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Fleet Duty Ratings


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Unrestricted/Restricted Line Officers:

Command Duty Officer:

The officer in overall command and control of the bridge at any given time, representing the CO and XO in their absence. Typically the highest ranking Fleet officer present at the moment. Oftentimes colloquially known as the Officer of the Watch.

 

Operations Officer:

At both the flag and individual ship level, the role of the operations officer is to liaison with other aligned vessels in the area and help develop and coordinate tactical and strategic plans. Second in command during a watch for all intents and purposes. In addition to their normal duties, the Operations Officer also assists with damage control.


 

Duty Officers:

Astronavigation Officer

The astronavigator is the ship’s navigator as well as the eyes and ears for the vessel. Oversees the vessel’s sensors, systems and plots courses through FTL. It’s their responsibility to know the ins and outs of the sensors, as well as possess a mathematical acuity to plot courses in both normal space and FTL.

 

Helmsman

The Helmsman pilots the vessel they’re assigned to, and must be competent in the field before they’re entrusted with the controls. Though their duties are relatively small scale compared to other officers on the bridge, it’s a highly complex specialization requiring a lot of training to master.

 

Tactical Action Officer:

The Tactical Actions Officer (TAO) is the officer entrusted with the command of every weapon and gunnery position aboard his vessel. In addition to this, while planning operations, he is one of two tactical deputies to the Command Duty Officer, the other being the Operations Officer.

 

Intelligence Officer:

Intelligence Officers assist in collection, evaluation, and dissemination of naval intelligence in support of space warfare. Their secondary duties include the unbiased handling of court martials, participating in reconnaissance missions and in interrogation of prisoners. During ship-to-ship combat, the Intelligence officer also mans the Electronic-Warfare systems.

 

Communications Watch Officer:
The role of the Communications Watch Officer is to monitor, relay, and transmit the communications of a vessel and the vessels around it, though both sub-light and Guilder comms. They’re also responsible for encrypting and decrypting communications as is necessary.

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Astronavigation Track

 

The astronavigator is the ship’s navigator as well as the eyes and ears for the vessel. Oversees the vessel’s sensors, systems and plots courses through FTL. It’s their responsibility to know the ins and outs of the sensors, as well as possess a mathematical acuity to plot courses in both normal space and FTL.

 


 

Astronavigation Ratings

There are four ratings for Astro Navigators of the Fleet corresponding to the Junior Officers ranks:

Assistant Astronavigators - Ensign

Astronavigators - Sub-lieutenant

Senior Astronavigators - Lieutenant

Master Astronavigators - Lieutenant Commander

 


 

Astronavigation

The main duty of the Astronavigators is to plot courses through both normal space and for Faster-Than-Light Travel. This means an Astro Navigator must know how a ship maneuvers, how fast any given ship can accelerate, and many other skills, combining them all to plot effective courses with minimal fuel expenditure and travel time.

 

The types of courses an Astro Navigators typically plots are:

Straight Line Courses - Direct courses from Point A to Point B in a straight line as the name suggests.

Combat Maneuvers - Courses plotted in the heat of battle. Requires quick wits and initiative to plot effective combat maneuvers.

Intercept Courses - Courses plotted to intercept with another vessel or object.

Slingshot Courses - Using another object’s gravity to 'slingshot' the vessel. Requires knowledge of orbital mechanics.

General Pursuit - Ship is released from the line of battle to act independently in the pursuit of a retreating ship.

 

Relativity

Though most ships are capable of going extremely fast, very quickly, problems tend to arise as they reach speeds exceeding 0.1c. Around this point, relativity begins to rear its ugly head, though the effects of relativity are negligible until an object reaches 0.7c (or 2.86 U/s). Sensor data becomes unreliable, weapons are unable to accurately track targets, and time dilation begins to cause problems for the crew. For these reasons, exceeding the 0.7c speed limit is generally frowned upon unless the situation is dire, or when using FTL travel.

 


 

Sensors

It’s the duty of the Astronavigators to know what each sensor does and how it functions. There are two types of sensors, Active Sensors and Passive Sensors. Additionally, all sensors (with the exception of Guilder Sensors) are sublight-speed devices, meaning they’re susceptible to time delay. 

 

Active Sensors

Active sensors work by sending out a signal, light or other means of obtaining measurements, and reading the return backscatter. This means that Active Sensors are susceptible to detection by other vessels. Think of a camera in a dark room using an illuminating flash to light it's target. The flash illuminates the target in order to take it's photograph, but the target would likely be able to spot the flash. Due to the sub-light nature of sensors, an Active Sensor is required to travel any given distance twice; first to send the initial signal out, then for the backscatter to return. For example, an object 1 light minute away would take 2 minutes to be detected via active sensors.

 

Types of Active Sensors:

Radar - Active radar transmits microwave energy and receives the reflected echoes from the transmitted pulse.

LiDAR - A sensor that determines the range of another object by targeting it with a laser and measuring the time for the reflected light to return to the receiver. 

IR - Active Infrared sensors transmit and measure the reflection levels of infrared light. A change in the properties of the reflected wave indicates that a person or object is within the detection area, prompting the sensor relay activation.

 

Passive Sensors

Passive sensors work by passively reading information already surrounding the sensor and interpreting it solely based on said information. This means passive sensors are unable to be detected by outside observers, though typically passive sensors provide less data compared to traditional active sensors. Think of a camera, with the target illuminated by the sun. You can safely take a picture of the target without it knowing since there’s nothing to give the camera away. Due to the sub-light nature of passive sensors, it only requires one journey for information to be received. For example, an object 1 light minute away would only take 1 minute to be detected by passive sensors, since they rely on information that’s passively gathered by their surroundings.

 

Types of Passive Sensors

Gravitics - Detects anomalous gravitational shifts, such as those produced by the presence of a starship.

Radiation - Used to detect ionized particles, typically waste or reaction mass from ion drives. Can be used to build a fairly accurate drive signature of another vessel.

FLIR - Used to detect anomalous heat signatures, oftentimes given off by a ship's fusion reactors.

Optical sensors - Cameras.

Active Sensor detection - Passive sensors dedicated to detecting the emissions from another ship's active sensors (RADAR, LiDAR, GUILDER, IR, etc.)

 

Gunnery and Sensors

Torpedoes, MACS and require the usage of active LiDAR systems to identify and target objects. This means a ship actively being targeted knows that they're being targeted. On the other hand, CIWS and 120mm cannon rely on FLIR and radar detection to track targets, meaning they rely on passive sensors to operate, and won't be spotted by the target.

 

Guilder Sensors

Ships entering and exiting FTL give off Guilder emissions, allowing them to be immediately located by passive sensors. Guilder emissions sensors are the only sensors that can be detected immediately regardless of where a receiver is located due to their Faster-Than-Light nature.

 

Guilder Waves emitted from a ship entering and exiting Faster-Than-Light travel at 695c, with signal decay making them unnoticeable after about 1 light hour of travel.

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Communications Track

The role of the Communications Watch Officer is to monitor, relay, and transmit the communications of a vessel and the vessels around it, though both sub-light and Guilder comms. They’re also responsible for encrypting and decrypting communications as is necessary.

 


 

 

Communications Ratings

There are four ratings for Communications Watch Officers of the Fleet corresponding to the Junior Officers ranks:

Junior Communications Officer - Ensign

Communications Officer - Sub-lieutenant

Senior Communications Officer - Lieutenant

Master Communications Officer - Lieutenant Commander

 

 


 

 

Sublight Communications

The main method of long range wireless communication for a vessel is through radio and tight-beam laser communications. This is typically colloquially known as ‘Hailing,’ and unless otherwise ordered, the Communications Watch Officer is the one who primarily does the speaking in these instances. As such, the Communications Watch Officer is typically the representative of the vessel and her Captain, and must maintain an air of professionalism while on duty.

 

Tight-Beam Laser Communications

The usage of Tight-Beam Laser Communications is typically reserved for private communications between vessels, allowing for light-speed communications. In order for a ship to receive transmissions through Tight-Beam, it must have a receiver which passes in front of the transmission device. This means any object obscuring the Tight-Beam would cause a loss of transmission. They are also relatively secure means of communication, since the only way to intercept Tight-Beam communications is to place a receiver in front of a transmitter, which is nearly impossible in the vastness of space without prior knowledge of both a transmitter and receiver’s location. However, only one target can be transmitted to via Tight-Beam at any given time.

 

Radio Communications

The usage of Radio Communications has a long history with the Human race, going back before the Disorders. The nature of radio waves means they’re relatively easy to spot, track, listen into and identify the source, especially when encryption isn’t being used. This is in contrast to Tight-Beams, which are much more private and harder to track. This means radio communications are typically going to be used when multiple vessels are attempting to be communicated with simultaneously.

 

One thing to note about wireless radio and Tight-Beam communications is that they are a sub-light speed technology, meaning that it takes time for radio waves to travel to and from their target at the speed of light. The further an object is, the more pronounced this delay becomes. This results in a considerable time delay which may make conversation awkward or impossible over vast distances. The only solution to this is to send radiograms in burst transmissions rather than holding open a continuous communications line.

 

 


 

 

Guilder Relays

Invented in 2278 by Doctor Hans Guilder, the Guilder Communications Relay is the first solution to Faster-Than-Light communications. Using what he dubbed Guilder Waves, they were discovered initially as waste emissions given off after a vessel exits from Faster-Than-Light travel. Doctor Guilder saw the potential of the Guilder Waves as a means in which humanity could communicate with one another at Faster-Than-Light speeds without the need of a FTL-capable courier ship, which was essential up until that point.

 

When the technology was finally developed, the Federation contracted AT&T to build a network of Guilder Relays throughout Federation Space. This served as an immense boon to the economy, as colonies up until that point required a courier ship to visit it in order to send messages back and forth. Though the technologies required to send Guilder messages were large and impractical to place on an individual ship, instead relying on fixed relays to send messages back and forth. Today, nearly every inhabited star system has a Guilder Relay active somewhere in it by necessity, creating a fairly reliable communications network in the Human Diaspora

 

Though Guilder Waves work at speeds that are Faster-Than-Light, a courier vessel will always be faster. This means routine transmissions such as private messages, bank statements, etc. will always be more economical to send through a Guilder Relay, urgent messages usually will be sent through a courier ship.

 

 

 


 

 

Message Precedence

Message precedence is an indicator attached to a message indicating its level of urgency, and used in the exchange of radiograms in radiotelegraph and radiotelephony procedures.

  • FLASH (Z) is reserved for initial enemy contact messages or operational combat messages of extreme urgency. Brevity is mandatory. FLASH messages are to be handled as fast as humanly possible, ahead of all other messages, with in-station handling time not to exceed 10 minutes. Messages of lower precedence are interrupted on all circuits involved until the handling of the FLASH message is completed.
  • IMMEDIATE (O) is reserved for messages relating to situations gravely affecting the security of the nation. It requires immediate delivery. Examples include reports of widespread civil disturbance, reports or warning of grave natural disaster, and requests for or directions concerning search and rescue operations. IMMEDIATE messages are processed, transmitted, and delivered in the order received and ahead of all messages of lower precedence. They are to be handled as quickly as possible, with in-station handling time not to exceed 30 minutes. Messages of lower precedence should be interrupted on all circuits involved until the handling of the IMMEDIATE message is completed. The use of the letter "O" comes from the original name for this level, "operational immediate".
  • PRIORITY (P) is reserved for all traffic requiring expeditious action by the addressee or for conducting operations in progress when ROUTINE precedence will not suffice. PRIORITY precedence messages are processed, transmitted, and delivered in the order received and ahead of all messages of ROUTINE precedence. Examples include requests for supplies or equipment during the conduct of an operation, time-critical items requiring quick response, and situation reports. They are to be handled as quickly as possible, with in-station handling time not to exceed 3 hours.
  • ROUTINE (R) is used for all types of message traffic justifying transmission by rapid means, but not of sufficient urgency to require higher precedence. ROUTINE precedence messages are delivered in the order received and after all messages of higher precedence. Examples include any message that requires the documentation of its transmission or delivery; messages concerning normal operations, programs, or projects; and periodic or consolidated reports. They should be handled as soon as traffic flow allows, but no later than the beginning of the next duty day.

 


 

Encryption and Decryption

Encryption is the process of encoding information (in this case audio signals) in such a way that eavesdroppers or hackers cannot understand it, but authorized parties can access it. In two-way radios, encryption modifies a voice signal using a coding algorithm. This algorithm is controlled by an encryption key. The encryption key is used by the transmit and receive radios to enable the voice signal to be coded and decoded for both radios. Therefore, all radios communicating must have matching encryption keys to receive transmissions.

 

There are several different methods for encrypting voice signals:

 

Simple Inversion Encryption

Inversion scrambling inverts the frequencies and volume of the voice signal. Most two-way radios with simple voice inversion have 32 different encryption keys to choose from. The keys are set in the radio through radio programming software. Only radios using the same frequency, with the same privacy code, the same encryption key, and within range of your signal, will be able to hear your transmissions. This type of encryption provides enough protection for most two-way radio users.

 

Hopping Inversion Encryption

Frequency hopping encryption adds a greater degree of security than simple inversion. Using this method the frequencies and frequency rates change irregularly. This cause the voice signal to "hop" over a number of different frequencies and frequency rates.

 

Rolling Code Inversion Encryption

Rolling code inversion uses a method where the voice signal is inverted at a constantly changing rate. It is a more robust form of encryption than simple voice inversion. Most radios with rolling code encryption have 1020 encryption keys to choose from. The keys are set in the radio by programming software. As with simple inversion, only radios using the same frequency, with the same privacy code, the same encryption key, and within range of your signal, will be able to hear your transmissions. The difference with rolling code vs simple inversion is the number of codes (1020 for rolling) and the "rolling" inversion of the signal that make it more difficult to break. Rolling code is used for more sensitive applications.

 

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Helmsman Track

 

The Helmsman pilots the vessel they’re assigned to, and must be competent in the field before they’re entrusted with the controls. Though their duties are relatively small scale compared to other officers on the bridge, it’s a highly complex specialization requiring a lot of training to master.

 


 

Helmsman Ratings

There are four ratings for Helmsman of the Fleet corresponding to the Junior Officers ranks:

Assistant Helmsman - Ensign

Helmsman - Sub-lieutenant

Senior Helmsman - Lieutenant

Master Helmsman - Lieutenant Commander

 


 

Acceleration, Deceleration and Faster-Than-Light Travel

Maximum speed is 3.33 U/s or 0.97c. It takes 12 seconds to reach maximum speed and acceleration, as well as 12 seconds to decelerate to rest.

 

While in FTL travel, the maximum speed a vessel can travel at is 10 kU/s or 1390c. Deceleration to sub-light speed is instantaneous, though the vessel is still going 0.97c when it exits, meaning it still needs to perform a retrograde breaking burn to come to rest.

 

Speeds

A Helmsman may be ordered to cruise at the following speeds:

  • One-Third Speed: 0.24c or 1.72 U/s.
  • Two-Thirds Speed: 0.46c or 2.36 U/s
  • Standard Speed: 0.70c or 2.86 U/s
  • Full Speed: 0.80c or 3.05 U/s
  • Flank Speed: 0.97c or 3.33 U/s

 

Relativity

Though most ships are capable of going extremely fast, very quickly, problems tend to arise as they reach speeds exceeding 0.1c. Around this point, relativity begins to rear its ugly head, though the effects of relativity are negligible until an object reaches 0.70c (or 2.86 U/s). Sensor data becomes unreliable, weapons are unable to accurately track targets, and time dilation begins to cause problems for the crew. For these reasons, exceeding the 0.70c speed limit is generally frowned upon unless the situation is dire, or when using FTL travel.

 


 

Maneuvering in Space

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Because there are three dimensions of movement in space (or air), there are three basic axes on which to burn, with two directions per axis; thus, all maneuvers can be described as a combination of movement in three separate directions. The relationship between these three orbital vectors - prograde, radial and normal - is defined by the right hand rule. If you hold the first three fingers of your right hand at right angles to each other in the most natural way, the index finger points forwards representing prograde, the middle finger points towards the orbital focus representing the radial, and the thumb points "upwards" represents the normal.

 

Prograde and Retrograde

These vectors directly change the speed of the craft. Burning prograde will increase velocity, raising the altitude of the orbit on the other side, while burning retrograde will decrease velocity and reduce the orbit altitude on the other side.

 

Normal and Anti-Normal

The normal vectors are perpendicular to the orbital plane. Burning normal or anti-normal will change the heading of the vessel.

 

Radial(in) and Anti-Radial(out)

These vectors are parallel to the orbital plane, and perpendicular to the prograde vector. They are used to change a vessel’s relative elevation, usually in terms of the ecliptic plane of the star system. 

 

Kill Speed

The Kill Speed button uses maneuvering thrusters to slow down a vessel to rest, though a retrograde breaking burn is usually required first.

 

Kill Rotation

The Kill Rotation button uses maneuvering thrusters to slow down the vessel’s rotation to rest. 

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Intelligence Track

 

Intelligence Officers assist in collection, evaluation, and dissemination of naval intelligence in support of space warfare. Their secondary duties include the unbiased handling of court martials, participating in reconnaissance missions and in the interrogation of prisoners. During ship-to-ship combat, the Intelligence officer also mans the Electronic-Warfare systems.

 


 

Intelligence Ratings

There are four ratings for Intelligence officers corresponding to the Junior Officers ranks:

Junior Intelligence Officer - Ensign

Intelligence Officer - Sub-lieutenant

Senior Intelligence Officer - Lieutenant

Master Intelligence Officer - Lieutenant Commander

 


 

Electronic Warfare Systems

Electronic warfare involves the use of electromagnetic pulses or directed energy (laser beams or microwave-bombardments) to deny, degrade or disrupt a warship. These capabilities cause temporary damage or disruption to a warship without physically contacting the warship. The two most common ways of doing this is jamming, spoofing and dazzling.

 

Jamming
Jamming is a kind of electronic attack that interferes with radio frequency communications by creating noise in the same frequency band and within the field of view of the antenna of the satellite or receiver it is targeting, thus disrupting communications. Jamming causes temporary disturbance and disruption and is thus reversible. Once the jammer is turned off, the communication can return to normal.

 

Spoofing

Spoofing is another form of electronic attack where a fake signal is produced by the attacker’s device. In this case, it’s to direct a warship’s fire control away from it’s target. For example, creating a false target for an Active Radar guided missile to track instead of it's intended target.

 

Dazzling

Dazzling is the usage of lasers to confuse or blind tracking systems, such as missiles. Though the concept is relatively simple, it’s difficult to track a target, and it's nearly impossible to dazzle an object that’s beyond 1 light second away. However, an object that’s been dazzled is effectively soft-killed and no longer a threat, as it can no longer track till it can be repaired.

 


 

Gathering Intelligence

The primary focus of a Naval Intelligence Officer is to examine and disseminate information, rather than actually gather it. This means they usually rely on other branches and departments to get their information, primarily the Pathfinders and secondarily the Mobile Infantry. However, due to their unique role in combat operations, there's sometimes a requirement for Intelligence Officers to go into the field, though it's rare. When this happens, it's at the discretion of the senior MI officer on the scene. In this case, the Intelligence Officer is to defer their command to the MI Officer, regardless of rank. In addition to participating in reconnaissance missions, it's the duty of Intelligence Officers to interrogate any prisoners that are captured.

 

There are several disciplines of Intelligence gathering. These disciplines include human intelligence (HUMINT), signals intelligence (SIGINT), imagery intelligence (IMINT), measurement and signatures intelligence (MASINT), and open source intelligence (OSINT).

 

Human Intelligence (HUMINT)

Human intelligence is derived from human sources. To the public, HUMINT remains synonymous with espionage and clandestine activities, yet, in reality, most HUMINT collection is performed by overt collectors such as diplomats and military attaches. HUMINT is the oldest method for collecting information about a foreign power. Until the technical revolution of the mid to late twentieth century, HUMINT was the primary source of intelligence for all governments. For most nations in the world, it remains the mainstay of their intelligence collection activities. HUMINT includes overt, sensitive, and clandestine activities and the individuals who exploit, control, supervise, or support these sources.

 

Signals Intelligence (SIGINT)

Signals intelligence is derived from signal intercepts comprising, either individually or in combination, all communications intelligence (COMINT), electronic intelligence (ELlNT), and foreign instrumentation signals intelligence (FISINT), however transmitted. COMINT, one of the primary SIGINT disciplines, includes information derived from intercepted communications transmissions. COMINT targets voice and teleprinter traffic, video, Morse code traffic, or even facsimile messages. Assuming access is possible, COMINT can be collected from the air waves, cable, fiber optics, or any other transmission medium. ELINT includes the interception and analysis of non communications transmissions, such as radar. ELlNT is used to identify the location of an emitter, determine its characteristics, and infer the characteristics of supported systems. FISINT consists of intercepts of telemetry from an opponent's weapons systems as they are being tested. Telemetry units provide designers with information on a prototype's guidance system operation, fuel usage, staging, and other parameters vital for understanding operational characteristics. These data enable the designer to evaluate the performance of the prototype. However, if intercepted, they also provide an adversary with the ability to estimate the capability of the prototype.

 

Imagery Intelligence (IMINT)

IMINT is a product of imagery analysis. Imagery includes representations of objects reproduced electronically or by optical means on film, electronic display devices, or other media. Imagery can be derived from visual photography, radar sensors, infrared sensors, lasers, and electro-optics. IMINT includes the exploitation of data to detect, classify, and identify objects or organizations. It can be produced from either hard- or soft-copy (digital) imagery. Hard-copy imagery is synonymous with film, while soft-copy imagery is displayed on electronic terminals. Both types of imagery sources can be analyzed and interpreted for various purposes by different users.

 

Measurement and Signatures Intelligence (MASINT)

MASINT is scientific and technical intelligence information obtained by quantitative and qualitative analysis of data derived from specific technical sensors for the purpose of identifying any distinctive features associated with the source emitter or sender. This information is then used to facilitate the subsequent identification or measurement of the same type of equipment. The term measurement refers primarily to the data collected for the purpose of obtaining finite metric parameters. The term signature refers primarily to data indicating the distinctive features of phenomena, equipment, or objects as they are sensed by the collection instrument. The signature is used to recognize the phenomenon, equipment, or object when its distinctive features are detected.

 

Examples of MASINT disciplines include radar intelligence (RADINT), infrared intelligence (IRINT), and nuclear intelligence (NUCINT). Because it works in different parts of the electromagnetic spectrum, MASINT detects information patterns not previously exploited by sensors. MASINT sensors collect information generally considered by the targeted nation to be peripheral in nature. As a result, these signatures are often not protected by any countermeasures.

 

Open Source Intelligence (OSINT)

Open source intelligence involves the use of materials available to the public by intelligence agencies and other adversaries. With the proliferation of electronic databases, it has become easier to collate large quantities of data, and structure information to meet the needs of the adversary collector. Open source information can often provide extremely valuable information concerning an organization's activities and capabilities. Frequently, open source material can provide information on organizational dynamics, technical processes, and research activities not available in any other form. When open source data is compiled, it is often possible to derive classified data or trade secrets. This is particularly true in the case of studies published in technical journals. A significant understanding of research and development efforts can often be derived by analyzing journal articles published by different members of a research organization. Finally, open source information is generally more timely and may be the only information available in the early stages of a crisis or emergency.

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Tactical Track

 

The Tactical Actions Officer (TAO) is the officer entrusted with the command of every weapon and gunnery position aboard his vessel. In addition to this, while planning operations, he is one of two tactical deputies to the Command Duty Officer, the other being the Operations Officer.

 


 

Tactical Ratings

There are four ratings for TAO of the Fleet corresponding to the Junior Officers ranks:

Gunner’s Mate - Ensign

Gunner - Sub-lieutenant

Senior Gunner - Lieutenant

Master Gunner - Lieutenant Commander

 


 

Weapon Systems:

 

FedComm ‘Striker’ MK V Missile Tubes 

  • Payload: See 'Torpedoes' section below
  • Ammunition: See 'Torpedoes' section below
  • Weapons Envelope: 1-5 Light Seconds
  • No. of Systems: 2

 

Morita COLOSSUS MKVIII Mass Accelerator Cannon

  • Payload: 1-ton 300x800mm WNiFe
  • Ammunition: 50
  • Weapons Envelope: 5-200,000 
  • No. of Systems: 1

 

MW-1108 120mm Helicals

  • Payload: 120mm MAHEM Penetrator
  • Ammunition Carried: 50 rounds per unit; 400 total carried
  • Weapons Envelope: 1-5 km
  • No. of Systems: 8

 

MW-888 35mm CIWS

  • Payload: 35mm Fragmentation
  • Ammunition: 2,000 rounds per unit; 110,000 total carried
  • Weapons Envelope: 1-5 km
  • No. of Systems: 55

 


 

Torpedoes:

CL-39

  • Payload: 500 Kiloton Nuclear Warhead
  • Ammunition: 76 carried
  • Soft-kill range: 2.5 km
  • Hard-Kill range: Contact

 

CL-739 

  • Payload: 50 Megaton Nuclear Warhead
  • Ammunition: 24 carried
  • Soft-kill range: 5 km
  • Hard Kill range: Contact

 

BL-553 Ship-to-Ship Torpedoes

  • Payload: Nuclear bomb pumped X-Ray Lasers
  • Ammunition: 12 carried
  • Soft-kill range: N/A
  • Hard Kill range: 5 km

 


 

Space Warfare Tactics:

 

Jousting

The main type of Fleet engagement comes in the form of ‘Jousting,’ where ships cross paths at combined speeds of 0.7c. Beyond 0.7c, targeting systems are incapable of adjusting for relativistic effects, which warp the outside view of the universe. At these speeds, even ‘extreme range’ weapons are only in range of their targets for mere seconds, while medium and close range weapons tend to only be in range for fractions of seconds. This means space combat is typically fast and deadly, with battles lasting seconds at most.

 

'Submarine' Warfare

The second most common tactic used in space warfare involves the employment of tactics similar to Submarine Warfare tactics used back on Earth at the dawn of the Atomic age. In essence, a vessel lies in wait, turning off all systems that would give them away on sensors, before firing at a target when it comes into range. This enables smaller vessels to take down larger ones but is also extremely risky if the initial attack doesn’t succeed in destroying the target, since the attacking vessel is unable to maneuver for a short time.

 


 

Nuclear Weapons in Space:

In Space Combat, Nuclear weapons are primarily soft-kill packages. While open space isn’t a perfect vacuum, it’s close enough to make the blast of a nuclear explosion non-existent. Likewise, the lack of atmosphere means an EMP effect is impossible. Radiation shielding for crew compartments is also sufficiently capable of preventing slow death by means of Radiation in the event of a near-miss. As a result, the range of nuclear weapons are drastically reduced compared to their usage when in atmosphere and their means of dealing damage have been reduced to two options:

  • The first method involves making contact with an enemy vessel. Should a nuclear torpedo of any yield make direct contact against a vessel’s hull, the blast will be close enough to immediately destroy that vessel. However, this is extremely difficult to do as point defense technology continues to advance.
  • The second, and more common usage of nuclear devices in space warfare are as soft-kill devices, detonated near a vessel to blind sensors and PDCs, allowing for an opening with kinetic weapons or ship-to-ship torpedoes.
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