The Alliance

## I'm sorry.

personal/handheld

Handheld guns often have a variety of shapes due to the inconsistencies within species.

Defensive / non-lethal:

Swarmer, sentinel and nano variations - Utilises projectiles that scuttle along the ground towards tagged targets, they are used to detain high priority targets.

rubber bullet weapons - a variety of different firearms that utilise rubber bullets as the projectile, while also firing at a reduced speed. These weapons often utilise an explosive to propel the projectile, and are used to quell riots, or for military drills.

Offensive / lethal:

Thermite cannon - fires a jet spray of Flare-paste.

Primarily used for close range anti-armour and for breaching spaceships.

It is often housed in a large cylindrical shape. It has a cooler and powder storage at the back and an igniter and opening at the front. The two handles are shaped as such to make it easier to hold as one would a chainsaw or minigun.

Use against infantry is, legally speaking, banned, although accidents do occur more often than is statistically likely.

Heavy plasma cannon- a powerful plasma gun, held like juggernaut holds the big machine gun, which fires large discs of plasma. These projectiles are 12in,30cm in diameter, and can cut through a human limb with little difficulty, instantly cauterising the wound.

This weapon is utilised against light-medium armour targets, as well as infantry.

Plasma gun- a gun that fires plasma instead of a solid projectile. Plasma delivers immense amounts of heat and a not insubstantial amount of kinetic energy. Most plasma guns come equipped with a dial on the side. At full power, a plasma carbine is capable of putting a golf-ball sized hole through an unarmoured human. They have trouble breaching all shield types, but are highly effective against unshielded targets.

Plasma guns work by taking an incredibly powerful but short ranged electromagnet, and flooding the magnetic field with plasma. The projectiles all have a distinctive flat disc shape.

Golpaer grenade - a highly volatile and fragile device that is designed to be launched by a golpaer mass-driver. The grenade, upon being fired, turns into what is effectively a high-yield plasma projectile. Upon contact with a target, the grenade will release a large amount of plasma in a 3 meter, 9.8 foot, diameter area. This will vaporise normal humans, leaving only heavily charred bones behind. The device is only fireable by specially trained golpaer, so as to not explode in the arches.

The grenade works by hyper-condensing plasma to a state of near criticality. Upon releasing the magnetic field, the plasma explodes out with tremendous force.

It is advised to not stand directly next to a golpaer that has these in its arches. If the golpaer dies, there is a chance for them to explode.

Rebounder - a plasma based weapon that utilises intense magnetic fields to rebound off metallic substances, bounces a maximum of four times, but loses damage exponentially on each bounce. Exceptionally rare, and used by highly elite forces on purely extermination missions. Being hit by a max power projectile can carve a hole through most light-medium armour as if it wasn’t even there, and severely damage heavy armour. Being hit by a fourth ricochet projectile can cause 3nd degree burns and set fire to flesh.

Scattergun - a plasma weapon which can separate the projectile into multiple shots. Firing modes are: 1, 3, 6, and cone.

1 fires a single high damage shot with good range.

3 fires three projectiles in a horizontal line

6 fires six projectiles in a horizontal line

The shots lose individual damage potential and range exponentially with each setting, but are much better equipped to target multiple hostiles.

Cone is about 3 feet in diameter, and extends roughly 7ft from the gun barrel. Not immediately lethal, but it will cause fatal burns if left untreated.

It is utilised by breachers, shock troops and boarders.

Ballistic- a gun which fires standard projectiles via modern day methods. These are very cheap, affordable, and effective deterrents. The ammunition is larger than other methods however, and considerably more expensive.

Ammunition comes in many different types though, all suited for a specific purpose. This makes them highly adaptable and effective to every situation, provided the appropriate ammo is available.

Ballistic weapons are able to fire automatically with no issues besides overheating at extreme speeds, although rotary barrels were created to help with this issue.

Railgun- A handheld railgun uses two magnetic rails placed in parallel to each other to fire a projectile when a high charge is passed through the projectile, completing the circuit. Ammunition is very cheap and small, and is capable of far higher power than a handheld ballistic weapon can. The rails inside the railgun will need replacing eventually however, as the intense forces used in firing the projectile will cause immense stress upon the rails. They are capable of firing automatically, but much slower than ballistics are capable of, and doing so will hasten the rate the rails need replacing exponentially.

Coilgun - A coilgun uses extremely precisely timed electromagnets in series to accelerate a projectile. The effect is similar to that of a railgun, but coilguns do not need components replacing or different ammunition. The damage potential of a coilgun is also much higher, but so is its price and the charge needed to fire a projectile. They are also incapable of firing automatically, as the system used to fire projectiles is too delicately calibrated.

\_\_Vehicle/ship mounted\_\_

Defensive:

Deleo missile - a rocket that produces strong gravitational and magnetic fields around it as it flies, attracting other projectiles towards it. It does this by using grav-plates. The plates are turned on, and any safety limitations in ship/station plates are turned off, allowing them to exert over 100gs for ten seconds. The grav-plates are also able to repel as well as attract. This absolutely destroys the plates though, and as such it is a one-use countermeasure.

Impulse mine/missile - the missile version of this weapon is designed to impact the hull, latch on, and then use its thrusters to slow the ship down/move it.

The mine version will move towards any nearby vessels, and give the same effect, albeit much stronger and more effective

Relativistic Rifle (bnp, M.A.D gun [Mutually Assured Destruction], A Bullet For Me And You { nickname [ABFMAY]}) -  a gun that utilises outdated FTL systems to propel a projectile.

Said projectile must be made of Inert Matter.

This weapon is highly dangerous, and is employed only in the most serious of circumstances.

It produces absolutely zero recoil.

If the weapon is fired in the atmosphere, the gun doesn’t use a projectile, and has several safeties in place to prevent it. It instead uses the air in the barrel as the projectile.

The projectile it fires is destroyed in an instant, turning it into a high power beam of destruction that will destroy almost anything it makes contact with, and continue until it can’t anymore. The in-atmosphere beam has exceedingly low penetration capabilities however, and after hitting its intended target will dissipate.

The sound it makes is the biggest issue with its use, as it will effectively liquidate whoever is within 15m, 50ft, after firing a frigate sized model. The safe range from a frigate model is roughly 300m, 984ft.

Uxem Device- a line of light that fires at a target and then causes an implosion to occur.

Uses a ludicrous amount of energy, but is highly devastating. The energy requirement is so high that it's employed solely on network and nebula stations, and nebula class warships.

Progenitor tech.

Ion cannons - Ion Cannons fire a very bright beam of blue-tinted light that melts and rips all but the toughest of armours with incredible ease.

(Unknown to the inhabitants, it is far less effective against pure materials, as it works by disassembling stuff into its pure state. The excess heat is created by being a bad version of the tech, although the excess heat is so immense that it nullifies the initial effect.)

Energy:

Plasma accelerator - takes a powerful electromagnet, and floods its magnetic field with plasma. This plasma is now self contained, and is launched at a target. The speed is much slower than most other weapons due to limitations in accelerating without ripping the plasma out of the field. The projectile is often a circle due to the shape of magnetic fields. Twighfly plasma projectiles that utilise this system are fully spherical.

Twighfly plasma weapon variations:

Fires a steady beam of plasma, listed as a beam weapon, the beam size is readily adjustable, but it cannot change by much.

Fires a single spherical plasma projectile in a straight line. Much like a supercharged plasma accelerator.

Fires a wide, mostly flat, disc of plasma, designed to counteract missiles and projectiles.

Fires a spread of many plasma balls at once, like a shotgun. These can be detonated remotely by the firing ship to spread a short duration zone of plasma which can usually deal with most fighter to corvette-class vessels easily.

Fires a single pointed projectile with the plasma lagging behind in a teardrop shape. The projectile would impact the target first, dragging the plasma with it. This is a very fast projectile, as it’s constantly accelerating to keep the plasma behind it.

Kinetic:

Blink Torpedoes - (my interpretation of stormy’s idea)

A large high yield torpedo which utilises a dilation drive to evade enemy countermeasures. The torpedo can be missed if you blink, one moment nothing, the next a large explosion. The torpedo is highly effective at bypassing shields, and it is used almost solely against high priority targets.  The dilation drive takes time to charge and has no correction measures, meaning once it's deployed it will not change its course at all.  A designated target must be set prior to its launch or else the dilation drive will simply keep running until it burns all of its fuel, at which point the torpedo will be lost in space to either burn up in somethings atmosphere, fly into a star, or make some poor sod trying to have a good day into space debris.

Pack hounds(bnp)- a missile launcher that fires a single large missile that splits into one thousand very small highly mobile missiles that are designed to take out modules, attachments, and sub-systems, such as other guns, sensors, engines, etc. Although initially designed to disable subsystems, they are mainly used as a method of massed anti-strike craft.

The missile has two separate launch methods. The first is called Planned Launch, where the missiles are all assigned their targets and an optimal course to avoid collision with each other and obstacles. They are then separated from the main payload.

The second is called [impromptu / panic] Launch. If a projectile is on impact course to the [pack hounds] before planned launch is possible, then all [packhounds] are launched at once, and use an on-board heat seeker system. [panic] launch can cause multiple seekers to hit each other as they can end up head straight towards the same targets.

The micro-missiles it fires are 80cm, or 2.5ft.

Seeker missile - A missile with a method of tracking and accelerating towards a target. The methods vary from heatseeker to being directed by an onboard or remote controller, but the missile knows where it is at all times.

It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is - whichever is greater - it obtains a difference or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position that it wasn't, it now is. Consequently, the position where it is is now the position that it wasn't, and if follows that the position that it was is now the position that it isn't. In the event that the position that the position that it is in is not the position that it wasn't, the system has acquired a variation. The variation being the difference between where the missile is and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows: Because a variation has modified some of the information that the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice versa. And by differentiating this from the algebraic sum of where it shouldn't be and where it was, it is able to obtain the deviation and its variation, which is called error.

calabus mine/missile - the missile version of this weapon is designed to have the same function as a short-range and highly direct emp. It attaches onto the target vessel, and drills through the hull, and connects to the circuitry with microbots. It then passes an insane amount of electricity through it, frying everything. This missile is best deployed against specific modules, such as engines.

The mine version works by emitting an extremely strong emp once it detects working electronics within range. At close ranges, this pulse can kill a human. This emp disables systems and can fry hardware.

Incendiary missile - a dumbfire missile that, upon nearing a target, will spray a large amount of Flare-past at the target.

Ballistic / Bolt- a gun which fires standard projectiles via modern day methods. These are very cheap, affordable, and effective deterrents. The ammunition is much larger than other methods however, and more expensive.

Ammunition comes in many different types though, all suited for a specific purpose. This makes them highly adaptable and effective to every situation, provided the appropriate ammo is available.

Ballistic weapons are able to fire automatically with no issues.

Some of the types of ballistic weapons used in space combat are:

Volcano cannon, a high calibre cannon which fires specialised shells, fires slowly with high accurate , AP, HE, API/FP/HE, HESH, FPSH, APFPHE, PBS

Magma repeater(bnp)- a medium calibre cannon which fires generalised shells, fires with average stats across the board

Tsunami [cannon], a low calibre heavy machine gun, fires at an utterly obscene speeds with very low accuracy,

Hail-fire, a low-medium calibre light-heavy machine gun, high fire rate, medium accuracy,

railgun- A mounted railgun will use multiple conductive rails in parallel to each other to fire a projectile when a high charge is passed through it.

Smaller railguns, such as those mounted on Fighters, would have two to three rails. Larger ones, such as those mounted on a Cruiser, would have four rails.

The ammunition is quite cheap, and is capable of far higher power than a handheld ballistic weapon can. The rails inside the railgun will need replacing eventually however, as the intense forces used in firing the projectile will cause immense stress upon the rails. They are capable of firing automatically, but are much slower than ballistics, and doing so will hasten the rate the rails need replacing exponentially, as well as severely impact the accuracy.

The types of rail guns used in space combat are often turreted.

Coilgun - A coilgun uses extremely precisely timed electromagnets in series to accelerate a projectile. The effect is similar to that of a railgun, but coilguns do not need components replacing or different ammunition. The damage potential of a coilgun is also much higher, but so is its price and the charge needed to fire a projectile. They are also incapable of firing automatically, as the system used to fire projectiles is too delicately calibrated.

Coilguns are used in space combat primarily on destroyers, or as static/gimbaled weapons.