Solomani Confederation (Military)


Jardin-Capella/Albadawi-Dingir - Twylo quadrant headquarters

Gemini-Kukulkan/Sol-Arcturus - Caprice quadrant headquarters

Quadrant(s) extends(s) into immediate neighbouring occupied subsectors, so responsibility includes reconnaissance and intelligence roles, besides internal security and border patrol, plus normal infiltration.

In the event of hostilities, the headquarters would move coreward as territory becomes liberated, with Terra and Gashida being the eventual quadrant headquarters.
 
Confederation Navy: Spinal Mounts
Manufacturing Plant: Advanced 7500-1- C - a/∞ r - l - 6 - 2'000

187'500 tonnes
75'000 megastarbux
375'000 power points
93'750 workmen
 
Confederation Navy: Spinal Mounts

The factory completes one factor one meson gun per day; three hundred sixty five times two kilomegastarbux equals 730'000 megastarbux annual gross sales.

One hundred five tonne standard fusion reactor, one hundred five megastarbux.

Assume average salary two kilostarbux per workmen, fourteen months (plus bonus), twenty eight hundred megastarbux payroll.

Assume annual maintenance same as spacecraft, seventy five and one tenth megastarbux per annum.

Overhead cost 2'875.105 megastarbux.

Material cost.
 
I don't see how you can slot in a mineral refinery and smelter with a given manufacturing plant.

There's no link with production or materials, beyond an vague increase of twenty five percent to productivity.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


Established after the end of War of Imperium Aggression, by the Confederation Navy as it downsized from wartime strength to preferred qualified personnel, and as part of a number of subsidiary organization that took in sailors and Marines that still wanted to serve, but whether due to qualifications or psychological reasons weren't considered fit for either the Corps or Navy.

Demobilized commissioned officers drifted towards newly raised planetary Home Guard forces, leaving the CAVALRY with a substantial non commissioned officer core as leaders and administrators, and usually junior Marine and Navy officers seconded from their parent organization as commanders.
 
Confederation Navy: Spinal Mounts

Technological level fifteen could be considered the pinnacle of interstellar level of technological progress, as well as a transitionary phase to more destructive and energy dense weapon systems.

Being a step behind the Imperium in terms of technological levels, allows the Confederation to study the implications of each advance; it would be one reason they concentrate their efforts in only developing a very small number of spacecraft systems, core or weapons, at the newly available level, and maintain production lines of components that don't appear to need an update for themselves.

By now, the 7500-1- C - a/∞ r - l - 6 - 2'000 is certainly an antique design, somewhat clanky, dating from the last stages of the Interstellar Wars, but by no means obsolete.

However, it's easy to operate and maintain, especially by the less teched up Confederation Home Guard units, especially in embedded deep meson sites.

It would still be used to arm the medium sized monitors and heavy cruisers of Confederation navies.
 
Confederation Navy: Spinal Mounts

With the event of technological level fourteen, the Confederation Navy introduced two new (heavyish) cruisers, the Normandy and Beijing classes, each with a specific role in mind.

The Normandys were to be slotted in as heavy escorts for (modernish) capital starwarships, and eventually, were integrated into the battle line, as losses mounted for their battlecruisers and fast dreadnoughts. They were armed with the reliable 7500-1- C - a/∞ r - l - 6 - 2'000.

The Beijing were conceptualized for the deep strike mission, and a new particle accelerator spinal mount 2800-1-E - r - vl - 8 - 1'300 was developed for it.

This upgraded factor one particle accelerator is also used for some of the intermediate sized monitors.
 
Confederation Navy: Spinal Mounts

By technological level thirteen, it was clear that eventually there would be a confrontation between the Confederation and the Imperium, objecting to the consolidation of the Solomani Sphere, or possibly, expansion of the Imperium.

In either case, the Confederation Navy will have to support the ground forces, and while the meson guns could provide cover for them, Naval Staff weren't keen to risk their limited numbers of starwarships armed with them, unless necessary.

Gunboat diplomacy would be enhanced with something more kinetic than a meson gun, so the 4000-1- D - a/15 o/b - s - 4 - 1'950 was newly developed to fulfil that roll.

While the cheaper and lighter railgun was considered, it was decided that bombardment was more important, than compromising performance for a role better fulfilled by meson armed starwarships.

While committing to an engagement against another fully mobile starwarship would not be wise, desperation might supercede caution.
 
Confederation Navy: Spinal Mounts

Model: Tonnage - Factor - Technological Level - range - damage - default cost/megastarbux

4000-1- D - a/15 o/b - s - 4 - 1'950

48000-12- D - a/15 o/b - s - 48 - 23'400

2800-1-E - r - vl - 8 - 1'300

22400-8-E - r - vl - 64 - 10'400

7500-1- C - a/∞ r - l - 6 - 2'000

22500-3-C - a/∞ r - l - 18 - 6'000

27000-4-D - a/∞ r - l - 24 - 8'800

44625-7-E - a/∞ r - l - 42 - 16'800

48000-8-F - a/∞ r - l - 48 - 20'800


features: a/-.+ [accuracy/minus.plus], a/# [armour piercing/factor], e/% [energy/percentage], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], o/b.s [orbital/bombardment.strike], r [radiation], r/# [resilient/number], s [smart], t/% [tonnage/percentage], y/h.v [yield/high.very]

manning: one gunner per hundred tonnes of spinal mount weaponry
 
Confederation Navy: Spinal Mounts

For one reason or another, production lines for 22500-3-C - a/∞ r - l - 18 - 6'000 and 27000-4-D - a/∞ r - l - 24 - 8'800 are stopped by the current time, though it's possible that they might have been acquired by one or more of the major Confederation polities.

It seems unlikely, considering how much care the Imperium Navy takes in controlling access to meson guns.

Particle accelerator 22400-8-E - r - vl - 64 - 10'400 was built, both because it's the ultimate expression of that technology, and also to replace 22500-3-C - a/∞ r - l - 18 - 6'000, especially once the Victories have to undergo major refits.

Also, battle riders.

The Confederation Navy maintains few starwarship weapon systems production lines, especially spinal mounts, but each fulfills a specific role.
 
Confederation Navy: Armaments and Particle Beam Weapon Systems


Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux

1-8-C - r - vl - 3 - 4

5-15-B - r - vl - 4 - 8

50-30-B - r - vl - 6 - 20

100-50-C - r - vl - 8 - 40

500-80-D - r - d - 10 - 60


features: a/-.+ [accuracy/minus.plus], a/# [armour piercing/factor], e/% [energy/percentage], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], o/b.s [orbital/bombardment.strike], r [radiation], r/# [resilient/number], s [smart], t/% [tonnage/percentage], y/h.v [yield/high.very]
 
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Confederation Navy: Armaments and Weapon Systems


Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


500-35-8 - o/b - m - 6 - 80


500-75-A - o/s - s - 12 - 50


1-10-D - u/4 - m - 2 - 3

5-20-D - u/4 - m - 3 - 6

50-60-D - u/6 - m - 6 - 15

100-90-D - u/8 - m - 8 - 30

500-400-D - u/8 - m - 10 - 80


5-6-E - a/10 - l - 2 - 5

50-10-E - a/10 - l - 4 - 15

100-15-E - a/15 - l - 6 - 30

500-25-E - a/15 - vl - 7 - 50


1-8-C - r - vl - 3 - 4

5-15-B - r - vl - 4 - 8

50-30-B - r - vl - 6 - 20

100-50-C - r - vl - 8 - 40

500-80-D - r - d - 10 - 60

500-104-D - e/130 r - d - 10 - 45

500-80-F - a/+ r - d - 10 - 75


1-2-A - a/4 - s - 2 - 1

5-5-A - a/5 - m - 3 - 2

50-10-A - a/10 - s - 3 - 30

100-15-A - a/10 - s - 5 - 50

500-25-A - a/10 - m - 6 - 70


1-12-E - a/8 r - m - 4 - 2

5-20-C - a/3 r - m - 5 - 4

50-50-C - a/6 r - m - 6 - 8

100-80-C - a/6 r - m - 7 - 14

500-100-C - a/8 r - l - 10 - 25


5-12-C - i - m - 7 - 6

50-40-C - i - m - 6 - 15

100-30-C - i - l - 8 - 25

500-40-C - i - l - 10 - 40



50-20-B - a/∞ r - l - 5 - 50

50-26-B - a/∞ r - l - 5 - 37.5

50-20-D - a/∞ l/r r - vl - 5 - 67.5

100-30-C - a/∞ r - l - 6 - 60

100-39-C - a/∞ r - l - 6 - 45

100-30-E - a/∞ l/r r - vl - 6 - 75

500-120-D - a/∞ r - l - 6 - 250

500-156-D - a/∞ r - l - 6 - 187.5

500-120-F - a/∞ l/r r - vl - 6 - 300


features: a/-.+ [accuracy/minus.plus], a/# [armour piercing/factor], e/% [energy/percentage], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
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Confederation Navy: Armaments and Weapon Systems


Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux

1-0-7 - / - m - m - 0.75
Missile Rack 7 Special 0 4D MCr0.75 Smart
1-0-9 - / - s - s - 0.25
Sandcaster 9 Special 0 Special MCr0.25 —
5-0-7 - / - m - m - 4
Missile Barbette 7 Special 0 4D MCr4 Smart
5-2-7 - / - t - t - 3
Torpedo 7 Special 2 6D MCr3 Smart

500-35-8 - o/b - m - 6 - 80

500-45.5-8 - o/b - m - 6 - 60

500-35-A - l/r o/b - l - 6 - 100


500-75-A - o/s - s - 12 - 50


1-2-A - a/4 - s - 2 - 1

5-5-A - a/5 - m - 3 - 2

50-10-A - a/10 - s - 3 - 30

100-15-A - a/10 - s - 5 - 50

500-25-A - a/10 - m - 6 - 70


1-4-A - a/+4 p/d - m - 1 - 0.5
Beam Laser 10 Medium 4 1D MCr0.5 — pd
1-12-A - / - m - 2 - 3
Beam Laser Barbette 10 Medium 12 2D MCr3 —

1-4-8 - a/-3 a/4 - a - 2 - 0.15
Laser Drill 8 Adjacent 4 2D Cr150000 AP 4
1-6-B - p/d - m - 3 - 2.5
Plasma Gun 11 Medium 6 3D MCr2.5 —
5-12-B - a/2 - m - 4 - 5
Plasma Barbette 11 Medium 12 4D MCr5 AP 2
1-4-9 - a/+2 p/d - l - 2 - 1
Pulse Laser 9 Long 4 2D MCr1 — pd
5-12-9 - / - l - 3 - 6
Pulse Laser Barbette 9 Long 12 3D MCr6 —





1-12-E - a/8 r - m - 4 - 2

5-20-C - a/3 r - m - 5 - 4

50-50-C - a/6 r - m - 6 - 8

100-80-C - a/6 r - m - 7 - 14

500-100-C - a/8 r - l - 10 - 25

500-130-C - a/8 r - l - 10 - 18.75

500-100-E - a/8 l/r r - vl - 10 - 30


5-12-C - i - m - 7 - 6

50-40-C - i - m - 6 - 15

100-30-C - i - l - 8 - 25

500-40-C - i - l - 10 - 40


50-20-B - a/∞ r - l - 5 - 50

50-26-B - a/∞ r - l - 5 - 37.5

50-20-D - a/∞ l/r r - vl - 5 - 67.5

100-30-C - a/∞ r - l - 6 - 60

100-39-C - a/∞ r - l - 6 - 45

100-30-E - a/∞ l/r r - vl - 6 - 75


500-120-D - a/∞ r - l - 6 - 250

500-156-D - a/∞ r - l - 6 - 187.5

500-120-F - a/∞ l/r r - vl - 6 - 300



1-8-C - r - vl - 3 - 4

5-15-B - r - vl - 4 - 8

50-30-B - r - vl - 6 - 20

100-50-C - r - vl - 8 - 40

500-80-D - r - d - 10 - 60

500-104-D - e/130 r - d - 10 - 45

500-80-F - a/+1 r - d - 10 - 75


1-10-D - u/4 - m - 2 - 3

1-10-F - l/r u/4 - l - 2 - 3.75


5-20-D - u/4 - m - 3 - 6

50-60-D - u/6 - m - 6 - 15

100-90-D - u/8 - m - 8 - 30

500-400-D - u/8 - m - 10 - 80

500-520-D - e/130 u/8 - m - 10 - 60

500-400-F - l/r u/8 - l - 10 - 100


5-6-E - a/10 - l - 2 - 5

50-10-E - a/10 - l - 4 - 15

100-15-E - a/15 - l - 6 - 30

500-25-E - a/15 - vl - 7 - 50


features: a/-.+ [accuracy/minus.plus#], a/# [armour piercing/factor], e/% [energy/percentage], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d [point/defense],r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]

Auto X: These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait can make attacks in three fire modes: single, burst and full auto. Attacks using the Auto trait lose any benefits gained from aiming.
• Single: Attacks are made using the normal combat rules.
• Burst: Add the Auto score to damage. This uses a number of rounds equal to the Auto score.
• Full Auto: Make a number of attacks equal to the Auto score. These attacks can be made against separate targets so long as they are all within six metres of one another. Full auto uses a number of rounds equal to three times the Auto score


spacecraft tends to be further apart than six metres; maybe point defence
 
Confederation Navy: Armaments and Weapon Systems


Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux

1-0-7 - / - m - m - 0.75
Missile Rack 7 Special 0 4D MCr0.75 Smart
1-0-9 - / - s - s - 0.25
Sandcaster 9 Special 0 Special MCr0.25 —
5-0-7 - / - m - m - 4
Missile Barbette 7 Special 0 4D MCr4 Smart
5-2-7 - / - t - t - 3
Torpedo 7 Special 2 6D MCr3 Smart

500-35-8 - o/b - m - 6 - 80

500-45.5-8 - o/b - m - 6 - 60

500-35-A - l/r o/b - l - 6 - 100


500-75-A - o/s - s - 12 - 50


1-2-A - a/4 - s - 2 - 1

5-5-A - a/5 - m - 3 - 2

50-10-A - a/10 - s - 3 - 30

100-15-A - a/10 - s - 5 - 50

500-25-A - a/10 - m - 6 - 70



1-4-A - a/+4 p/d - m - 1 - 0.5

1-5.2-A - a/+4 p/d e/130 - m - 1 - 0.375

1-4-A - a/+3 p/d - m - 1 - 0.375

1-4-C - a/+5 p/d - m - 1 - 0.625

1-4-C - a/+4 a/1 i/f p/d - m - 1 - 0.625

1-4-C - a/+4 l/r p/d - l - 1 - 0.625

1-1-D - a/+4 e/25 p/d - m - 1 - 0.75

5-12-A - a/+4 - m - 2 - 3

5-15.6-A - a/+4 e/130 - m - 2 - 2.25

5-12-C - a/+ - m - 2 - 3.75

5-12-C - a/+4 a/1 i/f - - 2 - 3.75

5-12-C - a/+4 l/r - l - 2 - 3.75

5-3-D - a/+4 e/25 - m - 2 - 4.5



1-4-8 - a/-3 a/4 - a - 2 - 0.15

1-5.2-8 - a/-3 a/4 e/130 - a - 2 - 0.1125

1-4-8 - a/-4 a/4 - a - 2 - 0.1125

1-4-A - a/-3 a/6 i/f - a - 2 - 0.1875

1-4-A - a/-3 a/4 l/r - c - 2 - 0.1875

1-1-B - a/-3 a/4 e/25 - a - 2 - 0.225

{5-12-8 - a/-3 a/4 - a - 3 - 0.9}


- 3 - 2.5
Plasma Gun 11 Medium 6 3D MCr2.5 —
5-12-B - a/2 - m - 4 - 5
Plasma Barbette 11 Medium 12 4D MCr5 AP 2


1-4-9 - a/+2 p/d - l - 2 - 1

1-5.2-9 - a/+2 e/130 p/d - l - 2 - 0.75

1-4-9 - a/+1 p/d - l - 2 - 0.75

1-4-B - a/+3 p/d - l - 2 -1.25

1-4-B - a/+2 a/1 i/f p/d - l - 2 - 1.25

1-4-B - a/+2 l/r p/d - vl - 2 - 1.25

1-1-C - a/+2 e/25 p/d - l - 2 - 1.5

5-12-9 - a/+2 - l - 3 - 6

5-15.6-9 - a/+2 e/130 - l - 3 - 4.5

5-12-9 - a/+1 - l - 3 - 4.5

5-12-B - a/+3 - l - 3 - 7.5

5-12-B - a/+2 a/1 i/f - l - 3 - 7.5

5-12-B - a/+2 l/r - vl - 3 - 7.5

5-3-C - a/+2 e/25 - l - 3 - 9








1-12-E - a/8 r - m - 4 - 2

5-20-C - a/3 r - m - 5 - 4

50-50-C - a/6 r - m - 6 - 8

100-80-C - a/6 r - m - 7 - 14

500-100-C - a/8 r - l - 10 - 25

500-130-C - a/8 r - l - 10 - 18.75

500-100-E - a/8 l/r r - vl - 10 - 30



5-12-C - i - m - 7 - 6

50-40-C - i - m - 6 - 15

100-30-C - i - l - 8 - 25

500-40-C - i - l - 10 - 40


50-20-B - a/∞ r - l - 5 - 50

50-26-B - a/∞ r - l - 5 - 37.5

50-20-D - a/∞ l/r r - vl - 5 - 67.5

100-30-C - a/∞ r - l - 6 - 60

100-39-C - a/∞ r - l - 6 - 45

100-30-E - a/∞ l/r r - vl - 6 - 75


500-120-D - a/∞ r - l - 6 - 250

500-156-D - a/∞ r - l - 6 - 187.5


500-120-F - a/∞ l/r r - vl - 6 - 300



1-8-C - r - vl - 3 - 4

5-15-B - r - vl - 4 - 8

50-30-B - r - vl - 6 - 20

100-50-C - r - vl - 8 - 40

500-80-D - r - d - 10 - 60

500-104-D - e/130 r - d - 10 - 45

500-80-F - a/+1 r - d - 10 - 75


1-10-D - u/4 - m - 2 - 3

1-10-F - l/r u/4 - l - 2 - 3.75


5-20-D - u/4 - m - 3 - 6

50-60-D - u/6 - m - 6 - 15

100-90-D - u/8 - m - 8 - 30

500-400-D - u/8 - m - 10 - 80

500-520-D - e/130 u/8 - m - 10 - 60

500-400-F - l/r u/8 - l - 10 - 100



5-6-E - a/10 - l - 2 - 5

50-10-E - a/10 - l - 4 - 15

100-15-E - a/15 - l - 6 - 30

500-25-E - a/15 - vl - 7 - 50


features: a/-.+ [accuracy/minus.plus#], a/# [armour piercing/factor], e/% [energy/percentage], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d [point/defense],r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]

Auto X: These weapons fire multiple rounds with every pull of the trigger, filling the air with a hail of fire. A weapon with the Auto trait can make attacks in three fire modes: single, burst and full auto. Attacks using the Auto trait lose any benefits gained from aiming.
• Single: Attacks are made using the normal combat rules.
• Burst: Add the Auto score to damage. This uses a number of rounds equal to the Auto score.
• Full Auto: Make a number of attacks equal to the Auto score. These attacks can be made against separate targets so long as they are all within six metres of one another. Full auto uses a number of rounds equal to three times the Auto score
 
Confederation Navy: Armaments and Weapon Systems


Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


Laser drill hardpointed

1-4-8 - a/-3 a/4 - a - 2 - 0.15

1-5.2-8 - a/-3 a/4 e/130 - a - 2 - 0.1125

1-4-8 - a/-4 a/4 - a - 2 - 0.1125

1-4-A - a/-3 a/6 i/f - a - 2 - 0.1875

1-4-A - a/-3 a/4 l/r - c - 2 - 0.1875

1-1-B - a/-3 a/4 e/25 - a - 2 - 0.225

{5-12-8 - a/-3 a/4 - a - 3 - 0.9}


Laser drill firmpointed


1-3-8 - a/-3 a/4 - a - 2 - 0.15

1-3.9-8 - a/-3 a/4 e/130 - a - 2 - 0.1125

1-3-8 - a/-4 a/4 - a - 2 - 0.1125

1-3-A - a/-3 a/6 i/f - a - 2 - 0.1875

1-3-A - a/-3 a/4 l/r - c - 2 - 0.1875

1-0.75-B - a/-3 a/4 e/25 - a - 2 - 0.225

{5-9-8 - a/-3 a/4 - a - 3 - 0.9}
 
Confederation Navy: Armaments and Weapon Systems


Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux


Laser drill hardpointed

1-4-8 - a/-3 a/4 - a - 2 - 0.15

1-5.2-8 - a/-3 a/4 e/130 - a - 2 - 0.1125

1-4-8 - a/-4 a/4 - a - 2 - 0.1125

1-4-A - a/-3 a/6 i/f - a - 2 - 0.1875

1-4-A - a/-3 a/4 l/r - c - 2 - 0.1875

1-1-B - a/-3 a/4 e/25 - a - 2 - 0.225

{5-12-8 - a/-3 a/4 - a - 3 - 0.9}


Laser drill firmpointed


1-3-8 - a/-3 a/4 - a - 2 - 0.15

1-3.9-8 - a/-3 a/4 e/130 - a - 2 - 0.1125

1-3-8 - a/-4 a/4 - a - 2 - 0.1125

1-3-A - a/-3 a/6 i/f - a - 2 - 0.1875

1-3-A - a/-3 a/4 l/r - c - 2 - 0.1875

1-0.75-B - a/-3 a/4 e/25 - a - 2 - 0.225

{5-9-8 - a/-3 a/4 - a - 3 - 0.9}

1. The Confederation Navy doesn't need to use drills as weapons.

2. Confederation prospectors are more likely to use smallcraft.

3. In theory, it's possible to have a barbette variant, for a seventy tonne plus smallcraft.

4. Even a buffered planetoid has a natural armour class of four, so intense focus is probably overkill.

5. Budgetting at this cost level may be too desperate; you could increase the size
1-3-8 - a/-3 a/4 t/120 - a - 2 - 0.1125 since it's a single turret, without increasing the size of the turret to one and one fifth tonne (I'd forgotten about the single turret cap).

6. Inaccuracy could be resolved by spending extra rounds aiming, and energy inefficiency may be more an issue of the total power budget available.

7. The CAVALRY, and some member militaries, could use it as a cheap anti tank weapon and bunker buster.

8. Inherent inaccuracy would argue against the close support mission.

9. Long range moves the goal post from upto one klick to five klix, which might be a more comfortable engagement range.
 
If you want others to comment:
1 - explain the terms upfront
2 - make it easier to read (put it in a table)
3 - use standard notation, the joke has worn thin.
 
I thought I did explain the terms, on top being the distribution of attributes, and on the bottom, the acronyms of assigned features.

Finessing it is still a work in progress.
 
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