Merry Christmas, everyone.
Unfortunately I wasn't able to get any work done on the update due to Christmas being the single busiest time of the year for me. So, as a Christmas Present, here's the Weapons and Warships informational overview, from the milspec perspective.
Weapons and Warships overview
Missiles are launched via hull-mounted Vertical Launch Systems, with most manufacturers working off common standards. VLS systems are predominantly cold-launch, using compressed air to kick out missiles from the launch tubes, allowing missiles to coast along in frictionless zero-G before their engines activate. While theoretically missiles can be used for long range attacks, doctrinally they are used for close range alpha strikes, the intention being that a massed salvo of missiles will overwhelm point defenses and confuse the opponent's sensor tracking with a massive volume of contacts. Multiple seeker options exist, ranging from radar, laser beam-riding, heatseeking, infrafred imaging, electro-optical; many of the better milspec missiles will combine multiple seekers.
Torpedoes are essentially bigger, heavier, faster missiles with larger warheads. The stereotypical torpedo is around 5-6 times the mass of a standard missile, with an armored nosecone and hull to absorb point defense fire and to punch into the target's hull. What the torpedo gains in warhead and toughness, it loses in range and burn time. As such, torpedoes are typically employed by lighter combatants as a means to punch above their weight and threaten heavier warships.
Countermissiles, aka Point Defense missiles, are smaller than standard anti ship missiles, and can be launched from common VLS tubes or from dedicated counter missile cluster "blisters", and operate on similar principles as missiles above. They are used for anti missile point defense, as a complementary system to point defense lasers, and are typically dual mode passive RF/IR homing.
Lasers are used for antimissile point defense, and at close range can be used to attempt to mission-kill sensor blisters.
Railguns exist in four classes: quick-firing aka "pom-pom" (FS), light (DD, CL), medium (CA), and heavy (BC, BB). Rate of fire decreases and lethality increases with each tier you go up. Railguns are ubiquitous throughout the Empire, being fairly easy to maintain and operate. All railguns can fire solid slugs, typically steel (civilian grade) or DU (milspec) for armor penetration and aftereffects, though some operators prefer APHE rounds for lighter skinned targets. BB railguns can fire sensor rounds that provide targeting data to missiles or targeting data for their own guns. Doctrinally, railguns are the preferred weapon for long range sniping, but close range gun battles are preferred to maximize accuracy and impact.
Beam Cannons are mounted by CA, BC and BB as alternative weapons to railguns. Beam cannons deliver higher salvo damage when compared to railguns but are range limited. Unlike railguns with their theoretical infinite ballistic range, beams dissipate past their maximum range due to focal distance. The IN intends to eventually move to pure beam cannon armament at some point, but the slow rate of new warship construction and proven nature means railguns remain ubiquitous in the navy; even BBs with beam cannon main battery will mount railgun secondary battery, or vice versa.
As a baseline setup, all warships will carry ECM, railguns, and countermissiles in some configuration or other.
The following is an overview of common warships classes present in the Golden Orchid Empire.
Corvettes (FS): In-system combat craft, being too small to carry an FTL drive. FS carry on the ideals of the Jeune Ecole in the sense of being swarm ships capable of taking down bigger ships by sheer weight of numbers and there being a lot of them to shoot at. The typical FS will generally carry pom-pom railgun. Their small size precludes large missile salvoes, so multiple corvettes must make concerted attacks to maximise missile throw weight. (The Hoou "heavy corvettes" are an exception to the general trend, being essentially DD hulls without the FTL drive.) The IN considers corvettes as area denial warships and as primarily defensive assets, as the lack of FTL drive tethers corvettes to their home systems
Frigates (FF): The smallest FTL-capable combatant. Depending on the class and manufacturer, frigates range in size and weapons fitout from somewhat larger than a corvette to being somewhat smaller than a destroyer. The IN and IRG eschew the use of frigates combat vessels, preferring to instead build destroyers, which are superior in every way except cost (although destroyers are arguably more cost-effective in the long run). The only operators of frigates as combat vessels are the Revenue Service, stingier ducal forces, various PMCs, and pirates. There are frigates in civilian ownership with the appropriate permits filed, but quite frankly, you'd get better bang for your buck with an armed merchantman. (Actually better, given the crazy shit VSS in particular has done.)
Destroyer (DD): The workhorse tin can of the Navy, and the smallest fleet ship used by the IN and IRG. Destroyers are primarily used for scouting, screening and patrol duties. Their smaller size and mass means DDs have the best thrust to mass ratio of a fleet's warships, and their FTL drive recharges faster than heavier ships, allowing them great tactical mobility and the ability to make hit and run harassment attacks. It is not an unusual tactic for DDs to jump after a fleeing force, and transmit back targeting data for the fleet to BVR snipe with railguns.
Light Cruiser (CL): Essentially, a DD writ larger. As a general rule, CLs carry more of the same caliber of weapons as DDS, and use their increased size to also carry more robust datalinking and communication facilities. It's common to see CLs being used as DesRon leaders, or used to replace DDs as screening elements in some fleets; CL FTL drives recharge a little slower than DDs, but still faster than CAs.
Heavy Cruiser (CA): To an extent, a CL writ larger, with a higher tier of weaponry. CAs are considered the IN's baseline for independent operations and ship comparisons: pros or cons of a ship-class are weighed against the CA. They are built to slug it out with lighter combatants, and it is not uncommon to see all-gun CAs in use alongside balanced gun and missile CAs. CAs are maneuverable enough, fast enough, armored enough, and armed enough, making them a jack of all trades capable of taking on most missions.
Battlecruiser (BC): The commerce raider par excellence: it can kill anything that can escape it, and can escape anything that can kill it. BC are somewhat smaller than battleships, and carry BB-tier firepower with CA-tier handling and armor. In fleet actions, BCs support BBs by flanking and fixing enemy forces, allowing the BBs to close in and hammer them. Combined BC/CA groups are a potent force. While less durable than BBs, competently handled BCs have a fighting chance against an equal number of BBs - if the battle does not devolve into a slugging match. The slowdown in naval construction and lack of credible threats means that most battlecruisers in service are on average a century if not older, though all operators have attempted to keep their ships relevant with periodic service life extension programs and extensive system refits.
Battleship (BB): The capship par excellence, BBs are the hardest hitting, toughest ships commonly available in the fleet. They are hoarded zealously by the Great Houses, and even the IN and IRG employ their BBs with an eye to safeguarding them. The slowdown of naval construction and the lack of a peer opponent mean that, as with battlecruisers, most battleships in service are long in the tooth, albeit with periodic refits and SLEP.
Dreadnought (DN): Twice the size of a battleship, hull thick with armor and bristling with weapons, carrying more firepower than an entire BB squadron in a single hull, the dreadnought is the greatest and mightiest warship ever created. The five Takemikazuchi-class dreadnoughts were built for the IRG and IN to utterly dominate any other warship that any of the Great Houses could put to space. Their price tag also utterly dominated any other warship anyone could put to space. DNs are harder, tougher nuts to crack than BBs, but are too valuable to be used without an escort fleet, and require significant logistical support to operate. No dreadnought has ever ventured outside of the Inner Rim.