Table of Contents
1-1. Armed Forces Combat Slang
1-2. Combat Coordination and Target Information Broadcasting
1-3. Know your ships
1-4. Templar - Main Combat Attack Craft
1-5. Challenger - Main Anti-Capital ship Craft
1-6. Combat Tactics
2-1. Sovereign Space of the Crown of Bretonia
2-2. Enemies of the Crown of Bretonia
2-3. Database of Hostile Fighters and Bombers
2-4. Database of Hostile weaponry
Section One.One - Armed Forces Combat Slang
[color=Orange]This is a list of slang used by the Bretonian Armed Forces, from general combat tactical information, to normal every day use.
#/# - This refers to how many Nanobots/Shield Batteries the current target has left.
Admiralty - Refers to the Armed Forces Admiralty Board
Bretonia Proper - Refers to the home systems of the House of Bretonia, "Bretonia" can be replaced with the other houses.
Blockade Zone - A radius around Leeds where the Armed Forces stop traders from heading into Kusari.
'Cast - Derogative term refering to Outcasts
Duck - Generally refers to the Challenger.
Hippy/Hippies - Derogative term refering to Gaians
MI5 - Military Intelligence Section Five
Militarized Zone - Any area that the Armed Forces Operate in.
Reservists - Refers to Independent Armed Forces Pilots.
'Sair - Derogative term refering to Corsairs
Sitrep - Situation Report
Squints/Dog eaters/Sushi/ect - Derogative term refering to Kusarians.
Tail - Generally means the person is being targetted
ZOI - Zone of Influence / Zone of Operation
Section One.Two - Combat Coordination & Target Information Broadcasting
[color=orange]This section will cover combat coordination as well as target information broadcasting.
Battle coordinating procedure
When a battle starts, the ranking officer should be in charge of target calling and force management, unless they designate a lower-rank officer to take over it for them. When the battle coordinator gets destroyed, he should designate whoever should take his place via group chat as soon as possible. If possible, the ranking officer should set up a coordinator chain before the battle starts. Then if he is destroyed, he reminds the group of who the new coordinator is. If the next coordinator was already destroyed, it goes to the highest-ranking pilot available. If there are more than one, the previous coordinator designates which is the new.
In the event that a battle starts and there is more than 1 pilot of the highest rank available, for example, 2 Lt Commanders controlling # of Lieutenants and Ensigns, whichever pilot has been in the BAF longer takes charge. If seniority is unknown, the two or more pilots should decide among themselves quickly and without argument.
If forces are of mixed groups, such as capital ships escorted by fighters and bombers, the biggest capital ship should coordinate the other capital ships, while the highest-ranking fighter or bomber pilot coordinates the rest, unless the highest-ranking pilot designates otherwise.
If a battle is under way and a higher-ranking pilot joins in, the battle coordinator should give up his position to the higher ranking pilot. The higher-ranking pilot may chose whether to take control or let the other pilot remain in charge. If this is the case, and the coordinator dies, the higher-ranking pilot will take charge unless he designates otherwise. ---- Captain Evyn Hunter, January 29th, 817
Communication and Targeting Broadcasting System
/l (lower case "L") Switching to this channel will result in your communications to transmit to vessels within scanner range. Note that this transmits up to eighteen clicks (18k) out to flight groups and fourteen clicks (14k) out to those who aren't in your flight group.
/g Switching to this channel will result in your communications to be transmitted to vessels within your secured flight group communications. The range of the is unlimited, meaning your fellow pilots can pick up your transmission more than three systems away.
/s Switching to this channel will result in your communications to be transmitted to vessels within the same system as you. Anyone can pick up these transmissions.
/setmsg # <message> This setting gives you nine (9) recording slots to record your messages so that you don't have to constantly keep broadcasting. This is also useful if you're under attack and you have recordings saved. (//Without the < >)
IE:
/setmsg 1 Sir! Requesting support here at #c
/g1 Sir! Requesting support here at C-3
Advanced Targeting and Broadcasting Information
#c This gives the coordinates you're currently at, however it will not work on it's own. You will need to record a transmission and input this code within the transmission.
/setmsg 1 Sir! Requesting support here at #c
/g1 Sir! Requesting support here at C-3
#t This is another input command, similar to the coordinate command explained above. However inputting this command into a recorded transmission and sending it to your flight group, will tell your wingmen who you're targetting. This is useful when you're flying as flight group leader.
/setmsg 1 Blue Squadron Target #t
/g1 Blue Squadron Target James.O'Murphy
Section One.Three - Know your ships
[color=orange]This section will cover your crafts that are not widely used by the Bretonian Armed Forces.
B-294-L Series "Hussar" Bretonian Light Fighter
Common amongst the Bretonian Police Authority, the Hussar isn't widely used in the Bretonian Armed Forces. So we will not go deeply into this, but we will cover everything needed to know about this vessel.
This was an old fighter design in the service of the Bretonian Armed Forces. The Paladin is a very versatile and maneuverable craft traditionally piloted only by highly decorated officers and nobles in military service, now pilots of any rank or class can pilot the Paladin.
This is the most versatile and widely used craft in the Armed Forces, capable of escorting larger ships, attacking enemy fighter or bomber wings, and even threatening small capital ships in large numbers, it balances maneuverability and firepower into a deadly package. Due to it's widespread use, it is important to familiarize yourself with every part of the craft.
First, compare it to the Corsair Titan, the Kusari Chimera, and the Werewolf very heavy fighters.
Notice that the Templar has a large power array and thick amour, but at the cost of maneuverability. So don't expect to out turn your opponents if you're flying in a circle, they'll close in on you and do significant damage. Often, you'll be forced into making strait runs at your opponent, called "Jousting."
Weapons
The Templar can mount two class nine and four class ten guns or missiles, in addition to a Torpedo, Mini Razor, or Cruise Disruptor. Understanding which weapons to mount is critical to combat success.
Energy Weapons
Energy weapons are the most important weapons you can mount, the BAF issues three standard weapons as well as codename guns to its pilots.
*Standard Weapons
The Ultra Sunrail and Adv. Splitter are Bretonia's two premiere weapons. The Ultra Sunrail is slower firing, but does more damage. It's 600m/s speed allows it to be used best with codename weapons, but should be moved to a separate weapon group if mounted with the Imp. Debilitator due to the 150m/s speed difference. It should also be noted that the Ultra Sunrail is most effective against graviton shields, which many pilots mount.
The Adv. Splitter is fast enough to be fired with the Imp. Debilitator accurately. (Only a 50m/s difference.) It is easier to aim, so less accurate shooters should consider mounting it. It also has a higher refire rate, giving the user more chances to hit.
The Imp. Debilitator is the only weapon that is specifically designed to damage shields. It does massive shield damage, but almost no hull damage. A good strategy is to mount one or two of these guns to take down an enemy's shield, then use other weapons to chip away at their hull.
*Codenames
Codename guns are the most powerful and energy consuming weapons available. For the most part, they are slow (600m/s) and incredibly powerful against ship hulls. As long as you are careful with energy consumption, they can be a pilot's best friend.
Missiles
Missiles are designed to complement energy based weapons. Due to ammunition limitations, pilots shouldn't rely on missiles as the only means of fighting. Missiles can easily be out thrusted, so the best time to fire one is when an opponent is coming right at you. Countermeasures can defeat missiles, so time your shots carefully for a damaging hit. One strategy is to use shield busting missiles to take down an enemy fighter's shield quickly, then use hull damaging energy weapons for the kill. Another is just the opposite, using shield busting weapons followed by a cannonball missile. (Although you can also use the mini razor or a torpedo for this strategy, too.)
Torpedo Hardpoint Weapons
The Templar can only mount one Cruise Disruptor, Mini Razor, or Torpedo. There is no one perfect weapon, and all three can be used to great effect in different combat situations.
-Train Cruise Disruptor
This weapon is seldom mounted on Templars, but that doesn't mean it can't be used effectively. In addition to stopping fleeing smugglers, (though that's mostly the domain of the BPA) it can pin down enemy capital ships, preventing them from engine killing and quickly turning to attack bombers.
In fighter combat, the cruise disruptor can be used to destroy enemy ordinance like mines and missile. If the timing is right, the missile or mine's blast radius can potentially cause heavy damage to the opponent.
-Sunslayer Torpedo
This weapon does less damage and moves slower than the mini razor, but it seeks and can be difficult to avoid at short range. Against capital ships, it can be used to knock off turrets.
-Mini Razor
The most widely used of the three, the mini razor is most effective when fired directly at a fighter while jousting. The closer the ships are, the better the chance of a hit. They require a learning curve, but are lethal when used correctly.
Section One.Five - Challenger - Main Anti-Capital ship Craft
[color=orange]This section will cover the Challenger Main Anti-Capital ship Craft
B-3000 Series "Challenger" Bretonian Bomber
Also Known As "The Duck"
The Challenger can mount four energy or EMP forwards guns, and one turret, in addition to two Supernova Anti-Matter Cannons (SNAC), One SNAC and a Nova Torpedo, and a cruise disruptor.
Energy Weapons
Unlike the Templar, the Challenger has received new hardware mounts, and two new types of weapons were produced en mass throughout the houses. These can be broken down into your highly powerful Bomber Energy Cannon and your effective Bomber Electro-Magnetic Pulse Cannon. Most bombers have a mixture of these weapons.
Anti-Matter Cannons and Torpedo's
-Supernova Anti-Matter Cannon
This weapon is pretty straightforward, take an already big gun, overcharge it, add additional highpowered capacitors, charge it a bit above maximum capacity and then fire. While the idea is simple, the result is not. A massive drain on the powerplant, for a massive effect. A stream of field stabilized antimatter gushes towards its target at a rather slow pace. Be warned that when it hits it will rip everything. This weapon sacrifices efficiency, speed and refire to get the most massive damage in one go avaliable to fighters. It is built by many private weapon labs across Sirius, although even the latest version is always expensive and difficult to use.
-Nova Torpedo's
Nova is the most devastating torpedo available to bombers in Sirius. It is an alternative to Supernova AN-3, being more reliable and energy-efficient. Torpedo based delivery allows massive amounts of antimatter to be carried and delivered with a large blast radius. What it lacks in penetration it makes up in additional damage that decimates all lightly armored targets. The launcher itself is pretty basic, except for a large antimatter generator. Torpedos are avaliable for sale at all specialised shops. Due to complex technology used they are always fairly expensive. Caution! Use only when your shields are on, massive shockwaves rip any fighter armor.
Section One.Six - Combat Tactics
[color=orange]This section will cover various styles of combat tactics of both the Templar and Challenger crafts, as well as different flight tactics.
Templar Combat Tactics
-One on one duel
This type of fighting is relentless. If you are fighting a skilled pilot, every mistake will be punished mercilessly, but knowing proper tactics will give you an edge over your opponent. The fight will quickly turn into a jousting match, where both ships will fly directly at each other, as it is one of the best ways to actually do damage. Don't fly in a straight line, use your side thrusters to maneuver around and make yourself a hard target. Always thrust until your opponent is out of view, then engine kill, turn around, and repeat. When you close to close range, fire your mini razor, torpedo, or missile and you'll have a better chance at hitting your opponent. As you pass over the enemy, drop a mine, if only to throw him or her off guard. Repeat as needed until you score a kill.
-Large scale fighting
In large scale battles, you have a better chance of surviving if stay calm and collected. You'll likely be given a target by your commanding officer, stay with that target, your commander gave that order for a reason. If you find yourself under heavy fire, go evasive, even if you have to lose your target for awhile. Don't rush into killing your opponent, it causes mistakes which cost lives. Steadily drain your opponent of nanobots and shield batteries until they retreat or are destroyed, then move on to another target. When picking your own targets during a battle, look for enemies that are attacking you squamates, just knowing they're being shot at can cause a pilot to break off an attack or lose focus. Finally, when an enemy is destroyed tractor in as many nanobots and shield batteries as you can. You don't want them to be used on the other side. Don't be greedy with them either. If your teammate needs help, supply him with a few. Keeping a friendly pilot in the fight is a victory all its own.
-Capital ship fighting
Ideally you should use a bomber or call in capital ship support for this type of fighting, but in a pinch two or three mini razors or sunslayers can take down a gunboat, just keep firing and dodge the missiles and faster moving energy blasts. Eventually you can wear down the gunboat into retreating or just simply destroy it. Anything lager than a gunboat should be handled with a very large group of Templars (Three mini razor armed fighters minimum, and one cruise disruptor armed Templar), although someone in your group should have access to at least a bomber.
Challenger Combat Tactics
-One on one duel
Fighting a fight in a bomber one on one is deadly, for either side. It's advisable that you do not engage an enemy fighter alone due to how heavy the Duck is. However, if you do engage an enemy bomber in a solo engage, pick away at their shielding with your regular weapons, this can usually be accomplished in one or two passes. Once your targets shielding is disabled attempt to line their craft up with your SNAC and proceed in with the kill. If the target is not lined up, either because they're to high, or they're on the wrong side, change your direction by strafing to line your SNAC up with their vessel.
-Large scale fighting
It's not wise to take a bomber into a large scale battle involving just fighters. That's a mistake most pilots make when they enter the area of combat. However, if a large scale fight does break out and you're flight group is facing an enemy capital ship surrounded by escorts, or multiple capital ships, then a bomber with fighter support is needed.
The maximum range on your SNAC depends on a number of variables, is your target moving towards you? How fast is your target moving? How fast are you moving? Is your target stationary? Are you stationary? and so on.
If you're stationary, the maximum range for your SNAC to hit is two point three clicks (2.3K), however you should never be stationary during a combat situation especially if it involves capital ships. So using the following equation, you can find out what range your SNAC will hit: 2.3K + (Your speed towards them [Minus] Their speed away from you) * 7
Though we do understand that you won't have time to do math if you're in a heated battle. General range for any Capital ship would be 2.3k unless you're fighting a gunboat.
This concludes your reading of the Bretonian Armed Forces Piloting Manual. Please take the time to re-read this. If you have any questions, forward a transmission to Lieutenant Roger Hans. This Manual is for distribution to all Armed Forces pilots, Bretonian Police Authority, and the Bretonian Militia. Only.
//I only put pieces of the puzzle together, half of this information was written by the following: Discovery Wiki (Ship Renders/Weapon and Ship Infocards), Chernobyl, Banza (Bomber SNAC image), Dab, MarvinCZ, and a special thanks to Serpentis for the Logo at the top.