Hellsrain OAM
The newest in Orbital attack weapons, Hellsrain delivers death on the battlefield while leaving the planet intact. It is fired from a MAC gun and looks like a normal cluster bomb but when it splits open it unleashes 25 forearm sized rockets. These rockets accelerate towards their targets at 200,000,000mph and carry a 50megaton Fusion payload. It can be fired from large artillery installations, ships, and be dropped by fighters and bombers.
Dues Ex Machina Railgun
An advanced new weapon for space-to-space combat and quite possibly ground-to-ground too.
The Dues Ex Machina or Ex Machina for short is an advanced new railgun that fires a 450mm Titanium round filled with liquid titanium(Or any other conventional round). On impact the round can be set to explode or in the case of armor piercing rounds, activate its drill which cuts through armor like a miner through a mountain. Whether on impact or inside the ship, the round will explode from some explosives in the outer part of the shell expelling the molten titanium. The molten metal burns through crew and ship alike as the intense temperatures melt through everything in its path.
The Ex Machina fires at a rate of 5 rounds from each barrel every second.
The Ex Machina Cannon also has an advanced electronic targeting system to allow it to sight targets at extreme range, plot their speed and trajectory, and find weak points in their armor systems. All within 2 seconds. the Ex Machina Cannon also has undergone recent upgrades such as the Hyper-acceleration technology used in the R750 to accelerate the projectiles to 99.9999% Light speed, making them far more deadly. The Dues Ex Machina Cannon is also compatible with larger versions of ground based munitions.
The Ex Machina Cannon has an advanced Target Acquisition and fire control system which allows for rapid point and shoot firing mechanics. This allows the Ex Machina Cannon to track targets at long range and calculate firing solutions to engage them and was designed to track and destroy fast moving targets such as frigates from a range of 1-2 AU.
The Dues Ex Machina or Ex Machina for short is an advanced new railgun that fires a 450mm Titanium round filled with liquid titanium(Or any other conventional round). On impact the round can be set to explode or in the case of armor piercing rounds, activate its drill which cuts through armor like a miner through a mountain. Whether on impact or inside the ship, the round will explode from some explosives in the outer part of the shell expelling the molten titanium. The molten metal burns through crew and ship alike as the intense temperatures melt through everything in its path.
The Ex Machina fires at a rate of 5 rounds from each barrel every second.
The Ex Machina Cannon also has an advanced electronic targeting system to allow it to sight targets at extreme range, plot their speed and trajectory, and find weak points in their armor systems. All within 2 seconds. the Ex Machina Cannon also has undergone recent upgrades such as the Hyper-acceleration technology used in the R750 to accelerate the projectiles to 99.9999% Light speed, making them far more deadly. The Dues Ex Machina Cannon is also compatible with larger versions of ground based munitions.
The Ex Machina Cannon has an advanced Target Acquisition and fire control system which allows for rapid point and shoot firing mechanics. This allows the Ex Machina Cannon to track targets at long range and calculate firing solutions to engage them and was designed to track and destroy fast moving targets such as frigates from a range of 1-2 AU.
Reaper Anti-Ship Cannon
The mid sized gun in the Hyperion Navy. The Reaper fires a 4.5 Meter shell at 99.999999% Light Speed. The Reaper fires 1 shell every second, not very many but then again, not very many shells are needed to kill targets. The Reaper has a MAX effective range of over 500 AU, meaning it can snipe across Solar Systems. The Reaper is compatible with larger versions of ground based munitions.
The Reaper Cannon like the Ex Machina Cannon, is fully automated and does not require a gunner to operate it, simply a gunnery Sergeant in the CIC to tell the guns to fire.
The Reaper Cannon like the Ex Machina Cannon, is fully automated and does not require a gunner to operate it, simply a gunnery Sergeant in the CIC to tell the guns to fire.
Gothica Class Antiship Railgun.
The largest railgun in the Navy, the Gothica fires a shell that is 50 meters wide and fires them at 99.99999% light speed. The Gothica is also compatible with larger versions of ground based munitions. The Turret base allows it to train three guns on one target, and along this, the turret has its own built in rapid fire and control system to allow for rapid target acquisition, and rapid firing solution acquisition. This allows the turret to, as soon as the target enters its targeting scope; face the target and fire 3 shells.
Flak guns
The Modern Flak gun is far more advanced then its 20th century counter-part, boasting 4, 100mm guns, and smart shells, the Flak gun will deny the designated airspace to enemy fighters, bombers and missiles. The Smart munitions have a small radar and IR detection system on them, so any target within 200 miles will be targeted, and they will face the target. Upon the countdown timer inside hitting zero, the shell will explode, most of the shrapnel however, will race towards the target at half lightspeed.
The Shrapnel will penetrate 2 feet of T-D Omnitanium at 200 miles distance, and at a distance of less then 20 miles it doesn't matter which way the shell was facing, the target will get hit. The Flak guns can fire 10 shells a second from each barrel.
The Shrapnel will penetrate 2 feet of T-D Omnitanium at 200 miles distance, and at a distance of less then 20 miles it doesn't matter which way the shell was facing, the target will get hit. The Flak guns can fire 10 shells a second from each barrel.
Laser Turret
Boasting twin 250cm guns, the Laser turret fires the 250cmX1Meter Laser shell that can pierce nearly 40 feet of T-D Omnitanium due to extreme heat and kinetic force. The Laser turret can fire 1 shell from each gun every 5 seconds due to the heat caused and has a range of upwards of 5 AU's.
Anti-Fighter/Bomber Railguns
The Anti-Fighter/Bomber Railguns are the same gun, just the Bomber version has a larger barrel. Both fire at a rapid 10 shells a second and can rotate 180 degrees in 0.05 seconds. This, along with the built in radar system allows for rapid search and destroy, allowing the railguns to not only destroy rapid moving fighters and bombers, but also to target and destroy incoming missiles.
Plasma Wave
The Plasma wave is a wave of super-heated plasma in the form of a wave. The wave of plasma is projected by a small turret and can be directed into a certain direction but the wave spreads fairly rapidly giving it a large zone(Covers a 1000 mile diameter area after moving 3000 miles from the turret) that would cause damage to targets within the zone. The wave is more of a defensive weapon due to its fairly limited range of 300,000 miles but is extremely lethal, with its temperature being over 1,000,000 degrees Celsius and traveling at .70 Light speed.
Plasma Beam Cannon
The plasma beam cannon fires a beam of super-heated plasma Mixed with the chemicals used to create lasers at light speed. It is able to easily penetrate most shields and often passes through them due to the high concentration of the particles. Even if the targets can withstand normal plasma the laser chemicals in the beam make it so that even the plasma cannot go through the laser particles will, which still are concentrated enough to produce a normal laser beam. It takes about 1.5 seconds for the Plasma beam cannon to charge to maximum power and fire. Modern Plasma Beams are designed to output Plasma at a temperature of 100million degrees and this is possible due to the compression of the Plasma along its flight path, which also causes it to rapidly expand upon impact with a target, allowing the beam to penetrate deep inside of a hostile warship and melt its insides while focusing the beam on only one spot.
ABMS(Anti-Ballistic Missile System)
The ABMS is one of the most common defense platforms placed on warships. It contains 21 Stinger missiles all linked to its advanced targeting computer, its only purpose is to shoot down incoming missiles. Missiles like QSAMs and HASMs which if hit the ship would cause severe damage. The System has been shown to have a 100% kill rate due to the maneuverability of the Stingers and when coupled with the GLADIUS Anti-missile system is nearly impossible to penetrate.
GLADIUS Anti-missile System
The GLADIUS anti-missile system is a Railgun with 6, 40mm barrels and a fire rate of 6,000rpm. The GLADIUS is a rapid target and destroy anti-missile system that cuts apart missiles in mere seconds. The GLADIUS has a range of about 500 miles and can lock onto and fire upon a target within .00005 seconds. The GLADIUS uses Smart munitions that actively track and seek incoming missiles. Using these advanced tracking systems the rounds aim directly at the target and when they are within 20 feet of the target they activate a small rocket engine on the rear of the bullet, allowing them to hit the target with greater kinetic energy, and then activate the 20KG HE Warhead, allowing for a near 100% kill rate.
DART Missiles
DART missiles have no tracking systems and are for point blank range space fights, they have no warheads but instead boost towards whatever they are aimed at and speed towards the target at .95 hundredths the speed of light and shred apart on impact.(Think a .50cal bullet hitting you at the 2000fps and splitting into pieces cutting up your innards.)
Stinger AA missile
Stinger missiles are light AA missiles designed to take out interceptors and bombers. The missile is shaped like a modern day sidewinder but the sides have thrusters to allow it to maneuver rapidly and hit fast moving agile targets, the missile has been know to make 180 degree turns and kill a target behind the fighter that launched it. It flies at about .75s light speed and has a range of .25 AU. Its light warhead keeps it from being effective against larger targets. The Stinger has a 5 Kiloton Fusion Warhead.
Nightmare Anti-tank Missile
The Nightmare anti-tank missile is a long range anti-tank missile designed solely to kill tanks and nothing more.
The Nightmare Anti-Tank missile carries a 5kiloton fusion warhead encased in Omnitanium. When detonated for 1.2 seconds all the energy is contained within the Omnitanium covering and forced out a hole .2 meters wide, concentrating all the nuclear energy onto a small area, usually, the top of a tanks turret.
The Nightmare Anti-Tank missile carries a 5kiloton fusion warhead encased in Omnitanium. When detonated for 1.2 seconds all the energy is contained within the Omnitanium covering and forced out a hole .2 meters wide, concentrating all the nuclear energy onto a small area, usually, the top of a tanks turret.
Nexus Long Range AA missiles
Nexus Long Range AA missiles are light missiles designed to take down fighters and bombers. The Missile has the same payload and less maneuverability then the Stinger but it makes up for it with its 2.0 AU Range. It flies at .9 tenths light speed and has a 5.9 Kiloton Fusion Warhead.
MarkV Depleted Uranium Shells
The shells fired from the Gothica cannons, the Mark V is nothing more then solid depleted Uranium and weighing aprox:120,000 tonnes and flying at over 99.9999% light speed, it has enough kinetic energy to smash through most shields and armor.
M-666 Solar Striker
The Solar Striker, is a multi use multi-payload missile designed to give versitility to the Hyperion navy, in a stealthy agile system. The Solar Striker has a built in FTL drive, a Mark17 Sub-Light engine to accelerate itself to .8 Lightspeed and boasts manueverability greater then that of any fighter craft in the Hyperion Navy. The Solar Striker also boasts a non-radar reflecting design, giving it stealth and power.
Among the Solar Strikers anti-counter-missile systems are standard on all models save for the Penetrator model, camera's and sensors mounted in the front to detect incoming projectiles and calculate their flight paths to give the missile the best trajectory to avoid the incoming fire and close with the target. It's small compact design lets it be mounted on standard missile pylons on Fighter craft, allowing for many to be carried into battle. Their speed and agility also makes them an effective anti-bomber/Fighter weapon.
The Spyman Loadout has no room for any sort of payload and instead has advanced stealth systems such as a gravitational disguise and to keep it from being able to be detected by gravitational sensors and has a radar absorbent metal and has no IR signature and has an active Camo system making it invisible. It has an advanced sensor suite with Radar and Ir systems for picking out vehicles and starships plus standard and IR cameras as its entire purpose is to give fleet forward reconnaissance. It also can create a hologram of any ship in the Hyperion Navy and create radar and IR signatures exactly like the ships so that false fleets can appear seemingly out of nowhere.
The Blinder Loadout has 4 IR laser pointers on its surface in order to target and blind IR based anti-missile systems and also comes with a radar generator in order to create the illusion that the missile is a target of larger size which can be used to create ghost fleets and cause radar proximity detonated missiles to pre-emptively detonate. It also has multiple Chaff pods and Flare pods to cause further distractions on the battlefield. The blinder Loadout also has the Radar and IR emitters of the Spyman loadout.
The Penetrator Loadout uses a minature Plasma Beam cannon to cut a hole in a targets shield and/or armor to deliver a 250 megaton nuclear fusion payload for full effect. The plasma beam sits on a rotating turret to be used for both armor piercing uses and anti-anti-missile system duty.
The Armor Cracker Loadout is similair to the Penetrator in the fact it carries a single 250 Megaton fusion warhead. However, the Armor Cracker has heavy armor around the warhead to focus it into a 0.5meter wide diameter circle. This loadout also has a 4 built in lasers on rotating turrets on the sides of the missile to give it all around anti-anti-missile support.
Direct Fire Payload is a kinetic attack loadout with 10,000 tonnes of Depleted Uranium mounted in the front half of the missile and an enhanced engine in the rear, to accelerate it to 99.99999999% light speed at a hostile target, using sheer speed to kill it.
The Saturation Payload is the same as a Hellsrain's, the missile holds 25, 30mm Missiles inside of it with 50megaton payloads and ranges of 0.9AU's. The missiles fly at 70% light speed.
The Anti-Fighter/bomber Payload contains 30, 20mm Dart Missiles, which when the Solar Striker locks onto a target it fires one fo the Dart Missiles which races at the target at 99.99999% Lightspeed, giving it massive kill capabilities. The Missiles race towards a target a 60% light speed to keep manueverability but super accelerate to near light speed when within a million miles of the target. The Dart Missiles have a range of 1.5 AU. With this payload, the Solar Striker can recieve targetting data from the Spyman varient of Solar Striker.
Among the Solar Strikers anti-counter-missile systems are standard on all models save for the Penetrator model, camera's and sensors mounted in the front to detect incoming projectiles and calculate their flight paths to give the missile the best trajectory to avoid the incoming fire and close with the target. It's small compact design lets it be mounted on standard missile pylons on Fighter craft, allowing for many to be carried into battle. Their speed and agility also makes them an effective anti-bomber/Fighter weapon.
The Spyman Loadout has no room for any sort of payload and instead has advanced stealth systems such as a gravitational disguise and to keep it from being able to be detected by gravitational sensors and has a radar absorbent metal and has no IR signature and has an active Camo system making it invisible. It has an advanced sensor suite with Radar and Ir systems for picking out vehicles and starships plus standard and IR cameras as its entire purpose is to give fleet forward reconnaissance. It also can create a hologram of any ship in the Hyperion Navy and create radar and IR signatures exactly like the ships so that false fleets can appear seemingly out of nowhere.
The Blinder Loadout has 4 IR laser pointers on its surface in order to target and blind IR based anti-missile systems and also comes with a radar generator in order to create the illusion that the missile is a target of larger size which can be used to create ghost fleets and cause radar proximity detonated missiles to pre-emptively detonate. It also has multiple Chaff pods and Flare pods to cause further distractions on the battlefield. The blinder Loadout also has the Radar and IR emitters of the Spyman loadout.
The Penetrator Loadout uses a minature Plasma Beam cannon to cut a hole in a targets shield and/or armor to deliver a 250 megaton nuclear fusion payload for full effect. The plasma beam sits on a rotating turret to be used for both armor piercing uses and anti-anti-missile system duty.
The Armor Cracker Loadout is similair to the Penetrator in the fact it carries a single 250 Megaton fusion warhead. However, the Armor Cracker has heavy armor around the warhead to focus it into a 0.5meter wide diameter circle. This loadout also has a 4 built in lasers on rotating turrets on the sides of the missile to give it all around anti-anti-missile support.
Direct Fire Payload is a kinetic attack loadout with 10,000 tonnes of Depleted Uranium mounted in the front half of the missile and an enhanced engine in the rear, to accelerate it to 99.99999999% light speed at a hostile target, using sheer speed to kill it.
The Saturation Payload is the same as a Hellsrain's, the missile holds 25, 30mm Missiles inside of it with 50megaton payloads and ranges of 0.9AU's. The missiles fly at 70% light speed.
The Anti-Fighter/bomber Payload contains 30, 20mm Dart Missiles, which when the Solar Striker locks onto a target it fires one fo the Dart Missiles which races at the target at 99.99999% Lightspeed, giving it massive kill capabilities. The Missiles race towards a target a 60% light speed to keep manueverability but super accelerate to near light speed when within a million miles of the target. The Dart Missiles have a range of 1.5 AU. With this payload, the Solar Striker can recieve targetting data from the Spyman varient of Solar Striker.
Strange Matter Missile
A strange matter missile carries within it, an atom smasher which is designed to create a Negatively charged particle of Strange Matter. Once created, the Strange matter begins to turn the missile into strange Matter, but the missile does not create the strange matter until impact, where the strange matter can then spread across the ship, or planet and consume the target.
Acid Missile
The Acid Missile carries 50 Gallons of Acid rated as -6 but the acid is actually at 2 until a chemical is added to the mixture right before impact, making it the most acidic liquid in existence, allowing it to burn through shields, armor, anything in its way.
Sniper Plasma Cannon
The Sniper Plasma cannon fires a tear dropped shaped bolt of plasma at .5tenths the speed of light. The plasma ball is the size of a small car but the plasma bolt is compressed. Upon impact with a target its magnetic compression field fails and decompresses to the size of a six story house within 1 second and still retains its temperature of over 1,086,000 degrees and thanks to matter compression technology each shot hits with the force of a MarkV Round. It fires once every 3 sec.
Long Range Recon Sat
The LRRS is a long range recon satellite that is launched from a Fighter-Carrier and enters FTL, reappearing a small distance away,(About 10-20AU) and them begins to scan and search an area for hostile craft and transmits the information back via sub-space so that the Fighter-Carrier can plot craft seconds after finding them.
Stealth Detection Systems: Gravitational distortion detector, Ultra Sensitive Radar, Ultra sensitive IR detector, Extreme quality camera to detect flaws in Active camo systems, Gravitational distortion detector, long range(50 AU) passive electrical sensor and short range(20AU) active electrical sensor. Advanced FTL Detection system, Slipspace Detection System, Spatial distortion detector and Long range gravity well detector and countermeasure. The LRRS also comes equipped with a power starship detection system capable of sensing spacecraft dropping out of Hyperspace, wormholes and Slipspace within 20AU. The LRRS can also detect fluctuations in energy in subspace and slipspace allowing them to listen in on enemy communications and if need be, jam them.
Stealth Detection Systems: Gravitational distortion detector, Ultra Sensitive Radar, Ultra sensitive IR detector, Extreme quality camera to detect flaws in Active camo systems, Gravitational distortion detector, long range(50 AU) passive electrical sensor and short range(20AU) active electrical sensor. Advanced FTL Detection system, Slipspace Detection System, Spatial distortion detector and Long range gravity well detector and countermeasure. The LRRS also comes equipped with a power starship detection system capable of sensing spacecraft dropping out of Hyperspace, wormholes and Slipspace within 20AU. The LRRS can also detect fluctuations in energy in subspace and slipspace allowing them to listen in on enemy communications and if need be, jam them.
PFC Plasma Flak Cannon
The PFC has a range of 1.9 AU and works by firing 1, 2foot wide by 3 foot long tear drop shaped ball of plasma at its target. Each of its cannons fires at a rate of 10 shots per second and have no munition guidance system, making it ineffective at long range, but deadly for short range work.
Tyrannus Anti-Ship Railgun Munition
The tip of the Tyrannus is filled with 20, 20mm flichettes.(Or, 20xWhatever amount fits the shell into the turret.) The section of the shell, right behind the tip is a canister full of high explosives to accelerate the flichettes to 99.99999% light speed.
LTAP(Liquid Titanium Armor Piercing)
LTAP rounds are Omnitanium rounds that have been hollowed out and filled with Liquid titanium. Within this molten liquid titanium is a small, sharp piece of solid Omnitanium. When the shell hits the target the liquid titanium hits the armor and weakens it by heating it up allowing the Omnitanium piece to penetrate armor better.
NLTAP (Non-Liquid Titanium Armor Piercing)
The NLTAP is a slug with a thick coating of Titanium with an Omnitanium core to cut through armor. It can penetrate 5 feet of T-D Omnitanium Armor.
Kinetic Long Rod Penetrator (KLRP)
The Kinetic Long rod penetrator is Ship-to-ship rocket assisted Mass driver launched from a railgun. It is 50mm in diameter and has the same rocket as the DART missile which speeds it up to 99.9999% light speed, making it the fastest railgun launched munition in the Hyperion Navy. The KLRP is made of compressed depleted uranium making it extremely dense and heavy(20 Tonnes), allowing for extreme kinetic energy to put in a small target zone. Also, in order to aid its penetrating abilities, the KLRP is sharpened down to almost an atom thickness, to help it drive through shields and armor. Within the KLRP is a 25 Kiloton Fusion Warhead within a solid omintanium casing designed solely to cause the explosion to race out the sides, and damage the armor around the shell and or other internal parts of the ship.
Seras Drone Fighter
Fired from the Barrel of a Reaper Anti-ship Railgun, the Seras Drone Fighter is small, fast and agile.
Armament: 2 Plasma Torpedoes and a single 30mm Railgun.
Armor: 4 Inches of Titanium Nano Armor
Speed:10,000,000 miles per hour within 30 seconds.
Crew: 0
Shield: None
FTL: Yes
Armament: 2 Plasma Torpedoes and a single 30mm Railgun.
Armor: 4 Inches of Titanium Nano Armor
Speed:10,000,000 miles per hour within 30 seconds.
Crew: 0
Shield: None
FTL: Yes
Plasma Torpedoes
Plasma Torpedoes are 600mm Missiles that travel as fast as HASMs and contain a ball of plasma inside of them. The plasma is compressed and when the torpedo hits the target the plasma decompresses rapidly causing and explosion of super-heated plasma(3.4 million degrees) that has a radius of 200 feet.
Plasma Missiles
A brand new addition plasma missiles are modified Dart Missiles and when they hit the target and spew super-heated plasma in every direction cooking a ship from the inside and cutting it apart.
Heat Ray The Heat creates a beam of concentrated thermal energy designed solely to inflict thermal damage to the target. The Beam can flash heat any material to over 100 million degrees Fahrenheit(Same temperature as the center of a nuclear blast.) by concentrating the thermal energy on the target and it effective up to a range of 2.4 AUs. This allows the ship carrying this weapon(Turreted)to project extreme firepower, since temperatures this high can melt just about every metal known.
Anti-Matter Weapons
The Anti-matter is encased inside of a hollow electronic magnet of incredible power. The magnet keeps the anti-matter with contacting normal matter(when it does there is a massive explosion, about 7grams of anti-matter can make a hydrogen bomb sized explosion) during the trip, but right before it hits the target the battery turns off and the magnet stops working, allowing the anti-matter to touch it resulting in an explosion.
Hyper Impulse Missile
A highly unstable experimental munition, the Hyper Impulse Missile is a 200 Megaton Fusion Warhead encased in omnitanium with an unstable FTL drive right behind it. When the shell comes within 5 feet of the target the FTL drive activates, creating a VERY unstable wormhole to an alternate universe which causes massive gravitational fluctuations and radiation spikes and then the nuclear blast occurs, increasing the size of the wormhole to over 10 miles in radius, either swallowing up the target ship, or cutting out a massive portion of it, as the wormholes outer edge vaporizes matter it comes in contact with.
There are non-nuclear versions of this missile which creates a wormhole about 100 feet wide, which hits with the same effect. Codename: CHERENKOV HEPW(High Energy Pulse Weapon)
The Cherenkov
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Ghost Class Anti-matter Shell
Fired from a MAC gun, these Anti-matter shells have an explosive force of 50 megatons and fly at .9 tenths light speed. They explode on impact with a target, often causing immense damage to the target due to the direct impact. The Ghost Shell is made up of Omnitanium with Titanium at the front so that the 90% of the Anti-matter blast concentrated into a 100mm area, increasing its ability to penetrate armor.
Shredded Nuclear Shells(SNS)
SNS rounds are railgun launched shells with nuclear warheads inside of them, with each warhead able to detonate with the force of a 250 megatons. SNS rounds upon being fired shred apart and at first seem completely useless and pointless but in a knife fight at ranges of less then 100,000 miles, SNS rounds will chop ships to pieces simply with the sharpness of the rounds and the kinetic energy behind them and 3 seconds after hitting a target the nuclear weapon detonates. With the purpose of orbital bombardment SNS rounds will lay waste to whole planets. SNS rounds shred apart into 10 pieces.
Gallagos Anti-Shield Shell The Gallagos shell is a energy enhanced shell that coats itself in super-heated plasma(5 million degrees) and power Magnetically charged core so that when the plasma melts through the shield and the core enters the outer layers of shield, the Magnetic core kicks into high gear, disrupting the shield via pulling in all the particles in the nearby area, causing the shield to weaken all around, or repel the shield in the immediate area, causing the shield to be far thinner in the immediate area.
Kinetic Slamhammer
Kinetic SlamHammer is a weapons system that reverses the polarity of Gravitons on its surface area to slow down incoming projectiles and cause kinetic energy damage to objects nearby. The KS is designed to rapidly change the Gravitons polarity and super-charge them for a brief moment, in order to crush nearby objects as if a freight train hit them.
Heavens Wrath
Heavens Wrath is a combination of a Plasma Beam and Plasma Wave Cannon. More details later.
Day Break Cannon
Classified, only used on Nanoships. Requires a Sun Drive.
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