Solomani Confederation (Military)

Confederation Navy: Armaments and Weapon Systems


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

Combination Missile/Torpedo Launcher

2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-A - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1d - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. Resilient variant of advanced missile, less that the Confederation Navy needs one, more that they can arm their starwarships which don't have a technological level fifteen fire control, and selected member government navies.

2. Also, resilient variant of the advanced missile, for the same reason.

3. Though, besides lack of viable choice, it could be that resilient trait was picked due to the suspicion that the ordnance wouldn't get the same careful handling.

4. The discount variant of the ion torpedo was added for starwarships who want that capability, but don't warrant the expensive version.

5. The multi warhead torpedo is available to swamp the local defence systems, and depending on how much the commander wants to invest in doing so, has a choice between premium and discount versions.

6. Same rationale with the multi warhead missiles.

7. And shockwave missiles.

8. Jumpbreaker missile technological level corrected.

9. The expensive one for when you don't want a battleship to escape; the cheap one for starships that are less vital.
 
Confederation Navy: Armaments and Weapon Systems


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

Combination Missile/Torpedo Launcher

2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-A - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1d - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. The Confederation Navy prefers using the CombiLauncher, even though it halves the potential torpedo salvo, compared to the medium and large bay torpedo launchers.

2. Three launchers per hardpoint are three tonnes, costs six and one tenths megastarbux, needs no power, and twelve tonnes of dedicated magazine space for twelve salvoes.

3. Compared to five tonnes for a default torpedo barbette which needs five tonnes and two power points, costs only three megastarbux but the same magazine space; fifteen tonnes versus seventeen, no power points versus two, six megastarbux versus three.

4. You could stuff three CombiLaunchers into a turret, but you have to wonder how that four tonnes will get distributed, costs seven megastarbux and needs a power point, as well as defaults to technological level nine from seven.

5. In theory, this could apply to the quad turret, increased to five tonnes for four CombiLaunchers, at technological level twelve, two power points, and ten megastarbux, plus aforesaid twelve tonnes for the magazine.

6. Small bay, in comparison, would be three launchers at two power points and three megastarbux; fifteen tonnes versus fifty, seventy percent space discount, no power versus two, six megastarbux versus three, and in theory, you need only one gunner for the small bay against two for a turret or barbette.

7. Medium bay, doubles the number of launchers at six requiring five power points and costing six megastarbux.

8. Large bay, five times the size of a medium bay, with the same number of launchers per hundred tonnes, but costing ten megastarbux (two per hundred tonnes) and requiring ten power points (two per hundred tonnes).

9. If you take a holistic view, the CombiLauncher can also fire off missiles, though that doesn't automatically make it's value double, and eventually, you run out of ordnance.
 
Confederation Navy: Armaments and Weapon Systems


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

Combination Missile/Torpedo Launcher

2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-A - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.05.2083333 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.01.5625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld


1. Torpedo grapples would be specialized attachments that connect the torpedoes to the spaceship's fire control and sensors.

2. Customized or unusually configured torpedoes can be fitted, since the grapples are open aired.

3. Missiles would be in (open air) racks.

4. I don't think there's anything recent about that.

5. Presumably, a default missile could be racked on a hardpoint.

6. The Sword Worlders appear to have a retractable disposable ordnance pod.

7. It's reconfigurable.

8. However, I think it's large enough to have it's mass effect performance of the spacecraft.

9. Or occupied torpedo grapples, for that matter.
 
Confederation Navy: Armaments and Weapon Systems


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


Default Missiles

0-0-7 - m/3 s - * - * - 2.35
1-1-7 - m/3 s - * - * - 3.25
5-0-7 - m/5 s - * - * - 4
50-5-7 - m/12 s - * - * - 12
100-10-7 - m/24 s - * - * - 20
500-20-7 - m/120 s - * - * - 25

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


Default Torpedoes

5-2-7 - s t/3 - * - * - 3
50-2-7 - s t/3 - * - * - 3
100-5-7 - s t/6 - * - * - 6
500-10-7 - s t/30 - * - * - 10

* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced

* 0.333333-F-F - r/1 s - 7 - 0.128333 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-A - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


Combination Missile/Torpedo Launcher

2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round

* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-A - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.00520833 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.0015625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld


1. In theory, you could take a large missile bay, and replace the one hundred twenty default launchers with CombiLaunchers, and adding one hundred twenty tonnes of tonnage, to enlarge the large bay to six hundred twenty tonnes.

2. The hundred twenty tonne magazine could hold either fourteen hundred forty missiles, three hundred sixty torpedoes, or combination thereof.

3. You could make the CombiLaunchers resilient, which should neutralize the issue of loading failures.

4. However, as it stands, you need default ordnance for loading bays.

5. And probably, member navies would prefer cheaper ammunition bills.

6. Indications are that a lot of member navies like to do the minimum, in regard to their Home Guard units.

7. And then you have off the shelf, commercial variants for non government entities.

8. It seems that it really isn't too difficult to manufacture missiles, so the list is incomplete to whatever variant(s) someone can come up with.

9. I suspect, though, that an automatic launcher system is more complex.
 
Confederation Navy: Armaments and Weapon Systems


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


Default Missiles

0-0-7 - m/3 s - * - * - 2.35
1-1-7 - m/3 s - * - * - 3.25
5-0-7 - m/5 s - * - * - 4
50-5-7 - m/12 s - * - * - 12
100-10-7 - m/24 s - * - * - 20
500-20-7 - m/120 s - * - * - 25

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


Default Torpedoes

5-2-7 - s t/3 - * - * - 3
50-2-7 - s t/3 - * - * - 3
100-5-7 - s t/6 - * - * - 6
500-10-7 - s t/30 - * - * - 10

* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced
* 0.333333-F-F - r/1 s - 7 - 0.128333 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard


Combination Missile/Torpedo Launcher


2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round

* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.00520833 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.0015625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld


1. It's an interesting question whether the Confederation would make it easy for their members to obtain (and control) weapons of mass destruction.

2. Since there's not a lot of customization for missiles and torpedoes, I'm sort of stuck with inaccuracy to get a discount.

3. In theory, there's size inflation, but while I'd tolerate that because I don't believe in an extended exchange, it becomes a question of compatibility, whether with the Confederation's own, commercial, and the Imperium's.

4. Hence, inaccuracy.

5. However, the silk purse part makes it a known characteristic that the Confederation's missiles (and torpedoes) are a little inaccurate.

6. Which comes as a surprise to quite a number of starwarship captains, who should know better, when the Confederation Navy stops firing for effect, and starts loading the really expensive ones.

7. It's not that the Confederation Naval Staff are cost cutters, it's more that they want their equipment and procurement to be cost effective.

8. Being the primary contractor for most of the ordnance sold within the Confederation provides both profit and control, especially arms and quality.

9. Plus a way to nudge adoption of any particular doctrine and weapon system that they want to encourage.
 
Confederation Navy: Armaments and Weapon Systems


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


Default Missiles

0-0-7 - m/3 s - * - * - 2.35
1-1-7 - m/3 s - * - * - 3.25
5-0-7 - m/5 s - * - * - 4
50-5-7 - m/12 s - * - * - 12
100-10-7 - m/24 s - * - * - 20
500-20-7 - m/120 s - * - * - 25

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


Default Torpedoes

5-2-7 - s t/3 - * - * - 3
50-2-7 - s t/3 - * - * - 3
100-5-7 - s t/6 - * - * - 6
500-10-7 - s t/30 - * - * - 10

* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced
* 0.333333-F-F - r/1 s - 7 - 0.128333 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard


Combination Missile/Torpedo Launcher


2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round

* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard




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

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

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

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

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

500-32.5-A - a/10 e/130 - m - 6 - 52.5 railgun

500-25-A - a/10 l/r - l - 6 - 70 railgun



50-15-8 - o/b - s - 3 - 40 mass driver 30-180
100-19.5-8 - e/130 o/b - s - 3 - 30 mass driver
100-15-A - l/r o/b - m - 3 - 50 mass driver

100-25-8 - o/b - s - 4 - 60 mass driver 80-480
100-25-8 - e/130 o/b - s - 4 - 45 mass driver
100-25-A - l/r o/b - m - 4 - 75 mass driver
500-35-8 - o/b - m - 6 - 80 mass driver 600-3600
500-45.5-8 - e/130 o/b - m - 6 - 60 mass driver
500-35-A - l/r o/b - l - 6 - 100 mass driver






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

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

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

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

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

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

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


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon
50-20-B - a/∞ r - l - 5 - 50 meson

50-26-B - a/∞ r - l - 5 - 37.5 meson

50-20-D - a/∞ l/r r - vl - 5 - 67.5 meson

100-30-C - a/∞ r - l - 6 - 60 meson

100-39-C - a/∞ r - l - 6 - 45 meson

100-30-E - a/∞ l/r r - vl - 6 - 75 meson


500-120-D - a/∞ r - l - 6 - 250 meson

500-156-D - a/∞ r - l - 6 - 187.5 meson

500-120-F - a/∞ l/r r - vl - 6 - 300 meson

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

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

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

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

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

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

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


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

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


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

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

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

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

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

500-400-F - l/r u/8 - l - 10 - 100 plasma pulse
traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.00520833 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.0015625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld



50-50-F - * - s - 30 repulsor traction/100 amm/1dxeffect

100-100-E - * - s - 60 repulsor traction/200 amm/1dxeffectx2

100-100-F - * - s - 66 repulsor traction/400 amm/1dxeffectx2

500-200-D - * - s - 90 repulsor traction/800 amm/1dxeffectx5

500-200-E - * - s - 99 repulsor traction/1600 amm/1dxeffectx5

500-260-E - e/130 - s - 74.25 repulsor traction/1600 amm/1dxeffectx5

500-200-E - l/r - m - 123.75 repulsor traction/1600 amm/1dxeffectx5

Objects held by a tractor beam cannot expend Thrust but may be moved by the tractor beam operator as if they had Thrust 1. A ship caught in a tractor beam can attempt to break the lock by making a Pilot check opposed by the Gunner (capital) check of the tractor beam operator. Each additional tractor beam holding the ship imposes DM-2 to this Pilot check and large repulsor bays impose a further DM-2.A repulsor can only be used once per round, whether it is locking onto an object or repelling it. Increasing the TL of a repulsor bay increases its cost by 10% and doubles the tonnage of the object it can hold. This increase may only be applied once. However, a ship may not lock onto an object of greater tonnage than itself.
 
Confederation Navy: Armaments and Weapon Systems


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


Default Missiles

0-0-7 - m/3 s - * - * - 2.35
1-1-7 - m/3 s - * - * - 3.25
5-0-7 - m/5 s - * - * - 4
50-5-7 - m/12 s - * - * - 12
100-10-7 - m/24 s - * - * - 20
500-20-7 - m/120 s - * - * - 25

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round


Default Torpedoes

5-2-7 - s t/3 - * - * - 3
50-2-7 - s t/3 - * - * - 3
100-5-7 - s t/6 - * - * - 6
500-10-7 - s t/30 - * - * - 10

* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced
* 0.333333-F-F - r/1 s - 7 - 0.128333 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard


Combination Missile/Torpedo Launcher


2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round

* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard




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

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

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

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

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

500-32.5-A - a/10 e/130 - m - 6 - 52.5 railgun

500-25-A - a/10 l/r - l - 6 - 70 railgun



50-15-8 - o/b - s - 3 - 40 mass driver 30-180
50-19.5-8 - e/130 o/b - s - 3 - 30 mass driver
50-15-A - l/r o/b - m - 3 - 50 mass driver

100-25-8 - o/b - s - 4 - 60 mass driver 80-480
100-25-8 - e/130 o/b - s - 4 - 45 mass driver
100-25-A - l/r o/b - m - 4 - 75 mass driver
500-35-8 - o/b - m - 6 - 80 mass driver 600-3600
500-45.5-8 - e/130 o/b - m - 6 - 60 mass driver
500-35-A - l/r o/b - l - 6 - 100 mass driver






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

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

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

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

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

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

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


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon

500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon



50-20-B - a/∞ r - l - 5 - 50 meson

50-26-B - a/∞ r - l - 5 - 37.5 meson

50-20-D - a/∞ l/r r - vl - 5 - 67.5 meson

100-30-C - a/∞ r - l - 6 - 60 meson

100-39-C - a/∞ r - l - 6 - 45 meson

100-30-E - a/∞ l/r r - vl - 6 - 75 meson


500-120-D - a/∞ r - l - 6 - 250 meson

500-156-D - a/∞ r - l - 6 - 187.5 meson

500-120-F - a/∞ l/r r - vl - 6 - 300 meson



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

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

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

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

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

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

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


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

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


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

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

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

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

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

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


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.00520833 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.0015625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld



50-50-F - * - s - 30 repulsor traction/100 amm/1dxeffect

50-65-F - e/130 - s - 22.5 repulsor traction/100 amm/1dxeffect

100-100-E - * - s - 60 repulsor traction/200 amm/1dxeffectx2

100-100-F - * - s - 66 repulsor traction/400 amm/1dxeffectx2

500-200-D - * - s - 90 repulsor traction/800 amm/1dxeffectx5

500-200-E - * - s - 99 repulsor traction/1600 amm/1dxeffectx5

500-260-E - e/130 - s - 74.25 repulsor traction/1600 amm/1dxeffectx5

500-200-F - l/r - m - 112.5 repulsor traction/800 amm/1dxeffectx5



1. The Confederation Navy has a small production line for the 500-200-F - l/r - m - 112.5 repulsor.

2. Mostly, as a static defensive system.

3. Member navies might have this weapon system, but likely local manufacture.

4. Railguns and mass drivers are available.

5. If a kinetic solution is preferable.

6. The Confederation Navy prefers a long ranged large bay mass driver, due to it's cost effectiveness, and standoffishness.

7. The Confederation Army is less keen on them, especially in the close support mission.

8. So a fifty tonne variant is available for that.

9. The Confederation Navy has discovered it's also useful for nuisance raids.
 
Confederation Navy: Armaments and Weapon Systems


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


Default Missiles

0-0-7 - m/3 s - * - * - 2.35 missile
1-1-7 - m/3 s - * - * - 3.25 missile
1-1.3-7 - e/130 m/3 s - * - * - 3.25 missile
5-0-7 - m/5 s - * - * - 4 missile
50-5-7 - m/12 s - * - * - 12 missile
50-6.5-7 - e/130 m/12 s - * - * - 9 missile
100-10-7 - m/24 s - * - * - 20 missile
100-13-7 - e/130 m/24 s - * - * - 15 missile
500-20-7 - m/120 s - * - * - 25 missile
500-26-7 - e/130 m/120 s - * - * - 18.75 missile

* 0.083-F-E - s - 5 - 0.029167 advanced
* 0.083-F-E - a/-1 s - 5 - 0.021875 advanced
* 0.083-F-F - r/1 s - 5 - 0.032084 advanced
* 0.083-F-D - s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.021875 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.032084anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.009375 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.0125 fragmentation
target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.0625 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.046875 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.01875 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.03125 ortillery
* 0.083-A-7 - a/-1 s - / - 0.0125 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.020834 shockwave neutralized sand defences current/next round
* 0.083-6-7 - s - 4 - 0.020834 standard
* 0.083-6-7 - a/-1 s - 4 - 0.015625 standard
* 0.083-6-7 - a/+1 s - 4 - 0.026042 standard


Default Torpedoes


5-2-7 - s t/3 - * - * - 3
5-2.6-7 - e/130 s t/3 - * - * - 2.25
50-2-7 - s t/3 - * - * - 3
50-2.6-7 - e/130 s t/3 - * - * - 2.25
100-5-7 - s t/6 - * - * - 6
100-6.5-7 - e/130 s t/6 - * - * - 4.5
500-10-7 - s t/30 - * - * - 10
500-13-7 - e/130 s t/30 - * - * - 7.5

* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced
* 0.333333-F-F - r/1 s - 7 - 0.1875 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard


Combination Missile/Torpedo Launcher


2-0-7 - s - * - * - 2 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-E - a/-1 s - 5 - 0.029167 advanced

* 0.083-F-F - r/1 s - 5 - 0.040105 advanced
* 0.083-F-D - s - 1 - 0.036459 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.015625 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.016667 fragmentation target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.026042 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.0625 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.09765625 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.025 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.039.0625 ortillery
* 0.083-A-7 - a/-1 s - / - 0.016667 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.026042 shockwave neutralized sand defences current/next round

* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-F-F - r/1 s - 7 - 0.20625 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.1 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.076.667 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-A - a/+1 i - 4 - 0.119.792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-A - a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


mass drivers

50-15-8 - o/b - s - 3 - 40 mass driver 30-180
50-19.5-8 - e/130 o/b - s - 3 - 30 mass driver
50-15-A - l/r o/b - m - 3 - 50 mass driver

100-25-8 - o/b - s - 4 - 60 mass driver 80-480
100-25-8 - e/130 o/b - s - 4 - 45 mass driver
100-25-A - l/r o/b - m - 4 - 75 mass driver
500-35-8 - o/b - m - 6 - 80 mass driver 600-3600
500-45.5-8 - e/130 o/b - m - 6 - 60 mass driver
500-35-A - l/r o/b - l - 6 - 100 mass driver



railguns

1-2-A - a/4 - s - 2 - 1 railgun
5-5-A - a/5 - m - 3 - 2 railgun
50-10-A - a/10 - s - 3 - 30 railgun
100-15-A - a/10 - s - 5 - 50 railgun
500-25-A - a/10 - m - 6 - 70 railgun
500-32.5-A - a/10 e/130 - m - 6 - 52.5 railgun
500-25-A - a/10 l/r - l - 6 - 70 railgun



fusion guns

1-12-E - a/8 r - m - 4 - 2 fusion
5-20-C - a/3 r - m - 5 - 4 fusion
50-50-C - a/6 r - m - 6 - 8 fusion
100-80-C - a/6 r - m - 7 - 14 fusion
500-100-C - a/8 r - l - 10 - 25 fusion
500-130-C - a/8 r - l - 10 - 18.75 fusion
500-100-E - a/8 l/r r - vl - 10 - 30 fusion


ion cannons


500-52-C - e/130 i - l - 10 - 30 low orbit ion cannon
500-40-E - i l/r - vl - 10 - 50 high orbit ion cannon


meson guns


50-20-B - a/∞ r - l - 5 - 50 meson
50-26-B - a/∞ r - l - 5 - 37.5 meson
50-20-D - a/∞ l/r r - vl - 5 - 67.5 meson
100-30-C - a/∞ r - l - 6 - 60 meson
100-39-C - a/∞ r - l - 6 - 45 meson
100-30-E - a/∞ l/r r - vl - 6 - 75 meson

500-120-D - a/∞ r - l - 6 - 250 meson
500-156-D - a/∞ r - l - 6 - 187.5 meson
500-120-F - a/∞ l/r r - vl - 6 - 300 meson



particle beams

1-8-C - r - vl - 3 - 4 particle
5-15-B - r - vl - 4 - 8 particle
50-30-B - r - vl - 6 - 20 particle
100-50-C - r - vl - 8 - 40 particle
500-80-D - r - d - 10 - 60 particle
500-104-D - e/130 r - d - 10 - 45 particle
500-80-F - a/+1 r - d - 10 - 75 particle


plasma pulse cannons


1-10-D - u/4 - m - 2 - 3 plasma pulse
1-10-F - l/r u/4 - l - 2 - 3.75 plasma pulse

5-20-D - u/4 - m - 3 - 6 plasma pulse
50-60-D - u/6 - m - 6 - 15 plasma pulse
100-90-D - u/8 - m - 8 - 30 plasma pulse
500-400-D - u/8 - m - 10 - 80 plasma pulse
500-520-D - e/130 u/8 - m - 10 - 60 plasma pulse
500-400-F - l/r u/8 - l - 10 - 100 plasma pulse


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.00520833 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.0015625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld


repulsors

50-50-F - * - s - 30 repulsor traction/100 amm/1dxeffect
50-65-F - e/130 - s - 22.5 repulsor traction/100 amm/1dxeffect
100-100-E - * - s - 60 repulsor traction/200 amm/1dxeffectx2
100-100-F - * - s - 66 repulsor traction/400 amm/1dxeffectx2
500-200-D - * - s - 90 repulsor traction/800 amm/1dxeffectx5
500-200-E - * - s - 99 repulsor traction/1600 amm/1dxeffectx5
500-260-E - e/130 - s - 74.25 repulsor traction/1600 amm/1dxeffectx5
500-200-F - l/r - m - 112.5 repulsor traction/800 amm/1dxeffectx5


1. Cleaned up the tables and corrected some of the numbers.

2. The Harrier could have supported upto three fixed mounted torpedo tubes, as it's implied it only had two because one tonne wasn't enough.

3. I'd guess a torpedo tube is at most half a tonne.

4. Next question would be, is it embedded or can it be reloaded internally?

5. I think that at half a tone, that's barebones, without reloading equipment.

6. The torpedo tube could, and would, act as an airlock, with fire control connectors.

7. Manual reloading is probably possible, with a lot of chains and pulleys.

8. Though you could share that between the three torpedo tubes.

9. By tradition, you can place your bunk on the (reload) torpedoes.
 
Confederation Navy: Armaments and Weapon Systems


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


mass drivers


5000-250-A - a/15 o/b - s - 4 - 1'500 mass driver spinal mount/one 4000-24000
4500-250-B - a/15 o/b - s - 4 - 1'650 mass driver spinal mount/one 4000-24000
4250-250-C - a/15 o/b - s - 4 - 1'800 mass driver spinal mount/one 4000-24000
4000-250-D - a/15 o/b - s - 4 - 1'950 mass driver spinal mount/one 4000-24000
48000-3000-D - a/15 o/b - s - 48 - 23'400 mass driver spinal mount/twelve 48000-288000
* 50-0-A - a/15 o/b - / - / - 0.5 mass driver spinal mount slugs


7-0-C - / - * - 0.5 mass driver Artillery
* 0.0-0-C - b/10 - 40 - 1 - 0.00075


50-15-8 - o/b - s - 3 - 40 mass driver 30-180 magazine/6
50-19.5-8 - e/130 o/b - s - 3 - 30 mass driver magazine/6
50-15-A - l/r o/b - m - 3 - 50 mass driver magazine/6

100-25-8 - o/b - s - 4 - 60 mass driver 80-480 magazine/6
100-25-8 - e/130 o/b - s - 4 - 45 mass driver magazine/6
100-25-A - l/r o/b - m - 4 - 75 mass driver magazine/6
500-35-8 - o/b - m - 6 - 80 mass driver 600-3600 magazine/6
500-45.5-8 - e/130 o/b - m - 6 - 60 mass driver magazine/6
500-35-A - l/r o/b - l - 6 - 100 mass driver magazine/6



50-35-A - o/s - s - 7 - 25 orbital strike mass driver 70-420 magazine/6
50-45.5-A - e/130 o/s - s - 7 - 18.75 orbital strike mass driver magazine/6
50-35-C - o/s - s - 7 - 25 orbital strike mass driver magazine/6
100-50 - o/s - s - 10 - 35 orbital strike mass driver 200-1200 magazine/6
100-65-A - e/130 o/s - s - 10 - 26.25 orbital strike mass driver magazine/6
100-50-C - l/r o/s - m - 10 - 43.75 orbital strike mass driver magazine/6
500-75-A - o/s - s - 12 - 50 orbital strike mass driver 1200-7200 magazine/6
500-97.5-A - e/130 o/s - s - 12 - 37.5 orbital strike mass driver magazine/6
500-75-C - l/r o/s - m - 12 - 62.5 orbital strike mass driver magazine/6


* 2-F-F - r/1 s - 8 - 0.02 small mass driver slugs
* 4-F-F - r/1 s - 8 - 0.04 medium mass driver slugs
* 20-F-F - r/1 s - 8 - 0.2 large mass driver slugs


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



1. I doubt that mass driver slugs improve performance in technological upgrades, only the mass driver launch systems do that.

2. Orbital strike and default mass driver bays use the same type(s) of slugs.

3. Local manufacturing probably produces cheaper slugs, like having the factory onboard, or having a factory ship.
 
Last edited:
Confederation Navy: Armaments and Weapon Systems


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


mass drivers


5000-250-A - a/15 o/b - s - 4 - 1'500 mass driver spinal mount/one 4000-24000
4500-250-B - a/15 o/b - s - 4 - 1'650 mass driver spinal mount/one 4000-24000
4250-250-C - a/15 o/b - s - 4 - 1'800 mass driver spinal mount/one 4000-24000
48000-3000-D - a/15 o/b - s - 48 - 23'400 mass driver spinal mount/twelve 48000-288000
* 50-0-A - a/15 o/b - / - / - 0.5 mass driver spinal mount slugs


7-0-C - / - * - 0.5 mass driver Artillery
* 0.0-0-C - b/10 - 40 - 1 - 0.00075


50-19.5-8 - e/130 o/b - s - 3 - 30 mass driver 30-180 magazine/6
50-15-A - l/r o/b - m - 3 - 50 mass driver magazine/
500-45.5-8 - e/130 o/b - m - 6 - 60 mass driver 600-3600 magazine/6
500-35-A - l/r o/b - l - 6 - 100 mass driver 600-3600 magazine/6


50-35-A - o/s - s - 7 - 25 orbital strike mass driver 70-420 magazine/6
50-45.5-A - e/130 o/s - s - 7 - 18.75 orbital strike mass driver magazine/6
50-35-C - o/s - s - 7 - 25 orbital strike mass driver magazine/6
500-75-A - o/s - s - 12 - 50 orbital strike mass driver 1200-7200 magazine/6
500-97.5-A - e/130 o/s - s - 12 - 37.5 orbital strike mass driver magazine/6
500-75-C - l/r o/s - m - 12 - 62.5 orbital strike mass driver magazine/6


* 2-F-F - r/1 s - 8 - 0.02 small mass driver slugs
* 4-F-F - r/1 s - 8 - 0.04 medium mass driver slugs
* 20-F-F - r/1 s - 8 - 0.2 large mass driver slugs


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
Confederation Navy: Armaments and Weapon Systems


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


mass drivers


5000-250-A - a/15 o/b - s - 4 - 1'500 mass driver spinal mount/one 4000-24000
4500-250-B - a/15 o/b - s - 4 - 1'650 mass driver spinal mount/one 4000-24000
4250-250-C - a/15 o/b - s - 4 - 1'800 mass driver spinal mount/one 4000-24000
48000-3000-D - a/15 o/b - s - 48 - 23'400 mass driver spinal mount/twelve 48000-288000

* 50-0-A - a/15 o/b - / - / - 0.5 mass driver spinal mount slugs


7-0-C - / - * - 0.5 mass driver 1-6 Artillery
* 0.0-0-C - b/10 - 40 - 1 - 0.00075


50-19.5-8 - e/130 o/b - s - 3 - 30 mass driver 30-180 magazine/6
50-15-A - l/r o/b - m - 3 - 50 mass driver 30-180 magazine/6
500-35-A - l/r o/b - l - 6 - 100 mass driver 600-3600 magazine/6


50-45.5-A - e/130 o/s - s - 7 - 18.75 orbital strike mass driver 70-420 magazine/6
50-35-C - o/s - m - 7 - 31.25 orbital strike mass driver 70-420 magazine/6
500-75-C - l/r o/s - m - 12 - 62.5 orbital strike mass driver 1200-7200 magazine/6


* 2-F-F - r/1 s - 8 - 0.02 mass driver small slugs
* 20-F-F - r/1 s - 8 - 0.2 mass driver large slugs


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], 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


mass drivers


4250-250-C - a/15 o/b - s - 4 - 1'800 mass driver spinal mount/one 4000-24000
48000-3000-D - a/15 o/b - s - 48 - 23'400 mass driver spinal mount/twelve 48000-288000

* 50-0-A - a/15 o/b - / - / - 0.5 mass driver spinal mount slugs


7-0-C - / - * - 0.5 mass driver 1-6 Artillery
* 0.0-0-C - b/10 - 40 - 1 - 0.00075


50-19.5-8 - e/130 o/b - s - 3 - 30 small mass driver 30-180 magazine/6
50-15-A - l/r o/b - m - 3 - 50 small mass driver 30-180 magazine/6
500-35-A - l/r o/b - l - 6 - 100 large mass driver 600-3600 magazine/6


50-45.5-A - e/130 o/s - s - 7 - 18.75 small orbital strike mass driver 70-420 magazine/6
50-35-C - o/s - m - 7 - 31.25 small orbital strike mass driver 70-420 magazine/6
500-75-C - l/r o/s - m - 12 - 62.5 large orbital strike mass driver 1200-7200 magazine/6


* 2-0-8 - o/b.s - / - 0.02 mass driver small slugs
* 20-0-8 - o/b.s - / - 0.2 mass driver large slugs


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. It requires a crew of at least eight, including power technicians as well as gunners and is effective in the direct-fire role.

2. That makes the seven tonne mass driver somewhat unattractive, in comparison.

3. I'm inclined to think the sandcaster is a mass driver, but I suspect I would have to account for gravity in terms of range.

4. The spinal mount 4250-250-C - a/15 o/b - s - 4 - 1'800 would be manufactured by the Confederation Navy at technological level twelve, recognizing it's potential deterrence value, but would not be further developed.

5. It's short range and inaccuracy argues against it being used in combat.

6. However, anticipating the need to deal with Imperium dirtside fortresses, the 48000-3000-D - a/15 o/b - s - 48 - 23'400 was researched and developed.

7. Most planetary bombardment/strikes are dealt with large orbital strike/mass driver bays, and missiles/torpedoes.

8. The small bay variants are offered to customers (member navies) who wish the capability, though not as large bays.

9. Have also been utilized as dirtside artillery.
 
Confederation Navy: Armaments and Weapon Systems


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


meson guns


7500-1000-C - a/∞ r - l - 6 - 2'000 meson gun spinal mount/one 6000-36000
22500-3000-C - a/∞ r - l - 18 - 6'000 meson gun spinal mount/three 18000-108000
27000-4000-D - a/∞ r - l - 24 - 8'800 meson gun spinal mount/four 24000-144000
44625-7000-E - a/∞ r - l - 42 - 16'800 meson gun spinal mount/seven 42000-252000
48000-8000-F - a/∞ r - l - 48 - 20'800 meson gun spinal mount/eight 48000-288000


60-0-F -a/∞ r - 150 - 4 - 20 battlefield grade meson accelerator 4-24


50-20-B - a/∞ r - l - 5 - 50 small meson gun 50-300
50-26-B - a/∞ r - l - 5 - 37.5 small meson gun 50-300
50-20-D - a/∞ l/r r - vl - 5 - 67.5 small meson gun 50-300
100-30-C - a/∞ r - l - 6 - 60 medium meson gun 120-720
100-39-C - a/∞ r - l - 6 - 45 medium meson gun 120-720
100-30-E - a/∞ l/r r - vl - 6 - 75 medium meson gun 120-720
500-120-D - a/∞ r - l - 6 - 250 large meson gun 600-3600
500-156-D - a/∞ r - l - 6 - 187.5 large meson gun 600-3600
500-120-F - a/∞ l/r r - vl - 6 - 300 large meson gun 600-3600


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
Model: Tonnage - Factor - Technological Level - range - damage - default cost/megastarbux
 
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Confederation Navy: Armaments and Weapon Systems


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


meson guns


7500-1000-C - a/∞ r - l - 6 - 2'000 meson gun spinal mount/one 6000-36000 Normandy
22500-3000-C - a/∞ r - l - 18 - 6'000 meson gun spinal mount/three 18000-108000 Victory
27000-4000-D - a/∞ r - l - 24 - 8'800 meson gun spinal mount/four 24000-144000 Zeus
44625-7000-E - a/∞ r - l - 42 - 16'800 meson gun spinal mount/seven 42000-252000 Prometheus
48000-8000-F - a/∞ r - l - 48 - 20'800 meson gun spinal mount/eight 48000-288000 Mercury


60-0-F -a/∞ r - 150 - 4 - 20 battlefield grade meson accelerator 4-24


50-26-B - a/∞ e/130 r - l - 5 - 37.5 small meson gun 50-300
50-20-D - a/∞ l/r r - vl - 5 - 67.5 small meson gun 50-300
100-39-C - a/∞ e/130 r - l - 6 - 45 medium meson gun 120-720
100-30-E - a/∞ l/r r - vl - 6 - 75 medium meson gun 120-720
500-156-D - a/∞e/130 r - l - 6 - 187.5 large meson gun 600-3600
500-120-F - a/∞ l/r r - vl - 6 - 300 large meson gun 600-3600


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], 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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1. The spinal mounts tend to be tailored to specific classes, though it might be that the starwarship classes were built around them.

2. Factor/ones are an old design, and used in most Confederation Navy heavy cruiser classes.

3. The Confederation Navy has standardized around small and large bays, the medium meson guns are there to offer an option to other customers, since the production and possession of meson guns is considered a highly sensitive, and somewhat classified, issue.
 
Confederation Navy: Armaments and Weapon Systems


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


particle accelerators


3500-1000-B - r - vl - 8 - 1'000 particle spinal mount/one 8000-48000
3150-1000-C - r - vl - 8 - 1'100 particle spinal mount/one 8000-48000
2975-1000-D - r - vl - 8 - 1'200 particle spinal mount/one 8000-48000
2800-1000-E - r - vl - 8 - 1'300 particle spinal mount/one 8000-48000
22400-8000-E - r - vl - 64 - 10'400 particle spinal mount/one 64000-384000


1-8-C - r - vl - 3 - 4 turret particle beam 3-18
1-10.4-C - e/130 r - vl - 3 - 4 turret particle beam 3-18
1-8-C - a/+1 r - vl - 3 - 4 turret particle beam 3-18
5-15-B - r - vl - 4 - 8 barbette particle beam 12-144
5-19.5-B - e/130 r - vl - 4 - 8 barbette particle beam 12-144
5-15-B - a/+1 r - vl - 4 - 8 barbette particle beam 12-144
50-30-B - r - vl - 6 - 20 small particle beam 60-120
50-39-B - e/130 r - vl - 6 - 15 small particle beam 60-120
50-30-B - a/+1 r - vl - 6 - 25 small particle beam 60-120
100-50-C - r - vl - 8 - 40 medium particle beam 160-480
100-65-C - e/130 r - vl - 8 - 30 medium particle beam 160-480
100-50-C - a/+1 r - vl - 8 - 50 medium particle beam 160-480
500-80-D - r - d - 10 - 60 large particle beam 1000-6000
500-104-D - e/130 r - d - 10 - 45 large particle beam 1000-6000
500-80-F - a/+1 r - d - 10 - 75 large particle beam1000-6000


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], 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


particle accelerators


3500-1000-B - r - vl - 8 - 1'000 particle spinal mount/one 8000-48000
3150-1000-C - r - vl - 8 - 1'100 particle spinal mount/one 8000-48000
2975-1000-D - r - vl - 8 - 1'200 particle spinal mount/one 8000-48000
2800-1000-E - r - vl - 8 - 1'300 particle spinal mount/one 8000-48000
22400-8000-E - r - vl - 64 - 10'400 particle spinal mount/one 64000-384000



1-6-C - r - c - 4 - firmpointed particle beam 3-18
- 1-12-C ... 8 ... 6-21
1-7.8-C - e/130 r - c- 3 - 3 firmpointed turret particle beam 3-18
- 1-15.6-C ... 6 ... 6-21
1-6-C - a/+1 r - c - 3 - 5 firmpointed turret particle beam 3-18
- 1-12-C ... 10 ... 6-21
1-8-C - r - vl - 3 - 4 turret particle beam 3-18
- 1-16-C ... 8 ... 6-21
- 1-24-C ... 12 ... 9-24
- 1-32-C ... 16 ... 12-27
1-10.4-C - e/130 r - vl - 3 - 3 turret particle beam 3-18
- 1-20.8-C ... 6 ... 6-21
- 1-31.2-C ... 9 ... 9-24
- 1-41.6-C ...12 ... 12-27
1-8-C - a/+1 r - vl - 3 - 5 turret particle beam 3-18
- 1-16-C ... 10 ... 6-21
- 1-24-C ... 15 ... 9-24
- 1-32-C ... 20 ... 12-27
5-15-B - r - vl - 4 - 8 barbette particle beam 12-144
5-19.5-B - e/130 r - vl - 4 - 6 barbette particle beam 12-144
5-15-B - a/+1 r - vl - 4 - 10 barbette particle beam 12-144
50-30-B - r - vl - 6 - 20 small particle beam 60-120
50-39-B - e/130 r - vl - 6 - 15 small particle beam 60-120
50-30-B - a/+1 r - vl - 6 - 25 small particle beam 60-120
100-50-C - r - vl - 8 - 40 medium particle beam 160-480
100-65-C - e/130 r - vl - 8 - 30 medium particle beam 160-480
100-50-C - a/+1 r - vl - 8 - 50 medium particle beam 160-480
500-80-D - r - d - 10 - 60 large particle beam 1000-6000
500-104-D - e/130 r - d - 10 - 45 large particle beam 1000-6000
500-80-F - a/+1 r - d - 10 - 75 large particle beam 1000-6000


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]



1. Standard secondary armament 500-80-F - a/+1 r - d - 10 - 75, preferably in capital turrets.

2. Budget variant(s) added to stock keeping units, in case customers prefer not to spend their money on more capable variants.

3. Unusually, the Confederation Navy skipped over the small bay variant, and selected the barbette variant as secondary/tertiary armament choice(s).

4. The 1-8-C - a/+1 r - vl - 3 - 5 is kept around, in case of need.

5. The 22400-8000-E - r - vl - 64 - 10'400 is a special run built to replace the Victory's 22500-3000-C - a/∞ r - l - 18 - 6'000, as production stopped prewar, to redistribute resources to 27000-4000-D - a/∞ r - l - 24 - 8'800 and 44625-7000-E - a/∞ r - l - 42 - 16'800.

6. The 2800-1000-E - r - vl - 8 - 1'300 is still in production, originally allocated to Beijing class (deep) strike cruisers, and now available to any member navy.

7. The 3150-1000-C - r - vl - 8 - 1'100 is no longer in production, used to arm the Yamamoto class strike destroyers, and available to member navies.
 
Confederation Navy: Armaments and Weapon Systems


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


plasma pulse cannons


1-10-D - u/4 - m - 2 - 3 turret plasma pulse cannon 2-12
- 1-20-D ... 6 ... 4-14
- 1-30-D ... 9 ... 6-16
- 1-40-D ... 12 ... 8-18
1-13-D - e/130 u/4 - m - 2 - 2.25 turret plasma pulse cannon 2-12
- 1-26-D ... 4.5 ... 4-14
- 1-39-D ... 6.75 ... 6-16
- 1-52-D ... 9 ... 8-18
1-10-F - l/r u/4 - l - 2 - 3.75 turret plasma pulse cannon 2-12
- 1-20-F ... 7.5 ... 4-14
- 1-30-F ... 11.25 ... 6-16
- 1-40-F ... 15 ... 8-18
5-20-D - u/4 - m - 3 - 6 barbette plasma pulse cannon 18-108
5-26-D - e/130 u/4 - m - 3 - 4.5 barbette plasma pulse cannon 18-108
5-20-F - l/r u/4 - l - 3 - 7.5 barbette plasma pulse cannon 18-108
50-60-D - u/6 - m - 6 - 15 small plasma pulse cannon 60-360
50-78-D - e/130 u/8 - m - 6 - 11.25 large plasma pulse cannon 60-360
50-60-F - l/r u/8 - l - 6 - 18.75 large plasma pulse cannon 60-360
100-90-D - u/8 - m - 8 - 30 medium plasma pulse cannon 160-960
100-117-D - e/130 u/8 - m - 8 - 22.5 large plasma pulse cannon 160-960
100-90-F - l/r u/8 - l - 8 - 45 large plasma pulse cannon 160-960
500-400-D - u/8 - m - 10 - 80 large plasma pulse cannon 1000-6000
500-520-D - e/130 u/8 - m - 10 - 60 large plasma pulse cannon 1000-6000
500-400-F - l/r u/8 - l - 10 - 100 large plasma pulse cannon 1000-6000
 
Confederation Navy: Armaments and Weapon Systems


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


plasma pulse cannons


1-10-D - u/4 - m - 2 - 3 turret plasma pulse cannon 2-12
- 1-20-D ... 6 ... 4-14
- 1-30-D ... 9 ... 6-16
- 1-40-D ... 12 ... 8-18
1-13-D - e/130 u/4 - m - 2 - 2.25 turret plasma pulse cannon 2-12
- 1-26-D ... 4.5 ... 4-14
- 1-39-D ... 6.75 ... 6-16
- 1-52-D ... 9 ... 8-18
1-10-F - l/r u/4 - l - 2 - 3.75 turret plasma pulse cannon 2-12
- 1-20-F ... 7.5 ... 4-14
- 1-30-F ... 11.25 ... 6-16
- 1-40-F ... 15 ... 8-18
5-20-D - u/4 - m - 3 - 6 barbette plasma pulse cannon 18-108
5-26-D - e/130 u/4 - m - 3 - 4.5 barbette plasma pulse cannon 18-108
5-20-F - l/r u/4 - l - 3 - 7.5 barbette plasma pulse cannon 18-108
50-60-D - u/6 - m - 6 - 15 small plasma pulse cannon 60-360
50-78-D - e/130 u/8 - m - 6 - 11.25 large plasma pulse cannon 60-360
50-60-F - l/r u/8 - l - 6 - 18.75 large plasma pulse cannon 60-360
100-90-D - u/8 - m - 8 - 30 medium plasma pulse cannon 160-960
100-117-D - e/130 u/8 - m - 8 - 22.5 large plasma pulse cannon 160-960
100-90-F - l/r u/8 - l - 8 - 45 large plasma pulse cannon 160-960
500-400-D - u/8 - m - 10 - 80 large plasma pulse cannon 1000-6000
500-520-D - e/130 u/8 - m - 10 - 60 large plasma pulse cannon 1000-6000
500-300-E - e/75 u/8 - m - 10 - 88 large plasma pulse cannon 1000-6000
500-200-F - e/50 u/8 - m - 10 - 100 large plasma pulse cannon 1000-6000
500-400-F - a/+1 u/8 - m - 10 - 100 large plasma pulse cannon 1000-6000
500-400-F - l/r u/8 - l - 10 - 100 large plasma pulse cannon 1000-6000
500-400-F - a/2 i/f u/8 - m - 10 - 100 large plasma pulse cannon 1000-6000


1. Tachyon weapon systems are pretty easy to ignore, because they don't bring anything new, or leverage some factor that could be used to advantage.

2. Plasma pulse does, so the question is figuring out what it is, and how that compares to the usual load out.

3. Particle accelerators have range and radiation, and are available fairly early on.

4. Mesons ignore armour and have radiation, and are the primary combat system.

5. Mass drivers are very inaccurate, and short ranged, plus they consume ammunition, which makes them somewhat impractical.

6. Railguns would be interesting, if we had energy shields that had trouble with kinetic weapons.

7. Fusion guns seem to be the goto, for brawling at medium range with armour piercing eight and radiation.

8. Plasma pulse cannons use an inordinate amount of energy, but have something unique, automatic fire.

9. Which reminds me of when quickfiring were introduced.
 
Confederation Navy: Armaments and Weapon Systems


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


plasma pulse cannons


1-7.5-D - u/4 - a - 2 - 3 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-9.75-D - e/130 u/4 - a - 2 - 2.25 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-5.625-E - e/75 u/4 - a - 2 - 3.3 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-3.75-F - e/50 u/4 - a - 2 - 3.75 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-7.5-F - a/+1 u/4 - a - 2 - 3.75 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-7.5-F - a/2 i/f u/4 - a - 2 - 3.75 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-7.5-F - l/r u/4 - c - 2 - 3.75 firmpointed turret plasma pulse cannon 2-12 (6-16)
1-10-D - u/4 - m - 2 - 3 turret plasma pulse cannon 2-12

- 1-20-D ... 6 ... 4-14
- 1-30-D ... 9 ... 6-16
- 1-40-D ... 12 ... 8-18
1-13-D - e/130 u/4 - m - 2 - 2.25 turret plasma pulse cannon 2-12
- 1-26-D ... 4.5 ... 4-14
- 1-39-D ... 6.75 ... 6-16
- 1-52-D ... 9 ... 8-18
1-7.5-E - e/75 u/4 - m - 2 - 3.3 turret plasma pulse cannon 2-12
- 1-15-E ... 6 ... 4-14
- 1-22.5-E ... 9 ... 6-16
- 1-30-E ... 12 ... 8-18
1-5-F - e/50 u/4 - m - 2 - 3.75 turret plasma pulse cannon 2-12
- 1-10-F ... 6 ... 4-14
- 1-15-F ... 9 ... 6-16
- 1-20-F ... 12 ... 8-18
1-10-F - l/r u/4 - l - 2 - 3.75 turret plasma pulse cannon 2-12
- 1-20-F ... 7.5 ... 4-14
- 1-30-F ... 11.25 ... 6-16
- 1-40-F ... 15 ... 8-18
1-10-F - a/+1 u/4 - l - 2 - 3.75 turret plasma pulse cannon 2-12
- 1-20-F ... 7.5 ... 4-14
- 1-30-F ... 11.25 ... 6-16
- 1-40-F ... 15 ... 8-18
1-10-F - a/2 i/f u/4 - l - 2 - 3.75 turret plasma pulse cannon 2-12
- 1-20-F ... 7.5 ... 4-14
- 1-30-F ... 11.25 ... 6-16
- 1-40-F ... 15 ... 8-18 (12-24) (96)
5-20-D - u/4 - m - 3 - 6 barbette plasma pulse cannon 18-108
5-26-D - e/130 u/4 - m - 3 - 4.5 barbette plasma pulse cannon 18-108
5-15-E - e/75 u/4 - m - 3 - 6.6 barbette plasma pulse cannon 18-108
5-10-F - e/50 u/4 - m - 3 - 7.5 barbette plasma pulse cannon 18-108
5-20-F - a/+1 u/4 - m - 3 - 7.5 barbette plasma pulse cannon 18-108
5-20-F - a/2 u/4 - m - 3 - 7.5 barbette plasma pulse cannon 18-108 (432)
5-20-F - l/r u/4 - l - 3 - 7.5 barbette plasma pulse cannon 18-108
50-60-D - u/6 - m - 6 - 15 small plasma pulse cannon 60-360
50-78-D - e/130 u/8 - m - 6 - 11.25 small plasma pulse cannon 60-360
50-60-E - e/75 u/6 - m - 6 - 16.5 small plasma pulse cannon 60-360
50-30-F - e/50 u/6 - m - 6 - 18.75 small plasma pulse cannon 160-960
50-60-F - a/+1 u/6 - m - 6 - 18.75 small plasma pulse cannon 160-960
50-60-F - a/2 i/f u/6 - m - 6 - 18.75 small plasma pulse cannon 160-960
50-60-F - l/r u/6 - l - 6 - 18.75 small plasma pulse cannon 60-360 (2160)
100-90-D - u/8 - m - 8 - 30 medium plasma pulse cannon 160-960
100-117-D - e/130 u/8 - m - 8 - 22.5 medium plasma pulse cannon 160-960
100-67.5-E - e/75 u/8 - m - 8 - 33 medium plasma pulse cannon 160-960
100-45-F - e/50 u/8 - m - 8 - 37.5 medium plasma pulse cannon 160-960
100-90-F - a/+1 u/8 - m - 8 - 37.5 medium plasma pulse cannon 160-960
100-90-F - a/2 i/f u/8 - m - 8 - 37.5 medium plasma pulse cannon 160-960
100-90-F - l/r u/8 - l - 8 - 37.5 medium plasma pulse cannon 160-960 (7680)
500-400-D - u/8 - m - 10 - 80 large plasma pulse cannon 1000-6000
500-520-D - e/130 u/8 - m - 10 - 60 large plasma pulse cannon 1000-6000
500-300-E - e/75 u/8 - m - 10 - 88 large plasma pulse cannon 1000-6000
500-200-F - e/50 u/8 - m - 10 - 100 large plasma pulse cannon 1000-6000
500-400-F - a/+1 u/8 - m - 10 - 100 large plasma pulse cannon 1000-6000
500-400-F - l/r u/8 - l - 10 - 100 large plasma pulse cannon 1000-6000
500-400-F - a/2 i/f u/8 - m - 10 - 100 large plasma pulse cannon 1000-6000 (48000)


traits: a/-.+ [accuracy/minus.plus#], amm [anti missile missile], a/# [armour piercing/factor], e/% [energy/percentage], b/# [blast/number], 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/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]

Single/normal; Burst/auto score plus damage; Full/number attacks equal auto score, separate targets within six metres of one another


1. Plasma-pulse cannons use bolts or pulses of hydrogen plasma funnelled within an electromagnetic field.

2. While relatively power-hungry, plasma-pulse technology is readily adaptable at any size of weapon and is capable of delivering a series of strikes rapidly.

3. As the Confederation Navy upgraded to technological level thirteen, they started looking around if they can leverage any particular weapon system.

4. They came across the plasma pulse cannon.

5. They figured if they can squeeze out eight separate attacks, even if only on the same target, the cost in starbux and energy would be more than worth it.

6. The 500-400-D - u/8 - m - 10 - 80 was initially installed on the Zeus class battlecruiser, to balance out the 500-80-D - r - d - 10 - 60.

7. This would be part of the Confederation Navy doctrine of effecting the battle at all ranges: particle accelerators at distant, mesons at long, and now plasma pulse at medium.

8. This would be in preference to the fusion bayed gun, which was two thirds cheaper, as well as having radiation and armour piercing.

9. The plasma pulse guns tended to eviscerate Imperium destroyers, which certainly fitted it's role as secondary armament for the anti destroyer role.
 
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