Space Combat
This document outlines theories on space warfare, focusing on "current" tactics and technologies of the 25th and 26th centuries
GM's Notes
These notes are written "in universe" but represent the views and knowledge of a top Terran academic in the year 2519. However, they cannot be considered to be totally factual in universe.Notes
This article was authored by Dr Laverne Hollister, PHD of the Vanheim War College at Aesir City in 2518.Purpose
This article is intended to detail the history and evolution of space-warfare, from a Terran point of view, though it does touch upon alien races in relation to space combat. This document has been peer reviewed and was published in the New Berlin Scientific Press in 2518. It is on review to form part of the syllabus at Cydonia College "Military History" BA class.History of Space Warfare
From a Terran point of view, the first examples of formal space warfare took place in the mid to late 21st century as the Federation's armed warships under the banner of the FAS. Armed Terran ships had to overcome the lack of artificial gravity, G-force dampening and the poor performance of Terran guided munitions against alien ships during the initial armed contests. The Terrans, however, proved a quick study when it came to ship to ship warfare and won their early wars, with a massive, prestige enhancing victory during the Four Empires War. The Terrans gained something of a reputation for being a warlike power, willing to fight nearly anyone and sacrifice the lives of their citizens to win military accolades. By the 26th century the Terrans had fought in at least twelve major wars that involved space conflict and it has become the viewpoint of many top Terran strategists that space warfare was the primary and, perhaps in some ways, the only real form of warfare that counted. To quote the late Emperor August Solarin -Yes one must win battles on the ground, capture cities and downports and raise the flag. But without control of space, you can't put those boots on the ground, you can't feed or arm your troops and, if one wished to, you could simply redirect asteroids at any ground-site and vanquish any force that lies in wait
Warship Design
Starship and warship design are constantly evolving, with improvements to drive cores, engines, shielding and computer systems allowing ships to do more and more, with a smaller crew. For the Terrans, an increase in automation ever since the great 9th and 10th generation AI advances have seen an increasing role for AI and automation aboard modern warships, with the "Razorshark" frigate and the "Cyclone" class cruiser both featuring very high levels of automation, though the ship itself is not fully automated nor considered to be an AI. Warship design depends on purpose as well as size and disposition but there are some commonalities:- all warships must have a drive core to provide power to the ships systems
- all ships must have both primary engines (for FTL) and outmaneuver engines for simpler, out of FTL movement
- shielding protects warships from weapons fire as well as radioactivity
- weapons systems that can be based on hardpoints or "spinal mounted" ranging from missiles, solid-shot guns to energy weapons
- hull plating and armour protect the ship and its crew from damage and are the layer between the ship and the shields. Armour tends to comprised of heavy metal alloys and very heavy, therefore increases the mass of a ship
Ship Purpose
All warships are designed with an inherent purpose. Interestingly the first Terran warships were designed based on civilain hulls and based around a modular design process. These ships did not possess artificial gravity per se and needed "spin" sections to allow the crew to experience gravity, making them extremely vulnerable to weapons fire. Many irregular or unorthodox ships exist being used by "non-state actors" such as Sword of Liberty, the Black Dragon Yakuza, Burning Path, the Valtanist Rangers or various Private Military Contractors such as VAIL or Deadly By Design.Frigates - Picket Ships
In modern fleets, the frigate is the most common ship to encounter and serves as the eyes of the fleet. It also serves to screen the fleet from enemy ships as well, using its speed, maneuverability and, normally, above average EM and scanning capacity to gain information on enemy ship movements as well as prevent enemy ships from doing the same Frigates can also perform escort duties alongside larger ships, providing additional interception capacity and offer fire support. Squadrons of frigates, in groups of three or more, often operate in concert during combat and are able to exchange fire with cruisers, though this will often result in heavy casualties for the frigates.Cruisers - Ships of the Line
Cruisers fill out the heavy hitting part of the fleet and deliver firepower far beyond that of a frigate or even a group of frigates. Due to their larger size and reactor output, cruisers are able to mount much larger and heavier weapons including spinal mounts. Cruisers are also able to absorb more damage than frigates and therefore hold the line together whilst delivering fire to the enemy to break up their line. Due to their larger crew and more sophisticated systems, they are also very capable of being command and control ships.Battleships - Line-Breakers
Battleships are large, slow and expensive and generally not capable of performing a peacetime function, which makes them an unnecessary expense to many smaller powers and navies. The post Imperial Terrans have no ships that match this class, as of 2519. In combat, battleships exist purely to deliver huge levels of firepower to the enemy line. They are generally able to swat away frigates without much risk and can deliver a killing blow to a cruiser with just one shot, with the right weapon. Battleships are not very quick and therefore tend to operate almost as a base of fire during combat. They excel at longer range bombardment attacks but many have been equipped in the past with lots of smaller hard points in order to tackle many frigates or smaller ships.Carriers - Long Range Strike Capacity
Unique, so far, to the Terrans, carriers are ships that can carry and deliver large number of combat capable drones with some form of AI to run them. Drone-carriers are generally armed with smaller weapons to defend them against ranged attacks and a limited ability to engage with enemy capital ships. Instead, the carriers deliver squadrons of attack-drones to attack enemy ships. These can be delivered and attack a huge distance away from the carriers and cause significant damage to enemy ships without the carrier itself even being in range of enemy weapons. Evasion and detection are therefore critical concepts for carriers. During the days of the The Terran Empire the Carrier was the "Queen" of the fleet with the huge Arasai class super-carriers serving as flagships and potent symbols of power. However, some military theorists, including this humble author, believe that such expensive ships were generally more for show than battle.Detection and Evasion
Detection and evasion are key concepts in space combat, especially before fleets come into contact. Most ships are able to operate with low energy output which can allow them to avoid detection as often as possible, referred to by Terran sailors as "running silent". Whilst stealth capabilities are built into most modern warships, no Terran ship has true cloaking technology like the Tranoans have. A net of frigates operating out from the fleet can often give an increased ability to pick up the movement of the enemy fleet and allow a task force to strike quickly and effectively against the weak point of the enemy.Guided Munition Combat
During the 20th and 21st century in wet navy and aerospace warfare, the guided missile and torpedo were king of the battlefield. However, during the Terrans first engagements with the Indirian pirates during the so-called Tomahawk War, Terran officers found that our missiles could not lock onto their ships and were more often than not defeated by EM or shielding. In the 25th and 26th century, improvements to guidance systems and delivery vehicles mean that guided munitions can now strike many enemy targets, though they are at their most effective against un-shielded targets and excel at striking "fixed" objects such as stations or ground targets.Close Quarters Battle (CQB)
The real damage of most modern battles occurs at CQD range, which is very much dependent on the capabilities of the ships but is often down to ranges of little more than 10,000 kilometres between the ships. Gunfire from solid shot or energy weapons can be guided but not in the same fashion as missiles or torpedoes. Energy weapons are far less effective against shields than solid shot but solid shot is often deflected by armour or hull plating. Whilst almost all modern Terran ships have auto-loaders for their weapons, there is still a large manual component with gunfire, ensuring that weapons are tracking and targeting correctly. Interestingly, Terrans have generally proved to be better than the "Quadrant average" at gunfire, which many theorists put down to our ancient traditions of warfare.Boarding Actions
Boarding actions during fleet actions are very rare as launching shuttles during combat is extremely hazardous. Ship to ship boarding actions are extremely rare unless one of the ships is totally crippled and unable to move or fire. Boarding parties, comprising marines or ships crew will generally seek to take control of critical ships functions such as the engines and bridge. They will generally lose low powered or low velocity weapons to avoid hull damage and exposing the ships interior to vacuum.Unusual Weapons
There are a wide array of "unusual" weapons that have been used over the last hundred years. Among these are:- Shatter-Drones - essentially the "Fireships" of the 25th and 26th century, these are older hulls that are stripped of all usable material except for their life support and engines. They are often packed with explosives or other fissile materials and detonate when they get close to a hostile ship. These ships are usually left automated but a skeleton crew are often aboard when the ship begins operations and then evacuate in shuttles when combat begins
- Wild Weasel - a specially modified shuttle or smaller ship packed full of EM and sensor equipment designed to create a massive amount of EM traffic and noise. These small ships can sometimes deafen enemy ships and draw combat ships from the line.
- Mass-Driver -an older technique, sometimes used by non-state actors where an asteroid, usually with a large metal content, is driven with speed at a target. Generally useless against ships who can detect and evade the attack, these attacks could be directed against planets with truly devastating effects. Considered a "weapon of mass destruction" by The Federated States
Damage Control
Damage control is a critical function during combat. Repairing damaged sections of a ship during combat is risky but also vital and ships capacity to keep fighting despite damage and casualties can often be the difference between victory and defeat in battle. Larger Terran warships have a dedicated Damage Control officer and crew whilst smaller ships will tend to assemble them as needed. As a part of damage control, there is also casualty clearing ensuring that wounded or dead crew are removed from critical places and moved to medical or other triage areas.Individual Ship to Ship Combat -Ship Duels
In contests between two individual ships, detection and then maneuver tend to be very important, as well as clever use of the ships power reserves and positioning. Of course, a single frigate cannot really hope to defeat a cruiser in a one on one duel but could conceivably delay or damage a cruiser so much as to put it out of use for a major engagement. If this was done, then even the total loss for the frigate would still be a net-gain for the frigate side of the equation. When the two ships opposing each other are of equal size or class, then this is referred to as a ship duel. These tend to happen during the scouting out period and often will see frigates jockey for position and use a variety of schemes and moves to try and outfox their opponent and get the crucial first volley of fire on the other.Fleet Actions
A major fleet action occurs when groups of ships engage in battle with each other. From a Terran point of view, standard fleet actions tend to see several distinct stages:- Scouting - both fleets tend to spread out their picket ships to try and find the other fleet and get the drop on them. This often results in ship duels between opposing pickets
- Establishing a line - once contact is made, the fleet will use its frigates and other picket ships to establish the maximum safe line of scanning range, to give their fleet as much notice as possible of the enemy movement, whilst also hopefully limiting the enemies notice of their own movement
- Line of Battle - cruisers and other heavier ships form a line of battle, perhaps joined by squadrons of frigates and they will seek to engage the enemy fleet from an optimal range where they can use their weapons the most effectively. This will often mean that the cruisers and battleships will engage from maximum range using their spinal mounts in order to cause as much damage as possible whilst attracting as little fire as possible
- Close Quarters Battle / Knife Fight - when a battle can't be resolved by manouver or barrages from line of battle, then its time to get in close and exchange gunfire. These stages of the battle are the most chaotic as ships pound each other at close range using their guns whilst heavier ships try to keep at range and keep up their fire with their heavier guns
- Withdrawal - all Terran Admirals are well aware of the incredible cost in time and money to replace a lost capital ship and therefore they will not throw away ships without good reason. If the battle is lost, then the fleet will seek to withdraw to sufficient distance that they can move to FTL and then to jump-space
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