Condottiere
Emperor Mongoose
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-F - r/1 s - 5 - 0.040105 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 - 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-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 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 - 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-F - r/1 s - 7 - 0.20625 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. Resilient variant of advanced missile, less that the Confederation Navy needs one, more that they can arm their starwarships which don't have a technological level fifteen fire control, and selected member government navies.
2. Also, resilient variant of the advanced missile, for the same reason.
3. Though, besides lack of viable choice, it could be that resilient trait was picked due to the suspicion that the ordnance wouldn't get the same careful handling.
4. The discount variant of the ion torpedo was added for starwarships who want that capability, but don't warrant the expensive version.
5. The multi warhead torpedo is available to swamp the local defence systems, and depending on how much the commander wants to invest in doing so, has a choice between premium and discount versions.
6. Same rationale with the multi warhead missiles.
7. And shockwave missiles.
8. Jumpbreaker missile technological level corrected.
9. The expensive one for when you don't want a battleship to escape; the cheap one for starships that are less vital.
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-F - r/1 s - 5 - 0.040105 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 - 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-A-D - a/-1 s - / - 0.083334 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.130208 jumpbreaker current/next round jump check minus eight
* 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 - 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-F - r/1 s - 7 - 0.20625 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. Resilient variant of advanced missile, less that the Confederation Navy needs one, more that they can arm their starwarships which don't have a technological level fifteen fire control, and selected member government navies.
2. Also, resilient variant of the advanced missile, for the same reason.
3. Though, besides lack of viable choice, it could be that resilient trait was picked due to the suspicion that the ordnance wouldn't get the same careful handling.
4. The discount variant of the ion torpedo was added for starwarships who want that capability, but don't warrant the expensive version.
5. The multi warhead torpedo is available to swamp the local defence systems, and depending on how much the commander wants to invest in doing so, has a choice between premium and discount versions.
6. Same rationale with the multi warhead missiles.
7. And shockwave missiles.
8. Jumpbreaker missile technological level corrected.
9. The expensive one for when you don't want a battleship to escape; the cheap one for starships that are less vital.