Solomani Confederation (Military)

Confederation Combination Missile/Torpedo Launcher


01-0-7 - ccmtl m/1 s - * - * - 1.75 converted missile slot; loading latency
10-0-7 - ccmtl m/5 s - * - * - 14 hardpointed missile barbette dedicated magazine space; loading latency
12-0-7 - ccmtl m/5 s - * - * - 14 firmpointed missile barbette dedicated magazine space; loading latency


Model: Tonnage - FactorAcceleration - Technological Level - rangetraits - power - damage - default cost/megastarbux

* 0.050000-E-F - ccmtl s - 5 - 0.036459 advanced - Aerospace Interception Missile/10 slapshot
* 0.050000-E-F - ccmtl a/-1 s - 5 - 0.027344 advanced - Aerospace Interception Missile/11 undershot
* 0.050000-F-F - ccmtl r/1 s - 5 - 0.040105 advanced - Aerospace Interception Missile/12 headshot
* 0.050000-F-F - ccmtl m/3 p/d-2 s - 3 - 0.109375 advanced multi warhead - Aerospace Interception Missile/13 grapeshot
* 0.050000-A-8 - ccmtl a/-1 m/3 p/d-2 s - 3 - 0.058594 multi warhead - Aerospace Interception Missile/20 canistershot

* 0.050000-F-8 - ccmtl amm a/-1 s - 3 - 0.016667 fragmentation target plus three adjacent - Anti Missile Missile/30 birdshot
* 0.050000-F-A - ccmtl amm a/+1 s - 3 - 0.026042 fragmentation target plus three adjacent - Anti Missile Missile/31 buckshot
* 0.025000-C-C - ccmtl a/+2 amm s s/r.m- 2 - 0.008138 interceptor - Anti Missile Missile/32 hipshot
* 0.012500-E-A - ccmtl a/+3 amm s s/r.c - 1 - 0.001465 dogfight - Anti Missile Missile/33 troubleshot
* 0.012500-E-C - ccmtl a/+4 amm s s/r.s - 1 - 0.002442 dogfight - Anti Missile Missile/34 snapshot

* 0.050000-F-D - a/-1 ccmtl s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/40 longshot
* 0.050000-F-F - a/+1 ccmtl s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/41 bowshot

* 0.050000-6-7 - a/-1 ccmtl o/s - 1.0 - 0.023438 ortillery - Aerospace to Ground Missile/70 potshot

* 0.050000-A-9 - a/+1 ccmtl s - / - 0.026042 shockwave neutralized sand defences current/next round - Aerospace Electronic Missile/80 mugshot
* 0.050000-A-F - a/+1 ccmtl s - / - 0.130209 jumpbreaker current/next round jump check minus eight - Aerospace Electronic Missile/90 jumpshot


* 0.333333-A-9 - ccmtl a/+1 r s - 2.0 - 0.117188 nuclear Mark Zero sunshot
* 0.333333-6-8 - ccmtl a/-1 o/s- 3.0 - 0.312500 ortillery Mark One dropshot
* 0.333333-A-8 - ccmtl a/-1 m/3 p/d-2 s - 4 - 0.125000 multi warhead standard Mark Two scattershot
* 0.333333-A-9 - ccmtl a/-1 i - 4 - 0.0718750 ion hit reduces 10(4D x effect) target power; (effect) effect rounds Mark Three outshot
* 0.333333-A-A - ccmtl a/+1 m/3 p/d-2 s - 4 - 0.208334 multi warhead standard Mark Four slingshot
* 0.333333-A-B - ccmtl a/+1 i - 4 - 0.119792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds Mark Five rimshot
* 0.333333-A-C - ccmtl a/-1 s - 6 - 0.093750 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss Mark Six countershot
* 0.333333-A-D - ccmtl a/+1 a/10 s - 1.0 - 0.338542 plasma Mark Seven hotshot
* 0.333333-F-F - ccmtl r/1 s - 7 - 0.20625 advanced Mark Nine reshot
* 0.333333-F-E - ccmtl s - 7 - 0.187500 advanced Mark Ten upshot
* 0.333333-F-F - ccmtl m/3 p/d-2s - 5 - 0.500000 advanced multi warhead Mark Eleven chainshot


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], s/r.# [single/round.range], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]

x [10], h [100], m [1000]

manning: one gunner per hundred tonnes of spinal mount weaponry

barbette - twenty five missile slots, or, six torpedo slots plus one missile slot; standard operational procedure, five torpedoes and five missiles ready reloads within barbette
 
Default Standard Missile Standards

Model: Tonnage - FactorAccelerationpower - Technological Level - rangetraits - power - damage - default cost/megastarbux


0-0-7 - m/1 s - * - * - 0.75 missile
1-1-7 - m/3 s - * - * - 3.25 missile


Model: Tonnage - FactorAcceleration - Technological Level - rangetraits - power - damage - default cost/megastarbux

* 0.05-F-E - a/-1 s - 5 - 0.021875 Advanced Interception Missile
* 0.05-A-7 - a/-1 s - 4 - 0.015625 Standard Interception Missile
* 0.05-A-8 - a/-1 m/3 p/d-2 s - 3 - 0.046875 Multi warhead Interception Missile

* 0.05-F-A - a/+1 amm s - 3 - 0.0208334 Fragmentation Anti Missile Missile target plus three adjacent
* 0.041667-C-C - a/+2 amm s s/r.m - 2 - 0.008138 Interceptor Anti Missile Missile Extended Range
* 0.020833-E-A - a/+3 amm s s/r.c - 1 - 0.001172 Dogfight Anti Missile Missile
* 0.020833-E-C - a/+4 amm s s/r.s - 1 - 0.001954 Dogfight Anti Missile Missile Extended Range

* 0.05-6-7 - a/-1 o/s - 1.0 - 0.01875 Ortillery Missile

* 0.05-A-9 - a/-1 s - / - 0.0125 Shockwave Missile neutralized sand defences current/next round


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]


Default Standard Missile Standards

Model: Tonnage - FactorAccelerationpower - Technological Level - rangetraits - power - damage - default cost/megastarbux


0-0-7 - m/1 s - * - * - 0.75 missile
1-1-7 - m/3 s - * - * - 3.25 missile


Model: Tonnage - FactorAcceleration - Technological Level - rangetraits - power - damage - default cost/megastarbux

* 0.050000-F-E - a/-1 s - 5 - 0.021875 Advanced Interception Missile
* 0.050000-A-7 - a/-1 s - 4 - 0.015625 Standard Interception Missile
* 0.050000-A-8 - a/-1 m/3 p/d-2 s - 3 - 0.046875 multi warhead - Aerospace Interception Missile

* 0.050000-F-A - a/+1 amm s - 3 - 0.0208334 Fragmentation Anti Missile Missile target plus three adjacent
* 0.025000-C-C - a/+2 amm s s/r.m - 2 - 0.008138 Interceptor Anti Missile Missile Extended Range
* 0.012500-E-A - a/+3 amm s s/r.c - 1 - 0.001172 Dogfight Anti Missile Missile
* 0.012500-E-C - a/+4 amm s s/r.s - 1 - 0.001954 Dogfight Anti Missile Missile Extended Range

* 0.05-6-7 - a/-1 o/s - 1.0 - 0.01875 Ortillery Missile

* 0.05-A-9 - a/-1 s - / - 0.0125 Shockwave Missile neutralized sand defences current/next round


* 0.333333-F-F - a/-1 s - 6 - 0. 037500 standard
* 0.333333-6-8 - a/-1 o/s- 3.0 - 0.250000 ortillery
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.100000 multi warhead standard
* 0.333333-A-9 - a/-1 i - 4 - 0.057500 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-F-F - r/1 s - 7 - 0.165000 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.112500 advanced


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], s/r.# [single/round.range], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]

x [10], h [100], m [1000]

manning: one gunner per hundred tonnes of spinal mount weaponry
 
Confederation Navy: Missile Doctrine

V. CoCoMisTers are turret based.

W. By extension, mounted fixtures and barbetted.

X. Thus, no missile or torpedo bays.

Y. Though, I'd love to see a salvo of one hundred twenty torpedoes from a large bay.

Z. The large bay would be six hundred and twenty tonnes, since it's implied you can't use internal volume, but need to expand outwards.
 
Confederation Navy: Missile Doctrine

1. Why did the Confederation Navy start to emphasize missiles and torpedoes?

2. Probably, despite the increased cost, because it's point and click, fire and forget.

3. Gunner skill is subdivided into capital, turret, screen, and ortillery.

4. I would have thought hitting a moving target would be more difficult.

5. Anyway, you can getaway with manning torpedo and missile launchers with gunner/zero.

6. Technological level of bridge or fire control, plus targetting software, determine hit probability.

7. Anyone can be a powder monkey.

8. Though gunner/zero removes a minus three penalty, and the potential for screwing up reloading and preparation.

9. Specialization rewards power monkeys.
 
Confederation Navy: Missile Doctrine

A. It's not canonical, but a five launcher missile barbette CoCoMisTer conversion doubles tonnage to ten tonnes.

B. Ready magazine would be five missiles and five torpedoes.

C. Plus, whatever happens to be on the launcher.

D. Reloading the ready magazine would skip a round, where the barbette couldn't fire.

E. Changing the ordnance on the launcher would only take a round, if the replacement is drawn from the ready magazine.

F. Two rounds, if from the internal magazine.
 
Confederation Navy: Missile Doctrine

G. If generally adopted across the Confederation Navy, the CoCoMisTer barbettes would determine the combat tempo of the Confederation Navy.

H. If reloading forces starwarship commanders to skip every fourth, optimally, round of launching, they either close in under the cover of the launches, or, could arrange to navigate out of engagement range during the reloading.

I. Five torpedo launchers per hundred tonnes would be a tad less than six of medium, or large, bays.

J. On the other hand, the barbette only takes up one tenth the volume.

K. That kind of exchange encourages Confederation commanders to try and take out enemy two kilotonne plus hulls wholesale.
 
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Confederation Navy: Missile Doctrine

L. The ready magazine has space for upto twenty five missiles.

M. It could be filled entirely with missiles, which would give six rounds of constant bombardment.

N. Perhaps, more useful when closing the range.

O. Barbettes might also only have specific ordnance.

P. Which wouldn't require an interruption of their launching programmes.
 
Confederation Navy: Missile Doctrine

Q. Going by default design rules, an introductionary standard missile has the same amount of volume set aside for the reactionary rocket and fuel tank, as the advanced one.

R. In order to safe money, and pull the wool over their opponents eyes, the Confederation Navy manufactures a variant of the standard missile, that substitutes the default propulsion, with that of the advanced missile.

S. The cost difference, would be an additional twenty five hundred starbux per upgraded standard missile to two hundred eighty kilostarbux per dozen.

T. Of course, they're now fifty percent faster.

U. This can come quite as a surprise, to opponents.
 
Confederation Navy: Missile Doctrine

V. Carronades create the same damage, but have limited range as the equivalent non carronade weapon system they are based on.

W. At lesser cost, mass, energy, and volume.

X. In theory, that's what firmpointing does, at the lower end.

Y. Not enough, in the current edition, if the options include actual hardpointing.

Z. However, you can do that to missiles and torpedoes, since we can calculate propulsion and fuel tanks.
 
Confederation Navy: Missile Doctrine

1. The cheapest, most practical, missile would be the one with the fragmentation warhead.

2. Disregarding the listed technological level of eight, which could just be the explosives, guidance, and proximity fuse.

3. Technological level eleven gets us thirty percent reactionary rockets, and thirty seven and a half percent fuel tank.

4. That would mean the warhead and guidance is sixteen and a quarter kilogrammes.

5. Or, thirty two and a half percent.

6. Great as an anti missile defence, at a distance.

7. Rather dangerous to smallcraft swarms, and we'll assume, drones.

8. Can't be healthy when used as a cluster bomb dirtside.

9. Spectacular, as a shot across the bow.
 
Confederation Navy: Missile Doctrine

A. I think, I have to rethink the Confederation Navy loadout.

B. The fragmentation missile would be the goto ordnance when in doubt.

C. It does one dice less damage than the standard missile, but generously spreads it about.

D. It has acceleration factor/fifteen.

E. It's twenty percent cheaper than standard.

F. And being principally defensive, you can keep it loaded in the breech.
 
Confederation Navy: Missile Doctrine

G. Going by customization, you can make the missiles cheaper with inaccuracy.

H. However, going by the wording, the entire process is very limited for either missiles or torpedoes.

I. Explicit restrictions that eliminate these weapon systems from customization.

J. You have to wonder, exactly how longer range effects them.

K. Considering, that it doesn't give them actual longer range, nor remove the fifty percent elimination after five rounds.
 
Confederation Navy: Missile Doctrine

L. Anyway, the fragmentation missile, being, mostly, defensive, doesn't need more than five rounds of endurance.

M. In fact, outside the shot across the bow, interception would occur with incoming ordnance, or spacecraft.

N. Very long range would be achieved in three rounds, at acceleration factor/fifteen, and between forty one and a quarter to thirty four and a half percent.

O. At acceleration factor/twelve, four rounds, and between thirty six to twenty eight and four fifths percent.

P. For the more pedestrian factor/ten, five rounds, and between thirty two and a half to twenty five percent.
 
Confederation Navy: Missile Doctrine

Q. Cutting endurance that close to the bone, does bring up the scenario, if the target decides to make a run for it.

R. If time to target is immediate, then there would be no escape.

S. If within the long range band, you'd need to be at rest, and able to change direction.

T. Incoming missiles are going to be intent on hitting you, so that's not an issue.

U. Spacecraft could try leaving the long range band, back to distant, as determined at the time of missile launch.
 
Confederation Navy: Missile Doctrine

V. Going by the simplified thrust tables, we could bump down the default thrust/ten of missiles, to thrust/nine.

W. Still can maintain immediate at medium range.

X. Long range will be stretched from one round to two.

Y. Very long range probably requires five rounds, instead of four.

Z. And, eleven rounds to get to distant range, which will only be of interest to torpedo launches.
 
Confederation Navy: Missile Doctrine

1. Dropping missiles from thrust ten to nine doesn't really affect performance, much.

2. Except, at ten end of five rounds when half are culled.

3. And ten, if you let it go ballistic at an unmoving or predictable course target.

4. I count immediate as the first round.

5. And, at default thrust/ten, four rounds required, as five rounds.

6. That means that range remaining equal, there's a raw twenty percent chance that the missile goes astray at long range at thrust/nine.

7. Not of the target is closing the range at thrust/one.

8. Or, the launcher was accelerating towards the target, where the missile gets a running jump.

9. Of course, the target may also be going in the opposite direction.
 
Confederation Navy: Missile Doctrine

A. To be precise, that's a twenty percent chance that you have to take into account absent mindedness of the missile, before making an impact.

B. Thrust/nine becomes available at technological level nine.

C. That's eighteen percent for the rocket, and twenty two and a half percent for the fuel tank, compared to a total of forty five percent for thrust/ten.

D. For distant, let's assume six rounds, thus twelve total.

E. Interception becomes a two thirds chance, before rolling to hit a moving target.

F. And if unmoving, before goin ballistic on round eleven, I'll assume the missile has a fifty percent chance of first wandering off.
 
Confederation Navy: Missile Doctrine

G. Antebellum, the Confederation Navy became enthusiastic adopters of the advanced torpedo.

H. Postbellum, they decided they wanted to try increasing the thrust from ten to fifteen of their multi warhead torpedo.

I. Then, they replaced the three standard missile warheads that came with that, with three multi warhead missile warheads.

J. Thus, just before impact, the multi warhead torpedo splits twice to deliver nine three dice warheads.

K. The penalty modifier of minus two point defence still applies; possibly, now, minus three.
 
Confederation Navy: Missile Doctrine

L. Anti radiation torpedoes are standard torpedoes whose doubled cost covers specialized sensors.

M. Because it goes after installations that are performing (active) electronic warfare, I'd say it's a called shot.

N. If it's distributed across five kilotonnes of hull, it tries to hit the centre of that.

O. Is it worth it?

P. Yes, in a surprise Wild Weasel mission, not really en masse.
 
Confederation Navy: Missile Doctrine

Q. Nuclear and ortillery torpedoes are considered weapons of mass destruction.

R. To keep tabs on those manufactured by the Confederation Navy, they can only be launched from CoCoMisTers.

S. While doctrine allows use of nuclear weapons, usually for operational reasons, rather than tactical convenience.

T. Member navies have their own policies on employment, but wide, indiscriminate use tends to trigger an intervention by the Confederation Navy.

U. The Confederation Navy does not manufacture nuclear missiles, but could obtain them from other sources.
 
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