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  • File: 1336503932.jpg-(32 KB, 810x427, House & Dominion.jpg)
    32 KB For House and Dominion: Space Combat in the 41st Century That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:05 No.19025887  

    You are Sonia Reynard, Flight leader and man at arms for the House of Jarik-Dremine. Your current ship is the Bittenfeld, a Vengeance type Attack Cruiser. Your wingman Mike pilots an upgraded Attack Corvette while the third pilot in your squad Alex has an equally upgraded Dagger class corvette.
    Your commanding officer is Knight Lt Daniel Sylvan, leader of the third attack squadron. You're not entirely certain he's still alive but damned if that's going to stop you from doing your job. As a Flight leader you're currently tied with two other pilots in your squadron for next in command. Since the Bittenfeld is the only cruiser in the squadron at the moment the others have no choice but to rally around you.

    One of the pilots has been grumbling a bit about you being a lucky bitch but for the most part the rest seem fine with following you.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:08 No.19025914
         File: 1336504095.jpg-(110 KB, 1280x720, nukes_in_miniseries.jpg)
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    Despite heavy damage and casulties the Fleet has taken control of the orbital space above Gesaur and begun a planetary assault. 40 heavy lift vehicles carrying 8 army groups have already begun their descent along with hundreds of fighters.
    All attack ship wings and squadrons have been ordered to stand down for repairs. You arent complaining about the rest after the damage you took. The Bittenfeld is still operational but several of the weapons are offline along with one engine. Casulties were light with only 1 crewman killed.

    You can see hunter killer groups make up of undamaged Frigates with starfighter support operating away from the fleet's main force. They're busy mopping up any surviving fleet elements remaining in the system.

    Surveying the remains of the battle space your attention is drawn by flashes of light. Looking more carefully you note they're coming from the planet's atmosphere.
    "Sensors could you magnify the planet's surface?" you ask.

    Sure enough there are bright flashes in the areas where the HLV's have been attempting to land.
    "What am I seeing?"

    "Nuclear weapon detonations inside the atmosphere. They're mostly at altitude but the air bursts are going to be bad."
    Kavos leans forward in his chair. "That's one hell of a treaty violation. Must be the Rebels."
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:13 No.19025974
    > I'm new, and I read through the archives and I got confused by one thing. At what point did the pilot also become the captain of the ship?
    Technically in the first thread. The recruitment and training systems used by the Dominion as a whole are intended to get ships and crews into the field as quickly as possible to make up for wartime losses. Those that fit certain physical and psychological profiles are identified in the initial post recruitment testing and assigned to an appropriate academy.
    Corvette pilots undergo a rigorous 30 day training regimen which includes memory imprinting for certain necessary skills. Artificial Memory Imprinting is rarely permanent and requires the recipient practice the skills they've 'learned' for them to stick.

    If you'd started off in the Terran Alliance you would have been stuck at one of the officer candidate schools for a year or two then served aboard a starship for another couple of years as a helmsman. If you caught a lucky break you might have been promoted to Lieutenant and placed in command of a corvette but as its captain not the one at the controls.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:27 No.19026124
    It's a few hours into the assault and you've been doing what you can to get some rest and keep the squadron ready to go if needed. Some of the ships that had been damaged in the first attack run have returned from dock, though they're not at 100%. The other ships in the squadron are still on the waiting list. Your sensors officer has calculated that somewhere in the range of one thousand ships were lost in the fighting so it isn't a surprise that you'll have to wait.

    "Flight Leader a shuttle is requesting clearance to land." Coms tells you. "Hang on there's message for you."

    You activate your display and find it to be Knight Lieutenant Sylvan.
    "Don't worry flight leader I'm not commandeering your ship. Mine is out of action for the foreseeable future so I figured I might as well command the squadron from someplace closer to the action than one of the Carriers."

    A few minutes later the LT arrives on the bridge escorted by one of your Marines.
    "Nice ship. A little rough around the edges but it's the performance that counts right?"
    >> Anonymous 05/08/12(Tue)15:29 No.19026134
    Pirate design, it served me well thus far.
    >> Anonymous 05/08/12(Tue)15:31 No.19026151
    "Served me much better than the guys I got it from. At least so far."

    >"Nice ship. A little rough around the edges but it's the performance that counts right?"
    "I've thought about painting it pink, Sir."
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:37 No.19026214
    "Well don't do anything too reckless like me and it should last a few more years."

    >"I've thought about painting it pink, Sir."
    "Ha! Careful I hear some Frigate squadrons in the Dro'all Houses like to do that. Something about certain Dro'all being colour blind in that range."
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:40 No.19026234
    "Sirs we have an incoming transmission from the Knight Commander's ship." Coms reports.

    "Well that was faster than I'd expected." Mutters your CO.

    The panoramic monitor switches to projecting a flat image just in front of your station. Knight Commander Winifred's face appears on it a second later and takes in the view of your bridge. "Lieutenant Sylvan. I see that you survived. Congratulations."

    "Thank you Commander." He replies offering a short bow.

    "I've been reviewing the status of the Planetary Assault. Casualties have been much higher than anticipated. The Rebels have been using nuclear munitions as part of their surface to air defenses. They remain protected under the remaining planetary shield which they've reduced to a few tens of kilometers in diameter. Air cover around the capital has become useless. Command has decided to enter the shielded area at ground level using armor assets.

    Our presence on the ground is somewhat lacking so I will be sending down half of our available Marines and some of our Knights. It would be reckless for me to personally join the ground forces and potentially leave our House Fleet leaderless. You're registered as having a suit of power armor correct?"

    Sylvan swallows hard before responding.
    "Yes I do, but fighting on the ground is not a specialty of mine."

    "You'll make do I'm certain. Bring some of you potential successors to take command should something unfortunate happen. Remember; this is an opportunity we can not afford to waste. Our House has stood on the brink of annihilation for decades, and this offensive has already granted us a considerable increase in captured territory. Get down there and make sure that House Jarik-Dremine takes the spotlight. I'll have Vehicles ready for your arrival at the landing zone. You'll be transmitted the particulars in moments. Winifred out."
    >> Anonymous 05/08/12(Tue)15:47 No.19026298
    >oh boy ground ops

    Try to not look too happy at the prospect of doing atmospheric op again.
    >> Anonymous 05/08/12(Tue)15:47 No.19026300
    Would the power armour only fit him?
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:49 No.19026326
    The LT walks over to the coms station and asks the officer to open a channel.

    "Sylvan to all Third attack squadron members. I need anyone experienced with small arms and infantry combat to speak up now. A few of you will be joining me ground side. Prep your Marines for surface combat."

    He pauses a moment then turns and looks to you. "Wait didn't you have a bunch of boarding action and surface combat tags attached to your record?"

    [ ] Volunteer
    [ ] No, must be someone else you're thinking of.
    [ ] other
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)15:53 No.19026370
    Yes. Power armor is expensive and time consuming to produce. It's custom fitted for the individual. Most Knights or higher ranking personnel that spend long periods of time near the front end up acquiring some eventually as a 'just in case.'
    >> Anonymous 05/08/12(Tue)15:53 No.19026373
    Will we get some proper armour if we agree? Or will we be the equivalent of an imperial guardsman?
    >> Anonymous 05/08/12(Tue)15:54 No.19026386
         File: 1336506873.png-(80 KB, 1697x466, razor.png)
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    [x] Volunteer

    Will there be thrust-vectoring hovertanks involved?
    >> Anonymous 05/08/12(Tue)15:55 No.19026391
    Can he actually force us to? All our combat experience in that direction has been voluntary. And I don't particalarly feel like being one of the poor SoBs on the landing craft during not-dday.
    >> Anonymous 05/08/12(Tue)15:55 No.19026400
    [X] Volunteer

    Well I did have one boarding action and I'm rather good at dogfighting... unless you give me a trust-vectored craft anyways.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)16:03 No.19026473
         File: 1336507393.png-(59 KB, 1167x498, These are cool.png)
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    You'll have the armored vac suit you've used before. It's of the same quality issued to Marines so it should keep you alive against most small arms.

    There should be tanks once you get down there. You wont know what's available till you get there.

    These are cool. The Blue one is almost dead on for a new heavier Kavarian Battleship design I was thinking of. Change it from blue to gold and it would be dead on.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)16:06 No.19026516
    He wont order you if enough of the others volunteer, though he would prefer to have those that have fired a gun in combat before.

    >one of the poor SoBs
    Sons of Bitches or Sisters of Battle?
    >> Anonymous 05/08/12(Tue)16:07 No.19026518
    Well, alright. If the others are in favour of volunteering, I'm okay with it too.
    >> Anonymous 05/08/12(Tue)16:08 No.19026531
    Were there Sisters of Battle on the beaches of Normandy?
    >> Anonymous 05/08/12(Tue)16:09 No.19026539
         File: 1336507741.png-(11 KB, 289x458, recolor.png)
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    I made the leftmost design first. Then I realized it really resembled the battlecruisers, so I made those two alterations.

    Here's gold.
    >> Anonymous 05/08/12(Tue)16:09 No.19026548
    >> Anonymous 05/08/12(Tue)16:11 No.19026579
         File: 1336507907.png-(230 KB, 1654x1528, vessels_other_defcolor1.png)
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    I'm the anon that did the ships for his Megacorp Quest, a couple of years ago.
    >> Anonymous 05/08/12(Tue)16:13 No.19026591
    Ah, okay.
    >> Anonymous 05/08/12(Tue)16:26 No.19026771
    He'll likely want some our marines, so lead from the front time?

    What was it from the first time we boarded... "no guts no glory"?
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)16:32 No.19026827
    With the power of Photoshop anything is possible.

    I remember that. It seemed interesting but I was always too busy with something or another. Damn shame.

    Enough people seem to be for joining in.
    The Lieutenant listens to you while keeping an eye on the coms station to see who else volunteers.

    "Well I'm glad to hear that somebody has fired a gun before in this unit. I think we've got enough people. Suit up and I'll see you at the landing zone."

    You hand off command of the Ship to Kavos while you're away and head back to the lockers to don your armor. You currently have 1 concealed pistol, 1 Pulse pistol and 1 Ballistic Carbine. Do you want to swap out any of these weapons at this time?

    Currently available
    *Phase Rifle - (Has stun setting) You have less experience with this weapon than the Ballistic Carbine but it is rather basic.
    *Sniper Rifle - Laser or Ballistic versions available. You have less experience with this weapon.
    *Sub Machine Pistol - (Ballistic) The next most common sidearm to the Pulse Pistol.
    *Heavy weapons - WARNING: You have not recieved any heavy weapons training. Noticeable penalty to use.
    >> Anonymous 05/08/12(Tue)16:34 No.19026864
    I think we should take the Phase Rifle in place of our Carbine.
    >> Anonymous 05/08/12(Tue)16:38 No.19026909

    How badly would we suffer from using a sniper rifle?

    What has more stopping power, pulse rifle or our current ballistic carbine?

    is an SMP more killy than our current pulse pistol?

    Our current loadout was selected for ship boarding, right? So there are possibly better choices for fighting on a planet?

    also, what kind of terrain are we fighting in? Urban?
    >> Anonymous 05/08/12(Tue)16:40 No.19026942
    Keeping far aways from trouble seems like a good idea. How different would a sniper rifle handle from what we're used to?
    >> Anonymous 05/08/12(Tue)16:42 No.19026971
    Nah. lets stick with the carabine.

    we can stun with the freaking pistol. we are better wit the carbine and it is more badass, not a pantsy weapon.

    >> Anonymous 05/08/12(Tue)16:44 No.19026997

    this one ! This one I meant.

    It is SUPERIOR.
    >> OP on a different machine 05/08/12(Tue)16:47 No.19027051
    Most of the fighing should be inside the city but terrain in the area is rough and mountainous.

    Phase rifles begin to suffer from beam diffusion at ranges beyond 600-700m. (...I think. I had it listed somewhere but I've misplaced it. ) They can blast holes in body armor but have a lower rate of fire.

    SMP's are good for their high rate of fire which makes up for their lower damage output. As a ballistic weapon they have no stun feature.
    >> Anonymous 05/08/12(Tue)16:49 No.19027077
    I'd say the current loadout is fine
    >> OP on a different machine 05/08/12(Tue)16:51 No.19027094
    Cant believe I missed that.
    High accuracy, high damage low rate of fire. They're equipped with a scope for obvious reasons but this can result in tunnel vision scenarios for those not used to it.
    >> Anonymous 05/08/12(Tue)16:52 No.19027107
    Switch to phase riffle other than that the loadout is fine
    >> Anonymous 05/08/12(Tue)16:53 No.19027126
    Let's keep our current loadout then.
    >> Anonymous 05/08/12(Tue)16:57 No.19027164

    ... any chance we could upgrade our ballistic carbine to a "marksman" configuration? Either with a low-magnification scope or a detachable one?

    If we can, I vote to upgrade our carbine to that.

    also, GRENADES or anything else we can drum up that explodes when we throw it at enemies behind cover. Oh, and a med kit. we need to carry a med kit for this one.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)17:15 No.19027426
    You make it to the launch bay just as Lt Sylvan's shuttle departs. Marines are loading into the three remaining shuttles carrying as many power packs and magazines for their weapons as possible. Marine Sgt Jing Ki salutes as you board shuttle one.
    "Looks like its a good thing you've been working out sir. If we get stranded down there without vehicles its going to be a bit more of a walk to our evac than it was on board that Cruise ship."

    He swings himself into his jump seat and straps in while you step into the cockpit and take one of the spare seats there.

    The flight is uneventful apart from watching the distant explosions draw steadily closer. The shuttles enter the atmosphere a good thousand km away from your target zone before heading in at a lower altitude.

    Approaching the Landing Zone the Assault shuttle pilots have to strike a balance of keeping low enough to avoid detection by enemy anti-air systems in the city and high enough to recover from an air burst. Understandably the ride is a rough one.

    In spite of or perhaps because of the explosions you can just make out the faint outline of the city shield.
    The shield is strong enough to protect an area thousands of kilometers across. With its projection range scaled down to the tens of kilometers range you doubt anything but the heaviest bombardment would bring it down.

    You grab three frags and some stun grenades
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)17:31 No.19027659
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    At the last minute you spot three smaller shield bubbles closer to you just as the shuttle slows and begins to descend.

    "Coming in, all troops prepare to disembark." Calmly relays the shuttle pilot over the intercom. Despite the shaking and turbulance the shuttle is able to lower its speed enough to safely pass through the shield just above ground level.

    You and the Marines exit your shuttle in the shadow of one of the big HLV's. It's responsible for one of the shield bubbles used to protect the landing zone from enemy bombardment and the blast waves from the detonating nukes. You spot the LT on your HUD and head his way. You're a bit surprised by the armor he's wearing as he starts to brief all of the Sergents and Officers present.

    "Here's the situation, the fleet's main assault force is already approaching the city via this low mountain range we've taken cover behind. Our job is to move as quickly as possible, punch through where the main forces have weakened things, get into the city and reach the key installations. It's important that our armored columns do not stop for anything, just keep pushing through." He points to the nearest HLV as a vehicle lift deposits a tank at ground level.
    "Tanks are still being unloaded from the HLV so keep an eye out for ones we'll need. I havent done a ground op in awhile so I am open to suggestions on attack routes."

    >Choose a Target and route

    [ ] Scarab Manufacturing
    [ ] Hospital/Prison
    [ ] Space Port
    [ ] Other
    >Note yellow lines indicate tops of ridge lines
    >> Anonymous 05/08/12(Tue)17:34 No.19027706
    Where would the shield emitter be located?
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)17:40 No.19027788
    The shield emitter is located in the space port but only half of the surface to air missile launchers are located there. The rest are scattered around the prison.
    >> Anonymous 05/08/12(Tue)17:40 No.19027796

    do we have any amphibious or hover-craft tanks?

    Those would open up several interesting routes.

    Also, the white arc by the production area and spaceport runway is a bridge or a dam?
    >> redaeth 05/08/12(Tue)17:42 No.19027831
    Priority targets will be those nuclear silos, the shield emmiters and leadership locations.

    I suggest we join the group set out for the prison. If I remember correctly these people used to be prisoners before they took control of the pirates and they would see it as a great irony to make the prison as their center of command.
    >> Anonymous 05/08/12(Tue)17:44 No.19027861
         File: 1336513442.gif-(23 KB, 1058x624, derp.gif)
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    [X] Scarab Manufacturing
    If we can assault from what I assume is the bay

    [X] Space Port
    Using the mountains as cover before going straight for it
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)17:47 No.19027902
    Any repulsor equipped vehicle would be able to cross water tank, something to keep in mind at vehicle selection. Most tanks are capable of crossing rivers but staying under water for long periods would not be advisable.

    >Also, the white arc by the production area and spaceport runway is a bridge or a dam?
    Actually it's an underground tunnel built to connect the two halves of the city after the spaceport was expanded. There are still bridges along the river which had grown insufficient to handle the local traffic..
    >> Anonymous 05/08/12(Tue)17:51 No.19027962
    Second going for manufacturing by way of the bay. People in the spacefuture tend not to consider traditional naval threats and whatnot.

    Keep an eye our for any fancy ship parts or shiny bitz I guess.
    >> Anonymous 05/08/12(Tue)17:51 No.19027963
    Do we have any recon on the enemy's forces?
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)17:59 No.19028073
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    Okay so 2 for Scarab Manufacturing and 1 for Hospital/Prison.
    Slight modification of proposed Route.

    There is fighting in the Mountains at the moment. More than that isn't known besides SAM locations.
    >> Anonymous 05/08/12(Tue)18:06 No.19028179
    In that case going for the production facilities first seems sound.
    >> Anonymous 05/08/12(Tue)18:07 No.19028193
    unless they manufacture them like C&C tiberium or SupCom or TA or homeworld what reason do weh have to hit production?

    pest to hit the prison and the hospital and seize as many mind control implementation techniques and devices and operators intact as possible. a good way to develop a counter to it.
    >> Anonymous 05/08/12(Tue)18:08 No.19028201
    yeah I can get behind that route, I didn't know if I had to assume the yellow meant it was unusable.
    >> Anonymous 05/08/12(Tue)18:09 No.19028206

    2 Scarabs
    2 Hospital/prison
    >> Anonymous 05/08/12(Tue)18:09 No.19028218
    They are basically cranking these things out from raw materials RTS style and throwing them directly at our ships from what I gather.
    >> Anonymous 05/08/12(Tue)18:09 No.19028219
    Look at the map.

    we need to go through productions to get there. we cant hope to swing by unnoticed.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)18:12 No.19028251
    "A Naval assault across the bay should catch them off guard." Sylvan decides after hearing a few arguments. "If we take it quickly enough we might even be able to make a strike at one of the other locations."

    "Sir, if they find out we're coming we wont have any cover out on that water." Points out one of the Marine officers.

    "Then we'll just have to move quickly enough that our forward elements get there before they can do anything."

    Vehicles list to follow.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)18:27 No.19028443
    Armor Light
    Crew 2-6
    1x 12.7mm MG
    2x Hardpoints (Options: AT Plasma cannon, AT Missile, MG, Phase Rifle, Misc Equipment)
    Often referred to as a "Repulsor Jeep" New Port Fleet System's Light Reconnaissance Vehicle is an open topped transport suitable for mixed terrain. While its mobility and speed do not approach that of a gunship is is able to outrun most military ground craft. While traveling at high speeds the crew are protected by a repulsion field that deflects wind. These rudimentary deflectors are nowhere near powerful enough to stop incoming projectiles.

    >Iratar IFV
    Armor Med
    Crew 3 (+12 infantry)
    2x Micro phase cannon
    1x Coaxial 20mm
    1x LAMS (Older Model)
    A tried and tested design these Infantry fighting vehicles were often used as main battle tanks by the Kavarians before the Exodus. They've since been outclassed in that regard but are sill suitable for troop transport. They are capable of high speeds in open terrain but their repulsors have a limited max altitude.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)18:28 No.19028466
    >Hastus Repulsor Tank
    Armor Heavy
    Crew 3
    1xParticle beam
    1x Coaxial 20mm
    8x anti-infantry Mortars
    1x LAMS
    The main battle tank of fully half the Houses this venerable design has continued to see upgrades over the years keeping it at the forefront. Often considered teh benchmark against which other tanks are measured.

    >Hydra class heavy repulsor tank
    Armor Heavy
    Crew 8
    2x Particle beams
    4x pulse laser
    2x 90mm Gauss
    2x 20mm Vulcan
    2x LAMS

    Second only to Heavy Walkers the Hydra is the heaviest Repulsor tank in production. A triangular shaped central body topped with the main turret is flanked by two smaller ones letting this vehicle bring heavy fire to bear on either side. It's low speed and wide body can make its use difficult in urban terrain.
    >> Anonymous 05/08/12(Tue)18:30 No.19028496
    Sir, could we ask for a orbital bombardment outside the shield in the bay? The resulting wave could give us visual cover.

    also votin for Hydra
    >> Anonymous 05/08/12(Tue)18:31 No.19028502




    That's how it looks to me. I'd go with the Iratar or the Hydra.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)18:32 No.19028510
    And just for the hell of it.
    >Tauros SPG (NOTE: Tracked Vehicle)
    Armor Medium
    Crew 1-2 (Commander, gunner)
    2x90mm Gauss
    2x Pulse Laser
    1x pintle mount weapon
    A contender in the light tank category this fast low weight vehicle has been classed as a self propelled gun due to its lack of a turret. Designed from the ground up for tank commanders who prefer to turn their vehicle to aim rather than rotate a turret. Its cheap design, ease of manufacture and reasonable weapons load out are allowing the Tauros to make a name for itself.
    >> Anonymous 05/08/12(Tue)18:34 No.19028534
    Frigate with spinal main gun.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)18:41 No.19028615
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    Any more votes or are we moving out?

    The Hydra handles a bit like the Wraith Tank from halo.
    >> Anonymous 05/08/12(Tue)18:46 No.19028693
    Well, I'm sold. Let's go.
    >> Anonymous 05/08/12(Tue)18:49 No.19028740
    The Hastus seems like the best idea for this. We're choosing the vehicle Sonia's going to pilot, right?
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)19:10 No.19029080
         File: 1336518620.jpg-(53 KB, 800x600, 1-3 Militia vs Walker.jpg)
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    You hop into a Hydra class Heavy Tank. With the speed this thing moves you doubt you'll have to worry about running into things accidentally.

    Knight Sylvan jumps up on top of an IFV and orders all troops and vehicles to loadup and move out. A small force of LRV's heads out first to scout the way and keep watch for enemies.

    This side of the mountains were once filled with expensive subburbs and terraced landscapes. Because of the mountains blocking the way the city shield has been unable to cover this area leaving it exposed to nuclear fire until the drop ships were close enough. The only signs that houses once stood there are the concrete basements and supports. Any buildings strong enough to have survived the overpressure and heat have been destroyed by the advancing army to be certain rebels arent hiding inside.

    You tank is slow to accelerate and for awhile it seems this will be slow going. The only positive being that you can float over most low obstables.

    After four kilometers of uphill climbing towards the pass the column will have to use you spot weapons fire. A line of heavy four legged walkers are advancing north west supported by dozens of other vehicles and hundreds of infantry. Each of the big walkers is armed with two twin particle beam turrets, and a host of other support guns and artillery.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)19:16 No.19029188
    "This is Sylvan, do not slow down, we're going to edge past these guys on their left flank and then head down the valley. Hastus tanks make a hole, our IFV's will be right behind you. Hydras try to keep up."

    "We need more speed!" you tell the tank's onboard mechanic.

    "I suppose I could transfer power from the particle beams to the repulsors. They take up most of our output, then switch it back when we get into weapons range."

    >do it? y/n

    Also roll 1d20 for upcoming combat.
    >> Anonymous 05/08/12(Tue)19:18 No.19029215
    rolled 18 = 18

    Yes. We still have the Gauss Guns.
    >> Anonymous 05/08/12(Tue)19:18 No.19029218
    rolled 1 = 1

    Leave us enough to be able to shoot one of them but otherwise the plan sounds good.

    >> Anonymous 05/08/12(Tue)19:19 No.19029230
    rolled 11 = 11

    Well, into the fray we go.
    >> Anonymous 05/08/12(Tue)19:20 No.19029242
    18 + 1 = 19

    19/2 = 9.5

    If you have 4chanX, update the thread before posting. Otherwise, F5.
    >> Anonymous 05/08/12(Tue)19:21 No.19029253
    rolled 19 = 19

    N Keep up with the group but take opportunity shots at the walkers
    >> Anonymous 05/08/12(Tue)19:22 No.19029274
    Dude, it was 3 posts later. That's about a second or so.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)19:44 No.19029657
    Determined to keep up you press the accelerator to the floor and watch as the displays show you passing the 60kph mark. Ugh. After a minute you reach 80kph. It's not transit way speeds but it's a hell of a lot better than you were doing before.

    The air above the tank column in front of you fills with LAM fire and small explosions begin to blossom. A second later you start to feel something like hail hitting the hull of the tank.

    You don't have time to ponder what kind of weapons they were as two gunships come swinging through the pass firing rocket pods, beams and guns. LAM fire isn't strong enough to down them and most of the tanks don't have turrets fast enough to track them. Thankfully the closer Heavy Walkers have some of their particle beams positioned on the topside of their hulls for precisely that purpose.

    You catch up to some of the Tanks and IFV's that took hits who have pulled off to the side to make way for the others. A few recon vehicles and IFV's slow down enough for Marines to pile on then speed up to let extra passengers climb aboard the heavier tanks. You're a little nervous about having Marines hanging on to the back of your tank but its better than being short handed at the target.

    Catching up to the forward group you find it necessary to slow down as the column begins to head through the pass. A few minutes more and you're beginning to head downhill towards the bay.

    "Hold headed West, south west until we reach the waterline."

    Because of gaps in the mountain range you're starting to encounter areas that haven't been reduced to ash by the nukes. Brush is still burning in places even. Or that's how they show up on thermal.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)19:57 No.19029915
    Anti-tank fire in the form of rockets, missiles and plasma beams burst out from the burning cover. A few vehicles on the right flank explode under concentrated fire, others lose power and crash down on the valley floor. A pair of older RPG's hit the main body and right wing of your Hydra but the tough armor shrugs it off. The right turret registers damage to one of the 20mm guns.
    The hills and valley walls where the rebels had been hiding almost seem to explode under the return fire. Hundreds of thousands of Pulse laser and 20mm shots rip the surface apart, joined by the heavier weapons. Some kind of sub-surface landmine is detonated in the process filling the valley to the north with debris and earth as it triggers a landslide.

    Those Marines without a vehicle this time dismount and take the fight to the remaining enemy infantry. Checking your aft scopes you can see the walkers beginning to enter the top of this valley. Even with the column moving on the marines shouldn't be without support for long.

    >Captcha is showing me pictures of people's houses. WTF.
    >> Anonymous 05/08/12(Tue)20:02 No.19030014
    >Google wants to know everyone's address.
    >> Anonymous 05/08/12(Tue)20:15 No.19030262
    I can't wait to see the reactions when we finally tell our parent about our shenanigans. Yeah I was a pilot... I also went out of my way every time I could to participate in ship boarding and atmospheric ops.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)20:16 No.19030283
    The recon vehicles spread out again, if only to pressure on the rebels in the next area of the valley to make it look like the tanks would be coming through to enter the city soon. A unit of Tauros SPG's zip past bouncing along on their treads to help reinforce the idea that the attack would come by land. A few minutes later as the front most tanks approach the water line weapons fire lights up that valley. If they enemy doesnt buy into it they'll soon wish they had once the slow moving walkers catch up.

    The unit is ordered to radio silence as it starts to head out across the water. A few minutes of travel gets the tanks across to the island in the bay area. It appears to be uninhabited, set aside for use as an upper class park and since abandoned.

    All of the repulsor vehicles line up along the shore of the island and get ready for the charge across the bay. Three and a half klicks seperate you from the island the production facility sits atop. You have no idea if the enemy is aware of you yet or if they'll be ready.

    Lt Sylvan draws a sword, raises it in the air long enough for the other tanks crews to spot then swings it down.

    Roll 2d20
    >> Anonymous 05/08/12(Tue)20:17 No.19030307
    "I'm glad you're becoming a well-rounded killing machine, dear."

    This reminds me, have we sent them any souvenirs?
    >> Anonymous 05/08/12(Tue)20:17 No.19030308
    rolled 6, 12 = 18

    >> Anonymous 05/08/12(Tue)20:17 No.19030313
    rolled 13, 8 = 21

    rolling for awful outcome
    >> Anonymous 05/08/12(Tue)20:19 No.19030339
    rolled 4 = 4

    First roll.
    >> Anonymous 05/08/12(Tue)20:19 No.19030343
    If I remember we did when we could...
    >> Anonymous 05/08/12(Tue)20:19 No.19030362
    rolled 13 = 13

    Ouch, hoping the second one's a bit better.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)20:20 No.19030377
    >"I'm glad you're becoming a well-rounded killing machine, dear. Just don't tell your sister."
    >> Anonymous 05/08/12(Tue)20:28 No.19030546
    rolled 12, 11 = 23

    Givin' it a go
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)20:59 No.19031114
    At the Knight's signal you slam the accelerator down, heading out across the choppy stretch of water as fast as you can will the heavy tank to move. The hover jeeps outpace everyone, moving fast enough and low enough to leave a bit of a water plume behind. Much faster than before you get your tank up to 80 kph. You know the IFV's could do double that easily but they're doing their best to stay behind the tanks for protection.
    The unit is slightly past a third of the way across the bay when you're pinged by an active sensor. Then another.
    "They've seen us for sure. All Hastus to the flanks, IFV's punch through."

    Off to the right a red marker pops up on the monitor showing the location of a quad barrel point defense gun. It's set low enough to cover the water line. Energy beams streak across the water blowing up tanks where they hit and blasting water spouts into the air when they miss. The distance is a bit far for tanks to land return fire at full speed but eventually one of the gunners manage it.
    Explosions light up the water front as LRV's make it to shore and Marines try to blow up anything threatening the rest of the Tanks.

    In the last minute of your approach Technicals, guntrucks and MRLS vehicles begin to pop up all around the bay firing everything they can. Your LAMS shoot down a few missiles tracking you but one gets through killing half of the Marines on the back of your tank. Between enemy vehicles and infantry your gunners are having a hard time acquiring locks before the more numerous IFV's now on land can take the same shots.

    Not slowing down in the slightest as you come into the docks you aim for a loading ramp big enough to handle the Hydra's wide body. Already halfway up you spot a burning tank that has ground to a halt a few meters away from the ramp and you're going too fast to stop.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)21:00 No.19031132
    The engineer cranks the repulsor height to maximum and you fly off the ramp, bouncing off the tank's roof. You are now flying towards the factory wall.

    [ ] Try to change course
    [ ] Reverse engine power
    [ ] Forceful Penetration
    [ ] other
    >> Anonymous 05/08/12(Tue)21:02 No.19031167
    >[X] other
    Shoot a hole in that wall, if possible.
    >> Anonymous 05/08/12(Tue)21:04 No.19031189
    rolled 3 = 3

    [X] Other

    Redirect all energy to propulsion and repulsor and try to jump over it.
    >> Anonymous 05/08/12(Tue)21:05 No.19031207
    Make a forceful penetration

    It is kind of our thing
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)21:06 No.19031223
    The building is rather tall. Your tank can hover 3 meters off the ground.
    >> Anonymous 05/08/12(Tue)21:08 No.19031253
    Sorry, I didn't read the first sentence of the second post and though it was to avoid the burning tank

    [X] Forceful Penetration with gun blazing then
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)21:37 No.19031699
    "ALL GUNS FIRE!" You shout, not letting off on the throttle. The engineer quickly switches power back to weapons just in time. All three turrets fire into the wall, punching holes through it and sending spiderwebs of cracks through the concrete wall. Your Hydra its the damaged section at speed and it's angled bow ploughs on through. Debris from the broken wall scatters through the next room knocking over forklifts and rebels alike.

    You spot a pulse cannon suspended from a ceiling crane, workers and soldiers are trying to string cables between it and what looks to be building power transformers. A gunner shoots out the crane dropping the enormous gun to the floor crushing a loading vehicle that had just moved it into position.

    "Managers office!" You warn the gunners spotting movement and metal tubes being moved inside an officer above the work floor. There's a flash of blue plasma from inside after pulse laser shots burn through the structure.
    "Marines disembarking!" Yells the few survivors as they bail out the back of the tank and start stunning anyone and everyone in sight.

    It isnt long before those still in the loading docks raise their hands in surrender.

    "Interior loading docks are secure." you report.

    "Secure the rest of the building." Orders Sylvan. "Try to capture as many of the workers as possible. They'll likely have slave implants."

    Three IFV's make their way into the building through the hole you made and unload their troops.

    [ ] Proceed on foot
    [ ] Drive through the factory

    Roll 1d20 for combat.
    >> Anonymous 05/08/12(Tue)21:38 No.19031728
    rolled 1 = 1

    Stay inna tank
    >> Anonymous 05/08/12(Tue)21:39 No.19031736
    rolled 13 = 13

    Erm, where would we proceed to?
    If we have to clear out the remaining factory, getting out of the tank is probably the smart thing to do.
    >> Anonymous 05/08/12(Tue)21:39 No.19031744
    rolled 7 = 7

    Or maybe not.

    May as well park it if we are trying to take prisoners.
    >> Anonymous 05/08/12(Tue)21:41 No.19031760
    rolled 5 = 5

    Stay in the tank, what could go wrong?
    >> Anonymous 05/08/12(Tue)21:42 No.19031783
    rolled 13 = 13

    [X]Stay in the tank, it gives us an extra protection layer against /tg/ dice
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)22:09 No.19032235
    You elect to stay in the tank, and proceed to drive through the bay doors used to allow loading vehicles and cranes to move larger parts around. The factory itself is huge and most of it is devoted to operating and supplying the Rapid prototype assembly machinery filling the eastern half. Ingots of refined starship grade tritanium are stored in rows and stacks ready to be stripped down and fed into the machines.

    The Marines busy themselves with securing the reactors first and cut power to the assembly line. You continue to move forward and approach the outputline from the first assembler. You can make out the familiar shapes of Scarab hulls from your position even though the lower halfs of them are obscured by the concrete trench. With power to the lines down some of the workers begin to abandon their posts, climbing out of the trenches. Some head off towards living quarters, others towards you and the Marines.

    Half your marines now have their hands full putting bindings on workers to ensure they cant cause trouble. Anyone looking the slight bit suspicious are stunned and tied up.

    You're far enough down the line that you've passed the third assembler when real trouble find you. A group of workers try to rush you tank and the marines upen up on them. They're put down without too much trouble but when one of the Marines approach to inspect them explosives on their bodies go off. The single friendly casulty is just the first as rebels appear on scaffolding, from behind machinery and out of the trenches firing at you. All the while suicide bombers try to rush you all.

    A worker with a satchel charge makes it to the tank's left side, damaging the armor and the turret. Another leaps down from above blowing the hatch on the main turret. With more than half your guns dead you swing the tank side-on to keep your good one firing at the largest concentrations.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)22:24 No.19032480
    The gunners from your damaged left turret pop the hatch and begin firing on the rebels with carbines and pulse pistols. A couple of RPGs hit the front armor but its still holding strong. A few more seconds of fighting is all the rebels have before they're downed by Gauss fire punching through their cover.

    "Reynard to Knight Lieutenant Sylvan. We're encountering suicide bombers inside the factory. We'll need more troops to secure the upper levels first or they'll just rain explosives on us."

    "Our IFV's and tanks are taking control of the factory exterior. There should be more Marines joining you soon. Try and fight your way to the north end of the building as quickly as you can. There may be more ships being prepped for launch."

    "Yes sir."

    The IFVs that entered behind you have moved up and begun clearing each of the assembly trenches behind you.

    [ ] Keep going in the tank
    [ ] Proceed on foot
    [ ] Secure upper levels (on foot)
    [ ] other

    Roll 1d20 linking this post
    >> Anonymous 05/08/12(Tue)22:26 No.19032512
    rolled 13 = 13

    >[ ] Secure upper levels (on foot)
    Our tank is already damaged and at least half its weaponry disabled. I think we'll help the advancing tanks the most by securing the upper levels.
    >> Anonymous 05/08/12(Tue)22:27 No.19032545
    rolled 10 = 10

    [X] Keep going in tank if there is no other tank otherwise secure upper levels
    >> Anonymous 05/08/12(Tue)22:32 No.19032654
    rolled 9 = 9

    Upper levels
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)22:57 No.19033063
         File: 1336532258.jpg-(94 KB, 746x1024, 1336425569750.jpg)
    94 KB
    "That's it, I'm parking this thing while there's still something to salvage. I dont need this tank to end up like that transport shuttle borrowed one time." You grab your gun and pop the hatch.

    "We'll wait for more Marines to arrive then move the tank back to the loading dock." The engineer tells you.

    "Marines, lets secure the upper level!" You shout before locking down your faceplate. You wished you'd locked it down before exiting with the burnt smell in the air.
    Spotting a squad heading for a stairwell you chase after them, double checking the safety on your phase rifle and making sure its set to stun. The climb up to the catwalks is one that would have tired you out in this armor a few weeks ago. Catching up takes a minute and you miss out on one firefight. One Marine is wounded but says he's fine, sealing the wound and throwing a bandage on it.

    Moving north you and the squad continuously encounter the problem of secondary control rooms for the support cranes and tracks. They make ideal hiding spots, the floors thick enough to scatter infrared used by those on the factory floor. Even catching Rebels by surprise can turn into a difficult fight with the available cover. A pulse pistol shot glances off the top of your helmet while two others dump shotgun fire down the catwalk at you.
    The phase rifle is still taking some getting used to but its more an issue of making each shot count.

    You soon adopt a policy of pinning Rebels that resist in cover then tossing in frag grenades. When those run out you switch to the stun grenades you brought. They prove less effective against troops in full body armor like yours earning you a few burns and craters on the right side of your suit. The other Marines patch you up and you keep moving.
    >> Anonymous 05/08/12(Tue)23:11 No.19033324
    We need to buy a suit of power armor one of those day. but with our luck it'd end up unsalvageable the first time we take it out
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)23:21 No.19033483
         File: 1336533663.jpg-(111 KB, 798x599, 7009981_40494598038425995.jpg)
    111 KB
    With the upper levels soon cleared out you and the other Marine squads starting to join you use the high ground to your advantage. Some of the new squads include snipers who prove deadly against the opposition. There are still a few incidents at ground level with suicide bombers equipped with deadmans switches but they're far less in number.

    "IFVs moving up. We're approaching the north entrance."

    Here the assembly trenches slope up to ground level where specially built conveyors, lifts and cranes can move the ships onto modular trailers that have been linked togehter.
    You're a little nervous about approaching the completed ships with their weapons attached but they show no signs of activating.

    Descending the stairs and reaching the doors at the north end of the factory you're greeted by yet another hail of gunfire.
    It seems some Rebels are doing their best to escape with one of the ships on a modular trailer. Before they can even get the monstrosity turned around though a pair of LRV's and an IFV swing around from the west side of the building spraying fire at the controllers. Sustained fifty cal fire puts down any survivors before marines jump aboard the trailer and bring it to a stop.

    "Scarab Production facility looks secured sir." you report.

    Looking out the doors too the north west you can see the accelerator tubes stretching out from the spaceport and beyond them the walls of the prison. It wont be easy to get inside now that they're on alert.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)23:32 No.19033721
         File: 1336534361.gif-(19 KB, 1258x668, Map 04.gif)
    19 KB
    New closer view of the map. There are currently 10 brand new Scarabs parked outside the factory at the north end. They do no have any fuel for their fusion reactors however so that in a worker revolt they couldn't use their weapons systems.

    >See you next week!
    But seriously I do have to work tomorrow so it wont be 2 days in a row like last week. That was a fluke.
    >> That slow typing guy !!cAsGzl185mF 05/08/12(Tue)23:40 No.19033856
         File: 1336534804.jpg-(280 KB, 1288x700, 1315436533156.jpg)
    280 KB
    I'm not going to kid, the Hastus Repulsor Tank was a complete ripoff of this one just with repulsors instead of fan jets.

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