Solomani Confederation (Military)

Confederation Navy: Slow Dreadnought

G. I suppose the Vargr would term theirs Doggo War.

H. A roundship would have a spherical hull configuration.

I. A longship would be a streamlined needle, or something along those lines.

J. After all, their riverine qualities allowed them to be used in amphibious operations.

K. The Vargr probably would call theirs dog boats.
 
Confederation Navy: Slow Dreadnought

L. A rating system would tend towards firepower and tonnage.

M. If we used the Imperium Navy as basis, the Tigress class would be first rates.

N. The Plankwells and Kokkiraks would be third rates.

O. I'd say the Confederation Navy Promethii would be second rates, being larger and more powerful than what appears to be a two hundred kilotonne standard for Imperium battleships.

P. A quarter megatonnes being about optimal in terms of agility and fire power in a close quarters engagement.
 
Confederation Navy: Slow Dreadnought

Q. Fourth rates would be what's categorized as second class battleships.

R. You could extend it to battlecruisers.

S. Or, any battleship above a hundred kilotonnes.

T. Fifth rates would be medium and heavy cruisers.

U. Sixth rates, really large destroyers and light cruisers.
 
Confederation Navy: Slow Dreadnought

V. Large particle accelerator bays were the only weapon systems, besides torpedoes and missiles, that can range out to distant.

W. In theory, you'd use them as chase guns.

X. But, in our case, as part of the broadside.

Y. You want to lure the enemy into spinal mount gun range.

Z. Which may include making life uncomfortable, anywhere outside of that.
 
Confederation Navy: Slow Dreadnought

1. Acceleration factor/three would neither allow a chance to close the range with an unwilling enemy, nor escape one that is.

2. The problem with the Galactica gambit, is, that the hull is basically commercial standard.

3. Though, fighter swarms would certainly be able to catch up with the reluctant ones.

4. A willing enemy would try to close, while we'd like to maintain the range, while unloading the ordnance.

5. It would end in a turning engagement, as we'd try to keep the enemy in the sweetspot where maximum damage could be inflicted, while being harder to hit.

6. I always thought that a factor/one meson gun would be the first weapon system that the Confederation Navy would commission.

7. It would optimize damage, at the smallest size.

8. But, I think the first one would be a factor/three meson gun for the Victory class.

9. Which would be a really nasty surprise if deep sited.
 
Confederation Navy: Spinal Mounts

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

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

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

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

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

7500-1- C - a/∞ r - l - 6 - 2'000

22500-3-C - a/∞ r - l - 18 - 6'000

27000-4-D - a/∞ r - l - 24 - 8'800

44625-7-E - a/∞ r - l - 42 - 16'800

48000-8-F - a/∞ r - l - 48 - 20'800


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

manning: one gunner per hundred tonnes of spinal mount weaponry


Confederation Navy: Meson Weapon Systems

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

50-1- B - a/∞ e/130 r - l - 26 - 6x - 37.5 eleven

50-20-D - a/∞ l/r r - vl - 20 - 6x - 67.5 eleven mark two

50-20-D - a/∞ e/r.1 l/r r - vl - 20 - 6x - 67.5 eleven mark three

500-1- D - a/∞ r - l - 120 - 6m - 250

500-1- F - a/∞ l/r r - vl - 120 - 6m - 312.5

6750-1- D - a/∞ r - l - 1000 - 6m - 2'200

22500-3-C - a/∞ r - l - 3000 - 18m - 6'000 twenty two

33750-5-D - a/∞ r - l - 5000 - 30m - 11'000 thirty three

44625-7-E - a/∞ r - l - 7000 - 42m - 16'800 forty four

42000-7-F - a/∞ r - l - 7000 - 42m - 18'200 forty four mark/two


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]

x [10], m [1000]

manning: one gunner per hundred tonnes of spinal mount weaponry
 
Default Standard Canister Standards
Model: Tonnage - Factor - Technological Level - range - power - damage - default cost/megastarbux



0-0-7 - m/1 s - * - * - 0.75 missile
0-0-9 - caster/1 - c - * - * - 0.25 canister
0-0-B - caster/1 l/r - s - * - 0.3125 canister
1-0-9 - caster/3 - c - * - * - 1.75 canister
1-0-B - caster/3 l/r - s - * - 1.9375 canister


* 0.05-?-7 - a/-1 - ? - 0.001250 sand
* 0.05-?-7 - a/-1 - 1 - 0.001250 pebble
Default Standard Canister Standards



DISPERSE PEBBLES (GUNNER)

Using a turret-mounted pebble caster, a gunner can destroy incoming missiles. Note that a weapon used for point defence cannot be used to make attacks in the same combat round and vice versa. Point Defence may only be performed against missile salvos (see page 172) as they are about to make their attack roll against a target – missiles are too small and too fast to be targeted at greater ranges. A gunner may only attempt Point Defence once every round.

The gunner must succeed at a Gunner (turret) check against any missile salvo that is about to make its attack roll against their spacecraft. The Effect of the check will remove that many missiles from the salvo. A turret equipped with two casters provides DM+1 to this check, while a turret equipped with three casters will provide DM+2.

Each Disperse Pebbles reaction uses one canister of pebbles.

Pebbles may also be directed against incoming boarding parties. If the Gunner (turret) check is successful, each target in the boarding party suffers 1DD points of damage at Ground scale (so do not multiply it).
 
DISPERSE PEBBLES (GUNNER)

Pebble casters can also be utilized as point-defence, but primarily serve as a defence against torpedo attacks.

They provide equal protection against missiles and torpedoes, with a Thrust of 10 or less, but suffer DM-2 against those with Thrust 12–14, and DM-6 against those with Thrust 15 or higher.

Point-defence pebble casters require no discernible power, as compared to their laser counterparts, but they do require ammunition storage.
 
Confederation Navy: Slow Dreadnought

A. Like Forty Kay, we should rename the shield an armoured prow.

B. The five kilotonne armoured prow would have it's own (spacestation) bridge, which could be renamed the pilothouse.

C. Being autonomous, the armoured prow has no direct control over the rest of the spacecraft.

D. However, navigational and engineering commands are passed, via telegraph, to the actual control centre, where they would be executed.

E. It's expected, that during an engagement, the armoured prow would be heavily damaged, and the pilothouse likely destroyed.

F. The armoured prow would be attached to the spacecraft with a forced linkage apparatus.
 
Default Standard Missile Standards


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


* 0.083333-F-E - a/-1 s - 5 - 0.021875 Advanced Interception Missile
* 0.083333-A-7 - a/-1 s - 4 - 0.015625 Standard Interception Missile
* 0.083333-8-A - a/-1 m/3 p/d-2 s - 3 - 0.046875 Multi warhead Interception Missile

* 0.083333-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

* 0.083333-6-7 - a/-1 o/s - 1.0 - 0.01875 Ortillery Missile

* 0.083333-A-9 - a/-1 s - / - 0.0125 Shockwave Missile neutralized sand defences current/next round
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]
 
Confederation Combination Missile/Torpedo Launcher


0-0-7 - ccmtl m/1 s - * - * - 0.75 only CoCoMisTer missiles; loading latency
0.5-0-7 - ccmtl s t/1- * - * - 0.25 only CoCoMisTer torpedoes; loading latency
2-0-7 - ccmtl s t/1 - * - * - 2 dedicated magazine space; loading latency
10-0-7 - ccmtl s t/5 - * - * - 14 dedicated magazine space; loading latency


* 0.083333-F-E - ccmtl s - 5 - 0.036459 advanced - Aerospace Interception Missile/10
* 0.083333-F-E - a/-1 ccmtl s - 5 - 0.027344 advanced - Aerospace Interception Missile/11
* 0.083333-F-F - ccmtl r/1 s - 5 - 0.040105 advanced - Aerospace Interception Missile/12
* 0.083333-8-A - a/-1 ccmtl m/3 p/d-2 s - 3 - 0.058594 multi warhead - Aerospace Interception Missile/20

* 0.083333-F-8 - a/-1 amm ccmtl s - 3 - 0.016667 fragmentation target plus three adjacent - Anti Missile Missile/30
* 0.083333-F-A - a/+1 amm ccmtl s - 3 - 0.026042 fragmentation target plus three adjacent - Anti Missile Missile/31
* 0.041667-C-C - a/+2 amm ccmtl s s/r.m- 2 - 0.008138 interceptor - Anti Missile Missile/32
* 0.020833-E-A - a/+3 amm ccmtl s s/r.c - 1 - 0.001465 dogfight - Anti Missile Missile/33
* 0.020833-E-C - a/+4 amm ccmtl s s/r.s - 1 - 0.002442 dogfight - Anti Missile Missile/34

* 0.083333-F-D - a/-1 ccmtl s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/40
* 0.083333-F-F - a/+1 ccmtl s - 1 - 0.045573 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/41

* 0.083333-6-7 - a/-1 ccmtl o/s - 1.0 - 0.023438 ortillery - Aerospace to Ground Missile/70

* 0.083333-A-9 - a/+1 ccmtl s - / - 0.026042 shockwave neutralized sand defences current/next round - Aerospace Electronic Missile/80
* 0.083333-A-F - a/+1 ccmtl s - / - 0.130209 jumpbreaker current/next round jump check minus eight - Aerospace Electronic Missile/90


* 0.333333-F-E - ccmtl s - 7 - 0.1875 advanced Mark Ten
* 0.333333-F-F - ccmtl r/1 s - 7 - 0.20625 advanced Mark Nine
* 0.333333-A-C - a/-1 ccmtl s - 6 - 0.09375 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss Mark Six
* 0.333333-A-9 - a/-1 ccmtl i - 4 - 0.071875 ion hit reduces 10(4D x effect) target power; (effect) effect rounds Mark Three
* 0.333333-A-B - a/+1 ccmtl i - 4 - 0.119792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds Mark Five
* 0.333333-A-8 - a/-1 ccmtl m/3 p/d-2 s - 4 - 0.125 multi warhead standard Mark Two
* 0.333333-A-A - a/+1 ccmtl m/3 p/d-2 s - 4 - 0.208334 multi warhead standard Mark Four
* 0.333333-A-9 - a/+1 ccmtl r s - 2.0 - 0.117188 nuclear Mark Zero
* 0.333333-6-8 - a/-1 o/s ccmtl - 3.0 - 0.3125 ortillery Mark One
* 0.333333-A-D - a/+1 a/10 ccmtl s - 1.0 - 0.338542 plasma Mark Seven
Confederation Combination Missile/Torpedo Launcher


0-0-7 - ccmtl m/1 s - * - * - 0.75 only CoCoMisTer missiles; loading latency
0.5-0-7 - ccmtl s t/1- * - * - 0.25 only CoCoMisTer torpedoes; loading latency
2-0-7 - ccmtl s t/1 - * - * - 2 dedicated magazine space; loading latency
10-0-7 - ccmtl s t/5 - * - * - 14 dedicated magazine space; loading latency

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

* 0.05-E-F - ccmtl s - 5 - 0.036459 advanced - Aerospace Interception Missile/10
* 0.05-E-F - a/-1 ccmtl s - 5 - 0.027344 advanced - Aerospace Interception Missile/11
* 0.05-F-F - ccmtl r/1 s - 5 - 0.040105 advanced - Aerospace Interception Missile/12
* 0.05-F-F - ccmtl m/3 p/d-2 s - 4 - ? advanced - Aerospace Interception Missile Multi warhead/13
* 0.05-A-8 - a/-1 ccmtl m/3 p/d-2 s - 3 - 0.058594 multi warhead - Aerospace Interception Missile/20

* 0.05-F-8 - a/-1 amm ccmtl s - 3 - 0.016667 fragmentation target plus three adjacent - Anti Missile Missile/30
* 0.05-F-A - a/+1 amm ccmtl s - 3 - 0.026042 fragmentation target plus three adjacent - Anti Missile Missile/31
* 0.041667-C-C - a/+2 amm ccmtl s s/r.m- 2 - 0.008138 interceptor - Anti Missile Missile/32
* 0.020833-E-A - a/+3 amm ccmtl s s/r.c - 1 - 0.001465 dogfight - Anti Missile Missile/33
* 0.020833-E-C - a/+4 amm ccmtl s s/r.s - 1 - 0.002442 dogfight - Anti Missile Missile/34

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

* 0.05-6-7 - a/-1 ccmtl o/s - 1.0 - 0.023438 ortillery - Aerospace to Ground Missile/70

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


* 0.333333-F-E - ccmtl s - 7 - 0.1875 advanced Mark Ten
* 0.333333-F-F - ccmtl m/3 p/d-2s - 5 - ? multi warhead advanced Mark Eleven
* 0.333333-F-F - ccmtl r/1 s - 7 - 0.20625 advanced Mark Nine
* 0.333333-A-C - a/-1 ccmtl s - 6 - 0.09375 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss Mark Six
* 0.333333-A-9 - a/-1 ccmtl i - 4 - 0.071875 ion hit reduces 10(4D x effect) target power; (effect) effect rounds Mark Three
* 0.333333-A-B - a/+1 ccmtl i - 4 - 0.119792 ion hit reduces 10(4D x effect) target power; (effect) effect rounds Mark Five
* 0.333333-A-8 - a/-1 ccmtl m/3 p/d-2 s - 4 - 0.125 multi warhead standard Mark Two
* 0.333333-A-A - a/+1 ccmtl m/3 p/d-2 s - 4 - 0.208334 multi warhead standard Mark Four
* 0.333333-A-9 - a/+1 ccmtl r s - 2.0 - 0.117188 nuclear Mark Zero
* 0.333333-6-8 - a/-1 o/s ccmtl - 3.0 - 0.3125 ortillery Mark One
* 0.333333-A-D - a/+1 a/10 ccmtl s - 1.0 - 0.338542 plasma Mark Seven
 
Confederation Combination Missile/Torpedo Launcher


* 0.05-E-F - ccmtl s - 5 - 0.036459 advanced - Aerospace Interception Missile/10

Acceleration factor/fifteen, thirty percent, highly technologized technological level/fourteen

Range really distant, ten rounds, one hour minutes

Fuel tank fifteen percent

Total forty five percent



Short Ass Missile


Acceleration factor/six, twelve percent, highly technologized technological level/eleven

Range long, five rounds, thirty minutes

Fuel tank three percent

Total fifteen percent


Acceleration factor/ten, twenty percent, highly technologized technological level/thirteen

Range very long, five rounds, thirty minutes

Fuel tank four percent

Total twenty four percent


Acceleration factor/twelve, twenty four percent, highly technologized technological level/thirteen

Range very long, four rounds, twenty four minutes

Fuel tank four and four fifths percent

Total twenty eight and four fifths percent


Acceleration factor/fifteen, thirty percent, highly technologized technological level/fourteen

Range very long, three rounds, eighteen minutes

Fuel tank four and a half percent

Total thirty four and a half percent


Sudden Death

Acceleration factor/six, twelve percent, highly technologized technological level/eleven

Range short, one round, six minutes

Fuel tank half a percent

Total twelve and a half percent


Acceleration factor/ten, twenty percent, highly technologized technological level/thirteen

Range medium, one round, six minutes

Fuel tank one percent

Total twenty one percent


Acceleration factor/twelve, twenty four percent, highly technologized technological level/thirteen

Range long, one round, six minutes

Fuel tank one and one fifth percent

Total twenty five and one fifth percent


Acceleration factor/fifteen, thirty percent, highly technologized technological level/fourteen

Range long, one round, six minutes

Fuel tank one and a half percent

Total thirty one and a half percent
 
Default standard missile


Acceleration factor/ten, twenty percent, default technological level/ten

Range really distant, ten rounds, sixty minutes

Fuel tank fifty percent

Total seventy percent


Components

Payload, fifteen kilogrammes, warhead plus guidance, 18'829.58333333333 starbux

Casing ?

Rocket, ten kilogrammes, two thousand starbux

Fuel, twenty five kilogrammes, raw three and three quarters starbux
 
Confederation Combination Missile/Torpedo Launcher

One area the Confederation Navy could distinguish itself from it's competitors, is that they don't use the same default missile and torpedoes as the others.

The CoCoMisTer is somewhat agnostic when it comes to missile mass.

It can swallow either a torpedo or a missile, and probably anything inbetween.

While we don't know if torpedoes get larger, and I'll exclude heavy ordnance, and (really) heavy missiles, but we know that default missile launcher can handle dogfight missiles, at a tad over twenty kilogrammes, if it isn't really twelve and a half, since four are supposed to mass the same as a default missile.

Can you launch a canister from a CoCoMisTer - I suspect you could if Traveller missile launchers use a cold launch, you pay for the adaptation, and since it doesn't have organic propulsion, likely the angle, so that it doesn't collide with the hull.

Changing the performance parameters of missiles and torpedoes would result in specific missile doctrine for the Confederation Navy.
 
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