Ruins of Alien Suns: Weapons of Mass Destruction

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Weapons of Mass Destruction

Or: Why your ship can't kill a planet all by its lonesome.

Despite the popular depiction of spaceships as being weapons of mass destruction unto themselves, the reality is somewhat different: most hulls are no designed for re-entry, so atmospheric ablation typically results in somewhere between 5% and 10% of the original mass of the ship actually impacting land. Most warship missiles are designed to detonate at a range of less than ten meters in order to maximize saturation, so warheads are necessarily sub "tactical yield" things to maximize ability to close range and negate PD solutions. Common lasers and plasma weapons are constrained by reactor output and thermoregulation, so "glassing" a planet, that is to transform the entire surface of a planet into a glassy homogenate barren of life or water is a labor of literal years, if not decades, akin to terraforming. Torpedoes, the most destructive weapons created before the arms race of the 2750s, are slow armored pods that use bomb-pumped grasers to knife through ships- a combination of factors that make them useless for despoiling planets or doing little more than perforating especially large habitats jacketed in sufficient quantities of rock or ice.

Among shipborne weapons only it is only the mighty autocannon, firing nuclear payload shells that achieve criticality by squashing against their targets at supersonic speeds, that comes close to being a genuine weapon of mass destruction. Even then, the results of massed autocannon fire can be dozens of low yield tactical nuclear detonations per minute at best.

Warship weapons are simply not made for such purposes, but to drive off other warships, support conventional forces, silence air defenses and hold territory. To annihilate planets, one must think bigger.

Initial Assets

Player states are assumed to begin with a limited arsenal of unconventional weapons, some of which could be considered WMDs. The options are as follows:

  • Non-Proliferation State: No WMD Arsenal
  • Breakout Only: No WMD Arsenal, can spend Prestige to build new WMDs as per the Breakout Section (see below)
  • Strategic Deterrence: Possesses weapons inside short-range vehicles for in-system engagements
  • Tactical Weapons: Possesses 'tactical yield' weapons that can reliably affect large combat zones or clusters of warships
  • Flexible Response: Possesses a diverse arsenal capable of responding to immediate threats in a variety of manners
  • First Strike Capable: Possesses all possible WMD types, with long-range vehicles capable of being ferried by warships or transiting jump points themselves

UN Taskforces and Transtellars are not typically permitted to have their own weapons of mass destruction with the following exceptions:

  • UN Taskforces may be WMD-Authorized in specific circumstances, which requires spending 5-10 Prestige from individual fleet or shared pools and requesting a resolution from the UN Security Council, which then sets the WMD policy for the singular Taskforce or the whole of the UN in a given theater. Taskforces are always authorized for Tactical WMD usage after being subject to first strike.
  • PMCs typically do not have nuclear arsenals of their own, but may be provided weapons by their clients. Additionally, a PMC can opt to maintain a secret arsenal for their own purposes. This costs 2x and remains highly illegal within the framework of all known weapons proliferation laws. PMCs with WMDs are considered to operate at the highest possible level (i.e.: First Strike Capable).

Arsenals

Arsenals are the broad-strokes, strategic assessment of a state's overall WMD capability. Flexible nanoindustry precludes counting specific warheads, as this number can continuously change to suit the needs of the owning state. Funds are allocated in a freeform manner, similar to Agencies in the intelligence section. Arsenal value is expended when used by a rolled amount, determine by the weapon type deployed, and further degrades every year by 20% (as though the Arsenal were a warship) unless that value is paid as upkeep. States at peace may opt to instead pay 10% in 'low-use maintenance' as though they were generic units instead, but every year of low-use upkeep places a stacking penalty to reliability that does not immediately expire.

Breakout Only states may only spend Prestige on Arsenal value (trading 1 Prestige for the appropriate $ value), and every 'buy' is limited to a single WMD use. Any excess value is wasted.

CounterArsenals are the combination of anti-missile systems, emergency services, infrastructure spending, bunkers and other robust systems designed to negate or inhibit the effectiveness of WMD usages. They are costed the same as Arsenals. Taskforces and PMCs are allowed to maintain Counterarsenals, but must pay upkeep on them.

Example Weapons

Nuclear

Typically fusion warheads, the most common fusion warhead is modified from consumer-grade reactor systems or upsized versions of existing standard missile warheads. Most nuclear weapons are assumed to be inside MIRVs, with significant fuselage armor and decoy systems to counter laser intercept systems.

Battlefield

Battlefield nuclear weapons are small-yield (<100KT) atomic weapons designed to strike moving formations of ground forces, large warships holding orbit at vulnerable ground support altitudes and to deny landing sites.
Cost: 1d6+6
Available Tiers: Tactical Warheads+

Theater

Theater weapons are designed to affect entire territorial regions of a planet contested in war, primarily used to destroy overwhelming formations of ground-support atmospheric warships, as last-resort weapons to break an advance or as area denial.
Cost: 1d10+10
Available Tiers: Breakout Only+

Strategic

Strategic weapons are primarily designed as city-killers and anti-fortification weapons. At this stage only active intercept or evacuation is possible to negate the threat posed to conventional forces. Man and warship alike are subject to the light of the atom, split or united.
Cost: 1d20+20
Available Tiers: Breakout Only+

Planetbusters

Widely seen as impractical, Planetbuster-class nuclear weapons only saw authorization once, in tandem with the atmospheric deprivation weapons used on Praetoria. The name Planetbuster is a misnomer as their primarily use is euphemistically delineated as 'large territorial destruction' and for deployment against extremely deep bunkers and asteroid fortifications. At this stage even fusion weapons have their limits as 'ethical' weapons demonstrated, causing permanent deformation of the landscape and ecological harm, hundred-kilometer blinding flashes and neutron pulses that cause infertility or long-term reproductive damage to entire systems of complex life, not excluding human beings.
Cost:1d100+100
Available Tiers: Flexible Response+

Hell

The Hell-class nuclear weapon is a purely theoretical weapon imagined at the convergence of industrial capacity that only existed in the Verge for a few decades, improvements in reflector and containment systems and the development of practical antimatter. Such a weapon will not destroy a planet but no living person will set foot on it again.
Cost:10d100+1000
Available Tiers: First Strike Capable+

Biological

Biological weapons are not categorized by yield as nuclear weapons are, modern classifications instead refer to level of taboo in their invocation, dating back to WWIII and the great horrors that followed. With some exceptions, biological weapons are completely useless against military targets and any claims to legitimate reasons to possess them are seen as exceptionally suspect. The destruction of Praetoria has lead to widespread proliferation of their various technologies, to the chagrin of many involved.

Profanity

Profanity-class weapons were conceived of in the 20th and 21st centuries as the superpowers of the day imagined ways to compel abnormal behavior among enemy troop through the use of aerosolized pheromones, hormones and other compounds. Current biowarfare uses fast-uptake retroviral gene therapy, often of the same type used in consumer gene clinics, to seed social disorder and break the discipline of units in advance of fighting.
Cost: 1d3+1
Available Tiers: Breakout Only+

Pariah

Pariah-class biological weapons refer to designer diseases with high-transmission rate and acute, persistent symptoms with clear-cut physical manifestations. These may be agonizing, disfiguring or otherwise make socialization difficult, in the case of weaponized strains of illnesses like cholera and leprosy. The purpose of these weapons is rarely to kill, but to place additional pressure on the strained social bonds holding a wartime society together. The rumored Praetorian catgirl virus, which does not exist, would be of this class.
Cost: 1d6+3
Available Tiers: Flexible Response+

Anathema

Anathema-class biological weapons kill. The most common versions are heightened versions of common diseases that push the human body past a metabolic limit through fever, or cause necrosis or immune-response neuropathy. By design, most have extremely long incubation times to maximize spread through a population.
Cost: 1d20+20
Available Tiers: Flexible Response+

Heresy

Heresy-class biological weapons are unusual weapons in that they target a specific person or genetic kin-group and deliver a retroviral payload. The larger and more diverse the target pool, the weaker the inevitable effect. These exotic weapons can be seeded through populations, turning non-target groups into carriers to maximize exposure risk.
Cost: 1d10+5
Available Tiers: Flexible Response+

Desecration

Desecration-class weapons are a shorthand for the varieties of ecosystem-destroying superkudzu, neolocusts and hyperrats cooked up in labs to consume valuable crop surface, food stores, textile fibers and all other valuable materiel, shredding local biodiversity. Due to the concerns of Solarian colonial projects prior to disconect, Desecration Weapons are some of the most illegal, if not most illegal due to their ability to propagate endlessly in any semi-habitable biosphere.
Cost: 1d100+50
Available Tiers: Flexible Response+

Blasphemy

Blasphemy-class biological weapons are designer apex predators and other voracious life, capable of reproduction, territorial denial and genuine threat to military assets. The human capability for Blasphemy weapons is sharply limited at present due to the lack of genebases for their design in native Earth fauna and flora but this is growing as the Verge discovers left-behinds from past alien polities.
Cost: 2d100+200
Available Tiers: First Strike Capable

Damnation

Damnation-class biological weapons combine features from all previous classifications of biological weapons. They are so-called because their end-result is the transformation of the sentient human being into a (sometimes) controllable biological weapon capable of untold harm to itself and others. Some rely on the reanimation of dead flesh into a shambling, cannibalistic state with reduced intelligence, others take more alien and horrific shapes and reshape a living person into something more insectile or animalistic. To date there are no states that have used such weapons and survived. Their use and possession goes against all imaginable norms.
Cost: 5d100+500
Available Tiers: First Strike Capable

Chemical

Chemical weapons are widely seen as outdated and ineffective, usable only as terror weapons. The robust engineered immune systems and sealed equipment available to even the most backwater Verge military makes them even less effective than biological weapons. Only a few have survived into the modern era.

Riot Agents

Riot Agents are the most common unconventional weapons in human space, typically an irritant, agonist or soporific substance in aerosol which affects the target population through skin contact and inhalation. Though pacifying agents are seen as more humane, many states avoid using them as security forces are then made responsible for the safe transportation of dozens to hundreds of sleeping dissidents. Deploy to quell riots. Warning: may cause riots.
Cost: 1
Available Tiers: Any

Nerve Gas

The most popular nerve agents today are often derivatives of ancient Industrial Age compounds, some of which are almost 800 years old. They are typically colorless, odorless and cause agonizing death in a matter of seconds to hours, the chemical makeup tweaked slightly to negate common counteragents. Other variations cause listlessness and a sleep from which the subject never awakens. Typical deployment sizes affect an area the size of a single habitat or urban area.
Cost: 6
Available Tiers: Tactical Weapons

Defoliants

Defoliant agents are ironically enough one of the more militarily useful chemical weapons available. Spraying an AO can eliminate forest cover to prevent ambushes, and follow-up burn-back on dead vegetation can provide a clean landing site. They may also be used to destroy exposed farmland to deny access to food or feedstock crops used for biochemical production. Overuse of defoliants, particularly on planets with unique exogenous biospheres, is considered barbaric.
Cost: 3
Available Tiers: Any

Nanotech

The newest addition to the NNBC designation, nanotech weaponry uses molecular machinery to perform slow but insidious assaults on the built environment.

Grey Goo

Grey Goo weapons are repurposed industrial nanomachinery. The most common version of this weapon is a 'homogenizer' that turns the affected environment, including war materiel, unlucky troops and structures into a low-temperature material like dust, concrete, lumber-like substrate or clay. Despite the theorized danger, human-made Grey Goo weapons are easily defeated via heat or electromagnetic pulses, and are foiled by dense vehicle and warship armor.
Cost: 1d20
Available Tiers: Breakout Only+

Green Goo

Repurposed terraforming nanomachines can be voracious enemies to occupying forces, but have similar vulnerabilities as Grey Goo. Green Goo weapons devour the built environment and replace it with a seedbed suitable to first and second-stage terraforming organisms like lichens and grass, denying the use of roads and other infrastructure and complicating occupation. There exists no record of a even single soldier fatality to Green Goo, though a profoundly unlucky individual in a matter of a few hours might be reduced to a repulsively odorous high-protein sludge.
Cost: 1d20+10
Available Tiers: Breakout Only+