Bremen Jul 20, 2006

Our God..... is an awesome God





Mission 1



Approximately one week ago, the Exxon survey ship Ptolemy missed its scheduled check in. Once it became clear it was more than just a forgetful captain, they relayed the situation to the TSN and requested ships be dispatched to check on the situation. Overdue survey ships are not unheard of - it could be something as simple as a failure of their portal stabilizer, but pirates and claim jumpers are also not unknown.



The 6th Destroyer Squadron and 11th Frigate Squadron are the nearest available fleet units, and are hereby ordered to rendezvous at the Tau Ceti system and investigate the last position of the Ptolemy, in a system that Exxon has notified us they have named Hector in honor of the newborn son of a board member. This apparently left them feeling more charitable than normal, as they also sent along a copy of the Ptolemy's last survey reports, though of course scrubbed of any economically useful data.







The Hector-A system is fairly unremarkable - seven planets, several dozen moons, and around fifty major asteroids. Hector-B and Hector-C are in distant orbits, beyond the ranges of most ships under conventional drive, and are not expected to be relevant to your mission.



The situation in Tau Ceti is quiet - a distant frontier system, the only other human presence is a pair of civilian asteroid miners hoping to hit a motherlode in the system's large asteroid belt. When queried, they mention it's been quiet, with no other ships sighted since the Ptolemy jumped back into Hector. Though they are both quick to note that they don't possess military grade sensors.



Primary Objective: Determine what happened to the Survey Ship Ptolemy

Bonus Objective: Get within 200,000 km of the Ptolemy to conduct a visual inspection.



Command Directive : Per standing order 57, when entering an unknown and potentially hostile system, at least one jump ship and one combat ship must remain on the jump point in order to report back in case of incident. The non-combat collier ships will also be left behind in the Tau Ceti system until Hector is deemed secure; fuel is not expected to be an issue due to the small size of the theater.





6th Destroyer Squadron





11th Frigate Squadron





code: Peregrine class Scout Frigate (SF) 3 000 tons 61 Crew 814.4 BP TCS 60 TH 92.16 EM 0 6400 km/s Armour 5-18 Shields 0-0 Sensors 84/42/0/0 Damage Control Rating 2 Fuel Capacity 400 000 Litres Range 25.5 billion km (46 days at full power) Light Missile Mount (10) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours Multipurpose Light Missile Fire Control (1) Range 14.1m km Resolution 1 Artemis Light Missile (10) Speed: 48 000 km/s End: 4.4m Range: 12.8m km WH: 4 Size: 2 TH: 176/105/52 Basic Targeting Sensors (1) GPS 28 Range 3.9m km MCR 427k km Resolution 1 Passive Sensor Suite (1) Sensitivity 84 Detect Sig Strength 1000: 84m km EM Passive Sensor (1) Sensitivity 42 Detect Sig Strength 1000: 42m km

The Peregrine is specially constructed to hide from enemy passive sensors; it uses special "baffled" engines that are very difficult to detect on thermal sensors, and mounts heavier armor instead of defensive screens with their distinctive energy signatures. Despite these modifications, it is as visible on active sensors as any other frigate, so it is limited in its ability to hide if the enemy doesn't care about stealth.



code: Babylon class Frigate (FF) 3 000 tons 74 Crew 706.4 BP TCS 60 TH 384 EM 480 6400 km/s Armour 4-18 Shields 16-400 Sensors 14/14/0/0 Damage Control Rating 1 Fuel Capacity 200 000 Litres Range 12.8 billion km (23 days at full power) Light Pulse Laser (2) Range 150 000km TS: 6400 km/s Power 3-3 RM 5 ROF 5 3 3 3 3 3 2 2 1 1 1 Laser Targeting System (1) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69 Small Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5% Light Missile Mount (10) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours Multipurpose Light Missile Fire Control (1) Range 14.1m km Resolution 1 Artemis Light Missile (10) Speed: 48 000 km/s End: 4.4m Range: 12.8m km WH: 4 Size: 2 TH: 176/105/52 Basic Targeting Sensors (1) GPS 28 Range 3.9m km MCR 427k km Resolution 1 Small TH Passive Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km Small EM Passive Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km

When they do find themselves in a major fleet action, they generally leave fighting larger enemies to their more capable allies, and use their high speed and low visibility to disengage if threatened.

Because of their small size and the ability of their Artemis missiles to engage all manner of targets, they're also sometimes assigned to minesweeping duty.



code: Horatius class Destroyer (DD) 4 200 tons 112 Crew 995.2 BP TCS 84 TH 480 EM 600 5714 km/s Armour 5-23 Shields 20-400 Sensors 14/28/0/0 Damage Control Rating 2 Fuel Capacity 230 000 Litres Range 11.0 billion km (22 days at full power) Spinal Laser Lance (1) Range 320 000km TS: 5714 km/s Power 38-5 RM 5 ROF 40 38 38 38 38 38 31 27 23 21 19 Light Laser Cannon (1) Range 150 000km TS: 5714 km/s Power 3-1 RM 5 ROF 15 3 3 3 3 3 2 2 1 1 1 Laser Targeting System (1) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69 Small Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5% Light Missile Mount (14) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours Multipurpose Light Missile Fire Control (1) Range 14.1m km Resolution 1 Artemis Light Missile (14) Speed: 48 000 km/s End: 4.4m Range: 12.8m km WH: 4 Size: 2 TH: 176/105/52 Basic Targeting Sensors (1) GPS 28 Range 3.9m km MCR 427k km Resolution 1 Small TH Passive Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km Enhanced EM Detection Sensor (1) Sensitivity 28 Detect Sig Strength 1000: 28m km

Although conventional doctrine calls for light vessels to avoid close range combat with larger ships, the Horatius is intended as an exception, especially in packs. Its small size grants it a speed and stealth advantage that it can use to ambush isolated warships and attempt to cripple them quickly with its spinal laser. In theory, at least - attempts to test this in Navy wargames frequently end with dead destroyers. But the sheer firepower of the ship (and the visual spectacle created by live fire exercises) means it remains popular both with commanders and crews.



code: Nasu no Yoichi class Missile Destroyer (DDG) 4 200 tons 98 Crew 912.2 BP TCS 84 TH 480 EM 600 5714 km/s Armour 5-23 Shields 20-400 Sensors 14/28/0/0 Damage Control Rating 2 Fuel Capacity 250 000 Litres Range 11.9 billion km (24 days at full power) Light Pulse Laser (2) Range 150 000km TS: 5714 km/s Power 3-3 RM 5 ROF 5 3 3 3 3 3 2 2 1 1 1 Laser Targeting System (1) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69 Small Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5% Light Missile Mount (14) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours Light Missile Launch Tube (4) Missile Size 2 Rate of Fire 60 Multipurpose Light Missile Fire Control (1) Range 14.1m km Resolution 1 Artemis Light Missile (54) Speed: 48 000 km/s End: 4.4m Range: 12.8m km WH: 4 Size: 2 TH: 176/105/52 Active Frigate Detection Array (1) GPS 1680 Range 30.4m km Resolution 60 Small TH Passive Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km Enhanced EM Detection Sensor (1) Sensitivity 28 Detect Sig Strength 1000: 28m km

In wargames the Nasu no Yoichi class is frequently used in a skirmisher and scout role, often getting into missile range of an opponent undetected before turning on its powerful sensor, emptying its magazines, and attempting to retreat back into stealth.



code: Leonidas class Jump Destroyer (JD) 4 200 tons 92 Crew 729 BP TCS 84 TH 480 EM 600 5714 km/s JR 5-750 Armour 6-23 Shields 20-400 Sensors 14/28/0/0 Damage Control Rating 2 Small Subspace Portal Stabilizer Max Ship Size 4400 tons Distance 750k km Squadron Size 5 Fuel Capacity 230 000 Litres Range 11.0 billion km (22 days at full power) Light Missile Mount (14) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours Multipurpose Light Missile Fire Control (1) Range 14.1m km Resolution 1 Artemis Light Missile (14) Speed: 48 000 km/s End: 4.4m Range: 12.8m km WH: 4 Size: 2 TH: 176/105/52 Basic Targeting Sensors (1) GPS 28 Range 3.9m km MCR 427k km Resolution 1 Small TH Passive Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km Enhanced EM Detection Sensor (1) Sensitivity 28 Detect Sig Strength 1000: 28m km

Even so, the generator is so large the Leonidas can carry nothing else other than thick armor and a few basic combat systems. Nevertheless, it must be protected at any cost; if a fleet loses all of its jump ships, it will be trapped in the current system until reinforcements arrive, unable to even get a message out. Bremen fucked around with this message at 17:05 on Jun 14, 2018