Hiigaran Tactical Manual · 2019-09-29 · If you did change the install location, just change the...

44
HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1 HIIGARAN NAVY TACTICAL MANUAL POINT DEFENSE SYSTEMS V6.1 Contents 0.1 Introduction 0.2 Mod Installation 0.3 Game Interface 0.4 Organizational Concepts 0.4.1 Hiigaran Navy (HGN) 0.4.2 Kiith Soban (HGNS) 0.5 Tactical Overview 0.5.1 Capital Ships 0.5.2 Frigates 0.5.3 Strikecraft 0.5.4 Logistical operations 0.6 Appendix 0.6.1 Abbreviations/Glossary 0.7 Chronicles of War HIIGARAN NAVY TACTICAL MANUAL 1

Transcript of Hiigaran Tactical Manual · 2019-09-29 · If you did change the install location, just change the...

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

HIIGARAN NAVY

TACTICAL MANUAL POINT DEFENSE SYSTEMS V6.1

Contents

0.1 Introduction 0.2 Mod Installation 0.3 Game Interface 0.4 Organizational Concepts

0.4.1 Hiigaran Navy (HGN) 0.4.2 Kiith Soban (HGNS)

0.5 Tactical Overview 0.5.1 Capital Ships 0.5.2 Frigates 0.5.3 Strikecraft 0.5.4 Logistical operations

0.6 Appendix 0.6.1 Abbreviations/Glossary

0.7 Chronicles of War

HIIGARAN NAVY TACTICAL MANUAL 1

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.1 Introduction Most of Point Defense Systems’ (PDS) fan base will tell you that Homeworld 2 isn’t Homeworld 2 without this mod. At its heart, PDS is simply everything that Homeworld 2 should have been. It began with humble origins as a simple project to retrofit stock game vessels with point defense capabilities. It is now a total overhaul of every modifiable aspect of the game with new or revamped weapon systems, vessels, battle chatter, singleplayer campaign and scenarios - and as a result, renovated gameplay mechanics. There have been many a newcomer who has given this mod a shot and come back defeated. More often than not, this is because this individual has applied stock RTS tactics in a complex modification that is tailored for a pseudo-realistic depiction of what spacefaring naval warfare could be like. This manual has been written mainly for those poor souls, and to save them time in getting to grips with what is essentially a roleplaying space war simulator. Hopefully some of the elder members of the community will benefit from this document, too. On behalf of the PDS Development Team, I’d like to thank you all for your continued support, for without it this mod would be only a shadow of its current stature today. And thou rumourmongerers! Rest assured that Point Defense Systems is far from total completion, and while 6.1 is the culmination of many ideas both from the Development Team and the community, there is still much work yet to do. - added by Kenny Koh “Tel’Quessir” Yeah right! 6.1 is as close as you can get to a playable David Weber novel! Read The Shiva Option and tell me that we shouldn’t include some SBMHAWKs in the Generation 5+ naval armaments inventory.

HIIGARAN NAVY TACTICAL MANUAL 2

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.2 Mod Installation

On a Windows OS: IMPORTANT: You must be running HW2 1.1. PDS will not run without the 1.1 Homeworld 2 patch. PDS v6.1 is released in .zip file format as users have experienced instability in using the Clickteam installers. With the .zip file downloaded, extract the files into a temporary folder. You will see a single folder named “data” with lots of subfolders inside. Copy this data folder to /Sierra/Homeworld2/ and change the HW2 shortcut’s target line (right click on desktop shortcut, select Properties) so it reads: “G:/Games/Homeworld2/Bin/Release/Homeworld2.exe” -overridebigfile Click on the edited HW2 shortcut to play the Point Defense Systems mod. Done correctly you will see a custom main menu background.

On a Mac: 1. Open Terminal 2. Homeworld installs in your applications folder by default, if you didn't change it's install location, you will type: /Applications/Homeworld 2/Homeworld 2.app/Contents/MacOS/Homeworld 2 -mod PDS5.big If you did change the install location, just change the "/Applications/Homeworld 2" part to where ever it is. If you're feeling UNIX savvy, you can make an alias for that command. I use tcsh for my shell and so I put "alias hw2 '/Games/Homeworld 2/Homeworld 2.app/Contents/MacOS/Homeworld 2 -nomovies -mod PDS5.big'" in my .cshrc file. As you can see, I changed the install location. If you use a different shell you'll have to do whatever is appropriate for you. You can also write an Applescript: tell application "Finder" set hw2 to (choose file with prompt "Select Homeworld 2") as text end tell set hw2 to quoted form of POSIX path of hw2 set hw2 to hw2 & "/Contents/MacOS/Homeworld 2 -nomovies -mod PDS5.big" do shell script hw2

HIIGARAN NAVY TACTICAL MANUAL 3

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.3 Game Interface Refer to stock game documentation for help concerning the management of the game interface. However, there are some differences. Most first-rate naval warships in Point Defense Systems have automated ballistic-defense systems. This means that you don’t have to manually activate defense fields like in the stock game. The present implementation simulates both the deployment of primitive energy ballistic defense “shields” in addition automated close-in point defense weaponry. The minelayer command is available for all capital ships. It functions as a temporary ‘hold this position’ command, and is not intended for combat use. The waypoint command is a fundamental part of playing PDS 6.1. Any capital vessel’s point defenses will not perform correctly if the ship in question is given a direct attack order – a hard coded engine quirk. Thus the tactical situation should be considered before ordering your assets into a direct assault. However, if a capital ship independently moves to make a direct assault under AI reactionary control and then you give a move command after for tactical repositioning, the vessel should train its primary weapon systems on the target while simultaneously focusing its point defense grid on incoming missiles. The ‘blue bar’ beneath the hull integrity meter is a representation of the ship’s systems resilience. Concentrated weapons fire can overload the various software and hardware systems that make up a spacefaring vessel as well as doing physical damage to weapons, sensors and propulsion systems. When the blue bar fades, the ship is effectively disabled for a period of time before damage control can restore basic power. The amount of time needed is a random variable – it can take up to twenty minutes in extreme cases or within several seconds. Barraging hypervelocity rockets and rapid-firing autocannons (with good armour piercing capability) in numbers are more than sufficient to induce this effect. Although there are some vessels which are virtually impervious to becoming a disabled hulk in the midst of battle due to their excellent design and/or the presence of advanced materials and damage control.

HIIGARAN NAVY TACTICAL MANUAL 4

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.4 Organizational Concepts

0.4.1 Hiigaran Navy (HGN) Official Designator: HGN

Background: Founded at the conclusion of the Kushani peoples' successful relocation to Hiigara (the Exodus - Homeworld 1), the Hiigaran Navy's (HGN's) primary mission is to safeguard the Hiigaran star system from external threats. As their newly reclaimed homeworld soon became a safe haven for those seeking to leave the crumbling Taiidani Empire and its oppressive regime, the HGN's operating doctrine was extended to accommodate them. By the year AHL 4 (4 years after Hiigaran Landfall, the conclusion of the Exodus), the Hiigaran peoples were more or less established on their new planet while the infant First Generation (1G) HGN was prepared to conduct strategic reconnaissance operations in order to explore their region of space. Task forces led by Imperator (Mark I) class fleet carriers bearing the emblem of the united Hiigaran people took to the stars. They soon made contact with and paved the way for trade with independent worlds along with the Taiidani Republic, which welcomed the Hiigarans with open arms, assisting the infant starfaring nation both militarily and technologically. As a result, the Hiigarans thrived, although the ruling council was quick to restrict the proliferation of new technologies to any organisation other than the Hiigaran Navy. Even then the Hiigaran Navy took looked minimally at technological advancement and instead focused almost all of its resources to replicating ships of the period in order to fulfil numerical requirements for their assigned missions. Homecoming was far from being a paradise to the Kushan people. Rather, it bore new responsibilities and new threats to their existence. The Hiigaran Navy was the first and last line of defense against any enemy. With technological embargoes hindering ambition, civilian corporations, non-military kiith, and even wealthy adventurers sought "external" assistance in gaining access to technology. Starships of alien construction soon sprouted up everywhere in the Hiigaran ship registers. Kiith Somtaaw, a mining clan, procured two very large mining ships with Bentusi assistance, which was to prove themselves as effective command cruisers in the conflict to come. (The Somtaaw paramilitary ships were designated Second Generation warships as the Hiigaran Navy later requisitions them to bolster its fledging strength). AHL 15 brought a dark scourge to the galaxy in the form of a long dormant sentient techno-organic viral entity. Curiosity and greed unleashed a plague that was only barely stopped by the Somtaaw mining command vessel turned warship Kuun Lan. By that time, millions across the galaxy had perished before the Beast. The Imperial and Republican Taiidani factions fell into permanent decline, and the Hiigaran Navy had lost over 80% of its numerical strength. Almost all surviving Bentusi tradeships left for another galaxy. It will take over fifty years for the Hiigarans to erase the scars of the Beast Wars, which gave rise to the Third Generation HGN. Taking lessons from the Somtaaw, which fell into decline

HIIGARAN NAVY TACTICAL MANUAL 5

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

during this period, great emphasis was placed on ship survivability. 3G capital warships had great primary offensive firepower and their resilience to battle damage was legendary, but these mighty behemoths handled poorly and lacked secondary armament. Little did the Hiigarans know that their quest for survival is far from over. From the ashes of the Taiidani Empire rose a new starfaring culture derived from the many slaves that had took up arms against their weakened masters. Blinded by their successes and their aggression fuelled by the one who had united these liberated peoples, the Vaygr Alliance was a (to most Hiigaran viewpoints) barbaric and bloodthirsty steamroller poised to crush any who stood in their way. AHL 103 marked the commencement of the Vagyr Invasion. Massive armadas bearing the crimson emblem of the Alliance burst forth from the borders of the Vaygr Reaches to begin their galactic conquest. Hiigara, ironically, was right in their path - and as such was their first target. The HGN prepared to counter this new threat by constructing a second Mothership class vessel christened the Pride of Hiigara, and at her core once again was Karan S'jet. Unfortunately, Taiidani informants within the Hiigaran ranks had gotten word out of the Hiigarans' strategy. The Invasion started a few weeks ahead of schedule in order to catch the still-mobilising HGN off guard while multiple Armadas simultaneously struck outposts, planets, and ships stationed along the entire border of the Hiigaran Control Zone in a never before seen display of military coordination in the strategic scale. Another two Armadas completely overran the Taiidani Republic while divisions of the Hiigaran Navy's frontier units fight for their lives. Unable to hold out against far superior numbers, High Command initiated a strategic withdrawal to the final defensive line at Hiigara, leaving their allies and vassals the Cush to their own devices. The Vagyr obliged by heading directly to Hiigara before the withdrawal could be completed, exploiting the massive capability of the Ancients’ Hyperspace Core then installed on their Grand Admiral’s flagship the VMS Valdez. Fortunately, the Mothership managed to evade the traps set for her by the Vaygr, and managed to take on essential personnel and resources whist under heavy fire from Vaygr assault ships. Following that, the Pride of Hiigara proceeded to rendezvous with SY-6 Naabal at the Sarum star system to take on warship escorts and the necessary construction systems and manufacturing blueprints to construct ships of the modern, Fourth Generation Hiigaran Navy. Technological superiority exhibited by Hiigara's 4G warships, and the subsequent recovery of Ancients’ warfighting technology in the Karos Graveyard ensured that the Hiigarans had managed to hold out against the Vaygr Invasion while eliminating the bulk of the Alliance's heavy warship inventory along with their leader - but the war is far from being won. The Vaygr Alliance may be fragmented, but Loyalist elements led by Clan S'rekam and their Imperial Taiidani allies are swiftly restoring order and preparing for a second Invasion with

HIIGARAN NAVY TACTICAL MANUAL 6

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

advanced hybrid technology ships that have already removed the HGN’s qualitative advantage in terms of warships. Once again, it is up to Hiigara to stem the tide. Culture: In comparison to Earthly cultures, the Hiigaran Navy is alike to a modern Western military in both tradition and mindset. While indeed the Hiigarans (Kushans) are still governed by tradition (with reference to the Kiith), the various threats to their existence as an entire race over the past century makes it clear that if they do not band together as one, they will all cease to exist. The HGN is the pillar of hope for both the Hiigaran people and those who have turned to them for asylum. In this, each HGN personnel is indoctrinated in that their respective roles each have a say in the big picture at hand. Initiative is not stunted by the chain of command while heavy emphasis is placed on education and scientific development. Generally people-oriented management that takes into account personnel welfare and morale. Their military role goes hand in hand with that of diplomacy. While some would say that the modern Hiigaran Navy is "getting soft", generations of space warfare yield large numbers of wartime veterans. These form the core of the Hiigaran Navy's instructor corps. These valuable personnel also assist in doctrinal and technological development. Technology and knowledge come together to provide the HGN a potent force multiplier in accomplishing mission objectives, counteracting their numerical inferiority. Present objectives:

1. Defend Hiigaran star system. 2. Transition Hiigaran Fleet to 4G technology to prepare for a massed pre-emptive strike

into Vaygr territory by AI 2 (2 years After Invasion). 3. Make contact and assist any survivors of the Invasion, including on former Hiigaran

planets abandoned by the Vaygr, and within Republican space. 4. Make contact with and form alliances with any element able to militarily assist with the

Vaygr threat.

0.4.2 Kiith Soban (HGNS) Official Designator: HGNS

Background: Sobani forces operate in relatively small numbers and rely on agility – both in terms of strategy and physical maneuverability – to accomplish given objectives. The Hiigaran Navy’s Fleet Command deploys these elite detachments in the roles of reconnaissance, intelligence-gathering, unconventional warfare and humanitarian assistance under the designator HGNS. Their force strength and annual budget is classified, but it is known that the Sobani Fleet has grown substantially since the redevelopment of the HGN following the First Invasion.

HIIGARAN NAVY TACTICAL MANUAL 7

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

They are far from the public conceptions of murderous mavericks for they are bred and trained for war as well as the peace that comes after it. They are not only skilled combatants but specialise in various disciplines that assist in humanitarian assistance and diplomatic negotiation. It is not uncommon for Soban elements to be assigned to refugee systems where they will help keep the peace and cross-train with their fledgling navies. While most Sobani activities during the Invasion Era are still classified to this day, the HGNS have gained a modern reputation as ‘battlefield saints’ due to their publicised diplomatic efforts with third-class civilisations. It must be stressed that the HGNS are not invulnerable. Even their tactical abilities cannot pierce the brutal vanguard of a Vaygr assault column. The Sobani refrain from deploying multiple larger-than-frigate hulls in tactical units on the basis that their hyperspace signatures are too difficult to mask and will cause more harm than good in the small-unit, aggressive reconnaissance operations that they are regularly involved in. Indeed, while an accompanying Prince of Hiigara may seem appropriate on paper for a behind-the-lines exercise, not even that august battleship could stave off sector defenses for long before being overwhelmed. This is the primary reason why carriers are the only super-capital-class that accompany the signature Soban frigate flotillas into battle – they have a comparatively undersized hyperspace and radar footprint and bear excellent support facilities, as well as sufficient firepower should an operation go down south. The Soban are possibly the best light naval units in this galaxy … if their commander is capable of utilising their skills to the fullest degree. Culture: The modern Soban traditions have progressed at a drastic rate since Landfall, although the Sobani are still the most true to their historical past. The simultaneous economic growth and resulting demand, as well as the enormous casualties of the Invasion Era, caused the Sobani leadership to reject the old ways. Thus, several elite training academies have sprung up in the Hiigaran Control Zone where select HGN personnel are accepted on an evaluational basis and are given the honourary title of Soban. Sobani children are no longer expelled from the kiith, but instead are treasured by their families and are taught from birth to be servants of Hiigara. The majority of HGN Soban personnel serve in the HGNS or with the Marine Corps. Mission Objectives

1. Spearhead HGN counter-attack efforts through aggressive reconnaissance of potential operational zones

2. Continue existing intelligence gathering efforts 3. Contact Independent Vaygr Federation personnel and broker a ceasefire between

them and Hiigara

HIIGARAN NAVY TACTICAL MANUAL 8

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.5 Tactical Overview In terms sheer firepower, Hiigaran vessels are decidedly inferior to their Vaygr equivalents when compared side-by-side on paper. With the advent of LDS (Vagyr-specific laser-based ballistic defense system based on uprated anti-meteorite devices) and as the pioneer of the modern multi-role warship, the Vagyr Military have more than matched Hiigara’s advantages in warship survivability and firepower. Hiigara fleet commanders must learn to outsmart and outmaneuver the enemy or die. Below is a summary of the tools available to the Hiigaran tactical commander in safeguarding the Hiigaran Republic by military action.

0.5.1 Capital Ships

The pride of the Hiigaran Republic’s zero-gravity construction yards, capital ships are awesome products of mastery in spaceframe construction but their extreme cost and size makes them both rare and unwieldy against the more mobile of the Enemy’s strike forces. Serving the Hiigaran Navy as taskforce to fleet level flagships and the core of her conventional offensive, defensive, and military support capabilities, the HGN’s capital ships are both a critical component of the Fleet’s order of battle and a valuable resource to be protected from the Enemy’s effort to cripple these centers of gravity. Most if not all present-generation capital and super-capital class vessels are outfitted with tactical hypervelocity missiles and/or torpedoes. These potentially devastating weapons are scripted to fire whenever a ship has a one hundred percent calculated accuracy. These starships’ point defense systems are also automated – the commander must only concern himself/herself with the designation of mission objectives and force organization in order to allocate sufficient resources for the successful projection of your will. Waypointing (default hotkey: W) is a crucial gameplay tool in PDS. Remember that a ‘green line’ means all point defense systems are ready and prepared to engage incoming missiles. A ‘red line’ means that all weapon systems, inclusive of point defense stations, are focused on a target. A commander should become instinctive with the choice to make a fully-fledged red-line attack, making the judgment call based on the situation and capabilities of his/her ships. Before committing to a hyperspace maneuver, ensure that there are no inhibitor-equipped vessels in the designated jump line unless the jumping vessel is a shipyard. Or else you will be expending precious resource units on an ineffective venture. Remember to make allowances for the transition time in and out of hyperspace jumps, especially for auxiliary cruisers with civilian-grade jumpdrives. Tactical hyperspace can be executed to rapidly reposition or reorient a large capital vessel which may otherwise require precious minutes to execute the maneuver conventionally.

HIIGARAN NAVY TACTICAL MANUAL 9

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Below is a listing of capital vessels available to Hiigaran Navy and Kiith Soban tactical command staff. Arbiter III Fleet Cruiser [CF] Arbiter III’s are heavily modernized versions of a hull design almost half a century old, but remain excellent ballistic weapon platforms. When deployed in a squadron, their compounding firepower can crush anything lesser than a battleship in a very short period of time. Practice safety in numbers – an Arbiter operating without escorts is already dead. They also need to be thoughtfully positioned if one is inclined towards high-tempo operations. Being relatively sluggish in terms of tactical agility, it is very possible for enemy forces to isolate your mobile elements from your Arbiters much to their peril. Harbinger IIM Escort Cruiser [CE] A defensive and interstellar escort variant of the stock Arbiter III, the Harbinger II’s overhauled secondary armaments make it more flexible at the cost of reduced anti-capital effectiveness. The Harbinger is also slightly more nimble than the Arbiter, due to the removal of the bow heavy railgun battery and its support implements. Fleet Monitors [MTF] The Fleet Monitors are the only Hiigaran vessels; apart from the prototype Majiirian class Battlestar, that are capable of successfully dueling the heaviest Vagyr battleships. The Hiigaran Navy’s most powerful (fully operational) combatants in existence, the MTFs are originally designed for the orbital defense role as floating heavy gun platforms. They have been found useful in the assault role where their impressive weapons loadout and experimental Fifth Generation defenses make them almost unstoppable. The Supermonitors Arelian Defender and Cush-designed Iskandar Shah (the latter ship not available to the public in v6.1) are presently assigned to the assault cruiser role under Sobani Special Operations Command. They are employed as literal sledgehammers, appearing from hyperspace with guns blazing on high-asset value targets surveyed by HGNS cloaked reconnaissance ships, destroying them then jumping back out of the battlezone before enemy reaction can be brought to bear. This unconventional doctrine offsets the Fleet Monitors’ poor acceleration and lack of endurance. LiirHra Block 15 Strike Cruiser [CLK] The brainchild of Kiith LiirHra is the first of the new Fourth Generation capital ship hulls to pass the Hiigaran Navy’s operational trials. Capable of atmospheric flight and emergency water launch and recovery, the LiirHra is designed as a highly maneuverable platform for a battlecruiser’s primary ion cannon battery. Able to bring overwhelming firepower when and where necessary in the battlespace the LiirHra although only produced in small numbers due to high cost has found its niche as a powerful fast reacting unit. The updated Block 15 hulls are armed with impeller torpedoes and improved direct-fire armaments including multiple LH-25 advanced railguns, and additionally is significantly more maneuverable than previous marks thanks to uprated inertial dampers. Strike cruisers are often paired with larger battlecruisers to negate their weaknesses in tactical agility.

HIIGARAN NAVY TACTICAL MANUAL 10

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Prince of Hiigara Tier IVH Heavy Battle Cruiser [BCH] The Hiigaran battlecruiser is surprisingly maneuverable for its tonnage, capable of dancing circles about its adversaries while unleashing its impressive inventory of turreted and missile armaments. The BCH’s diverse weapons loadout and excellent armour protection enables the ship to engage any threat, effectively denying large volumes of space around its presence with an unending storm of fire. If the Prince of Hiigara has a weakness, it is that of human overconfidence. It is too easy to have your battlecruiser plow into a Vaygr formation based on earlier successes with this ‘unsinkable’ battleship. Too small to be considered a true battleship, the Prince of Hiigara’s flexibility more than makes up for its lack of brute survivability against super capital class primary weapons. With proper combined arms support a BCH can outrun what she can’t outgun. Defiance II Space Control Ship / Command Cruiser [BCV] The Defiance is a taskforce command cruiser based on the venerable Prince of Hiigara hull. Although the BCH’s primary weaponry has been removed to make way for the Defiance’s extensive avionics and electronic systems, it remains capable of soundly defeating anything smaller than itself. It is not intended to duel with enemy battleships. Nevertheless, the Defiance’s warload is more than sufficient for low-to-medium intensity combat where its strikecraft support facilities, excellent agility and diverse armament load enables it to engage an equally varied range of threats from standoff range. Its main role is as a taskforce command ship where its extensive sensors, battle management and datalink facilities enhance significantly allied forces’ tactical cohesion. Callisto Armed Merchant / Patrol Cruiser [AMC/AxCP] The Callisto auxiliary cruiser’s abundance of kinetic weaponry makes it an excellent tactical firebase, supporting frigates and strikecraft in low-to-medium intensity engagements. Refrain from deploying the Callisto where enemy capital ships or superior enemy forces are present, as its hull configuration (AMCs are converted from civilian heavy transporter ships) is highly vulnerable to heavy armaments. Even well flown battle frigates are a threat to the ungainly AMC. Arcadia Auxiliary Carrier [AxCV] The Auxiliary Carrier’s main reason for existence is as a strikecraft bulk carrier. Ferrying replacement fighters to forces engaged with the enemy at the head of replenishment convoys, the Arcadia is also an extremely capable second-rate cruiser with similar electronic capabilities to the Defiance class space control ship. Being one of the few vessels fitted with photonic stealth technology (i.e.: ‘cloaking’), the auxiliary carrier can effectively mask a strike group from enemy detection and infiltrate established enemy territory, dispatching massive waves of strike fighters out of seemingly nowhere against enemy rear-lines force concentrations and simultaneously serving as a covert navigation beacon for incoming hyperspace assault forces.

HIIGARAN NAVY TACTICAL MANUAL 11

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Empress V Fleet Support Station / Mobile Shipyard [SY] The Hiigaran mobile shipyard forms the crux of a full-fledged Hiigaran task force. A literal flying city, the Empress V serves as a mobile base of operations for an expeditionary unit, freeing up other production facilities (like those located on fleet carriers) for tactical assignments and providing a sufficient deterrence to any logistic raids the enemy may attempt with its impressive inventory of standoff weaponry. The shipyard’s more aggressive military purpose is to spearhead combat bridgehead operations, hyperspace jumping into engagement zones with a skeleton crew where enemy hyperspace inhibitor fields are active and serving as a rally point for follow on attacking taskgroups. The Empress V’s sizeable tonnage renders tactical-scale inhibitor fields ineffective, and it can quickly deploy docked strikecraft and pin waylaid enemy forces with overwhelming ranged directed energy and guided weapons fire. While extremely resilient and well armed, the Empress V is by no means a battlestation, with gaping docking bays just waiting for coordinated heavy weapon attacks. In this case of a combat bridgehead assignment the shipyard itself is employed as an expendable asset much like a battering ram. Outside of your operating context mobile shipyards are also used as orbital bases for planetary operations, and as trading stations in peacetime. Imperator IV Fleet Carrier [CVF] The Imperator IV is the ultimate rendition of the all-purpose taskforce support vessel, and is extremely capable and versatile in rear-lines assignments. It is also an excellent fire support platform, with multiple heavy railgun and plasma cannon turrets, as well as a large number of missile tubes. The Hiigaran fleet carrier is not a rugged vessel built for direct combat like the Vagyr Kaghan class cruiser/carriers – consequently, commanders should take special note to shield these vessels from enemy attacks. The HGNS Witchhunter is a special-operations configured Imperator IV with additional HVM racks and photonic stealth technology in place of ballistic shields. A floating missile battery, it is capable of devastating surprise attacks against lone capital ships. Like the HGNS Elusive Concept the Witchhunter also serves as a spotter for hyperspace assault forces, bringing to bear the wrath of Hiigara’s Supermonitors on unwary prey. Majiirian Battlestar [BBHX] The largest conventional battleship in galactic history perhaps with the exception of the old Hiigaran Empire’s Sajuuk’s Wrath, the Majiirian Battlestar is specifically designed to dismantle super-capital warships, orbital fortresses and planetary defenses with its impressive array of megaship class railguns and impenetrable armour. Although one prototype has been successfully launched the Majiirian’s introduction to the HGN’s order of battle is delayed by its sheer cost and lack of need for such a vessel.

HIIGARAN NAVY TACTICAL MANUAL 12

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.5.2 Frigates Frigates are highly mobile assets that may require a little more micromanagement on the player’s part. This is especially true of the Linebacker VI, Bloodhound II and Resolution II – agility counts as a large fraction of their operating style. With a careful eye and quick reaction, it is more than possible to order any of those ships to make an escape maneuver from pursuing missiles (though with less effect against newer HVMs). While those three frigates are equipped as self-sufficient elements, the fire support frigates are designed to act as capital ship escorts – compounding allied ships’ combat capability with their own considerable weapon systems. Once again the waypoint command in HW2 is very important in PDS – you will want your gun-frigates to fly in formation whist screening your heavy forces with their impressive medium calibre turreted armaments, and the waypoint assignment is the way to get that sort of mission plan. Ships won’t stray from their flight plans unless you override it or the last waypoint is reached. All Hiigaran frigate crews are trained to perform sudden velocity-reversal maneuvers – order them to do so by giving movement orders towards the rear and above. All EC designated (Enhanced Capability) Hiigaran frigates are outfitted with Fourth Generation avionics and systems, augmenting combat performance and providing them with independent tactical hyperspace capability. Linebacker VI-EC Flotilla Leader [FFL] Indispensable as squadron leader in Bloodhound assault lances, making them virtually self-contained through extensive electronics warfare systems and sensor array. Pulse ion turrets and 45mm nose cannon are effective against a wide variety of targets and optimal in the fire support role. Lothringen Ion Cannon Frigate [FFH] A cost-effective fire support platform based on the traditional spinal heavy weapon frigate design. Improvements in Vaygr warship engineering have rendered the Lothringens’ primary weapon ineffective against the thick hide of capital and assault ships, but they remain excellent capital ship escorts and assault support units when in their proper place as part of combined arms strategy. Bloodhound II-EC Heavy Gunship [FFB] Mainstays of the Hiigaran fleet, Bloodhound IIs are all-round performers and are effective in both anti-fighter and capital assault roles in any number. Even a lone Bloodhound is capable of tying up Fourth Generation Vaygr strikecraft. In numbers, Bloodhounds can quickly obliterate entire strike wings and disable enemy ships through sheer weight of autocannon fire, freeing up your other assets for alternative taskings. It is advisable to commit Bloodhounds in the space superiority role together with escorting fighters and corvettes, which can break up enemy strikecraft formations before they can hit

HIIGARAN NAVY TACTICAL MANUAL 13

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

the frigates with a coordinated volley of fire in the initial merge where they are most vulnerable for their size. Specially modified Bloodhound IIs have been successfully employed in the planetary heavy strike role; a hair-raising experience as related by veterans of such missions. Nightingale III-EC Support Frigate [FFS] Despite its lowly sounding ‘support’ designator, the FFS designation implies a multi-role combat support vessel. A pair of Support Frigates and their massive autocannon loadout is a welcome addition to any defensive or offensive unit. Its engineering support capability is largely outdated, given the advanced nature of Hiigaran onboard damage control systems. Simply place a damaged vessel within the Nightingale’s operational sphere to initiate field repairs (simulates deployment of engineering support crews and equipment), where necessary. The Support Frigate is also a valuable combat search and rescue vessel – but this facet of the Nightingale is intended purely for your imagination and roleplaying utility. Resolution II-EC Boarding Assault Frigate [FFA] Resolution II assault frigates are commonly used to resolve naval engagements by the forced boarding and capturing of damaged or disabled enemy combatants, but this rarely occurs in modern warfare due to the danger of networked capital ship firepower. Like the Nightingale, the Resolution is a very capable anti-fighter gunship, but this is a secondary role. These valuable special operations vessels and their equally precious cargo of Hiigaran Marines are only deployed where and when necessary. Monitor Defense Platform [MTR] These floating batteries of 3G weapons systems are obsolete, still somewhat useful as secondary escort attendants or as sentries for resource operations. Small Monitors like these are field-conversions of unwanted mobile refinery hulls and are generally impractical for military use. HydraShark II Assault Gun [FFA] HydraSharks are inflexible unmanned warships – personnel familiar with ground warfighting would call the assault guns ‘siege weapons’. They are not designed for independent operations or frontline deployment. Their 1200mm railguns are intended for utilisation against immobile and heavily armored targets once the operational zone is free of anti-capital threats. And if you’d ever have to oversee a planetary bombardment operation these harbingers of thermonuclear death would be your best friends – battlestar class firepower in a frigate package.

HIIGARAN NAVY TACTICAL MANUAL 14

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.5.3 Strikecraft Strikecraft tactics revolve around standoff precision strikes, whereby fighters’ expendable HVR payloads are used to disable capital vessels and allow heavier starships to engage without fear of retribution. They are also important in the space superiority role, engaging and destroying enemy strikecraft before they ever manage to get in range of allied capital ships. Modern strike fighters tend to be less maneuverable than their Vagyr counterparts but can operate successfully in a variety of combat situations and bring their crews home in one piece. Tactical Scout [FTR] The scout craft has been obselete ever since the birth of Third Generation hardware and tactics. It is chiefly relegated for low-intensity reconnaissance where direct action is unlikely. Its battlefield surveillance role has been superceded by unmanned reconnaissance drones and the Light Strike Fighter. Blade Mk. 22C class Interceptor [FTI] The venerable interceptor’s massdriver armament is ineffective against Fourth Generation strikecraft, which are designed to survive hits from capital class point defense weaponry. It remains very effective in the modern battlespace as where it is fitted with hypervelocity rocket pods the Blade interceptor can engage strikecraft formations with impunity or devastate lone capital ships – all under datalink control by the fighters’ mothership. All the pilots have to do is press the trigger. In desperate situations HVRs are very effective dogfighting weapons should a pilot be skilled enough to “saddle up” behind an enemy fighter. The sheer kinetic impact of a single HVR is more than enough to disintegrate the heaviest of strike fighters. Thunderbolt Mk. 1B Assault Bomber [FTA] The true underdog of the Hiigaran fighter inventory, the Mark One attack bomber is largely obsolete, but has proven effective in dogfights against Vagyr battle sloops and assault corvettes which are easy meat for the Thunderbolt’s plasma cannons and HVRs. Thunderbolt Mk. 4B Assault Bomber [FTA] With massive secondary engine pods that function as boosters and support external heavy weapons at the same time, the Mark 4B is a popular choice for the capital assault and hunter-killer roles. The overstressing of the Thunderbolt chassis with the huge modular payload pods, however, doesn’t help with survivability. It would do well for you to deploy appropriate cover for your heavy bombers, be it in the form of escorting battle frigates or staggered deployment of strikecraft – use the (laterally) sluggish Thunderbolt IVs as bait for enemy interception then pounce on them with another squadron. Teamwork is how you counter the primary weakness of heavy fighters.

HIIGARAN NAVY TACTICAL MANUAL 15

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Light Strike Fighter [LSF] Built around a large heavy weapons pod the Light Strike Fighter is excellent in the anti-frigate and anti-corvette roles. Due to its unconventional configuration, it unfortunately has poor maneuverability. Even with cutting-edge defensive technologies, the LSF is highly vulnerable to anti-fighter weaponry. Light Strike Fighters have replaced the tactical scout as the reusable reconnaissance vessel of choice. Avenger Mk. 3E [FTH] Christened the Avenger of Kharak, the Mark 3E is the ultimate space superiority fighter deployed by the Hiigaran Navy. It bears unstoppable firepower, has extreme resilience to battle damage and above all, is rapidly assembled and easy to maintain due to modular construction. Avenger fighters outfight their prey by flying on Newtonian physics, which serve to cause confusion to many newer pilots and allows the full fury of its armaments to be brought to bear on the lesser-armoured side and rear hulls of enemy strikecraft. The underlying reason for such an attack doctrine (which is flown by the ship’s computer to exploit the full 3 dimensions of space) is the Avenger’s poor agility – it is classed a corvette in the ship registry. Gunship Corvette [CTE] Obsolete for battlegroup assignment. There is a modernisation package being prepared by Hiigaran R&D – until it is implemented, avoid the CTE class. These old gunboats are still employed in small numbers as auxiliary escorts, this particular configuration being especially effective in the anti-missile and light fighter role and not much else. Pulsar Corvette [CTE] Obsolete for battlegroup assignment. There is a modernization package being prepared by Hiigaran R&D – until it is implemented, avoid the CTE class. This particular corvette is still successful as a second-rate heavy weapons carrier and does fine so long as it isn’t pounced on. Khopesh Assault Gunship [CTA] The Khopesh is a very versatile miniature frigate, which in its unique offensive-defense role is employed to plug in holes in the Fleet’s interceptor and point defense grid with its impressive array of turreted weaponry. Designed to work in pairs, the Khopesh can quickly annihilate enemy strikecraft formations but is fully reliant on command ship datalink to direct its robotic weaponry. Optimally, assault corvettes should be deployed in hunter-killer groups based around strike fighters and with a quick reaction force of gunship-frigates in overwatch. CTAs are totally unstoppable against anything but modern battle frigates and assault fighters (ie, Vagyr HAC-II series) Kite Microfighter [FTD] Inexpensive, poorly armored, highly agile and armed with a less-than-capable 35mm autocannon. The Kite is primarily utilized in great numbers as swarmer formations, used to

HIIGARAN NAVY TACTICAL MANUAL 16

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

draw fire from enemy interceptors and point defense grids as a HVR150 salvo from a strike fighter formation is brought to bear from another vector. There exist proposals to outfit Kites with plasma cannons, HVRs and thermonuclear missiles, which will make for truly capable disposal microfighters. Hawk Attack Drone [FTD] Unmanned equivalent of Avenger fighter in terms of capability and replica of the Ancients’ robotic drone fighters. Hawks and Kites are equipped with both their onboard AI “brains” and provision for remote piloting from command ships through tactical datalinks. Since this is subject to the limitation of the speed of light, drone fighters are never deployed far from command ships unless set to autonomous mode to tie up enemy resources in a sacrificial diversion.

0.5.4 Logistical operations

Also known as ‘resource operations’. Modern spacefaring navies rely on nano foundries to fashion required supplies and other products for the bulk of their logistical needs – and these nano foundries require atomic material with which to fashion the required end products. The requirement of efficient resource collection is especially relevant for roaming Hiigaran expeditionary units who have no direct link to conventional supply lines. Raw material for construction facilities is often mined from mineral-rich asteroids or from the remains of destroyed ships; their component atomic mass can be traded to merchants in exchange for provisions or be promptly used in starship manufacturing or repair. In this regard, debris from recent engagements can be salvaged by fleet utility tugs and the resulting material used immediately in construction projects after it is broken down into its component atoms. It is strongly advised that commanders take note of the safety of resource operations and allocate sufficient defenses according to the vulnerability and position of a logistical undertaking. A space navy cannot fight if it lacks basic provisions and the means to repair damaged vessels, or live to fight again if it does not have stored resources for an emergency hyperspace jump. Prodigious amounts of reactant mass is necessary for the operation of jumpdrives.

HIIGARAN NAVY TACTICAL MANUAL 17

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.6 Appendix

0.6.1 Abbreviations/Glossary

Generations 1 to 4, Technological Level Classification, Hiigaran Navy

Hiigaran ships are frequently classified into Generations, which denotes the level of technological development of the basic ship class, weapon or avionics system at hand. For example, the LiirHra-class cruiser is a Fourth Generation hull, while the Arbiter-class lineship is a Second Generation development. Likewise, basic massdrivers designed before or during the Exodus period are First Generation - originating from when the Hiigarans first ventured into the reaches of space, and the Hydra IV Multi-Vector Terminal Attack (MVTA) directed-fragmentation torpedo is a Fourth Generation weapon. It is indeed possible to equip a 1G hull with 4G systems, provided the ship in question can support the systems' requirements. In such a case the ship is still referred to as a 1G hull, but refitted to 4G standards. First Generation (1G) - (pre) Exodus era. Second Generation (2G) - Early Hiigaran civilization, Beast Wars period. Third Generation (3G) - Basis of the modern Hiigaran Navy, pre-Vaygr Invasion. Fourth Generation (4G) - Present day. The Hiigarans have learned much from fighting the Vaygr. Those lessons and the product of basic research into Ancients’ technology are incorporated into 4G naval vessels. Fifth Generation (5G) - Full incorporation of Ancients' (Progenitor) technology, presently concept only.

Eras 1 to 2, Technological Level Classification, Vagyr

The Vagyr tech. level classifications are far more simplistic than that of the Hiigarans. Pre-Makaan and Post-Makaan eras are designated First and Second Era (or 1E and 2E in short) respectively. 2E technology is on par to the Hiigaran’s Fourth Generation.

A A: Assault (CTA) Assault ships usually have additional armour protection installed, with preference for the front quarter. Their load outs are optimized for maximum forward firepower at close quarters, with multiple redundant avionics and support systems added to ensure survivability.

HIIGARAN NAVY TACTICAL MANUAL 18

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

AC: Auto(matic) Cannon Used to refer to common auto loading naval gun systems regardless of type and calibre. AMC: Armed Merchant Cruiser AMCs are auxiliary escort ships converted from large merchant vessels like the Hiigarans' Bishop Heavy Transporter. AMS: Anti Missile System Weapon system designed to engage and destroy enemy self-propelled munitions before they impact on a defending vessel. See also PDS. ARG: Advanced Rail Gun Refers to Hiigaran Fourth and above Generations' massdriver weapon systems. The incorporation of Ancients' materials technology allows the HGN unparalleled qualitative advantage in ballistic weapons performance. See also SHARG. Ax: Auxiliary Designation for fleet auxiliary ships. Example: Arcadia AxCV, Nirvala AxCG Fleet Auxiliaries are naval support ships not intended to participate in direct combat action against enemy first-rate warships.

B B: Battle (i.e. FFB) This designator is used on ships such as the Bloodhound II-EC, which are fully optimized for their participation in direct action against enemy forces, with a load out focused on survivability plus firepower at the expense of agility. In short, a brawler. BB: Battleship This classic designator refers to heavily armed and armoured super capital class warships, which constitute the centerpiece of spacefaring militaries. BC: Battlecruiser Used to denote a very-heavy assault cruiser or a lighter version of a battleship with reduced defensive capabilities traded for increased agility. In the case of the Hiigaran Navy (HGN) battlecruisers are heavy cruisers with battleship class plating.

C C: Cruiser Cruisers are medium-sized capital vessels. More versatile than larger classes, they are fully capable of independent interstellar travel. C: Command Ship (ie, BBHC) Used to designate a very large command ship equipped with strategic-range communications systems.

HIIGARAN NAVY TACTICAL MANUAL 19

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

C3I: Command, Control, Communications and Intelligence (doctrinal acronym) Used to describe an information infrastructure that supports joint operations by a military force. It provides the means of gathering and distributing military intelligence, and directing events, usually in a modern battlefield situation. CT: Corvette (ship size classification) Corvettes by their traditional definition are larger and heavier armoured than Fighters at the expense of maneuverability (in short implying a heavy fighter), and commonly deployed in the escort/assault role. Modern corvettes usually turn up in heavy assault and space superiority forms, and share more similarities to smaller frigates than they do to the traditional definition. The largest of the first-rate corvettes are capable of independent interstellar operations.

D D: Drone (i.e. FTD) Drones specifically imply remote-piloted or autonomous AI controlled vehicles, popular across spacefaring races as scouting and expendable attack and courier vessels. DF: Defense Field (defensive system) Classified defensive anti-ballistic shipboard system unique to the Hiigaran Navy. Recent improvements in weapon counter-countermeasures against defensive systems like DFs means that the defense field is not an all-powerful energy shield but a support device in ensuring ship survivability. DD: Destroyer Destroyers are the light-sized capital vessels. They are generally the most maneuverable of large capital ships. They are flexible general-purpose warships that are most effective as super-capital ship attendants rather than full-fledged combatants. The term Destroyer in the past implied a "Frigate-Destroyer" designed to protect battleship convoys from the threat of torpedo and missile armed fast-attack frigates. This definition is still used by the Vaygr today. Hiigara does not field Destroyer class vessels, instead preferring heavier fleet cruisers for their endurance.

E E: Escort (ie, DDE) Escort combatants are outfitted for the interstellar escort role, which demands good multirole capability and long endurance. EC: Enhanced Capability (ie, FFB) Indication of implementation of 4G technological systems in all facets, generally resulting in all-round improvement of an older vessel's capabilities.

HIIGARAN NAVY TACTICAL MANUAL 20

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

ECM: Electronics CounterMeasures The use of any active or passive system to elude, degrade or confuse hostile sensor/scanner suites and communications traffic. The major weakness of any space combatant is the masking of thermal emissions. ECM is modeled in Point Defense Systems through reduced sensor signature technology (cloaking and emissions reduction) as well as the disruption of active fire control measures. ECCM: Electronics Counter-Counter Measures Electronic counter-countermeasures (ECCM) describes a variety of practices which attempt to reduce or eliminate the effect of Electronic countermeasures (ECM) on sensors aboard vehicles, ships and aircraft and especially seekers on weapons such as missiles. ECCM is modeled in Point Defense Systems through high-powered sensor suites capable of “burning through” hostile jammers, and also in the form of network-centric redundancy – where a combatant being successfully jammed can rely on line-of-sight laser datalink and receive targeting data from another allied ship not under the jamming envelope.

F

FC: Flechette Cannon (weapon class, not to be confused with "fire control") Massdriver weapon deploying multiple rounds of ammunition ("flechettes") per shot similar to a shotgun. Widely encountered on Vaygr capital ships as heavy support weapons, although most have been retrofitted with more effective LPC400s. The main benefit of the flechette cannon is its larger engagement envelope than a single shot weapon, at the cost of poor armour penetrative performance. FF: Frigate Frigates are at times referred to as small capital vessels. They are the result of compromise between heavy strikecraft agility and a light capital ship’s firepower and endurance. Modern frigates emphasize on multi-role capability - an evolution from the traditional dogma of highly specialized small craft design that has proven unsatisfactory in modern warfighting doctrine. FM: Fusion Missile Capital class attack or bombardment missile with a thermonuclear warhead. FT: Fighter Fighters are the smallest warship class. Their extreme tactical agility makes fighters extremely valuable in extending the range of force projection measures available to a capital ship squadron. Their small size however limits their payload severely, making them reliant on numbers for firepower and survivability. Modern strike fighters combine the fighter's agility with the survivability and endurance of the corvette class.

HIIGARAN NAVY TACTICAL MANUAL 21

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

G

G: Guided Weapons (ie, FFG) Indicative of a ship's reliance on expendable weaponry for its primary firepower.

H H: Heavy (ie, BCH) This designator implies a heavier tonnage than normal for a ship of given size class. For the case of the Prince of Hiigara battlecruiser (BCH) it bears the Heavy designator for tonnage increase due to wartime evolutions. HGN: Hiigaran Navy (organizational acronym) HGNS: Hiigaran Navy, Soban/Special Operations (sub-organizational acronym) HVM: HyperVelocity Missile HVMs are strategic bombardment missiles set to sprint mode (maximum acceleration) in tactical engagements. Usually fired in large numbers to overwhelm an enemy's defenses. Internationally classed by calibre. HVR: HyperVelocity Rocket HVRs are either HVMs sacrificing their guidance systems for increased payloads/acceleration (ie, Vaygr HVR240) or kinetic penetrators (Hiigaran HVR150). HVRs are direct-fire armament either deployed as high-powered autocannon replacements or as formation assault devices. The four-round fighter mount HVR150 pod is popular amongst Hiigaran strikecraft pilots as a disposable dogfighting weapon.

I

IC: Ion Cannon Ion cannons are essentially particle beam weapons. A Hiigaran Navy hydrogen ion cannon is basically an elaborate linear accelerator projecting a stream of superheated hydrogen ions extracted from reactor plasma and accelerated to relativistic velocities. Ion cannons have proven themselves as reliable and effective direct fire heavy weapons throughout the Hiigaran Navy's history, being able to defeat heavy armour plating while steered electromagnetically upon precise targets. Early iterations of the ion cannon posed a hazard to the ships on which they were mounted due to their powerful electromagnetic emissions.

HIIGARAN NAVY TACTICAL MANUAL 22

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

They have found themselves a niche in modern warfare as particle beams are generally impossible to intercept - an excellent advantage in dueling situations provided the ship in question can support the impressive power requirements. Various configurations of hydrogen ion cannons are in service today in addition to the traditional linear accelerator, including compact modular systems with helical accelerator tracks derived from Somtaaw research. The type of firing mode affects a particle beam weapon's characteristics - pulse ion cannons for example fire multiple lower-powered bolts in rapid succession and are especially effective in anti-fighter work and as heavy support weapons on capital ships. IVF: Independent Vagyr Federation (organizational acronym) Highly militaristic Vagyr faction actively opposing the followers of Makaan. Most of the IVF’s senior members are former Military Fleet commanders refusing to continue their service in light of wartime atrocities or in war weariness. Independent separatists have banded together in order to secure a greater chance of survival. The IVF has occupied the devastated planets in Nalthoran space and presently rebuilding those worlds to serve as their own base of operations – a problematic situation as a fraction of the (once thought extinct) Nalthoran population successfully relocated to Hiigara aboard armed interstellar liners. They are otherwise a potential ally to Hiigara as a source of both military expertise and advanced technologies. Openly trades with other independent Vagyr populations.

K K: Hunter/Killer (ie, FFK) K designated ships are optimized for independent operations. Maneuverability, acceleration, and heavy firepower are the requirements for a successful lone wolf. May also imply a multi-role or a ship optimized for offensive strike warfare.

L L: Flotilla Leader (ie, FFL) These ships are the equivalent of tactical command posts or a command variant of a small combatant ship fitted with extended communications and battle management systems for the direction of friendly forces up to the flotilla level. They may have specialized devices (avionics, ECM packs, etc) in their loadouts in order to bolster their capabilities or reduce vulnerability. These are outfitted with teamwork in mind and are usually optimized for a fire support role. L: Light (ie, CVL) Smaller version of a capital ship class – for example a CVL is a light carrier and a BBL a “pocket battleship”. Not to be confused with the flotilla leader (L) designation for tactical command variants of small craft.

HIIGARAN NAVY TACTICAL MANUAL 23

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

LPC: Laser-Plasma Cannon Vaygr weapon system that generates bolts of superheated plasma by directing converging laser beams on propellant material. More compact, safer and far less costly than conventional reactor-fed plasma cannons but less potent.

M

MRAM: Medium Range Attack Missile MRAM classes of guided weapons are a versatile munitions capable of undertaking multiple roles ranging from missile interception, precision subsystem attack, to area saturation. Also referred to as a Standard Missile. Although based on a sound concept the high cost and relatively low effectiveness of present-generation MRAMs restrict their potential as specialised support weapons. MS: Mothership (vessel class) The Mothership completed its primary purpose, and was retired in the Balcora Cluster at the centre of the galaxy. She was retired such that Karan and the recovered Hyperspace Cores could be loaded into the Sajuuk Megaship, which led the return to Hiigara where the Vaygr Siege was finally lifted. The Mothership has been destroyed as it had been abandoned on an unstable trajectory that spiraled towards a nearby black hole, although this is in fact unconfirmed.

N

NCW: Network Centric Warfare (doctrine) Military doctrine made possible by advanced information systems whereby weapons systems, sensors and Command and Control centers are connected through high-speed communication networks. Through NCW procedure, a military force can establish quick judgment calls based on swiftly acquired intelligence without redundancy. The reduction in individual decision-making is compensated through direct authority over an evolving combat situation. This is modeled in Point Defense Systems through command fields benefiting specific ships equipped with C3I (Command, Control, Communications and Intelligence). Outside of the command ships’ specific benefits, all combatants within the operating universe already are configured for fully networked operations – which is why you the tactical commander has such an easy time directing your forces. Command ships simply provide the capability to fully exploit the potential of battlefield networking. A layman’s example of basic NC measures at work is a case of a Defiance class command cruiser electronically coordinating and synchronizing fire from the primary weapons of the entire battlegroup that she is assigned to, to potentially devastating effect on a non-networked enemy battlegroup of otherwise equal capability on paper. The networked weapons grid simply reacts faster and in a more coordinated fashion to fire assignments. NC measures are not restricted to this, of course.

HIIGARAN NAVY TACTICAL MANUAL 24

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

P

P: Patrol/Police (ie, FFP) Patrol ships are fitted for extended operations a surveillance role, with a preference on propulsive drive performance and efficiency over firepower for easy getaways and reduced time for interception and pursuit situations. The P designator implies a standard warship converted to serve as a patrol and/or policing vessel. None are present within the HGN’s interstellar order of battle. See also Patcom. PB: Probe Simple and disposable sensor and communications payload strapped to a drive system capable of relaying tactical intelligence to networked combatants. Probes are also used as physical couriers for electronic data where it is not practical to transmit said data through standard means. PC: Plasma Cannon (weapon class) Plasma cannons are one of the most effective classes of direct-fire weaponry available to naval combatants, dealing impressive thermal damage to targets and being totally immune to interception. Superheated plasma is drawn from the ship’s fusion reactors through magnetic conduits just before launch, and then contained in a magnetic bubble that is projected towards the target. There is a small delay in firing due to the time necessary in shunting the plasma from the reactor into the firing chamber thus tricky to employ in a wildly maneuvering engagement. See also LPC and PRC. PC: Patcom (ie. PCF) Patrol Combatants are designed ground-up as military patrol ships, and are intended for fleet missions. They are commonly mistaken for small destroyer sized vessels as the need for battle survivability and firepower plus the desired traits of a patrol ship rules out the development of a smaller hull. PIC: Pulse Ion Cannon Specific configuration of hydrogen ion cannon weapon system. See Ion Cannon. PRC: Plasma Repeater Cannon Plasma cannon usually found in capital class point defense grids that trades power per shot for increased rate of fire. See Plasma Cannon.

R

R: Reconnaissance (ie, CVR) Recon ships are essentially floating sensor batteries. Their size affects their role; tiny FTRs are handy battlefield surveillance assets and spotters for ranged weapon fire, while capital

HIIGARAN NAVY TACTICAL MANUAL 25

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

ships with the R designation focus on the deployment of bulkier surveillance systems that provide tactical or strategic-level range. Also encompasses electronics reconnaissance (ie, signals intelligence) ships like the VMS Nancy Ajram III, which pulls double duty as a jammer platform.

S S: Support (ie, FFS) Implies a support warship. These ships bolster a task force's order of battle with either combat (fire support, datalink, combat search and rescue, etc) or non-combat (maintenance/repair facilities) assistance. Or all of them at once for a multirole hull. SHARG: Super Heavy Advanced Rail Gun Refers to supercalibre naval armament as on the Arelian Defender and Selangor assault cruisers, and the prototype Majiirian Battlestar. These huge weapons are utterly devastating against both starship and planetary targets.

T

TSOG: Tactical Strike Operations Group TSOGs are rapid response task forces with frigate-class warships at their core. More agile than cruiser divisions and possessing a larger measure of battlespace influence than fighter wings (considering the individual components of a combined fleet), TSOGs typically consist of a mixture of Frigate classes with a small number of supporting capital warships within its force disposition in order to fulfill its dynamic unit roles. A TSOG operating independent of fleet command and control is typically supported by an Imperator or Defiance battle carrier, its fighter/support craft wing, along with a cruiser squadron consisting of 3-5 Arbiter and Harbinger II fleet cruisers or a heavy and light cruiser pair (ie, Prince of Hiigara IV with LiirHra sidekick).

V

Vagyr (race) A space-based, multicultural and multiracial nomadic civilization originating from the South East fringe of the known galaxy. Once peaceful traders and explorers they were subdued by the expansionist Taiidan Empire and have since successfully risen up against their oppression and gained control of a significant number of former Imperial worlds. This experience transformed them from peaceful nomads (Gypsies or Bedouin reference) into a very aggressive and territorial people. Modern Vagyr technology is derived from that of the Imperial Taiidani (which they employed against their former oppressors) and subsequently developed and evolved to their own format.

HIIGARAN NAVY TACTICAL MANUAL 26

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Vagyr society is caste based and matriarchal. Vagyr are very loyal to their own family (this term usually applied on an expanded basis to include a ship’s crew or an entire military unit) and probably not much else. This changed with Makaan’s rise to power as the Vagyr rose up against the Imperials and subsequent unification of the Vagyr people under a Grand Alliance. VMF: Vagyr Military Fleet (organization) Also referred to as the Vagyr Loyalists – Vagyr still loyal to Makaan’s vision of galactic dominance.

X

X: Experimental X ships are experimental craft that serve as test beds for cutting edge technologies. X designators are removed once the ship in question passes operational trials, if it is intended for operational deployment in the first place.

HIIGARAN NAVY TACTICAL MANUAL 27

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.7 The Chronicles of War

0.7.1 Planetary Assault 101 by yasotay

Indeed assault is a very large orchestration of events. Today there are seven separate plans that must be developed and synchronized to conduct an air assault in the real world. I will not bore you with the details. Here is what I think would be the likely sequence of events. 1. Space Superiority - got to have it or the firepower you need to get to the surface is not there. Note there is a difference between space superiority and supremacy. While supremacy is better, you have to have local superiority over the planet if you are going to drop grunts in the dirt. 2. Reconnaissance - know where the enemy is and where you are and you will win a thousand battles (famous ancient Chinese guy). Obviously you want to know where all of the things that can shoot you out of the air are and the command post that will direct them. Your grunts would appreciate this too, as well as where the bad guys are. Telling them where the 'red light district' is would be appreciated too, but I recommending that you tell them that after the bad guys are gone. 3. DEAD - Destruction of Enemy Air Defenses. Makes for much easier landings. This means more than blasting missile batteries and associated sensors. First you want to make a smoking hole of all the Command and Control facilities you can find. Hypersonic mass launched from space (from say a fire support FF, DD, BC, etc), impart enough kinetic energy into a target to make it a nice smoking hole without all the nasty radiation after taste. 4. Electronic Warfare - not that you wait for this point to do this, but it becomes critical at this point that you poke all of the electronic eyes that you missed with the bombardment effort, and you always miss some. Cross-spectral jamming of communications and sensor frequencies is a must. 5. Assault - this is the tough part. Who gets on what boats? Who has priority? Who gets bumped if one of the assault ships breaks before launch. A thousand details. IF you are doing this on a planetary scale then I suspect you will want several landings at once. However this dilutes your mass and makes your command problem a challenge. What if one of your landings runs into trouble? Do you send more firepower to it at the risk to the others? Mass may be the best method as it allows you to focus... but then it allows your enemy to focus too. 6. Logistics support - everything is coming from space initially. So you have to bring down the bullets and bombs and take back the wounded. Believe it or not this will put the most strain on your landing vehicles as they will be going all over the place trying to get the right stuff to the right people. 7. Security and Aid - Having successfully defeated the enemy you now are the proud owner

HIIGARAN NAVY TACTICAL MANUAL 28

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

of a planet... and all the people on it. On the assumption that you did not wipe the slate clean there is likely to be a big urban rebuild effort. If you want them to be on your side you have to try and keep the lights on and their tummies full.

HIIGARAN NAVY TACTICAL MANUAL 29

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.7.2 Good Morning by Les-R

"...I trust you're well rested Ensign." No, thank you very much, I am not well rested. I am sore all over and my head feels like it's being split-open with rusty chisels driven through my eyes, thank you. They say that cryo-sleep is 100% safe, that it does no harm to the body whatsoever, don't believe them! This is hardly the way a war-vet should be treated. Yes, I am one and I have the combat-pay to prove it. I was on the carrier "Precocious" when she was transferred to the Pride of Hiigara’s fleet for the final campaign against the Vaygr's Grand Crusade and I served aboard her through the entire shooting match, through the Karos Graveyard, through the Gate of Balcora and through the final breaking of the siege of Hiigara. I've been told it was all quite impressive. I never actually saw the old Progenitor foundry, or the ancient Dreadnaught, or Balcora Gate, or Sajuuk firing its weapons in anger... Breaker take-it but I never even saw the Pride of Hiigara before she was de-commissioned in-space. I'm back-up crew, which explains the cryo-sleep. Carriers don't have the facilities to house all the pilots and crewmembers for all the strike and service-craft and frigates they may or may not manufacture while out in the field, so we all get put on ice. It's a scary feeling when they call your name for assignment as 'backup'. Every time they put you under you wonder if you'll ever wake-up, if this will be the time your ship will head out and suffer a mischief with you still dozing deep in her hold. They're supposed to thaw us out on regular intervals so we can stretch our legs and such, but during time of war those intervals tend to fall by the wayside and we get treated like parts that need changing-out when the rest of the ship comes in for refit. Makaan may be space-dust but the rest of the Vagyr didn't obligingly follow him into oblivion, so technically that 'time of war' still exists. The sadist who claims to be a doctor is blathering about something, I suppose I should pay attention... "...and we'll need to do some bloodwork to, purely routine. Command will need that done soonest so they can expedite your recovery and re-training." Maker damn-it, what about my needs? I haven't had a hot meal or a hot shower since the last time this tub pulled into dry-dock, not to mention I haven't been laid in... "Here, You'll be getting your certification on the new Khopesh class corvettes. I suggest you study this." And then he shoves a data-sheet in my hand and returns to watching the monitors in his 'don't bug me' pose. Right, so what have we here? Maker! Did they put enough guns on this thing? Hmm, four-man crew. Pilot (That's me by the way, I fly the boat.), Co-pilot/Commander (That's the

HIIGARAN NAVY TACTICAL MANUAL 30

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Jackhole who bosses the rest of us around.), Gunnery Chief (That's the guy in charge of all the shooty-shooty stuff, huh.. only one for so many guns?), EWO... hmm, that's new. Looks like the new gunnery interface is all point-and-click, bet it flies like a pig though. "When will I be getting space under my butt?" The Doctor/Sadist looks annoyed that I have interrupted his communing with his medical gadgets and gizmos, he annoys me in return by pretending to not know the lingo before answering, "Oh, I'm afraid time and budget constraints won't allow for that. You'll be transferred temporarily to the shipyard 'Aramis' to use their simulators." Great, absolutely fantastic. I know all those guns and the powerpacks for 'em will play merry hell with the boat's handling but it looks like the first chance I'll get to learn it's quirks will be while under fire, wonderful. The sims are nice, but they never get the inertial feedback right. Doesn’t matter what they're pretending to be, a classic gunboat or a pulsar-rig or even a 'bricklayer', they all 'feel' like the same toothless training-ship you cut your teeth on at Academy when you're in the sim. Ahh well, nothing for it. I suppose I'll just have to study what I can, submit my request for permanent re-assignment for the 100th time, contemplate for the 1,000th time why I'm not submitting my resignation instead, and in the meantime try to make the best of it.... ...what else can a girl do?

HIIGARAN NAVY TACTICAL MANUAL 31

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.7.3 Calculated Risk by Les-R

Cray checked the chronometer again, five minutes after the last time he checked it. He was used to his share of hardships of course, what Vagyr pilot was not? However his current mission would sorely test him as a pilot of the first, last, and only fleet of the tribe Aschen-Vaygr. Cray checked the chronometer again and decided he had time for quick meal; food always seemed to calm him before a battle. He un-buckled his harness and squirmed around in his command-couch to reach back behind it, pulling open a loose panel near the cooling-vents for his primary tactical computer. Reaching in he pulled-free a small pouch which would've been hot to the touch were it not for the insulation of his gloves, reaching in carefully he extracted the 'mystery-meat pie' he'd stowed back there for the trip. He wondered what would be in it while he carefully nipped-off the end of the reddish crust, evidence of sweet-potato flour, and carefully blew on it as it allowed steam to escape. Chicken? Savory ham? He peered into the pastry at the white and red mass inside, lobster. He sighed and took a bite once he was satisfied it wouldn't burn his mouth; they always gave the grunts the cheep stuff. He checked the chronometer yet again while he ate, washing it down with stale recycled water between bites. How long had he been out here? Too long his aching legs told him, cooped-up in the cockpit without the chance to stretch. He and the rest of the bombers in his wing were coasting through the last leg of a roundabout course through the target-system, a command corvette's sensors and C3 systems guiding them through the long and perilous maneuver. One wrong vector-change and he and all of his comrades could wind-up captured or worse, coasting off into the great black beyond forever. The inherent danger of course didn't alleviate the boredom from spending hours cooped-up in his cockpit with nothing but his own thoughts. He began regretting using his last stipend on that bottle of eleven year-old whisky, the spoils of a raid on some star-system he couldn't name, and not on a portable media-player. Both could keep him entertained, but only one could be allowed to him while on-duty. He quickly finished his meal as the chronometer told him they nearing the twenty-minute mark for deployment, checking his instruments again and re-attaching his flight-harness. The plan was elegant, if anything but simple. His flight was to reach the target from one side of the system while one of the fleet's carriers fired a jamming-probe from the other. They would rendezvous with the probe and use it for cover at the last possible moment before contact, then strike. The coordination it would require was massive and something in the back of his mind told him that such complex plans were doomed to failure, but given what dire straits his tribe were now in only bold action could reverse their fortunes. The bright hemisphere of a planet came into view as he oriented his bomber into attack-posture, all blue and white and green, and it made Cray shudder. You'd never catch him anywhere near that, with gravity that'd suck you down to your doom and that's if the thick

HIIGARAN NAVY TACTICAL MANUAL 32

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

atmosphere didn't flay your ship to pieces first. Their target was orbiting the planet's primary moon, which featured prominently dead ahead in his scopes. They were to pounce upon one of the freighters approaching a cargo-transfer node at one of the moon's spaceports, thrash any defenses evident and in general raise hell so that later when the infiltration-frigates arrived they'd have easy pickings. Cray pressurized his helmet as he checked his scope and waited, and then it was there. The distortion probe came hurtling in the direction of their target right on schedule, a perfectly orchestrated maneuver.. too perfect. Cray watched the probe's velocity plummet as it initiated braking; easing itself into its pre-programmed final position right where it's masters had told it to... which was far short of the target. He swore to himself as the officer on the watch aboard the corvette announced what he already knew, the approach and premature deployment of the probe had given them away and it was now a free-for all. He felt a twinge of brief panic as the awareness displayed upon is scope shrank from a full all-around view to a small cone swept by his forward sensor-pod, cut-off from the unarmed command-ship as it hurried it's self into the questionable safety of the probe's jamming-field. Cray wasn't the first to light his fusion-torch to full thrust but he wasn't the last either, in a headlong rush to end the mission quickly by overwhelming the enemy or meeting mercy at their guns. The target-ship was thankfully not one of the armed merchantmen, which the Hiigarans were deploying now to supplement their recently depleted cruiser fleets, and it showed no signs of any escorts. Fat and happy, just like he liked all of his targets. What wasn't happy however were the interceptors rising from the starport, from hangers he and his fellow bombers should have pounded to oblivion in what was supposed to be a surprise bombardment. With the Command Corvette they may have had a chance to end this quickly, massing their considerable firepower into the approaching formation and crushing it as it rose to meet them. Unfortunately any survivors would then immediately prioritize the 'vette on their target-lists, and the destruction of the command ship was verboten on this trip. Cray triggered a burst from his plasma-launchers and hauled his ship hard to starboard, watching the enemy formation peel-open in evasive maneuvers while lone-hunters went looking for individual bombers. Their only chance now was in a general melee. Interceptors tailed bombers, bombers tried to evade interceptors. The pilots were green, obviously not expecting real combat on such a cushy assignment as this, but the performance of their craft made up for that. More than once a veteran Vagyr pilot got the upper hand on a Hiigaran only to watch him nimbly dodge the clumsy plasma-bombs sent hurtling his way. These interceptors were also brand-new, and Cray's bomber was old. All of the bombers were old, their micrometeor defense-systems not even having been uprated to deal with incoming enemy fire. Cray scored a kill; the Hiigarans blew two more of his comrades out of the stars. At least the massive bulk of the freighter couldn't fire upon them, a fact Cray's compatriots exploited recklessly as they almost kissed its hull using it for cover. These tactics were keeping the squadron alive, barely. Something had to break though, as it was the fresh Hiigaran pilots were poised to wear-down the weary Vagyr if something didn't change the equation right...

HIIGARAN NAVY TACTICAL MANUAL 33

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Now... Cray looked to his sensors as they announced a massive energy-spike almost on top of them. The frigates had come to claim their prize, but now they'd have to fight for it. Their pathetic defense-guns barely worried the Interceptors as they went screaming in to launch salvos of rockets against their hulls, determined to see not one Vagyr stormtrooper set foot on a Hiigaran deck. One frigate was soon leaking atmosphere while the other tried to cover it's stricken companion, and the interceptors had completely forgotten about the bombers. It was a rookie mistake, obviously, but thank the maker for small favors. Cray re-joined his squadron as they formed-up and followed the interceptors on their next attack-run, picking-off the distracted Hiigarans one by one. The melee re-joined again as the Hiigarans broke-ranks in panic, their superior machines still making them a threat. Cray and his fellow pilots decimated the defenders before they finally seemed to get their act together, leader and wingmen covering each other as they sought to put the killing-blow on the invading frigates. Cray narrowly avoided joining the short-lived pyres in the airless void, still trying to lock-on to a strafing enemy strike-ship. He tried to re-acquire when the flash of a frigate’s fusion-plant breaching catastrophically suddenly blinded him. Its sister was in dire straits as he blinked his fuzzy vision and noticed, his scope was now back up to full resolution. This could only mean that the command-'vette had rejoined them, but it was a little late to do any good. His heart sank as he saw what the command ship’s sensors were relaying to his craft, flights of strike-craft escorting enemy frigates were approaching from the nearby planet. He was on the verge of tears in gratitude when the recall signal came, the badly savaged remaining frigate transitioned into hyperspace having never launched an infiltration pod at the target ship. Cray followed the remains of his squadron into the jamming field of the distortion-probe with the command ship; perhaps they could lose pursuit there and coast free to the edge of the system to be safely picked-up. Perhaps, they were merely delaying the inevitable. They followed the corvette into the heart of the jamming field, deep enough his own sensors could perceive... Something? A hypergate? They wasted a hypergate on a freighter-capture

HIIGARAN NAVY TACTICAL MANUAL 34

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

mission, and a skragged one at that? Cray thanked the maker for small favors once again as he queued-up, feeling the pins-and-needles of the green pane of transition shift his tiny ship into the screaming gray void of hyperspace. He knew all along something was screwy about this raid, with luck the people in charge would explain it to the grunts like himself. No sooner had the last bomber left hyper than the gate destroyed itself in an orgy of self-immolation, commands from his home-carrier telling him to get his tail aboard soon as they were leaving Now. He got in line again as they embarked one of the Aschen-Vaygrs’ two remaining carriers, the few remaining frigates including the badly mauled survivor of their botched raid hovering protectively around the second. Cray still couldn't bear to look upon the second ship, it's stark hull bereft of most of the fittings a true carrier-of-the-line should have. The damn thing had not even been painted before launching, a symbol of the Aschen's greatest tragedy and the futility of the Sajuuk-Khar Crusade. The Aschen-Vaygr was one of the shining lights of the Vagyr alliance, despite its relatively small size. Their talent and courage could not be denied, and so it was with great honor that they accepted the task of stopping The S’jet at Balcora. What Makaan had not told them, Breaker thrice-damn his soul, was that The S’jet was a witch. Cray has barely escaped the Siege of Balcora with his life, as did far too few of the Aschen-Vagyr. He still remembered the dreadnaught, grim with purpose, descending upon their home-ship Aschen-Na. Only quick thinking on the part of Aschen-Na's late captain and the even quicker modification of an almost-complete carrier still on her foundry floor had spared the Aschen's families... Most of them anyway. The hanger yawned open before him as he took his turn to enter the bowels of the Aschen's last true carrier, sparing him further the sight of the refugee ship. The ship's computers guided him into his lot while the bay finally pressurized and he reluctantly popped his canopy. Not long ago he remembered he was all too eager to stretch his legs on the deck of his home ship, but after this latest debacle he could only contemplate dread as his boots touched the deck and took him to de-briefing. Something was unusual this time. Instead of the usual de-briefing room he and the survivors of his squadron were made to assemble in the aft hanger-bay where he was surprised to find Hiigaran cargo-containers sharing the berths with their own asteroid-miners. There was much murmuring of speculation until their commander demanded their attention. "Squadron! Sons of Vay, fellow Aschen. It is with great sadness this day that we bid farewell to so many brothers and sisters, and the necessity of it weighs heavily upon my soul. We can only find solace in the fact that their sacrifice was not in vain." And with that he nodded to one of the troopers standing beside a cargo-container. The trooper saluted in reply and pulled out a clumsy-looking device, fixing it to the interface-pad, which would normally lock the container. Ten seconds later there was a loud *Thunk*

HIIGARAN NAVY TACTICAL MANUAL 35

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

reverberating through the cavernous hold as one of the loading-hatches opened, spilling out a small mountain of shimmering white. Cray's eyes grew wide, as did the rest of the assembled pilots. Could that be? Was it really? With a treasure like that they could afford a new Aschen-Na, Two even! They would even have more than enough for themselves for a lifetime. Their commander strode purposefully and dipped his hand into the pile of fine white crystals, "This, was the true purpose for this raid. While it saddens me it was necessary to deceive you, your actions made this possible. Without your diversion this ship never would have gotten to within striking-distance of the planet itself without suffering irrecoverable damage, which the Aschen now can ill-afford. But now, we can afford much... Much more. Huzzah Aschen! Huzzah, Huzzah!" The assembled Vagyr took-up the cry, triumphantly raising their fists and almost chanting the words. Cray did not join them; he was still awe-struck at the enormity of wealth that shared this hold with him right now. Never in all his years had he imagined that one day he would be in the presence of so much salt.

HIIGARAN NAVY TACTICAL MANUAL 36

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

0.7.4 First Clash by Crimson_Shiva

Aboard HGN CL Caal-Diam Edge of Vagyr Occupation Zone Hiigaran Counterattack: Vagyr Asteroid Processing Facility “Helm! One-five-four mark two-seven-zero! Maximum acceleration!” The LiirHra cruiser Caal-Diam heels hard over, her fusion engines blazing, as a salvo of fusion missiles sweeps in past her stern. The last-minute maneuver sends the missiles zagging past the diving CL, and her stern point-defense autocannon blaze to life, swatting three missiles out of space. Captain Aran ash-Sham fights off the urge to sigh in relief. It is a captain’s lot to appear ever cool, ever confident, supremely controlled. Nervous mannerisms are taboo in the rarified circles of command. Ash-Sham is a veteran with superb kinesthetic sense; she knows where she is, always, no matter how many dizzying turns and high-G accelerations she has gone through. In their infinite wisdom Fleet Command has pegged her as a perfect captain for the maneuver-oriented LiirHra class. She might not have been so eager to accept the posting if she’d known about the opposition.

HIIGARAN NAVY TACTICAL MANUAL 37

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

The Vagyr Auvarnagal BB off Caal-Diam’s port bow looks like a blood-spattered blade; her crimson-and-white paint scheme glares in the dim light of the nearest, nameless star. Brilliant, sun-yellow highlights shine off her prow as her spinal ion cannons hurl ravening fury after Caal-Diam. “Helm, bring us around and under her,” ash-Sham orders, her voice so totally calm that it reveals the full extent of her nervousness. “Weapons, all main guns are free. Retain all CIWS for point defense.” Caal-Diam’s full array of pulse-ion cannons, as well as her top-heavy ion cannon, opens fire, carving into the Auvarnagal's nose and forward underbelly. Vaporized armor spalls into space like a metal blizzard as the energy weapons carve abstract graffiti into the Vagyr warship’s hide. “No noticeable damage,” Guns calls. “Maintaining fire.” Ash-Sham glances over her repeater displays with casual diligence. Indicators flash crimson as the Vagyr battleship noses down, and her heavy forward beams carve into Caal-Diam’s spine. The beam weapons slash across the light cruiser’s thinner armor with arrogant fury. One beam punches through the armor, slashing through a section mercifully free of crew and leaving a tangled mass of melted metal and dying flames in its wake. “We’re hit,” the ops officer calls. “Beam impacts in middle frames, upper decks. Armor penetrated in section Golf-Tango-Niner. Ammo feeds to AC3 are cut.” “Roll ship!” ash-Sham snaps. “Damage control, get on that ammo feed!” Losing one of our point-defense autocannon won’t help things when they get their next salvo loaded… Caal-Diam finishes her diving turn, her prow sliding under the Vagyr ship’s nose. Her drives flare back to full acceleration, and the nimble light cruiser glides along the battleship’s underspine, her weapons pounding at the battleship’s armor. The battleship can only reply with light point-defense weapons, which merely dent the cruiser’s armor. Ash-Sham allows a predatory smile to cross her face. We’ve got them now. If we can curve up behind and hit their engines… She spares one eye to glance at the situation monitor. Caal-Diam is tangling with the Titan of Fire at the heart of the engagement; fighters and corvettes buzz around the two capital ships, occupied with each other. A few thousand kilometers beneath and to port, a dozen Vagyr and Hiigaran frigates swarm in a massive furball; missiles slide out of the engagement to come arcing after Caal-Diam, only to be clawed out of space by the light cruiser’s gunship screen. “Vampire! Vampire!” a bridge officer screams. “Multiple launches, all tubes!” ash-Sham rips her eyes away from the situation monitor and back to her repeater displays. The Titan of Fire is vomiting fusion missiles from seemingly every crevice of her hull, and each warhead is curving around towards her ship.

HIIGARAN NAVY TACTICAL MANUAL 38

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Aboard Armada de Makaan BB Forgefire “Burn, Hiigaran dogs!” Shiplord Varakan’s exultant exclamation is calculated to induce the proper mix of exultation and battle-fury in his bridge crew. He is no bloodthirsty fool – but he understands the value of a little enthusiasm. Vagyr bridge crews rely heavily on verbal communication; their battle language is sophisticated and information-dense. Varakan listens with pleased satisfaction as his weapons and ops officers engage chatter about missile telemetry and angle-of-arc. “Helm, give me a rolling turn to two-seven-zero mark zero. Show the Hiigarans our broadside – and keep our engines off their vector.” “Aye, shiplord!” The huge warship thrums with power as her maneuvering thrusters drag her to port. Varakan’s eyes narrow as his tremendous missile salvo closes in on the irritating Hiigaran light cruiser that has plagued him since the beginning of the engagement. The ship’s point defenses are highly effective. Autocannon fire claws the first echelon of his missile spread from space – but many of the warheads are burst jammers, meant to confuse point-defense sensors, and others spray chaff and decoys. The second wave is slightly more effective, and a few warheads slam into the CL’s hull, bursting in apocalyptic flowers of nuclear fire. The third and final echelon of the missiles comes in from a slightly different vector, above the LiirHra’s rear port section. Varakan frowns as the point-defense autocannon covering that vector fails to engage. Perhaps the Hiigarans are getting sloppy… “Their point-defenses on the rear port section are damaged!” one of his tac officers shouts. “We must have hit something with the beams!” Varakan slams a fist down on his theatrically massive command chair, sending a flare of protesting static through his repeater displays. “Guns! As soon as our next salvo is loaded, aim for that vector and kill them!” Aboard HGN CL Caal-Diam “Dammit! AC3 still has no ammo feed! We’re wide open on that quadrant!” Ash-Sham sweeps an eye across her maneuver plot. Four fusion missiles are barreling right down the vector that AC3 should have been covering. “Pull us up!” she shouts. “Zero-zero-zero mark four five!”

HIIGARAN NAVY TACTICAL MANUAL 39

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

The maneuver comes too late. Three warheads slam into the ship’s spine and detonate, just to port of her main ion cannon turret. Concussive ripples of shock slam through her hull, tossing unsecured crewmen into bulkheads and sending a groan of protest down the cruiser’s spine. The LDS installations covering that area are vaporized by the detonations, and autocannon fire begins hammering into the cruiser’s hull like a monsoon rain. The Titan of Fire begins swinging to its port, pulling its engines around to the port of Caal-Diam’s vector. As the light cruiser climbs, it exposes itself to the battleship’s port broadside; plasma lances flicker across the cruiser’s spine, raising a morning fog of boiled armor. LDS systems struggle to keep up with the flood of incoming flechette munitions. Ash-Sham finds herself suddenly on the defensive. “Nose down and full acceleration!” she orders. “Break off!” The LiirHra accelerates away, presenting her tail to the battleship as the larger warship continues swinging its nose around after her. Ash-Sham grimaces in distaste as she notes the angle. The LiirHra’s rear is vulnerable in terms of point-defenses, especially with AC3 out of action. As if to accentuate the thought, a wing of Saracen bombers slashes across the LiirHra’s top, pumping a hail of plasma bombs into the gap on her port rear armor. Fireballs bloom from gashed hull as the bombs detonate, severing power feeds and frying several of the repair bots at work on AC3’s ammo feed. “Lost repair teams on AC3,” an engineering officer reports. “Looks like they got fried by those bomb hits.” Ash-Sham looks over in alarm. “Retask another team! We need those point-defenses active five minutes ago!” “No bots available,” the engineering officer replies. “Sorry, sir – we took a pretty sorry beating in that section -” “Then send some of the Marines!” ash-Sham orders. “They’re always crying for some action!” “Aye, Captain. We’ll have that AC back in a minute.” AC-3 Ammo Feed “Martyrs of Kharak! Something just cut the whole thing right in half!” “Shut up and work, Corporal!” Marine Sergeant Saran-ko bellows. “You’re going to be the one cut in half if you don’t get this gun shooting!” The ammo feed is sliced in a convenient location – a wide, easily accessible compartment in the rear decks. The ceiling and floor are a blasted wreck, and the hulks of several repair bots

HIIGARAN NAVY TACTICAL MANUAL 40

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

– literally melted by plasma wash – float as unpleasant reminders of what happened to the last repair team. The power-armored marines shove the destroyed machines aside and crowd around the ammunition feed, anchoring themselves to the wall with magnetic grapples. They begin clearing debris, straining to push huge melted chunks of bulkhead away from the feed access. Other marines cart a series of patches, fusion torches, and gear into place, cursing at the difficulty of zero-G maneuvering. The feed tube is relatively short, but it needs to be intact; the autocannon munitions are small, but have to be loaded rapidly and efficiently, and any break in the feed tube wall – like the ragged slice bisecting it – makes firing impossible. Saran-Ko wrestles with the chunk of shrapnel that is jamming the tube, finally wrenching it from the interior of the feed line and throwing it aside. Fusion torches blaze to life as marines slam patches into pace and begin hammering and melting them into shape. Carelessly applied quick-hard patch foam sprays everywhere, coating the Marines and their gear, but no one pays much attention. The direction of gravity is changing – a sure sign that the ship is launching into another series of evasive maneuvers. Aboard AdM BB Forgefire “They’re climbing away!” Shiplord Varakan leans forward, glaring at the LiirHra. I’ve never seen a ship that size move so quickly…or prove itself such an annoyance. No matter; my steed has proved its worth in battle against ships many times larger. “Follow it, then,” he orders. The battleship’s prow has finally come around to follow the nimble light cruiser, but now the Hiigaran ship is climbing away, forcing the near-stationary Titan of Fire to nose up after it. “Missile loading complete!” Guns cries victoriously. The ship judders as a Hiigaran Lothringen carves an ion beam along her stern, but Varakan ignores the irritation – he has bigger prey. “Ops! How’s our lock?” “Shifting, sir. The damn little gnat has a lot of ECM.” “That’ll change soon,” Varakan promises grimly. “As soon as you have a fair lock, cut loose with all tubes. Bring your missiles in on their weak vector.” He leans back in his command chair and smiles victoriously. “Then we’ll see how well she runs.” A series of dull hammer-blows sound through the battleship’s hull as her plethora of missile

HIIGARAN NAVY TACTICAL MANUAL 41

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

tubes open fire. The first-echelon missiles are, as usual, seeded with decoys and jammers; the second and third echelons follow on their heels. The entire gaggle of warheads forms up on a specific vector, tracking the LiirHra as the Hiigaran ship banks hard to starboard. “Clever maneuvering,” Varakan acknowledges. A starboard rolling turn puts the weakened point-defense system away from the missile salvo. “But it won’t help you.” The Vagyr fusion missiles overshoot the LiirHra. The light cruiser’s point defense systems blaze away; pumping out autocannon rounds furiously, and several missiles blow up in silent puffs of flame. But the other warheads curve back, coming in from the weakened quarter, and there are still at least a dozen missiles in space. A Saracen squadron sweeps in ahead of the missile salvo, pumping fusion bombs into the cruiser, then pulls off to the left as a group of Blade interceptors come screaming in from behind. The Blades rattle off a few rounds at the bombers, then turn towards the missile salvo, firing missiles and decelerating to maximize their engagement window. They kill another four missiles before their combat pass takes them out of range. Eight warheads hit terminal-attack range and dive in on the light cruiser’s damaged section. Aboard HGN CL Caal-Diam AC-3 Ammo Feed Unbeknownst to Shiplord Varakan, the Saracen bomber’s second pass has wreaked havoc on the marine damage-control crew. A plasma bomb detonated only a few sections away from the marines, incinerating a dozen of them instantly and mauling more. Sergeant Saran-Ko groans in pain. The blast pushed him into the path of an active fusion torch, which cut off his lower left arm, suit and all, before the safeties cut on. The cauterized stump is open to vacuum. “Corporal,” he moans, addressing a nearby drifting form via his suit com. “Can – can you get to the torch?” He blinks and takes a closer look. The drifting form is missing most of its chest. Saran-Ko looks around, and finally spots another Marine, drifting towards him. “Lance corporal! You alive!” “Yes, sir. Are you – s***, sir, your arm!” “Forget the arm,” the sergeant snaps. “Get that torch and put that final patch in place!” “Suh! Yessuh!” The corporal grabs the drifting fusion torch and plants himself against the ammo feed tube. He wrestles the device into position and slams the controls forward. An arc of plasma reaches out and licks at the final patch, cauterizing it into position.

HIIGARAN NAVY TACTICAL MANUAL 42

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

“Make sure it’s sealed, Corporal. If they magnetize the tube and it’s not seated right, the whole thing will disintegrate.” “Aye, sir. It’s done!” “Good work, c-corporal… now t-tell the Captain!” Bridge “Captain! AC3 is back up! Ammo feed is working, and she’s loaded!” Captain ash-Sham looks over in startled astonishment. “Then engage, Guns! Engage, for Sajuuk’s sake!” The gunnery officer hammers at his console, and the reticent AC3 roars back to life. Mass-driver shells slam out at the incoming warheads, killing three in rapid succession. The sudden awakening catches the Vagyr gunnery officer totally by surprise; his warheads don’t even launch into maneuvers for another few seconds. Only one survives to strike the hull, but it’s a near-direct impact on the previous detonation points. The fusion blast kills Sergeant Saran-Ko and the surviving marines instantly, and then cauterizes AC3 right out of the hull as well as killing a third of the power to the top main ion cannon. Ash-Sham does sigh in relief this time. That could have been much worse. “Helm, take us around! Let’s show this Vagyr clown how a real navy does things!” The resulting knife-fight is short and to the point. A tangled three-minute close-range engagement ends with Caal-Diam seriously scarred and Forgefire at around 60% operational effectiveness. The numbers don’t tell the whole story, however. Ash-Sham’s maneuvering action keeps the battleship, and its huge complement of missile launchers, occupied long enough for the Hiigaran frigate forces to rout their Vagyr counterparts. The Hiigaran battle frigates descend on Forgefire, their weapons nipping at her spine and cutting through the breaches that Caal-Diam’s weapons opened. Four Lothringen heavy frigates combine their firepower to breach the huge BB’s armor and slice open a missile magazine, hobbling her offensive capability. Aboard AdM BB Forgefire Ten minutes after the beginning of the engagement, Shiplord Varakan elects to withdraw. He recovers his surviving light cavalry and fighters and disengages by hyperspace exit. Forgefire is badly wounded, her missile magazines nearly empty and her hull scarred in a thousand places by the massed fire of the Hiigaran light cruiser and its frigate consorts.

HIIGARAN NAVY TACTICAL MANUAL 43

HOMEWORLD2 POINT DEFENSE SYSTEMS V6.1

Worse, Varakan has lost a vital strategic facility – a blow to his prestige and power, as well as to the war effort. Some Vagyr captains might find themselves consumed by hatred; others might contemptuously dismiss the day’s experience as another example of Hiigaran cowardice. But Varakan is more dangerous and wise than that. I will find my mistakes, he promises himself grimly, his fist tapping a slow beat on the arm of his massive command throne. I will correct them. I will forge my crew into the kind of keen blade that the Vagyr need so badly. And next time I encounter Caal-Diam, I will be prepared.

READ MORE AT WWW.PENGUIN-MAYHEM.NET/PDS

HIIGARAN NAVY TACTICAL MANUAL 44