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Weapons
Systems |
Weapons
systems are all the systems on a ship that can cause damage to
planetary objects or other vessels. They are split into the following
catagories: beam (lasers), projectile, bombs/mines, and special.
Beam
Weapons Systems
|
Weapon
Name |
Description |
CL
Chemical Lasers
|
The
family of CL Chemical lasers is the standard beam weapon
of choice and most UGTO and ICC ships. These lasers
are short range weapons, and cause more damage the shorter
they have to fire. There are 4 classes of the
CL Chemical Lasers:
CL-300,
CL-500, CL-550, CL-1000, CL-2000.
Starting
with the CL-300, the lower the number, the weaker
the firepower. Of course, the CL-2000 laser mounts
are too large to fit on smaller class hulls, and
thus are found on dreadnaught and station class
ships.
|
Flux
Cannon |
The
Flux Cannon is an advanced design beam weapon. Like
all beam weapons it is quite destructive at close range,
but lacks punch at a distance. The Flux cannon operates
by creating a beam that ruptures molecular cohesion.
The main advantage of the Flux cannon over a laser weapon
is its faster firing rate. |
Ion
Pulse Beam |
The
Ion-Pulse Beam is another of the UGTO's experimental
beam weapons. It operates by flooding the target with
positive and negative electrons in successive waves. |
Plasma
Cannon |
The
Plasma cannon is a beam weapon which streams high-energy
plasma at super accelerated velocities towards the target. |
Disruptor
Beam |
The
Disruptor Beam is unusual for a beam weapon as it is
just as effective at long range as it is up close. It
works by stopping the sub-atomic activity of all matter
that it encounters. It has a maximum range of 220gu.
Consuming 400su of energy it uses about as much energy
as one would expect from a beam weapon. A ship taking
a full-sustained burst from a Disruptor can suffer up
to 720 points of damage. The Disruptor Beam is encased
in a reinforced housing that can sustain up to 500 points
of damage before becoming inoperable. |
Projectile
Weapons Systems
|
Weapon
Name |
Description |
Railgun |
The
Rail gun is an accelerated projectile weapon. The gun
advances on its mounting while releasing it's projectiles
thus increasing both the range and acceleration of the
projectiles. The projectiles are hardened alloy shells
and do not contain any explosives. It requires only
20su of energy to fire and has a range of 100gu. Unfortunately
it is only capable of discharging small projectiles
doing merely 200 points of damage. It does have a rapid
reload rate that compensates somewhat for what it lacks
in clout. A Rail gun is capable of sustaining up to
720 points of damage before becoming inoperable. |
Particle
Cannon |
The
Particle cannon fires vast quantities of super accelerated
sub-atomic particles as a cohesive whole. |
Gauss
Gun |
The
Gauss Gun is a projectile device with extreme range.
The weapon uses carefully timed triple acceleration
chambers, each pumping up the velocity of the projectile
by another factor over the chamber before. |
Macrowave
Pulse Cannon |
The
MP cannon sends out a projectile of charged molten radioactive
material. The ICC uses this weapon mainly because of
its low cost to produce and maintain. |
Psi-Wave
Cannon |
This
K'Luth weapon is a source of mystery. It is a medium
range weapon and consumes 300su of energy per shot.
Its housing is somewhat weak being able to withstand
only 100 points of direct damage before becoming inoperable.
The effect of being hit by a Psi-Cannon is where the
mystery lies, some believe that it makes the crew of
the ship that is hit by the cannon behave in an irrational
manner. Hopefully as more is known regarding the K'Luth
the exact nature of this weapon will be revealed. |
Ion
Tracking Missile |
The
Ion Tracker is a smart missile that homes in on the
ion energy wake trail of space faring vessels generated
by their fusion engines. It uses only 50su of energy
to fire and when it connects does a whopping 4000 points
of damage. The missile is designed with an armor-piercing
tip that upon impact sets off a delayed trigger, this
allows the missile to penetrate the ships hull before
it detonates its payload. As with most missile weapons
range is not as much of a factor as maintaining a lock
on the targeted craft. The Ion Tracker housing and firing
mechanism can withstand up to 400 points of direct damage
before becoming inoperable. |
Proton
Cruise Missile |
This
missile is available for both UGTO and ICC Fleets. It
is capable of locking onto a target across an entire
solar system and is smart as well. It can be used against
planets in order to depopulate them, and also makes
a supreme ship-to-ship weapon capable of dealing out
4000 points of damage when detonated. The payload of
the Proton Cruise Missile is similar to that of the
Ion-Tracker missile. Energy consumption is not as expensive
as one might think being only 50gu. The Proton Cruise
Missiles housing unit is capable of taking up to 400
points of direct damage before becoming inoperable.
The only drawback when considering this weapon is that
it takes a long time to reload and reconfigure the targeting
computer between shots. |
SABOT Rocket |
The
SABOT rocket is a small unguided missile, it is a fairly
quick projectile, however its damage is mediocre at
only 130 points per shot. Its main allure is the fact
that it requires no energy to fire as the rocket itself
supplies the propulsion. The Sabots encasement is reinforced
and can sustain 460 points of direct damage before becoming
inoperable. |
Anti-Sensor
Missile |
The
Anti-Sensor missile is a smart missile that homes in
on the sensor/radar equipment of the targeted vessel.
It requires no energy to fire, but when compared to
other missiles does far less damage than what would
be expected, only 1100 points. What it lacks in punch
it makes up for in doggedness, it will stay on the trail
of its target for quite a long time before losing its
lock. This is because the advanced guidance systems
of the missile require more of the space that would
normally be used for payload. The housing and firing
mechanism is somewhat frail and can only withstand 150
points of damage before becoming inoperable. |
Proton
Torpedo |
This
weapon is a very useful mid-range device. Delivering
the same type of payload as the Proton Cruise Missile
(even if it is not as large) it is a respectable weapon |
Fusion Torpedo |
The
Fusion Torpedo is the mainstay of the ICC fleet. It
is an old-fashioned "small" nuke device. It
makes up for its high-energy consumption with its rapid
firing rate and high damage. |
Anti-Matter
Torpedo |
The
Anti-Matter Torpedo is the most dreaded of the K'Luth
arsenal. Energy cost is slightly high. It has a long
range and will track its target. |
|
Weapons
Name |
Description |
Electromagnetic
Pulse Mines |
The
EMP mine is a low energy-consuming device (only 20su)
that is primarily used to guard sensitive areas. It
works by releasing a huge electrical charge when encountered.
If a vessel runs into an EMP mine they suffer 300 points
of damage. The EMP mine is stationary when deployed,
however plans are in the works to make seeker EMP mines
that would chase down any craft coming too close. The
EMP mine can withstand 220 points of damage before becoming
inoperable. |
Thermonuclear
Mines |
The
"nuke" mine is used by the ICC to discourage
incursions into sensitive areas. Energy cost per deployment
is only 20su. It is a stationary device, staying where
placed and relying on its obscurity to lead enemy ships
into hitting it. The mine deployment device is small
and can only sustain 60 points of direct damage before
becoming inoperable. The appealing factor of this weapon
is the vast amount of damage it deals when it scores
a hit, 1200 points. |
MiRV Fusion Bomb |
The
Mirv Fusion Bomb is a planetary anti-personnel device.
Energy consumption is low at only 10su. It has an incredible
range, and if it somehow manages to score a hit against
a vessel causes 2600 points of damage. Its primary use
is to remove armies from hostile planets prior to dropping
friendly troops. When deployed it creates a wave of
intense atomically engineered lethal radiation with
a half-life measured in minutes, this allows follow
up troops to be deployed with no risk of contamination.
The Mirv Bomb can withstand up to 900 points of damage
before becoming inoperable. |
Bio-Cluser
Bomb |
This
is the K'Luth most dreaded anti-personnel device. It
is a fast acting biological weapon capable of quick
and mass depopulation of planetary targets. Upon entering
the atmosphere of the targeted planet it breaks into
many smaller bomblet pods that swarm outward to spread
their destruction. It uses little energy to deploy,
only 10su. The bomb bay can sustain 350 points of damage
before becoming inoperable. |
Special
Weapons Systems
|
Weapons
Name |
Desciption |
Beacons |
Beacons
are only found on scout class ships. They are used to
"tag" an enemy planet or ship. With
this tag, friendly ships can detect a "tagged"
enemy object on their navigation screens, even if they
are at a great distance away from that object. Scouts
are the only class of ship outfitted with these beacons
because they are small and quick, and easily break into
enemy space. |
Electromagnetic
Pulse |
The
Electromagnetic Pulse device is controlled by the UGTO.
This device emits a strong EMP outward from the
ship. It damage radius is 200 gu, and will take down
a ships hull and systems. However, the recharge rate
on this device is very slow, and can be used only once
every so often. |
Pulse
Shield |
Developed
by the ICC, this device is mainly used for defensive
purposes. It emits a pulse from the center of the ship
that destroys any projectile object within a 100 gu
radius of the ship. This can be very helpful when an
ICC ship is being rained on by a UGTO Missile Cruiser. |
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