Kinetic guns and point defense
A kinetic gun throws a solid round at a target. Point defense is a set of fast guns that shoot incoming rounds and drones out of the sky.
49 numbers, 9 with an outside source
- A0 numbers at grade A
- B4 numbers at grade B
- C3 numbers at grade C
- D2 numbers at grade D
- E40 numbers at grade E
Functionality
4 topics
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.
Turrets and the keel gun
- A HARDPOINT is a mount a gun bolts into, and it decides what the gun can shoot at.
- A TURRET traverses, so it fires in almost any direction.
- A KEEL GUN is bolted along the hull's axis, so it fires only near where the bow points.
- It is the biggest gun aboard, and no hull carries two.
- The helm lays the bow for it by the KEEL GUN standing order.
- The drive pushes along the bow, so a bow laid on a hostile cannot burn away or weave.
Canister
- A canister shell opens on a fuze into a cloud as wide as the target could dodge.
- A slug at a dodging hull usually misses, but lands whole when it hits.
- A cloud nearly always lands some pellets, so its damage is steady but smaller.
- Too far out, no pellet meets the hull.
- Each point defense mount engages 2 rounds a second, so a cloud swamps it.
- Armor stops most pellets.
Drones
- A strike drone hits one system past the armor, and never the hull.
- [7] | launch one, or a salvo from every ready rack.
- Send it at the heaviest gun, the point defense, or the nearest system.
- Each launch spends a drone. It reaches 300 km at most.
- An operator steers 1 drone at a time as a rookie, 2 seasoned, 4 as a veteran.
- An unsteered drone flies its launch line, so a dodge can beat it.
- Point defense can stop any drone inside 40 km.
- DRONE RULE | what the operator launches without asking.
Values
49 numbers: 4 B, 3 C, 2 D, 40 E
Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.
| Quantity | Value | Grade | Source | Why this value |
|---|---|---|---|---|
| Muzzle speed by mechanism | Coilgun 4, Autocannon 1.5, Railgun 6, Canister 4 km/s | EAuthored | Atomic Rockets, spacegunconvent, Railguns | The railgun speed matches the mirror's maximum of about six kilometers per second. The other speeds are chosen to keep the range order between gun types. |
| Launcher energy that caps an electric gun's muzzle speed, by mount size | Micro 2, Light 20, Compact 60, Standard 120, Heavy 250, Superheavy 500 MJ | EAuthored | No source recorded | Chosen so the lightest mount keeps full rail speed. Speed follows from kinetic energy, so a heavier round leaves slower from the same energy. |
| Mass of one round, by mount size | Micro 0.0001, Light 0.001, Compact 0.006, Standard 0.015, Heavy 0.045, Superheavy 0.118 t | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Projectile weights in the Phalanx, Bofors, 76 mm and Mark 71 tables | NavWeaps gives a Phalanx round at 0.10 kg, a Bofors 40 mm round at 0.96 kg, a 76 mm shell at 6.296 kg and a 203 mm shell at 117.8 kg. These match the game's 0.1, 1, 6 and 118 kg for four sizes. The game's 15 kg and 45 kg for its two middle sizes are below the real 31 kg (127 mm) and 90 to 102 kg (155 mm) rounds. |
| Pellets in one canister shell, by mount size | Micro 20, Light 40, Compact 80, Standard 150, Heavy 250, Superheavy 400 pellets | EAuthored | Atomic Rockets, spacegunintro, Introduction | Chosen as tens to hundreds of pellets in a shell. The mirror compares a kinetic weapon to a shotgun and gives no pellet count. The sources are silent on this figure. |
| Power of closing speed that scales a round's damage | 2 exponent | BSecondary | Atomic Rockets, spacegunconvent, Robinson's First Law of Space Warfare paragraph | The mirror says kinetic energy, counted in Ricks, scales with the square of velocity. |
| Power of closing speed that scales a round's penetration | 0.6667 exponent | CDerived | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Tate formula and crater passage | The page ties crater volume to impact energy and puts depth near the cube root of volume. Energy goes with speed squared, so depth goes with speed to the power two thirds. |
| Impact speed above which plate hardness fades | 3 km/s | BSecondary | Atomic Rockets, spacewardefense, Section 10: Armor, Damage and Survivability, Whipple shield passage | The mirror says Whipple shields become worthwhile at about 3 km/s, the speed at which projectiles begin to melt on impact. |
| Multiplier on the radiator clip chance for a canister cloud | 3 times | EAuthored | Atomic Rockets, spacegunconvent2, Equations, kinetic particle attacks (laser cannon section) | Chosen so a pellet cloud clips radiators more often than a slug. The mirror says buckshot could puncture radiator tubes and calls the effect unknown. The sources are silent on this figure. |
| Half-angle a keel gun can lay off the bow, by mount size | Micro 10, Light 8, Compact 6, Standard 4, Heavy 3, Superheavy 2 deg | DAnalogy | Atomic Rockets, controldeck, Gimbaled engines and thrust vectoring | A NERVA engine pivots up to 3 degrees and thrust vectoring stops near 10 degrees. The game uses those two figures as its limits and chooses the sizes between. |
| Speed a turret traverses, by mount size | Micro 90, Light 60, Compact 30, Standard 15, Heavy 8, Superheavy 4 deg/s | DAnalogy | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Slew rates in the tables for Phalanx, Bofors, Millennium, 76 mm, Mark 45 and Mark 71 | Real mounts turn at stated rates. Phalanx trains 100 degrees a second, the 40 mm Bofors 85 to 92, the 76 mm Compact 60, the 127 mm Mark 45 30 and the 203 mm Mark 71 30. The game uses 90, 60, 30, 15, 8 and 4 for its six sizes. The two small sizes sit inside the real range. The game turns the heavy sizes slower than the real mounts. |
| Firings before the rails are spent, by mount size | Micro 150, Light 100, Compact 60, Standard 40, Heavy 25, Superheavy 15 firings | EAuthored | Design notes: newtonian-combat-direction, Next arc: one set of rules, then the guns' own physics (coldweld, 2026-09-29) | The sources put rail life anywhere from about a dozen shots to a goal of 1,000 rounds, so the game chose a life for each size. |
| Rounds one point defense mount can engage in a second | 2 rounds | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD | Chosen so a stream of rounds can saturate one mount. The mirror gives no engagement rate and says point defense can be saturated. The sources are silent on this figure. |
| A round is engaged by point defense once it is this close to arriving | 5 s | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD | Chosen as how late point defense engages a round. The mirror gives no engagement window. The sources are silent on this figure. |
| Reach of point defense against a drone | 40 km | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD | Chosen as the reach of point defense against a drone. The mirror has no kill vehicle figures. The sources are silent on this figure. |
| Time between a mount's tries on one drone | 5 s | EAuthored | No source recorded | Chosen so a drone at cruise meets several tries from each mount. Before this value a mount had one try. No source gives a retry time. |
| Tries one mount gets on a drone at cruise speed | 4 tries | EAuthored | No source recorded | Computed from the reach, the cruise speed and the retry time, which are all chosen. No source gives a try count. |
| Highest chance one mount stops a drone on one try | 0.9 share | EAuthored | Atomic Rockets, spacewardefense, Kinetic PD | Chosen so a mount never stops a drone for certain. The mirror gives no kill chance for point defense. The sources are silent on this figure. |
| Drones one operator can steer at once, by skill | rookie 1, seasoned 2, veteran 4 drones | EAuthored | Design notes: setting-canon, 2. Safeguards | Chosen: one hand holds one drone until it lands, and higher skill gives more hands. The canon bans self-steering seekers, so a person steers each drone. |
| Furthest an operator will send a drone | 300 km | EAuthored | No source recorded | Chosen as the farthest an operator will send a drone. A drone at cruise needs a long time to cover it. No source gives a figure. |
| Closing speed a drone burns up to, then coasts | 2 km/s | EAuthored | No source recorded | Chosen so a drone burns up to a speed and then coasts to keep fuel for the last correction. The mirror has no kill vehicle figures. |
| Time a rack takes to cycle between launches | 3 s | EAuthored | No source recorded | Chosen as the time a rack needs between launches, far shorter than the time an operator needs to steer a drone. |
| A drone's whole fuel | 4 km/s | EAuthored | No source recorded | Chosen as a drone's whole fuel, which limits how fast a target can open range. The mirror has no kill vehicle figures. |
| A drone's life before it is lost | 900 s | EAuthored | No source recorded | Chosen as how long a drone lives before it is lost. The mirror has no kill vehicle figures. |
| Drone acceleration, by bay size | Micro 400, Light 300, Compact 250, Standard 200, Heavy 150, Superheavy 100 m/s^2 | EAuthored | No source recorded | Chosen so a small drone is quicker than a big one. The mirror has no kill vehicle figures. |
| Rounds one firing puts downrange, by mechanism | Coilgun 7, Autocannon 3, Railgun 1, Canister 1 rounds | EAuthored | No source recorded | Chosen by the game as a fixed burst per mechanism (coilgun 7, autocannon 3, railgun 1, canister 1 shell), so the sound and the penetration chances count the same rounds; no source sets a burst. |
| Burst of a gun with no mechanism listed | 3 rounds | EAuthored | No source recorded | A fallback chosen by the game, equal to the autocannon burst. |
| Furthest range band each mechanism can shoot at | Coilgun 1, Autocannon 0, Railgun 2, Canister 1 band (0 close, 1 mid, 2 long) | EAuthored | Atomic Rockets, spacewartactic, the range and fire control discussion | The railgun is the sniper, the autocannon the brawler and the coilgun between. The notes credit the mirror with the idea that fire control sets the limit; the mirror gives no band for a mechanism. The sources are silent on this figure. |
| Furthest range band of a gun with no mechanism listed | 1 band | EAuthored | No source recorded | A fallback chosen by the game, equal to the coilgun band. |
| Muzzle speed of a gun with no mechanism listed | 4 km/s | EAuthored | No source recorded | A fallback chosen by the game, equal to the coilgun muzzle speed. |
| Deep stores of rounds, by mechanism (rearmed in port) | Coilgun 1,100, Autocannon 500, Railgun 200, Canister 160 rounds | EAuthored | No source recorded | Sized to 20 to 25 fights each off the measured spend at the 4-round median fight (coilgun about 54 rounds a fight, autocannon about 23, railgun about 8); a measurement of the game, not of a gun. |
| Deep stores of a gun with no mechanism listed | 500 rounds | EAuthored | No source recorded | A fallback chosen by the game, equal to the autocannon stores. |
| Rounds in the locker at a mount (the ready rounds) | 50 rounds | EAuthored | No source recorded | Sized off 846 mount-actions across 304 fights: the busiest mount spends a median 35 rounds, p90 56. 40 ran a pass with no kills and 80 never ran in this build. |
| Mass of a round for a gun with no size listed | 0.015 kg | EAuthored | No source recorded | A fallback chosen by the game for a round of unknown size; the sized rounds have their own table. |
| Hit-chance bonus by hull size for an autocannon | LIGHT CRAFT -12, MEDIUM CRAFT 0, HEAVY CRAFT 10 points of hit chance | EAuthored | No source recorded | Chosen by the game: an autocannon's aim swings with target size, minus 12 against a light craft and plus 10 against a heavy one. |
| Hit-chance penalty against a dodging target for an autocannon | 8 points of hit chance | EAuthored | No source recorded | Chosen by the game and used only where no range model applies; the range model's own dodge physics replaces it elsewhere. |
| Least share of its damage a railgun round drives through armor | 0.5 share | EAuthored | No source recorded | Chosen by the game so a railgun always drives half its damage through armor that blocks the other guns down to 1; no source sets it. |
| Caliber by gun size | Micro 20, Light 40, Compact 70, Standard 110, Heavy 160, Superheavy 220 millimeters | EAuthored | No source recorded | The six gun sizes of the game catalog, 20 to 220 millimeters, used to scale ammunition price and the canister fuze; no source orders the sizes. |
| Point defense rounds per second, by caliber | 15 80, 20 75, 25 70, 30 70, 35 17, 40 5.5 rounds per second | BSecondary | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Rate of fire in the Phalanx, Goalkeeper, Millennium and Bofors tables | NavWeaps gives Phalanx up to 4,500 rounds per minute (75 a second), Goalkeeper up to 4,200 (70 a second), the 35 mm Millennium 1,000 (17 a second) and the 40 mm Bofors Mark 3 330 (5.5 a second). These match the game's 20, 30, 35 and 40 mm rates. No opened source gives the 15 mm and 25 mm rates. The 25 mm Mark 38 fires only 175 to 200 rounds per minute (search result, not opened), so the game's 70 a second there is a rotary design. |
| Point defense caliber by mount size | Micro 15, Light 20, Compact 25, Standard 30, Heavy 35, Superheavy 40 millimeters | EAuthored | No source recorded | Chosen by the game as a gun caliber for each mount size, 15 to 40 millimeters. |
| Seconds of fire in a point defense mount's own drum | 20 seconds | CDerived | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Drum capacity in the Phalanx and Goalkeeper tables | Phalanx Block 1 holds 1,550 rounds at 75 a second, which is 20.7 s. Goalkeeper holds 1,190 rounds at 70 a second, which is 17.0 s. The game uses 20 s, inside that range. |
| Seconds of fire in one point defense engagement | 1 seconds | CDerived | NavWeaps naval gun pages: rates of fire, round mass, slew rates, drums, Burst length in the Phalanx text and the Goalkeeper text | Phalanx Block 0 fires bursts of 60 or 100 rounds. At 75 a second that is 0.8 to 1.3 s, and the game's 1 s sits inside it. Goalkeeper fires about 0.2 s per engagement, much shorter than the game's. |
| Drones in the ready rack at a bay | 2 drones | EAuthored | No source recorded | Chosen by coldweld on 2026-09-18, so a median fight of about four rounds makes the time to launch a decision. |
| Drones in the bay stores | 40 drones | EAuthored | No source recorded | Chosen by coldweld on 2026-09-18 as about 20 fights of drones, the same rule as the guns. |
| Volume of one drone, by bay size | Micro 0.03, Light 0.06, Compact 0.12, Standard 0.25, Heavy 0.5, Superheavy 1 m^3 | EAuthored | No source recorded | Authored so a full store takes about a tenth of a carrier's hold; the mirror has no kill-vehicle mass (searched 2026-09-18). The sources are silent on this figure. |
| Mass of one drone, by bay size | Micro 0.015, Light 0.03, Compact 0.06, Standard 0.125, Heavy 0.25, Superheavy 0.5 tonnes | EAuthored | No source recorded | Authored with the volume above; the mirror has no kill-vehicle mass (searched 2026-09-18). The sources are silent on this figure. |
| Keel gun or turret on each weapon slot, by hull model | Fraxinus SPINAL, TURRET, Quercus SPINAL, TURRET, Tyr SPINAL, TURRET, Nergal SPINAL, TURRET, Szabo SPINAL, TURRET, Brennan SPINAL, TURRET, Sequoia SPINAL, TURRET, Ares SPINAL, TURRET, Kerrigan SPINAL, TURRET, Ginkgo SPINAL, TURRET, Mangala SPINAL, TURRET, Ivanova SPINAL, TURRET, Niagara SPINAL, TURRET, Dardanelles SPINAL, TURRET, Iguazu SPINAL, TURRET, Victoria SPINAL, TURRET, Kaieteur SPINAL, TURRET, TURRET, Angel SPINAL, TURRET mount kinds | EAuthored | No source recorded | Catalog data chosen by the game: navy patrol hulls carry one doctrine gun on the keel and one turret, and a model with no entry carries turrets. No source assigns a mount to a hull. |
| Seconds of flight that bound the point defense bands | 15, 40 seconds | EAuthored | No source recorded | A flight under 15 seconds is the joust's close band and over 40 its long band; chosen by the game to match the range bands. |
| Share of what the fight is worth that a side will spend on drones | 0.25 share | EAuthored | No source recorded | Authored by the design lead; the bench read a quarter and a half. It is a decision rule and no source covers it. |
| Point defense strength by range band (close, mid, long) | 0.5, 1, 1.6 multiplier | EAuthored | Atomic Rockets, spacewartactic, plenty of time to shoot down incoming projectiles | The mirror says a long gap gives time to shoot down incoming projectiles; the game turns that into 0.5, 1.0 and 1.6 by band, and the figures are the game's own. |
Real-world basis
8 points
- A round that hits at 3 km/s carries energy equal to its own mass in TNT.
- Energy grows with the square of speed, so a round at 6 km/s carries four times as much.
- A railgun tops out near 6 km/s, and the rails wear with every shot. A coilgun does not rub the bore, so it avoids that wear.
- A cartridge gun throws its case away, and the case carries the waste heat of the shot.
- A kinetic shotgun hits more often than a single slug but does less to what it hits, and the mirror says buckshot could puncture radiator tubes.
- A bullet defense must hit a fast target, so its hit chance depends on the target's apparent speed.
- A wave of targets can use up the time a defense has, so point defense can be saturated.
- A seeker is a computer in a round, and its range depends on the power the target ship radiates.
Game and reality differences
8 points
- The railgun muzzle speed of 6 km/s is the mirror's figure. The coilgun's 4 km/s and the autocannon's 1.5 km/s are authored to keep the order of ranges between mechanisms. The mirror puts the practical limit of a chemical gun near 1,750 m/s (the Rheinmetall L/55), so the autocannon sits close to that limit (spacegunconvent.php.html).
- The launcher energy budgets are authored so that a Light mount keeps the full rail speed. They cap speed by the rule v = sqrt(2E / m).
- Damage scales with the square of closing speed, as the First Law says. Penetration scales with the two-thirds power, which a comment in the game calls the game's own reading of the page and not a figure the page states.
- A canister fires one shell that carries many pellets, and a fuze opens the cloud as wide as the target could dodge. The game does this so one shell is one round for the locker, the price and the sound.
- Point defense in the game is a cartridge gun, because every gun in this world is kinetic. The mirror's point defense discussion is mostly about lasers and missiles.
- Drones carry no seeker, because the Safeguards compact bans guidance that steers itself. The mirror treats seekers as normal and only limits their range.
- Recoil, rail wear and radio lag are simplified. Recoil is not modeled because a railgun shot moves a 6,000 t hull about 0.02 m/s. Rail wear is modeled by mount size with authored numbers. Radio lag to a drone at 300 km is about a millisecond (the arithmetic here, distance over the speed of light) and is ignored.
- The keel gun's lay cone is bracketed by the mirror: a NERVA engine pivots up to 3 degrees and thrust vectoring stops at about 10 degrees (rocket/controldeck.php.html). The steps between sizes are authored.
Source absences
4 points
- Atomic Rockets does not provide values for the following:
- Canister figures. Pellets a shell, the fuze rule, and the cloud width are authored.
- Rate, window, or odds of kinetic point defense in a ship fight. 2 rounds a second and a 5 second window are authored.
- Kill vehicle figures. Every drone value is authored.
- Turn rate of a heavy or railgun mount. A code comment gives 30 to 115 deg/s for real mounts.
Influences
2 works
- Phalanx CIWS and the GAU-8 cannon (real system): a cartridge gun fires in short bursts to spare its barrel
- US Navy electromagnetic railgun (real system): rail erosion as the critical weakness, so rails wear and are replaced
Sources
14 documents
- Atomic Rockets, spacegunconvent, Equations (Robinson's First Law of Space Combat): Robinson's First Law: a round hitting at 3 km/s delivers energy equal to its mass in TNT. The figure scales with the square of speed, so a round at 6 km/s has 4 times as much. "kinetic energy equal to its own mass in TNT" (all uses)
- Atomic Rockets, spacegunconvent, Equations (hypervelocity impact): At or above 3 km/s kinetic energy dominates over momentum, and impacts resemble explosions. The shape of the projectile still changes the result. (all uses)
- Atomic Rockets, spacegunconvent, Railguns: The maximum speed of a railgun projectile is about six kilometers a second. (all uses)
- Atomic Rockets, spacegunconvent, Coilgun (Ferromagnetic projectiles): A coilgun pulls its projectile along the middle of the coils, so no bore friction occurs and it avoids the wear and speed limit that touching rails cause. Railguns suffer severe rail erosion. (all uses)
- Atomic Rockets, spacegunconvent, Kinetic Kill Weapons: Cannons, coilguns and railguns all recoil because of Newton's third law. A mass driver is a coilgun tuned as a propulsion system. (all uses)
- Atomic Rockets, spacegunconvent, Equations (Combustion Light Gas Gun and ETC guns): A light gas gun reached 2.5 km/s in a Navy model, and about 3 km/s is the practical limit. Adding electric heat might push a chemical gun to between 3 and 4 km/s. (all uses)
- Atomic Rockets, spacegunconvent, Equations (seekers): The author finds that seeker ranges may be shorter than the ranges assumed for kinetic projectiles. A small rocket fired when a projectile is a few seconds out adds only minor problems for the defense, because anything passing close to a ship is treated as a threat. (all uses)
- Atomic Rockets, spacegunintro, Introduction: Ken Burnside compares a kinetic weapon to a shotgun. Holger Bjerre replies that a kinetic round is less likely to hit because it can be dodged. "more likely to hit, but with reduced lethality" (all uses)
- Atomic Rockets, sidearmintro, Which Gun Is Better?: A slug thrower ejects its case and so gets rid of the waste heat of firing. It also recoils, and it needs ammunition boxes to reload. (all uses)
- Atomic Rockets, spacegunconvent2, Equations (kinetic particle attacks, in the laser cannon section): Heavier particles like ball bearings or buckshot could puncture radiator tubes and let the coolant leak. The author says their effect is unknown, and that a particle big enough to track alone can be burned out by a laser. (all uses)
- Atomic Rockets, spacewardefense, Kinetic PD: Eric Rozier's model of a Phalanx-style gun simulates every bullet. The hit chance depends on the target's apparent speed (muzzle speed plus target speed) and its ability to accelerate. Linking several guns does not simply multiply the odds. (all uses)
- Atomic Rockets, spacewardefense, Laser vs. Missile: The missile side holds that point defense can always be saturated: fire enough missiles, fast enough, and there are more targets than the defense can hit before impact. The laser side disagrees. (all uses)
- Atomic Rockets, spacewardefense, Armor: A Whipple shield (a spaced bumper) is very effective against hypervelocity weapons. Above 10 km/s closing speed armor matters less than blow-through. (all uses)
- Design notes: setting-canon, 2. Safeguards: Safeguards bans the seeker: a guidance package that steers itself is computing with a weapons path. A drone steered by radio has a person in the loop, so it is legal, which is why a drone rack needs an operator aboard. (all uses)