Solomani Confederation (Military)

Confederation Navy: Missile Doctrine

V. Ion torpedoes are considered more viable for paralyzing distant spacecraft.

W. Certainly, preferable to jumpbreakers from preventing smaller spacecraft from vacating the vicinity.

X. Jumpbreaker missiles are used to annoy large starships.

Y. Plasma torpedoes would be the initial salvo against a cruiser or battleship.

Z. This may be controversial, but I don't think standard torpedoes are needed.
 
Last edited:
Confederation Navy: Missile Doctrine

1. Wording seems tight enough, that it doesn't look like you can convert missile bays to CoCoMisTers.

2. Barbette is by definition a turret, and conversion specifically notes that volume is increased by one tonne for each CoCoMisTer launcher.

3. That gives you five torpedo/missile launchers for every hundred tonnes per installed barbette.

4. That's close to a default optimal six torpedo launchers per hundred tonnes.

5. But overpowered by twelve missile launchers per hundred tonnes.

6. Plus, the pause where the ready magazine, if available, has to be reloaded.

7. In which, you tend to be incentivized to use the most effective ordnance first.

8. That's why I don't think that in a major engagement, or any, the Confederation Navy would cheap out, but use their most effective torpedoes to maximize effect.

9. The missile option would be more as a sort of dual use, to switch to anti smallcraft defence.
 
Confederation Navy: Missile Doctrine

A. The primary weapon system of the Confederation Navy remains the spinal mount.

B. For major combatants and capital starwarships, the CoCoMisTers act as secondary batteries, to, at a minimum, disrupt fire control of secondary targets.

C. Or, anti smallcraft and anti missile defence.

D. Chosen, as being a flexible response to a changeable combat environment.

E. Being able to switch, not quite seamlessly, between offence and defence.

F. Through being able to switch to a wide variety of missiles and torpedoes.
 
Confederation Navy: Missile Doctrine

G. In theory, if you can upgrade a missile launcher on a turret with a CoCoMisTer, you should be able to do that with a default torpedo launcher.

H. Apparently, there's no upgrade path for that.

I. There is, for a fixed mount, according to the Harrier.

J. Instead of a tonne and a megastarbux, a default torpedo launcher takes up half a tonne, and a quarter megastarbux, since if installed at construction, you don't have to worry about cosmetics.

K. And, apparently, being in a fixed mount, you can only target into the forward quarter.
 
Confederation Navy: Missile Doctrine

L. The plasma warhead and guidance takes up half of the torpedo.

M. Likewise, anti radiation.

N. Ortillery is fifty eight percent.

O. Ion, nuclear, and standard, default to technological level ten reactionary rockets, which means their warheads are thirty percent.

P. Carronading them would be taking the essential warhead and guidance, and installing degraded reactionary rockets, and lowered fuel tank endurance.
 
Confederation Navy: Missile Doctrine

Q. If a default torpedo is four times larger than a default missile, it should be one fifth of a tonne, packing separate.

R. Varying levels of stated technological introduction, and twenty rounds default endurance, allows a wide latitude of tweaking.

S. A default sized torpedo is referred to as a long lance.

T. One that's half the size of a default torpedo is referred to as a short lance.

U. One that's three quarters of a default lance, is termed a medium lance.
 
Confederation Navy: Missile Doctrine

V. Torpedo warheads and guidance are larger than twenty five percent, so hundred, seventy five, and fifty percent are suitable cut offs.

W. Also, compatible with magazine capacity/stacking.

X. Missiles, of course, default to twenty five percent.

Y. Outside of the termed interceptor missile, and dogfight missile, can't really be chopped in half or quarters.

Z. Though, acceleration/fifteen at technological level eleven, and ten rounds, would be sixty seven and a half percent, so possible.
 
Confederation Navy: Missile Doctrine

1. The more I thought about it, the more it would seem that for the Confederation Navy, everything below a line of battle ship would be pretty much hit and run.

2. True, that would include their early battlecruisers, or, I suspect battle cruisers, for the Victory class.

3. CoCoMisTeresque development would be postbellum, when they realized they needed something that can launch both missiles and torpedoes.

4. My instinct is to design cheap starships.

5. However, hit and run, plus limited ready magazine, tends to constrain the window for effective combat engagement.

6. Which would be why you throw the really expensive stuff, at the enemy, at your earliest convenience.

7. There is a place for cheap ordnance.

8. When you're ranging, or firing as deterrence.

9. And when you run out of the expensive stuff.
 
Confederation Navy: Missile Doctrine

A. Can you launch a default sand canister from a default missile launcher?

B. No.

C. The default canister and the default missile are the same volume.

D. And you'd need to add a rocket motor, but not necessarily guidance, to the canister, in order to launch it as a missile.

E. However, CoCoMisTers can launch any sized missile between missile and torpedo size.

F. Adaptation doesn't add volume, but costs twenty five percent more.
 
Confederation Navy: Missile Doctrine

G. If it's necessary to make an initial impact, why keep the dogfight missile?

H. Hard to beat a price tag of about fifteen hundred starbux.

I. Though, it would have to default to technological level eleven for acceleration/fourteen.

J. Technological level twelve customization to increase the range from close (ten klix) to short (twelve hundred klix) at 1'953.125 starbux is a bargain.

K. At twelve and a half kilogrammes, find a launcher container, and it's man portable.
 
Confederation Navy: Missile Doctrine

L. Acceleration/fourteen, plus one round, though confined to close range.

M. Twenty eight percent, plus one and two fifths percent.

N. Question would be whether plus four attack modifier is connected to acceleration/fourteen.

O. Otherwise, you could drop to acceleration/two, plus one fifth percent.

P. Vehicles would give that hypersonic speed at Terran norm gravity, at 10.51670146137787 kilogrammes.
 
Confederation Navy: Missile Doctrine

Q. Interceptor missiles are ideal, in the sense that technological level ten coincides with acceleration/twelve reactionary rockets.

R. Also, cheap for twenty five kilogrammes for two dice damage, at 5'208.33 starbux.

S. Endurance one round for short range, with bonus modifier of plus two.

T. Customization at technological level twelve would increase that to long ranged medium.

U. Default twenty four percent rocket, three percent fuel tank.
 
Confederation Navy: Missile Doctrine

V. Fragmentation warhead is thirty two and a half percent, doubles to sixty five percent.

W. Interceptor warhead is seventy three percent.

X. A fragmentation warhead could easily fit onto an interceptor missile chassis.

Y. That would have the effect of a fragmentation warhead, without the plus two bonus modifier of the interception missile.

Z. (Pre)customization of the interceptor missile would increase range to medium.
 
Confederation Navy: Missile Doctrine

1. Can you launch a twenty five kilogramme missile off a default missile rack?

2. Rather, than consciously adapting it for a CoCoMisTer?

3. They can only be launched at the same rate as normal, however, so a double missile rack turret can still only fire two missiles at once whether they are ship-killers or dogfight missiles.

4. Which means, yes, they can be launched from default turretted missile racks.

5. So, using the same missile chassis allows an altered missile yo ne launched from default missile racks.

6. I don't think any of the other listed missiles have a warhead under twenty five percent.

7. Which you'd need, in order to squeeze into a missile casing one fourth the default volume.

8. Limits it for twenty five kilogramme casings.

9. Long rage, fragmentation, and decoy, missile models, at thirty two and a half percent.
 
Confederation Navy: Missile Doctrine

A. Long range is extraordinarily expensive, and pointless, if you squeeze the fuel tank.

B. Decoy is the cheapest missile, but the cheaper interceptor missile is three times so, at the same damage.

C. Fragmentation is dual purpose, it van be offensive against upto four spacecraft, or defensive against upto four missiles.

D. Arguably, works at a minus two disadvantage against torpedoes.

E. If pirates are using a bunch of close formation skiffs to try boarding, it's like a canister round.

F. And being twenty percent cheaper than a standard round, more popular by civilian operators.
 
Confederation Navy: Missile Doctrine

G. I may have overlooked the cost of the missile chassis.

H. Assumptions would be default volume fifty kilogrammes, and default streamlined ungravitated spacecraft hull, at thirty kilostarbux per tonne.

I. Canisters use something cheaper.

J. So, fifteen hundred starbux for fifty kilogramme chassis, seven and a half hundred for twenty five kilogrammes, and three and three quarters hundred starbux for a twelve and a half kilogrammes.

K. Theoretically, default torpedo chassis should be two hundred kilogrammes, but we'll assume one third of a tonne.
 
Confederation Navy: Missile Doctrine

L. Back to the fan favourite, fragmentation missile.

M. Sixteen and two thirds kilostarbux.

N. Minus casing, one and a half starbux, sixteen and one sixth kilostarbux.

O. Minus reactionary rocket, three kilostarbux, thirteen and one sixth kilostarbux.

P. Fragmentation missile warhead and guidance, sixteen and a quarter kilogrammes, 12'166.67 starbux.
 
Back
Top