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Without incident the bulk of ShadowScream jerked into hyperspace only to emerge a few seconds later in the outer orbital shell of the nearest Thyferran moon. As the scans had shown, a base was positioned on the surface and proximate to the nav point that Commodore Drake had designated.
The advantage of the Commodore's plan was that the New Republic forces would not know precisely where he would strike. Multiple sensor ghosts were showing up all over the system. For now, the enemy could not respond without positive identification and Eavesdropper I was delaying that process as much as possible. The nearest identified group of warships was a recon squadron and at absolute minimum, the Imperial vessels would have at least a few minutes (3 rounds) of space supremacy to bombard the moon unhindered.
However, the disadvantage of the plan was that every New Republic ship and outpost in the system knew that battle was upon them. As such, they have all made themselves combat ready, this station included. Its powerful shield generator was online and shielding the entire area with a particle and energy shield. Its plethora of anti-orbital weapons were online and it had launched over half of its starfighter garrison. Mere seconds after the Imperial ships arrived, the ground-based weapons began to open fire.
Lunar Station Aurek
Type: Monitoring & Defense Outpost
Scale: Capital
Crew Skill: Blaster artillery 4D+2*, Missile weapons 4D+2*, Sensors 5D, Shields 4D
Body: 6D
Shields: 6D (particle & energy shielding)**
Sensors:
Passive:150/1D
Scan:300/2D
Search:600/3D
Focus:20/5D+2
*Additional fire control computers add +1D to gunner’s skill for all weapons.
**Shield generator has a body strength of 4D
Weapons
2 KDY v-150 Planet Defender Ion Cannons
Body: 5D
Fire Rate: 1
Fire Control: 5D
Range: Atmosphere/Low Orbit/High Orbit
Damage: 12D (Ionization)
24 Golan Arms HX.6 Heavy Turbolaser Batteries
Body: 4D
Fire Rate: 1
Fire Control: 3D
Range: Atmosphere/Low Orbit/High Orbit
Damage: 8D
6 Repulsor-Assisted Ground-to-Orbit Concussion Missile Launchers (RAGOC)
Body: 1D
Ammo: 4
Fire Rate: 1/3
Fire Control: 3D (starfighter scale) Hound Rockets
Range: Low Orbit/High Orbit
Damage: 10D
2 Proton Torpedo Launchers
Body: 1D
Ammo: 4
Fire Rate: 1
Fire Control: 2D
Range: Atmosphere/Low Orbit/High Orbit
Damage: 9D
Starfighters
12 squadrons (listed in status)
Tactical Map
Strategic Map
(Here is how we are going to work the orbital bombardment. According to the rules, the range of "high orbit" is 3. This means that almost any ship or fighter could stand off and bombard the surface of a planet without risking the gauntlet of planetary defenses. I do not believe this is accurate or fair. I am placing the high orbit to mean a zone between 36 & 75 units from the planet's surface. This is long range for most weapons. Because of this particular moon's low mass, it has a relatively small gravity well, allowing the Imperials to jump directly into high orbit and in range.)
(As for the base itself, the combined body and shield strength is 12D, stronger than the best weapons in the Armada. To even that up, power must be rerouted to the appropriate weapons, but that will still only get you even. Coordinating for damage would help out more. Firing directly on the base as a whole will be similar to fighting a space station, if you destroy it, you destroy all the weapons. It is easy to hit, but again has tremendous resistance to damage. Another route is to use called shots. At the cost of increased difficulty, your weapons can attempt surgical strikes on the shield generator or the weapon emplacements themselves. Destroying them is easier as their body strength is lower than the base itself. As they will be more difficult to hit, it might be advantageous to coordinate your weapons for accuracy. Another note, the v-150 Ion Cannons have independent power generators. They will continue to fire, even if the base is rendered "dead in space" or otherwise receives critical reactor damage. They will still be destroyed if the base is destroyed. Also, the base's reactor core is underground and therefore cannot be targeted as a separate component, although it can still receive normal critical hits.)
(Almost done with the notes, but I thought they would be useful. Technically speaking, this is round 6, round 5 was spent in hyperspace. The ships that remained behind include LC Quinn's entire Pursuit Line - DSD Medusa, WLCs Svaper, Chazwa's Sword & Caracal - and a single ship from LC Santoro's line - WLC Sulon. It was decided just a couple of days ago that it would be useful to have a line officer accompany the second group and since two ships from his line were already diverted, LC Quinn was sort of stuck with the job. These ships have already collected their fighters and are jumping this round. They will arrive next round, on the opposite side of the moon. This sort of leaves you guys out of this round of combat, but please still post for the sake of roleplaying.)
(Alright finally done with the notes. Actions due August 24th.)
(Ha! I forgot something. Fighters behind the shield have the same 6D capital scale protection as everything else. They do not risk flying through the firing gaps in the shield.) _________________
 Lord Admiral Viktor Mallagant Commander of all Imperial Forces and Territories
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