Due to the amazing skill of the Clarion and Ken’zah-Kit militias and UPF Spacefleet crews, the sathar invaders were quickly overwhelmed but not before they managed to destroy the armed station orbiting the planet.
Rescue operations are ongoing for the station’s crew and the hearts of the people of Kawdl-Kit go out in sympathy to the families of those who lost their lives and gratitude to the militias of the neighboring systems who came to their defense.
The CMS Osprey is the only ship that experienced lasting damage and will be returning home to effect repairs due to the lack of a starship construction center here in the K’aken-Kar system.
Vah’zen’rk – Kawdk-Kit Global Reporting
Background
While K’tsa-Kar doesn’t have any militia of its own, the K’aken-Kar assault scouts, under the ZKKDA, risk jump into the system to help defend it. From the other direction, the available ships of Patrol Group Meteor, along with the Clarion Royal Marines, arrive from White light. Both groups make a high speed risk jump to get there in time. The UPF have many more ships than the sathar but only a slight hull point advantage (and that’s only if you count the armed station) as most of the ships are small assault scouts. This might be a tough battle.
While the sathar were only expecting to fight the armed station, they are confident that they can handle the swarm of small ships.
Order of Battle
K’aken-Kar Militia
- 2 assault scouts
- 1 armed station
White Light Militia
- 4 assault scouts
- 1 frigate
This is +1 assault scout compared to the Order of Battle in the Knight Hawks Campaign book due to events occurring in the timeline.
UPF – PG Meteor
- 3 assault scouts
- 2 destroyers
Sathar
- 1 frigate
- 2 destroyers
- 1 light cruiser
- 1 heavy cruiser
The Battle
Setup
The militia ships deploy above the planet with the Clarion frigate and a single assault scout taking the inner position, the other Clarion assault scouts (lead by the CMS Osprey) out from there and the two K’aken-Kar assault scouts on the wing. Below the planet the two UPF destroyers form a flight with the three assault scouts on the wing. The assault scout groups are moving at speed 30 while the capital ships (and the single assault scout) are moving at 20. The station is orbiting counter clockwise.
As they have done in the other systems, the sathar are formed into their diamond pattern with the frigate, LC, & HC in the middle and the destroyers on the sides. However, unlike in the other systems, the sathar are moving at a speed of 15.
Turn 1
The sathar frigate, light cruiser, and heavy cruiser accelerate to speed 17 and at the last minute, turn to head toward the K’aken-Kar assault scouts. The destroyers accelerate to 18 and 16 respectively to remain in the diamond formation. Unknown to the UPF forces, the sathar heavy cruiser deploys its seeker missiles along its route. The sathar ships all fire at maximum range at the station.
The station returns fire defensively with its laser battery but given the extreme range misses. The sathar, on the other hand, have a good maximum range shot with both the light cruiser and closer destroyer connecting with their cannons and a laser battery each. The station has its laser battery knocked out and nearly half of its hull integrity destroyed.
With the sathar turning toward the militia ships, the UPF vessels loop around and hit the heavy cruiser from behind which fires ICMs at the incoming torpedoes. The Clarion militia ships maneuver to stay out of the forward firing arc of the sathar vessels and unleash everything at the sathar destroyer closest to the station, which fires ICMs at the torpedoe from the frigate as well. The Kaken-Kar militia ships pass in front of the sathar ships but out of range of their canons and loop around to hit the destroyer on the far side of the formation. With its laser battery damaged, the station deploys a masking screen.
Defensively, the sathar light cruiser, frigate, and destroyer further from the planet fire at the K’aken-Kar assault scouts hoping to take them out of the fight before they can engage. The destroyer closer to the planet fires at the Osprey, and the heavy cruiser fires at the lead UPF assault scout. The lead K’aken-Kar assault scout is hit by two laser batteries damaging its hull while its sister ship is hit by an electron battery knocking its laser battery off-line. The CMS Osprey is hit by an electron battery damaging its hull and the lead UPF assault scout is hit by another electron battery causing serious hull damage and reducing the hull integrity to less than half.
The training of the the UPF and militia forces is evident as they press home their attack. All three assault rockets connect with the heavy cruiser along with two laser batteries and two electron batteries knocking out various weapons and other systems and doing some hull damage. But the gunnery award goes to the torpedo gunner on the second destroyer. They threaded their missile through the ICM screen and impacted it right above what must have been the heavy cruiser’s torpedo magazine. The resulting explosion ripped the ship apart. The destroyer targeted by the White Light militia was hit by three of the four assault rockets and four of the five laser batteries knocking out it laser cannon and masking screens before ripping the ship to shreds. The K’aken-Kar militia, not to be shown up, hit the other destroyer with both assault rockets, each scoring critical hits and between the two of them destroying the sathar vessel.
Turn 2
The two remaining sathar ships loop around and bring everything to bear on the station, the light cruiser accelerating to speed 18. The station fires a screen of ICMs at the incoming torpedoes. The sathar also activate the seeker missiles laid down by the heavy cruiser which both go after the UPF destroyers.
Defensively, the UPF ships focus their fire at the sathar frigate. Most of the fire is ineffective with only one of the UPF destroyer connecting with a laser battery damaging the frigates engines and the CMS Flitter scoring an amazing maximum-range laser battery shot that takes out a quarter of the frigate’s hull integrity.
The sathar ships manage to hit the station with a disruptor cannon and laser battery from the light cruiser and the frigate hits with its missile weapons. The hits sabotage the station’s damage control systems and reduce its hull integrity to almost nothing. Between the two UPF destroyers, they fire a massive swarm of ICMs at the incoming sathar seeker missile and manage to catch it before it can impact one of the ships.
All of the UPF and militia ships loop around and converge on the sathar vessels firing everything they have at them with the assault scouts focusing on the light cruiser while the capital ships focus on the frigate.
As the station pulls away, the sathar ships fire at it once more and while the frigate misses completely, the light cruiser hits with every weapon except its laser battery, destroying the station which begins to break apart.
Angered by the loss of the station, the assault scouts, while only hitting with one of their laser batteries, connect with eight of the nine assault rockets fired doing enough damage to destroy the light cruiser two times over. The sathar frigate is hit by two laser canons and a laser battery causing an electrical fire and damaging its hull. Then one of the torpedoes slips through the defensive screen of ICMs slamming into the ship and destroying it.
After twenty short minutes, the battle is over.
Repairs
Over the next hour and a half, most of the ships are able to repair their damage. However, part of the hull damage to the CMS Osprey is beyond a battlefield repair and will need to be handled in a ship yard. With the system secured, the Osprey begins acceleration and calculations for a jump back to Clarion.
Lessons Learned
This didn’t go anything like I expected. Defensive fire by the sathar on the first round was not all that great. When I rolled the attacks and damage results, I thought the lead K’aken-Kar assault scout was going to be destroyed as both laser batteries did hull damage and one of them was a double damage roll. But when I rolled the damage, I rolled a 2 for the double damage die and a 1 for the regular damage so instead of suffering the 15+ HP of damage I was expecting and being destroyed, it only suffered 5.
Then there was the UPF fire that turn which was the exact opposite. At first I thought the heavy cruiser was going to get off easy since none of the assault rockets did hull damage and only one electron battery did (although that was for 10 HP, the maximum). I thought it was going to get off with a bunch of ancillary and weapon damage but then I rolled a hit with the torpedo, rolled double damage, and then rolled 35 on 4d10 for a total of 70 HP from that single hit. That combined with the 10 it had suffered from the electron battery was enough to destroy it.
The other ships did just as well with two double damage laser battery hits on the first destroyer (one of which did 20, the maximum possible) and both assault rockets by the K’aken-Kar militia at the other destroyer doing double damage and just enough (52/50 HP) to destroy it. With 3 of the 5 sathar ships destroyed on the first turn, the UPF victory was assured. The only question was if the station would survive as the sathar were gunning for it.
I was amazed at how well I rolled for the UPF attacks and damage. Had they not rolled so well, this fight might have gone very differently. I think the UPF would still have won, but they would have suffered significantly more losses.