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| expansion_age_fleet_philosophy [2026/07/24 05:21] – [Skirmish (10LS-1LM)] mecham | expansion_age_fleet_philosophy [2026/07/26 02:20] (current) – [Weaponry] mecham | ||
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| - Massive fleet formations | - Massive fleet formations | ||
| - | ===== Combat Ranges | + | ===== Ship Design |
| - | ==== Standoff (1LM-10LM) ==== | + | Ships of this era are distinguished by their use of armored caps, relativistic weaponry, and centralized antimatter catalyzed fusion reactors. |
| - | At standoff ranges, the only effective weapons are ones that are near light speed. The extreme range combined with extensive use of electronic countermeasures, | + | ==== Armor ==== |
| + | Traditional armor is both heavy and bulky, incurring a large delta-v cost in military starships. Neutron and electron beam weaponry have incredible penetration and as such, ships would require a prohibitively thick plate to stop these weapons. During the Stellar and Fragmentation Ages, the solution was unarmored, highly maneuverable craft moving in erratic patterns to avoid damage. Expansion Age starships utilize metamat-a, also known as plasteel, as a lightweight solution to this issue. | ||
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| + | Plasteel, while an elegant solution, is also hard to manufacture. Lifting solutions from the golden age of naval warfare, Expansion Age ships utilize an ' | ||
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| + | ==== Weaponry ==== | ||
| === Particle Weapon Sweeping === | === Particle Weapon Sweeping === | ||
| - | Near light speed neutral beam arrays can be utilized at this range via ' | + | Near light speed neutral beam arrays can be utilized at distances of light minutes |
| - | While decently effective, this technique is not energy efficient, and much of the outgoing fire will miss their mark. Furthermore, | + | While decently effective, this technique is not energy efficient, and much of the outgoing fire will miss their mark. Furthermore, |
| === Hypervelocity Guided Munitions === | === Hypervelocity Guided Munitions === | ||
| - | Electromagnetic launchers such as railguns or coilguns are used to launch guided munitions at a percentage of the speed of light. These munitions are much slower than their particle counterparts but are capable of self-tracking | + | Electromagnetic launchers such as railguns or coilguns are used to launch guided munitions at a percentage of the speed of light. These munitions are much slower than their particle counterparts but are capable of self-guidance |
| The downside to guided munitions is the availability of ammunition. Compared to particle weaponry which can draw plasma directly from the reactor, munitions must be manufactured and require guidance systems. | The downside to guided munitions is the availability of ammunition. Compared to particle weaponry which can draw plasma directly from the reactor, munitions must be manufactured and require guidance systems. | ||
| Despite the cost, these rounds are more efficient per shot compared to particle cannons with a significantly higher hit rate. Various warheads or mission packages can be installed, further expanding the utility of this system. | Despite the cost, these rounds are more efficient per shot compared to particle cannons with a significantly higher hit rate. Various warheads or mission packages can be installed, further expanding the utility of this system. | ||
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| + | === Missiles === | ||
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| + | Compared to the other two weapon systems, long range missiles and torpedoes rely on a slow and steady approach. These weapons are fired en-masse towards an enemy fleet and force them to either engage or maneuver away, which makes it easier to distinguish which contacts are decoys and which are real targets. | ||
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| + | Missiles are arguably the most complex munitions in the arsenal, requiring power generation, propulsion, guidance, and ECCM systems. However, they are the cheapest in terms of weapon deployment. Torpedoes and missiles can be hot or cold launched from silos, out of electromagnetic catapults, released from strike craft, or even just dropped out of cargo holds. These weapon systems require very little infrastructure to work, and as such, can be installed on just about anything. | ||
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| + | ===== Combat Ranges ===== | ||
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| + | ==== Standoff (1LM-10LM) ==== | ||
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| + | At standoff ranges, the only effective weapons are ones that are near light speed. The extreme range combined with extensive use of electronic countermeasures, | ||
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| + | Fleets will typically posture for ideal orbits and attempt to waste the other fleet' | ||
| ==== Skirmish (10LS-1LM) ==== | ==== Skirmish (10LS-1LM) ==== | ||
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| At minimum range, electron beam cannons are well within their no escape zone and can make short work ship crews and electronics. | At minimum range, electron beam cannons are well within their no escape zone and can make short work ship crews and electronics. | ||
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