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You move to the right three times in an attempt to take out the Warp Beacon.
The <span class="mu-s">alarm level has raised by one</span>.
You move your ships in closer; the interstellar space station is pretty big. Almost like a small military colony in space. You can tell from your scanner readings its not as well defended as the Esaal would probably hope; most of its design must be for observation and hyper-space manipulation. Because the Esaal use the space worms for navigation, and their numbers are very limited, they can't properly navigate every single ship in their fleets with just the worms. As such, they must use other methods- a warp space beacon like this one makes FTL travel faster and easier by acting essentially as a lighthouse for travelling ships. This waypoint will make it easier for Esaal ships to warp into this sector- taking out this beacon will give them more blind spots and make it harder for reinforcements to warp in.
Interestingly; fighting against a large target like this is pretty close to what the Hegemony has already been used to in space combat- in the form of fighting against the Baalathi space capsule and superstructure. Your understanding of space warfare has improved somewhat over time- Jaxtian military doctrine specifies a large enemy structure like this to be a "hard point", something that requires a squad of fighters and bombers to attack. This way, they can fly under its powerful shield arrays and directly strike its most vulnerable support structures. Interestingly, you think the Esaal are used to this kind of combat already, which is why their energy shields are emitted so flush with the hull in space; they probably have experience from the Baalathi.
<span class="mu-s">Fighter bonus damage is tripled</span>
As soon as you get within range; the Beacon begins charging its weapons and shields. There are probably over a thousand Esaal on that thing; working as part of the military machine. But you have to take it out.
>Roll 1d30 to attack. Highest 3 rolls will be used.