Novels2Search

Schematics for Weapons

Diary Entries - Weapons Systems Acquisition

Log of looking of weapon systems on market

Entry 1: Lasers - High Intensity

* Date: Cycle 27, Mark 12

* System: High-Intensity Laser Array - Projected on Hologram

* Holo Impression: Sleek, almost elegant banks of emitters. The beam on display cuts through simulated hull plating like butter.

* Positives: Straightforward. No projectiles to worry about, no tracking required (mostly). Devastating on bare hull – the burn-through is brutal.

* Drawbacks: Power drain is monstrous. Have to dedicate entire energy grids. Cooling systems would be a nightmare. Clouded by minor dust.

* Cost: 650 credits per array x 4 = 2600K credits (for the main battery).

* Notes: Damn expensive, but the raw power is tempting. Might be worth it for the capital ship, but forget about mounting on the frigates.

Entry 2: Railguns - Slug Throwers

* Date: Cycle 28, Mark 12

* System: Dual-Barrel Mass Railgun - Hologram: Chunky, industrial. Projectiles look like brutal spikes.

* Positives: Kinetic impact. No energy tricks, just raw force. Doesn't rely on the same power grid. Penetration - devastating to internal structures given enough velocity.

* Drawbacks: Ammunition. We'd need dedicated manufacturing pipelines, and its heavy. Projectiles require manual reload, it would take time. Accuracy is a question at long range given time to be intercepted.

* Cost: 400 credits per dual gun. 12 x 4 = 4800 for the main batteries, 2 x 2 for the frigates (1600k total)

* Notes: A solid option. Reliable, brutal, and cheaper than lasers. Might be viable for the frigates if we can make deals.

Entry 3: Missile Pods - Guided Kinetic

* Date: Cycle 29, Mark 12

* System: Long-Range Guided Missile Pods - Hologram: A cluster of warheads, each looking like a miniature torpedo.

* Positives: Long range, can track weak spots on enemy ships. Multiple warheads per launch.

* Drawbacks: Costly ammunition. Can be intercepted with point-defense systems. Not ideal for close-quarters combat. Reliance on a guidance system, which can be hacked or jammed.

* Cost: 150 credits per pod X 16 = 2400 Main. Each frigate would need 8 at 1200k

* Notes: Too much, too finicky. More of a supporting role weapon. Not for our frigates - the cost is just unsustainable.

Entry 4: Plasma Cannons - Area of Effect

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* Date: Cycle 30, Mark 12

* System: Plasma Burst Cannon - Hologram: A glowing orb of contained energy, bursting outward.

* Positives: Area-of-effect damage. Melts hulls and overloads systems. Shorter range and cheaper than lasers.

* Drawbacks: Short range. The burst is slow; easily dodged or mitigated.

* Cost: 300 credits per cannon. 6 x 4 = 2400 main battery. Not useful for the frigates

* Notes: I'd prefer a more ranged solution. Perhaps useful for boarding actions, but I don't see it working as a primary weapon.

Entry 5: Kinetic Point Defense - Gatling

* Date: Cycle 31, Mark 12

* System: Kinetic Gatling Turrets - Hologram: A rapid-fire barrel spewing out a hail of projectiles.

* Positives: Excellent for intercepting missiles and incoming fire, high velocity.

* Drawbacks: Short-range, high ammunition consumption. Not very effective against larger ships.

* Cost: 80 credits per turret. 12 x 4 = 1040k main battery and 8 x 2 = 160k for the frigates.

* Notes: Absolutely essential, no question. We need these on everything.

Entry 6: Magnetic Pulse Cannon - Hull Breach

* Date: Cycle 32, Mark 12

* System: Magnetic Pulse Cannon - Hologram: A ripple of energy that expands outwards, causing simulated components to shatter and warp.

* Positives: Disrupts circuits, can disable enemy ships with a lucky hit, good for boarding actions.

* Drawbacks: Inconsistent. Not reliable, can be easily adapted to counter.

* Cost: 380 credits per cannon. 4 x 4 = 1520k for main batteries. 2 x 2 = 760 frig.

* Notes: Could have a place with the frigates for support, but nothing more.

Entry 7: Bargaining and Final Decisions

* Date: Cycle 33, Mark 12

* Notes: Spent the day in hard negotiations with the vendor. Managed to drive down the cost of the railguns and point defense turrets. For the frigates, we've locked in the three dual railguns at a reduced price, and a set of magnetic Pulse Cannons for two of the frigates. The pilots can fight over them. Also a set of point defense turrets, for Wraith. We have enough to make this work, but the war will be bloody if we have to fight these pirates.