Length: 150 meters (solar panels unfold to 3,000 m)
Cost: 5 million credits
Crew: Self contained
Crew Skill: 4D in requisite skills
Passengers: None
Cargo Capacity: None
Consumables: None
Hyperdrive Multiplier: None
Hyper Backup: None
Nav Computer: None
Maneuverability: None
Space: None
Atmosphere: None
Hull: 5D
Shields: 2D
Sensors:
Passive: 50/1D
Scan: 100/3D
Search: 200/4D
Focus: 6/4D+2
Weapons:
3 Turbolaser Batteries (fire separately)
Scale: Capital
Fire Arc: Toward planet (see below)
Crew: Self contained
Skill: Capital Ship Gunnery
Fire Control: 4D
Space Range: 6-15/72/150
Atmosphere Range: 6-15/72/150km
Damage: 5D
6 Howitzer class Turbolasers (fire separately)
Scale: Speeder
Fire Arc: Toward planet (see below)
Crew: Self contained
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 6-30/144/300
Atmosphere Range: 6-30/144/300km
Damage: 5D
5 Quadlaser Turrets
Scale: Starfighter
Fire Arc: Turret
Crew: Self contained
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300m/1.2km/2.5km
Damage: 5D
2 Ion Cannon Turrets
Scale: Capital
Fire Arc: Turret
Crew: Self contained
Skill: Capital Ship Gunnery
Fire Control: 2D
Space Range: 1-10/25/50
Atmosphere Range: 100-300m/2.5km/5.0km
Damage: 5D
The Imperial ORBSAT series is designed to help in the attacks
against planets under siege. The ORBSAT-10 is the heaviest weapon
of this series, though there are rumors that a ORBSAT-11, with a
superlaser as it's primary weapon, is under development. The
ORBSAT-10 is designed for continued destruction level bombardment.
A Star Destroyer will drop 3 of these into orbit around the target
planet, and leave them in a geosyncretous orbit. The computer
targeting computers will look for targets of any priority, and it
will attack the highest priority target still standing in it's
weapon range. Once that target is destroyed, it will move on to
the target of next highest priority. Eventually, it may wind up
shooting at grainfields, herds of domesticated animals, and
freshwater springs. Finally, the ORBSAT-10 will render the target
planet incapable of supporting life, as the turbolasers can cut
swaths through forests, start fires in plain regions, and they can
keep going until every living thing is destroyed, and all the
oxygen in the atmosphere is burned off.
The ORBSAT-10's solar panels are large enough to allow all of
it's weapons to fire every round (all systems are controlled by
autonomous computers, and do not suffer the multiple action penalty
for any of it's actions), and charge a battery that enables it to
fire through the night. These expensive satellites are usually not
brought to bear until the planets primary defensive weapons have
been neutralized, and partially constructed defenses are on the
very top of their target priority lists. Most often, these
satellites are launched into the orbit of an already defeated
planet, and left there to utterly level it, both to prevent further
threats from that source, and as an example to other planets
contemplating resistance.
As the ORBSAT-10's missions tend to leave it orbiting a planet
for years at a time, they are equipped with fairly formidable anti-
ship defenses, and their turbo-lasers and ion cannons are usually
sufficient to drive off anything other than a full scale attack,
and if the satellite detects an attack of that sort on it's long
range scanners, it will orient it's primary weapons array away from
the planet and towards the threat. In the end, only an attack
capable of fighting off the full power of the Satellite, or a few
snubfighters piloted by individuals skilled enough to evade it's
primary defenses (sound familiar...) can defeat this orbiting
battlestation. Like all other OBSATS, the ORBSAT-10 is self
repairing, and the empire will often leave a mini-carrier and it's
fighter wing to protect these satellites, and repair any damage
that they can't fix on their own.
As with other ORBSATs, planetary shields block the ORBSAT-10s
attacks.