Missile Research
Missiles
[edit]Missile
[edit]Missile technologies determine the performance of missile subsystems including guidance, warheads, ECM, retargeting, and special-purpose payloads.
Active Terminal Guidance
[edit]Improves missile terminal hit chance.
| Guidance Bonus | 15% | 20% | 25% | 32% | 40% | 50% | 60% |
|---|---|---|---|---|---|---|---|
| RP Cost | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 | 64,000 |
Missile Warhead Strength
[edit]Determines the base damage of missile warheads.
| Warhead Type | Implosion Fission | Levitated-Pit Implosion | Fusion-boosted Fission | Two-stage Thermonuclear | Three-stage Thermonuclear | Cobalt | Tri-Cobalt | AM-Catalyzed Cobalt | Antimatter | Adv. Antimatter | Gravatonic |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Strength (x MSP) | 3 | 4 | 5 | 6 | 8 | 10 | 12 | 16 | 20 | 24 | 30 |
| RP Cost | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 125,000 | 250,000 | 500,000 | 1,000,000 | 2,000,000 |
Enhanced Radiation Warheads
[edit]Increases radiation output while reducing blast yield.
| Yield Reduction | 50% | 33% | 25% | 20% |
|---|---|---|---|---|
| Radiation Multiplier | 2x | 3x | 4x | 5x |
| RP Cost | 1,000 | 2,500 | 5,000 | 10,000 |
Laser Warhead Damage Efficiency
[edit]Percentage of warhead damage converted into laser damage.
| Efficiency (%) | 20 | 25 | 32 | 40 | 48 | 60 | 75 | 90 |
|---|---|---|---|---|---|---|---|---|
| RP Cost | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 | 64,000 | 128,000 |
Laser Warhead Focus
[edit]Determines laser damage falloff range.
| Focus Range (km) | 10,000 | 20,000 | 30,000 | 40,000 | 50,000 | 60,000 | 70,000 | 80,000 |
|---|---|---|---|---|---|---|---|---|
| RP Cost | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | 32,000 | 64,000 | 128,000 |
Missile ECM
[edit]ECM strength for missile decoys.
| ECM Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| RP Cost | 2,500 | 5,000 | 10,000 | 20,000 | 40,000 | 80,000 | 150,000 | 300,000 | 600,000 | 1,200,000 |
Missile Retargeting
[edit]Determines whether missiles can attempt additional attacks after missing.
| Technology | Retargeting Enabled |
|---|---|
| RP Cost | 5,000 |
Multiple Warheads
[edit]Allows splitting warhead strength into multiple sub-attacks.
| Technology | Multiple Warheads |
|---|---|
| RP Cost | 5,000 |
Decoy Missiles
[edit]Allows missiles to deploy decoys to confuse incoming fire.
| Technology | Decoy Missiles |
|---|---|
| RP Cost | 5,000 |
Launchers
[edit]Launcher technologies determine the size, reload rate, safety, and special configurations of missile launch systems.
Box Launcher Explosion Chance
[edit]Chance of a box launcher detonating when hit.
| Explosion Chance (%) | 70 | 50 | 35 | 25 | 15 | 10 | 7 | 5 |
|---|---|---|---|---|---|---|---|---|
| RP Cost | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 120,000 |
Missile Launcher Reload Rate
[edit]Determines how quickly missile launchers can be reloaded.
| Reload Rate | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| RP Cost | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 125,000 | 250,000 | 500,000 | 1,000,000 | 2,000,000 |
Missile Launcher Size
[edit]Maximum missile size supported by launcher technology.
| Launcher Size | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 14 | 16 | 18 | 20 | 24 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| RP Cost | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
- (All RP=1 entries removed from display — launcher sizes remain because they are structural techs.)*
Reduced‑Size Launchers
[edit]Launcher variants with reduced size and increased reload time.
| Launcher Type | 0.75 Size 2.4× Reload |
0.6 Size 4.8× Reload |
0.5 Size 8× Reload |
0.4 Size 16× Reload |
0.3 Size 40× Reload |
0.15 Size 100× Reload |
|---|---|---|---|---|---|---|
| Size Modifier | 0.75 | 0.6 | 0.5 | 0.4 | 0.3 | 0.15 |
| Reload Multiplier | 2.4 | 4.8 | 8 | 16 | 40 | 100 |
| RP Cost | 2 | 3 | 4 | 5 | 6 | 7 |
Magazines
[edit]Magazine technologies determine how efficiently ordnance is stored and how safely it can be neutralized when damaged.
Magazine Feed System Efficiency
[edit]Percentage of magazine space usable for ordnance.
| Efficiency (%) | 75 | 80 | 85 | 90 | 92 | 94 | 96 | 98 | 99 |
|---|---|---|---|---|---|---|---|---|---|
| RP Cost | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 125,000 | 250,000 |
Magazine Neutralization System
[edit]Chance to neutralize ordnance if the magazine is destroyed.
| Neutralization Chance (%) | 70 | 80 | 85 | 90 | 93 | 95 | 97 | 98 | 99 |
|---|---|---|---|---|---|---|---|---|---|
| RP Cost | 500 | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 120,000 |
Commercial Magazines
[edit]Commercial-grade magazines for non-military ordnance storage.
| Magazine Type | Capacity | RP Cost | Description |
|---|---|---|---|
| Commercial Magazine | 100 | 2,000 | Inefficient, non‑military magazine; explodes if hit. |
| Commercial Magazine | 500 | 5,000 | Larger version of commercial magazine; same limitations. |
Ordnance
[edit]Ordnance Production technologies determine the annual build points generated by each Ordnance Factory.
Improved Ordnance Production
[edit]Increases annual ordnance factory output.
| Production Rate (BP/year) | 12 | 14 | 16 | 20 | 25 | 30 | 35 | 40 | 50 | 60 | 70 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| RP Cost | 3,000 | 5,000 | 10,000 | 20,000 | 40,000 | 80,000 | 150,000 | 300,000 | 600,000 | 1,250,000 | 2,500,000 |