Author Topic: Terran Republic Missile Classes  (Read 238 times)

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Offline Cavgunner

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Terran Republic Missile Classes
« on: May 07, 2019, 04:14:24 PM »
Listed here are all missile and buoy designs currently used by the Terran Republic.


Beagle size 6 sensor buoy

Introduced:  2034 
Number produced:  ~500 (obsolete)

The Beagle was the first "ordnance" system ever deployed by the Republic.  Essentially a 16-ton satellite rated for unlimited endurance, the Beagle is deployed exclusively at jump points.  In this role its primitive, short-ranged active sensor is more than adequate to scan any ship passing through the jump point.  Hundreds of these buoys have been deployed throughout known space. 

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Beagle Sensor Buoy
Missile Size: 6 MSP  (0.32 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 4.5003   Sensitivity Modifier: 140%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 158 000 km
Cost Per Missile: 7.2003
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    2.7x Boronide   4.5003x Uridium   Fuel x0

Development Cost for Project: 720RP


Terrier Size 2 sensor buoy

Introduced:  2058
Number produced: ~400

Because the Beagle is relatively large the tiny Sacagawea-class Buoy Tenders were not well suited to deploy them.  Instead, recent advancements in sensor technology were used to develop a new design of a much smaller, more compact type.  Even though the Terrier buoy is 1/3 the size of the Beagle, its active sensor is more powerful.  They are also very easy to construct, and most importantly, small ships like the Sacagawea can carry a large complement of them. 

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Terrier Sensor Buoy
Missile Size: 2 MSP  (0.1 HS)     Warhead: 0    Armour: 0.0004     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 1.3772   Sensitivity Modifier: 140%
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 860 000 km
Cost Per Missile: 2.2029
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    0.0001x Tritanium   0.8256x Boronide   1.3772x Uridium   Fuel x0

Development Cost for Project: 220RP


Dart anti-missile missile (Dart series)

Introduced: 2048
Number produced:  ~5000 (obsolete)

The Dart was an early attempt to field an anti-missile weapon.  Although it performed well enough as a short-range attack system, it was completely unsuitable in its intended role of anti-missile defense.  In some engagements it was reported that less than 10% of Dart warheads were striking incoming missiles.  The Dart was simply not agile enough nor very quick for its size.  As a result, nearly 3000 unused warheads remain in reserve on Earth.

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Dart AMM
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 11
Speed: 43100 km/s    Engine Endurance: 5 minutes   Range: 12.2m km
Cost Per Missile: 0.8044
Chance to Hit: 1k km/s 474.1%   3k km/s 154%   5k km/s 94.8%   10k km/s 47.4%
Materials Required:    0.25x Tritanium   0.5544x Gallicite   Fuel x35

Development Cost for Project: 80RP


Flash anti-missile missile (Dart series)

Introduced:  2058
Number produced:  ~2800

The Flash utilizes an Internal Fusion Confinement Drive thruster and an improved maneuvering arrangement.  This missile is 25% faster than the Dart, and as a result, has a much higher percentage of hits-on-target against enemy missiles.  Compared to the 10-12% hit percentage on the Dart, Flash missiles sometimes have a hit percentage of 25% or even more against Ancient Guardian missiles.

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Flash AMM
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 11
Speed: 52500 km/s    Engine Endurance: 8 minutes   Range: 24.9m km
Cost Per Missile: 0.9264
Chance to Hit: 1k km/s 577.5%   3k km/s 187%   5k km/s 115.5%   10k km/s 57.7%
Materials Required:    0.25x Tritanium   0.6764x Gallicite   Fuel x72.5

Development Cost for Project: 93RP


Javelin medium anti-ship missile (Javelin series)

Introduced: 2048
Number produced:  ~7500 (obsolete)

Over many years of service the Javelin has proven to be an effective and reliable weapon system.  The Javelin has adequate speed and agility, but its true power lies in its strength-9 warhead.  It only takes 12-18 Javelin hits to destroy most mid-sized Ancient Guardian ships, while one or two hits are sufficient to destroy most small attack boats.  From 2048 to 2058 some 7,500 Javelin missiles were produced.  The vast majority were expended in various engagements throughout known space.  Approximately 2,600 of these weapons still remain in reserve on Earth.  Because the Republic can barely produce enough Harpoons to equip the ships and bases that are being constructed now, much less form a stockpile, it is likely that the remaining Javelins will continue to see front-line service until they have been used up.

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Javelin ASM
Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 11
Speed: 30200 km/s    Engine Endurance: 57 minutes   Range: 103.0m km
Thermal Sensor Strength: 0.0688    Detect Sig Strength 1000:  68 800 km
Cost Per Missile: 4.3456
Chance to Hit: 1k km/s 332.2%   3k km/s 110%   5k km/s 66.4%   10k km/s 33.2%
Materials Required:    2.25x Tritanium   0.0408x Boronide   0.0688x Uridium   1.986x Gallicite   Fuel x625

Development Cost for Project: 435RP


Harpoon medium anti-ship missile (Javelin series)

Introduced:  2058
Number produced:  ~3200

The Harpoon is the direct descendant of the Javelin, and it is equal or superior to its predecessor in every way.  With longer range and improved speed and agility, it is uncommon for a Harpoon to miss its target.  Like the Javelin, the Harpoon also features a small onboard thermal sensor, which grants it a limited ability to acquire new targets if the primary target is either destroyed or lost. 

The vast majority of Harpoons that have been produced to date have been used to equip the Farsight-class frigates and the Cheyenne Mountain-class missile bases.  As a result, even though production is continuing around the clock there are only some 900 of these missiles stockpiled on Earth, which is not even enough to fully equip the entire Fleet.  Now that most missile production has been moved from Earth to Mars, the Republic is attempting to address this shortage by improving production capacity.  In the meantime, the Navy is making no attempt to hide the fact that it is screaming for these weapons.

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Harpoon ASM
Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 11
Speed: 36400 km/s    Engine Endurance: 79 minutes   Range: 172.9m km
Thermal Sensor Strength: 0.0302    Detect Sig Strength 1000:  30 200 km
Cost Per Missile: 4.6692
Chance to Hit: 1k km/s 400.4%   3k km/s 132%   5k km/s 80.1%   10k km/s 40%
Materials Required:    2.25x Tritanium   0.018x Boronide   0.0302x Uridium   2.371x Gallicite   Fuel x1075

Development Cost for Project: 467RP


Sunstrike anti-ship torpedo

Introduced: 2061
Number produced: 35

The Sunstrike torpedo is the Navy's first heavy anti-ship weapon.  This weapon differs from other missile systems in that it sacrifices range for speed (compared to its size) and hitting power.  Although the Sunstrike could still be used as a medium-range missile, this is not really its purpose.  Instead the Sunstrike should be deployed as a force multiplier at short, or preferably, point-blank range.  In this role its speed, armor, and ECM should overcome enemy point defense.  The size-36 warhead would then, in theory, severely damage or destroy any craft that the Republic has yet encountered, aside from a Stalker mothership.

On the Mars-class cruiser the Sunstrike is paired with a reduced-size torpedo launcher that emphasizes the weapon's role as an alpha-strike ship killer.  Depending on how it performs in combat, the Sunstrike may also eventually see use as a self-defense weapon on future classes of ships using box launchers.

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Sunstrike Torpedo
Missile Size: 20 MSP  (1 HS)     Warhead: 36    Armour: 1     Manoeuvre Rating: 11
Speed: 35000 km/s    Engine Endurance: 12 minutes   Range: 25.1m km
Thermal Sensor Strength: 0.0605    Detect Sig Strength 1000:  60 500 km
ECM Level: 2
Cost Per Missile: 19.5765
Chance to Hit: 1k km/s 385%   3k km/s 121%   5k km/s 77%   10k km/s 38.5%
Materials Required:    9.25x Tritanium   0.036x Boronide   1.0605x Uridium   9.23x Gallicite   Fuel x400

Development Cost for Project: 1958RP
« Last Edit: May 07, 2019, 09:44:52 PM by Cavgunner »
 
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Offline Iranon

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Re: Terran Republic Missile Classes
« Reply #1 on: May 14, 2019, 07:41:37 AM »
Wow, and I thought I was stingy with missile agility!
Are there some roleplaying reasons for that? Shuffling weight from engine to agility for a manouverability rating of 15-20 should improve accuracy considerably for a rather moderate speed loss. I can sort of understand going purely for speed for offensive missiles (harder to shoot down), but AMMs could probably be 50% more effective.
 
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Offline Cavgunner

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Re: Terran Republic Missile Classes
« Reply #2 on: May 14, 2019, 04:50:48 PM »
I've used the weapons enough in the field to realize that it's a weakness.  Future iterations will correct this.
 

Offline joansam

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Re: Terran Republic Missile Classes
« Reply #3 on: May 15, 2019, 05:12:01 PM »
What's your warhead tech? You may be able to cram more warhead into your Size 5s at the cost of a bit of speed, which could be offset by increased agility.   I've managed to fit a Size 4 warhead onto some short-range size 1 anti-ship missiles for fighters - kind of an interesting design that tends to overwhelm anti-missiles defenses and do decent damage. 

Also - can I ask what your rough hit stats are for AMMs and your point defenses? In the recent battle your AMMs seem to have suffered from targeting size 1 AMMs themselves - it's not fun economically to be throwing AMMs at AMMs.   Did the energy weapons fare better?
 
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Offline Cavgunner

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Re: Terran Republic Missile Classes
« Reply #4 on: May 15, 2019, 08:21:45 PM »
Currently I have Fusion-Boosted Fission Warheads (8,000 RP).  Propulsion is Internal Confinement Fusion Drive with a max speed multiplier of x1.75 (x3.5 for missile engines).  My current Missile Agility tech is pretty backward at 48 agility per MSP (4,000 RP).  Most of my recent military tech gains (such as engine tech) are due almost entirely to salvage.  This has left big gaps in other areas.  Hopefully this provides some insight into why my weapons are the way they are. 

I haven't been able to test the current Flash missiles against other full size ASMs yet.  However, in the past my railguns and other PD weapons seem to have a hit rate of 30%-50% against ASMs, depending on the experience of the crew.
 

 

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