|
You are the leader of a growing
galactic empire.
Your recently deployed secondary fleet has arrived at the
far orbit of the metal rich planet Harcenia – only
recently conquered by the Advent so you anticipate minimal
orbital defenses. A quick scan of the area confirms your
suspicions so you order the fleet to move into near orbit
and authorize each ship’s captain to exercise their
own discretion in combat.
Returning your focus to empire management, you analyze the
status of the local solar system. Your primary fleet is still
traveling in Phase Space and construction of a third fleet
is nearly finished at your home planet. Your most recent
colony is warning you that they will soon reach population
capacity so you requisition the construction of a new city.
Finally, your laboratories have produced substantial results
on propulsion technologies, so you authorize further research
into more advanced sub-light speed engines.
An incoming report tells you that your primary fleet has
completed their phase jump to the Vasari planet of Jindra.
Sensor trajectories suggest that this is the staging ground
for his h arassment raids against your lucrative trade lines;
it’s time to put an end to it at the source. Though
well developed, Jindra has few defense platforms. Most of
the orbital space has been devoted to research facilities,
suggesting that the opponent is making a gambit for superior
technology. It also explains why he was constantly attacking
the trade lines – to keep you busy while he gains a
leg up on technology. Seeking to negate his bid for this
advantage, you order your veteran force to destroy the labs.
Only when they draw nearer to the planet do you realize there
is an operational Phase Gate on the other side of the planet.
It’s quite possible an opposing fleet could use it
to catch you by surprise and have you trapped. Deciding it’s
worth the risk, you proceed with your original attack plan.
A menacing Vasari fleet returns, using the accelerated traveling
capabilities of the Phase Gate. A quick retreat order and
your fleet begins moving towards the edge of the gravity
well and potential escape. Unfortunately, the Vasari use
the gravity to slingshot their warships closer to your own
fleet, snuffing hopes of retreat. Your fleet is simply too
close to the planet and the pull of gravity is just relatively
too slow. ”Last stand” combat is inevitable.
You begin combat by moving your battleships to bear the brunt
of the incoming attack. As the first wave of enemy bombers
zero in for an attack run, your battleships activate their
Adaptive Force Fields in time to absorb the missiles and
counterattack with Flak Bursts. Numerous starbursts suggest
most of them were destroyed. You move one of your relatively
vulnerable cruisers closer to fire an Electro Magnetic Pulse
at a cluster of enemy ships to drain their antimatter and
shields. Sensing an opportunity, the Vasari carrier unleashes
a horde of bombers that were held back from the first wave.
The bombers’ salvoes of Phase Missiles bypass your
cruiser’s shields, leaving it heavily damaged by the
time it deploys the EMP. You may have nearly lost a ship,
but with a portion of his fleet without shields the advantage
is yours. You scramble your own bombers and move the battleships
into optimum firing range. Your bombers take steep losses
against the enemy interceptors but there is little the Vasari
can do to stop the full broadsides of your battleships’ heavy
beams and Gauss Cannons. Two of his warships spectacularly
explode, leaving burning wreckage floating in their place.
As you prepare to bring your just completed tertiary fleet
to reinforce your offensive at Jindra, your warship s
at Harcenia report the arrival of enemy forces. The Advent
have deployed a fleet to defend this world – and they’ve
also sent another fleet to simultaneously siege one of your
key population planets. With the Advent’s PsiTech powers
the population on that planet will soon succumb to their
influence and be serving them instead of you. Wishing to
avoid such a loss, you tell most of your secondary fleet
to evacuate Harcenia and defend them. You decide to leave
a single siege capital ship to bomb as much as possible before
the defenders close in on him. Large mushroom clouds erupt
satisfyingly from Harcenia’s surface as the Raze Planet
cannons unleash.

You return to your primary fleet’s fight with the Vasari – with
a few of their key ships destroyed it is likely that the
tides have turned and you will win the battle. Even so, it
is but one of many important conflicts whose outcome will
determine the fate of your empire.
|