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FLEETCOM: Fleets and You

Ayden Cater

Grumpy Goat
Writer
FLEETCOM is the central command for Protectorate naval operations throughout the galaxy. The primary location for FLEETCOM is in the Corellian system, with major installations located in the Bespin, Fondor, Naboo, Sullust, and Vandelhelm systems. From these locations, fleet movements are coordinated, new recruits and officers are trained in the basic and advanced operations of naval warfare.

Fleets are broken into four basic groups;

  • Defense Force
  • Task Force
  • Battle Group
  • Fleet
The group most commonly seen is the Defense Force. Before the Protectorate fully restructured and consolidated power, the early government found itself with a lot of systems and not a lot of forces to defend them with. So, Sentinel Protocol was enacted. Sentinel Protocol assigned each system three ships; an Excubitor-class Cruiser and two Telum-class Frigates. The aim was not to wholly defend the system against attack, but to ensure security. To that end, should an enemy fleet be encountered, the Sentinel Fleet would call in the attack and wait for reinforcements.

Without a doubt, the Sentinel Protocol was a success and saved the early Protectorate a large amount of time, men, and resources when it could scare afford to spare them. The Defense Force is mostly a direct continuation from those early times. Consisting of one cruiser, two frigates, and four corvettes,
Defense Forces are typically overseen by a Commander or Captain. The Defense Force is meant to provide stability and security for a system against pirate raids, not wholesale invasions.

For that, it takes a larger fighting force. Task Forces are the smallest and most common naval formation in the Protectorate navy. The typical Task Force is comprised of one light Star Destroyer, two heavy cruisers, four cruisers, six frigates, and up to ten corvettes. The total length for a Task Force is usually around 10,000 meters, though some are smaller. Task Forces are typically tasked with specific goals and operations, such a hyperspace patrol or raiding supply lines, and are commanded by a senior Captain or Commodore. They are the workhorses of the Protectorate fleet, and they are usually sufficient to meet any demand.

For threats beyond a Task Force, a Battle Group is typically called in. Often around 25,000 meters in total length, a typical Battle Group might be composed of a single Star Destroyer, four light Star Destroyers, four heavy cruisers, eight cruisers, twelve frigates and eighteen corvettes. A Battle Group is not a force to be taken lightly. Typically commanded by an Admiral, Battle Groups are the backbone of the Protectorate navy and are tasked with missions of critical importance.

And finally, full-fledged Fleets are a rarity only called into service for the most dire situations, such as outright war with another galactic superpower. Fleets are rarely kept in peace time, though they are a common sight above high value worlds. Roughly 60,000 meters in total length, a normal fleet might be composed of a single Command Ship, five Star Destroyers, six light Star Destroyers, twelve heavy cruisers, eighteen cruisers, twenty-four frigates, and forty-eight corvettes . Fleets are commanded by a High Admiral and report directly to the Lord, or Lady, Protector.

Individual ships can be commanded by an officer as low as a Lieutenant, though they are referred to as Captain while on their vessel.
 

Ayden Cater

Grumpy Goat
Writer
FLEETCOM
Fleet Tactics


Note that the point of this list is to create a number of maneuvers, basic or not, that can be used in a fleeting situation. Some require nothing more than a ship. Others will require specific ships with specific armaments. This is not to say that this list is comprehensive. Merely it is a stepping stone for people first learning how to interact in a three dimensional battlefield.

Basic Maneuvers

Aurek maneuvers will be primarily related to ship movement. They do not require a specific number or type of ship. If it has engines, it can pull off an Aurek maneuver.

Aurek-Zero-Zero

Engines at full stop.

Aurek-Zero-One
Engines ahead one-quarter.

Aurek-Zero-Two
Engines ahead one-half.

Aurek-Zero-Three
Engines ahead full speed.

Aurek-Zero-Four
Engines ahead to flank speed.

Aurek-Zero-Five
Engines to full reverse.

What is the difference between 'full speed' and 'flank speed'? Full speed is a ship's cruising speed. It's fuel efficient, and does not cause undue stress on the engines. Flank speed is the true top speed the engines can put out, but this is not a sustainable speed. Reactors can become overtaxed, housings can crack, things tend to get explode-y. Flank speed should be an emergency event only!

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Aurek-One-One
Face the forward-section's shields towards the enemy

Aurek-One-Two
Face the starboard-section's shields towards the enemy

Aurek-One-Three
Face the port-section's shields towards the enemy

Aurek-One-Four
Face the ventral-side shields towards the enemy

Aurek-One-Five
Face the dorsal-side shields towards the enemy

This section of maneuvers involves shielding facings. You might notice that there is no listed maneuver for putting your aft-side to the enemy. This is because your engines will be located at the aft of the ship, and you absolutely do not want to expose those to the enemy. No engines, no movement.

As combat progresses, you'll want to rotate the ship around to keep the damage spread around. It's typically more efficient to rotate the whole ship as opposed to drawing power away from a certain shield facing to reinforce a particular section. You'll lose some energy in the transfer process, and that can critically expose your ship to flanking attacks.

In general, it takes drawing from two shield facings to properly reinforce one, whereas rotating means you only have one weak side to worry about.

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Aurek-Two-One

Advanced Maneuvers

Coming Soon
 
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