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Space Pirate Weapons and Defensive Gear

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Space Pirate Weapons and Defensive Gear


Galvanic Accelerator Cannon: This weapon system is among the more primitive of devices that have been utilized by the Space Pirates and was only a signature weapon among the Space Pirates existing on Tallon IV before the weapon system was ultimately replaced with more powerful weaponry and relegated to equipment for the “Vigilance” Class Turret. The Galvanic Accelerator Cannon is affixed to the forearm of a creature and is designed to heat up the gas in and around the main barrel of the blaster with a powerful pulse of electricity to releases red beams of plasma as projectiles (though those utilized early-on by Flying Pirates had a green tint to them). The shots of this weapon are not that powerful on their own, but they can be fired at a semi-rapid pace in order to make up for this weakness. Incidentally, there was a variation of this weapon present that could fire twice as fast as a result of possessing two barrels, but this model is rare to see and is generally heavy enough to make it difficult to fire it without bracing with the other hand, preventing Space Pirates equipped with the weapon from simultaneously holding an energy scythe as well.

Beam Trooper Blasters: These weapon systems mark the first partially-successful attempt at copying and reverse-engineering the weapons of the bounty hunter Samus Aran to give Beam Trooper Pirates a taste of their power and properties. Unfortunately, while these weapons do accurately mimic at least the basic specifications of her beam weapons, such as their firing speed, their power seems to be relatively set the same and they lack the secondary properties of the weapons, essentially making hem poor copies whose only real benefit is that they help render the user immune to most type of beam weaponry, though a critical flaw renders the Troopers carrying these devices weak to their own weapon systems.

Quantum Assault Cannon: This weapon works as an upgraded variation of the Galvanic Accelerator Cannon and operates in a similar fashion but is otherwise a major improvement over its predecessor. The exact specifications of this weapon are still relatively unknown, but it has been postulated that the device runs using the reverse-engineered technology that was developed from Samus’ beam weapons by the Beam Trooper Pirates of Tallon IV. These watered-down variations of the original Beam Trooper Pirates’ weapons fire yellow-orange (though green in the case of Pirate Aerotroopers) energy bolts as burst fire, and while they are not quite as strong as the original model, they have been refined somewhat for the use of basic troops and do not require that the armor system of the user must correspond accurately with the weapon, in turn helping to ensure their own weapons do not become their downfall. Moreover, although the individual shots from the weapon are substantially weaker than those produced by the Galvanic Accelerator Cannon, the weapon can fire much more rapidly than its predecessor and is thus better suited for strafing and tactical fighting in general and does not require as much power to operate efficiently. The modified rifles that these weapons are constructed out of can help them get quite a bit more in terms of distance when firing the weapons, and while the individual shots are still fairly weak, they are still stronger point by point than those created through a Galvanic Accelerator Cannon and the burst-fire capabilities of the weapon make it surprisingly effective at taking down smaller enemies and other unarmored troops in battle.

Variable Pulse Cannon: This rare weapon is only observed to have bene used by the Pirate Commandos of Aether and is one of the few Space Pirate weapons that can actually be freely altered to adjust for combat situations. Similar to other Space Pirate blaster weapons, this device generates and fires rapid bursts of plasma energy in order to deal damage. What makes the Variable Pulse Cannon a bit different is that it can be adjusted to fire energy projectiles of different power levels in order to conserve on power, as this weapon system’s ammunition rack does not rely on cartridges but instead a single weapon cell that they can draw power from. As a result, the amount of energy fired from a round can be changed to weaken or strengthen the shot. Weaker shots are mainly used for dealing with minor threats and require almost no energy to use, whereas fully-powered shots are used when threatened with opponents that require the maximum amount of firepower to take down, such as bounty hunters. The pulsating blue plasma shots (acquiring their colors from the minute infusion of Phazon energy to increase the overall power of the weapon) that this weapon produces are not that strong relative to the actual damage output of each shot, but the fact that these weapons retain a rapid-fire capability and that their users tend to travel in groups means that they can easily rip apart opponents that dare to cross paths with their line of fire.

Pirate Assault Rifle: This is the standard-issue weapon for Phazon Space Pirates and is not so much an improvement over the Quantum Assault Cannon used by the Aether Space Pirates as it is a different weapon altogether, modeled after the Assault Rifles used by some Galactic Federation personnel. This weapon is among the more advanced used by the Space Pirates and actually derives most of its power from Wave Beam technology, though the electrical effects of the weapon have been heavily downplayed as a result of Phazon infusion into the energy chamber of the weapons to increase their overall firepower. These weapons can shoot bursts of three purple energy blasts, each shot radiating a bright blue and green glow of light, and is capable of sustaining fire for an extended period of time, but this feature is not often used by the Space Pirates in possession of them for favor over strafing and avoidance tactics. The damage output of each shot is not that strong and can be easily sustain by most armorsuits, but the fact that these creatures rarely ever travel alone means that it is more than capable of proving to be a bit of a problem if its shots cannot be dodged for the most part.

Phazon Energy Lance: This is the trademark weapon of the Pirate Hussar and is considerably more dangerous than it might otherwise appear. This device was nothing more than a melee combat spear originally, but with a bit of tweaking and the installment of a Phazon-powered energy cell, this weapon is now capable of extending a yellow-orange-colored energy lance that can cut through weak armor and flesh with ease and inflict moderate damage against those wearing armorsuits with energy shielding. It might not be as effective at range as the normal weapons assigned to Phazon Space Pirate troops, but it is still preferable for this particular sect of the Space Pirate forces, as energy guns tend to scare and disturb Korakk Beasts and the weapon has decent range considering its physical limitations.

Energy Grenade: Much as its name might suggest, the Energy Grenade is a volatile projectile that remains stable when contained in the right materials but is otherwise incredibly dangerous to handle. In essence, these devices are comprised of an internal sphere with an energetic coating of shock-sensitive material. When contained in a basic container, the item is non-reactive and can be jumbled around slightly without going off. However, when this item is thrown and it impacts the ground with a decent amount of momentum, the resulting impulse is usually enough to trigger a reaction in the outer covering; this then provides the energy needed to heat up and ignite the explosives contained within the center sphere, creating a powerful explosion that can deal considerable damage to both machines and living creatures that are caught in the blast.

EMP Grenade: These weapons are effectively useless to use against most living creatures, but they can still prove to be a serious threat when dealing with machines and creatures wearing armorsuits. The EMP Grenade is an energetic weapon that will release a massive burst of electromagnetic radiation upon detonating, which does not really damage living creatures but wreaks havoc when it bonds to electrical systems, producing a damaging current and voltage surge that can damage and temporarily cripple powered armorsuits; in particular, it tends to have a drastic effect on Visor technology by scrambling it and blinding the target for a short period of time. The degree of interference produced by the weapon decreases with distance just like a normal grenade, but even a little bit of interference can give a Space Pirate the time it needs to get closer to a target or just pelt it from a distance, often times helping to set up an ambush that can take down opponents before they even get the chance to restore their vision.

Phazon Grenade: These volatile devices are mainly reserved for use only against Samus Aran, as during the Phazon Crisis she was left as the only enemy of the Phazon Space Pirates truly vulnerable to the effects of Phazon Overload. In essence, these grenades are filled not with explosives but instead an unstable core of Phazon energy, and when the weapon is thrown and detonates, it releases that energy as a massive surge in all directions. The spread effect of the Phazon Grenade is not extremely large and it can be dodged if it can be seen coming, but if not, the weapon will send the target instantly into a state of Phazon Overload. If the target cannot vent their excess Phazon quickly, their bodies will overload and Terminal Corruption will likely set in. The fact that the weapon is really incapable of doing much in the way of direct damage does weaken its versatility in battle, but against a foes like Samus Aran, the Space Pirates are usually unwilling to take their chances over potentially getting vaporized from the Hunter’s own Phazon-charged weapons.

Scythe: This is a general term for the melee weapons equipped by Space Pirates for close-quarters combat. The actual form and shape of these weapons and the way they are mounted differ somewhat, but they are alike in that they are usually double-edged and their wielders are able to cut fleshy opponents to pieces with them with the proper training. Some Scythes are actually energy blades that are projected from an attached wrist unit only in limited bursts, making it easier to maneuver around targets and get in close before deploying the weapon from their arms. Wrist Bayonets are a specially-designed Scythe model made for Elite Pirates in order to adjust for their larger body size and arms. The weapon possesses the same basic functions as Scythes, but it is mounted onto the outer armor on their right arm and is retractable to make it possible for the Elite Pirates and relatives to use their hands normally in battle, though they are still best avoided in close quarters as their Wrist Bayonet is much more powerful than the standard Scythe model. Lastly it is noted that the Space Pirates of Aether were equipped with a special model called the Photonic Power Scythe that had only a single bladed edge but was otherwise much sharper and mounted directly onto their free left arm to increase the force applied in stabbing and cutting attacks.

Jet Pack: This is a generic term that is used to describe the propulsion devices used by various forms of Pirate Aerotroopers and their predecessors (Flying Pirates) to fly in the air and attack from a position that is otherwise more uncomfortable for their adversaries. Early examples of this technology used substances intended for transportation vehicle use and tended to produce a lot of smoke and sparks when operational or were otherwise extremely hot and easily spotted with thermal imaging, and they tended to be so bulky that the wearer would be unable to move much if the device was disabled, in turn enticing more violent reactions to damage such as suicide strikes. In their most modern iterations, these devices are actually quite compact and rely on a large Phazon crystal for power, allowing them to be much easier to use and wear and do not require extensive training to make the most of them. Moreover, they also possess a miniature warp drive that can allow the wearer to warp for short distances to avoid the targeting systems of other creatures and thus offer much more in the way of maneuverability and strategy than their predecessors. However, this has come at the cost of defense, as the jet packs used by Phazon Pirate Aerotroopers are not that strongly-connected to their wearer, and if the device can be set alight with a weapon like the Plasma Beam, it can weaken the connection and make it possible to rip the device from the wearer with the Grapple Lasso, sending them plummeting to their doom.

Missile Launcher: Much like their ultimate nemesis, Samus Aran, Flying Pirates and Aether Space Pirate Aerotroopers possesses a portable Missile Launcher system that is directly built into their jet packs and enables them to fire a trio of swirling Missiles at their target with the same overall power and homing capabilities, though their homing power is nowhere near as effective as those possessed by the bounty hunter’s missile Launcher system. Moreover, the Space Pirate using them must wait for a short time to reload their chambers before being able to fire another salvo, usually relying on their Galvanic Accelerator Cannons (in the case of Flying Pirates) and Quantum Assault Cannons (in the case of Aether Pirate Aerotoopers) for backup in the meantime.

Remote Attack Pod: This special weapon technology serves as the hallmark of Pirate Aerotroopers among the Phazon Space Pirates and acts as a replacement for the jet pack-mounted weapons used by previous groups to attack. The Remote Attack Pod is attached to the main jet pack unit of the Aerotrooper by an energy cord that is kept stiff but still somewhat flexible and will follow the Aerotroopers even as they teleport from point to point; the only real disadvantage that comes from it is that the jet pack they are attached to an easily be removed with something like the Grapple Lasso if set alight, destroying the Attack Pods in the process. Each Attack Pod can be outfitted with a single type of offensive weapon, but the fact that are at least three different weapon systems for the Aerotrooper to choose from ensures that variety is on their side in an aerial battle.

Particle Cannon: This device is one of the primary weapons available for use by Phazon Pirate Aerotroopers and is designed to use an energy accelerator powered by Phazon energy to fire blue bursts of energized particles at targets as a modified beam weapon system. The individual shots are fairly weak, but they can be fired in bursts of multiple shots and are surprisingly accurate as long as the target at hand isn’t moving fast enough to strafe around them.

Helix Missile Pod: This device is directly based off of the design of the Missile weapon systems used by Aether Aerotroopers and is one of the primary weapons available for use by Phazon Pirate Aerotroopers. This weapon system fires small Missiles energized with Phazon that can home in on targets readily by focusing on their heat signature. The projectiles are small enough that they can slip by most enemy defenses without too much trouble, but the projectiles are also somewhat easy to spot and avoid from a distance as a result of the acrid Phazon gas that seeps from the thruster of the projectile.

Gel Bomb Rack: This device is one of the primary weapons available for use by Phazon Pirate Aerotroopers and is best suited for targets that like to try and hide or run for cover instead of fighting out in the open. The projectiles launched by this weapon system are gelatinous orbs infused with Phazon energy that possess an unstable energy core in the center. They have the ability to stick to creatures and objects as a result of their gelatinous structure and will explode violently after being launched, making them the perfect way to deal with targets that try and run away from their opponents. Even if the projectile does not hit the target initially, its blast can create a decent blast radius that can stun and blur the vision of any creature within that blast radius when it goes off. Unfortunately, the sticky nature of the device only works well if the surface they stick to is rough; as a result, using a device like the Morph Ball will make it harder for the bomb to stick and can thus be thrown off with a high-velocity movement such as a Boost Ball charge.

Plasma Artillery Cannon: These weapons were originally stolen from a group of Egenoid Star Marines and are used as the primary projectile weapon system for Elite Pirates. These weapon systems are directly connected to the Energy-Siphoning Systems also possessed by these creatures, and when fully charged, they can fire rounds of unstable plasma that detonate upon hitting a target, creating a moderate explosion in the process capable of inflicting substantial damage on anything at or near them at the time of detonation. The weapons are welcomed by the Elite Pirates, but it is noted that the cannon possesses substandard thermal shielding, making it possible to easily target and fire at it directly through the use of Thermal Visor technology.

Plasma Incendiary Launcher: This weapon system is a modified Plasma Artillery Cannon that has been upgraded for the personal use of the Omega Pirate and is capable of firing projectiles without the Omega Pirate having to absorb a lot of energy from its attacker, instead powering the device freely with the Phazon reserves in its body. Strapped to the center of its upper back, this improved model can further fire two rounds and not just one at a time and the explosive plasma balls are energized to the point where the shots themselves are on fire, and after making contact, they will splash searing plasma over their target, most likely killing them instantly if they are not wearing a powered armorsuit.

Energy-Siphon System: This is a specially-designed energy conversion module that is capable of absorbing any and all types of energy that is directed towards it, nullifying its effects and transforming the absorbed energy into a state that can be used to power external weapon systems such as the Plasma Artillery Canon. These devices generally are only given to Elite Pirates due to the amount of internal energy required for the system to even be effectively deployed and help to serve as their primary form of defense in battle, as their frames are much too large to utilize any of the other basic shielding technology available to the standard Trooper. The only major downside to this system and the reason why it was scrapped after the end of the Elite Pirate program is that it is incapable of protecting against Missile strikes, leaving the bearer highly vulnerable to concussive weaponry.

Omega Pirate Absorption System: This is effectively a modified version of the Energy-Siphon system used by normal Elite Pirates and functions in the exact same way with the same general weaknesses; the only major difference is that this system is built directly into the anatomical infrastructure of the Omega Pirate and can be freely wielded by it on either arm.

Wave Quake Generator: This device is standard issue for all Elite Pirates and project relatives and serves as their primary weapon in close-quarters combat aside from their Wrist Bayonets. Attached to the wrists of these creatures are electrically-powered gauntlets that are designed to feed off of the raw energy seeping through their bodies and use it to generate an electrical attack that can make up for their relatively slow movements. Though the technology has yet to be fully copied and understood by other races, when an Elite Pirate or relative becomes angry or agitated, they can forcefully pump Phazon energy from inside of their bodies into the gauntlets and then slam the ground with their fists; the shock impact of this triggers a safety mechanism inside the gauntlets that forces them to release all of the power that is stored within them, creating a massive energy shockwave in the process that can kill Beam Trooper Pirates in only a few strikes and is thus incredibly powerful. However, its effectiveness in battle is slightly held back by the fact that the wave travels along the ground and can thus be easily avoided by simply jumping over it.

Repulsion Shield: This is a special armor system installed in Elite Pirates and their mutations (the Phazon Elite and Omega Pirate) that is designed to reflect minor weapon fire, though this armor addition does not work so well against the effects of charged beam shots and concussive weaponry.

Chameleon Manta: This unique camouflage system, which was pioneered by the stealth technology used by the Shadow Pirates, is mainly used by the Omega Pirate as a tool of safety after it has been critically injured and the Phazon crystals on its body have been broken. When in this vulnerable state, the Omega Pirate must absorb large quantities of Phazon in order to repair its outer frame and keep it from suffering additional external damage, but in doing so it renders its body vulnerable to direct attack. Deploying this device during this tense period allows the creature to completely vanish from sight while it repairs itself, but the device is far from perfect as other life forms equipped with X-Ray Visor technology can still spot its energized Phazon core and the veins that transport the substance throughout its body.

Tribeam Cannon: This is the primary weapon systems for the Space Pirate ATC and Space Pirate Assault Skiff and is comprised of a three-barreled launcher armed with energized artillery rounds capable of punching through weak armor; however, the weapon is generally used more as a defensive weapon than anything else, as the individual shots cannot deal an excessive amount of damage. Even so, this weapon system is far more powerful than the weapon used by basic troops in battle and is more than capable of holding its own against large groups, though its repeater-like firing rate and style make it less useful for hitting small, moving targets. The Space Pirate Assault Skiff possesses a slightly modified version of this weapon that is incapable of firing single rounds; instead, the device is equipped with a Charge Beam module and can have an extraordinary amount of energy stored in the very back of the barrel where all three chambers are connected before releasing that energy into the barrels simultaneously. The result is a blast from all three artillery rounds at the same time capable of dealing tremendous damage to anything that it manages to hit and thus makes the Assault Skiff a powerful weapon to use, but the fact that the cannon takes a while to charge a shot and is completely vulnerable to attack while active does make it a bit of an easy target for fast-moving opponents.

Harvesting Beam Cannon: This device is equipped to Phazon Harvester Drones as the drone’s primary means of blasting open large Phazon ore deposits to retrieve the precious material from the rocks of the Pirate Homeworld. Instead of using Nova Beam technology like most of the other mining robots present on the planet, this weapon allows the drone to charge up an immense burst of energy containing an unstable energy core and a more stable energy state on the outside, almost like an Atomic to some degree. After targeting the closest point it can to a target with a large white target reticle, the reticle turns red and the weapon fires this projectile extremely rapidly; when it manages to impact a surface, the outer shell dissipates in a burst of energy. However, this energy spread is then partially imparted onto the unstable portion of the projectile, which causes it to violently destabilize in a massive explosion. This weapon takes a while to charge and fire with, but the explosive force of the weapon is enough to obliterate rock material and even weaker metals, additionally creating such a massive burst of white light that it can blind nearby targets and render them vulnerable to a follow-up strike if the initial shot did not finish them off.

Kinetic Breath Weapon: This is a modified weapon system built specifically for use by Ridley after transcending his fully-organic form and becoming Meta Ridley and eventually Omega Ridley. This weapon system allows the monster to focus the heat from his fiery breath into generating a massive beam of plasma energy that works very similar to the Space Pirate Plasma Beam but is much more powerful and has incredible range, capable of chopping down solid stone and dealing immense damage to energy shields in the process. The red-range plasma laser is a straight-shot and can thus be evaded by agile fighters, but its incredible strength nonetheless makes it an extremely deadly weapon to have to face. The weapon underwent a few modifications upon him ascending to the role of Omega Ridley, as it allowed him to not only fire plasma beams from his mouth but simultaneously generate a beam of Phazon energy from his tail in the exact same fashion.

Ultrathermal Flamestrike Projector: This weapon system was custom-made for Meta Ridley and effectively allows him to use a similar weapon system to his Kinetic Breath Weapon to transfer thermal energy from inside his body into his feet; in doing this, they are engulfed in flames and Meta Ridley becomes capable of discharging an immense amount of thermal energy from its lower limbs. Meta Ridley can thus release this stored energy the moment that he stomps on a solid surface, sending out a massive shockwave of thermal energy in the process. Later on, Ridley was able to combine this weapon system with Phazon energy upon transforming into Omega Ridley to release a more powerful wave of Phazon energy instead.

Level B Radiation Gear: This is a primitive type of armor that is primarily used to protect the wearer when working in close contact with substances such as Phazon and served as the precursor to the Hazard Shield, which would later be developed fully by the Phazon Space Pirates and used to not only ward away the effects of the acid rain on their homeworld but other toxic substances like Fuel Gel.

Dash Jet System: This is a special mobility upgrade included in the standard armor of all Phazon Space Pirate Troopers that allows them to move around with the same mobility as their hateful enemy, Samus Aran, and even a bit more. This system is comprised of a small series of boosters on the back of the armor that fire purple flames and allow the normal Trooper to make quick strafing motions back and forth, dodging incoming fire and giving them the speed needed to close the distance in close quarters and make more effective sweeping strikes with their Scythe weapons. In addition, the Troopers can use the thrust of this device to lift themselves high up into the air for a few short moments, extending the height and hang-time of their leaps and making it easier for them to fire precise, direct shots at a target with their weapons from the high ground where they cannot easily be reached, granting them a significant tactical advantage in close-quarters fights.

Energy Shield: This is a generic term used to describe a number of different items used for the purpose of defending their wielders from direct attack in firefights. The original energy shield module was initially only available to Pirate Commandos and was strong enough to effectively repel all types of conventional weaponry, but because the energy shield itself was actually comprised of energy, it posed a drain on the energy supplies of the user and thus prevented it from using any other armor or weapon systems at the same time. Portable shields became available for troop use during the Phazon Crisis and existed as physical objects that time that could be deployed from a wrist unit and energized to repel all forms of projectile attack, but the portable nature of the shielding made them vulnerable and easily shattered if given a good tug from a Grapple Lasso.

Battle Armor: This term is used to describe the various types of armor that are used by Space Pirate troops of all kinds in order to provide them with some form of additional protection outside of their otherwise frail and weak bodies. Most types of armor do not have a distinguishing name even under Space Pirate standards, as almost all troops (minus militia units in some cases) are under strict orders to wear armor of some sort to keep themselves at least mildly protected just in case they are attacked and caught off-guard. Serialized armor did not become a major part of the Space Pirate military forces until the events of the Phazon Crisis under the control of Dark Samus. Basic battle armor is grey in color, closely resembles the armor traditionally worn by Aether Space Pirates and is designed to be able to heavily resist the damaging effects of beam weapons, but the brittle nature of its structure makes it vulnerable to the concussive force of a Missile; the armor worn by Pirate Hussars falls under this category as well as it provides them with a similar level of defense. Advanced armor is green in color and has a thicker, gnarled appearance to it almost as if it was taken from a deceased living creature; it still retains strength against beam weapons and a weakness against Missiles, but it is far sturdier and more difficult to crack even with Phazon-based weapons. Assault armor has the same defensive power as basic battle armor but is the culmination of years of research spent trying to solve the Missile vulnerability of the Energy-Siphon Systems of Elite Pirates. This translucent orange armor might not look that sturdy, but it is often times equipped with Hazard Shield technology and is capable of using a protective energy shield to reflect Missiles off of and away from the wearer, though it still leaves them vulnerable damage from beam weaponry. Phazite armor is generally reserved for Commando Pirates only but may occasionally be found on monsters like the Korakk Beast and is incredibly difficult to break even with Phazon-based weaponry, but it can be shot through with a high-frequency weapon like the Nova Beam to quickly dispatch Commando Pirates by aiming for their heads. Red Phazite armor is the rarest of all as a result of the rare nature of Red Phazon and is incredibly durable, much more so than even regular Phazite armor, plus it possesses the ability to nullify the high-frequency effects of the Nova Beam, requiring that the wearer be hunted down and battled traditionally where the Pirate Commanders that wear this armor are at their best. Lastly, Zebesian armor types vary considerably in their color and function and each have their own basic attributes, such as providing resistance against extreme heat, the effects of water on movement and even the combat styles of its wearers, allowing the otherwise simple branch of the Space Pirate confederacy to adapt to a number of different environments without straying too far away from their own organic designs and attributes.
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