It’s another month down. I hope everyone in the United States had a great Thanksgiving holiday and the rest of you had a good month as well. I’ve been having a blast.
Looking Back
The biggest thing this last month has been the start of the Second Sathar War in the Detailed Frontier Timeline. This has resulted in a number of reports for the battles that have happened so far. To date these are:
Tracking the Second Sathar War and playing out the battles has definitely take up most of my time this month. I’ve been having a lot of fun with this. I was quite a ways ahead on the narrative but playing out the battles has eaten most of that buffer and I’m only a couple days ahead at the moment. However, now that the big initial push is over, things will settle down a bit. Expect to see a few more battles in the next few days and then they will start to really spread out as the sathar replenish their ships.
Behind the scenes not much was happening beyond me working on the SSW narrative. The only major event was that the hard drive on my server failed and had to be replaced which took all of my Star Frontiers sites down for about 36 hours while I got a new disk installed and everything restored. Luckily I had good backups and nothing was lost.
Looking Forward
Tomorrow will be the next Detailed Frontier Timeline post that will have all the details of the events surrounding the opening of the Second Sathar War that happened this last month for those that don’t follow along on Twitter.
Next week I plan to talk a bit about the Second Sathar War in the timeline and muse on some of the ideas I’ve had relative to the setting and this fight since I’ve been playing out the battles.
Beyond that, I don’t have any specific plans. I’m working on the History’s Hope deck plans so those might come out this month. I am making “how-to” videos showing how I make my maps and the recording of those got put on hold with all the SSW battles, which is why they aren’t done yet. (It would go much faster if I wasn’t recording as I could squeeze in bits of time here and there instead of needing some dedicated time.) I’m also still thinking about that astrogation rules post. We’ll just have to see what comes up.
There is a major behind the scenes change coming next month. I’ve been offered a full-time, tenure-track faculty position teaching computer science at the local university and I start mid-December. Which means I’ll be leaving full-time at NASA but will remain as a consultant on the project I’m working on there. I have no idea right now what impact this job change will have on my time so we’ll just have to play it by ear and see what happens. Which is why I don’t have any specific plans for the end of the month.
There are at least two more battle reports to come in the near future. One will be on the 2nd and another on the 4th. Depending on the outcome of the fight on the 2nd, there might be a third on the 5th of December. But beyond that, it might be a while before another battle to be reported. It depends on the outcome of those battles.
I’m also starting on the next issue of the Frontier Explorer. Most of the articles have been selected and I’m planning on front-loading the editing work on this issue due to my job change and the holidays. We’ll see if I can actually pull that off.
Final Thoughts
I don’t really have anything else. If you like what your seeing on the blog, consider supporting me on Patreon. Just follow the link or click on the “Become a Patron” button. As always, comments and feedback are welcomed and encouraged.
This will be the last battle I report that occurs in the Rim. I had these two battles set up in the timeline already so I’ve been reporting them. And while I really should have handled the sathar and Rim interaction in this timeline, the truth is I have never really worked out what the Rim has in terms of ships and ship production capability. So that will have to be a project for a future date.
A second sathar force was engaged today in the space around Stenmar by the surviving Flight elements in the system. Lacking reinforcements from the core Rim systems, the Flight forces were severely outnumbered and succumbed quickly to the sathar onslaught with only a single fighter surviving to seek shelter in the outer system. Before being overwhelmed, Flight forces managed to destroy a sathar light cruiser and a new vessel never seen in the Rim before.
Limited reports from the battle indicate this new sathar vessel falls in size between an assault scout and a frigate and seems to sport dual laser batteries. Not much more is known due to the limited engagement and savagery of the sathar attack.
Kaarln Duggart – Stenmar News Syndicate
Background
Intended to reinforce the original fleet sent to the Kazak system, this battle fleet was already preparing to depart when the first battle occurred. Surprised by the initial resistance in the Kazak system, the sathar committed their four new Cutter-class vessels to the conflict as well to boost the firepower of the fleet.
Worried about sathar incursions into the core Rim worlds, no reinforcements for the Kazak system were readily available so the surviving elements of the Flight from the first battle were all that remained to face the new onslaught. Seriously outgunned, they hope to pull off another victory relying on the success they had in the first battle with their assault rocket attacks.
The sathar have other plans.
Order of Battle
The Flight
10 Fighters
2 Assault Scouts
1 Frigate
1 Fortified Station
Sathar
4 Cutters
1 Frigate
3 Destroyers
2 Light Cruisers
The Battle
Setup
The station is on the side of the planet directly opposite the sathar, orbiting counter clockwise. The Rim forces form up close to the planet with the frigate and a wing of 5 fighters above the planet and the assault scouts and remaining fighters below the planet. They are all moving at speed 20.
Having learned from the engagement at New Pale (Truane’s Star) four days earlier, the sathar forces come in fast, starting at speed 25. They form up directly opposite the Flight forces allowing them to bring their forward firing cannons to bear in the initial engagement, knowing that in later phases of the battle, this might not be possible due to the higher maneuverability of the Rim ships. The cutters form a flight to square off against the upper flight of fighters, a frigate and destroyer line up opposite the Rim’s frigate, the remaining two destroyers go after the assault scouts and the light cruisers plan to take on the lower group of fighters.
Turn 1
The sathar all fly straight toward their intended targets. The cutters accelerate to speed 29 to come into point blank range with their laser batteries while all the other ships accelerate slightly to speed 26 to bring them within range for their rocket batteries.
Defensively the frigate and station fire at the sathar frigate hitting with a laser cannon and rocket battery from the frigate and a laser battery from the station. They manage to damage the frigate’s engines, knock out its masking screen launcher, and reduce its hull integrity by over half from a well placed hit with the rocket battery. The assault scouts fire at the lead destroyer and manage to inflict some minor hull damage with one of their laser batteries.
The sathar cutters open fire on the upper flight of fighters with their dual laser batteries, nearly destroying the lead fighter, damaging and reducing the maneuverability of her wingman, and destroying a third fighter. They missed the other two.
The sathar destroyer hit the Rim frigate with its laser weapons starting a fire and damaging the ship’s engines. The gunners on the sathar frigate must be veterans or well trained as they landed a hit on the Rim frigate with nearly every weapon fired, only missing with the laser battery. They knocked out the Rim vessel’s masking screen and damaged it’s hull with the laser cannon and rocket battery before it was obliterated by the torpedo.
The two fighters and remaining assault scout, all seriously damaged, just drift forward. The other fighters accelerate to 25 and loop around remaining out of range of the sathar energy weapons. They all fire at their closest target as they fly out.
Defensively the sathar continue to fire at the same targets expect that the frigate and two of the destroyers shift their fire to the station. The cutters finish off the two wounded fighters in the upper group and hit a third for serious hull damage an a navigation control hit. The fourth fighter remains unscathed. The light cruisers are not as effective with the first hitting one fighter for some minor hull damage, and another knocking out its engines. The other light cruiser misses with all weapons. While the destroyers both miss the station, the frigate hits with is laser and rocket battery doing some significant hull damage.
The assault scout hits the lead sathar destroyer with its assault rocket damaging its maneuvering. One of the cutters is hit with 2 assault rockets damaging its engines and nearly destroying it. The lead light cruiser is hit by all four assault rockets which rip through the hull destroying it.
Turn 2
The damaged sathar cutter and frigate drift away from the battle hoping to survive and get repairs done while the other ships finish off the Rim forces. All the other sathar ships loop around the planet to attack both the station and the surviving Flight vessels.
The surviving cutters loop around to go after the larger group of fighters below the planet. The two destroyers go after the group of fighters above the planet. The remaining light cruiser and third destroyer go after the Rim assault scout. The ships use their energy weapons on the smaller ships while firing their rocket batteries and torpedoes at the station.
Defensively the station fires at the cutter and frigate that are drifting away attempting to finish them off. The laser battery hits the cutter inducing a navigation control hit while the rocket battery hits the frigate knocking out some of its acceleration ability. The assault scout fires at the destroyer chasing it cause some significant hull damage with its laser battery.
The lead sathar destroyer in the upper flight only hits the lead Rim fighter with its laser battery inducing a loss of navigation control. The other destroyer is much more effective hitting with all three energy weapons destroying the other fighter.
The cutters eliminate two of the four fighters in the lower group, completely missed a third, and damaged the navigation control system on the the fourth. The third sathar destroyer hit the lone assault scout with its laser canon, destroying the smaller vessel.
The station fires all its ICMs at the incoming torpedoes. Despite this, 3 of the 5 torpedoes, and an equal number of rocket batteries slam into the station from different directions completely destroying it.
The lone Rim fighter above the planet, spinning out of control, manages to line up for a shot on the sathar destroyers, but the destroyers hit it with an electron battery that knocks out the assault rocket launcher before it can fire. The undamaged fighter in the lower group, hoping to eliminate the crippled ships to prevent their repair and subsequent use, races off after the damaged frigate and cutter, unfortunately, it is hit by two laser batteries from the cutters, destroying it before it can catch the crippled ships. The final fighter, its navigation control system damaged, spins to port and manages to get an oblique shot with it assault rocket launcher at one of the cutters, scoring serious hull damage on the ship (just over 60% of its total). Amazing, the fighter flies through the barrage of laser batteries unscathed.
Turn 3
The damaged seriously damaged cutter with the navigation control damage pull a hard turn to port and breaks up from the strain of the maneuver. The sathar light cruiser and destroyer chase down the fighter that escaped the cutters and eliminate it with their energy weapons. The sathar allow the other fighter to escape.
Repairs
The damaged Rim fighter gets its navigation system repaired and, realizing it is no match for the combined sathar fleet, heads out to the outer system to find somewhere to take shelter.
Over the next hour and a half, the sathar repair what damage they can. All of the damage to internal systems are repaired but the three ships with hull damage (a cutter, the frigate, and a destroyer) all require time in a starship construction center to fully repair, the cutter and frigate are seriously damaged with less than half of the their hull integrity intact while the destroyer only has a small bit of damage.
Lessons Learned
The Rim leaders were forcibly reminded that while the fighters and assault scouts pack a serious offensive punch, they have little to no defensive capability and quickly succumbed to the overwhelming sathar fire without being able to return much of their own. With a lack of capital ships by Flight, the sathar effectively got two shots for every one that the Rim forces had.
The rapid advance of the sathar forces, here and at New Pale, have shown that the Rim and UPF fighters are quite vulnerable to a first strike by sathar forces that target them. They are going to have to stand off further from the beginning of the battle in future engagements so that the sathar cannot have that first strike advantage.
The sathar cutters seem to be effective against the small ships with their pairs of laser batteries and could proved to be quite useful in an anti-fighter role.
This battle actually occurred two days ago in the timeline. However, since I was still catching up on the battles from the opening day of the conflict, this posting got delayed. Going forward, the battles will be much less frequent and the battle reports will arrive on they day they occur.
After a nearly an hour of intense battle around New Pale, militia and UPF forces manage to drive off the invading sathar fleet destroying two sathar vessels and seriously damaging the other three.
Unfortunately, due to heavy losses and critical damage, the UPF and militia forces were unable to pursue the fleeing sathar ships which began accelerating out of the system for a jump back to Zebulon shortly after the battle ended.
While the sathar have been driven off, the losses around New Pale represent the most damage to militia forces yet seen in this conflict and the second highest loss of ships overall, coming in only after the massive battle at Prenglar two days ago.
Goolar Nadd, New Pale News
Background
The Truane’s Star militia is supported by the remaining elements of Patrol Group Virgo which just returned from being stationed in the Kazak system in the Rim days before the sathar fleets appeared. Bolstered by the Spacefleet forces, and having seen the success of the UPF forces in the other systems two days prior, confidence is high that they can defeat the sathar ships.
The sathar have learned from those other engagements as well. Knowing that there is a second fleet en route just 11 days behind them, this battle fleet has some very specific orders: Eliminate the fighters and assault scouts!
Order of Battle
Had Patrol Group Virgo not been in the system, and the militia not had the extra assault scout, this would have been the scenario I presented as “A Pale Prospect” in the Stand Your Ground article in issue 3 of the Frontier Explorer (p30) back in 2013. Before starting this timeline project, this is how I thought the first fight in Truane’s Star would play out.
However, the additional ships completely change the dynamics and with the sathar’s new tactics, this turned out to be the most interesting battle for me so far as it did not go at all as I expected. And the high speeds meant that the ships were flying everywhere on the map.
Truane’s Star Militia
4 Assault Scouts
1 Frigate
Note that this is one more assault scout than described in the order of battle for the game in the KH Campaign Book. They captured this assault scout from the Star Devil pirates early in the timeline so it is available in the fight.
UPF – PG Virgo
8 Fighters
2 Assault Scouts
2 Light Cruisers
1 Assault Carrier
Sathar
1 Frigate
2 Destroyers
1 Light Cruiser
1 Heavy Cruiser
The Battle
Setup
The UPF and militia forces, deploying tactics that have worked in the other systems, set up in a broad line with the smaller ships on the outside, the two LC near the station at speed 15, with the assault scouts split into a flight of 4 (below the planet) and 3 (above), both groups at speed 20, and a flight of 4 fighters on either wing at speed 25. The assault carrier is on the far side of the planet orbiting at speed 10 with the militia frigate acting as escort. The station is in on the far side of the planet from the approaching sathar and orbiting counter clockwise.
The sathar, however, are not using the tactics they have used in other systems. With their new directive, they come in fast, high above the planet at a speed of 25! Additionally, they are formed up in an inverted form of their standard diamond formation with the heavier ships leading and headed straight for the upper group of fighters.
Turn 1
The sathar ships advance straight at the fighters and at the last moment turn toward the upper group of assault scouts. The heavy cruiser remains at speed 25, while the light cruiser and frigate accelerate by 1 and 2 respectively to join up with the larger ship. They fire all weapons expect their torpedoes at the flight of 4 fighters. The destroyers accelerate to speed 27 and 28 and join up directing all their fire at the flight of assault scouts.
Defensively only the upper light cruiser and flight of assault scouts are in range and they fire everything at the lead destroyer. Only the light cruiser connects with its laser battery doing some minor hull damage.
The sathar open with a devastating barrage at the smaller ships. The light cruiser’s disruptor cannon vaporizes the lead fighter, while the disruptor cannon from the heavy cruiser knocks out the assault rocket launcher on his wingman. The third fighter is hit by a pair of laser batteries and the sathar frigate’s laser cannon damaging its acceleration and navigation control system and nearly destroying it. The final fighter is hit by an electron battery and destroyed.
The destroyers do just as well. The lead militia assault scout is hit by a laser battery, electron battery, and laser canon destroying it. The second assault scout is hit by a laser battery and laser cannon and also destroyed. The last assault scout in the group is hit by an electron battery and rocket battery knocking out its assault rocket launcher and nearly destroying the ship.
The sathar have done well, eliminating four ships and knocking out the assault rocket launchers on two others and severely damaging the last. Caught off-guard by the speed of the sathar advance and initial devastation, the UPF and militia forces scramble to react.
The surviving assault scout, heavily damaged, just drifts away from the battle at speed 20. The fighter with the damaged navigation control system pulls a hard turn to starboard remaining at speed 25 and flies away from the battle. Luckily, it doesn’t break up from the maneuver. The other fighter, relatively undamaged but unable to fight due to the loss of its assault rocket launcher, loops away from the sathar ships back toward the assault carrier and slows to speed 20.
The assault carrier and frigate accelerate to speed 12 and turn away from the oncoming ships. All of the other UPF and militia ships loop around and head toward the group of sathar ships centered on the heavy cruiser, the ships coming from below the station accelerating to get in range.
Defensively, the sathar continue to focus on the smaller ships firing all their energy battery weapons at the incoming fighters and their cannons at the wounded assault scout as it drifts by. They fire their rocket batteries at the light cruiser that has come into range.
All five cannons hit the assault scout causing a fire and damage to its maneuvering and damage control system before destroying it. Three of the five rocket batteries slam into the UPF light cruiser disabling its ICM launcher, completely knocking out its maneuvering and doing significant hull damage. The lead fighter is hit by a laser battery reducing its acceleration ability while the shots at the second fighter completely miss. The third fighter is hit by a laser and electron battery and destroyed. The final fighter takes a hit from an electron battery which starts an electrical fire on-board.
The surviving fighters with operational assault rockets fire at the light cruiser, three of which hit doing significant hull damage and causing a power short circuit knocking out its screens and ICMS. The assault scouts and more distant light cruiser fire at the heavy cruiser. Only two of the assault rockets from the assault scouts hit but cause significant hull damage (65% of total). The light cruiser hits with its laser battery and disruptor canon knocking out the heavy cruiser’s distruptor canon and acceleration capability. The other light cruiser hits the sathar frigate with its laser, electron, and proton batteries knocking out most of its acceleration ability and causing a fire.
Turn 2
Unable to accelerate, the sathar heavy cruiser drifts down toward the assault carrier. It fires at the militia assault scouts with its energy weapons and its rocket weapons at the damaged light cruiser. The sathar destroyers decelerate and make a run at the undamaged light cruiser. The sathar light cruiser and frigate loop around and fire all their energy weapons and rocket batteries at the fighters and UPF assault scouts while they fire their torpedoes at the damaged light cruiser. The fire on the UPF fighter burns through over half of the small ship’s hull.
Defensively, the two UPF light cruisers focus their fire on their sathar counterpart hitting with multiple weapons reducing its acceleration ability, inducing a navigation control failure, knocking out its ICMs, and doing more damage to its hull but not destroying it. The assault scouts fire at the sathar frigate and hit with 2 laser batteries causing some minor hull damage. The station fires at one of the destroyers as they pass but misses and the assault carrier and militia frigate take long range shots at the heavy cruiser but also miss.
The militia assault scouts are both hit by a laser battery which knocks out all the maneuvering capability on one and slight reduces the maneuvering on the other. The lead (damaged) UPF light cruiser is hit by a rocket battery and torpedo doing some minor hull damage and shorting out its screens and ICMs. The trailing UPF light cruiser is pummeled by the destroyers having its screens and ICMs disabled and losing over half of its hull integrity.
The three fighters are each hit with a battery weapon destroying one, reducing the damage control capability on the second, and damaging the navigation control system on the third. The two UPF assault scouts are hit by a rocket battery and distruptor cannon respectively that knock out just over half of the first’s hull integrity and damages the assault rocket launcher on the second.
The seriously damaged fighter (off the top of the map) continues to spin out of control but still manages to hold together. The fighter with the disabled assault rocket launcher continues to approach the assault carrier, and the other fighter with the navigation control spins hard to starboard and flies off the top of the map. The assault carrier accelerates to speed 14 and loops down under the path of the heavy cruiser. The militia frigate splits off from the assault carrier and turns to engage the heavy cruiser. The lead light cruiser, its maneuvering knocked out, decelerates to speed 12 and drifts straight, currently out of the fight but trying not to get too far away. The other light cruiser turns to follow the heavy cruiser and manages to hold together through the maneuvering. The militia assault scout with no maneuvering left, decelerates as much as possible to avoid passing the sathar light cruiser and coming in range of its disruptor cannon. Unfortunately, it is now only 10,000 km away. The fighters still in the fight fire at the frigate while the assault scouts fire at the light cruiser. The fire on the sathar frigate does some minor hull damage.
Defensively the frigate and light cruiser fire at the assault scouts and fighters, destroying one of the fighters and seriously damaging the hull of the non-maneuvering assault scout and causing a fire on the same ship. The heavy cruiser fires at the militia frigate and knocks out its masking screens and reduces its acceleration ability.
Offensively, the frigate is hit by one assault rocket knocking out its laser battery, the light cruiser is hit by an assault rocket and two laser batteries destroying it, and the heavy cruiser is hit by the militia frigate’s laser canon knocking out its ICMs.
Turn 3
The sathar frigate accelerates and makes a pass at the assault scouts. The destroyers loop around to fire at the UPF light cruiser, and the heavy cruiser turns to strafe the assault carrier and flies out of the battle. The fire on the UPF assault scout burns through the hull destroying it.
Defensively, the assault scouts fire at the frigate and hit with a laser battery knocking out its laser canon. The station scores a long distance hit on the lead sathar destroyer knocking out its ICM launcher. The assault carrier hits the heavy cruiser knocking out its maneuvering engines. All other defensive fire misses.
Offensively, the sathar frigate hits the lead assault scout with a rocket battery, destroying it but misses with the torpedo aimed at the other assault scout. The sathar destroyers hit the UPF light cruiser with nearly everything, including both rocket batteries and torpedoes, and destroy it. The heavy cruiser hits the assault carrier with all of its energy battery weapons but the torpedo is intercepted by ICMs launched by the carrier. The hits knock out its navigation control system and causing some minor hull damage.
The two UPF fighters off the map continue to spin out of control but the damaged one doesn’t break up. The assault scouts make another run at the sathar frigate. The militia frigate strafes the sathar destroyers focusing its fire on the lead one and then loops around the planet. The lone UPF fighter continues to follow the assault carrier. The light cruiser off the map slows to speed 9. The assault carrier’s damaged navigation control system pulls it to port and it fires at the lead sathar destroyer as it passes by. The fire on the sathar frigate does some minor hull damage.
Defensively, the sathar destroyers fire at the militia frigate and while the lead frigate misses, the other hits with its laser and electron batteries knocking out the frigates laser cannon and maneuvering engines The defensive fire at the assault scouts miss.
The assault scouts hit the sathar frigate with a laser battery and assault rocket damaging its hull and knocking out its masking screens. From all the shots at the lead sathar destroyer, it is hit by a proton, rocket, and laser battery doing some significant hull damage.
Repair Turn
Almost every ship in the fight has some damage at this point. The only one that isn’t is one of the sathar destroyers.
On the UPF side, the fighter trailing the assault carrier, as well as the second UPF assault scout, repair their assault rocket launchers. The fighter that’s been spinning out of control from the beginning of the fight manages to repair its navigation control system as does the assault carrier. The carrier also repairs some of its hull. The militia frigate restores some of its maneuverability as does the light cruiser off the map. Unfortunately, the light cruiser’s hull repair runs into significant problems and its hull can only be repaired in a shipyard.
The sathar frigate puts out the fire while the other two ships repair some of their hull damage.
Turn 4
The sathar heavy cruiser, unable to maneuver and not wanting to risk acceleration and breaking up with its weakened hull, continues to drift away from the fight (its already off the map). The frigate, out of rocket weapons and with its energy weapons knocked out, is unable to fight and turns to follow the heavy cruiser, accelerating as much as possible with its damaged engines. The destroyers loop around the planet and strafe the assault scouts each firing all their energy weapons (their rockets and torpedoes are depleted) at a different assault scout.
Defensively, all ships fire at the lead sathar destroyer. The assault carrier and station hit knocking out its navigation control system and electron battery and causing some minor hull damage.
The lead sathar destroyer hits the surviving militia assault scout with it’s laser canon nearly destroying it. The other destroyer hits the UPF assault scout knocking out half of its hull integrity with it’s laser battery and damaging its combat control system with its electron battery.
The seriously wounded UPF ships continue to drift away from the battle or spin out of control while those that can, converge on the sathar destroyers again firing at the lead destroyer. The light cruiser (off the map) accelerates and starts to turn back toward the battle now that it has some maneuvering capability restored. With its limited maneuverability the militia frigate turns and takes long distance shots at the destroyers.
Defensively the destroyers fire their laser cannons at the militia frigate (which miss) and their energy batteries at the fighter and assault scout. Th trailing destroyer hits the assault scout with its electron battery slightly damaging its hull.
The UPF fighter and assault scout both hit the lead destroyer with their assault rockets. The fighter, frustrated at being out of the battle from the start, scores a massive hit knocking out nearly half of the destroyer’s hull integrity. The other assault rocket damages the destroyer’s combat control system. The gunner on the militia frigate lands an amazing long distance shot with the laser battery scoring a maximum damage hit and destroying the sathar vessel.
Turn 5
Knowing that it can out run the assault carrier, the destroyer fires its laser battery at the fighter and electron battery at the assault scout attempting to take them out of the fight and accelerates at maximum thrust to fly off after the heavy cruiser and frigate.
The assault scout and assault carrier return fire hitting with all of their batteries damaging the destroyer’s engines slightly and weakening its hull. The sathar’s electron battery connects with the UPF assault scout and destroys it. The laser battery misses the fighter.
With all of their ships damaged (expect the fighter) and many seriously out of position, the UPF commander calls off the pursuit of the sathar ships. The surviving UPF and militia vessels begin repairs and return the station.
Repairs
Over the course of the next thee hours, the UPF repair what they can and the assault carrier collects its scattered fighters. In the end most of the ships are fully repaired but the UPF light cruiser has hull damage that will require time in the shipyard.
The sathar form up and manage to repair most of their systems but all three ship have hull damage that will require time in a starship construction center to fully fix. While the damage to the destroyer is relatively minor (only 24% of its hull), the damage to the frigate and heavy cruiser is much more significant, 43% and 61%. Since they lost the fight here, they cannot use the local shipyard and must return to SCC#5 for repairs. They start accelerating out of the system being careful of the heavy cruiser’s hull.
Lessons Learned
When they want to, the sathar can do significant damage to the smaller UPF ships. Their tactics worked out quite well. In fact, much better than I expected. I really thought the UPF would win this one and eliminate all the sathar ships but would take significant damage. I never expected that the sathar would get away with three of their ships, although heavily damaged. The time to get those ships back into the fight will be much shorter than having to build new ones.
While the UPF and militia “won” and drove off the sathar, this was really a victory for the sathar in many ways as well. In the end, if you factor in the damage that requires a shipyard to fix, the sathar lost 198 hull points in this fight while the UPF and militia lost 228. If you just look at ships destroyed, then the sathar lost 2 ships for a total of 120 hull points while the UPF lost 12 ships, most of them fighters and assault scouts, totaling 200 hull points. Either way the sathar came out ahead. And they achieved their goal of taking out most of the assault rocket capability of the UPF forces in this system in advance of the next sathar attack in 11 days. While it doesn’t make up for the beatings they took in some of the other systems, it is definitely a boost to their morale.
There really isn’t much the UPF could have done differently other than be placed a little closer together for mutual support. The small fighters and assault scouts had no defense against the initial onslaught and paid the price. The only real defense there would have been to be further back from the station but then the sathar may have made a run at the station instead. This battle will definitely shift the tactics of both sides, at least somewhat. We’ll have to see what develops.
This is a big one and the last of the opening battles of the war. There is one more battle post coming tomorrow for a battle on FY61.287 that would have been posted yesterday but I’m still getting caught up. There are a few more fights coming soon but it will be a while before the next ones after that. Settle in, this is going to be a long write-up.
A major battle occurred today in the space around Gran Quivera between UPF forces and a massive sathar fleet that was more than twice the size of the fleets reported in the other systems.
Task Force Prenglar, aided by the timely arrival of Strike Force Nova returning from the Cassidine system, met the sathar forces as they approached the planet. After nearly an hour of fighting, and suffering major casualties, Spacefleet forces defeated the sathar invaders.
Frustrated by the inability to immediately get the more seriously damaged ships into the PGC shipyards for repairs, Spacefleet has sent a delegation to the Council of Worlds demanding activation of the Wartime Construction Control clause of the UPF charter that would grant them full control of all starship construction centers in the Frontier.
Kami Hemsley, Frontier News Network
Background
The sathar launched their biggest fleet of the opening offensive at Gran Quivera, hoping to strike at the heart of the Frontier and sever the various segments of the Frontier joined by this core system. With a fleet double the size of the ones appearing in the outer systems, and supported by a pair of assault carriers each carrying seven fighters, the sathar fleet outgunned Task Force Prenglar by a decent margin. Their only major concern were the two minelayers that were part of the Task Force. They fully expected to win this fight. And they may well have.
Unfortunately for the sathar, Strike Force Nova was already en route to the Prenglar system after an extended patrol of the Frontier and arrived in the system just hours after the sathar fleet was detected. With two of the Frontier’s major fleets to deal with, the tables turned and the sathar were now facing a superior foe. When news of the arrival of Strike Force Nova in the system reached the sathar commanders, they no longer expected to win, but they were committed to doing as much damage as possible.
Order of Battle
This is easily the largest battle I’ve ever played. And to make it even more complex I ran it all with the Advanced Combat rules. I’ve found that using the Basic Combat rules just makes the fights boring with the only option being hull damage. This one is going to be a doozie.
Task Force Prenglar
5 Assault Scouts
3 Frigates
2 Destroyers
2 Minelayers
3 Light Cruisers
1 Battleship
1 Fortified Station
Strike Force Nova
6 Fighters
3 Assault Scouts
2 Frigates
1 Destroyer
2 Light Cruisers
1 Assault Carrier
1 Battleship
Sathar
14 Fighters
2 Frigates
4 Destroyers
2 Light Cruisers
2 Heavy Cruisers
2 Assault Carriers
The Battle
Setup
Everyone knows that it’s a literal minefield between the sathar and the planet, the question for both sides is how the sathar are going to attempt to navigate it.
The UPF set up in a battle line with the center anchored by the battleships and light cruisers, with the destroyers, frigates, and assault scouts out from there on either side of the planet. SF Nova’s fighters are on the far wing above the planet. The line is positioned slightly behind the planet to allow the sathar to commit before the UPF move into the fray. The larger capital ships are moving at speed 10, the smaller capital ships at speed 15, and the fighters and assault scouts are moving at speed 20. The assault carrier, escorted by a light cruiser, along with the minelayers, are far behind the line above the planet and moving at speed 10. They plan to orbit out there and hopefully stay out of the fighting. In advance of the fight, the UPF have deployed all 40 mines from the two minelayers as well as all 16 seeker missiles (4 from each minelayer and battleship).
The sathar set up their capital ships in two of their “diamond” formations with some modifications. The HC is joined by an AC and there are two fighters with each of the frigates. In addition, there are two flights of 5 fighters on the far wings. The capital ships are all moving at a cautious speed of 5 while all the fighters are moving at speed 30. The sathar suspect that the fighters on the wings will fly around the mines while the ones with the capitals ships are intended to be used as sacrificial probes to clear a path to the planet and beyond. The sathar intend to punch through and fight on the far side of the planet where they believe the mine threat to be smaller.
Turn 1
The two sathar diamond formations advance maintaining their initial speed with the destroyers on the wings flying in to close the formation with the heavy cruiser and assault carriers. The two flights of fighters on the wings accelerate to speed 35 and make a run at the assault scout squadrons on each wing. The other four fighter fly ahead of the diamond formations and as they approach the planet, split up with one from each pair looping around the planet and making a pass at the station (accelerating to 35) while the other two remain at speed 30 and turn at the last minute to line up on the destroyers.
Unfortunately for the fighters in the middle, but per the sathar plans, each pair trips 3 different sets of mines that the UPF had laid out. Unsurprisingly, all four fighters are obliterated. However, they have done their job and cleared a path through the minefield for the capital ships.
Defensively, the assault scouts all fire their laser batteries at the fighters. The more distant UPF frigates and destroyers also target the fighters in an attempt to destroy them before they can fire their assault rockets. The assault scouts manage to destroy the lead fighter in the upper flight while another has its navigation controls damaged and one has its maneuvering engines knocked out. The frigates and destroyers score some long-distance hits nearly destroying another fighter and causing an electrical fire on the one with its maneuvering knocked out (in the lower flight).
On the upper flight all four surviving fighters hit with their assault rockets seriously damaging two assault scouts and destroying a third. The fourth assault rocket knocks out the assault rocket launcher on the last assault scout. On the lower flight, only 3 assault rockets hit, two on the lead assault scout knocking out its LB and nearly destroying it. The other assault rocket slams into the trailing assault scout and it is destroyed.
With the sathar’s cautious movement placing their ships right in the middle of some of the seeker missile deployments, the UPF active two seeker missiles on either side of the sathar formations. Both missiles in each group home in on the light cruiser in each formation. The UPF also activate 2 seeker missiles in the more distant groups that they expect will intercept the formations on the next turn. The sathar light cruisers fire ICMs at the incoming seeker missile in an attempt to nullify the threat. Both missiles aimed at the upper light cruiser miss. One headed for the lower light cruiser is destroyed by the ICMs while the fourth missile slams home dropping the hull integrity of that ship to less than half.
The UPF ships on the battle line advance maintaining their speed with all of the ships preparing to engage on the next turn while the assault scouts get some maximum range shots with their laser batteries on this turn. The minelayers, assault carrier and light cruiser advance and turn in their orbit and fire at the fighters, attempting to take them out.
The fire on the sathar fighter damages its combat control system.
Defensively the sathar ships fire all their energy weapons at long range at the lead assault scout in each flight. The upper assault scout is hit by a laser battery from the frigate and proton battery from the assault carrier destroying it. None of the shots at the lower flight of assault scouts hit but the particle weapons from the light cruiser and assault carrier come close.
Offensively, only one of the assault scouts in the lower flight connects with the sathar’s frigate damaging its acceleration. One of the minelayers’ laser batteries connects with one of the damaged fighters destroying it, while the UPF’s assault carrier takes out a second fighter with its laser battery and the light cruiser takes out the navigation control system on a third.
Turn 2
The sathar capital ship formations accelerate to speed 7 and each focuses all their fire at the closest UPF destroyer while preparing to defend against the incoming seeker missiles. The upper flight of fighters, two out of three of which have navigation control hits, spin a bit out of control but manage to line up briefly to fire their assault rockets at the assault carrier. The lower flight of fighters split up with the main group of 4 going after the assault scouts and the other one (with a fire and no maneuvering ability) just flies straight and out of the battle. All the fighters slow to speed 30.
Defensively, the minelayer and assault carrier group, as well as the lower flight of assault scouts, fire at the fighters attacking them while all other ships focus on the closest sathar frigate.
In the upper flight of sathar fighters, the UPF manage to destroy two of the fighters before they get their shots off. The third puts an assault rocket into the assault carrier damaging its acceleration.
The assault scouts in the lower flight all miss as they fire on the incoming fighters. The fighters on the other hand do a bit better hitting two of the assault scouts with assault rockets and destroying both of them.
The UPF capital ships fare no better than the assault scouts with only a single destroyer hitting the frigate in the lower formation with a laser battery doing some minor hull damage.
The sathar only manage to do a bit better. With all the weapons being brought to bare, the upper UPF destroyer is hit by 3 laser batteries and an electron battery slightly damaging its hull and knocking out all of its weapons except its rocket battery. The lower UPF destroyer doesn’t get off so easy as, despite firing ICMs at it, the torpedo from the sathar frigate hits nearly destroying it. It is also hit by an electron battery from the assault carrier that does a bit more hull damage.
The seeker missiles all home in on the closest heavy cruiser. The cruisers fire 3 ICMs at each incoming seeker missile. Against the upper formation, one of the seeker missiles miss while the other connects damaging the cruiser’s acceleration. On the lower heavy cruiser, one of the missiles is intercepted by the ICMs while the other impacts the cruiser and takes out nearly half of its hull integrity.
With its hull nearly destroyed, one of the UPF assault scouts in the upper flight drifts off the map and out of the fight taking a long distances shot at the sathar frigate as if flies away. Similarly, the seriously damaged destroyer just drifts by the sathar formation firing everything at the frigate as it passes by.
The UPF fighters accelerate to 25 and make an assault rocket pass at the sathar heavy cruiser in the upper formation before darting out of range and preparing for another run. The 2 surviving assault scouts in both the upper and lower flights make a similar run (remaining at speed 20) but fire at the assault carriers in each sathar formation.
The surviving frigates and destroyers loop around behind the sathar ships and focus their fire on the assault carriers as well. Defensively, the sathar ships fire ICMs at the incoming torpedoes.
The UPF battleships & light cruisers all slow to speed 8 and turn in to focus fire on the sathar light cruisers. The light cruiser, assault carrier, and minelayers continue their speed 10 orbit away from the battle.
The fire on the sathar fighter knocks out half of its damage control system.
Defensively, the sathar fire at a number of ships instead of really focusing on a few. In the upper group, the destroyers, assault carrier, and heavy cruiser spread their energy weapon fire across all the fighters, attempting to take them out before they can bring their assault rockets to bear. The destroyers in the upper group only hit with a single laser battery and electron battery seriously damaging the hull on one fighter and knocking out the assault rocket launcher on another. The heavy cruiser hits a third fighter with its laser battery but only scratches the hull slightly. The assault carrier does a little better and it laser battery destroys one of the UPF fighters. With the fighters and battleship out of range, the heavy cruiser and assault carrier fire their rocket batteries at the lead UPF light cruiser. Both hit taking out nearly half of the light cruiser’s hull. The frigate and light cruiser in this upper group focus their fire on the UPF battleship. While the frigate completely misses, the light cruiser hits with a laser, electron, and proton battery each doing damage to the battleship’s hull.
In the lower group, the sathar frigate fires at the damaged UPF destroyer as it flies by and hits with its rocket battery destroying it. The lower destroyers fire at the lead UPF light cruiser and one hits with a rocket battery causing some significant hull damage. The light cruiser fires at the battleship hitting with its laser and proton batteries knocking out the battleship’s maneuvering engines and damaging its navigation control system. The heavy cruiser and assault carrier split their fire with the energy weapons targeting one of the UPF frigates and the rocket batteries going after the lead light cruiser in the bottom flight. The rocket batteries both hit knocking out most of the ship’s acceleration and seriously damaging its hull dropping the hull integrity to less than half. The UPF frigate is hit by two laser batteries and a proton battery causing some hull damage, completely knocking out its acceleration, and damaging its maneuverability.
The four surviving UPF fighters all hit the sathar heavy cruiser in the upper formation with their assault rockets, destroying it.
The assault carrier in the upper group is hit by a laser canon, electron battery, and two torpedoes that slip through the ICM screen knocking out the carrier’s masking screen and ICM launcher, causing a power short circuit in its defenses, and taking out a third of its hull integrity.
The assault carrier in the lower group is hit by a laser cannon, two torpedoes, and an assault rocket. One of the torpedoes damages the carrier’s combat control system before it is destroyed by the other weapons.
The sathar light cruiser in the upper group is pummeled by the weapons from the two UPF light cruisers and the battleship being hit by a distruptor cannon, 2 laser, 3 electron, 2 proton, and 2 rocket batteries as well as a torpedo that slipped through the ICM screen. It suffers damage to its hull and a number of systems before finally being destroyed by an electron battery hit from the battleship.
The light cruiser in the lower group doesn’t fare any better. While it is only hit by 2 laser, 1 electron, 1 proton, and 2 rocket batteries, being already damaged by a seeker missile hit it is destroyed as the last rocket battery from the battleship impacts the hull.
Turn 3
We’ve started to whittle down the number of ships on both sides at this point (either through destroying them or damaging them enough that they are out of the fight) so each turn will go a bit faster. But on the flip side, damage to acceleration and maneuvering means that the ship squadrons are going to be breaking up so maneuvering will become more complex and chaotic. There is still a lot to be done.
The sathar capital ships all accelerate to speed 9 and fire at the closest light cruisers, splitting shots between the each pair. The surviving fighter group decelerates to 25 and loops around to make a pass at the station. Unfortunately for them, they pass through another mined hex. Finally, the single surviving fighter that flew off the top of the map comes screaming back in at speed 32 and fires its assault rocket at one of the minelayers.
Defensively, the UPF battleships fire at the assault carrier or heavy cruiser in the sathar formation they are targeting. The light cruisers each pick a sathar destroyer and focus their fire on that ship. The frigates and destroyers spread their fire around the same ships. The minelayer and assault carrier group fires at the lone fighter. The mines are not very effective only damaging the assault rocket launcher on a single fighter; the other four make it through the minefield unscathed. The station fires on the incoming fighters.
The surviving sathar assault carrier is savaged by shots from the battleship and a pair of UPF frigates knocking out over half of its hull integrity, a laser battery, its maneuvering engines, and its navigation controls system. The lead destroyer in the upper group has over half of its hull integrity knocked out by the lead light cruiser while the trailing light cruiser and a UPF destroyer hit the trailing destroyer in this group damaging its maneuvering and damage control systems, disabling its ICM launcher, and nearly ripping the hull to shreds.
In the lower group of sathar ships, the UPF battleship and frigate completely miss the heavy cruiser. The lead sathar destroyer is hit by one of the UPF light cruisers knocking out its ICM launcher and damaging its combat control system. The other destroyer is hit by the other UPF light cruiser and a frigate for some serious hull damage. The station misses the incoming fighters but one of the minelayers hits the lone fighter destroying it before it can fire its assault rocket.
Having survived the barrage of defensive fire, the sathar open fire on the light cruisers and station. The station is hit by 2 assault rockets which damage its combat control system and score a significant hull hit. The lead UPF light cruiser in the upper group, already damaged, is hit by two laser batteries and a torpedo from the sathar frigate which destroy it. The second light cruiser in that group are hit by multiple weapons from the sathar assault carrier and one of the destroyers including a rocket battery and torpedo suffering only a minute bit of hull damage but significant damage to its acceleration and maneuvering and damage to its combat control system.
In the lower group the lead UPF light cruiser, again already heavily damaged, is hit by a laser battery and torpedo from the sathar frigate knocking its proton battery before the cruiser is destroyed by the torpedo. The second light cruiser takes a beating from the other sathar destroyer and the heavy cruiser being hit by 2 laser, 1 proton, 1 electron, and 2 rocket batteries as well as a torpedo. Knocking out over half of the light cruiser’s hull integrity, the shots also knock out its distruptor cannon and ICM launcher as well as damage its maneuvering capabilities.
The two surviving assault scouts, only one of which has a working assault rocket launcher, join up and make a pass at the sathar heavy cruiser. The UPF fighters make an assault rocket run on the sathar destroyers in the lower group where they are joined by the lower flight of UPF frigates. One of these frigates, whose acceleration is damaged, turns off to follow the assault scouts while the other two slow down to speed 9. The frigate and destroyer group slow to speed 10 and the frigates fire at the assault carrier while the destroyers each target a different sathar destroyer. Screening the smaller ships behind it, the upper battleship slows to speed 9 and pulls to within 10,000 km of the sathar vessels firing on the assault carrier. The damaged light cruiser in the upper group, with reduced maneuvering and a navigation control hit, turn to port and maintains its speed taking a long-distance shot at the assault carrier. The seriously damaged light cruiser in the lower group just drifts away from the battle followed by the battleship that has had its maneuvering systems knocked out. They fire long-range shots at the sathar heavy cruiser. The minelayer and assault scout group accelerates to speed 11 and turn away from the oncoming sathar vessels. They, together with the station, fire at the group of sathar fighters. The fire on the sathar fighter that has now drifted off the map damages its navigation control system.
Defensively, the sathar ships in the upper group fire everything at the battleship knocking out one of its laser batteries and causing some significant hull damage (a quarter of its total hull integrity). In the lower group the heavy cruiser and frigate fire at the incoming fighters while the destroyers target the assault scouts. One of the fighters has its assault rocket launcher disabled, taking it out of the fight, one is hit by a electron battery for some minor hull damaged and a third is hit by a laser battery, destroying the small ship. The lead assault scout it hit by an electron battery starting an electrical fire on board and the other is hit by an electron battery serious damaging it’s hull (dropping it below half integrity).
Despite the long-distance shots, one of the sathar fighters his hit by a laser battery damaging its combat control system and the UPF assault carrier scores an electron battery hit on another, destroying it. The surviving sathar heavy cruiser is only hit by the single assault rocket and an electron and proton battery knocking out its maneuvering and doing some minor hull damage. The lead sathar destroyer in the lower group gets off fairly easy as well being hit by a laser cannon and battery which damage in maneuverability and disable its laser battery. The other destroyer takes a bit more damage being hit by two assault rockets and two laser cannons dropping its hull integrity by more than half and damaging its acceleration and combat control systems.
The ships in the upper group are not so lucky. While the lead destroyer survives, it suffers a significant hull hit, has its electron battery disabled, and suffers a navigation control hit. The other destroyer is hit by every weapon fired by the trailing UPF destroyer completely obliterating the ship. The assault carrier doesn’t fare any better being hit by 10 different weapons from the battleship and two frigates and is completely destroyed.
Repair Turn
On the UPF side, the station manages to repair its reduced damage control repair system bringing it fully back on-line. The assault scout with the fire manages to extinguish it before it can do any damage. The other two assault scouts (one of which is off the map) both repair some of their hull damage as does the heavy damaged light cruiser and one of the battleships. The other battleship repairs its navigation controls system and restores some of its maneuvering ability. The upper light cruiser also repairs it’s navigation control system. The two damaged fighters both manage to restore their assault rocket launchers bringing them back into the fight. One of the UPF frigates restores some of its acceleration while one of the destroyers repairs its laser cannon. The assault carrier attempts to repair its damage acceleration but something goes seriously wrong and it seems that it is going to require a shipyard to fix properly.
For the sathar, the lone fighter way off the map gets its fire under control and the frigate in the upper group repairs its laser canon. The other ships all attempt to repair some of their hull damage (and most succeed although the destroyer with the navigation control damage does not).
Turn 4
The two sathar frigates and the less damaged sathar destroyer from the lower group all accelerate and turn to make an attack pass at the station. The destroyer in the upper group with the navigation control system damage makes a hard turn to port. Unfortunately, its severely damaged hull cannot stand the strain and the ship breaks apart. The sathar heavy cruiser and final surviving destroyer just drift forward firing at the assault scouts. The fighters fly out to attempt a run on the UPF minelayers.
Defensively, the UPF focus on just a two of the ships headed toward the station and the fighters. The first target is the sathar frigate from the upper group. All of the ships above the planet fire at that ship, which is really their only target. While the UPF frigates miss completely, the battleship and destroyers land a series of blows. However, despite hitting with 8 different weapons including a rocket battery and two laser canons, the frigate survives the blast suffering a near 75% hull integrity loss, a defensive power short circuit, and damage to its repair ability and maneuverability.
The UPF ships below the planet, together with the station, fire at the destroyer approaching the station from that direction. It is hit by 3 laser batteries and a laser cannon knocking out nearly half of its hull integrity and maneuverability.
Finally, the minelayer and assault carrier group fire at the incoming fighters reducing the acceleration and maneuverability of one, damaging the hull and knocking out the maneuverability of a second and destroying a third.
The surviving sathar fighters fire at one of the minelayers damaging its combat control system and inflicting some hull damage. The wounded and drifting destroyer and heavy cruiser fire at the assault scouts damaging the repair systems on both of them. While the frigate coming in from above misses the station completely, the ships coming up from below do much better hitting with both laser canons, a laser and rocket battery, and slipping a torpedo through the ICM screen. The station suffers a power short circuit in its defenses with the other weapons ripping into its hull including a massive explosion by the torpedo. All told, the station loses over half of its hull integrity.
The minelayers and assault carriers continue to accelerate away from the fight while the undamaged light cruiser loops back to engage the oncoming sathar ships. In an attempt to finish the fight, the UPF ships all spread out to target different sathar vessels. The assault scouts slingshot around the planet and make a run at the heavy cruiser which is also targeted by the UPF fighters. One of the UPF frigates and the destroyers chase down the frigate from the upper flight. Two of the UPF frigates go after the destroyer that made a run at the station, the battleship goes after the other sathar frigate, and the other two frigates go after the wounded destroyer with the heavy cruiser. The seriously damaged UPF light cruiser continues to drift away from the battle while the other turns to go after the surviving sathar fighters. The other UPF battleship, some navigation control restored, accelerates and turns back toward the planet as it slowly rejoins the fight.
The sathar all fire at the ships attacking them. The UPF battleship suffers some minor hull damage from a laser battery hit, one of the UPF frigates attacking the upper destroyer has its navigation control system damaged, and three of the UPF fighters are hit for a slight damage to maneuvering on one, a navigation hit on a second and the assault rocket launcher knocked out on a third. The most serious damage was one of the frigates near the sathar heavy cruiser being hit with a rocket battery that destroyed half of its hull integrity.
The sathar frigate from the original upper flight of ships, barely holding together as it is, is hit by two laser cannons and a laser battery, destroying it. The other frigate, despite being hit by 1 laser, 1 proton, and 2 electron batteries, as well as a distruptor cannon from the battleship, manages to pull through with only minor hull damage but also having its laser cannon knocked off-line, it acceleration reduced, and its maneuvering completely knocked out. The sathar destroyer that just attacked the station is hit with 2 laser canons, a laser battery, and two rocket batteries destroying it. The other destroyer is hit by a laser cannon, laser battery, and 2 rocket batteries. It too is destroyed. The heavy cruiser is hit by 3 of the 4 assault rockets that were fired at it and breaks apart as the explosions rips through the hull. The light cruiser manages to get a long distance hit on one of the sathar fighters igniting an electrical fire.
Turn 5
The sathar fighter with the fire also has no maneuvering capability (or assault rockets left) and just drifts by the UPF light cruiser passing with 10,000 km of the larger ship which hits it with a laser and electron battery destroying it.
The other sathar fighter, also out of assault rockets, accelerates to sped 27 and attempts to ram one of the UPF assault scouts. It is intercepted by multiple hits from several ships that vaporize it.
The sathar frigate, having no maneuverability, accelerates to speed 15 to try to clear away from the UPF ships. However, between the battleship, the undamaged light cruiser and the frigates that were nearby, it is hit by 10 different weapons and destroyed.
The only surviving sathar vessel at this point is the lone fighter that was damaged on the first round of combat and has been drifting away for the past 40 minutes with no maneuverability. The two surviving assault scouts chase it down over the next couple of hours and eliminate it.
Whew! That was quite a battle. And this is probably the longest post yet on the site clocking in a just around 5750 words.
Repairs
With most of the UPF ships damaged to some extent or another, it is six hours before all the battle damage that can be repaired has been. By then the lone sathar fighter has been destroyed and all of the ships return to take up orbit around the planet.
In the end, four vessels have damage that requires shipyard work to repair. On is the fortified station, having been reduced to less than 40% of it’s hull capacity, it is only back to 57% capacity before problems arise that require outside assistance. The assault scout severely damaged early, that drifted out of the battle, is only able to restore 80% of its hull and one of the frigates has a small hole in the hull that just refuses a patch.
The other ship is the assault carrier assigned to Strike Force Nova which suffered permanent damage to it acceleration. If it and its four surviving fighters remain with the Strike Force, they will not be able to execute any high speed risk jumps until that is repaired.
Lessons Learned
While the sathar played it well using the fighters to clear paths through the minefield, and did a good job targeting the assault scouts early to reduce the assault rocket threat, they were a bit too timid trying to traverse the minefield and came into the battle with not enough speed to clear it quickly. This severely hampered their combat options and it turned into a shooting gallery for the UPF ships which were free to maneuver. Had Strike Force Nova not been in the system, their tactics might have been sufficient and though they would have suffered some loses traversing the minefield, more ships would have made it across to really engage with the UPF. Next time they are in a system with minelayers, they might try something different.
One thing I completely forgot were the seeker missiles on the sathar heavy cruisers. After the fact I realized that I could probably have deployed them on round 2 or 3 and activated them to keep the UPF ships circling around in the mined area on their toes and possibly affected their maneuvering. If nothing else, they may very well have impacted the station and possibly have destroyed it. You would think that with the UPF seeker missiles flying around I would have remembered the sathar ones but it completely slipped my mind until I was doing this write-up.
The ability to maneuver in the minefield, as well as the superior numbers allowing them to focus their fire on more ships, really served the UPF well as they were able to whittle down the sathar ships and use their weapons to full effect. While they suffered some serious losses in numbers of small ships and the loss of the two light cruisers and destroyer, yhey gave much better than they took and definitely came out ahead.
The only real problem is that now most of the UPF force is in the center of the Frontier at Prenglar, while the sathar forces are on the periphery. It’s going to take some time to get ships where they are needed but at the same time, knowing that the sathar could strike at Prenglar again at any time, they have to keep forces here to defend this core world.
Due to the amazing skill of the Clarion and Ken’zah-Kit militias and UPF Spacefleet crews, the sathar invaders were quickly overwhelmed but not before they managed to destroy the armed station orbiting the planet.
Rescue operations are ongoing for the station’s crew and the hearts of the people of Kawdl-Kit go out in sympathy to the families of those who lost their lives and gratitude to the militias of the neighboring systems who came to their defense.
The CMS Osprey is the only ship that experienced lasting damage and will be returning home to effect repairs due to the lack of a starship construction center here in the K’aken-Kar system.
Vah’zen’rk – Kawdk-Kit Global Reporting
Background
While K’tsa-Kar doesn’t have any militia of its own, the K’aken-Kar assault scouts, under the ZKKDA, risk jump into the system to help defend it. From the other direction, the available ships of Patrol Group Meteor, along with the Clarion Royal Marines, arrive from White light. Both groups make a high speed risk jump to get there in time. The UPF have many more ships than the sathar but only a slight hull point advantage (and that’s only if you count the armed station) as most of the ships are small assault scouts. This might be a tough battle.
While the sathar were only expecting to fight the armed station, they are confident that they can handle the swarm of small ships.
Order of Battle
K’aken-Kar Militia
2 assault scouts
1 armed station
White Light Militia
4 assault scouts
1 frigate
This is +1 assault scout compared to the Order of Battle in the Knight Hawks Campaign book due to events occurring in the timeline.
UPF – PG Meteor
3 assault scouts
2 destroyers
Sathar
1 frigate
2 destroyers
1 light cruiser
1 heavy cruiser
The Battle
Setup
The militia ships deploy above the planet with the Clarion frigate and a single assault scout taking the inner position, the other Clarion assault scouts (lead by the CMS Osprey) out from there and the two K’aken-Kar assault scouts on the wing. Below the planet the two UPF destroyers form a flight with the three assault scouts on the wing. The assault scout groups are moving at speed 30 while the capital ships (and the single assault scout) are moving at 20. The station is orbiting counter clockwise.
As they have done in the other systems, the sathar are formed into their diamond pattern with the frigate, LC, & HC in the middle and the destroyers on the sides. However, unlike in the other systems, the sathar are moving at a speed of 15.
Turn 1
The sathar frigate, light cruiser, and heavy cruiser accelerate to speed 17 and at the last minute, turn to head toward the K’aken-Kar assault scouts. The destroyers accelerate to 18 and 16 respectively to remain in the diamond formation. Unknown to the UPF forces, the sathar heavy cruiser deploys its seeker missiles along its route. The sathar ships all fire at maximum range at the station.
The station returns fire defensively with its laser battery but given the extreme range misses. The sathar, on the other hand, have a good maximum range shot with both the light cruiser and closer destroyer connecting with their cannons and a laser battery each. The station has its laser battery knocked out and nearly half of its hull integrity destroyed.
With the sathar turning toward the militia ships, the UPF vessels loop around and hit the heavy cruiser from behind which fires ICMs at the incoming torpedoes. The Clarion militia ships maneuver to stay out of the forward firing arc of the sathar vessels and unleash everything at the sathar destroyer closest to the station, which fires ICMs at the torpedoe from the frigate as well. The Kaken-Kar militia ships pass in front of the sathar ships but out of range of their canons and loop around to hit the destroyer on the far side of the formation. With its laser battery damaged, the station deploys a masking screen.
Defensively, the sathar light cruiser, frigate, and destroyer further from the planet fire at the K’aken-Kar assault scouts hoping to take them out of the fight before they can engage. The destroyer closer to the planet fires at the Osprey, and the heavy cruiser fires at the lead UPF assault scout. The lead K’aken-Kar assault scout is hit by two laser batteries damaging its hull while its sister ship is hit by an electron battery knocking its laser battery off-line. The CMS Osprey is hit by an electron battery damaging its hull and the lead UPF assault scout is hit by another electron battery causing serious hull damage and reducing the hull integrity to less than half.
The training of the the UPF and militia forces is evident as they press home their attack. All three assault rockets connect with the heavy cruiser along with two laser batteries and two electron batteries knocking out various weapons and other systems and doing some hull damage. But the gunnery award goes to the torpedo gunner on the second destroyer. They threaded their missile through the ICM screen and impacted it right above what must have been the heavy cruiser’s torpedo magazine. The resulting explosion ripped the ship apart. The destroyer targeted by the White Light militia was hit by three of the four assault rockets and four of the five laser batteries knocking out it laser cannon and masking screens before ripping the ship to shreds. The K’aken-Kar militia, not to be shown up, hit the other destroyer with both assault rockets, each scoring critical hits and between the two of them destroying the sathar vessel.
Turn 2
The two remaining sathar ships loop around and bring everything to bear on the station, the light cruiser accelerating to speed 18. The station fires a screen of ICMs at the incoming torpedoes. The sathar also activate the seeker missiles laid down by the heavy cruiser which both go after the UPF destroyers.
Defensively, the UPF ships focus their fire at the sathar frigate. Most of the fire is ineffective with only one of the UPF destroyer connecting with a laser battery damaging the frigates engines and the CMS Flitter scoring an amazing maximum-range laser battery shot that takes out a quarter of the frigate’s hull integrity.
The sathar ships manage to hit the station with a disruptor cannon and laser battery from the light cruiser and the frigate hits with its missile weapons. The hits sabotage the station’s damage control systems and reduce its hull integrity to almost nothing. Between the two UPF destroyers, they fire a massive swarm of ICMs at the incoming sathar seeker missile and manage to catch it before it can impact one of the ships.
All of the UPF and militia ships loop around and converge on the sathar vessels firing everything they have at them with the assault scouts focusing on the light cruiser while the capital ships focus on the frigate.
As the station pulls away, the sathar ships fire at it once more and while the frigate misses completely, the light cruiser hits with every weapon except its laser battery, destroying the station which begins to break apart.
Angered by the loss of the station, the assault scouts, while only hitting with one of their laser batteries, connect with eight of the nine assault rockets fired doing enough damage to destroy the light cruiser two times over. The sathar frigate is hit by two laser canons and a laser battery causing an electrical fire and damaging its hull. Then one of the torpedoes slips through the defensive screen of ICMs slamming into the ship and destroying it.
After twenty short minutes, the battle is over.
Repairs
Over the next hour and a half, most of the ships are able to repair their damage. However, part of the hull damage to the CMS Osprey is beyond a battlefield repair and will need to be handled in a ship yard. With the system secured, the Osprey begins acceleration and calculations for a jump back to Clarion.
Lessons Learned
This didn’t go anything like I expected. Defensive fire by the sathar on the first round was not all that great. When I rolled the attacks and damage results, I thought the lead K’aken-Kar assault scout was going to be destroyed as both laser batteries did hull damage and one of them was a double damage roll. But when I rolled the damage, I rolled a 2 for the double damage die and a 1 for the regular damage so instead of suffering the 15+ HP of damage I was expecting and being destroyed, it only suffered 5.
Then there was the UPF fire that turn which was the exact opposite. At first I thought the heavy cruiser was going to get off easy since none of the assault rockets did hull damage and only one electron battery did (although that was for 10 HP, the maximum). I thought it was going to get off with a bunch of ancillary and weapon damage but then I rolled a hit with the torpedo, rolled double damage, and then rolled 35 on 4d10 for a total of 70 HP from that single hit. That combined with the 10 it had suffered from the electron battery was enough to destroy it.
The other ships did just as well with two double damage laser battery hits on the first destroyer (one of which did 20, the maximum possible) and both assault rockets by the K’aken-Kar militia at the other destroyer doing double damage and just enough (52/50 HP) to destroy it. With 3 of the 5 sathar ships destroyed on the first turn, the UPF victory was assured. The only question was if the station would survive as the sathar were gunning for it.
I was amazed at how well I rolled for the UPF attacks and damage. Had they not rolled so well, this fight might have gone very differently. I think the UPF would still have won, but they would have suffered significantly more losses.
Facing overwhelming odds, the local militia assault scouts are annihilated after inflicting serious but non-fatal damage on one of the sathar vessels. The sathar then proceeded to destroy the armed station orbiting the planet as they approached and settled into orbit themselves.
Strangely, they have made no move against the planetary surface as they did against Pale 62 years ago. Rather, they remain in a high orbit around the planet. The population of Zik-kit wait in fear of what may come.
T’katt’ska – Zit-kit Wire News
Background
The rules of engagement for militia ships is that they have to make at least one attack against the sathar when defending their home system before they can retreat, after which they just become part of Spacefleet if the stations in their system are destroyed.
With the K’aken-Kar militia head off to help in the K’tsa-Kar system, and the Fromeltar milita tied up with sathar forces in their own system, the two assault scouts are left to face the on-coming sathar attack by themselves.
With no chance against the overwhelming odds, the plan was to get an assault rocket shot off at the sathar ships and slip away to the K’aken-Kar system where they hoped to meet up with other ships as reinforcements.
Order of Battle
This setup is the one presented as the Hopelessly Outgunned scenario in the “Make a Run For It” article found in issue 1 of the Frontier Explorer (p37). As I mentioned in the Battle of Terledrom post, I’ve had this opening planned for a while.
Militia Forces
2 Assault Scouts
1 Armed station
Sathar
1 Frigate
2 Destroyers
1 Light Cruisers
1 Heavy Cruiser
The Battle
Setup
The militia assault scouts are high above the planet moving at speed 30 and planing on swooping in on the sathar from above. The station is orbiting counterclockwise (I always roll randomly to see which hex the station happens to be in to start).
The sathar appear in their diamond formation with the frigate, light cruiser, & heavy cruiser in the center and a destroyer on each wing. They are moving at speed 10.
Turn 1
The sathar advance, decelerating to speed 8 as they approach the planet. The assault scouts accelerate to speed 32 and sweep in to make a maximum range assault rocket attack on the upper destroyer.
Defensively the sathar focus all of their fire on the lead assault scout hitting it with a laser battery (from the heavy cruiser), and two electron batteries (one from each cruiser) doing a total of 16 HP of damage destroying the assault scout before it has a chance to fire.
The surviving assault scout hits with its assault rocket taking out nearly half of the destroyer’s hull integrity.
Turn 2
The sathar frigate and damaged destroyer turn off from the main group and pursue the remaining assault scout, which now regrets not using its full acceleration previously as it is in range of torpedoes and rocket batteries from both ships. The other three ships continue toward the station and decelerate to speed 7. Unfortunately, the assault scout misses its defensive laser battery attack on the destroyer.
The sathar frigate and destroyer fire their energy weapons and rocket batteries at the assault scout but elect not to fire torpedoes. Unfortunately for the militia ship, the sathar gunners are well trained and the small ship is hit by both laser canons, a laser battery, an electron battery, and a rocket battery. Together the weapons start an electrical fire, take out the ship’s combat controls system, and do enough hull damage to destroy three assault scouts. The small ship is nothing more than a small debris cloud.
The station is at the extreme range of the light cruiser’s particle weapons but they all miss.
Turn 3
With the militia ship destroyed, the frigate matches speed with the destroyer (11) the two ships loop around to return to the main group. The rest of the sathar vessels decelerate to 5 as they approach the planet. With the station shielded by the body of the planet, no shots are fired.
As the station emerges from behind the limb of the planet, the closer sathar vessels fire their energy weapons at it hitting with a laser canon, laser battery, electron battery, and proton battery and reducing the station’s hull integrity by nearly half. The station returns fire with its laser battery but misses.
Repair Turn
The sathar destroyer and the station both manage to repair a bit of their hull.
Turn 4
The sathar ships closest to the planet decelerate to speed 3 as they approach. The other two ships decelerate to speed 8 and turn toward the station and planet.
With the sathar vessels just out of rocket battery range, the station fires its laser battery at the approaching destroyer but misses.
All of the sathar ships fire their energy weapons at the station and the light cruiser and destroyer fire torpedoes. The station fires 2 interceptor missiles at each torpedo. Unfortunately, both torpedoes hit as well as several of the energy weapons. The weapons damage several of the station’s system but more importantly, overcome the station’s hull integrity and it breaks apart as the sathar ships settle into orbit around the planet.
Repairs
The only damaged ship is the sathar destroyer and it works to fully repair its hull damage over the next hour.
Lessons Learned
Two assault scouts are no match for a massed group of capital ships. Against a single, isolated opponent they are probably fine but not up against a large group as they were here. To survive and escape to fight another day, they should have just taken a maximum range shot with the laser batteries and flown away. They had the speed and acceleration advantage over the sathar ships and would have made it, possibly unscathe but also probably not inflicting any damage on the sathar. However, they wanted a shot at the destroyer (and with 2 AR and 2 LB had a reasonable chance to take it out or at least do significant damage) and got a little too close.
Plus, the dice for the sathar were hot for this fight and the Frontier forces couldn’t hit the broadside of a barn with their energy weapons. The elimination of the assault scout before it could fire was pure luck of the dice that every weapon did hull damage. I wouldn’t have expected the two electron batteries to both do hull damage but they did and it was just enough to take out the small ship.
There are four battles occurring on this day in the timeline and I debated which one to post first. I settled on this one as it was interesting for how quickly it was over. The other three, plus the battle that occurs on day FY61.287, will be showing up one a day for the next four days.
The Fromeltar militia, supported by the the Inner Reach and Outer Reach militias from Dramune that arrived yesterday after a high-speed risk jump, engaged sathar forces today around Terledrom.
In an intense battle lasting only twenty minutes, the militia forces overwhelmed the sathar forces, which consisted of five capital ships. Militia forces sustained damage and causalities resulting in the lost of the Inner Reach militia destroyer and severe damage to both frigates of the Outer Reach militia.
A memorial service will be held tomorrow for the crew of the lost ship. Our hearts go out to their families and we thank them for their dedication to defending the Frontier.
The damaged frigates have been given top priority to move into the local shipyard for repairs as soon as space opens which is expected to occur tomorrow.
The surviving militia crews remain vigilant as we await the arrival of Task Force Cassidine some time tomorrow evening.
Kat’kst’kll, Terledrom News Service
Background
The Fromeltar system has one of the larger militias with a frigate and 3 assault scouts on the roster. When news of the sathar ships went out across the Frontier, both the Inner Reach and Outer Reach militias in the adjacent Dramune system decided that it was in their interest to help Fromeltar and both militias risk jumped to the system arriving a day in advance of the sathar forces. They hope to stop the worms here and prevent them from ever entering the Dramune system.
Similarly, Task Force Cassidine was dispatched by Spacefleet and ordered to make a high speed risk jump to the Fromeltar system. Unfortunately, coming from two systems away, they are still a day away from Terledrom when the militia forces engage the sathar. They will be able to clean up the remnants of the sathar fleet if the militias can’t hold the line, but won’t be any help in this battle. This fight will be completely between the UPF militias and the sathar.
All of the battles are going to be run using the Advanced Combat Rules from the Tactical Operations manual and the combat table that represents the “average” skills. It would be interesting to run this using the specific skills provided by the Second Sathar War rules for the different groups (or even individual skills per ship), but I decided that would be just one more complication that I didn’t want to have to track.
Order of Battle
This setup is nearly identical to the Banding Together Knight Hawks encounter that I published back in Jan 2013 in issue 3 of the Frontier Explorer (p30). The only difference is that in that scenario, there was an additional UPF destroyer. This opening gambit by the sathar and the UPF response is something I’ve been thinking about playing out for a while now and that article and some of the others I’ll reference were specifically based on this opening of the Second Sathar War. As you’ll see, the UPF ship isn’t needed.
Militia Forces
With the arrival of the Dramune militias, the UPF have a definite hull point and ship number advantage although most of their ships are small.
Terledrom (Fromeltar)
3 Assault Scouts
1 Frigate
1 Armed station
Inner Reach (Dramune)
3 Assault Scouts
1 Frigate
1 Destroyer
Outer Reach (Dramune)
2 Assault Scouts
2 Frigates
Sathar
1 Frigate
2 Destroyers
1 Light Cruiser
1 Heavy Cruiser
This is a standard mix that the sathar are employing to start off the battle. You’ll see it in several of the upcoming battles. While it should have been enough to deal with any of militias they encountered, they didn’t figure on high risk jumps to support neighboring systems.
The Battle
Setup
With the recent animosity between the two Dramune worlds, the ships from those respective militias line up on opposite sides of the planet with the Terledrom militia arrayed between them. The Outer Reach militia and Terledrom assault scouts are “above” the planet with the other ships “below”. The assault scouts have an initial speed of 30 while the capital ships start at speed 20. The station is at position 4 and orbiting counter clockwise.
The sathar start at speed 10 and are arranged in a diamond formation with the center consisting of a frigate in the lead, followed by the light and heavy cruisers with the destroyers above and below the main line. They are headed straight toward the planet.
Turn 1
The sathar vessels accelerate and veer down to engage with the ships that are “below” the planet. However, due to the extreme range, no shots are fired.
The UPF sweep in closing in from both sides. The Outer Reach militia focuses on the two destroyers with the assault scouts making an assault rocket pass and then flying out of range of the sathar’s energy weapons while the frigates fly into torpedo range and keep their laser canons trained on the sathar vessels.
The Inner Reach militia converges on the sathar light cruiser, with the destroyer and frigate coming in from the aft port quarter and the assault scouts making a pass on the forward port quarter and then flying out of range to prepare for another pass.
The Terledrom assault scouts loop around and come in from behind to make a pass at the sathar heavy cruiser and then fly off. Trying to avoid a direct shot by the sathar frigate and light cruiser, the Terledrom frigate accelerates, rolls to port, and lines up for a shot on the sathar destroyers, electing to shoot at the same ones as the Inner Reach assault scouts.
Defensive fire by the sathar is practically ineffective with the only damage being the light cruiser’s electron battery which disables the ICM launcher on the Inner Reach destroyer.
The militia are much more effective.
The heavy cruiser is hit by 3 assault rockets damaging its combat control system and reducing its hull integrity by over half. One of the destroyers is hit by an assault rocket severely damaging it and reducing its hull integrity by nearly half. The other destroyer gets away nearly unscathed as both of the torpedoes fired at it are neutralized by its interceptor missiles (ICMs), only being scratched by a laser battery for minimal hull damage. The sathar light cruiser is hit by a torpedo, 2 assault rockets, and a laser battery taking out nearly half of its hull integrity and its ICM and torpedo launchers.
Turn 2
The sathar heavy cruiser turns to go after the Inner Reach frigate. The light cruiser and frigate turn to go after the Outer Reach frigates focusing all their fire on the leading one. The sathar destroyers swing around to go after the Inner Reach destroyer.
The defensive fire by the Inner Reach frigate and destroyer focuses on the sathar heavy cruiser and is devastating – hitting it with both laser batteries, both laser cannons, and a rocket battery knocking out the cruiser’s distruptor cannon before completely destroying the massive ship. The Outer Reach frigates are not quite as effective. Firing their laser canons at the lead sathar destroyer they only knock out its laser battery, The other weapons are fired at the frigate as it approaches and only do some minor hull damage even though they hit with two rocket batteries.
The sathar destroyers are quite effective hitting the Inner Reach destroyer with a laser cannon and two torpedoes which don’t have to worry about a screen of ICMs as the militia’s ICM launcher was damaged. The torpedos completely destroying the militia destroyer. Similarly, the sathar frigate and light cruiser focus their fire on the the lead Outer Reach frigate hitting it with a laser and distruptor cannon and a rocket battery knocking out all of its defensive systems and 75% of it’s hull integrity.
The Terledrom assault scouts loop around to fire at the lightly damaged destroyer. The Inner Reach assault scouts make a run on the sathar light cruiser. The Outer Reach frigates fire at the damaged sathar destroyer and the frigate with the heavily damaged one just drifting away from the battle as it fires. The Inner Reach frigate splits its fire using its laser cannon on the light cruiser and the other weapons at the damaged destroyer. The Terledrom frigate also loops around to fire at the light cruiser. The Outer Reach assault scouts loop around to fire at the frigate.
The sathar’s defensive fire is again mostly ineffective. The undamaged Outer Reach frigate is hit by several energy weapons from the frigate and light cruiser damaging its engines (both accelerating and maneuvering) and doing some significant hull damage (about 40% of the hull). The sathar destroyers fire at the Inner Reach frigate knocking out its ICM and torpedo launchers.
The return fire from the militia obliterates the last four sathar vessels. The frigate is hit by a rocket battery, two assault rockets, and two laser batteries knocking out its laser battery and doing enough hull damage to destroy a heavy cruiser. The damaged sathar destroyer is hit by a laser canon igniting an electrical fire and then a torpedo makes it through the ICM screen and hits a weapon magazine causing a massive explosion that destroys the ship. The undamaged destroyer is slammed by three different assault rockets that rip it to shreds (and a laser battery that knocks out some of its acceleration). Finally the light cruiser is hit by a laser battery starting a fire and then slammed by 3 assault rockets that rip its hull to pieces.
The savagery of the assault rocket damage surprised even the militia crews and the battle was over in less than 20 minutes.
Repairs
The damaged ships immediately begin working on battle repairs but the hull damage to the second Outer Reach frigate is beyond space repairs and needs to be completed in a shipyard. Similarly for the damage to that ship’s thrust. The other Outer Reach frigate is able to repair enough hull damage to prevent it from breaking up as it begins to maneuver and decelerate to return to the planet but it too will need time in the repair yards. The other ships are able to repair their minor damage over the next 2.5 hours.
Lessons Learned
I’ll admit, I expected this fight to go a bit longer and cause more damage to the militia. Between really good rolls for the militia and lousy rolls for the sathar, this fight was amazingly short.
Both sides leaned just how effective the assault rockets could be, especially if you roll well. The sathar seem to focus their ICMs on deflecting torpedoes but not the assault rockets which can do significant damage. Unfortunately for the other sathar fleets, this lesson was learned a little too late as all the sathar ships were obliterated in a single round and there was no time to transmit that information out. It wouldn’t have affected the other battles occurring today, but may have been useful for future encounters.
The sathar also learned (again) that they should probably focus on the smaller vessels to reduce that assault rocket threat. That information was transmitted from the Battle of Stenmar but the commanders of this battle fleet seems to have ignored it, focusing on the larger vessels first.
The militia were extremely lucky in this fight. It could have gone much worse. I rolled really bad for most of the sathar defensive fire which could have eliminated some militia ships before they could fire and the dice were extremely hot for the militia with double damage being generated for 6 assault rockets, 1 laser canon, 1 laser battery, and 1 torpedo. Even some of the regular damage rolls were really high (a torpedo hitting for 26 HP, laser batteries hitting for 9 & 10 HP, a RB hitting for 16 HP, and assault rockets hitting for 19 and 21 HP). Plus they took out the heavy cruiser before it even had a chance to deploy its more effective weapons. It only got one round of defensive fire and missed with everything.
I had planned to do an article on an alternate set of astrogation rules, but as I started looking at it, it was going to require more time than I had to get it done properly. So that one will come at some point in the future.
If you’re following the Star Frontiers Twitter feed, you know that yesterday started the main events of the Second Sathar War. A lot of my free time has been spent working on that and staying far enough ahead that I can get the battle posts up, track the ship movements, record and schedule repairs and new ship construction, and figure out strategy and tactics as they shift after each encounter. In fact, if I hadn’t posted it early to get some feedback, the Battle of Stenmar post I did a while back would have been today’s post as the tweet about that battle will be going up at some point today. Tracking all the ship movements and playing out the battles is keeping me busy. Who knew that managing a Frontier-wide battle for both sides would be so much work! 🙂
Given that the Second Sathar War narration is where my focus is right now, I thought I’d do a related post and talk about the Sathar starship construction centers (SCCs) in my version of the setting.
Some Background
Placing the SCCs
If you have looked closely at the Extended Frontier Map, you already know the locations of these SCCs – they are marked on the referee version of the map. And as I mentioned in the posts about the creation of that map, the sathar worlds and jump routes were originally laid down decades ago. I modified them slightly to account for the Zeb’s Guide data and fan material that I included in the map as the latter hadn’t been produced and I didn’t own a copy of the former when I made the original map as a teenager.
On that original map, only the first five SCCs were marked. I had originally created the map to help track the exact project I’m doing now as part of the Detailed Frontier Timeline, namely track the Second Sathar War from a ship construction and movement perspective with the RPG rules rather than the board game rules in in the Campaign Book. It was also made for a exploration campaign where the PC would go out to expand the borders of the Frontier and look for the sathar worlds but that’s a different set of posts. Because of that, I only included the five SCCs that I envisioned participating in the conflict and which is why those five, closest to the Frontier, have the first five numbers and not the ones deeper in sathar controlled space which arguably were created first. If I ever go back and rework everything, I might change the numbering.
When I was setting up the Detailed Frontier Timeline project and making the Extended Frontier Map, I realized that I needed to add in a few more SCCs in the other parts of sathar-controlled space to handle all the other ship construction needed by their empire. That got me up through the ninth SCC. I then realized they needed one to manage the fight against the Saurians and so added in the tenth one. So while they are numbered in order of creation, it was their creation in my head for the setting, not their creation dates in the timeline.
Sathar Ship Hull Sizes
Another item of note relative to the SCCs is the hull sizes I use for each of the sathar ships. These are slightly different than the values I use for the UPF ships but all fall within the range of sizes given for each class of ship on page 5 of the Knight Hawks Campaign Book. The sizes I use for the sathar ships are:
Fighter – HS:1
Cutter – HS:4
Frigate – HS:5
Destroyer – HS:6
Light Cruiser – HS: 14
Assault Carrier – HS:16
Heavy Cruiser – HS: 18
In the timeline the cutter is a new ship type that will see action first in the Rim and later in the Frontier. The specs for the ship can be found on page 6 of Frontier Explorer issue 2.
It’s my take that the larger sathar ships are a bit bulkier than the corresponding UPF version. So sathar light cruisers are HS:14 while the UPF ones are HS:12, the sathar assault carriers are HS:16 while the UPF ones are HS: 14, and the sathar heavy cruiser is HS:18 compared to the single UPF heavy cruiser which is HS:16. Even the sathar destroyer is actually HS:6+ being just a bit larger than the standard HS:6 volume but not enough to actually be HS:7.
The reason for this is the role I have for these larger ships. In addition to being mainline fighting ships, the larger capital ships also double as troop transports. You can see this in the Sathar Destroyer Technical Manual. Someday I’ll detail out the light and heavy cruisers similarly. In any case, this makes the sathar ships a bit bulkier and take a bit longer to produce. They aren’t being used for the troop transport role at the beginning of the war but the capability is there. While this doesn’t have any impact on the actual battles, it does impact the starship construction centers and so needed to be spelled out.
The Starship Construction Centers
In this section, we will look at each of those starship construction centers in turn to talk about their capacity, production queues, and main focus.
If you’ve been following along with the Detailed Frontier Timeline and playing close attention, you could probably reconstruct the production queues of SSCs two through five as I’ve been posting the ships that were produced there as part of the timeline. SCC#1 has just come online and only produced a single ship (a light cruiser) so it’s full queue hasn’t been revealed and SCC#10 will soon be shifting from the Saurian conflict, which has ended, to the Second Sathar War. The first ship out of that SCC (a fighter) to participate in the SSW will complete construction in early December (FY61.304).
The production queues for SSCs one to five were specifically set up to try to produce the sathar Order of Battle from page 55 of the Knight Hawks Campaign Book at the time I started up the war in the timeline. I started with an initial semi-random “seed” of ships, modified for the encounters in the Detailed Frontier Timeline (like the fight a Volturnus), and then allowed the SSCs to crank out ships. I came pretty close with only a few more fighters (most of which I destroyed in the fight in the Liberty system) and one extra destroyer. I have a small computer program that allows me to run the production queues and add (and remove) SCCs as needed to produce the ships so I don’t have to do it by hand.
Okay, let’s look at these construction centers. Directions for the locations of the SCCs are given on the Extended Frontier map assuming the top of the map is “north.”
SCC#1
Location: OFS203 (“S” of Prenglar)
Capacity: 48 HS worth of ships
Production Queue:
42 HS of capacity dedicated to the production of light cruisers (3 under construction at any one time), staggered to produce a new LC every 140 days
6 HS of capacity dedicated to the production of destroyers, one every 180 days
Notes: This is the newest of the starship construction centers with its first ship being produced on FY61.208. It is at the far end on the sathar jump routes (without passing through the Frontier). It was constructed specifically to be a jump off and repair point to strike right into the heart of the Frontier at Prenglar.
The recent loss of SSC#2 and the Liberty system has actually isolated this SSC from the others. Ships produced here (or headed here) will have to pass through the Liberty system. This will give the UPF a chance to detect these ships if they try to get into the Frontier anywhere other than Prenglar.
SCC#2
Location: FS30 – now Liberty (“SE” of Theseus)
Capacity: 46 HS
Production Queue:
16 HS of capacity devoted to production of assault carriers, one very 480 days
24 HS of capacity devoted to production of destroyers (six under production at any one time), staggered to complete one every 45 days
6 HS of capacity split between production of fighters and destroyers. Produces 6 fighters in 30 days, then a destroyer 180 days later, than back to fighters.
Notes: This SCC has been operating for a while and is responsible for the production of most of the destroyers seen in the Frontier recently and present in the fleets in the initial attacks in the Second Sathar War and produced some that were used against the saurians. It was also the driving force behind the exploration that established the sathar jump routes over to SCC#1 and in to S’esseu space.
In the notes in the SFKH4 module The War Machine (the Beyond the Frontier series), it said that this SCC was responsible for about 20% of the ships in the second sathar war. This is why I went with five SCCs when creating the original map.
This SCC was lost just recently along with a large number of fighters in the events of the SFKH4 module which wrapped up on FY61.40, only 40 days before the first sathar ships appeared in the Frontier to start the Second Sathar War. It will be interesting to see how things play out with the loss of this system, but that was always intended from the start.
SCC#3
Location: OFS138 (“NE” from Kizk-Kar)
Capacity: 59 HS
Production Queue:
54 HS of capacity devoted to heavy cruiser production (three under production at any one time), staggered to produce one HC every 180 days
5 HS of production dedicated to frigate production, one completed every 150 days
Notes: This is an older SCC as well and originally fueled the sathar exploration on the eastern side of the Frontier that resulted in the discovery of the saurians and the Mhemne.
Now focused on the battle with the Frontier, this SCC is responsible for the construction of the majority of heavy cruisers present in the early days of the conflict.
SCC#4
Location: OFS111 (“N” of Fromeltar)
Capacity: 49 HS
Production Queue:
16 HS of capacity dedicated to assault carrier production, one every 480 days
28 HS of capacity dedicated to light cruiser production (two under production at any one time), staggered to produce one every 210 days
5 HS of capacity dedicated to frigate and fighter production, completing 5 fighters in 30 days, then a frigate 150 days later and then back to fighters.
Notes: This is a older SCC established after the First Sathar War to explore more into the Frontier sector and the Rim. The route to Zebulon has been known for hundreds of years but most of the other routes are fairly new.
SCC#5
Location: OFS019 (“N” of Truane’s Star/Zebulon)
Capacity: 50 HS
Production Queue:
28 HS of capacity dedicated to light cruiser production (two under production at any one time), staggered to produce one every 210 days
18 HS of capacity dedicated to heavy cruiser production one every 540 days
4 HP of capacity dedicate to cutter production, one every 120 days
Notes: This is a newer SCC set up to provide ships for fighting in the Rim and the Frontier and built as part of the preparation for the Second Sathar War.
The cutter is a new ship that the sathar have developed partially in response to the UPF’s assault scout. It is not battle tested and at the start of the Second Sathar War, only 4 have been produced. They will see first blood in the Second Battle of Stenmar (coming on FY61.293).
SCC#6
Location: OFS117 (upper left center of Extended Frontier Map)
Capacity: 200 HS
Production Queue: Random, mostly non-military ships
Notes: This SCC is located in orbit around what in my game is the sathar homeworld. It is larger than even the largest SCC in the Frontier but is not currently involved in the SSW conflict, although that may change. This SCC primarily is responsible for producing “civilian” ships that the sathar use for non-military purposes.
It did, however, supply the ships that comprised SBF-F1 and SBF-F2 that attacked Stenmar (in the Kazak system) in the Detailed Frontier Timeline. Since those battles were outside the scope of the simulation I was working on (I’m ignoring the Rim), I had the ships for the fight in the Rim come from somewhere other than the five main SCCs.
SCC#7
Location: OFS101 (upper right of Extended Frontier Map)
Capacity: 75 HS
Production Queue: random, “civilian” ships
Notes: This is a new SCC and is currently focused on producing “civilian” ships and ships for exploration to the “NE” of the sathar homeworld. Not currently involved in SSW production.
SCC#8
Location: OFS097 (“N” of OFS117)
Capacity: 75 HS
Production Queue: random, “civilian” ships
Notes: This is another SCC that is producing civilian ships for the day-to-day operation of the sathar worlds. Not currently involved in SSW production.
SCC#9
Location: OFS064 (upper center of Extended Frontier Map)
Capacity: 75 HS
Production Queue: random, military and exploration vessels
Notes: This SCC is focused on an active campaign to explore the upper left corner of the Extended Frontier Map. It was ships from this system that many years ago discovered the Tetrach complex on OFS070 that the Discovery Squadron went looking for and which was contacted by the complex on Laco (Dixon’s Star) back at the end of FY59. It was actually this signal, plus the events of Volturnus, that kicked off the Second Sathar War.
The sathar are currently trying to find a way through the large nebula in this region as they have detected signals from another race on the other side of the nebula that they intend to conquer. It is not currently producing ships for the SSW and probably will not be used for that purpose at it is focused on a different threat.
SCC#10
Location: OFS174 (“E” of White Light)
Capacity: 60 HS
Production Queue:
18 HS of capacity dedicated to heavy cruiser production, one every 540 days
16 HS of capacity dedicated to assault carrier production, one every 480 days
14 HS of capacity dedicated to light cruiser production, one every 420 days
6 HS of capacity dedicated to destroyer production, one every 180 days
5 HS of capacity dedicated to frigate production, one every 150 days
1 HS of capacity dedicated to fighter production, one every 30 days
Notes: This SCC is producing some of every type of main-line sathar warship. For the past several years, it has been focused on the war with the saurians and is responsible for producing most of the ships that destroyed their worlds.
Being already focused on military production, and with the campaign against the saurians now ended (finished on FY61.282) and the loss of the SCC in the Liberty system, this SCC will shortly be added to war effort against the Frontier (officially on FY61.296).
Last Thoughts
Those are the sathar starship construction centers scattered about. All told, there are 737 HS of capacity across the 10 SCCs. It’s about 45% more capacity than in the Frontier, although more spread out. It is also more focused on military ships. The UPF has 430 HS of capacity that can produce military vessels and another 80 HS of capacity that can produce civilian ships and do maintenance.
As the battles play out, the sathar may shift the production queues to different mixes going forward (e.g. they have lost most of their destroyer production) but we’ll have to see how the upcoming battles play out. Look for the first play report later this week and running into next week as the initial battles occur around the Frontier.
How do you see the sathar starship construction being set up and handled? Have you every attempted anything like this for your game? Or have you been more sensible and just hand-waved it? Share your thoughts in the comments below.
Not much has happened in the way of progress for the HSS History’s Hope in the Detailed Frontier Timeline. The crew decided to go back to the Frontier for maintenance after their radar system failed during a jump. They were surprised to meet ships to escort them in YS01, the last system they had reported the jump route for and they and their escorts were attacked on the way home to the Scree Fron system. After maintenance was completed, they started on their way back out and have just arrived back in YS01. The adventure continues.
However, as I’ve mentioned in previous posts, I’ve been working on the 3D model of the HSS History’s Hope. This is now completed. I’m still working on the deck plans, which I’ll save for a future post. The reason I held off on doing those was because I suspected they would change slightly when I made the model. And I was correct, based on the hull design, there was a little more room for some of the ship bays which I expanded.
I’m making a series of videos showing my process while creating the deck plans, much like I did for the Rosegard maps. Once that is all done, I’ll post the deck plans and videos and start working on the Technical Manual for the ship.
But for now, let’s look at
The 3D Model
This is the front/top of the ship. I started the model by building the “skeleton” of the ship, namely putting in all the decks as I had sketched them out. I then wrapped a smoother hull around that skeleton to get the outline you see here.
I played a little with some different shapes to smooth out the profile but in the end decided to go with this simpler model. It’s a ship that while capable of planetary landings, isn’t really designed for it. There is some streamlining and thought given to atmospheric travel, it’s not a lot.
The ship stands 61 meters tall and is 30 meters wide (ignoring the engines and struts) and 13 meters thick (plus another 3.5 meters for the astrogation dome – this side, and the laser battery – far side) down where the engines attach.
Let look at some of the features.
Already mentioned, the big dome on this side of the ship is the astrogation dome. The ship has a deluxe astrogation suite so there is a 2-meter diameter telescope inside that 4-meter diameter dome
All the little circles are portholes, mostly in the crew cabins and common areas of the ship. Each of those are 1 meter in diameter. The row of what look like holes in the hull above and to the left of the astrogation dome are small cutouts in the hull to allow for portholes in the dining/lounge area of the ship.
Below the astrogation dome is the main cargo bay doors of the ship. These open, hinged at the bottom to lay down and form a ramp up into the ship.
The other noticeable feature on this side of the ship is the bit at the bottom of the upper wide section of the ship, This is the airlock, which sticks out a bit from the ship and has a bit of hull built up around it to reduce drag when flying through an atmosphere. I’ll admit that this was probably more of a cosmetic addition rather than a necessary one. I had a nice airlock structure from the UPF Light Cruiser model that I wanted to reuse so I did. I could have made it more flush with the hull but decided not to.
Looking at the other side of the ship we see the laser battery on the widest part of the ship.
Below that are the bays for the ships’ launch, the work pod, atmoprobes, and landing drone. There is a remote probe bay door opposite the landing drone bay (on the other side of the ship) but it doesn’t show up in either of these projections.
The feature sticking out on the right of the upper wide portion of the ship is the lifeboat bay.
Astute observers will notice that I used the same engines from the assault scout. I’ve decided that after their introduction for the assault scout, this model design for Class A atomic engines has become fairly standard, at least on ships that want to be able to operate in atmospheres.
And that’s it for the model.
Printing
With the model in hand, it’s time to print it. I created the model, as usual at 1/1000th scale with 1mm on the model representing 1 meter on the actual ship. Normally I then export the final STL at 1/3000th scale which is the scale I’ve decided to use for my ships. However, this time I forgot to scale it down in the final model. But that’s not a big deal as I can do that in the printing software.
I started by printing a 1/3000th scale version of the ship. You can see it here with a pair of hull size 6 ships printed at that same scale, the sathar destroyer and the CDCSS Nightwind, a freighter. The other ship I have at that scale, the hull size 10 agriculture ship, is nearly twice the size of the destroyer so I left it out of the image (There is a picture of the Nightwind and sathar destroyer next to the ag ship in the linked post).
After printing that one, I printed one at 1/2000th scale, which is the scale I use to print the small assault scout miniatures. You can see the History’s Hope next to a Swift assault scout in the following image.
You can see that the engines are the same size (although they are rotated 90 degrees on the History’s Hope). Also if you look closely at the left side of the History’s Hope model, you can see the cut out in the hull for the remote probe launch bay that I mentioned above that wasn’t visible in the renders.
Looking at these small models, I’ve noticed that I need to put a few more supports on the undersides of the engines as they are not printing as clean or as straight as I’d like. But you only really notice on these zoomed in image. You have to remember that that assault scout is just 1″ tall.
What’s Next?
I’ve sent out the model file for this ship to may Patreon supporters. I’m planning on getting this one, along with the agriculture ship, UPF Freighter, and sathar fighter models, uploaded and available on DriveThruRPG with the rest of the models already there sometime later in the month. I really just need to sit down and upload them.
For the History’s Hope, I’m working on making digital deck plans as I’ve already noted. I have them all sketched out in my notebook, I just need to make the files. Then I’ll be doing a complete technical manual write-up for the ship with all it’s details. Which means I need to make a full color render of this ship like I did for the Swift Class assault scout. Any suggestions on a color scheme?
On the modeling front, it’s probably time for me to tackle the Privateer models. I’m getting the itch to do some more modeling so that will probably be where I scratch it to start.
What are your thoughts on the model and the ship? Let me know in the comments below.
This month sees the conclusion of the Beyond the Frontier series of modules (SFKH2-4) with UPF forces driving out the sathar from the FS30 system which is named Liberty. They also destroy a sathar starship construction center which will cripple the sathar efforts in the Frontier in the coming conflict, the wheels of which are already turning.
Also this month, the HSS History’s Hope makes it back to Frontier space for some much needed maintenance and starts back out to hopefully completely their voyage of discovery and the Saurians begin to set up an initial settlement on Clarion in the White Light system.
The last day of the month sees additional sathar ships arriving at their forward posts in preparation for the coming conflict. Next month with see the sathar forces set in motion and the opening shots of the Second Sathar War. If you want to follow along as events unfold, remember that I post the daily updates on Twitter. These posts are just the monthly summaries. As the battles play out, I’ll be doing posts on the day they occur as I described in my State of the Frontier post a couple of days ago. You can see a sneak peek (if you haven’t already) of these battle posts in the Battle of Stenmar post from a couple of weeks ago. That battle actually occurs on day FY61.281 but I provided it early to get feedback on the format.
Here are the most recent events in the timeline.
Date (FY)
Events
61.234
– Investigating the wreckage of the ships that attacked the HSS History’s Hope points to the involvement of the Family of One but the evidence is inconclusive. The ships repair what damage they can and resume preparations for the jump to OFS224.
– On-board preparations complete, the first shuttle loads of materials for their new settlement depart the 7th saurian Ark Ship for the surface of Clarion.
– Within hours of their landing, protesters arrive at the saurian settlement site and attempt to disrupt the operations. However, the Clarion Royal Constabulary, already on-site to maintain order, quickly gets the situation under control.
61.235
The HSS History’s Hope jumps to the OFS224 system on high alert. However, there is no indication of hostile forces and they begin preparation for the jump to Scree Fron.
61.236
– Two destroyers, slated to join Strike Force Meteor, are completed in the Hentz (Araks) shipyards. They begin a shakedown cruise to Prenglar via the Gruna Garu system.
– Strike Force Nova jumps into the White Light System and begins decelerating toward Clarion.
– The UPF ships under Command Reider in the FS30 system initiate Operation Cracker to attack and draw off the sathar ships from the occupied Mhemne L4 station.
– The ensuing battle of Operation Cracker manages to destroy many the remaining sathar fighters in the system which seemed to have very poor pilots. The sathar LC and AC retreat to the strong defenses of the planet’s moon.
– Simultaneous with Operation Cracker, the CMS Osprey, UPFS Eleanor Moraes and the two captured sathar shuttles lift off from the surface of Snowball and approach the L4 station.
– Gaining access to the L4 station, the UPF/Mhemne forces wage a running battle with the sathar forces occupying the station in an attempt to capture it before the sathar can destroy the station and kill the inhabitants.
– Having successfully captured the L4 station, the UPF and Mhemne forces brace for a sathar counterattack.
– Instead of attacking, the sathar abandon their positions on Snowball’s moon, the planet’s surface, and head to the L5 station. All sathar installations are destroyed by nuclear blast. Surprisingly, the Mhemne installations and cities are not destroyed.
– After collecting fighters at the L5 station, the remaining ships begin accelerating for a jump out of the system. As they leave L5 station, the sathar ships under construction at the L5 station are destroyed by explosions.
– After waiting to ensure the sathar don’t double back, Commander Reider pursues the sathar vessels as they continue to accelerate. The sathar send their inexperienced fighters after the UPF ships which are destroyed in the ensuing fight. The UPF remain safely out of range of the sathar ships’ heavier weapons as they trail them out of the system.
– Sathar SCC#4 (OFS111) completes a frigate
61.237
After a week of additional patrols in the FS26 system, PG Meteor begins acceleration for a jump back to the Theseus system.
61.238
Due to the scrutiny after the rubies deliver, Obar Enterprises takes some lower profile cargos for the next few runs on their secret jump route between Truane’s Star and Cassidine. While not as profitable as the last few runs, they still gross 1.365 million credits.
61.239
News of the events in the FS30 system leak to the public on Gran Quivera (Prenglar). The Frontier Peace Organization stage a protest outside the Council of Worlds building demanding a cease of hostilities against the sathar and a stop to Spacefleet expansion.
61.240
– The HSS History’s Hope and her remaining escorts jump in the Scree Fron system and begin decelerating to Hakosaur.
– Strike Force Nova arrives at Clarion and settles into berths at Fortress Redoubt. They open communications with the commanders of the saurian vessels to arrange a meeting between the ship captains to discuss sathar tactics observed by both forces.
– The sathar HC and AC from FS30 jump into the OFS179 system, they maintain their high velocity and begin calculations for a jump to the OFS 168 system. Commander Reider turns his ships around to return to the inner system.
61.241
Responding to the activities of the Frontier Peace Organization, the Anti-Satharian League stage a counter protest demanding even greater Spacefleet and Star Law funding. The two groups clash and the Port Loren police have to intervene to stop the fighting.
61.242
– The commanders of the Strike Force Nova vessels meet with their saurian counterparts. Over the next 6 days, they host each other on the various ships and stations and trade intelligence on the sathar.
– While most of the information on the sathar flows from the saurians to the UPF, the recent experiences of the Discovery Squadron provide some information to flow the other direction
61.243
After months of negotiations, the Consolidated Nebula Energy Group has signed on all the independent power distributors on Groth (Fromeltar) and many distributors on Terledrom (Fromeltar) and Inner Reach (Dramune). They continue to recruit others and begin sending delegates to other systems as well.
61.244
The HSS History’s Hope arrives back at Hakosaur and lands at the starship repair facility on the surface. While the ship goes in for maintenance, the crew take a much-deserved rest and spend time with their families.
61.245
The two UPF destroyers arrive at Hargut (Gruna Garu), while the rest of the crew takes a bit of shore leave, the astrogators get to work immediately on the calculations for the long jump to Prenglar.
61.246
– The sathar forces in the Sauria system, having finished the cleansing of that system, begin accelerating for a jump to the Tischen system, the first leg of a journey back to their base in OFS228, the site of another sathar starship construction center (SCC#10)
– PG Meteor arrives back at Minotaur Station (Theseus). They transmit their findings in FS26 back to UPF Headquarters. The crews are given 3 days of shore leave.
– The sathar HC and AC from FS30 arrive in OFS168. They begin calculations for a jump to OFS167.
61.247
– Initial jump calculations complete, the two UPF destroyers at Hargut (Gruna Garu) leave the station and begin accelerating for their jump to Prenglar.
– Commander Reider arrives back at Snowball with PG Lancet. The CMS Osprey is released to return back to Clarion (White Light). It begins accelerating for a jump back to Waller Nexus.
61.248
– Meetings with the saurians complete, Strike Force Nova departs Fortress Redoubt and begins accelerating for a jump to Madderly’s Star.
– Calculations complete, the sathar HC and AC in OFS168 jump into the OFS167 system. The begin decelerating to join the other ships rendezvoused there.
61.249
PG Meteor in split apart once more. 3 Assault scouts, keeping the PG Meteor designation, leave Minotaur station and begin accelerating for a jump to Clarion (White Light). The frigate and remaining assault scout, designated PG Liberty, start accelerating for a jump to Padda.
61.250
– The FS30 system, in consultation with the Mhemne population, is named the Liberty system in UPF records.
– After over a year on patrol, PG Virgo departs the Kazak system to return to the Frontier. It will make a high-speed transit back to Pale (Truane’s Star).
61.251
After a week of ship maintenance and crew leave, the HSS History’s Hope emerges from the starship repair facility with a clean bill of health. The crew prepares to depart once again into the Yazira sector to continue their voyage of discovery.
61.252
The CMS Osprey arrives in the Waller Nexus system. They maintain their high velocity and begin calculations for a jump to the Padda system.
61.253
Preparations complete, and fully restocked with food and fuel, the HSS History’s Hope, along with three other vessels acting as escorts, leave Hakosaur (Screen Fron) for a jump to OFS224. They plan to make another high-speed transit back to YS07 to continue their exploration.
61.254
PG Liberty arrives in the Padda system where they maintain their high velocity and begin calculations for a jump to the Waller Nexus system.
61.255
– Sathar SCC#3 (OFS138) completes a heavy cruiser and frigate. These are the last of the ships that will comprise the initial volley of what will come to be known as the Second Sathar War.
– PG Virgo jumps into the Osak system and begins calculations for the jump to the Capella system.
61.256
– The two destroyers designated as part of SF Meteor arrive at Gollwin Station (Morgaine’s World, Prenglar).
– The CMS Osprey arrives in the Padda system and establishes contact with PG Liberty briefing them on the events in the Liberty system. They maintain their high velocity and begin calculations for a jump back to Theseus.
61.257
SF Nova arrives at the new Fortress Kdikit (Kdikit, Madderly’s Star). They begin a series of maneuvers to fine tune the station’s tracking systems.
61.258
– PG Meteor arrives at Fortress Redoubt (Clarion, White Light). UPF High Command decides to station the patrol group there indefinitely while the remainder of the ships for the strike force are completed. They will assemble here as they are finished.
– The SF Meteor destroyers are dispatched from Gollwin Academy (Morgaine’s World, Prenglar) with orders to join up with the other ships in White Light. They begin accelerating for a jump to Timeon.
– PG Liberty jump into the Waller Nexus system. They begin calculations for their final jump to the Liberty system.
– The CMS Osprey jumps into the Theseus system. Deciding to head straight home, they continue at high velocity across the system and begin calculations for the jump to White Light.
– The HSS History’s Hope and her escorts jump into the OFS224 system. They begin overhauling the ships’ engines and calculating their jump to OFS221.
61.259
After several weeks of intensive work, the first saurian dwellings on Clarion (White Light) are completed and ready to be occupied. They just need the power generator to be finished.
61.260
PG Virgo jump into the Capella system and begins work for the jump back to the Zebulon system.
61.261
PG Liberty jumps into the Liberty system and begins decelerating toward Snowball.
61.262
The first power generator at the saurian settlement is completed and brought on-line. The construction crews can now move into permanent residences and begin working on expanding the settlement.
61.263
– The CMS Osprey jumps into the White Light system and begins decelerating toward Clarion and home.
– The HSS History’s Hope and her escorts jump into the OFS221 system and begin work on jump calculations for the jump to OFS222 and work on overhauling the ships’ engines.
61.264
A small fleet of sathar ships, consisting of 1 HC, 1 AC, 1 LC, 4 DD, 2 FF, and 8 fighters), designated Sathar Battle Fleet F1 (SBF-F1) arrive at SCC#5 (OFS019) from deeper in sathar controlled space.