Strategic Weapons

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Arcalane
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Strategic Weapons

Post by Arcalane »

Pondering the value of system-to-system strategic weaponry (think super-long-distance ballistic missiles capable of traversing lanespace) with the option of targeting enemy structures (but probably not ships).

Interception of these weapons would be possible, either with ships or on-site defenses (risky, as destroying the missile WILL cause it to go off; anti-interception failsafe) or anti-strategic missiles (long-distance anti-ballistic missiles, of course).

Strategics should come in two major variants, if we choose to implement them, I think. The first variant is a light and expendable missile that is more tactically oriented. Short range, possibly capable of targeting ships. Can be launched from specialized ships. Type I missiles are best employed in swarms due to their fragility and smaller warheads. The second variant is heavy but tough - an investment that is more suited to punching through defenses to strike a high-value target. Type II missiles are best supported by Type I missiles.

~~

Type I Missile; Tactical
Targets: Planets, Bases, Ships, Emission Centers*

Designed to be used in large swarms, these missiles are small enough to be carried by dedicated launch ships, but take up a lot of space and energy. Each Type I Missile Bay holds a single Type I missile.

Type I missiles are agile enough to engage enemy starships, but can also be targeted against planets and bases. Against ships, they can be ordered to specifically seek out "Emission Centers" - or in other words, AWACS and ECM warships, which can easily be traced due to high levels of sensor emissions, even if 'jamming' is attempted. In this role they usually employ cluster-munition warheads with proximity detonators, showering their intended target with explosive submunitions.

Against planets, they usually employ cluster-munitions again, with submunitions being conventional, chemical, biological or nuclear, though in some cases they have employed single/solid warheads, if they are required to strike a single target with minimum collateral.

Type Is can be relatively easily intercepted (though not always safely, as some anti-ship missiles have anti-interception failsafes installed) which is why they are frequently used in large numbers. Specialized interception lasers are often designed for this purpose.

Type II Missile; Strategic
Targets: Bases, Planets, Areas*

Massive missiles that can only be launched from dedicated bases or planets, Type II missiles can only be targeted at planets, bases, or a particular area of space - they are nowhere near agile enough to score a direct hit on an enemy ship. Loaded with several submunitions, which in turn further fragment into an even greater cloud of submunitions, Type II missiles unleash a terrific wave of destruction.

Fortunately, they are also very expensive, and planets or well-fortified bases are their primary targets. If a friendly ship is in a system that the missile is passing through, it is possible to transmit new targeting parameters to it, in the case of changing battlefield environments.

If intercepted a certain distance away from their launch site or target, the missile will detonate anyway. It may do less damage (or none at all) to it's target than intended, but this is a failsafe to ensure that the missile is never completely wasted. Some missiles are also designed with anti-hacking failsafes, to prevent capture.

It is highly likely that factions will catch wind of a Type II launch regardless of how well you cover it up - so be prepared to face the consequences of launching such a powerful weapon!

Type III Missile; Anti-Strategic
Targets: Type II Missiles

Specifically designed to track down and stop incoming Type I and Type II missiles, the Type III is essentially a customized Type I with greater agility and enhanced targeting systems. The Type III is not always successful, but most Type II missiles are not designed to withstand multiple direct hits from a tactical nuclear weapon - did we mention the Type III employs a tactical nuclear warhead instead of clustered munitions? Well, now you know.

A Type III cannot be launched if it does not have a Type II to target - so obviously, you want to keep early-warning outposts set up beyond your inhabited systems if you suspect - or know - an enemy may be in the process of acquiring, assembling or launching a Type II missile with you as the recipient. Keep a close eye on those early-warning outposts too - your enemy may seek to remove them from play so that you have a harder time seeing the missile coming.

~~

Relayed Hyperstable Beam Projector
Targets: Planets, Bases

A massive energy weapon that can be fired through lanespace nodes, the RHBP fires a massive, short-lived beam into adjacent sectors (or into the same sector, potentially) to strike small planets or bases. Fleets are rarely considered viable targets due to the beam's short duration, despite it's size and firepower. Still, any ships transiting through the lane that the beam is fired through will have a very high chance of being annihilated. Scouts are your strongest weapon when dealing with RHBPs, on either end of a battle.

There are two major considerations when firing an RHBP:

1) Burnout. The beam projector always burns itself out after firing, necessitating extensive repairs and refits that cannot easily be carried out by maintenance fleets. Replacing an RHBP in the field takes at least two turns. Planetary or orbital repair stations of sufficient quality can conduct the repairs and replacements in a single turn.

2) Accuracy. A series of high-intensity calculations must be conducted in order to ensure the beam is fired at the correct time so that it hits it's intended target. This means the beam essentially has a one turn warmup - it'll fire on the end of the turn after the turn the order was given on. Thus, if an order is given on turn 1, the RHBP fires on turn 2.

A planetary RHBP does not suffer the burnout effect, but must still conduct calculations and cool down somewhat between shots. This limits it to firing every other turn, rather than at least every third or fourth turn as compared to a spaceborne RHBP. Calculations cannot be "cached" for safety reasons.

In an emergency, an RHBP may be fired through or at a lane without target coordinates on the far side, in which case it may strike a random planet or miss completely, and fires at the end of the turn the order was given. This can be useful if a fleet is incoming but there is no time to lock down the lane. Just beware: fast ships in a lane can avoid an RHBP discharge, and a smart enemy may try to trick you into wasting your shot.

Firing multiple RHBPs through a lane in rapid succession brings serious risks of destablizing the subject nodes and lane. Use with caution.

~~

Lanespace Destabilizer Charge
Targets: Nodes, Lanes
The pinnacle of Lanespace Manipulation technologies, the LDC is a massive, variable-yield bomb the size of a small to medium warship that must be towed into place by transport ships. The bomb can be detonated either in the unstable space that comprises a node, or within lanespace itself. All effects last between one and two turns for destabilization, and one and three turns for plasma storms.

Yield Settings:

Low
If detonated in a node, the resulting plasma storms can inflict light to moderate damage on any ships exiting lanespace at that end of the lane. This storm cannot be detected from within the lane itself.
If detonated within lanespace, the lane will be somewhat destabilized, making travel both ways riskier for everyone involved.

Medium
If detonated in a node, the resulting plasma storms can inflict light to moderate damage on most ships exiting lanespace at that end of the lane. This storm can be detected from within the lane itself.
If detonated within lanespace, the lane will be heavily destabilized, making travel both ways incredibly dangerous. Additionally, both nodes will suffer the effects of low-yield plasma storms.

High
If detonated in a node, the resulting plasma storms will inflict moderate to high damage on all ships exiting lanespace at that end of the lane. No ship except the smallest recon ships may evade the storm discharges, and even then, they may be destroyed if they are hit.
If detonated within lanespace, the lane will be so destabilized as to completely shut down travel in either direction. Both nodes will suffer the effects of medium-yield plasma storms.

Due to the unique method of lane/node destabilization, multiple LDCs cannot be detonated in succession. The location must be given time to recover and an additional two turns before another LDC can be detonated in that lane or node.

~~

Other Ideas

Any other ideas for strategically oriented 'weaponry'? Something that can target lanes to induce temporary destabilization? A massive beam weapon that can be fired through lanespace using special portals? Let's hear it!
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Squishy
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Re: Strategic Weapons

Post by Squishy »

Arcalane wrote:A massive beam weapon that can be fired through lanespace using special portals
Oh yes! Oh please!
Realism, seriously? It's a space ship game. Realism was thrown out the window a long time ago.
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Verminator
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Re: Strategic Weapons

Post by Verminator »

How about gravity generators that call in swarms of deadly asteroids, or plague drops on enemy worlds?
I have to kill fast and bullets are [i]too slow.[/i]
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