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<[9.0] Offensive Systems>

There are three general types of offensive systems: Kinetic, Missiles, and energy weapons.

<[9.1] Kinetic Weapons>

Kinetic weapons are semi-guided ordnance that deliver damage to a target by transferring energy through some physical medium, such as a slug. Slugs are typically launched at a velocity of 5 to 40 Km/sec.

<[9.11] Kinetic Weapon Table>

Kinetic WeaponMass of SlugMuzzle VelocityROF (rnds/min)Heat Signature
50mm Autocannon0.25 kilos12500 m/s40000.5
125mm Shrapbore9 kilos6200 m/s300.9
360mm Gun30 kilos5500 m/s160.8
450mm Gun42 kilos8000 m/s61.2
Spinal Railgun Mk I120 kilos40000 m/s21.3

<[9.12] Kinetic Damage>

Kinetic Damage is calculated by:

	KD = C(v * mass)
Where KD = Kinetic Damage in points, C = conversion constant of 0.003, v = velocity in m/s upon impact (keeping in mind that you add the vectors of two colliding objects to calculate the relative velocity), and mass is the mass of the object in kilos.

<[9.2] Missile Weapons>

Missile weapons are fully guided ordnance that deliver damage to a target by detonating a warhead of some type to either directly transfer energy to the target or to power a weapon in that warhead. There are two broad types of missile: Nuclear and Kinetic Kill.

<[9.21] Nuclear Missiles>

Nuclear missiles deliver either a blast of explosive energy with the aim to vaporize contacts (60 megatons will vaporize steel at 500 meters) or detonate and power a single-shot directed weapon such as an x-ray laser at short range (5 km).

<[9.22] Kinetic Kill Missiles>

Kinetic Kill missiles fragment themselves to behave as a clump of kinetic-energy carrying metal, akin to a shotgun blast. These are much harder to defeat with point defense, as there are many targets to deal with instead of just one. A nuclear missile, however, can defeat this sort of attack, as the area effect will vaporize the clump.

<[9.23] Missile Bus Table>

Missile BusMass of MissileBurn TimeAccelerationHeat Signature
Valkyrie Mk III990 kilos12 seconds30.0 gees0.5 (non-torching)
Valkyrie Mk IV1295 kilos20 seconds27.0 gees0.5 (non-torching)
Odin Mk I2260 kilos28 seconds36.0 gees0.5 (non-torching)

<[9.24] Missile Warhead Table>

WarheadMass of WarheadDamage MethodDamage Delivered
Warflail Aleph300 kilosKineticCloud 2000m across, Density 0.6
Forge Aleph210 kilosKineticCloud 900m across, Density 0.85
Hephaestus450 kilosNuclear Explosion
Thor600 kilosNuclear Pumped Weapon

*Density ratings for Kinetic Cloud missiles indicate the percentage (0.6 = 60%) of the mass that will strike a given target based on its size. Hence, a vessel that is 200m in length struck by a Warflail Aleph cloud at a 90-degree angle will take

in damage, which is also expressed as:
which reduces to:
	0.054 * v
points of damage.

Thus, if the incoming cloud had a velocity of 5000 m/s relative to the vessel, the vessel would take 270 points of damage.

<[9.3] Energy Weapons>

There are two families of energy weapons: coherent light weapons and charged particle weapons. Both of these families have similarities. The first being that, for all intents and purposes, at distances where they can put a sufficient energy density onto the target, they effectively don't "miss" outright. They just fail to stay on the same centimeter of the target for the fraction of a thousandth of a second for it to penetrate.

<[9.31] Coherent Light Weapons>

Most lasers will be on the fringe of the high UV/soft X-rays, so will be invisible to the naked eye. If the firing ship has a targeting solution, either type of beam weapon will hit nearly automatically. This also impacts missiles and slug throwers; they can see those coming, and they can't dodge lasers any more than your ship can.

Rule of thumb for effective laser ranges is:


Where I = intensity in Joules per square cm., P = Discharge in Joules, L = Wavelength of laser in cm., D = Focusing element diameter in cm., R = Range in cm.

A 900-mega joule laser will have, for example, an effective range of 1000 km or so.

<[9.32] Charged Particle Weapons>

Charged particle weapons are more subject to diffusion over range, and for game purposes are effective out to 400km. At close ranges, say out to 50km, they're devastating.

<[9.33] Energy Weapons Table>

Energy WeaponEnergy RatingEffective RangeAttenuationDamage DeliveredPower Cycle
Freelance Laser Mk II900 Mj1000 km250km630:2
Avalanche Particle Beam1200 Mj400 km80km840:8

*Attenuation numbers indicate the distance in kilometres where the damage delivered is doubled each time. Thus, an Avalanche Particle Beam fired at a target at 400 km would do 8 points of damage per second; at 320km - 16 pts per second; at 240 km - 32 pts per second; at 160 km - 64 pts per second, and at 80 km or less 128 pts per second.

*Damage Delivered indicates the amount of damage for each second the energy weapon is on the target.

*Power Cycle indicates the maximum number of seconds of sustained firing the weapon can produce before draining the charge; the second number is the time in seconds to recharge one second of firing time.