R E S O L V E
D’Qar has long been a fringe world of hideaways and vagabonds, even in more recent times. As the Rimward Trade League collapsed it briefly served as a sort of anchor point for their retreating forces, although now it is largely barren of activity save for a few outposts and hastily cobbled together spaceports still in use by small handfuls of these remnant forces.
These forces have been a nagging thorn in our side for too long and these bases seem to be one of their primary rallying points for their raids on our outlying worlds, it is high time that we set about eradicating them.
With the Second Legion still recovering from their recent advances in the Outer Rim and the First occupied maintaining the front against the Galactic Alliance, the forces allocated to eliminate the threats on D’Qar are somewhat limited in scope. As such two key objectives will be taken first that will give our forces a foothold and a position of strength with which to finally crush these rebellious remnants in one fell swoop without even needing to dispatch a Legion to do so.
One final nail in the coffin of the Trade League and one final blow to the organized resistance in the Outer Rim that has thus far plagued each world the Sith Order has expanded to. Ensure that the hammer falls.
Objective 1: Feet First into Hell
Even with the element of surprise our landings are being made under heavy fire from camouflaged and established positions all across the world. The command center for all of the hidden redoubts is our primary target as taking it would mean cutting off communications between the various bases and thus allowing us to annihilate them individually once we’ve established our foothold.
Aerial bombing runs have had little success against the more dispersed defensive fortifications of the command center but have exposed enough gaps in their lines to allow for landings to be made. Join in the assault and capture the command center, be swift before our foes' mastery of the environment and hidden bases can be used to halt additional landings.
Objective 2: Echoes Long Gone
A point of interest aside from the hidden outposts across it is the crashed remains of the Fulminatrix, a warship from centuries ago that crashed onto D’Qar after it was destroyed in orbit above the world. While any fuel reserves or supplies have long rotted or been picked over, scans show that some systems are relatively intact and salvageable still. In particular the orbital autocannons that the ship’s model was known for still seem almost entirely in one piece. While completely inoperable, if we secure the crash site then our forces would be able to study the weaponry of the vessel and incorporate those mighty cannons into our own ship designs.
An encampment has already been established around the wreck by League remnants and local scavengers but it would appear, rather unexpectedly, to already be under attack. And by Sith no less. Darth Strosius and his own forces have made landfall ahead of the wider invasion fleet and seem intent on claiming the wreckage for themselves. Whether by parley with the fanatics and their Lord or by beating them to the cannons, secure the schematics and any other salvageable assets from the ship.