Wastelands Information Dump [OOC]

Started by Arcalane, July 13, 2006, 06:31:41 AM

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Arcalane

This thread covers the pros, cons and general factors of various weaponry types.

Light Kinetics
Pro: Wide availability, EMP Immunity, Reliable
Con: Poor stopping power v. armoured enemies, outdated, limited ammunition capacities, caliber restrictions

Kinetic weaponry is one of the most common and well-known types of weaponry known. Most use a chemical trigger to propel a projectile (usually a bullet) down the weapon's barrel at very high speeds, breaking the sound barrier on exit, resulting in ever-familiar gunshot noises. Civilians are permitted to own almost all kinds of kinetic weaponry, excluding fully automatic weaponry, heavy support weapons and sniper rifles.

Light Kinetic weaponry covers things from pistols to assault rifles, and Light Kinetics are the most easily acquired weapon, and easy to use. Their main benefits are that their EMP immunity makes them viable post-Fall, and they are rugged, meaning they won't let you down in a fight.

Heavy Kinetics
Pro: Powerful - especially vs. armoured enemies, EMP Immunity
Con: Ammunition is uncommon, outdated

Kinetic weaponry is one of the most common and well-known types of weaponry known. Most use a chemical trigger to propel a projectile (usually a bullet) down the weapon's barrel at very high speeds, breaking the sound barrier on exit, resulting in ever-familiar gunshot noises. Civilians are permitted to own almost all kinds of kinetic weaponry, excluding fully automatic weaponry, heavy support weapons and sniper rifles.

Heavy Kinetics covers recoilless rifles, tank cannons, grenade launchers and the like (but not rocket or missile launchers) and their main benefit is that they are much more effective against armoured enemies than light kinetics, however, ammunition is limited and they are still ineffective against the more recent armour types.

Rocket/Missile Weaponry
Pro: Missiles are guided, Rockets have more firepower
Con: Rockets are unguided, Missiles have less firepower

One of the most ancient forms of weapon designed, rockets are simply a propellant (usually chemical) and a warhead designed to explode on impact. Rockets are unguided, but pack a significant punch. Also in this area of weaponry are missiles – these usually carry a less powerful warhead, but have one major advantage in that they have a guidance mechanism, and thus are more reliable when it comes to hitting their target. Some missiles are laser guided, some heat-seeking, and others camera guided, but all are more accurate than rockets, at the expense of damage capability.

Lasers
Pro: Ignores Armour, Ignites Internal Components, Long Range, Good Accuracy
Con: Slow refire, High laserpower-per-shot consumption, ineffective against organics.

Laser weaponry uses coherent beams of light and heat focused into effective weapons capable of igniting ammunition, fuel, fabrics and so on. Whilst they do minimal physical damage, they heat internal and external components, making metal components scorching hot to the touch, and as mentioned before can ignite ammunition supplies, overheat reactors or set ignite fuel supplies if the "flash point" is reached. Laser weaponry is mostly civilian available, but larger forms are restricted, especially rifles.

Lasers on Adelphus are not your standard Laser - instead, they fire coherent, accurate and long-range beams of heat and light that rapidly heat unshielded targets, igniting and melting internal components, and causing spontaneous combustion, as well as making driving difficult, and often causing weapons to stop firing. As you can imagine, it's not easy to steer when the wheel is red hot.

Lasers are fairly common, but most are not EMP shielded.

Plasmas
Pro: Rapid Fire, Powerful, High Ammunition Capacity
Con: High Ammo Consumption Rate, Poor Range, Overheating

Plasma weaponry uses packets of high-energy plasma (the fourth state of matter) to inflict considerable damage. They do more structural and external damage than Lasers, but are less likely to set internal components alight. Most plasma weaponry is military-grade, due to it's destructive capabilities. All plasma weaponry requires a licence to own, and even then you can only acquire plasma pistol weapons. Rifle weapons are exclusive to the military.

Plasmas are bolts of high-energy plasma, usually orange or green (civilian rated weapons are green, military weapons are orange) depending on classification, type, and plasma temperature. They do a lot of damage and fire very quickly, but this can lead to overheating. A high ammo capacity and the ability to recharge from nearly any source makes them versatile and reliable weapons.

Plasma weapons require a license to own, and even then, civilians only have access to pistol-type weaponry, specifically for civilians. Military plasma weaponry is more powerful and much more effective.

Particle Weaponry
Pro: Combines Laser w/ Plasma, Very Powerful
Con: Slow refire, High power consumption, Heavy

Given the fact Particle Beams are bulky pieces of equipment, they are rarely seen in man-carried variants. They fire high-energy beams of protons or ions. Their main advantage is that they combine the punch of a physical kinetic weapon, like a tank cannon, with the heat-inflicting capabilities of Laser weapons. Particle Beams are strictly for military use, and are usually found on "Avenger" class Main Battle Tanks, and occasionally on the faster "Reaver" class Fast Strike Vehicles.

Particle weapons fire bolts of high-energy particles like protons and ions, combining the kinetic damage of plasma or heavy kinetics with the heating capabilities of Lasers, so even a direct hit that doesn't kill that can be deadly. The main problems are that Particle Weapons consume lots of power with each shot, and fire very slowly. Also, man-carried versions are very rare.

Most are mounted on vehicles.

Railguns/Raildrivers
Pro: Awesomely Powerful, Extremely Accurate, V. Long Range
Con: Huge, Massive power consumption

Restricted to the largest of military vehicles and to turret-based defenses, and for good reasons, Railguns and Raildrivers are massive weapons using electromagnets to hurl projectiles at extremely high speeds – and whilst they're not silent, they are extremely deadly due to the short 'arrival time' for the projectile, and the speeds at which they travel. Nearly any magnetic object can be used as a projectile, but more often than not, specialised rounds are used. Upon impact, they inflict massive amounts of kinetic damage, even without a warhead. Railguns are smaller types of this weapon usually used in vehicles, whereas Raildrivers are more often seen in turrets and coastal defenses, capable of sinking a ship from miles away.

Railguns and Raildrivers are absolutely huge weapons, reserved for only the largest of military vehicles, and defensive turrets. They are extremely accurate and have a very long range, meaning that well-placed guns and drivers can take out nearly anything that comes at them. They consume huge amounts of power with every shot, and are thus unviable as man-carried weapons.

Rumours circulate about a rifle-like Railgun weapon called a "Gauss Rifle". No specifications are known.

Flamethrowers
Pro: Lethal to unshielded Organics.
Con: Fuel is Highly Explosive and uncommon. Practically useless against armoured opponents.

Flamethrowers.. someone once said "The existance of flamethrowers says that someone, somewhere, at sometime said "I need to set that thing on fire, but it's too far away." and they may well have been right. Flamethrowers are excellent for crowd control and clearing dense areas of forest, etc. but they are very ineffective against armoured enemies.

Flamethrowers come in vehicle and man-carried versions. Unless otherwise specified, most do not use napalm or other similar flammable, sticky fuels.

Exotics
Pro: ???
Con: ???

Exotic weaponry is that which fails to fall within any of the fields above. They are either rare, unusual or experimental at best. Notable examples include Arcrifles (a man-portable "Tesla gun"). Other examples include the Particle Rifles and Railrifles – both of which are experimental military technologies, though technically they do fall under Particle Beam and Railgun/Raildriver types.

ITOS

Out of curiosity, do you have jammer 'nades or portable EMPs?
This generic comment was brought to you by:

Malakin


ITOS

Quote from: Malakin on July 13, 2006, 12:25:12 PM
Yeah, jammer nades would be nice ^.^

Punisher + jammers = Chicken VS armor column. :mwaha
This generic comment was brought to you by:

Malakin

#4
lol! you could say the same about the NC. they had the courtyard, i just wanted to see how many jammers i could throw by hand before they instagibed me... Well i made them all run away ! including the BFRs, i actually saved a vs base with nothing more than PJs and jammer nades ^.^

Azlan

I'd have to debate the physics behind some of these designs, but they are good for an RP.

Since you went over the weapons, it would stand to reason that the armour would be the next step.  Additionally the type of vehicles and general technology would be grand too when you have a chance.  Anything else you might thing is important would be good too, as time progresses, I'm sure we'll start adding questions.
"Ha ha! The fun has been doubled!"

Arcalane

#6
I'll admit, most of those were done out of my head, since my main PC is offline (the CPU bit the bullet) and so there's a bit more to them that isn't there, and vice versa. (ie, the Pros and Cons aren't in the original documents)

Hm, shame about the NC though. On Werner, we're stubborn as all hell. The VS seem to be shortsighted, and the TR are thick as bricks. The TR are literally a zerg, no co-ordination as far as I can tell. :P

~~

I'll do vehicles, armour and whatnot when I get a chance, which is not often.

(Although the new CPU should be arriving today)

Magic

Are you going to explain NEXUS to everyone? Granted, that's OOC information and I can't use it, but will you keep it a secret from everyone else?

By the way, Saist still wants the DMFA outfit to be Vanu. (Bleh. Still, better than being Terran.) Anyone voting for NC?
True Magic does not bow down to rules like mana or sacrifice. True Magic bends all rules. I have seen the truth. I am now free forever. (I used to be Doctor Ink. Now stop asking.)

Azlan

#8
I appear to be missing something here... not surprising as I'm usually in the dark about most things.
"Ha ha! The fun has been doubled!"

Arcalane

#9
Quote from: Ink on July 14, 2006, 04:09:08 AM
Are you going to explain NEXUS to everyone? Granted, that's OOC information and I can't use it, but will you keep it a secret from everyone else?

By the way, Saist still wants the DMFA outfit to be Vanu. (Bleh. Still, better than being Terran.) Anyone voting for NC?

NEXUS? I honestly have no idea what you mean. ;) (*ahem*)

My main is an NC on Werner, but I have a TR and a VS on Emerald. It's a clan thing. We have ChaosNC on Werner, and ChaosTR and ChaosVS on Emerald.

Whilst the MCG is fun, purple spandex is icky, and TBH the NC have some of the worst HA weapons in terms of range, whilst the VS have that stupidly lame gun that hurts anyone near the projectile, not just those that get hit by it.

Paladin Sheppard

Nothing big Az just a MMOFPS game called Planetside, while I was playing it was great fun.

Malakin

Quote from: Ink on July 14, 2006, 04:09:08 AM
Are you going to explain NEXUS to everyone? Granted, that's OOC information and I can't use it, but will you keep it a secret from everyone else?

By the way, Saist still wants the DMFA outfit to be Vanu. (Bleh. Still, better than being Terran.) Anyone voting for NC?

Naa, Vs got my vote atm

What is this nexus? sounds intresting !

Arcalane

That'd be telling. And no ruining any surprises yet!

And who says it'll actually be NEXUS, anyway, Ink?

:mwaha

Arcalane

#13
Updated the thread title to reflect it's new purpose. ;)

There are now two descriptions for each category (except in two cases, Rockets/Missiles and Flamethrowers. R/Ms I had forgotten about, and Flamers used to be covered by Exotics, but I moved them into their own category) - the first is the original description I made, the second is the newer one I made from scratch whilst my PC was offline.

Oh, and as a hint, some of the weapons take their inspirations from other games - either as a single weapon, or a line of weaponry.

Not all of them are inspired by other things - so here's the ones that are;

Lasers, Plasmas and Particle Beams.

~~

TAC-15 Squad Interface Headset
The TAC-15 is a newer design of minimal-size, minimal-fuss squad headset unit. The TAC-15 can send and recieve audio and video from other TAC-15's in the area (when they are all set to the same frequency) and drop "nav beacons", which appear on the TAC-15's HUD at all times, with a distance displayed under the name. If the nav is not in the user's line of sight, then an arrow will point to it, or if the nav is behind objects, it will be shaded slightly to indicate it is behind something.

The TAC-15's adjustable headset and earpieces also make it wearable by almost all species.

Arcalane

#14
Name: Avenger
Role: Main Battle Tank
Weapon Information: 1x H. Particle Cannon, 2x Plasma Point-Defense Weapons
Armour Information: 2ft 'Quad-Plate' Tritanium Alloy
Crew: 1 (Datajack-equipped Cyborg) or 3 (Driver, Gunner, PDW Gunner)
Description: The Avenger, the pinnacle of military technology on Adelphus. Durable, Heavily Armed, Reliable. A Heavy Particle Cannon as the main gun, and two Plasma PDWs as anti-infantry defense. In a one-on-one, very few military vehicles match up to the might of the Avenger.

Fortunately, both PDWs are controlled from inside the tank, putting the gunner at no risk from snipers, etc. - just another advantage it has over other tanks.

The primary downfalls are it's low top speed (for a tracked vehicle) and high weight, making transport difficult.

~~

Name: Reaver
Role: Light Assault and Recon
Weapon Information: 1x Particle Cannon (Reaver-PC), 1x Missile Launcher (Reaver-ML) 1x 70mm Cannon, & 1x Plasma Autogun (Reaver-ST or Reaver-CL)
Armour Information: 3in 'Half-Plate' Tritanium Alloy
Crew: 2-5 (Driver, Gunner, 3 Passengers)
Description: The Humvee of Adelphus, the Reaver is fast, flexible, and most of all, deadly. It's main asset is the anti-gravity drive, giving it high top speeds and good acceleration over all terrain. Some Reavers mount a single Particle Cannon, whilst another variant mounts a missile launcher. The most common variant, however, mounts a single 70mm Heavy Kinetic Cannon and a Plasma Autogun. Working in 'wings' of four to six, Reavers can rapidly recon an area, or engage larger enemies whilst passengers open fire with their own weapons.

The major problem with the Reaver is that it is poorly armoured and that the gunner is vulnerable to enemy fire, and the lack of dataports for cyborg multisystem control means that a gunner-less Reaver is a harmless Reaver, especially if it has no other passengers to take the gun.

~~

Name: Phalanx
Role: Troop Transport
Weapon Information: 2 Twin-Linked Heavy AutoPlasma Defense Weapons (sponson-mounted), 1 Twin-Linked Heavy AutoPlasma Turret (part way down the sloped front)
Armour Information: 2ft 'Quad-Plate' Tritanium Alloy
Crew: 3-13 (Driver, 2 Gunners, 10 Passengers)
Description: A slow, but heavily armoured and quite lethal troop transport, the Phalanx can deliver troops - even if there's a torrential downpour. Two sponson sidemounted Twin-Linked Heavy AutoPlasma Guns can make short work of enemy troops whilst still allowing maximum terrain coverage and minimal blindspots. If need be, passengers can even open up the top hatches and fire out, or open the loading door and fire port slots to fire out also.

In terms of appearance, imagine a Space Marine Landraider, with a fully sloped front and deployment from the rear of the vehicle. The Phalanx is longer, shorter and has spaces for troops to fire out the sides or tops if they open hatches.

~~

Name: Vanguard
Role: Anti-Aircraft Support
Weapon Information: Roof-Mounted Quad Flak Cannon.
Armour Information: 2ft 'Quad-Plate' Tritanium Alloy
Crew: 2 (Driver, Gunner)
Description:

~~

Name: Catapult
Role: Fire Support Platform
Weapon Information: 220mm Artillery Cannon (Catapult-AC1), Cruise Missile Launcher (Catapult-CM1) or Missile Volley Array (Catapult-MVA30)
Armour Information: 6in 'Single-Plate' Tritanium Alloy
Crew: 2 (Driver, Fire Support Technician)
Description: Designed as a heavy fire support platform, the Catapult's flatbed can mount one of three different weapons systems - a high-caliber HE artillery gun, a cruise missile launcher, or a missile volley array - and whilst it is capable of dealing out massive devastation, it is slow and poorly armoured, and has very little short range protection, so it must be kept away from enemy forces at all costs. They were highly prized as weapons to capture, but most commanders never hesitated to destroy them if capturing was a needless expenditure of resources.

The Catapult AC-1's primary weapon is a 220mm Artillery Cannon that fires large high-explosive slugs in arcing trajectories. It's very powerful, but fires slowly and has poor accuracy, relatively speaking. It is mostly used for bombarding stationary structures such as defensive weapon towers.

The Catapult CM-1's primary weapon is a Cruise Missile that can follow a series of co-ordinates programmed in either remotely or from the vehicle's control center/cab. The Cruise Missile can also be guided by orbiting satellites using GPS, home in on specific frequency beacons, and follow heat signatures. The beacons can be affixed to structures or vehicles and then activated - a missile programmed to track that beacon's signature will subsequently home in on it. It's range is not as great as submarine- or silo- launched missiles, but it is much more flexible and not as expensive to deploy.

The Catapult MVA-30 launches up to 30 missiles in a highly inaccurate but devastating volley of firepower. It's not very precise, but the blanket-fire effect is very good at softening up incoming forces and dealing with infantry formations.

~~

Name: Lockdown
Role: Selective Support
Weapon Information: EMP Cannon
Armour Information: 9in 'One-Point-Five-Plate' Tritanium Alloy
Crew: 1 (Datajack-equipped Cyborg) or 2 (Driver, Gunner)
Description: One of the more unusual vehicles employed in battle, the Lockdown sports an EMP Cannon that fires pulses of EM, bringing enemy forces to a halt as their systems shut down. The Lockdown has no other defenses or methods of attack, so it must be used in co-ordination with vehicles such as the Avenger or Catapult to fully utilise the vehicle's EMP Cannon.

~~

Name: Ares
Role: Ultraheavy Powered Armour
Weapon Information: Variable
Armour Information: 1ft 'Double-Plate' Tritanium Alloy
Crew: 1 (Datajack-equipped Cyborgs only)
Description: An experimental military powered armour, the Ares has variable weapons systems and combines destructive power with durability and maneuverability. Very little else is known about it, but it's said to be one of the most dangerous powered armours of it's kind.

Paladin Sheppard


Malakin

#16
Nice, i take it we are going to meet these intresting beasties at some point in the RP, yes ? :P

Ah yes, and i was thinking about the laser and plasma weapons... how exactly do you reload both of them?

Lasers would use some sort of power pack thing right? If so could we have them like the powerpacks in WH40k? very usefull, all you got to do to recharge them is feed them thermal energy, forinstance sitting them in the sun would slowly recharge them, or you could put them in a fire to charge them allot faster but possibly damaging them if you over charge..

As for plasma weapons you say they can recharge from almost any source... how does this work?
"The only limit to my freedom is the inevitable closure of the
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.

Escape will make me God.
"

Arcalane

Quote from: Malakin on July 16, 2006, 06:59:14 PM
Nice, i take it we are going to meet these intresting beasties at some point in the RP, yes ? :P

Ah yes, and i was thinking about the laser and plasma weapons... how exactly do you reload both of them?

Lasers would use some sort of power pack thing right? If so could we have them like the powerpacks in WH40k? very usefull, all you got to do to recharge them is feed them thermal energy, forinstance sitting them in the sun would slowly recharge them, or you could put them in a fire to charge them allot faster but possibly damaging them if you over charge..

As for plasma weapons you say they can recharge from almost any source... how does this work?


Laser weapons work on batteries that hold several shots, and can be recharged ala rechargable batteries. Just plug 'em in and go.

They both work off cells, but plasma weapons can use power feed adapters to run off nearly any battery you have to hand - ex, car batteries, etc. etc.

As for the vehicles... you may well encounter them... either by being on the receiving end, or the driving end.  :mwaha

Malakin

BTW,
[hyper]
what did we find huh, huh ? comeon! post faster, faster darn it! :P
[/hyper]
"The only limit to my freedom is the inevitable closure of the
universe, as inevitable as your own last breath. And yet,
there remains time to create, to create, and escape.

Escape will make me God.
"

Arcalane

Quote from: Malakin on July 16, 2006, 07:46:36 PM
BTW,
[hyper]
what did we find huh, huh ? comeon! post faster, faster darn it! :P
[/hyper]

Waiting for Azzy.  :mowtongue

Arcalane

Updated the Vehicles Section! ;)

~~

Name: Terror
Role: Light Aerial Assault
Weapon Information: 2x10mm Chainguns, 2xRocket Launchers
Armour Information: 6in 'Single-Plate' Tritanium Alloy
Crew: 1 (Pilot/Gunner)
Description: The Terror is a light attack VTOL, used for rapid assault and occasionally recon. It carries two 10mm Chainguns and two Rocket Launcher pods, useful for surprise attacks and raids on convoys. Without heavier support, however, the Terror is easily destroyed.