Sunday, November 3, 2019

Tierfon Mission: Sepulcher


Here's the next mission for the Rebel heroes operating out of Tierfon Base.

-Nate



Star Wars: Age of Rebellion: Sepulcher
During their disruption of the secret project Firestorm on the planet Nal Hutta, the PCs had an opportunity to pillage the Imperial computer network for intelligence leads. One of the items they might find is a report from a team operation on the planet Felucia, which tells of a lost Separatist cache on that world. In additional to coordinates for the cache's location, the message includes the following summary:

It is believed that this cache might contain Separatist military equipment and supplies.”

Needless to say, the powers that be at Tierfon Base would like the heroes to find out what's there.


Adventure Summary
This mission requires the PCs to fly to Onderon, land their ship somewhere near the facility's location, and then make their way through the jungle to the cache. There they must bypass its security measures and access its interior, where they find relics of the Clone Wars which provide both opportunities and challenges for these agents of the Rebel Alliance.


Planning and Preparation
The quartermaster at Tierfon Base issues each PC a suit of jungle camouflage fatigues, backpacks, three ration packs, filtering canteens and combat knives, along with one emergency medpac and two tents for the party. If the PCs desire, they can also be assigned an astromech droid—R2-D6—who can mind their starship while they are out in the field. 

Finally, during the briefing the PCs are presented with the following details about the situation on Felucia.
  • During the Clone Wars, Felucia was home to forces of the Commerce Guild, but a team of clone troopers led by Jedi was able to overthrow the Confederacy forces there.
  • After the end of the Clone Wars, the Empire took control of the planet, but there are some partisan groups who resist that occupation through guerrilla warfare.
  • Because the Confederacy surrendered during that time, and the new Emperor Palpatine issued Order 66, some of the usual mopping-up may have been cut short.
  • Because this information was stolen from an Imperial facility on Nal Hutta, Alliance Intelligence believes that other Imperial forces might be following up on it.

The Aftermath of “Firestorm”
The details presented above assume that the PCs (or some other Speial Operations team) managed to infiltrate the secret Imperial facility on Nal Hutta, accomplish their objectives and escape relatively cleanly. If that is not the case, then it may be necessary to modify some of the information presented above. For example, if the scientist Ebla Muir was not slain during those events, then he would likely be part of the Imperial force that is trying to find the PCs. Refer to the scenario “Backlash” for more details about incorporating other NPCs, too.


Involving the Player Characters
This scenario assumes that the PCs are a Special Operations team working out of Tierfon Base, and that they have a little time to prepare before heading out to Felucia.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: This mission provides numerous opportunities to fight someone, be it relics of the Confederacy of Independent Systems or the forces of the Galactic Empire itself.
  • Counter-Intelligence: Here's a good chance to take sensitive information from the Empire and exploit it.
  • Intelligence: The possibility of stealing information from the Empire and exploiting it before that enemy can do so could be a notable coup.
  • Internal Security: As always, it's up to these characters to make sure that nothing goes wrong during the course of this mission.
  • Personnel: In a similar way, it's vital to the future of the Rebellion to make sure that all of its agents come home from this mission.
  • Political Support: Given the opposition to the Empire on Felucia, it's possible that some of the locals could be recruited to the cause of the Rebel Alliance.
  • Recruiting: Along the same line, there could be able-bodied inhabitants of Felucia who are willing to sign up and fight alongside the Rebels.
  • Resource Acquisition: While nobody know what the secret Separatist cache might contain, it's important that the Alliance claims any valuable materiel before the Empire can do so.
  • Sabotage: However this mission develops, it's important to make sure that the New Order does not acquire whatever is to be found in this cache.
  • Space Superiority: Although this is a ground-based mission, there's always the chance that the fight will move into the cold, dark embrace of outer space.
  • Support: As always, the various and sundry beings who make up the Rebel Alliance must work together—with the proper support—if they are going to be victorious.
  • Tech Procurement: If there is new technology to be found in this cache, then it's a chance to make a valuable discovery.

Episode 1: The Deep, Dark Jungle
Given the lack of an Imperial presence on Felucia, it's relatively easy for the PCs to make the approach aboard their freighter or other such vessel. Following the coordinates from the communique, they can find a suitable clearing close to the cache in which to land. Because the jungle around the cache is particularly thick, they cannot land closer to it than a distance of five kilometers.

Predators and Prey
One of the more dangerous local creatures is the Felucian ripper, a winged beast with a broad body and a mouthful of sharp teeth that prowls beneath the jungle canopy. Shortly after the PCs venture out, one of them tries to make a meal out of them. From the outset, the PCs should make Perception checks opposed to the creature's Stealth effort. If they fail, then it can close to Engaged and take a free attack before they roll initiative.




Felucian Ripper (Rival)
Brawn 4 Agility 3 Intellect 1 Cunning 2 Willpower 1 Presence 2

Soak: 4 Wound Threshold: 20 Strain Threshold: -- M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 3, Perception 2, Resilience 2, Stealth 3, Survival 2, Vigilance 2

Talents: Adversary 1

Equipment: Bite (Brawl; Damage 5; Critical 2; Vicious 1).

Due to its ravenous hunger, the ripper fights until it is incapacitated.


The Natives
Shortly after the ripper attack, the PCs should make another round of Perception checks, this time opposed by the Stealth efforts of a group of Felucian natives. These locals are out gathering food, and are not hostile, but that doesn't mean the scene can't be a little tense. Once spotted, they emerge from hiding and approach the party, asking (in their own language) who the PCs are and what they are doing on this world. As long as the PCs seem friendly enough, the scouts are willing to take them back to their village to meet their shaman.

Felucian Scouts (Minions)
Brawn 2 Agility 3 Intellect 1 Cunning 2 Willpower 2 Presence 1

Soak: 3 Wound Threshold: 12 Strain Threshold: 12 M/R Defense: 0 / 0

Skills (Group only): Athletics, Melee, Perception, Ranged—Light, Survival

Talents: None

Abilities: None

Equipment: Clothing, spear (Melee; Damage 4; Critical 2; Pierce 1).

These reptiloid natives are protective of their village, but not outright hostile to newcomers. They have no love for the Empire.




The village consists of a cluster of huts, of which the shaman's (1) is the biggest. There is an underground cell for holding prisoners (2), along with a covered area for building fires and holding meetings (3). The rest of the huts are home to Felucian scouts (4).

Luwallit, Felucian Shaman
Brawn 2 Agility 2 Intellect 2 Cunning 2 Willpower 3 Presence 3

Soak: 3 Wound Threshold: 12 Strain Threshold: 13 M/R Defense: 0 / 0

Skills: Cool 2, Discipline 2, Lore 2, Medicine 3, Melee 2, Negotiation 2, Perception 3, Resilience 1, Survival 3, Vigilance 2

Talents: Insight, Uncanny Senses

Abilities: Force power Foresee with Strength upgrade

Equipment: Clothing, spear (Melee; Damage 4; Critical 2; Pierce 1), rancor claw necklace.

Luwallit is the spiritual leader of the Felucians in her village; she recognizing the connection between all living things, and occasionally experiences premonitions about situations that help her guide her fellows' decisions.

While the Felucians don't know anything about the lost Separatist cache, beyond where to find the entrance to it, they do provide a good opportunity for role-playing and for the PCs to demonstrate the general good will of the Rebel Alliance. They are willing to let the party rest and recover for the night, providing food, shelter, and even medical treatment if needed. (If the PCs killed the flying ripper and think to mention that, then the Felucians send a party to retrieve and butcher its carcass, which leads to a notable feast.)

Force-Sensitive PCs?
If any of the PCs have a Force rating of 1 or higher, then Luwallit provides a chance to discuss the nature of the Force, and even to learn the Foresee power. The exact nature of this interaction is left up to the player(s) in question and the GM.



Episode 2: A Well-Guarded Secret
It is a short journey from the Felucian village to the front doors of the Separatist cache. That consists of a rocky outcropping in the middle of the surrounding jungle, one that has clearly been excavated and then sealed with heavy blast doors. A control panel to the right of the doors provides a means of entrance, as long as the PCs can succeed at a hard Skulduggery check. Failed checks can be tried again, due to the dilapidated nature of the place, but any Despair result alerts the facility's remaining guardians to the characters' arrival. 


Inside the stronghold's blast doors (1) is an entryway (2) with loopholes for blasters in the walls; behind them are passageways (3) for battle droids to take up firing positions if they've been alerted. Another set of blast doors opens into the central passage (4), with access to the battle droid recharging rooms (5). Beyond that is the work room (6), where technicians once worked on maintenance and research.

Further into the facility one can find the mess hall (7), kitchen (8) and food storage (9), along with the comm center (10), refreshers (11) and personnel quarters (12). The spiral staircase in the comm center leads up to a sensor array—and a potential second exit, if it should be needed.

Personnel
The following droids are present in the facility when the PCs arrive.
  • There are a dozen functional battle droids, divided between the two recharging rooms—although the GM should feel free to adjust that number for more or less combat-oriented parties (refer to page 110 of Allies and Adversaries for stats).
  • For a really strong group, there could even be a droideka that is still functioning (page 117).
  • BC-11 is the protocol droid that considers itself to be in charge of the facility (page 133). She, programmed with a female personality and voice, addresses the PCs via the intercom, asking who they are and what their business is in the facility. During combat, she
  • The astromech droid R1-D1 (page 111) still keeps the facility and its mechanical inhabitants running. Additionally, it can manipulate the facility's network to hinder the PCs, such as by closing blast doors on them, cutting the lights, and the like.

Research and Development
Once the PCs have gained control of the facility, they can examine what remains of the projects on which the Separatist had been working. This could include, at the GM's discretion, all of the following possibilities.
  • There are hydroponic units containing samples of the plant nysillin, which is known for its healing properties.
  • Samples have also been taken from the many different fungi, pitcher plants and the like that can be found all over Felucia; some of them have poisonous or even psychedelic properties.
  • The same goes for a long-dead, but preserved, gelagrub, which as in the process of being dissected. Indeed, the Commerce Guild scientists were experimenting with the slime that it produces, in order to learn about its adhesive qualities.
  • There's also a full set of clone trooper armor, one that they were examining in order to find weaknesses.

Episode 3: Hot Pursuit
As mentioned above, other Imperials are aware of the lost Separatist cache and come to investigate it. To that end, a Sentinel-class landing craft (refer to page 273 in Age of Rebellion for stats) arrives while the PCs are exploring the stronghold and lands nearby. It disembarks the following personnel:
  • One Imperial Army Officer (page 419); this could be a familiar face, if the PCs were identified during previous activities, or someone new.
  • Two stormtrooper sergeants (page 420-1).
  • Two squads of regular stormtroopers (page 420), each consisting of two three-trooper fire teams.
  • A team of three Naval engineers (page 420).
Upon arrival, the stormtroopers secure the area in front of the stronghold, and then the engineers approach the blast doors and start working to open them. If the PCs left someone—such as R2-D6—aboard their ship, then they could be alerted to this development a little bit earlier.

Development
For their part, the Imperials try to force their way into the stronghold, neutralize all resistance, and then ask questions afterward. This is a chance for the PCs to stage a defense, and possibly even to recruit the droids for those efforts. After all, the Galactic Empire is really the heir to the Old Republic. Convincing the droids requires a successful Negotiation effort by the PCs, with boost or setback dice given based on good roleplaying or effective reasoning. Success lets them gain new allies, thus possibly changing the course of the battle. 

Alternately, if the PCs have a means of bringing their ship to the stronghold—for example, if the droid R2-D6 has been left aboard it—then the PCs might decide to stage a fighting retreat, thereby recovering as much of the material from the facility as possible before making their escape. 

Whatever the case, this should make for an exciting confrontation. The crew of the Seninel-class landing craft can even become involved, taking to the air to snipe at the Rebel spacecraft, and even pursuing it into orbit as the PCs try to make their escape to hyperspace.


Epilogue
Success can gain some important resources for the Rebel Alliance, while failure could lead to capture, imprisonment, or worse.

Rewards for Risks
The PCs should earn 10 experience points each for success, or 5 if they fought the good fight but were unsuccessful. Additionally, those who played to their motivations could earn an extra 5 experience points. What is more, they could bring any number of resources with them back to Tierfon Base, and thus to the rest of the Rebel Alliance.


Appendix 1: Opening Crawl
Presented below is an opening crawl in the style of the Star Wars movies for use with this scenario.


STAR WARS

AGE OF REBELLION

SEPULCHER

It is a time of civil war.

Seeking any available resource, the Rebel Alliance sends a Special Operations team to explore a

Separatist cache from the Clone Wars, but it's only a matter of time before the Galactic

Empire sends its own forces with the same objective...


Saturday, September 7, 2019

Armada Fleet Battle, part 8

This is the eighth and final post about my Star Wars Armada full collection fleet battle.

***

Closing Thoughts

Empire
The top of turn 4 was truly the make or break point in the game. If the reeling Independence did not finish off the mortally wounded Executor, it is likely that the Super Star Destroyer would have killed Independence (a 685 point swing!) and also heavily damaged both Home One and Profundity. Probably not enough for the win, as Executor was too far gone to save by that point.

I needed to move my ISDs up very quickly. The SSD starts out so far ahead of the rest of the fleet that the poor front arc is basically fighting it’s own battle, far from support. The slow VSDs could be left in the dust as the ISDs race forward to the SSD’s bow to slug it out. That might cause a deadly traffic jam in the hordes of Rebel ships found up there. Chimaera rocketed forward at speed 3 (right into a buzzsaw, as it happened), but Devastator inched along at speed 1, allowing the Rebels to divide and conquer. Going slow also helped allow Devastator to be shot in the rear arc at least 5 times.

As for the pregame plan, the VSDs barely moved and the Arquitens cruisers did not help with flank protection. A whole host of fast Rebel ships were in the Imperial backfield by Turn 3. The Raiders went forward fast, but were basically ignored until the end and didn’t do too much. I suspect the Arquitens need to be closer to the ISDs to effectively protect the rear; not sure what the Raiders should do. Perhaps a bigger dose of anti-squadron operations.

I was also not happy with my usage (or lack thereof) of the squadrons held within Stronghold and Executor. I envisioned letting them get a safe ride deep into enemy territory, but that really didn’t materialize. It would probably have been better to overwhelm the Rebels with sheer numbers right from the outset. The nature and placement of fighter screens is still something I am thinking about. As an engaged squadron can’t usually choose to attack a ship, even if they’re in range, I suppose there is no need to send the screen fighters across the board. They could hover in a mass, close around the ship they’re protecting, ready to engage approaching bombers.

I was pleased with the concept and operation of the Lambda-class shuttles (with Relay) when paired with Boosted Comms. That really allowed for a very wide-ranging squadron game. The results might have been poor, however, as the spread out Imperial squadrons took a ferocious beating early on. I am still debating as to whether it was a good thing to “set the line” for the squadron fight so far out in front of the ships. On the good side, few if any B-wings got to tee off against a capitial ship! Conversely, I don't think my TIE Bombers got any great massed shots in, either. Perhaps having the fighter screen closer in would be best.

TIE interceptors were fun to fly fast and far across the board. The Snipe ability of Saber Squadron picked off a B-wing squadron for the game’s first kill.


Rebels
I’m not sure things could have worked out better! A decisive victory against bigger, scarier ships. Wave after wave of damage belted into the Executor’s front arc: ten ships plus a number of squadrons over the 2nd through 4th turns. Add to that at least three more attacks by ships in Executor’s other arcs and you have a murderous situation. Liberty paid dearly for leading the way against the SSD, as I suspected she would.

As we all know, Rebel squadrons are made of tougher stuff than those flimsy TIE fighters. I was very pleased with the performance of all Rebel fighters. Perhaps the stars of the squadron game were the X-wings, equally adept at protecting Y- or B-wings (with Escort) as they were at fighting ships in a pinch (with Bomber). They excelled against TIE/ln squadrons, as we’d expect. The A-wings were great fun for engaging TIE bombers way back behind enemy lines, daring them to shoot the A-wings on their turn, as Counter 2 was waiting for the reply.

Going exactly to plan was the action of the pride of Mon Cala, the Profundity, Independence, Liberty, and Home One. Each of these heavy hitters dealt a boatload of damage to the Imperials. Liberty died doing what she loved, and Independence was not far from the same glorious fate.

More than just honorable mentions for the excellent MC30cs, the fast CR90s, and the versatile Nebulon-Bs. Can’t say I was upset with the performances from the Hammerheads or the Peltas, either. Both seem like compromise ships, and both were slow, but they were also tough.


***

I am surprised the final points turned out so lopsided. I was thinking it was a close-run affair throughout most of the game. I am eager to digest this game a bit more (and brush up on the two pages of notes about what I did wrong, rules-wise, throughout this marathon game), then dive into playing some more at a more reasonable points total.

Armada Fleet Battle, part 7

This is the seventh post about my Star Wars Armada full collection fleet battle.

***

Turn 4
Do or die time for Independence. Either they will succeed in destroying Executor or they will be blown up. The MC80 could only get one arc on the Super-class, so it decided to do an Ackbar assisted double broadsides: right arc versus Executor, left arc versus Warlord. Both long range shots.

Boom, boom!

In what was the toss-up must win moment of the match, the pride of Mon Cala came through. Emperor Palpatine was dead, as was the last battered Victory-class on the Rebel left flank!

Seeing his master vaporized made Lord Vader, still aboard the last Imperial vessel of note, Imperial Star Destroyer Devastator, enraged. Filled with vengeance, the mighty craft unloaded at point blank range against Redemption and Yavaris. Both weathered the storm with just a few less shield points.

Not to be outdone by her heavy hitting sister ship, the as-yet-unscathed Home One let loose a Ackbar powered double broadside of her own: deeply wounding Devastator and one-shotting Impetuous, a nearby Imperial Raider!

It was over, but Devastator would not yield. The MC30c Providence blasted a double arc combo platter into Vader's ship to send him the way of the Emperor.

The Rebel Alliance had won a landslide victory!

The state of play after Devastator's destruction. End of game.


End of Turn 4 Score

Rebels       1601
Imperials   590


***

The last hyperdrive-equipped Imperial ships made the jump to hyperspace, one by one, reeling from the shocking losses they'd just suffered at the hands of the Rebels. The Empire was finished...it was just a matter of time. Dozens of TIE pilots were left abandoned in among the Imperial wreckage.

The Imperial Remnant, sole survivors of an epic collapse

Armada Fleet Battle, part 6

This is the sixth post about my Star Wars Armada full collection fleet battle.

***

Turn 3
With Liberty in a very tenuous position, right up against a wounded and angry Executor, I opted to have Liberty open the turn (they likely wouldn't last through the next Imperial activation).  A scathing double arc unloading further damaged the Super-class star destroyer.

The very next activation, Executor replied, emptying two arcs into Liberty, destroying it, and one arc into Independence, gravely injuring the MC80. The Victory-class Warlord, formerly Chimaera's wingmate, destroyed the Nebulon-B Salvation. Devastator, on the other side of the battle, killed the Pelta-class Refuge. Profundity continued its winning ways with a Ackbar-assisted double broadside, wrecking the second space station and damaging Warlord as it flew past. Dominator, Devastator's wingman, had a productive effort, killing both Consonance (the Sphyrna-class Hammerhead) and the CR90 Dodonna's Pride. In response, the MC30c Providence destroyed the Arquitens-class Centicore in a 1-shot drive-by, as it rounded the corner on the Rebel right flank!

The Nebulon-B Redemption killed the Victory-class Corrupter, and Tantive IV finished off the Victory-class Dominator.

By the end of this turn, the Executor had 29 hull damage (out of a maximum of 33). Many Rebel ships were heavily damaged as well. The mortally wounded Independence found itself in a duel. Kill or be killed versus Executor

Independence, you are go for double broadsides next turn!

Turn 3 was brutal. Liberty and a pair of Victory-class led the losses.

End of Turn 3 Score

Rebels       1030
Imperials   590

Armada Fleet Battle, part 5

This is the fifth post about my Star Wars Armada full collection fleet battle.

***

Turn 2
Emperor Palpatine's plan was unfolding just as he had foreseen. He declared that any Brace tokens spent this turn by Rebel ships will be discarded rather than exhausted.

Grand Admiral Thrawn gave a Concentrate Fire command dial for all Imperial Captains to use. 

Opening the turn, Profundity pulled off a sweet drive by, unloading its front arc at point blank range into the Chimaera, then zipping right past, out of the Imperial's front arc. Executor scorched Liberty and Admonition, the two Mon Cala ships rocketing along it's side. Hero of the Rebellion Wedge Antilles met his end, killed by Soontir Fel.

The quick Rebels made it to the turn, unfazed by the peppering shots from the twin Arquitens gate keepers and the Victory-class Dominator. The close-in work on the Rebel left got a bit too close when the Victory-class Warlord rammed the Nebulon-B Salvation. Back on the Rebel right, in front of Devastator, the Nebulon-B's Redemption and Yavaris vaporized station 1 (along with an assist from the Sphyrna-class Hammerhead Consonance).

Chimaera's angry retort against Independence and Profundity was too little, too late. The Pelta-class Haven emptied two arcs into Thrawn's front, then Y-wings from Independence finished the job for the first ship kill of the day. A big one, too, taking out an Imperial Grand Admiral!

Independence went next, unloading two arcs into Stronghold, the Quasar Fire-class cruiser carrier. Good thing the vessel had released its fighters earlier in the turn, as the assault proved too much for the fragile craft and it, too, exploded.

The rest of the turn was a Rebel free-for-all, mostly against Executor, who had 8 hull damage after the beatings were completed. Rebel losses remained light, so far.

The pile-up in front of Devastator, where the station used to be...


Home One continues into double broadsides position as all hell breaks loose around station 1


Liberty versus Executor on left, Independence and Profundity have won the right

Rebels turning the corner on the Imperial left flank

Casualties from Turn 2; notably Chimaera
End of Turn 2 Score

Rebels       413
Imperials   59

Armada Fleet Battle, part 4

This is the fourth post about my Star Wars Armada full collection fleet battle.

***

Turn 1
The Rebel speedsters took off first, rocketing across the board. In response, the twin Arquitens prepared for a broadside blocking maneuver. They hoped to, along with the Victory-class star destroyer Dominator, secure the far left edge of the Imperial line.

Squadrons raced toward each other, with the Imperial starfighters traveling furthest and generally setting the skirmish line well onto the Rebel half. Good idea? Perhaps not, in retrospect.

Grand Admiral Thrawn assisted the squadron deployment by spending a Squadron command dial for use by all Imperials. The Lambda-class shuttles spread out, providing for relaying commands to the TIEs down range. The first hit was scored by a TIE fighter squadron from Dominator, who put some damage onto a B-wing squadron from Home One. The Rebels didn't escort the heavy assault starfighters correctly, I guess. The first kill came soon thereafter, when Saber Squadron sniped that same B-wing squadron off the board.

On the Rebel left the first kill was a TIE/ln squadron from the Victory-class, Corrupter, was taken out by an X-wing squadron from Independence.

All along the board a general advance was called, and the game was afoot!

Down the table length at the end of Turn 1
Profundity and Independence closed with Chimaera, all in substantial shadow of Executor.

Close up on the Rebel left, end of Turn 1

The general advance is sounded along the Rebel right. Liberty and two MC30cs rocket toward Executor, possibly on a suicide mission. The other support vessels swarm the station as Home One angles slowly into position.

Close up on the Rebel right, end of Turn 1

End of Turn 1 at the Joint Fleet Command Center

By the end of the opening turn, the Empire had lost 8 TIE/ln squadrons, including the vaunted veterans of Black Squadron. The Rebels were down only a single B-wing squadron. So far.

The honored dead of Turn 1

End of Turn 1 Score

Rebels       65
Imperials   14

Armada Fleet Battle, part 3

This is the third post about my Star Wars Armada full collection fleet battle.

***


I realized a number of things I did wrong during this epic battle. One of them is on display in the first picture below: I did not place the Imperial starfighter squadrons in front of Executor within distance 1-2 of both the huge ship and the Imperial deployment zone. There were a number of minor rules issues I ran across during and after this engagement.

Pregame Notes
I took notes before, during, and after the game. I tried to envision what, exactly, each of these ships and squadrons was supposed to be doing in this massive battle.

Both fleets, arrayed for war

Empire
The main goal is, according to the Station Assault objective card, for the Empire to protect the two stations. With that in mind, my plan was to send the Imperial squadrons deep, to flood around the station to protect it from Rebel starfighters. Executor and Stronghold (the Quasar Fire-class cruiser carrier) would keep a few squadrons aboard, in reserve, and attempt to deploy them later via the Rapid Launch Bays upgrade.

Executor was to target and destroy Liberty and Independence, at a minimum, while the Victory-class star destroyer Warlord would pair with the Chimaera to hammer Profundity and Independence as needed.

The Imperial right flank (Warlord, Chimaera, Executor)

On the other flank, Devastator and Dominator (a Victory-class on Devastator's left) were tasked with getting close and mauling Rebel ships as Corrupter (the Victory-class between Devastator and Executor) would try to support the larger ship's in protecting their flanks. Two Arquitens-class light cruisers (Thunder Wasp and Centicore) on the far edge would also try to protect the flanks. The Empire does not want any pesky Rebels getting behind their angry white triangles!

The Imperial left flank (Executor, Corrupter, Devastator, Dominator).

Rebels
The Empire wants to keep its deployment zone free of Rebel ships...but Admiral Ackbar would dearly love to get some of the speedier vessels back there as soon as possible. Three CR90s (Dodonna's Pride, Jaina's Light, and Tantive IV) and the MC30c Providence, for instance, are great candidates for this end around maneuver. A number of other ships on the Rebel right flank are poised to engage the station (Nebulon-Bs Yavaris and Redemption, Sphyrna-class Hammerhead Consonance) in support of the wave of starfighters. Home One will bring up the rear, hoping for some sweet double broadsides action late in the game.

View of the Rebel left flank (Home One)

Liberty and a pair of MC30cs (Admonition and Foresight) plan to rush directly at Executor, right down the middle of the board. This is probably goodbye, Liberty!

Liberty, set up right in the middle of the Rebel line
Out on the Rebel left, Profundity and Independence lead the way. My hope is to have Profundity work over Chimaera while Independence arranges for a double broadside against Chimaera and Executor (before likely exploding due to Executor's anger). The Rebel squadrons were tasked with smashing through the Imperial fighter screen and destroying the station.

View of the Rebel left flank (Profundity and Independence)
All is set, and now the pieces are moving!

The next post will follow the action into Turn 1!