Original Post
Here's the compliment to the other thread about defenses. It was getting long, so I decided to break them up.
Space weapons come in four flavors: Guns, lasers, missiles, and traps / mines.
Guns
The downside of guns is that ammunition is finite and takes up mass. The upside is that the guns are cheap and shells do a great amount of damage to oncoming targets, and the energy cost for use is next to nil.
Dumbfire - Travels in a straight line where you point it. Impossible to spoof.
Lidar - Cheap but easy to spoof.
Energy Seeking - Locks on to a source, but if shaken will lock onto any other source. Hard to jam, but easy to spoof near stars, reactors or solar mirrors
Mass Lock - Targets a particular mass. Very hard to shake unless target dumps cargo or components, docks with another target or hides close to gravititational bodies
Image Recognition - Smartest guidance, uses high speed pattern recognition and image processing. Can only spoof with holograms or cloaking. Expensive.
Psionic - Locks onto unique fingerprint of a particular ship. Impossible to evade without psionic cloaks or changing attitude of crew onboard.
There are 3 booster types
Finally, there are 6 casing types
- Hailgun - Fires light rounds in a patterned burst that don't do much damage per shot but wear away targets over time. Available only in small and medium versions.
- Coilgun - Fires superheated shells at a long range. Slow and capable of overheating. Shots impart momentum to target. Power hungry.
- RazorRail - Railgun that fires specialized flechettes with rapid fire capability without overheating. Ammo is expensive.
- Slinger - Low damage poor man's rail launcher which flings asteroid debris at a target. Includes built in crusher for digesting captured asteroids.
- Hazer - Fires superheated, hyperaccelerated powder in a cone which erodes the target. Debris clinging to target continues to erode it over time and has an increased chance of interfering with sensors and emitters. Uses ship's repair nano as ammo. Shields ignore.
- Chem - Cheap, low power chemical laser requires both power and noble gases over time (but you can connect gas tanks to the weapon and get gas from planets and gas giants if you either have a skimmer or configure an emitter into a scoop)
- Particle Beam - Does both energy and force damage, imparts momentum if large enough. Power hungry. Larger version must be connected directly to a fusion reactor.
- Fusion - Powerful laser but must be connected via conduits directly to a fusion reactor on the ship. Active firing over time increases heat, reducing the ship's stealth abilities. Gun can overheat with extended use in red zone.
- Plasmacaster - Mix of sabot and fusion shot, a ball of plasma contained by a decaying shield bubble. Power hungry and expensive.
- Lance - Fast firing, reliable middle of the road laser. Comes in a single color (IR red, UV violet, green, yellow). May be weaker in atmosphere or nebulas.
- Spectrum Laser - Changes colors to do extra damage to changing defenses like Spectrum Shields, and can stay operational despite nebulas or atmospheric interference.
- Rocket - Cheap, small, usually used for defense or light attack.
- Missile - Mainstay, versatility depends on guidance, booster and warhead
- Torpedo - Ranges from heavy shuttle to light frigate in size, usually powered by suicidal AI or kamikaze crew. Can be configured like a ship.
- Chem Explosive - Cheap, easy to obtain, reliable
- Plasmaburst - Expensive, high damage, also does slight EMP
- Fission - Restricted, very high damage, does EMP and thermal damage and leaves radiation clouds. Easy to build / obtain on black market. Unstable, may explode early when launched or not at all. Not available in rocket form.
- Fusion - Like Fission but harder to build and more reliable
- Neutron - Like fusion, but leaves no dirty radiation.
- Antimatter - 2nd largest damage type, very advanced containment required, extremely expensive.
- Singularity - Available only as mine or torpedo. Drags ships to a central point, causing collisions and anything small enough to be instantly destroyed. Hulls capital ships without regard to shields or armor. Can be dispelled by a stream of virtual particles. Eventually evaporates.
- Special - The missile is not really a missile
- Shield - A shield generator shields brother missiles
- EECM - The missile will help cut through jamming
- Cloaking - The missile will cloak brother missiles
- Dummy - A cheap, fake missile to absorb point defense attacks
- Holographic - Throws dummy images and confuses visual targeters
- Turret - Missile doesn't try to hit! Instead it hangs around target firing
- Fueled - Cheap. Limited range. Will eventually runs out of fuel. Chance that missile is recoverable.
- Reactor - Longest range, expensive, contains small fusion reactor. Not available for rockets.
- Hyperkenetic - Travels FTL. Extremely expensive, hard to find, used by militaries.
- Standard - Nothing special
- Stealth - Missile is harder to detect than normal, depending on the tech level
- Armored - Missile is resistant to counter-attack
- Jetted - Extra manuevering thrusters make the missile more agile, increasing it's turn rate and evasion
- Blackjacket - Expensive shield penetrating missile fires an EMP burst just before impact against the shield
- Phasing - Missile phases in and out of normal space at random times, making it difficult to hit but raising the chance that it misses. Attracts Siegers (space monsters).
- External Hardpoint - All weapon types can be externally mounted on a hardpoint, which allows ships to be reconfigured during supply in combat-- but are more likely to be disabled. Ship must have available hardpoints of the right class (small, medium, large)
- Hull Cut - Weapon is embedded in a space cut into the hull. Creates a vulnerability in the facing direction of the weapon. Weapons are fixed (allows smaller cut), or wavering (turns up to 15' each way, but needs bigger hole)
- External Housing - Weapon and ammo is contained in its own housing. Heaviest option, occupies one of the component snap on slots of the ship.
- Retracting - Improved version of hull cut. More expensive. Hides weapons.
- Turret - Flexible, but requires a turret slot. Turrets rotate from 90 to 360 degrees
- Hardpoint Turret - Customizable turret
- Missile Pod - Holds many missiles which can be all fired at once, but if hit while firing may explode in high damage
- Tube - Weakens hull but allows for firing as many missiles as there is cargo space. Loader mechanisms take up space inside ship.
- Crunchshield - Traps ship inside shield, then begins countdown to implode, doing more damage the closer it is. Can be destroyed before countdown
- Fieldcaster - Casts field in an area, causing status like sensor disruption, engine speed reduction, laser range caps, etc.
- Trapshield - Traps ship in shield but generator is outside. Missile fire detonates inside shield, damaging the target ship. Vessels must carve their way out or have an ally destroy the generator.
- Dropshield - Allows a fleeing or attacking ship to block oncoming damage. If a mine, creates a wall. If a missile, pilot can fly behind it.