Although lacking in many basic facilities, the colonists that arrived on Chiron had a vast database covering everything that the original planners had thought they would need. Among these files was detailed instructions on how to make several weapons of war. Although not initially high on the priorities of the colonists, as the factions came into conflict with each other more frequently, more and more factions turned to the old weapons of war from Earth to gain an edge. The University of Planet was the first to successfully produce a working missile, but it was quickly followed by nearly all of the other factions, with the Cult of Planet being the sole exception. Missiles are now used across the planet by all of the Human factions in one form or another.
This document uses the information in the Modern Missile Design document and tries not to duplicate too much information. Generally, this document will detail what can and cannot be used from the original document and adds new information that is unique to the Alpha Centauri universe.
Each missile is composed six components: size, drive, type, guidance systems, warhead, and design. Each bomb consists of the same components, except a bomb does not have a drive component. The size of a missile determines its durability and how much internal space it has for a drive, guidance systems, and a warhead. The drive determines the missiles range, atmospheric speed, and its rate of acceleration in space. The missile type will determine what warheads are available, may require specific guidance systems, and can give special bonuses or penalties to the missile. A missile's design will often determine its size, type, and sometimes even its guidance systems and warhead. A missile's design could also provide modifications to a missile, such as to its speed and range. The number of guidance systems that a missile can hold also depends on its size. The most important component of a missile is its warhead. The warheads available for a missile vary widely in strength, but the larger the missile size, the stronger the warhead available.
All of the same basic missile and bombs sizes are available to the Human factions, except for the Intercontinental ballistic missile, which only the University of Planet faction has the capability of building, but has never done so. In addition, all cruise missiles are considered key strategic assets and their use is strictly controlled by the government of each faction; there is no chance that player characters would be able to get their hands on one in the near future.
The Human factions use chemical drives identical to the ones used on HU Earth to propel their missiles.
The Human factions have only developed the extremely versatile Multipurpose missile type.
All of the same basic guidance systems are available to the Human factions except for Expert Guidance, Global Positioning System Homing, Neutrino Homing, and Passive Gravity Homing. The number of guidance systems that can be placed on the missiles used by the Human factions is the same.
The warheads used by the Human factions are not as advanced as those from the Earth they came from. While
many of the same basic technologies exist, the colonists lack the facilities to create the more powerful
warheads. With the standard warheads, the colonists only have access to "light" warheads or warheads with
no light to heavy variations. The Human colonists also have access to the following special warheads:
Chaff, Cluster, Deployable Minefield, Fuel Air Explosive, Illumination, and Kinetic Energy. Although the
factions know how to build nuclear warheads, there is relatively little material that can be used in a
warhead of this type and so far, no faction has developed the ability to build a fusion warhead, but
unknown to the other factions, University of Planet faction is extremely close.
The Human factions have only developed the Anti-Armor missile and the General Purpose Missile designs.