Introduction
When it comes to weapons, it looks like three main types: beam weapons, kinetic weapons, and missiles. Beam weapons are lasers and particle beams. Kinetic weapons are coilguns, railguns, and shrapnel weapons. Missiles are, well, missiles. Ken Burnsidecompared it to a policeperson armed with a service revolver, a shotgun, and a police dog. The revolver (beam weapon) cannot be dodged or outrun, but can miss. The shotgun (kinetic weapon) is more likely to hit, but with reduced lethality. The dog (missile) can be dodged or outrun (or shot, that would correspond to point defense), but the blasted thing will chase you, and will always hit unless you actively prevent it.
(Holger Bjerre begs to differ. He points out that kinetic weapons areless likely to hit since it can be dodged, beam weapons lose lethality with range just like shotguns, and kinetic weapons do not lose lethality with range just like revolvers. Well, no analogy is perfect...)
Dave Bryant has his own analysis of spacecraft weaponry here. I'm not sure I agree with all of it, so do your own research.
Engagement Envelopes
So, while it now seems to have disappeared from the Internet, my article on Non-Standard Starship Scuffles appears to have come in for some little criticism:
First, for having FTL in it; and
Second, for assuming that space battles will take place in open space, the commenter apparently not seeing any reason why they would ever take place except right next to whatever strategic nexus point they’re fighting over.
To a degree, on both points, I’m inclined to question the reading that gave rise to those comments because on the first, well, while there is mention of FTL communications with observation platforms to improve one’s longscan for tactical advantage, the ships themselves don’t – can’t – move at FTL speeds, and indeed, the entire rest of the article would be exactly the same if there were no such thing as a tangle channel.
On the latter, though, I first note this:
Reaching the inner engagement envelope implies either that one party is attacking or defending a specific fixed installation (such as a planetary orbit, drift-habitat, or stargate), or that both parties have chosen engagement. It is relatively rare for such battles to take place in open space otherwise, since in the absence of clear acceleration superiority, it is usually easy for the weaker party to disengage before entering their opponent’s inner engagement envelope. The only way to guarantee that an opponent will stand and fight is to attack a strategic nexus that they must retain control over.
…but let’s ignore that for a moment. Here’s why starship battles, whenever possible, are conducted in open space despite this, and why the inconclusive engagement-avoidance-and-retreat is also more common than the aforementioned at-nexus-point battle.
Because in space, a weapon once fired continues on until it hits something. Hopefully that’s its target. If it isn’t its target. hopefully it’s a clean-up fluffship, or something big and ugly enough not to care (like the star), or some Oort cloud object no-one cares about.
But the bigger the solid angle subtended by an object from the point of view of the fighting starships, obviously, the greater the chance that it’s going to be shot right in the face by misses, not to mention ricochets and debris. And the closer you are to an object, the greater the solid angle it subtends, by the inexorable laws of geometry.
This is why the defender has a strong preference for going out to meet the attacker, because letting what you are trying to defend get all shot up as a side effect of the process of defending it generally makes defending it in the first place somewhat moot.
This is also why many attackers have a preference for luring the defender out to meet them: because firstly, Omnicidal Maniacs aside, you may want to capture some of those defensible assets reasonably intact and avoid any unnecessary effusion of blood; and secondly, because being casual about smacking relatively fragile civilian habitats and inhabited planets in the backdrop with starship-class weapons is the sort of thing that leads to bad press, unwanted reputations, and awkward interviews in front of war crimes tribunals.
All of which is to say: naval strategists have a term for admirals who plan their defensive engagements at point-blank range rather than maintaining a healthy strategic depth. That term is idiot.
Weapon Classifications
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Artwork by Kelly Freas
These are preliminary classification schemas offered "as-is". Tinker with them to suit your taste.
This scheme was created by Erik Max Francis, and contains some modifications by Isaac Kuo:
- Weapons systems.
- Banks. Beams of directed particles fired at a target.
- Electromagnetic beams. Beams of photons (note this includes lasers, masers, xasers, gasers, etc.).
- continuous
- pulsed
- single-shot submunition
- Particle beams. Beams of high-energy charged particles (such as protons).
- continuous
- pulsed
- single-shot submunition
- Cannon. Unguided projectiles directed at a ship target.
- Kinetics. Mere slugs fired at a target with no explosive capability.
- Shells. Unguided projectiles fired at a target which detonated with a proximity fuse and a conventional warhead.
- Tubes. Guided projectiles directed at a ship target.
- Missiles. Guided projectiles with a proximity fuse. Has higher acceleration than average target ship.
- Torpedoes (AKV). Guided projectiles with a proximity fuse. Has lower acceleration than average target ship.
- Rockets. Dumbfire missiles, which only accelerate in the direction they were fired.
- Releases. Guided projectiles directed at a planetary target.
- Atmospherics. Projectiles designed to reenter an atmosphere and detonate over a ground target.
- Biologics. Atmospherics with a biological warhead.
- Kinetics. No warhead. Does damage with kinetic energy, by large velocities or large mass, or both.
- Layers. Latent projectiles merely dropped with only a slightly different speed from the firing ship.
- Mines. Conventional warheads which drift in orbit and a proximity fuse which then accelerate toward their target and detonate.
- Active defense systems.
- Point defense. Smaller-sized kinetics, missiles, and beams directed at incoming weapons.
- Minesweepers. Point defense designed to eliminate mines.
- Charge dampener (?). Anticharge systems designed to reduce the damage caused by particle beams.
- Nanotechnology dynamic armor repair.
- Passive defense systems.
- Armor.
- Ablative armor.
- Reflective armor. Armor designed to deflect beam weapons, even as it is worn away.
- Shields. [These are pretty hard to classify, since they're the only broad class of system that is hard to explain through current science.]
- Active defense systems.
- Electronic countermeasures. Electronic equipment designed to foil weapon targeting systems.
- B. Decoys. Launched devices designed to foil incoming weapons with false signals.
- Electromagnetic decoys. Decoys which emit misleading electromagnetic signals.
- Jammer. Electronic equipment designed to foil broadband electromagnetic signals.
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The all-powerful "disruptor", which destroys the very fabric of space.
This scheme was created by Timothy Miller (Cerebus), and contains some modifications by Erik Max Francis:
- Deployment: How the weapons system is initially launched (fired). Note: Do not confuse this description with Guidance.
- Active: These weapons deploy themselves upon activation, with the propulsive mechanism integral to the unit; as a class, this includes commonly-termed missiles and torpedoes.
- Passive:These weapons are deployed by an external device, launcher or other means.
- Gun fired: Deployed by common explosives, as through an artillery piece.
- Railgun launched: Deployed by electromagnetic launcher, typically to much higher velocities than possible by Gun-fired or other methods; as such deserves a separate description.
- Dropped: Deployed by simply leaving the weapon behind you, without appreciable external impetus.
- Hand launched: Thrown, hurled, kicked or otherwise deployed by physical exertion.
- Lay in wait: These are fired passively, and activated when they in a given proximity to their target (i.e., "mines")
- Guidance: Describes methods of an individual weapon achieving its objective.
- Dumb: No post-deployment guidance. Either you aimed right or you didn't.
- Smart: Capable of post-deployment guidance of any type (glide, thrust, etc.)
- External: Guided by external sensors and control.
- Wire guided: Guidance received through trailing wire. Limited in range, but not susceptible to interference.
- Signal guided: Less limited in range, but more susceptible to interference.
- Internal: Guided by internal sensors.
- Kill Type: How the weapons system damages the target.
- Kinetic: These weapons carry no warheads, relying on impact energy alone to damage the target.
- Single warhead
- Scattershot: Weapon segments into shrapnel upon deployment. III-B-1-c types on the other hand delay segmentation until activation
- Explosive: These weapons carry explosives of varying types, and rely on on- or near-target detonation to damage the target.
- Chemical: Common (or uncommon) chemical explosives.
- Blast: Relies on blast effects.
- Armor piercing: Self-explanatory.
- Shrapnel: Weapons that intentionally shatter or otherwise scatter projectiles to incapacitate or kill. This can be anything from flechette-scattering missiles to hand grenades.
- Nuclear: Self-explanatory, includes both fission and fusion devices.
- Antimatter
- Directed Energy: These weapons transfer energy directly to the target, at range.
- Electromagnetic: Lasers and kin (masers, grasers, etc.)
- Submunitions: Bomb-pumped lasers
- Particle beam: Charged or neutral particles, not to be confused with small-sized railgun-fired projectiles. Typically limited to atomic or sub-atomic particles.
- Chemical: Anti-personnel weapons that attempt to poison the biological processes of the target to incapacitate or kill.
- Biological: Anti-personnel weapons that attempt to infect the target and incapacitate or kill.
- Radiological: Anti-personnel weapons that attempt to expose the target to incapacitating amounts of radiation.
- Acquisition: Describes methods of an individual weapon detecting and targeting, its objective.
- Active: Weapon emits radiation to detect targets (e.g., radar).
- Passive: Weapon passively scans for target emissions (e.g., infrared)
- Illumination: Weapons passively scans for an illumination signature painted on target by a third object.
- Command : Weapon is issued an attack command by the controlling ship.
- Trigger: Generally only for warheads, determines what causes weapon to detonate.
- Command: Detonated by command from controlling ship.
- Impact: Detonated by contact with target.
- Proximity: Detonates within predetermined range of the target.
- Timed: Detonates after a pre-determined time.
- Check-in: Detonates after the inability to contact a friendly ship after a predetermined period of time.