Organiser: Monk.M
Date: Oct 24, 2026 at 4:30 PM Oct 24, 2026 at 7:00 PM
TACTICAL OPERATIONS ORDER: OPERATION SHATTERED ANVIL
Hosted by: DEVCOM / Star Citizen Area of Operations
Operation OIC: SPC. Monk. M, 7th Cavalry Gaming Regiment
Target Area of Operation: Nyx System (QV Extraction Station — Shattered Blade Stronghold)
Combat Element: Task Force Group "PHANTOM" (TFG-Phantom)
Operation Date: Saturday, 24OCT26
1. SITUATION
A. Area of Operation: Nyx System — Abandoned QV Extraction Station. A heavily fortified deep-space industrial complex featuring narrow, distortion-heavy superstructure cooling trenches, hardened exterior power relays, and interior CQB security sectors.
B. Hostile Forces: Shattered Blade Outlaw Syndicate & Retaliatory Vanduul Strike Force. Expect continuous outlaw fighter waves, retrofitted Vanduul anti-capital turret batteries on the station exterior, entrenched Shattered Blade Elite infantry led by HVT "Forge" inside the station, and a late-stage capital jump by a Vanduul Mauler cruiser accompanied by a Vanduul fighter swarm.
C. Context: The outlaw syndicate Shattered Blade has seized a QV Extraction Station in the Nyx system, fortified it with Vanduul anti-capital turret technology, and captured People's Alliance pilot Gabe Windell. The People's Alliance has dispatched the Idris frigate Tranquility (Captain Aniss Martell) to serve as a forward logistics, rearm, and repair anchor, but it is currently pinned down beneath the station. A single ship class cannot crack this fortress:
Vanduul Anti-Capital Turrets lock out heavy ships from approaching the superstructure early.
6x External Power Relays are hardened against energy weapons and only take Ballistic damage.
18x Internal Cooling Units & The Core sit inside a narrow, distortion-heavy trench and only take Energy damage.
The Station Interior requires a dedicated Marine boarding team to eliminate "Forge," free Gabe Windell, and extract high-value blueprints.
Vanduul Retaliation: Destroying the station's Vanduul tech will trigger a retaliatory ambush by a Vanduul Mauler dreadnought during extraction.
2. MISSION
On 17OCT26 at 2130Z, TFG-Phantom deploys into the Nyx QV Extraction Station AO to relieve the allied Idris Tranquility, strip the station's Vanduul turret network, demolish the external Power Relays and internal Cooling Core, breach the station interior to rescue VIP Gabe Windell, and destroy the retaliatory Vanduul Mauler cruiser. Under 7Cav Star Citizen SOPs, the OIC (SPC. Monk. M) will command Atlas 1 (Drake Ironclad Assault) as a mobile pocket carrier and assault transport—launching parasite snub fighters to strip exterior turrets, inserting the Marine boarding squad (Chalk-1) onto the station pad, and extracting all vault blueprints and physicalized loot.
3. EXECUTION
A. Concept of the Operation
This operation will be executed in six consecutive phases on a single deployment night:
Phase I: Vanguard Arrival & Defense of Tranquility
TFG-Phantom jumps into the QV Extraction Station AO and immediately aligns to Fleet Zenith (Heading 000) below the station, out of line-of-sight of the upper Vanduul anti-capital turrets. The allied PA Idris Tranquility is our forward rearm, refuel, and repair FOB—if Tranquility dies, the mission fails. Sabre Flight establishes a 3D Interstellar CAP (Weapons Free on PID Shattered Blade contacts) while Gladius 1 (Perseus/Tiburon) and Titan 1/Spear 1 clear the initial fighter waves pressuring Tranquility.
Phase II: Snub Swarm & The 6 External Power Relays (Ballistics Only)
Atlas 1 (Drake Ironclad Assault) holds at the edge of the turret envelope and opens its dorsal bay. Operating under Air Boss SOP, the XO launches Dagger Flight (Parasite Snub Fighters) in pairs. Utilizing their tiny cross-section and agility, the Snubs hug the superstructure inside the tracking limits of the Vanduul anti-capital turrets to defang the relay sectors. As each sector is stripped, Gladius 1 pushes in and unleashes sustained Size 8 (Perseus) or Size 7 (Tiburon) Ballistic Cannon fire to shatter all 6 ballistic-only External Power Relays, unlocking the trench gates.
Phase III: The Trench Run (18x Cooling Units — Energy Only)
Once the 6 Power Relays are destroyed, the trench barriers drop. Sabre Flight (Medium/Heavy Fighters) enters the trench in two-ship Wing Pairs (Fluid Trail) within the 4/8 line at 100m to 300m spacing. Pilots will remain in SCM Mode and utilize Decoupled Mode + TVI to pre-rotate around 90 tunnel junctions. To counter severe electrical distortion inside the trench, dual-plant fighters will power OFF one backup power plant on their MFD prior to entry (keeping it immune to distortion so it can be toggled ON in an emergency). Fighters will use Energy Weapons to destroy all 18 Cooling Units across multiple passes.
Phase IV: Core Destruction & The Tranquility Counter-Attack
As the Core shutters vent, Shattered Blade launches a massive retaliatory wave against Tranquility. The fleet executes a Hammer and Anvil split: Titan 1/Spear 1, Gladius 1, and Atlas 1 collapse into a tight Citadel Formation around Tranquility (The Anvil) while Sabre Flight (The Hammer) pushes into the high-radiation Central Core Chamber to destroy the 4x Core Stabilizers / Central Core with Energy Weapons and dumbfired missiles, permanently disabling all remaining station turrets.
Phase V: Marine Boarding — Infiltrate, Override & Loot
With station defenses dead, Atlas 1 touches down on the unlocked primary landing pad under overwatch from Sabre Flight. Chalk-1 (Marine Squad) sprints off the ramp (Clearing the Fatal Funnel), establishes a 360 perimeter, and transitions to The File to breach the airlock. Utilizing Alpha Team (The Anvil) for LMG suppression and Bravo Team (The Hammer) to flank, Marines clear the security sector, eliminate HVT "Forge" for his security keycard, and slice the terminal to open the internal hangar doors—freeing hostage pilot Gabe Windell (allied Freelancer). Charlie Team unlocks the restricted cargo decks and tractor-loads crafting blueprints, components, and Virgil Flightsuits onto Atlas 1's cargo grid.
Phase VI: Gabe Extraction & The Vanduul Mauler Brawl
As Marines execute a LIFO Extraction onto Atlas 1 and Gabe Windell launches, a capital-class Vanduul Mauler cruiser and fighter swarm drop out of Quantum. Dagger Flight and one Wing Pair of Sabre Flight tether directly to Gabe Windell's Freelancer until he clears the Quantum lane. Titan Actual assumes Command Override, forming the fleet into a Wall (Line Abreast) with a strict 2,000m minimum capital spacing. Titan 1 and Atlas 1 angle forward armor to soak primary fire and shoot down incoming torpedoes ("Vampires"), while Gladius 1 brawls at 1,000m to 1,500m with Size 8/Size 7 ballistics (and timed 12-second S10 beam bursts if fielding a Tiburon). Once shields drop, Titan Actual calls "Backstop Clear — Cleared Hot" for the Idris Size 10 Railgun and "Ripple Fire" for Polaris Size 10 Torpedoes (Bruiser loose) until "Grand Slam" is confirmed. The fleet then exits via The Peel (Atlas 1 first, Sabre Flight second, Titan 1 and Gladius 1 Rear Guard last).
B. Tasks to Maneuver Elements
Command & Capital Anchor (Titan 1 Idris Frigate OR Spear 1 Polaris Corvette): Establish Fleet Zenith, anchor the Citadel defense around Tranquility, coordinate fleet fire control, and deliver the Size 10 Railgun / Size 10 Torpedo finisher against the Vanduul Mauler.
Heavy Ballistic Brawler (Gladius 1 Perseus Gunboat OR Aegis Tiburon): Demolish the 6x hardened External Power Relays in Phase II using Size 8 Medusa (Perseus) or Size 7 C07T (Tiburon) ballistic cannons, and strip the Vanduul Mauler's shield faces in Phase VI.
Pocket Carrier & Assault Transport (Atlas 1 Drake Ironclad Assault): Commanded by PFC. Monk. M. Transport and launch Dagger Flight snub fighters under Air Boss SOP, insert Chalk-1 Marines onto the station landing pad, and secure all physicalized vault loot on the main cargo grid.
Turret-Buster Snub Wing (Dagger Flight): Launch in pairs from Atlas 1, slip inside the tracking speed and depression limits of the exterior Vanduul anti-capital turrets, and strip turret batteries covering the Power Relays. Escort VIP Gabe Windell in Phase VI.
Trench Run & Strike Wing (Sabre Flight / Banshee Flight): Execute Interstellar CAP in Phase I, fly two-ship Fluid Trail runs through the distortion trench in Phase III to destroy the 18x Cooling Units and Central Core with Energy weapons, and screen the fleet in Phase VI.
Ground Assault Element (Chalk-1 Marine Squad — 13 PAX): Breach the station interior, eliminate HVT "Forge," slice the hangar override terminal to free Gabe Windell, and extract high-value blueprints and Virgil Flightsuits from the cargo vaults.
4. SUSTAINMENT & LOGISTICS
Rally Point: Nyx Staging Point / Allied PA Idris Tranquility (Forward FOB in AO). Any fighter hitting Joker fuel ($30\%$) or low ammo during the op will enter The Stack (3,000m above Tranquility or Atlas 1) and request sequential landing clearance from the Air Boss.
Comms Profile: Discord (7Cav Star Citizen Operations Room) and SRS configured to 7Cav Tactical Frequencies.
Command Vehicle Staging (Atlas 1 — Drake Ironclad Assault Cargo Hold):
4x to 6x Parasite Snub Fighters (Dagger Flight — Drake Pitbulls / Mirai Furies / P-72 Archimedes): Staged in the main hold. Launched in pairs via the dorsal bay under Air Boss control to strip exterior station turrets.
Internal Rearm & Damage Control Supplies: Physicalized SCU boxes of ballistic ammunition, spare engineering relay fuses, fire extinguishers, and medical supplies.
Open SCU Cargo Grid: Reserved at the rear of the hold for rapid tractor-beam loading of station vault blueprints, ship components, and Virgil Flightsuits.
Equipment & Loadout Regulations (Flight & Ground SOPs):
Trench Run Pilots (Sabre Flight / Banshee Flight): Recommended hulls are F7A Hornet Mk II or Aegis Sabre (must fit narrow QV trench apertures). High-output Energy Weapons (Laser Repeaters/Cannons) mapped to Group 2 are mandatory for the Cooling Units and Core. Pilots MUST wear dedicated Flight Suits (no heavy FPS combat armor in the cockpit) to prevent G-LOC during high-G decoupled tunnel turns.
Marine Boarding Element (Chalk-1 — Alpha, Bravo, Charlie Teams): Must be geared for high-intensity interior CQB. Heavy physical armor (Grade-3) is strictly mandated.
Alpha Team (The Anvil): LMGs (Demeco/FS-9) for sustained corridor suppression.
Bravo Team (The Hammer): Assault Rifles and Grenade Launchers (GP-33) for room breaches and flanking maneuvers.
Charlie Team (Reserve/Heavy & Loot): Railguns/Anti-Material weapons + Pyro RYT Multi-Tools equipped with Tractor Beam attachments for rapid vault container extraction.
Medical Support: Allied PA Idris Tranquility and Flagship (Titan 1/Spear 1) medbays will serve as primary regeneration imprints and triage stations during the operation.
5. COMMAND & SIGNAL
Primary Communications: 7Cav Discord (Star Citizen Operations Room)
Tactical Communications: SRS (Simple Radio Standalone configured to 7Cav Command, Air Boss, Strike Flight, and Marine Squad nets)
Server / Shard Details: Party launch from designated Nyx staging station.
Mission Chain of Command:
PHANTOM-6 / ATLAS 1 (Operation OIC & Pocket Carrier CO): PFC. Monk. M (Commanding & Transporting from Drake Ironclad Assault)
PHANTOM-5 / AIR BOSS (XO): [Open]
TITAN 1 / SPEAR 1 (Capital Flagship CO): [Open]
GLADIUS 1 (Perseus / Tiburon CO): [Open]
SABRE 1 (Trench Run Flight Lead): [Open]
DAGGER 1 (Snub Wing Lead): [Open]
CHALK-1 ACTUAL (Marine Squad Leader): [Open]
TIMINGS (UTC / ZULU)
Rally & Sign-in: 2130 Zulu (Nyx Staging Point — Bind Imprints & Load Atlas 1 Hold)
Pre-Op Briefing: 2145 Zulu (Hangar Deck / Discord Briefing Room)
Launch / Step-off: 2200 Zulu
Estimated ENDEX: 0030 Zulu
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