The fate of an entire star system hangs in the balance, and mysterious forces begin to work...
STAR WARS: FIRES OF EXARON II
Early in 4 ABY, an Alliance Special Forces team arrived on Exaron to retrieve intelligence from a Bothan spy. They were ambushed, however, and wiped out save for a single man, their commander Major Patrick Rudder. A local dissident cell, unaffiliated with the Alliance, rescued Rudder, and started a series of events which would change Exaron forever. The intelligence, they would uncover, had to do with a top-secret Imperial operation, years in the making, to assassinate all the members of Alliance High Command in a single swoop. An Imperial defector, Lieutenant Colonel Moreau, had the information necessary to stop the operation, but needed to be taken off-world. Rudder needed more help to find the intelligence, and so struck a deal with Zz'nt, a local crime boss who agreed to help Rudder and the dissidents in exchange for a promise that the Rebels would send more forces to Exaron to help free the planet. Both the Rebels and the Imperials rushed to find Moreau, with Rudder and his allies finding the man first. Despite a final firefight in which Moreau was killed and Rudder wounded, Rudder and his allies were able to escape Exaron with a datachip containing the intelligence. The intelligence was transferred to Alliance Intelligence, who moved in on the Imperial operatives and killed or captured all of them before they could carry out their assassinations.
Conventional Rebel forces have begun to move into the Exaron System, including Army, Navy, Intelligence, Special Forces, and Special Operations elements. They have linked up with the local criminal underworld elements who pledged their support to the Alliance, and have started their planning of open warfare against the Imperial forces on Exaron and in the Exaron System. The Imperials still hold the planet under their control, but the loss of the intelligence concerning Operation Vibrowire and the subsequent failing of that operation led to a systematic punishment and quasi-purging of the highest levels of Imperial leadership on Exaron; as a result, a number of new officers have arrived on the planet to take the reins of command. The stage is set for a massive war which will decide the fate of Exaron: will the newly-formed New Republic free the planet from the Empire, or will Exaron's subjugated existence continue? Yet as the Rebellion suddenly strikes a critical blow to the Empire at Endor, the galactic situation changes, and the Empire must make strategic shifts. Strange shipments have been arriving on Exaron, and there may be more to the upcoming fight than meets the eye...
Exaron is a heavily industrialized planet providing mechanical equipment for the Imperial war machine, the people of Exaron have long been subjugated and worked to the bone by Imperial authority. Its capital city, Vratokh, is a sprawling metropolis of smog and industry, with a seedy underground that was once only barely tolerated by Imperial forces, and is now in open support of the New Republic. There are industrial cities dotting the landscape of Exaron, including Vratokh the capital, Tikirt, Rywekh, and Linert.
Vratokh is divided into five main districts. The Imperial District is home to the central Imperial barracks and command centers, as well as housing for Imperial bureaucrats and dignitaries. The Naviar District is home to the rich elite, the heads of industry who have Imperial connections. The Killik District is a small residential district which houses the mid-level management and middle class of Exaron. The Tondar District is an enormous slum, home to the working class, as well as containing a separate ghetto where the alien population of the city, shunned because of Imperial rule, are located; this District has become the ad hoc command center of the Rebel forces in Vratokh. Finally, the Industrial District, which comprises the majority of the massive city; the Industrial District itself is divided into ten sub-districts, denoted only by number.
The Imperial presence on the planet is massive, consisting of an above-average number of Stormtroopers and Imperial Army troops to keep the population in line and the machinery churning. They control the city of Rywekh, as well as the majority of Vratokh. There is a new Imperial Governor, as well as a new General and Admiral commanding the surface and naval forces, respectively. They have at their disposal Stormtroopers, walkers, artillery pieces, transport vehicles, speeders, speeder bikes, TIE fighters, Interceptors, and Bombers, five Imperial-class Star Destroyers, five Victory-class Star Destroyer, and ten Carrack frigates, as well as assorted smaller support vessels. Roles in the Imperial faction include the Governor, General, Admiral, captain of a warship, Stormtrooper or Stormtrooper officer, Imperial Army soldier or officer, Imperial Intelligence operative, etc.
The New Republic has moved conventional forces into the Exaron system consisting of fifteen naval warships and several divisions of ground troops. They have secured the city of Linert, their new base of operations, as well as Tikirt, and the Tondar District of Vratokh, where the criminal underworld, allied with the Republic, is based. On the large rocky plains outside of the cities, the Rebels wage a conventional war against the Imperials using armored vehicles, airspeeders, artillery pieces, and infantry, while Special Forces and Special Operations work with the criminal elements within Vratokh and the other cities to wage an insurgent fight there. Roles in the Republic faction include the Allied Commander (overall authority of New Republic forces), Crime Lord, Army and Navy officers including captains of ships, soldiers or officers in the Army, Special Forces, Special Operations, Intelligence agents, criminal underworld members, etc.
Neither side currently holds an advantage.
The New Republic holds 50% of the territory. They hold the cities of Linert and Tikirt. They hold the Tondar District of Vratokh. They have 500,000 troops on the planet, of which 390,000 are combat soldiers.
The Galactic Empire holds 50% of the territory. They hold the city of Rywekh. They hold the Imperial, Naviar, Killik, and Industrial Districts of Vratokh. They have 800,000 troops on the planet, of which 565,000 are combat soldiers.
The orbit above Exaron is controlled by the New Republic. The Empire has 1 Imperial-II class Star Destroyer, 3 Imperial I-class Star Destroyers, 6 Deadnaught-class Cruisers, and 10 Carrack-class Cruisers. The New Republic has 3 MC-80 Liberty-class Star Cruisers, 1 MC80a-class Star Cruiser, 1 Providence-class Carrier/Destroyer, 5 Strike-class Cruisers, 2 Nebulon-B class Frigates, and 4 CR90 Corvettes.
The civilian population of Exaron is currently undecided. They fear the Empire too much to commit to the New Republic, but will not openly support the Empire.
All ships have a die which relates their effectiveness and survivability in battle against each other.
Imperial-II class Star Destroyer: D20
Imperial-I/MC-80 Liberty/MC-80a: D16 (the Imperials have the advantage here in firepower, but the Mon Cal ships have much better shields and survivability, thus the equality)
Nebulon B/Corvette: D4
Each fleet commander will give the orders to each ship in the battle, either in-character or out-of-character, what to do (where to go, what ships to target, etc). Starfighter and bomber complements will be given missions as well, but bombing missions attempted without starfighter superiority will most likely fail. Starfighter superiority will be based on a modified D20 roll, with numbers and equipment taken into account as the modifiers. Players will be informed of updates in the battle based on the rolls after each round of posting, which they will then appropriately roleplay. Players can, at any time, retire a ship or even the entire fleet from battle, which will remove them from the equation but also protect them to be repaired. Damage will be worked out based on the number of ships attacking the damaged ship, time in battle, and the type of ship. Ships CAN BE completely destroyed, including your command ship, so be careful and prudent in your choices.
Note: If a tactic is impossible due to an enemy formation, just be realistic about it. For example, if the enemy command ship is in the back middle of a wedge, you would not realistically be able to focus all your firepower on it because the other ships are going to be in the way. You would need to focus on those ships first. Play it all realistically.
Armies can be composed of four different types of divisions, with the following stats:
Infantry division: 20,000 men. These troops are foot soldiers armed with blasters, repeaters, and rocket launchers. Roll 1D6 in open ground, 1D10 in cities, 1D12 in forests or mountains. Up to 75% of force may be Infantry.
Mechanized Division: 20,000 men. These troops are infantrymen mounted in light armored vehicles with mounted support weapons. Roll 1D12 in open ground, 1D10 in cities, 1D8 in forests or mountains. Up to 50% of force can be mechanized.
Armored Division: 20,000 men. These troops are tanks and armored scout units. Roll 1D20 in open ground, 1D8 in cities, 1D6 in forests or mountains. Up to 25% of force can be armored.
Support Division: 20,000 men. These troops are combat support soldiers in either artillery, close air support, engineers, and electronic warfare. Support divisions add +7 to one roll per turn. Up to 10% of forces may be Support.
Elite Unit: you may have up to two Elite Units in your force. An Elite Unit is twice as effective as a normal unit ( ie Armored rolls 2D20 in open rather than 1. Support adds 14 to a roll.).
Defenses: units defending receive +1 to their rolls to represent fortifications, preparations, and obstacles.
For ground battles, there are several significant battlefield modifiers which can alter the course of combat. These include Electronic Warfare, Reconnaissance, and Air Support. For each Modifier that you select, you must select one of the subset missions to perform.
-Electronic Attack: jamming of enemy communications in order to disrupt them and prevent freedom of maneuever and coordination of efforts. If this mission is not countered by "Electronic Defense," the enemy receives -10 on their roll.
-Electronic Defense: counter-jamming, as well as disruption, detection, or destruction of enemy jamming attempts in order to preserve friendly freedom of maneuver. If this blocks an enemy "Electronic Attack," you receive +2 on your roll.
RECONNAISSANCE (Starts at 100%)
-Stealthy Reconnaissance: a mission undertaken to obtain, by visual or other means, information about a threat, terrain, perople, or other focus within a specified area without being detected. If this mission is not countered by "Counter-Reconnaissance," you receive +10 on your next roll.
-Counter-Reconnaissance: a mission undertaken by reconnaissance forces to seek out enemy reconnaissance and destroy them in order to prevent the main body's detection. If this blocks an enemy "Stealthy Reconnaissance," their Reconnaisance falls by 10%.
-Reconnaissance in Force: a mission undertaken to obtain information on enemy TTPs and reactions to contact by armored reconnaissance forces. If this mission is not countered by "Counter-Reconnaissance," you receive +5 on your next roll. If this mission is countered by "Counter-Reconnaissance," nothing happens. If both sides select this mission, both sides' Reconnaissance falls by 5%.
AIR SUPPORT (Starts at 100%)
-Bombing: a mission where aircraft use bombs, missiles, and torpedoes to attack enemy hardened targets such as tanks and armored vehicles. If this mission is not countered by "Dogfighting," the enemy takes 2% more casualties.
-Strafing: a mission where aircraft use laser and blaster cannons to attack enemy troop formations. If this mission is not countered by "Dogfighting," the enemy takes 1% more casualties.
-Dogfighting: a mission where aircraft use their laser and blaster cannons to attack enemy aircraft. If this mission counters an enemy "Bombing," the enemy's Air Support falls by 10%. If this counters an enemy "Strafing," the enemy's Air Support Falls by 5%. If both sides select Dogfighting, both sides' Air Support falls by 10%.
Description: (picture and/or text)
Rank (if applicable) or position/job:
Brief Bio: (personality/history/etc)
Plot Chosen: (War or Shipments)
Notes: (anything you think we should know)
The New Republic
Name: Maxon Tarven
Faction: New Republic
Rank (if applicable) or position/job: Colonel, commanding officer of the 15th Repulsorlift Armor Regiment
Weapons: DC-15s heavy blaster pistol
Equipment: S-1 Firehawke Repulsorlift Tank
Brief Bio: Maxon Tarven, like many of the best officers in the Alliance Army, got his start as an Imperial officer. Born on Tanaab and a standout athlete at a younger age, he had initial aspirations to be a hoverball athlete professionally. However, when that career path did not pan out, he turned his attentions to another athletic-style profession: the military. The tough and competitive nature of the military spoke to him, and Maxon earned admission to the Imperial Academy on Raithal, the foremost institution for training Imperial Army officers. There, Maxon excelled as his competitive nature drove him not only to compete in intramural sports and do well at physical training, but also drove him to outperform his peers and put in more effort than them in an attempt to be the best. The result was a graduation near the top of his class, at which point he selected Armor as his branch of service, and was trained on the S-1 Firehawke Repulsorlift Armor.
Like many of the Imperial officers who would later defect, the increasing atrocities committed by the Empire would eventually disillusion Tarven. He had never been a staunch Imperialist, instead serving out of a sense of order and duty to the greater good. Once he began to see that the ruling class of the Empire was more about subjugation of the populace of planets, especially aliens, Tarven eventually decided he could no longer be a part of it. He defected in 2 BBY, in an elaborate operation in which he helped Rebel saboteurs and agents into his unit’s motor pool where they were able, along with a Rebel cruiser which Tarven allowed in through orbital security, was able to steal his regiment’s entire complement of 212 S-1 Firehawke tanks. Switching over to the Alliance, Tarven started up an armor training program, selecting crews from the best applicants the Alliance had and training them up in the operation of the Firehawkes until they could rival the best crews in the Empire. His unit, the 15th Repulsorlift Armor Regiment, proved itself in combat time and time again as an elite unit which could take on superior odds and come out victorious. Due to their renown and skill in battle, Tarven and his Regiment were deployed to Exaron in the vanguard of the Republic Army forces there to wrest control of the planet from the Imperials.
More information will be added to War Status, as well as other OOC tracking over the coming days as people sign up and I get a better sense of what type of characters we'll be having.