INTACT Ship Armory

From Sphere
Jump to navigation Jump to search

Anti-Air Weapons

Kinetic Weapons

Kinetic-kill weapons are less common on warships than on mobile weapons due to their ammunition requirements and the relative ease of using energy weapons on large platforms. Most ships that feature kinetic AAA are older or are otherwise low-performance, though some design schools remain wedded to the 'wall of flak' philosophy.

Turreted Heavy Autorail

Accuracy: 0
Burst: 4
Range: 12
Penetration: 8D10
Strength: 0
Draw: 0
Charge: 0
Special: Assault 3

Gatling Array

Accuracy: +1
Burst: 8
Range: 5
Penetration: 5D10
Strength: 0
Draw: 0
Charge: 0
Special: Assault 2

Scattercannon

Accuracy: -1
Burst: 0
Range: 3
Penetration: 6D8
Strength: 0
Size: 3
Draw: 0
Charge: 0
Special: Scatter 1

Light Missile

Accuracy: -2
Burst: 0
Range: 20 (max)
Penetration: 6D10
Strength: 1
Size: 1
Draw: 0
Charge: 0
Special: Single Shot (disposable)

Heavy Missile

Accuracy: -1
Burst: 0
Range: 30 (max)
Penetration: 10D10
Strength: 3
Size: 2
Draw: 0
Charge: 0
Special: Single Shot (disposable)

Energy Weapons

Energy weapons have been the norm on most warships since before the System War, the large reactor and capacitor banks on warships easily supporting extensive energy weapon armament. The intrinsic accuracy of energy weapons also makes them preffered in the AAA role. The introduction of alpha capacitors by the League - normally behind the Solar Federation in energy technology - has given a boost to notoriously lightly-armed League warships.

Turreted Beam Gatling

Accuracy: +1
Burst: 8
Range: 6
Penetration: 5D10
Strength: 0
Draw: 0
Charge: 1
Special: Armor Piercing 2, Assault 2

Turreted Burst Cannon

Accuracy: 0
Burst: 3
Range: 12
Penetration: 6D10
Strength: 0
Draw: 0
Charge: 1
Special: Armor Piercing 2, Assault 3

Scattering Beam Array

Accuracy: -1
Burst: 0
Range: 6
Penetration: 5D10
Strength: 0
Draw: 0
Charge: 1
Special: Armor Piercing 2, Scatter 1

Exotic Weapons

'Exotic' is often shorthand for 'stolen or reverse-engineered from Posthuman technologies', though some Nephilim weapons would also fall under this. They tend to exhibit unusual and difficult-to-replicate abilities and require Omega dust or similarly rare materials. Furthermore, the firmware for them is typically difficult (or outright impossible) to program, combining to make them curiosities more than main-line weapons.

Phalanx Array

Accuracy: -1
Burst: 6
Range: 6
Penetration: 5D10
Strength: 0
Draw: 0
Charge: 1
Special: Armor Piercing 2, Assault 2

Anti-Ship Weapons

Kinetic Weapons

Massdriver

Accuracy: +2
Burst: 0
Range: 25
Penetration: 8D12
Strength: 2
Draw: 0
Charge: 1
Special: May be used as artillery

Railcannon

Accuracy: +2
Burst: 0
Range: 25
Penetration: 6D12 [3]
Strength: 2
Draw: 0
Charge: 1
Special: Scatter 3

Energy Weapons

'Artillery' type energy weapons are almost always limited to starships, where they make up the primary armament of most warships.

Beam Cannon

Accuracy: +2
Burst: 0
Range: 25
Penetration: 6D12 [2]
Strength: 2
Draw: 1
Charge: 2
Special: Armor Piercing 3, Scatter 3

Positron Cannon

Accuracy: +3
Burst: 0
Range: 25
Penetration: 8D20 [5]
Strength: 10
Draw: 3
Charge: 10
Special: Armor Piercing 3

Exotic Weapons

Scalar Cannon

Accuracy: +1
Burst: 0
Range: 25
Penetration: 6D12 [2]
Strength: 2
Draw: 1
Charge: 2
Special: Armor Piercing 2, Shield Piercing 2, Scatter 3, Alpha Capacitor 3