Docstoc

Weapons

Document Sample
Weapons Powered By Docstoc
					Weapons-
Bolt Weapons-color; range; power; effect on shielding; effect on armor; turret
tracking speed; firing sound; bolt size; possible turret/hardpoint mountings; rate
of fire
Light Laser Cannon-green or orange; short; colored dissipation effect, lowering of
remaining shield power and coverage; armor plate scarring, light atmospheric
venting that repairs with time; high; TIE Fighter gun sound for green, X-wing gun
sound for orange; 1 of 4; Single, Double, or Quad…single laser, single laser
turret, double laser turrets, or quad turrets; high

Heavy Laser Cannon- green or orange; medium; colored dissipation effect,
lowering of remaining shield power and coverage; armor plate scarring,
atmospheric venting that repairs with time; medium; same as LLC but deeper,
more elongated sound; 2 of 4; single laser, single laser turret, double laser turret
twin mounting; half as fast as high

ASF Laser Cannon-same as light laser cannon except that it is a turreted
weapon only, and tracks very quickly, and is very accurate…basically, it’s
computer controlled with gunners simply choosing targets, its power is (for now)
the same as a light laser cannon as well

Light Turbolaser- green or orange; long; colored dissipation effect, lowering of
remaining shield power and coverage; armor plate scarring, atmospheric venting
that repairs with time; low; Turbolaser sound; 3 of 4; single turbolaser, single
turbolaser turret, double turbolaser turret twin mounting, quad turbolaser turret
square mounting; medium (three times as slow as high)

Heavy Turbolaser-green or orange; very long; colored dissipation effect, lowering
of remaining shield power and coverage; armor plate scarring, entire plates
blown off, atmospheric venting that repairs with time; very low; turbolaser sound
but louder; 4 of 4; single turbolaser turret, double turbolaser turret twin mounting;
high (five times as slow as high)

Starfighter Ion Cannon-Light Ion Cannon-blue; short; colored dissipation effect,
power=very light, half of bolt power hits enemy shields and other half bleeds
through to armor and systems; hit animation is a blue electric field playing around
the outer hull, damage is inflicted but more importantly systems are offlined
(possibilities include engines—can’t manuever, weapons—can’t fire, comms—
can’t take any orders, just goes wild weasel, hyperdrive—can’t jump to
hyperspace); high; light ion cannon sound; 1 of 4; single mount, single turret, or
double turret twin mounting; very high

Heavy Starfighter Ion Cannon-Light Ion Cannon-blue; short; colored dissipation
effect, power=light, half of bolt power hits enemy shields and other half bleeds
through to armor and systems; hit animation is a blue electric field playing around
the outer hull, damage is inflicted but more importantly systems are offlined
(possibilities include engines—can’t manuever, weapons—can’t fire, comms—
can’t take any orders, just goes wild weasel, hyperdrive—can’t jump to
hyperspace); high; light ion cannon sound; 1 of 4; single mount, single turret, or
double turret twin mounting; very high


Light Ion Cannon-blue; short; colored dissipation effect, power=medium, half of
bolt power hits enemy shields and other half bleeds through to armor and
systems; hit animation is a blue electric field playing around the outer hull,
damage is inflicted but more importantly systems are offlined (possibilities
include engines—can’t manuever, weapons—can’t fire, comms—can’t take any
orders, just goes wild weasel, hyperdrive—can’t jump to hyperspace); high; light
ion cannon sound; 2 of 4; single mount, single turret, or double turret twin
mounting; high

Medium Ion Cannon-blue; medium; colored dissipation effect, power=heavy, half
of bolt power hits enemy shields and other half bleeds through to armor and
systems; hit animation is a blue electric field playing around the outer hull,
damage is inflicted but more importantly systems are offlined (possibilities
include engines—can’t manuever, weapons—can’t fire, comms—can’t take any
orders, just goes wild weasel, hyperdrive—can’t jump to hyperspace); medium;
light ion cannon sound; 3 of 4; single mount, single turret, double turret twin
mounting; medium (2x as long as high)

Heavy Ion Cannon-blue; long; colored dissipation effect, power=very heavy, half
of bolt power hits enemy shields and other half bleeds through to armor and
systems; hit animation is a blue electric field playing around the outer hull,
damage is inflicted but more importantly systems are offlined (possibilities
include engines—can’t manuever, weapons—can’t fire, comms—can’t take any
orders, just goes wild weasel, hyperdrive—can’t jump to hyperspace); low; heavy
ion cannon sound (lower pitch than light); 4 of 4; single mount, single turret, or
double turret twin mounting (4x as long as high)

Projectile Weapons-note—all do proxy explosion damage, if the shot misses and
it is running out of range it explodes as close to target as possible, the closer it
gets the more damage is inflicted
Model-color/picture; speed; maneuverability; range; effect on shields; effect on
armor; valid targets/when to use; launch system(s), launch sound; rate of fire
Concussion Missile-orangey-ish, fairly long trail with standard meter-long missile
form with stabilizers, however the missile itself is blurred and appears to be an
elongated laser shot (b/c it is encased in a small shield to prevent easy shooting
down); very high; high; low; damage power=low, explosion effect against shield
barrier; damage power=medium, explosion, atmospheric venting, and deck
plates all out in space; capital ships except the Vicstar use this against fighters
primarily and capital ships secondary, whereas Vicstars fire them in giant volleys
against capital ships, fighters use these against other fighters as they close to
engage and against capital ships when appropriate (only a few at a time, then
strafe with bolt weapons); Missile tube, fires at any targets within about 45
degrees of the tube heading, for capital ships they fire and sweep around as well;
missile launch sound (sounds kind of like high pitched air just rushing out sound);
1 per 3 seconds, can be launched in pairs

Proton Torpedo-blue, basically a flying, not all that tall cone with a medium-sized
trail; high; high; medium; same as concussion missile for explosion model, effect
is more powerful by x3 AT LEAST; same thing for armor-same explosion model,
effect is only about x2 AT LEAST; capital ships and gunships use these against
capital ships only, fighters use them mostly on capital ships and about 2/3 as
much as concussion missiles against fighters; proton torpedo tube, basically
same as concussion missile tube but more long and less wide (from a top-down
perspective, this is because of the storage of the torpedoes); launch sound same
as concussion missile; 1 per 4 seconds, can be launched in pairs

Heavy Proton Torpedo-blue, basically a flying, not all that tall cone with a
medium-sized trail, this version is about 5 times as large as standard proton
torpedo; medium; medium; medium; medium sized explosion power about 5x
regular proton torpedo; same thing for armor-same explosion model, damage
effect 5x regular proton torpedo; capital ships use these against capital ships
only, fired in barrages to overwhelm enemy defenses and just kick some @$$;
Large proton torpedo tube, basically same as regular proton torpedo tube but
longer and wider to accommodate larger weapon size; launch sound same as
concussion missile but lower pitch; these can be launched as single shots or as
groups—according to then Admiral Gilad Pellaeon, “Fire Cell **number** by
**number**”, and this basically fires something like 15 torpedoes all at once, and
if the enemy guns swivel in time they have easy targets but if they are facing in
the wrong direction or are overwhelmed, this can be just as effective as several
turbolaser barrages, especially because this focuses fire and overwhelms local
shield areas; 1 per 10 seconds

Heavy Rocket-orange, basically same as proton torpedo in shape and size
except larger and does three times as much damage, and is about twice as slow

Valiant Mk. IV Firecracker Antiship Missile-white, a missile that looks like an AIM-
120 AAMRAM Missile (For modern U.S. Fighters), 2 sets of guidance fins with
maneuvering jets on the fins; short trail but very visible and moderately large
(about 4-5 X-wings in length, possibly); long range, high effect on shields (giant
shield plume), high effect on armor (large explosion); valid targets are medium
and heavy capital ships ONLY; speed is medium-slow; maneuverability is fairly
low and can be outmaneuvered by light capital ships; launch sound is concussion
missile sound x2 or x3 louder; rate of fire is one missile per tube per every 30
seconds

				
DOCUMENT INFO
Shared By:
Categories:
Tags:
Stats:
views:5
posted:12/15/2011
language:
pages:3