Tactical Conn

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BACKGROUND INFORMATION: TACTICAL CONN

The lone wolves squadron by auctor lucan-d6xgxea.png


The formation of the Starfleet Aerospace Command is heavily influenced by the successful deployment of Peregrine-class fighters aboard the starships serving as carriers in the fleet, yet the USS Theurgy does not hold a squadron of Peregrine-class fighter aboard, but the more developed Valkyrie-class. Namely, the prototype Mk III version, a superior fighter that make use of recent advances in technology.

The year 2375 - after the conclusion of the Dominion War - the AC-409 Mk I Valkyries were deployed. These fighters were assigned to the USS Typhon [TNG game: Star Trek: Invasion]. They were initially designed as a carrier-based fleet engagement craft. Initially, the design proved successful, with a high survivability rate matching the heavy fire power available to bring down larger ships. In learning that a full squadron of Valkyries would still require a lot of support from for engagements of a Dominion-War level threat, Starfleet deemed that the attack fighter needed an upgrade. By 2381, these fighters are still being deployed in fairly limited numbers - shuffled around the fleet.

Another development at the time was that a group of influential admirals in the fleet demanded to form a new - evaluational - department that hand-picked the Conn officers with the most tactical training. It was the only way, they reckoned, to ensure that the fleet used the right kind of pilots for these fighters. The original score of 400 personnel - the fleets new Tactical Conn officers - served as the foundation for a new and more organised department for fighter pilots. They accepted only the highest scoring Conn or fight-trained Security or Tactical Cadets, and then dealt them another year of training in the fields they lacked from their Academy training. White became the chosen colour for the department, and the admirals that rode this project into history became the core of the Aerospace Command.

Both the Mk I and II Valkyries used Rear Intercept Officers (RIOs). The efficiency in which the attack fighters were operated were doubled by allowing the pilots to focus solely on the manoeuvres and weapons employment of the craft during a fight, allowing the RIO to handle comm traffic, emergency repairs and tactic simulations. Among the improvements for the Mk II Valkyrie were a new ablative armour compound, improved power plant, and the employment of a hardpoint system beneath the wings. With the Mk II, the Valkyrie truly stepped into a class of her own. At the success of the Mk II and the fleet-wide deployment of the Valkyries in the fleet, Starfleet Command began looking into the Valkyrie with more interest. Initially, they had considered Tactical Conn another spear in Starfleet's arsenal. So when the project was given new funding, R&D went back to the drawing board to see what could be improved on an already formidable weapon.

The first step was to increase the command, control and reconnaissance capabilities of the design. Originally, the Valkyrie (both Mk I and Mk II) employed an Isolinear twin-core design computer system, with 372 Isolinear banks and 106 command preprocessors and data analysis units. This design was quite successful for the use of standard comm traffic control and tactical targeting, but newer sensor package upgrades intended for the Valkyrie were hampered by a core that was already at its limit for processing power. So, with the eagerness of little boys with a new toy to take apart, R&D began a computer system redesign from the ground up, which would lead to hull, engine and weapons redesign, and end in an almost completely new Space Superiority attack fighter: the AC-409 Mk III Valkyrie.

By the time, Hyperjet Quantite Mk IV reactor cores were being successfully implemented in the experimental Knight-class interceptor. These core types could be sized variably (depending on the design requirements) while still maintaining a very high energy output. A twin-core design was drafted for the new Mk III, and projected numbers suggested the Mk III would see a 25% increase to power output than the Mk I & II series. With this increase in power output, a larger computer core system was designed. Utilizing bio-neural processors and relays, the original frame space needed for the computer systems was reduced, and spread out through the centreline of the craft. Computational capacity and storage was increased by another 30%, and a new tactical link-up library software system was implemented. The system provided a clearer and more accurate battlefield image the pilot, and the integration was so effective that the RIOs were not needed any more - only one pilot required in the cockpit.

With this new freedom of space within the spacecraft hull, R&D decided a more streamlined hull would benefit the pilot. Their new, sportier look reduced sensor cross-section and improved warp field stability for the twin quantite reactor cores. With the hull redesign came minor changes to weapons load-out: the arrangement of the standard Type-XII pulse phaser cannons and microtorpedo launchers in the Mk II changed only slightly to fit into the new spaceframe. The hard-point system was simplified, and the pulse phaser cell-magazine rack was switched from a vertical feed system to a horizontal feed system – this to combat original design flaws and jams during gravity-inducing combat manoeuvres.

Lastly, one more weapon was added: a tetryon pulse phase cannon was installed on the underside of the cockpit within its own hull compartment. This cannon was installed for ground suppression roles, and to give the Valkyrie an added punch in the Space Superiority role. The drawback to the tetryon pulse phase cannon was its limited ammunition and craft manoeuvrability when utilizing the weapon. Though the weapon itself could effectively neutralize enemy engine and weapons systems as well as due considerable kinetic energy damage, the weapon itself failed at a remarkable rate when engaged in combat manoeuvres. A straight-line course was required for the weapon to work effectively, limiting it to the dangerous Head-to-Head combat manoeuvre, and strafing of ground or orbital targets. With these weapon enhancements and increase in power, a slightly larger pair of shield generators were installed, increasing shield sustainable load to 390 isotons/second. The ablative armour was also thickened from 10.7 cm to 11.1 cm.

The top speed and warp capabilities of the Mk III remained virtually unchanged, but the increased power output from the new quantite cores benefited the improved avionics, sensor, weapons and shield systems more than her speed. Despite of this, the Valkyrie Mk III could easily go toe-to-toe with the fastest Interceptors currently in service. What she lacked in speed, she made up for in raw firepower.

As of 2381, the Mk III Valkyrie remained a prototype test model, but with the recent development in intergalactic politics and the potential Romulan threat, the project was pushed towards immediate deployment by Aerospace Command. So, since the new Theurgy-class starship - the USS Theurgy - was not only being fitted with an A.I. inter-phase, but with a fully operational (if small) fighter assault bay, the decision was made. The Theurgy was given a complement of sixteen Mk III fighters with their own Squadron Commanding Officer and a crew of thirty technicians hailing from Starfleet Operations or Engineering Corps.

The sixteen pilots were named the Lone-Wolves, and though decimated to only twelve pilots after their escape from Earth, the survivors remain - fighting to preserve the truth of the corrupted Starfleet Command.


Ac 409 mk iii valkyrie federation attack fighter by auctor lucan-d9fexjn.png


AC-409 Mk III VALKYRIE SPECIFICATIONS

Advantages Wide variety of secondary weapons options Excellent hull armour and shielding Impressive sensors Can dish out as much of a pounding as it takes

Disadvantages

Low maximum/standard warp speed Unwieldy tetryon pulse canon when extended

Specifications

Length: 20,5 m Width: 13,9 m Height: 3,5 m Mass: 41,800 Kg (x1) Standard Pilot (x1) Micro Transporter Cluster (x1) Short-Range Tractor Beam Emitter Standard Environmental System

Tactical specs

(x2) Type XII Pulse Fire Phaser Cannons (forward-facing) (x4) Type VI Phaser Arrays (2 forward & 2 aft) (x1) Type I Tetryon Pulse Phase Cannon (retracts underneath the hull) (x2) Mk 27 Micro Torpedo Launchers (24-round 50cm Microtorpedoes each)

Defensive specs

390 Isoton/s Shields Type XIII Deflector 11.1cm Type II Ablative Hull Armor (11.5cm OCP)

Engine specs

Twin-tadem Quantite Reactor Core Wave Drive Propulsion System Twin Tandem ITD-900 Series Class V Impulse Drive Standard RCS Thruster Assembly Standard Speed: Warp 5.8 Maximum Speed: Warp 7.6 Maximum Cruise: 0.80 C Combat Speed: 970 Km/s

Command and control

Type B Bio-Neural Geldisk FTL Core High Data Transfer Speed Nano Sub-processor Auxiliary Core (x1) Long Range Subspace Antennae (x2) Short Range Subspace Antennae

Sensors

Advanced Tactical Sensor Suite High Resolution Sensor Range: 18,400,000 Km Low Resolution Sensor Range: 36,800,000 Km Standard Navigational Sensor Suite High Resolution Sensor Range: 5.2 Ly Low Resolution Sensor Range: 26.2 Ly




Valkyrie weapon systems view by auctor lucan-d9fbblh.png



EXTERNAL HARD POINT OPTIONS (x4)

External hard points that are wing mounted. Before each battle, pick from the below list depending on availability.

ECM Pod/ECCM Emitter

Counter measures. ECM [Electric Counter Measure] is essentially is a micro torpedo full of shrapnel and debris with the given craft's transponder signature and sensor reading. It confuses the enemy ordinance and causes it to think the cloud of debris is the target. ECCM [Electric Chemical Counter Measure] creates a wake similar to a warp, impulse or thruster engine's wake, fooling such a guided missile into a false lock.

Additional Torpedo Launcher

Additional, wing-mounted torpedo launcher that can hold either 5 Mk XXVII photon torpedoes or 15 micro torpedoes. Recommended to mount two of these in order to balance the fighter properly.

Mk XXVII Photon Torpedo

Standard photon torpedo ordinance. Explosion is a matter-antimatter reaction producing large amounts of gamma waves as its primary means of destruction.

Mk Q-IV Quantum Torpedo

An improvement of the Mk XXVII photon torpedo with higher yield. A tactical quantum weapon, that utilize a plasma warhead and used casings similar in shape to photon torpedoes. The explosion leaves an antimatter residue and although they were powerful weapons, even a direct hit from a quantum torpedo might not destroy neutronium alloyed targets.

Mk I Hellborne Torpedo

Photon torpedo type weapon that results in a nuclear fission reaction, named for its use of standard nuclear radioactive bomb materials [Uranium, Plutonium etc.] The nuclear bomb detonates and this compresses hydrogen into helium creating a fusion reaction. Within the hydrogen core is a core of neutronium which the fusion reaction detonates. This detonation is equivalent 3 photon torpedo that detonate only a few moments after it contacts its target rather than detonating near the target, this because of the penetrate-and detonate-package in its casing. This weapon is highly ineffective against targets with fully powered shields. Against heavily armoured targets without any shielding left, this may be the only viable option that will punch through the heavy armour. The pilot can disable the penetrative package from the fighter to make one behave like a standard Tri-Nuclear Torpedo.

EMP Torpedo

Creates the electromagnetic pulse similar to what is created from the high atmosphere detonation of a nuclear warhead. A well shielded craft will withstand this easily but the weapon detonates in a burst of broadband, high-intensity electromagnetic energy, capable of disrupting magnetic fields and producing current or voltage surges in conductive materials via magnetic induction.

Hell Hound Cluster Bomb

Similar to the nature of a photon torpedo. Essentially, this is a photon torpedo stuffed with several micro torpedoes. The casing is opened upon a certain point releasing the small torps resulting in a large pattern of torpedo detonations.


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TACTICAL CONN POSITIONS

Tactical Conn are trained in aerodynamics, support craft and fighter engines, flight systems, meteorology, navigation, plus flight rules and regulations. They also receive training in maintenance and supervision of ground crew personnel. They are trained in combat fighter tactics in space as well as atmospheres. They all begin training with runabouts, shuttles and transports so are qualified on all types before graduation.

GROUP COMMANDER [CAG] [N/A for playing]

The Group Commander is in charge of all things related to his Group's Tactical Conn personnel and their fighters, generally a responsibility of all Flight Wings assigned to a base or starship. The CAG is responsible for all the personnel assigned to the Group on the ship/facility, and ensuring that combat readiness, mission load outs, maintenance checks, and repairs are done so all fighters are mission ready. The CAG reports to the Commanding Officer or Executive Officer and is a member of the Senior Staff.

WING COMMANDER [N/A for playing]

The Wing Commander is in charge of all things related to his Wing's fighters, generally a responsibility of over 30 attack fighters. As well, the Wing Commander is responsible for all the personnel assigned to the Wing on the ship/facility, and ensuring that combat readiness, mission specific load-outs, maintenance, and repairs are completed maximizing readiness. If more then 16 fighters are assigned to a ship it may have a Wing Commander. If the Wing Commander is the senior Tactical Conn officer assigned to the facility, starbase, or starship, they report to the Commanding Officer or Executive Officer and is a member of the Senior Staff.

SQUADRON COMMANDING OFFICER [SCO] / SQUAD LEADER [INFORMAL TITLE]

This is the highest ranking rank on board the USS Theurgy. The SCO is in charge of all things related to his Squadron's fighters, generally a responsibility for 8 to 24 attack fighters [2 to 4 Flights]. The SCO is responsible for all the Tactical Conn personnel assigned to the Squadron on the ship/facility, and ensuring the combat readiness, correct mission specific load outs, maintenance checks, and repairs are done so all fighters are mission ready. A SCO reports to the CAG or Wing Commander. If the SCO is the senior Tactical Conn officer assigned to the starship, starbase or facility they report to the Commanding Officer or Executive Officer and is a member of the Senior Staff.

FLIGHT LEADER

The Flight Leader is in charge of all things related to his Flight's fighters, responsible for 4 to 8 attack fighters. The Flight Leader is also responsible for all the Tactical Conn personnel assigned to the flight, ensuring that all his fighters are combat ready, supervising maintenance and repairs on the Flights attack fighters. The Flight Leaders reports to the SCO of their Squadron.

ELEMENT LEADER

The Element Leader is the Tactical leader of a pair of attack fighters. An Element is the smallest unit used by Tactical Conn. Only on rare or desperate times will a pilot and his/her attack fighter be deployed as a lone craft. The Element Leader reports directly to the Flight Leader.

Squadron Organisational Chart




Tactical Conn exosuit

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A Tactical Conn exosuit is a low-profile EVA suit with adjustable-length exoskeleton limbs and frames that use small overlapping sectioned sliding plates, which can dynamically expand and contract the overlap distance of its many outer plates, both to adapt to the wearer's limb length and girth, and as the plates move in coordination with the wearer's body during general use. It consists of three layers: closest to the skin is a liquid heat insulation layer, then a pressure-restraint layer, and finally the thermal micrometeoroid layer, reinforced with sheets of lightweight ablative ceramic. The role of the liquid heat insulation layer is, obviously, to keep body at the occupant's preferred temperature. The pressure-restraint layer maintains appropriate internal air pressure, and prevents air from leaking out of the suit and provides constricting pressure under extreme G forces. The outside layer protects the wearer from the extreme temperatures of outer space, lunar dust and to some extent, energy weapons.

The exosuit also has synthetic muscle technology with servomechanisms and a spinal stabiliser. The back of the suit also have two low-energy thrusters with a ten minute capacity, added with thrusters in the magnetised hardshell boots. The PM-1 locator beacon on the helmet is fitted with a xenon strobe, generating 9,600 lumens for sake of visibility during rescue operations. The stand-alone life support generator will generate oxygen for six hours, but the exosuit also has an auxiliary oxygen system if the generator is damaged. An emergency battery powers a O2 analyser and a carbon dioxide scrubber, with a total capacity of four hours oxygen supply.

The slim utility compartments by the hips and the sides of the legs contain the following: Holster for the pilot's Type I hand phaser [+ 2 extra power cells] Knee PADD (see below) Combat Tricorder Standard combat ration pack (14 days) Standard combat medical kit Knife with retractable parsteel blade 1 field communicator Emergency inflatable shelter (1 person) 2 half-liter pouches of drinking water Respirator/filter mask

Knee PADD

This item of a pilot's gear is essentially a wider and flatter version of the standard PADD issued by Starfleet, with bigger buttons for use with gloves. It is strapped to the pilots thigh, where it can be easily seen during flight. It is used to record critical navigation instructions, pre-flight checklists, communication code frequencies and other pieces of important information. During flight, it records the pilot's biological data and any conversation inside the cockpit of the aircraft. This data often proves valuable to rescue crews or accident investigators.

Through-Visor Display [TVD]

Critical flight data (course, speed, threats, etc.) is displayed for the flight crew on their helmet visors. This look-through display is known as TVD (Through-Visor Display). The TVD is extremely useful as it means the crew does not have to lower its gaze from the combat environment when they need this information.

Unlike a standard HUD (heads-Up Display) which is projected only on the forward canopy, the TVD can be seen no matter where the Aerospace crew looks, and the information displayed in the TVD is updated based on the orientation of the crew member's head. In other words, it will show the craft's heading straight ahead when the pilot looks forward, but to his right when he looks left. This feature is extremely helpful when searching for targets that may not lie directly in the craft's flight path.

Another unique feature of the TVD is its ability to look 'through' the craft. This is accomplished by linking into the craft's sensors to produce a holographic image of what is under the craft. When the pilot puts the TVD on virtual mode, he can then look down and instead of seeing this instruments or the cockpit floor, he can actually see what he is flying over, along with all his standard flight information. Virtual mode is engaged with a switch which the crew member must keep depressed for the duration of their 'look-through'. Once the switch is released, normal vision returns. This prevents the pilot from looking down at a moment when he really does need to see his instruments and not being able to.

The TVD has several different modes for each crew member, and the particular mode needed can be selected from the stick controls. The computer narrows the options available based on the environment the aircraft is in to reduce erroneous selections. For instance, space flight modes are not available in atmosphere, landing mode is not available when there is no hard surface within 5,000 meters of the craft, etc.

Other standard-issue equipment (stored in cockpit): Mk. III Phaser Assault Rifle Extra rations [14 days] Power cells [for hand phaser as well as the rifle]

EJECTION SYSTEMS

Escape Pod

All Valkyries are equipped with ejection modules or "pods". These allow for rapid emergency egress from the vehicle in case of danger. Linked to dedicated high speed processors, automatic sensors can detect certain types of danger and initiate an eject sequence automatically. This is especially useful if the pilot has been rendered unconscious through a blackout or other injury and the vehicle is in danger of crashing.

Modules have self-righting mechanisms in their base to assure a correct orientation during landing. Landing is accomplished by a single use anti-grav module. Free falling until they are 3 meters from the ground, the ejection seat/pod activates the AG module, which burns out as it lands the unit (relatively) gently. The pod remains pressurized with approximately 20 minutes of air, allowing a pilot time to completely seal his suit and activate his personal survival equipment. Once ready, the pilot has the option of discarding the pod by activating a manual release.

ETS [Emergency Transport System]

By the late 24th century, emergency transport was further improved through Starfleet's development of a single-person, single-use, one-way emergency transport unit. The device was small enough to be hand-held and could transport to specified coordinates with a single touch. Because of its extreme limitations, this device was not widely deployed and was still considered a prototype in 2379. [see Star Trek: Nemesis]

The Valkyries have built-in Emergency Transport Systems [ETS] in the cockpit - not the small prototype version - designated to the pilot and worn gear alone, with a one-way pre-set location for the USS Theurgy. The Emergency transporter can be reprogrammed to send the pilot to a new - by the pilot chosen - location because of the possibility of long-range missions, but this system is best utilised in the event of defending the Theurgy - being within Transporter range.


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THE FIGHTER ASSAULT BAY / FLIGHT HANGAR [INFORMAL TERM]

Below is the floor plan of the Fighter Assault Bay (more commonly called the Flight Hangar, the hangar etc.) in which the Tactical CONN squadron of Mk III Valkyries are housed and where the Theurgy's fighter pilots usually hang out. For sake of reference, the image displays the port-side corner of the hangar since it is quite large, as illustrated with the round lens area with the reduced scale.


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SQUADRON SPIRIT

A Tactical Conn pilot is defined by a certain amount of self-confidence and self-respect for their own skills in regards to their training. Some pilots might be mice outside of the cockpit, but because of training or inner strength, they turn into formidable piloting machines once they get into their Valkyries. The ones that whither under battle pressure are weeded out early in Tactical Conn Academy. There is also the great trust they have in their fellow pilots; a 'pack' mentality that kicks in. On duty - especially in combat situations - more than half of their fighting ability comes from the support provided by their Squadron. Off duty, there's a certain appreciation for the essence of life itself; a certain flare of enjoying life with more colour and enthusiasm than necessarily their fellow Starfleet officers might. Imagine that day in and day out you go out there and willingly throw yourself in front of bullets. Tactical Conn court death and face losing friends every day, so there is a constant state of heightened adrenaline, and thus a greater appreciation for life. Their pack mentality has generated some off duty tendencies as well, like wearing matching flight jackets, necklaces or hoodies that bolster their team spirit [see below].

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COMMON TERMINOLOGY

Combat Geometry

Angle Off - The difference between your heading and the ship you wish to attack in degrees Angle off Tail (AoT) - The angle between your flight path and the flight path of the ship you wish to attack Aspect Angle - The number of degrees between the tail of the other ship and your ship Range - The distance between your ship and the target ship

Attack Terms

Closure Rate - The speed of your ship relative to the speed of the target ship. Cone of vulnerability - The area of space that puts you into range of your enemy's weapons. The only cone worse than the "Cone of Silence" ;o) . Corner speed - The speed a fighter/vessel can achieve its best turn radius Turn rate/ Turn radius - The number of degrees a fighter/vessel can pivot per second. Weapons Envelope - The area in which a weapon is effective. It is specific to the weapon and includes maximum and minimum range.

Types of Pursuit

Lag pursuit - The opposite of lead pursuit. You make a wider turn instead of a sharper one to a point just behind the tail of the target. pursuit . Lead pursuit - Taking the path based on your prediction of the flight path of your target. You anticpate where it will be and alter your course to cross the target's flight path.Smaller or more manueverable craft can get an advantage by taking sharper turns. Pure pursuit - Following closely the path of the target.This is the position you want to be in for for torpedo and missile firing. Good also for closer range with phasers.

Pilot Chatter

Bandit - Enemy vessel Bent - Sensors inoperative Bogey - Unknown vessel Buddy spike - Being tracked/targeted by friendly forces. Look out for friendly fire Bug out - Disengage Clean - No contacts Clear - No enemy threat to you Contact - Located target Mud spike - Being targeted by ground radar No Joy - No contact of target. Opposite of "tally" Target - That thing you are looking for or want to get rid of Tally - Opposite of "no joy". Target, bandit or bogey has been sighted

Formation Flying

Echelon Formation - Arrow head formation. Flight leader is the point of the arrow. Diamond Formation - Similar to above but there is a fighter directly behind the leader at the end to make a diamond shape. Line Astern Formation - Flight leader is in the front with the others behind at equal spacing intervals. Think of it as a column. Line Abreast Formation - Similar to "line astern" but fighters are arranged like a row. The flight leader is to the extreme left followed by the rest to his/her/its right.

Attack and Defensive Patterns

The patterns described in the previous post that adhered to the MVAM functionality of the Valkyries' base ship can also effectively be used when writing aerospace combat with a smaller Federation Attack Fighter. A recommendation is to write out the description of the specified manoeuvres in some way so that the reader does not have to go back here to check what actually happens in the post he/she is reading.

Wolf-01 Call-sign: Iron-Fox

Lt. Cmdr. Miles Renard
Flight/Element Leader

Wolf-02 Call-sign: Kestrel [KIA]

Ens. Skye Carver
Fighter Pilot

Wolf-03 Call-sign: Morrigan

Lt. JG Fasha
Flight/Element Leader

Wolf-04 Call-sign: Husker

Ensign CJ Slayton
Fighter Pilot

Wolf-05 Call-sign: Maverick

Lt. JG Nathaniel Isley
Element Leader

Wolf-06 Call-sign: --------

Unnamed Wolf
Fighter Pilot

Wolf-07 Call-sign: GoldenEye

Lt. JG Tessa May Lance
Flight/Element Leader

Wolf-08 Call-sign: --------

Unnamed Wolf
Fighter Pilot

Wolf-09 Call-sign: Ghost

Lt. JG Evelyn Rawley
Element Leader

Wolf-10 Call-sign: --------

[Later Krystal Tancredi]
Fighter Pilot

Wolf-XX Call-sign: Razor [MIA]

Lt. JG Thomas Ravon
Element Leader