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<channel>
<title>carnage</title>
<link>http://thecarnage.org</link>
<description></description>
<copyright>carnage</copyright>
<generator>carnage Evo RSS Parser</generator>
<ttl>60</ttl>

<image>
<title>carnage</title>
<url>http://thecarnage.org/images/evo/minilogo.gif</url>
<link>http://thecarnage.org</link>
<width>94</width>
<height>15</height>
<description>Nuke-Evolution 2.0.7 Powered - Xtreme 2.0 Edition</description>
</image>
<dc:language>en-us</dc:language>
<dc:creator>webmaster@thecarnage.org</dc:creator>
<dc:date>2010-09-06T21:17:09-04:00</dc:date>

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<sy:updateBase>2010-09-06T21:17:09-04:00</sy:updateBase>

<item>
<title>hi</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=10#19</link>
<description><![CDATA[Hi there,<br />
<br />
We played you guys in a 3v3 last night (you were shaco/teemo/heimer and we were rammus/xin/ryze). It was a good game!<br />
<br />
Just popping in to say hi and maybe we can scrim you guys some time.<br />
<br />
<br />
blud]]></description>
<guid isPermaLink="false">19@http://thecarnage.org</guid>
<dc:subject>hi</dc:subject>
<dc:date>2010-08-12T18:23:00-04:00</dc:date>
</item>

<item>
<title>Welcome to Nuke-Evolution!</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=1#18</link>
<description><![CDATA[woohoo Nuke evo! idk what it is but that made me wanna get it!]]></description>
<guid isPermaLink="false">18@http://thecarnage.org</guid>
<dc:subject>Welcome to Nuke-Evolution!</dc:subject>
<dc:date>2010-07-07T02:52:20-04:00</dc:date>
</item>

<item>
<title>Favorite food to eat while in game?</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=3#17</link>
<description><![CDATA[A big bowl of Stouffers mac and cheese =) primarily a day older afters its been in fridge call me weird but it tastes better]]></description>
<guid isPermaLink="false">17@http://thecarnage.org</guid>
<dc:subject>Favorite food to eat while in game?</dc:subject>
<dc:date>2010-07-07T02:48:50-04:00</dc:date>
</item>

<item>
<title>Basic T3 Rune setups</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=9#16</link>
<description><![CDATA[Wow this is great Devious! &#xA0;Glad to get some high ELO info from you. you always got some good strategic high point of views haha this will defenetly guide me in a better direction with my runes thanks.]]></description>
<guid isPermaLink="false">16@http://thecarnage.org</guid>
<dc:subject>Basic T3 Rune setups</dc:subject>
<dc:date>2010-07-07T02:39:01-04:00</dc:date>
</item>

<item>
<title>Garen!</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=8#14</link>
<description><![CDATA[Garen has always been, well... diffrent. With hearing he is good and the worst character ever. It just so happens I wasted my money on him. So this is my last small glimmering glimpse of hope to recorver my wits of Garen and find the best build out there!]]></description>
<guid isPermaLink="false">14@http://thecarnage.org</guid>
<dc:subject>Garen!</dc:subject>
<dc:date>2010-06-20T03:41:54-04:00</dc:date>
</item>

<item>
<title>Teamspeak Channels</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=4#13</link>
<description><![CDATA[There is the PIT channel which is for that. &#xA0;But if you get on and have other members that are playing that other game with you...I would think that you could ask an admin to create a channel for you. &#xA0;But we have several channels as is. &#xA0;And even though i have admin privilages on TeamSpeak, i would ask on of the higher ups before i created a channel for you guys.<br />
<br />
And remember, always ask before you give out the Teamspeak address.]]></description>
<guid isPermaLink="false">13@http://thecarnage.org</guid>
<dc:subject>Teamspeak Channels</dc:subject>
<dc:date>2010-02-19T20:08:37-04:00</dc:date>
</item>

<item>
<title>Bridge Officer Ground Skills List</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=7#12</link>
<description><![CDATA[Here is a list of GROUND skills for the officers. &#xA0;THis was copied from another website jsut like the space skills. &#xA0;I DID NOT COMPILE THIS.<br />
<br />
*************************************************************<br />
<br />
Tactician: Ensign<br />
Draw Fire I – Draw Fire places you in a fake exposed state while increasing the threat generated by your actions, making enemies more likely to attack you. Also buffs the damage resistance of nearby allies for the duration. This ability is fragile, meaning it will cancel early if you take to much damage. <br />
Focus Fire I – Focus Fire lower the damage resistance of the target with each attack from you or your alli <br />
Leg Sweep I – Leg Sweep has a high chance of knocking back any nearby foes. <br />
Photon Grenade I – Photon Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and knockback. It is possible for the target to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effects of kinetic damage. <br />
Tactician: Lt.<br />
Draw Fire II – Draw Fire places you in a fake exposed state while increasing the threat generated by your actions, making enemies more likely to attack you. Also buffs the damage resistance of nearby allies for the duration. This ability is fragile, meaning it will cancel early if you take to much damage. <br />
Focus Fire II – Focus Fire lower the damage resistance of the target with each attack from you or your allies. <br />
Leg Sweep II – Leg Sweep has a high chance of knocking back any nearby foes. <br />
Lunge I – Lunge launches you across the gap to your target dealing melee damage with a chance to knock down. <br />
Photon Grenade II – Photon Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and knockback. It is possible for the target to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effects of kinetic damage. <br />
Smoke Grenade I – Smoke Grenade creates a smoke cloud at the target’s location that reduces enemy perception and improves ally stealth for any within the cloud effect. <br />
Suppressing Fire I – Suppressing Fire enhances your firearms, slowing and debuffing the damage of any targets you shoot. <br />
Target Optics I – Target Optics scans a group of enemies and buffs your damage, crit chance and crit severity. Has a chance to expose enemies near the target. <br />
Tactician: Lt. Com.<br />
Fire on my Mark I – Fire on my Mark applies a damage resistance debuff on the enemy target. <br />
Lunge II – Lunge launches you across the gap to your target dealing melee damage with a chance to knock down. <br />
Overwatch I – Overwatch grants your nearby allies resistance to damage, as well as marking any enemies that attack them with a damage resistance debuff. Chance to expose marked enemies. This ability pulses frequently, so the effect expire if allies move out of range. <br />
Plasma Grenade I – Plasma Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and plasma damage over time. It is possible for the target to move away from the blast radius while the grenade is in transit. A burning plasma patch lingers in the explosion area, damaging anyone that enters. Shields drastically reduce the effect of kinetic damage. <br />
Smoke Grenade II – Smoke Grenade creates a smoke cloud at the target’s location that reduces enemy perception and improves ally stealth for any within the cloud effect. <br />
Stealth Module I – Stealth Module temporarily masks you from sight. Has a chance to expose nearby enemies. Attacking or using abilities cancels stealth. <br />
Suppressing Fire II – Suppressing Fire enhances your firearms, slowing and debuffing the damage of any targets you shoot. <br />
Target Optics II – Target Optics scans a group of enemies and buffs your damage, crit chance and crit severity. Has a chance to expose enemies near the target. <br />
Tactician: Com.<br />
Ambush I – Ambush grants you a large damage buff for your next attack. The buff is removed if you recieve damage prior to making your attack, so it is best used while in stealth mode or not under attack. <br />
Fire on my Mark II – Fire on my Mark applies a damage resistance debuff on the enemy target. <br />
Motion Accelerator I – Motion Accelerator grants you a speed buff while making you immune to holds, roots and speed debuffs. Can be used while held. <br />
Overwatch II – Overwatch grants your nearby allies resistance to damage, as well as marking any enemies that attack them with a damage resistance debuff. Chance to expose marked enemies. This ability pulses frequently, so the effect expire if allies move out of range. <br />
Plasma Grenade II – Plasma Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and plasma damage over time. It is possible for the target to move away from the blast radius while the grenade is in transit. A burning plasma patch lingers in the explosion area, damaging anyone that enters. Shields drastically reduce the effect of kinetic damage. <br />
Stealth Module II – Stealth Module temporarily masks you from sight. Has a chance to expose nearby enemies. Attacking or using abilities cancels stealth. <br />
Stun Grenade I – Stun Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and holding targets. It is possible for the target to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effect of kinetic damage. <br />
Engineer: Ensign<br />
Mine Barrier I – Chroniton Mine Barrier deploys fire mines in front of you. Mines explode when hostiles get close, dealing kinetic damage with a slow effect. Shields drastically reduce the effects of kinetic damage.<br />
Quick Fix I – Quick Fix removes existing mechanical debuffs from the target and prevents new ones from taking hold. While active, this provides a small ranged damage buff. Can also be used to repair fabricated objects. Can be used on yourself or an ally.<br />
Shield Recharge I – Shield Recharge restores lost personal shield energy to you or an ally.<br />
Weapons Malfunction I – Weapons Malfunction overloads the target’s weapons, temporarily preventing the target from firing. Applies resistance to additional malfunctions upon expiration.<br />
<br />
Engineer: Lt.<br />
Mine Barrier II – Chroniton Mine Barrier deploys fire mines in front of you. Mines explode when hostiles get close, dealing kinetic damage with a slow effect. Shields drastically reduce the effects of kinetic damage. <br />
Phaser Turret Fabrication I – Phaser Turret Fabrication creates one or two fixed position weapon platforms that fire beam weapons at nearby enemies. <br />
Quick Fix II – Quick Fix removes existing mechanical debuffs from the target and prevents new ones from taking hold. While active, this provides a small ranged damage buff. Can also be used to repair fabricated objects. Can be used on yourself or an ally. <br />
Reroute Power to Shields I – Reroute Power to Shields diverts energy from the engineer’s tricorder to thier personal shield generator, restoring lost energy and temporarily increasing shield damage resistance. <br />
Shield Generator I – Shield Generator Fabrication creates a fixed position generator that recharges personal shields for allies in the immediate area. <br />
Shield Recharge II – Shield Recharge restores lost personal shield energy to you or an ally. <br />
Weapons Malfunction II – Weapons Malfunction overloads the target’s weapons, temporarily preventing the target from firing. Applies resistance to additional malfunctions upon expiration. <br />
Engineer: Lt. Com.<br />
Cover Shield I – Cover Shield creates a fixed position forcefield that blocks line of sight. Can be used as temporary cover. <br />
Equipment Diagnostic I – Equipment Diagnostic removes mechanical debuffs from the target and improves the effectiveness of thier armor and shields, temporarily improving resistance to damage. <br />
Medical Generator Fabrication I – Medical Generator Fabrication creates a fixed position generator that heals allies in the immediate area. Also applies Diagnosed mode, which improves the effects of several heal abilites <br />
Phaser Turret Fabrication II – Phaser Turret Fabrication creates one or two fixed position weapon platforms that fire beam weapons at nearby enemies. <br />
Quantum Mortar Fabrication I – Quantum Mortar Fabrication creates a fixed position weapon platform that launches explosive projectiles at nearby enemies. <br />
Reroute Power to Shields II – Reroute Power to Shields diverts energy from the engineer’s tricorder to thier personal shield generator, restoring lost energy and temporarily increasing shield damage resistance. <br />
Shield Generator II – Shield Generator Fabrication creates a fixed position generator that recharges personal shields for allies in the immediate area. <br />
Engineer: Com.<br />
Combat Supply I – Combat Supply grants a temporary hypo to you and your team, with the chance to also give a power cell and shield charge. <br />
Cover Shield II – Cover Shield creates a fixed position forcefield that blocks line of sight. Can be used as temporary cover. <br />
Equipment Diagnostic II – Equipment Diagnostic removes mechanical debuffs from the target and improves the effectiveness of thier armor and shields, temporarily improving resistance to damage. <br />
Fuse Armor I – Gradually fuses the target’s armor, resulting in an decreasing movement. Snares, then roots, then holds the target. Applies resistance to additional movement debuffs once it expires. <br />
Medical Generator Fabrication II – Medical Generator Fabrication creates a fixed position generator that heals allies in the immediate area. Also applies Diagnosed mode, which improves the effects of several heal abilites <br />
Quantum Mortar Fabrication II – Quantum Mortar Fabrication creates a fixed position weapon platform that launches explosive projectiles at nearby enemies. <br />
Support Drone Fabrication I – Support Drone Fabrication creates up to two mobile weapon platforms that will assist you or an ally by attacking thier target. <br />
Science: Ensign<br />
Gravimetric Shift I – Gravimetric Shift roots all enemies near the target’s location, preventing them from moving. Applies resistance to additional Gravimetric Shifts upon expiration. <br />
Hypospray – Masiform D I – Dylovene removes toxin ailments on application and for a short duration afterwards. Also improves the target’s physical damage and resistance. Can be used on yourself or an ally. <br />
Medical Tricoder I – Medical Tricorder provides a quick heal. Can be used on yourself or an ally. <br />
Tachyon Harmonic I – Tachyon Harmonic delivers a cone attack with severe damage against personal shields and will destroy forcefields. <br />
Science: Lt.<br />
Gravimetric Shift II – Gravimetric Shift roots all enemies near the target’s location, preventing them from moving. Applies resistance to additional Gravimetric Shifts upon expiration. <br />
Hypospray – Masiform D II – Dylovene removes toxin ailments on application and for a short duration afterwards. Also improves the target’s physical damage and resistance. Can be used on yourself or an ally. <br />
Medical Tricoder II – Medical Tricorder provides a quick heal. Can be used on yourself or an ally. <br />
Sonic Pulse I – Sonic Pulse creates an expanding burst centered on your location, damaging your opponents and interrupting thier actions while leaving them slowed. Very high chance to knock back. <br />
Stasis Field I – Statis Field puts the target in a fragile hold state. This renders them unable to take any action. Any damage to the target will break the fragile hold. <br />
Tachyon Harmonic II – Tachyon Harmonic delivers a cone attack with severe damage against personal shields and will destroy forcefields. <br />
Tricorder Scan I – Tricorder Scan increase the perception of the user and places a damage resistance debuff on targets inside the scan radius. <br />
Vascular Regenerator I – Vascular Regenerator heals and removes bleeding debuffs over the duration. <br />
Science: Lt. Com.<br />
Dampening Field I – Dampening Field creates a field that debuffs the energy damage of all foes within it’s effect. <br />
Hyperonic Radiation I – Hyperonic Radiation infects one enemy, causing damage over time to that target and any enemies near them. <br />
Hypospray – Melarazine I – Hypospray Melorazine periodically cleanes the target of any mental debuffs and increase thier energy resistance. Can be used on yourself or an ally. <br />
Nerual Neutralizer I – Neural Neutralizer placates nearby enemies. Placate prevents enemies from attacking you, but they can act normally otherwise. <br />
Sonic Pulse II – Sonic Pulse creates an expanding burst centered on your location, damaging your opponents and interrupting thier actions while leaving them slowed. Very high chance to knock back. <br />
Stasis Field II – Statis Field puts the target in a fragile hold state. This renders them unable to take any action. Any damage to the target will break the fragile hold. <br />
Tricorder Scan II – Tricorder Scan increase the perception of the user and places a damage resistance debuff on targets inside the scan radius. <br />
Vascular Regenerator II – Vascular Regenerator heals and removes bleeding debuffs over the duration. <br />
Science: Com.<br />
Anesthizine Gas I – Anesthizine Gas briefly puts a fragile hold on the target. The fragile hold is broken if the target takes any damage. When the hold expires, the targets suffer from reduced movement speed and damage. <br />
Hyperonic Radiation II – Hyperonic Radiation infects one enemy, causing damage over time to that target and any enemies near them. <br />
Hypospray – Melarazine II – Hypospray Melorazine periodically cleanes the target of any mental debuffs and increase thier energy resistance. Can be used on yourself or an ally. <br />
Nanite Health Monitor I – Nanite Health Monitor applies nanites to teh target which scan the host and nearby allies to determine if they are seriously injured, then heal wounded targets when appropriate. There are enough nanites applied to perform three healing treatments. <br />
Nerual Neutralizer II – Neural Neutralizer placates nearby enemies. Placate prevents enemies from attacking you, but they can act normally otherwise.]]></description>
<guid isPermaLink="false">12@http://thecarnage.org</guid>
<dc:subject>Bridge Officer Ground Skills List</dc:subject>
<dc:date>2010-02-19T19:57:37-04:00</dc:date>
</item>

<item>
<title>Bridge Officer Space Skills List</title>
<link>http://thecarnage.org/modules.php?name=Forums&amp;file=viewtopic&amp;t=6#11</link>
<description><![CDATA[Hope this helps guys n gals. &#xA0;I copy pasted this from a web site.<br />
<br />
**************************************************************<br />
<br />
<br />
Space Skills for Bridge Officers<br />
Tactician: Ensign<br />
<br />
Beam: Fire at Will I – System: Beams.<br />
Fire at Will improves your next beam array attack. The Bridge officer fires your beam weapon at multiple targets of thier choice.<br />
Beam: Overload I – System: Beams.<br />
Overload improves your next beam array attack. Overloading your beam weapon delivers an extremely powerful blast but drains weapon power and briefly takes you beam weapons offline. Only the energy type you Overload will go offline, so if you Overload your Phasers, all Phasers will go offline and not your Plasma weapons.<br />
Security Team I – System: Crew.<br />
Security Team deploys security personnel to you or your ally’s starship to track down boarding parties. They attempt to protect the starship from sabotage, repair sabotage damage and subdue the boarders.<br />
Torpedo: High Yield I – System:Torpedoes. <br />
High Yield torpedo improves your next torpedo attack. Photon, Quantum, Transphasic, and Chroniton torpedo launchers fire a salvo of torpedoes. Plasma launchers fire a single, slow moving and destructible heavy torpedo that does massive damage.<br />
Torpedo: Spread I – System: Torpedoes.<br />
Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.<br />
Tactician: Lt.<br />
<br />
Attack Pattern Beta I – System: Maneuvers.<br />
Attack Pattern Beta reduces the target’s damage resistance each time it recieves an attac from you or your allies.<br />
Attack Pattern Delta I – System: Maneuvers.<br />
Attack Pattern Delta targets an allied ship. Any ship that attacks your ally will recieve a stacking damage resistance debuff.<br />
Beam: Fire at Will II – System: Beams.<br />
Fire at Will improves your next beam array attack. The Bridge officer fires your beam weapon at multiple targets of thier choice.<br />
Beam: Overload II – System: Beams.<br />
Overload improves your next beam array attack. Overloading your beam weapon delivers an extremely powerful blast but drains weapon power and briefly takes you beam weapons offline. Only the energy type you Overload will go offline, so if you Overload your Phasers, all Phasers will go offline and not your Plasma weapons.<br />
Beam: Target Auxiliary II – System: Target Subsystems.<br />
Target Auxiliary Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy auxiliary systems. This attack deals normal damage, but also drains the targets auxiliary power and has a chance to take the targets auxiliary systems offline.<br />
Beam: Target Engines II – System: Target Subsystems.<br />
Target Engines Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy impulse engines. This attack deals normal damage, but also drains the targets engine power and has a chance to take the targets impulse engines offline.<br />
Beam: Target Shields II – System: Target Subsystem.<br />
Target Shields Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy shield systems. This attack deals normal damage, but also drains the targets shield power and has a chance to take the targets shields offline.<br />
Beam: Target Weapons II – System: Target Subsystem.<br />
Target Weapons improves your next beam array attack. Instruct your bridge officer to target enemy weapon systems. This attack deals normal damage, but also drains the targets weapon power and has a chance to take the targets weapons offline.<br />
Cannon: Rapid Fire I – System: Cannons.<br />
Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage then a normal cannon shot.<br />
Cannon: Scatter Volley I – System: Cannons.<br />
Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target.<br />
Dispersal Pattern Alpha I – System: Mines.<br />
Dispersal Pattern Alpha improves your next mine attack. Lays a series of small mine clusters behind your ship.<br />
Dispersal Pattern Beta I – System: Mines.<br />
Dispersal Pattern Beta improves your next mine attack. Lays a wide net of mines behind your ship.<br />
Security Team II – System: Crew.<br />
Security Team deploys security personnel to you or your ally’s starship to track down boarding parties. They attempt to protect the starship from sabotage, repair sabotage and subdue the boarders.<br />
Torpedo: High Yield II – System: Torpedoes.<br />
High Yield torpedo improves your next torpedo attack. Photon, Quantum, Transphasic, and Chroniton torpedo launchers fire a salvo of torpedoes. Plasma launchers fire a single, slow moving and destructible heavy torpedo that does massive damage.<br />
Torpedo: Spread II – System: Torpedoes.<br />
Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.<br />
Tactician: Lt. Com.<br />
<br />
Attack Pattern Beta II – System: Maneuvers.<br />
Attack Pattern Beta reduces the target’s damage resistance each time it recieves an attac from you or your allies.<br />
Attack Pattern Delta II – System: Maneuvers.<br />
Attack Pattern Delta targets an allied ship. Any ship that attacks your ally will recieve a stacking damage resistance debuff.<br />
Attack Pattern Omega I – System: Maneuvers.<br />
Attack Pattern Omega buffs damage and turn rate while making you immune to holds, roots, and slows. Can be used while held.<br />
Cannon: Rapid Fire II – System: Cannons.<br />
Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage then a normal cannon shot.<br />
Cannon: Scatter Volley II – System: Cannons.<br />
Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target.<br />
Dispersal Pattern Alpha II – System: Mines.<br />
Dispersal Pattern Alpha improves your next mine attack. Lays a series of small mine clusters behind your ship.<br />
Dispersal Pattern Beta II – System: Mines.<br />
Dispersal Pattern Beta improves your next mine attack. Lays a wide net of mines behind your STO ship.<br />
Tactician: Com.<br />
<br />
Attack Pattern Omega II – System: Maneuvers.<br />
Attack Pattern Omega buffs damage and turn rate while making you immune to holds, roots, and slows. Can be used while held.<br />
Engineer: Ensign<br />
<br />
Emergency Power to Auxiliary I – System: Batteries.<br />
Emergency Power to Auxiliary directs emergency battery power to the auxiliary system for a short duration.<br />
Emergency Power to Engines I – System: Batteries.<br />
Emergency Power to Engines directs emergency battery power to the impulse engines for a short duration.<br />
Emergency Power to Shields I – System: Batteries.<br />
Emergency Power to Shields directs emergency battery power to the shields for a short duration.<br />
Emergency Power to Weapons I – System: Batteries.<br />
Emergency Power to Weapons directs emergency battery power to the weapons system for a short duration.<br />
Engineering Team I – System: Crew.<br />
Engineering Team greatly accelerates hull repair rate over a short duration for your own ship or an ally. Also has a chance to repair subsystems.<br />
Engineer: Lt.<br />
<br />
Auxiliary to Battery I – System: Auxiliary Power.<br />
Auxiliary Power to the Emergency Battery reduces the existing recharge time for emergency battery powers.<br />
Auxiliary to Dampeners I – System: Auxiliary Power.<br />
Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance.<br />
Auxiliary to Structural I – System: Auxiliary Power.<br />
Auxiliary Power to the Structural Integrity Field utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.<br />
Boarding Party I – System: Crew.<br />
Boarding Party launches up to three assault shuttles at the target. If they arrive safely, they will cause damage the ship’s crew and subsystems. Each shuttle launched removes twenty crew from you ship who attempt to beam back upon completing thier mission.<br />
Directed Energy Modulation I – System: Weapon Modifications.<br />
Directed Energy Modulation cycles the frequency of your energy weapons, resaulting in increased shield penetration.<br />
Emergency Power to Auxiliary II – System: Batteries.<br />
Emergency Power to Auxiliary directs emergency battery power to the auxiliary system for a short duration.<br />
Emergency Power to Engines II – System: Batteries.<br />
Emergency Power to Engines directs emergency battery power to the impulse engines for a short duration.<br />
Emergency Power to Shields II – System: Batteries.<br />
Emergency Power to Shields directs emergency battery power to the shields for a short duration.<br />
Emergency Power to Weapons II – System: Batteries.<br />
Emergency Power to Weapons directs emergency battery power to the weapons system for a short duration.<br />
Engineering Team II – System: Crew.<br />
Engineering Team greatly accelerates hull repair rate over a short duration for your own ship or an ally. Also has a chance to repair subsystems.<br />
Extend Shields I – System: Shields.<br />
Extend Shields regenerates the shields of a target ally and improves their damage resistance.<br />
Reverse Shield Polarity I – System: Shields.<br />
Reverse Shield Polarity converts incoming energy weapon damage into additional shields.<br />
STO Engineer: Lt.Com.<br />
<br />
Aceton Field I – System: Weapon Modifications.<br />
<br />
Aceton Field drastically reduces the damage dealt by the target’s energy weapons, and also makes the target take radiation damage when using energy weapons.<br />
Auxiliary to Battery II – System: Auxiliary Power.<br />
Auxiliary Power to the Emergency Battery reduces the existing recharge time for emergency battery powers.<br />
Auxiliary to Dampeners II – System:<br />
Auxiliary Power. Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance.<br />
Auxiliary to Structural II – System: Auxiliary Power.<br />
Auxiliary Power to the Structural Integrity Field utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.<br />
Boarding Party II – System: Crew.<br />
Boarding Party launches up to three assault shuttles at the target. If they arrive safely, they will cause damage the ship’s crew and subsystems. Each shuttle launched removes twenty crew from you ship who attempt to beam back upon completing thier mission.<br />
Directed Energy Modulation II – System:Weapon Modifications.<br />
Directed Energy Modulation cycles the frequency of your energy weapons, resaulting in increased shield penetration.<br />
Eject Warp Plasma I – System: Warp Core.<br />
Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the field are slowed and recieve a plasma fire damage over time effect. Any cloaked ships in the plasma will be revealed.<br />
Extend Shields II – System: Shields.<br />
Extend Shields regenerates the shields of a target ally and improves their damage resistance.<br />
Reverse Shield Polarity II – System: Shields.<br />
Reverse Shield Polarity converts incoming energy weapon damage into additional shields.<br />
Engineer: Com.<br />
<br />
Aceton Field II – System: Weapon Modifications.<br />
Aceton Field drastically reduces the damage dealt by the target’s energy weapons, and also makes the target take radiation damage when using energy weapons.<br />
Eject Warp Plasma II – System: Warp Core.<br />
Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the field are slowed and recieve a plasma fire damage over time effect. Any cloaked ships in the plasma will be revealed.<br />
Science Ensign BO In Star Trek<br />
<br />
Hazard Emitters I – System: Hazard.<br />
Hazard Emitters periodically cleanse the ship of any fire or radiation hazards, as well as restoring some hull strength over time.<br />
Jam Sensors I – System: Sensor Array.<br />
Jam Sensors prevents the enemy from targeting you.<br />
Mask Energy Signature I – System: Sensor Array.<br />
Mask Energy Signature shields the energy output of your starship, making it more difficult for enemies to detect you.<br />
Medical Team I – System: Crew<br />
Medical Team provides greatly accelerated crew recovery rate over a short duration for your own ship or an ally.<br />
Polarize Hull I – System: Hazard.<br />
Polarize Hull provides damage resistance against energy weapons, breaks any current tractor beams and temporarily protects against additional tractor beams.<br />
Tachyon Beam I – System: Deflector Dish.<br />
Tachyon Beam drains the targets shields Increases in effectiveness based on current auxiliary power levels.<br />
Tractor Beam I – System: Tractor.<br />
Tractor Beam slows the target ship, thereby making it an easier target for weapons. Targets held in a Tractor Beam cannot cloak. Increases in effectiveness based on current auxiliary power level.<br />
Transfer Shield Strength I – System: Deflector Dish.<br />
Transfer Shield Strength uses power reserves to bolster an ally’s shields, increasing thier current strength and making them more resistant to damage for a short duration. Increase in effectiveness based on current auxiliary power level.<br />
Science Lt. BO Space Skills<br />
<br />
Charged Particle Burst I – System: Sensor Array.<br />
Charged Particle Burst temporarily disables the cloaking devices of nearby hostile ships and damages thier shields.<br />
Energy Siphon I – System: Deflector Dish.<br />
Energy Siphon draws power from the target. This reduces the target’s power settings to all systems and increases you power settings.<br />
Feedback Pulse I – System: Deflector Field.<br />
Feedback Pulse harnesses the energy of beam weapon attacks directed against you. Each time you are hit, a damaging pulse is directed at the attacking ship.<br />
Hazard Emitters II – System: Hazard.<br />
Hazard Emitters periodically cleanse the ship of any fire or radiation hazards, as well as restoring some hull strength over time.<br />
Jam Sensors II – System: Sensor Array.<br />
Jam Sensors prevents the enemy from targeting you.<br />
Mask Energy Signature II – System: Sensor Array.<br />
Mask Energy Signature shields the energy output of your starship, making it more difficult for enemies to detect you.<br />
Medical Team II – System: Crew.<br />
Medical Team provides greatly accelerated crew recovery rate over a short duration for your own ship or an ally.<br />
Science: Lt. Com.<br />
<br />
Charged Particle Burst II – System: Sensor Array.<br />
Charged Particle Burst temporarily disables the cloaking devices of nearby hostile ships and damages thier shields.<br />
Energy Siphon II – System: Deflector Dish.<br />
Energy Siphon draws power from the target. This reduces the target’s power settings to all systems and increases you power settings.<br />
Gravity Well I – System: Deflector Dish.<br />
Gravity Well creates a spatial anomaly at the target’s location that draws enemies to its center and gradually crushes thier ships inflicted kinetic damage. Shields drastically reduce the effects of kinetic damage.<br />
Photonic Officer II – System: Emitter.<br />
Photonic Officer reduces the recharge time of bridge officer powers.<br />
Photonic Shock Wave I – System: Emitter.<br />
Photonic Shockwave releases a massive blast around your ship, knocking back enemy ships and inflicted kinetic damage. Shields drastically reduce the effect of kinetic damage.<br />
Scramble Sensors II – System: Sensor Probes.<br />
Scramble Sensors fires a probe at the target that bursts into a particle field, confusing the affected enemies into targeting each other.<br />
Tractor Beam Repulsors II – System: Tractor.<br />
Tractor Beam Replusors push up to three enemies (dead or alive) away from your starship.<br />
Tyken’s Rift II – System: Deflector Dish.<br />
Tyken’s Rift creates a spatial anomaly at the target’s location that drains power from all nearby hostile ships and causes minor damage.<br />
Viral Matrix I – System: Sensor Probes.<br />
Viral Matrix launches a probe that flies to the taret and then shuts down its systems, effectively holding it in place. The target is highly resistant to holds for a short duration after this effect expires.<br />
Photonic Officer I – System: Emitter.<br />
Photonic Officer reduces the recharge time of bridge officer powers.<br />
Polarize Hull II – System: Hazard.<br />
Polarize Hull provides damage resistance against energy weapons, breaks any current tractor beams and temporarily protects against additional tractor beams.<br />
Scramble Sensors I – System: Sensor Probes.<br />
Scramble Sensors fires a probe at the target that bursts into a particle field, confusing the affected enemies into targeting each other.<br />
Tachyon Beam II – System: Deflector Dish.<br />
Tachyon Beam drains the targets shields. Increase in effectiveness based on current auxiliary power level.<br />
Tractor Beam I – System: Tractor.<br />
Tractor Beam slows the target ship, thereby making it an easier target for weapons. Targets held in a Tractor Beam cannot cloak. Increases in effectiveness based on current auxiliary power level.<br />
Tractor Beam Repulsors I – System: Tractor.<br />
Tractor Beam Replusors push up to three enemies (dead or alive) away from your starship.<br />
Transfer Shield Strength II – System: Deflector Dish.<br />
Transfer Shield Strength uses power reserves to bolster an ally’s shields, increasing thier current strength and making them more resistant to damage for a short duration. Increase in effectiveness based on current auxiliary power level.<br />
Tyken’s Rift I – System: Deflector Dish.<br />
Tyken’s Rift creates a spatial anomaly at the target’s location that drains power from all nearby hostile ships and causes minor damage.<br />
Science: Com.<br />
<br />
Gravity Well II – System: Deflector Dish.<br />
Gravity Well creates a spatial anomaly at the target’s location that draws enemies to its center and gradually crushes thier ships inflicted kinetic damage. Shields drastically reduce the effects of kinetic damage.<br />
Photonic Shock Wave II – System: Emitter.<br />
Photonic Shockwave releases a massive blast around your ship, knocking back enemy ships and inflicted kinetic damage. Shields drastically reduce the effect of kinetic damage. <br />
Viral Matrix II – System: Sensor Probes.<br />
Viral Matrix launches a probe that flies to the taret and then shuts down its systems, effectively holding it in place. The target is highly resistant to holds for a short duration after this effect expires.]]></description>
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<dc:subject>Bridge Officer Space Skills List</dc:subject>
<dc:date>2010-02-19T19:52:44-04:00</dc:date>
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<dc:subject>Best site for computer parts</dc:subject>
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<title>Hazing of Recruits</title>
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