Setting: Unified Earth Administration Navy assault cruiser, in orbit above Europa, possibly guarding something, more likely as a shuttle, to pass cargo back and forth, as we have observed it leaving, to be replaced by another, more well-armed and armored UEA Warship, over the course of one month
Enemy personnel: Twelve UEA Marines, Four UEA Navy officers, one UEA Navy Captain, one UEA Navy Navigator, two Engineers, one Pyrotech Mech, outfitted for ground combat, two civilian scientists, of unknown specialty
Intel: Marines patrol up and down central corridor in pairs. They switch shifts at exactly 4:00 A.M. and 8 P.M. Optical Security sensors watch all airlocks at all times, monitored by a team of two Marines in the Armory. Shifts switch at 5:00 P.M. Ship is outfitted heavily for ship to ship combat, and orbital troop deployment. The orbital drop pods could also be used as an escape if need be, and if there is in fact a station on Europa, could potentially signal for reinforcements. No one can be allowed to escape. The ship’s long range sensors are outdated, generally pulsing every three minutes. You will have a three-minute window to board. I recommend starting with a Mech launch into the cargo bay, to disable their own Mech before a proper defense can be mounted. The cargo bay is relatively small, containing a single shuttle, and doubling as barracks for the marines. Be advised: the marines on board are from the “Killer Crows” 6-1-4 company, and are known to be excellent sharpshooters. It is believed that their close-quarters skills are lacking. I recommend that once the Mech is on board, that two boarding pods be launched, to pierce the anterior airlock as well as the starboard airlock, and that the two teams meet in a pincer maneuver toward engineering, to disable the ship’s engines, shutting off primary power. Auxiliary power cells will activate, but will be unsuitable for ship to ship combat. Its weapons will be unable to fire without risking life support.
Be advised: The ship is known to be carrying some sort of experimental cargo. Whether this is a weapon, tool, or even cargo of scientific interest is unknown. Avoid damaging any and all cargo crates at all cost
I recommend forgoing the usage of explosives, as this will minimize collateral damage.
I also advise that you make attempt to capture the scientists. If they will not go willingly, force them. If lethal force is required for coercion, make it so.
NOTE: New intel suggests that Company 614 has recruited two highly skilled and highly decorated Hyperscout specialists from the “Fighting 4-0-4”. I advise you deal with these with extreme prejudice as soon as possible, to avoid being overwhelmed. They are fast. They are deadly. And they come from the most highly decorated Space Corps company in the entire UEA Navy.
The scientists will likely be in the barracks, as the ship has no lab of its own. The simple AI within the ship will likely destroy all vital information upon being boarded, so any and all prisoners must be interrogated.
LOCATIONS OF CONSEQUENCE HAVE BEEN MARKED BELOW:
Enemy personnel: Twelve UEA Marines, Four UEA Navy officers, one UEA Navy Captain, one UEA Navy Navigator, two Engineers, one Pyrotech Mech, outfitted for ground combat, two civilian scientists, of unknown specialty
Intel: Marines patrol up and down central corridor in pairs. They switch shifts at exactly 4:00 A.M. and 8 P.M. Optical Security sensors watch all airlocks at all times, monitored by a team of two Marines in the Armory. Shifts switch at 5:00 P.M. Ship is outfitted heavily for ship to ship combat, and orbital troop deployment. The orbital drop pods could also be used as an escape if need be, and if there is in fact a station on Europa, could potentially signal for reinforcements. No one can be allowed to escape. The ship’s long range sensors are outdated, generally pulsing every three minutes. You will have a three-minute window to board. I recommend starting with a Mech launch into the cargo bay, to disable their own Mech before a proper defense can be mounted. The cargo bay is relatively small, containing a single shuttle, and doubling as barracks for the marines. Be advised: the marines on board are from the “Killer Crows” 6-1-4 company, and are known to be excellent sharpshooters. It is believed that their close-quarters skills are lacking. I recommend that once the Mech is on board, that two boarding pods be launched, to pierce the anterior airlock as well as the starboard airlock, and that the two teams meet in a pincer maneuver toward engineering, to disable the ship’s engines, shutting off primary power. Auxiliary power cells will activate, but will be unsuitable for ship to ship combat. Its weapons will be unable to fire without risking life support.
Be advised: The ship is known to be carrying some sort of experimental cargo. Whether this is a weapon, tool, or even cargo of scientific interest is unknown. Avoid damaging any and all cargo crates at all cost
I recommend forgoing the usage of explosives, as this will minimize collateral damage.
I also advise that you make attempt to capture the scientists. If they will not go willingly, force them. If lethal force is required for coercion, make it so.
NOTE: New intel suggests that Company 614 has recruited two highly skilled and highly decorated Hyperscout specialists from the “Fighting 4-0-4”. I advise you deal with these with extreme prejudice as soon as possible, to avoid being overwhelmed. They are fast. They are deadly. And they come from the most highly decorated Space Corps company in the entire UEA Navy.
The scientists will likely be in the barracks, as the ship has no lab of its own. The simple AI within the ship will likely destroy all vital information upon being boarded, so any and all prisoners must be interrogated.
LOCATIONS OF CONSEQUENCE HAVE BEEN MARKED BELOW: