Quoted By:
<span class="mu-s">FIGHTER THEATER:</span> <span class="mu-b">5x TIE/IN squadrons. The Empire is currently dominating the fighter theater. The Empire's fighters are moving to engage...</span>
<span class="mu-s">EFFECT:</span> <span class="mu-r">1+ gunnery to Covenant from sermon. (1 turn left)</span>
<span class="mu-s">HAZARDS:</span> <span class="mu-r">Covenant vessels are not entirely free of the asteroid fields.</span> <span class="mu-b">Imperial vessels are making contact with asteroid fields and nebulaic zone.</span>
<span class="mu-s">COVENANT:</span> <span class="mu-i">Stray asteroids!</span> (CHIBI-PANTHER: You are charged with handling this measure. Roll a 1d10 for hazard traversal, DOD: 5)
<span class="mu-s">EMPIRE:</span> <span class="mu-i">Our drift speeds are taking us towards the asteroids...!</span> (KUAT-REP: Imperial ships are blind to hazards. Roll a 2d10 for hazard traversal, DOD: 8)
<span class="mu-s">DISTANCE:</span> <span class="mu-s">Thirty five kilometers. Both parties lie within comfortable range.</span>
<span class="mu-s">TURN: 2</span>
<span class="mu-g"><span class="mu-s">ORDERS PHASE</span></span>
<span class="mu-g">1. IMPERIAL OVERBRIDGE</span>
>Movement Order
>Attack order
>Interceptor Program (release 5x TIE/IN squadron) (1 TURN COOLDOWN)
>Bomber Squadron (release 3x TIE/sa squadron)
>Strategic Missiles & Heavy Ions (penetrate shielding)
>Bulwark Overorder (hold position and boost shielding to the utmost)
>Strategic Insult (provoke enemy overbridge)
>Scan for asteroids (highlights asteroid field for Imperials for 3 turns)
>Base Delta Zero (continue BDZ, +3 attack boost on next use, sacrifice shielding)
>Jammer (scramble enemy comms)
>Ace Pilot (boost Fighters by +2)
<span class="mu-g">2. IMPERIAL ESCORT ORDERS</span>
>Movement Order
>Attack order
• Imperial-II Class Star Destoyers
>Tractor Beam (enemy outside range)
>Base Delta Zero (continue BDZ, sacrifice shielding)
>Line Fighters (releases TIE squadrom)
• Procursator-class Star Destroyers
>Afterburners (boosts movement speed)
>Boost Weapon Power (divert shielding to firepower)
• Immobilizer 418 Interdictor (!!!IMMOBILE!!!)
>Shutdown Generators (stops preventing microjump)
<span class="mu-g">3. COVENANT OVERBRIDGE</span>
>Movement Order (change direction or stop)
>Attack order
>Ticks (releases boarding squads)
>Seraphs & Banshees (releases 2 squadrons)
>Lich (releases 1 squadron)
>Plasma Lance (penetrate shielding)
>Glassing (enemy outside range)
>Thinking Machine (tamper with enemy fire control)
>Pinch-Fusion (boost speed)
>Great Journey (boost command by +2)
<span class="mu-g">4. COVENANT ESCORT ORDERS</span>
>Movement Order (change direction or stop)
>Attack order
• CCS Battlecruisers
>Glassing (enemy outside range)
>Phantom Team (releases 1 squadron)
>Pulse Lasers (enacts point defense)
• SDV Corvettes
>Stealth Shroud (invisibility for 2 turns)
>Seraphs & Banshees (releases 1 squadron)