Privateers, Pirates and Mercenaries!
+4
Tetrahedron
Lord Commandant Jace
Admiral AquaRaider
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- Dino27Captain (PCG)
- Join date : 2013-05-20
Faction : Phoenix Command Group
Posts : 1435
Location : P.C.G. York ready room
Re: Privateers, Pirates and Mercenaries!
Sun Aug 09, 2015 9:57 pm
OOC
- Spoiler:
The Hades' Gate doesn't have multiple shield facings, it has "single-layered, manual-frequency-control, non-regenerative, extremely high military capacity system with 12 primary, and 12 secondary emitters. Shields combine into one facing, meaning that shields are 4 times as resilient, but take 4 times as long to recharge, and when one “facing” goes, the ship is entirely without shields." It is probably that her shields would still be at or above 90%.
- Lord Admiral AriklegoLord Admiral (MSI)
- Join date : 2013-05-26
Faction : Minotaur Space Imperium; Greylark Provincial Navy
Posts : 378
Location : New Carradock, Imperial Core Territories, MSI Space
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 3:32 pm
Tetra:
"Coaxials at 80%!"
The Hades' Gates guns blaze, and shortly after the lead Bird of Prey blows apart into two segments, with one flying in and hitting the Hades' Gate's port outrigger before harmlessly deflecting off the deflectors in a dozen more pieces.
The next two BoPs fly by, strafing the ship's hull while still taking a serious beating from the Hades' Gate's guns.
J-Red:
The fourth BoP wheels around to face the Dark Flame, and charges in, its remaining main gun firing wildly.
However, this proves to be futile, as the ship soon loses its remaining armament, followed shortly by its nacelles.
"Coaxials at 80%!"
The Hades' Gates guns blaze, and shortly after the lead Bird of Prey blows apart into two segments, with one flying in and hitting the Hades' Gate's port outrigger before harmlessly deflecting off the deflectors in a dozen more pieces.
The next two BoPs fly by, strafing the ship's hull while still taking a serious beating from the Hades' Gate's guns.
J-Red:
The fourth BoP wheels around to face the Dark Flame, and charges in, its remaining main gun firing wildly.
However, this proves to be futile, as the ship soon loses its remaining armament, followed shortly by its nacelles.
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
Faction : Phoenix Command Group
Posts : 870
Location : Adventure Comix Studios
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Species: Human
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 3:35 pm
"Reopen comms to the Hades' Gates!" Captain Hawkins orders. "Captain, the fourth Bird of Prey has been disabled! All weapons are dead as are the engines systems. Awaiting your orders."
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
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Posts : 1012
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Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 3:36 pm
"Assault team, on standby; helm, bring us in to boarding range. Dark Flame, shift your attack to the main convoy, but don't get over your head. We have these ships handled,"
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
Faction : Phoenix Command Group
Posts : 870
Location : Adventure Comix Studios
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Species: Human
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 3:49 pm
"Aye sir!" Captain Hawkins replies. "You heard the cap'n! Target the main convoy! Let's finish this!"
- Lord Admiral AriklegoLord Admiral (MSI)
- Join date : 2013-05-26
Faction : Minotaur Space Imperium; Greylark Provincial Navy
Posts : 378
Location : New Carradock, Imperial Core Territories, MSI Space
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 4:23 pm
J-Red:
"On it!"
The Dark Flame moves in for the fleet, with the Wreker following nearby and opening fire.
"They're returning fire!"
Six of the BoPs who remained with the convoy, sitting in place, send volleys in the direction of the Dark Flame and the Wreker, lighting up their shields brilliantly, while the two pirate ships pound them as well.
Meanwhile, the last two BoPs lock onto the damaged freighters with tractor beams, and begin dragging them off, while the other two freighters follow.
Tetra:
"Assault teams ready to board!" "We're in position for boarding!"
One of the bridge crewers turns around quickly. "Sir! Sensors indicate the convoy ships are preparing to warp! The Wreker's got one of the undamaged ships still in warp interference, but the other one is in the clear, and the other two freighters are being towed!"
"Coaxials charged! Firing solution acquired!"
"Those other two Birds of Prey are rounding about and heading for our rear thrusters, Captain! They're set for a ramming trajectory with our starboard flank!"
"On it!"
The Dark Flame moves in for the fleet, with the Wreker following nearby and opening fire.
"They're returning fire!"
Six of the BoPs who remained with the convoy, sitting in place, send volleys in the direction of the Dark Flame and the Wreker, lighting up their shields brilliantly, while the two pirate ships pound them as well.
Meanwhile, the last two BoPs lock onto the damaged freighters with tractor beams, and begin dragging them off, while the other two freighters follow.
Tetra:
"Assault teams ready to board!" "We're in position for boarding!"
One of the bridge crewers turns around quickly. "Sir! Sensors indicate the convoy ships are preparing to warp! The Wreker's got one of the undamaged ships still in warp interference, but the other one is in the clear, and the other two freighters are being towed!"
"Coaxials charged! Firing solution acquired!"
"Those other two Birds of Prey are rounding about and heading for our rear thrusters, Captain! They're set for a ramming trajectory with our starboard flank!"
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
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Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 4:39 pm
"Assault teams launch; I want that ship intact. Intensify rearward firepower, focus on their engines, bridge- anything to immobilize them," Talvis' left arm gripped it's armrest noticeably tighter as the right one opened a clear box installed on the front of its. In the box were two buttons, each directly linked to the ships's primary coaxial cannons, and the list of possible firing solutions. Talvis selected one solution for each weapon- both targeting a separate towing Bird. "Wreker, Dark Flame, be advised: we're firing the coaxial. Stay clear of the projectile's arc. Focus your fire on the last remaining freighter- disable it, do not destroy. Hades' Gate, out," And with that, he pressed the buttons.
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
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Posts : 870
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Character sheet
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Species: Human
Re: Privateers, Pirates and Mercenaries!
Mon Aug 10, 2015 4:58 pm
Captain Hawkins strides up to the forward viewport and examines the Eden's Corsair's prey. "You heard him! Get our butts out of the firing arc!" All cannons target the rest of the enemy ships, IQ, see if you can get that main cannon online!
"Sir, you know that we have been unable to unlock the..." IQ begins.
"Just try! We haven't for a while, so now's as good a time as any!"
"Sir, you know that we have been unable to unlock the..." IQ begins.
"Just try! We haven't for a while, so now's as good a time as any!"
- Lord Admiral AriklegoLord Admiral (MSI)
- Join date : 2013-05-26
Faction : Minotaur Space Imperium; Greylark Provincial Navy
Posts : 378
Location : New Carradock, Imperial Core Territories, MSI Space
Re: Privateers, Pirates and Mercenaries!
Wed Aug 19, 2015 5:03 pm
Nik: Two simultaneous tremors rock the shuttle you're in, as the Hades Gate fires off two rounds from its Coaxial guns. Then the troopship drops, nearly knocking the motley bunch of pirates inside off their feet before the inertial dampeners can compensate for the sudden G-forces.
A minute or so later, warnings sound, indicating that the shuttle will soon impact against the target ship. The shuttle's co-pilot fires up the boring device attached to the front of the ship, and a beam of energy lances out, striking the Bird of Prey's hull and searing through it. Moments later the shuttle impacts against the spot, crushing through a layer of near-molten armor plating like an anti-tank shell through butter. The entire crew is thrown forward none too gently as the shuttle smashes through the warship's interior, finally settling a stop.
"Move it! Get a move on! We gotta take this ship!" The hatch blows open, and the assault begins...
Tetra: The two cannons fire, releasing bright flashes that last for an instant from the bow. An instant later, both Birds of Prey glow brilliantly as their shields buckle under the sudden strain, and then the two ships erupt into flames, their warp cores propelling chunks of hull in all directions.
"Direct hits, Captain!"
J-Red: The Dark Flame's cannons open fire, raining blows on the next of the two remaining freighters. However, before it can sustain any significant damage, both freighters reach the end of their path, stretching out then vanishing in an instant as they enter warp. Meanwhile, the remaining six Birds of Prey encircle the other two freighters, clearly not ready to give up yet.
A minute or so later, warnings sound, indicating that the shuttle will soon impact against the target ship. The shuttle's co-pilot fires up the boring device attached to the front of the ship, and a beam of energy lances out, striking the Bird of Prey's hull and searing through it. Moments later the shuttle impacts against the spot, crushing through a layer of near-molten armor plating like an anti-tank shell through butter. The entire crew is thrown forward none too gently as the shuttle smashes through the warship's interior, finally settling a stop.
"Move it! Get a move on! We gotta take this ship!" The hatch blows open, and the assault begins...
Tetra: The two cannons fire, releasing bright flashes that last for an instant from the bow. An instant later, both Birds of Prey glow brilliantly as their shields buckle under the sudden strain, and then the two ships erupt into flames, their warp cores propelling chunks of hull in all directions.
"Direct hits, Captain!"
J-Red: The Dark Flame's cannons open fire, raining blows on the next of the two remaining freighters. However, before it can sustain any significant damage, both freighters reach the end of their path, stretching out then vanishing in an instant as they enter warp. Meanwhile, the remaining six Birds of Prey encircle the other two freighters, clearly not ready to give up yet.
- Grand Minister Dyma AlcelLord Commandant (MSI)
- Join date : 2014-12-19
Faction : Koine Telos
Posts : 155
Location : Blood & Thunder, Brachialis-type freighter, KT space
Character sheet
Faction: Other
Species: Human
Re: Privateers, Pirates and Mercenaries!
Wed Aug 19, 2015 5:34 pm
After the drop, Tom completes his routine and readies his weapon. Once the hatch eventually opens, Tom lets two or three fellow pirates exit ahead of him before stepping out of the shuttle. Upon exiting with his rifle at the ready, he tries to see what's in the room, what there is for cover, and what lies beyond.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
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Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Wed Aug 19, 2015 6:15 pm
Talvis gripped his chair's arms yet tighter; complete victory was slipping away. Quickly composing himself, he tapped his comlink- "Flame, Wreker, disable the freighter's FTL engines and pursue the escapees. I don't care if they jump to Qo'noS itself, hunt them down. The Hades' Gate will deal with the remainder. Talvis out,"
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
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Posts : 870
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Species: Human
Re: Privateers, Pirates and Mercenaries!
Thu Aug 20, 2015 11:22 am
"Aye sir!" Hawkins replies. "Follow those freighters, helmsman!"
{OOC} In other words... where do I drop out of warp at?{End OOC}
{OOC} In other words... where do I drop out of warp at?{End OOC}
- Lord Admiral AriklegoLord Admiral (MSI)
- Join date : 2013-05-26
Faction : Minotaur Space Imperium; Greylark Provincial Navy
Posts : 378
Location : New Carradock, Imperial Core Territories, MSI Space
Re: Privateers, Pirates and Mercenaries!
Thu Aug 20, 2015 3:50 pm
Nik: The room is filled with sudden shouts, both from the pirates and the Klingon welcoming party, and the hiss of energy weapons sizzling their way through the ship's slightly thin atmosphere.
With apparently slightly greater numbers on their side, the Klingons begin to reach the group of pirate boarders, and suddenly begin hitting their ranks and engaging in melee combat. Already you see three Klingons break past, charging for you...
J-Red: The Dark Flame and Wreker jump to FTL, loosely in the direction of the freighters that escaped, heading farther through the dense nebula...
One of the bridge crew suddenly shouts. "Sir, we got 'em on our scanners!" The Dark Flame exits FTL, slightly overshooting the freighters but not by much. Meanwhile the two freighters begin to reorient themselves, probably recharging their warp nacelles for the next trip; Also, the Wreker is nowhere to be seen, apparently having missed the freighters on their own sensors.
Tetra: The remaining six Birds of Prey, meanwhile, set to work trying to again tow the freighters, with two grabbing on with tractor beams while the other four place themselves between the line of fire of the Hades' Gate and the towing BoPs...
With apparently slightly greater numbers on their side, the Klingons begin to reach the group of pirate boarders, and suddenly begin hitting their ranks and engaging in melee combat. Already you see three Klingons break past, charging for you...
J-Red: The Dark Flame and Wreker jump to FTL, loosely in the direction of the freighters that escaped, heading farther through the dense nebula...
One of the bridge crew suddenly shouts. "Sir, we got 'em on our scanners!" The Dark Flame exits FTL, slightly overshooting the freighters but not by much. Meanwhile the two freighters begin to reorient themselves, probably recharging their warp nacelles for the next trip; Also, the Wreker is nowhere to be seen, apparently having missed the freighters on their own sensors.
Tetra: The remaining six Birds of Prey, meanwhile, set to work trying to again tow the freighters, with two grabbing on with tractor beams while the other four place themselves between the line of fire of the Hades' Gate and the towing BoPs...
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
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Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Thu Aug 20, 2015 3:54 pm
"Intensify forward firepower. Lock torpedoes on the towing vessels, fire when ready. All hands, fire at will. Helm, vector towards the retreating ships- they will not escape."
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
Faction : Phoenix Command Group
Posts : 870
Location : Adventure Comix Studios
Character sheet
Faction: Phoenix Command Group
Species: Human
Re: Privateers, Pirates and Mercenaries!
Thu Aug 20, 2015 4:01 pm
"Bring us about to give them a broadside!" Hawkins orders. "Target their bridges then their warp nacelles! We don't want them escaping this time!"
"Comms, contact our fighters and tell them to regroup with the Hades' Gates if we're not back before they're finished with their sortie."
"Comms, contact our fighters and tell them to regroup with the Hades' Gates if we're not back before they're finished with their sortie."
- Grand Minister Dyma AlcelLord Commandant (MSI)
- Join date : 2014-12-19
Faction : Koine Telos
Posts : 155
Location : Blood & Thunder, Brachialis-type freighter, KT space
Character sheet
Faction: Other
Species: Human
Re: Privateers, Pirates and Mercenaries!
Thu Aug 20, 2015 4:12 pm
Tom immediately drops to his left knee. Resting his rifle on his raised right knee, he fires off a series of shots - aimed at the softer parts of the enemies' faces - into the oncoming trio with his weapon hand while unbuckling his knife with his left hand.
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Sat Aug 22, 2015 9:42 pm
OOC: IIIIII'M BAAAACKK! Where do I drop in at?
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
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Posts : 1012
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Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Sat Aug 22, 2015 9:57 pm
[OOC] Uhhh, you're probably on the boarding party? Dunno. [/OOC]
- ForgeRecruit (No Affiliation)
- Join date : 2013-05-20
Faction : De-Factioned
Posts : 1065
Location : Lost in a decimated city
Re: Privateers, Pirates and Mercenaries!
Sun Aug 23, 2015 9:39 pm
OOC: My character was hardly a frontline combat personel.
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
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Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Sun Aug 23, 2015 9:59 pm
[OOC] In that case... ask Arik. [/OOC]
- JohnnyredCaptain (PCG)
- Join date : 2013-05-19
Faction : Phoenix Command Group
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Character sheet
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Species: Human
Re: Privateers, Pirates and Mercenaries!
Wed Aug 26, 2015 11:22 am
{OOC} Speaking of Arik, can we get some GM action over here please?{End OOC}
- Lord Admiral AriklegoLord Admiral (MSI)
- Join date : 2013-05-26
Faction : Minotaur Space Imperium; Greylark Provincial Navy
Posts : 378
Location : New Carradock, Imperial Core Territories, MSI Space
Re: Privateers, Pirates and Mercenaries!
Fri Aug 28, 2015 12:47 pm
So, update, I'm pretty busy at the moment. I've been doing an online "introductory" class for college the last week-ish or so, as well as trying to start earning a little money via online crowdsourcing/freelancing sites. Tomorrow (Saturday) evening I might be able to get on and do some stuff, and Monday I'll be finished with my college class and will possibly be more free until college starts up mid-September.
Now. Assignments for people.
One- I think I'm gonna switch "game mechanics" again. Writing up decently interesting responses to everything takes too long, and I think I might opt instead for a simple-ish game mechanics system, so as to reduce the amount of storywriting creativity I have to put into this.
But I need ideas from you guys on what to use. The simpler the better, but I also want it to be either story-based enough or complex enough to still be fun and not monotonous/repetitive. So if anyone has any thoughts or suggestions on some mechanics for combat, that'd be awesome. I'll work on coming up with something too.
Two- I think I already assigned this job to somebody (Tetra or Dino, maybe? ), but I could also really use a few lists of "items" for you guys to purchase. I need a list of starships to buy, including warships and starfighters, a list of weapons you can give your ship, and then a list of other ship upgrades. Take whatever liberties you want in coming up with these, since you guys are probably more familiar with the main PCG-verse than I am anyway, and whatever gets added in should be fine.
Three- I'm also a bit bare on story, admittedly. I have some ideas on how to proceed, but if you guys have any suggestions to throw out it could help. (Though of course I'll add my own spin to anything I use to keep the story interesting and unexpected)
So, there you have it. I can keep the story going until the end of this one battle, so plot-wise we're temporarily okay.
Having a game mechanic system might be handy for this battle, especially for the boarding parts, but I can still string things along for as long as needed.
Aaand the item list can wait, but just keep in mind you guys can't buy new stuff until I have one. (Evil laughter )
Now. Assignments for people.
One- I think I'm gonna switch "game mechanics" again. Writing up decently interesting responses to everything takes too long, and I think I might opt instead for a simple-ish game mechanics system, so as to reduce the amount of storywriting creativity I have to put into this.
But I need ideas from you guys on what to use. The simpler the better, but I also want it to be either story-based enough or complex enough to still be fun and not monotonous/repetitive. So if anyone has any thoughts or suggestions on some mechanics for combat, that'd be awesome. I'll work on coming up with something too.
Two- I think I already assigned this job to somebody (Tetra or Dino, maybe? ), but I could also really use a few lists of "items" for you guys to purchase. I need a list of starships to buy, including warships and starfighters, a list of weapons you can give your ship, and then a list of other ship upgrades. Take whatever liberties you want in coming up with these, since you guys are probably more familiar with the main PCG-verse than I am anyway, and whatever gets added in should be fine.
Three- I'm also a bit bare on story, admittedly. I have some ideas on how to proceed, but if you guys have any suggestions to throw out it could help. (Though of course I'll add my own spin to anything I use to keep the story interesting and unexpected)
So, there you have it. I can keep the story going until the end of this one battle, so plot-wise we're temporarily okay.
Having a game mechanic system might be handy for this battle, especially for the boarding parts, but I can still string things along for as long as needed.
Aaand the item list can wait, but just keep in mind you guys can't buy new stuff until I have one. (Evil laughter )
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
Faction: Phoenix Command Group
Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Fri Aug 28, 2015 12:58 pm
[OOC] Item list? On it. I don't think I could do that alone, but I could certainly lay some foundations. Hey, might get me back into writing, so maybe I'll finally start really typing up all the Draugr stuff. And those PCG ships. And my summer assignments.
Huh-boy, this is gonna be an interesting next few weeks. [/OOC]
Huh-boy, this is gonna be an interesting next few weeks. [/OOC]
- Grand Minister Dyma AlcelLord Commandant (MSI)
- Join date : 2014-12-19
Faction : Koine Telos
Posts : 155
Location : Blood & Thunder, Brachialis-type freighter, KT space
Character sheet
Faction: Other
Species: Human
Re: Privateers, Pirates and Mercenaries!
Fri Aug 28, 2015 1:41 pm
{OOC} 1. I have no clue on game mechanics. I guess whatever you'd be satisfied with doing in the long run works for me.
2. I am also of no use here, although I may be able to throw together some upgrades or infantry weapons if needed. Wouldn't really be ST accurate, though...
3. Um. We're privateers, pirates, and mercenaries. Something along "establish a primary base, raid for a while, start a crime syndicate, raid for a while, expand, raid for a while, profit" is all I can really think of. {/OOC}
2. I am also of no use here, although I may be able to throw together some upgrades or infantry weapons if needed. Wouldn't really be ST accurate, though...
3. Um. We're privateers, pirates, and mercenaries. Something along "establish a primary base, raid for a while, start a crime syndicate, raid for a while, expand, raid for a while, profit" is all I can really think of. {/OOC}
- TetrahedronCaptain (PCG)
- Join date : 2014-05-27
Faction : Phoenix Command Group
Posts : 1012
Location : Classified
Character sheet
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Species: Khent-sa
Re: Privateers, Pirates and Mercenaries!
Fri Aug 28, 2015 3:38 pm
OK, here's a sort of WIP list for both ships and weapons. Tell me what you think of each:
Keep in mind, these are all rough numbers; the weapons in particular I'm thinking of reducing the cost of, given the relative cost of the ships. Thoughts?
- Ships:
Name Description Average Cost (STU) Zeerover Alpha Light Frigate Light cruiser class capable of being refitted into a variety of support or light combat roles, though lacking the heavy armor or firepower of a standard combat vessel. 23,500 Zeerover Beta Medium Frigate Heavy brother of the Alpha, packing much more in the way of direct combat prowess at the expense of potential versatility. 27,500 Spitze Escort Cruiser Heavy civilian escort vessel; one of the best brawlers available on the civilian market. Difficulty to capture reduces supply and raises price. 195,000 Sgowtiaid Scout Corvette Light recon/scout corvette; versatile and relatively agile, though again lacking direct-combat capabilities. 12,000 Stroper Hauler Medium freighter designed for pirate use; slow, but rugged and easily modified. 75,000 Despoiler Patrol Destroyer Rugged civilian vessel capable of acting as a smuggling, logistical, or repair ship; however, limited tactical systems limits any combat roles. 25,000 Sumali Assault Frigate Extremely agile and fairly well-armed vessel; however high maintenance and difficulty of modification makes it uncommon even among legitimate fleets. 87,000 Staal Corporate Carrier Most common privately-manufactured carrier on the market; easily modifiable. Good for transporting and deploying large strike craft detachments or logistical support. 142,600 Skaaldier Support Cruiser Slow, heavily-armored civilian CnC/fire-support platform. 150,400
- Ship Weapons:
Name Description Average Cost (STU) Disruptor Cannon (light) Standard ship-mounted combat weapon outside of certain military groups; relatively cheap and reliable. 480 Disruptor Cannon (heavy) Heavy disruptors are almost-exclusively used on direct-combat warships. They have much more firepower and increased accuracy, but a largely-inferior firing arc. 930 Plasma Cannons With the introduction of new free-trade laws under the Romulan Republic, private weapons manufacturers have sprung up and are now pushing these weapons as alternatives to disruptors. they are more expensive and have reduced range, but hit much harder and with more accuracy. 560 Phaser Cannons Though never particularly popular on the civilian market due to high maintenance, low rate of fire, and comparatively little supply, phaser cannons still boast better damage, range, and accuracy than weapons of similar caliber. 710 Light Turbolaser Turbolasers have only recently begun to hit the civilian market, having traditionally been the exclusive domain of larger militaries. They are expensive, comparatively inaccurate, power-hungry and difficult to maintain; that being said, they’re also absolutely devastating compared to any other light energy weapon on the market. 1,300 AMRIL Cannons The Anti-Muon Reaction-Induced Laser cannon is an improvement on the venerable energy weapon. though inferior in most respects to military-grade weaponry, they have found traction on the civilian and black markets as ship-based PD and AA weapons. 635 Qerwich-Hayes 40mm Flak Cannon An ancient design, with it’s roots dating back almost three hundred years. Although easily surpassed in most respects by the more modern AMRIL systems, the Qerwich-Hayes standard flak design remains in circulation due to extremely low power consumption, easy maintenance, and plentiful supply- despite production ending 52 years ago. 320 Photon torpedo If disruptors are the civilian market’s energy weapon of choice, then photon torpedoes are it’s chosen projectile. Photon torps are relatively cheap while still packing good damage. Most civilian projectile-launch systems are designed with photon-torps primarily in mind. 40 (per torpedo)
Keep in mind, these are all rough numbers; the weapons in particular I'm thinking of reducing the cost of, given the relative cost of the ships. Thoughts?
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