Confederation Navy: Armaments and Weapon Systems
Model: Tonnage - Input - Technological Level - range - damage - default cost/megastarbux
1-0-7 - s - * - * - 0.75
1-0-7 - s t/120 - * - * - 0.5625
accurate
long range
5-0-7 - s - * - * - 4
50-5-7 - s - * - * - 12
100-10-7 - s - * - * - 20
500-20-7 - s - * - * - 25
accurate
long range
energy
size
* 0.083-F-E - s - 5 - 0.029167 advanced
* 0.083-F-D - s - 1 - 0.029167 anti torpedo fragmentary warhead that eliminates 1D + Effect torpedoes from the salvo during the Reaction Step of space combat.
* 0.083-F-9 - s - 2 - 0.0125 decoy anti-missile fire DM-2
* 0.083-F-8 - s - 3 - 0.016667 fragmentation target1+3adjacent; anti missile singular
* 0.083-C-C - i - s - 0.0625 ion reduce the Power of opposing ships by 2Dx5 x the Effect of the attack. The Effect is also used to determine how many rounds the Power reduction lasts.
* 0.083-D-A - s - 5 - 0.083334 jumpbreaker DM-8 to any Jump check
* 0.083-F-8 - s - 3 - 0.041667 long range do not reduce their salvo strength every five rounds.
* 0.083-8-A - s - 3 - 0.0625 multi warhead attack roll, multiply the number or missiles in the salvo by three, dm-2 pd
* 0.083-A-6 - r s - 1d - 0.0375 nuclear
* 0.083-6-7 - o/s - 1d - 0.025 ortillery
* 0.083-A-7 - s - 5 - 0.016667 shockwave ship struck no benefit from sand defences current round and next
* 0.083-A-7 - s - 4 -0.020834 standard
* 0.083-6-A - o/s - 3 - 0.0125 ortillery
siles, instead using unguided kinetic missiles that cost Cr150000 for 12, have Thrust 6 and inflict 3D damage per missile
accurate
long range
5-2-7 - s - * - * - 3
50-2-7 - s - * - * - 3
100-5-7 - s - * - * - 6
500-10-7 - s - * - * - 10
accurate
long range
energy
size
* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-A-C - s - 6 - 0.1 antiradiation electronic warfare current/previous round, attack roll with DM+6; automatic miss otherwise
* 0.333333-A-9 - p/d-2 s - 4 - 0.083334 bomb pumped
* 0.333333-A-9 - i - 4 - 0.076667 Ion hit reduces (4Dx10 x effect) spacecraft power ; (effect) effect rounds
* 0.333333-A-8 - m/3 p/d-2 s - 4 - 0.133334 multi warhead standard
* 0.333333-A-8 - m/3 p/d-2 r s - 6 - 0.2 multi warhead nuclear
* 0.333333-A-7 - r s - 2d - 0.75 nuclear
* 0.333333-6-8 - o/s - 3d - 0.333334 ortillery
* 0.333333-A-B - a/10 s - 1d - 0.216667 plasma
* 0.333333-A-7 - s - 6 - 0.05 standard
1-0-9 - t/120 - c - * - 0.1875
1-0-B - l/r - s - * - 0.3125
* 0.05-0-8 - blast - 0.3 - 0.002 birdshot
* 0.05-0-7 - blast, energy weapon armour+d6+effect - 0.8 - 0.00125 buckshot
* 0.05-0-7 - blast - 1.0 - 0.00125 grapeshot
* 0.05-0-8 - minus/one (electronics/comms.sensors.remote missiles) - 0.0 - 0.0015 chaff
* 0.05-0-8 - halves sand protection - 0.0 - 0.00175 cutter
{* 0.05-0-8 - / - 2 - 0.0005 slug}
features: a/-.+ [accuracy/minus.plus#], a/# [armour piercing/factor], e/% [energy/percentage], e/r.# [easy/repair.number], h [hardened], i [ion], i/f [intense/focus], l/r [longer/ranged], m/# [missile/number], o/b.s [orbital/bombardment.strike], p/d-.+# [point/defense/minus.plus#], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
Torpedo Grapple (TL9)
Firmpoint: carries two torpedoes on a non-
reloadable mount. Both can be launched together or
a single weapon can be delivered. The grapple itself
does not affect streamlining but a ship with torpedoes
in place can only be considered at best partially
streamlined. costs MCr0.1 and does not
need to be replaced after use but cannot be reloaded
in flight. .
Hardpoint: carrying four torpedoes on a non-reloadable mount. A grapple with
torpedoes aboard reduces streamlined ships to a
partially streamlined state. Torpedoes can be launched
singly or in pairs. The mount costs MCr0.25 and,
like the firmpoint grapple, consumes negligible space
inside the ship.
Missile Container/Launcher (TL9): Instead of reloadable
turret-mounted launchers, missiles can be carried in
a firmpoint or hardpoint-mounted container/launcher.
This is a disposable lightweight box containing
all the connections and support systems required
to maintain a missile in ready-to-fire condition.
Container-launchers can be purchased in single, dual
or quad configurations, all of which consume a single
hardpoint. A single or dual container-launcher can
be mounted on a firmpoint. Missiles can be launched
in any combination, creating a ‘surge’ capability that
can overwhelm the defences of a major warship. Cost
is MCr0.5 plus MCr0.1 per missile to be carried.
Missiles can be replaced at the cost of the weapon
plus MCr0.1.
: The ability to launch torpedoes
from small craft gives them effective striking power
against larger vessels, albeit at horrific risk. Torpedoes
are normally launched from barbettes, which take up
two firmpoints and hold two torpedoes. 75-ton strike
boats exist, which carry a laser plus a torpedo barbette
but it is difficult to mount torpedoes on smaller craft.
Similarly, it is considered desirable to be able to
convert civilian starships into torpedo craft for use as
Q-ships. Such vessels have the capability to deliver
a sucker punch to any opponent that gets too close.
This can be used for deterrence or sneak attacks,
depending on whether the presence of the weapons is
advertised. A vessel equipped in this manner, albeit
not in Confederation hands, came close to crippling
the Imperial Navy heavy cruiser INS Dusagara in
1079. The initial close-range torpedo salvo swamped
the cruiser’s point defences and destroyed her bridge,
although the attack was ultimately unsuccessful.
The key to this capability is an external torpedo
grapple, which comes in two variants – one for small
craft and one for starships.
100
Weapon TL Thrust Damage Cost Traits
Advanced 15 15 12D MCr1.5 Smart
Long-Range 12 15 6D MCr1 Smart
Nuclear 12 15 15D MCr2.5 Radiation, Smart
Standard 12 10 8D MCr0.75 Smart
Heavy Missile (TL12): Missiles are normally launched
from a turret, barbette or bay but larger weapons are
available as one-shot container/launchers. These may
be embedded in the hull of ship or carried externally;
either way reloading the weapon must take place in
a port, hangar or base. Heavy missiles are referred to
as ‘one-shot ship killers’ although they are unlikely
to destroy a large vessel. A heavy missile container/
launcher consumes two hardpoints plus five tons
inside the ship. It can carry a single heavy missile.
Installation costs MCr2; reloading costs MCr0.25 plus
the price of the missile.
5-0-C - s - * - * - 2 two hardpoints; reload cost 0.25 per
* 5-F-F - s - 12 - 1.5 advanced
* 5-F-C - s - 6 - 1 long range
* 5-F-C - r s - 15 - 2.5 nuclear
* 5-A-C - s - 8 - 0.75 standard
Combination Missile/Torpedo Launcher:
2-0-7 - s - * - * - 2 customized munitions/125%; dedicated magazine space; loading latency
0-0-9 - s - * - * - 0.1 firmpoint, two torpedoes, partially streamlined
0-0-9 - s - * - * - 0.25 hardpoint, four torpedoes, partially streamlined