Energy Weapon

Directed Energy Weapons (DEWs) are a large and diverse family of weapons which utilize various forms of focused energy to harm opponents. Most nations and organizations in the galaxy use various types of DEWs both for lethal and nonlethal applications.

Overview
Though no two groups of energy weapons function the same way, they are all similar in that they require an electrical power source and utilize a non-solid projectile, setting them apart from projectile weapons. Some DEWs may also require ammunition of some description alongside the battery. All DEWs can produce one of three types of projectiles:


 * Bolt: Bolts are individual projectiles analogous to bullets. They are most effective at close and medium range.


 * Beam: Beams are streams of energy focused on a target. They are best suited for long-range engagements.


 * Wave: Waves are powerful bursts of energy expelled from the weapon. Though devastating at close range, waves rapidly lose effectiveness as distance increases.

Regardless of the projectile used, the strength of an energy weapon depends heavily on how much power and/or ammunition is committed to each shot. More power will increase the weapon's firepower and range, but will also rapidly deplete the weapon's reserves, generate heat more rapidly, and if applicable, reduce its rate of fire to avoid overheating, which can damage or even outright destroy the weapon. Waves in particular are notorious for their high energy consumption, some designs consuming more than half of their battery in a single shot, and for the intense heat that they produce. Some nations have designed their energy weapons to be able to alter their power output as well as their projectile, though this is far from universal.

Energy weapons can be remarkably powerful, especially against armor and flesh, but they have several drawbacks. They are both more expensive to produce and harder to maintain than projectile weapons due to their complex internal components. They also lack the versatility of projectile weapons; each type of energy weapon will excel in its own niche but will perform poorly outside of it. Energy weapons also have less range their their projectile counterparts due to the energy needed for both accurate and effective long-range fire, though this is not an issue for starships or superheavy land vehicles.

Plasma
Plasma weapons require both an electrical power source and ammunition in the form of gas. The gas is converted into plasma by subjecting it to a strong electromagnetic field. The field envelops the resulting superheated plasma in a 'shell' which prevents the plasma from dissipating. The plasma and its magnetic shell is then propelled from the weapon. Plasma can also be employed as a melee weapon by using a magnetic field to mold plasma into the shape of a blade.

Plasma's intense thermal energy makes it remarkably effective against armor and flesh. Upon impact with a target, plasma will cause explosive vaporization, turning metal into molten slag, burning away flesh and bone, and evaporating bodily fluids, causing significant, oftentimes causing lethal internal damage to infantry. Sufficiently-charged plasma will splash like a liquid, causing additional damage to anything in the target's vicinity. The electromagnetic shell can disrupt electronics in the immediate vicinity of the blast, including energy shields.

Plasma's primary drawback lies in its relatively low range due to a lack of velocity; plasma projectiles are slower than standard ballistic cartridges. This is negligible in close range, but becomes a severe hindrance as distance increases. Combined with the fact that plasma destabilizes and eventually dissipates as it travels, most plasma weapons are useless for long-range engagements. Beam cannons, particularly those found on starships, have partially overcome this limitation through the use of immensely strong plasma generators, though such generators require a substantial amount of power to operate and they still cannot match the velocity of a railgun. Range limitations can also be circumvented via the use of explosive devices armed with plasma warheads, though these devices oftentimes lack the power of pure plasma.

Plasma weapons also produce a tremendous amount of heat, necessitating frequent cooling and maintenance so as to ensure the vents operate correctly. Overheating a plasma weapon can damage internal components and destabilize the weapon, potentially turning it into a bomb.

Laser
Laser weapons produce amplified lasers which impart tremendous thermal energy into the target upon contact, causing instantaneous, explosive vaporization somewhat similar to a plasma weapon, though not to the same extent. Laser weapons are pin-point accurate and travel at the speed of light, making them the fastest projectile in the known galaxy. Combined with computer-assisted targeting, laser weapons can land a hit on practically any target. Lasers are commonly employed as a deterrent against aircraft, drones, and missiles.

While lasers are accurate, their range is not infinite. As the laser travels, it will gradually leak its thermal energy until it dissipates entirely in a process known as thermal blooming. Particles such as smoke or fog can accelerate the process. Their total reliance on thermal energy also makes them particularly ineffective against thermal shields; conversely, their total lack of kinetic energy makes lasers extremely effective against kinetic shields.

Particle
Particle weapons propel charged particles at at near-light speed, producing a projectile that visually resembles a tracer. Like plasma, they require ammunition in the form of particles alongside a battery. Particle weapons occupy a spot as the go-to general-purpose energy weapon. Particles lack the raw power of plasma, but boast superior range; they are not as fast as a laser, but are better against shields and, unlike electricity, can reliably pierce armor.

Pyre
Pyre weapons work similarly to particle-based weapons. Several dense particles are energized and then clumped together into a 'bolt' using a tiny gravity compressor. The bolt is then propelled at a high velocity, producing a projectile that visually resembles red plasma. Pyre weapons possess both high thermal and kinetic energy, making them effective against armor and shielding alike. They come in many shapes and sizes, from sidearms to starship cannons. Due to them being designed for Diabs and requiring a number of specialized components alongside both a battery and a particle ammunition canister, Pyre weapons are heavy, making them difficult and awkward to wield for many non-Diabs without either stripping the weapon of its outer casing, which risks exposing the weapon's internals to the elements, or the use of strength augmentations.

Lightning
Lightning weapons are comprised of a power source, a 'barrel' resembling a lightning rod through when the electricity is channeled, and an ionic charger. The ionic charger locks unto a target and generates an ion field around them. Electricity is then channeled through the barrel and advances towards the ion field, striking the target within. A weapon will still function if it lacks an ionic charger, but will have no way to control the flow of electricity, which can pose a risk to nearby allies. Some weapons feature a gauge that controls the voltage; a low voltage will do little more than shock the target, whereas a high voltage can produce thunderous bolts of lightning.

Electricity excels against energy shielding as the sheer electrical output will rapidly if not immediately overload the shield, potentially causing crippling damage to the generator. They are also effective against organic infantry, where their potential for arcing between targets can decimate entire squads. Lightning is ineffective against armored targets such as vehicles and certain combat proxies as the electricity will harmlessly arc across the hull and away from the target without impacting the interior, though it will damage any exposed external components such as sensors or active defensive systems, potentially leaving the target exposed to more direct anti-armor weapons.

Electromagnetic Pulse
The most common electromagnetic pulse weapons are explosives, namely missiles or shells, which produce a burst of electromagnetic radiation upon detonation. This pulse disrupts all wireless communication, shielding, and electronics caught in the blast. Most nations have sufficient EMP-countermeasures to ensure that the effects of an electromagnetic pulse are temporary, but even a momentary disruption can turn the tide of a battle. Electromagnetic energy can also be formed into a bolt of pure energy and fired from a weapon. Though such weapons have a much lower range than standard EMP explosives, they produce a much stronger affect and are an effective means of quickly disabling a target's shield.

Certain weapons, such as nuclear explosives and plasma, naturally produce an electromagnetic pulse.

Electromagnetic weapons deal no physical damage to either armor or organic infantry, making them best suited as a supportive weapon. EMP explosives will often be employed right before a target is directly engaged, while dedicated EMP bolt weapons engage targets from afar.

Sonic
Sonic weapons utilize sound waves. Most sonic weapons are little more than a speaker or satellite dish, a power source, and a series of gauges for controlling the volume and frequency of the sound produced; the frequency can be modified to such an extent that only certain species will be able to hear it. Sonic weapons feature a long battery life, can be used underwater, and generate little to no heat, and thus do not require any ventilation, making them the one of the easiest energy weapons to build and maintain.

Sonic weapons are predominantly used against soft targets. Sound waves can cause extreme discomfort to the point of permanent hearing damage and burst either the eardrums, eyes, and/or lungs. Because they rely only on sound, sonic weapons completely bypass energy shields. However, the employment of power armor, particularly pressure-sealed suits, and devices such as sound dampers have almost entirely nullified the effectiveness of sonic weaponry. They are also ineffective against armor, as while a sufficiently powerful sound-wave can theoretically cause a target to vibrate apart, such devices are considered inefficient compared to other options. As a result, most armies field very few if any sonic weapons.

Antimatter
Antimatter weapons are explosives with a warhead containing stabilized, isolated antimatter. Upon detonation, the core is unsealed, exposing the antimatter to regular matter particles and producing an explosion that, depending on how much antimatter is detonated, can be several orders of magnitude stronger than any other explosive weapon, often leaving nothing of the target behind and, unlike nuclear weapons, producing no fallout. High-powered energy shields are the only effective defense against antimatter explosives.

Antimatter weapons are limited due to their incredibly high cost and their lack of a true fail-safe mechanism. If the core is damaged or malfunctions, there is nothing that can stop the antimatter from detonating. For this reason, and to prevent potential friendly fire incidents, antimatter weapons are employed almost exclusively in space as ship-to-ship weapons. The antimatter can be stored deep within the vessel, where it is safe unless the vessel suffers crippling damage. When they are employed in terrestrial operations, it is often to destroy a superheavy asset or a fortified position.