Example: Designing a Missile Salvo

Updated: v2026.01.30

This worked example walks through the complete process of designing an effective anti-ship missile (ASM), matching it with appropriate launchers and fire controls, and planning salvo composition to overwhelm enemy point defense.

Objective

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Design an effective anti-ship missile system including the missile itself, launcher, fire control, and magazine configuration. We will produce three distinct missile designs optimized for different engagement profiles, then discuss how to combine them into a coherent offensive doctrine.

Starting Conditions

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Parameter Value
Warhead Strength Tech 3
Missile Engine MSP 0.5 (per MSP of engine)
Fuel Consumption Tech 0.3
PD Hit Chance v2.2.0+ speed ratio system (see Appendix A)
Available Missile Sizes 1-6 MSP
Missile Fire Control Range Tech Level 2

Step 1: Define Engagement Parameters

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Before designing a missile, establish what you are shooting at and what defenses it carries.

Assumptions for this example:

Parameter Value Reasoning
Expected target speed 4,000 km/s Mid-game cruiser/destroyer
Engagement range 100-200 million km Beyond beam weapon range
Enemy PD capability Moderate (6x gauss, 1 CIWS) Typical mid-game escort
Enemy tracking speed 16,000 km/s Standard CIWS-160 equivalent
Enemy AMM speed ~20,000 km/s Size-1 fast interceptors

Key derived requirements:

  • Missile speed must exceed 4,000 km/s (to catch the target)
  • Missile speed should ideally exceed 16,000 km/s (to degrade CIWS hit probability)
  • Missile range must cover the engagement distance
  • Salvo size must exceed enemy PD kill rate per tick

Step 2: Warhead Sizing

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Warhead damage is calculated as:

Warhead Damage = Warhead MSP x Warhead Strength Tech

At Warhead Strength 3:

Warhead MSP Damage Notes
0.5 1.5 Minimal – only useful vs missiles
1.0 3 Light damage, 3x3 damage pattern
1.5 4.5 Moderate (4 integer armor damage)
2.0 6 Solid – penetrates light armor
3.0 9 Heavy – 3x3 optimal damage pattern
4.0 12 Devastating against most escorts

Note on optimal warhead sizes: Damage is applied in a square pattern against armor. Strengths that are perfect squares (1, 4, 9, 16, 25) produce the most efficient damage patterns. At Warhead Strength tech 3:

  • 3 MSP warhead = 9 damage = 3x3 square (optimal)
  • 1 MSP warhead = 3 damage = 1x3 strip (acceptable)

Step 3: Engine Allocation

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Missile speed depends on engine allocation. (In v2.2.0+, agility is display-only; hit chance uses the speed ratio system — see PD Survivability section below.)

Speed Formula

Missile_Speed (km/s) = Engine_Power / Missile_Size (MSP)

Where Engine_Power for missile engines (with our tech level):

Engine_Power = Engine_MSP x Power_per_MSP
Power_per_MSP = 5 (at our tech level, with missile engine power modifier of 2x base)

So with our tech:

Engine_Power = Engine_MSP x 10
Missile_Speed = (Engine_MSP x 10) / Total_Missile_MSP

Point Defense Survivability (v2.2.0+)

\hyperlink{ref-ex-salvo-1}{[1]}

In v2.2.0+, point defense hit chance depends on the speed ratio between PD tracking and missile speed:

PD_Hit_Chance = min(1.0, FC_Tracking / Missile_Speed)

Faster missiles are harder for PD to intercept. There is no separate agility stat used in PD calculations.

Speed and PD Vulnerability at Various Engine Allocations

For a Size 4 missile with varying engine MSP (against CIWS tracking at 16,000 km/s):

Engine MSP Speed (km/s) PD Hit Chance Remaining MSP
1.0 2,500 100% 3.0
1.5 3,750 100% 2.5
2.0 5,000 100% 2.0
2.5 6,250 100% 1.5
3.0 7,500 100% 1.0

Step 4: Fuel Allocation

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Fuel Capacity

Each MSP of fuel stores 2,500 units of fuel.

Endurance and Range

Fuel_Consumption = Engine_Power x Fuel_Consumption_Tech
Endurance (seconds) = Total_Fuel / Fuel_Consumption_per_second
Range (km) = Speed x Endurance

With Fuel Consumption Tech 0.3:

Fuel_Consumption_per_second = Engine_Power x 0.3 / 3600

Example calculation for 2 MSP engine, 1 MSP fuel in a size 4 missile:

Engine_Power = 2.0 x 10 = 20
Speed = 20 / 4 = 5,000 km/s
Fuel = 1.0 x 2,500 = 2,500 units
Fuel_Consumption_per_hour = 20 x 0.3 = 6 units/hour
Fuel_Consumption_per_second = 6 / 3600 = 0.00167 units/sec
Endurance = 2,500 / 0.00167 = 1,497,006 seconds (~17.3 days)
Range = 5,000 x 1,497,006 = 7.49 billion km = 7,485 million km

Note: The game’s missile design window calculates this automatically. The key insight is that even small fuel allocations provide enormous range at moderate speeds. Range becomes a constraint primarily for very high-speed (high-boost) missiles.


Step 5: Example Design A – “Sprint Missile”

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Design Philosophy: Small, fast, short-range. Designed to be nearly impossible for CIWS to track. Fired from close escorts or ambush positions.

Size: 2 MSP

Component MSP Purpose
Engine 1.2 Maximum speed
Warhead 0.5 Light damage (1.5 strength)
Fuel 0.05 Minimal range
Active Sensor 0.25 Terminal guidance (minimum viable)
Total 2.0  

Calculated Performance

Engine_Power = 1.2 x 10 = 12
Speed = 12 / 2 = 6,000 km/s
Agility = (1.2 / 2.0) x 3200 = 1,920 km/s^2
Warhead_Damage = 0.5 x 3 = 1.5 (fractional -- full vs shields, 1 vs armor)
Fuel = 0.05 x 2,500 = 125 units
Fuel_Consumption/hr = 12 x 0.3 = 3.6
Endurance = 125 / (3.6/3600) = 125,000 seconds
Range = 6,000 x 125,000 = 750 million km

Sprint Missile Assessment

Metric Value Rating
Speed 6,000 km/s Excellent – exceeds most PD tracking
Range 750M km Moderate – sufficient for most engagements
Damage 1.5 Poor – needs many hits to kill
PD vulnerability 16k tracking: 100% hit Vulnerable to advanced PD
Magazine density ~8 per HS of magazine High

Verdict: Best used in massive salvos (40+) to overwhelm PD. Low individual damage means you need volume. The speed advantage makes each missile very likely to leak through CIWS.


Step 6: Example Design B – “Standoff Missile”

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Design Philosophy: Balanced design with meaningful warhead, respectable speed, and sufficient range for standoff engagement. The workhorse ASM.

Size: 5 MSP

Component MSP Purpose
Engine 2.0 Good speed without sacrificing payload
Warhead 1.5 Solid damage (4.5 strength)
Fuel 0.75 Extended range for standoff
Active Sensor 0.5 Reliable terminal guidance
ECM 0.25 Degrades enemy PD accuracy
Total 5.0  

Calculated Performance

Engine_Power = 2.0 x 10 = 20
Speed = 20 / 5 = 4,000 km/s
Agility = (2.0 / 5.0) x 3200 = 1,280 km/s^2
Warhead_Damage = 1.5 x 3 = 4.5 (4 vs armor)
Fuel = 0.75 x 2,500 = 1,875 units
Fuel_Consumption/hr = 20 x 0.3 = 6.0
Endurance = 1,875 / (6.0/3600) = 1,125,000 seconds
Range = 4,000 x 1,125,000 = 4,500 million km

Standoff Missile Assessment

Metric Value Rating
Speed 4,000 km/s Adequate – matches target speed
Range 4,500M km Excellent – true standoff
Damage 4.5 Good – penetrates moderate armor
PD vulnerability 16k tracking: 100% hit Speed too low to evade PD
ECM Level 1 -10% PD accuracy
Magazine density ~3 per HS of magazine Moderate

Verdict: The all-rounder. Sufficient damage to threaten escorts, enough speed to catch most targets, ECM to slightly degrade PD. Best in salvos of 20-30.

Warning: Speed of 4,000 km/s exactly matches our assumed target speed. If the target is faster, this missile cannot catch it. Consider increasing engine allocation to 2.5 MSP (yielding 5,000 km/s) and reducing fuel to 0.5 MSP if target speed is uncertain.


Step 7: Example Design C – “Multi-Stage Missile”

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Design Philosophy: A booster stage carries an attack missile to extended range, then separates. The attack stage sprints to the target at extreme speed. This overcomes the speed-vs-range trade-off.

Booster Stage (Outer Missile)

Size: 6 MSP (total including the separated warhead)

Component MSP Purpose
Engine 2.0 Cruise speed for the combined stack
Fuel 1.0 Long-range cruise
Separation Warhead 3.0 Contains the attack stage (see below)
Total 6.0  

Attack Stage (Separated Missile)

Size: 3 MSP (released from the booster’s separation warhead)

Component MSP Purpose
Engine 1.5 Sprint speed after separation
Warhead 1.0 Meaningful damage (3 strength)
Fuel 0.1 Short sprint range
Active Sensor 0.25 Terminal guidance
ECM 0.15 PD degradation
Total 3.0  

Combined Performance

Cruise Phase (booster active):

Combined_Mass = 6 MSP
Booster_Engine_Power = 2.0 x 10 = 20
Cruise_Speed = 20 / 6 = 3,333 km/s
Cruise_Fuel = 1.0 x 2,500 = 2,500 units
Cruise_Consumption/hr = 20 x 0.3 = 6.0
Cruise_Endurance = 2,500 / (6.0/3600) = 1,500,000 sec
Cruise_Range = 3,333 x 1,500,000 = 5,000 million km

Sprint Phase (attack stage only):

Attack_Mass = 3 MSP
Attack_Engine_Power = 1.5 x 10 = 15
Sprint_Speed = 15 / 3 = 5,000 km/s
Sprint_Agility = (1.5 / 3.0) x 3200 = 1,600 km/s^2
Sprint_Fuel = 0.1 x 2,500 = 250 units
Sprint_Consumption/hr = 15 x 0.3 = 4.5
Sprint_Endurance = 250 / (4.5/3600) = 200,000 sec
Sprint_Range = 5,000 x 200,000 = 1,000 million km
Warhead_Damage = 1.0 x 3 = 3

Multi-Stage Assessment

Phase Speed Range Damage
Cruise 3,333 km/s 5,000M km
Sprint 5,000 km/s 1,000M km 3
Effective Combined ~6,000M km 3

Verdict: Best of both worlds – extreme range AND high terminal speed. The downside is complexity: you need size-6 launchers, the booster is wasted mass after separation, and the warhead is only moderate. Best when you need to engage targets beyond normal missile range or when you want the speed advantage of sprinters with the reach of standoff missiles.


Step 8: Fire Control Matching

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The missile fire control (MFC) must cover the missile’s maximum engagement range and have resolution appropriate to the target size.

Fire Control Range Formula

MFC_Range (km) = FC_Size (HS) x Resolution x FC_Range_Tech x 10,000

Critical Rule: FC Range Must Exceed Missile Range

If a missile flies beyond its fire control’s maximum range, it loses guidance and goes ballistic. This is the most common mistake in missile ship design.

Fire Control Design for Each Missile

Missile Max Range Required FC Range FC Design
Sprint (A) 750M km 750M+ km 1 HS, Res 120, Tech 2 = 2,400M km
Standoff (B) 4,500M km 4,500M+ km 1 HS, Res 120, Tech 2 = 2,400M km (INSUFFICIENT!)
Multi-Stage (C) 6,000M km 6,000M+ km 1 HS, Res 120, Tech 2 = 2,400M km (INSUFFICIENT!)

Problem identified: Our FC tech only provides 2,400M km range at resolution 120. For the Standoff and Multi-Stage missiles, we have two options:

  1. Reduce missile range to match FC range (reduce fuel)
  2. Add onboard active sensors so missiles can guide themselves beyond FC range
  3. Research better FC tech before deploying these designs

For this example, we equip Designs B and C with onboard sensors (already included in their designs). The missile acquires the target independently once beyond FC range.

Resolution Matching

Target Type Approx Tonnage Resolution Needed
Destroyer 5,000-8,000 t 100-160
Cruiser 10,000-15,000 t 200-300
Capital ship 20,000+ t 400+

Higher resolution = longer range against larger targets. For general-purpose use, resolution 120 (6,000 tons) is a good compromise for mid-game.


Step 9: Launcher Sizing

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Launcher-to-Missile Matching

The launcher size must equal or exceed the missile size. Using exact-size launchers is most efficient.

Missile Size (MSP) Launcher Size Launcher HS
Sprint (A) 2 Size 2 0.67 HS
Standoff (B) 5 Size 5 1.67 HS
Multi-Stage (C) 6 Size 6 2.0 HS

Reload Time Calculation

Reload Time = (SQRT(missile_size) x 30 seconds) / Reload_Rate_Tech

Assuming Reload Rate Tech = 2:

Missile Size SQRT(Size) Base Reload With Tech 2
Sprint (A) 2 1.41 42.4 sec 21.2 sec
Standoff (B) 5 2.24 67.1 sec 33.5 sec
Multi-Stage (C) 6 2.45 73.5 sec 36.7 sec

Reduced-Size Launcher Option

If hull space is constrained, reduced-size launchers trade reload speed for compactness:

Size Multiplier Sprint Reload Standoff Reload Multi-Stage Reload
1.0x (standard) 21.2 sec 33.5 sec 36.7 sec
0.75x 63.6 sec 100.5 sec 110.3 sec
0.5x 212 sec 335 sec 367 sec
0.15x (box) Single fire Single fire Single fire

Step 10: Magazine Logistics

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Magazine Capacity

Magazine_Size (MSP) = Magazine_HS x ~17-18 MSP_per_HS
Missiles_Stored = Magazine_MSP / Missile_MSP

\hyperlink{ref-ex-salvo-2}{[2]}

For a standard 5 HS magazine (~87 MSP capacity):

Missile Size (MSP) Per Magazine Per 2 Magazines
Sprint (A) 2 43 86
Standoff (B) 5 17 34
Multi-Stage (C) 6 14 28

Salvo Size Planning

A ship with 8 launchers fires 8 missiles per salvo. Magazine capacity determines sustained combat:

Number_of_Salvos = Missiles_in_Magazine / Launchers
Time_Between_Salvos = Reload_Time (from Step 9)
Total_Combat_Duration = Number_of_Salvos x Time_Between_Salvos

Example: 8x Size-5 launchers, 2x 5HS magazines (40 Standoff missiles):

Salvos = 40 / 8 = 5 full salvos
Time between = 33.5 seconds
Total sustained fire = 5 x 33.5 = 167.5 seconds (~2.8 minutes)
Total damage potential = 40 missiles x 4.5 damage = 180 damage

Magazine Explosion Risk

Magazines are vulnerable. If hit, all stored missiles may detonate:

Explosion_Damage = Sum(All_Warhead_Strengths_in_Magazine)

For 20 Standoff missiles in one magazine:

Explosion = 20 x 4.5 = 90 internal damage

This will destroy most ships from the inside. Mitigation:

  • Spread missiles across multiple smaller magazines
  • Accept the risk on dedicated missile ships (keep them at range)
  • Research magazine explosion reduction technology

Step 11: Salvo Composition

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Overwhelming PD Through Volume

From our assumptions, the enemy has:

  • 1 CIWS (6 shots/tick at ~50% hit rate vs 4,000 km/s missiles = ~3 kills/tick)
  • 6 gauss cannons in PD mode (~4 kills/tick combined)
  • Total PD capacity: ~7 missiles per 5-second tick

Minimum effective salvo = PD kills per tick + desired hits

To guarantee 10 hits: 7 + 10 = 17 missiles minimum per salvo.

Mixed Salvo Doctrine

Combine missile types to exploit PD weaknesses:

“Saturation Strike” composition (28 missiles):

Type Count Purpose
Sprint (A) 16 Arrive first, absorb PD fire, some leak through
Standoff (B) 12 Arrive behind sprints, deliver killing blows

Timing: Launch sprints first. Their higher speed means they arrive before standoff missiles. PD engages the sprint salvo, potentially exhausting CIWS ammunition and AMMs. Standoff missiles arrive into weakened defenses.

“Decoy Swarm” alternative:

Design a dedicated decoy missile (size 2, no warhead, maximum speed, ECM):

Component MSP Purpose
Engine 1.5 Maximum speed
ECM 0.25 Degrades PD tracking
Fuel 0.25 Sufficient range
Total 2.0  

Mix 20 decoys with 12 Standoff missiles. PD must engage every contact (it cannot distinguish decoys from real threats until impact). The decoys absorb PD capacity while real missiles close.


Key Decisions Summary

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Decision Trade-off Recommendation
Speed vs. Warhead Fast missiles leak PD but deal less damage Prioritize speed if enemy PD is strong
Single vs. Multi-stage Multi-stage has range+speed but lower payload Use multi-stage for long-range engagements
Launchers vs. Magazine depth More launchers = bigger salvos; more magazines = more salvos Balance based on expected engagement count
FC range vs. Missile range FC must cover missile range or missile needs onboard sensor Always verify FC range covers engagement distance
ECM vs. Payload ECM costs 0.25 MSP but reduces PD effectiveness Include ECM on all missiles size 4+
Standard vs. Box launchers Standard = sustained fire; Box = devastating alpha Box launchers on corvettes/FACs; standard on cruisers

Common Mistakes

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  1. Missile range exceeds FC range (no onboard sensor): The missile loses guidance and goes ballistic. Always check that your MFC range covers the missile’s maximum engagement distance, OR equip missiles with onboard active sensors.

  2. Speed too low for PD evasion: In v2.2.0+, PD hit chance is based on the speed ratio (FC_Tracking / Missile_Speed). If your missile speed is below the enemy’s tracking speed, PD has 100% base hit chance. Faster missiles are harder to intercept.

  3. Ignoring reload time: Your first salvo is impressive, but if reload takes 100+ seconds and the enemy is closing, you may only get one shot. Size launchers and magazines for the engagement duration.

  4. Magazine explosion risk ignored: A single armor-penetrating hit to an unprotected magazine can detonate your entire missile loadout, destroying your ship from within. Spread ordnance across multiple magazines.

  5. Missile speed too low: If your missile speed equals the target speed, the missile can technically never catch a target fleeing directly away. Build at least 25% speed margin over expected target speed.

  6. Over-investing in warhead, under-investing in speed: A missile with a massive warhead that gets intercepted by every CIWS does zero damage. Speed is survivability.

  7. No onboard sensors on long-range missiles: If the target uses ECM or your FC is jammed, missiles without sensors are wasted. Include at least 0.25 MSP active sensor on ASMs.

  8. Identical time-on-target for all missiles: If all missiles arrive simultaneously, PD engages them all at once. Stagger launch times or use speed differentials to create sequential arrival waves.


References

\hypertarget{ref-ex-salvo-1}{[1]}. Aurora C# v2.2.0+ missile mechanics: Point defense hit chance uses speed ratio: PD_Hit_Chance = min(1.0, FC_Tracking / Missile_Speed). Agility is no longer used in PD calculations. See Appendix A for the complete formula.

\hypertarget{ref-ex-salvo-2}{[2]}. Aurora C# game database (AuroraDB.db v2.7.1) – Magazine capacity is approximately 17-18 MSP per hull space. Verified against multiple magazine component entries in the database.



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Aurora 4X Manual & Guide - Unofficial community documentation for Aurora C# (game by Steve Walmsley)

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