Phoenix Command Group
Welcome to the headquarters of theVeil Universe, a unique blend of role-playing and world-building. Join in, pick a side, and engage in one of the most unique fictional universes in existence! Now is a time of creation, exploration, and battle. Come join in the formation of entirely new aliens, factions, and technology!

For our returning veterans who prefer the PCG as imagined in the LUCL, it's still here.

Oh, and before to go― please, grab a sidearm. It gets a bit crazy around here...

Join the forum, it's quick and easy

Phoenix Command Group
Welcome to the headquarters of theVeil Universe, a unique blend of role-playing and world-building. Join in, pick a side, and engage in one of the most unique fictional universes in existence! Now is a time of creation, exploration, and battle. Come join in the formation of entirely new aliens, factions, and technology!

For our returning veterans who prefer the PCG as imagined in the LUCL, it's still here.

Oh, and before to go― please, grab a sidearm. It gets a bit crazy around here...
Phoenix Command Group
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Go down
PXR
PXR
Recruit (No Affiliation)
Join date : 2014-06-24
Faction : ICS
Posts : 588
Location : Out of the frying pan and into the fire

Ship and Land Based Armaments Database Empty Ship and Land Based Armaments Database

Wed Jul 23, 2014 1:47 am
No commenting please.

This will outline all basic weapons that are mounted on capital ships or on land based emplacements. It will be continually updated as new armaments are produced.

Turrets: most common and most versatile armaments in the PXE

TMC-1: used for anti-fighter defense
*low firepower/damage
*energy-based
*high maneuvering speed
*high fire rate
*cheap
*twin-linked barrels

TMC-2: primary rotating ship/surface-to-ship armament
*moderate firepower/damage
*energy-based
*moderate maneuvering speed
*moderate to high fire rate
*cheap
*twin-linked barrels

TMC-3: powerful triple-barreled cannon
*high firepower/damage
*energy-based
*moderate maneuvering speed
*moderate firing rate
*moderate cost
*triple-linked barrels

TMC-4: primary advanced anti-ship energy weapon
*extremely high firepower/damage
*energy-based
*moderately high maneuvering speed
*high fire rate
*extremely expensive
*two independent barrels

TMC-5: primary advanced anti-ship turret-mounted missile launcher (fires ASM-1's)
*extremely high firepower/damage
*guided projectile-based
*moderately high maneuvering speed
*moderate fire rate
*extremely expensive
*two independent barrels

TMC-6: anti-corvette missile launcher (fires ASM-2's)
*moderately high firepower/damage (mainly to small vessels)
*guided projectile-based
*high maneuvering speed
*high fire rate
*expensive

TMC-7: six pod missile launcher which can fire a variety of missiles including ASM-9's, equipped with a molecular assembler and extremely deadly; each pair of barrels can operate independently, meaning it can fire six missiles at once at six separate targets or focus fire, extremely deadly and rapid fire, any target pounded by these constantly is pretty much doomed
*high firepower/damage
*guided projectile-based
*high maneuvering speed
*high fire rate
*very expensive

TMC-7B: a large improvement over the original TMC-7, fires the same missiles but has a more compact design, and is more well-armored
*high firepower/damage
*guided projectile-based
*moderate maneuvering speed
*high fire rate
*very expensive

Cannons: usually broadside-mounted armaments with extremely limited or nonexistent mobility but are more powerful and cheaper than conventional turrets

SSC-1: primary broadside ship-to-ship armament
*high firepower/damage
*energy-based
*low maneuvering speed
*moderate fire rate
*moderately cheap
*twin-linked barrels

SSC-2: more powerful broadside armament
*very high firepower/damage
*energy-based
*low maneuvering speed
*moderate fire rate
*moderate cost
*twin-linked barrels

SSC-3: extremely powerful frontal armament
*moderately high firepower/damage
*energy-based
*no maneuvering
*very high firing rate
*expensive

SSC-4: used for planetary/orbital/atmospheric bombardment, usually ventrally mounted
*moderately high firepower/damage
*energy-based
*low maneuvering speed
*moderate fire rate
*moderately expensive
*two independent barrels (one longer and one shorter)

SSC-5: large four launcher rocket pod that fires ASM-11's, used to cause large damage to armor, but are less effective against shields, mostly stationary but can fire in any direction and are extremely compact
*extremely high firepower/damage
*projectile-based
*immobile
*moderate fire rate
*expensive
*four barrels

SSC-6: a large four-barreled rotary cannon used to quickly cut right through shields and armor of an enemy vessel, with high firepower and fire rate, but low damage radius, generally mounted on the Sol's exclusively
*extremely high firepower/damage
*energy-based
*immobile
*extremely high fire rate
*extremely expensive
*four barrels

SSC-7: a powerful heavy cannon generally mounted on the Betelgeuse platforms, high damage, large damage radius, but low fire rate, not too expensive, and quite powerful
*high firepower/damage
*energy-based
*moderate maneuvering speed
*moderately low fire rate
*moderately expensive

ShockER's: Shock Energy Ray used to immobilize and disable capital-scale vessels or large amounts of fighters and land-based units

MSC-1: primary ShockER of the PXE Navy, used to immobilize and disable large capital ships for projectile-carrying vessels
*energy-based
*immobile (ship mounted variant)
*high fire rate (three shots)
*high recharge time
*expensive

MSC-2: light ShockER, primarily used on the ground (those equipped on ships removed)
*energy-based
*immobile (ship mounted varaint)
*high fire rate (three shots)
*high recharge time
*moderately expensive

Missiles: common, heavy, guided-projectile armament for both capital ships and ground-based defense systems that give PXE an edge over opposing forces; generally used against capital-scale vessels, almost always obsolete against shields but can cause serious and lethal damage to vessels that are unshielded

ASM-1: mounted on TMC-5's, with moderate damage and extreme versatility, capable of causing limited damage to shields
*moderate firepower/damage
*high-velocity
*high-range
*simple molecular structure
*moderately cheap
*armor-piercing
*large damage radius

ASM-2: mounted on TMC-6's for use against corvettes, capable of quickly finishing them off but with almost no effect against ships over 400 meters
*high firepower/damage (against corvettes)
*high-velocity
*high-range
*simple molecular structure
*cheap
*armor piercing
*moderate damage radius (corvettes)

ASM-3: small missile that can still cause very high damage to enemy armor, capable of very high damage against small ships and moderate damage against larger ones
*moderately-low firepower/damage (700 meters) & high firepower/damage (500 meters)
*high velocity
*high-range
*reloading necessary
*moderately cheap
*armor piercing
*moderate damage radius (general)
*armor reinforced

ASM-4: medium-sized missile that can cause high damage to ships of any size, multiple missiles (6-9) can destroy a very large vessel with shields disabled
*high firepower/damage
*high-velocity
*high-range
*reloading necessary
*moderate cost
*armor piercing
*large damage radius
*armor reinforced

ASM-5: large missile that cause serious damage to very large vessels alone, multiple (3-5) missiles can quickly finish off extremely large ships with shields down, also capable of causing high damage to multiple ships at once
*extremely high firepower/damage
*high-velocity
*high-range
*reloading necessary
*moderately expensive
*armor piercing
*very large damage radius
*armor reinforced

ASM-9: small guided missile that is usually fired in rapid succession to cause damage, used often by the TMC-7B as a primary projectile, these rockets can burn through armor and cause damage to shields alike
*decent firepower/damage (if used in rapid succession)
*high-velocity
*high-range
*simple molecular structure
*cheap
*armor piercing
*moderate damage radius

ASM-10: massive guided missile that can literally destroy half a dozen vessels in an area, devastating to space or land-based targets, can cause huge damage in an area, very expensive and hard to reload, but once used are devastating to multiple enemy targets
*extremely high firepower/damage
*high-velocity
*high-range
*reloading necessary
*extremely expensive
*armor piercing
*massive damage radius
*armor reinforced

ASM-11: powerful armor piercing rocket used primarily against armor, not very effective against shields, used to bury itself inside enemy armor and explode, throwing shrapnel across the ship, generally mounted on the SSC-5's
*high firepower/damage
*high-velocity
*high-range
*simple molecular structure
*moderately cheap
*armor piercing
*moderate damage radius
Back to top
Permissions in this forum:
You cannot reply to topics in this forum