Difference between revisions of "Plasma Weaponry"

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'''Plasma Handgun'''
 
'''Plasma Handgun'''
  
The Plasma Handgun is a pistol powered by a battery cell and uses a superheated form of Hydrogen Fluoride gas as a source of fuel. The weapon has a power output of 100-150 KV, but when overcharged, the power output is 1.5 MV. It's is a semi-automatic weapon using a single collimator design that gives the weapon its smooth and aerodynamic, claw like appearance. Against infantry, the Plasma Handgun is lethal. Injuries inflicted to a victim can include severe third-degree burns. The plasma shot by the weapon can instantly cauterize wounds upon impact. Adjacent body fluids are subjected to flash vaporization, inducing a strain or a shock on the body after impact, and the trapping of fluids in organs or blood vessels in addition to the rapid expansion of heat can cause ruptures or small explosions within the victim. Generally, two hits from either a Plasma Pistol or Plasma Rifle will kill a light or unarmored target.. The pistol also has the ability to charge a single superheated bolt, which can instantly deplete many forms of energy shielding, and temporarily disable mechanics. Against infantry if overcharged bolt were to hit an unarmored flesh target, it will usually result in an instant kill. This high-powered shot makes the Plasma Pistol a formidable strategic weapon; however; prolonged periods of fire will overheat the weapon.
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The Plasma Handgun is a pistol powered by a battery cell and uses a superheated form of Hydrogen Fluoride gas as a source of fuel. The weapon has a power output of 100-150 KV, but when overcharged, the power output is 1.5 MV. It's is a semi-automatic weapon using a single collimator design that gives the weapon its smooth and aerodynamic, claw like appearance. Against infantry, the Plasma Handgun is lethal. Injuries inflicted to a victim can include severe third-degree burns. The plasma shot by the weapon can instantly cauterize wounds upon impact. Adjacent body fluids are subjected to flash vaporization, inducing a strain or a shock on the body after impact, and the trapping of fluids in organs or blood vessels in addition to the rapid expansion of heat can cause ruptures or small explosions within the victim. Generally, two hits from a Plasma Handgun will kill a light or unarmored target.. The pistol also has the ability to charge a single superheated bolt, which can instantly deplete many forms of energy shielding, and temporarily disable mechanics. Against infantry if an overcharged bolt were to hit an unarmored flesh target, it would usually result in an instant kill. This high-powered shot makes the Plasma Pistol a formidable strategic weapon; however; prolonged periods of fire will overheat the weapon.
  
 
'''Plasma Rifle and Repeater'''
 
'''Plasma Rifle and Repeater'''

Revision as of 19:27, 1 June 2012

Plasma weapons are any weapon that projects gaseous molecules excited to the state of plasma. How this is accomplished may vary from Empire to Empire as certain aspects of construction are taken into account. The biggest consideration taken into account among plasma weapons are heat, and the most notable users of Plasma are the Crescanian Confederacy, and the New Covenant.

Plasma Weaponry of the New Covenant

Unlike the Confederacy, Plasma weapons on the infantry level are fairly rare, usually kept to specialists among squadrons, though it is possible to field an entire specialist group with such weapons, but they are usually dangerous, though more recent models are safer than older models of plasma weapons, but still have cooling problems. This is made up for the fact the New Covenant Plasma weapons are absolutely devastating, and are effective anti-armor weapons and anti-infantry. These weapons in their larger form can kill enemies just from the heat of the plasma bolt passing by in larger versions. These weapons use magnetism to contain the bolt over the distance until impact with the target. Plasma weapons also include missiles and torpedoes as well that have a Plasma charge.

Plasma Gun and Pistol These are the standard Plasma Weapons of the New Covenant, and they have many makes and models. Older ones tend to be more dangerous than current models, but all have a tendency to explode if caution is not used when firing. It is wondered if there is a way to increase cooling effectiveness without making the weapon more costly to make than it already is. Unique versions do exist, these are usually forged by Weapon Artisans whose genius in making weapons knows no bounds. Sadly though their designs usually are advanced and unique, and usually quite unreplicable. These weapons tend to have a low ammo count, being between 10 to 20 shots per charge pack but make up for it with there awe inspiring destruction. These weapons are quite handy at killing heavily armored opponents, and disabling or destroying vehicles, usually light vehicles are easier though. Pistol variants are usually signs of office and as such only carried by officers.

Plasma Cannon The Plasma Cannon is a much larger Vehicle mountable Plasma Weapon with a longer range than the Standard Plasma Gun and are far more devastating. The Bolt of plasma produced by the extremely high end models can burn enemies just by passing by. This Weapon can also be held by a Crusader, as a heavy weapon, and it uses a Power pack that the Crusader attaches to his armor. It is also mountable on vehicles most notably Walkers and it can also be equipped on the side sponsons of a Tiber Battle Tank. It has two firing modes, a Long range Concentrated Anti-Armor shot, or as an Anti-Infantry Ordinance Blast, which can take out entire squads of heavily armored units.

Plasma Weaponry of the Kingdom of Edolas

Similar to the Confederacy, Plasma Weaponry are rather commonplace among infantry; just underneath Electromagnetic Weaponry in terms of commonality. Edolas always follows a distinct pattern regardless of the specific plasma gun; the plasma is stabilized using magnetic fields. As without the field, the plasma dissipates too quickly to be of any real use. The field controls, contains, and guides the plasma without interfering with firing. Despite the technology imbedded within these plasma weapons, though, they generally overheat rather quickly; making sustained fire a bad idea in most cases. Edolas infantry plasma weapons are rather devastating; but generally not at the level of New Covenant plasma weaponry due to the general emphasis on speed sought by Ventus soldiers, as heavy and powerful weaponry tends to lower movement speed.

Plasma Handgun

The Plasma Handgun is a pistol powered by a battery cell and uses a superheated form of Hydrogen Fluoride gas as a source of fuel. The weapon has a power output of 100-150 KV, but when overcharged, the power output is 1.5 MV. It's is a semi-automatic weapon using a single collimator design that gives the weapon its smooth and aerodynamic, claw like appearance. Against infantry, the Plasma Handgun is lethal. Injuries inflicted to a victim can include severe third-degree burns. The plasma shot by the weapon can instantly cauterize wounds upon impact. Adjacent body fluids are subjected to flash vaporization, inducing a strain or a shock on the body after impact, and the trapping of fluids in organs or blood vessels in addition to the rapid expansion of heat can cause ruptures or small explosions within the victim. Generally, two hits from a Plasma Handgun will kill a light or unarmored target.. The pistol also has the ability to charge a single superheated bolt, which can instantly deplete many forms of energy shielding, and temporarily disable mechanics. Against infantry if an overcharged bolt were to hit an unarmored flesh target, it would usually result in an instant kill. This high-powered shot makes the Plasma Pistol a formidable strategic weapon; however; prolonged periods of fire will overheat the weapon.

Plasma Rifle and Repeater

The Plasma Rifle has a power output of 100-150 KV, and can fire plasma bolts at 360~540 rounds per minute. Unlike the Plasma Pistol, the plasma rifle is capable of semi-automatic and full automatic fire; this is thanks in part to its dual plasma collimator design. Placed atop one another, these collimators fire in a "stagger" taking the slow automatic fire of each individual collimator and combining it, this design allows a faster rate of fire and more rounds per second, which adds to the lethality of the weapon. Taking fire from the Plasma Rifle can cause severe second, third, and in some cases, fourth-degree burns (a fourth-degree burn completely burns away all flesh, leaving only bone tissue). It is the general plasma weapon of the Edolas military.

The Plasma Repeater is similar to the Plasma Rifle, but with major differences in performance due to it's status as an officer and specialist weapon; it's capable of firing more plasma bolts, is more powerful, fires bolts at higher speeds, has more accuracy, and can be cooled faster than the Plasma Rifle, but has a high cost that dissuades the military from equipping soldiers with it.

Plasma Autocannon

Used as a heavy mobile weapon in ground based combat, it provides a rapid-fire stream of powerful plasma rounds to suppress enemy movements and offensive actions. The autocannon is basically a mobile support weapon and as such offers no protection for the operator. The gunner is completely exposed to enemy fire, so either a well-covered emplacement position or to be constantly on the move is desirable for prolonged use, especially if under fire. It's uncommon among Ventus soldiers due to it's weight -which, relative to most weapons it's size, is still rather light-, but is a very powerful and useful weapons in line-breaking or defensive engagements.

Plasma Sword

The Energy Sword consists of a curved hilt, which houses an energy storage and generation device, as well as the blade projector; that forms a composition of two highly magnetic polar points that shape and hold a partially ionized, free moving electron based gas into a blade-like form stabilized by two small magnetic field generators built into the handle of the weapon — this forms and contains the oval shaped, ionized blades for which the weapon is recognized. The battery's energy is reduced for each successful strike. Each strike from the sword will drain the battery by 5% of its maximum energy output. Once the battery power is fully depleted, the sword will deactivate unless recharged; this is not the case with more advanced and rare variants of the Energy Sword, which can be used for longer periods of time without as much battery being used up. The Energy Sword is an extremely powerful and effective melee weapon in close quarters combat. A single strike can penetrate through most energy shield systems and into the armor and flesh of even a Brain Charger. This is due to the design of the weapon which utilizes magnetically sealed, partially ionized, free moving electron based gas rather than traditional shaped, solid matter. Because of this, the Energy Sword's edge is extremely sharp, being able to slice through the toughest metals with ease.

Injuries to living creatures by the Sword can range from bad to gruesome. Stab wounds by it are, in most cases, fatal — as the blade passes through the body, the innards of the body are burned and cauterized by the temperatures produced by the blades. Survival is minimal at best and in the case of non-vital organs being stabbed with the energy sword, proper medical treatment must be applied as soon as possible to ensure long term survival. Because of the swords sheer destructive power, dismemberment is another common form of fatality to victims, ranging from decapitation to bodies being sliced in half. Loss of limbs is a common injury, while not always fatal, it will disable a victim. The sheer destructive power of the sword makes it a weapon to be feared on any battlefield, but it's rare among Edolas soldiers due to it's expense.