In the Cosmic Era, explosives are very tightly controlled items, as the amount of damage and social panic they can cause in the enclosed environments of the arcologies and other megastructures is impressive. These items are rare even in the hands of legitimate military personnel and even paramilitary forces working in arcos and built up areas have to walk through tons of red tape for even the most mundane explosive device.
Hand Grenades are the pull the pin and toss type of weapon and come in a variety of types. The most common are concussion, shrapnel, and flashbang. Flashbangs are the most common in use by paramilitary forces and generally are the only such devices legal in an urban environment. Second and third world militaries and terrorist forces still use hand grenades, and improvised hand grenades.
Plasma and EMP grenades explode in a blast of high energy which can cause very high damage in a small location, start fires, and play havoc with electronic systems. If used near a CogNet node, this can cause a local outage. These weapons were made to take out androids and combat robots.
Gas Grenades exist, but are considered a backwards and barbaric weapon, and are strongly associated with Petroleum Era dictatorships and the liberal use of these weapons during the collapse of that era's federal superstates.
Conventional explosives like dynamite and C4 are uncommon as there is seldom use for these now primitive weapons. They are also of limited use against the modern armors of the cosmic era. C4 and its Cosmic Era contempary H16 are used in shaped charges, demolition work, and in the anti-mech satchel charges used by elite infantry to take down the massive war machines.
The Plasma Detonator is a high energy explosive device built for the purpose of creating a small amount of highly localized damage and a large EMP. These large and heavy explosive devices are mainly used by Terrorist and militant sects to eliminate or disrupt the high tech devices often used by the New Earth Governments. plasma detonators are also effective for disrupting robot and android systems.
The original thermal detonators, or thermobaric weapons used large amounts of explosive fuel the create massive explosions, on par with pocket nukes. The modern thermal detonator is much less powerful than these archaic devices, but can be carried by infantrymen now, instead of bombers. The thermal detonator uses arcanotechnology to create a fireball capable of slagging metal, shattering stone, and starting wildfires with ease.
The Frost Bomb is a recent addition. Mixing cryo and arcanotechnology, the frost bomb causes a massive drop in temperature when it goes off. The sudden shock will cause water vapor to momentarily condense in the air, and then quickly 'ice' surfaces around it. Some frost bombs will have small amounts of water inside of them to supply the icing agent in dry conditions. While the actual detonation isn't much more than a flashbang, the rapid temp change can damage sensitive electronics, cause momentary brittleness in metal, and the ice that is left behind can present a terrain hazard. Used underwater, this creates a large starburst chunk of ice. Some marine forces are experimenting with cryotech warheads, but this is a new area of development.
The Storm Detonator is a lightning bomb that is based out of arcanotech. The weapon when it detonates creates a very strongly charged cloud of particles that arc for a fraction of a second before fizzling out. Metal and conductive objects in the area of effect are hit with multiple electrical arcs and suffer from heat damage, and the other negative effects of being hit by lightning. Small storm grenades are good for taking out bunkers and enclosed spaces. Shells fit for grenade launchers are mainly used for anti-droid and anti-power armor purposes. The Eurasian Alliance has developed an air dropped Storm Detonator that has proven effective for taking out large numbers of droids and causing black outs in grid supported regions as opposed to arco-centralized utility networks.
Body Armor is important in a setting as innately dangerous as the Cosmic Era. There are all sorts of weapons ranging from exotic to the truly strange and some foes can bite rip and shred and have things like acid and poison attacks.
Encounter suits are light body armor and are common in layered and composite armor suits. As a fabric, this reflexokinetic material is good for stopping injury sustained by falls, impact damage from fist and non powered martial arts and general concussion weapons. Most Encounter suits are able to stop conventional and civilian firearms.
Standard Light Ablative Ballistic or SLAB armor is very common armor made of Ferro-plastic materials. This basic style of armor is piece built and worn like medieval armor. The armor ranges in quality from rent a cop to storm trooper grade. This armor is low cost and low maintenance, making it popular. SLAB is typically worn over either a padded under suit or encounter suit.
Powered Armor is a signature piece of gear in the Cosmic Era.
Light Power Armor is commonly used by police and security forces and provides protection superior to SLAB type armors, but has no integral equipment or weapons. It is commonly paired with a helmet that sports comm equipment and visual enhancement.
Hardsuits are commercial grade power armors that used in hazardous situations, such as mining or the operation of a foundry. They have no weaponry, but can be surprisingly strong, and very durable.
Standard Power Armor has good protection, and has basic equipment mounted to it, communications, sensor systems, and other non-combat gear. Weapons must be carried, and none are integral to the armor system. This allows for versatile use of modular weapons, and for a suit to equip multiple systems to use as the need arises.
Mobile Armor Suits are 50% larger than the standard power armor suit, and rather than being worn, the pilot sits cramped inside the torso with the arms and legs being entirely mechanical. Mobile Armor Suits are typically used as heavy support units for power armor platoons. Being larger and stronger, these machines equip the larger scale support weapons that conventional power armor cannot equip. Their armor is little better than standard.
Heavy Power Armors emphasize protection over mobility and firepower and can be very tough. Heavy armor is rare outside of defensive or specialized roles, and most heavy armor suits are older designs that have hung around because of basically how tough they are.
Aerial Power Armor is expensive and thusly rare. It is cheaper to equip a larger number of jet and jump pack infantry troopers, or more effective to deploy standard aerospace fighters. Aerial power armors do remain in use for stealth, recon, and boarding actions against aerial warships and other craft.
Aquatic versions of the above armors (especially the light, standard, and aerial (hydrojet)
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Space versons of the above armors.
Even "incomplete" I like the little story that is threaded through the write up.
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What is really great about this, and what gives it so much potential in my wee mind is that it is both extremely general (a planetary raid is the go to Battletech event) and extremely specific with bits of world building and characterization. Thanks for writing this up.