Warfare

From USI-RPG
Revision as of 15:08, 26 April 2007 by Seccour (talk | contribs)
Jump to navigation Jump to search

War, fighting, death, destruction are all part of life. They all exist in the real world, and consequently, they exist in fantasy as well. Mounted weaponary ( Ships, stations, small vehicular, etc ) have evolved in the universe to many forms and methods. This will also cover defensive measures. Details about the warfare Technology can be found in the technology DB. Energy Based Weaponary

Warfare:Weaponry_Ship | Warfare:Weaponry_Personnel | Warfare:Defense | Warfare:Weapon_Tiers

PEC : Partical Emitter Cannon. This energy based weapon takes dense particles and by using directed radiation bursts, ignites them in a blast of energy. The larger the emitter, the larger and more destructive the blast. PEC's can be designed as a disrupter based weapon ( large concentrated blasts at intervals engagements, ) or a beam weapon ( Lower output, longer duration, beam is movable during blast) This weapon is primarily effective against energy based shielding, and semifluid armor.

Laser - Typical high energy beam of light capable precision cutting and slicing.

Ion Cannon - Ionized energy cannons are in a nutshell, inverted PEC. While the effect can be devistating on Tenacious Armor plating , it is inneffective against energy based shielding. Radiation deflectors are an excellent source or protection against these. Rail and Coil Based Wearponary

Rail Accelerator - Rail technology has enabled solid state projectiles to travel as extreme speed, causing destructive power against armor. Against Energy based sheilding, it finds its only weakeness where instead of causing real damage, it merely drains the power reserves, and possibly causes turbulance. Without energy based sheilding, Rail cannons / guns can rip through hulls and armor like a hot knife through butter. Many slugs can be configured in different ways to react according on impact. ( basic ammo rules for example, hollow shells, silver tipped slugs, etc all have different effects from exploding or expanding on impact, to slicing right through causing breaches. Due to the high power of the RAC's ( Rail Accesseletor Cannons ) when fired, the attacking ship will feel small tugs and jolts. Another draw back is often times slugs can be in limited supply on smaller ships. Due tot he knetic nature of the RAC, it poses a mean punch, but fires at a lower rate than its Coil counterpart.

Coil Accelerators - Similar to Rail Technology, Coil accelerators have all the aspects as RAC's. The main difference between the two, is Coil Accelerators shoot a higher rate, and faster, but lack the punch that the RAC's do. There is no Knetic nature to the coil weapons. Self Guilded Based Wearponary (Missle and Torpedo's)

Torpedo - High yeild explosive torpedo's are always at large in the battlespace. Shooting at high velocities and explosive damage make for a formidable weapon. The largest drawback is the slow firerate, and poor manuverability. Although most Torpedo's do have guidance systems, most shoot them with the attempt to finish off a crippled ship, or to explode near an enemy ship in hopes to throw them off guard. Torpedo's are excellent when attacking stations or other stationary targets. Probes and other data collecting devices are often in the form of a torpedo. Some torpedoes can be configured with a limited energy shield. Torpedo's are largly inneffective against shielded targets, but will always cause structural damage in the least, if not hull destruction. Torpedo's are effective against both types of armor.

Missles - Smaller, high explosive ( size comparison ) , high velocity missils are optimal for SFC and SIS ships for engagements. Missils are effective against both types of armor and can be configured in many ways ( Dumb fire, super high velocity; fire and forget tracking, medium velocity ). In the very least against larger unshielded targets, missils will still create holes in armor, and provide enough damage for larger ships to finish off the job. Most ships will carry an inhouse armament of missils for normal tactical engagements. Missles are only highly effective against semifluid armor, and partially effective against Tenacious Amor Plating. Shields and Armor

Energy Shields - Your typical science Fiction shields designed to protect the ship. Energy shields in USI are restricted to the ship only ( no expanding your shields to protect the whole universe) and act like a layer between space and the hull. If you were to ionize a shield, you would see that it practically floats on top of the hull of its ship.

Radiation Deflectors - Modified Energy shields designed soley for replelling the radioactive nature of space. They also work well against heat and ion based attacked ( Cannon, storms, etc. )

Semifluid Armor Plating - Semifluid armor plating is armor that has the ability to form to an impact, increasing structual support outside the blast area, decreasing the impact damage to standard armor. With a computer command, the armor can reseal itself around an impact if a hull breach has occured.

Standard Amor Plating - All around armor plating with good qualities and protection. Almost all ships have at least standard armor plating.

Tenacious Armor Plating - Impact resistant to missles and effective protection against lasers due to density of the armor. Only a Torpedo and Ion cannon prove to be a threat to the protective armor. Because it is heavier armor, only LIS and specially designed ships for battle have it installed. When installed, a ships ability for other tasks begin to decrease. Many sensor equipment cannon be installed on top of Tenacious armor.

Most ships have variants of each armor, putting Tenacious in certain spots and leaving the rest to standard and semifluid. This helps increase the mobility and diversity of a ships nature, while providing maximum protection.

Energy based Weaponary

PEC - Partical Emitter Cannon. This energy based weapon takes dense particles and by using directed radiation bursts, ignites them in a blast of energy. The larger the emitter, the larger and more destructive the blast. PEC's can be designed as a disrupter based weapon ( large concentrated blasts at intervals engagements, ) or a beam weapon (Lower output, longer duration, beam is movable during blast.) PEC's are highly effective for stunning lifeforms without severely injuiring them. They can be used for vaporization, but energy drain is higher.

Laser - Typical high energy beam of light capable precision cutting and slicing. Rail and Coil Wearponary

Rail Accelerator - Rail technology has enabled solid state projectiles (slugs) to travel as extreme speed, causing destructive power against armor. Rail cannons / guns can rip through hulls and armor like a hot knife through butter. Many slugs can be configured in different ways to react according on impact. ( basic ammo rules for example, hollow shells, silver tipped slugs, etc all have different effects from exploding or expanding on impact, to slicing right through causing breaches. One draw back is . Due tot he knetic nature of the RAC, it poses a mean punch, but fires at a lower rate than its Coil counterpart.

Coil Accelerators - Similar to Rail Technology, Coil accelerators have all the aspects as RAC's. The main difference between the two, is Coil Accelerators shoot a higher rate, and faster, but lack the punch that the RAC's do. There is no Knetic nature to the coil weapons. Shields and Amor

Bubble Shields - Bubble shields have the cabability of projecting a tight shield around the wearer which resembles a bubble. When faced against heavy fire, the bubble shield can provide light fire without failing. When confronted with medium on up , the bubble shield will fail without regeneration ability.

Armor - Different types of armor has been created for defense against firepower. As with everything, armor can only protect teh wearer for only so much damage before its useless and doesn't protect anymore. Ability to protect against Coil slugs vs Rails slugs is significantly higher hower.