Iceni Queen Refrence Notes

DRIVE TABLE:

DRIVE SYSTEM: THRUSTG Watts: EXHAUST VELOCITY: THRUST newtons: MASS: T/W >1.0: POWER(MW’s): EFFICIENCY
Arc Jet 0.011 22,000 1,000 15 No 30 48%
Chemical Rocket 3.8 4,500 1,669,000 2 Yes X X
Deuterium-Tritium Fusion 1.2 22,000 108,000 10 Yes X X
Int. Containment Fusion 500,000 10,000,000 100,000,000 1000 Yes X X
Ion Drive 1.05 210,000 10,000 400 No 800 96%
Mag. Containment Fusion 200 8,000,000 50,000 0.6 Yes X X
Mass Driver 0.3 30,000 20,000 150 No 350 90%
Fusion Torch Drive 2,500,000 100,000,000 500,000,000 5,000 Yes* X X
Ion Torch Drive 2,500,000 200,000,000 250,000,000 8,000 No* 5,000 90%

 

Arc Jet:  Hydrogen propellant is heated by an electrical arc.

Chemical Rocket:  Oxygen/Hydrogen chemical reaction rocket.

Deuterium-Tritium Fusion:  Fuel: deuterium and tritium. Propellant: lithium. 1 atom of Deuterium fuses with 1 atom of Tritium to produce 17.6 MeV of energy. One gigawatt of power requires burning a mere 0.00297 grams of D-T fuel per second.  Tritium has an exceedingly short half-life of 12.32 years. Use it or lose it. Most designs using Tritium included a blanket of Lithium to breed more fresh Tritium fuel.

Internal Confinement Fusion:  A pellet of fusion fuel is bombarded on all sides by strong pulses from laser or particle accelerators. The inertia of the fuel holds it together long enough for most of it to undergo fusion.

Ion Drive:  Fuel is ionized and the ions are electrostatically accelerated.

Magnetic Confinement Fusion:  A fusion reaction is contained in a magnetic bottle with one open end that acts as an exhaust nozzle.

Mass Driver:  Buckets filled with packed rock dust are accelerated electromagnetically.

Thrust in Watts:

Fp = (F * Ve ) / 2           Fp = thrust power (watts)     F = thrust (newtons)     Ve = exhaust velocity (m/s)

Particle Energy:

Ae = (0.5 * Am * Av2) / B
Ae = particle energy (Kelvin)
Am = mass of particle (g) (1.6733e-24 grams for monatomic hydrogen)
Av = exhaust velocity (cm/s)
B = Boltzmann’s constant: 1.38e-16 (erg K-1)
(note that the above equation is using centimeters per second, not meters per second

 

Travel Times by Acceleration Rate in G’s:

If you know the desired acceleration of your spacecraft (generally one g or 9.81 m/s2) and wish to calculate the transit time, the Brachistochrone equation is

T = 2 * sqrt[ D/A ]
T = transit time (seconds)
D = distance (meters)
A = acceleration (m/s2)
sqrt[x] = square root of x
Remember that AU * 1.49e11 = meters
1 g of acceleration = 9.81 m/s2
one-tenth g of acceleration = 0.981 m/s2
one one-hundredth g of acceleration = 0.0981 m/s2
Divide time in seconds by 3600 for hours,
86400 for days,
2592000 for (30 day) months,
or 31536000 for years

 

 

 

The transit time equation for weaker spacecraft that have to coast during the midpoint:

T = ((D – (A * t^2)) / (A * t)) + (2*t)
T = transit time (seconds)
D = distance (meters)
A = acceleration (m/s2)
t = duration of acceleration phase (seconds), just the acceleration phase only, NOT the acceleration+deceleration phase.
Note that the coast duration time is of course = T – (2*t)

If you know the desired transit time and wish to calculate the required acceleration, the equation is

A = (4 * D) / T2

Now, just how brawny a rocket are we talking about? Take the distance and acceleration from above and plug it into the following equation:

Transit DeltaV = 2 * sqrt[ D * A ]
Transit Delta V = transit delta V required (m/s)

The rocket will also have to match orbital velocity with the target planet. In Hohmann orbits, this was included in the total.

3.5 g is approximately 35 m/s2 and 9d15h is 831,600 seconds. 35 m/s2 * 831,600 s = 29,100,000 m/s total delta V. 

 

Orbital Velocity = sqrt[ (G * M) / R ]
Orbital Velocity = planet’s orbital velocity (m/s)
G = 0.00000000006673 (Gravitational constant)
M = mass of primary (kg), for the Sun: 1.989e30
R = distance between planet and primary (meters) (semi-major axis or orbital radius)

If you are talking about missions between planets in the solar system, the equation becomes

Orbital Velocity = sqrt[1.33e20 / R ]

Figure the orbital velocity of the start planet and destination planet, subtract the smaller from the larger, and the result is the Match Orbit Delta V

Match Orbit Delta V = sqrt[1.33e20 / Di ] – sqrt[1.33e20 / Ds ]

If the rocket lifts off and/or lands, that takes delta V as well.

Liftoff  Delta V = sqrt[ (G * Pm) / Pr ]
Liftoff Delta V = delta V to lift off or land on a planet (m/s)
G = 0.00000000006673
Pm = planet’s mass (kg)
Pr = planet’s radius (m) 

TIME DILATION:

 

When a ship approaches to within 90% of the speed of light, time slows down. Characters on board the ship would not notice, but if they were to make hourly reports back to their point of origin, those reports might arrive only once every hundred hours.

The actual amount of time dilation observed aboard a ship traveling near light speed increases in proportion to just how close it is to light speed. Technically, time dilation occurs at any speed, but it only becomes noticeable at relativistic speeds. The dilation is a ratio that determines how much time passes aboard the ship; it is a multiplier when determining how much time passes outside the ship.

For example, a ship moving at 70% the speed of light has a time dilation of 1.4. Ten hours of travel aboard the ship at this speed means that 14 hours (10 × 1.4) have passed outside the ship. However, if ten hours pass for those left behind, only 7.1 hours have passed aboard the ship (10 divided by 1.4).

 

% of “C” Miles/second Kilometers/second AU/hour Time Dilation:
1.1% 2,046   0.18 1.0003
14% 26,040   1.0 1.01
28% 52,080   2.0 1.04
42% 78,120   3.0 1.1
56% 104,160   4.0 1.2
70% 130,200   5.0 1.4
83% 154,380   6.0 1.8
90% 167,400   6.5 2.3
97% 180,420   7.0 3.9
98.1% 182,366   7.1 5.1
99.99% 185,981   7.239 60.2

 

Time Dilation: Divide the time traveled by this number to arrive at the amount of time that passes on board the starship.

 

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MATERIALS:

——————————————————————————————————————————————-

 

METALS:

Titanium:

Atomic Mass:  27.88                 Density:  4.54 g/cm3                    Molar Volume: 10.64 cm3

Fusion Heat:  15.45 kj/mol       Vaporization Heat:  421 kj/mol

 

Aluminum:

Atomic Mass:  26.98                 Density:  2.7 g/cm3                    Molar Volume: 9.99 cm3

Fusion Heat:  10.79 kj/mol       Vaporization Heat:  293.4 kj/mol

 

Tungsten:

Atomic Mass:  183.85                 Density:  19.35 g/cm3                    Molar Volume: 9.5 cm3

Fusion Heat:  35.4 kj/mol       Vaporization Heat:  824 kj/mol 

 

Duralloy (mine):

Atomic Mass: 15.72     Density: 2.44 g/ cm3     Molar Volume: 5.70 cm3

Heat of Fusion: 210 kj/mol     Heat of Vaporization: 1517 kj/mol

 

COOLANTS:

Liquid Hydrogen:

                Freeze: 14.01 K          Flash: 20.28 K         Heat Capacity:  0.029?          Density:  70.973 kg/m3

 

Ship-Mounted Weapons:

 

Laser, Cannon:  Light amplification by stimulated emission of radiation:  Lasers are direct-fire electromagnetic radiation guns.  A medium (usually a gas such as helium-3, helium-4 or hydrogen) is forced through a series of orifices.  Heat and pressure cause the material to become plasma and lase.  They inflict damage by means of mechanical shear, the explosive evaporation of a material’s surface.

These weapons are divided into two primary types: beam and pulse guns.  Beam weapons generate a continuous stream of lasing plasma through use of an oscillator to generate a coherent wave which is then amplified.  This allows a 1 second beam duration, and thus greater damage potential then a pulse gun, but these systems are extremely power-hungry and require delicate optics that can be easily damaged.  Pulse weapons generate short bursts of fire with a 0.1 second beam duration.  Though less powerful then a beam laser, their advantages include low power consumption, a fast cycle rate, and the ability to utilize an open orifice system that eliminates the need for fragile optics.

Lasers are further divided into 12 primary Type Classes which denote their band, wavelength, and power output.  Higher bands have shorter wavelengths and increased damage potential.  Type 13 lasers are considered a type of spinal mount and discussed under that entry.  See “Spinal Mount.”

 

Type I:  Mass: 0.5 to 1 ton     Band: Infrared     Wavelength: 20,000 to 30,000 nanometers

            Power Output: 10 to 20 megawatts     Lens: 0.1 to 0.25 meters

Type II:  Mass: 0.75 to 1.5 tons     Band: Infrared     Wavelength: 700 to 20,000 nanometers

            Power Output: 20 to 30 megawatts     Lens: 0.25 to 0.5 meters

Type III:  Mass: 1 to 2 tons     Band: Infrared     Wavelength: 700 to 5,000 nanometers

            Power Output: 25-35 megawatts     Lens: 0.5 to 0.75 meters

Type IV:  Mass: 2 to 4 tons     Band: Red to Orange     Wavelength: 600 to 700 nanometers

            Power Output: 35 to 40 megawatts     Lens: 0.5 to 1 meter

Type V:  Mass: 3 to 5 tons     Band: Yellow to Green     Wavelength: 550 to 570 nanometers

            Power Output: 40 to 45 megawatts     Lens:  0.75 to 1.5 meters

Type VI:  Mass: 3.5 to 5 tons     Band: Blue to Violet     Wavelength: 380 to 475 nanometers

            Power Output: 45 to 50 megawatts     Lens: 1 to 2 meters

Type VII:  Mass: 4 to 6 tons   Band: Violet to Ultraviolet   Wavelength: 380 to 320 nanometers

            Power Output: 50 to 60 megawatts     Lens: 1 to 2.5 meters

Type VIII:  Mass: 5 to 7 tons     Band: Ultraviolet     Wavelength: 320 to 400 nanometers

            Power Output: 60 to 80 megawatts     Lens: 1 to 3 meters

Type IX:  Mass: 7 to 9 tons     Band: Ultraviolet     Wavelength: 280 to 300 nanometers

            Power Output: 70 to 80 megawatts     Lens: 2 to 3.5 meters

Type X:  Mass:  8 to 12 tons     Band: Ultraviolet     Wavelength: 200 to 290 nanometers

            Power Output: 75 to 90 megawatts     Lens: 5 to 10 meters

Type XI:  Mass: 10 to 15 tons     Band: Ultraviolet     Wavelength: 100 to 200 nanometers

            Power Output: 80 to 100 megawatts     Lens: 10 to 15 meters

Type XII:  Mass: 15 to 25 tons     Band: Extreme UV     Wavelength: 10 to 200 nanometers

            Power Output: 100 to 150 megawatts     Lens: 10 to 20 meters

*Type XIII:  Mass: 50 to 75 tons     Band: X-Ray     Wavelength: 0.01 to 10 nanometers

            Power Output: 300 to 400 megawatts   Lens: 15 to 25 meters   Radiation: 50 to 80 g/cm3

*Type XIII X-Ray lasers are considered a spinal mount weapon.  See “Spinal Mount.”

 

Missiles:  Missile systems constitute the primary long-range armaments of most warships.  They are self-guided chemical rockets able to distinguish between potential objects and make rudimentary decisions regarding fuel use and target selection.  They are divided into 10 classes which denote their relative size, acceleration rate, engine burn time, and payload capacity.

 

Type I:     Mass: 0.25 tons     Payload: 10 kg     Acceleration: 5G     Burn Time: 20 minutes 

Type II:     Mass: 0.5 tons     Payload: 20 kg     Acceleration: 7.5 G     Burn Time: 25 minutes 

Type III:     Mass: 0.75 tons     Payload: 25 kg     Acceleration: 10 G     Burn Time: 30 minutes 

Type IV:     Mass: 1 ton     Payload: 30 kg     Acceleration: 12 G     Burn Time: 35 Minutes

Type V:     Mass: 1.25 tons     Payload: 35kg     Acceleration: 14 G     Burn Time: 40 Minutes

Type VI:     Mass: 1.5 tons     Payload: 40 kg     Acceleration: 16 G     Burn Time: 45 Minutes

Type VII:     Mass: 1.75 tons     Payload: 45 kg     Acceleration: 18 G     Burn Time: 50 minutes

Type VIII:     Mass: 2 tons     Payload: 50 kg     Acceleration: 20 G     Burn Time: 60 minutes

Type IX:     Mass: 5 tons     Payload: 100 kg     Acceleration: 25 G     Burn Time: 60 minutes

Type X:     Mass: 8 tons     Payload: 150 kg     Acceleration: 30 G     Burn Time: 60 minutes

 

Common Warheads:

Javelin:  Kinetic slugs, inflicting damage through impact force.  Payload is solid mass.

High Explosive:  25 kg TNT equivalent per kg of warhead.

Pila:  Piercing warhead causing decompression and shrapnel damage in affected compartment.

            Payload is 50% shaft mass; 50% shaped-charge high explosive mass.

EMP:  Causes electro-magnetic pulse designed to damage electrical systems.

Nuclear:  Fusion warhead, 1 megaton TNT equivalent per 10 kg of warhead.

 

Spinal Mount:  (sometimes S’mount or main gun) Large weapons mounted on capital warships along their spines and running most of their length.  These are commonly powered by a large particle accelerator which accounts for the bulk of their mass.

Typical spinal mounts are particle beam weapons, either Neutron or Ion cannons.  The former deliver electrically neutral particles and the later fire ionized particles that do carry an electrical charge.  Both types can be fired up to 8 times per hour.  An ion cannon’s kinetic energy is about 40% less than an equivalent neutron gun but poses a severe radiation threat to its target and can seriously damage electrical systems.

Damage is inflicted by the kinetic energy of the delivered particles, disrupting the atomic and molecular structure of a target.  This has a significant advantage over lasers which inflict all their damage upon the surface of a target but have very little penetration power.  Their primary disadvantages come in the form of limited range and the enormous expenditure of power and generation of waste heat.

            Less common examples include Plasma Torpedo launchers (PTL’s) and X-Ray (Type XIII) lasers.  Plasma torpedoes make use of a particle accelerator to generate super-heated quark-gluon plasma imbedded within an elongated, donut-shaped magnetic field generated by the delivery projectile.  Once charged, the weapon is magnetically hurled along a track much like a rail gun, its own propulsion system going active once clear of the launcher.  They are active tracking weapons that can be launched at a rate of about 4 per hour, causing damage through heat and the explosive force of the pressurized gas.  They only function in a near vacuum and the pressurized gas typically overwhelms the magnetic field and detonates on its own within 20 minutes if a target is not reached before then.

            Type XIII X-Ray lasers are simply very large and powerful beam lasers and do not make use of an accelerator.  Ships mounting X-Ray lasers as their primary armament often mount 2, even 3 or 4, of these weapons in a linked bank.  See “Lasers.”

 

Neutron Cannons:     Mass: 20 to 50 tons     Power: 2 to 5 gigawatts

Max Range: 20,000 to 50,000 km     Effective Range: 10,000 to 20,000 km

            Impact Force: 10 to 20 megatons      Radiation: Na

Ion Cannons:     Mass: 25 to 60 tons     Power: 2 to 5 gigawatts

Max Range: 20,000 to 50,000 km     Effective Range: 10,000 to 20,000 km

            Impact Force: 6 to 12 megatons      Radiation: 150 to 300 g/cm3

X-Ray Lasers:   Mass: 150 to 300 tons     Band: X-Ray     Wavelength: 0.01 to 10 nanometers

            Power Output: 300 to 400 megawatts   Lens: 15 to 25 meters   Radiation: 50 to 80 g/cm3

Plasma Torpedoes:  Mass: 2 tons*     Acceleration: 10 G     Duration: 20 minutes

Explosive Yield: 40 megatons TNT equivalent


 

 

Small Arms:     The majority of modern small arms are Slug Throwers, which utilize a projectile to inflict kinetic force damage to their targets.  They are divided into three types:  Chemical explosive, gyrojet and LAM weapons.  Less common are Directed Energy Weapons which are commonly relegated to support fire roles in ground based combat.

 

Slug Throwers:

Chemical Explosives:     These weapons launch their projectiles along a rifled barrel through the use of a chemical explosive contained within each round.  They may be cased rounds, meaning the projectile and explosive are sealed together in a solid casing or shell; or caseless rounds, where the shell is replaced by a seal that dissolves or is otherwise consumed when the weapon is fired.  Wax-sealed rounds are the most common examples of caseless ammunition.

Advantages:     They are purely mechanical weapons that do not rely on electronics of any kind.  They contain their own oxidizers and can be used in most any environment.

Disadvantages:     Ammunition tends to be large, limiting the number of rounds that can be stored in the weapon or carried.  They produce a fireball of hot gas and make a loud, distinctive noise when fired.  This latter problem can be mitigated by the use of a silencer or sub-sonic ammunition but this decreases accuracy and impact force.  They have the strongest recoil of all small arms subgroups which greatly impedes their accuracy during sustained fire and the build-up of residues makes regular cleaning important.

 

Gyrojets:     A sub-type of chemical explosive launcher, the gyrojet round is actually a small rocket that carries it propellant with it.  Angled tail jets are used to spin the round in lieu of barrel rifling.  Large caliber gyrojet launchers are popular with ground-based military units as squad support weapons but are unpopular with space-based fighters due to their low initial acceleration and because their rounds constitute open flame sources.

Advantages:     They are purely mechanical weapons that do not rely on electronics of any kind.  They also have fewer moving parts then standard chemical explosive weapons and are less subject to wear.  Containing their own fuel/propellant and oxidizers, they can be used in most any environment.  Larger rounds (in the 15mm range or higher) can be equipped with tracking systems that allow them to adjust course en route to the target when required.  Gyrojet weapons have the least recoil of all slug throwers.

Disadvantages:     Ammunition tends to be large, limiting the number of rounds that can be stored in the weapon or carried.  Ammunition needs time to accelerate to its top speed, making gyrojets less effective in close quarters.  They produce visible exhaust trails that can give away the user’s location and may unintentionally ignite potential fuel sources when they strike.  Residue build-up is high for gyrojet weapons and they need to be cleaned frequently to prevent malfunction.

 

Linier Acceleration Magnets:     Called LAM guns, mag-guns, or coilguns.  Utilizing a synchronous linier electric motor, coils running down the length of a rifled barrel are activated in sequence to hurl a projectile through the use of an electromagnetic pulse, powered by an internal battery.  They are distinct from railguns which pass a large current through the projectile via sliding contacts.  LAM guns are the most common type of small arm currently in use.

Advantages:     They use relatively small ammunition since no propellant is required and the fact that, given their high muzzle velocity, even a small projectile can hit with tremendous force.  Recoil is minimal given their potential speed, which can be adjusted by the user.  Rounds can be fired at subsonic speeds to eliminate sonic booms, making LAM weapons nearly silent.  There is no associated flash which is helpful in concealing the user’s location.

Disadvantages:     LAM weapons tend to be heavy and require a powerful battery in addition to ammunition in order to function.  These batteries, though generally well insulated, are a potential explosion hazard if they are compromised.  LAM guns are electronic hardware and subject to all the potential breakdowns associated with such equipment.  Because of their extreme velocity, LAM rounds may pass completely through a target, inflicting minimal damage.  For this reason, LAM weapons are typically limited to using flechette, hammer, or segmented ammunition.

 

Common Slug Thrower Ammunition Types:

Slug Rounds:  Are solid kinetic rounds.

Splinter Rounds:  Have a solid head for penetration; the rear portion of the slug is divided with a series of pre-cut grooves that cause it to splinter after entering their target.

Hammer Rounds:  Are hollow and flatten upon impact.  This gives the round significant stopping power and the cost of low penetration.

Flechette (or “needle”) Rounds:  Are groupings of very small, needle-like projectiles that have excellent penetration but low stopping power.  Round consists of several steel fin stabilized flechettes, half facing forward and half facing rearward. On firing, the rearward facing flechettes yaw until they are facing forward, forcing the pattern of darts to expand.

Incendiary Rounds:  Contain compounds that burn rapidly and ignite fires.  These are variants on the slug or segmented ammo types.

High Explosive Rounds:  These rounds contain a chemical explosive that detonates upon contact with its target.

 

Directed Energy Weapons:

Man Portable Lasers:     The laser rifle typically masses in at 10 to 12 kilograms, powered by a large battery worn on the back (Which can mass over 20 kilograms) connected to the weapon by a heavy power cable.  They fire in the low infrared range with a power output ranging from 50 to 75 kilowatts.  The power source generally provides enough energy for three to four dozen shots.

            Laser rifles inflict damage by emitting their energy carefully timed series of pulses, arriving about 1/10th of a second apart.  The first creates an explosion and a shallow hole in the target, subsequent pulses arrives after the steam generated by the first has dissipated, deepening the crater.  Laser rifles can be fired about 1 every 5 seconds.

Advantages:     The beam travels at the speed of light so there is no need to calculate delay or “lead” a target while aiming.  There is no recoil from a laser weapon.

Disadvantages:     Aside from the bulk and limited capacity of portable lasers, heat build-up necessitates that the user wear thermal protection.  Eye protection is required to prevent flash blinding (and possible permanent eye damage) of not only the user by any friendly personnel in the immediate area.  Lasers suffer from “blooming” when they are forced to burn through atmospheric gasses and their strength diminishes quickly over distance, and they pose a serious threat of igniting fires.  Thick smoke, water, and various aerosols can also impede a laser beam.

 

Man Portable Particle Beam Weapons:     Generated by means of a pulsed linier induction accelerator, a neutron particle beam is generated, following a low powered guide laser that protects it from atmospheric blooming.  They inflict damage through heat and the kinetic force of the delivered particles which can be moving at half the speed of light.  Heat is a major concern so these weapons have a very slow cycle rate.  They can only be fired about once per minute.  Particle beam weapons push the envelope of “portable.”  Massing an average of 25 kg with a 50+ kg battery requires a combatant dressed in hydraulic armor.  They have a power output of 300 to 500 kilowatts with their batteries holding sufficient charge for about two dozen shots.

Advantages:     Their primary military function is for vehicle and troop formation ambush and at this they excel.  With an effective range of 800 meters, they can cause a tremendous amount of damage to vehicular targets and obliterate human sized ones, even in heavy armor.

Disadvantages:     As anti-armor weapons they are worse than useless aboard a ship or space station because of their potential to inflict horrific damage on equipment and hull plating.  There is also a low-level radiation discharge when they are fired, about 4 grays per use which could be harmful to unshielded electronics.

 

Non-Lethal Weapons:     Some small arms are designed not to kill but to incapacitate a target.  These weapons are often employed by police, security guards, and as home protection weapons.  In Federation systems, non-lethal weapons are the only types that may be owned by private citizens save by special dispensation.  (i.e. having money)

Interdiction Guns:     Commonly known as a “vomit” or “vomit-ray” gun.  This radio-frequency laser (which can fire through most non-metallic walls) temporarily disrupts the balance of targets’ inner ears, dropping them to the ground and causing extreme nausea. Pain Inducers:     Using a low-power microwave laser, the beam causes painful heating of the affected area, often causing them to seize-up in pain.

Stun Clubs:     A tube-shaped weapon from ranging 0.5 to 2 meters long (depending on what you want it for) with one end that discharges 20,000 volts of electricity on contact.

 

 

Laser Weapon Data:

TYPE: BAND: WAVELENGTH: POWER OUTPUT: MASS: RANGE:
I Infrared 5,000 nanometers  25 Megawatts 1.00 Tons   10,000 kilometers
II Infrared 1,000 nanometers  25 Megawatts 1.50 Tons   12,500 kilometers
III Infrared    800 nanometers  30 Megawatts 2.00 Tons   18,000 kilometers
IV Red    750 nanometers  30 Megawatts 2.25 Tons   22,000 kilometers
V Red    750 nanometers  35 Megawatts 2.50 Tons   25,000 kilometers
VI Yellow    570 nanometers  35 Megawatts 3.00 Tons   28,000 kilometers
VII Yellow    570 nanometers  40 Megawatts 3.50 Tons   30,000 kilometers
VIII Blue    475 nanometers  40 Megawatts 4.00 Tons   32,500 kilometers
IX Blue    475 nanometers  45 Megawatts 4.50 Tons   35,000 kilometers
X Ultraviolet    400 nanometers  45 Megawatts 5.00 Tons   38,000 kilometers
XI Ultraviolet    300 nanometers  50 Megawatts 7.25 Tons   40,000 kilometers
XII Ultraviolet    150 nanometers  60 Megawatts 10.00 Tons   50,000 kilometers
XIII X-Ray     10 nanometers 300 Megawatts 50.00 Tons 100,000 kilometers

 

 

 

MISSILE WEAPON DATA:

TYPE: PROPELLANT: ACCEL: BURN TIME: MASS: PAYLODE:
I Chemical 5 G 10 minutes 0.25 tons 10 kg
II Chemical 5G 10 minutes 0.50 tons 15 kg
III Chemical 8G 12 minutes 0.75 tons 20 kg
IV Chemical 8G 14 minutes 1.00 tons 25 kg
V Chemical 10G 18 minutes 1.25 tons 30 kg
VI Chemical 10G 24 minutes 1.50 tons 35 kg
VII Chemical 12G 28 minutes 1.75 tons 40 kg
VIII Chemical 12G 30 minutes 2.00 tons 50 kg
IX Fusion 20G 10hours 4.00 tons 200 kg
X Fusion 30G 15 hours 6.00 tons 500 kg

 

 

COMMON WARHEAD TYPES:

Javelin:  Kinetic slugs, inflicting damage through impact force.

High Explosive:  20 kg TNT per kg of warhead.

Pila:  Piercing warhead causing decompression and shrapnel damage in affected compartment.

EMP:  Causes electro-magnetic pulse designed to damage electrical systems.

Nuclear:  Fusion warhead, 1 megaton TNT per 10 kg of warhead.

 

 

 

Particle Beam Weapon Data:

TYPE: MASS: POWER USE:   RANGE: DAMAGE: RADIATION:
Neutron Cannon—I 10k tons      0.5 GW   10,000 km 5.0 megatons No
Neutron Cannon—II 15k tons      0.8 GW   12,000 km 8.0 megatons No
Neutron Cannon—III 20k tons      1.0 GW   15,000 km 10 megatons No
Neutron Cannon—IV 25k tons      2.5 GW   20,000 km 20 megatons No
Ion Cannon—I 12k tons      0.5 GW   10,000km 3.0 megatons 100 g/cm3
Ion Cannon—II 18k tons      0.8 GW   12,000 km 4.8 megatons 150 g/cm3
Ion Cannon—III 22k tons      1.0 GW   15,000 km 6.0 megatons 200 g/cm3
Ion Cannon—IV 30k tons      2.5 GW   20,000 km 12 megatons 300 g/cm3

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