Stellaris

Stellaris

Star Wars Weapons - Funnel's Additions
 This topic has been pinned, so it's probably important
FunnelVortex  [developer] 15 Sep, 2023 @ 11:20pm
Current Components Info
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Hypermatter Reactor
In game description:
Hypermatter reactors are extremely high powered reactors designed to power the mightiest of ships, planets, and weapons platforms. Although their power output surpasses anything previously known they require a constant upkeep of exotic gases often limiting their use to specialized platforms where the extra power is needed.

Out of game description:
Hypermatter reactors act as a very powerful, more expensive, alternative to Zero Point reactors meant for powering the more power demanding components in this mod and the base mod. Hypermatter reactors are absolutely required to power the superlaser weapons in this submod, on top of this hypermatter reactors require a constant upkeep of exotic gases as a means of balance so do not field too many hypermatter-powered ships at once or else you'll drain your exotic gas reserves very quickly.

Hypermatter reactors, being the beasts that they are, are only equippable on larger ships like cruisers, battleships, titans, and juggernauts. This is for RP flavor but also serves as a safeguard to accidentally and needlessly draining your entire gases stash on a corvette/destroyer swarm.

Hypermatter reactors are best used on specialized vessels that need the extra juice.

Buzz Droids
In game description:
Small droids which can be deployed to the battlefield via a vast array of means. Typically released in swarms, they activate to life once they attach themselves to a fighter craft's hull, tearing it apart causing mayhem and lowered morale among enemy fighter squadrons.

Out of game description:
Those little mechanical gremlins from Revenge of The Sith.

Buzz droids cast an offensive aura to weaken the performance of enemy strike craft. Pretty straightforward.

Consume a fair amount of power and use an A slot, so more of a situational specialty item to be used against enemies who rely on strike craft.

SPHA-T Cannon
In game description:
A repurposed ground artillery platform can be mounted to one of our vessels. While packing a devastating punch with a reasonably high rate of fire for a weapon of it's caliber it's short range will require the vessel to come in close and personal with it's target.

Out of game description:
The SPHA-T Cannon is that cool beam weapon the Venator uses to blow up the Munificent-class frigate in Revenge of The Sith. It's reasonably cheap for something of it's damage output, doesn't consume too much power, and can dish out an incredible amount of damage. It's largest downside is it's short range which requires the ship equipping it to get into spitting distance of it's target, it's partly designed this way to mirror what we see in the movie, but also for balance reasons.

The SPHA-T cannon can one-shot corvettes, due to this and it's short range but high accuracy and fire rate it is best used as a counter for corvette swarms breaking through your battle formation. The SPHA-T cannon is also good at overwhelming shields and penetrating armored targets.

Mini Superlaser
In game description:
A crude miniture version of the Death Star superlaser, although lacking the ability to destroy celestial bodies, has the capability of causing great damage to enemy vessels and stations from a distance. Developed as an experimental seige weapon it is power-hungry, has a long recharge time, and a limited firing arc.

Out of game description:
My implementation of that weird Star Destroyer-mounted superlaser from the Legends Fantasy Flight game. The base mod has the ship's model but I decided to add the weapon properly.

The mini-superlaser is what it sounds like. It's a long-ranged shield-penetrating weapon that can deal an incredible amount of damage to it's target. It's very powerful in terms of raw damage output but it suffers from poor accuracy due and low fire rate, which from an RP standpoint represents it's crude nature. It's firing arc is also limited to a measly 5 degrees, so given all this it's largely ineffective against ships with high evasion like corvettes and destroyers.

The best use of the mini-superlaser is as a siege weapon to hammer down starbases from a distance, but also can be used to reasonable effect against enemy battleships, titans, and juggernauts.

With how incredibly power-hungry this weapon is it absolutely requires a hypermatter reactor to power it, thereby limiting the maximum number of these things you can deploy to what your exotic gases economy can support.

Eclipse Axial Superlaser
In game description:
The axial superlaser of the Eclipse-class dreadnought packs enough power to destroy cities from orbit, devastate continents, and destroy the mightiest of fortresses and dreadnaughts in one fatal shot.

Out of game description:
Is it overpowered? Yes, yes it is. It very much is. Unleashing this terror upon your enemies will give you the same power trip as it does when you unleash it's fury in Empire At War.

The Eclipse superlaser is pretty much a one-shot-kill weapon. It has perfect accuracy, very long range, and will instantly kill anything from corvettes to citadels and juggernauts.

It's limited by the fact it's very expensive and only deployable on the Eclipse juggernaut, a modified version of the Anti-Capital juggernaut from Delvardus's Imperial shipset and only accessible if you have that mod installed and your Empire uses the Imperial shipset + additional sections, and you can only deploy one at a time assuming you also are not running mods that increase your juggernaut cap. If you are using a mod that allows you to use multiple juggernauts, be warned the Eclipse superlaser's power demands also require a hypermatter reactor to be used to power it, and the juggernaut-sized hypermatter reactors require a base of 5 exotic gases in terms of upkeep each.

But do not be too proud of this technological terror you constructed, a large corvette swarm can kill your unprotected Eclipse juggernaut easily. And if you have to face one of these a corvette swarm is the best way to destroy it.

Starfighters
In game description:
The simple yet humble Starfighter has been the center of space naval doctrine since the days of the Old Republic. With a good balance of anti-capital ship and anti-fighter capabilities there is a place for this jack-of-all-trades in any fleet.

Out of game description:
It just wouldn't be Star Wars without them.

I added 3 variants of Starfighters: Fighters, Interceptors, and Bombers.
Starfighters are a beefier version of advanced strike craft and are a bit of a jack of all trades.
Interceptors are less effective against capital ships but excel at shooting down strike craft and missiles.
Bombers are less effective against strike craft and are vulnerable to point defense but do heavy damage against capital ships.
Last edited by FunnelVortex; 24 Sep, 2023 @ 3:42pm