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File: 1338318260214.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=Dominion%20Quest

You are Sonia Reynard, Squadron Leader and man at arms for the House of Jerik-Dremine. You currently command the Attack Cruiser Bittenfeld, a fast heavily armed warship that belonged to a pirate crew until a few weeks ago.
Because of this intelligence has recruited you for a mission. Using a captured IFF and fake ID's you will infiltrate one of the pirate fleets on its voyage home and steal information on ship movements. With this data Agent Lori Vapasi hopes to locate an experimental warship stolen from the Rovinar Assembly.

Your mission will take you well outside of the Centri galaxy cluster, home to five of the eight Factions. The flight to the DRH1 Relay point takes a full week at FTL. You are far beyound help out here if something were to go wrong. Few of the crew have been on a jump this long before and many are becoming nervous as the days drag on. Both of the field Agents from intelligence have experience with long range deployments but they have no interest in helping with crew morale.
>>
Linda seems unaffected by the trip and has been running simulations on FTL course corrections.

On the third day your leg wound has finished healing enough to resume physical training.

>Is there any type of training or anything else you wish to concentrate on for the remaining 4 days of the flight?
>>
You split your time between training with the Marines, getting used to a wider variety of weapons you'll be using and exploring the ship. The vital areas like the bridge, drive core and crew quarters are concentrated along the central axis, with plenty of armor, power systems and fuel stores as protection.

>Training can be retconned if anyone decides on something.

Into the seventh day you are called to the bridge. The crew are getting anxious with arrival at the relay coming up soon.

"We're getting close. Just a few more hours." Linda tells you.

"She's right, we're close enough to receive the local automated warnings."

"What do they say?" you ask.
The coms officer turns up the volume.

"Extreme caution, navigation hazards ahead. All starships are advised to maintain a minimum distance of five light years from designated shoal zones. Navigation data for routes through the shoal zones are available on emergency channels 3, 5, 7, 8, and 53. This message repeats. Extre-"

You turn to Linda. "So what's a shoal zone?"
>>
The training we've got seems fine, as long as we've also been practicing how to act like a proper pirate.
>>
Linda speaks up first. "They're areas where subspace is torn or damaged. FTL drives normally tear holes through subspace when they begin a jump but thankfully less so on reversion. We dont know for certain what effects passage has. In or near a shoal zone any tears caused by jumps can become unstable or cause the jump to fail. Sometimes if there are enough jumps this can result in a rift forming."

"That doesn't sound good. What causes shoal zones?"

Linda shrugs. "Some are naturally occurring, but artificial ones are caused by Veckron torpedoes."

Kavos sits up in his chair. "Navigation relay points were some of the most heavily contested parts of space late in the Faction Wars. Which of our gunners is the history buff?"

"That would be me sir." Says Kaz "There were roughly 1200 Veckron Torpedoes fired here in a short period of time in the second Faction War. The Kavarians lost fifteen hundred super heavies on this side of the relay point. I think another five hundred were lost a month or two before on the opposite side of the relay, not to mention other scattered battles in between."

"Fifteen hundred Supers?" responds the Chief incredulously. "Thats more than the Expeditionary Forces of all the Factions put together right now."
>>
"Everyone was losing cruiser squadrons by the dozen back then. The Alliance, Assembly and Republic didn't want to use so many torps near nav relays but the casualties all three were taking were too high.
The Republic decided to use this one as the jump off point for the invasion of the Centri cluster. This was mostly at the Terran Alliance's insistence, the only other major route is a direct line to the Pandora Cluster, disrupting it would have crippled trade with the Terrans after that war. Since the Houses were neutral at the time we couldn't do anything about it."

Linda frowns. "The Navigators Guild has been asking all Factions to ban the use of those weapons for decades because of the subspace damage they cause."

"That is something which will never happen." States Agent Vapasi. "Veckron weaponry is the primary deterrent that prevents the Faction Wars from starting over again. Now, we should concentrate on the task at hand."
The primary monitor switches to projecting a flat screen.
"This is the current shoal zone surrounding the relay points. There are three stations built and maintained by Dominion Houses for use by the Navigators guild."

"I bet those Houses are wishing they weren't involved in this resource sink right about now." Mutters the Chief.
>>
File: 1338322432998.gif-(16 KB, 1247x694, NAV DRH 1 - Locations.gif)
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>>19289600
"Like many of the navigation relay points this one is centered on an ultra compact dwarf galaxy outside of the main clusters. It's smaller than most others, only slightly more than one thousand lightyears across. We'll be arriving within the outer zone of one of the stations, it is well beyond where patrols frequent but still close enough for us to recieve telemetry over FTL coms.

This area with the question marks is where we believe the pirate fleets to be massing before moving out. That could be within days or they may wait until the Expeditionary fleets begin to arrive in the area."
>>
I'm in time for house and Dominion, I can't wait to roll badly
>>
File: 1338323918269.gif-(18 KB, 1247x694, NAV DRH 1 - Local Routes.gif)
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Jan 5 4024

It is 1930 hours when the Bittenfeld AKA the Ring of Caina drops back into normal space. The FTL systems are running a bit hotter than the engineers would like meaning you'll need 4 hours before you can jump again. Judging from communication from the closest station most civilian traffic in the region have gone to ground with the Pirate fleets nearby.

While you wait for that you need to decide on your route through the shoal zones. There are two major ones and any you pick will result in multiple low speed jumps through the region.

A. The fastest but also the most trafficked route. There is a good chance patrol ships from either the Dominion or the other Factions might be operating in the area. Still if you can avoid them it would shave off some time.
>Roll 1d20

B. A slightly longer route this one has been used by smugglers for ages. Pirates and smugglers have been known to leave traps, mines and automated defenses to keep authorities out. Attempts to clear it are made on a regular basis, but despite this the chances of encountering patrol ships are still lower.
>Roll 1d10

C. Back track and skirt around the edge of the relay. Far longer but few to no Faction patrol ships would bother looking here.
>Roll 1d6

D. Other. Choose your own. Roll requests may vary depending on route selected.
>>
>>19289912
B sounds good to me. I'll wait to roll if anyone else disagrees.
>>
rolled 9 = 9

>>19289912
Going For B too
>>
>>19290019
That's about as good as it's going to get.
>>
"Lets try and take the smugglers route." You tell Linda.

For overall distance traveled all of the jumps in the area are short. If you were able to head to the target zone in a straight line with no obstructions it might have taken only 20 minutes. Leaving the area around the nav stations is little trouble but the surrounding systems in the main corridor before the split are still filled with patrol vessels. Its almost childs play to fake them out, angling toward main corridor for one jump and then heading into the smugglers run.

Long range sensors show a few still attempting to follow but as your jumps bring you through systems littered with debris belts and abandoned ships they eventually break off. Most of the wreckage you encounter appears to be made up of Frigates or standard Corvettes bearing Dominion markings, all from other Houses.

On one leg through a red dwarf system you receive a signal from the broken remains of a 20km long Champion class super heavy cruiser. The vessel is surrounded by a minefield, and a number of defense platforms built out of scrap. You should have no trouble getting past it.

"Message reads: Path ahead clear of cops, status of route behind you?"

[ ] Transmit status of the smugglers run
[ ] Give them false info
[ ] other
>>
>>19290311
>[x] Transmit status of the smugglers run

Lying now could compromise our mission.
>>
>>19290311
[]transmit status

we are a pirate after all
>>
File: 1338327613452.gif-(14 KB, 1247x694, NAV DRH 1 - Fleet.gif)
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After transmitting the data packet you continue past and jump out. Its another four hours before you reach the area Vapasi believes the rest of the Pirates are located.

"Picking up a lot of communication. Encrypted but I can use it to figure out where some of the Pirates are I think." reports sensors.

Agent Vapasi begins cracking the encryption on the few messages you can intercept.
"The pirate fleets seem to be carrying out refueling operations and are scattered throughout a wide area approximately 80 light years across. Most of that is inside a nebula, though there are others beyond."

"How many ships are there?"

"Unknown, but there are twenty separate raiding fleets that I can discern."

Your com and sensor operators figure out locations before the Rovinar Agent can determine it from the communications contents.
"I have the locations of three major groups." Arron tells you. "Two seem to be among those taking part in refueling operations. The first is in the nebula, the second is in a system that has a gas giant and a repair dock, the last is off closer to the far nav station. Might be a rally point for those that have finished refueling?"

"I would have to agree with your crewmen on their assessment." Says Vapasi. "Everything else seems to be scout ships or fleets with smaller vessels. The ships that fought in the Loran system must be among those three."

>Which location do you wish to search?
>>
>>19290654
We're closest to the first group in the nebula. Might as well start there.
>>
>>19290654
Do we have any Idea on where the refueling fleets intend to go afterward? Since if they intend to pass by #3 location we can just go to #3 then wait for them to come to us.
>>
File: 1338328313022.gif-(11 KB, 699x694, NAV DRH 1 - Pirates GingTFO.gif)
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>>19290722
They will eventually leave the area via this route here. It's the fastest way back to their home territory.
>>
>>19290816
Well if they likely intend to stop by or near #3 position I'm voting for #3 otherwise #1 is fine
>>
Could we get a tie breaker?
>>
This is me. My trip didnt work right on this one.
>>
rolled 1 = 1

>>19290917
1 for 1. 2 for 3.
>>
>>19290934
Beaten to it...
>>
I would have preferred another player to show up but oh well.

You make the call to jump to the nebula. The jumps necessary to get you there and the process of finding the right part of the nebula takes three hours. Not bad considering the distances involved.

"We've entered the fleet detection range. They should challenge our ID soon."

You belatedly realize that the Rovinar agent is poorly dressed to look the part of a pirate.
"If Kavos or I talk to someone from where we're sitting, wont they see both of you?" you ask looking back at custom built ELINT station now at the back of the bridge.

Vapasi shakes her head. "No, we've hacked your computer systems. They'll simply display the jumpseats that are normally here to anyone you're communicating with."

The voice of a bored communications officer issues over the speakers. "Calling the commander of the private warship Ring of Caina, what is your name, your quest and your favourite colour?"

>I believe we settled on Catherine Bonny?
>>
>>19291148
Yep, that's the name. Glad to know Monty Python survived the millennia.
>>
>>19291148
We did... oh boy is this some trick question? uh quest is smuggling and favorite color is red.
>>
>>19291192
It's from Monty Python and the Holy Grail. The correct answers are "To seek the Holy Grail" and "blue," if they haven't changed anything.
>>
>>19291148
then go with >>19291241

my general knowledge is lacking
>>
>>19291241
Monty Python and the Holy Grail, surviving in memetic culture for over 2k years.

fine, lets go with that.
>>
"CAPTAIN Catherine Bonny, To seek the Holy Grail and... blue."

"Oh, ouch. Someone figured it out at long last, I owe a friend of mine a week's pay now. Most people figure that to be the actual challenge. Fine then what region are you out of and what's yer business?"

"Dominion Space." You tell him. "Shot up a Carrier and its escorts, stole some expensive gear and figured it was time to follow you guys. With all of the trouble you helped stir up I doubt there's a dark hole left in the home range to hide in."

"Aye they got right pissed off proper this time. Your accent is... yep thats from one of the other Dominion territories. Our cargo handlers and buyers would be happy to take any gear you got for sale but be aware there could be delays. Most of the ships from your region are off getting repairs done. It'll take us a bit to check with em since they had better records compiled of all the locals."

"Sounds like a waste of time but fine. How much is refueling?" You ask.

"Refueling is cheap but priority is bein given to ships with busted scoops and collectors, so scoop what you can. You should be sent formation data in three hours, along with clearance to go aboard the big ships to trade."

After the signal cuts out Vapasi speaks up. "The ships we're looking for are definitely not here."

[ ] Stay and trade
[ ] Jump out to one of the other locations
[ ] Other
>>
>>19291440
Would it be possible to find out from these fine people where our targets probably are?
>>
>>19291440
Ask if there's a way we could skip up without being suspicious then do so if possible, otherwise claim the price here are too low, sell just enough to refuel and leave to the next location.
>>
>>19291489
One of super heavy cruisers that were at Loran took heavy damage and needed a second ship (the one you're after) to assist its escape. Agent Vapasi now believes they are in the system with the gas giant and repair dock.
>>
>>19291503
"Not to seem impatient but we had some new Kavarian Battleships hot on our tail on the way out here and I'd rather not have them catch up." You tell him. "Is there anything you need that could speed things along? I dont care who we sell this cargo to."

"All the traders are aboard the big ships at the moment and the wait time isnt getting any shorter because of anything I can do. Sorry."

"Fine. I'll try my luck at the other system." You decide.

"Word of advice, dont get between the damaged ships and the repair yards. They'll shoot your legs out." The man on the other end warns.

After you jump out Vapasi tells you about a new intercepted communication. "They're telling the commanders at the repair dock to be careful, we might have some hot cargo."

Agent Gestahl crosses her arms, something your wouldnt normally see Dro'all do. "We should still be okay. We can have them check the cargo after we offload it and sometimes Pirates take hot to mean good. Everything is fully functional. With any luck it shouldnt be an issue, we'll just have to be careful."
>>
When you arrive in the next system you find it to be far different from the nebula. There are no gaseous clouds to give cover meaning the pirates are much more alert. Pairs of Battlecruisers escort stray ships in to the fleet, scanning them down on the way.

"Private warship Ring of Caina, we are showing you with minimal damage. Do not interfere with repair operations on the more damaged ships or you will be fired upon. What business brings you here?"

"My name is Captain Catherine Bonny, we have gear to trade but I was told I needed to talk to whoever was in charge of raids into Dominion Territory."

"Transferring you now."

The next person you talk to is a rather worn out looking but soft spoken Kavarian. "Attack Cruiser Ring of Caina, we have you in our database. It says here your captain was against joining up with the Pirate Warlords. Did you have a change of heart?"

"We had a change of ownership." you smirk. "My dear father had an unfortunate accident and I'm in command of the ship now. We couldn't make a profit under him any more."

"I see. Do you have any plans as far as seeking extended employment, or will this be temporary? Ships like yours are always welcome."
>>
>>19292125
>This is a Wat Say btw.
>>
>>19292125
" Extendent Employment always depends on the perks and bonuses. Send me a offer and i'll mull about it for a spell."

After that is done see if the ship was located , if not, we will have to jump so we wont be able to accept the offer.

But if it is in the fleet we accept the offer and try to get on a mission with the target so that we can pick it out on our leisure.
>>
>>19292217
"Certainly. I'm sure our cargo handlers would be more than happy to look over any equipment you have to trade. Remember, all prices are negotiable just try not to adjust them at gunpoint. Protection squads may take issue."

"Tell me the ship is here." You ask the others once the channel is closed.

"Its here. Super heavy John Avery. It's at the outer range of the gas giant's gravity well. They're positioned to help snag that damaged ship out of lower orbit if something goes wrong while its under repairs."

The escorting ships break off and you're given an approach vector to the rest of the Pirate fleet in orbit. The vessels that escaped from Loran II aren't the only ones present. More than a dozen of the big ships are in orbit and more are at the edges of the system, coming or going.

"have the limited the ships we can visit?" You ask.
"No, thank goodness. Once we're in our parking orbit you should be clear to take a team on board and negotiate for the trade goods."

Agent Gestahl has already left the bridge before you can call down to the shuttle bay and order the Marines to prep for deployment.
>>
File: 1338336830675.png-(697 KB, 1600x1200, Pink_gas_giant.png)
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>>19292479
You climb aboard the shuttle, double checking your six different pistols. You have your trusty pulse pistols, a submachine pistol, a needle laser, one that uses a repulsor to launch projectiles and a revolver. Honestly you feel ridiculous and wish you were wearing a helmet. And body armor.
And a rifle.
"The jumpsuit included with your outfit is bullet resistant and should ablate enough to save your life from phase rifle fire." You remember reading a week ago.

As the shuttle departs Agent Gestahl fills you in over the intercom.
"There are multiple command centers built into most large warships, especially on super heavy cruisers like the Mega class. Once your team is aboard and conducting trade I'll begin uploading a program into the ships computer systems from multiple sites. It should tell us which command centers are unoccupied. After that its just a question of finding one thats unguarded and fooling security sensor readings long enough to steal the data. Basic stuff."

You doubt things will be so easy.
"What if we get caught?"

"Bluff them, its historicly the best choice. If things break down claim they insulted you and shoot to kill. Murder is less severe than espionage. Make sure there are no living witnesses to report we've stolen data."
>>
testing connection
>>
>>19293061
Ready when you are
>>
>Miss the beginning of H&D for the first time in months
>Afraid nobody will show up
>Start's a bit slow, but otherwise, things go well

Everything went better than expected.jpg
>>
>>19293122
My ISP was being a bitch.

The landing bay your shuttle sets down in is little more than a converted cargo module. Its hardly alone, hundreds of them adorn the outer hull of the ship, some still serving their intended purpose.
For a small tip a guide shows you the way to one of the main trading floors. It isnt what you would have expected.
In some ways its similar to the promenade on the Concordance but not one built specifically for that function. Doors and archways have been cut in a number of smaller cargo bays to create a strip suitable for foot traffic. Stalls and stores have been built in in the empty bays running along it. Most have blast shutters that can be lowered into place in the event the area is breached. Not anywhere near as safe as the transverse bulkheads of the ships back home.

One of the first things you notice is the number of different species present. Those that make up the main Factions are understandably the most numerous but there are others you arent familiar with. It takes some effort to keep from staring at them.

Worn out military uniforms are a common sight, usually belonging to lower ranking personnel that had mutanied or perhaps dead crews whose clothing was sold. Just as common are custom clothes of different cuts and styles. Tattoos, piercings, all manner of things considered socially unnacceptable in the rather rigid society maintained among the Houses are found everywhere here.

The Marines have been doing what they could the past week to personalise their gear but it seems insufficient now. As you pass in front of a bar Agent Gestahl dissappears in the crowd.
>>
>>19293061

suggestion processors pending update.


Still i hope we can dock at the same part where the corvette is, buy some explosive components, make some suitcase bombs and walk up to the corvette docking area placing them donw left and right in well placed positions accros the superheavy or the dock. borad the corvette, dettonate sequence 1, which should open the docks and blow, close the access to us and fuse up PD controll, then full tilt out, blow sequence 2, that makes the nukes near the reactors go boom and then jump away to FTL with the corvette while Kavos jumps the ship in the confusion too.

we make out like bandits, our marines download anything they can about the corevette as we push it to the limits once we make two jumps, and then we are to rendezvous with the bittenfeld.
>>
>>19292610
>Rollin six pistols

Anyone else tempted to just go with this whole pirate gig? It's got a lot of style.
>>
>>19293193
Doesn't it take like 50+ clowns to crew a corvette?
>>
>>19293214
yes, crew it.

that means repair crew, engineering crew, maintnace, cooks, janitors, plus reserves.

to drive it you dont need more than three.
pilot, engineer and navigator.
Ad to that a squad or two of marines and it should fly enough to get out of the docking berth and then run to FTL.
>>
Out of nowhere a kid bumps into you and then turns to run off. Before he can escape an older boy trips him and pulls the antique revolver away from him handing it to you. Sure enough the first kid had tried to pick pocket it from you.

"You looking for something ain't cha? Maybe I can help you find it for a price."

You've spotted a few venders that look promising but you aren't certain they'd be able to buy your cargo.

[ ] Try to find a legit looking trader (Roll 1d20)
[ ] Pay the kid to find you a trader
[ ] Pay him to find something else you're looking for
[ ] other
>>
>>19293287
What we just witnessed is probably just some kind of semi-elaborate scam, but it's an entertaining one.
>[X] Pay the kid to find you a trader
>>
File: 1338340065787.gif-(13 KB, 198x289, ilikeyourstyle.gif)
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>>19293193
MFW

>>19293260
Yes, in theory you could put a skeleton crew of 3 people on any ship if nothing at all went wrong. For weapons you're generally going to need gunners which Marines could fill. Keep in mind that if you took any damaged you'd be SOL with no damage control people.
>>
"Watch your back, I dont know if this kid is leading us into an ambush." Ki warns you.

As the kid leads you down the strip, through crowds and past bars packed with people, flashing lights, more stores packed with clothing or other gear. You spot the occasional person warking skull masks or helmets and assume they must be with security.

"This is it." The kid tells you, leading the way into a cargo bay that hadnt been cut open. Inside are stacks of ores, materials and weapon crates. A man in robes with an odd hat steps away from another group of men and women and walks over.

"I see my young friend has been able to find more buyers, or perhaps sellers? I can work with either, what can I help you with?"

Ki tosses a coin to the kid who hangs back.

"We have some equipment and information to sell." you say.

"I deal in equipment and resources only, though my friend here knows where you could sell information. People like him have to make a living somehow."

You hand over a datapad with showing the numbers of isolation collars and drugs. When he gets to the list of Rovinar SP torpedoes his eyes go wide briefly.

"For the contraband I'll give you 100k, and for the Torpedoes hmm... 500k."

>haggle y/n ?
>>
>>19293673
>>haggle y/n ?
Of course! Anything else would be no fun. Unless his offer is really good. Which I doubt.
>>
"Five hundred?" you scoff. "I'm sure even he know how much these are worth." you say gesturing to the kid.
"Why dont you sell me a launcher for these instead? That way I could go out and one shot corvettes."

"Alas such launchers are quite rare, and my last one has been bought several days ago. Perhaps I was not being generous, forgive me. One million."

>You have 50 (R)SP Torps
>Trade for 1 mil or press for more? If so how much?
>>
>>19293786
Do we have any clue if that's a fair price?
>>
>>19293673
lets sell only half our stock.

and Yes to haggle- better price perhaps on the half dump.

we need to have another suitable reason to visit the other superheavy... and trade for better prices is as good as it gets.

we buy here the bomb supplies, so that we are not suspicious there. Breaching gear for the next raid, of course. Too bad they dont know how soon and close our raid will be.
>>
>>19293822
2 good hits with most SP torps could kill a Standard corvette which is worth about 2 million.
>>
>>19293897
Hmmm... sell him 5 torps for 20000 each because the boy he hired kept our pistol from being stolen, then see what the other traders offer for the torps.
>>
>>19293944
Torps at 20000 apiece is the second price he offered you.
Sell 5 at this price?

>>19293838
Or half at a higher price?
>>
>>19294023
I think we really need to compare prices.
>>
You think for a minute then look up. "You know what? I think I'm going to check out some of the other buyers around here and see what prices they offer. I mean if the launchers are all selling out the torpedoes must be as well. We'll be back!"

"Wait! Three! T-three point five million!" He yells after you.

You contact the ship to see how things are going.
"Everything is still fine here." reports Kavos. "Had a few threats thrown our way to make sure we wont cut in line for repairs but that's about it."

"What the black market price for SP torps?"
"Are you sure we should be talking about this over coms? It varies widely. I think it went as high as seven million at one point but a bunch of them have been stolen from Rovinar bases so it should be lower."

You check through the other cargo bays nearby being chased off by the occupants of a few before ending up back on the strip. Some of the venders you check with say they could buy a few and most try to buy them off you for similar low prices but are more than willing to escalate it. They don't want to go past four million for the entire stock but you get the feeling they would.
>>
File: 1338345099375.png-(106 KB, 720x404, day1_end.png)
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[ ] Try to sell small amounts to other buyers (Roll 10d7)
[ ] Try to sell all to the previous buyer
[ ] Other
State your price guys.


"This is Gestahl, have you sold our cargo yet? It normally takes a few hours to offload a ship and I'd like that cargo away before we finish."
>>
rolled 2, 3, 5, 3, 6, 6, 1, 4, 1, 4 = 35

>>19294450
Try to sell small amounts to the first buyer and the others we've met.
>>
rolled 1, 6, 6, 3, 6, 6, 4, 1, 7, 7 = 47

>>19294450
Sell 5 torps for 20000 each to the first guy as a show of good will because I kinda like the idea with the two kids.

The rest is sold to the highest bidder.
>>
>>19294480
The first guy is the only one who could buy the entire payload of the ones you found. The rest will be split with the other merchants you found at the best prices you can get from each.
All told even with some ending up a bit on the low side you bring in four million and fifty thousand.

You inform Kavos that a shuttle will be out to inspect some of the cargo in an hour or two with transfer beginning shorty after.

As you head to a bar where Gestahl has asked you to meet you keep an eye out for useful equipment you could buy.
Ki points out some ammo for the carbines called splinter rounds while the intrusion specialist on the team mentions seeing a HUD implant for eyes.
One of the merchants that noticed you selling off SP torps to one of his peers tries to get your attention in the hopes of selling some slaves.

>Is there anything you'd like to buy at the markets before you attempt to locate the ship?
>>
>>19294736
Let's see the slaves. We could do some good here by buying them. Although we should probably get Kavos' and the agent's input on that.
>>
>>19294736
Let's prioritize things we can get for the Bittenfeld. This might be a good place to look for flak guns, considering the mishmash of technologies pirates tend to deal with.

Can you give us information about splinter rounds and the HUD implant, as well as any other interesting things our people are looking at?

We should take a look at the slaves, too. We can free them later.
>>
>Flak guns
You manage to find a stockpile of flak guns and other turrets that could be attached to the hull. They sell for 15k apiece and the seller refuses to negotiate on price. The Bittenfeld could easily fit 8 of them but it might be possible for more. It will take some time to get them optimized and working properly.
>How many?

Splinter rounds are designed to penetrate body armor before shattering resulting in a messy wound that is not easy to repair. Their effectiveness against the higher quality armor used by the standing armies of the Factions has not been fully tested.
A crate with several thousand rounds is available for 40k.

HUD implants are expensive devices intended to be implanted into the surface of the eye. It projects a HUD much like your headset does when aboard ship. Can detect carried small arms like a helmet HUD. EMP hardening and the ability to reset it after being hit by one is what makes them so expensive. Should only be implanted by a skilled professional.

>>19294772
>Slaves
The infiltration agent advises caution.
"Firstly, don't go all out and buy as many of them as you can. That sets off all sorts of red flags. Think hard about what kind of crew you could get the most use out of, then it will be believable."

>Cont.
>>
>>19295011
What kind of slaves are available? How much does the HUD cost, without implantation?

I recommend we buy a crate of splinter rounds and at least 12 flak guns. Even if we don't mount more than 8, eventually they're going to get shot off.
>>
>Hud cost Doh!
100k for each pair.


"A Starship captain yes? I can pick them out parsecs away, I know exactly what you need!" The grey haired merchant shows you inside his store. The front area consists of a holoprojector and special cargo cranes leading back into storage closer to the center of the ship.

"We have slaves for every job you could think of and some you might not even think of. Starships always have need of engineers. We have many technicians, specialists, people who can be used to fix any number of things. Soldiers and gunnery crew are in short supply though you understand. Especially in these times. Galley crew and cooks, servants, we even have teachers for those who spend their entire lives aboard their ships. There are instructions on programming the slave ships included so that you don't have to worry about your people's children being turned against you by the slave teachers.
You are wearing the finery of a former nobleman yes? Why we even have nobles, some quite skilled with the blade but little else, that could teach you. I don't personally engage in it but some people find it very profitable to attempt to ransom nobles back to their families."

He pauses to take a breath seeming to have belted out all of that on one lungful.

"Most of the pretty looking ones have already been sold to the bars, clubs and other establishments. Very sorry."
>>
>>19295186
"Don't worry, the pretty ones only tend to distract the crew and foster unrest."
See what kind of specialists he has available.
And could we actually use additional technicians, or would they just get in the way?


>slave ships
You meant to write "slave chips", I assume?
>>
>>19295186
Does the pair have to be implanted together or can a person get only one eye augmented?

Check out the nobles and teachers. Find out exactly what subjects could be learned from them. Obviously, we'll be looking for any nobles whose capture would be advantageous to our house.

As for the other slaves, how about an engineer or technician skilled in the repair/operation of such archaic weaponry as the flak guns, and some miscellaneous people we'd get mostly to keep up the masquerade as a pirate.

Anything else for the ship?
>>
>>19295186
"Our price ranges are very resonable. Depending on the job they are most skilled with I am prepared to part with them for a mere ten thousand each."

"How do you make money off the implants? They must be expensive." you ask.

"I believe there are a few factories that operate almost entirely on slave workers. It makes the chips quite affordable. So, what are you interested in?"
>>
>>19295300
>You meant to write "slave chips", I assume?
Yes.

>>19295305
They don't have to be implanted together but it can be very confusing for the user. A sniper probably wouldn't have a hard time getting used to it.

>Teachers
There are a few dozen available, most are from public or high schools with a wide variety of subjects. Most have some science background.
As for Nobles you don't see any from your House present. There is one Knight and the rest are civilians, but obviously from the better off parts of society. Some of the Houses you don't even recognize. There are a dozen nobles from House Erid.

>engineer or technician skilled in the repair/operation of such archaic weaponry as the flak guns
"Weapons technicians... yes I have a half dozen! They have no experience with starship grade beam weapons so nobody wanted them. Forgot I even had them."

>Anything else for the ship?
Cant think of anything off the top of my head atm.
>>
>>19295495
Get one set of implants, and the teacher with the most background in astrophysics or equivalent.

Also get the Knight, a couple of the nobles from Houses we don't know, and half of the nobles from Erid.

Are the weapons techs also trained in gunnery? If so, get all of them. If not, get two.
>>
>>19295559
Nah don't buy a lot of people from the same house it could be suscpicious.
>>
>>19295594
Then let's just get a mix.
>>
40k -ammo
180k -Flak
100k -implant
145k - slaves (Knight, teacher, nobles, House Erid Nobles, gun techs)

Total= 465k

"Quite the mixed bag. Some for ransom, some for teaching, some for shooting. A very good combination. If you are still around in another year once you've gotten used to life as a slave owner you should come buy some more."

>Anything else you would like to do before proceeding?
>>
>>19295660
No apparent suspicions. Good.

Has Gestahl reported in yet?
>>
>>19295660
Personal shields aren't available, right?
Any improved armour or that cloaking device the spec ops had around?
>>
>>19295701
"Waiting on you guys." you catch over your earpiece as you approach the bar you're supposed to meet at.

The bar is one of the quieter you've come across on the strip. Things aren't busy but there are still some forty people present. Someone off to the right you don't recognize is holding a table and waving to you. You think they are anyways, wait yes they are.

"Sit down at the table." Gestahl says over the com.

You and the Marines sit down and order drinks before the stranger, a Kavarian male with an eye patch, says anything.
"I almost got caught, this was the only way to lose them."
Says the man, using Gestahl voice. "I have to stop using this voice in case they have sound filters."

>>19295758
They cant even make shields small enough to mount on starfighters yet. You ask the intrusion expert to take a friend and try to find some holographic camouflage or anything similar.
"I'll buy you a set of those HUD implants you wanted if you find one." you promise as added incentive.
>>
rolled 3, 2, 5, 2, 1 = 13

>Sorry, meant to use 6's

Gestahl clears his voice switching to something that sounds more like you would expect from a Kavarian.

"The Virus is in the system, it should have a match soon. How did things go with you?"

You tell him about having to run around and compare prices.

"Four million is good. Not too much. Should help pay down any of your costs for the mission."

He pulls a small handheld pad out. "Here we go."
>>
>>19296069
I liked the rolls on those d10s a lot more.
>>
>>19296083
Those were d20's. I was planning to use d6's then I forgot.

>3, 2, 5, 2, 1

"Our best bet for a command center to look into is either the one at the mid point of the ship-"
"Arent those usually the primary command center?" Asks one of the Marines

"-or the one closer to the bow." He finishes.

"The one at the mid ship point will be closer to any troops stationed nearby, for the moment there is only one person there. The one forward has two maybe three people manning it right now but it will take longer for backup to arrive if they get an alarm off."

[ ] Bow
[ ] Mid ship
[ ] other

>Any reaction on Gestahl's new look?
>>
>>19296231
>"Arent those usually the primary command center?" Asks one of the Marines

I'd say the one at the mid ship. If they can raise an alarm, we're fucked anyway.
>>
Okay it's getting late. I'll have to continue this tomorrow night if we can keep it bumped.
>>
Bump.
>>
well, flak guns can be used for some other kind of rounds, right?


I am thinking tracking devices and the like....
>>
>>19299564
You mean using them to launch bugs? That might be neat.
>>
>>19299577

Or projectiles with torpedo warheads - should eliminate PD interception by the enemy and save some of the cost , buy buying only warheads, or buying torps, using the warheads and selling the bus.
>>
so, we revive mass drivers again, but now for the Dominion.

cheap method of shield piercing pain delivery, to circumvent our house's torp production deficiency, and give the Dominion more ammo for the same cost.

It will be probably short range though.

cant be used as shotgun railguns, and have to aim them.

once they get a proper assembly line(preferably in our ownership) and not just our engineers tinkering whit them , they might get some small rocket aid and manoeuvring jets so that warheads dont get wasted even if the targets manoeuvres out of their way a bit. - still far less expensive then torps - that would be the end goal, and circumventing the production bottlenecks our house is facing.
>>
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See, this is what happens when you share your IP with the other people in your dorm.
>>
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>>19300026
>Mon_visage_quand
ಠ_ಠ
>>
Bump
>>
we do have a awkward fetish for solid slug guns, dont we?
>>
>>19302009
There's just something about hitting someone with an exploding hunk of metal...

Besides, with all of Bittenfeld's beam slots filled, our options are limited.
>>
rolled 18 = 18

With the main command center having the least personnel inside you decide it's the best bet.

The strip runs a good length of the ship but even on a vessel this big it can only carry on so far. Stepping out of the inconsistant lighting and into an area set up as an expensive hotel you all try to get your bearings.

"There will be secure areas around the command center. In addition to that we'll have to bypass any troops and patrols stationed near there."
Gestahl whispers to you.
"I could help us bluff our way past certain sections but not all of them. There are also access crawl spaces for repairs to machinery, be aware that there may be slave workers present in them. Finally there are elevator and tram tunnels we could use to get close."

"Those are the most obvious ways, arent there any others?" asks Ki.
"There could be." Admits Gestahl

>How do you wish to get past first the patrols and then the secure area?
>>
>>19303762
could we shot the slaves and then space them?
or just space them and then pressurize the ducts without telling the whole unsavoury ordeal out loud?
>>
>>19303807
accidents happen
>>
>>19303807
Why the hell would we do that?
>>
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>>19303846
To eliminate security risks.
>>
>>19303762
Do we have some sort of a map of the area around the command center?
>>
>>19303868
That's what the stun setting's for.
>>
>>19303887
a accident is more believable and less suspicions then the slaves getting stunned and waking up in a few hours.

we might not even be close to our target.
>>
>>19303807
>>19303813
>>19303846
>>19303868
I... what?
You could have the medics check them after their stasis cylinders are aboard for any irregularities.

>>19303872
Give me a minute.
>>
>>19303911
He's talking about the slaves in the accessways. I made the same mistake.
>>
>>19303907
Once the slaves are stunned, they can be moved and secured at our leisure. Depressurizing a section will draw attention.
>>
>>19303911

slave workers in access crawl spaces- vacuum the whole lot and pass it as a maintenance accident or suicidal slave went lose.

at any rate it eliminates the potential for any person going screaming alarm and allows us clean access spaces.

also frees slaves in a very final way from their captors.
>>
>>19303939

more important no positive ID on us.

>>19303935
Sure- no one will ask why the fuck we are carrying dozed or dead slave son our shoulders by the twosome.
or they wont wake up and push the panic button ant a inopportune moment or go all morse code on the walls with some hammers, if we just leave them.
>>
>>19303970
I didn't say we would carry them out. We could just tie them up.
>>
>>19304002
Spacing is more dramatic and more faux 18th century naval feel we have here going.
>>
>>19303762
My vote is for the crawl spaces. I'm sure the pirates on the ship pull stunts like this rather often, so finding a lot of stunned slaves should be one of the more pleasant surprises possible for the crew.
>>
>>19304058
Spacing is also something we should avoid doing to slaves if we can avoid it. Our beef isn't with them.
>>
>>19304083
Yeah, but special ops are often dirty like that. They are just in the way.
>>
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Yes you could stun the ones in the access ways then set that section to vent a few minutes after you leave. It wouldn't leave much sign of their death other than the decompression.

>Sorry for shitty map
So for the first leg to get you into the secure section you want to use the access tunnels?

Roll 1d20 for
>>
rolled 13 = 13

>>19304263
>1
>You are eaten by a space-grue
>>
rolled 2 = 2

>>19304263
rolling 1s all day everyday
>>
>t wouldn't leave much sign of their death other than the decompression.
Meant to say exact cause of death would be difficult to determine.
>>
rolled 13 = 13

>>19304303
Well, time for some averaging.
>>
rolled 3 = 3

>>19304337
I'm going to risk another, against my better judgment.
>>
rolled 17 = 17

>>19304358
Number five.
>>
>>19304367
So far, just below average.
>>
Oh, btw your guy found some camoflage but security insisted it be taken back to your ship. Too many incidents with rival pirates or gangs killing each other off with assassins otherwise.

"We should use the access ways to get past most of the Patrols. Once we get to the secure area people will figured we must have clearance right?" you reason.

"It could work." Gestahl replies, forcing a door open. "What is your plan for any slave workers we encounter."
"Stun them and mark what sections they're in so we can vent them later."

The crawl spaces are largely deserted in the section you enter. To help with ease of movement for workers artificial gravity has been turned off with switches at each junction to turn it back on. Everyone takes turns shoving off and flying to the end of each tunnel, pressing against opposite walls to slow down. After more than an hour you encounter your first workers. It had been so deserted and quiet before that it takes many of you by surprise.

"You're not supposed to be in here." A worker tells you before one of the marines stun him. A second tries to make a break for it, the gravity slowing you down. Four of you open fire just barely catching the escaping worker in time. You turn off the gravity and jump to the other end securing the body.
>>
The next tunnel has a pair of workers in it too, one of them swings a cranked up a plasma torch at you in an attempt to buy time for the other to escape. Gestahl steps in and yanks the torch free before pulling the worker out of the way. Sergeant Ki tosses himself down the tunnel this time as you flip off the gravity. You follow after him and arrive at the next junction to find him dragging the now unconsions worker back inside from a hallway.

"That was close."

"We should now be inside or very close to the secure zone." Gestahl tells you. "We should not use any of the crawl spaces inside the secure zone or it will look suspicious and they might put the pieces together."

[ ] Bluff your way through the secure zone
[ ] Break into the lift tunnels

Roll 1d20 linking this post.
>1 roll per person preferably but whose going to know
>>
rolled 1 = 1

>>19304704
>[x] Break into the lift tunnels

Hopefully we won't have to pull any Mission: Impossible stuff.
>>
>>19304741
This doesn't surprise me.
>>
rolled 2 = 2

>>19304704
dunno which we should take. lifts would be best for entry, but going with the bluff might be best if we want to make a clean getaway and we can make sure there is no problem with the fuckwit inside.
>>
rolled 8 = 8

>>19304704
>[ x ] Break into the lift tunnels

Oh boy I hope I roll well
>>
>>19304741
>>19304763
>>19304781
Maybe we should put that plasma torch to good use and cut a way into a place people are never supposed to go.
>>
rolled 12 = 12

>>19304752
this should:
>>19304741
>>19304763
well, dunno what to say, but damn i have to roll.

and you see me rollin'
I bet you'll be hatin'
'cuz dicemaid is dicein' dirty
>>
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>>19304802
>Didn't link the post.
>>
rolled 1 = 1

>>19304840
>>19304704
dang nabit!
>>
rolled 10 = 10

>>19305011
I hate you.
I really do.
Sometimes.


>>19304704
>>
>>19305011
A singularity of bad luck consumes the entire command center. We backtrack.
>>
So children what have we learned today?

Dicemaid hates you and wants you dead!
>>
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>>19305032
>>19305030


CATS!
And BUGS!

>http://www.youtube.com/watch?v=PZ66wHRhe2U

>http://www.youtube.com/watch?v=n2AXASQPFQo
>>
"I've begun looping the security feeds in the area." Gestahl tells you. "We should have some cover but not much."

You step out the door into the open hallway listening for any patrols that might be in the area. The double doors into the secure area are open and the doors to a lift entrance should be on the right. Stepping through you run right into a guard that had been leaning against the wall. The both of you stumble from the impact, cursing the sudden interruption.

"Who are you? Let me see your ID." He says leveling his weapon. Before you can say anything a burn crater forms on the side of his head and face as if from nowhere. The guard drops dead.

"This is one bitching laser gun." Jing says stepping through the doorway. The others arrive a second later and begin working on the door, you help the Sergeant move the body. Then the guards com goes off, whoever is on the other end must have heard him swear.
"Hey jackoff, respond or I'm sending a squad to your position." says the woman on the other end.

"Not good."

The door to the lift tunnel opens and the others climb through. A tunnel at this level leads to another opening closer to the bridge a few hundred meters starboard. Three vertical tunnels connect at regular intervals allowing access to the other decks.

"Watch yourselves when we pass near the shafts." Gestahl warns everyone.
The Marines toss the body off to the side in between some pipes where it shouldn't be noticed for a few hours.
>>
The team moves as fast as possible knowing there isn't much time before the security teams begin a search of the area.
"Will your sensor loop hold up against inspection?" You ask.
"I do NOT want to find out." says Gestahl.

A Marine shushes both of you. "Listen."
Then you hear it, the sound of lifts moving through the tunnels.
"Someone with night vision give us some warning if you see the car headed our way."

"Car ahead of us, it's at the stop closest to the bridge."

You look around and realize there isn't much room if the car heads your way.
"Might have a problem here." You tell everyone.

The sound of movement from ahead fills you ears.
"Incoming!" the Marines with night vision yells.

You dive for the pipes and conduits on the sides like where you hid the body. The bundles of secure transmission cables are a a bit more numerous here than they were farther back making it difficult. You're buffeted by the compressing at as the car flies past stopping at the door you entered through. A couple of the Marines grunt in pain from injuries. They must have taken glancing blows from the car.

"Captain we m-may have a problem." you hear Gestahl say. You climb free and spot the intel agent. His left arm and leg are gone, part of the torso torn open as well but no blood or anything else is spilling out. As you lean in to inspect the wound its as though wet ash is covering it.
"Don't touch it." the agent tells you.
>>
>>19305332
"I'm going into the equivilant of shock. Epinephrine should allow me to survive but it will immobilise me. Take my datapad, link it to the ships systems on the bridge and it should do the rest. Complete the mission."

You grab the datapad and instruct the wounded to stay behind and move Gestahl out of the way. The Medic sprays a tear in Sergeant Ki's armor with sealant and he rushes after you.

"You didnt get hit at all?" He asks you, sounding more than a little winded.

"No, I didnt have any armor blocking me from hiding."
You realise the skin on your left arm does feel a bit sore but dont bring it up.

Edging around your way around the other lift shafts and reaching the far door takes five more minutes. The lift car at the other end of the tunnel hasnt moved yet but the wounded Marines are trying to catch up, likely ordered to do so by the other officer.
>>
>Post didnt go through, trying again.

You and the others force open the door closest to the bridge enough to check for enemies. There are none present, they must have gone to look for the missing guard.

Your plan of attack for the bridge?

[ ] Storm the bridge- Stun anyone there
[ ] Storm the bridge- Shoot to kill
[ ] bluff long enough to take up positions
[ ] Other
>>
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>>19305597
>>
[X] Shoot to kill
>>
>>19305597
>>19305629
Where is the point at which we need to connect the datapad? Is it close to us?
>>
>>19305597
Captain Sparrow this shit!


www.youtube.com/watch?v=PGWYNgjvddc


Bluff!

Bluff!
>>
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>>19305660
The bridge is filled with operations consoles, odds are one of them should work.
>>
>>19305648
>>19305660
>>19305678

1 for bluff, 1 for shoot to kill. Anyone want to combine these?

Roll 2d20. 1 for bluff 1 for shootery.
>>
rolled 7, 6 = 13

>>19305804
"No, really, I'm not shooting. Must be someone else."
>>
rolled 1, 8 = 9

>>19305804
" I confess, I am hear to steal a better ship and pilfer everything not nailed down from hear to Terra and back.- honestly"
>>
rolled 2, 5 = 7

Unscheduled inspection boys, carry on or you'll get flogged!
>>
rolled 5, 15 = 20

>>19305902
>>19305804
gah!
>>
>>19305818
>>19305884
I'm glad we don't have actual target numbers.
>>
>Stops typing
You guys are rolling d20's right? Okay, yes you are.
>>
>>19305962
I would not be surprised if they were rolling d10's , and then scrambling of a new roll in d20...

chuckleheads
>>
rolled 16, 1 = 17

>>19305804
Oh god I was watching the news I hope I'm not too late to roll
>>
rolled 20, 18 = 38

>>19306025

you are not to late to see dice-maid on rampage again.

anyway, ill pinch my roll , too.

bluff + shootan...

Might get something out of it if we lead with something good.
>>
>>19306099
>didn't link That slow typing guy post

I hate you
>>
rolled 3 = 3

You walk into the bridge, armored blast doors sliding open. The only occupant of the bridge looks up as you step to the side.

>>19305818
>>19305884
>>19305902
>Any of these

"That's the best you've got?" the woman sitting at the command station says.

You're about to respond with a snappy one liner when she whips out a sub machine pistol and sprays your general area forcing you to dive for cover. Two of the marines charge in firing silenced Carbines.
You hook the datapad up to one of the consoles as the pirate sticks a second SMG over the lip of the console she's hiding behind adding more fire.
Jing is the last one inside, waiting for the pirate to reload before running for cover. Once in position his X-ray laser burns a hole through the console which bursts into flames. The hit isnt enough to instantly kill as the woman's screams fill the air.

Fire from both you and the other Marines eventually put her down. You have a few new bruises under your armored jumpsuit where you took hits.
>>
>>19306176
Next time we should just go in shooting.
>>
>>19306158
If its any consolation it was too late anyways.

>>19306176
You help the others put out the fire then check to see what security alerts the woman might have set off.
"I cant tell, things are too messed up." A corporal tells you. "But we wont have long if she was the one who sent the other teams to check for the guard. They'll try to contact her to use the internal sensors... which are still looped by the looks of it."

3 minutes later the datapad plugged into the console pings. Checking the screen it flashes 'target found' in green letters.

"It found the ship." you tell them
"Where is it?" asks Ki.

You flip through the current deployments list. It's supposed to spend the next two days observing ship movements at the Centri side nav relay station then strike high value targets.

"It's listed their targets as Priority: Terran Veckron Torpedo cruisers. They have a list of ten ships that have those high end launchers that can kill a super heavy in one hit. They're going to knock them off while cloaked when they arrive at the relay with the other fleets."

"We should get out of here. Fast."

>Extraction plan?
>>
>>19306344
We've got wounded. What are our best options? I assume that if we want to extract the agent in a timely manner and without killing him in the process, we'll have to use a lift. We might have to split up.
>>
>>19306344
If we have any explosive set them to explode at an opportune moment.

I assume we had an alternate escape route so use that one... otherwise think one right now.
>>
>>19306344
Some EVA proof gear would have been nice.

Can we snag some nearby?
>>
rolled 4 = 4

We'll you'll need to get out of the secure area first and from there to a launch bay.
>I assume we had an alternate escape route so use that one...
Both could be done via the same/similar methods.
>otherwise think one right now.
That's what we're doing.

>>19306387
The intel agent is immobile unless you want to drag him/her/it out of the tunnel and along with you.

>>19306417
There doesn't appear to be any EVA gear nearby though there might be some elsewhere in the area.

You do have some explosives but not a lot. Also if you want to have those crawlspaces where the workers who saw you vented, now would be the time to set that in motion.
>>
>>19306546
What can we control from this room?

Turning off the artificial gravity should make it easier to move the agent, at least. Anything we can do to open up escape routes and hinder the pirates will do wonders.
>>
>>19306546
So set explosive, vent worker, deactivate gavity, get the agent and go up via the vent then circle back to the ship?
>>
You can take control of the artificial gravity, life support, fire suppression and damage control for the secure zone around the bridge. Lock or unlock doors and reroute some of the turbolifts both inside and outside the area.

The more dangerous the action the higher the chance it will be flagged by the computer. Wide ranging changes will be noticed by crew who will report it.
>>
>>19306661
First, get the entire team to the bridge. Use control over artificial gravity to help. Plot several routes out of this section. If there are sensors, use them to warn us of approaching pirates.
>>
While we are at it, get a schematic of the super-heavy and localize reactors.

contact bittenfeld and have them take out some of the torp warheads, put them in some hotel bags or something not very conspicuous, then have them on time detonation. - get them as close as comfortable not getting pinched by security and aim them for the reactors. skeddadle out of there. - it shouldn't take long at all. the detonation is simply swithcing the impact or proximity detonator with a timer or a detonator switch from a marines charge, and taking them out of the housing can be done with a disc cutter or a screw driver and a french key - whatever suits your fancy

- if we want to go, lets go with a banging encore!
>>
>>19306762
and if they are in bags, they can be left alone with perhaps only a slave or a camera to guard them....

ruthless and brilliant we take the data, make a profit and erase any data with a orchestrated mass destruction!
>>
>>19306782
>any data of our being here.

hungry. ate words.
>>
>>19306762
>>19306782
if we can jump to FTL immediately while it explodes and have the super heavys detonation cover our entry to jumpspace we will be presumed destroyed and not be bothered while we hunt down for the corvette, and none will be the wiser.
>>
rolled 5 = 5

You order two of the least injured Marines to head back and retrieve the Agent, telling them you'll disable gravity and and lift access in that tunnel.

They return after a few minutes with the wounded body. Gestahl appears comatose, skin turning a dark tarnished colour.
>>
>>19306906
What say you about the viability of this plan:

>>19306762
>>19306782
>>19306791
>>19306861
>>
>>19306934
you remember that torpedo warheads are shield piercers and will go through the innards of a ship like a hot knife through butter, right?
>>
>>19306762
>>19306782
>>19306861
Disassembling a torpedo would take awhile, you'd be farther ahead to just have the entire things shipped over in say, the stasis cylinders the slaves were sent over to your ship in, they should fit (just barely.)

Your plan is to then move them inside the ship to within range of vital systems?

>they can be left alone with perhaps only a slave or a camera to guard them....
What is your plan if they're discovered before you're off the ship?

>explosion covering escape
Its not a bad plan but FTL sensors on any of the several hundred other ships would pick you up. Still, its unlikely they'd be able to catch up to you.
>>
>>19307035
How close would the torpedoes need to be to the reactors to ensure the destruction of the ship? Could we perhaps disguise their movement as a cargo transfer?
>>
>>19307014
only Terran built SP Torps and Rovinar SP Torps will go through shields. You already sold all of the ones intel provided you with.
Your conventional Torps detonate on contact with energy shields or after penetrating a set amount of armor.
>>
>>19307067
A stasis chamber. that will work as welll.

A_cat_is_fine_too.jpg
>>
>>19307066
You do not have enough torpdoes to destroy the entire ship. You could cripple half the engine banks making it impossible to jump without the assistance of another ship of the same size range.
Alternatively you could place the torps to cause the maximum number of casualties.
>>
>>19307119
Maximum number of casualties is fine too
>>
>>19307119
Maximum casualties, I suppose.
>>
Actually, if it's at all possible, use our torpedoes to destroy the SPs we sold, in addition to killing people. We should try to keep those out of pirate hands.
>>
>>19307119
how about aim one to blow up the torps we sold, then the ammo storse they have, and then whatever reactors and engines we can get...
>>
>>19307257
Since it's a super Heavy they probably have more than one stores
>>
File: 1338428455183.gif-(7 KB, 665x374, Ship Map CMD Escape.gif)
7 KB
>Remember, you only have so many stasis chambers to deliver torpedoes in.

Using the ship's communications system you contact the Bittenfeld er... the Ring of Caina and tell them to send the last of the "scheduled torpedo delivery" to certain locations.

Speaking of locations, these seem to be the only ways out of the secure area, but thankfully you can do so on multiple decks up or down.

Other than disabling gravity in your escape path what other methods did you plan to use to escape the secure area?
Access crawlspaces, sneak and bluff your way past the searching guards, Shoot your way out, use the lift tunnels, or just redirect the lifts in the area so only you can use them?
>>
>>19307465
Would it be possible to maximize the gravity in sections bordering our escape path?
>>
>>19307465
Redirect the Some lifts but use the crawlspaces...
>>
>>19307509
Yes but that would increase the chances of being flagged by the computer and any crew in the area would report it.
(No you cant crank it up to 20G and kill them, you'd trip the safety systems.)
>>
Also on the EVA suits that were asked about before, you could search the surrounding sections for some but you also run the risk of encountering patrols.
>>
>>19307528
Anyone in favor of this roll... 1d10
>>
>>19307535
Let's just take the crawlspaces and redirect lifts as a diversion.
>>
rolled 3 = 3

>>19307577
It really surprises me that we haven't received any life-threatening injuries.
>>
rolled 9 = 9

>>19307577
oh god why rolls
>>
rolled 10 = 10

>>19307577
roll
>>
>>19307589
>It really surprises me that we haven't received any life-threatening injuries.
"How nice for you, sir." Says Ki. A sharp pop issues from his shoulder while shifting it.

The marines set some explosives behind access panels in the undamaged ops consoles then the rest of you high tail it out of there. The last two carrying the wounded intel officer on a stretcher.
"Move fast." The marine at the back tells the rest of you. "We don't have a lot of time until either the explosives go or the one section of access tunnels vents and then everyone will know something is going down."

Having gotten the hang of zero gravity travel earlier you're able to keep up with the fast pace the marines are keeping. The two with the stretcher know what they're doing and are able to keep moving or slow down as necessary to keep up, making up the distance each time the rest of you stop to check direction.

The only incident is when you get out of the tunnels to leave the zone. Two guards are blocking the way, one wearing a skull helmet.

"Nice helmet." you tell him before shooting him with your mass driver pistol. The shot doesnt penetrate his armor but the impact surprises him, buying just enough time for you to shoot him again.
"Man, these guys have tough armor." you state, ripping the comlink off the front of his jacket.

"All teams be advised we have hostiles inside Secure Zone 3." blares the stolen com. "Off duty personnel get geared up ASAP."

You are now outside the zone. Crawl spaces are going to vent soon ruling them out as a means of escape.
>>
>>19307876
[ ] On foot through outer patrol area (Bluff anyone)
[ ] On foot (Shoot anyone)
[ ] Use Lift tunnels
[ ] Use Lift
[ ] other
>>
>>19307934
[X] On foot Shoot
>>
You stop long enough to stuff the bodies into the crawl space then resune your run. With any luck the two other guards wont be found until you're clear. Before you encounter any patrols the explosives in the bridge go off and the tunnel section vents its atmosphere. The lights dim and switch to red combat lighting. The ship is now on combat alert.

A patrol you encounter mistakes you for another security team being caught by surprise when you open fire. Since that seems to be working you order the two carrying the stretcher to the front.
"Medics coming through!" yells the team medic. The pirates ahead scatter and the rest of you skid to a stop long enough to gun them down, taking their weapons for good measure.

Outside the patrol zone people don't give you a second glance and you find a lift headed back to the landing bays.

"You know there's a good doctor down at that one hotel on the port side strip." An old man already in the elevator tells you as you pile in. Breathing hard you lean against the wall as you listen.
"I cant afford him personally but you swashbuckling types must have enough coin to give him a look."

[ ] Thank him
[ ] Kill the witness
[ ] other
>>
[X] Thank him
>>
>>19308319
>>19308293
addendum offer him some money as a token of our gratitude.
>>
>>19308328
Good idea, seconded.
>>
>>19308293
Thank him
>>
"Thanks." You tell him when the lift stops. "We might look into that later."
You hand him whatever currency you have in your pocket, which isnt much despite the haul of money you'll be leaving with.

"Have a rough night drinking at the bars?" Asks a dock hand as your team boards the shuttle. "I know the bouncers can get a bit rough at the flash dance place but it isnt too often they outright gut people."

"I guess we're a bit rougher than they're used to." You respond before the hatch closes.

"Have the other teams left?" you ask the shuttle pilot once you're clear.

"They should be soon." She replies.

After docking you rush to the bridge to prepare for departure. "Linda plot a course for the fastest jump out of here, we have to head back to the Centri cluster arrival zone."

"Sonia, you smell like cigars and and a few other things. Maybe you should take some time to wash up before we leave." Kavos suggests.

"Shuttle two is returning." reports coms. "They said to be ready to turn and burn."

Roll 1 last 1d20 for getting the hell outta dodge. Dont care if you link it.
>>
rolled 7 = 7

>>19308586
My first roll of the thread.

Here goes nothin
>>
rolled 18 = 18

>>19308586
Here we go.
>>
As the shuttle speeds away from the launch bay of the John Avery, engines burning hot, you spot movement from the surface of the larger ship. Pop up turrets and missile launchers begin to deploy from hatches using the ships Modular conveyance system. You had hoped that was something only found on the captured super heavies used by the Dominion.

Then a series explosions begin to rip through the weaker sections of the ship. The cargo bays, the pirates had modified so heavily. Sixteen blasts are visible but secondary explosions continue to light up some areas. The point defense gunners open fire, particle beams, missiles and artillery being hurled in the shuttles direction. The pilot swings in behind a frigate in the middle of offloading supplies resulting in a missile flying into an open cargo bay.

Flipping switches and cranking the drives to full you roll the Bittenfeld away and try to gain enough distance to jump.
With the headset linked up you spot the shuttle zip past and into you flight path then cut engines. You overtake the smaller craft, your forward launch bay swallowing the shuttle. Weapons fire from the point defense guns impact the shields but it isnt anything to worry about. The two battlecruisers you spot breaking off from high orbit are.

"Jink!" Shouts Kavos and you hit the emergency thrusters. Twenty phase cannon shots from the Avery pass through the space you just vacated though some still graze your shield. Other small ships nearby open fire on you, suspecting they'll be awarded a bounty for taking you down.

"Linda, jump please!?"
>>
>>19309019
Takes multiple internal nuclear detonations and continues firing. Got to get us one of those.
>>
>>19309019
"We're kind of close to the gravity well still."
Despite her own protests she cranks the drives up. The tear seems a bit patchy and unstable but begins to solidify.

"Battlecruisers firing!" warns sensors.

Linda slaps the throttle forward. The ship shakes hard but it jumps.

"Shields are down." Reports Kavos once the Bittenfeld drops back into real space. "That jump was a little close, I think we would have taken less damage from those impacts."

"Sorry." Linda tells you. "I should have waited another second. The edge of the tear could have grazed the hull at that size."
[ ] admonish
[ ] praise
[ ] other
>>
>>19309088
>[x] praise

"You deserve a drink for getting us out alive at all. I guess the chair makes all the difference."
>>
>>19309088
Any jump we survive is a good jump.

That was a good jump.
>>
>>19309088
>[ ] other
"Don't worry, you did what you thought would be best for us. We still managed to get out, the ship's still in one piece and it's a lesson you can probably put to good use rather sooner than later."

We do have a doctor on board, right?
>>
>>19309088
[X] Positive reinforcement
>>
File: 1338437165762.png-(79 KB, 500x500, 1334623676754.png)
79 KB
>>19309177
>>19309120
>>19309146
>>19309164
"Thanks. But still, we could have died." Linda admits.

>We do have a doctor on board, right?
Yes we do. The marines took the intel officer there as soon as you landed.

Everyone takes a breather for a moment but it doesnt take long for all eyes to turn to you.

"Sonia you kind of smell." Linda whispers to you, even though everyone on the bridge can hear her.

"What course would you have us set Captain?" Asks Kavos.

"Towards the Centri side relay station." you tell him.

[ ] Best possible speed!
[ ] Back through the smugglers run!

In either event.
http://www.youtube.com/watch?v=reBuz97GgBM
See you next Tuesday!
>>
>>19309271
>[ ] Back through the smugglers run!
Would that leave enough time to get to our target's location in time?
>>
>>19309271
[X] Best possible speed!

We've got a lot of mad coming our way.
>>
>>19309271
We've got two days. I think we can afford to take it slow.
>>
rolled 96 = 96

Fastest way
We can. Run or fight to disable if we run into any dominion ships


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