Post by Triune on Apr 2, 2005 10:57:23 GMT
In this thread is a list of the known defences in place in the system of Myrkr. This will change as more is learned about Ebonclaw methods and exploration of the system by parties not allied with the Ebonclaws.
Myrkr Outer System Defenses:
1) Outer System Sentry Grid: Set along every possible hyperspace vector into the Myrkr system is a Sentry Satellite. These Droid-run satellites are loaded with an advanced sensory suite capable of scanning incoming ships and determine if they are enemy vessels. They also are equiped with Gravity Well Genererators that remain on at all times. The Satellites emit a comm signal and failure to supple the proper counter code results in the rapid-fire plasma guns and heavy blaster cannons to target the ship. A second signal is sent asking their business in this system while at the same time it sends a signal in system alerting the inner defenses of the presence of a ship. A relay provides the ship with a real person who will determine if the ship should be let in system. If yes then the Sentry Grid gives the ship the proper approach vector. At any time should the ship prove hostile the weapon systems will open fire.
2) Picket lines: Set in-system from the Grid is a series of heavy scouts set as pickets. Though stationary the ships constantly scan the surrounding region of space and stay in contact with the Grid Droids. Their mission is to supply a back up should the Grid be overwhelmed. They do not engage ships that have bypassed the Grid but instead beam information on this ship back to Defense command. The Duty is light and boring but often taken by crews returning from battle and in need of rest and recuperation from injuries received in service of the House. These heavy Scouts have more extensive living-quarters then typical scouts. In a truly dire situation the picket ships are under orders to escape the system and seek aid at any other Ebonclaw holding.
3) Gas Giant refineries: The outer system sports a pair of massive gas giants and since the occupation by the Ebonclaws, refineries have been launched into orbit around these planets. Long umbilicals connect the ‘high ports’ to the automated refineries that pump up the refined ship fuel. These ‘High Ports’ also serve as an income source for the house as ships in need of fuel can cut hours off their time by refueling there instead of in system. Frequent customers are often given a civilian grid code allowing them to bypass the outer grid easily. The Bio-phagic refining nodes are far more efficient then traditional refining processes and provide the Ebonclaw with a ready supply of fuel for their hard-tech ships and a steady income. Plans are in the works to convert the outermost giant’s Refinery high port into a ‘visitor’s starport’.
4) Roving Patrols: In the outer system there are four roving patrol cruisers that monitor the system from the Asteroid belt out to the Grid. These cruisers are converted light cruisers that have had their hyperdrives removed to increase the size of the power core and weapon’s load. Any vessel found outside standard travel vectors are question and often boarded by the squad of armored troopers. The Cruisers themselves are heavy on Ion weaponry and will take prisoners if possible. The High Yield Plasma Torpedoes ensure that they can destroy ships if necessary.
Myrkr: Inner Defensive systems.
1) Asteroid Defensive Grid: Within the outer rim of the Asteroid belt are a series of asteroid bases. These manned bases serve as the inner wall of the Ebonclaw defenses. Powerful Ion cannons, Turbo-Lasers emplacements and Ion Torpedoes serve as the weapons of these bases. Much like the outer sentries, These Defense Bases prevent any unauthorized ships from entering the inner system. With a powerful sensor array they are capable of defending a sphere around the ‘inner planets’.
2) Myrkr emplacements & satellites: The port of Myrkr has several land based emplacements capable of reaching far orbit. Plasma Cannons and Ion Cannons defends the port that predates the Ebonclaw arrival to this system. At other intervals over the surface of the planet are other batteries defending key points. The Ebonclaw Compound deep within the largest forest on Myrkr has no emplacements defending it but is in easy range of no less then four other defense batteries and is protected by powerful particle and Ion shields. In orbit around the planet are satellites similar to the Sentry satellites in the outer grid. Aside from providing communication to and from the planet, they also are floating weapon’s platforms controlled from the Compound.
3) Close Defense Group: In orbit around Myrkr is a Heavy Cruiser group (Ten ships). They provide an added measure of protection and serve as escort for ships that have a legitimate need to land on Myrkr.
Additional defenses:
When Lirreka is in residence the Retributor is also in system. When Tiera is in residence the Shadow Rapture is also in system. At any given time there is one at least Ebonclaw Fleet and a half-dozen or more Ebonclaw-friendly vessels within the system. Any of these can and will be called upon should an attack take place.
Myrkr Outer System Defenses:
1) Outer System Sentry Grid: Set along every possible hyperspace vector into the Myrkr system is a Sentry Satellite. These Droid-run satellites are loaded with an advanced sensory suite capable of scanning incoming ships and determine if they are enemy vessels. They also are equiped with Gravity Well Genererators that remain on at all times. The Satellites emit a comm signal and failure to supple the proper counter code results in the rapid-fire plasma guns and heavy blaster cannons to target the ship. A second signal is sent asking their business in this system while at the same time it sends a signal in system alerting the inner defenses of the presence of a ship. A relay provides the ship with a real person who will determine if the ship should be let in system. If yes then the Sentry Grid gives the ship the proper approach vector. At any time should the ship prove hostile the weapon systems will open fire.
2) Picket lines: Set in-system from the Grid is a series of heavy scouts set as pickets. Though stationary the ships constantly scan the surrounding region of space and stay in contact with the Grid Droids. Their mission is to supply a back up should the Grid be overwhelmed. They do not engage ships that have bypassed the Grid but instead beam information on this ship back to Defense command. The Duty is light and boring but often taken by crews returning from battle and in need of rest and recuperation from injuries received in service of the House. These heavy Scouts have more extensive living-quarters then typical scouts. In a truly dire situation the picket ships are under orders to escape the system and seek aid at any other Ebonclaw holding.
3) Gas Giant refineries: The outer system sports a pair of massive gas giants and since the occupation by the Ebonclaws, refineries have been launched into orbit around these planets. Long umbilicals connect the ‘high ports’ to the automated refineries that pump up the refined ship fuel. These ‘High Ports’ also serve as an income source for the house as ships in need of fuel can cut hours off their time by refueling there instead of in system. Frequent customers are often given a civilian grid code allowing them to bypass the outer grid easily. The Bio-phagic refining nodes are far more efficient then traditional refining processes and provide the Ebonclaw with a ready supply of fuel for their hard-tech ships and a steady income. Plans are in the works to convert the outermost giant’s Refinery high port into a ‘visitor’s starport’.
4) Roving Patrols: In the outer system there are four roving patrol cruisers that monitor the system from the Asteroid belt out to the Grid. These cruisers are converted light cruisers that have had their hyperdrives removed to increase the size of the power core and weapon’s load. Any vessel found outside standard travel vectors are question and often boarded by the squad of armored troopers. The Cruisers themselves are heavy on Ion weaponry and will take prisoners if possible. The High Yield Plasma Torpedoes ensure that they can destroy ships if necessary.
Myrkr: Inner Defensive systems.
1) Asteroid Defensive Grid: Within the outer rim of the Asteroid belt are a series of asteroid bases. These manned bases serve as the inner wall of the Ebonclaw defenses. Powerful Ion cannons, Turbo-Lasers emplacements and Ion Torpedoes serve as the weapons of these bases. Much like the outer sentries, These Defense Bases prevent any unauthorized ships from entering the inner system. With a powerful sensor array they are capable of defending a sphere around the ‘inner planets’.
2) Myrkr emplacements & satellites: The port of Myrkr has several land based emplacements capable of reaching far orbit. Plasma Cannons and Ion Cannons defends the port that predates the Ebonclaw arrival to this system. At other intervals over the surface of the planet are other batteries defending key points. The Ebonclaw Compound deep within the largest forest on Myrkr has no emplacements defending it but is in easy range of no less then four other defense batteries and is protected by powerful particle and Ion shields. In orbit around the planet are satellites similar to the Sentry satellites in the outer grid. Aside from providing communication to and from the planet, they also are floating weapon’s platforms controlled from the Compound.
3) Close Defense Group: In orbit around Myrkr is a Heavy Cruiser group (Ten ships). They provide an added measure of protection and serve as escort for ships that have a legitimate need to land on Myrkr.
Additional defenses:
When Lirreka is in residence the Retributor is also in system. When Tiera is in residence the Shadow Rapture is also in system. At any given time there is one at least Ebonclaw Fleet and a half-dozen or more Ebonclaw-friendly vessels within the system. Any of these can and will be called upon should an attack take place.