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We opened fire at 303,000 km, with only 2% odds due to a combination of extreme range, enemy ECM and high target speed. Those odds will improve quite a bit as the range comes down.

We are engaging with two quad-barreled turrets, so eight shots in salvo every three impulses (15 seconds), which will do one point of damage at extreme range and ten points of damage at point blank range.

If they get close enough, the PD can join in (four quad-barreled turrets).
 
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Having missed with our opening salvo, we fire again fifteen seconds later.

Odds: Eight shots at 15%. With average luck, one or two hits?

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FIVE hits, one of them an internal penetration!
 
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The Jerx take their second shot... again, at the Colony Ship... and miss. When our Lasers have cycled, we fire our third salvo.

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Two hits, both of them penetrating the armor and damaging internal systems.
 
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The Jerx finally score a damaging hit on the Freighter, destroying one of the cryogenic tank arrays.

But now the Laser PD turrets open up, and the Jerx start getting sand-papered by sixteen one-damage shots every single impulse.

Eleven hits are scored in this five-second impulse, four of them internal.

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Jesus.

Our point defense is firing sixteen shots every five seconds, and as the range drops the damage per hit goes up. The next five-second impulse sees fourteen hits for two damage each... which doesn't kill him!

... but the simultaneous impact of a salvo from the anti-ship turrets, eight shots at 70% to-hit and ten damage per hit, sets off a strength 25 secondary explosion and finally destroys the Jerk ship.

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Now we wait for the second wave of Jerx ships.

The rescue party is already on the way... Earth's own Sabre V flotilla and 236,000 tons of Fleet.

It will probably be several hours, or even a few days, before the Rift will allow a second Jerx fleet through. The Rift goes inactive after every transit, for a period of time related to the size of the fleet that recently transited.
 
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Our point defense is firing sixteen shots every five seconds, and as the range drops the damage per hit goes up. The next five-second impulse sees fourteen hits for two damage each... which doesn't kill him!
That's not yet Rocks-level of defense and sturdiness, but that's not a complete pushover either, far from it.
 
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For 20-year-old weapons systems, built less than 15 years into the Space Age, those STO turrets are remarkably effective.

... although fixed defenses have always had the advantage over ships once the range comes down enough. I'm thinking "wet Navy" here.
 
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More than 30 hours have passed with no further sight of the Jerx.

Presumably they are waiting for the Rift to stabilize again so they can send another task force through.

It destabilizes temporarily after each passage.
 
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The first reinforcements have arrived... Sabres from Earth.

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More on the way... a strong Fleet detachment.
 
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We'll have to keep a Tanker in Psi Ceti until the battle ends... there is no refueling equipment in the system (except for that carried in the ships, such as Tankers).
 
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Iche Bins has arrived in Psi Ceti with a Fleet detachment. Still no sign of more Pirates beyond that first one.
 
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It has been ten days since that first abortive raid on Psi Ceti. No sign of a follow-up to it.

I'll stick around for another two or three weeks, then we'll call it over.

A pretty lame-ass Pirate raid! One ship...
 
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Our Fleet upgrades (from gen-1 3,000 kps to gen-2 6,600 kps) is more than half complete.

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It's been more than a month since the raid. I might as well send the fleet home.
 
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OMG. I missed this.