Can you believe it’s 2021 already? Time seems to be really flying. Probably because I’ve been so busy. Truth be told, I’m glad January is over. With the university starting up, it’s taken a bit to get settled into the new routine. Hopefully things have settled down and going forward it will be a little less hectic.
Looking Back
As expected, I wasn’t able to keep to a regular posting schedule this month, and probably won’t in February either. That said, I still managed to get five posts out (six if you include this one) even if they were relatively small ones.
We started with the usual Detailed Frontier Timeline post. Related to the timeline, there were two battle report posts (Battle of Theseus and Second Battle of Kawdl-Kit). There was originally going to be a third one (in the Kisk-Kar system) but looking at the orders of battle, the UPF decided it wasn’t in their best interest to get annihilated when they could fall back to a stronger position, so they evaded that combat. There is another battle coming (Battle of Pale) that should have been posted this month, but I’ve gotten a bit behind in the timeline posting and playing out the battles. With my reduced time to work on projects, I just haven’t had time to work through it. Also related to the timeline, the last post of the month was a discussion of the fleet designations I use for Spacefleet and the sathar.
The other major event was that we got issue 31 of the Frontier Explorer out the door. You can grab it on the Frontier Explorer website or DriveThruRPG. I’ll be working on getting the print version set up in the coming weeks.
Behind the scenes, there hasn’t been much happening as I’ve been settling into my new job as a computer science professor at the local university. I’m no longer working from home and that has required a change in everyone’s schedules. The biggest impact is that I have less free time, taken up by the drive to work, but I do get to spend more time with my wife as we drive in together (she’s been an astronomy professor there for 13 years now). That said, I did start working on a new 3D model, recreating a miniature from the Privateers box. The box calls it the Moonbright Stinger, but you may recognize it more as the Gullwind from the Dramune Run adventure. The picture at right shows where the model is currently at.
Looking Forward
We’ll have a timeline post as the first post of the month although it might be a few days late. I’ve got to get the timeline caught up and play out that last battle and I’ve fallen behind over the last week. There’s also going to be another battle later in the month. Those two fights are going to be pretty important and determine the way the Second Sathar War will proceed. So that means we should have two more battle posts this month.
I hope to finish the Moonbright Stinger model this month. I’m about 5 hours into it and probably have 5 more to go but I should be able to finish it up. All of the “positive” features are done, and now I need to go through and carve out all the features that are etched into the body of the miniature.
Otherwise, I don’t know what else we’ll see. I’ll probably spend a bit of time converting the files needed for the POD version of the Frontier Explorer to the new format. It is just the cover file that needs to change and I don’t foresee that being difficult, but it is going to take some time, maybe 20-30 minutes per issue. Although it is the same process for each cover and I I can use the same template for each issue so Imight actually be able to get each one done in 10-15 minutes. But with 30 back issue to process, I’m looking at 5 to 15 hours of work just for that. Assuming my estimates are correct. I’ll probably spread it out over a couple of months. But if you want the Frontier Explorer issues as saddle-stitched POD version, you’ll need to head over to DriveThruRPG and order them this month. I’ve also been asked about building omnibus editions of the Frontier Explorer and putting say 8 issues into 400-page soft or hardback editions. So I might look at that for both the Frontier Explorer and the Star Frontiersman.
Otherwise, I have ideas for a couple of starship related posts but those are going to require some work. And I hope to get back to the adventures I started with blog with years ago and make some progress on those.
Final Thoughts
Truth be told, I can’t believe I’ve kept the Detailed Frontier Timeline going for over two years. It has spun off some interesting side projects like everything related to the HSS History’s Hope. In fact, that is the only part of the timeline not specifically related to the Second Sathar War at the moment. But that’s okay since I originally conceived the timeline to focus primarily on the war.
If you have ideas or topics you’d like to see explored, feel free to reach out to me and let me know. I’m always interested in feedback.
I’ll end with a big thank you to all those who have supported me on Patreon over the years. You have really helped to keep this blog going. If you are already a supporter, thank you again. If you’re not a supporter, consider helping out.
As I’ve been working/playing through the Second Sathar War in the Detailed Frontier Timeline, I’ve used a bunch of designations for the various groups of ships that the UPF has created. It thought I’d give a quick overview of how I’m using them and what each name represents. This may evolve in the future, but it’s what I’m using at the moment.
Some Background
In the setting material, there are two designations explicitly given, namely Task Force (Prenglar and Cassidine) and Strike Force (Nova). It then goes on to say there are other patrol groups and strike forces exist. The exact quote from the rules is:
Each of these battleships is the flagship of a fleet task force. Task Force Cassidine (flagship: Admiral Harsevoort) is centered at Triad; Task Force Prenglar (flagship: Admiral Morgaine) is based at the UPF base orbiting Morgaine’s World; and Strike Force NOVA (flagship: Admiral Clinton) has a home base at Gran Ouivera, but spends much time patrolling the travel lanes of the Frontier.
Many smaller strike forces and patrol groups are active throughout the Frontier. The composition of these task forces does not remain constant, as ships are often reassigned from one group to the other. The patrol groups usually consist of one or two assault scouts and a frigate. Small strike forces often contain several frigates, a destroyer and a light cruiser.
p48 -Knight Hawks Campaign Book
From there, I’ve expanded things out a bit. Here’s what I’m currently doing.
Designations
Task Force (TF)
A task force is a large group of ships, centered on a battleship or heavy cruiser, that is organized for a specific purpose. In the case of Task Force Prenglar and Cassidine, I see that purpose as the defense of the two core worlds of the Frontier, which is why these task forces include the UPF minelayers and are named for the systems they defend.
Strike Force (SF)
Similar to a task force, a strike force is a larger group of ships that is centered on a light cruiser or larger vessel (but not an assault carrier, these are always ancillary vessels). The main purpose of a strike force is rapid deployment and offensive action.
The main difference between a task force and a strike force (other than the light cruiser requirement) is speed. In a strike force, no ship can have an ADF of less then two and thus the strike force is capable of risk jumps. The inclusion of a minelayer, with its ion drives and ADF of one, precludes this designation. For example, in the Detailed Frontier Timeline, the group that was going to be Strike Force Meteor initially has a minelayer added to it when the battleship arrives (in a few days from now in the timeline as I post this) so it gets the Task Force Designation instead of the Strike Force as originally intended. When the minelayer leaves, it will probably be reverted to the Strike Force designation.
As I’m writing this, I thought of a related designation that I have never used. That would be Rapid Strike Force (RSF) and would be a group that is all light cruisers or smaller and have a minimum ADF of 3. There would be no fighters or assault carriers in this group. But maybe that’s being a bit to specific.
Patrol Group (PG)
This is the generic designation for any group of Spacefleet vessels but typically carries the connotation of a traveling group that is moving around the Frontier. These groups could be organized for any reason, from pirate deterrence, to exploration, to local militia support, to just showing force around the Frontier.
A notable example of this from the Detailed Frontier Timeline was Patrol Group Virgo. Originally constructed to be a show of force in the Dixon’s Star system to help cool the corporate war heating up between PGC and Streel, it was augmented by some Streel vessels and the Truane’s Star militia to deploy to the Zebulon system to counter the imminent sathar threat there. (Had these ideas been more crystalized in my mind back then, I probably would have changed the designation at that point to Strike Force.) After that fight, and with the events surrounding the militia/civilian Discovery Squadron, they were deployed into the Rim to support the Flight. Thus they took on a number of different roles before finally being dissolved.
Repair Group (RG)
This is one I made up for the timeline. I needed a designation that allowed me to refer to a small group of ships that were currently non-combatants that were traveling to a shipyard for repairs and so the repair group was born. I don’t know that this one would get used much outside of wartime but I’m still thinking through its use.
Shuttle Group (SG)
This is another one I made up for the timeline but imagine that it could be used regularly. The specific use I invented it for was a designation to give an assault carrier that was transporting fighters between the shipyards and the systems (that don’t contain shipyards) where those fighters were going to be stationed.
The thought was that this was primarily for a non-combat role but if an assault carrier with 8-12 fighters showed up, pirates might very well think twice as they are definitely combat capable, especially against small numbers of vessels. But I can also see it being used in other contexts. For example, if you use the Jump Tug (Star Frontiersman issue 9, also a write-up on the starfrontiers.us website) in your setting, I can see Spacefleet having a few of these to move assault scouts and fighters over long distances to save on having to do overhauls every jump. In any case, this designation would be used for any group of ships, military or civilian, used by Spacefleet to rearrange their assets in the Frontier.
A Note on Sathar Designations
If you’re following the Detailed Frontier Timeline, you will have noticed that I’m referring to all the sathar fleets using SBF designations. SBF is short for “sathar battle fleet.” The SBF designation is then followed by a letter-number combination, i.e. SBF-E1 or SBF-J3. The letter designation simply represents the sathar starship construction center the fleet originated from and the number is just incremented for each fleet.
This was just a shorthand to help me keep track of the sathar ships. It doesn’t even reflect how Spacefleet would refer to them. They would probably either refer to them by the system they first appeared in or just give them incrementing some index for them.
Your Thoughts
Those are the designations that I’m currently using. Beyond the three main fleets (TF Prenglar, TF Cassidine, & SF Nova) I see most of the Spacefleet ships grouped into Patrol Groups as this is the generic designation. The others have more specific uses.
What designations (if any) do you use in your game? What other ones do you imagine Spacefleet using? Share your ideas in the comments below.
Earlier today, in the space around Kawdl-Kit, Task Force Cassidine engaged the invading sathar forces. After nearly an hour and a half of fighting, the last of sathar forces were destroyed.
While almost all of the Spacefleet vessels sustained serious damage, battle losses were light with the Task Force only losing three fighters and three assault scouts.
Hours after the battle, repair work for the heavily damaged assault carrier and battleship are still ongoing.
Vah’zen’rk – Kawdl-Kit Global Reporting
This one was a doozie. This was the longest lasting battle as far as number of turns of play go. Although that’s partially because the combination of speeds, damage, and lack of maneuverability caused everything to get spread out. You’ll notice the maps shift around a bit, especially toward the end as I shifted the view to keep the main part of the battle in view. I might have to shift to a larger map grid. As always this fight held a few surprises, not the least of which was the final outcome.
Background
Reinforced with some additional ships from SCC#10, veterans of campaign against the saurians, SBF-B2 reenters the K’tsa-Kar system with the intent to wipe out Task Force Cassidine. The UPF forces, while somewhat outgunned, are determined to hold the line here.
Order of Battle
Task Force Cassidine
6 Fighters
3 Assault Scouts
2 Frigates
1 Light Cruiser
1 Assault Carrier
1 Heavy Cruiser
1 Battleship
Sathar
7 Fighters
1 Frigate
6 Destroyers
1 Assault Carrier
2 Heavy Cruisers
The Battle
Setup
Task Force Cassidine elects to hold the battle around the planet, hoping to use the planet’s gravity well to their advantage even though there is no longer a station there. With no station to defend, the UPF form up in a broad line far back from the planet and the oncoming sathar forces to give them time to study the sathar deployment before committing. The capital ships are moving at speed 15 while the fighters and assault scouts are moving at speed 25. The six seeker missiles (from the battleship and heavy cruiser) are deployed in an arc on the side of the planet the sathar are approaching from.
The sathar, also cautious for this major battle, come in relatively slow, with their capital ships moving at speed 10 and fighters at speed 20. The assault carrier, escorted by the frigate, take the center position with a heavy cruiser on either side which is in turned flanked by a trio of destroyers and a flight of fighters.
Turn 1
While the sathar destroyers all accelerate to speed 13, the rest just drift forward at their current speed.
Closing ranks to defend against the expected oncoming flights of fighters, the light cruiser and assault scouts join the battleship while the frigates join up with the heavy cruiser and assault carrier. The fighters slow to speed 20 to remain out of range of all of the approaching sathar ships except possiblly the lower flight of fighters.
No shots are fired as everyone is still out of range.
Turn 2
Yhe upper flight of sathar fighters accelerate to speed 25 and make a pass at the upper group of ships, firing on assault rocket each at the assault scouts and light cruiser. The lower flight make a pass at the UPF fighters and fire an assault rocket at three fighters in that group. The sathar destroyers accelerate to speed 16 and fly out to the flanks with the upper group turning to head back into the fight while the lower group keeps their forward firing weapons aimed at the UPF fighters. The heavy cruisers accelerate to speed 12 and turn to cross in front of the planet while the frigate and assault carrier remain at speed 10 but turn to pass below the planet.
Defensively, all of the UPF ships fire at the upper group of incoming fighters, while the more distant ships don’t connect, it adds to the crossfire and shots from the closer ship manage to destroy three of the four fighters while almost destroying the fourth (it has 1 HP left).
The surviving fighter fires at the light cruiser and knocks out its engines, it will be stuck at speed 17 until it can get those repaired. The lower flight of sathar fighters all hit with their assault rockets destroying three of the UPF fighters (half the flight).
The UPF activate two of the previously placed seeker missiles. Upon activation, each of them detects the nearby heavy cruiser and accelerate, driving home into the ships. Both cruisers fire 3 ICMs to attempt to intercept the missiles but they fail. The upper cruiser has its ICM launcher knocked out while the lower suffers a devastating hull hit (76 HP – double damage) nearly destroying it.
Ignoring for a moment the fighters and the upper group of destroyers, the UPF ships focus on the other capital ships. The remaining fighters, the assault scouts, and the frigates and make a pass at the lower group of destroyers. The heavy cruiser and assault carrier go after the severely damaged heavy cruiser and the sathar frigate, while the battleship and light cruiser go after the other heavy cruiser.
Defensively, the frigate, upper heavy cruiser, and assault carrier focus their fire on the UPF light cruiser damaging its maneuvering, taking out its laser and proton battery, slightly damaging its hull, and starting an on-board fire. The heavily damaged heavy cruiser fires at the UPF assault carrier knocking out its engines (stuck at speed 16) and severely damaging its hull (a little over 1/3 of hull integrity lost). The lower flight of destroyers focus their fire on two of the assault scouts. One is lightly grazed suffering a 20% hull integrity reduction while the other is destroyed.
Under combined fire from the UPF light cruiser and battleship, the upper sathar heavy cruiser has its maneuvering and proton battery knocked out, and suffers a 43% hull integrity loss from multiple hits. While the UPF assault carrier misses, the UPF heavy cruiser finishes off the heavily damaged sathar heavy cruiser with it’s pair of laser batteries. The shots by those ships at the frigate are much better. The frigate manages to intercept the heavy cruiser’s torpedo with its ICMs, but the sathar vessel is hit with the cruiser’s disruptor cannon and rocket batteries from both vessels damaging its damage controls system and reducing its hull integrity to only 8%.
The lower flight of sathar destroyers doesn’t fair much better. The lead destroyer is hit by an assault rocket and laser battery inducing a navigation control hit and suffering 28% hull integrity reduction. The second is hit by an assault rocket from one of the fighters which scores a critical hit and the laser cannon from one of the frigates and is destroyed by the damage inflicted. The last destroyer is hit by two laser batteries and an assault rocket knocking out 54% of its hull integrity.
Turn 3
The surviving heavy cruiser, having no MR, accelerates to speed 14 to come in range of the assault scouts and frigates. The seriously damaged frigate just drifts forward at speed 10 and the assault carrier follows it but accelerates to speed 12 and turns to cross its path near the end of its move All three ships fire at the UPF assault carrier. The upper flight of destroyers swoop down and are joined by the surviving fighter from the upper flight. They unleash everything they have at the UPF battleship. The lower flight of fighters loop around and fire on the UPF frigates (2 AR at one and 1 at another) while one of the destroyers loops around to fire at the lead assault scout with everything but it’s torpedo which it fires at the second frigate. The destroyer with the navigation control hit loops away from the fight but fires at the remaining assault scout as it passes by. The fire on the UPF light cruiser damages its combat control system.
Defensively, the frigates and assault scouts fire their laser batteries at the oncoming fighters destroying one and lightly damaging another. The frigates fire their other weapons at the damaged destroyer making the attack on them knocking out another 30% hull integrity and short circuiting out its screens and ICMs.
The UPF heavy cruiser and assault carrier fire their laser batteries at the sathar frigate (short circuiting its screens and ICMs and inducing a navigation control failure) and all their other weapons at the passing heavy cruiser. The battleship and light cruiser fire their disruptor cannons at the heavy cruiser, which combinded with the fire from the heavy cruiser and assault carrier, destroy that ship. They fire 2 laser batteries at the incoming fighter but miss and concentrate the rest of their weapons on the lead destroyer damaging its damage control system, inducing a fire, and nearly destroying it with a critical hit (only 8% hull integrity left).
The lone sathar fighter fire a salvo at the battleship. While most of the shots miss, the ones that hit are significant. The fighter’s assault rocket knocks out the battleship’s ICMs, the lead destroyer’s torpedo scores a critical hit knocking out 25% of the battleship’s hull, and the second destroyer scores a critical hit with its rocket battery taking out another 22% of the hull.
The UPF assault carrier is hit by both the sathar frigate and assault carrier knocking out its proton and laser batteries and multiple hull hits knocking another 40% off of it’s hull integrity. Shots at the surviving assault scouts destroy the lead assault scout while completely missing the other one. The lead UPF frigate is hit by an assault rocket damaging its engines while the other is hit by an assault rocket and torpedo knocking out nearly half its hull and acceleration ability.
The UPF light cruiser, with its engines nearly completely off line, turns to starboard and drifts down toward the lone sathar destroyer at the bottom of the map. The battleship turns hard to starboard and flies down over the wounded sathar frigate and flying past the assault carrier. The surviving UPF fighters and assault scouts loop around and make a run at the sathar assault carrier. The two frigates go after the lone sathar destroyer at the bottom of the map and loop back toward the main fight. The UPF assault carrier, severely damaged and with its engines disabled, drifts away from the fight escorted by the UPF heavy cruiser. The fire on the sathar destroyer rampages through the ship knocking out its engines and damaging its combat controls system
Defensively, the upper flight of sathar destroyers once again concentrate all their fire on the battleship, hoping to do better defensively than they did offensively. Their hope is in vain however as only one hit does hull damage (reducing it by another 10%) but they also induce a navigation control malfunction, knock out its stasis screen, and damage its combat control systems.
The lone sathar destroyer in the middle of the fight fires at the UPF assault carrier short circuiting its defensive systems and reducing its damage control capabilities.
The lone destroyer at the bottom of the map with the navigation control malfunction focuses its fire on the more damaged frigate knocking out it’s laser cannon.
The sathar frigate and assault carrier fire their energy battery weapons at the incoming UPF fighters (one is hit for a 38% hull integrity reduction) and the frigate fires its rocket battery at the assault scout (critical hit destroying the scout) and laser cannon at the battleship as it flies by (that’s the shot that induced the navigation control hit mentioned above).
The UPF fighters fire at the sathar assault carrier but only connect with one assault rocket knocking out the carrier’s maneuvering. The frigates work to finish off the damaged destroyer with the navigation hit but only manage to hit with a single laser battery inducing an onboard fire.
The light cruiser fires at the second destroyer in the upper group as it flies away hitting with its laser, proton, and electron batteries damaging it’s hull and weapons before the light cruier’s torpedo slips past the ICMs launched by the destroyer and scores a critical hit, destroying the sathar ship.
The battleship fires it’s disruptor cannon and a laser battery at the frigate hitting the laser battery and destroying it, two laser batteries at the damaged destroyer in the upper group, one of which connects destroying that ship, and the rest of its weapons at the third destroyer connecting with the electron battery and torpedo and knocking out 70% of the sathar vessel’s hull integrity.
Finally, the assault carrier and heavy cruiser fire at the damaged destroyer in the middle of the map destroying it with multiple hits.
While the UPF ships are fairly damaged, they are definitely in control of the fight at this point.
Repair Turn
On the UPF side, the damaged fighter fails its repair attempt on its hull which will have to be repaired at a shipyard, luckily it is still over 50% hull integrity and doesn’t have to worry about breaking up. The second UPF frigate and the battleship both manage to repair some of their hull while the battleship also effects repairs to its combat control system. The light cruiser gets its fire under control while the assault carrier repairs its damage control systems.
On the sathar side, the two damaged fighters repair their hull while the surviving destroyer from the upper group fails its hull repair, leaving it permanently damaged below 50% hull integrity. The other surviving destroyer gets its fire under control while the assault carrier repairs its maneuvering and combat control systems.
Turn 4
Recognizing that they can’t win, the sathar attempt to at least finish off the already damaged ships. To that end, the upper destroyer and 3 fighters go after the assault carrier. Though severely damaged, the destroyer manages to hold together (rolled 37 with a 30% breakup chance). The assault carrier turns away from the battleship and accelerates as much as possible. The other sathar destroyer, although it put its fire out, still has a problem with its navigation control system and pulls a turn to port. It also accelerates.
Defensive fire:
The UPF assault carrier and heavy cruiser fire defensively at the sathar fighters, using their ICMs to defend against the incoming torpedo, managing to destroy two of the three fighters. The battleship fires everything it can at the assault carrier causing significant system damage (all maneuvering, navigation control damage, half engine capabilities, and knocking out its ICM launcher) and some minor hull damage (20%). The UPF light cruiser and frigates fire long distance shots at the other destroyer but the shots all go wide.
The sathar fighter fires its final assault rocket at the UPF assault carrier knocking out that ship’s masking screen system. The sathar destroyer hits the assault carrier with its laser battery and a rocket battery but only causes minor hull damage (15% hull integrity reduction). The sathar assault carrier hits the UPF battleship with both of its energy weapons inducing a loss of navigation control and some minor (~6%) hull damage. However, that is enough to put the battleship below 50% hull integrity and with the navigation control damage, it could break up
At this point, I really thought we were going to loose the battleship. Especially when it takes even more damage as part of sathar defensive fire phase of this round. But that same destroyer saved the battleship as well. This is where the damage to all the ships combined with their high speed, really started to spread things out. Any of the ship staying in the fight (mainly the UPF light and heavy cruisers) I tracked on separate maps so they could loop around and come back in if the fight lasted that long.
The battleship, with its navigation control damage pulls a turn to port. Luckily its damaged hull holds together (rolled 24 on 14). The frigates, unable to reach the assault carrier, go after the destroyer at the top of the map. The light cruiser, with its limited maneuverability turns to try to come back around to the battle area. The UPF fighters make a final run at the sathar assault carrier before turning to return to their assault carrier. They also activate two more seeker missiles, one accelerates and slams into the remaining sathar fighter destroying it. The second starts to go after the battleship but as the battleship flies away, turns its sights on the sathar destroyer.
Defensively the sathar assault carrier misses its shots at the UPF fighters while the sathar destroyer hits the battleship for another 5% hull integrity loss and knocks out all of its maneuvering. The sathar destroyer connects with the damaged UPF frigate knocking out some of its engines and nearly destroying it.
Two of the three assault rockets from the UPF fighters connect with the sathar assault carrier, one of which scores a critical hit and between the two of them reduce the carriers hull integrity by another 64%. The UPF frigates, assault carrier and heavy cruiser all fire at the remaining sathar destroyer at the top of the map connecting with multiple weapons and destroying it. The battle ship hits the destroyer at the bottom of the map with a laser and electron battery reducing its hull integrity by another 24%.
Turn 5
The two remaining sathar ships are heavily damaged. The assault carrier just drifts away while the destroyer, with its navigation control system damaged pulls a hard turn to starboard and accelerates to speed 19. It doesn’t break up from the strain.
Defensively, the battleship is the only ship in range and it opens fire on the destroyer hitting with all of its battery weapons damaging its combat control system and short circuiting its defensive systems, knocking out its torpedo launcher, reducing its maneuverability, and slightly damaging its hull (6%).
Offensively, the destroyer fires back at the battleship and hits with both its rocket battery and a torpedo (the battleship’s ICM launcher is damaged) which both damage the battleships hull and nearly destroy it. It has only 6% hull integrity left.
If the destroyer hadn’t knocked out the battleship’s MR, it would definitely have broken up from the strain of the turn this round.
The seeker missile reverses course and heads after the battleship and sathar destroyer, the undamaged UPF frigate turns and accelerates to speed 24 to chase after the sathar assault carrier. The UPF heavy cruiser (off the top of the map) with no foreseeable danger to the damaged UPF assault carrier, turns and starts to pursue the sathar assault carrier as well. The light cruiser (off the bottom of the map) continues to slowly turn back to the combat area and the damaged battleship, frigate, and assault carrier just drift on their current course. Finally, the fighters start to close with the assault carrier to board and rearm.
Defensively the assault carrier fires at the oncoming frigate but misses. The destroyer takes its final shots at the battleship hitting with its laser battery. Unfortunately for the sathar, it only damages the battleship’s engines instead of damaging its hull.
Offensively, the battleship fires its final salvo, including a torpedo at the destroyer but only hitting with an electron battery damaging its engines and a proton battery knocking it out its rocket battery launcher . The UPF frigate fires at the sathar assault carrier but doesn’t hit at the extreme range.
Turn 6
The sathar assault carrier continues to drift while the destroyer’s navigation damage causes it to pull to port and fly up toward the planet, its reduced maneuverablity reducing its chance of breaking up and spreading out its movement. Defensively the frigate fires once again at the assault carrier, this time dialing in the range and hitting with both the laser battery (damaging the combat control system) and the laser cannon (16% hull integrity), nearly destroying the ship. The assault carrier returns fire but misses.
The UPF frigate chases down the assault carrier and surviving the defensive fire (laser battery hit for 18% hull integrity), hits the carrier with its laser cannon for 20% hull integrity and a rocket battery knocking out is proton battery and destroying it. The seeker missile continues to pursue the destroyer.
Repair Turn 2
The two UPF frigates, assault carrier, and battleship all repair some of their hull while the assault carrier also repairs the short circuit in its defensive systems and the light cruiser restores complete maneuverability.
The sathar destroyer manages to repair 18% of its hull
Turn 7
The destroyer’s navigation control damage causes it to turn to port toward the light cruiser and it accelerates to continue to stay away from the seeker missile. The light cruiser, its maneuvering repaired continues a wide turn to avoid the seeker as well, otherwise, it could have closed on the sathar ship. The frigate turns after destroying the assault carrier, accelerating to chase after the destroyer. No shots are fired.
Turn 8
Continuing to accelerate, the sathar destroyer’s navigation damage turns it to starboard and it passes within 40,000 km of the light cruiser. Defensive fire from the more distant frigate misses, but the light cruiser connects with its electron battery knocking out the destroyer’s masking screen. The destroyer returns fire and hits with its electron battery knocking out the cruiser’s ICM launcher.
The seeker missile continues to chase the ships but can’t catch them at their high speed. The light cruiser turns to run parallel to the sathar destroyer’s path. The frigate loops around and comes up directly behind the destroyer and the heavy cruiser completes it large turn and comes in directly at the destroyer.
Defensively, the destroyer fires at the frigate as it closes but misses with everything.
The light cruiser can only fire it’s EB and misses. The frigate fires its energy weapons (everything else is expended) and scores critical hits with both knocking out 52% of the sathar destroyer’s hull integrity (it only has 6% left). The heavy cruiser opens up with all of its energy weapons but misses as well.
Turn 9
Now severely damaged after the hits from the frigate, and with the navigation control damage causing it to pull to starboard, the strain on the sathar destroyer’s hull is too much and the ship breaks apart as the crew tries to save it.
Task Force Cassidine has won the day, and while most of the capital ships are damaged (the heavy cruiser is the only one unscathed), they have only lost 3 fighters and three assault scouts. The crews get to work immediately upon field repairs.
Final Repairs
The frigate still in the fight completes its repairs in another half hour and just needs a reload to be fully operational. An hour an a half later the light cruiser finishes its repairs. An hour after that the other frigate completes as much repair as it can, its hull is only at 73% integrity but the rest of the work is going to need to be done at a shipyard. Another hour and a half (4.5 hours after the battle ended) the assault carrier completes all of its repairs. Finally, 6 hours after the battle is over the battleship completes the repairs of all its systems except for its stasis screen which is going to require a work in a shipyard.
Lessons Learned
I was really surprised the UPF did as well as they did. I really thought the sathar were going to win this one or at least leave Task Force Cassidine gutted. From a purely hull point perspective, the sathar had the advantage 631 to 518. Some lucky damage rolls, like the seeker missile doing 76 HP to the heavy cruiser on round two, and bad rolls on the sathar’s side, definitely helped tip the scales in their favor.
The other problem was that the sathar just couldn’t manage to finish off the UPF ships. The UPF battleship, one of the frigates, and the assault carrier were all nearly destroyed. They all were down to single digit hull points during the fight. The sathar just couldn’t manage to get the killing blow in. Those low hull points were late in the battle (expect for the assault carrier) so eliminating the ships would not have made much difference in this fight but eliminating them would have definitely helped the sathar’s war effort later on. As it is, Task Force Cassidine is almost completely intact. They will have to replace some fighters and assault scouts, but that’s relatively easy compared to having to replace a battleship and assault carrier.
What did you think of this fight? What should either side have done differently? Share your thoughts in the comments below.
A lone sathar frigate, detected three days ago shortly after it entered the system was engaged today by two militia assault scouts. While one of the assault scouts was heavily damaged in the encounter, the militia ships eliminated the enemy vessel in a single assault run.
Speculation rages as to the origin of the sathar vessel. There are unconfirmed reports that Spacefleet has established routes outward from Theseus toward the Great Void. Could it be that the sathar are coming in along those routes?
Victoria Sorensen, StarPlay News
Background
A lone sathar frigate jumped into the Theseus system as part of an effort by the sathar to chart a route to the Frontier from the Liberty system. Due to an alert that the ship was headed in that general direction from the forces of PG Liberty, the Minotaur militia was on alert and patrolling the system. The frigate was detected by two of the militia assault scouts and they vectored to intercept. Unable to jump out of the system before being caught, the frigate turns to fight the oncoming militia ships. This battle occurs in deep space.
Order of Battle
Minotaur Militia
2 Assault Scouts
Sathar
1 Frigate
The Battle
Setup
The opposing forces enter from opposite sides of the map. The militia are moving at speed 30 while the sathar frigate is moving at speed 20. The militia are the attackers in this scenario and will move first. The sathar are not necessarily trying to destroy the militia ships but rather escape the battle.
Turn 1
The two forces close with each other but no shots are fired. The militia ships swing wide to flank the sathar and maintain their speed. The sathar frigate changes course to go after the upper assault scout and uses its maximum acceleration but remains just out of laser canon range.
Turn2
The closer assault scout turns to avoid flying into range of the frigates laser cannon and loops around, remaining at speed 30 and ends in a position to fire its assault rocket at the frigate. The farther assault scout accelerates to speed 34 and makes a pass at the frigate firing its assault rocket from the same position where the other assault scout ends its movement but flits out of torpedo range to end its move.
The frigate focuses its fire at the closer assault scout while firing all of its ICMs at the incoming assault rocket from that ship. The laser battery hits for 8 HP of damage. The ICMs are ineffective and both assault rockets slam into the sathar frigate. The laser battery from the second assault scout also hits the sathar vessel. The combined damage from both ships obliterates the sathar frigate and that quickly the fight is over.
Repairs
Unable to repair the hull damage, the wounded assault scout heads carefully back to Minotuar where it will enter the starship construction center for repairs.
Lessons Learned
The sathar should have matched the militia ships’ speed. Or at least started at speed 25. If it had, it could have brought at least its laser canon and laser battery to bear on the lone assault scout on turn 1 and possible even its rocket weapons (if it had started at speed 30). That would have significantly changed the outcome of the fight as it would have had another salvo at the militia and could have possibly eliminated one of the ships right away.
Once again this went faster than I expected. The damage rolls for the attacks were 18 and 20 HP for the assault rockets and 10 HP for the laser battery. While I rolled well for the damage effects (all of the hits did hull damage which I wasn’t suspecting), I actually rolled really low on damage for the assault rockets as both of those were double damage rolls! They should have done more on the order of 30 HP each. But it was still enough.
The sathar have part of the route to the Frontier from Liberty mapped, but because of the misjump the frigate made, the route in not complete.
As I mentioned in the last State of the Frontier post, one of the projects I want to tackle is to make print versions of the Star Frontiersman issues available for those that want them.
Once upon a time, the first 17 issues were available with black and white interiors from Lulu. However, with the trademark kerfluffle a couple of years ago, WotC had Lulu take them down. I have copies of all of these (ordered in a batch just before they were no longer available) and they are okay, but being black and white, lack something compared to the full color PDFs.
Plus, I found that the page registration was lacking on several of them. This manifested by having the border not on the edge with a gap around them on some sides. I suspect that this registration issues are simply a by-product of the way Lulu does its printing. It uses the original PDFs with no bleed. That combined with the fact that it prints the pages oversized, binds them, and then trims the pages to size means that things like that are going to happen. I was just surprised by how bad it was in some cases.
At some level, that is neither here nor there as those versions are no longer available.
What I want to do is make full color versions (like the PDFs) available via print-on-demand through DriveThruRPG. Much like the issues of the Frontier Explorer. While there are several hurdles to making that happen, the biggest problem is that most of the original (non-PDF) files for the early issues have been lost due to hard drive failures or the person who had the files leaving the gaming scene and dropping out of contact. I have issues 9-11 (I edited those so I have the original files) and can get issues 19-25. But for the others, I just have the PDFs.
This is an problem because the files I need to supply to DriveThruRPG for print editions are different than just the regular PDFs. First, I need a separate file for the cover (front and back combinded) and then a file for the interior pages. Both of those need a “bleed” region where the images and border art extend beyond what would be the printed part of the page to handle minor variations in the printing process – those same registration issues I saw with the Lulu prints. PDFs are not designed for extensive editing and having the original files would make things easier.
And truth be told, if it weren’t for the border art on the pages of the Star Frontiersman, this wouldn’t be too much of an issue. I could just increase the page size and be done. Of course, that means there wouldn’t have been the noticeable registration issues in the Lulu printed ones either. But those borders are definitely a problem. In fact, that’s exactly why the Frontier Explorer doesn’t have page borders; I didn’t want to have to deal with this issue and we were planning on print-on-demand versions of the magazine from the very beginning.
Additionally, in the Star Frontiersman, those borders changed starting in issue 7 and the new border art looks like it extends off the edge of the page. Which would be great for the bleed. Except that the border was drawn to exactly fit the page, not factoring in bleed. It has been dealing with these borders that has been the biggest concern that has kept me from really getting started on this project for the past few years. Having the original files would make it not so daunting but working with the PDFs is not easy. However, issues 11 & 12 will be easy to do as we changed the border on those issues to a much simpler line border. This is because we had feedback from readers saying that they were printing out the issues at home and the complex, detailed border was using up a lot of ink. So we went with a simpler border. But the magazine reverted back to the complex border starting in issue 12 again. And in fact, some of you may have issues 11 and 12 with the complex border as Larry changed the border on those issues and re-uploaded the new version. I think the ones on DriveThruRPG have the more complex border while the ones on the magazine website have the simpler border.
Another problem is that later issues of the Star Frontiersman, also starting with issue 7, had cover images that fill the entire cover. The first six issues had the cover images in a frame and just a solid blue color for the rest of the cover. This was really easy to extend to make a bleed region for printing the cover. For all the later issues, I need to try to find the original cover images (which were almost guaranteed to be cropped to fit the cover) so I can get the rest of the image for the bleed on the cover. Otherwise, I’m going to have to do something to extend the cover to give it a bleed region, possibly, just using a black region.
Those are the hurdles. And they are understandable as the Star Frontiersman was never conceived to be a printed product and was designed as a digital product. In fact, the first few issue were just something Bill whipped up to give to his players, they weren’t even originally designed for public distribution. To get the POD version, we’ll just have to work around these hurdles.
Getting Started
In November 2020, I decided to bite the bullet and see what I could do. I started by trying to tackle the first six issue of the magazine. As I mentioned above, the covers for issues 1-6 are nice in that they just are a solid blue that extends to the edges with the image in a frame. Making the POD file for the covers was easy enough. Using my 4K monitor, I rotated the cover sideways, put it in to full screen mode, and did a screen capture. This gave me a fairly high resolution image of the cover which I scaled to the correct resolution for the print file. I then just had to fill in a little bit of the blue color for the bleed (and a bit of black for the issue block). And then I was done. (I actually did that last, after figuring out the interior). Here’s what that file looks like:
The interiors of those six issues are also the same (almost) but took a bit more work. The interior pages were designed to look something like a file folder with a hatched background. The challenge was to extend this hatching out beyond the original page edge for the bleed and have it line up a closely as possible. If I had the original files, I could probably just change the page size to include the bleed area, check that the images didn’t move, and be done (That’s what I do with the Frontier Explorer) as I suspect that they were just using a pattern as a background. Unfortunately I don’t, and working with just the PDF version was going to take a bit more work.
What I have to do is a multi-step process. First I have to increase the size of the pages in the PDF to be the correct size for the POD version and include the bleed region (which is 1/8th of an inch on the top, bottom, and outside edges). Then I have to add the content for the bleed. This will be done by adding a background to each page of the file that extends the hatching out to the edge. The left and right pages have the hatching going the opposite direction. Luckily, they are mirror images of each other (or, as it turns out, nearly so).
So the main task was to make a background image that I could drop in behind the existing pages that lined up with the existing hatching border. I started with doing a high resolution screen capture of a page of the magazine. I then imported that into GIMP, enlarged the image size to be the correct size for the bleed, and deleted all the content except the border and hatching. Finally, I used regions where the hatching was prominent to grab a pattern and replicated that all around the edges. It turned out it didn’t exactly line up in places which required a bit of tweaking but in the end I was able to get a pretty good image. I then mirrored it to get the background image for the facing pages. Here’s what they look like:
Finally I added the background into the expanded PDF pages. This is where I discovered that they weren’t exactly mirror images of each other but I was able to shift things to line everything up well enough. Remember, if all goes well, this bit that I’m adding will get cut off and you’ll never see it. It’s just there as a contingency.
I did all that for issue 1 and sent the files off to the printer. And then I waited. It took about two weeks for the print proof to come back. Looking over it, it all looked fine. I could see some small variations that I knew were from the bleed area but I could only really notice them because I knew exactly what I was looking for. But that justified the work because if I hadn’t done it, there would be a bit of white border around the edges of the page.
And I have to say, I like the color. Here’s a picture of the Lulu black and white version next to the new color version.
Issues 2-6
With issue 1 looking good, I started working on the other issues. That actually went fairly quickly. Using the hard won experience of getting issue 1 set up, it only took about 20 minutes to convert each of the other issues to create the interior files.
Until I hit issue 6. I had never noticed, but issue 6 has a different hatching scheme. Instead of the diagonal lines, it uses a grid. So I had to make a new background image. But again, I knew what to do here and resolved that in quick order. Here’s the background images with the new gird that I used for this issue:
Once the interiors for those issues were complete, I created the cover image files for each issue. Again, this was a fairly straightforward and easy process. The biggest problem here was the fact that each issue is larger than the one before and I had to grab a separate template file for each one and adjust the size of the area used for the bleed and, due to the way the file is set up for the printer, shift the position of the barcode box (and the exact position of the classified ads on the back cover).
Speaking of the classified ads, due to their size, there is always going to be a bit of the lower right one that is cut off by the barcode that the printer uses to identify the cover and match it to its interior. This is just another casualty of the fact that the Star Frontiersman was designed with printing in mind. Luckily the box is fairly small and doesn’t have a large impact.
Print Proofs
With everything done, I uploaded the files for issues 2-6 and ordered print proofs. Strangely, even though I ordered them all together, they only printed issues 2-5 and sent them out. Issue 6 got delayed for a while. After waiting a couple of weeks, the print proofs showed up.
The covers all looked good and issues 2, 3, & 5 looked good inside. But when I opened issue 4, I got a bit of a surprise.
Somehow, they put the wrong interior inside my cover! Remember that barcode I talked about earlier. They print that on the cover and on the last page (which has to be black) of the interior and use them to match things up. In the case of this print, they don’t match. Something didn’t work and someone else’s interior got put into my cover and someone else got the Star Frontiersman interior in their cover. Oops.
By this point issue 6 still hadn’t shipped so I contacted DTRPG and they check on the status of issue 6 and got their printer to order me a new copy of issue 4. Issue 6 shipped a couple of days later and arrived just this week. I’m still waiting on the reprint of issue 4.
Available for Order
I had planned on posting this last week but was still waiting on the print proof of issue 6 to arrive. Now that it has, I’m making the first six issues available on DriveThruRPG. I haven’t gotten the corrected proof of issue 4 yet but given that the others look fine, and the error seems to be a mix-up of the printing process and not a problem with my files, I’m not too worried about it.
If you want printed copies of the Star Frontiersman, just head over to the Star Frontiersman page on DriveThruRPG and select the issues you want. Like the PDFs, these are pay what you want. The difference is that the minimum is not free (as it is for the PDFs), but the “at cost” price to print the book (i.e. no money to me, just to the printer). These issues range in price from ~US$3.75 to ~US$7.00. The exact price depends on where you are in the world (inside or outside the US as the print prices are a little different) and the page count of the magazine. Issue 6 is about the same size as an issue of the Frontier Explorer and so costs about the same. Some of the later issues are much larger, and so are going to cost more.
Also, I recommend you order as many as you can at once to save on shipping. At least in the United States, where I’m at, it costs basically the same to ship one issue as it does to ship five. In either case it’s about US$5.00 using media mail. I can’t speak for other shipment options or foreign shipping but I suspect it’s similar.
Going Forward
There are more hurdles for the remaining issues as I’ve mentioned. My plan is to work on these off and on over the coming year to make them available. As I do, I’ll post notices here that you can get them.
Once all the individual issues are up, I may go back and do omnibus editions that combine the individual issues into larger volumes. But that is something that will have to wait at least until 2022.
A new year and here’s the recap of the details happening in the Frontier over the past month.
The beginning of the month was the final battle of the initial sathar foray into the Frontier. There could have been a couple more but the sathar, being significantly outgunned, decided to fall back and retreat. Another sathar starship construction center joins the war effort and this month sees a lot of repositioning of ships as well as reclaiming control of the Liberty system. The sathar are getting ships into position for another major push in the coming month.
Early in the month, I started reporting all the movement of ships in and out of the UPF starship construction centers as Spacefleet took control of their operations. By mid-month, I realized that was a little much and scaled it back only reporting ships completed or started for Spacefleet and the militias. All the commercial construction and maintenance will not be mentioned.
Date (FY)
Events
61.295
– The HSS History’s Hope safely arrives in YS06 and begin working on a jump to the YS07 system.
– The CMS Osprey arrives back at Clarion and is quickly admitted into the shipyards for repair.
– TF Cassidine jumps into the K’aken-Kar system and begins decelerating toward Ken’zah-Kit. Once again they won’t make the initial engagement arriving a few days too late. However, they are determined to stop the sathar here if PG Meteor and the militia ships cannot.
– 15 HS of space opens in the CDC shipyards (Triad, Cassidine). Spacefleet starts construction on another light cruiser to finish filling the holes in their ranks and allows the Truane’s Star militia to begin construction of a final assault scout.
61.296
– With the loss of the Liberty system, and the massive losses in the initial foray into the Frontier, sathar forces and production from SCC#10 are committed to war effort against the Frontier. This adds 9 fighters, 3 FF, 5 DD, 3 LC, 2 HC, and 2 AC to the sathar roster in addition to the SCC’s production capacity.
– The CMS Osprey emerges from the Clarion shipyards fully repaired and ready for action once again. A small HS:4 yacht is moved in the SCC for maintenance.
– Battle of Ken’zah-Kit (K’aken-Kar) – The sathar obliterate the station with a single concentrated barrage but then are quickly destroyed by the combined UPF and militia forces. Besides the station, only a single militia assault scout was lost with damage to three other ships that will require time in a shipyard to repair.
– Sathar SCC#4 (OFS111) completes construction of a new frigate.
– Realizing that SF Nova will reach New Pale in time for the battle, and having a nearly 2:1 hull disadvantage against SF Nova, PG Virgo, and the remaining Truane’s Star militia, SBF-E2 reverse course and start plotting a jump back to Zebulon.
– 12 HS of space opens up in the CDC SCC (Triad, Cassidine). Construction is begun on two new assault scouts to replace those lost by the Kizk-Kar militia. The remaining space is given over to a HS:6 ship for annual maintenance.
– 22 HS of space opens up in the PGC shipyards (Gran Quivera, Prenglar). With Spacefleet’s immediate needs being met, they move two HS:11 ships in for maintenance.
61.297
– SF Nova arrives in orbit around New Pale. The crew spends the day resting from their hard trip as they watch the sathar begin to fall back. The remaining ships of PG Virgo are absorbed into the Strike Force.
– The White Light militia jumps back to their home system and begins deceleration toward Clarion.
– The UPF minelayer jumps into the Fromeltar system and begins decelerating to join up with the militia forces holding that system.
– With the loss of SBF-C1 in the K’aken-Kar system, and recognizing that they are out gunned by the UPF forces there, SBF-B2 does not jump to K’aken-Kar but begins decelerating back toward Kawdl-Kit in the K’sta-Kar system.
– With its engines repaired, SF Nova’s assault carrier, together with its four surviving fighters, begin a high-speed jump to catch up with the main group. At the same time PG Virgo’s carrier, leaving its 3 fighters behind, begins a transit back to Prenglar.
– The newly constructed sathar frigate at SCC#4 (OFS111) begins a transit to SCC#5 (OFS019)
– SBF-J1 (1 AC, 1 HC, 2 LC, 1 DD, 1FF, & 8 fighters) departs SCC#10 and begins a high-speed transit that will eventually take it to K’sta-Kar.
– SBF-J2 (1 HC, 1 LC, 3 DD, 2 FF) departs SCC#10 and begins a high-speed transit to the Liberty system.
– 8 HS of space opens in the Hentz (Araks) SCC for a total of 9 HS of open space. A small HS:9 freighter is moved in for maintenance.
– SBF-E1 jumps back into the Kazak system. They do not slow down and start plotting a jump back to SSC#5 in the OFS019 system.
– An additional 13 HS of space opens in the Hentz (Araks) SCC. A HS 11 mining ship is moved in for annual maintenance.
61.298
– After rearming the ships in the K’aken-Kar system, TF Cassidine and PG Meteor begin accelerating for a jump to the K’sta-Kar system to confront SBF-B2 or drive it out of the system.
– The damaged ships (a frigate & assault scout from PG Meteor and the surviving K’aken-Kar assault scout), designated Repair Group (RG) One are ordered to Fromeltar for repairs. They begin accelerating for a jump to Kizk-Kar.
– 13 HS of space opens in the PGC shipyards (Gran Quivera, Prenglar). A HS:12 ship is moved in for maintenance.
61.299
A small group of 8 civilian privateer vessels, hailing from the yazirian worlds of the Frontier and calling themselves the Yazira Squadron, arrive in orbit around Morgaine’s World (Prenglar) and request permission to assist Starfleet in the fight against the sathar.
61.300
– The HSS History’s Hope arrives in the YS07 system and begins decelerating toward the inner system. Back at the last system explored, they plan to spend a few days resting here before starting to chart new routes toward their destination.
– SBF-E2 jumps back into the Zebulon system and starts decelerating toward Volturnus.
– SBF-B2 settles back into a high orbit around Kawdl-Kit (K’sta-Kar).
– SBF-E1 jumps back into the OFS019 system and begins decelerating toward the starship construction center there for repairs.
– 8 HS of space opens in the PGC shipyards in Gran Quivera (for a total of 9 HS of space available). A HS:9 ship is moved in for maintenance.
61.301
– Worried that since the sathar have a route into Prenglar they may also have one to Gruna Garu, Spacefleet sends the Yazira Squadron back to Gruna Garu to bolster the defenses there.
– With the sathar mostly on the retreat at the moment, and based on the success of the fighters and assault scouts in the recent engagements, Spacefleet announces the creation of the Frontier Fighter Corps with a plan to station multiple squadrons of fighters in every system of the Frontier.
– As the first step of implementing the Frontier Fighter Corps, all currently available space in the Type I and II shipyards around the Frontier are used to start construction of new fighters. At the moment that means 2 are started in Hentz (Araks) and 2 in Minotaur (Theseus).
61.302
– The White Light militia arrive back in orbit around Clarion.
– The UPF minelayer arrives in orbit around Terledrom, joining up with the Fromeltar and Dramune militias.
– SF Nova’s Assault carrier jumps into the Dixon’s Star system and starts working on calculations for the jump to Truane’s Star. The carrier leaving PG Virgo also arrives in the system and starts working on calculations for the jump to Prenglar.
– The lone sathar frigate jumps into OFS110 and begins calculations for a jump to OFS022.
– SBF-J1 jumps into the OFS170 system and begins calculations for a jump to OFS169.
– SBF-J2 jumps into the OFS177 system and begins calculations for a jump to the Dayzer system (OFS178).
– Sathar SCC#5 (OFS019) completes construction of a cutter.
61.303
– SBF-J1 jumps into the OFS169 system and begins calculations for a jump to the OFS167 system.
– Task Force Cassidine and PG Meteor jump into the K’sta-Kar system and begin decelerating toward the sathar forces orbiting Kawdl-Kit.
– RG One arrives in the Kizk-Kar system and begin engine overhauls and plotting a jump to Fromeltar.
– 11 HS of space open up in the Triad (Cassidine) SSC. Work is begun on 11 fighters for the newly formed Frontier Fighter Corps. There are complaints that over half the SCC’s capacity are being used for Spacefleet but Spacefleet points out that some of that usage if for planetary militias as well.
– Deciding not to wait any longer, two HS:6 ships under construction in the Pale SCC (Truane’s Star) are moved out of the shipyard by Spacefleet to make room for the damaged light cruiser.
61.304
– The crew of the HSS History’s Hope start working on the next jump in their journey to a small red dwarf star. It’s a long one, just under 12 light years long jumping a big void of stars in this region of space. They designate their target system YS08.
– Detecting the inbound UPF forces, and recognizing that they are still outgunned, SBF-B2 decides to abandon K’tsa-Kar. They break orbit from Kawdl-Kit and begin accelerating to jump out of the system.
– 13 HS of space opens up in the Hentz (Araks) shipyard. Two HS:5 ships are moved in for maintenance and work begins on constructing 3 new fighters.
– 4 HS of space opens up in the Clarion (White Light) shipyard and a small HS:4 ship is moved in for maintenance.
– The sathar SCC#10 (OFS174) completes construction of a fighter.
61.305
– SF Nova’s assault carrier jumps into the Truane’s Star system and begin deceleration toward the rest of the Strike Force.
– The lone sathar frigate jumps into OFS022 and begins calculations for jump to OFS018.
– SBF-E1 arrives back at SCC#5 (OFS019) and is disbanded. The work halts on the heavy cruiser currently under construction and the damaged frigate and destroyer enter the shipyard for repairs.
– 6 HS of space opens up in the CDC SCC (Triad, Cassidine), with another 17 HS opening up tomorrow, the space is held to allow some larger ships to move in for maintenance.
– 9 HS of space opens in the Terledrom (Fromeltar) SCC. With RG One only a few days away, the space is held for those ships so that battle repairs can begin immediately when they arrive.
61.306
– SBF-J1 jumps into the OFS167 system and begins calculations for a jump to the OFS166 system.
– SBF-J2 jumps into the Dayzer system (OFS178) and begins calculations for a jump to the OFS179 system.
– 11 HS of space opens in the PGC shipyards (Gran Quivera, Prenglar). Spacefleet begins construction of 8 fighters and an assault scout using the available space.
61.307
– The lone sathar frigate jumps into OFS018 and begins calculations for jump to OFS019.
– The damaged sathar destroyer under repair at SCC#5 (OFS019) is finished and emerges from the shipyard ready for battle.
– SF Nova’s assault carrier arrives in orbit around Pale and rejoins the fleet. It collects the fighters left by PG Virgo as part of its compliment.
– The assault carrier from PG Virgo arrives back at Morgaine’s World (Prenglar). The crew is debriefed on their trip to the Rim and recent battle at New Pale (Truane’s Star).
– After four days of round-the-clock work by the engineers from the Pale SCC and SF Nova, the light cruiser emerges from the Streel shipyards fully repaired and ready for action. The two ships that were moved out to make room resume construction.
61.308
– SBF-J1 jumps into the OFS166 system. Upon arrival, their orders are changed, and they are ordered to proceed to SCC#3 (OFS138) instead of heading into K’tsa-Kar. They begin plotting a jump to OFS157.
– RG One arrives in the Fromeltar system and begins deceleration toward the shipyards at Terledrom.
– Task Force Cassidine and PG Meteor arrive in orbit around Kawdl-Kit, much to the relief of the planet’s populace.
– The damaged sathar frigate under repair at SCC#5 (OFS019) is finished and emerges from the shipyard ready for battle. The damaged heavy cruiser is moved in to begin the extensive hull repairs it needs.
61.309
– SBF-J2 jumps into the OFS179 system and begins calculations for a jump to the Liberty system (FS30).
– SBF-B2 jumps into the FS33 system and begins decelerating.
– After two days rest, the assault carrier at Morgaine’s World (Prenglar) is ordered to Triad (Cassidine) to await completion of the first fighters for the Frontier Fighter Corps and then to shuttle them to the Kizk-Kar system. It is designated Shuttle Group (SG) Alpha.
– 18 HS of space opens in the Hentz (Araks) SCC. A HS 14 ship is moved In for maintenance. Another fighter is started for Spacefleet and the remaining space is held for an upcoming ship maintenance.
61.310
– Jump calculations complete and verified, the HSS History’s Hop starts accelerating for the jump to YS08.
– Yazira Squadron arrives back in the Gruna Garu system where they join up with the local militia to coordinate the defense of that system.
– Strike Force Nova, together with the remaining ships of the Pale militia, leave Fortress Pale and begin accelerating toward the Zebulon system to engage the sathar forces now orbiting Volturnus.
61.311
– The lone sathar frigate jumps into OFS019 and begins decelerating toward SCC#5.
– SBF-J1 jumps into the OFS157 system and begin calculations for a jump to the OFS156 system.
– With the sathar apparently gone from the system, PG Meteor is ordered to the Kizk-Kar system where they will be supported by the fighters being delivered by SG Alpha and joined by their flagship, the battleship Admiral R’kazk’tar which will be completed in 33 days.
61.312
SBF-J2 jumps into the Liberty system and begins decelerating toward Snowball.
61.313
– PG Liberty and the Mhemne belters detect the sathar ships that have arrived in the system. An alert is immediately sent out to Spacefleet alerting them of the sathar presence.
– RG One arrives at the Terledrom shipyards (Fromeltar). The militia assault scout and UPF frigate are immediately moved into the shipyard to begin repairs.
– SBF-J1 jumps into the OFS156 system and begins calculations for a jump to the OFS155 system.
61.314
– SBF-B2 arrives in the inner system of FS33 where they await orders from the sathar high command.
– Recognizing that they are no match for the inbound sathar forces, PG Liberty, with the assistance of the Mhemne belters, go into hiding in the Liberty system to watch the sathar’s movements. Evacuations begin immediately on the L4 and L5 stations.
– Receiving the alert from PG Liberty, the Theseus militia ships in the White Light system depart Fortress Redoubt and begin accelerating for a jump home.
61.315
– The HSS History’s Hope successfully jumps into the YS08 system. They begin decelerating toward the inner system and working on engine overhauls.
– SBF-J1 jumps into the OFS155 system and begins calculations for a jump to OFS150.
– SF Nova and the Pale militia jump into the Zebulon system and begin decelerating toward Volturnus and the sathar forces.
– The K’akan-Kar militia assault scout completes its repairs in the Terledrom (Fromeltar) SCC. As it emerges the UPF assault scout is moved into its place.
61.316
– The sathar frigate arrives at SCC#5 (OFS019) joining up with the other ships there.
– SBF-J2 arrives in orbit around Snowball and finding the L4 station abandoned settle back into the berths there.
– Detecting SF Nova, SBF-E2 decides to avoid engagement and departs Volturnus and begins accelerating for a jump to the Kazak system.
– PG Meteor jumps into the K’aken-Kar system and begins working on calculations for the jump to Kizk-Kar.
– The UPF frigate and assault scout complete their repairs in the Terledrom shipyard and emerge once again ready for combat. A HS:6 ships is moved in for maintenance and Spacefleet begins construction of 3 fighters.
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RG One, now fully repaired, departs Terledrom for the Kizk-Kar system. The Spacefleet vessels will remain in that system to await the arrival of the rest of PG Meteor while the militia ship will return to its home system.
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– SBF-J1 jumps into the OFS156 system and begins calculations for a jump to the OFS146 system.
– SG Alpha arrives in orbit around Triad (Cassidine) just in time to pick up the five fighters completed in the CDC shipyards. The fighters are taken aboard the assault carrier which prepares to depart for the Kizk-Kar system the next day. Construction begins on five more fighters.
– After two days in the Liberty system, with no indication of any UPF presence, the heavy cruiser and 3 destroyers of SBF-J2 split off (now SBF-J3) and begin accelerating for a jump back to OFS179 leaving the light cruiser and 2 frigates in the system.
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– Arriving at the inner system of YS08, the crew of the HSS History’s Hope begin working on calculations for the return jump to YS07.
– Taking several days longer than expected, the damaged sathar heavy cruiser emerges from SCC#5 (OFS019) fully functional once again. The hull of the heavy cruiser whose work was paused is moved back into the shipyard to resume construction.
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– SBF-J1 jumps into the OFS146 system and begins calculations for a jump to SCC#3 (OFS138).
– SF Nova arrives and settles into orbit around Volturnus (Zebulon).
– PG Meteor arrives in the Kizk-Kar system and begins decelerating toward Zik-Kit.
– SBF-E3 (1 C, 1 FF, 1 DD, 1 HC) departs SCC#5 (OFS019) for a jump to Kazak to join up with SBF-E2.
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SBF-E2 jumps into the Kazak system and begins decelerating toward Stenmar.
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– RG One arrives in the Kizk-Kar system and the Spacefleet vessels start decelerating toward Zik-Kit while the militia assault scouts remains at speed and prepares for a jump back to its home system of K’aken-Kar.
– A fighter for the Frontier Fighter Corp is completed in the PGC shipyards (Gran Quivera, Prenglar) and construction begins immediately on another.
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– The Theseus militia arrive back in orbit around Minotaur.
– SG Alpha jumps into the Dramune system and begins calculations for a jump to Fromeltar.
– SBF-J3 jumps into the OFS179 system and begins calculations for a jump to the OFS168 system.
– One of the sathar frigates in the Liberty system begins accelerating out from the inner system and appears to be on a course to jump to the Waller Nexus system. It is designated EG-1. PG Meteor could intercept from their hiding place in 2 days.
– Detecting the outbound sathar frigate, PG Liberty notifies Spacefleet and are told to let it pass but take it out if it returns to the system.
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– SBF-J1 jumps into the OFS138 system and begins deceleration toward SCC#3.
– PG Meteor arrives in orbit around Zik-Kit (Kizk-Kar).
– A UPF fighter is completed in the Terledrom (Fromeltar) shipyards and construction begins immediately on another.
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– Calculations complete, the HSS History’s Hope stars accelerating for the jump back to YS07.
– SBF-E2 arrives in orbit around Stenmar (Kazak).
– SBF-E3 jumps into the Kazak system and begins decelerating toward Stenmar and SBF-E2.