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Madurai
Jun 26, 2012



It’s Year Zero ABY.
You (yes, you!) are the command council for the Rebel Alliance cell responsible for the struggle against the Empire in the Ferra sector. The task ahead is, to put it mildly, daunting—the area is admittedly a low priority in the overall struggle, the Outer-est of the Outer Rim, far from timely support from other cells. But the remoteness of the area is a weakness for the Empire, as well, and the indifference of Coruscant is your greatest resource.
You have a small fleet of ships and starfighters, a few picked ground troops, and three secret planetside bases to prosecute your campaign to liberate these worlds.

You’ll decide what priorities to pursue, where to allocate your available assets, and how much to scream for reinforcements. I’ll supply briefings and after-action reports. The technical parts of the game will be behind the scenes, using a very homebrew-modified version of Solar Starfire, the latest iteration of the venerable old Starfire TTG.

NON-USEFUL MAP

Every destination in the sector is, by hyperspace standards, less than an hour’s flight time away from anywhere else. Travel times are much more influenced by hyperdrive accuracy—how far a ship will scatter in-system upon emergence and then have to plod to its intended destination at sublight.
The one significant terrain feature is the nebula, which disrupts electronics for ships inside it. None of those systems are inhabited anyway, so it’s only a hiding place for the desperate.
Hypori, Bundil, and Xorrn are the three major populous worlds in the sector, but there are settlements, colonies and outposts scattered throughout.

Here’s a lit of the meager dauntless forces at your disposal: (updated as of Day 143)
Space forces:
Sphaerolana (prototype Mon Calamari cruiser)
Tyrannicide (Dreadnaught-class cruiser)*
Windborne (Pelta-class command ship)*
Double Eagle (Nebulon-B class frigate)
Honorbound (Nebulon-B class frigate)*
Synox Cocktail (Nebulon-B class frigate)
Skyhook(Nebulon-B class frigate)
Taana Overdrive (Nebulon-B class frigate)
Queen’s Ransom (Marauder-class frigate)* LOST
Nightbloom (Marauder MMC-7D class missile frigate)*
Breha’s Heart (Manka-class frigate)
Unbreakable (Manka-class frigate)
Hard Shadow (FD-97 frigate)
Terrorine (CR-90 corvette)*
Sympathic (CR-90 corvette)-
Sundiver (DP-20 corvette)-
Sonnet (CR-70 corvette)*
Empyrean (CR-70 corvette)
Forte (S5-F1 gunship)
Wayworn (S5-F1 gunship)*
Best Start (S5-F1 gunship)*
Wicked Thoughts (Brahatok-class gunship)*
Incinerator (Brahatok-class gunship)
Boy Howdy (GR-75R electronic warfare ship)
Sketto (GR-75R electronic warfare ship)
Nuna (GR-75 transport)*
Bountiful (GR-75 transport)*
Travelin’ (GR-75 transport)
Zalaacas (GR-75 transport)
Worbi’s Hope (GR-75 transport)-
Debit List (GR-75 transport)-
Pittance (YX-950 transport)
Bitterspite (YX-950 transport)
Omni (Ap-11E SIGINT ship)
Clarion Call (Ap-11E SIGINT ship)
Echo Modulus (Ap-11E SIGINT ship)*
Prying Eye (Ap-11E SIGINT ship)
Fllorgh (Ap-11E SIGINT ship)
Onmorrow (Ap-11 transport)
Deepdraught (Ap-11 transport)-
Guzzler (Ap-11 transport)-

3x HWK-290 light transports
23x UT-60D U-wing assault shuttles
21x GX1 Shorthauler shuttles

6x T-65 X-Wing squadrons: Checkmate**, Azure*, Hookbat*, Silver*(-1), Acid, Umber
2x R-22 Spearhead squadrons: Neon**, Dawn*
6x Z-95AF4 Headhunter squadrons: Brawler, Scythe*(-1), Angel, Rake(-1), Butcher(-3), Diamond*
5x ARC-170 squadrons: Pyrite* (-2), Volcano* (-3), High Hat*(-2), Shepherd*(-2), Crest*
7x BTL-A4 Y-Wing squadrons: Hound*(-3), Brass* (-2), Rathtar(-1), Poison, Racer*(-4), Dart, Fortune*

[** denotes elite crews, * denotes crack crews; - denotes green crews]

Ground troops:
10x infantry companies
3x combat landspeeder companies
10x fortress companies
9x commando teams
2x T-16 Skyhopper squadrons in storage

[a “fortress” unit consists of a lot of emplaced heavy weapons and portable shields. Though not maneuverable, they supply the bulk of your artillery/anti-fighter needs for troops aground]

Active command cadre:
Agent Simu Zed
Agent Thrax Sunstalker
General Myles Dinwiddy
Admiral Neera Zan
Admiral Shim Sunshadow
General Lolo Price
Admiral Trias Marian

Facilities:
Infinity Base (Kote IV, Kote system)

Raddus (ex-Merit) Base (Erlerlla, Contri system)

[each base has hangar space for 13 squadrons of starfighters, and has repair facilities capable of handling anything short of a shipyard job]

Margin Base (Tosi II, Tosi system)[smaller base with 2 hangar bays and not much else]


Covert civilian contacts, who will keep supplying you with information as they are able:
POTASH (Bundil, Bundil system)
OFFHAND (Jatttene, Bundil system)
HINGE (Hypori, Hypori system)
BOCCE (Xorrn, Xorrn system) MISSING
STUDENT (Greater Pana, Pana system)
REVERSE (Kidria, Kidria system)
ALMANAC (Orgol's Girdle, Kala system)
GARBAGE (Hiy-Nori, Nori system]

Here’s where the very slight RPG element comes into this. Anyone who wishes to participate can be a General, Admiral, or Agent, and assign their characters to the various missions. In addition to a Star Wars-sounding name, you’ll need to pick one perk from the appropriate list:

GENERAL—all Generals improve the performance of ground combat
Efficient: improves the basic combat bonus
Medic Team: reduces combat losses taken in ground combat
Scavenger: reduces supplies consumed in combat (also increases amount of supplies recovered from pillaging, if you want to go full “just as bad as the Empire” mode)
Security Specialist: better at garrisoning hostile populations (again, if you’re the sort of rebels who operate that way)
Special Forces: bonus damage on sabotage missions
Starfighter Ace: improves the crew grade of fighter squadrons in combat

ADMIRAL—all admirals improve the performance of space combat
Decisive: improves the basic initiative bonus
Courageous: improves the basic morale bonus
Alert: reduces the response delay for forces surprised
Navigator: reduces hyperdrive scatter and risk of misjump
Damage Control Teams: improves emergency repair chances
Trainer: speeds crew grade advancement for ships
Starfighter Ace: as the General Ability

AGENT—all Agents boost intel collection
Analyst: improves the basic intel bonus
Special Forces: as the General ability
Operator: increased chances on infiltration missions
Starfighter Ace: as the General ability
Provacateur: increases revolt risk on conquered worlds

If you don’t feel like making a leader, you can still kibitz on mission planning—staff work is always valuable!

You’ll have a budget of sorts, representing not only cash, but supplies, and most importantly the amount of pull you have with Alliance High Command. Maintenance and fuel come out of that, as well as requisitioned new units, and it is replenished in proportion to your success— passing on actionable intel, eliminating or capturing Imperial units, but ultimately in breaking worlds of the sector free from Imperial rule.

Imperial forces in Ferra are largely a collection of Clone Wars-era castoffs. Two Victory-class SDs and two Meridian-class cruisers (aka Acclamator-II ) make up the bulk of Imperial space power in the sector. Over half the fighter squadrons still fly V-wings instead of TIEs. The three big worlds have around a legion of stormtroopers on each (60+ companies), plus the equivalent of another legion scattered through the rest of the habitations. Local militia, Imperial law enforcement, and Mining Guild security forces make up the balance of troop strength, and all of these are pressed thin.

Initial briefings to follow!

Madurai fucked around with this message at 19:27 on Nov 13, 2023

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Madurai
Jun 26, 2012

Ferra sector astrographical survey

Positively-identified Imperial forces by system:

HYPORI (Hypori system) —Sector capitol
ICM-class space station
XQ2-class space station
18x laser defense satellites
Temerit (Victory-II class star destroyer)
Ordinal (Meridian-class cruiser)
Legionnaire (Cantwell-class arrestor cruiser)
Huntress (Arquitens-class light cruiser)
Allegory (Acclamator-class assault ship)
7x Gozanti-class transports (various configurations)
9x TIE/ln squadrons
1x TIE/sa squadron
2x V-Wing squadrons

6x planetary defense centers
60x infantry companies
10x mechanized companies
6x heavy mechanized companies
30x fortress companies
166x security companies
8x TIE/le airspeeder gunship squadrons


BUNDIL (Bundil system)
ICM-class space station
XQ2-class space station
12x laser defense satellites
Apex (Meridian-class cruiser)
Thunderhead (Quasar Fire-class carrier)
Anion (Acclamator-class assault ship)
3x Gozanti-class transports (var.)
7x TIE/ln squadrons
2x TIE/sa squadrons

2x planetary defense centers
45x infantry companies
8x mechanized companies
2x heavy mechanized companies
10x fortress companies
135 security companies
2x TIE/le airspeeder gunship squadrons


JATTTENE (Bundil system)
1x planetary defense center
8x infantry companies
2x mechanized companies
5x fortress companies
15x security companies


XORRN (Xorrn system)
ICM-class space station
XQ2-class space station
12x laser defense satellites
Pestage (Victory-II class star destroyer)
Alezar’s Fist (Acclamator-class assault ship)
3x Gozanti-class transports (var.)
6x TIE/ln squadrons
2x TIE/sa squadrons
3x V-Wing squadrons

3x planetary defense centers
45x infantry companies
8x mechanized companies
2x heavy mechanized companies
15x fortress companies
140x security companies
2x TIE/le airspeeder gunship squadrons


GREATER PANA (Pana system)
XQ2-class space station
2x laser defense satellites
Mindar (Arquitens-class light cruiser)
SC6727 (Gozanti-class assault transport)
1x V-wing squadron

1x planetary defense center
8x infantry companies
2x mechanized companies
5x fortress companies
15x security companies
1x TIE/le airspeeder gunship squadron


KIDRIA (Kidria system)
XQ2-class space station
2x laser defense satellites
Champion (Arquitens-class light cruiser)
SC5277 (Gozanti-class assault transport)
PT1774 (Gozanti-class transport)
1x V-wing squadron

1x planetary defense center
8x infantry companies
2x mechanized companies
4x fortress companies
14x security companies
1x TIE/le airspeeder gunship squadron

Hexenritter
May 20, 2001


I have absolutely no idea where to start but I've been craving more star wars game threads for a while. I am excited to see this take off.

I also dropped the link in the cyoa discord

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
Simu Zed, an Agent-Operator who's definitely not a droid. No, no it's just healthy paranoia that they use droid proxies. Again, 100% biological.

Madurai
Jun 26, 2012

Day 1

Disposition of Alliance forces:

All the warships are dispersed to ground hide sites on Kote IV
Transports are waiting in orbit around Kote IV

Checkmate, Neon, Brawler, Pyrite, High Hat, Shepherd, Harp Rathtar, Racer, and Acklay squadrons are at Infinity Base (Kote system)
Dawn, Scythe, Butcher, Diamond, Slingshot, Gaff Anchor, Domino, Brass, Poison, and Dart squadrons are at Raddus Base (Contri system)
Jackpot, Angel, Rake, Volcano, Candle, Blackout, and Fortune squadrons, as well as the two squadrons of T-16s, are at Horizon Base (Rula system)

Ground forces are evenly divided between the bases, with Infinity taking the extra of each type.

Maintenance: pre-paid for the first turn!

War chest: 1400 Cr

Intel reports: All of your covert contacts more or less simultaneously report a broadcast over the Imperial holonet announcing the change of administration from Moff Tremall, who's been overseeing Ferra sector since practically the founding of the Empire, to Moff Galtmar. HINGE and REVERSE (also more or less simultaneously) forward an intercept of a message sent to all Imperial military commands in the sector, essentially the transcript of an address to the new Moff's command staff.
Excerpt:

Moff Galtmar posted:

For those of you familiar with my predecessor, know this: Moff Tremall is not ‘supervising new initiatives in the Core,’ unless those initiatives involve the insides of a prison cell. The official story is intended to prevent disorder during the transition, and from the view in Coruscant, disorder is a commodity this sector has far too much of as it is. These worlds have become recognized as some of the worst-adminstered places in the Empire, and it is my job—and by extension, yours—to rectify that.

Hexenritter
May 20, 2001


Thrax Sunstalker. Agent, SpecFor. Don't let the droid parts fool you. They were elective, not because I'm bad at my job :colbert:

Madurai
Jun 26, 2012

Not Alex posted:

Simu Zed, an Agent-Operator who's definitely not a droid. No, no it's just healthy paranoia that they use droid proxies. Again, 100% biological.


Hexenritter posted:

Thrax Sunstalker. Agent, SpecFor. Don't let the droid parts fool you. They were elective, not because I'm bad at my job :colbert:

Getting more intel involves getting as many ears in place as possible. Each of your commando teams can act in the same manner as your covert contacts, once they're infiltrated into an Imperial-controlled population. Electronic eavesdropping also helps--Nightbloom and Omni have long-range sensors that might allow that at low risk (it's specifically the mission Omni was designed for; Nightbloom has buff sensors to find targets for her long-range concussion missiles, but could do this, too)

Infiltration onto an occupied world necessarily involves subterfuge--the smaller and more civilian-looking a ship chosen for the job, the better. Counterintuitively, the bigger the world, the easier the task--there's more shipping to blend in with.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Hmm, this sounds fun

lemme apply to be Myles Dunwiddy, General, Special Forces. Definitely not simply a re-skin of the Star Wars RPG character I posted about in TradGames way back in the day, as far as anyone can prove. Made his bones as a slicer (Star Wars speak for "hacker") accompanying SpecOps teams to accomplish on-site what couldn't be sliced remotely. Firm believer in the principle that one man's freedom fighter is another man's terrorist, so why shy away from the nasty bits? Go ahead and plant evidence that civilians in the city of your choosing are supporting the Rebel Alliance, even though they aren't. After the inevitable brutal crackdown by Imperial forces, they'll sure as hell start!

Question: How many of our forces can be reasonably suspected of being known to the Empire? That is to say, how we deploy a unit like the Tyrannicide could shift a bunch if ISB (the Imperial Security Bureau, one of several competing intelligence services in the Empire) know we have it... or don't know we have it.

jng2058
Jul 17, 2010

We have the tools, we have the talent!






Neera Zan, Commander Air Group, Tyrannicide
Admiral, Starfighter Ace

"Listen up, kiddo. I've been flying a long time, and I didn't make Triple Ace by batting my eyelashes at the Imps. Sure, most Imp pilots are conscript trash who are lucky if they can take off and land a TIE without serious injury, but the birds they fly are fast and maneuverable, traits that are deadly in the hands of a good pilot. And given that they out number us thousands to one, they're going to luck into a few good pilots now and again. So remember your Force-damned training, stick with your wingman, and watch each other's six! Every time one of you gundarks gets shot down, unless you killed a hundred Imps on your way out, that's losing the war. So stay alive, keep each other safe, and don't fly off on your own trying to be a hero. We need live pilots, not dead heroes!" -Neera Zan, 'Welcome to Angel Squadron'

Strategic Proposals:
1) We need contingencies. Three bases isn't a bad place to start, but I'd be happier with more scattered around the sector. They don't need to be huge facilities like Yavin IV or anything, just some hanger space and a fuel and ammo dump so we can operate fighters out of them. Because let's be real, the Tyrannicide ain't gonna stand up to Star Destroyer in a fleet action, even the second rate Clone War leftover Star Destroyers the Imps have got out here. And the Tyrannicide is by far the biggest and best cap ship we've got. No, we're going to win this or lose this on Starfighter Operations, and for that we need a bunch more Starfighter bases that we can run flight operations out of but that we can also abandon real quick if the Imps get onto us. They'll be cut-outs. Places we can launch missions from that won't compromise our real facilities if they get discovered. Propose we begin scouting uninhabited systems for places we can build small fighter bases.

2) We also need resources, and if we can take those resources from the Imps, so much the better. I think we could dedicate some of our smaller freighters and some of the older fighters....say the Z-95s and ARC-170s....to flat out piracy. We hit Imperial supply shipments, and we go in as a fictional pirate band rather than as members of the Alliance. If there are Rebel attacks on Imperial shipping, they'll respond with a Star Destroyer. If they think it's just pirates, they'll send smaller patrol ships, nothing bigger than an Arquitens or a Quasar Fire. Hunting rebels is glory that the Star Destroyer captains want. Chasing pirates is work that they'll foist off on smaller ships, because even if they win, it won't help their careers any, and if they screw up and lose, they'll get poo poo-canned. All risk, no reward. So once they start hunting the pirates with the small stuff, then we can make our big debut and ambush them with our heavy stuff...the Tyrannicide and the X- and Y-Wings. If we plan it right, maybe we can even capture us something new for the fleet! Propose we begin "pirate" raids against Imperial shipping in order to acquire resources and lure an Imperial response that we can ambush.

3) This new Moff seems like a real go-getter. That's bad news for us. We should kill him. If our boys and girls down in Intelligence can infiltrate the Imp systems enough to get a read on when the guy is on a shuttle going from one planet to another, I'd be happy to lead a squadron in to intercept him, shoot his rear end down, and the hyperspace out again. The disruption in the chain of command should buy us weeks of time to play with before they can get a new Moff out here. Propose Intelligence start tracking Moff Galtmar's movements with an eye towards interception and assassination.

LLSix
Jan 20, 2010

The real power behind countless overlords

Admiral Shim Sunshadow taking command of fighter ops.
Navigator, please.


I'm proposing we being with operation Blow up everything we can.

Unfortunately, all Imperial worlds are defended by a minimum of 1 cruiser, and we only have 1 cruiser+ vessel, so that's not much. But we'll do our best.

We'll start with a distraction:
Send Neon* & Dawn to ambush fighter patrols in BUNDIL. Hopefully tying down the carriers there and possibly luring the Imperials into sending their reinforcements there instead of the real target. I'm not sure what R-22 Spearhead's are, but I think they're anti-fighter models, so they should do well. They've all got hyperdrives, so if they come out of hyper in a bad position, hopefully they can jump out safely.

15 minutes later, hit Kidria with:
Admiral Shim Sunshadow
Tyrannicide (Dreadnaught-class cruiser)*
Queen’s Ransom (Marauder-class frigate)*
Nightbloom (Marauder MMC-7D class missile frigate)*

Boy Howdy (GR-75R electronic warfare ship) (hopefully blocking any distress calls until we can hyper out)

2x T-65 X-Wing squadrons: Checkmate*, Jackpot (anti-fighter duty)
2x Z-95AF4 Headhunter squadrons: Brawler, Scythe (Y-wing escorts)
10x BTL-A4 Y-Wing squadrons: Domino, Brass, Harp, Rathtar, Poison, Racer, Acklay, Blackout, Dart, Fortune
3x ARC-170 squadrons: Slingshot, High Hat, Candle (Y-wing escorts)

The primary targets are the laser defense satellites and the XQ2-class space station. (Maybe 3 Y-wing Squadrons for each laser defense satellite and 4 targeting the space station or cruiser if it leaves the shelter of the orbital defenses and comes out to play? Not sure what a XQ2-class space station is or how tough the defense satellites are so may be overcommitting or undercommitting.) Attack breaks off once all the Y-wings have delivered their payloads or the first Imperial reinforcement larger than a frigate arrives. We can't afford losses and we really can't afford to stick around long enough for Imperial reinforcements to arrive.

Madurai posted:

KIDRIA (Kidria system)
XQ2-class space station
2x laser defense satellites
Champion (Arquitens-class light cruiser)
SC5277 (Gozanti-class assault transport)
PT1774 (Gozanti-class transport)
1x V-wing squadron

Tactical Analysis
Hopefully a cruiser and 2 frigates are a match for a single light cruiser. If I remember right, Gozanti's are basically CVEs, so don't factor. It'd be nice to kill them if we can, but not a priority.

Checkmate and Jackpot should be able to handle the local fighter garrison, with the headhunter and ARC-170 squadrons catching any leakers. I think the ARC-170's are more like fighter-bombers, but they're ooooold. They were made during the Clone Wars.

Strategic Objectives
Attrite local Imperial forces and encourage them to disperse forces more broadly. We are completely unable to match their current force concentrations. In order to be successful in the long term, we need to force them to redeploy into to smaller groups that we can pick off piecemeal. For now, we are ignoring the Star Destroyer. We'll have to come up with a plan to take it out, or ideally, steal it, but until we do, the Imperials have a THEY-WIN button in that monster so we need to avoid being where ever it is.

Due to the unmatched firepower of the Star Destroyer in this sector, we will make no attempt to engage Imperial ground forces at this time.

Further orders
Put all three green fighter squadrons on training. Put the remaining 2x Z-95AF4 Headhunter squadrons on CAP. Put up some sort of CAP on the remaining planet with the spare ARCs as appropriate.

Someone wake up our accountant and tell him I want a briefing on how we're supposed to raise funds to pay for all the proton torpedoes we're about to expend.

jng2058 posted:

2) We also need resources, and if we can take those resources from the Imps, so much the better. I think we could dedicate some of our smaller freighters and some of the older fighters....say the Z-95s and ARC-170s....to flat out piracy. We hit Imperial supply shipments, and we go in as a fictional pirate band rather than as members of the Alliance. If there are Rebel attacks on Imperial shipping, they'll respond with a Star Destroyer. If they think it's just pirates, they'll send smaller patrol ships, nothing bigger than an Arquitens or a Quasar Fire. Hunting rebels is glory that the Star Destroyer captains want. Chasing pirates is work that they'll foist off on smaller ships, because even if they win, it won't help their careers any, and if they screw up and lose, they'll get poo poo-canned. All risk, no reward. So once they start hunting the pirates with the small stuff, then we can make our big debut and ambush them with our heavy stuff...the Tyrannicide and the X- and Y-Wings. If we plan it right, maybe we can even capture us something new for the fleet! Propose we begin "pirate" raids against Imperial shipping in order to acquire resources and lure an Imperial response that we can ambush.
We've got a ton of spare ARCs. Seconded.

jng2058 posted:

3) This new Moff seems like a real go-getter. That's bad news for us. We should kill him. If our boys and girls down in Intelligence can infiltrate the Imp systems enough to get a read on when the guy is on a shuttle going from one planet to another, I'd be happy to lead a squadron in to intercept him, shoot his rear end down, and the hyperspace out again. The disruption in the chain of command should buy us weeks of time to play with before they can get a new Moff out here. Propose Intelligence start tracking Moff Galtmar's movements with an eye towards interception and assassination.
Moff Galtmar started off his first day in office by disobeying his superiors and shredding the polite fiction they told him to maintain. He's unlikely to receive reinforcements after disobeying them so blatantly. May all our enemies be so stupid. Right now he's our single greatest asset and he doesn't even know it. Why would we want to kill him?

LLSix fucked around with this message at 04:51 on Apr 24, 2022

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

jng2058 posted:

Strategic Proposals:
1) We need contingencies. Three bases isn't a bad place to start, but I'd be happier with more scattered around the sector. They don't need to be huge facilities like Yavin IV or anything, just some hanger space and a fuel and ammo dump so we can operate fighters out of them. Because let's be real, the Tyrannicide ain't gonna stand up to Star Destroyer in a fleet action, even the second rate Clone War leftover Star Destroyers the Imps have got out here. And the Tyrannicide is by far the biggest and best cap ship we've got. No, we're going to win this or lose this on Starfighter Operations, and for that we need a bunch more Starfighter bases that we can run flight operations out of but that we can also abandon real quick if the Imps get onto us. They'll be cut-outs. Places we can launch missions from that won't compromise our real facilities if they get discovered. Propose we begin scouting uninhabited systems for places we can build small fighter bases.

Concur, with the caveat that we should also be scouting for locations for non-starfighter bases as well - namely, I would love to put together a few small installations for informational-warfare purposes (signal intercepts, "salting the ether" with disinfo, that sort of thing), most of which could be crewed by no more than a handful of men and some droids.

jng2058 posted:

2) We also need resources, and if we can take those resources from the Imps, so much the better. I think we could dedicate some of our smaller freighters and some of the older fighters....say the Z-95s and ARC-170s....to flat out piracy. We hit Imperial supply shipments, and we go in as a fictional pirate band rather than as members of the Alliance. If there are Rebel attacks on Imperial shipping, they'll respond with a Star Destroyer. If they think it's just pirates, they'll send smaller patrol ships, nothing bigger than an Arquitens or a Quasar Fire. Hunting rebels is glory that the Star Destroyer captains want. Chasing pirates is work that they'll foist off on smaller ships, because even if they win, it won't help their careers any, and if they screw up and lose, they'll get poo poo-canned. All risk, no reward. So once they start hunting the pirates with the small stuff, then we can make our big debut and ambush them with our heavy stuff...the Tyrannicide and the X- and Y-Wings. If we plan it right, maybe we can even capture us something new for the fleet! Propose we begin "pirate" raids against Imperial shipping in order to acquire resources and lure an Imperial response that we can ambush.

Concur, though I'm more interested in the resource acquisition than with setting up an ambush (at least until we know whether or not any of our 'big guns' are still secret).

jng2058 posted:

3) This new Moff seems like a real go-getter. That's bad news for us. We should kill him. If our boys and girls down in Intelligence can infiltrate the Imp systems enough to get a read on when the guy is on a shuttle going from one planet to another, I'd be happy to lead a squadron in to intercept him, shoot his rear end down, and the hyperspace out again. The disruption in the chain of command should buy us weeks of time to play with before they can get a new Moff out here. Propose Intelligence start tracking Moff Galtmar's movements with an eye towards interception and assassination.

Concur with the addendum that I want to know if any of the former Moff's close associates are still remaining in the administration. Imperials play politics too, and we could certainly use a potential turncoat (or useful patsy). I'm not willing to vote for an assassination until we're assured that the chaos of the new guy's arrival is no longer useful to us.

--Myles

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Lolo Price, Alliance General, Scavenger.

'The Empire burned down my family salvage business because we wouldn't give up our client list. So now I'm going to steal as much of their poo poo as I can, paint a red bird on, and send it back at them. Freedom and democracy? Sure, that too.'

On board with strategic proposals 1 and 2, on the grounds that robbing the Empire of their poo poo is my raison d'être. Less interested in killing the new Moff - the heavier his hand the more allies we get.

Operation: Blow up everything we can seems like exposing our precious military assets to discovery without getting much back for it. Opposed.

Possible base sites:
  • Kashii III B, Forest Moon, uninhabited system
  • Brana II 7LM Type ST (desert), neutral system uninhabited planet
  • Cora system has five inhabitable moons/planets, only inhabitants are pre-industrial
  • Yakis II A and Yakis III A are volcanic, but potentially usable, uninhabited system
  • Gobi Prime, Desert, uninhabited system
  • Anteer II 13LM Type T (desert) uninhabited system
  • Pine 145LM type T (forest) uninhabited system
  • Tosi II 8LM Type T (jungle) uninhabited system
  • Elerlla 27LM Type T (swamp) (Contri system) uninhabited system

Additionally there are two potentially useful sites within the Shield of Kooria nebula - Vana III and Brani III are both habitable if not exactly hospitable. I list them separately because the only communication with any base we establish here would be by courier, but the base would also be shielded from Imperial sigint.

thatbastardken fucked around with this message at 05:06 on Apr 25, 2022

Hexenritter
May 20, 2001


Thrax Sunstalker: Agent, SpecFor
"I'd be lying if I didn't say there's a beautiful simplicity to Admiral Sunshadow's proposal to blow up all the things. I mean, that is kinda the thing I learned at the academy on Coruscant. Then there's the stuff I learned after my squads unceremonious abandonment where we were forced to, uh, improvise. A loose valve on a tibanna tank here, a nicked wire there... they're not entirely stupid but a bored garrison who've been stuck on the wrong end of a requisition and repair cycle for a while will blame brass before thinking somebody snuck in and shafted them. At least the first four or five times. I'm down with executing a few preparatory sabotage strikes. Logistical hubs would be my first target. But, I'm not the brains here, so, I'll wait till we have a target, then I'll help make it go away. "

"And when I do, I'll try and make sure there's plenty of stuff left for you to pick over Lolo."

Hexenritter fucked around with this message at 09:03 on Apr 24, 2022

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
Simu Zed: Agent, Operator
Lend me a HWK-290 and the commando squad with the most scars. We'll take a little jaunt to Hypori and infiltrate the criminal underground as a crew of toughs. Gets us the intel of rubbing shoulders with folks in the know and keeps a commando team in position in the sector capital. The sooner we start the sooner we're local color to the Imps. They might even throw some contracts our way.


jng2058 posted:

Strategic Proposals:
1) Propose we begin scouting uninhabited systems for places we can build small fighter bases.

2) Propose we begin "pirate" raids against Imperial shipping in order to acquire resources and lure an Imperial response that we can ambush.

3) Propose Intelligence start tracking Moff Galtmar's movements with an eye towards interception and assassination.
1)Concur
2)Concur
3)Negative, decapitation strikes should be accompanied by assaults and close command infiltration has a time limit that precludes us being ready for one.

LLSix posted:

I'm proposing we being with operation Blow up everything we can.
Negative, no need to let them know we're here and angry till we can bag a bigger payoff.

Not Alex fucked around with this message at 13:39 on Apr 24, 2022

jng2058
Jul 17, 2010

We have the tools, we have the talent!






Neera Zan, Commander Air Group, Tyrannicide
Admiral, Starfighter Ace

LLSix posted:

I'm proposing we being with operation Blow up everything we can.

While I like the detailed mission planning, I think this is premature. Right now, the Imps don't know we exist. We should maintain that secrecy until we can launch a really devastating attack. That element is the reason we'd be using "pirate" forces for our supply raids. Using the Tyrannicide in particular feels like revealing our hole card way too early. I'd prefer a weighted blow when we're better prepared. Operation Blow Everything Up - Opposed


DivineCoffeeBinge posted:

Concur, with the caveat that we should also be scouting for locations for non-starfighter bases as well - namely, I would love to put together a few small installations for informational-warfare purposes (signal intercepts, "salting the ether" with disinfo, that sort of thing), most of which could be crewed by no more than a handful of men and some droids.

This seems entirely reasonable. Addendum - Concur


DivineCoffeeBinge posted:

Concur with the addendum that I want to know if any of the former Moff's close associates are still remaining in the administration. Imperials play politics too, and we could certainly use a potential turncoat (or useful patsy). I'm not willing to vote for an assassination until we're assured that the chaos of the new guy's arrival is no longer useful to us.

--Myles

In that my initial proposal is just for intelligence gathering on his movements and activities, if it turns out that he really is helping us more than he's hurting us, we can just not pull the trigger on killing him. But I do think we should get eyes on him as soon as possible. Addendum - Concur


Not Alex posted:

Simu Zed: Agent, Operator
Lend me a HWK-290 and the commando squad with the most scars. We'll take a little jaunt to Hypori and infiltrate the criminal underground as a crew of toughs. Gets us the intel of rubbing shoulders with folks in the know and keeps a commando team in position in the sector capital. The sooner we start the sooner we're local color to the Imps. They might even throw some contracts our way.

In that this supports both the piracy plan and getting information sources, I'm in favor of this. Concur

Madurai
Jun 26, 2012

Interrupting the discussion for a few points of order:

jng2058 posted:

Neera Zan, Commander Air Group, Tyrannicide

Tyrannicide can't really be considered to have a fighter group, since it only has hangar space for a couple of shuttles.

jng2058 posted:

I'm not sure what R-22 Spearhead's are
The R-22 is the shittier predecessor of the RZ-1 A-Wing, resembling it very closely but lacking its descendant's shields and missiles.

jng2058 posted:

Boy Howdy (GR-75R electronic warfare ship) (hopefully blocking any distress calls until we can hyper out)

Comm jamming an entire system would be a tall order--it's much more effective at disrupting datalinks, which enables units to coordinate attacks and hyperjumps.

thatbastardken posted:

Possible base sites:

  • Elerlla 27LM Type T (swamp) (Contri system) uninhabited system

Erlerlla is already the site of Raddus Base. There's nothing to prevent multiple bases being constructed on one planet, however.


DivineCoffeeBinge posted:

Question: How many of our forces can be reasonably suspected of being known to the Empire? That is to say, how we deploy a unit like the Tyrannicide could shift a bunch if ISB (the Imperial Security Bureau, one of several competing intelligence services in the Empire) know we have it... or don't know we have it.

There has been no organized resistance in the sector, at least not by anyone affiliated with the Alliance. The first moves into Ferra were the work of the Trailblazer teams who built the bases. As far as you know, the Empire is still unaware of your presence. Identity of specific units would have to depend on either getting close to them in action, or spy work.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

Madurai posted:

There has been no organized resistance in the sector, at least not by anyone affiliated with the Alliance. The first moves into Ferra were the work of the Trailblazer teams who built the bases. As far as you know, the Empire is still unaware of your presence. Identity of specific units would have to depend on either getting close to them in action, or spy work.

okay, this is important.

I propose that the big guns stay in the yards for now - bluntly, if the Imperials don't know we have them, they can't plan to destroy them. We should be limiting initial combat ops to starfighter-class assets only, with potentially a few transport vessels as needed. The Tyrannicide can't stand up to the largest Imperial vessels in a stand-up fight... unless it takes them by surprise.

To give those crews something to do, I propose training in running silent. That is to say, coasting and keeping EM emissions to a minimum. Sensors in Star Wars are a funny old thing; they're not omniscient Eyes of God like Star Trek sensors tend to be, meaning that unless the Imperials have the kind of gravity lensing sensors found on an Interdictor-class ship, you can actually hide pretty effectively if you know what you're doing. Let's make sure our crews know what they're doing, so that when we do lay ambushes we can lay them well.

(incidentally, if any Interdictors do show up, we want to try and steal them. Blowing them up works, but stealing them is better)

Next info-dump request: What do the local shipbuilding facilities look like? Being out here in the rear end-end of nowhere, I'd be shocked if there was more than one or two facilities capable of building anything beyond Starfighter scale, but it's best to double-check, because the other thing about the rear end-end of nowhere is that the Empire has a tendency to locate black sites where they build Death Stars out there, so you never know.

But, again, the only thing better than stopping your enemies from building new ships is allowing them to build new ships that we steal, so

Madurai
Jun 26, 2012

DivineCoffeeBinge posted:

Next info-dump request: What do the local shipbuilding facilities look like? Being out here in the rear end-end of nowhere, I'd be shocked if there was more than one or two facilities capable of building anything beyond Starfighter scale, but it's best to double-check, because the other thing about the rear end-end of nowhere is that the Empire has a tendency to locate black sites where they build Death Stars out there, so you never know.



Hypori was rapidly industrialized by the Separatists during the Clone Wars, with extensive droid assembly works that are all slag-filled craters now. The largest of the Imperial ground bases has repair facilities and maintenance yards on par with Infinity Base.

Xorrn is run by the now-nationalized Mining Guild, with a lot less autonomy than the Guild displays elsewhere in the Empire (they don't maintain their own garrisons, for example), but their output is in ore and billets of refined metal, not finished goods.

While the Empire could impress an entire planetary population's worth of local non-military industry to build starships, the output would be A) slow and B) of suspect quality. They, like you, are dependent on out-of-sector sources for war matériel.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Okay, with this information I want to reinforce my objections for using our larger warships in an offensive capacity at present.

Right now, as things stand, we're in the rear end-end of nowhere and the Imperials don't know we're here. They aren't building up their forces because they can't, but they can call home for help more readily than we can.

As such, to my mind, our best option is to get a significant portion of Imperial naval might out looking for us - in response to starfighter-scale pirate raids. Since we don't seem to have much strength and are presenting as a buncha random pirates, that means they're going to respond in one of two ways - Option A is to play it smart and use only the force necessary to respond, and Option B is to use massive and overwhelming concentrations of force in an attempt to cow the populace into submission. Option B is standard Imperial doctrine, but until we see how the new Moff thinks we can't count on it, alas. The thing is, if they do go for Plan Overwhelming Force, and we can orchestrate an ambush, then we ought to be able to punch well above our weight in regards to our naval assets.

Having said that, if we wipe out half the Imperial garrison in one fell swoop or what have you... then the Empire will just go "oh poo poo, we have a big Rebel problem out there, we'll kick a few more ships their way" and then we haven't accomplished a whole lot. So to take advantage of this opportunity, we should ideally be aiming for a military strike in conjunction with a political uprising - enough to convince Imperial High Command that the sector is lost to them for the time being. Which is a loss they'll accept, because they have other, vastly more important sectors to worry about right now. This shouldn't be too hard - if the new guy had any decent political chops he would have come in on a shiny new Imperial Star Destroyer just to impress everyone with how serious the Empire is about nailing things down, but near as I can tell he just stepped off a bus.

tl;dr: when we do blow poo poo up, it needs to be enough of a boom, on multiple scales, to convince the Empire to turn off the New Ship Spigot.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Madurai posted:

Interrupting the discussion for a few points of order:

Tyrannicide can't really be considered to have a fighter group, since it only has hangar space for a couple of shuttles.

Along those lines, can we get our ship specs, then? The Wookiepedia article I looked at for the Dreadnaught said they usually traded in cargo space for a single squadron hanger. If ours didn't get that upgrade, that's cool, but it'd be handy to know what the stuff we have can actually do!

Madurai
Jun 26, 2012

jng2058 posted:

Along those lines, can we get our ship specs, then? The Wookiepedia article I looked at for the Dreadnaught said they usually traded in cargo space for a single squadron hanger. If ours didn't get that upgrade, that's cool, but it'd be handy to know what the stuff we have can actually do!

That's completely fair. Wookiepedia and I diverge on a couple of particulars. I included the costs here to requistion a new one, the maintenance cost per month, and the fuel cost per jump From smallest to largest:


Ap-11 : very small, very slow, unarmed. The SIGINT version trades in its cargo capacity to carry the sensor suite and extra operators necessary to use it.
Requistion cost: 43Cr (116 for the spy version) Monthly maintenance: 2Cr/mo. (5 for the spy version) Jump cost: 5Cr Hyper rating: 4.0 Sublight speed: 30 MGLT Shields:1/0


GR-75: slightly less small, even slower, also unarmed.
Req=69Cr maint=3Cr jump=9Cr Hyper rating 4.0 Sublight speed: 20 MGLT Shields:1/0

GR-75R combat refit: boosts the shields to something less pathetic, and adds a battery of laser cannon to help shoo away fighters. Extensive jammer suite that can disrupt enemy datalinks.
Req=215Cr maint=10Cr jump=9Cr Hyper rating 4.0 Sublight speed: 20 MGLT Shields:3/3


Brahatok: small, nimble, and very fast, heavy laser cannon armament for anti-fighter use and large ship annoyance.
Req=247Cr maint=12Cr jump=9Cr Hyper rating 1.5 Sublight speed: 80 MGLT Troop lift: 1 company Shields:3/3


YX-950: small transport with a shuttle bay; unarmed
Req=188Cr, maint=9Cr Jump=10Cr Hyper rating 3.0 Sublight speed: 40 MGLT Shields:2/0


S5-F1: the minimum amount of ship to carry a turbolaser turret; will struggle against fighters if operating alone
Req=223Cr maint=11Cr jump=12Cr Hyper rating 2.5 Sublight speed: 60 MGLT Shields:2/0


CR-70: The dowdier cousin of the CR-90, armament laser cannon only, fast
Req=490Cr maint=24Cr jump=14Cr Hyper rating 1.5 Sublight speed: 80 MGLT Troop lift: 1 company Shields:6/3


DP-20: another Corellian hotrod, with a mixed bag of laser cannon and concussion missiles; doesn't have the sensor reach to fully utilize the reach of its missiles
Req=487Cr maint=24Cr jump=15Cr Hyper rating 1.5 Sublight speed: 80 MGLT Shields:4/4


FD-97: Quarren-built small general-purpose combatant with turbolasers and laser cannon, decent shields for its size, small shuttlebay
Req=532Cr maint=26Cr jump=20Cr Hyper rating 3.0 Sublight speed: 50 MGLT Troop lift: 1 company Shields:15/10


Manka: former Alderaan Skyguard customs ships recovered by the Rebellion as they were off-world being refit when the Death Star incident occurred. Ion cannon, point defense laser cannon, tractor beam, and couple of shuttles
Req=803Cr maint=40Cr jump=35Cr Hyper rating 2.5 Sublight speed: 40 MGLT Troop lift: 3 companies Shields:9/0


Marauder: privately-built combat ship found in planetary militias (and less savory organizations); bristles with laser cannon, but limited options versus peer opponents
Req=696Cr maint=34Cr jump=24Cr Hyper rating: 2.0 Sublight speed: 50 MGLT Shields:12/4

MMC-7D: missile bombardment conversion of the base Marauder; long-range sensors, rapid-fire missile tubes, and not much else
Req=859Cr maint=42Cr jump=24Cr Hyper rating 2.0 Sublight speed: 50 MGLT Shields:12/4


Dreadnaught: pre-Clone Wars Republic ship,. Heavy turbolaser armament, adequate but not spectacular antifighter defenses, tractor beam, medium shuttle bay
Req=1613Cr maint=80Cr jump=59Cr Hyper rating 2.0 Sublight speed: 30 MGLT Troop lift: 2 companies Shields:16/1

[Shields ratings are expressed in peak strength/combat regen rate]

This list is not meant to be exhaustive, so if you all get to the point where you're shopping for reinforcements, don't hesitate to ask.


T-65B X-WIng
Req=250Cr maint=18Cr Hyper rating: 1.0 endurance 54h


BTL-A4 Y-Wing
Req=300Cr maint=22Cr Hyper rating: 2.0 endurance 72h


R-22 Spearhead
Req=150Cr maint=11Cr Hyper rating 2.0 endurance 8h


Z-95AF4 Headhunter
Req=85Cr maint=6Cr Hyper rating 2.0 endurance 12h


ARC-170
Req=450Cr maint=33Cr Hyper rating: 1.5 endurance 6d


UT-60D U-Wing
Req=25Cr Hyper rating: 1.0 endurance 13d


HWK-290
Req=10Cr Hyper rating: 2.0 endurance 14d


GX-1 Shorthauler
Req=5Cr Hyper rating 1.0 endurance 4d

infantry company 7Cr
mechanized company 20 Cr
fortress company 70 Cr
commando team 1000Cr

Madurai fucked around with this message at 23:12 on Aug 26, 2022

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Okay, next question, can we upgrade the Tyrannicide to install a hanger by sacrificing cargo bays as an in-game action? We've got cargo space for days across our whole fleet but not a single fighter carrier of any kind. And if there's any ship in our fleet that needs a permanent fighter squadron, that's the one!

Madurai
Jun 26, 2012

jng2058 posted:

Okay, next question, can we upgrade the Tyrannicide to install a hanger by sacrificing cargo bays as an in-game action? We've got cargo space for days across our whole fleet but not a single fighter carrier of any kind. And if there's any ship in our fleet that needs a permanent fighter squadron, that's the one!

Edit: No, more cutting than they can do. But, all your current fighters are hyper-capable, so it's not like you'll be without cover.

Madurai fucked around with this message at 00:47 on Apr 25, 2022

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
Simu Zed: Agent, Operator

Proposal: Creation of Battlefleet Hiigara. Ion weaponry only gets better the more concentrated it is. The two Mankas would comprise the core of the formation along with a MMC-7D for long range sensors and a fighter screen of Y-wings and ARC 170s. Support vessels should include prise crews and an extensive supply of electronic system refit parts. A GR-75R should accompany this formation when not needed for other operations (Note: requisition of further jamming capable ships is essential for this phase of the campaign). Addition of the Brahatok might be advisable for chasing down runners.

With a jammer, long range sensors, reconnaissance craft, and substantial ion weaponry Battlefleet Hiigara could cautiously be used to capture vessels and add them to our forces.

Not Alex fucked around with this message at 00:43 on Apr 25, 2022

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
I don't know if I love losing the tractor - that's a useful bit of kit - but the Tyrannicide should never be operating solo, so presumably we can make up for the loss with other units.

That said, most of our half-decent fighters are hyperdrive-capable anyway IIRC (though trust our GM's post about them before mine, please!) so a mobile carrier isn't the most critical refit; we still want to look into it so we can ferry the other starfighters around, but I'd like to noodle around some ideas for how to accomplish that without putting all our eggs into the Tyrannicide's basket

Another query for our GM: since I know nothing about the rules system you're using, how easy or hard will it be for you to adapt to some of the more off-the-wall ideas that we're bound to have, and should we restrain ourselves accordingly?



I ask because in a SW TTRPG I was in we built what we called the Floating Chrysanthemum Fleet - we took the old, crummy hyperdrives out of a bunch of z-95 Headhunters and slapped them into a lightweight ship frame piloted by a reprogrammed droid brain (it turns out you can save a lot of weight by not having to give a poo poo about things like 'maintaining life support'), to which we attached as many single-shot torpedo launchers as we could fit. We had like thirty of the things and used them to attack, not enemy ships or installations, but "a volume of space that happens to have a couple enemy ships inside of it".

Which was awesome, but also a ton of work for the GM, so I wanted to see if this game was gonna have any hard lines of "no you can't do that poo poo because the rules don't cover it, Jesus Christ how do you people think of these things" - it's okay if they're there, I just wanna know before I start suggesting the kind of sideways-thinking plans that I enjoy

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.

DivineCoffeeBinge posted:

Which was awesome, but also a ton of work for the GM, so I wanted to see if this game was gonna have any hard lines of "no you can't do that poo poo because the rules don't cover it, Jesus Christ how do you people think of these things" - it's okay if they're there, I just wanna know before I start suggesting the kind of sideways-thinking plans that I enjoy

I would not be surprised if sensible ship design falls under the "no you may not create a steam engine in this low fantasy setting" rule of thumb.

But that does sound cool.

Madurai
Jun 26, 2012

DivineCoffeeBinge posted:

I don't know if I love losing the tractor - that's a useful bit of kit - but the Tyrannicide should never be operating solo, so presumably we can make up for the loss with other units.

That said, most of our half-decent fighters are hyperdrive-capable anyway IIRC (though trust our GM's post about them before mine, please!) so a mobile carrier isn't the most critical refit; we still want to look into it so we can ferry the other starfighters around, but I'd like to noodle around some ideas for how to accomplish that without putting all our eggs into the Tyrannicide's basket

Another query for our GM: since I know nothing about the rules system you're using, how easy or hard will it be for you to adapt to some of the more off-the-wall ideas that we're bound to have, and should we restrain ourselves accordingly?



I ask because in a SW TTRPG I was in we built what we called the Floating Chrysanthemum Fleet - we took the old, crummy hyperdrives out of a bunch of z-95 Headhunters and slapped them into a lightweight ship frame piloted by a reprogrammed droid brain (it turns out you can save a lot of weight by not having to give a poo poo about things like 'maintaining life support'), to which we attached as many single-shot torpedo launchers as we could fit. We had like thirty of the things and used them to attack, not enemy ships or installations, but "a volume of space that happens to have a couple enemy ships inside of it".

Which was awesome, but also a ton of work for the GM, so I wanted to see if this game was gonna have any hard lines of "no you can't do that poo poo because the rules don't cover it, Jesus Christ how do you people think of these things" - it's okay if they're there, I just wanna know before I start suggesting the kind of sideways-thinking plans that I enjoy

Spitballing ideas causes no harm.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Are our repair facilities comprehensive enough to assemble complete starfighters out of parts?

LLSix
Jan 20, 2010

The real power behind countless overlords

Not Alex posted:

Simu Zed: Agent, Operator

Proposal: Creation of Battlefleet Hiigara. Ion weaponry only gets better the more concentrated it is. The two Mankas would comprise the core of the formation along with a MMC-7D for long range sensors and a fighter screen of Y-wings and ARC 170s. Support vessels should include prise crews and an extensive supply of electronic system refit parts. A GR-75R should accompany this formation when not needed for other operations (Note: requisition of further jamming capable ships is essential for this phase of the campaign). Addition of the Brahatok might be advisable for chasing down runners.

Y-wings are bombers, so shouldn't be used as fighter screens. They are also ships that need to be screened. However, they do usually have star-fighter sized ion cannons, so a squadron or two on semi-permanent assignment to provide additional ion cannons would be reasonable. Assuming our models have ion cannons.

Our best "air-superiority" options are:
2x T-65 X-Wing squadrons: Checkmate*, Jackpot
2x R-22 Spearhead squadrons: Neon*, Dawn
6x Z-95AF4 Headhunter squadrons: Brawler, Scythe, Angel-, Rake, Butcher, Diamond-
Wicked Thoughts (Brahatok-class gunship)

We can probably use these three in anti-fighter roles as well
Sonnet (CR-70 corvette)
Empyrean (CR-70 corvette)
Sundiver (DP-20 corvette)

I think cannonically the Rebellion did use them as the big brothers for fighter squadrons. I remember CR-90s wrecking my day in Tie-Fighter at least. This is a different system, but the way "good" way to handle them in that game was by overwhelming them with star-fighter launched missiles/torpedoes/bombs and we shouldn't count on them to last long against anything in their same weight class.

It sounds like the Queen’s Ransom (Marauder-class frigate)* would be effective against fighter's as well, but I think she'd be better used guarding her sister missile frigate. After a second reading, our 3 largest capital ships seem to be designed to operate as a trio and I wouldn't recommend splitting them up.

LLSix fucked around with this message at 03:39 on Apr 25, 2022

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
Operation: Put the 'R' back in ARC

we have 8 candidate systems for forward basing. we have 8 squadrons of long range heavy fighters that are somewhat obsolete. let's put 8 and 8 together and send the ARC squadrons to conduct initial recon on those systems.

  • Kashii III B, Forest Moon, uninhabited system Pyrite
  • Brana II 7LM Type ST (desert), neutral system uninhabited planet Volcano
  • Cora system has five inhabitable moons/planets, only inhabitants are pre-industrial Slingshot
  • Yakis II A and Yakis III A are volcanic, but potentially usable, uninhabited system High Hat
  • Gobi Prime, Desert, uninhabited system Shepherd
  • Anteer II 13LM Type T (desert) uninhabited system Candle
  • Pine 145LM type T (forest) uninhabited system Gaff
  • Tosi II 8LM Type T (jungle) uninhabited system Anchor

Brana II carries the risk of 'neutrals' reporting our presence if they spot us, maybe swap that out for one of the systems in the Shield instead.

Madurai
Jun 26, 2012

thatbastardken posted:

Are our repair facilities comprehensive enough to assemble complete starfighters out of parts?

Yes. When you receive reinforcement squadrons, they'll be shipped in, not flown in.

Hexenritter
May 20, 2001


thatbastardken posted:

Operation: Put the 'R' back in ARC

we have 8 candidate systems for forward basing. we have 8 squadrons of long range heavy fighters that are somewhat obsolete. let's put 8 and 8 together and send the ARC squadrons to conduct initial recon on those systems.

  • Kashii III B, Forest Moon, uninhabited system Pyrite
  • Brana II 7LM Type ST (desert), neutral system uninhabited planet Volcano
  • Cora system has five inhabitable moons/planets, only inhabitants are pre-industrial Slingshot
  • Yakis II A and Yakis III A are volcanic, but potentially usable, uninhabited system High Hat
  • Gobi Prime, Desert, uninhabited system Shepherd
  • Anteer II 13LM Type T (desert) uninhabited system Candle
  • Pine 145LM type T (forest) uninhabited system Gaff
  • Tosi II 8LM Type T (jungle) uninhabited system Anchor

Brana II carries the risk of 'neutrals' reporting our presence if they spot us, maybe swap that out for one of the systems in the Shield instead.


Thrax Sunstalker - Agent, Secfor

"I'm supporting this plan because having eyes on gives us a rough sense of where the locals are, how they feel about the regime, any local resources or geological areas of interest. The jungle would be good for hiding heat signatures, as are the volcanically unstable ones."

Madurai
Jun 26, 2012

thatbastardken posted:

Operation: Put the 'R' back in ARC

we have 8 candidate systems for forward basing. we have 8 squadrons of long range heavy fighters that are somewhat obsolete. let's put 8 and 8 together and send the ARC squadrons to conduct initial recon on those systems.

  • Kashii III B, Forest Moon, uninhabited system Pyrite
  • Brana II 7LM Type ST (desert), neutral system uninhabited planet Volcano
  • Cora system has five inhabitable moons/planets, only inhabitants are pre-industrial Slingshot
  • Yakis II A and Yakis III A are volcanic, but potentially usable, uninhabited system High Hat
  • Gobi Prime, Desert, uninhabited system Shepherd
  • Anteer II 13LM Type T (desert) uninhabited system Candle
  • Pine 145LM type T (forest) uninhabited system Gaff
  • Tosi II 8LM Type T (jungle) uninhabited system Anchor

Brana II carries the risk of 'neutrals' reporting our presence if they spot us, maybe swap that out for one of the systems in the Shield instead.

The missions to Gobi and Pine systems will have to be assigned to other units--the problem: both those systems are Red Giants, whose safe hyper limits are 500LM out, a week of flying at 80 MGLT. That's outside the endurance of the ARC-170, even if it gives up its torpedo load for extra fuel and life support packs. The ARC-170 is the longest-range fighter you have, but the HWK-290s could do it. Or one of the big ships.

Madurai
Jun 26, 2012

So far the plans which have received no objections are:

Conduct raids against the Imperial transport network (exact target systems TBD)

Scout systems for future fighter base and listening post sites (unit assignments pending)

Infiltrate Agent Zed, one commando team, and one HWK-290 into the populace on Hypori [point of order: is the ship going to stay with the team, or return to base?]

Training for large fleet units (presumably in space around Infinity Base)

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
Ideally stay with the team.

Madurai
Jun 26, 2012

Day 1

Zed's mission departs Infinity base and arrives in Hypori without incident. Hypori space traffic control accepts the HWK-290s faked-up identity, after some tense minutes of waiting. Another heart-stopper is the discovery of the distinctive serrated arrowhead hull and twin superstructures of a Venator-class star destroyer, co-orbiting with the ICM station. It doesn't appear to be under power, but some lights definitely show on the hull. The mission continues inhindered, though, and the ship is parked unobtrusively at an outlying civilian starport. Agent Zed and the team are free to move about the populace.

The ARC-170 squadron leaders come back with little to report other than the uninhabited systems are indeed uninhabited. Volcano Leader detected no transmissions from the outpost on Brana III, at least not while they were in the vicinity. They did not approach close enough that anything other than dedicated sensors would have seen them, however.

(whichever units are sent to the two red giant systems will be a few days getting back)

POTASH reports the Gozanti transport assigned there leaving the Imperial spaceport, returning an hour later, and then departing again.

Frantic poring over images sent from Hypori and scouring of available records eventually finds a match for the Venator: Hortator, completed too late for the Clone Wars and finished as a fast transport, hulked as an orbital barracks ten years ago, and apparently hasn't moved from its place in orbit since.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Madurai posted:

Day 1
(whichever units are sent to the two red giant systems will be a few days getting back)

Retroactively assign a couple of the HWK-290s to that detail, I suppose. Or AP-11s if the HWK's don't have the range.

Madurai posted:


Frantic poring over images sent from Hypori and scouring of available records eventually finds a match for the Venator: Hortator, completed too late for the Clone Wars and finished as a fast transport, hulked as an orbital barracks ten years ago, and apparently hasn't moved from its place in orbit since.

Do we know how comprehensively Hortator was decommissioned? Because if we could get that baby up and running it'd go a long way towards evening the odds in a straight fight.

Madurai
Jun 26, 2012

thatbastardken posted:

Retroactively assign a couple of the HWK-290s to that detail, I suppose. Or AP-11s if the HWK's don't have the range.

Do we know how comprehensively Hortator was decommissioned? Because if we could get that baby up and running it'd go a long way towards evening the odds in a straight fight.

HWKs it is.

The references are sketchy, but if it followed the usual course of conversions, every major component of the engines, hyperdrive, and deflectors that could be stripped without compromising the integrity of the hull would have been removed. The transport conversion meant that none of the heavy turbolaser main battery or torpedo tubes would have even been installed in the first place. It's possible the ship doesn't have a main reactor. Verifying all of those details would involve going aboard.

Madurai
Jun 26, 2012

Day 6

POTASH reports that the Gozanti that left Bundil five days ago has returned.

Day 9
The HWK-290 assigned to Pine returns with no signs of enemy activity.


Day 11

The HWK-290 assigned to Gobi Prime returns with no signs of enemy activity.

Day 14
STUDENT reports the arrival on Greater Pana of unknown numbers of Imperial security personnel. The change in the Imperial presence is slight overall, but hearsay has hinted at a significant effort directed at Pana's smuggling economy (which was considerable). The mood on the streets is... ambivalent, since with the riches of unfettered trade had also come a substantial criminal presence which had all but overwhelmed the efforts to contain it.

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DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company
Proposal: let's make contact with the criminal element on Pana. We don't want to work with, like, a Hutt Syndicate or anything, but local smuggling rings and collections of legbreakers are useful allies - or, if need be, patsys.

-Myles

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