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shattered:design:armaments:lasers [2024/09/19 14:13] – removed - external edit (Unknown date) 127.0.0.1shattered:design:armaments:lasers [2025/08/12 03:25] (current) tailkinker
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 +====== Lasers ======
  
 +High-intensity lasers have a distinct benefit in terms of accuracy, but their lack of armour penetration has rendered them largely obsolete.  Their primary use is now for point defence.  Each laser includes a portion of powerplant required to energize the gun, and a series of capacitors to avoid spiking the powerplant.
 +
 +^Laser  ^  Volume  ^  Damage  ^
 +|250KW  |  0.25m\[s3]  |  1d4  |
 +|1MW  |  1.5m\[s3]  |  2d4  |
 +|2.5MW  |  4.5m\[s3]  |  3d4  |
 +|4MW  |  10m\[s3]  |  4d4  |
 +|6MW  |  20m\[s3]  |  5d4  |
 +
 +Interestingly, lasers remain a favorite among space pirates and smaller raiding parties. For these groups, lasers provide a low-cost, reliable weapon to disable unarmed or lightly defended cargo ships, often targeting critical systems or sensor arrays to cripple a vessel without destroying it outright. Their relatively small volume and modest power requirements also suit the limited space and resources aboard pirate vessels.
 +
 +Tactically, lasers serve as excellent suppressive fire tools in close-range skirmishes, especially when combined with more powerful but slower weapons like kinetic cannons or torpedoes. Their ability to deliver consistent, accurate damage with minimal logistical footprint ensures they retain a niche, even as larger fleets rely on more devastating armaments.