![]() Electromagnetic Pulse (EMP): An EMP missile detonates on or near the targeted ship, causing significant damage to shields and potentially disabling major components on the ship, much like a distortion projectile weapon.High Explosive (HE): An HE-equipped missile detonates directly on the targeted ship, causing severe damage to the ship's shields, hull, and impacted components.Lock-on time is long compared to IR and EM locking, but more difficult to fool and unlikely to track the wrong target. Cross-Section (CS): Locks onto a ship's cross-section and appearance.EM Missiles can be defeated with Chaff countermeasures Careful energy management and efficient components can reduce a ship's EM signature to make locks more difficult. Electromagnetic (EM): Tracks locked-on ships by their electromagnetic emissions which are released by electronic weapons and components.Infrared guidance can be fooled by flares and can potentially lock on to an incorrect target with a similar heat signature An easier lock can be acquired on ships that are running "hot" by using more energy weapons or less heat-efficient components. Infrared (IR): Tracks locked-on ships by their heat and infrared emissions. ![]() The ease of fitting, supplying, and employing these weapons makes them a mainstay of any ship expecting to survive in prolonged combat. Energy weapons generate a large amount of electromagnetic radiation, which can be exploited by a target ship's electronic warfare systems to return fire. ![]() The shield systems take damage from energy systems and once the shields are temporarily depleted, the energy weapons starts melting the targeted ship. From there they are used to create neutron guns, masers, plasma, or other energy types to damage both shields and ships. Lasers focus light through lens arrays into a maser bottle. ![]()
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