Spacecraft Combat Systems

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NoXion
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Spacecraft Combat Systems

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The following is an classification of combat systems for spacegoing vessels, as of the 22nd century onwards. This means that all powers from that period on are able to field a functional equivalent to any of the following:

I. Weapon Systems

A. Banks (Clusters of directed energy weapons rated for space combat)

1. Lasers
a. Pulsed
b. Continuous
c. Submunition

2. Particle beams
a. Pulsed
b. Continuous
c. Submunition

Directed Energy Weapons (DEW) are considered standard armaments for a spacecraft - if a vessel is minimally armed, it will most likely have some form of DEW, almost always some form of laser weapon or militarised particle beam. Pulsed DEWs are more efficient at delivering destructive energy to the target, but continuous beam weapons have a greater chance of scoring a hit. Submunition-based DEWs operate as Pulsed weapons, but obtain their power from artillery shell sized units which are loaded and changed in a manner reminiscent of breech-loading cannon casings. Such submunitions are also available in souped-up versions incorporating a measure of coolant which is used alongside the energy to provide more powerful shots without thermally compromising the weapon. Obviously despite these advantages, only a limited number of submunitions can be carried on board.

B. Cannon
1. Kinetics
2. Shells
3. Saboted tube/bomb

Cannons are those weapons which deliver a solid shot to the target. Electromagnetic cannons such as gauss guns and railgun cannons are popular, although advanced chemically-powered cannons such as ETC weapons are also used. Generally used as shorter range ship-to-ship weapons since the speed of projectiles and their tendency to be unguided limits their capabilities for terminal guidance. Solid kinetic impactors are usually deployed due to the relative velocities involved in space combat. Also included in this category are spinal-mount electromagnetic accelerators running the whole length of a vessel, which are used to launch projectiles at extremely high velocities.

C. Plasma weapons
1. Lance
2. Beam
3. Ball

The development of superconductors and advanced magnetodynamics means that high-temperature dense plasma can be deployed in a weapon system. Plasma lance weapons compress a thin bolt of superheated plasma using a collapsing asymmetric magnetic field mediated by superconducting loops, which delivers a hefty kinetic impact along with a great deal of thermal energy. Plasma beam weapons produce a continous stream of this destructive form of matter, with a corresponding reduction in energy delivered to the target. Both types of plasma weapon have a relatively limited range as the strength of a magnetic field decreases with distance, and the plasma geometry of neither weapon is conducive to the maintenance of a self-sustaining magnetic field. Plasma ball weapons are another matter entirely, taking advantage of the physics behind the elusive "ball lightning" phenomenon to produce a self-sustaining sphere of plasma that can in some cases be attracted to the magnetic fields produced by a spacecraft's offensive and/or defensive systems.

D. Tubes
1. Missiles (guided, high acceleration)
2. Torpedos/Autonomous Kill Vehicles (AKVs) (guided, lower acceleration)
3. Rockets (unguided)

This category of offensive weapon covers those with their own propulsion systems. All Tube-class weapons are deployed with a variety of warheads and munitions packages, including proximity-detonated explosive warheads of various types, kinetic impactors, Directed Energy Weapon submunitions, single-shot electromagnetic accelerators, and in the case of Autonomous Kill Vehicles, entire weapons and defence suites reminiscent of a miniature spacecraft. Missiles have a high degree of acceleration compared to most crewed spacecraft, and are hence see use most commonly as short-ranged weapons, although as with all Tube-class weapons, a delayed initiation of the Missile's rocket motor can significantly extend its range. Torpedos have more efficient engines with lower accelerations and are thus good long-range weapons if they can saturate, avoid or otherwise overcome any point defences the vessel may have. Autonomous Kill Vehicles have similar rocket engines, but have a greater consideration in their design for combat survivability since their role is more along the lines of a deployable automated weapons carrier/missile bus as opposed to being simply a straight-up munition. AKVs often have more sophisticated sensor and defensive systems as compared to simpler missiles, and unlike other Tubes are generally retrieved if at all possible, although they are meant to be disposable platforms to a degree. Giving up an AKV may more costly than giving up any other Tube, but is certainly much less than giving up on another space warship. Rockets are the simplest, having no guidance system, high-performance but disposable engines, and being deployed in massive numbers in order to make up for their lack of guidance and to take advantage of their ease of construction.

E. Bombs
1. Explosive
2. Kinetic
3. Dispersal

Bombs are munitions which are released by a vessel into a gravity well, which draws them into an impact with a target. Most Bombs beyond the very simplest have some form of terminal guidance which increases the chances for a successful strike, and since hardly any of the weapon's mass, if any, is required for propulsion, Bombs pack a punch for their weight and most combat spacecraft carry at least a few if not a whole bay of them. Explosive Bombs are generally deployed against targets on the surface of a body with an atmosphere, which provides a medium for the shockwave to travel through. Kinetic Bombs are used for precision strikes against hardened targets. A popular model of Kinetic Bomb is the DFA-12 Elongated Impactor, a telegraph-sized pole of tungsten-steel alloy capable of pulverising all but the deepest and thickest bunker defences. Dispersal bombs are designed to scatter an agent, which could be biological, chemical, radiological, or nanotechnological.

F. Mines
1. Kinetic
2. Proximity
3. Submunition

Mines are weapons which are released into the orbit of a planet or star, or into deep space, generally at the density of one mine per cubic kilometre. Although it takes many mines to completely turn a volume into an off-limits area for vessels lacking Minesweepers, their simple design makes them an attractive option for those seeking to shape the battlefield in space. Kinetic mines are the simplest, being specially-shaped impactors coated in radar-absorbent materials, and designed to shred any vessels passing through a mined volume of space. Proximity mines are designed to lie-in-wait, and initiate at a time calculated so that their explosive/shrapnel warheads can cause the most damage to a passing vessel. Submunition mines enhance their deadliness by focusing their energy into a concentrated laser or particle beam aimed at the nearest vessel.

II. Active Defence Systems

A. Point defence

These are weapons designed to target incoming munitions in order to destroy them before impact. Generally smaller, rapid-fire weapons such as gatling guns, repeater lasers, or anti-miissiles

B. Minesweepers

Point-defence weapons specialised for clearing away Mines. As of the 22nd century there is an on-going arms race between designers of Mines and Minesweepers.

C. Charge Neutraliser

Repeated use of particle weapons by a vessel can dangerous amounts electric charge to build up. This device enables that charge to be dissipated safely.

D. Auto-repair systems

The longevity and durability of modern spacecraft is thanks to systems like these. Although they are not without limits.

E. Electronic counter-measures/Electronic counter-counter-measures (ECM/ECCM)

Although in most combat situations all combatants have secure communications and reliable sensors, in certain circumstances it may be possible to compromise the enemy's computer security or otherwise baffle their electronics. Some forces mount powerful electronic warfare suites onto AWACS-style spacecraft in order to enhance battlefield awareness.

F. Decoys

These are generally used to fool the terminal guidance systems of munitions rather than the more sophisticated systems of crewed vessels.

G. Jammer

Being able to cut off the enemy's communications, or secure your own, can be crucial, especially in space where there are so few places to hide.

III. Passive Defence Systems

A. Armour

Although various lightweight armours have been developed, it is still a serious weight penalty in warship design, where every kilogram can count. If one is willing to suffer a severe penalty in movement performance, however, physical armour can make a combat spacecraft very tough indeed.

B. Shields

In the 22nd century, this category usually refers to various models of plasma shield available during the period. Also deployed from the 22nd century onwards are electrostatic shields.
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