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Outfits: Blasters
Blasters are probably the first kind of weapon that you'll deal with. They are pretty much just a gun in space, similar to lasers in Star Wars and previous EVs. There several different types, and so I've listed all of them here.
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The various versions of the Pyrogenesis Compound Blaster have been the standard defense armament for Federation ships for the past 300 years. Utilizing a magnetic containment bottle to collect photon packets before release, the Compound Blaster is capable of generating a kinetic impulse disproportionately large for a weapon of its meager power requirements. The version designed for small ships, the Light Compound Blaster is easily held by the smallest of fighters.
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Mass Dmg: 1
Energy Dmg: 4
Ionize: 0
Impact: 10
Recoil: 0
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Decay: 0
Reload: 10
Speed: 1500
Count: 12
Inaccuracy: 9
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Guided Turn: 0
Mass: 3
Max. Quantity: 6
Cost: 5000
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The light blaster is a light blaster; what else can be said? Pretty much the only weapon you can have on a smaller ship, it's good enough, but you'll want to get something else quickly.
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When they were developing the Lightning Heavy Fighter, Rauther discovered that the traditional Light Blaster just didn't suit the ship's basic load-out. So they went away and tinkered with the design somewhat, and they came up with a weapon they called the Light Cannon. It isn't quite as powerful as the Light Blaster, but it fires faster, its shots reach a little further, and it takes up a little less space as well. Every Lightning to roll off their production line has three of them. Not all pilots like them, because they are twice as expensive as the ubiquitous Blaster, but most agree they are a somewhat better product...
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Mass Dmg: 2
Energy Dmg: 2
Ionize: 0
Impact: 8
Recoil: 0
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Decay: 0
Reload: 7
Speed: 2000
Count: 12
Inaccuracy: 4
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Guided Turn: 0
Mass: 2
Max. Quantity: 4
Cost: 10,000
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In my opinion, this is pretty much on par with the light blaster. You get these when you purchase a Lightning, and they're good enough for the ship, but I wouldn't outfit them onto anything else unless you're just begging for extra firepower and you don't have the space for anything else.
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Pyrogenesis' midrange product is the unimaginatively named Medium Blaster. This variant is normally carried by capital ships only; the weight alone makes it difficult for anything smaller to mount it. While it's slower and more bulky than its lesser sibling, the Medium Blaster is much more powerful. The lack of a turret mechanism does drop the weight some.
Requires: Heavy Weapons License
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Mass Dmg: 5
Energy Dmg: 10
Ionize: 0
Impact: 20
Recoil: 0
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Decay: 0
Reload: 15
Speed: 1400
Count: 25
Inaccuracy: 4
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Guided Turn: 0
Mass: 10
Max. Quantity: 4
Cost: 20,000
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Better than a light blaster, the medium variety is a much better choice for arming your ship. If you can't hold the max number of cannons with this weapon, throw some light ones into the mix just to have that extra "punch" at VERY close range.
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The famous Light Blaster, but on a turret which Pyrogenesis copied from its younger rival Rauther. The turret mechanism is very light and agile, making this an ideal anti-fighter weapon. Again, this weapon is not able to be mounted on fighters, although independent traders may attempt to mount one on a largish freighter.
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Mass Dmg: 1
Energy Dmg: 4
Ionize: 0
Impact: 10
Recoil: 0
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Decay: 0
Reload: 12
Speed: 1500
Count: 15
Inaccuracy: 10
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Guided Turn: 0
Mass: 12
Max. Quantity: 5
Cost: 15,000
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A good little turret, these are capable outfits even on bigger ships, although they would want to hold out for heavier turrets.
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The Medium Blaster really comes into its own when it becomes turreted. Combined with sophisticated Glenn:Cyber targeting scopes, these weapons score easy hits on all but the smallest space vessels. The Medium Blaster Turret does tend to lag a little on the faster capital ships. The IDA Frigate mounts two of these batteries as standard.
Requires: Heavy Weapons License
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Mass Dmg: 5
Energy Dmg: 10
Ionize: 0
Impact: 20
Recoil: 0
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Decay: 0
Reload: 13
Speed: 1400
Count: 30
Inaccuracy: 5
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Guided Turn: 0
Mass: 30
Max. Quantity: 4
Cost: 40,000
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Again, the medium turret is a good choice for your warship. However, if you have a heavy ship like the Fed Carrier, you may want to save your cash and space for the heavy variety.
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So big and slow that only a turret mechanism allows it to hit anything at all, the Heavy Blaster Turret is the grand-daddy of the Pyrogenesis line of directed energy firepower. Mounted as standard on the E-60 Carrier, the pride of the Federation fleet, the Heavy Blaster chews through shields and armor alike. The short range and slow speed of the enormous packets limit the effectiveness of this weapon at anything other than boarding range.
Requires: Heavy Weapons License, Requires you to register EV Nova
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Mass Dmg: 13
Energy Dmg: 30
Ionize: 0
Impact: 40
Recoil: 0
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Decay: 0
Reload: 40
Speed: 1300
Count: 50
Inaccuracy: 5
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Guided Turn: 0
Mass: 60
Max. Quantity: 4
Cost: 150,000
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Bring out the big guns. Best for capital ships, these can take out many a fighter with just a few continuous hits. Beware, or enjoy. ;)
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Comprised of quadruple Pyrogenesis Blaster Lasers on the most technically advanced turret they offer, the Quad Light Blaster system comes with a guarantee that it will dispose of your hostile fighter problems once and for all. Shipboard gunners salivate at the thought of being permanently assigned to one of these beauties. While the QLB System is heavy, it automatically tracks incoming missiles and enemy fighter squadrons and pours a truly prodigious amount of fire into them, creating havoc.
Requires: Heavy Weapons License, Protective Technologies License, Requires you to register EV Nova
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Mass Dmg: 1
Energy Dmg: 4
Ionize: 0
Impact: 10
Recoil: 0
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Decay: 0
Reload: 5
Speed: 2000
Count: 12
Inaccuracy: 10
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Guided Turn: 0
Mass: 20
Max. Quantity: 4
Cost: 60,000
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A single one of these would probably suit your needs just fine. As a point defense weapon, it fires automatically upon any incoming missiles, as well as any enemy fighters. Any more than two and you're just wasting space and money, I've found.
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