, amplifiers, relays, and encryption devices demands great attention to detail and thorough system knowledge by all operators. The Central Data Link System (CDLS) is a standardized network which aids in the maintenance and organization of complex communication networks.

The CDLS allows operators to automatically establish and monitor secure broadcasts and data-links between platforms and/or relays registered in a Central Communications Database (CCD). The use of CDLS is available for radio/arcane only networks and can significantly reduce the time and resources spent on manual networking and system upkeep. Military CDLS provides greater focus on security and signal interception/decryption increasing the effectiveness of Signals Intelligence (SIGINT) such as the RAVEN system.

Sending and receiving vital information in a timely manner can mean the difference between winning and losing an engagement (or war) and though can also prevent vessels from entering a potentially dangerous environment such as a storm or hurricane. Communication operators should be prepared to classify (by pertinence), route, and act upon information as it is received.

Navigation is one of the oldest obstacles involved in sea and air travel. Vessels must be able to safely and Swiftly traversing the sea and skies with regard to inclement weather, tides, sea and wind currents, terrain, political boundaries, and various anomalies and hazards which could prove fatal (Maelstrom).

One of the primary requirements of navigation is that a vessel be capable of determining its' location through one or more forms of geo-positioning in relation to a point of reference. Maps charting notable land, sea, and sky markers in addition to leylines, and magical occurrences can be cross-referenced to obtain an accurate geographic fix.

A navigator must also be capable of plotting a course to their desired location while balancing safety, time, and efficiency. This holds true for all forms of navigation be it transportational, translocational, or transdimensional. In order to facilitate a means by-which vessels can – regardless of transportation type or location – navigate to their intended destination, the CROSSWAY navigation and transportation system was developed.

CROSSWAY utilizes a comprehensive database of all known charts, maps, and markers – material and immaterial – in addition to environmental, political, and economic information (trade routes) which may be pertinent to travel. CROSSWAY is also capable of storing and interfacing with manually set and/or externally transmitted waypoints such as those used for translocation or as navigation aids.

Additionally, CROSSWAY is capable of automatically assessing current information to help a navigator determine appropriate courses, course alterations, and/or areas of avoidance. Other vessels equipped with a CROSSWAY data-base can communicate (within range) providing information such as vessel type, cargo, affiliations, intended destination, name, communication channel, military status, etc. However the status of a vessel already registered in the CROSSWAY Central Database (XWCD) can be reviewed even while the vessel is not within range (note: this does not provide an up-to-date position of the vessel unless specifically transmitted).

CROSSWAY can also interface with a platform's ETS, providing a database of known locations to-which an individual can travel and can be updated with private and/or personal locations as desired. While active, an ETS interfacing with CROSSWAY is linked to the central CROSSWAY Translocation System (XWTLS) and will – unless overridden – utilize a series of CROSSWAY relays which increase the range, security, and energy efficiency of an ETS.

Together, CROSSWAY and the CDLS cooperate to provide a reliable communications & transportation system capable of interfacing with most other magical and mechanical platforms using remotely similar systems. Both systems (if used together) maintain a single database connected to or included in an Archive and can be operated and monitored from the Transportation & Communication Control Station (T2C2) typically located in control. While the use of off-hull systems can increase a platform's operational effectiveness, heavy reliance should not be placed on their use in the event an operational environment or operational conditions prevent communications with external systems.

Vessels operating or intending to operate in hostile environments, or whose mission requires the use of stealth and tactical control often utilize specific Patrol Conditions which — while active — limit or prohibit the use of equipment, power/propulsion lineups, and arcane/audio emissions. Further, a vessel may use concealing techniques, or devices capable of providing visual concealment.

The electromechanically powered Image Reflection Field Generator (IRFG) is one such device capable of creating a field of energy which replicates light in a reciprocal direction to the source or fabricates light to create false images, inhibiting or completely preventing visual detection. The size and form of an IRF is determined by vessel size, power constraints, and/or the need to support other vessels.

While highly effective, the IRFG is not perfect; deficiencies can and will occur from time to time with an increased rate for larger fields, thus, when not operating in a concealment-support role, vessels should attempt to minimize the size of their IRF. These deficiencies are typically small, ranging from flutters or ‘waves' in the field to small absorptions in light resulting in a 'shadowed’ effect.

The Arcane Light Fabrication/Alteration Engine (ALFAE) is another device capable of creating a field of invisibility/image fabrication. The ALFAE uses arcane energy to alter the flow and/or frequency (color) of light, or to fabricate light in a manner as-to create new images. The size and form of an ALFAE field is determined by a vessel's size, power constraints, and/or the need to support other vessels. While less energy efficient in a concealment-support role than the IRFG, the ALFAE is less prone to deficiencies and can create remotely fabricated images at a much farther distance (with the requisite energy).

An IRFG and ALFAE can be used to avoid detection by visual sensors, to conceal a vessel during times of duress (i.e. casualties), to conceal a grounded vessel, or to lure enemies into a false sense of security by taking the appearance of non-combatant vessels or reducing the number of visible vessels. Alternately, a single vessel can be made to appear as multiple vessels in an effort to dissuade enemy attacks and/or create false targets. This ability can provide ships a distinct tactical advantage when engaging the enemy.

Together the IRFG and ALFAE comprise the Arcane/Electric Tactical Concealment System (AETCS) which should be optimized for a vessel's environment and mission constraints prior to operation. Complete concealment of a vessel requires significantly more energy than the fabrication of false images around a vessel such as clouds. However, a vessel operating under the veil of a cloud must do so with regard to wind speed/direction, surrounding cloud coverage, and altitude.

Any use of excessive propulsion, external translocation systems, and/or weapon systems can severely degrade the efficiency of all concealment systems due to electromagnetic/arcane fluctuations, and processing lag. A vessel may – with the requisite power – remain stationary and moderately concealed while utilizing weapons and external translocation systems. Aircraft can typically be launched under any condition without negatively affecting concealment fields. The IRFG, ALFAE, and AETCS systems can all be integrated with a UNF and/or shielding system to consolidate field size and shape.

The spread of modernized weapon systems continues to grow as technological and economic advances are made. As enemies become ever-more versatile so too must our methods of defeating them, when and where-ever they may be.

Air vessels have the distinct capability of engaging ground, naval, and air forces often without constraint. These vessels must rely on a heavy defense or the ability to out-range, or out-maneuver their enemies. While heavy air vessels typically prefer a distance position from-which to engage the enemy, this cannot always be achieved and focus must be given to both long and short range weapons.

The HORIZON Weapons System provides powered vessels the means to command and control various weapons as-well-as detection, targeting, and tracking systems accurately and efficiently in numerous combat environments. Whether a vessel is small, large, defensive, offensive, or in a supporting role HORIZON can be integrated.

One of if not the most powerful and accurate long-range weapons systems within HORIZON is the MAELSTROM Artillery System. MAELSTROM Cannons are 14-inch, multi-purpose, high-velocity, longrange guns capable of firing 10-inch Guided Projectiles (GP), Standard Projectiles (SP), APTAS Bombs, Special Projectiles (SPP), Energy Bursts (EBU), Energy Beams (EB), and Arcane Scripts (AS).

MAELSTROM Cannons – as with numerous HORIZON systems – can utilize electric, hydraulic, pneumatic, mechanic (steam), manual, and/or arcane power sources – or any combination there-in – for operation. This wide-range of options allows HORIZON systems to be operated even with partial or complete loss of power. MAELSTROM is a heavy weapons system requiring moderate space for ammunition handling, storage, and loading in addition to various support and fire-control systems. Although these systems can be compressed into 1-2 decks, the most effective MAELSTROM system requires 3-4 decks (vertically) through-which to operate all systems.

All MAELSTROM systems use primary electro hydraulic/arcane power with secondary electro pneumatic and direct-steam power, and final manual back-up operation. Efficiency (speed) is 100% while operating with primary power, 50% with secondary power, 20% with backup power (all stations manned), and 150% while operating with both primary sources – i.e. Powerdrive (note: the use of Powerdrive can and will damage system equipment if used for prolonged periods of time.

MAELSTROM Cannons can be deck (top) and/or hull (side/bottom) mounted with free 180 degree rotation and elevation as restricted by their mounted position. The system begins with the multifunction Ammunition Loading, Setting, & Holding Chamber (ALSHC) – a cylindrical, rotary, open-shelf cage through-which projectiles are loaded, fused, scripted, and charged before being sent to a magazine. From the ALSHC projectiles are loaded into a High Speed Feed Shaft (HSFS) driven by chain-and-pawl and/or arcane/kinetic force. The HSFS can load anywhere from 1-6 (depending on ALSHC/ship size) projectiles at a time using a series of pusher-arms. Once loaded into the HSFS projectiles are transferred vertically up or down (deck/hull) to their respective loading platform.

The Magazine Loading Platform (MLP) is a rotary, omni-directional loading device which transfers projectiles from a vertical up-right position to a horizontal shelved position within a magazine regardless of the rotational direction of the cannon/magazine chamber via high-speed motor-driven gear assembly. While lighter MAELSTROM Cannon systems may only use one magazine, as many as 12 can be held below a single cannon attached to a rotary pylon thus allowing quick-swaps between ammunition types.

In the event rapid movement of ammunition is required, operates can remotely or locally initiate a position exchange via translocation between the ALSHC, MLP (any magazine), and/or the cannon's firing chamber. This is typically used in the event a specific ammunition type is required which has not been loaded into a magazine or which is not present in the firing chamber.

Each magazine raises and lowers projectiles via four-toothed gear shelves which raise, lower, and rotate via gear/motor driven chains. Each magazine can hold up to 10 projectiles and can be fully loaded in under a minute at full (100%) operational speed. The Rotary Magazine Chamber (RMC) houses and swaps magazines as required; when not feeding ammunition to the cannon, the MLP can align to and load a depleted magazine, or unload a full magazine.

From the top or bottom of each magazine, projectiles are transferred to the Artillery Loading Port (ALP) which – as with the MLP – uses a high-speed motor-driven gear assembly to push projectiles up or down into the cannon's firing chamber. The ALP is segmented into hinged sections, allowing it to compensate for the elevation (up or down) of the cannon. Hull-mounted cannons typically do not require as much power to transfer projectiles; using primarily gravitational force for transfer.

Once inside the firing chamber the cannon's breech door rotates closed and is pushed forward by the Multifunction Loading/Firing Ram (MLFR). The MLFR is the most vital component to a MAELSTROM cannon and is responsible for:

- Positioning physical projectiles for fire - Igniting powder charges for GPs - Striking the igniter of SPs (via an inner high-power 'hammer pin') - Releasing gas/air for pneumatic and gas firing - Launching projectiles via extreme spring-coil force (i.e. pinball firing) - Conducting energy for EBUs and EBS - Creating containment fields (fuses) for EBUs

- Writing scripts for ASS -Recoil absorption (via spring and/or kinetic nullification drives)

The MLFR is, additionally, the most expensive component of a MAELSTROM Cannon and should be maintained in pristine condition at all times. The ram itself is constructed of high-yield, enhanced Titansteel making it lightweight, corrosion resistant, and blast/shock proof. The ram rotates with the cannon's barrel and requires a fair amount of rotational space for full coverage.

Once loaded and chambered a projectile is ready to be fired. The method of firing (charge ignition, striking, gas/air, pinball, and catapult) is determined by the MLFR and Multifunction Rotary Barrel (MFRB). The rifled MFRB is 18'-22' long with a 22" outer diameter and 14” inner diameter. The inner barrel is inlayed with arcane conduits which supplement kinetic energy and/or energy compression for

EBUs and EBs. In the event the MLFR is inoperable, the MFRB can conduct the requisite energy for EBUs and EBs (with reduced energy efficiency).

The inner barrel of the MFRB is mounted by four high-speed clockwise rotational gear shafts which inturn are shielded by the outer barrel. While not required for firing, the use of a rotary barrel significantly increases projectile spin and energy compression for high accuracy and longer ranges. Additionally, the outer barrel is mounted by 1-8 Kinetic Amplification Barrel (KAB) modules which — while active — can individually amplify the base kinetic energy of a projectile up to 100%, up to 800% maximum (note: the use of more than 4 KAB modules at any time is severely energy demanding and can result in cannons requiring a long cool down period to prevent overheating.)

For High/Ultra-High Capacity Energy Bursts, Beams, & Scripts (HC/UHC-EBU, EB, AS) the diameter of the inner barrel may be insufficient. In these instances, the high-energy conduits on the end of the MFRB are used for charging, energy-containment, and scripting. When used in this manner extreme caution should be given to ensure no part of the firing vessel is within range of the charge nor will the charge detonate on an object within minimum safe firing range. These types of firing are restricted to vessels with high-energy electric/arcane power systems and require a cool down time post-launch.

Each MAELSTROM Cannon can be equipped with a variety of other modules including – but not limited to – Laser Range Finders (LRF) for fusing and elevation, Arcane/Electro-Optic Sensors (AEOS) for target detection and tracking, Secondary Power Cores (SPC) for reserve power in the event main ship power is lost, and the Projectile Curvature Analyzer (PCA) for more accurate elevation and power-adjustment settings. The number of modules which a MAELSTROM Cannon can support is determined by size, and available power.

On a large vessel (500+) ft in length with at least 4 operating decks, as many as 14 MAELSTROM Cannons can be mounted, increasing with size. This assumes a high-power arcane and/or electric system is available and fully operational and that mounts are evenly divided between hull and deck. However, this also assumes a vessel is capable of carrying the requisite ammunition for each cannon and can support the resources required to build and maintain each cannon.

All modules, sensors, and operating equipment can be – and typically are – integrated into a central weapons control system; HORIZON being the most functional. While automatic operation (loading, and/or firing) is available, experienced gunners may desire to be at the manual control station or it may be required in the event weapons control systems are unavailable.

While effective as long-range, high-powered artillery, MAELSTROM Cannons do not possess the re-fire rate or speed required to effectively engage enemies at a near to mid range. Vessels intending to engage or who may have no choice but to engage aerial combatants at close range should consider the use of turrets or other close-in weapons systems.

The VIPER Tri-Barrel Turret is a medium/short-range hybrid powered weapon capable of being deck and hull mounted with rapid 360 degree rotation and 180 degree elevation control. Each turret is serviced by a full-body mount requiring 1-2 decks depending on ammunition requirements. The loading system for the VIPER Turret is similar in many ways to the MAELSTROM Cannon though with a much faster and compact loading system.

VIPER Turrets are 8" guns using three alternating 10' barrels to reduce heat generated during periods of high-speed fire. The viper's loading system allows only the use of SPs, EBUS, EBs, and ASs though can switch between ammunition types much faster than other weapon types. VIPER Turrets excel in locating and following high-speed aerial targets and can maintain a firing track with relative ease (depending on operator experience). The combined use of SPs, EBUs, and EBs can – especially when originating from multiple turrets-significantly degrade an adversary's ability to maneuver at close range.

A VIPER Turret can utilize its' rotary Alternating mode when firing SPs, EBUs, and ASs; when firing EBs and can utilize its' rotary Tri-Barrel mode (all barrels used) when firing EBUs, EBs, and ASs – while using Tri-Barrel an angular separation between each barrel can be established (up to 15 degrees) allowing each attack to achieve maximum range coverage and/or to attack multiple enemies. Energy used in Tri

Barrel mode will typically be of a quantity equal to that of a standard shot, however, each barrel can be set to fire a fully charged burst, beam, or script.

VIPER SPs have a much wider range for fuse settings and can shift from long to short fused magazines when a sudden need to engage close-in enemies arises. Though VIPER SPs are smaller than those from a MAELSTROM Cannon they can be equipped with armor and shield-piercing tips well suited for breaking an enemy's defense. Additionally, VIPER Turrets using SPs can maintain an overdrive mode much longer than when using energy or script-based ammunition.

The standard firing rates for a VIPER Turret – in Rounds per Minute (rnpm)—are low (120rnpm), med (180rnpm), high (240rnpm), and overdrive (400rnpm). While in overdrive a VIPER turret's heat output increases drastically, thus an adequate cooling system must be provided to maintain the weapon within safe operating limits or the weapon must be given time to cool down before exceeding temperature limits.

As with MAELSTROM Cannons, VIPER turrets can utilize various modules and ammunition variants for ideal battle-space customization. Turrets can be operated remotely and manually though operators must be prepared to deal with harsh firing conditions. The use of mount armor and shields should be given thorough consideration if manual operation is anticipated (even as a back-up). VIPER Turrets should be considered a primary means of anti-air defense.

The VIPER Anti-Air Defense System (VAADS) is a HORIZON-integrated system which uses numerous arcane and electro-optic sensors to detect, target, and track numerous aerial vessels at close and long range. The primary sensor systems EYE, HUNT, and NET all feed into VAADS and provide operators with critical information such as vessel/target type, available ammunition, approximate range, target track, etc. Although VAADS can provide heavy close-in anti-air defense, it subtracts from a vessel's ability to use VIPER turrets for medium-range offense, thus a careful balance must be struck.

Typically, aerial vessels will be attacked at critical regions – propulsion, sensors, etc — and will be subject to continuous harassment at or near the bridge. These areas should be a focus for the application of air defense systems (and shield systems) and every effort should be made to prevent an enemy from attacking in a blind-spot; careful placement of VIPER turrets can remove blind-spots such as near a hull's midsection.

The NET sensor system uses high and low frequency aerial Radar (radio detection & ranging) and Arlode (arcane location detection) sensors to detect and classify contacts at long range while providing detailed contact information at closer ranges (bearing, speed, course, etc). Most active & passive NET sensors are effective against mechanical and biological contacts however, some contacts may lie outside the normal scope of radar and arlode (such as those capable of phase-shifting) special modes of operation may be available for specific entities though at the cost of additional energy.

VAADS is also capable of interfacing with the RAVEN communication and ISR system which – with the requisite sensors – can detect, intercept, and decrypt foreign radio and arcane-based signals such as those used for broadcasts, radar, telepathic communication, etc. Hostile aerial combatants emitting such signals can be detected by RAVEN and relay the information (approx range, bearing, etc).

VAADS may also interface with a vessel's shields primarily through the SHIELD defense interfacing & monitoring system which can automatically concentrate a vessel's power to one or more locations on a shield which are under heavy fire (typically critical areas). By locating areas of heavy aerial attack, VAADS can focus VIPER targeting on that region (automatically or via operator alerts) to prevent concentrated attacks.

On vessels acting as carriers/launchers – if used –VAADS (or any other anti-air weapons system) should be maintained in full ready operational mode while flight operations are in progress. Aerial vessels are typically at their weakest when on the ground or when preparing to take off. If a vessel contains no shields the use of anti-air weapons may be the only means of preventing an enemy from destroying friendly combatants still on the deck (this risk is mitigated with the use of internal runways/hangars.)

When not operating with VAADS, VIPER Turrets are still a lethal medium-range offensive air and ground weapon. VIPER turrets use significantly less space and power than MAELSTROM Cannons and as many as 40 turrets can be mounted on a large (500ft.*) vessel without other hull/deck mounts. The maximum range of VIPER Turrets is typically V, that of MAELSTROM Cannons (elevation depending).

 ABBREVIATIONS & ACRONYMS 

 
 * AAF – ARCANE AIR FILTER A/ECG – ARCANE/ELECTRIC CONVERSION GENERATOR
 * A/ECC-ARCANE ELECTRIC CONDENSATION CHAMBER
 * A/ECS-ARCANE ELECTRIC CONDENSATION SYSTEM
 * A/E-GCN – ARCANE ELECTRIC GRAVITY CONTROL NODE
 * AEICS – ARCANE ELECTRIC INTERIOR COMMUNICATIONS SYSTEM
 * A/EHG – ARCANE ELECTRIC HEAT GENERATOR
 * A/EHPAC – ARCANE ELECTRIC HIGH-PRESSURE AIR CONDENSER
 * A/ELOP – ARCANE ELECTRIC LUBE OIL PUM
 * P A/ELPAC – ARCANE ELECTRIC LOW-PRESSURE AIR CONDENSER
 * A/EOG-ARCANE ELECTRIC OXYGEN GENERATOR
 * A/EOGS-ARCANE ELECTRIC OXYGEN GENERATOR SYSTEM
 * AEOS — ARCANE ELECTRO-OPTIC SENSOR
 * A/ESB – ARCANE ELECTRIC SIGNAL BEACON
 * A/ESHP – ARCANE ELECTRIC SERVICE HYDRAULIC PUMP
 * AESIR-ARCANE ELECTRIC STEAM INTERCHANGABLE ROTATION
 * A/ESSC – ARCANE ELECTRIC SYNCHRO-SIGNAL CONVERSION
 * AETCS – ARCANE ELECTRIC TACTICAL CONCEALMENT SYSTEM
 * A/EVS–ARCANE ELECTRIC VENTILATION SYSTEM
 * A/EWDS–ARCANE ELECTRIC WATER DISTILLATION SYSTEM
 * ΑΡΟ - ΑΙR FΑΒRΙCΑΤΙΟΝ ΟΗΑΜΒΕR
 * A/KCE – ARCANE/KINETIC CONVERSION ENGINE
 * A/KC-EA–ARCANE/KINETC CONVERSION EMITTER ARRAY
 * ALFAE – ARCANE LIGHT FABRICATION/ALTERATION ENGINE
 * ALP – ARTILLERY LOADING PORT ALS – ARCANE LOUDSPEAKER SYSTEM
 * ALSHC – AMMUNITION LOADING SETTING & HOLDING CHAMBER APPS–ARCANE PNEUMATIC PROPULSION SYSTEM
 * APS – ATMOSPHERE PURIFICATION SYSTEM
 * APTAS – ALL PURPOSE TARGET ACQUISITION & SEEKING ARCONEM – ARCANE CONDUCTION EMISSION
 * AS – ARCANE SCRIPTED
 * ASAS - ARCANE SOUND AMPLIFICATION SYSTEM
 * ASG – ARCANE SHIELD GENERATOR
 * ATCU – AIR TEMPERATURE CONTROL UNIT
 * AWFS – ARCANE WATER FABRICATION SYSTEM
 * BCT – BRINE COLLECTION TANK
 * C3ISR – COMMAND CONTROL COMMUNICATIONS INTELLIGENCE SURVEILLANCE & RECONNAISSANCE
 * CAESS – CORE ARCANE EFFICIENCY SUPPORT SYSTEMS
 * CAMS – CENTRAL ATMOSPHERE MONITORING SYSTEM
 * CCD – CENTRAL COMMUNICATIONS DATABASE
 * CDLS – CENTRAL DATA LINK SYSTEM
 * CNR-R – COMPACT NETHER RIFT REACTOR
 * CO2S – CARBON DIOXIDE SCRUBBER
 * CRTE – COMBINATION REMOTE TRANSLOCATION ENGINE
 * CTNR – CENTRAL TELEPATHY NETWORK RELAY
 * EB – ENERGY BEAM
 * EBU –ENERGY BURST
 * EC/PGS-B-ELEMENTAL CORE/PHLOGISTON BOILER
 * ECS – EXTERNAL COMMUNICATIONS SYSTEM’
 * EFGN – ELECTROMAGNETIC FIELD GENERATOR NETWORK
 * EPS – EXTERNAL POWER SYSTEM
 * ETS — EXTERNAL TRANSLOCATION SYSTEM
 * EV/FA – EXTERNAL VENT/FAN ASSEMBLY
 * FFG – FORCE FIELD GENERATOR
 * FN/IE-FRICTION NULLIFICATION/INFLUENCE ENGINE
 * FWCS – FROSTWATER COOLING SYSTEM
 * FWCU – FROSTWATER COOLING UNIT
 * FWHD — FROSTWATER HEAT DEPOSIT
 * FWT – FROSTWATER TANK
 * GCE – GRAVITY CONTROL ENGINE
 * GCN - GRAWITY CONTROL NODE
 * GCS – GRAVITY CONTROL SYSTEM
 * GP – GUIDED PROJECTILE
 * GN/IE – GRAVITY NULLIFICATION/INFLUENCE ENGINE
 * H&C – HEATING & COOLING
 * HCT – HYDROGEN COLLECTION TANK
 * H/AEM – HYDRAULIC ARCANE ELECTROMAGNETIC
 * HPAB – HIGH-PRESSURE AIR BANK HPAV – HIGH-PRESSURE AIRVENT
 * HPAS – HIGH-PRESSURE AIR SYSTEM
 * HPHR – HIGH-PRESSURE HYDRAULIC RING
 * HSFS – HIGH-SPEED FEED SHAFT
 * ICS – INTERNAL COMMUNICATIONS SYSTEM
 * IRFG — IMAGE REFLECTION FIELD GENERATOR
 * ITNS – INTERIOR TELEPATHIC NETWORK SYSTEM
 * ITS – INTERNAL TRANSLOCATION SYSTEM
 * ΚΑΒ - ΚΙΝΕΤΙΟ ΑΜΡLΙΡΙΟΑΤΙΟΝ ΒΑRREL
 * KN/IE-KINETIC NULLIFICATION/INFLUENCE ENGINE
 * LLT – LEYLINE TAP
 * LΟΤ- LUΒΕ ΟΙL ΤΑΝΚ
 * LPAB – LOW-PRESSURE AIR BANK
 * LPAS – LOW-PRESSURE AIR SYSTEM LRF — LASER RANGE FINDER
 * LR-PR-LONG-RANGE POWER RELAY
 * M/ACG – MANA/ARCANE CONVERSION GENERATOR
 * M/ACGB-MANA/ARCANE CONVERSION GENERATOR BANK
 * MFRB — MULTIFUNCTION ROTARY BARRE
 * L MLFR – MULTIFUNCTION LOADING/FIRING RAM
 * MLP – MAGAZINE LOADING PLATFORM
 * MMT – MULTI-MEDIUM TRANSCEIVER
 * MPOG – MULTIPURPOSE OXYGEN GENERATOR
 * MPSG – MULTIPURPOSE SHIELD GENERATOR
 * ΟΒ - ΟΧΥGΕΝ ΒΑΝΚ
 * ODGS - OMNI-DIRECTIONAL GRAVITY SPHERE
 * Ρ2Ρ - ΡΟΙΝΤ ΤΟ ΡΟΙΝΤ
 * PCA – PROJECTILE CURVATURE ANALYZER
 * PDS – PLUMBING/DRAIN SYSTEM
 * PLO – PRIMARY LUBE OIL
 * PMCA – PASSIVE MANA COLLECTION ARRAY
 * ΡSG - ΡΗΙΜΙΝΕSΤΕΑΜ GΕΝΕRΑΤΟR
 * RBFA – RETRACTABLE BLADE FAN ASSEMBLY
 * REACS – RESERVE ELECTRIC ARCANE COOLING SYSTEM
 * RMS – ROTARY MAGAZINE CHAMBER
 * RNPM – ROUNDS PER MINUTE
 * RTE-REMOTE TRANSLOCATION ENGINE
 * S3 – SHIP SERVICE SYSTEMS
 * SAE-STEAM ELECTRIC ARCANE
 * SCS – SENSOR CONTROL SYSTEM
 * S/EM-MCT-STEAM/ELECTRIC MOTOR MANA COLLECTION TURBINE
 * S/EM-TG-STEAM/ELECTRIC MOTOR TURBINE GENERATOR
 * SF/IE-SPATIAL FORTIFICATION/INFLUENCE ENGINE
 * SHA –SERVICE HYDRAULIC ACCUMULATOR
 * SHS – SERVICE HYDRAULIC SYSTEM
 * SHT – SERVICE HYDRAULIC TANK
 * SIGINT – SIGNALS INTELLIGENCE
 * SLO – SECONDARY LUBE OI
 * L SPC – SECONDARY POWER CORE
 * SPP — SPECIAL PROJECTIL
 * E SR-PR – SHORT-RANGE POWER RELAY
 * SR-TLG – SHORT-RANGE TRANSLOCATION GATE
 * SSMG — SHIPSERVICE MOTOR GENERATOR
 * TNT – TELEPATHIC NETWORK TRANSCEIVER
 * UNFE – UNITY FIELD ENGINE
 * WAADS – VIPER ANTI-AIR DEFENSE SYSTEM
 * WACS – VENTILATION & ATMOSPHERE CONTROL SYSTEM
 * VTE - VOYAGE TRANSLOCATION ENGINE
 * VΤLS - VΟΥΑGΕΤRΑΝSLΟΟΑΤΙΟΝ SΥSΤΕΜ
 * W/ATC–WATER/AIR TRANSMUTATION CHAMBER
 * XWCD – CROSSWAY CENTRAL DATABASE