Plasma Torpedo
Magnetically placed under pressure to the point where a single rupture would cause a catastrophic explosion. Plasma torpedoes are being used much more frequently by Mri forces as some Republics or States can't gain access to AM sources. In such, these weapons have seen drastic improvement. The explosive power of 70kt along with the intense heat tears apart armor and shields alike. This weapon is deadly to ships below cruiser classifications with one hit.
Speed: Just below light speed. (.992c)
Range: 5 Light-Hours (36.07 AU)
Explosive Power: 70kt
Rate of Fire: 1 torpedo per second
AMMPHAWK
Variants of the AMMPHAWK:
GWMPHAWK: Gravitational Warp Missile Pod Homing All the Way Killer; 2000 missile rack
PTLHAWK: Plasma Torpedo Launcher Homing All the Way Killer; 5200 Torpedo rack
OSMTPTLHAWK: OSMPT Launcher Homing All the Way Killer; 5200 Torpedo rack (total of 52,000 submunitions)
Gravitational Warp Missile (GWM)
Rack Count: 2000
Replacements per Rack: 5 Full
Speed: .992c
Range: 1 Light Hour
Rate of Fire: As many as are left on the rack
OSMPT: Orbit to Surface Multi-target Plasma Torpedo
Speed: .12 Light
Range: 500,000 Miles
Rate of Fire: 1 missile every second
Force of Explosion: 5KT per missile
Anti-Matter Missile Systems
Anti Matter Missiles are loaded with a concentration of anti-protons. The use of this style of AM creates vast clouds of Neutrons and electrions which deal extreme damage to ships and shields as well as block sensors for a time being. These missiles now are fired from Retractable missile racks
Class A- Plasma Coated, 20kg charge, Blast yield of 860Mt
Class B- Plasma Coated, 10kg charge, Blast yield of 430Mt
Class C- No Coating, 5kg charge, Blast yield of 215Mt
Class D- No Coating, 2kg charge, Blast yield of 86Mt
Class E- Plasma Coating, .5kg charge, Blast yield of 21.5Mt
Planet Class- Plasma Coating, .1kg charge, Blast yield of 4.3Mt
Rack Count: 1000 Missiles
Replacements per Rack: 4 full
Speed: Just below light speed. (.992c)
Range: 5 Light-Hours (36.07 AU)
Rate of Fire: As many as needed given there is enough on the rack
DSD: Drivecore Strangulation Device (Demensional Shift Disruptor 4.0)
All DSD have been upgraded to the type 2 system. The Type 2 system was released 35 years after the first DSD was released. The DSD now has the power to pull ships from another universe, which has a destination within the DSD user's universe to a location near the DSD using craft. This ability can also be used in reverse with the addition of other systems onboard the ship.
The third generation of DSD expands on the all encompassing FTLi concept. By reducing the size of the field the DSD can reduce the maximum speed down to .5c (at 350 AU). The 1c limit prevails from 3.2ly all the way down to .5ly. From .5ly to .1ly the maximum is .9c and on its way down.
Range/Limit:
3.2ly -.5ly: 1c
.49ly - .1ly: .9c
.09ly to 1600 AU: .8c
1599AU to 1200AU: .7c
1199AU to 900AU: .65c
900AU to 751AU: .6c
750AU to 351AU: .55c
350AU to 0AU: .5c
Generation 4 introduced the capacity to utilize a Rift Energy Matrix to create a pocket universe which is cut off from the rest of the Multiverse. Using a portable version of the devices which create the Mriverse's protective Pocket Universes, the Drivecore Strangulation Device 4.0 can isolate entire star systems to prevent escape of enemy fleets or the inclusion of reinforcements. Unfortunately the device does not include failsafes and several dozen non-Oleader ships have been lost when the DSD was shutdown improperly as the system they were testing in was dropped into the Raw Rift and ships were consumed by the forces within Rift Space.
Rate of Fire: Constant, Passive
Bombardment Laser
The Bombardment Laser is the furthest reaching laser known to the IKN. The weapon has such a massive range that an enemy knows its coming before it hits, even though its moving the speed of light. Upon impact the Laser acts as if it were filled with anti-matter charges and proceeds to cause mass explosions as highly concentrated and hyper energized photons slam into their targets. This weapon uses the same technology as the DS laser and can achieve nearly the same results minus the extra ships.
Speed: Light Speed
Range: 1 Light Hour(7.214 AU/ 670,902,000 Miles)
Strength: 4.56 x 10^28 Joules
Rate of Fire: Once every 30 seconds
Sensor Probes
Their primary function is to collect data for its home ship. Every ship in the fleet will soon carry hundreds of probes to gather information where ever they go. Probes can be left behind with instructions to gather info until internal charge is at X%. Once there they will make a rift jump back to their home ship.
First Generation
PIS: Polarity Inversion System
Speed: Light
Range:1 Light Hour(7.214AU)
Rate of Fire: Once every 30 Seconds
Second Generation
PIS Weapon sizes(length) and purpose
10ft Turret (10PIS): Point Defense/Close attack (.05 cubic miles of damage)
30ft Turret (30PIS):Intermediate Attack(56 Light Seconds)/Point Defense(.15 cubic miles of damage)
100ft Turret (100PIS): Long Range Attack(20 Light Minutes)(.5 cubic miles of damage)
300ft Turret (300PIS): Long Range Attack(45 Light Minutes)(1.5 cubic miles of damage)
500ft Turret (500PIS): Long Range Attack(1 Light Hour)(2.5 cubic miles of damage)
Kilo Turret (KPIS): Long Range Attack(1.1 Light Hours) (5 cubic miles of damage)
1500ft Turret(K500PIS): Long Range Attack 1.5 Light Hours)(7.5 cubic miles of damage)
Third Generation
PISg
Ion Cannon
Energy weapon that, when fired, emits a small scale directed EMP along with an ionized beam of energy to bring down the shields, electronics, and ground based electronics.
Speed: .943 Light Speed
Range .4 AU (37,182,355 Miles)
Rate of Fire: 3 every 2 seconds
PMS: Planetary Mutilation System
Speed: Light Speed
Range: .25 AU
Rate of Fire: Once every 10 Minutes
Duration of Ray: 2 Minutes
Example of the PMS
Force Beam
In the search for better weapons Force Beams were discovered. These weapons are capable ofof breaking the weak nuclear force between elements. This separates the atoms at the subatomic level causing the whole target area to fall apart. The weapon is usually used to target the bridge, weapons, engines, and external hardware. Fired from a small Sapphire focusing disk about 8 inches in diameter.
Speed: Light Speed
Range: .9 AU (83,660,298.9 Miles)
Rate of Fire: Once every second.
MAC Cannon
Fires a 10kg Conical shell at a velocity of .13c/s^2 using a Mass Accelerator
Speed: .13/s^2
Range: 1.5 AU
Rate of Fire: 2 every 5 Seconds
Kinetic Energy after 1 second: 96kt (grows exponentially for each second in flight)
Apex MAC Cannon
An upgrade to the original MAC cannon. Fires a 50kg conical shell at a velocity of .21c/s^2 giving it enormous kinetic energy.
Speed: .21c/s^2
Range: 2 AU
Rate of Fire: Once every 5 Seconds
Kinetic Energy after 1 second: 7733kt or 7.733Mt (grows exponentially for each second in flight)
Storm Rail Gun
Speed: .26c/s^2
Range: 2AU
Rate of Fire: Once every 10 Seconds
Janex Rail Gun
Speed: .6c/s^2
Range: 6AU
Rate of Fire: Once every 2 minutes
Buzz Droid Flak
Speed of shell: 50,000 mph
Speed of Droid: 899,377,337 meters/second(.3 x speed of light)
Range of shell: 400 miles
Range of Droid: 40 Light minutes
Rate of Fire: 1 Shell every 2 seconds
Droids Per Shell: 300 Droids
Point Defense Laser
Standard Equipment for anti-fighter/anti-missile/anti-bomber tactics. Can do heavy damage to enemy heavy ships up close. These lasers are highly accurate and have scored high marks for defensive capabilities. Their effectiveness is multiplied when synchronized using Datalink technology.
Speed: Light Speed
Range: .03 AU (2,788,276.63 Miles or 14.97 light seconds)
Power: 1.7*10^18 J
Rate of Fire: 4 shots per second
Gravity Well Generators/Projectors
Speed: Light Speed
Range: 2 AU
Rate of Fire: Constant Passive
DS Laser
The heavy DS Laser is used exclusively by Super Dreadnoughts and Orbital/Planet-side Fortresses. This laser is used to target large enemy ships and slice straight through their shields, hull and possibly impact another ship for close to the same results be hind it. Only target it has failed to penetrate is the Armor of a Razgriz Monitor.
Speed: Light Speed
Range: 30 Light Minutes(335,307,600 miles)
Rate of Fire: 1 every 2 minutes
Havok Energy Cannon
Speed: Light Speed
Range: 15 Light Minutes
Rate of Fire:1 every 30 minutes
Primary Lasers
Small weapons that can deal devastating blows to capital ships. These weapons target vital systems that are deep within the enemy's hull. When fired the laser doesn't register on the visible scale, but it is known that all of these lasers are exactly 8cm across. They slice past shielding and bore a clean hole through even monitor armor. Upon impacting a vital system the laser tends to cause it damage and to overheat and explode. Fired from a 6 inch diameter sapphire focusing disk.
Speed: Speed of Light
Range: 10,250,000 Miles
Rate of Fire: 1 every 5 seconds
Quad Laser Cannon
Four Connected Laser cannons whihc fire bolts of Directed energy into enemy ships and ground installations. Four cannons are fire-linked allowing them each to fire in sequence so the others can recharge giving them as a whole a high rate of fire.
Speed: Light Speed
Range: 30 Light Seconds(5,588,460 miles)
Power: 8.922 x 10^21
Rate of Fire: Two shots every second