Fighters

The smallest of any ship, fighters tend to operate with a single pilot and occasionally with a copilot if operating under a bomber role. Their speed is the key to their survival and even though they are completely outsized by capital ships they can be an extreme threat when grouped together in large numbers.

Too small for standard reactors that can generate power for long duration use, fighter craft must store sub-fusion plasma that can be run through specialized engines that compress the plasma to the final stages for fusion. This gives tremendous thrust capacity for such a small design. This thrust is needed to steer the small craft through the vacuum of space. Pitch, roll, and yaw are controlled via powerful gyroscopes that rotate the ships as well as the use of microthrusters on wingtips, nose, and tail.

For weapons, rather than relying upon power from a reactor, fighters store large mass energy cells to power all of their weapons. These cells can also be used to power ion engines in the event of a failure of the primary engines due to damage or running out of fuel. Missiles and Torpedoes do not require much power to use but they are very intensive on space. Railguns use ammo but the slugs are small enough that a pilot will typically not need to worry about how many rounds he has left.

Flight Groups

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Each fighter wing operates in three shifts with each shift serving for 4 hours at a time. This is due to fuel consumption of light fighters and to make sure that pilots are always fresh and well rested. After a shift a squadron is given an 8 hour break. This time is their own to be spent between resting, eating, or recreation.

Each fighter class operates with one Fleet Commander that remains on station. From there each unit has a commander that controls power over the three shifts. Under the Unit Commander are the three Wing Commanders each with their own shift to operate within. Within each shift is a set grouping of 3 squadrons that work in four pairs each, (3 x 4 x 2 = 24 fighters per Wing shift). The squadrons use one of three designations depending on position in a delta formation: Flight Lead or Flight One, Flight Two, and Flight Three. This provides a total of 8 pilots to each role in their wing and allows for a wing to be divided to different areas quickly and easily.

With this setup, Flight Lead-Alpha is the lead attack pair with Lead-Bravo, Lead-Charlie, and Lead-Dog along with them, the same applying to Flight Two and Flight Three. Within each squadron a craft is given a designation of 1 through 8. Odd-numbered craft are pointmen and even-numbered craft are wingmen. Using this setup it is quick and easy to determine a pilot's squadron and role. For example, a call out to "Wicked Three Three" would refer to the Blue shift of Scimitar 1 as given by the first call "Wicked." From there the first "three" refers to Flight Three and the second "three" refers to aircraft number three of the squadron.

Usually this level of detail is not needed. The call of "Flight Three, Three" would almost always be directed to the leader of that shift. "Wicked Lead" would then respond in turn to "Scimitar Command" which refers to both the Fleet Commander and Unit Commander and relies on their grasp of the situation. This process goes only as far up the chain as it needs to for authorization or orders as a management system to prevent information overload at the top pf the command chain as well as to reduce communication interference between calls.

The naming scheme also allows for a specific number of fighters to be called. Designating a squadron and flight such as "Flight Two Alpha" will yield fighters 1 and 2 of the second flight group to a mission. Calling "Flight Two Top" on the other hand will call upon units 1, 2, 3, and 4 to the role. A call to "Wicked Alpha" or any other wing call sign will request that the three alpha flight groups be assigned, a total of six fighters. An entire flight can be called with something such as "Wicked Alpha" for a total of 8 fighters. "Wicked Bottom" will refer to both Charlie and Dog of Wicked Squadron and consists of 12 fighters. From there an entire squadron can be called via their name, an entire unit via their ship callsign (Orion in the case of Scimitar class bombers) or an all-call can be issued for every available fighter to a specific mission.

Fighter Wings of Paradise Station

Hermes Interceptor Squadrons

The Hermes interceptor is the pinnacle of fighter-to-fighter combat. Their high speed and tight turning radius is something that few pilots can handle due to the high-G forces the craft induces. The payoff is a fighter that is capable of dodging more fire than it takes and can quickly and accurately engage other fighters in its location. Due to its high speed the shields of the craft are focused almost entirely to the front which gives an even higher survival rating to the craft.

Shift Callsign
Unit Callsign Blue Red Gold
Saber 1 Source Sting Scepter
Saber 2 Raven Ruby Rock
Speed Rating: 10+
Turn Rating: 8
Armor Rating: 1
Shield Rating (front/side/rear): 3/1/1
Armament:
  • 1x Heavy Beam Laser
  • 2x Medium Railguns
  • 2x Medium Pulse Lasers
  • 4x Fighter-to-Fighter Missiles

Poseidon Multirole Fighter Squadrons

The Poseidon fighter is a step up in terms of firepower from the Hermes and is designed for battle survivability far more. While still keeping to the highest degree of maneuverability, the Poseidon sacrifices power to the engines for the sake of higher energy capacity for weapons systems. This gives the Poseidon an all-around capability to engage any target to some degree.

Shift Callsign
Unit Callsign Blue Red Gold
Cutlass 1 Badger Blood Breaker
Cutlass 2 Lamprey Lucky Lion
Cutlass 3 Havoc Halo Hangman
Speed Rating: 9
Turn Rating: 10
Armor Rating: 2
Shield Rating (front/side/rear): 3/2/2
Armament:
  • 1x Heavy Railgun
  • 2x Medium Plasma Cannons
  • 4x Medium Pulse Lasers
  • 8x Fighter-to-Fighter Missiles or 2x Torpedoes

Hades Multirole Bomber Squadrons

The Hades is a closely matched fighter to the Poseidon and retains a status as a multirole attack craft, however, its main focus deals with the engagement of heavier ships. The forward shields have been increased in power greatly as well as the rear to allow for the Hades to engage a heavy target while sustaining fire and then have time to escape afterwards. The armor is quite heavy for a medium attack craft as well but this all comes at the cost of speed.

Shift Callsign
Unit Callsign Blue Red Gold
Scimitar 1 Wicked Wild Warlock
Scimitar 2 Martyr Mantis Malice
Scimitar 3 Terror Tiger Talon
Speed Rating: 8
Turn Rating: 8
Armor Rating: 2
Shield Rating (front/side/rear): 3/2/3
Armament:
  • 2x Heavy Plasma Cannons
  • 4x Medium Railguns
  • 12x Fighter-to-Fighter Missiles or 3x Torpedoes

Hephaestus Heavy Fighter Squadrons

Heavy Fighters have always been one of the greatest threats in a combat situation and the Hephaestus lives up to this role. Sacrificing nothing in the way of armor and firepower it can deal out an extreme level of damage against other fighters and even against capital ships as well. The pilots are not necessarily the best overall for this role but they are always the most calm and collect who can put the highest level of trust in their equipment and they never flinch in battle.

Shift Callsign
Unit Callsign Blue Red Gold
Claymore 1 Jackal Joker Javelin
Speed Rating: 8
Turn Rating: 6
Armor Rating: 3
Shield Rating (front/side/rear): 4/3/3
Armament:
  • 2x Heavy Railguns
  • 4x Medium Beam Lasers
  • 2x Medium Plasma Cannons
  • 16x Fighter-to-Fighter Missiles

Zeus Heavy Bomber Squadrons

By far the greatest danger to any enemy frigate is the Zeus heavy bomber. A single squadron is easily capable of delivering a fatal blow against any capital ship should they go unchecked. This makes them a prime target in combat and the lack of defensive weaponry means that the Zeus pilots must rely heavily upon supporting craft in order to accomplish their goal.

Shift Callsign
Unit Callsign Blue Red Gold
Halberd 1 Vector Vapor Victory
Speed Rating: 7
Turn Rating: 7
Armor Rating: 4
Shield Rating (front/side/rear): 4/3/4
Armament:
  • 2x Heavy Railguns
  • 2x Heavy Plasma Cannons
  • 2x Heavy Beam Lasers
  • 8x Fighter-to-Fighter Missiles
  • 6x Torpedoes
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