Coldweld / The Infinite Diaspora / Reference shelf

Hostile fleets, gun stores and spread

A hostile fleet is the set of ships the world sends against the captain. Each ship carries guns with a limited store of rounds and a spread that grows as the rails wear.

21 numbers, 4 with an outside source

  • A0 numbers at grade A
  • B3 numbers at grade B
  • C0 numbers at grade C
  • D1 numbers at grade D
  • E17 numbers at grade E

Functionality

2 topics

Enemy doctrine

  • Every faction fights to a DOCTRINE. Each hostile picks its target by it every 20 s.
  • It matters once escorts or allies fly with you.
  • Earth | HUNTS YOUR GUNS, whatever shoots hardest.
  • Mars | PRESSES CRIPPLES, whatever is already bleeding.
  • The Outer Guild | SPREADS FIRE across your formation.
  • The Unclaimed | TAKES THE SOFT TARGET, your lightest hull.
  • Bounty Hunters | COMING FOR YOU, because they were paid for you.
  • The contact report names the doctrine before the shooting starts.

The guns

  • Every gun in known space is kinetic, which means it fires a solid round.
  • A postwar treaty outlawed guided missiles and warheads.
  • A COILGUN aims true. An AUTOCANNON hits hard up close. A RAILGUN punches through armor.
  • A CANISTER fires a shell that opens into a cloud of pellets.
  • A round hits harder when it closes faster, because its energy grows with the square of its speed.
  • Past 3 km/s a round melts on impact, so plate weight stops it more than hardness does.
  • Steel stops a RAILGUN best, and ceramic an AUTOCANNON.

Values

21 numbers: 3 B, 1 D, 17 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for hostile fleets, gun stores and spread
Quantity Value Grade Source Why this value
Spread added by a rail at the end of its life, as a multiple of its spread when new2 xEAuthoredAtomic Rockets, spacegunconvent, US Navy RailgunsThe mirror quotes a railgun builder that ablation of the rail and armature is the critical weakness, and gives no figure for how far accuracy falls, so the game chose a doubling. The sources are silent on this figure.
Rounds in a rail magazine, by sizeMicro 60, Light 60, Compact 40, Standard 40, Heavy 25, Superheavy 25 roundsEAuthoredNo source recordedA slug is real mass, about 1 kg at 40 mm and 45 kg at 160 mm, so a heavier rail carries fewer. The counts are the game's own. The sources are silent on this figure.
Rounds in an autocannon's store1,000 roundsEAuthoredNo source recordedThe game chose a store that empties in about as many fights as the coil, canister and rail stores.
Firings in a rail ready locker10 firingsEAuthoredNo source recordedThe game chose a locker of ten firings, so a gun runs dry in a fight and must be fed from the magazine.
Smallest group a gun can fire, before accuracy0.05 mradEAuthoredNo source recordedThe game chose a floor so even a perfect gun has some spread. No source gives a figure for naval gun dispersion. The sources are silent on this figure.
Spread added for each accuracy point a gun lacks0.02 mrad per pointEAuthoredNo source recordedThe game chose a straight slope so a 92 accuracy gun groups well and a 52 gun groups poorly.
Pellets in one canister12 pelletsEAuthoredNo source recordedThe game chose a small count that a fuze opens around the shell. No source gives a canister load. The sources are silent on this figure.
Rounds a second an autocannon streams (the base rate)5 rounds/sBSecondaryNavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rate of fire in the 40 mm / 70 Bofors tableNavWeaps gives the 40 mm Bofors L/70 at 240 to 330 rounds per minute by mount, with 300 for the Sea Trinity and the Mark 4. The game's 5 a second is 300 rounds per minute and matches.
Rounds a second a streamed autocannon fires, by sizeMicro 8, Light 5, Compact 2, Standard 1 rounds/sBSecondaryNavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rates of fire in the Bofors 40 mm, 76 mm, Mark 45 and Mark 71 tablesNavWeaps gives a 40 mm Bofors at 300 rounds per minute (game Light: 5 a second) and a 76 mm Super Rapid at 120 (game Compact: 2 a second). Both match. For heavier guns the real rates are lower than the game's 1 a second: 20 per minute at 127 mm and 12 at 203 mm. No opened source gives the 20 mm autocannon rate for the game's Micro size (8 a second).
Seconds between rounds for the two heaviest autocannon sizesHeavy 2, Superheavy 3 sDAnalogyNavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rates of fire in the Mark 45, Mark 71 and AGS tablesReal heavy naval guns fire one round every 3 s at 127 mm (20 per minute), every 5 s at 203 mm (12) and every 6 s at 155 mm (10). The game uses one round every 2 s (Heavy) and 3 s (Superheavy). The game chose a faster cycle than the real guns.
Who comes at the captain, what each wants and how likely each isThe Unclaimed goal board, hulls (computed), weight 5, hail pirates by their transponders, after the cargo: they will want to board, Bounty Hunters goal board, hulls (computed), weight 2, hail bounty hunters, openly registered: they want us taken alive, Earth goal destroy, hulls (computed), weight 1, hail an Earth navy patrol: they will not board, they will kill us, Mars goal destroy, hulls (computed), weight 1, hail a Martian navy patrol: they will not board, they will kill us, The Outer Guild goal destroy, hulls (computed), weight 1, hail Guild warships: they will not board, they will kill us tableEAuthoredNo source recordedPirates and bounty hunters want a boarding, and navies want a kill. The weights are the game's own.
Hostile captain temperament: standoff, longest shot, heat spent, breakoff and wait rulereckless board 3, officer hot-blooded, maxflight 90, heat 1, breakoff 0, waits None, read coming straight in: a reckless captain, cautious board 3, officer cautious, maxflight 40, heat 0.6, breakoff 0.35, waits weak, read hanging back: a cautious captain, waiting for us to weaken, cunning board 3, officer calm, maxflight 60, heat 0.75, breakoff 0.25, waits hot, read holding off and watching our heat: a cunning captain tableEAuthoredNo source recordedThe game chose three captains, one who rushes, one who hangs back and one who watches. Every figure is for play.
Weights for how many hostiles come at once1 1, 2 3, 3 3, 4 2, 5 1 weightEAuthoredNo source recordedThe game chose small groups as most likely, and a large one as rare.
Guns a hull carries, by size classLIGHT 3, MEDIUM 5, HEAVY 7 gunsEAuthoredNo source recordedThe game topped each hull up to about five guns on average with a secondary battery two size steps below its biggest gun.
Point defense mounts, by size classLIGHT 1, MEDIUM 2, HEAVY 3 mountsEAuthoredNo source recordedThe game chose more point defense on a bigger hull with more guns.
Point defense model, by size classLIGHT 15mm PD Autocannon, MEDIUM 20mm PD Autocannon, HEAVY 30mm PD Autocannon catalog nameEAuthoredNo source recordedThe game chose a heavier point defense autocannon for a bigger hull.
Largest navy squadron6 shipsBSecondaryAtomic Rockets, astromilitary, Fleet DesignThe mirror builds a navy around a six-ship squadron.
Largest band of pirates or privateers3 shipsEAuthoredAtomic Rockets, astromilitary, Fleet DesignThe mirror says pirates are many small corsairs and gives no band size, so the game chose a group smaller than a navy squadron. The sources are silent on this figure.
Distance of a squad member from its lead at the start10, 40 kmEAuthoredNo source recordedThe game chose a loose group that arrives as one.
Most a member's drift may differ from its lead, per axis0.02 km/sEAuthoredNo source recordedThe game chose a small difference so a squad stays together without sitting on one point.
Range at which a squad lead opens, off the captain300, 2,500 kmEAuthoredNo source recordedThe game chose it so ships begin outside gun range and the approach is part of the fight.

Real-world basis

4 points
  • A heavier slug is real mass, so a heavier gun carries fewer rounds.
  • A cartridge gun streams rounds fast at small caliber, and a heavy gun fires slowly.
  • A navy sails as a squadron under one commander, while pirates and hunters run in small bands.
  • A worn rail groups worse, so spread grows over its life.

Game and reality differences

2 points
  • The game fires a gun as one catalog firing every cycle. Each round of an autocannon keeps its ammunition, but the damage a second is kept equal to the catalog, so a slower gun hits harder per round.
  • A hostile is built from the hull pool of its faction and topped up to a gun count by size class. A real ship has a fixed fit.

Source absences

3 points
  1. Atomic Rockets does not provide values for the following:
    1. Rate of fire for a heavy naval gun. NavWeaps and real gun rates supply the values.
    2. Round count for a railgun locker.
    3. Size of a pirate band. The page describes small, diverse corsairs. 3 ships is authored.

Sources

2 documents