Solomani Confederation (Military)

Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


A. Military rear area personnel need some form of self defence.

B. Unlike ground forces, naval personnel tend to be somewhat cocooned, and if their inner defences are breached or penetrated, it tends to be too late.

C. Due to the architecture of their spacecrafts and bases, range is going to be somewhat closeish.

D. A large scale breach would be detected, and presumably, the Marine contingent would isolate the assailants, and eliminate them.

E. Infiltration or a small scale breach would likely be achieved by a much smaller number, team or squad size, and take longer to be detected.

F. What you need is a weapon that would incentivize the infiltrators to remain at a polite distance, with enough ammunition to make it stick, while reinforcements and/or security personnel are inbound.
 
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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


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Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


G. Handgun receiver ammunition capacity in relationship to an assault one, you can pretty much cut it in half.

H. A scaled down version of an Advanced Snub Submachinegun would have total a sixteen round capacity, and a twenty four round extended magazine.

I. To keep it exclusive, the ammunition could be caseless.

J. An additional benefit would be that hot cases wouldn't be floating around in zero gravity.

K. Civilians would think twice before purchasing a gun with a higher cost of ownership.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


L. Looking at the Confederation Navy's Officer's Revolver, prized at sixteen hundred starbux, harkens back to six hundred buck hammers.

M. Technological level twelve improved a medium handgun to twenty five metres range, an extra point of damage, arguably one and one fifth kilogrammes, though

N. Cost of the bullet appears to have doubled.

O. Even with advanced projectile weapon of one hundred twenty five percent range, likely the barrel is customized to some point between handgun (twenty percent) and assault (fifty percent) barrels, so the weight of the customized barrel would be based on twenty four percent of the handgun receiver, and sixteen percent Plus of the cost.

P. Quickdraw might be three.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


Q. Caseless ammunition costs triple, though it eliminates a number of moving parts, including supposedly the ejection port.

R. Presumably, stuck bullets are a very rare event.

S. We'll assume that economies of scale kick in, with caseless ammunition prepacked into closed magazines.

T. It's why I think that if caseless rounds are designed for revolvers, they'd resemble Minie Balls with a hollowed out rear.

U. Specialized ammunition may be contained in smaller magazines, which would require ejecting whatever is currently occupying the magazine well, though you may have two of them to accommodate different types of ammunition.
 
Confederation Authorized Volunteer Armed Long Range Yeomanry: Organization

Omnis pugnat, quis renuntiare potest.


V. Ammunition for Advanced Snub Submachineguns are going to be in three types of magazines, half/sixteen, standard/thirty two and extended/forty eight.

W. They're not meant to be compatible to any other manufactured snub weaponry.

X. Mostly mechanical, rather than electronic, so no electric trigger.

Y. On the other hand, ammunition capacity one hundred fifty percent, plus high capacity one hundred fifty percent would be sixteen.

Z. A half magazine from the Advanced Snub submachinegun might double as a standard magazine for an Advanced Snub Automatic Pistol, which probably has an extended magazine of twenty four, but not a smaller magazine.
 
Confederation Navy: Armaments and Weapon Systems


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


Default Missiles

0-0-7 - m/3 s - * - * - 2.35 missile
1-1-7 - m/3 s - * - * - 3.25 missile
1-1.3-7 - e/130 m/3 s - * - * - 3.25 missile
5-0-7 - m/5 s - * - * - 4 missile
50-5-7 - m/12 s - * - * - 12 missile
50-6.5-7 - e/130 m/12 s - * - * - 9 missile
100-10-7 - m/24 s - * - * - 20 missile
100-13-7 - e/130 m/24 s - * - * - 15 missile
500-20-7 - m/120 s - * - * - 25 missile
500-26-7 - e/130 m/120 s - * - * - 18.75 missile

* 0.083-F-E - s - 5 - 0.029167 advanced
* 0.083-F-E - a/-1 s - 5 - 0.021875 advanced
* 0.083-F-F - r/1 s - 5 - 0.032084 advanced
* 0.083-F-D - s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-D - a/-1 s - 1 - 0.021875 anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-F - a/+1 s - 1 - 0.032084anti torpedo minus (one dice plus effect) torpedo salvo strength
* 0.083-F-9 - p/d-2 s - 2 - 0.0125 decoy
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.009375 decoy
* 0.083-F-8 - a/-1 amm s - 3 - 0.0125 fragmentation
target plus three adjacent
* 0.083-F-A - a/+1 amm s - 3 - 0.020834 fragmentation target plus three adjacent
* 0.083-A-D - a/-1 s - / - 0.0625 jumpbreaker current/next round jump check minus eight
* 0.083-A-F - a/+1 s - / - 0.104167 jumpbreaker current/next round jump check minus eight
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.046875 multi warhead
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.078125 multi warhead
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.01875 ortillery
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.03125 ortillery
* 0.083-A-7 - a/-1 s - / - 0.0125 shockwave neutralized sand defences current/next round
* 0.083-A-9 - a/+1 s - / - 0.020834 shockwave neutralized sand defences current/next round
* 0.083-6-7 - s - 4 - 0.020834 standard
* 0.083-6-7 - a/-1 s - 4 - 0.015625 standard
* 0.083-6-7 - a/+1 s - 4 - 0.026042 standard


Default Torpedoes


5-2-7 - s t/3 - * - * - 3
5-2.6-7 - e/130 s t/3 - * - * - 2.25
50-2-7 - s t/3 - * - * - 3
50-2.6-7 - e/130 s t/3 - * - * - 2.25
100-5-7 - s t/6 - * - * - 6
100-6.5-7 - e/130 s t/6 - * - * - 4.5
500-10-7 - s t/30 - * - * - 10
500-13-7 - e/130 s t/30 - * - * - 7.5

* 0.333333-F-E - s - 7 - 0.15 advanced
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced
* 0.333333-F-F - r/1 s - 7 - 0.1875 advanced
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 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 - 0.1 multi warhead standard
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard


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
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.333334 ortillery
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.338542 plasma
* 0.333333-A-7 - a/-1 s - 6 - 0.05 standard


mass drivers

50-15-8 - o/b - s - 3 - 40 mass driver 30-180
50-19.5-8 - e/130 o/b - s - 3 - 30 mass driver
50-15-A - l/r o/b - m - 3 - 50 mass driver

100-25-8 - o/b - s - 4 - 60 mass driver 80-480
100-25-8 - e/130 o/b - s - 4 - 45 mass driver
100-25-A - l/r o/b - m - 4 - 75 mass driver
500-35-8 - o/b - m - 6 - 80 mass driver 600-3600
500-45.5-8 - e/130 o/b - m - 6 - 60 mass driver
500-35-A - l/r o/b - l - 6 - 100 mass driver



railguns

1-2-A - a/4 - s - 2 - 1 railgun
5-5-A - a/5 - m - 3 - 2 railgun
50-10-A - a/10 - s - 3 - 30 railgun
100-15-A - a/10 - s - 5 - 50 railgun
500-25-A - a/10 - m - 6 - 70 railgun
500-32.5-A - a/10 e/130 - m - 6 - 52.5 railgun
500-25-A - a/10 l/r - l - 6 - 70 railgun



fusion guns

1-12-E - a/8 r - m - 4 - 2 fusion
5-20-C - a/3 r - m - 5 - 4 fusion
50-50-C - a/6 r - m - 6 - 8 fusion
100-80-C - a/6 r - m - 7 - 14 fusion
500-100-C - a/8 r - l - 10 - 25 fusion
500-130-C - a/8 r - l - 10 - 18.75 fusion
500-100-E - a/8 l/r r - vl - 10 - 30 fusion


ion cannons


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


meson guns


50-20-B - a/∞ r - l - 5 - 50 meson
50-26-B - a/∞ r - l - 5 - 37.5 meson
50-20-D - a/∞ l/r r - vl - 5 - 67.5 meson
100-30-C - a/∞ r - l - 6 - 60 meson
100-39-C - a/∞ r - l - 6 - 45 meson
100-30-E - a/∞ l/r r - vl - 6 - 75 meson

500-120-D - a/∞ r - l - 6 - 250 meson
500-156-D - a/∞ r - l - 6 - 187.5 meson
500-120-F - a/∞ l/r r - vl - 6 - 300 meson



particle beams

1-8-C - r - vl - 3 - 4 particle
5-15-B - r - vl - 4 - 8 particle
50-30-B - r - vl - 6 - 20 particle
100-50-C - r - vl - 8 - 40 particle
500-80-D - r - d - 10 - 60 particle
500-104-D - e/130 r - d - 10 - 45 particle
500-80-F - a/+1 r - d - 10 - 75 particle


plasma pulse cannons


1-10-D - u/4 - m - 2 - 3 plasma pulse
1-10-F - l/r u/4 - l - 2 - 3.75 plasma pulse

5-20-D - u/4 - m - 3 - 6 plasma pulse
50-60-D - u/6 - m - 6 - 15 plasma pulse
100-90-D - u/8 - m - 8 - 30 plasma pulse
500-400-D - u/8 - m - 10 - 80 plasma pulse
500-520-D - e/130 u/8 - m - 10 - 60 plasma pulse
500-400-F - l/r u/8 - l - 10 - 100 plasma pulse


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]



Missile
* 0.041666-C-A - a/+2 amm s - 2 - 0.00520833 interceptor short range only
* 0.020833-E-A - a/+4 amm s - 1 - 0.0015625 dogfight close range only

Missile external rack
0-0-0 - m/2 s - * - * - 0 firmpoint two dogfight/one interceptor missiles
0-0-0 - m/2 s - * - * - 0 hardpoint four dogfight/two interceptor missiles

Torpedo Grapple
0-0-9 - t/2 s - * - * - 0.1 firmpoint partially/streamlined, upto two torpedoes per round
0-0-9 - t/4 s - * - * - 0.25 hardpoint partially/streamlined, upto two torpedoes per round

Torpedo Pylon
0-0-7 - t/1 s - * - * - 0.1 firmpoint partially/streamlined
0-0-7 - t/2 s - * - * - 0.1 hardpoint partially/streamlined

ordnance pod disposable container/launcher
1-1-9 - m/6-t/2 - * - * - 0.25 hardpoint streamlined
Pod Mount 9 0 MCr0.5
0-0-9 - m/6-t/2 - * - * - 0.5



lack the requisite
electronics for arming and guidance, which must be
fitted at a cost of Cr150000.

Missile Container/Launcher (TL9):
Single 0.6+ms+0.1/ms/rld
Dual 0.7+ms+0.1/ms/rld
Quad 0.9+ms+0.1/ms/rld


repulsors

50-50-F - * - s - 30 repulsor traction/100 amm/1dxeffect
50-65-F - e/130 - s - 22.5 repulsor traction/100 amm/1dxeffect
100-100-E - * - s - 60 repulsor traction/200 amm/1dxeffectx2
100-100-F - * - s - 66 repulsor traction/400 amm/1dxeffectx2
500-200-D - * - s - 90 repulsor traction/800 amm/1dxeffectx5
500-200-E - * - s - 99 repulsor traction/1600 amm/1dxeffectx5
500-260-E - e/130 - s - 74.25 repulsor traction/1600 amm/1dxeffectx5
500-200-F - l/r - m - 112.5 repulsor traction/800 amm/1dxeffectx5


1. Cleaned up the tables and corrected some of the numbers.

2. The Harrier could have supported upto three fixed mounted torpedo tubes, as it's implied it only had two because one tonne wasn't enough.

3. I'd guess a torpedo tube is at most half a tonne.

4. Next question would be, is it embedded or can it be reloaded internally?

5. I think that at half a tone, that's barebones, without reloading equipment.

6. The torpedo tube could, and would, act as an airlock, with fire control connectors.

7. Manual reloading is probably possible, with a lot of chains and pulleys.

8. Though you could share that between the three torpedo tubes.

9. By tradition, you can place your bunk on the (reload) torpedoes.

Default Torpedoes

5-2-7 - s t/3 - * - * - 3
5-2.6-7 - e/130 s t/3 - * - * - 2.25
50-2-7 - s t/3 - * - * - 3
50-2.6-7 - e/130 s t/3 - * - * - 2.25
100-5-7 - s t/6 - * - * - 6
100-6.5-7 - e/130 s t/6 - * - * - 4.5
500-10-7 - s t/30 - * - * - 10
500-13-7 - e/130 s t/30 - * - * - 7.5

* 0.333333-F-F - r/1 s - 7 - 0.165 advanced - Mark/Fifteen
* 0.333333-F-E - s - 7 - 0.15 advanced - Mark/Fourteen
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced Mark/Thirteen
* 0.333333-F-E - a/-1 p s - 7 - 0.9 advanced Mark/Thirteen prototype
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Twelve
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds - Mark/Nine
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard - Mark/Three
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery - Mark/Four
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma - Mark/Two
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard - Mark/One
 
Default Torpedoes

5-2-7 - s t/3 - * - * - 3
5-2.6-7 - e/130 s t/3 - * - * - 2.25
50-2-7 - s t/3 - * - * - 3
50-2.6-7 - e/130 s t/3 - * - * - 2.25
100-5-7 - s t/6 - * - * - 6
100-6.5-7 - e/130 s t/6 - * - * - 4.5
500-10-7 - s t/30 - * - * - 10
500-13-7 - e/130 s t/30 - * - * - 7.5

* 0.5625-A-7 - a/-1 r s - 2.0 - 0.0375 nuclear - Mark/Zero
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard - Mark/One
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Two
* 0.333333-A-D - r/1 s - 6 - 0.11 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Three
* 0.333333-A-E - a/+1 s - 6 - 0.125 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Four
* 0.333333-A-F - a/+1 r/1 s - 6 - 0.15 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Five
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard - Mark/Six
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery - Mark/Seven
* 0.333333-A-D - a/+1 a/10 s - 1.0 - 0.270834 plasma - Mark/Eight
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds - Mark/Nine
* 0.333333-F-D - a/-1 p s - 7 - 0.9 advanced Mark/Thirteen prototype
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced Mark/Thirteen
* 0.333333-F-E - s - 7 - 0.15 advanced - Mark/Fourteen
* 0.333333-F-F - r/1 s - 7 - 0.165 advanced - Mark/Fifteen
 
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Default Torpedoes

5-2-7 - s t/3 - * - * - 3
5-2.6-7 - e/130 s t/3 - * - * - 2.25
50-2-7 - s t/3 - * - * - 3
50-2.6-7 - e/130 s t/3 - * - * - 2.25
100-5-7 - s t/6 - * - * - 6
100-6.5-7 - e/130 s t/6 - * - * - 4.5
500-10-7 - s t/30 - * - * - 10
500-13-7 - e/130 s t/30 - * - * - 7.5

* 0.333333-A-7 - a/-1 r s - 2.0 - 0.05625 nuclear - Mark/Zero
* 0.333333-A-7 - a/-1 s - 6 - 0.0375 standard - Mark/One
* 0.333333-A-C - a/-1 s - 6 - 0.075 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Two
* 0.333333-A-D - r/1 s - 6 - 0.11 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Three
* 0.333333-A-E - a/+1 s - 6 - 0.125 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Four
* 0.333333-A-F - a/+1 r/1 s - 6 - 0.15 antiradiation active electronic warfare current/previous round attack plus six, otherwise miss - Mark/Five
* 0.333333-6-8 - a/-1 o/s - 3.0 - 0.25 ortillery - Mark/Eight
* 0.333333-A-9 - a/-1 i - 4 - 0.0575 ion hit reduces 10(4D x effect) target power; (effect) effect rounds - Mark/Nine
* 0.333333-A-8 - a/-1 r s - 6 - 0.15 multi warhead nuclear - Mark/Ten
* 0.333333-A-8 - a/-1 m/3 p/d-2 s - 4 - 0.1 multi warhead standard - Mark/Eleven
* 0.333333-A-C - a/+1 a/10 s - 1.0 - 0.270834 plasma - Mark/Twelve
* 0.333333-F-D - a/-1 p s - 7 - 0.9 advanced - Mark/Thirteen prototype
* 0.333333-F-E - a/-1 s - 7 - 0.11375 advanced - Mark/Thirteen
* 0.333333-F-E - s - 7 - 0.15 advanced - Mark/Fourteen
* 0.333333-F-F - r/1 s - 7 - 0.165 advanced - Mark/Fifteen
 
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Default Missiles

0-0-7 - m/3 s - * - * - 2.35 missile
1-1-7 - m/3 s - * - * - 3.25 missile
1-1.3-7 - e/130 m/3 s - * - * - 3.25 missile
5-0-7 - m/5 s - * - * - 4 missile
50-5-7 - m/12 s - * - * - 12 missile
50-6.5-7 - e/130 m/12 s - * - * - 9 missile
100-10-7 - m/24 s - * - * - 20 missile
100-13-7 - e/130 m/24 s - * - * - 15 missile
500-20-7 - m/120 s - * - * - 25 missile
500-26-7 - e/130 m/120 s - * - * - 18.75 missile


* 0.083-6-7 - a/-1 s - 4 - 0.015625 standard - Aerospace Interception Missile/10
* 0.083-6-7 - s - 4 - 0.020834 standard - Aerospace Interception Missile/11
* 0.083-6-8 - a/+1 s - 4 - 0.026042 standard - Aerospace Interception Missile/12
* 0.083-F-9 - a/-1 p/d-2 s - 2 - 0.009375 decoy - Aerospace Interception Missile/13
* 0.083-8-A - a/-1 m/3 p/d-2 s - 3 - 0.046875 multi warhead - Aerospace Interception Missile/14
* 0.083-8-C - a/+1 m/3 p/d-2 s - 3 - 0.078125 multi warhead - Aerospace Interception Missile/15
* 0.083-F-E - a/-1 s - 5 - 0.021875 advanced - Aerospace Interception Missile/17
* 0.083-F-E - s - 5 - 0.029167 advanced - Aerospace Interception Missile/18
* 0.083-F-F - r/1 s - 5 - 0.032084 advanced - Aerospace Interception Missile/19
* 0.083-F-8 - a/-1 amm s - 3 - 0.0125 fragmentation target plus three adjacent - Anti Missile Missile/21
* 0.083-F-A - a/+1 amm s - 3 - 0.020834 fragmentation target plus three adjacent - Anti Missile Missile/23
* 0.083-A-7 - a/-1 s - / - 0.0125 shockwave neutralized sand defences current/next round - Aerospace Electronic Missile/20
* 0.083-A-9 - a/+1 s - / - 0.020834 shockwave neutralized sand defences current/next round - Aerospace Electronic Missile/22
* 0.083-F-D - s - 1 - 0.029167 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/25
* 0.083-F-D - a/-1 s - 1 - 0.021875 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/24
* 0.083-F-F - a/+1 s - 1 - 0.032084 anti torpedo minus (one dice plus effect) torpedo salvo strength - Anti Torpedo Missile/26
* 0.083-6-7 - a/-1 o/s - 1.0 - 0.01875 ortillery - Aerospace to Ground Missile/31
* 0.083-6-9 - a/+1 o/s - 1.0 - 0.03125 ortillery - Aerospace to Ground Missile/32
* 0.083-A-D - a/-1 s - / - 0.0625 jumpbreaker current/next round jump check minus eight - Aerospace Electronic Missile/40
* 0.083-A-F - a/+1 s - / - 0.104167 jumpbreaker current/next round jump check minus eight - Aerospace Electronic Missile/41
 
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Confederation Navy: Missile Doctrine

1. If you assume that torpedoes are just larger versions.

2. Confederation Navy missiles have a reputation for inaccuracy.

3. This is partially true, since half of the inventory are budget versions.

4. The point being to overwhelm point defence, and letting the cheap ones get shredded first.

5. The CoCoMisTer is a fairly recent development, post bellum, but widely adopted.

6. The Confederation Navy prefers to hit hard with torpedoes, but not all targets are worthy of these, and cost per munition did play some part in developing an all in one weapons system.

7. Capacity as well, as one torpedo takes up the same volume as four missiles, the advantage being, that they can share the same magazine.

8. The Mark/Thirteen advanced torpedo is the preferred choice for most commanders, against two kilotonne plus targets, and especially six kilotonne plus hulls, especially combined with technological level fifteen fire control.

9. The Mark/Fifteen advanced torpedo is issued to Confederation Navy and allied combat craft with technological level fourteen and below fire control.
 
Confederation Navy: Missile Doctrine

A. For space combat, the preference is for an initial engagement with advanced and anti radiation torpedoes.

B. The high acceleration is to ensure minimum reaction time, and the unlikelihood that the target can outrun it.

C. The anti radiation torpedoes would be targetted at sub two kilotonne targets.

D. The plasma torpedoes tend to be restricted to high value targets with heavy armour.

E. Range would be restricted to within long, and less.

F. Again, it's a matter to minimize the target's window to react.
 
Confederation Navy: Missile Doctrine

G. So I'm reading Shadow of the Storm.

H. And I'm thinking, Christ, a Veto button held by the Political Commissar.

I. Undoubtedly, there's going to be a considerable higher percentage of those listed as battle casualties, with a temporary break in the communications network, and the onboard surveillance servers mysteriously destroyed.

J. Anyway, I think I see a reference to Heavy Missiles.

K. Pointless, if you have plasma torpedoes.
 
Yeah, I feel like heavy missiles only really make sense if you give them like, a bay level damage multiplier and substantial resistance to point defense, and probably to all be long range, could be an interesting drone platform maybe? You can pretty much get everything you could want on a torp drone as it is, and tbh the missiles aren't bad you just can't expect to be able to use them in atmosphere. I dunno what else you'd really want. A drone controller for handling it's own missile/torp swarm? Infinite endurance? A bunch of armor?? Some weapon systems(for what)? Some vehicle components(the only ones that really make any sense are like sensors(maybe), meson communicator, fusion plant and ecm)?
Something I've been thinking about is loading up mines into the gp mass driver from the companion update, either for bombardment (can run the mines on silent so they're cold all the way in), or just as a way to give yr torps a bit more reach if you have to in a straight up fight
 
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I also got hold of Robots, so we'll see how that works out with equivalent missile and torpedo configurations, or larger.

If torpedoes halves the effectiveness of point defence, something that requires five tonnes and two hardpoints, which is about the minimum spacecraft hull volume, probably needs turret weapons.
 
The thing about the Singapore gambit was, that the Germans were inconsiderate enough to kick off the war three years too early, something which Chamberlain had gambled on.

The British military machine was supposed to peak in Nineteen Forty Two, with new classes of carriers and battleships commissioned, and more classes under construction. And we'll assume that the French would have identified and rectified their tactical and strategic shortcomings, which means they retain control of French Indochina.

Africa and Europe sucked away the best and brightest, as someone in command less dim would have figured out you need to fortify the latter third of the Malayan peninsula to protect Singapore, which should be a hotbed of (long range) submarine flotillas.
 
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