Post by Carlos on Nov 20, 2012 21:11:54 GMT -6
Sensor Arrays
Basic Nav and Space Communication
Essential sensors and communication consoles and equipment. It would simply be near impossible for a ship to navigate the stars without even this basic setup. Even so, it suffers from radiation interference, and is very susceptible to electronic countermeasures. Close proximity to stars or nebula can render the system blind and deaf.
Military Sensor Array
Represents a general take on military grade sensor arrays of use in the various factions of the known galaxy. A greater range then civilian models. Basic countermeasures to electronic warfare and radiation.
Full Spectrum Sensor Array
These sensor arrays use many different types of sensors to detect things normally overlooked. Able to detect precise locations of generators on a ship. Even including the use of particle painting techniques to detect hidden enemies. Often scientific ships or explorer ships make use of these.
Long Range Sensor Array
The equipment for these are larger and more complex. Combined with high energy to give them a much farther detection radiance then conventional radar. They are however not as able to deal with electronic countermeasures. Particularly at long range, intermediate countermeasures, can often fool these sensors.
Electronic Countermeasures
Basic ECM
Often used as a standard in mid size ships. Simply to reduce the effectiveness of enemy sensors. Though they can't mask the position of the ship from them, but they reduce the accuracy of the sensors, and the details they garner from their scans. Battles waged over long distances cause delays in information returns, combined with this simple ECM, it can make for far less accurate attacks.
Intermediate ECM
A more sophisticated and powerful ECM. Able to broadcast over an area capable of covering a few ships. If an enemy guided missile enters the area, it's connection to her mothership is severely hampered, resulting in the missile's on board guidance system taking over. Which is usually less capable and not strongly shielded. Missiles will still make adjustments and even engage in evasive maneuvers on their attack runs. But be less effective.
Advanced ECM
Able to cast a somewhat wider area of interference or use a smaller area to do a more powerful area affect. This more powerful effect greatly disrupts on board guidance systems of missiles to the point of nearly being turned into unguided rockets. If a missile were to be programmed to execute a round about attack from an exotic angle, it would likely miss entirely. This ECM is also very capable evading long range scans entirely.
Unguided Rockets
Forgoing on board guidance, communications, or advanced maneuvering thrusters. Instead using all of the space to pack in as much explosive and fuel as they can. These weapons have to be aimed before hand and set on a course.
Guided Missile Systems
Provided there is no strong ECM, these missiles can take on intricate courses, even engage in evasive maneuvers in the face of anti-missile fire. These missiles can receive instructions on the fly from the ship that fired them. Though they do not have the explosive power of rockets, they are able to hit vulnerable spots more accurately, again provided there isn't strong ECM.
Particle Beam
Particles that possess mass are accumulated and then accelerated out at an enemy. They possess a longer range then bolt particles, but shorter then lasers and other long range weapons. In essence these act like a stream of particles with physical mass that also create great friction, resulting in a super heated stream.
Bolt Particle Launcher
Using advanced magnetic field techniques, particles are compressed into a somewhat unstable "bolt", then propelled out at high velocity. The effect is the equivalent of a railgun's penetration with an explosive discharge of particles that have mass and heat. They are however medium range weapons.
Plasma Launchers
For the destructive power these weapons can deliver. These weapons are fairly easy to construct provided the basic technology is available. Plasma can be drawn from reactors, then essentially accelerated out either in bursts or a very short range stream of plasma. The plasma will burn through anything it comes in contact with. Sometimes a specialized metal is added to the plasma so that when it loses it's heat, the area it damaged is coated in metal strands, greatly hindering repairs.
Plasma Capsule Railgun
Combining the long range of railguns with the destructive nature of super heated plasma. Using a specially designed polymer plasteel capsule. Plasma is injected into said capsule and then fired with a railgun. This gives plasma, which is either short or very short ranged, long range capability. Because the capsules are slowly eaten away by the plasma, the injection process has to be done during firing, reducing the rate of fire.
Laser Beam Weaponry
A classic weapon employed by humans. Though one might think it would have excellent penetration. It's beam vaporizes armor, the vapor disrupts the beam, this is worse if it breaches a compartment at the same time as the atmosphere vented from inside exits the hole at high velocity. Thus further disrupting the beam. However laser beams can rake the length of ships. Making them good at causing collateral damage to armor and any weapons or systems located on the surface of the ship.
Pulsed Laser Weapons
A popular variant of laser weapons. Instead of a continuous beam, it fires several short beams at a higher rate of fire. The time between shots, combined with added cooling and power, these weapons achieve an appreciably higher rate of fire. The downside is that they lack the penetrating power and range. Though the Heavy variant has been known to shred lightly armored ships.
Railguns
Another Classic Human weapon. Using magnetic accelerate a metal munition is delivered at extreme velocity. These weapons have high penetration value against armor. Able to even go through more then one compartment.
Projection Screens
Much like a video projector, but instead of light, it projects charged particles. The particles are accelerated out to reduce oncoming enemy attacks. Able to aide in dispersing particle beams and lasers or slowing the speed of high velocity solid attacks. The particles projected can be spread out over the surface of one side of a ship. Or concentrated over a smaller area for a more powerful defense. However the latter is harder to achieve against high speed attacks. It is not uncommon for ships to have more then one projector on a side to increase the effect.
Basic Nav and Space Communication
Essential sensors and communication consoles and equipment. It would simply be near impossible for a ship to navigate the stars without even this basic setup. Even so, it suffers from radiation interference, and is very susceptible to electronic countermeasures. Close proximity to stars or nebula can render the system blind and deaf.
Military Sensor Array
Represents a general take on military grade sensor arrays of use in the various factions of the known galaxy. A greater range then civilian models. Basic countermeasures to electronic warfare and radiation.
Full Spectrum Sensor Array
These sensor arrays use many different types of sensors to detect things normally overlooked. Able to detect precise locations of generators on a ship. Even including the use of particle painting techniques to detect hidden enemies. Often scientific ships or explorer ships make use of these.
Long Range Sensor Array
The equipment for these are larger and more complex. Combined with high energy to give them a much farther detection radiance then conventional radar. They are however not as able to deal with electronic countermeasures. Particularly at long range, intermediate countermeasures, can often fool these sensors.
Electronic Countermeasures
Basic ECM
Often used as a standard in mid size ships. Simply to reduce the effectiveness of enemy sensors. Though they can't mask the position of the ship from them, but they reduce the accuracy of the sensors, and the details they garner from their scans. Battles waged over long distances cause delays in information returns, combined with this simple ECM, it can make for far less accurate attacks.
Intermediate ECM
A more sophisticated and powerful ECM. Able to broadcast over an area capable of covering a few ships. If an enemy guided missile enters the area, it's connection to her mothership is severely hampered, resulting in the missile's on board guidance system taking over. Which is usually less capable and not strongly shielded. Missiles will still make adjustments and even engage in evasive maneuvers on their attack runs. But be less effective.
Advanced ECM
Able to cast a somewhat wider area of interference or use a smaller area to do a more powerful area affect. This more powerful effect greatly disrupts on board guidance systems of missiles to the point of nearly being turned into unguided rockets. If a missile were to be programmed to execute a round about attack from an exotic angle, it would likely miss entirely. This ECM is also very capable evading long range scans entirely.
Unguided Rockets
Forgoing on board guidance, communications, or advanced maneuvering thrusters. Instead using all of the space to pack in as much explosive and fuel as they can. These weapons have to be aimed before hand and set on a course.
Guided Missile Systems
Provided there is no strong ECM, these missiles can take on intricate courses, even engage in evasive maneuvers in the face of anti-missile fire. These missiles can receive instructions on the fly from the ship that fired them. Though they do not have the explosive power of rockets, they are able to hit vulnerable spots more accurately, again provided there isn't strong ECM.
Particle Beam
Particles that possess mass are accumulated and then accelerated out at an enemy. They possess a longer range then bolt particles, but shorter then lasers and other long range weapons. In essence these act like a stream of particles with physical mass that also create great friction, resulting in a super heated stream.
Bolt Particle Launcher
Using advanced magnetic field techniques, particles are compressed into a somewhat unstable "bolt", then propelled out at high velocity. The effect is the equivalent of a railgun's penetration with an explosive discharge of particles that have mass and heat. They are however medium range weapons.
Plasma Launchers
For the destructive power these weapons can deliver. These weapons are fairly easy to construct provided the basic technology is available. Plasma can be drawn from reactors, then essentially accelerated out either in bursts or a very short range stream of plasma. The plasma will burn through anything it comes in contact with. Sometimes a specialized metal is added to the plasma so that when it loses it's heat, the area it damaged is coated in metal strands, greatly hindering repairs.
Plasma Capsule Railgun
Combining the long range of railguns with the destructive nature of super heated plasma. Using a specially designed polymer plasteel capsule. Plasma is injected into said capsule and then fired with a railgun. This gives plasma, which is either short or very short ranged, long range capability. Because the capsules are slowly eaten away by the plasma, the injection process has to be done during firing, reducing the rate of fire.
Laser Beam Weaponry
A classic weapon employed by humans. Though one might think it would have excellent penetration. It's beam vaporizes armor, the vapor disrupts the beam, this is worse if it breaches a compartment at the same time as the atmosphere vented from inside exits the hole at high velocity. Thus further disrupting the beam. However laser beams can rake the length of ships. Making them good at causing collateral damage to armor and any weapons or systems located on the surface of the ship.
Pulsed Laser Weapons
A popular variant of laser weapons. Instead of a continuous beam, it fires several short beams at a higher rate of fire. The time between shots, combined with added cooling and power, these weapons achieve an appreciably higher rate of fire. The downside is that they lack the penetrating power and range. Though the Heavy variant has been known to shred lightly armored ships.
Railguns
Another Classic Human weapon. Using magnetic accelerate a metal munition is delivered at extreme velocity. These weapons have high penetration value against armor. Able to even go through more then one compartment.
Projection Screens
Much like a video projector, but instead of light, it projects charged particles. The particles are accelerated out to reduce oncoming enemy attacks. Able to aide in dispersing particle beams and lasers or slowing the speed of high velocity solid attacks. The particles projected can be spread out over the surface of one side of a ship. Or concentrated over a smaller area for a more powerful defense. However the latter is harder to achieve against high speed attacks. It is not uncommon for ships to have more then one projector on a side to increase the effect.