Ship Weaponry

Laser>Gun>Missile>Particle>Plasma
LowTech
Range: 100rds of KM


Simple Rail, “Red” Lasers, Chemical Weaponry, Cruise missiles, HE Warheads, Nuclear Weaponry.


Low Technology is everything Considered Obsolete by the SOL standard. It is a very, very wide Range but there will be a few High end and low end examples.


  Ground. On the low end is all the Weaponry you may make in your little workshop, might find out and about. Rocks, sticks, Knifes, Chemical Ammo Weaponry. They may be sophisticatedly made but their effectiveness is very low in comparison and is generally seen as "just above toys".
  Space. On the Upper end are a few Spaceship types and Weaponry. Lowtech ships can be hunks of metal or Sleek cones however what makes them low tech is their method of Propulsion and lack of or very limited FTL capabilities. Low Tech ships Use either Early Ion, Chemical or Plasma Propulsion. On average, their speed allows them to travel a Solar System within Years. Their Weaponry also is fairly limited in range. Chemically Propelled Shells, Railguns. Missiles and Nukes. Crude, inaccurate weaponry that in the right hands can do damage but is usually just not in the realm of Threats for modern ships.

Midtech
Range: 1000s of KM


Visual Range High Intensity Lasers, Plasma Accelerators, Energy Siphon, Coil guns, Mass drivers, Fusion Missiles, Simple Torpedoes


Where Low tech is completely obsolete, Midtech is still viable and commonly Civilian Weaponry or low Profile militia, Pirates and poor Mercenaries.


Ground. Small Hybrid Railguns, Coilguns or low range Plasma guns are the most common Options, though Blue Laser Rifles can be seen sometimes aswell. usually Railguns or Hybrid Railguns are the most common option for those stuck with Midtech options for their overall ease of Upkeep and cost effectiveness. Where Coils and Plasma require the gear to be in good condition and maintained constantly.
  Space. Midtech Vessels have a wide range of appearances, uses and foci. Laser Point Defense, the first few 2 types of Shielding and Sohpisticated Coilguns are a common sight. Higher than this are the first Mass Drivers, Fusion Warhead Missiles, Swarmer-Type missiles. Most Common are Modern Tier Ion Sub Light engines tough Combat vessel's may also have Plasma engines for better Maneuverability at the cost of Sustained use.  

Imperial
Range: 1/100 of 1AU


High Frequency Lasers, Railguns, Plasma bolt Casters, Disruptors, Antimatter/Fusion Missiles, Acid Weaponry, Early Particle Beams

Average Inter-GISC Military Technologies. Here is where the most common Destructive devices lay.


  Laser Technology.
Lasers within this category tend to be Violet to Ultra Violet and almost past it. These Lasers have a very Reliable and wide Spread Maintenance, Which cut down on costs and for their effectiveness a definitive common sight. Only real issue is their High Energy use and fairly easy counter with Modern Shield Tech. But for all Foes with Equal Tech Level a very Formidable Short to medium Range Weapon. In this category also fall the Laser Point Defense Tech, which instead of being High Frequency alot of lower Frequency batteries firing in series and can catch a lot of missiles. with a bit of Luck and a good angle even the Midtech-Swarms Completely.
  Railguns and Ballistics.
In this Category are a lot Weapons and Weapon designs. Where earlier Tech Levels limited by Power Requirements, Chemical Limits or Heat. Imperial Tech allows for a lot of Verity. The Smallest of the Weapons are the Ripper-Types. Rippers are a roof term for most Gatling Style Weapons. Multi Barreled, high Fire rate. Some have just large batteries firing all at once with Proximity fuses to act as a Explosive Missile Screen. Serial Firing Large Caliber Weapons for Ultra Short range ripping through armor. Or Possibly as Lower Caliber Fighter Screen
Cannons are the Intermediate. Cannons are usually slower firing Medium to Long Range engagements. They are the main Workhorse for First Engagements and act also as Orbital Bombardment, Suppression and other General Purpose Roles. They can be also Equipped with Special Ammo, some with small guidance thrusters, Micro Shaped Warheads, EMP, Plasma and even HESH. This is the Reason why they tend to be commonly equipped and wide spread. The Velocities that these can be fired at Range quite a bit. Rule of thumb is about 0.05C, these insane Speeds are only possible within Space and if attempted to be fired under a Human livable atmosphere would lead to the Destruction of it, and potentially a good chunk of the area around said gun. In Space, however, having not to deal with anything but recoil, a Equally as powerful "dumbshot" gets fired the Opposite Direction to completely cancel out the recoil. It also gets used, sometimes, in reload operations if the gun design has it.
Artillery. Artillery is everything Big, Massive. These can either be Really really fast, or "Normal" Speed but alot more Massive, Result is that most of the Artillery Pieces on ships at or below Battleship size are Spinally Mounted and do not have several reserve shots.
  Plasma Weaponry.
As Mentioned in the Chapter on Ballistics, Plasma can be found in a verity of Weaponry from Missile Warheads to Ballistic Munitions for Guns. But Specifically in this we will speak about the Bolt Casters and their Uses. Plasma Bolts are smallish Conical Projectiles fired out of a Specialized Cannon. These Bolts are Comparatively Slow, Meaning that, even though highly Effective, a Short range Specialized Weaponry. Within the Chamber, Gas gets Superheated in a Magentic Casing, filled up to the point where, despite the Magnetic Encasement, Pushing against it. this triggers it getting shot into the Pre-Fire chamber, where the bolt gets formed. There it can stay for a extended time and be ready until the time to shoot. While this design is very Safe for The User, it also doesn't allow for Fast fire Rates or Good Bolt Speed.   Missile Weaponry.
Missiles have been in a Fight with Ballistic Weapons. In Space this has not stopped. Imperial Tech Missiles are on their fastest 0.01C still slower then their Ballistic Counterparts but approaching them. But what they lack in Top Speed, they make up in Tracking and Versatility. They can be used Defensively, offensively and as Utility. The Big Gem of this Era of Missiles are the Antimatter and Fusion Shaped Warheads. Insanely powerful weapons Designed as Combat Enders. Instantly Disabling or Destroying the Target. Modern Shields and Missile Defense can Handle them but even then can cause some Damage.   Acid Weaponry.
It seems Out of Place, but New Acidic Compounds were Developed. They are Specialized Anti-Ship Weapons designed to more Maim then kill. If hitting the hull with such a Weapon, it will slowly eat away hull and poke holes into the vessel and it does not stop. All Pressurized Environments will break themselves apart by an ever Weakening outer Hull. Only be completely Removing the Contaminated Area the Hull Decay can be stopped. There are Acid Neutralizing Agents but Even High-End Ships do not always carry that with them on board. The Chemical Weapon of the Future.   Particle Beam Weaponry.
These are the Answer to a Question "How do we kill the enemy as Quick as possible?" These come in Various forms. Electron Beams are another one of those Terrifying Weaponry that if Properly sized is used as another One hit Kill Weapon. In order to set up that shot though, the Radiation Shields need to be either Disabled either by destruction or EMP. Proton Beams are the more All Purpose Armor Cracker Guns designed to Conventionally Destroy targets. Valued for their Large Armor Penetration Capabilities. Ion Beams, due to their Difficulty to Actually get to be accelerated tend to be more Orbital Bombardment Weaponry then Ship on Ship Combat Weapons but can be used that way in the right Circumstances.  

CORE
Range: AU's


Super High Frequency Lasers, Coil guns, Plasma Weapons, Spatial Distortion Weapons, Matter Annihilation Projector, Phase Disruptors, Antimatter Missiles, Armored Torpedoes, Tachyon Lances

 

URE Standard and Classis Ship Standard.



Lasers
Extreme UV Lasers and X-Ray and even some Near Gamma Ray Lasers are the Standard when it comes to the Core. Just like with the Imperial Level Lasers, they are mounted to many ships and Parts are plentiful, Unlike their older Counterparts these Lasers have a bit less range but can actually Provide Chipping Damage towards Shielded Opponents, and Unshielded Opponents can be Disabled or even Destroyed with these Weapons. Because of these Attributes, These tend to have Purpose Built Small vessels with Large Laser Engines built in that can provide near 360° Attacks and are big enough to Provide Fire Support for Bigger Vessels or do Screening Actions.   Ballistics
Just like the Their Older Counterparts there are a wide array of Weaponry covering nearly all distances Common in Space Combat. the Usual, Faster, Punchier and more applies but Artillery is now a smaller Category, Cannons can cover an even wider array of Ranges. Artillery is reserved for Massive Spinal Mounted Cannons that can Rip apart Pretty much everything. Some mounted to the Bigger ships can even Threaten Landmasses to be completely destroyed on Planets. The Average speed of Cannons are 0.5C which turns Solar Scale Warfare into a far more deadly and quick affair. Artillery can push even up to 0.7C on Specialized Weapon systems. Rippers tend to be "only" 0.2C   Plasma
Unlike the other forms of Weapons, Plasma Weapons have lost in Relevance. They were slow, cumbersome, hard to maintain and some even completely wrote about the Death of the Standalone Weapon system. Advances in Acceleration methods and Precursor Materials, Form have lead to a Split of the Weaponry into 2 Broad categories. The Plasma Direct Injection and Accelerators, or just Plasma Accelerators look very much like a Overbuilt Ballistic Weapon, but unlike the Ballistic Counterpart they fire Full Plasma Bolts without any need for Pre Chambers. These are Incredibly Fast Firing and can even rival some Conventional guns in Pure Fire rate. But the Projectiles tend to be slow, atleast in comparison to the Weapons within this Level of Development only reaching 0.1C.
Plasma Cannons on the other hand are Slow Firing. They tend to be in line with Normal Ballistic Cannon fire rates but unlike the Direct injectors, these have two possible fire modes. The first and more used one is Guided Plasma, Using a small Bullet within the Plasma, having big Magnetic field generation can for a little bit, Steer the bolt towards the target, Dramatically increasing Hit Probability. Main Downside is that you use Ammunition just like its Ballistics Counterpart, but unlike the Ballistics, there is also the Free Bolts Fire mode. Foregoing the Stabilizer they can still provide nearly all the damage with a slight accuracy penalty, making it less viable against Smaller Targets. But Because of this Property, the GISC Navy prefers to put them on Long range and Long Patrol Vessels. The ability to be able to Defend even without Ammo is seen as highly desirable.   Missiles
At some point Missiles became less of a Weapon to be used against a ship directly. With their ability to dodge fire, deploy decoys and otherwise overcome enemy countermeasures, they have morphed into Shield breakers, at least on URE Vessels, House ships use them as Smart Decoys, Active mines and a few other purpose. Overall their role morphed into a more Utilitarian than direct attack weapons.   Torpedoes
Where Missiles do the Tactics part, Torpedoes take the abilities of Missiles and applies them to Breakthrough, New Technologies allow these Torpedoes to pass by shields. Slipping past and deliver their payload. But that is not all, they are usually equipped with decoys, ECM and advanced Maneuvers. These Torpedoes are launched with a predefined target, the AI guiding this weapon will have an uplink with the Mothership, using its data and its own sensors to determine possible countermeasures, preventing them, dodging or otherwise make them ineffective.
Once passed through the most common Warhead is a Antimatter grain Payload. The Main Advantages here are light weight and low Radioactivity. They can wreak havoc on the Vessel getting hit. Though, EMP, Small Smart missiles, Plasma and Acid are Known to be used.
One Permutation that is very House Voss-Saelinger are the Stealth Torpedoes, Instead of hard countering enemy Counters, these evade sensors and "glide" into their Target, only punching the gas just before approaching their target, when it is already far too late for anything to effectively do anything.   Lances and Particle Beams
A Theme in the Core is the Defeating of Shield Technology. All Previous Particle beams are still in use, if refined, but a new one emerged. The Tachyon Lance. A Medium Range, all Purpose Weapon to replace Proton Beam Weaponry. Tachyon Lances are Special due to their Interaction with most hard shield Solutions. While Lasers get Unfocused, Projectiles get shattered and Particle Beams either Diverted or slowed down, Tachyons Overload the shields. For a brief moment this means the shields are even stronger, but with enough hits Tachyon Lances can Overpower the shields and lead to a potentially Catastrophic Failure, Blackout and even Destabilizing of the Power plant. Beyond Shield Effects are good too, having a Comparable power against Armor.
Its Main Downside is the Massive energy use of them. Using More then 1 Lance requires a Purpose Built Ship, and cannot be just used as an Upgrade.   Spatial Distortion
Spatial Distortion Weapons hee are Localized compression of Space. It takes alot of energy and is delivered to the Position either with a Projector, focusing the Distorters to create their effect at a point in space or by sending a Granade that does the same for a limited time.
    Matter Annihilation
Unlike Disruptors, matter Annihilators are mindboglingly advanced weapons. while close range weapons, they can if in range strip away the opposing ships Matter.  

SOL


Ultra High Frequency Lasers, Mass Driver Cannons, Microsingularity Cannons, Null Void Projectors, Chrono-Vortex Cannons, Plasma Bolt Casters and Plasma Missiles, Quantum Missiles, Phase Jump Missiles

  Lasers
  Ballistics
  Microsingularity
  Null Void Weapons
  Chrono-Vortex Cannon
  Accelerated High-Speed Plasma
  Quantum Missiles
  Phaseshift Missiles
 

SOLEXP

 

Dimensional Wave Cannons, Arc-en-Ciel, Charged Tachyon Particle Lance, Reflex Matter/Strange Matter Missiles/Torps, Crystal Lance Cannon, “Quicksilver” Missiles, Arclight Cannon

Dimensional Waves
The Laboratories have been Experimenting with Dimensional Distortion and Dimensional Creation for Weapon use. One outcome of that Pursuit is the Dimensional Wave Cannons. They force Gravitational Waves so strong they can ripple apart Enemy ships. Practically only defeatable by dodging the attack, they not only break ships but also the People in it.   Arc-en-Ciel
The Other Path the Researchers took are the Arc en Ciel Beam. Currently Equipped on the Flagship, this Invention uses 3 Different Energy getting combined on the hull of the Enemy vessel charging it into forcing it to create a ship sized Pocket Dimension. But, because the Weapon was the Creator, it will nearly immediately start Collapsing. With the latent energy in the hull it will keep it open for about 1-2minutes later will return to this Dimension and no matter the material, you cannot hold against Space compressing you. Ships, that arent big enough will return as Singularites, they are non-sustaining but can create incredible amount of Power release.   Tachyon Lance
  Reflex Matter
  Strange Matter
  Crystal Weaponry
  Quicksilver Missiles or Torpedoes
The Final Evolution of the Missile, these use a miniature Metagalactic drive, able to track the target in the Membrane and dropping out of it without safety. deploying either a specific payload with safety or just as a Projectile hitting the target at C. Only the latest and greatest in Point defense can even hope to try to defeat it and on impact only Specialized Meta Material Marvels can hope to not lead to instant disintegration of everything in the line of the Missile.     Arclight Weapons
Related Vehicles

Comments

Please Login in order to comment!