Weapons

## Overview

*A low-tech weapon of lacking complexity. Effective enough though, while still allowing our aces to pass as one of the locals, initially.*
Attack Dmg: 3+1? (Kin)
Attack Count: 1
Attack Rate: 0.1s (Auto)
Crit Chance: 2%
Stall Spread: 20°
Shot Speed: 1200
Shot Friction: 50%
Recoil: 10px
Attack Force: 50px
    Heavy Chaingun
*Jet weight up!*

+4% jet weight.
*The feed mechanism is actually a tiered ammo replicator. A system that efficiently produces high caliber impact rounds, but adds a non-negligible amount of weight compared to other weapons.*
*Bullet cone!*
*We had to reduce its fire-rate and added that weird V pattern, to comply with power level regulations.*
Triple Barrel Chaingun
*Mandatory!*
*It's really just three chainguns welded together. The design was so ridiculous that the GC AI's authorized it almost immediately, probably out of amusement.*
*Angelic side-guns!*
*A defense weapon system of freely suspended chainguns, still used by some older GC currier crafts. Allows to engage flanking target while maintaining speed and trajectory.*

### Basic Single Shot

*Six rounds rapid!*

*A heavy kinetic slug thrower. Primitive but effective.*
Attack Dmg: 9+4? (Kin)
Attack Count: 1
Attack Rate: 0.35s (Auto)
Crit Chance: 5%
Stall Spread: 12°
Shot Speed: 1200
Shot Friction: 40%
Recoil: 80px
Attack Force: 200px
Shield Delay: 0.5
     Mirror Cannon
*Sideways!*

*A weapon recovered from a strange pod, apparently used by humanoids in conflict with some kind of insecticide species. It uses side facing heavy barrels to counteract it's own recoil.*
*Bouncy pushback stun-shot!*

*Rub-Solutions was a product of late Contempter capitalism, offering less-leathal methods to deal with Floatoid uprisings.*
*Kills bosses!*

*There are capital vessels designed to mop up small fighter crafts. And then there are small fighter craft weapons designed to mop up those.*

### Basic Burst Fire

*Rules!*

*This easy-print weapon fires standardized low-tech kinetic rounds that will always impact with the exact force permitted by local war tribunals. Theoretically, that made it the only weapon we were legally allowed to use.*
*Stabilized!*

*A precision-replicated, fairly accurate, low-maintenance jet weapon. The mere concept of this thing was the wet dream of every gun-nut on the planet.*
Attack Count: 1
Burst Count: 3
Burst Rate: 0.05
Attack Rate: 0.35s
Crit Chance: 3%
Stall Spread: 10°
Shot Speed: 1200
Shot Friction: 10%
Recoil: 0px
Attack Force: 30px
 Shredder Gun
*Bullet storm!*

*There are rumors of a GC mission where we where allowed to use it without the 1 second 'fairness-shutdown'*
*Perfect coverage!*

*An almost end-tech grade field-regulated spread gun, used to clear asteroid patches on trade lanes.*

### Basic Railguns

*Boost 'n gun!*

*G-Gyros make this think retain its accuracy even while boosting. It's not very accurate to begin with though.*
*Pierce burst!*

*Relied on by Hyperspace Admirals all across the galaxy. Even the airborne variant is powerful enough to suppress at least a Low-Tech corvette class.*
*Piercing spread!*

*A multi-rail variant of the classic coil gun, offering decent piercing and spread for long range AA suppression.*
*War economy!*

*Literally an expensive weapon. It uses the SRM decay effect to further harden railgun slugs. Obviously, you'll have to allow your SRM to slowly decay in order to do that.*
Attack Count: 1
Attack Rate: 0.6s
Crit Chance: 5%
Piercing: 1
Armor Penetration: 1
Stall Spread: 10°
Shot Speed: 1200
Shot Friction: 0%
Recoil: 350px
Attack Force: 50px
Shield Delay: 2
     Heavy Railgun
*One shot!*
+4% jet weight.

*Actually too big to fit within the ace jet. We had to do some serious reality-bending to make this thing work. The locals had no way of knowing though.*
Attack Dmg: 28+8?
Attack Count: 1
Attack Rate: 1s
Crit Chance: 10%
Piercing: 3
Armor Penetration: 3
Stall Spread: 3°
Shot Speed: 1700
Shot Friction: 0%
Recoil: 350px
Attack Force: 50px
Shield Delay: 1.5

### Hybrid Railguns

*High end!*

*This kind of design happens if you leave dedicated warship AI online for too long in times of peace.*
AoE Damage: 8+4? (Expl)
Explosion Size: 48+0px
Attack Count: 1
Attack Rate: 0.4s
Crit Chance: 3%
Armor Penetration: 1
Stall Spread: 5°
Shot Speed: 1500
Shot Friction: 0%
Recoil: 150px
Attack Force: 60px
     Shock Rail
*Piercing EMP!*
+2% jet weight.

*A few millions of these were the backbone during the three year defense of Casi 5. The disabled Contempter ships in orbit eventually numbered so many that they blacked out the sun, leading to planet wide crop failure and eventually to surrender.*

### Plasma

*Mid-range incinerator!*

*An industrial-grade incinerator normally used to keep GC lanes free of debris and asteroids.*
*Burn everything!*

*This heavy plasma thrower can cause massive damage cascades, at least if most of its spread charges land on target.*

### EMP

*Disable them!*

*EMPed enemies will loose control of their systems, including most offensive assets. If the craft does not possess advanced engines, the effect can have even more severe consequences...*

## Explosive

### Mine Launchers

*User friendly?!*

*This advanced grenade weapon uses proximity triggers to auto-detonate payloads. This makes it easier to land hits, but also increases the risk of the user being hit by their own explosion.*
Explosion Size: 38+0
Dmg VS Shields: 25%
Attack Count: 1
Attack Rate: 0.5s
Crit Chance: 05
Stall Spread: 15°
Shot Speed: 1000
Shot Friction: 70%
Recoil: 60px
Attack Force: 160px
*Proximity fuse!*

*A nifty explosive weapon that can cover the skies with proximity triggered, self-propelled explosive devices.*

### Flechettes

*Futurismo!*

*I used to build these in my off-time. On an average low-tech planet, the design would appear physically impossible.*
Attack Dmg: 1+1? (Kin)
Attack Count: 1
Attack Rate: 0.09s (Auto)
Crit Chance: 0%
Armor Penetration: 0
Stall Spread: 5°
Shot Speed: 1500
Shot Friction: 0%
Recoil: 2px
Attack Force: 20px
Shield Delay: 0.5
Sticky Chance: 100%
     Flechette Battery
*Adhesive shotgun!*

*Scatter-blasting a unit with enough explosive darts ensures that a large enough payload is delivered. The low fire rate of the battery makes follow-up shots more difficult though.*
*Homing darts!*

*An End-Tech weapon design that fires cute semi-sentient explosive darts.*

## Photon

### Infrared Lasers

*Sci-Fi garbage!*

*Surveys have shown that laser light inherently causes wide fascination among early Low-Tech people. They usually become determined to somehow weaponize it at all costs, even if the attempts are objectively silly.*
*Tiny sun!*

*Beam splitters allow this laser weapon to cover a wider area than normal infrared beams.*
*Beam saw!*

*A laser minigun for saturating a vector with shield piercing beam fire.*

### Ultraviolet Lasers

*The best!*

*Ultraviolet was the ace's favorite part of the spectrum. That preference became wildly known once the first flicks and plays about our mission were published within the GC web.*
Dmg VS Shields: 0%
Attack Count: 1
Burst Count: 3
Burst Rate: 0.06
Attack Rate: 0.44s
Crit Chance: 10%
Piercing: inf
Armor Penetration: 4
Stall Spread: 26°
Recoil: 0px
Attack Force: 15px
     Ultraviolet Autolaser
*No windup required!*

*This automatic laser fires high-intensity ultraviolet light, with only minor beam spread.*

### Upper Spectrum Lasers

*Orbital assassin!*

*A legal loophole in our intervention agreement enabled us to actually use this dirty crap. The effects were nasty and future missions would have explicit clauses banning this weapon.*
Dmg VS Shields: 0%
Attack Count: 1
Attack Rate: 0.7s
Crit Chance: 10%
Piercing: inf
Stall Spread: 5°
Recoil: 0px
Attack Force: 20px
Shield Delay: 2
 Gamma Laser
*Exploding beam?!?*

*This extremely volatile beam weapon requires End-Tech level quantum mechanics, optical spectroscopy, solid-state physics and metallurgy to make. The result is very untactful to say the least.*
*Kill beam!*

*A secretly developed, End-Tech beam weapon. Outlawed everywhere in GC space.*

### Full Spectrum Lasers

*Random!*

*An advanced laser weapon which cycles through the full laser spectrum while firing. This can cause a wide range of side effects.*
Attack Dmg: 1+4?
Attack Count:
Attack Rate: 0.5s
Crit Chance:
Stall Spread: 8°
Shot Speed: laser
     Spectrum System
*Lightshow!*

*A beam device normally used to defend entire cruisers against missile strikes. Disable some security protocols and you got a funky yet unreliable weapon system.*

### Photon Projectile

*Shield-piercing!*

*This well stabilized, End-Tech level ship cannon fires shield-piercing photon charges.*

*A personal favorite of mine. The heavy photon barrels can be fired individually, allow for more flexibility in terms of damage output over time.*

## Melee

### Basic Blades

*One-time blade?!*
*Hard-light has some interesting properties. This weapon configuration sacrifices a great deal of field stability for greater impact force.*
*Quick stabs!*
*A super rapid melee program, in fashion among the Floatoid free forces.*
*Charge!*
*Scaled-up version of a common melee weapon from a recently devastated planet. Hard-light technology makes aerial melee a valid strategy, for both offense and defense.*
*Great sword?!*
*An ancient projector configuration, lacking all elegance. It's really just a heap of raw hardlight, slowly heaved at enemies.*
Charge Time: 0s
Dmg VS Massive: 150%
Attack Count: 1
Attack Rate: 0.7s
Deflect Power: 100%
Crit Chance: 4%
Piercing: 5
Attack Force: 550px
Shield Delay: 1.2
Stun Chance: 100%
 Hardlight Gladius Set
Aerial gladiator!
*Hold jump to block!*
*This hardlight program preset uses a crafts jump drive to power a secondary field, intended for defense rather than offense. Its the standard weapon of low level Contempter air gladiators.*
Charge attack: 2+2?
Charge Time: 0s
Dmg VS Massive: 250%
Attack Count: 1
Attack Rate: 0.2s
Deflect Power: 100%
Crit Chance: 5%
Piercing: 5
Attack Force: 100px
Shield Delay: 0.8

### Katanas

*Aerial ninja!*
*Uses localized gravity fields to tear matter apart. Its damage is dealt only after the fields are lifted.*
*Aerial samurai!*
*Usually employed to quell machine uprisings. The airborne variant can accumulate a lot of field damage on single targets, often leading to 'overkill situations'.*

### Blunt

*Aerial delinquents!*

*The concentrated antigrav tractor program, optimized for impact force. While lacking damage, it can throw light crafts way off track.*
*One-punch jet!*

*Once the Contempter figured out how to have their crafts wield blades it was only a matter of time until they had them punch each other. Their aerial boxing matches remain a staple ob the Low-Tech galac-webs.*
*Crush your enemies!*

*A heavy hard-light weapon with superior impact force and decent handling.*
*Boost strike!*

*This heavy hard-light weapon emits parts of its mass as a photon jet to generate thrust while attacking. It can completely annihilate light targets, if you can score a hit that is.*
*Eat them!*

*A melee program developed for Contempter punitive squads. It offers high damage, but is fairly unwieldy to use. Very much to the taste of its makers.*

### Ranged Melee

*Aerial ronin!*

*The basic weapon of choice for Contempter small-crafts when engaging in close quarters, like asteroid fields.*
Combo (4): 3+2? 3+2? 3+2? 6+2?
Charge Attack: 5+2?
Charge Time: 0.25s
Dmg VS Massive: 200%
Attack Count: 1
Attack Rate: 0.17s
Deflect Power: 100%
Crit Chance: 5%
Piercing: 5
Armor Penetration: 2
Attack Force: 30px
     Flexlight Bow
*Hold to draw arrow!*

*A weird hybrid weapon this one. Its melee strike can be used to knock enemies away, setting up for range-projected hardlight shot from its charge mode.*
*1,000 wires!*

*A potent but unwieldy hard-light weapon, often use in ritual combat among the Contempter.*
Combo (3): 10+4? 14+4?16+4?
Charge Attack: 12+4?
Charge Time: 0.4s
     Hyper Halberd
*Heave!*

*This hard-light weapon can be used from a comfortable distance. Its field configuration allows to pull small targets toward the user, preventing them from escaping follow-up strikes.*