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.