1. Background
1.1 The Brenner drive (by name only; show the rest)
1.2 The start of the Exile War
1.2.1 Brief history from 1225-1254
1.3 Situation on the Threshold front
1.3.1 Battlefield: gas giant, leading and trailing trojans. Complicated moon system, lots of places to hide, etc.
1.3.2 Strategic considerations: very important. Threshold makes a lot of war product
1.3.3 20-30 ships on each side. Exiles have better ones, generally.
1.3.4 Three Exile protected cruisers: Vengeance, Reprisal, Retribution. Individually better than any one Confederate ship in Threshold, in company a threat to the whole Confederate fleet
1.3.5 Exiles have been running rampant with their cruisers. Confederacy won't engage them directly, and is striking where the cruisers can't be.
2. Warspite arrives in Threshold
2.1 Two weeks of drill, taking on stores and crew, and such at the Confederate base
2.2 Introduce characters and concepts:
2.2.1 CDR Weatherby, Charles: respected, well-known, old-fashioned in style but underneath a skilled modern tactician
2.2.2 2ENS
,
: dedicated to staying with the naval arm. Parental expectations, maybe: father is War Minister
1.
2.2.3 LTs from first fragment: mention in passing
2.3.4 Senior Petty Officer
: to do all the enlisted-rank stuff with a name.
2.3.5 Warspite: aging point-defense cruiser. Not generally deployed outside of larger fleets, but exceptions are made in times of duress. Basically impossible to attack with missiles, but not as durable on primary systems
2 as newer ships and undergunned for her size.
3. Warspite leaves leading Trojans, heads to Argo
3.1 Meet up with Hermes upon arrival. Captains exchange pleasantries, decision is made to sail in company.
3.2 2ENS
is on bridge watch, and contact!
4. Warspite chases Vengeance
4.1 Vengeance runs insystem instead of out into deep space. Confederates wonder why. Realization: she's alone and almost out of fuel. Speculation: personal problems between armored cruiser captains?
4.2 Warspite and Hermes succeed in bringing Vengeance to battle.
5. The battle
5.1 Progresses in 3 stages:
5.1.1 Opening moves: Warspite and Hermes stay out from under Vengeance's guns, peppering Vengeance with long-range fire.
5.1.2 Vengeance scores a few hits, slowing down Warspite and Hermes, and begins to close the range. Our heroes get hammered.
5.1.3 Weatherby comes up with a crazy tactic (move to point-blank range, strip Vengeance's radiators
3 with point-defense fire, use the whole ship as an EMP bomb, etc.). Disables Vengeance.
5.2 Told in 3 parts:
5.2.1 From the bridge of Warspite
5.2.2 From Warspite's gundecks
5.2.3 From the third-person
6. The aftermath
6.1 Open ending. Vengeance is gone, but Warspite is badly damaged, Hermes can't even make steerageway, and there are new contacts at the edges of sensor range...
1. For 2ENS, read Subensign; for subensign, read plucky midshipman. Ensigns and subensigns are students at the various levels of Navy-operated schools in the Confederacy, from around the 14-20 age range.
2, 3. Confederate warships are built to be highly redundant, to the point where the whole ship can basically be operated by hand and electric power. Fighting capacity is diminished when you fall back to redundant systems (not as effective as the primaries). Killing all of a ship's radiators (by lots of small-caliber fire, say) or electrics (by a massive EM pulse) is a great way to take it completely out of the battle.