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shattered:design:armaments:plasma_guns

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shattered:design:armaments:plasma_guns [2024/09/19 14:14] – ↷ Page moved from shattered:designed:armaments:plasma_guns to shattered:design:armaments:plasma_guns tailkinkershattered:design:armaments:plasma_guns [2025/08/12 03:27] (current) tailkinker
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 |360MW  |  8,500m\[s3]  |  7d8\[mu]3  | |360MW  |  8,500m\[s3]  |  7d8\[mu]3  |
 |450MW  |  12,500m\[s3]  |  6d8\[mu]4  | |450MW  |  12,500m\[s3]  |  6d8\[mu]4  |
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 +While plasma guns lack the pinpoint accuracy of lasers and the armor penetration of neutron cannons, their ability to disrupt enemy electronics makes them valuable weapons in fleet engagements where disabling systems can turn the tide of battle.
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 +The slower projectile speed means plasma weapons are less effective against fast, maneuvering targets, but their devastating area-effect damage and electronic disruption capabilities ensure they remain a mainstay, especially on heavy warships and in boarding actions.
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 +Their historic use as spinal mounts on battleships highlights their raw destructive power, and many naval architects continue to see plasma weaponry as a balance between blunt force damage and tactical utility. Across the Shattered Worlds, plasma guns have a reputation for fiery devastation and are a common sight on many fleets—military and pirate alike.
shattered/design/armaments/plasma_guns.1726755251.txt.gz · Last modified: by tailkinker