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Operation: Freedom Fall

#1
Operation: Freedom Fall
[Image: hq720.jpg?sqp=-oaymwEhCK4FEIIDSFryq4qpAx...X_siUlPENQ]

SITUATION

Sector: Esstran Sector
Planet: Dromund Kaas
Location: Span of jungle in the northern hemisphere: [coordinates]
Time: 15/12/28ATC 2200 Kaasian Time

Command indicates that a large mechanised convoy was ambushed and somehow overrun by a slave rebellion upon their route to an excavation sight. The convoy transports a great number of slaves and mining equipment, which is expected to have now severely bolstered the slaves' gear and manpower. In addition, it is theorised that the ten unaccounted for Imperials from the convoy were taken as hostages and/or slaves.

Initial reconnaissance squads have tracked the rebels to various scouting camps and only very recently discovered the location to the escapees' primary camp. Intelligence straight from the field relay it to be a cave, potentially an unmapped system. The decision's been made to assemble a task force to mobilise and eliminate the rebellion along with recovering any hostages. The main assault force is heralded by Lieutenant Libden on the ground.

The irritant rebellion's leadership remains unknown, but intelligence has narrowed it down to a handful of targets, the prime suspect being Tuai Halax - male Cathar, Republic special forces soldier- who is believed to be the one competent enough to orchestrate the rebels. They're marked as a HVT. Kill or Capture.

[A mugshot of a captive Tuai Halax was provided within the file; the alien bore scars of either war or the relentless cruelty of their Imperial captors all over their face - the right side of their face having no fur.]

Enemy Forces:
Slave Rebellion (N/A)
Slave Convoy Escapees (100)
Hijacked Armoured/Armed Imperial Truck-Speeders (4), Speeder Bikes (6), IS-AWs (2).

Friendly Forces:
1st Mechanised Infantry Platoon (100)
3rd Specialised Reconnaissance Platoon (50)
Army Special Forces (50)
Missing Convoy Imperials (10)

Support Units:
ISS Patriot
IB-CT (4)
ID-TD (1)

Command's Judgement:
The 3rd Specialised Reconnaissance Platoon will handle the scout camps, Special Forces will attempt to hold and breach newly identified potential exits to the cave system to try and cut off any escape and recover hostages. Leviathan and the 1st will siege the rebel's main camp head-on with IB-CT and ID-TD tanks as support. The enemy may be wearing the armour of the fallen/captured, remember that. Leviathan, 1st, 3rd and Special Forces will all be tagged to identify each other as friendly. Any others that are not tagged are either the enemy or the hostages.


MISSION


Leviathan AND 1st Mechanised Infantry Platoon
Are to NEUTRALISE all hostile forces, KILL OR CAPTURE Taui Halax and RECOVER all potential hostages.
  1. Neutralise all hostile forces
  2. Kill or capture Tuai Halax
  3. Secure the LZ/EZ
  4. Extract hostages to the ISS Patriot; 1st Platoon will hold any prisoner(s)
Army Special Forces
Are to attempt to breach through and hold new possibly identified exit points to the cave system, cutting off any escape and recovering hostages.

3rd Specialised Reconnaissance Platoon
Are to coordinate strikes against the scout camps.


EXECUTION

 Decision at Large:
  • Mission Objective: Neutralise all hostile forces, kill or capture Taui Halax and rescue potential hostages
  • Mission Completed: All hostiles are defeated and hostages extracted to the ISS Patriot
  • Implementation Idea: Leviathan are deployed by shuttle to RV with the 1st on ground, SITREP with Lt. Libden and proceed with the Platoon to engage the enemy

Guidelines:
  • Constant radio contact
  • Recon reports are to be reported and acted upon
  • Alarm reports are to be reported and acted upon
  • Medevac may be available dependant on how hot the area is
  • Prep for a 6hr mission, prep a 24hr pack on the shuttle

Rules of Engagement:
  • Anything not Imperial is to be treated as hostile
  • Firing permission is granted
  • Enemy combatants are not to be treated less judged to hold intelligence


LOGISTICS


Password: Sugondis - Swoon

Extra Equipment:
  • Slave collars/shackles
  • Weapon mounted flashlights
  • IDs of the convoy Imperials to confirm identities
  • Rocket Launchers
Locations:
Medical and Injured station: LZ/EZ
Evacuation Zone: LZ/wherever able



COMMUNICATION AND COMMAND


Call-Signs:
Ground Command: Dragon
Naval Command: Throne

1st Mechanised Infantry Platoon, Leviathan and Special Forces:
Squad 1: Aurek
Squad 2: Besh
Squad 3: Cresh
Squad 4: Cherek
Squad 5: Dorne
Squad 6: Enth
Squad 7: Onith
Squad 8: Forn
Squad 9: Grek
Squad 10: Herf
Squad 11: Isk
Squad 12: Jenth
Squad 13: Krill
Squad 14: Krenth
Squad 15: Leth

IB-CTs:
Crimson 2-4
Saber 6-1
Supremacy 8-5
Oppressor 0-7

ID-TD:
Rage 9-9

3rd Specialised Reconnaissance Platoon: Hunter

TO CONTACT SIDE UNIT: CONTACT DRAGON
TO CONTACT AIR UNITS: CONTACT THRONE

Orders End
Signed: [Officer at Command]
Signed: [Second Officer at Command]
Awaiting Signature: Lord Saltaeon, Major Koren
For the Empire!

OOC INFO

IC Location: Span of jungle in the northern hemisphere of Dromund Kaas - Leviathan have coordinates to the RV point with the 1st and the coordinates of the enemy camp.

OOC Location: Yavin 4, Onderon, Dromund Kaas - anywhere you feel that'd work for this.

Time Frame: Until Imp 2.5.

Estimated Party Size: Entire Imperial Army can sign up. Absolute maximum of one Sith/Acolyte (do we have Acolytes?). It's preferred if the Sith has leadership skills.

Rewards: Bro finks they get rewards :skull:

GM: I'm not as I'm continuing to be happy by not loading up SWTOR for the foreseeable future. If you sign up to Operations, you should at least be open to GMing them, just some decency - unheard of in this Guild, I know. Whoever GMs, DM me.

Additional IMPORTANT Info: Squads 1 through 9 are the 1st Mechanised Infantry Platoon. LEVIATHAN ARE SQUAD 10: HERF!! Special Forces are Squads 11 to 15. Each squad contains ten men outside Leviathan, probably. The mentioned side unit is the 3rd Spec Recce Platoon, contact Dragon to speak to them. You're fighting directly with the 1st and technically the SF.

Imperial Events are deadly by default, this should be common knowledge by now. However, this one is ABSOLUTELY DEADLY. You, who actually reads Ops Threads, have been warned.



Messages In This Thread
Operation: Freedom Fall - by John Republic - 16-12-2024, 02:29 AM
RE: Operation: Freedom Fall - by Lowlander - 17-12-2024, 08:00 PM
RE: Operation: Freedom Fall - by Arcadium - 24-12-2024, 09:49 AM
RE: Operation: Freedom Fall - by Temekel Vipion - 10-01-2025, 10:06 PM
RE: Operation: Freedom Fall - by Veilak - 10-01-2025, 10:06 PM
RE: Operation: Freedom Fall - by Mays - 01-02-2025, 06:12 PM
RE: Operation: Freedom Fall - by Meatslopper - 03-02-2025, 05:33 PM
RE: Operation: Freedom Fall - by John Republic - 07-02-2025, 04:38 PM
RE: Operation: Freedom Fall - by Temekel Vipion - 09-02-2025, 08:19 PM
RE: Operation: Freedom Fall - by Rhysand Sekker - 14-02-2025, 04:18 PM

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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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