#Extended Capital Missiles

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limber maple
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_Based on a recovered research disk found in an sldf cache, this missile technology is very closely related to principles employed in the extended lrm missile launcher, and relies on incomplete features present in the ar10 missile launcher.

As it turns out, the loading mechanism for the ar10 was incomplete. They had intended it to greatly increase the range of missiles but research on the required boosters was never completed before the Amaris Coup. Luckily, with modern advancements in capital weapons technology replicating the intended function was recently made possible.

The hidden feature of the ar10 loading mechanism can be applied to any sldf era capital missile launcher and their respective teleoperated counterparts, though the kraken and subcapital missiles were found incompatible._

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Loading mechanism upgrades increase the weight and increases the cost of the launcher by approximately 40% to the following weights:
Barracuda X: 120 tons; 126,000 cbills
Barracuda-T X: 130 tons, 136,000 cbills
White Shark X: 150 tons; 182,000 cbills
White Shark-T X: 170 tons; 192,000 cbills
Killer Whale X: 200 tons; 210,000 cbills
Killer Whale-T X: 210 ton ; 215,000 cbill

The loading mechanism upgrades allow each missile to be affixed with up to 3 boosters designed for each missile during the end phase of each round, declared simply by announcing that you are loading and writing down the number of boosters for each bay (to a minimum of zero). Boosters must be loaded for all affected missiles in the bay and cannot be partially loaded.

Each booster is specific to the missile it is designed for and weighs/costs accordingly:
Barracuda: 10 tons; 2,700 cbills
White shark: 13 tons; 4,700 cbills
Killer Whale: 16 tons; 6,700 cbills

Each booster contains an additional fuel reserve:
Barracuda: 10 points.
White Shark: 12 points
Killer Whale: 10 points

If using the detailed range rules, each booster increases the range of its missile by 33% at the expense of a minimum range equivalent to the range boost.
(Min)/Short/Medium/Long/Extreme
1 booster X Barracuda: (6)/26/40/53/66
2 booster X Barracuda: (13)/33/50/66/83
3 booster X Barracuda: (20)/40/60/80/100
1 booster X White Shark/Killer Whale:
(4)/16/32/48/64
2 booster X White Shark/Killer Whale:
(8)/20/40/60/80
3 booster X White Shark/Killer Whale:
(12)/24/48/72/96

If not using detailed range rules, each amount of boosters apply the following effects:
1 booster: -1 extreme, -1 long, -1 medium, +1 short
2 boosters: -2 extreme, -2 long, +0 medium, +2 short
3 boosters: -3 extreme, -1 long, +1 medium, +3 short

Boosters do not increase the health of capital missiles they are attached to and do not function in atmosphere.

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The amount of boosters for each missile bay and their type should be noted alongside missile ammunition