"Bringing Peace and Order"
An unassuming planet in Wild Space bordering the Tingel Arm of not much renown. The space above it, however, teems with history. As the site of a secret New Republic shipyard for retrofitting and repair. It hid from the Galactic Empire until after the Battle of Endor, when it was discovered and attacked leading to the destruction of a large New Republic fleet. However, the Battle of the Hast Shipyards is an ancient story; one that may be repeated.
Above the planet, the aging shipyard still stands, although only a fraction of what it once was. Only a few drydocks still function as they were originally designed, to repair and retrofit imperial vessels for New Republic service. Now they only work on pirate sloops and battleships. Most of it now is a defense station protecting the cadaverous city below; turbolasers, laser cannons, and missile launchers dot the station as add-ons from their current denizens.
On the surface of the planet, a city cobbled together from the hulls of ships old and older stands. Corridors small and lengthy, catwalks high and low, and dens of scum and villainy dot the city. A maze would be too kind a word to describe this place. A labyrinth? Maybe. The locals, however, have a name for their city: Ruemp (Roomp), or in galactic basic, Carcass.
Objective I - Swatting the Flies (Naval Action)
A pirate fleet protects the shipyard and the planet below. Imperial Commanders have been briefed to engage the hostile fleet to provide a distraction for the boarding parties heading for the shipyard itself. But be wary intelligence reports and rumors state that the pirates are led by a retrofitted Imperial-Class Star Destroyer with a dangerous unknown weapon, along with several stolen frigates and corvettes, and squads of snub fighters.
Objective II - Capturing the Hive (Boarding Action | Stealth or Loud)
Imperial boarding parties head for the shipyard while the capital ships provide a distraction. Once inside the shipyard, our agents need to make their way to the central control center and capture it. However, that’s easier said than done. It seems that the New Republic Security droids that were left behind have been reprogrammed by the pirates to fight for them. It will be a tough battle, but securing the shipyard and its defenses can turn the tide of the battle outside in our favor and help secure victory.
Objective III - Dressing the Carcass (Close-Quarters-Combat)
While the pirate flotilla is distracted by our fleets, dropships loaded with imperial troops and armor make landfall to assault the labyrinthian city of Ruemp. It’ll be close-quarters fighting with enemies every which way. However, Imperial Intelligence has located the den of the Crime Lord, codenamed “Der Jager.” His hold is in the central Mon Calamari cruiser near the top; be careful as he is known for his electric traps. It’ll be a long way up, but killing or capturing this figure should prove Imperial dominance and secure our rule over the city.