A-17 Broadsword: Difference between revisions
Line 124: | Line 124: | ||
==[[source:=Wing_Commander:_The_Kilrathi_Saga_Manual|Joan's Fighting Spacecraft - 2668 Edition]]== | ==[[source:=Wing_Commander:_The_Kilrathi_Saga_Manual|Joan's Fighting Spacecraft - 2668 Edition]]== | ||
==[[source:=Category:The_Memoirs_of_Lieutenant_Colonel_Carl_T._LaFong:_The_Kilrathi_War's_Greatest_Ace_(TCSN,_Retired)|The_Memoirs_of_Lieutenant_Colonel_Carl_T._LaFong]]== | |||
<u>''[[The New Tactics of Space Combat Operations]]''</u> <br> | |||
[...] | |||
''Acceleration and maneuverability had become the weak links in the defensive capabilities of the Jalkehi and Grikath. Their acceleration ratings were average and bad respectively, so only our Broadswords had any trouble keeping up.'' | |||
[...] | |||
''Confederation Sabres and Broadswords were equipped with a tractor beam that was used in rescuing pilots and retrieving other objects in space. The tractor beam could only be operated from the rear turret. The tractor beam was extremely powerful, but there were a couple of points that would ensure success. | |||
''Since the rear turret was used for both the tractor beams and neutron guns, a switch (the G key) was used to toggle between the two functions. In the heat of a dogfight or rescue operation, it was easy to forget to change from the default "guns" setting. Nothing could be worse than putting yourself into position for a pickup, then blasting the object or individual away with your guns. Always be certain that you check the setting before engaging the tractor beam with the fire button.'' | |||
''Tactical Command issued a recommendation for the use of the tractor beam. The safest method to retrieve an object was to fly past it, hit the backspace key to bring your engines to full stop. Then switch to the rear turret and begin the pickup sequence. If your engines were still running when you moved to the rear turret, they would automatically accelerate to maximum velocity and increase the time needed to tractor the object.'' | |||
[...] | |||
''When phase shields first appeared on Kilrathi capital ships, Confederation pilots were stymied. It was impossible to break through the shields using our conventional missiles or guns. It didn't take long, however, for our research and development teams to design a weapon that would slice through the shields. The torpedo was the weapon, but it required specific procedures to ensure successful delivery.'' | |||
''The effectiveness of torpedoes was affected by the range at which they were fired. The power of the torpedo blast increased as the range at which they were fired decreased. In addition, our torpedoes could be destroyed by flak cannons. When torpedoes were fired at longer ranges, it was more likely that Kilrathi gunners could destroy the weapon before it connected.'' | |||
''Since it takes a long time for torpedoes to lock onto a target, Confederation engineers had determined that only ships with turret guns would have any chance at delivering the weapon. The turret guns were needed to engage Kilrathi fighter escorts that would attack during a launch procedure. Tactical Command had produced a procedure for our Broadsword and Sabre pilots that increased the odds of success:'' | |||
# ''Destroy enemy fighters before starting a torpedo run. It didn't guarantee that new fighters wouldn't appear later, but it gave us fewer enemies to worry about.'' | |||
# ''At a range of 8000 to 10,000 meters, select the torpedo (W key) and lock the target (L key). This started the torpedo-lock sequence, which took about 20 seconds to complete. Staying at long range, either by stopping the engines or moving at slow speed, prevented your ship from taking heavy damage until the lock sequence was completed.'' | |||
# ''When the torpedo-lock sequence (not target-lock) was completed, we increased speed and headed straight for the target. Our path couldn't waver, or we would lose the lock with our weapon.'' | |||
# ''At a range of 2000 meters, we launched our torpedo.'' | |||
''While the above procedure increased the odds of a successful torpedo strike, Kilrathi gunners were still able to knock a torpedo down about one-third of the time. Since only one torpedo could be launched per run, if a torpedo was destroyed, the procedure had to be started again from the beginning.'' | |||
'''''Author's Note''''' | |||
''In the Wing Commander II game, you operate the rear and side turret guns. If enemy fighters appear during a torpedo run, you must switch to one of the turrets and engage the enemy. You will be informed when the torpedo-lock sequence is completed.'' | |||
==[[source:=Privateer_Playguide_Manual|Gemini Guide]]== | ==[[source:=Privateer_Playguide_Manual|Gemini Guide]]== |
Revision as of 04:54, 2 May 2012
CF-131 Broadsword | |
---|---|
Type | Fighter/Bomber |
Manufacturer | Camelot Industries |
Primary User | Terran Confederation |
Additional Users | Union of Border Worlds |
Introduction | 2633 |
General Characteristics | |
Length | 12 meters |
Mass | 14 tonnes |
Crew | 1 (pilot) |
Performance | |
Velocity | |
Cruise | 150 kps |
Maximum | 320 kps |
Armament | |
Guns | |
Mass Driver Cannon (3) | |
Turrets | |
Dual-mounted Neutron gun Turrets (3) | |
Default Missile Loadout | |
Missile Mounts (3)
(Post-2648) Torpedo Mounts (2) | |
Components | |
Cloaking Device | No |
Jump Drive | yes |
Defense | |
Shields | |
Fore | 13 cm equivalent |
Aft | 13 cm equivalent |
Armor | |
Front | 10 cm |
Rear | 10 cm |
Right | 8 cm |
Left | 8 cm |
CF-131 Broadsword Target Identification circa 2654 | |
Source | Confederation Handbook |
History
Overview
Camelot Industry's Broadsword is one of the Terran Confederation's most successful spacecraft designs; Broadswords served on and off from 2633 to 2701--across multiple wars and for several different factions. The bombers were originally designed during the Pilgrim War to support the Grand Fleet's invasion of the Pilgrim Alliance. Early CF-131 Broadswords served as massed missile platforms and strategic ship-to-planet bombers.
With the advent of the Kilrathi war and the development of the torpedo, Broadswords changed to fit the times. In 2648 all current model Broadswords were outfitted to carry two antimatter torpedoes. That number would eventually double, by 2664, and then double again, by 2701. Broadswords became the Confederation's heaviest anti-capship bomber for the middle portion of the war; Broadswords flying off the Tiger's Claw, Concordia and elsewhere achieved great success in dangerous torpedo runs.
After the end of the Kilrathi War, the Confederation relegated Broadswords to reserve wings and boneyards.
Zachary Banfield's Guild maintained two squadrons of Broadswords which were used to attack the FRLS Mjollnir and destroy the FRLS Sindri. The Landreich themselves operated a number of Broadswords during the Kilrathi War, fielding them during the Battle of Hell Hole.
The Union of Border Worlds operated a number of Broadswords during their aborted war with the Terran Confederation. Admiral Tolwyn was, at one point, captured by a stripped patrol Broadsword as he attempted to flee the Peleus System.
But the Nephilim invasion of 2681 reactivated Broadsword squadrons - and proved that they were incredibly effective against the new foe. Production of Broadswords resumed, with modernized variants like the Executor, Warpig and later Behemoth rolling off the assembly lines.
In the post-Nephilim War world, surplus Broadswords are a common sight on the volatile Terran-Kilrathi frontier.
Confederation Handbook
The first Broadswords were deployed during the Pilgrim War to support Confed's invasion fleet. It still remains Confed's primary fighter /bomber. In 2648 all in- service Broadswords were upgraded to mount two antimatter torpedoes, but other than that change and minor upgrades to ship's systems, the Broadsword of today remains remarkably similar to those that flew with the Grand Fleet.
The Broadsword stacks an amazing amount of destructive potential into a compact package, but only at the expense of maneuverability. The Broadsword has virtually no evasive capacity it has to either destroy attackers outright or rely on escorts of lighter fighters. On the plus side, its three recessed turrets can provide a full 360 degrees of fire support, and be set for independent or synchronized targeting. There's also a defensive Al mode that will automatically fire the turrets at any enemy targets of opportunity.
Like all Confed fighters, the Broadsword mounts a Tempest targeting and navigational system, and its drive array is jump capable. The Broadsword is rated for up to 16 hours of life support. It can generate a retrieval tractor rated up to 150 tonnes. It is capable of ejecting the pilot in a standard survival pod.
TCSNA Handbook
The Broadsword was originally designed as an attack bomber for enemy capital ships, but it also serves as an adequate all-purpose fighter. Poor acceleration and maneuverability may force the Broadsword to take several hits from hostile fighters, but strong armor and shields and a wide array of weapons make it a formidable enemy. Keep in mind that the Broadsword is equipped with turrets on both sides and the rear of the ship and several missiles. If it manages to get close enough to a capital ship, it can successfully penetrate phase shields with its four torpedoes. A tractor beam allows this ship to perform retrieve-and-rescue missions in space.
Joan's Fighting Spacecraft - 2668 Edition
The_Memoirs_of_Lieutenant_Colonel_Carl_T._LaFong
The New Tactics of Space Combat Operations
[...]
Acceleration and maneuverability had become the weak links in the defensive capabilities of the Jalkehi and Grikath. Their acceleration ratings were average and bad respectively, so only our Broadswords had any trouble keeping up.
[...]
Confederation Sabres and Broadswords were equipped with a tractor beam that was used in rescuing pilots and retrieving other objects in space. The tractor beam could only be operated from the rear turret. The tractor beam was extremely powerful, but there were a couple of points that would ensure success.
Since the rear turret was used for both the tractor beams and neutron guns, a switch (the G key) was used to toggle between the two functions. In the heat of a dogfight or rescue operation, it was easy to forget to change from the default "guns" setting. Nothing could be worse than putting yourself into position for a pickup, then blasting the object or individual away with your guns. Always be certain that you check the setting before engaging the tractor beam with the fire button.
Tactical Command issued a recommendation for the use of the tractor beam. The safest method to retrieve an object was to fly past it, hit the backspace key to bring your engines to full stop. Then switch to the rear turret and begin the pickup sequence. If your engines were still running when you moved to the rear turret, they would automatically accelerate to maximum velocity and increase the time needed to tractor the object.
[...]
When phase shields first appeared on Kilrathi capital ships, Confederation pilots were stymied. It was impossible to break through the shields using our conventional missiles or guns. It didn't take long, however, for our research and development teams to design a weapon that would slice through the shields. The torpedo was the weapon, but it required specific procedures to ensure successful delivery.
The effectiveness of torpedoes was affected by the range at which they were fired. The power of the torpedo blast increased as the range at which they were fired decreased. In addition, our torpedoes could be destroyed by flak cannons. When torpedoes were fired at longer ranges, it was more likely that Kilrathi gunners could destroy the weapon before it connected.
Since it takes a long time for torpedoes to lock onto a target, Confederation engineers had determined that only ships with turret guns would have any chance at delivering the weapon. The turret guns were needed to engage Kilrathi fighter escorts that would attack during a launch procedure. Tactical Command had produced a procedure for our Broadsword and Sabre pilots that increased the odds of success:
- Destroy enemy fighters before starting a torpedo run. It didn't guarantee that new fighters wouldn't appear later, but it gave us fewer enemies to worry about.
- At a range of 8000 to 10,000 meters, select the torpedo (W key) and lock the target (L key). This started the torpedo-lock sequence, which took about 20 seconds to complete. Staying at long range, either by stopping the engines or moving at slow speed, prevented your ship from taking heavy damage until the lock sequence was completed.
- When the torpedo-lock sequence (not target-lock) was completed, we increased speed and headed straight for the target. Our path couldn't waver, or we would lose the lock with our weapon.
- At a range of 2000 meters, we launched our torpedo.
While the above procedure increased the odds of a successful torpedo strike, Kilrathi gunners were still able to knock a torpedo down about one-third of the time. Since only one torpedo could be launched per run, if a torpedo was destroyed, the procedure had to be started again from the beginning.
Author's Note
In the Wing Commander II game, you operate the rear and side turret guns. If enemy fighters appear during a torpedo run, you must switch to one of the turrets and engage the enemy. You will be informed when the torpedo-lock sequence is completed.
Gemini Guide
The Broadsword is a commonly encountered Confederation fighter. It is equipped with a deadly array of blasters and several HS and FF missiles, which pose a severe threat to any enemy that ventures to cross its path. The Broadsword’s main weaknesses lie in its slow speed, low maneuverability and limited acceleration powers. If you are flying a very maneuverable ship in an encounter with this vessel, the odds are definitely in your favor. A side attack on the weaker port and starboard armor is advisable.
Joan's Fighting Spacecraft 2700-2701 - Epsilon Sector Supplement
A-17 Broadsword Executioner
The Executioner is a return to the Broadsword’s pre-war role as a heavy missile platform. Fighter pilots are well advised to avoid the Executioner’s forward firing arcs: they combine five Dart DF rocket packs with heavy hitting plasma cannons. A truly deadly combination on their own, these weapons are accompanied by a military grade tractor beam capable of immobilizing enemy ships.
A-17 Broadsword Warpig
Though they were initially relegated to the surplus yards, the Broadsword design proved itself against the Nephilim. During the first assault on a construction reef, it was a militia Warpig squadron which scored the killing blow — while Devastator and Shrike units suffered heavy casualties.
A-17 Broadsword Behemoth
The Behemoth is an inelegant solution for the limitations of the modern battlefield: the design adds giant sheaths of Platolum armor to protect the ship’s delicate fuselage. The upgrade also doubles the torpedo capacity of the classic design. Although these additions significantly reduce engine performance, expert Broadsword pilots know better than to rely on maneuverability in the first place.
Specifications
Early Terran-Kilrathi War
CF-131A Broadsword | Broadsword (2648) | Broadsword (2654) | |
---|---|---|---|
Source: | Confederation Handbook | Confederation Handbook | Academy TV |
Class: | Fighter/Bomber | Fighter/Bomber | Bomber |
Length: | 12 meters | 12 meters | |
Mass: | 14 metric tonnes | 14 metric tonnes | |
Max Velocity: | 320 Kps | 320 Kps | |
Cruise Velocity: | 150 Kps | 150 Kps | |
Guns: | Mass Driver Cannons (3) | Mass Driver Cannons (3) | Plasma Guns (2) |
Turret: | Dual-Mount Neutron Gun (3) | Dual-Mount Neutron Gun (3) | Dual-Mount Laser Cannon (1) Single-Mount Laser Cannon (2) |
Missile Hardpoints: | Missile Mounts (3) | Missile Mounts (3) | Dart DF (?) Spiculum IR (?) |
Missile Hardpoints: | ----- | Torpedoes (2) | Torpedoes (2) |
Tractor Beam | Yes | Yes | yes, rear |
Armor (Fore/Aft/Sides): | 10.0/10.0/8.0 cm | 10.0/10.0/8.0 cm | |
Shields (Fore/Rear): | 13.0/13.0 cm | 13.0/13.0 cm | |
Missile Decoys: | None | None | None |
Jump Capable: | Yes | Yes | Yes |
Life Support | 16 hours | 16 hours | |
Crew: | 4 (Pilot and 3 Gunners) | 4 (Pilot and 3 Gunners) | 2 (Pilot, Co-Pilot) |
Service Entry: | 2633 | 2648 |
Late Terran-Kilrathi War
Class | A-17D Broadsword | Broadsword (2667) | Broadsword (2667) | Broadsword (2667) | Broadsword (2669) | Broadsword (2669) |
---|---|---|---|---|---|---|
Source: | WC II Playguide Manual | Wing Commander 2 | WC Academy Manual | WC Academy (info questionable) | Privateer Playguide Manual | Wing Commander: Privateer |
Class: | Heavy Bomber | Heavy Bomber | Heavy Bomber | Heavy Bomber | Fighter-Bomber | Fighter-Bomber |
Length: | 36 meters | 36 meters | 36 meters | 36 meters | Not Listed | 36 meters |
Mass: | 100 metric tonnes | 100 metric tonnes | 100 metric tonnes | 100 metric tonnes | Not Listed | |
Max Velocity: | 320 KPS | 320 KPS | 320 KPS | 320 KPS | 350 KPS | 350 KPS |
Cruise Velocity: | 150 KPS | 150 KPS | 150 KPS | 150 KPS | Not Listed | |
Acceleration: | Poor | 1 k/s^2 | Poor | Poor | Poor | 400 k/s^2 |
Max Y/P/R: | 5/5/5 deg/s | 4/4/4 deg/s | 5/5/5 deg/s | 4/4/4 deg/s | Average | 87/85/95 deg/s |
Guns: | Mass Driver Cannon(3) | Mass Driver Cannon(3) | Mass Driver Cannon(3) | Mass Driver Cannon(3) | Mass Driver Cannon(3) | Mass Driver Cannon(3) |
Turret: | Dual-Mount Neutron Gun (3) | Dual-Mount Neutron Gun (3) | Dual-Mount Neutron Gun (3) | Dual-Mount Neutron Gun (3) | Dual-Mount Laser Cannon (1), Dual-Mount Particle Cannon (1) | Dual-Mount Particle Cannon (2) |
Missile Hardpoints: | Friend or Foe (3) | Friend or Foe (4) | Friend or Foe (4) | Friend or Foe (4) | Friend or Foe (6) | Friend or Foe (6) |
Missile Hardpoints: | Torpedoes (4) | Torpedoes (4) | Torpedoes (4) | ----- | Heat Seekers (3) | Heat Seekers (3) |
Tractor Beam | Yes (rear) | Yes (rear) | Yes (rear) | Yes (rear) | Not Listed | |
Armor (Fore/Aft/Sides): | 15.0/15.0/13.0 cm | 40.0/40.0/35.0 cm | 15.0/15.0/13.0 cm | 30.0/30.0/30.0 cm | 25.0/20.0/17.5 cm | 25.0/20.0/17.5 cm |
Shields (Fore/Rear): | 18.0/18.0 cm | 50.0/50.0 cm | 18.0/18.0 cm | 90.0/90.0 cm | Not Listed | Level5/Level5 |
Shield Recharge | Not Listed | 3 cm/s | Not Listed | 1 cm/s | Not Listed | |
Missile Decoys: | None | Chaff Pod (1) | Chaff Pod (1) | Chaff Pod (1) | None | None |
Jump Capable: | Yes | Yes | Yes | Yes | Yes | Yes |
Crew: | 4 (Pilot, 3 Gunners) | 4 (Pilot, 3 Gunners) | 4 (Pilot, 3 Gunners) | 4 (Pilot, 3 Gunners) | Not Listed | |
Service Entry: | 2664 | Not Listed | Not Listed |
Terran-Nephilim War
Class | Executioner (2701) | Warpig (2701) | Behemoth (2701) |
---|---|---|---|
Source: | Star*Soldier | Star*Soldier | Star*Soldier |
Class: | Heavy Bomber | Heavy Bomber | Heavy Bomber |
Length: | 36 meters | 36 meters | 41 meters |
Mass: | 100 metric tonnes | 110 metric tonnes | 150 metric tonnes |
Max Velocity: | 300 kps | 275 kps | 225 kps |
Acceleration: | 55 k/s^2 | 55 k/s^2 | 55 k/s^2 |
Max Y/P/R: | 65/65/65 deg/s | 55/55/55 deg/s | 70/70/70 deg/s |
Shields: | 410 cm | 410 cm | 410 cm |
Armor: | 1000 cm | 1100 cm | 1350 cm |
Guns: | Tachyon Gun (2) | Meson Blaster (2) | Tachyon Gun (2) |
Guns: | Plasma Gun (2) | Neutron Gun (2) | Neutron Gun (2) |
Turrets: | Deployable Bomber Turrets |
Deployable Bomber Turrets |
Bomber Turrets |
Missiles: | 2x5 Heat Seekers | 1x4 Torpedo | 2x4 Torpedo |
Missiles: | 5x20 Dart DF | 5x20 Dart DF | 5x20 Dart DF |
Jump Capable: | Yes | Yes | Yes |
Appearances
Wing Commander Movie
Wing Commander Academy
Wing Commander 2
Missions
- Flyable Missions
- Niven_System_-_Series_2_-_Mission_3
- Novaya_Kiev_System_-_Series_4_-_Mission_1
- Novaya_Kiev_System_-_Series_4_-_Mission_2
- Novaya_Kiev_System_-_Series_4_-_Mission_3
- Novaya_Kiev_System_-_Series_4_-_Mission_4
- Enigma_System_-_Series_7_-_Mission_1
- Enigma_System_-_Series_7_-_Mission_2
- Enigma_System_-_Series_7_-_Mission_3
- Ghorah_Khar_System_(alt)_-_Series_#_-_Mission_3
- Novaya_Kiev_System_(alt)_-_Series_#_-_Mission_1
- Novaya_Kiev_System_(alt)_-_Series_#_-_Mission_2
- Novaya_Kiev_System_(alt)_-_Series_#_-_Mission_3
- Novaya_Kiev_System_(alt)_-_Series_#_-_Mission_4
- Appears in Mission