Solomani Confederation (Military)

Confederation Navy: Armaments and Weapon Systems


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

Laser drill firmpointed

BOSCH Power Tools Laser Drill

1-3-8 - a/-3 a/4 t/120 - a - 2 - 0.10125

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], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. Actual retail price is100'000.00 starbux.

2. Widely popular throughout the Solomani Sphere, including the occupied territories.

3. Could be mounted on a five tonne spacecraft hull.

4. And if that doesn't work out, mount the five tonne spacecraft hull on a larger grav sled.

5. The five tonne hull could be more of a construction vehicle.

6. You could attach a grappling arm.

7. Though, it could also equip a construction mech.

8. In any case, it's an economical solution to the need of boring holes.

9. Should look up range adjustments for lasers in atmosphere.
 
Confederation Navy: Armaments and Weapon Systems


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

Laser drill firmpointed

BOSCH Power Tools Laser Drill

1-0.75-B - a/-3 a/4 e/25 - a - 2 - 0.225

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], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. Actual retail price is 200'000.00 starbux.

2. Bosch revisits the laser drill, and does a customer survey

3. With technological advances, they wanted to leverage these to design a better tool.

4. Turns out, that most of their customers were quite satisfied with the performance, but wanted one that would operate over extended periods.

5. Downclocking the power input while keeping the performance, would, in theory, extend the life of the power tool, and lower maintenance costs.

6. The advanced laser drill would also be a sixth smaller in size than the original.

7. Thus, with some buffering, you could switch out the original laser drill with the new advanced one.

8. If I had to speculate, it's most prominent characteristic is that as long as you could power it, the advanced laser drill would continue to keep cutting indefinitely.

9. You will find examples onboard most Confederation Navy starwarships, and support vessels.
 
Confederation Navy: Armaments and Weapon Systems


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

Laser drill firmpointed

1-3-A - a/-3 a/4 l/r - c - 2 - 0.1875


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], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. Laser drills are dual use industrial products.

2. There are better solutions, and probably relatively easier to acquire.

3. While anyone could, in theory, manufacture large laser drills, Bosch pretty much has the commercial market cornered with it's two models.

4. There's some competition from planetary based manufacturers, but marketing combined with after sale services tends to keep customers' loyalty.

5. There's one deliberately militarized variant, which is used by some Confederation militaries and the CAVALRY Corps.

6. It can find it's way to Confederation client states, and smuggled into the Imperium, much to the annoyance of the Imperium intelligence services.

7. The primary tweak is increasing the range from one klick, to ten klix.

8. The original range works for construction work, but is rather suicidal in combat.

9. If Terran norm for the horizon is a tad under five klix, so you have time to aim, and possibly, a second shot.
 
Confederation Navy: Armaments and Weapon Systems


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

1-0-9 - / - c - * - 0.25

* 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 - electronics/comms.sensors.remote missiles minus one - 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], 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

1-0-9 - / - c - * - 0.25

* 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 - electronics/comms.sensors.remote missiles minus one - 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], 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

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], 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

1-0-9 - t/120 - c - * - 0.1875

* 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], 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

1-0-9 - t/120 - c - * - 0.1875

* 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], 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

1-0-B - a/+1 - c - * - 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], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]
 
Last edited:
Confederation Navy: Armaments and Weapon Systems


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

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], r [radiation], r/# [resilient/number], s [smart], t/# [torpedo/number], t/% [tonnage/percentage], u/# [automatic/number], y/h.v [yield/high.very]


1. One assumes that birdshot has the same area of effect as buckshot, yet is a technological level higher, costs more, and is less lethal than buckshot.

2. And I'm not sure a less lethal solution matters at this scale.

3. Also, buckshot is dual purpose, whereas birdshot is rather singular.

4. Grapeshot is somewhat more lethal than buckshot, costs the same, and is the same technological level; you might keep some around against tougher targets, but then again, you probably also have missiles.

5. Chaff, on the off chance that it's enough to make the other guy miss.

6. The thing about the cutter is that you have to get close enough to use it, in which case, why not shoot the target with something more lethal?
 
Confederation Navy: Armaments and Weapon Systems


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

1-0-7 - / - * - * - 0.75

Missile Rack 7 Special 0 4D MCr0.75 Smart
Advanced 14 15 5D Cr350000 Smart
Antimatter 20 15 2DD MCr1 Radiation, Smart
Anti-Torpedo 13 15 1D* Cr350000 Smart
Decoy 9 15 2D Cr150000 Smart
Fragmentation 8 15 3D Cr200000 Smart
Ion 12 12 Special Cr750000 IonJumpbreaker 13 10 — MCr1 Smart
Long Range 8 15 3D Cr500000 Smart
Multi-Warhead 8 10 3D Cr750000 Smart
Nuclear 6 10 1DD Cr450000 Radiation, Smart
Ortillery 7 6 1DD Cr300000 Orbital Strike
Shockwave 7 10 — Cr200000 Smart
Standard 7 10 4D Cr250000 Smart

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], 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

1-0-7 - / - * - * - 0.75

* 0.083-F-E - s - 5 - 0.029167 advanced

* 0.083-F-D - s - 1 - 0.029167 anti torpedo
* 0.083-F-9 - s - 2 - 0.0125 decoy
* 0.083-F-8 - s - 3 - 0.016667 fragmentation
* 0.083-C-C - i - s - 0.0625 ion
* 0.083-D-A - s - 5 - 0.083334 jumpbreaker
* 0.083-F-8 - s - 3 - 0.041667 long range
* 0.083-8-A - s - 3 - 0.0625 multi warhead
* 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
* 0.083-7-A - s - 4 - 0.020834 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], 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

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
* 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
* 0.083-7-A - s - 4 - 0.020834 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], 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

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
* 0.083-7-A - s - 4 - 0.020834 standard

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
performed electronic warfare in the current or previous combat round. However, it makes the attack roll with DM+6. If the ship did not perform electronic warfare, the torpedo automatically misses.
* 0.333333-A-9 - s - 4 - 0.083334 bomb pumped dm-2 pd
* 0.333333-A-9 - i - 6 - 0.076667 Ion Successful attacks reduce the Power of opposing ships by 4Dx10 x the Effect of the attack. The Effect is also used to determine how many rounds the Power reduction lasts.
* 0.333333-A-8 - s - 4 - 0.133334 multi warhead standard warx3 dm-2 pd
* 0.333333-A-8 - r s - 6 - 0.2 multi warhead nuclear warx3 dm-2 pd
* 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], 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

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
 
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-D - s - 1 - 0.036459 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 - 0.015625 decoy anti-missile fire DM-2
* 0.083-F-8 - amm s - 3 - 0.020834 fragmentation target1+3adjacent
* 0.083-C-C - i - s - 0.78125 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 - 0.104167 jumpbreaker DM-8 to any Jump check
* 0.083-F-8 - s - 3 - 0.052084 long range do not reduce their salvo strength every five rounds.
* 0.083-8-A - s - 3 - 0.78125 multi warhead attack roll, multiply the number or missiles in the salvo by three, dm-2 pd
* 0.083-A-6 - r s - 1d - 0.046875 nuclear
* 0.083-6-7 - o/s - 1d - 0.03125 ortillery
* 0.083-A-7 - s - 5 - 0.020834 shockwave ship struck no benefit from sand defences current round and next
* 0.083-A-7 - s - 4 -0.026042 standard

* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-A-C - s - 6 - 0.125 antiradiation
electronic warfare current/previous round, attack roll with DM+6; automatic miss otherwise
* 0.333333-A-9 - p/d-2 s - 4 - 0.104167 bomb pumped
* 0.333333-A-9 - i - 4 - 0.095834 Ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - m/3 p/d-2 s - 4 - 0.166667 multi warhead standard
* 0.333333-A-8 - m/3 p/d-2 r s - 6 - 0.25 multi warhead nuclear
* 0.333333-A-7 - r s - 2d - 0.09375 nuclear
* 0.333333-6-8 - o/s - 3d - 0.416667 ortillery
* 0.333333-A-B - a/10 s - 1d - 0.270334 plasma
* 0.333333-A-7 - s - 6 - 0.0625 standard

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]


cost adjusted
 
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

2.25-0-7 - s t/120 - * - * - 1.5 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-D - s - 1 - 0.036459 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-8 - amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 0.083-C-C - i - 2 - 0.078125 ion hit reduces 5(2D x effect) target power; (effect) effect rounds
* 0.083-D-A - s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-F-8 - s - 3 - 0.052084 long range ignore range salvo strength halving
* 0.083-8-A - m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 0.083-A-6 - r s - 1.0 - 0.046875 nuclear
* 0.083-6-7 - o/s - 1.0 - 0.03125 ortillery
* 0.083-A-7 - s - / - 0.020834 shockwave neutralized sand defences current/next round
* 0.083-A-7 - s - 4 - 0.026042 standard
* 0.1-A-7 - s t/120 - 4 - 0.01953125 standard
* 0.083-A-9 - a/+1 s - 4 - 0.032552 standard


* 0.083-6-A - o/s - 3 - 0.0125 orbital strike bay missile
{* 0.083-6-A - o/s - 3 - 0.015625 orbital strike bay missile}



* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-A-C - s - 6 - 0.125 antiradiation
active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - p/d-2 s - 4 - 0.104167 bomb pumped
* 0.333333-A-9 - i - 4 - 0.095834 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - m/3 p/d-2 s - 4 - 0.166667 multi warhead standard
* 0.333333-A-8 - m/3 p/d-2 r s - 6 - 0.25 multi warhead nuclear
* 0.333333-A-7 - r s - 2.0 - 0.09375 nuclear
* 0.333333-6-8 - o/s - 3.0 - 0.416667 ortillery
* 0.333333-A-B - a/10 s - 1d - 0.270334 plasma
* 0.333333-A-7 - s - 6 - 0.0625 standard



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]
 
Last edited:
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

2.25-0-7 - s t/120 - * - * - 1.5 dedicated magazine space; loading latency


1. For turret missile systems, since it seems Combination Missile/Torpedo Launcher to be a distinctly Confederation (Navy) variant, a lot of Confederation starwarships are armed with them.

2. Why? It allows a greater degree of flexibility in selecting the right ordnance for any tactical situation a Confederation starwarship commander finds himself in, despite the added expense and volume.

3. More specifically, those of destroyer seize and down.

4. The problem is, it breaks homogeneity with standard missile racks and bays.

5. Especially, if customization involves size alteration.

6. Problem is, disadvantages available are only inaccuracy and size inflation.

7. Anyway, the flexibility involves a limited number of missile/torpedo launchers being able to choose either a missile for a sub two kilotonne moving target, or a torpedo for anything larger.

8. It also allows utilization of turret/fixed mounts as torpedo launchers, and you can switch back to missiles.

9. So, any loopholes?
 
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

2.25-0-7 - s t/120 - * - * - 1.5 dedicated magazine space; loading latency

* 0.083-F-E - s - 5 - 0.036459 advanced
* 0.083-F-D - s - 1 - 0.036459 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-8 - amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 0.083-D-A - s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 0.083-6-7 - o/s - 1.0 - 0.03125 ortillery
* 0.083-A-7 - s - / - 0.020834 shockwave neutralized sand defences current/next round
* 0.083-A-7 - s - 4 - 0.026042 standard
* 0.1-A-7 - s t/120 - 4 - 0.01953125 standard
* 0.083-A-9 - a/+1 s - 4 - 0.032552 standard


* 0.083-6-A - o/s - 3 - 0.0125 orbital strike bay missile
{* 0.083-6-A - o/s - 3 - 0.015625 orbital strike bay missile}



* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-A-C - s - 6 - 0.125 antiradiation
active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - i - 4 - 0.095834 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - m/3 p/d-2 s - 4 - 0.166667 multi warhead standard
* 0.333333-A-7 - r s - 2.0 - 0.09375 nuclear
* 0.333333-6-8 - o/s - 3.0 - 0.416667 ortillery
* 0.333333-A-B - a/10 s - 1d - 0.270334 plasma
* 0.333333-A-7 - s - 6 - 0.0625 standard



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. Dropped ion missile; alternative would be large bay ion cannon.

2. The Confederation Navy uses nuclear weapons, but doing so is also a statement that the target was worth using them, rather than an indiscriminate usage; so they only have single warhead torpedoes.

3. Advanced missiles and torpedoes are favoured.

4. The real point why the Confederation Navy developed it was to allow torpedo launchers into fixed mountings, the option of using missiles being a substantial bonus.

5. Increased size would require a second variant launcher and it's own set of ordnance.

6. Energy inefficiency would be cheating, so we're left with inaccuracy.

7. The question would be if a twenty five percent discount is worth a minus one on accuracy.

8. The enemy wouldn't know that the ordnance coming their way is inaccurate, though their luck in not getting hit may have only marginally improved.

9. And if the target isn't moving, accuracy doesn't really matter.
 
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-D - s - 1 - 0.036459 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 - amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 0.083-D-A - s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 0.083-6-7 - o/s - 1.0 - 0.03125 ortillery
* 0.083-A-7 - s - / - 0.020834 shockwave neutralized sand defences current/next round
* 0.083-A-7 - s - 4 - 0.026042 standard
* 0.083-A-9 - a/+1 s - 4 - 0.032552 standard


* 0.083-6-A - o/s - 3 - 0.0125 orbital strike bay missile
{* 0.083-6-A - o/s - 3 - 0.015625 orbital strike bay missile}



* 0.333333-F-E - s - 7 - 0.1875 advanced
* 0.333333-A-C - s - 6 - 0.125 antiradiation
active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - i - 4 - 0.095834 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 0.333333-A-8 - m/3 p/d-2 s - 4 - 0.166667 multi warhead standard
* 0.333333-A-7 - r s - 2.0 - 0.09375 nuclear
* 0.333333-6-8 - o/s - 3.0 - 0.416667 ortillery
* 0.333333-A-B - a/10 s - 1d - 0.270334 plasma
* 0.333333-A-7 - s - 6 - 0.0625 standard


500-40-C - i - l - 10 - 40
500-52-C - e/130 i - l - 10 - 30
500-40-E - i l/r - vl - 10 - 50


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. I think we can drop the orbital strike bay missile, substituting decoy, fragmentation, and ortillery.

2. Two are smart, and not that overly expensive.

3. Thing about jumpbreaker, compared to starving the jump drive of power, is that size doesn't matter.

4. I think I'll drop standard missiles.

5. Inaccurate decoy would work as a cheap door knocker.

6. Heavy missile seems a pointless endeavour; maybe some member navy came up with the idea to arm their Hilfskreuzers.

7. Cost over performance over space alone should discard it.

8. Torpedo grapples, four per hardpoint, would give you eight grappled torpedoes over two hardpoints.

9. And then you'd need specialized equipment and an extra quarter of a million starbux to reload them.
 
Last edited:
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-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 - amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 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-D-A - s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-D-A - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-D-C - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 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 - o/s - 1.0 - 0.03125 ortillery
* 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 - s - / - 0.020834 shockwave neutralized sand defences current/next round
* 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-E - a/-1 s - 7 - 0.15 advanced
* 0.333333-A-C - s - 6 - 0.125 antiradiation
active electronic warfare current/previous round attack plus six, otherwise miss
* 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-E - a/+1 s - 6 - 0.15625 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - i - 4 - 0.095834 ion hit reduces 10(4D x effect) target power; (effect) effect rounds
* 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 - m/3 p/d-2 s - 4 - 0.166667 multi warhead standard
* 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 - 0.208,334 multi warhead standard
* 0.333333-A-7 - r s - 2.0 - 0.09375 nuclear
* 0.333333-A-7 - a/-1 r s - 2.0 - 0.075 nuclear
* 0.333333-A-9 - a/+1 r s - 2.0 - 0.1171875 nuclear

* 0.333333-6-8 - o/s - 3.0 - 0.416667 ortillery
* 0.333333-6-A - a/+1 o/s - 3.0 - 0.333334 ortillery

* 0.333333-A-B - a/10 s - 1d - 0.270334 plasma
* 0.333333-A-D - a/+1 a/10 s - 1d - 0.338542 plasma

* 0.333333-A-7 - s - 6 - 0.0625 standard
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


500-40-C - i - l - 10 - 40 low orbit ion cannon
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]
 
Last edited:
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-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 - amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 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-D-A - s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-D-A - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-D-C - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 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 - s - / - 0.020834 shockwave neutralized sand defences current/next round
* 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-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. Since it's a question of cost and performance, a lot of default variants have been eliminated.

2. Plasma torpedoes would be earmarked against heavily armoured high value targets, such as battleships, so you only need the accurate variant.

3. Standard torpedoes are the least expensive, so are available to make up the numbers of a usual salvo, especially if it's a case of overwhelming the enemy with quantity, or to hide the more specialized ones.

4. If the Captain of the Confederation starwarship is taking the situation seriously, the launchers would be loaded with advanced torpedoes, the only ones available to him with acceleration factor fifteen.

5. Solomani Security would have responsibility for strategic nuclear weapons, the Confederation Navy for whatever is defined as two deadly dice, and the Confederation Army for tactical nukes.

6. Though one assumes that the Confederation Navy could get their weapon engineers to dial the two deadly dice up or down, if circumstances call for it.

7. Other than that, Confederation naval doctrine calls for widespread use of nuclear tipped torpedoes, at the discretion of the commanding officer.

8. Ortillery torpedoes are used for carpet bombing.

9. For antiradiation torpedoes, the enemy either has it's radar on or not.
 
Back
Top