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DispatchFactbookMilitary

by The Federal Republic of Rathoria. . 24 reads.

All Military Weapons with Descriptions

Note: all weapons are listed in alphabetical order

Vehicular Weapons
ARES missile: A high-explosive guided missile often used by large warships in pods of 12-60 (12 missiles in up to 5 chambers each), but can be found on a few smaller craft (example—Dragonfire fighters). Each missile carries an antimatter warhead with approximately the explosive power of 80 tons of TNT, but is not known for throwing much shrapnel or sub-munitions. The missiles are guided via their own ingrained sensor systems, but this can be overridden by the ship that fired them for a more conventional laser or radar guided approach.

Avalanche Light Mortar: A long range ground-to-ground vehicle mounted artillery system. Launches a spread of four pods in an arcing trajectory. These pods detonate several dozen meters above the ground, spraying shrapnel and superheated plasma in a downward cone. Surpassingly effective against infantry and light vehicles.

Cascade Heavy Mortar: A long range ground-to-ground vehicle mounted artillery system. Uses electromagnetic rails to propel a large tungsten-steel shell with a hyper-dense nose in a high arc. The shell streaks down onto its target nearly vertically, punching through whatever stands in its way, and detonates violently with the force of 20 tons of TNT.

Cesium-Splinter Torpedo: Affectionately known to Naval weapons crews as a "Charlie Foxer", this is the go-to torpedo for combat situations. While other variants are best known for their stealth capabilities or WMD status, this one is multifaceted in its ship-killing design. Built with minimal maneuverability but powerful acceleration, the CS Torpedo is best used at relatively short to mid ranges. On nearing its target, the torpedo deploys a dozen splinter-like shards behind it. These sub-munitions are the torpedo's primary payload and will spread out to maximize area of effect, while still sticking near enough together to all create one large hole in the enemy's hull. What remains of the torp's body jets forward, using its cesium penetrator to burrow into shielding and disable it while the splinters slam into the hull and detonate violently.

Coilgun (light): A coilgun uses electrically charged coiled wires to generate a magnetic field, which can propel a metal slug to extreme speeds. The light variant of the coilgun is generally used for smaller vehicles and is occasionally handheld, although the dedicated infantry form is heavily modified. This variant can propel 2cmX4cm cylindrical tungsten-steel slugs up to speeds of 3,900 m/s, and can maintain a rate of fire of 7 rounds per second for up to 57 seconds, when it is forced to slow down due to overheating.

Coilgun: The big brother to the light variant but the little cousin of the LRD-7, and less used than either. Generally fires 8cmX21cm tungsten-steel shells (comparable to 0.2 tons of TNT) up to speeds of 9,400 m/s. Fires up to 1 round every 3 seconds, as it does not utilize as efficient a cooling or reloading system as other variants.

Energy Projector: The most powerful energy weapon created. It fires a silvery-blue beam of pure energy with 3,650,000,000 kilojoules spread out over 0.5 seconds. The beam is only about 20 centimeters wide, but that does not stop it from tearing through entire ships at extreme range. Traveling at twice the speed of light, energy projectors can reliably hit their targets from 17,990,000 kilometers away. Fortunately, this beam requires immense amounts of energy to fire and takes a good several minutes to cool down after each use. Few ships are able to wield energy projectors efficiently, but those that do can wreak havoc on the battlefield (the SLAY supercarrier comes to mind here).

ESD: The Electro-Static Discharge unit uses a series of moving belts to generate a powerful electric charge, up to 17.3 billion watts. The operator projects a magnetically-induced plane of ions, then discharges the ESD to a specified location in that field.

Flak Turret: A gas-powered cannon that fires superheated semi-molten clumps of iron at 600 meters per second. Designed for stopping missiles, flak turrets track incoming projectiles with the help of an integrated Tier-I AI and fire into their projected path. They have a firing rate of nearly 3 shots a second.

HADES-II rocket: A high-explosive unguided rocket used by many atmospheric craft, and is most often deployed using a pod of 24 rockets. The rockets have internal impact-detonators and an explosive yield equivalent to that of half a ton of TNT. HADES-II rockets are designed for use in high-energy environments, and thus have no electrical components that can be compromised by energy fields.

HADES-III rocket: Guided versions of the more popular HADES-II. The necessity of a guidance package slightly increases the size of each individual rocket, reducing the capacity of a standard pod to 18 rockets. These are much more accurate and maneuverable than their linear counterparts, but are vulnerable to EMP and classic countermeasures (chaff, smoke, etc.).

Hyper-Kinetic PDT: Also known simply as a PDT, this is a five-barreled gauss cannon that is most often seen attached to larger capital ships and can fire at 15 rounds per second. Each projectile is equivalent to that of a Bofors 40mm round in size and shape, although they are made of tungsten-steel, propelled at 11,200 m/s, and have a small bursting charge (0.08 tons of TNT). PDTs are used by large ships to protect them from the smaller variants of capital ships, some of which mount them as offensive weapons.

Ion Beam:

Ion Bomb:

Laser Cannon (heavy): A long-barreled laser emitter with a high energy level. The beam it generates is powerful enough to burn through 30 centimeters of tungsten-steel armor in just a second. Unfortunately, it's not a very efficient design, as it takes a lot of power and heats up extremely rapidly. Due to these constraints, it is configured to only fire in 0.3 second pulses. Even then, it takes a good five or so seconds to cool down.

Linear Energy Repeater: A slim, rapid-firing energy cannon. Built to take the role of traditional projectile autocannons, this fires in quick 9 round bursts, each lasting only 0.9 seconds. The weapon fires streamlined bolts of compressed energy, adept at both taking down shields and melting through armor plating. Between each burst, the repeater takes 0.33 seconds to vent heat, allowing it to continue firing indefinitely.

LRD-7 Coilgun: A very powerful coilgun used by large warships and orbital defense platforms. The seventh generation model of its series, this weapon launches a 300 ton projectile of tungsten-steel with a depleted uranium core at 25,000 m/s, although it has a cooldown/reload time of 3.55 seconds between shots. The LRD-7 can punch through most armor plating and overwhelms most shields in a single shot, making it a very effective anti-ship weapon. (For an example, this is similar to the ASB in FTL:Faster Than Light)

NEMESIS Missile: An extremely large, extremely powerful, long-range missile designed for annihilating capital ships. About 18.3 meters long with an antimatter charge as strong as 350 ARES warheads and capable of accelerating many times greater than warships' impulse drives, each missile is capable of seeking out it's target over thousands of kilometers and leaving a pretty big dent. It is equipped with an onboard tracking computer and sensor suite, though it does require a target lock to be verified before being fired. Unlike ARES missiles, the NEMESIS is incapable of changing targets on a whim and lacks much evasion capacity, though travels at much higher speeds and has several efficient countermeasures.

Particle Beam (light): The weakest beam weapon capable of significant damage against armor and systems, this fires a narrow stream of highly charged particles. While the beam is naturally a bright yellow, it is theoretically possible to remove the color altogether and make it invisible, at the cost of much of the weapon's power. Particle beams cut through materials not unlike a laser, but with a higher damage-output-per-kilowatt-hour. At the same time, whereas lasers are able to slip past shielding, particle beams do not share the same advantage. The light particle beam configuration has the capacity to cut through traditional titanium battleplate at a rate of 12 cm per minute of continuous fire at a singular location. Due to their design, particle beams do not overheat and can continue to fire as long as there are particles to be fed into them.

Particle Beam (heavy): A much more powerful version of the light particle beam that is usually mounted on warships. This configuration has the capacity to cut through traditional titanium battleplate at a rate of 41 cm per minute.

Photon Cannon: A relatively light weapon that is used by small craft and occasionally as a mounted turret. It fires an intense burst of charged photons (which travel at the speed of light) at its target. While not doing much kinetic damage, the intense heat of this weapon can slag steel quite easily, and it is known to take down light shielding extremely quickly. An advantage of the photon cannon is that it has an advanced cooling system that allows it to fire quite rapidly compared to other high-energy weapons (2 shots per second).

Plasma Accelerator:

Plasma Boltcaster: This weapon fires bolts of plasma that explode on impact. Most often used on fighters and interceptors, the plasma boltcaster is the smallest plasma weapon used by both Rathoria and the Coalition, and is highly energy efficient. Taking this into account, the blast is surprisingly large, spraying a radius of 4 meters with superheated plasma. The plasma bolts also have the advantage of being very hot, making the damage much more substantial against unshielded targets. Unfortunately, the plasma boltcaster's unique design results in it being nearly ineffective against even the weakest of shields.

Plasma Cannon:

Plasma Compression Beam:

Plasma Cube: A small plasma bomb that uses a similar detonation technique to the plasma torpedo, but at a much lesser level. The device looks like a glowing cube of blue glass and can be triggered via timer or with sufficient impact, releasing a blast wave of ultrahot plasma and scouring an area 7 meters around the cube's location.

Plasma Torpedo: An unguided but extremely powerful energy-based projectile. Fairly swift and immune to traditional defensive systems, plasma torpedoes have been known to vaporize or at least severely cripple entire ships. Despite their obvious usefulness, they are notoriously unstable and difficult to manufacture, making it a risk to even load one aboard a ship. There have been many documented cases of unfortunate conditions resulting in premature detonation. Plasma torpedoes are contained within a titanium shell in an effort to reduce risk, which splits open and releases the torpedo on launch. The actual torpedo is composed of a small amount of plasma and a store of energy within a containment field. On impact, the containment field dissipates, allowing the plasma to act as a catalyst for the energy and creating an ultra-hot (reaching temperatures nearing 900 milling degrees Kelvin) blast wave of plasma. The containment field is extremely finicky, allowing most projectiles to pass through without any effect. As such, the only effective defenses against a plasma torpedo are to dodge or sustain fire from an energy beam into the containment field. As with other torpedoes, this can be fired from a cloaked vessel with only a small flash of light.

Point Defense Laser: A small, four-pronged laser emplacement usually controlled by an AI for defense against fighters and interceptors. After locking on to its target, the prongs will each fire continuous beams that converge inside the target. The goal of this is to shred enemy craft efficiently and leave a very small survival chance. Because this is a laser weapon, it will pass through most shielding but is practically useless against warship armor.

Railgun (light):

Railgun (heavy):

RAVUM Mine: A stealthed anti-ship mine. RAVUM mines use a powerful cloaking technology to slip past most shielding and detonate against ships' hulls. Unfortunately, this type of stealth requires that the mines move extremely slowly and only hides them from energy fields, so dedicated sensor sweeps in the area are fairly likely to detect them. Generally they will be deployed by a specifically tasked frigate, but destroyers and cruisers carry small stores of mines just in case they are needed. RAVUM mines utilize stealth scans to detect when vessels are nearby, then use micro-bursts from gas thrusters to maneuver closer. Once the mine's miniature computer determines it is close enough, it detonates the antimatter bomb inside. The explosive yield is similar to 140 tons of TNT, and throws thousands of nine-inch tungsten-steel shards to shred whatever is nearby.

Shredder Bomb: A small explosive charge, approximately twice as powerful as a modern fragmentation grenade. Launches hundreds of jagged tungsten-steel shards on detonation.

SRV Missile: Lesser in power and popularity than the ARES missile, this weapon's purpose is actually to shoot down other aerial objects. Rather than detonating on or near its target, the SRV bursts dozens of meters away and sprays hundreds of shredder bombs in a forward cone.

Stun Beam (heavy):

Twin Scythe Autocannon:

White Fury Torpedo: A high-explosive self-guided torpedo useful for surprise attacks. Contains no true propulsion system, only small gas jets for maneuvering. White fury torpedoes have an antimatter warhead with approximately the explosive power of 120 tons of TNT. They have two different methods of guidance, passive and active. Passive guidance uses a sensor suite to watch for energy and signal emissions from ships and tweaks the torpedo's trajectory to put it on a collision course. When using passive guidance, white fury torpedoes are extremely hard to detect as they are chilled to match the environment while in their tubes and have no emissions of their own. If all ships in the area are running silent and the torpedo has no obvious target, it will switch to active guidance, sending out sensor pings to find targets. This makes it much more visible, however, and without a propulsion system cannot easily evade counter-fire.

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Man Portable Weapons
Avalanche-II Plasma Mortar: A smaller, man-portable version of the Avalanche Light Mortar. Launches only 1 pod in a similar trajectory, though with a lesser range. Weighs 24 kilograms, requiring a two man team to move and operate.

Alcotte Energy Sidearm: The standard issue sidearm for the Rathorian military. Fires bolts of compressed energy that are significantly weaker than those fired by the Van-Tar Kkd7, although the Alcotte's semiautomatic nature allows it to come close to matching the Van-Tar's rate of fire given a quick trigger finger. This weapon has an effective range of 160 meters, and is shaped sorta like Halo's boltshot.

Multi-Use Baton: Exactly what it sounds like, a metal baton with a multitude of uses. Can double as a flashlight, radiation detector, emergency defibrillator, stimulant and adrenaline injector, electrified stun baton, emergency beacon, and crowbar.

C55 Kinetic Dispersion Rifle:

ESR: An archaic weapon from the Imperial Astraryn Dominion noted for its brutality. The Electro-Static Rifle quickly builds up a powerful electric charge and releases into a designated target within 30 meters. While designated "less than lethal", this weapon is extremely painful and causes permanent nerve damage in over fifty percent of cases. The ESR is the basis for the tank-mounted ESD.

I4 Anti-Material Coilgun: An extremely powerful but unwieldy sniper rifle. The I4 is just over 2 meters long and weighs nearly 20 kilograms, pushing the limits of the term "man-portable", but is operated by a two man team. Its lack of maneuverability is accounted and more than made up for by the massive barrel of electromagnetic coils that work to propel a shaped 5.5cmX15cm depleted uranium slug with a tungsten-steel core at 3,000 m/s. The weapon has pinpoint accuracy up to 4,220 meters, assuming sufficient height to account for gravity.

Medveölő Kinetic Sidearm:

Parnisek Energy Rifle: A mid-ranged marksman weapon. Where the Van-Tar Kkd7 fires rapid, yellow bolts of low-intensity energy, the Parnisek is a much slower, heavier firing weapon. While its energy bolts travel at the same speed, they are substantially more powerful and bluish in color. The weapon can only fire 1.2 bolts per second, making it much less effective against armored vehicles, but each bolt is more than capable of taking a person's head off. The Parnisek's effective range is also greatly increased by the higher-intensity rounds, operating efficiently up to 600 meters.

R5B Kinetic Rifle: A specialized coilgun with many similarities to a submachine gun. The R5B boasts relatively few electromagnetic coils and a uniquely small ammunition, but fires extremely quickly and is near silent. Its pair of coils accelerate a tiny 0.25cmX2cm tungsten-steel flechette to 290 m/s, keeping the rounds subsonic and therefore extremely quiet. Although these flechettes lack the capacity to penetrate barricades and tough body armor, the R5B sprays an astonishing 28 darts per second, easily shredding unprotected targets instantly. Unfortunately, the light rounds with such low speed results in an effective range of around 96 meters. Standard magazines give this weapon 800 rounds.

R12 Coilgun: A modified version of the light coilgun. Even with a quadruped shockmount, the R12 has a lower fire rate and muzzle velocity to prevent operators from injury. The R12 is capable of firing 2cmX4cm tungsten-steel slugs at 2,700 m/s. It can maintain a fire rate of 5 rounds per second up to 85 seconds before overheating. It is generally discouraged to use this weapon in situations requiring high mobility, as the gun and mount combined weigh an approximate 38 kilograms, but small repulsion plates can be attached in certain circumstances. This weapon is generally belt-fed, but a pair of 150 round box magazines can be attached.

Slackr Vi3 Kinetic Sidearm: A heavy hitting, mid range handgun. Made to compliment the R5B with greater range and harder hitting rounds with the trade-off of a slower firing speed and more difficulty acquiring precision. The Slackr Vi3 is a slim pistol with a long barrel containing a single electromagnetic coil, capable of accelerating a 1cmX2cm tungsten-steel slug to 335 m/s, just barely remaining subsonic but with enough power to crack most light armor. It is semi-automatic, nothing like the automatic spray of the R5B, but effective up to 150 meters. Standard magazines give this weapon 12 rounds.

Stun Beam:

Van-Tar KKd7 Energy Rifle: The standard issue weapon of the Rathorian military. Firing yellowish bolts of compressed energy, it is a compromise between the semi-projectile nature of plasma weapons and the insubstantiality of lasers. These energy bolts travel very near to the speed of light and and hit pretty hard, but dissipate over distance. They don't hit as hard as a coilgun round or even some chemically propelled bullets, but are able to melt/burn through many substances. This gives the weapon versatility in weakening armor while still being able to punch through flesh. The Van-Tar KKd7 has an effective range of 350 meters and boasts its selective fire capacity, allowing it to fire in two-bolt bursts or thirteen-bolt-per-second automatic sprays.

XMP Kinetic Rifle: Designed to penetrate obstacles and targets at mid to long ranges. A newer adaptation on the Imperial Astraryn Dominion's standard rifle, this coilgun is designed to be more mobile than other powerful coilguns while still providing significant firepower. Uses full-sized 2cmX4cm tungsten-steel slugs at 1030 m/s in semi-automatic fire, up to ranges of 860 meters. Standard magazines give this weapon 30 rounds.

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