Weapons Lore

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Drakausa
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Weapons Lore

Postby Drakausa » 24 January 2016, 23:34

Is there anyone (especially BFG folks) who know some basic information about the various weapons used by the racial fleets? For example Lances or Plasma Cannon or whatever else the empires use as space weaponry. General descriptions that match the names of those weapons for those unfamiliar with BFG TT. Also what types of ships (names?) are planned for inclusion in the game both short and long term? Inquiring minds want to know!!! Do ORKs name their ships? (Garbage Dakka?). Eldar? (Wraith of the Cosmos?).

Any of you players out there have names that appeal to you. Can we name our ships individually? Admiralty Account Fleets names? How much will players have as input when we create our Admiralty account fleets?

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Imperator5
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Re: Weapons Lore

Postby Imperator5 » 25 January 2016, 01:54

Weapon batteries are a catch of all term for Imperial and Chaos. They got the following flavours:

Macrocannons: Giant rapid fire railguns that shoot explosive shells. These are capable of using multiple ammunition types to be more flexible, however their magazines take up a lot of space and they are very ammo reliant, and magazine explosions can cripple or destroy a shop.
Plasma Projectors: Giant space plasma cannons firing explosive plasma bolts at a hundred million Kelvins. They got more damage than the railguns, but their powerful plasma bolts loose power over long ranges.
Lasers : Channeling a destructive energy blast along a laser beam, just like a big lascannon in principle. These weapons do not rely on ammunition, but they don't have the area of effect associated with the other types.
Missile batteries: These fire hundred meters long homing missiles. Though smaller than torpedoes, these missiles are fired in large numbers and have good homing capability, which increases their accuracy. They can be shot down though.
Graviton pulsars: These are grav weapons of some kind. I'm not sure about their exact working mechanism, it was never explained in detail, but it is most likely similar to other graviton weapons.
Fusion beamers: These are melta weapons of some kind. So I would expect very short range, but extremely powerful damage output.

Laser weapon batteries of a Retribution battleship are powerful enough to destroy a planet with a single salvo (HH audio: Garro Sword of Truth). Weapon batteries of a Grand or Battle cruiser can break a moon in half with a single salvo (FFG Rogue Trader I think) and cruisers can blow up a continent with a single salvo. These weapons are massively powerful.

Also there is two type of Lances in lore. These are precision weapons with little area of effect and low rate of fire but very good armour penetration and damage.

Plasma Lance: Fires a plasma beam. Akin to a hybrid plasma-melta. Greater damage, but shorter range.
Laser lance: Works just like a giant lascannon. Longer range.

Bombardment cannons: These are exclusive to Space marine craft, replacing lances. These are extremely massive but short ranged railguns that fire enormous shells with awesome power that can crack a continent or enemy cruiser apart in a handful of hits.

Also, the old BFG has torpedoes bypass shields as a mechanic. This seems to be just a balance mechanic.
This is not accurate to lore, and does not work with the operating principles of Void shields*.

So I hope that will be at least moddable.

Common torpedo types:
Plasma: Basic torpedo, has a plasma warhead. The torpedoes are all powered by a plasma reactor that also acts as a secondary warhead.
Melta: An uncommon torpedo type intended to cut through hulls better.
Vortex: Warp based torpedo, very powerful but also rare. Creates a vortex that displaces anything it touches into the Warp.

-Imperial torpedoes usually have limited targeting systems that are only good at a few hundred thousand KMs (relatively small scale in space). They can be upgraded with faster engines that have less range however, remote control (very accurate but can be jammed) or better guidenance systems that can malfunction.

Exterminatus planet killer munitions:
-Virus bombs: These release the Life Eater virus. A deadly self replicating acid/virus/bacteria/organic-nanite/or combination of all those, this black-green goo can reduce all biomass on the planet into flammable substance in minutes.
-Atmopsheric Incinerator torpedoes: These torpedoes saturate the atmosphere with plasma, melting the planet's crust.
-Cyclonic torpedoes: These are very heavy warheads that deal crippling blow to a planet and can blow it apart. There are a lot of different grades for this. Some of these warheads are slower and easy to shot down during ship to ship fighting.
-Low yield cyclonic can blow a 100km wide crater in a planet or a dozen of them can shatter a moon (HH). These warheads are small enough to be transported by trucks.
-Medium grade cyclonics can blow up a continent or even a planet with multiple hits.
-Heavy yield cyclonics unleash a supernova's power onto a planet, totally evaporating it. (Death of Antagonis)
-Two stage warheads feature a melta warhead that bores into the planet so that the secondary warhead can explode it from within. Very useful against Necron tomb worlds.
-Exterminatus may be conducted due to the sheer firepower of Imperial battleships or with other special methods like those in Dawn of war 2 Retribution where a giant macrocannon fired a very powerful shell to crack the crust of Typhon.
These are either fired from special "Exterminatus arrays" or torpedo tubes, with the exception of Virus bombs that can be loaded into macrocannons too. The Inquisition has very advanced, stealthed virus bomb torpedoes that can be launched from anywhere,even hangars(BFG3 : Savage Scars).

Chaos pretty much has the same ,except they don't get Nova cannons.

Nova cannons are giant railguns that fire 50 meter shells at near light speed. There are a lot of shell types.

Plasma shells/Implosion shells : These two create a giant explosion, linkened to small supernova or "newborn suns" . Most common.
Grav shells: These create a temporary black hole with a large area of effect. Think Red matter.
Neutronium shells: These create a small hyperdense black hole, and are used to snipe out single warships. No AOE.
Vortex/Warp shells: These create a warp vortex like other vortex weapons. The most powerful type.
Doppler shells: These shells highlight enemies. Good against cloaked ships like Eldar.
ECM shells: These leave a cloud of radiation that baffles sensors of ships inside it.

Point defense weapons are thousands of Turbolasers. These are mostly for shooting down torpedoes, fighter craft, but when deployed in mass can pose a threat to escort class vessels.

Eldar I think have better laser lances and torpedoes, and their weapon batteries are laser or plasma.
Orks go all around heavy space cannons that make up for their lack of high tech with rate of fire and sheer shell size.

*
Void shields are the shields used by Imperial warships and their superheavy land units like Titans. They are almost exclusively deployed in multiples. These shields work in layers and each must be taken down first.
There is a limit of how much damage they can displace into the warp, if the strain becomes too much, the generators are overburedened and shut down for a time. They need to be shut down one by one. When they are re-engaged, they come back at full strength however, not regaining strength incrementally like other, more common, sci-fi shields.

Void shields work on the principle of matter displacement. There are two theories about Void shields. First one is mentioned in Horus Heresy, second in Storm of Iron I think.

First is the one that they are warp fields that displace incoming fire into the Warp. this renders them very potent indeed, the most powerful shielding technology in 40k.

The second is that each Void shield layer has additional sub layers:
Outmost layer is a disruptor field similar to those used in power weapons. These negate the bonds between atoms and thus disintegrate matter.
The middle-outer layer is an energy drain layer that absorbs energy based attacks and siphons their power to strengthen the shield itself.
The middle-inner layer is the aforementioned Warp displacement layer that displaces those attacks so powerful they overwhelm the other two layers and this layer intercepts the most heavy of attacks.
The innermost layer is another disruptor field similiar to the first.

As it can be seen, torpedoes can not pass void shields according to canon and these shields are extremely potent and powerful. Imperial Battleships are powered by Void shields so potent, they can displace half of an Earth-like planet into the warp before they burn out (BFG novel 3, Savage Scars)

Imperial ships also have Geller Fields. These fields protect them in the warp and keep the warp out. However they can not be used with Void shields, as the two warp-technologies react horribly wrong and open a gate to the Warp for demons to come through. Chaos ships can use this as a last ditch resort. Battle barges have 2 Geller fields to make sure their precious cargo is safe in the Warp.

Imperial ship hulls are made from adamantium and ceramite, two extremely powerful materials. Adamamantium is a dense metal that is extremely resilient to kinetic weaponry and very resilient to energy attacks. Ceramite is a non-metallic material that is extremely resilient to energy attacks and very resilient to kinetic ones. These are often combined into layers.
Battle Barges have the thickest armour, measuring a Kilometer thick.
Armourcrys(tal), a very resilient see through material is often used for windows.
Lesser materials like Plasteel or Durasteel or even common steel are sometimes used for internal structure furnishings such as corridor plating.

Imperial ships are powered by Plasma Reactors. These are giant fusion reactors that burn plasma at a hundred million Kelvin temperatures and may use Warp Technology to enhance their energy output ( as referenced in Into the Abyss and Dawn of War2).
These are capable of power outputs that outperform most stars and ships have multiples of these. Architect of Fate has a small (10km dimater) Astropathic listening station with 4 reactor, each with the power output of multiple stars, which means a power output of at least 8 stars. When exploding, these reactors can annihilate anything up to thousands of kilometers.
These also feed power and plasma into the ship's main plasma engines.

Very little is known about Imperial sensor systems. Ciaphas Cain books indicate that they got very limited FTL sensor capability that can detect Space hulks to up to around 5-10 light years. By sci-fi standard, they seem mediocre.

Imperial FTL utilises Warp engines that take the ship into the Warp, the 40k version of the Afterlife. It is literally Hell, a dimension without concrete time, matter or laws where almost everything is mutable and ships can cross a lot of distance with it. Navigating it requires either very rare archaotech (Mechanicus only) or navigators, genetically engineered mutants who can see into the warp with a third eye on their forehead. Geller fields protect the ship while in the warp. Should they fail, demons destroy it.

(Sources: BFG magazines, 40k books)

Edit: I have given more information on the weapon systems.
Last edited by Imperator5 on 07 February 2016, 22:35, edited 1 time in total.
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CALiGeR190
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Re: Weapons Lore

Postby CALiGeR190 » 25 January 2016, 17:43

Drakausa wrote:Is there anyone (especially BFG folks) who know some basic information about the various weapons used by the racial fleets? For example Lances or Plasma Cannon or whatever else the empires use as space weaponry. General descriptions that match the names of those weapons for those unfamiliar with BFG TT.


3 main types of weapons in BFG:
Macro cannons: Refer to the broadside weaponry of most vessels. Large, magnetic accelerated, High explosive projectiles are fired from them at a rapid rate (in the case of the imperial and most Ork vessels anyway, Chaos and Eldar vessels don't rely on them and use different forms of projectiles and fire systems).
+They are numerous
+Do large amounts of damage
-Inaccurate
-Short range

Lances: The primary damage dealers at long and medium range, typically located dorsally on a vessel or under the prow. They are normally either high powered laser or plasma based beam weapons.
+High damage
+Accurate
+Long range
-Slow reload (low DPM)

Ordinance: These include torpedoes and strike craft. Torpedoes can come in many different forms and have different properties (for example Tau torps could track their targets, while Imperial vortex torpedoes could destroy ships in one salvo and leave a virtually impassable area of space in its wake), as do strike craft (fighters, bombers and boarding craft). The Nova cannon is also included in this class of weapon I believe.
+No limit to range (or externally long in the case of the Nova cannon)
+Capable of catastrophic damage
-Easy to dodge (in the case of torps)
-Can be shot down (in the case or torps and strike craft)

Different factions rely on different weapon systems more heavily, and different factions have different versions of the same class of weapon: like Imperial Macro cannons having massive DPM and DPS potential, but often inaccurate and lacking range, while chaos Macro cannons have far more range and more accurate at mid-range despite a dramaticly worsened damage output.
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Re: Weapons Lore

Postby CALiGeR190 » 25 January 2016, 17:45

Drakausa wrote:Any of you players out there have names that appeal to you. Can we name our ships individually? Admiralty Account Fleets names? How much will players have as input when we create our Admiralty account fleets?


I think we'll be able to, but nothing is certain and I can't confirm.

I personally would love to name a Retribution Warspite, in tribute to my favourite warship in real life.
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Drakausa
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Re: Weapons Lore

Postby Drakausa » 31 January 2016, 14:57

I play WOWS (World of Warships) at the moment. It has historical ships from 1900 to 1945 in a 2d surface warfare game. Players have only one ship to micro-manage so it is very easy to learn. I have been a little cautious because in the RTS genre there are usually so many numerous items to manage it is sometimes difficult for players whose playing time is more limited to learn all the ramifications of play, leading to failure and frustration. Sometimes it is hard to remember everything (and keep track of it all) during a real time action rather than a turn based game like the TT.

It has been stated that we will start with an Admiralty Account (for each race if we like) and maybe a basic 'Bank' of points to buy a couple of ships. The learning curve would be the 'tutorial' stage and seemingly, an easy mode to learn how to play. "Winnings' after a battle minus repairs would be used to purchase additional ships and 'upgrades' for your mini-fleet. In WOWS we have, after a match, rearm and repair costs but the ship itself is returned intact for the next match. I am unsure about how this will be handled in BFG as an RTS. We can, based on the TT game, lose an entire fleet or a major portion. total destruction of a ship(s). Will we have to re-purchase ships completely lost in a single scenario? Lose all upgrades and trained captains and crew?

Despite no info yet (launch in March, two months) I am so eager to play regardless of any misgivings. Have made my pre-order and looking forward to the Space Marine ships (altho I think their purchase will be restricted, either in numbers or expense). Still, I can't wait (even tho I will).

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CALiGeR190
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Re: Weapons Lore

Postby CALiGeR190 » 31 January 2016, 18:23

Drakausa wrote:I play WOWS (World of Warships) at the moment. It has historical ships from 1900 to 1945 in a 2d surface warfare game. Players have only one ship to micro-manage so it is very easy to learn.

In WOWS we have, after a match, rearm and repair costs but the ship itself is returned intact for the next match. I am unsure about how this will be handled in BFG as an RTS. We can, based on the TT game, lose an entire fleet or a major portion. total destruction of a ship(s). Will we have to re-purchase ships completely lost in a single scenario? Lose all upgrades and trained captains and crew?

I play WoWS as well you know, and I'm pretty sure it works similarly to in WoWS in terms of ship destruction (although I don't know for sure), and every ship you see are the ships you take into battle all at once (again this is only assumption and speculation).
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Re: Weapons Lore

Postby Asperon Thorn » 31 January 2016, 22:35

On TT. . Orks had just Gunz and Heavy Gunz that weren't incredibly reliable. An Ork player would roll a die on most of his guns in order to see how much strength they had. . . on a good round they had the strongest ships point for point by far. Other times they were firing nerfballs. All Ork ships had strong prows for ramming.

Eldar have the dreaded pulsar lance. A good hit is 3 times as strong as any other lance. The result was that 4 pulsar lances were enough to completely destroy an Imperial (or Chaos) cruiser. That was without any critical hits. . . engine room explosions. .etc. With critical hits 4 pulsar lances could destroy a battlecruiser . and cripple a Battleship to the point that it was pretty much out of the fight. TT rules were that if you hit with a lance you'd roll to hit again, up to 3 times. Cruisers had 8 HP and 2 pts of voidshields. . .small swarms of Hemlock class destroyers could be very frightening to a cruiser heavy enemy fleet. As each cheap destroyer only mounted a single pulsar lance.

Similarly, Eldar torpedoes were nearly impossible to shoot down. . and twice as likely to hit if they weren't. The more expensive Hellebore frigate squadron was most often a priority target since it carried two torpedo launchers and a pulsar lance.

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Re: Weapons Lore

Postby Eio » 02 February 2016, 15:34

CALiGeR190 wrote:
Drakausa wrote:I play WOWS (World of Warships) at the moment. It has historical ships from 1900 to 1945 in a 2d surface warfare game. Players have only one ship to micro-manage so it is very easy to learn.

In WOWS we have, after a match, rearm and repair costs but the ship itself is returned intact for the next match. I am unsure about how this will be handled in BFG as an RTS. We can, based on the TT game, lose an entire fleet or a major portion. total destruction of a ship(s). Will we have to re-purchase ships completely lost in a single scenario? Lose all upgrades and trained captains and crew?

I play WoWS as well you know, and I'm pretty sure it works similarly to in WoWS in terms of ship destruction (although I don't know for sure), and every ship you see are the ships you take into battle all at once (again this is only assumption and speculation).


Well I am playing Mordheim City of the Damned actually and I believe that we have to manage our fleet(s) like we manage our Warbands in Mordheim : every missions have consequences -> you can loose one of your soldier definitively. So you have to buy a new soldier/guard/hero for the next mission. Or maybe he would only be wounded ... You can't save game before a mission or during a mission so it's a bit stressfull to click on "launch" button :) but making your warband growing and getting much powerfull this way is amazing.

Anyway we have to be a bit more patient and we'll have the answer soon.

PS : I played WOWs too, it's a great game but as WOT, I made an overdose :)

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Re: Weapons Lore

Postby CALiGeR190 » 06 February 2016, 22:37

Visualisations of the inner workings of standard Imperial Lances and Macro cannon.
Inquisitorial Lances would have a large central cooling system, and their Macro cannons would have an automatic firing Crandall (the large loader you can see being heaved by groups of slaves in the bottom of the picture).

Image

Image
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Re: Weapons Lore

Postby Imperator5 » 07 February 2016, 21:18

As great as those pictures are, they are fan art and thus I'm not sure how accurate and up to date they are.
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