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Spacecraft of the First Interstellar War

Carlobrand

SOC-14 1K
Marquis
Ship: 10t Escort Fighter SRA
Type: Short-range Armored Escort Fighter
Tech Level: 10

USP QFE-0604411-900000-00002-0 MCr 19.825 10 Tons
Bat Bear................................1 Crew: 1
Bat.......................................1 TL: 10

Cargo: 0.200 Crew Sections: 1 of 1 Fuel: 1 EP: 0.400 Agility: 4
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.198 Cost in Quantity: MCr 15.860

Detailed Description
(High Guard Design)

HULL
10.000 tons standard, 140.000 cubic meters, Flattened Sphere Configuration

CREW
1 pilot

ENGINEERING
Jump-0, 4G Manuever, Power plant-4, 0.400 EP, Agility 4

AVIONICS
No Bridge Installed, Model/2 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Missile Turret organised into 1 Battery (Factor-2)

DEFENCES
Armoured Hull (Factor-9)

CRAFT
None

FUEL
1.0 Tons Fuel (0 parsecs jump and 28+ days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Acceleration Couch (limiting endurance to ~12 hours in combat), 0.200 Ton Cargo

USER DEFINED COMPONENTS
None

COST
MCr 20.023 Singly (incl. Architects fees of MCr 0.198), MCr 15.860 in Quantity

CONSTRUCTION TIME
5 Weeks Singly, 4 Weeks in Quantity

COMMENTS
The first Terran visit to another star brought the discovery that humans were not alone in space. In fact, Earth's nearest neighbor was a large star-spanning empire with a powerful space navy.

The spacefaring nations of Terran responded by building large numbers of small space fighters. These could be built quickly at reasonable cost. With their nuclear missiles, it was hoped they would give a potentially hostile opponent pause, encouraging the Vilani Imperium to treat diplomatically with the Terrans rather than militarily. They could be moved quickly between worlds on transports, allowing future colonies to be reinforced by transport rather than building infrastructure to support larger warships. The fighters were short-ranged, lacking on-board facilities to serve the crew for more than a half day or so, but as they were based planetside and intended to defend a world's orbital space, this was not considered a handicap. Other craft were designed and constructed, but the core of Terran defenses remained the short-range fighter until the First Interstellar War.

The two decades between first contact and the first shots of the First Interstellar War were characterized by intense research and development on Earth. Advances in armor design led to stronger, more efficient armor able to withstand intense laser fire or shaped charge missile warheads with reasonable weight and thickness. These advances had a strong influence on fighter design

The first fighters to see battle were the U.S. FS-134 Paladin and the essentially identical J120 Youxia fighter of China, 10 dTon short-range armored escort fighters. These fighters were small, reasonably agile and heavily armored, with armor thick enough that only nuclear missiles were considered a serious threat to the craft. Design philosophy emphasized small size and low cost to allow large numbers of fighters to be fielded to offset their vulnerability to anticipated nuclear missile attack. These fighters routed controls through the craft's computer to minimize size. Unfortunately, the fighter's computer proved to be its Achilles heel.

The incident finally triggering war was a skirmish between Vilani merchant vessels and Paladin fighters supporting the U.S. base at Barnard. The Vilani merchant ships, coming in from jump, ignored orders to remain within a designated corridor while approaching the Vilani mining outpost on the planet. Responding fighters attempted to crowd the merchants into compliance: the merchants ignored the little fighter and a minor collision occurred, doing no damage to the fighter involved and minor damage to the merchant. The Vilani captain involved in the collision, angered at the damage to his ship, responded with a burst of laser fire at the offending fighter, but the convoy maintained course.

The fighter took no damage, but with the Vilani ships continuing to flout Terran warnings and one ship firing on a Terran vessel, the Terran base commander felt he had no choice but to respond or see the Vilani take control of the planet's orbital space by fiat, a result that over the long term could jeopardize the safety of the base and see the dominance of the world by the Vilani. He therefore authorized his fighters to fire on the convoy.

In the subsequent exchange, the Paladin performed well. No Paladin suffered significant damage and the convoy took heavy damage, with two ships suffering crippling maneuver drive hits. Unfortunately, since the convoy had been headed planetward and ignoring the fighters at the moment of the first salvo, both ships were destroyed with all hands when they impacted the planet's surface at meteoric speeds. The remaining convoy ships landed safely at the colony, refueled and jury-rigged repairs, and after some heated negotiation between the two sides, were permitted to leave with the cargo collected from the mining outpost, being very careful to remain within the corridor imposed by the Terrans. They reported what had happened to Vilani authorities on their return, setting the stage for what would come.

The Paladin's performance was considered a vindication of its design. It was not until weeks later, when a Vilani reprisal squadron arrived, that the true weaknesses of the Paladin/Youxia design were revealed. Vilani destroyers jumped into the system and engaged the Paladin and Youxia fighters that rose to challenge them. With superior computers and concentrated battery fire, the destroyers were able to consistently hit the fighters. The little fighter's dense armor proved to be of little value: intense barrages of missiles and lasers found weak points in the armor, crippling key systems or punching through the crew cabin to kill the crew, or in some cases triggering a cataclysmic ammunition explosion. The little fighters meanwhile found they were unable to hit the destroyers, whose surprising agility and advanced EW systems defeated the Paladins' missile attacks. Hundreds of fighters went up to oppose the Vilani destroyers; by the end of the battle, all had been crippled or destroyed and the base destroyed by bombardment from orbit.

Subsequent analysis of the battle results revealed the Paladin/Youxia flaws in detail. The Vilani warships had proven far more agile than anticipated, and they had more powerful ECM systems than the Terrans had before encountered. The little fighters' computers were simply not up to the task of targeting these ships. The paradoxical failure of the fighter's heavy armor was also explained: though the armor absorbed most fire with little effect, the intensity of fire resulted in chance multiple strikes in a short interval over the same small areas of armor, triggering small armor fractures. In most cases the breaches were inconsequential, admitting small amounts of deadly energies to parts of the craft that were not vital to combat performance. However, the dense volume of fire wrought by tens of laser hits or scores of missile impacts on a craft as small as the fighter meant there were several such failures, with a 74% chance on any given salvo that one of those would be over a key element of the maneuver drive, power plant, or fire control or would occur over the crew compartment or munitions storage in such a manner as to kill the crew or set off the munitions.

The battle led to a radical revision in both fighter design and fleet composition. Newer, larger and more expensive fighter designs were rushed out, eschewing armor in favor of more powerful drives and more extensive electronic warfare systems. A crash program of ship construction was started to focus more on large warboats that could give and take punishment as well as a destroyer (the precursors to system defense boats). The few carriers among the various Terran national forces were converted to carry the new fighters or gutted and converted into tenders for the new warboats, and new destroyers emphasizing agility over armor protection were constructed. The various spacefaring nations agreed to work cooperatively under a joint coordinating command ostensibly operating under United Nations control, but they retained practical authority and control over their own ships and forces.

When Terrans returned to settle Barnard anew, it was with a stronger and better balanced fleet. When the Vilani arrived with a fleet to drive them out again, the two fleets fought to a draw, the Terrans benefitting from their new ships but handicapped by command coordination problems between the national forces. Rather than continuing to spend ships and resources on an isolated mining outpost, the Vilani withdrew the outpost and ceded the system to the Terrans on the agreement that the Terrans recognize and not intrude in Vilani-claimed space.
 
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Nice write up.

I had reservations on whether the TL was right, but I see it is. It was rewarding pulling out Interstellar Wars again though!

The construction time I would argue is a little short. I'm assuming you have interpolated from TCS. I read '50 or less' as covering all the tonnages below 50, meaning only tonnages above 50 can be interpolated. Might be something for DM's errata?

Otherwise pretty good assessment. The fighters would make easy work of merchants, their factor1 equivalent combat computers being on a par with J1 merchants and below par against J2 merchants. More importantly though, their armour makes them immune to critical hits from factor 1 to 4 weapon systems, which covers the range carried by merchants.

Against combat ships however, the computer size difference of 4 is devastating both on offence and defence. And combat ships should regularly carry weapon systems greater than size 5 or 6, meaning in many cases, one hit equals one combat ineffective fighter.

I will also complement you on your writing style, it 'feels' right, I enjoyed reading it and I enjoyed the prompting it gave me to pull out the rulebooks. Cheers! :)
 
Thanks for the reply. I use High Guard Shipyard for ship design; it's easy to use, very reliable and hews to the rules, including the official errata (I thank them for that). As to the build time, I hadn't noticed. I watch for design or cost errors (there's an odd quirk in the program when you switch from mixed turrets to no-mixed) and I watch the crew ('cause there's a bit of wierdness when dealing with small craft) but I don't double-check the build time. I don't know how the program derived that value, whether it interpolated based on a percentage of 50dT or there's some other source out there with build times. There might have been some discussion about build time on the Errata forum that got incorporated by the programmer, I don't know. Seems to make sense, though.

_____________________________________________________________​

Ship: 40dT Strike Fighter Missile
Type: Fighter
Tech Level: 10

USP FSM-0606B41-000000-00001-0 MCr 78.725 40 Tons
Bat Bear................................3 Crew: 1
Bat.......................................3 TL: 10

Cargo: 0.100 Crew Sections: 1 of 1 Fuel: 4.400 EP: 4.400 Agility: 6
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.787 Cost in Quantity: MCr 62.980

Detailed Description
(High Guard Design)

HULL
40.000 tons standard, 560.000 cubic meters, Flattened Sphere Configuration

CREW
1 pilot

ENGINEERING
Jump-0, 6G Manuever, Power plant-11, 4.400 EP, Agility 6

AVIONICS
Bridge, Model/4 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Mixed Turret with: 3 Missile Racks (Factor-1).

DEFENCES
None

CRAFT
None

FUEL
4.400 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
1 Small Craft Stateroom, 1 Acceleration Couch, 0.100 Ton Cargo

USER DEFINED COMPONENTS
None

COST
MCr 79.512 Singly (incl. Architects fees of MCr 0.787), MCr 62.980 in Quantity

CONSTRUCTION TIME
20 Weeks Singly, 16 Weeks in Quantity

COMMENTS
The first design hustled out in the aftermath of the first Battle of Barnard was the U.S. FS-140 Skyhawk strike fighter. Correcting the mistakes discovered in the Paladin, the Skyhawk was designed with an emphasis on electronic warfare and agility. With a full bridge and computer, the strike fighter does not suffer the EW penalty that most fighters suffer. However, in the interest of keeping costs low to field as many as possible, and because the lessons of battle showed armor on a fighter is of only limited benefit, the Skyhawk carried no armor.

With its high agility, small size and full bridge and computer, the Skyhawk strike fighter was vulnerable only to concentrated missile fire; it could consistently evade or jam up to 12 missiles simultaneously. Even against concentrated fire, the Skyhawk was a difficult target; battle simulations suggested it could evade the typical missile salvo seen at Barnard almost 92% of the time. It was likewise a difficult target for lasers. Unfortunately, its limited missile battery meant that it would not be able to hit high agility/high EW targets of under 2000 dTons such as those seen at Barnard. The Skyhawk was envisioned as a commerce raider, screener, and anti-capital-ship platform, able in numbers to screen fleet forces by holding the line briefly under intense fire, or to bring a large volume of missile fire to bear against opposing capital ships.

Unlike the Paladin, the Skyhawk included provisions for extended missions. A small crew cabin was included to provide the pilot with a place to sleep and eat on long-term reconnaissance missions, allowing squadrons of Skyhawks to patrol a system independently.

While the Skyhawk was a big improvement over the Paladin, it cost four times as much to build and was four times as large, meaning that ships could carry fewer of them. To compensate, the Skyhawk's three missile launchers were arranged so the pilot could fire them as three distinct batteries rather than as one coordinated salvo. This made the missile salvo somewhat more vulnerable to sandcaster defenses but greatly increased the odds of overcoming the target's evasive efforts and electronic counter measures.

Skyhawks saw only limited action at the subsequent Second Battle of Barnard. The battle was fought primarily between the screening destroyers and heavy warboats of the two sides. They joined the line briefly when Vilani cruisers joined the line in an effort to overwhelm the Terran screen; the fighters performed very well, causing heavy damage to the weapons of the opposing cruisers and prompting the Vilani to pull the cruisers from the line, but they took significant casualties from the sheer volume of fire. However, they are credited with persuading the Vilani to hold their cruisers out of the battle; when it was clear that the screening Vilani destroyers could not hold the Terrans, the Vilani withdrew rather than commit their cruisers to the line a second time.
 
Would not the spacecraft of the First Interstellar War be the ones used in Imperium?

In theory - but a lot depends on one's approach to canon - newer trumps or older trumps. If newer trumps, then GTIW supplants and deprecates Imperium.

Plus, Imperium doesn't give a whole lot of data.
 
The problem is that Traveller , through HG2, was based on a magic space MG and grav plate system, a laser system I hope will be invented, and completely missed bomb pumped lasers.

I am young enough to recall the pure joy of buying Traveller and Mayday (which was awesome as hell) off the shelves of the local game store, and also recall Reagan's SDI and how it changed the game.
 
...as three distinct batteries rather than as one coordinated salvo. This made the missile salvo somewhat more vulnerable to sandcaster defenses but greatly increased the odds of overcoming the target's evasive efforts and electronic counter measures.

And the 3 batteries per fighter also overwhelm the defensive sandcasters very quickly. Meaning the factor 1 missiles targeted by sand are easily stopped, but there will be far less sand available to the defence than there is incoming factor 1 missiles.

Current errata has it that small craft can have less than 28 days fuel. Minimum 1 ton or 12 hours. The acceleration couch should already be included with the Bridge, which comes with two.

Another good write up :) Cheers!
 
Thanks for the reply. I use High Guard Shipyard for ship design; it's easy to use, very reliable and hews to the rules, including the official errata (I thank them for that). As to the build time, I hadn't noticed.

HGS uses a log scale to calculate construction time. I charted the given points in TCS and used that to create the scale.
 
AndreaV

Love HGS but would like to make a couple of comments/ suggestions.

There doesn't seem to be any ability to use Book 2 Drives.

Could it be modified to allow negative numbers in the user added features? This would allow subtracting weight, if not a particular item, say a MD6 from HG to add a MD "C" from CT. (On a 1000t ship you could subtract 170t and add 125t for a MD 6 {HG vs CT} and save weight, still keeping within the rules and, hopefully, minimal changes to the programing.)

Again, thanks for a wonderful product over the years!:)
 
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...Current errata has it that small craft can have less than 28 days fuel. Minimum 1 ton or 12 hours. The acceleration couch should already be included with the Bridge, which comes with two.

Another good write up :) Cheers!

Oop, forgot to remove the seat when I added the bridge. Could'a gotten it down to 37 dT with that. That's OK, not a significant difference and it could use some cargo space for missiles.

It's got a cabin for long-endurance flight, so I stuck with the 28 day norm.

HGS uses a log scale to calculate construction time. I charted the given points in TCS and used that to create the scale.

Thanks for the clarification, and I love your software. You really need to tackle MegaTrav one day. It would be a bear, but it would be awesome!

______________________________________________________________​

Ship: 1400t Heavy SDB
Type: System Defense Boat
Tech Level: 10

USP DE-A6067D2-A40000-41008-0 MCr 1,879.614 1.4 KTons
Bat Bear...............1.......11....1 Crew: 31
Bat......................1.......11....1 TL: 10

Cargo: 2 Crew Sections: 2 of 16 Frozen Watch: 1 (16) Fuel: 98 EP: 98 Agility: 6 Shipboard Security Detail: 1
Craft: 1 x 30T Naval Ship's Boat
Fuel Treatment: Fuel Scoops and On Board Fuel Purification
Backups: 1 x Model/4fib Computer 1 x Bridge

Architects Fee: MCr 18.584 Cost in Quantity: MCr 1,507.931

Detailed Description
(High Guard Design)

HULL
1,400.000 tons standard, 19,600.000 cubic meters, Flattened Sphere Configuration

CREW
12 Officers, 19 Ratings

Book 5 Crew Breakdown
Command section: 7 officers and 4 ratings; Engineering section: 1 officer and 5 ratings; Gunnery section: 1 officer and 5 ratings; Flight section: 1 officer and 2 ratings; Service section: 1 officer and 2 ratings, 1 Security troop; Medical Section: 1 officer and 0 ratings

ENGINEERING
Jump-0, 6G Manuever, Power plant-7, 98.000 EP, Agility 6

AVIONICS
Bridge, Model/4fib Computer
1 Backup Bridge, 1 Model/4fib Backup Computer

HARDPOINTS
1 100-ton bay, 4 Hardpoints

ARMAMENT
1 100-ton Missile Bay (Factor-8), 2 Triple Beam Laser Turrets organised into 1 Battery (Factor-4), 1 Single Plasma Gun Turret organised into 1 Battery (Factor-1)

DEFENCES
1 Triple Sandcaster Turret organised into 1 Battery (Factor-4), Armored Hull (Factor-10)

CRAFT
1 30.000 ton Naval Ship's Boat (Crew of 1, Cost of MCr 21.200)

FUEL
98 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
18.5 Staterooms, 16 Low Berths, 2 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 1,876.998 Singly (incl. Architects fees of MCr 18.584), MCr 1,486.731 in Quantity, plus MCr 21.200 of Carried Craft

CONSTRUCTION TIME
126 Weeks Singly, 101 Weeks in Quantity

COMMENTS
The second answer to the lessons learned at Barnard was the Manticore Heavy System Defense Boat (SDB). The function of the SDB is to defend a system from attack. The SDB lacks jump capability but this frees space for heavier armor, making the SDB a more formidable foe against jump-capable ships of equivalent size and cost. For offensive purposes, this SDB carries a single missile bay, giving it a solid punch against attackers. Defensively, it depends primarily on its agility and electronics suite; in order to field the largest number of missile bays for the credit spent, and to facilitate transport for offensive operations, size and therefore secondary batteries were held to a minimum.

The Terrans had not yet seen spinal particle weapons deployed by the Vilani, but such weapons were on Terran own drawing boards and they considered it likely that they would face them at some point. The Manticore class was provided some degree of redundancy to deal with the projected potential of spinal particle weapons: a backup bridge and backup computer were included, and a 16-person "frozen" watch in low berths was available to replace combat casualties. Backup drives were considered but rejected as too bulky, requiring either sacrifice of armor or an unacceptable increase in size.

One 30 dT naval ship's boat with 6G drives was also included. The boat served as an escape craft to allow the crew to escape the SDB and seek refuge with the remaining squadron in the event the SDB had to be abandoned in the midst of combat due to battle damage. It also served as a fast scout and picket between battles if the SDBs were operating without fleet support.

Manticores, despite their large size, were not given names. Instead, they were given designation codes (SDB 213), but crews often christened them with colorful names of their own.

Manticores were heavily involved in the Second Battle of Barnard, successfully facing off against the destroyers of the Vilani Imperium alongside Terran destroyers. Despite having somewhat inferior computers compared to the Vilani, the heavily armored Manticores performed well, giving as good as they got and persuading the Vilani to retire from the field.
 
Ship: 1400dT Carrier TL9
Type: Carrier
Tech Level: 9

USP CVE-A7122C2-030000-30002-0 MCr 1,264.733 1.4 KTons
Bat Bear................5........4.....5 Crew: 134
Bat.......................5........4.....5 TL: 9

Cargo: 9 Crew Sections: 2 of 67 Fuel: 308 EP: 28 Agility: 1 Marines: 13
Craft: 1 x 50T Naval Cutter w std mixed module, 1 x 95T Fueling Shuttle, 40 x 10T Fighters, 1 x 12T Grav APC
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 5.809 Cost in Quantity: MCr 1,148.557


Detailed Description
(High Guard Design)

HULL
1,400.000 tons standard, 19,600.000 cubic meters, Dispersed Structure Configuration

CREW
13 Officers, 108 Ratings, 13 Marines

Book 5 Crew Breakdown
Command section: 7 officers and 4 ratings; Engineering section: 1 officer and 1 rating; Gunnery section: 2 officers and 13 ratings; Flight section: 1 officer and 88 ratings; Service section: 1 officer and 2 ratings; Medical Section: 1 officer and 0 ratings; Marines: 1 Lt., 1 Sgt., 2 CPL, 9 Pvt.

ENGINEERING
Jump-1, 2G Manuever, Power plant-2, 28.000 EP, Agility 1

AVIONICS
Bridge, Model/3fib Computer

HARDPOINTS
14 Hardpoints

ARMAMENT
5 Triple Missile Turrets organised into 5 Batteries (Factor-2), 4 Triple Beam Laser Turrets organised into 4 Batteries (Factor-3)

DEFENCES
5 Triple Sandcaster Turrets organised into 5 Batteries (Factor-3)

CRAFT
1 50.000 ton Naval Cutter w std mixed module (Crew of 2, Cost of MCr 23.340), 1 95.000 ton Fueling Shuttle (Crew of 2, Cost of MCr 24.060), 40 10.000 ton Fighters (Crew of 1, Cost of MCr 15.860), 1 12.000 ton Grav APC (Crew of 2, seating for 14 passengers, Cost of MCr 2.055)

FUEL
308 Tons Fuel (2 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
70.5 Staterooms, 10 Low Berths, 9 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 586.687 Singly (incl. Architects fees of MCr 5.809), MCr 464.702 in Quantity, plus MCr 683.855 of Carried Craft

CONSTRUCTION TIME
126 Weeks Singly, 101 Weeks in Quantity

COMMENTS
With a colony at Alpha Centauri and plans to land a settlement on Barnard, it was essential to also have a means to defend Earth's distant outposts against potential Vilani hostilities. Early efforts to address this revolved around construction of multipurpose transports; spaceship construction was expensive and there was still great debate over whether the priority should be to defend Earth or extend outward. The transports could be used to transport fighters that would then be based at the colony, as well as transporting passengers and any other needed equipment. This served in the short-term, but Barnard was a vacuum world, its trade dependent on hydrogen recovered from the local gas giant. Access to that fuel source had to be ensured.

Among the Terran nations, the United States led with the construction of the Langley class of jump carriers. Langleys were of a dispersed structure design, appearing like a cylinder with four rows of ten short spokes each, each spoke with a fighter at the end. They were optimized to carry the largest possible number of 10dT fighters through two consecutive jump-1's to reach Barnard or Alpha Centauri. Langleys were sometimes called "spin-dizzies" by their fighter pilots for their manner of launching fighters: the ship would spin, launching fighters by releasing them from their docking clamps sequentially so that all fighters "dropped" quickly away from the ship on the same vector.

In addition to their fighter squadrons, Langleys carry one 95 dT 2g fuel shuttle capable of delivering 80 dT of fuel to the ship in one pass through a gas giant. Although the fuel shuttles take up space that might otherwise be used to provide another squadron, they greatly enhance the unstreamlined ship's strategic mobility, allowing the ship to fully refuel in 12 hours or take on enough fuel for a jump-1 hop in 6 hours.

The ships also carry an armed 50 dT 4g naval cutter with a standard 30 dT multipurpose module (twelve acceleration couches, fifteen tons of cargo hold, and an additional nine tons of fuel tankage) providing passenger and cargo transport and allowing the cutter to substitute as a backup fueler in the event of loss of the fuel shuttle. In addition to the module, the cutters main body had a cabin for extended operation and seating for 3 in addition to the two-man crew.

In addition, the ships carried a small Marine unit and a grav-APC to provide limited ground combat support to the colony if needed. The ship carried 10 medical low berths for casualties or for colonists requiring medical transport; Earth had not ruled out the potential for some colony to encounter an unknown disease, and it was felt that carrying back a selection of infected colonists for study under Earth's superior medical resources would lead to quicker and more effective response.

Barnard's Star is a low mass M4 red dwarf, about 14% of the mass of Sol. Its planetary system held no terrestrial-type planets with free water. The nearest convenient source of hydrogen fuel was the system gas giant. Langley pioneered (for Earth) the use of gas giant fuel scooping, its 95 dT fueler diving into the upper atmosphere of Jupiter to harvest fuel that was then pumped into the carrier and refined, showing the potential of fuel scooping. With the feasibility of gas giant refueling established, construction began on fuel tankers and plans to settle an outpost on Barnard moved forward.

At the time of the First Battle of Barnard, both the Vilani and the Terrans maintained fueling stations at the gas giant. The Terran "station" consisted of a Jump-1 tanker and its refueling boats, harvesting hydrogen and shipping it to the American and Chinese outposts on Barnard to refuel ships visiting there. The Terran station had been carefully placed to orbit consistently on the opposite side of the gas giant from the Vilani station to minimize potential for conflict. The Langley class, almost 20 years old at that point, was still in service; the U.S. maintained two Langley class carriers at the station, USS Wright and USS Curtiss, both carrying newer Paladin fighters. Their presence was well-known to the Vilani.

At the outset of the battle, two Vilani destroyers jumped in to challenge the carriers. With the initial reports coming in of battle at Barnard, both carriers assumed a war footing and launched fighters to intercept. It quickly became apparent that the fighters could not stand up to the Vilani destroyers. With mounting fighter losses and radio signals from Barnard revealing a disaster in progress, the two carrier captains developed a plan to rescue their forces.

Each carrier's cutter was loaded with supplies and, while the hard-pressed fighters escorted the carriers and tanker away from the gas giant and to jump point, the two cutters were launched and dashed for the outer system. The Vilani destroyers elected to keep pressing the main force, and both cutters escaped. The hard-pressed Terran force made jump point, the carriers and tanker jumped out, and the surviving fighters then scattered in all directions. The Vilani elected to break off attack rather than chase down individual fighters.

No more than 10 fighters survived the engagement. The surviving fighters rendezvoused with the two cutters at a pre-designated point in deep space.
One cutter remained as an improvised base as the other, after the Vilani left, began rescue operations to recover any surviving pilots from those fighters that had been crippled in the fight; 35 survivors were recovered from crippled fighters scattered around the Barnard gas giant. The survivors settled in to await the return of the carriers, with most of the survivors obliged to use Fast drug to prevent overburdening the life support of the cutters.

The two carriers meanwhile arrived a week later at Sol-Barnard Transit, midway between Sol and Barnard's Star; they refueled and jumped back for the Barnard rendezvous after reporting the battle. They returned to the Barnard system two weeks after the battle, recovered their brood, then began recovery of intact but crippled fighters for study and repair. They then moved on to Barnard, recovering the bodies of those who had died in the fight there.

Subsequent study revealed the problems with the Paladin fighter being flown by the carriers. The four Langleys of the fleet were extensively refitted to carry the new 40 dT fighters being built, but this was a less than optimal refit: the Langleys could carry no more than 10 of the new fighters, and it left many unused quarters in the ship. Langleys were stationed at Alpha Centauri while newer, larger carriers were built, after which the Langleys were consolidated at Sol and became training ships. U.S.S. Wright was made a museum ship after the war; she is moored at Ceres and is the only surviving example of a starship constructed by a national government during the Terran balkanized era.
 
I confess I'm quite enjoying your write ups :)

The Manticore is pretty much combat optimal, I might have dropped it to 1300 ton to keep the weapon mix, but equally I like the flavour you add with the 30 ton Ships Boat. I can picture this SDB being comfortable undertaking either customs duties or anti-piracy.

The Langley class too is good and the write up of the aftermath of the Barnards Star encounter is pretty neat. I like way the non-combat features shine through giving the commanders the scope to come up with innovative solutions. The "Spin dizzy" detail is :)
 
AndreaV

Love HGS but would like to make a couple of comments/ suggestions.

There doesn't seem to be any ability to use Book 2 Drives.

Could it be modified to allow negative numbers in the user added features? This would allow subtracting weight, if not a particular item, say a MD6 from HG to add a MD "C" from CT. (On a 1000t ship you could subtract 170t and add 125t for a MD 6 {HG vs CT} and save weight, still keeping within the rules and, hopefully, minimal changes to the programing.)

Again, thanks for a wonderful product over the years!:)

Adding Bk2 drives would be a total pig of a thing sadly, I've looked into it. But putting in an option to allow negatives in the user defined section shouldn't be too hard (just a matter of making it an 'opt in' to avoid the possibility of errors)
 
Adding Bk2 drives would be a total pig of a thing sadly, I've looked into it. But putting in an option to allow negatives in the user defined section shouldn't be too hard (just a matter of making it an 'opt in' to avoid the possibility of errors)

Thanks. The option would allow the user to manually adjust for CT Drives. Thanks for considering it.:)
 
Ship: 9500dT Light Monitor
Type: Monitor
Tech Level: 9

USP CA-J60273A-130000-80B02-0 MCr 10,606.142 9.5 KTons
Bat Bear............F..........2..1.A Crew: 147
Bat...................F..........2..1.A TL: 9

Cargo: 0 Crew Sections: 10 of 15 Fuel: 665 EP: 665 Agility: 1 Shipboard Security Detail: 10
Craft: 1 x 40T Naval Pinnace
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 105.791 Cost in Quantity: MCr 8,490.314


Detailed Description
(High Guard Design)

HULL
9,500.000 tons standard, 133,000.000 cubic meters, Flattened Sphere Configuration

CREW
22 Officers, 125 Ratings

Book 5 Crew Breakdown
Command section: 7 officers and 4 ratings; Engineering section: 3 officers and 22 ratings; Gunnery section: 8 officers and 70 ratings; Flight section: 1 officers and 2 ratings; Service section: 2 officers and 17 ratings, 10 security troopers; Medical Section: 1 officers and 0 ratings

ENGINEERING
Jump-0, 2G Manuever, Power plant-7, 665.000 EP, Agility 1

AVIONICS
Bridge, Model/3 Computer

HARDPOINTS
Spinal Mount, 45 Hardpoints

ARMAMENT
Particle Accelerator Spinal Mount (Factor-B), 10 Triple Missile Turrets organised into 10 Batteries (Factor-2), 20 Triple Beam Laser Turrets organised into 2 Batteries (Factor-8)

DEFENCES
15 Triple Sandcaster Turrets organised into 15 Batteries (Factor-3), Armored Hull (Factor-1)

CRAFT
1 40.000 ton Naval Pinnace (Crew of 1, Cost of MCr 0.000)

FUEL
665 Tons Fuel (0 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
76.5 Staterooms, 0 Ton Cargo

USER DEFINED COMPONENTS
None

COST
MCr 10,684.933 Singly (incl. Architects fees of MCr 105.791), MCr 8,463.314 in Quantity

CONSTRUCTION TIME
159 Weeks Singly, 127 Weeks in Quantity

COMMENTS
Weapons research at the Luna research station in the mid 21st century produced a 125,000 Mw particle accelerator. It was potentially a devastating weapon, with impact energies comparable to a low yield nuclear device and an impact radiation pulse that could cause significant damage to electronics as well as incapacitate humans in the vicinity of the impact even in deep bunkers. Tests indicated that as much as 16 feet of concrete would be required to adequately protect living beings near the point of impact. However, it was too large for practical application: the test model was a pit fifteen meters on a side and 27 stories deep, and the particle accelerator within had only a few degrees of movement for aiming; it was impractical for ground-based defense, and at the time no craft could be built to carry the weapon.

Further research produced a smaller version, a 15,000 Mw particle accelerator that could be mounted and aimed like a gun, albeit a very big gun: the device was still some 1300 cubic meters. It was disappointing as a weapon. It yielded no more penetrating "punch" than a 250 Mw laser but produced a very effective radiation pulse that could disable electronics and incapacitate crews. However, it was very large and very power hungry; conventional lasers and nuclear-tipped missiles were considered more practical solutions.

Subsequent research on the particle beam failed to achieve significant reductions in size while maintaining adequate offensive power, but the discovery of a technologically advanced interstellar empire among the neighboring stars motivated significant advances in spacecraft engineering, leading eventually to the first spacecraft that was both large enough to house a full-size particle beam and finely controlled enough to aim it as a weapon at maneuvering targets.

The Long Lance was an experimental monitor constructed to evaluate the performance of particle accelerator weaponry in space combat. Long Lance represented a major investment, amounting to 2.5% of the world's GWP per year over the three years it took to build the ship.* It was an unprecedented expenditure and an unprecedented construction effort, made possible only by the worry that gripped the world's nations at the prospect of potentially hostile interstellar neighbors. Though the effort to fund the ship was led by the U.S., its cost precluded the ship being built by any one national power.* Long Lance was commissioned a ship of the United Nations Space Coordinating Agency, crewed by personnel that were drawn from the forces of the several space-faring nations of the world, dedicated to the defense of Earth as a whole.

Long Lance housed a 125,000 Mw particle accelerator cannon and could focus it accurately enough and quickly enough to hit maneuvering targets at ranges of a light second or more. The monitor was essentially built around the cannon, with the weapon occupying nearly half the monitor's volume and the power plant serving it occupying almost half of what remained. However, Long Lance showed the potential of particle accelerator weaponry, accurately striking targets at great ranges.

Unfortunately, with so much of the vessel dominated by the particle cannon, there was little room for other essential equipment. It's 2G drives provided good motive power but little ability to evade incoming fire, and the monitor had minimal armor, enough to protect critical systems but little else. Batteries of lasers and sandcasters had been installed to defend against attacking batteries, and batteries of missile launchers were available as secondary weapons, but combat simulation studies showed these were not sufficient to protect the craft in the absence of effective maneuver or armor defenses. Nonetheless, the Long Lance provided useful information for further development.

While Earth orbital space was strongly defended, it was clear that an aggressor dependent on hydrogen could occupy one of the gas giants and have a ready supply of easily refined fuel to support his operations in the Sol system. Ice asteroids could be charted and mined, but it would be very difficult to contest an aggressor's hold on a Jovian body or its ice-bearing moons if the contesting force were obliged to fly in from Earth or be based on the exposed surface of one of those moons. If defending forces could instead hide within the Jovian atmosphere for long periods and emerge at their choosing to attack aggressors, then that would complicate an aggressor's plans and oblige him to turn to more distant or more dangerous sources. In the aftermath, successful experiments with fuel scooping by shuttles of the carrier Langley, and after further studies of scooping by larger craft, Long Lance was retrofitted with a fuel purification plant and fuel scoops to evaluate the feasibility of large ships remaining hidden in the Jovian atmosphere for long periods.

Long Lance set endurance records for both flight within a gas giant envelope and continuous drive operation. In the course of her operations, Long Lance also conducted detailed studies of the Jovian atmosphere, collecting information on weather patterns, atmospheric constituents at various altitudes, and radar, infrared and sound propagation, as well as doing remote studies of the Jovian interior by radar and probe.

After a successful career as a military research vessel, and with newer and better ships replacing her, Long Lance was converted to scientific research under UN auspices. Her particle accelerator was removed and a Jump-1 drive and fuel tanks for two jumps installed, and the remaining space was converted to a massive space telescope. Long Lance became a mobile stellar observatory, observing stars from outside the solar neighborhood. Long Lance, now Galileo, was still serving in this role when the First Interstellar War broke out. With the expense of war and the need for funds to build new ships, Long Lance/Galileo was decommissioned and placed in ordinary.

*Sorry guys: late night, foggy head, misread the period as a comma, got the value off by a factor of about a thousand. This one nagged me all day until I realized where the mistake was. The ship costs a bit less than a modern aircraft carrier, so it's certainly feasible for it to be built by a national government. Well, a very rich national government.
 
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I was waiting for the "died vainly fighting off the Vilani scum". But I liked this, it was an interesting look at early star-faring developments in the shadow of the Vilani Empire.
 
I was waiting for the "died vainly fighting off the Vilani scum". But I liked this, it was an interesting look at early star-faring developments in the shadow of the Vilani Empire.

I considered that, but I couldn't see sending an experimental ship with known weaknesses out to Barnard to face the risk of hostile fire. I wanted to show what a TL9 spinal mount ship looks like, and given the inevitable weaknesses it seemed best to couch it as an experimental ship that wouldn't see combat. If the Vilani had visited Earth during that war, I might have sallied the old girl out to defend the homeworld, but that's not what canon says about that war and I didn't want to push the envelope too far. Plus, I'd already painted the picture of the Terrans "fighting the last war" and mistakenly applying terrestrial paradigms to space war by depending heavily at the outset on fighters for space defense, as they probably still did for terrestrial combat; I don't want to complicate that picture too much.

Thanks for the positive comments. :D
 
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