Lenwen wrote:Killer Cyborg wrote:The only reason the CSN has been furnished with nukes is to deter Splugorth/Atlantis aggression, and to provide Navy vessels with the capacity to sink enormous ships such as the US Ticonderoga (20,000 MDC), Horune Dream Ships (20,000 MDC), and Splugorth Sea Skimmers (30,000 MDC).
So the very nukes your even talking about are all on CS Naval ships ..
Which means their being launched from over 1,000 miles away .. more then within the range of getting picked up by the naruni star ship .. and if their able to pick them up .. their able to track them .. and shoot them down.
A few points that I have already mentioned, but that were perhaps overlooked:
1. No matter what the range on their sensors, the ship's biggest gun has a range of 17 miles.
2. When you have a few hundred or a few thousand missiles coming at you, it's not always easy to figure out which ones are the most deadly and the most important to shoot down.
3. ICBMs often include measures (chaff deploying devices) to help protect them from getting shot down.
4. The missiles are faster than the ship.
5. The CS is capable of creating Smart Missiles that can dodge attacks, and that can keep attacking the target if they miss the first time (or second, or third, etc.).
If the CS makes a coordinated attack, here is the kind of firepower that they can bring to bear, judging by various books.
6 Revenge-Class Destroyers 96 long range missiles each. These missiles are usually 50 high explosives, 40 plasma, 4 Tomahawks, and two Mk108 Firefly nuclear missiles. Each of these ships can fire in volleys of 2, 4, 6, or 8.
Let's say that they each fire a volley of 4 LRMs per attack, for an average of 420 MD per volley (if they hit).
Combined Firepower: 6 volleys per round of attacks, for an average of 2520 MD.
2 Defiance Class Submarines 24 Trident missile launchers, with 336 long range missiles. Maximum rate of fire is 6 missiles per melee. Usually loaded up with heavy or multi-warhead nukes.
Let's go with 1 multi-warhead nuke per attack, for an average of 500 MD per attack.
Combined firepower: 2 LRMs per attack, for a total of 1000 MD per attack.
6 Shark Class Submarines 12 Tomahawk missile launchers, capable of holding 12 missile each (with spares also on board). In battle conditions, they can load them up with 12 Tomahawks and 6 Fireflies. The standard missiles are long-range High Explosive missiles, but it can fire any kind of LRM. Each one can fire in volleys of 2, 3, 4, or 6 missiles.
Let's go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 6 volleys per attack, for an average of 45,000 MD to whatever is hit, and 1500 MD to everything within 3 miles.
1-4 Orca Class Submarines 24 missile launchers each, with 72+ missiles each. In battle conditions, an Orca can be loaded up with 24 Tomahawks and 10 Fireflies. These launchers can fire in volleys of 2, 3, 4, 6, 12, or 24. They can also fire any of the standard LRMs.
Let's again go with a volley of 4 Tomahawks per attack, for an average of 7500 MD to whatever is hit, and 250 MD to everything within 3 miles of the explosion.
Combined Firepower: 2 volleys of 4 Tomahawks per attack, for an average of 15,000 MD to whatever is hit, and 500 MD to everything within 3 miles of the explosion.
(We'll split the difference and go with 2 Orcas)
3 Joseph Prosek Series Aircraft Carriers 3 missile launchers each, 240 missiles per launcher. Can fire any LRM, with Plasma and Frag as standard. The launchers can fire in volleys of 2, 4, or 8 (up to 3 volleys per melee round).
Let's go with volleys of 4 Plasma per attack, for an average of 700 MD.
Combined Firepower: 3 volleys of missiles per attack, for an average damage of 2100 MD
3 Chi-Town Class Aircraft Carriers 1 CR-400 Long Range Missile Launcher with 200 missiles (200 additional missiles on board), loaded with Proton Torpedoes as standard, but it also has 8 Firefly class nuclear missiles. It can fire in volleys of 4, 8, 16, 20, or 40 missiles. Can fire a total of 40 missiles per melee.
Let's go with volleys of 8 Protons, for an average of 1680 MD per hit.
Combined Firepower: 3 volleys per attack, for an average of 5040 MD.
52+ Sea Striker Aircraft 6 pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually armed with Plasma and Proton missiles. Flight speed is Mach 2.8.
Let's go with single Proton missiles, for an average of 210 MD per attack.
Combined Firepower: 52 individual missiles per attack, for an average of 10,920 MD per attack.
142+ Shrike Interceptors 6 Pylon-mounted LRMs that can fire in volleys of 2, 4, or all 6. Usually Proton Torpedoes. Flight Speed is Mach 3.5.
Let's go with 1 Proton missile per attack, for an average of 210 MD per attack.
Combined Firepower: 142 individual missiles per attack, for an average of 29,820 MD.
54+ Dagger Bombers 4 hard-point-mounted LRMs. Standard armament is Plasma or multi-warhead nukes. Can fire in volleys of 2 or 4. Flight speed is mach 1.5. With the LRMs loaded, radar operators are at -25% to their Read Sensory Equipment skill, -80% without the missiles.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 54 individual missiles, for an average of 9450 MD.
72+ Improved Super-Tomcat Fighters 2 wing-mounted LRMs each. Plasma standard. Speed is mach 2.3.
Let's go with 1 Plasma per attack, for an average of 175 MD.
Combined Firepower: 72 missiles, for an average of 12,600 MD.
1 Flying Leviathan 6 pylon-mounted LRMs, 3 on each wing. Can be fitted with Tomahawks. Flight speed is 550 mph. (The existence of this plane would depend on the results of an adventure in SoT2)
Let's just ignore this one. I mostly just included it to point out that the CS has secret super-projects now and then that nobody knows about, and because the plane description includes Tomahawks, showing that they're not just used in the Navy.
30+ CS Talon jet fighters 6 LRMs each, can fire in volleys of 2. Flight speed Mach 1.5.
Let's go with 1 Proton per attack, for an average of 210 MD.
Combined Firepower: 30 individual missiles per attack, for an average of 6,300 MD
12-24 Fire Storm Mobile Fortresses 8 long range missile launchers. Standard issue is HE, Plasma and/or multi-warhead smart bombs. 32 missiles total. Can fires in volleys of 2 or 4.
Let's split the difference and go with 18 of these, each firing a volley of 4 Multi-Warhead Smart Nukes per attack, for an average of 2000 MD per attack.
Combined Firepower: 18 volleys per attack, for an average of 32,000 MD.
Mark IX Missile Launch Vehicles Numbers unknown, but they're designed to be used in groups of 4. MLRS missile launcher holds 160 LRMs. It can fire in volleys of 2, 3, 4, 6, or 8. Can fire 3 volleys per melee.
We'll only count 12 of these things, because that's the bare minimum that I know of. There could be dozens, or even hundreds of these things scattered around CS territory, though.
Let's go with volleys of 8 Heavy Nukes, for an average damage of 2800 Md per attack.
Combined Firepower: 12 volleys per attack, for an average of 33,600 MD.
Nightwing Attack Aircraft Numbers unknown. 6 pylon-mounted LRMs. Plasma or Proton Torpedo are standard. Can fire volleys of 2, 4, or all 6. Flight speed is mach 2.05. This fighter was designed to be an escort for Death's Head transports (apparently in groups of 5), and the CS has a lot of Death's Heads, so there are probably a lot of these.
The intent is that there would be 5 Nightwings and 1-20 Death's Heads in a blitzkrieg. The fact that there might be up to 20 Death's Heads in an average blitz indicates that there are hundreds of Death's Heads in the CS. Since there is supposed to be at least 1 Nightwing fore every Death's Head, let's go with 100 of these.
Let's say they each fire 1 Proton Torpedo per attack, for an average of 210 MD.
Combined Firepower: 100 individual missiles per attack, for an average of 21,000 MD
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Okay, so far we have 47 volleys and something like 452 individual Long Range Missiles coming at the thing, for a total of 499 incoming attacks.
The total damage if they all hit is something like 226,350 MD.
But, of course, they won't all hit.
The ship has (according to the posted info):
High Energy Plasma Beams (12) 17 miles in atmo 1d6x1000
Secondary Plasma Beams (6) 4 miles in atmo 1d6x100
Cruise Missile Launchers (3) 1000 miles 4d6x1000 to 75' rad
Point Defense AutoCannons (60) 4000 feet in atmo 2d6x10
4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing)
We're not looking at smart missiles here, just like we're not looking at the biggest missiles being used.
So for now, none of these missiles dodge when they're shot at.
We'll also assume that the gunners know the difference between a volley and a single missile when they're aiming, and that each of their weapons can aim in any direction (which isn't how it would happen, but I'm not going to try to figure out what guns would be able to aim at which incoming missiles), and can pick and choose, and that the gunners are all coordinated enough that they don't aim at the same missiles as any of the other gunners.
We'll also assume (perhaps falsely) that the gunners have some idea of the power of the various incoming missiles.
And we'll assume that all the gunners hit, and that all their hits are enough to destroy the missile they're aiming at.
Missiles are the best defensive weapon against missiles, so the crew would prefer to use their missiles against the largest, most powerful of the incoming volleys.
There are 3 missile launchers, to that's 3 incoming volleys that will be taken out.
We'll go with some of the volleys from the Shark Class Submas. 3 volleys shot down, and 22,500 MD prevented.
Not a bad start.
The 12 high-energy plasma beams would each take out 1 incoming missile, so that's the remaining 3 volleys (4 missiles each) from the Shark Submas. Another 22,500 MD prevented.
The 6 secondary plasma beams kick in, and take out one and a half of the 4 missile volleys from the Orcas, preventing another 22,500 MD from hitting the ship.
60 point defense auto cannons, so that's the remaining 2 missiles from the Orcas, the two missiles from the 2 Defiance Class Submarines, and 56 of the 72 incoming missiles from the 18 Mobile Fortresses. That's a total of 30,000 more MD prevented.
Then there's the 4 wings of Fire-Spitter Attack Ships corporate upgrade (11 fighters per wing). Let's just say that they're NOT under attack from the CS air force, ground troops, etc. etc., and that they're free to take out 44 of the remaining incoming missiles. That's the remaining 16 missiles from the Mobile Fortresses (8000 MD), and the 24 missiles from the 6 Revenge-Class Destroyers (2520 MD), and 4 missiles (1/2 volley) from the Mark IX Missile Launch Vehicles (1400 MD).
If my calculations are correct, that's 109,420 MD that's prevented from hitting the ship.
Which leaves 116,930 MD that
does get through and hit the ship.
And that's not counting anything flying, walking, or driving within 80 miles of the ship that could launch medium range missiles at the ship and its escorts.
And that's not counting stuff that's flying, walking, or driving in with short range missiles that gets within 5 miles of either the ship or its escorts.
And that's not counting the
countless LRM batteries in various cities and outposts:
Mercenaries, 146
The CS has air defense radar stations in all military outposts. These radar systems are much more powerful than those found in robots and vehicles, and will quickly pick up any high-altitude flying object withing thousands of miles. Once the intruder is detected, a battery of long-range missiles will be launched to deal with him.And that's with most of the war machines using what they're typically loaded with.
And that's allowing the gunners to automatically identify and shoot down the missiles are the most dangerous to them.
And that's not factoring in the smart nukes.
And that's the first round of attacks.