Carrier Operations
Pacifiers
A Fleet Carrier is equipped with 16 Pacifiers (space fighters), which form its main striking force. They have a range of operational configurations they can be set to – the main ones are:
1. Standard Attack Pacifier High Energy Laser and 3 x Cannon
2. Patrol Pacifier 5 x Seeker Missiles, 1 x Cannon
3. Gunship Pacifier 5 x Cannon
4. Cannon Pacifier 2 x Heavy Cannon
5. Dewship Pacifier 2 x High Energy Lasers
6. Standoff Pacifier 2 x Long Range Anti-shipping Heavy Missiles
These are for use when operating in space against other ships.
Pacifiers can be modified to operate within the atmosphere, but they lose payload to do this: Atmosphere ops configurations are:
1. CAP Pacifier 1 x Cannon, 2 x Seeker Missiles
2. Strike Pacifier 4 x guided munitions (for ground attack)
3. Recce Pacifier 2 x Cannon, 1 x sensor package (optimised for range).
It takes time to change configuration – typically a couple of hours.
Pacifier recovery, refuelling and rearming is largely automated and only takes 5-10 minutes – though recovery is more difficult if the carrier is violently manoeuvring at the time.
Pilots: Pacifier pilots are trained to handle very high stresses and accelerations. A carrier usually as a nuber of reserve pilots.
Heavy Weapons
A carrier also has some heavy weapons.
These are generally used for self-defence in space battles, but in the context of Alliance operations they represent a significant offensive asset.
A carrier has:
2 x PAD weapons. These are heavy plasma energy weapons with an effective range of 40-80 km. They can even be used on ground targets if the carrier conducts a very low orbit pass.
2 x HELL. These are heavy laser weapons. They are less powerful than the PAD but more flexible in some ways. They are regarded as a useful secondary weapon. They are of limited use against surface targets on planets with atmospheres.
6 x Heavy Cannon and 4 x [Multi-cannon]. Useful against smaller space targets such as incoming shuttles or pacifiers. Also used as a point defence against incoming missiles.
2 x Heavy Missile launchers – for launching anti-shipping missiles. Heavy missiles are normally used to administer the ‘coup de grace’ against a ship whose point defences are weakened.
6 x Chaff / Flare dispenser units. Useful for confusing the homing radar / seeking systems of incoming missiles or cannon targeting radars.