Weapon trios in upbound

Ammunition Trios in Upbound

Particle Shield Response -- (Note, NETHERWIND is an especially dense particle shield)

LASER/PLASMA (DE): Melts particles together and collects energy in shield matrix, depleting shield and slow-cooking the ship

BALLSTIC: Blunted or off-angled by particles, if small enough caught in matrix. Can strengthen shields if magnetic

BALLISTIC (MAG): Can break or slip through, needing to be stopped by armor, this penetration power is blunted by the increased succeptibility to capture if the shield overpowers the round or remnants are left.

MISSILE: Can be pre-exploded by shields, blunted, have its energy absorbed by shields. This is rare, however. If not otherwise stopped, known to be able to reliably slip through and deal damage.

PLASMA DOUSING: Depletes both at the expense of range, this boon does not apply to Netherwind, in which case the Plasma acts similarly to lasers against normal PS's.

Energy Shield Response

LASER/DE: Will deplete shields, if done so quickly enough or with enough force, it can burn out the shielding system entirely. Low pen, but good damage

BALLISTIC: Severely blunted by shields but has a penetration level beyond them (it's for this reason Sol still uses armor beneath their shields) The pen is such that ballistics are actually kinda awful at depleting shields, meaning energy shield users nearly always blunt the weapon impact of ballistic rounds. This caveat applies to mag accelerated rounds as well.

PLASMA (DOUSING/FIRE): This depletes both shield and armor at the cost of basically point blank range. Hence its use by IF, Arbies, and Hellspawn against Solites once their shield tech was studied.

LASER SHIELD RESPONSE

ENERGY (ANY): Lasers and other DE weapons are incapable of being stopped by laser shields

SOLID (ANY): Laser shields will deflect, disable, or prematurely explode any particles it can.

MILK CARBON RESPONSE

LASER/DE: Slowly cooks the armor in a similar fashion to particle shields. Otherwise entirely deflected. As such, damage is blunted in a way. \*MC is made to hard counter lasers and single shot ballistics!\*

BALLISTICS, SINGLE SHOT/SEMI AUTO: Damage is absorbed. Unless the power of the weapon goes beyond the material strength of the MC in question. Can however, ablate cracked/damaged MC, but is functionally useless against an intact carapace.  \*MC is made to hard counter lasers and single shot ballistics!\*

BALLISTICS, SEVERAL SHOT/ AUTO: Overwhelms armor's ability to disperse damage, leading to a quickly charging catastrophic break.

MISSILES (SPACE): This is less common for spaceship-thickness MC carapaces, instead requiring criss-crossing siesmic missiles or the destabliation of bond matrixes. for this effect. Nukes are also way beyond the material abilities of MC and known to collapse carapaces. This is also applicable on the ground, one could guess, but using a whole missile against most MC ground targets is like using a grenade against a cockroach.

DOUSING/PLASMA BEAM/FIRE: Does cooking effect quicker at the expense of range, also known to irecoverably damage the bonds, forever altering the absorbtion capabilities and making the MC similarly forever easier to break. REALLY strong but diffused lasers can also do this effect.

METAL ARMOR REACTION

ALL ENERGY: Burns through and cooks at same time, mostly localized to location of impact. Different metals can absorb more damage, sustained cooks more, pulse and high-power-beamed bore more.

ALL BALLISTIC: Either deflects, impartially imparts, or perfs. IF deflect, minor if any bruise/scrape level damage. IF impartial, weapon impacts armor, but can't break, imparting concussive energy against target and lessening OVA structural integrity. IF perf, it goes through and hits the target

MISSILE: Usually total or partial obilteration up-to the weapon's yield/payload.

CARBO-CERAMITE/CERAMIC/CERAMITE

LASER/DE: Bores through armor as if a solid chunk of matter.

BALLISTIC: Can deflect off or be absorbed depending on under plating, otherwise, Bores through armor as if a solid chunk of matter.

PLASMA/DOUSING: Heat resistant, severely dampens the damage output

ABLATIVE CERAMITE/ SOLID ABLATIVE

\*Same as Ceramite family; more protection via damage absorbtion ratios, instead breaking like sheets of MC (i.e. whole sheet must be damaged to break) sufficiently powerful/penning weapons aren't much stopped by this, though.

Carbon Nanoweave/Ballistic Weaves/MC Mails

LASER: Burns through, like thinner ceramite family, old Ballweave is flammable, and some Ballweave has anti-laser MC pellets/shingles in them.

MC Mail

MC mail loses all standard MC boons and acts smilarly to MC infused ballweaves despite a greater succeptibility to piercing weapons via the new chainmail joints.

Smoke-Gold

Effectively operates as solid Netherwind in metal sheets, SEE metal+netherwind effects.

(Cool visual note, the top layer is gold/coppery but the inside is netherwindy. So the scars look like its a robot bleeding chalky charcoal. Battlefields often have charcoal coatings and dying hellspawn often have their armor burst with dust if shot, leading many to question if they're truly alive or some dusty necropuppet.

Diference in DE weapons

Lasers are beams of accelerated particles mostly relying on heat transfer to propell

Plasma bolts are bolts of magnetically contained energy that hit with concussive, electrical, and heat damage.

Plasma streams are pinpoint, more concussive fire and fire is a heat damage system with soaking continuously heating properties and damage characteristics.

Plasma Lightning is a flash of intese force with all of Plasma's damage types but requires more charge and gives the user a burst of heat equivalent to a few fires of a laesser plasweapon.

Lascannons a beam of weaponized radiation that uses heat to damage a target. This can come in pulses, raw heat transfer, cooking a target, or the creation of a concussive differential in temperature, resulting in explosions or cracks. It can also flash ignite, fuse, melt, chemical react, etc. all materials that undergo such processes when exposed to extreme heat. Higher yield lascannons are also radiation guns, dousing targets in sometimes lethal amounts of radiation, however, this is targeted, and if a lascannon can be weathered, the resultant particle radiation usually isn't of major concern to the target either.

Heavy Blinker/Blinder

Operates superficially similar to their namesakes, however, Blinkers of vehicular power usually require more energy to create that magnetic differential and more charge time, making them a slow-charge

Heavy blinders despite their weaker handheld kin excel as plasma slugger vehicular weapons, shooting plasma bolts in projected mag fields that explode with damage of all of plasma's types. It is mostly notably used on the Omnipresent Ubiquity offshoot and as one of two primary energy weapons on GC tanks. Electrical damage, shield overloading, and remnant fires is a common pen sideeffect

Heavy Caster (SEE HEAVY BLINDER) Analogous to heavy blinder, but features the subclass of

!!! BALLISTIC (CHEMICAL) -- NOTE: Usually minorly self correcting in Upbound Dumbfires noted\*

DESCRIPTION: Chemically propelled rounds slow enough to slightly adjust trajectory over distance if a power is advanced enough. Although that latter point is more pronounced in space.

STRENGTH: In atmosphere, Medium Range Space

USERS

----(Space) GC and members: CHEMMUN Cannon

----(Terrestrial, General) JONUS: (as smartgun) primary ammunition type of non-

GC operating Jonus as it lessens collateral damage. Taken despite horrifically slower weapons speed and TTC.

----(Space) IRON FALCON: Most PDCs and minor cannons

----(Terrestrial, Vehicle) IF: Most artillery and vehicle mounted weapons, though

----(Various) Free Galaxy/Pirates: What they have is what they get. Non-standard

BALLISTIC (MAGNETIC)

LASER

PLASMA (BOLT)

PLASMA (STREAM)

PLASMA (LIGHTNING)