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Post by aresxviii on Oct 14, 2012 15:17:46 GMT -5
Missiles or the RCP some of the TDF Missiles, compared to todays ICBMs
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Post by aresxviii on Oct 14, 2012 15:21:00 GMT -5
Okay, the following is not entirely up to date, but as good as it is possible in such a short time
TDF weapons database
Main Turret Artillery
Tachyon Artillery: Tachyons are slowed down below light speed by a gravitation trap with rotating polarization (changing direction), that is the reason why the tachyon gun is U- shaped, and fires two pulses per shot. The tachyons want to get back over light speed, and accelerate after leaving the gun, when they hit matter they lose their strange energy and transform the matter into antimatter, and break through the lightbarrier. The destructive effect is because of this caused by the antimatter, so the usage of tachyon guns in atmosphere is limited to zero, also in space the range is limited due to the exhaust of ships engines and interstellar gas, this causes the red color of the pulses.
Effective range: mostly used in mid distance combat (100 000km), maximal effective shot was one Ls (lightsecond = 300 000km), but had limited effectivity, due to the high lost of tachyons muzzlespeed = 0.5 c up to0.75 c
mostly used in destructive combat, it is the newest terran design, and thus only used on TDF ships. (probably some made their way into pirates hands by the hands of Avalon. Inc)
Plasma Pulse/ Beam - Gun/ Accelerator: Is the oldest terran weapon design for space combat beside the smaller mass drivers, they use Antimatter/ matter fusion plasma (high engergized matter) which is magnetically accelerated by coils, damage is mostly emp and melting damage, although the plasma causes little explosions sometimes, mostly used to disable other ships and to destroy their weapons.
Max effective range: 50 000 km, on further distances the plasma pulse or beam collapses the TDF uses the Pulse beam system in combination with tachyon systems, because their energy drain is similar, smaller systems are the SSB III and the older MSB 1 systems (mortar and rapid fire), these older systems can be found on civillian ships, too.
Railgun MLRB 2 new development of the 24th century replacing the older gauss type Main Long Range Batteries, these guns reach, according to some sources a muzzle speed of 0.95 c for a 100 kg depleted uranium needle.
Effective range: ca 300 000 km, max range against relative stationary targets 5 lightseconds
Gauss cannon MLRB 1 the older design, introduced with the first HIVE ships, firing a 100 kg depleted uranium needle at 60% of c, the fire rate is lower than that of the newer MLRB 2.
Effective range: ca 200 000 km, max range against relative stationary targets 2 lightseconds
Mass Driver SSB secondary ship battery, these guns fire different ammunition like explosive, massive sabot and scatter shells in a hull of plasma, they have small coil accelerators, but are also fired by a gas expansion, they work like a boosted artillery gun of the 21st century. Used also as close range weapons and are used in the 10 000 km zone, firing at 30 % of c, the reloading mechanism is a revolver design. Sometimes they support the FLAK
Graviton Gun/ Gravitation Turret developed through the time of the threach war andserved as the main artillery within the TDF until the tachyon technology was developed. They fire a gravitation destabilizer field, which causes a chaotic collaps of grvity in its path, when it hits matter the atoms lose they coherence and dissolve- what is hit is destroyed without explosion. However the singularitys collpse after only 75 000 km, making the Overlord, the only ship with this armament inferior to ships with tachyon guns in a turret engagement.
Spinal Artillery
PAC Particle Accelerator (Cannon) class 1: the heavier one used on superdestroyers (Juggernauts like Nephilim) and in a smaller caliber on the tactical destroyers (Aegis). They fire high density Pb+ (lead ion) beams at almost 99% of c, being the weapon with the longest range in the TDF. The record, set in a field test by the Scythe is 10 lightseconds (relativly stationary target)
PAC Particle Accelerator (Cannon) class 2: fires at 80% of c and with lower density than the class 1, is used as secondary and defensive artillery on the larger ships or as main spinal artillery on smaller ships (Blizzard....) record is 4 ls
PLAC Plasma Accelerator (Cannon) fires a plasma beam with a higher antimatter part (10 AM to 9 M) at 90% of light and in a higher density than the normal plasma weapons, it is in fact the mid range (and maybe most destructive) weapon of the Nephilim class (max 2 lightseconds)
IPP Ionization Pulse Projector HIVE artillery firing a highly ionized beam/ pulse of energy which disables other ships, when they are not shielded
Plasma mortars, mid range rapid fire artillery, fires high density plasma bolts at speeds between those of the plasma turrets and the PLAC
Interceptor/ CIWS systems
Combination Gatling: the core of the TDF defensive systems is formed by the combinated plasma/projectile gatling which is in service since the introduction of the MIB mk3 batteries, which came in service with the Overlord class, it can work in 3 modes, plasma, projectile and combinated. The system itself is a 8 barreled gatling gun, with 4 plasma and 4 projectile barrels. Firing mechanism is similar to that of the bigger SSBs mass driver. This gun was first installed in pure gatling turrets with one or two guns, in the more recent mk IV they are installed in a turret together with a plasma grande launcher.
Plasma grande launcher: fires an instable plasma bolt, which explodes in an aggresive plasma cloud after a set distance, a similar system is the right side of the MFB mk VI
normal flak guns which fire explosive and scatter shells are also used and form the long range arm of the interceptors
IMLBs (Interceptor Missile Launcher Batteries) are used to intercept “difficult“ targets like cruise missiles etc. or to stop mortar and tachyon fire on long distances, 5 to 400 missiles are stored per launchtube, the launchtubes can be reloaded by rotating the launcher into a vertical position and then reloaded by a mechanism in the base of the launcher (IMLB mk I & II, MIB Mk V) fire small 10 cm missiles missiles which are also used on fighters up to the 1 meter diameter * 5 meter length antimatter warhead missile.
Missile Systems
Standard Missile Systems (SMS), 8 meter diameter silos, house manly the SM and sometimes the MMS, these missiles are used on the short distances (5 Ls).
SM/ MPM (Standard Missile/ Multi Purpose Missile), diameter 3 meter They are equipped with classical fission and fusion warheads and antimatter/ matter fusion warheads, they exist in a short (12, 50 meter range max 150 000km) and a long variant (25 meter range max 1 Ls). 1 silo can house 10 big or 20 small missiles
MMS (Multi Missile System) 7 meter diameter, 53 meter long can carry one or two missile magazines with 8 pieces 1.2*10 meter and 1 * 10 meter each. Equipped with classical fission and fusion warheads and antimatter/ matter fusion warheads. The “mother“- missile releases her package just outside the interceptor range of the target
Heavy Missile System (HMS, Missile System XXL) 14 meter or 15 meter diameter silos, on the more modern designs they release their payload in direction of flight. Normally they are loaded with MMSs (4 units), JCMs (Jump Capable Missile) 10 meter diameter and 53 meter long (1 unit) and ISCM (Inter System Cruise/Capital Missiles) 10 meter diameter and 53 meter long (1 unit), only sometimes they are loaded with SMs. JCMs are able to open their own jump poins and are use for example to attack a target on the other side of a planet, the ISCM use Jump points opened by the firing ship or accompagning smaller ships, so the name is rather wrong and should be something like UHCM (Ultra Heavy Cruise/ Capital Missile).
3 meter MPM, SM (short/long)
7 meter MMS
10 meter JCM ISCM 53 meter long
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