Energy Weapon

Energy Weapons are a very common form of weaponry seen throughout known space.

Capabilities
At their most basic function, energy weapons discharge concentrated energy into controlled blasts, which can be used offensively to damage or destroy targets. The most common variant, energy guns, are basic and straightforward, often carrying the firepower to pierce clean through most organics and most forms of armor. These guns can be laser-based, and thus fire single blasts at light speed, which are common among sniper rifles, although laser weaponry does not hold the same firepower that particle and gas based energy weapons do, and thus most laser weapons are modified with similar components at the cost of speed. Plasma-based energy guns fire more explosive rounds, often utilizing magnetized charges to keep the plasma stable until impact. Other forms of energy weapons utilize alien materials, energized particles, or energized gases. This includes Dark Energy-based weaponry, which is common in military use due to its abundance and firepower, although Dark Energy weapons cannot self-recharge. Standard military-grade energy guns carry extreme amounts of firepower, with only a few materials being able to block or disperse it, such as Imperialite, and even fewer organics that could take such blasts. Like ballistics, most organics could be quickly killed in one shot, although there is a chance for survival, depending on how vital the injured area was. Even if the area itself was not vital, energy wounds deal considerable damage to surrounding tissues, also evaporating blood and other fluids in the area. Large and heavily armored species, such as dragons and space-breathers, could take such attacks, and some relatively smaller species who evolved to endure extreme amounts of heat, such as the Infernoids, who can swim through magma unharmed, can take some blasts as well. Energy-based beings can sometimes absorb energy blasts, although a well aimed and high intensity blast can also make them explode or otherwise distort. Supernatural entities can usually be harmed by energy weapons, although mainly those from the 3rd Dimension, while incorporeal beings can be dispersed or even damaged by energy blasts. Energy weapons can also come in the form of blades or explosives. Scaled-up versions of energy weapons often become Turbolasers, Point-Defense systems, Ultra Lasers, and other heavy weaponry. Shielding systems, energy dispersers, and forms of blast gear can provide protection against energy weapons. Once an energy bolt passes its maximum range of effectiveness, the shot will lose intensity and dissipate. Energy weapons lack recoil, although upon impact, the target will experience some kinetic force, often comparable to a ballistic wound. Energy guns can often get their intensity altered, with lower intensity shots allowing a faster rate of fire, while high intensity shots have a lower rate of fire and could overheat faster. Most standard and sophisticated models have the ability to fire underwater and through fluids, although the shots may be slower, less intense, and could possibly require certain modifications in order to function. Energy guns can be set to stun settings, usually by bypassing energizing emitters through a secondary coil or utilizing an electro-emitter, which is usually attached to weapons which cannot set their intensities to stun. Stun settings render most species unconscious for varying amounts of time, from a few minutes to several hours. However, this does not affect armored species, exceptionally large species, and supernatural species, who may simply shrug off stun rays. The type and intensity of the stun ray, along with the health and physiology of the victim, can determine what side effects the stun may have. Stunned victims may awake feeling drowsy and nauseous, and others may experience unwanted bowel movements and twitching, which is most apparent with the use of electro-emitters. The sudden shock of the stun may also result in brief memory loss, disorientation, and interruptions in organ functions, which can lead to respiratory problems or strokes. Stunned victims may also suffer superficial burn damage, seizures, temporary numbness, temporary loss of certain senses, paralysis, or even organ failure, especially if they were previously injured or had underlying health conditions. Cyborgs take varying effects from stun rays, with some being immune, mostly those with over half their body replaced or armored with sophisticated cybernetics, some being able to recover better and faster, and those with cheaper cybernetics suffering from unwanted cybernetic movements, energy overloads, or cybernetic failures, all of which can harm their organic nervous systems and even kill them.

Background
Basic energy weapons were developed before the Old Titanian Empire by the Titanians. Their widespread use in the eons afterwards made them a staple of advanced and space-faring civilizations, and also made ballistics go mostly obsolete.

Variants
Energy gun: The most common variant, often seen in forms resembling ballistic firearms. These are precision weapons, although some scattershot variants exist, such as shotguns, although these often have shorter range and lower accuracy. Many models can self-recharge through resupplying energized particles from sources such as ambient atmospheric particles or other substances poured into them, with the basic handheld guns having recharging tech within their handles.

Energy blade: This variant is not as common as guns. This variant involves a weapon, usually handheld, whose blade is made of energy. This variant is commonly seen in the form of swords.

Explosives: This variant, usually plasma-based, is seen in two forms: guns or bombs. They deal explosive damage, which the blast radius and destructive force depending on the type of energy used and the type of device that emits it.