Post by Rougpelt on Mar 21, 2008 16:14:22 GMT -5
Light Laser Turret:
The lightest defensive structure, it fires a single laser bolt at a decent ROF, and uses minimal energy. Effective against infantry and light vehicles, as well as slow moving aircraft.
Defender:
Only slightly heavier than the LLT, this weapon is infinitely more effective at massed defense. Its guided missiles are excellent at both anti-air and anti-ground engagements, and only the relative frailty of the turret itself truly lessens its efficiency in combat. In terms of cost, upkeep, ROF, and damage dealt, this is the most efficient, and sbsequently most common defensive emplacement.
Sentinel:
A significantly upgunned version of the LLT, its greater cost and higher energy use while firing make it less effective than the Defender as a mass employment defense, but in support of other emplacements it excels, dealing out heavier damage than its missile launching counterpart, and having better rate of fire than the Guardian.
Guardian:
The mst powerful of the light defensive structures, it bears many characterstics in common with a cruisers main turret. It is a heavy artillery piece, slow to fire, incredibly powerful, and with greater range than any other unit of comparable cost and size. It is best employed in support of other defenses, rather than among them. Its heavy attacks easily soften up infantry and armor, lessening the brunt of an attack on the remainder of the base defense.
Big Bertha:
An anti-orbital or long range anti-material artillery piece, its low rate of fire and high energy cost are offset by the sheer damage it causes. Just a few shells are capable of reducing a battleship to scrap, and pounding anything else into so much useless and twisted metal. It often requires a fusion plant to be constructed for each one that is intended to be used, such is its power and energy drain. Several may be employed at once from a single plant by staggering their fire to coincide with its production of energy.
Flakker:
A tiny, incredibly powerful, incredibly high ROF anti-air weapon, a cluster of these spells doom for even the fleetest of aircraft, as their turrets track with obscene speed, and their shells deal significant damage at a rate of several thousand rounds per minute. Many arsquadrons are cut to pieces by flakkers long before Defender turrets even have a chance to fire.
Vulcan:
Bertha writ large,this rapid fire tri-barreled artillery piece sucks energy like nothing else, and causes devastation on an unimaginable scale. If targeted on an advancing column of enemy forces, its large explosives, delivered at a much greater rate than those of the Bertha cannon on which it was based, will often shred it long before it reaches the base camp, leaving the remainder of the attack force in poor condition to breach the defenses.
Doomsday Machine:
The ultimate defensive turret, it massive energy requirements mean that it is rarely encountered away from the colonies. When it is encountered, it spells almost assured death. Its three independent weapons systems are a light laser turret for close in work and air defense, a Sentinel turret for mid ranged defense and a massive Doomsday laser capable of annihilating any known tank or any other infantry or armor unit less powerful than the CORFE's "Krogoth" with impunity. The limited range of the system and its need for significant support from artillery and anti-air make it a sub-optimal choice without total location control.
Pop-up Turret:
A medium powered turret, it rarely sees use. Its function is better filled by other weapons, though occasionally lacing an area with ambush turrets does have its uses, and their stealthy nature makes them incredibly dangerous if several are employed together in a small area.
Dragns Teeth:
Light fortifications, their solid forms stop most direct weapons fire, and their endurance means that even heavy cannon have difficulty destroying them rapidly. They are often built in front of defensive turrets to provide them with some defense, while still clearing their higher mounted guns for combat. Guardians are the only turret too low to the ground to benefit from this protection, but their long range generally keeps them well from anywhere dragons teeth are emplaced in the first place.
Fortification Wall:
Much larger than Dragons Teeth, even indirect artillery weapons have difficulty firing over these massive defensive barriers. They are commonly employed to outline a base and provide a final fallback for troops, inside the primary defensive perimeter. Their very size, unfortuately, makes them useless in a primary perimeter, as defensive turrets cannot be fire over them. Several plans are underway to incorporate turreted weapons into future Fortification Wall designs, mitigating this problem.
The lightest defensive structure, it fires a single laser bolt at a decent ROF, and uses minimal energy. Effective against infantry and light vehicles, as well as slow moving aircraft.
Defender:
Only slightly heavier than the LLT, this weapon is infinitely more effective at massed defense. Its guided missiles are excellent at both anti-air and anti-ground engagements, and only the relative frailty of the turret itself truly lessens its efficiency in combat. In terms of cost, upkeep, ROF, and damage dealt, this is the most efficient, and sbsequently most common defensive emplacement.
Sentinel:
A significantly upgunned version of the LLT, its greater cost and higher energy use while firing make it less effective than the Defender as a mass employment defense, but in support of other emplacements it excels, dealing out heavier damage than its missile launching counterpart, and having better rate of fire than the Guardian.
Guardian:
The mst powerful of the light defensive structures, it bears many characterstics in common with a cruisers main turret. It is a heavy artillery piece, slow to fire, incredibly powerful, and with greater range than any other unit of comparable cost and size. It is best employed in support of other defenses, rather than among them. Its heavy attacks easily soften up infantry and armor, lessening the brunt of an attack on the remainder of the base defense.
Big Bertha:
An anti-orbital or long range anti-material artillery piece, its low rate of fire and high energy cost are offset by the sheer damage it causes. Just a few shells are capable of reducing a battleship to scrap, and pounding anything else into so much useless and twisted metal. It often requires a fusion plant to be constructed for each one that is intended to be used, such is its power and energy drain. Several may be employed at once from a single plant by staggering their fire to coincide with its production of energy.
Flakker:
A tiny, incredibly powerful, incredibly high ROF anti-air weapon, a cluster of these spells doom for even the fleetest of aircraft, as their turrets track with obscene speed, and their shells deal significant damage at a rate of several thousand rounds per minute. Many arsquadrons are cut to pieces by flakkers long before Defender turrets even have a chance to fire.
Vulcan:
Bertha writ large,this rapid fire tri-barreled artillery piece sucks energy like nothing else, and causes devastation on an unimaginable scale. If targeted on an advancing column of enemy forces, its large explosives, delivered at a much greater rate than those of the Bertha cannon on which it was based, will often shred it long before it reaches the base camp, leaving the remainder of the attack force in poor condition to breach the defenses.
Doomsday Machine:
The ultimate defensive turret, it massive energy requirements mean that it is rarely encountered away from the colonies. When it is encountered, it spells almost assured death. Its three independent weapons systems are a light laser turret for close in work and air defense, a Sentinel turret for mid ranged defense and a massive Doomsday laser capable of annihilating any known tank or any other infantry or armor unit less powerful than the CORFE's "Krogoth" with impunity. The limited range of the system and its need for significant support from artillery and anti-air make it a sub-optimal choice without total location control.
Pop-up Turret:
A medium powered turret, it rarely sees use. Its function is better filled by other weapons, though occasionally lacing an area with ambush turrets does have its uses, and their stealthy nature makes them incredibly dangerous if several are employed together in a small area.
Dragns Teeth:
Light fortifications, their solid forms stop most direct weapons fire, and their endurance means that even heavy cannon have difficulty destroying them rapidly. They are often built in front of defensive turrets to provide them with some defense, while still clearing their higher mounted guns for combat. Guardians are the only turret too low to the ground to benefit from this protection, but their long range generally keeps them well from anywhere dragons teeth are emplaced in the first place.
Fortification Wall:
Much larger than Dragons Teeth, even indirect artillery weapons have difficulty firing over these massive defensive barriers. They are commonly employed to outline a base and provide a final fallback for troops, inside the primary defensive perimeter. Their very size, unfortuately, makes them useless in a primary perimeter, as defensive turrets cannot be fire over them. Several plans are underway to incorporate turreted weapons into future Fortification Wall designs, mitigating this problem.