Nodal Wars Unit Creation.

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Presentation transcript:

Nodal Wars Unit Creation

How to and Example While we go through the steps we will also go through an example and help illustrate the process….

A typical Stat Card

A few Definitions….. Unit Type  Unit Name/Model Used Variable  Units that can “transform” Form  Units have a basic form. Variable units will have a different form for each mode. This simply details what the movement mode is for a unit in each form. Damage Capacity  How much a unit can withstand Movement Mode Type  If a unit is an Aircraft or Tank (Basic Frame of a unit and the base way it moves) Movement Modifiers  If a unit has Supersonic or Flight or can Leap (Enhancements to basic movement Mode) Target Rating  How difficult a unit is to hit Defensive Specials  Systems that help protect a unit Other Specials  Systems such as dual Pilot that enhance a units capabilities Devices  Electronics or mechanical tools used to enhance capabilities Transport  Ability of a unit to “carry” infantry or other units

What a unit consists of…… A unit consists of three parts Pilot(s) The unit itself Speed Damage Capacity Specials Weapons Type Damage Range Much More What a unit consists of……

Unit Construction Steps Unit Name/Class Combat Specials Variable Y/N? Other Specials Pilot Type Devices Unit Type Transport Ability Damage Capacity Direct Fire Weapons Shields Missile/Rocket Weapons Movement Modes Speed Final Calculation Movement Modifiers Defensive Modifiers Unit Construction Steps

Body Factors Each unit consists of a number of factors that are multiplied together to get the final point value for the body of a unit. Really good units with poor pilots may be close to the same value as really poor units with excellent pilots. Weapons are figured out and added to the body’s point value in order to calculate a total value of a unit. Factors Damage Movement Pilot Skill Defense Combat Specials Other Specials Hand to Hand

Unit Basics Choose the Name/Class of the Unit as well as Faction Spreadsheet Unit Type, Pilot and Quality 1. Unit Type Excalibur 2. Variable Y/N N 3. Pilot Type Regular 4. Unit Type/Quality Standard Mech Choose the Name/Class of the Unit as well as Faction Spreadsheet Location Stat Card

Variable? Decide if you want to make the unit variable modes Hybrid Fighter Battloid Tank/Vehicle Turret Aircraft Supersonic Aircraft Variable? Variable units will have multiple stats listed on the Stat Card

Basic Computer Controls Choose Pilot Type Designation Unit Type Pilot Action Points PIL GN Leadership None   Common Artificial Intelligence (Basic)  Basic Computer Controls Green Untrained  1 Experienced Cloned Soldier Regular  Standard Soldier Veteran Uncommon 2 Officer Skilled Officer Veteran Officer Uncommon Officer Lt. Commander Lord Commander 3 Veteran Lt. Commander High Lord Uncommon Commander Veteran Commander 4 Captain Specialist Commander Veteran Captain Limited Commander 5

Unit Type(s) Designation Action Points PIL GN Leadership Description None   Simple Mech 1 Simple controls and no combat controls Standard Mech Simple combat and movement controls (Neurohelmet) Command Mech Adds simple command and communications suite Command Mech + 2 Adds Improved command and communications suite Advanced Mech Mech that uses advanced controls to enhance link to pilot Advanced Command Mech Command Version Integrated Mech Mech with advanced mental or physical controls with minimal thought is required. (Bioroids) Integrated Command Mech

Unit Damage Spreadsheet 5. Body Damage Capacity 19 6. Shield Damage Capacity Decide how much damage a unit and it’s shields (if any) can take Spreadsheet Location Stat Card Damage is indicated by the silhouette

Damage Capacity Designate Designate how much damage the body of the unit can take Choose If the unit has a physical or energy shield, choose how much damage that shield will also take Total Value Damage Capacity

(A.) Damage Factor = 19/4 = 4.75 Damage Factor Damage Capacity(Unit) /4 + Damage Capacity(Shield) /8 Unit has a Damage Capacity of 19 and no shields (A.) Damage Factor = 19/4 = 4.75 Damage Factor

Unit Speed Choose the Speed of movement for each mode or state Variable Units Variable units must have different movement modes for each form but not Speed. Unit Speed

Unit Speed Decide fast a unit movement modes Spreadsheet 7. Mode Type 6.Speed 8. Movement Mods Primary Secondary Tertiary Quaternary Quinary Mode 1 Non-Variable 5 None Mode 2   Mode 3 Decide fast a unit movement modes Spreadsheet Location Stat Card

The Cost of Speed….. The speed of a unit gives a “Factor” that is used to calculate the Movement Factor. Units with variable modes will calculate the movement multiplier using Speed and the Movement Mods and calculate a multiplier for EACH form. The average of the multipliers for each mode will be used to calculate the Movement Factor. Speed 16 7.5 1 17 7.75 2 18 8 3 19 8.25 4 20 8.5 5 4.33 21 8.75 6 4.66 22 9 7 23 9.25 5.33 24 9.5 5.66 25 9.75 10 26 11 6.25 27 10.25 12 6.5 28 10.5 13 6.75 29 10.75 14 30

Movement Mode Types Choose Movement Modes Spreadsheet 6.Speed 8. Movement Mods Primary Secondary Tertiary Quaternary Quinary Mode 1 Non-Variable 5 None Mode 2   Mode 3 Spreadsheet Location Stat Card Movement modes are not listed on the stat cards

Types of Movement Modes PIL GN Aircraft Battloid (Variable Only) 1 Emplacement Hybrid/Guardian Infantry Large Infantry None Non-Variable Power Armor Vehicle Types of Movement Modes

Movement Modifiers Choose Movement Modifiers Spreadsheet 7. Mode Type 6.Speed 8. Movement Mods Primary Secondary Tertiary Quaternary Quinary Mode 1 Non-Variable 5 None Mode 2   Mode 3 Choose Movement Modifiers Spreadsheet Location Stat Card Movement modifiers are typically listed under Specials

Movement Modifiers Choose the movement mods for each modifiers or state and multiply together. A Units with Leap and Hover would use 1.1 * 1.4 = 1.54 Air + Flight 1.15 Amphibious 1.05 Carrier 0.9 Cumbersome 0.85 Emplacement 1 Fast Mover Flight 1.25 Hover 1.1 Hover(Drop + Walk) 1.2 Hover(Drop) Hover(Walk) Infantry 0.95 Jets Jump 1.2 Large Infantry 1.15 Leap 1.4 Limited Vehicle 0.9 None 1 Overthrust 1.25 Power Armor Space 0.8 Supersonic 1.3 VTOL 1.1 Wheeled 1.05 Wheeled (Hot) Hover  Hovercraft (Classic) Hover(Walk)  Heavy Gear style units that have thrusters in legs and can hover or walk Hover(Drop)  Units with heavier thrusters than can also be airdropped Hover(Drop and Walk)  A combination of the two previous abilities.

(B) Final Movement Factor = 4.33/12 = 0.36 Speed Value * Mode Type * Movement Modifiers Unit has a Speed of 5 = 4.33 No Additional Modifiers = 1 (B) Final Movement Factor = 4.33/12 = 0.36 Movement Factor

Pilot Skill To figure out the Pilot Skill Factor, simply take the average PIL and GN from all modes and calculate two times the square root of that value. The total values for each mode are found using Pilot Type Unit Type/Quality Movement Mode Type

Basic Computer Controls Base Pilot Abilities Designation Unit Type Pilot Action Points PIL GN Leadership None   Common Artificial Intelligence (Basic)  Basic Computer Controls Green Untrained  1 Experienced Cloned Soldier Regular  Standard Soldier Veteran Uncommon 2 Officer Skilled Officer Veteran Officer Uncommon Officer Lt. Commander Lord Commander 3 Veteran Lt. Commander High Lord Uncommon Commander Veteran Commander 4 Captain Specialist Commander Veteran Captain Limited Commander 5

Simple combat and movement controls (Neurohelmet) Unit Type(s) Designation Action Points PIL GN Leadership Description None   Simple Mech 1 Simple controls and no combat controls Standard Mech Simple combat and movement controls (Neurohelmet) Command Mech Adds simple command and communications suite Command Mech + 2 Adds Improved command and communications suite Advanced Mech Mech that uses advanced controls to enhance link to pilot Advanced Command Mech Command Version Integrated Mech Mech with advanced mental or physical controls with minimal thought is required. (Bioroids) Integrated Command Mech

Form/Mode Skill Modifier PIL GN Aircraft Battloid (Variable Units Only) 1 Emplacement Hybrid/Guardian Infantry Large Infantry None Non-Variable Power Armor Vehicle

Final Pilot Skills and Pilot Skill Factor Designation Pilot Action Points PIL GN Leadership Regular (Pilot)  Standard Soldier 1 Standard Mech Mech Type Non-Variable Form/Mode Total 2 Average PIL/GUN = 2.0 All Units come with 2 Free Action Points (C) Pilot Skill Factor = 2.0

Target Ratings These are a combination of PIL Skill and Unit Movement Base Piloting Bonus Movement Mode Speed Bonus Final Target Rating PIL 2 Non-Variable SPD 5 6 Speed Modifier to TR -2 1 -1 2 3 4 5 6 7 8 9 10 11 12 2 13 14 15 16 17 3 18 19 20 21 22 23 24 Figure Special Abilities Bonus Agile 1 Aircraft -1 Flight Supersonic Small Unit Power Armor/Infantry PIL Bonus 1 2 3 4 5 6 7 8

Target Ratings – Example: Veteran Fighter Pilot These are a combination of PIL Skill and Unit Movement Base Piloting Bonus Movement Mode Speed Bonus Final Target Rating PIL 3 Aircraft SPD 10 6 Flight, Aircraft, Supersonic +1, -1, +1 = +1 +1 8 Speed Modifier to TR -2 1 -1 2 3 4 5 6 7 8 9 10 11 12 2 13 14 15 16 17 3 18 19 20 21 22 23 24 Figure Special Abilities Bonus Agile 1 Aircraft -1 Flight Supersonic Small Unit Power Armor/Infantry PIL Bonus 1 2 3 4 5 6 7 8

Armor Thickness Armor Thickness Armor Rating V. Light 3 Light 4 Medium 5 Heavy 6 Thick 7 V. Heavy 8 U. Heavy 9 Armor Thickness

(Target Rating + Armor Thickness) /4 Base Defense Factor

Defensive Specials and Armor Thickness The total effectiveness of armor and also special defensive systems will give the player a Defense Factor that is used to determine the unit’s point cost 01 Requires some planning ahead and knowing what weapons armament the unit is going to have 02 If it will help, build weapons first and then come back to this section 03 Defensive Specials and Armor Thickness

Defensive Specials Decide fast a unit movement modes Spreadsheet Primary Secondary Tertiary Quaternary M-AM (1.2) None Decide fast a unit movement modes Spreadsheet Location Stat Card

Defensive Specials Choose the specials for types of defense AM + RF (1.15) 1.15 AM + RF (360) (1.12 1.2 Anti-Missile (1.1) 1.1 Anti-Missile (360) (1.15) Armor (-1 DM) M-AM (1.2) M-AM (360) (1.25) 1.25 M-AM + RF (1.25) M-AM + RF (360) (1.3) 1.3 None 1 Choose the specials for types of defense AM  Anti-Missile RF  Rapid Fire M-AM  Missile w/Anti-Missile (360)  360 degree arc You can only select on type for each category and Must use the option with the highest multiplier that a unit will have in the case that multiple options apply such as having multiple Anti-Missile capable systems Parry 1 1.1 Parry 2 1.2 Parry 3 1.3 Quick 1.05 Rapid Fire (1.05) Shadow 1.4 Shield 1 1.15 Shield 2 1.25 Shield 3 1.35 Sixth Sense Spoof Stealth 1 Stealth 2 Stealth 3 1.5 Weakness 0.9

(D) Final Defense Factor 2.75 * 1.2 = 3.3 Defense Factor [(Average Target Ratings + Armor Rating) * Defense Multipliers]/4 Unit has a Target Rating of 6 and Armor Rating of 5 5+6 = 11 11/4 = 2.75 Unit has Missile Anti-Missile (1.2) (D) Final Defense Factor 2.75 * 1.2 = 3.3 Defense Factor

Combat Specials Brawler 1.05 CCWS 1.1 Claw/Club/Spikes 1.1 Dispersed 1.25 Enhanced 1.1 Focus Fire (Advanced) 1.25 Focus Fire (Standard) 1.15 Large 1.05 None 1.0 Proto Scope 1.05 Small 0.9 Sniper 1.25 (E) Combat Special  Focus Fire (Advanced) = 1.25 Combat Specials

Other Specials Bury 1.05 Dual-Pilot 1.3 Electronics Support 1.2 Expendable 0.9 Hands 1.0 None 1.0 Quad 1.1 Searchlight 1.05 (F) Other Specials  None = 1.0 Other Specials

Hand to Hand Options and Factor Size/Type Infantry 0.9 Large 1.1 Normal 1.0 Small 0.9 Very Large 1.2 Hand To Hand Attacks =.09 + .025 Per Attack Type Types Attack, Power Attack, Body Block, Club (G) Hand to Hand Options Size  Normal = 1.0 Types  Attack Body Block 1(Size) * (0.9 + 2*.025) = 0.95 Hand to Hand Options and Factor

Body Cost = 13.43 Total Body Cost Damage 4.75 Movement 0.36 Pilot Skill 2.00 Defense 3.3 Combat Specials 1.25 Other Specials 1.0 Hand to Hand 0.95 Body Cost = 13.43 Total Body Cost

Choose Devices Devices Cost Active Jammer 4 Adv. Recon Suite 6 Advanced ECM 6 AMDS 5 Angel 3 A-Pod 0.25 Barrier System 4 Bloodhound Probe 3 B-Pod 0.5 C3 Master 2 C3 Slave 1 Chameleon 3 Deployment Gate 6 EAS 4 ECM Suite 4 EDS 4 Fire Resolution System 1 Light ECM Suite 2 Light Recon Suite 2 Light Targeting Desginator 0.25 Light Theater Recon 20 Missile Jamming Pod 5 None 0 NOVA Suite 4 Null Signature 4 Phased Array 1 2 Phased Array 2 4 Recon Suite 3 Scanning Array 0.5 Stealth 1 2 Stealth 2 4 Stealth 3 6 Targeting Computer 1 3 Targeting Computer 2 6 Targeting Designator 0.5 Targeting Jammer 6 Theater Recon 26

Transport Ability? Choose the specials for types of defense Infantry = 0.5 Per Figure Standard Vehicles = 0.75 Per Figure Standard Mecha and Vehicles = 1.0 Per Figure Large Units = 2.0 Per Figure Very Large Units = 4.0 Per FIgure

Total Device Costs Device Costs + Transport Ability Costs

Jettison and Variable Modes Units with Jettison Unaugmented Unit Cost + Upgrade Cost/3 (Using Regular Pilot and same mech types)

Direct Fire Weapons Basic Stats Base Range Damage Arc Ammo Volume of Fire Modifiers/Specials

Base Range Dual Heavy Particle Cannons 3.33 Dual Gun Clusters 1.00 Gun Range  Multiplier 0.000 1 0.333 2 0.667 3 1.000 4 1.333 5 1.667 6 2.000 7 2.333 8 2.667 9 3.000 10 3.333 11 3.667 12 4.000 13 4.333 14 4.667 15 5.000 16 5.333 17 5.667 18 6.000 19 6.333 20 6.667 21 7.000 22 7.333 23 7.667 24 8.000 25 8.222 26 8.444 27 8.667 28 8.889 29 9.111 30 9.333 Gun Range  Multiplier 31 9.556 32 9.778 33 10.000 34 10.222 35 10.444 36 10.667 37 10.833 38 11.000 39 11.167 40 11.333 41 11.500 42 11.667 43 11.833 44 12.000 45 12.167 46 12.333 47 12.500 48 12.667 49 12.833 50 13.000 51 13.167 52 13.333 53 13.500 54 13.667 55 13.833 56 14.000 57 14.167 58 14.333 59 14.500 60 14.667 Gun Range  Multiplier 61 14.833 62 15.000 63 15.167 64 15.333 65 15.500 66 15.667 67 15.833 68 16.000 69 16.167 70 16.333 71 16.500 72 16.667 73 16.833 74 17.000 75 17.167 76 17.333 77 17.500 78 17.667 79 17.833 80 18.000 81 18.167 82 18.333 83 18.500 84 18.667 85 18.833 86 19.000 87 19.167 88 19.333 89 19.500 90 19.667 Dual Heavy Particle Cannons 3.33 Dual Gun Clusters 1.00 Dual 0.50cal Machineguns 1.00

Damage Damage Value = Damage / 5 Dual Heavy Particle Cannons 0.8 Dual Gun Clusters 0.8 Dual 0.50cal Machineguns 0.4

Arcs Dual Heavy Particle Cannons 1.1 Dual Gun Clusters 0.75 360 1.2 Arm 1.1 F (Front) 1 LS (Left Side) 0.9 R (Rear) 0.8 Restricted 0.75 RS (Right Side) Dual Heavy Particle Cannons 1.1 Dual Gun Clusters 0.75 Dual 0.50cal Machineguns 0.75

Ammo If Unlimited = 1 If 15+ = 1 If <15 1 - [(15 - Ammo)/20] Example Ammo = 10 1 - (15 – 10 ) /20 1 - 5/20 1 - .25 0.75 Dual Heavy Particle Cannons 1.0 Dual Gun Clusters 1.0 Dual 0.50cal Machineguns 1.0

Volume of Fire Dual Heavy Particle Cannons 2.25 Dual Gun Clusters 2.25 VOF   1 2 2.25 3 3.5 4 4.75 5 6 7.25 7 8.5 8 9.75 9 11 10 12.25 13.5 12 14.75 Dual Heavy Particle Cannons 2.25 Dual Gun Clusters 2.25 Dual 0.50cal Machineguns 2.25

Base Weapon Values Use Base Value to put weapons in order from highest to lowest Base Value = Use Multipliers for the following… Range * Damage * Arc * Ammo * Volume of Fire Dual Heavy Particle Cannons 3.33 * 0.8 * 1.1 * 1.0 * 2.25 = 6.6 Dual Gun Clusters 1.0 * 0.8 * 0.75 * 1.0 * 2.25 = 1.35 Dual 0.50cal Machineguns 1.0 * 0.4 * 0.75 * 1.0 * 2.25 = 0.68

Weapon Specials Dual Heavy Particle Cannons 6.6 Accurate(1) 1.1 Accurate(-1) 0.9 Accurate(2) 1.2 Accurate(-2) 0.8 Accurate(3) 1.3 Accurate(-3) 0.7 Adv. Missile 1.4 Alternate Modes Anti-Aircraft Anti-Personnel 1.05 Armor Piercing 1.45 Articulated Artillery 1.5 Beam Fire 1.7 Blast (2) Blast (3) Blast (4) 1.6 Blast (5) 2.2 Blast 2 (Missile) Blast 3 (Missile) Blast 4 (Missile) Blast 5 (Missile) Blast Cone 1.5 Charging (1) 1.1 Charging (2) 1.2 Charging (3) 1.3 Co-Axial 0.9 Counter Battery Deployed Mine 0.8 Destabilize 1.05 Disrupt Explosive Flame Fly Over Grapple 0.5 Impair 1 Impair 2 Indirect Fire Laser Guided Linked None 1 Overload 1 1.15 Overload 2 1.35 Overload 3 1.6 Pen(+1) 1.15 Pen(+2) 1.25 Pen(+3) 1.35 Pen(-1) 0.9 Pen(-2) 0.8 Pen(-3) 0.7 Rapid Fire (2X) Rapid Fire (3X) 1.3 Rapid Fire (4X) 1.4 Reflex Warhead 1.5 Restriction Rocket Salvo Screen 1 Shock Smart 1.2 Snub Nose Split Fire 1.1 Strafe Strike Tow Cable 2 Unrestricted 1.6 Dual Heavy Particle Cannons 6.6 Pen +2 = 1.25  6.6 * 1.25  8.25 Dual Gun Clusters 1.22 Co-Axial = 0.9 * Pen(-1) = 0.9  1.35 * 0.9 * 0.9 = 1.09 Dual 0.50cal Machineguns 0.54 Co-Axial = 0.9 * Pen(-2) = 0.8 * Anti-Personnel 1.05  0.68 * 0.9 * 0.8 * 1.05 = 0.51

Order Value Use Base Value to put weapons in order from highest to lowest Base Value = Use Multipliers for the following… Range * Damage * Arc * Ammo * Volume of Fire Dual Heavy Particle Cannons 6.6 Pen +2 = 1.25  6.6 * 1.25  8.25 Dual Gun Clusters 1.35 Co-Axial = 0.9 * Pen(-1) = 0.9  1.35 * 0.9 * 0.9 = 1.09 Dual 0.50cal Machineguns 0.68 Co-Axial = 0.9 * Pen(-2) = 0.8 * Anti-Personnel 1.05  0.68 * 0.9 * 0.8 * 1.05 = 0.51

Final Cost Use Base Value to put weapons in order from highest to lowest Base Value = Use Multipliers for the following… Range * Damage * Arc * Ammo * Volume of Fire Primary Weapon * 1.0 Secondary * 0.9 Tertiary * 0.8 Quarternary * 0.7 Quinary + * 0.6 Dual Heavy Particle Cannons 8.25 * 1.0 = 8.25 Dual Gun Clusters 1.09 * 0.9 = .98 Dual 0.50cal Machineguns 0.51 * 0.8 = 0.41

Total Direct Fire Weapon Costs Dual Heavy Particle Cannons 8.25 Dual Gun Clusters 0.98 Dual 0.50cal Machineguns 0.41 8.25 + 0.98 + 0.41 = 9.64 Points for Direct Fire Weapons

Missiles and Rockets Basic Stats Max Range Damage Arc Ammo Volley Missile Type Modifiers/Specials

Max Range Multiplier Dual Missile Pods 2.0 Gun Range  Multiplier 0.000 1 0.083 2 0.167 3 0.250 4 0.333 5 0.417 6 0.500 7 0.583 8 0.667 9 0.750 10 0.833 11 0.917 12 1.000 13 1.083 14 1.167 15 1.250 16 1.333 17 1.417 18 1.500 19 1.583 20 1.667 21 1.750 22 1.833 23 1.917 24 2.000 25 2.056 26 2.111 27 2.167 28 2.222 29 2.278 30 2.333 Gun Range  Multiplier 31 2.389 32 2.444 33 2.500 34 2.556 35 2.611 36 2.667 37 2.708 38 2.750 39 2.792 40 2.833 41 2.875 42 2.917 43 2.958 44 3.000 45 3.042 46 3.083 47 3.125 48 3.167 49 3.208 50 3.250 51 3.292 52 3.333 53 3.375 54 3.417 55 3.458 56 3.500 57 3.542 58 3.583 59 3.625 60 3.667 Gun Range  Multiplier 61 3.708 62 3.750 63 3.792 64 3.833 65 3.875 66 3.917 67 3.958 68 4.000 69 4.042 70 4.083 71 4.125 72 4.167 73 4.208 74 4.250 75 4.292 76 4.333 77 4.375 78 4.417 79 4.458 80 4.500 81 4.542 82 4.583 83 4.625 84 4.667 85 4.708 86 4.750 87 4.792 88 4.833 89 4.875 90 4.917 Dual Missile Pods 2.0 Quad Mini-Missile Launchers 1.33 Defensive Missile Pod 2.0

Damage Damage Value = Damage / 5 Dual Missile Pods 1.2 Quad Mini-Missile Launchers 0.4 Defensive Missile Pod 1.2

Arcs Dual Missile Pods 1.0 Quad Mini-Missile Launchers 1.0 360 1.2 Arm 1.1 F (Front) 1 LS (Left Side) 0.9 R (Rear) 0.8 Restricted 0.75 RS (Right Side) Dual Missile Pods 1.0 Quad Mini-Missile Launchers 1.0 Defensive Missile Pod 1.0

Ammo If Unlimited = 1 If 16+ = 4 If <16 1 + [(Ammo - 4)/4] Example Ammo = 10 1 + (10 – 4 ) /4 1 + 6/4 1 + 1.5 2.5 Dual Missile Pods 1.5 Quad Mini-Missile Launchers 2.0 Defensive Missile Pod 1.5

Volley Dual Missile Pods 1.0 Quad Mini-Missile Launchers 1.0 Volley Rating   1 .25 2 .5 3 .75 4 1.0 5 1.25 6 1.5 7 1.75 8 2.0 9 2.25 10 2.5 11 2.75 12 X Dual Missile Pods 1.0 Quad Mini-Missile Launchers 1.0 Defensive Missile Pod 1.0

Organizing Weapons Use Base Value to put weapons in order from highest to lowest Base Value = Use Multipliers for the following… Range * Damage * Arc * Ammo * Volume of Fire Primary Weapon * 1.0 Secondary * 0.9 Tertiary * 0.8 Quarternary * 0.7 Quinary + * 0.6 Dual Missile Pods 2.0 * 1.2 * 1.0 * 1.5 * 1.0 = 3.6 Quad Mini-Missile Launchers 1.33 * 0.4 * 1.0 * 2.0 * 1.0 = 1.06 Defensive Missile Pod 2.0 * 1.2 * 1.0 * 1.5 * 1.0 = 3.6 In this case the Defensive and Dual Missile Pods have the same value. The one with a higher total specials modifier will be first

Weapon Specials Dual Missile Pods 2.0 * 1.2 * 1.0 * 1.5 * 1.0 = 3.6 Accurate(1) 1.1 Accurate(-1) 0.9 Accurate(2) 1.2 Accurate(-2) 0.8 Accurate(3) 1.3 Accurate(-3) 0.7 Adv. Missile 1.4 Alternate Modes Anti-Aircraft Anti-Personnel 1.05 Armor Piercing 1.45 Articulated Artillery 1.5 Beam Fire 1.7 Blast (2) Blast (3) Blast (4) 1.6 Blast (5) 2.2 Blast 2 (Missile) Blast 3 (Missile) Blast 4 (Missile) Blast 5 (Missile) Blast Cone 1.5 Charging (1) 1.1 Charging (2) 1.2 Charging (3) 1.3 Co-Axial 0.9 Counter Battery Deployed Mine 0.8 Destabilize 1.05 Disrupt Explosive Flame Fly Over Grapple 0.5 Impair 1 Impair 2 Indirect Fire Laser Guided Linked None 1 Overload 1 1.15 Overload 2 1.35 Overload 3 1.6 Pen(+1) 1.15 Pen(+2) 1.25 Pen(+3) 1.35 Pen(-1) 0.9 Pen(-2) 0.8 Pen(-3) 0.7 Rapid Fire (2X) Rapid Fire (3X) 1.3 Rapid Fire (4X) 1.4 Reflex Warhead 1.5 Restriction Rocket Salvo Screen 1 Shock Smart 1.2 Snub Nose Split Fire 1.1 Strafe Strike Tow Cable 2 Unrestricted 1.6 Dual Missile Pods 2.0 * 1.2 * 1.0 * 1.5 * 1.0 = 3.6 Quad Mini-Missile Launchers 1.33 * 0.4 * 1.0 * 2.0 * 1.0 = 1.06 Pen (-1) = 0.9  1.06 * 0.9 = 0.96 Defensive Missile Pod 2.0 * 1.2 * 1.0 * 1.5 * 1.0 = 3.6

Missile Type Dual Missile Pods 1.0 Rocket (D6) 0.75 Advanced Rocket (D8) 0.85 Missile (D10) 1 Advanced Missile (D12) 1.15 Dual Missile Pods 1.0 Quad Mini-Missile Launchers 1.0 Defensive Missile Pod 1.0

Total Direct Fire Weapon Costs Dual Missile Pods 3.6 Quad Mini-Missile Launchers 3.6 Defensive Missile Pod 3.6 3.6 + 0.96 + 3.6 = 8.16 Points for Missile Weapons

Total Weapons Cost Direct Fire 9.64 Missile 8.16 Total 17.80

Adding it all together…. Body Cost 13.43 Devices Cost 0.0 Transport Cost 0.0 Weapons Cost 17.80 Total Cost 31.23 Round to 31 Points