The Torch class of system defense boats is a series of apparent paradoxes, starting with its name.
There are old Solomani tales of a "torchship", which uses something like manuever drive to accelerate to appreciable fractions of the speed of light. Almost any ship with a maneuver drive is theoretically capable of this (though most require the presence of a big enough star to provide a wide enough area to accelerate over). While the Torch class is capable of much greater acceleration than most ships, it derives its name from a simpler metaphor: a ship of fire and light. Likewise, a Torch is too big to be classed as a "fighter" even if that is how it is designed to be used (with multiple canard wings to give superiority in atmospheric combat, whether invading or defending an atmosphere), and too small to be properly termed a "battle rider" even if it often fills that role, but it at least fulfills the definition of a "system defense boat": an armed spaceship of at least 100 tons without a jump drive. Just one Torch can defend a highport or a small world against casual pirates, though it has no staterooms and thus can only stay deployed for 24 hours at a time; best practice is no more than 6.
Nomenclature aside, a Torch is a spaceship large enough to carry a bay weapon, that dogfights. This doctrine does not always work, but when it does it can be devastatingly effective, packs of Torches hounding entire fleets until their quarry is destroyed without suffering a single shot landed in return. (Mechanically: a Torch uses its superior speed to close to Adjacent range quickly, sparing a bit of thrust for evasive actions. Once in the dogfight, the Torch's small size and high Thrust helps it win each opposed Pilot check, giving sufficient DMs to make hitting it impossible, while firing back at difficult but not impossible odds.) Speed is a Torch's primary defense, though it also carries significant armor by spaceship standards to help it survive the attack run, and to shrug off most attacks from smaller opposing vehicles, spaceships or otherwise. The short range of its primary weapon makes it ill suited to a typical "stand back and attack" doctrine.
Among the known countermeasures are uninvolved ships picking off the Torches (best handled by having enough Torches to dogfight and harass every ship in the enemy fleet, preventing all but the most disciplined crews from tending to each others' troubles), deploying true fighters (smallcraft which can out-dogfight a Torch) with heavy enough weapons to pierce the armor, firing missiles to take out the jump-capable carrier the Torches rode in on (which usually hangs well back from the fight), and firing large enough missile salvos at a Torch to overcome its point defense (attacking every Torch in a squadron at once, lest they help each other against one-at-a-time salvos). Torches carry a laser turret as a secondary weapon to deal with fighters and missiles. (A Torch's laser turret gunner may, when appropriate, use the Point Defense reaction against any missiles launched by, or about to hit, a target at up to Short range, though the software to do this disables the Evade software in any round this is done in due to limited computer bandwidth. Attacking missiles otherwise requires chasing them down or being in position to intercept.) Although the main fusion gun is mostly aimed by pointing the ship, fine aiming is achieved via magnetic deflectors packed around the triple beam generators; adjusting these deflectors is the main activity of the gunner crewing the fusion gun.
This class of ships was designed by vargr architects working for the Imperium in Deneb sector. They claim this is an evolution of designs found in the Vargr Extents. The teeth-like canards and the bridge arrangement (gunners on the outside so they can directly adjust the main gun's potentials, then engineers, and the pilot in the center - the designated captain due to having the most prominent chair and, should that crewmember fail to protect the ship, the seat furthest from the airlocks) lend credence to this claim. Similar designs have been spotted in shipyards of higher tech vargr, aslan, zhodani, and even droyne worlds, though it is surprisingly rare in the Solomani Sphere. Hivers view this design as too direct for their tastes, and k'kree prefer automated drones for ships of this sort.
Torch-class system defense boat, TL 15
Maintenance: 15,899 credits/month
Crew: pilot, 2 engineers, 2 gunners
MCr: 190.79
Excess power: 0.75
System_______________________________________________________tons__MCr____power
Reinforced streamlined hull (44 Hull)________________________-200__18_____40
Armor 11 (bonded superdense)_________________________________17.6__15.84__0
Thrust-7 maneuver drive (3*reduced power)____________________14____42_____35
Thrust-13 reaction drive (3*reduced fuel)____________________52____15.6___0
Fusion power plant___________________________________________8.15__16.3___-163
Fuel (4 weeks' operation & 30 minutes' reaction drive fuel)__14____0______0
Aerofins_____________________________________________________10____1______0
Fuel scoops (free w/streamlining)____________________________0_____0______0
Bridge_______________________________________________________10____1______0
Computer/35__________________________________________________0_____30_____0
Improved sensors_____________________________________________3_____4.3____4
Medium fusion gun bay (3*size reduced)_______________________70____24_____80
Triple beam laser turret (3*energy efficient)________________1_____1.75___3.25
Ship's locker (cargo)________________________________________0.2___0______0
Software: maneuver/0_________________________________________0_____0______0
Software: library____________________________________________0_____0______0
Software: fire control/2_____________________________________0_____4______0
Software: evade/3____________________________________________0_____3______0
Software: point defense/2____________________________________0_____12_____0
There are old Solomani tales of a "torchship", which uses something like manuever drive to accelerate to appreciable fractions of the speed of light. Almost any ship with a maneuver drive is theoretically capable of this (though most require the presence of a big enough star to provide a wide enough area to accelerate over). While the Torch class is capable of much greater acceleration than most ships, it derives its name from a simpler metaphor: a ship of fire and light. Likewise, a Torch is too big to be classed as a "fighter" even if that is how it is designed to be used (with multiple canard wings to give superiority in atmospheric combat, whether invading or defending an atmosphere), and too small to be properly termed a "battle rider" even if it often fills that role, but it at least fulfills the definition of a "system defense boat": an armed spaceship of at least 100 tons without a jump drive. Just one Torch can defend a highport or a small world against casual pirates, though it has no staterooms and thus can only stay deployed for 24 hours at a time; best practice is no more than 6.
Nomenclature aside, a Torch is a spaceship large enough to carry a bay weapon, that dogfights. This doctrine does not always work, but when it does it can be devastatingly effective, packs of Torches hounding entire fleets until their quarry is destroyed without suffering a single shot landed in return. (Mechanically: a Torch uses its superior speed to close to Adjacent range quickly, sparing a bit of thrust for evasive actions. Once in the dogfight, the Torch's small size and high Thrust helps it win each opposed Pilot check, giving sufficient DMs to make hitting it impossible, while firing back at difficult but not impossible odds.) Speed is a Torch's primary defense, though it also carries significant armor by spaceship standards to help it survive the attack run, and to shrug off most attacks from smaller opposing vehicles, spaceships or otherwise. The short range of its primary weapon makes it ill suited to a typical "stand back and attack" doctrine.
Among the known countermeasures are uninvolved ships picking off the Torches (best handled by having enough Torches to dogfight and harass every ship in the enemy fleet, preventing all but the most disciplined crews from tending to each others' troubles), deploying true fighters (smallcraft which can out-dogfight a Torch) with heavy enough weapons to pierce the armor, firing missiles to take out the jump-capable carrier the Torches rode in on (which usually hangs well back from the fight), and firing large enough missile salvos at a Torch to overcome its point defense (attacking every Torch in a squadron at once, lest they help each other against one-at-a-time salvos). Torches carry a laser turret as a secondary weapon to deal with fighters and missiles. (A Torch's laser turret gunner may, when appropriate, use the Point Defense reaction against any missiles launched by, or about to hit, a target at up to Short range, though the software to do this disables the Evade software in any round this is done in due to limited computer bandwidth. Attacking missiles otherwise requires chasing them down or being in position to intercept.) Although the main fusion gun is mostly aimed by pointing the ship, fine aiming is achieved via magnetic deflectors packed around the triple beam generators; adjusting these deflectors is the main activity of the gunner crewing the fusion gun.
This class of ships was designed by vargr architects working for the Imperium in Deneb sector. They claim this is an evolution of designs found in the Vargr Extents. The teeth-like canards and the bridge arrangement (gunners on the outside so they can directly adjust the main gun's potentials, then engineers, and the pilot in the center - the designated captain due to having the most prominent chair and, should that crewmember fail to protect the ship, the seat furthest from the airlocks) lend credence to this claim. Similar designs have been spotted in shipyards of higher tech vargr, aslan, zhodani, and even droyne worlds, though it is surprisingly rare in the Solomani Sphere. Hivers view this design as too direct for their tastes, and k'kree prefer automated drones for ships of this sort.
Torch-class system defense boat, TL 15
Maintenance: 15,899 credits/month
Crew: pilot, 2 engineers, 2 gunners
MCr: 190.79
Excess power: 0.75
System_______________________________________________________tons__MCr____power
Reinforced streamlined hull (44 Hull)________________________-200__18_____40
Armor 11 (bonded superdense)_________________________________17.6__15.84__0
Thrust-7 maneuver drive (3*reduced power)____________________14____42_____35
Thrust-13 reaction drive (3*reduced fuel)____________________52____15.6___0
Fusion power plant___________________________________________8.15__16.3___-163
Fuel (4 weeks' operation & 30 minutes' reaction drive fuel)__14____0______0
Aerofins_____________________________________________________10____1______0
Fuel scoops (free w/streamlining)____________________________0_____0______0
Bridge_______________________________________________________10____1______0
Computer/35__________________________________________________0_____30_____0
Improved sensors_____________________________________________3_____4.3____4
Medium fusion gun bay (3*size reduced)_______________________70____24_____80
Triple beam laser turret (3*energy efficient)________________1_____1.75___3.25
Ship's locker (cargo)________________________________________0.2___0______0
Software: maneuver/0_________________________________________0_____0______0
Software: library____________________________________________0_____0______0
Software: fire control/2_____________________________________0_____4______0
Software: evade/3____________________________________________0_____3______0
Software: point defense/2____________________________________0_____12_____0