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File: 1341342380681.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion


"Captains Log, Stardate Febuary 2, 4024. Acting captain Arron Westrate reporting.
The Bittenfeld has once again been heavily damaged in combat and all of the bridge crew save myself have been killed or incapacitated.
It now falls to me to fly the ship to safety against terrible odds using only my wits and the meager training I recieved before washing out of pilots school. What dangers yet await? What trials will ship and crew yet endure? What-"

The doors to the bridge open and you walk in.

You are Sonia Reynard, Squadron Leader and man at arms for the House of Jerik-Dremine! Your ship is the Attack Cruiser Bittenfeld which can outrun almost anything it cant outfight. You've just entered the bridge to find your sensor officer is sitting in YOUR chair. This just tops off an already bad day. First the nagging regrets about that one solder you killed aboard the frigate, then the funeral services for members of your own crew killed when your engine was hit. Now its bridge crew antics.

>What do?
>>
>>19725124
REMOVE YOURSELF FROM MY SEATING POSITION AT ONCE, OFFICER.
>>
"Apologies, Captain. Permission to resume command?"

Poker face!


I must also regretfully ask that (when possible), could we get a dump of the loadouts of the various ship's our squadron has salvage claims on and perhaps the loadouts for the types our House can currently produce due to the shortage? (I'm personally confused at times where things we find stand against our House's 'Standard' production types)

Also, I say we call in to command about that graveyard acting as an enemy staging area.

We need to hit that with everything we can both to disrupt the enemy and to claim the salvage that remains ASAP.
>>
>>19725124
I'm going to go with >>19725208
>>
>>19725208
Sounds good to me.
>>
File: 1341343490994.jpg-(60 KB, 300x300, O FUK OWL.jpg)
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"Apologies, acting Captain. Permission to resume command?"

Arron's head snaps around at the sound of your voice, his eyes going wide. Somehow within a second he's out of your chair and saluting you, gibbering apologies and so on.

"Just don't do it again or at least ask first." You tell him and he gets back to his station.

>>19725178
>>19725208
Was torn between these two... glad someone else voted.

>>19725208
>I must also regretfully ask that (when possible), could we get a dump of the loadouts of the various ship's our squadron has salvage claims on and perhaps the loadouts for the types our House can currently produce due to the shortage? (I'm personally confused at times where things we find stand against our House's 'Standard' production types)
That's fine. Will post in a bit.
>>
File: 1341343811528.gif-(71 KB, 1730x1318, Smugglers run Local South 08b.gif)
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Moving on, 2nd wing has secured the sector with the jammers in it, opening up the area your squadron had previously scanned down only to find it mostly secured by House Posat forces. Odds are if the jammers in the one sector had been taken out recon of several sectors wouldn't have been necessary. Go figure right?

With you in space dock again, even if only for a limited amount of time 2nd wing is gearing up to hit the occupied ship graveyard. If they take it you'll get none of the salvage rights as all you did was run away after taking some scans.
In the words of someone from second wing: What you gonna do 'bout it?


Knight Commander Winifred is preparing both a Cruiser and a Carrier unit to take part in the operation as well as her own ship. The 1st Attack Wing and 2 other Frigate squadrons will be standing by in reserve, ready to jump in if needed.

>Do you wish to take part in this operation once the ship is repaired or resume your recon duties?
>>
>>19725350
Get ready to jump in at a moment notice, in case they need support no need to cry over spilled milk
>>
>>19725350
Take part in the operation. The Bittenfeld will not run away again. It's time for a forceful breakthrough.
>>
>>19725350
Request permission to join in the attack. We'd like to get some payback, but if the command wants us on Recon, we'll follow orders.

Another question on salvage, can squadrons trade their salvage claims off to other squadrons/commanders directly?
>>
>>19725429
>Salvage trade
I suppose... Mostly you can just trade it to the House and they'll make it available to the appropriate squadrons.

Working on salvage list.
>>
>>19725467

so we could say...

offer Knighty McCruiser a salvage claim on a cruiser in exchange for say salvage claim on a dagger corvette and some other stuff? Or perhaps Knighty McSpecific might be willing to trade us more RP than the House is offering for a certain ship we've got claim on, instead of hoping the 10 other guys requesting one first cancel their orders?
>>
[$$$ Starfighters available via House production]
Z5 General starfighter (requisition cost 150)
-Weapons 4x micro phase cannon, Can carry 1-2 Torps, can use any missile system
+Tough but not as fast or maneuverable as some other fighters

Z5H Experimental (requisition cost 250)
-Weapons 4x micro phase cannon, Can carry 4 Torps or 4 missile cells
+Still in pre-production phase

[Starfighters Available through Salvage]
4x Type 4 attack bomber (Starfighter) (requisition cost 80)Available
-Weapons 4x micro phase cannon, Can carry 4 Torps or 4 missile cells
+Best anti-ship fighter, can use any missile system

2x Arrow Interceptor (Starfighter) (requisition cost 80)Available
-Weapons 4x micro phase cannon, shard missiles (Short range) or 1 torp
+Fastest interceptor, smaller profile

3x V-688 Enforcer (Starfighter) (requisition cost 60)Available
-Weapons 4x micro phase cannon, 4-8 Interceptor missiles or 1 torp
+Fast but tough, easy to fix
>>
[$$$ Starships available via House production]
Scarab LC4023 (1200 RP)
-Weapons 2x light pulse cannon, missile hardpoints
+Fast, maneuverable but cant take much in the way of hits

Standard Corvette (1k RP)
-Weapons 2x phase cannon (Forward ~190 degrees coverage)

Attack Corvette (4k RP)
-Weapons 1x twin linked phase cannon (Increased damage against shields)

Frigate (Cargo) (3k RP)
-Weapons 3x light phase cannon, 2x torpedo launcher

Frigate (Combat) (5k RP)
-Weapons 3x phase cannon, 2x torpedo launcher

Light Cruiser (14k RP)
-Weapons 4x spinal mount phase cannon, 4x phase cannon, 2x torpedo launcher


[Starships Available through Salvage]
1x Scarab Light Corvette (requisition cost 900)Available
-Weapons 1x phase cannon, missile hardpoints

1x Frigate (Requisition cost 1000) Available
-Weapons 3x phase cannon, 2x torpedo launcher
+This particular ship has less powerful engines than most combat frigates

1x Light Cruiser[T] (requisition cost 1500)Available
-Weapons 4x spinal mount phase cannon, 4x phase cannon, 2x torpedo launcher
+This ship is optimised for a Human crew, Is otherwise identical to House built Light Cruisers

1x Light Cruiser[D] (Under repair -Estimated requisition cost 1400) Time 2 days (Feb 4)
-Weapons 4x spinal mount phase cannon, 4x phase cannon, 2x torpedo launcher
+Normal House built Light Cruiser

1x C-Type Kavarian Attack Cruiser (Under repair -Estimated RP cost 1320) Time 1 days* (Feb 3)
-Weapons 2x spinal mount phase cannon, 1x phase cannon, 4x torpedo launcher
+Fast enough to keep up with most attack cruisers
>>
>>19725630
Considering requisition costs, we could probably make a serious profit on those Cruisers if we resold them.
>>
You send off a message to the Commander that your squadron would like to participate in the attack. You'll still have to wait until repairs are finished, just 2 more hours provided there's no sabotage.

An hour later you're called down to the training room where you've been learning fencing along with movement routines for your Power armor. Instructor Dowaire is waiting for you.
"You want to be able to incapacitate enemies while wearing your power armor I understand. For that you're going to need to step up your training. I've been researching the relevant data but it will likely be time consuming. As I'm sure you're aware by now any fool wearing power armor can kill a man, it takes an effort of will and concentration to prevent that."

You mention the incident with the recruits and how you easily broke a few limbs while subduing them.
"You likely caused compound fractures with the sort of swings it sounds like you were using. Modern medicine is a miracle but without promp attention such wounds can become serious, likely something you wish to avoid hmm? With my training guides I can teach you how to disable an opponent in hand to hand combat both with and without your armor, bare handed or with weapons. Military training such as you've received concentrates on killing first and foremost. You'll need to cut back on your sorties so that you have enough time to train."

"I could just take the time to train whenever the Bittenfeld gets shot up. That time is starting to add up right now." you comment.

"You have a point." the old man agrees.
>>
>>19725630
so there isn't any real difference between [T] (Terran?) and [D] (Dominion?) "types" of ships in general, or is it just a Light Cruiser quirk?

and anything we have claim on is considered 'unavailable' to others? or will we just be compensated if the ship type is requested by another unit?
>>
>>19725705
If we want to be a dick we can take off in the middle of something and give Aaron command of the ship so we can train. Then we walk back in after he shits himself and grin at him.
>>
>>19725669

agreed. Though I imagine we should probably sell off the scarab and/or frigate unless a squadron member would like the ships.

has the House found any use for scarabs beside the whole "dozens of expendable ships and crews" tactic?
>>
>>19725708
The Terrans captured several shipyards capable of building Frigates and Light Cruisers belonging to other Houses both before and during the Faction wars. They've continued building the same ships for their own use with only minor design changes. The two are virtually identical.

>and anything we have claim on is considered 'unavailable' to others? or will we just be compensated if the ship type is requested by another unit?
Its available to our squadron until we decide what to do with it. We can still sell them to command. If we get enough of a backlog of ships we're not using command might become a bit uppity.
If another unit requests some of the ships from our salvage list to bolster their unit we could choose to just give it to them or sell to them for RP.
>>
>>19725778
Didn't some people in our unit want to lay claim on some of these ships?
>>
>>19725778
How much RP do we have, currently?
>>
>>19725777
Scarabs can be effective when working with larger ships that can draw fire or that they can hind behind for cover. Jerik-Dremine currently has no interest in using mass formations of them given the possibility of a manpower shortage should they do so.

Most of the ones being produced are sold to the Ruling House for their own purposes. Some for combat others as aggressor units in training. The House might build up a stockpile of them before they cease production entirely and switch over to Assault Corvettes.
>>
as for actions...

Thank the trainer and say we'll begin as soon as time permits, but we can't send our men out to risk their lives while we train in a secondary field if we're able to join them.

Then we gather the squadron and ask if anyone wants to claim anything we've got salvage rights for.
>>
>>19725817
I'm voting to sell off the scarab we have for RP, unless it has some nice engines or something that we could take for a squadie before selling it off.
>>
>>19725794
Alex wants the Kavarian C-Type Attack cruiser since he already has one of the ships that use Torps in the squadron.

>>19725802
Sonia: 5870 RP

Current ship: Vengence Attack Cruiser [Bittenfeld]
Trade in value: 14,500 RP
0 missiles
5 Torps

Available RP 5870

Nuclear Missile -10
Torpedo -25
PD Turret -N/A [100]
Light beam turret -N/A[150]
Beam turret -N/A [185]
Beam Spinal Mount -N/A [200]
Pulse cannon -N/A [200]
Heavy Pulse -N/A [250]
Shield Upgrade -N/A
Armor Repair -N/A [150]
EMRG Thrusters -N/A [100 each]
EMRG Teleport -10k
Sensor package -N/A[200]

Starfighter - [Cost see above] (Room for 2)
Marines -150 (Currently at 3 shuttles and 60 Marines, Max 4)
Power Armor -9k


Fusion Drives (Per unit)
GE = Tough, easily repaired, parts compatibility
-Best Quality 500
-Good Quality 320
-Average 250

Aries = High output, poor effeciency, less compatible
-Best Quality 450
-Good Quality 350
-Average 300

Iratar = Cheap, easily repaired, parts compatibility
-Best Quality N/A Kavarian Military only
-Good Quality 250 *
-Average 150

DHI = Similar stats to GE, mostly parts compatible, House approved
-Best Quality 400
-Good Quality 350 *
-Average 300
>>
>>19725909
Let Alex get his cruiser and put an adds for people interested, at worst give them back to the house
>>
>>19725909
Buy all three of the Cruisers. Give the C-Type to Alex. We can resell the other two.
>>
>>19725978
seconding.

Worst case, we've got some extra UMPH ships for big battles.
>>
You order the squadron to prep for combat and do the same yourself.

>Do you wish to purchase any torpedoes or missiles before you depart?

Daska's 3 ship squad is back in their Attack Corvettes, ready to hit hard and fast.

>Buy all three of the Cruisers.
Currently only 1 of them is available for combat and most of your pilots would prefer to stick with their current ships for this fight.

Did you wish to trade the ships we're getting rid of for SRP, RP for ourselves or split it with the squadron?
>>
>>19726097
Split it with everyone, we don't really need that much RP
>>
>>19726097
Get enough missiles to fill the racks and 5 torps.
>>
>>19726097
What is our SRP tally?

Personally, I vote to sell Scarab and Frigate for SRP. Inform our pilots that we're willing to spend SRP to help out any pilot if they're a bit short on the new ship or upgrade they want (within reason).

We should then spend SRP for the two light cruisers and set them as reserve ships (use our Personal RP if we lack the SRP for it, make note if we do).

Alex can either buy the C-type with his personal funds if he has them now, or it can wait (unless we have SRP to buy it, then we grab it as a reserve and he can get it for the same cost as later)

if we're low on SRP, we'll simply hold off on the cruiser purchases until after the next mission.

MISSION ORDERS:

any ship in the squadron with torpedo launchers is to be given 10 torps from the squadron stockpile. Encouraged to use them, but if there is no need to expend them, do whatever.
>>
File: 1341349903281.gif-(10 KB, 1109x660, Grave yard system.gif)
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The squadron jumps to the ship graveyard you and the others from fourth flight just barely escaped from. This time you arrive farther out where you can get a good look at things and jump back out in a hurry if need be.

Second wing is already approaching the location you initially jump in before. Each of their squadrons are followed close behind by four cruisers. Farther back is the Knight commander's Medium cruiser and a pair of carriers with escort.

The local defenders are ready and missile batteries hidden among the debris and asteroids open fire at maximum range. A handful of enemy corvettes and Frigates are moving from one location to another sending out fire of their own and taking little in return thanks to their cover.

From your position above the plane of the system and using your high power scanners you've detected additional enemy contacts. Mostly small salvage vessels, though some are places ships or missiles were launched towards you before. Still no sign of the attack cruisers that chased you the last time you were here.

Your orders?
>>
>>19726343
Clarification Request: "Trailing Trojans"? ship types?
>>
File: 1341350174102.gif-(10 KB, 1109x660, 1341349903281.gif)
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>>19726343
Head towards this group of contacts. We'll be in a good position to support the allied group if necessary.

Pay special attention to anything that could hide an attack cruiser.
>>
>>19726381
Asteroids and debris
http://en.wikipedia.org/wiki/Trojan_%28astronomy%29

Afk 20 minutes for dinner then we'll be right back into it.
>>
>>19726428
thank you.

>>19726399
seconding this plan
>>
File: 1341351913437.jpg-(14 KB, 320x200, Attack Cruiser Bittenfield.jpg)
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Cant believe I forgot, Roll 4d20
>>
rolled 4, 14, 13, 16 = 47

Does everyone know what time it is?

/tg/ dice time!
>>
rolled 3, 10, 1, 4 = 18

>>19726738
rolling with link to op for >>19726399
>>
>>19726771
As long as the first die isn't for pilot survival, we're good.
>>
"We're going in at this point here." You tell the others. "We should be close enough to help second wing if necessary. Keep watch for places that could hide ships, defense turrets you name it. If it looks suspicious tag it. Better that we know about it."

The squadron microjumps a few AU closer to the second belt then changes course and enters the wreckage. The majority seems to be pieces of ship remains less than 100m in length but much of them are clustered together.

"Picking up electromagnetic and low level tractor fields scattered through the area." Arron tells you. "They're probably placed generators through the field to attract the smaller bits and make them easier to collect."

Kavos looks over at the readings. "Wouldn't it take years to have any effect on the debris in the belt?"

"This wreckage has been here for centuries, they've definitely had the time Chief."

You warn the rest of the squadron. If the enemy has been dragging in debris into clumps there's nothing to stop them from doing the same around a ship to hide them.
>>
"How close are we to those contacts?" you ask.
As if to answer your question you spot a drive flare as a missile boat peeks out from behind an asteroid some distance away. The smaller craft turns to face the squadron long enough to fire off all 16 of its missile launchers before turning and burning.

Your gunners fire phase cannon but are unable to hit the ship as it flies through another cloud of asteroids.

"He's headed for the main fight. Looks like second wing has entered the field."

A high gain transmission broadcasts over all com channels for a moment.
"This is Knight Commander Abigale Winifred to all pirate, smuggler or other private military forces in this system. Surrender immediately and you will not be harmed."

A few gun batteries and launchers pop up which the squadron quickly destroys with little difficulty. Resistance seems light until one of the spherical debris piles starts growing in size.

"Whats happening?" you ask before you can figure it out. The debris is being hurled out in all directions from the tractor emitter that had gathered it. Several of the slag heaps burst outward as the squadron draws near them hitting all ships with thousands of tons of scrap.
"God dammit." curses Mike.
Alex's unit is a bit closer to one than the rest of the unit and his corvettes lose shields.
"Reversing engines! I'm going to need some cover here, the navigational repulsors and the shields cant handle all this suff."

"Destoy the emitters before they can chuck the rest at us!" Daska warns, firing into one group. A small explosion lights up the impact point but the scrap doesnt scatter like the others. You order gunners to do the same while getting into position to protect Alex.

"Incoming!"

You glance over at the new contacts appearing on screen in time to spot three torpedoes before they hit your shield.
>>
File: 1341354174683.jpg-(41 KB, 512x363, CPS.OHZ76.251108212220.photo00(...).jpg)
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The Bittenfeld shakes under a barrage of phase cannon fire but the shields hold. Everyone in the squadron returns fire and the enemy ships pull back, ducking behind cover.
"Two attack cruisers, a light cruiser and some corvettes. There's also a lot of those slag piles between us and them."

Alex's flight gets their shields back up.
"Thanks for the assist."

It will take a lot of fire to down those two cruisers but if you concentrate solely on them you might not be able to prevent those debris clumps from being thrown about.

>Your orders?

Roll 4d20 for combat.
>>
rolled 10, 9, 13, 3 = 35

>>19727168
We have our own tractors, right? Can't we use the debris to our own advantage as well?

>1, 1, 1, 1
>Unfortunately, your tractors were installed pointing the wrong way. Your ship tears itself apart and only Aaron survives.
>>
rolled 20, 2, 20, 17 = 59

>>19727168
Order the corvette to concentrate on the emitter while shooting at the cruiser to prevent them from getting too close
>>
rolled 7, 6, 10, 1 = 24

roll
>>
>>19727212
The problem is the sheer amount of the debris being hurled out in every direction. You can push some of it away but not all of it, your shields will have to deal with the rest.
>>
>>19727248
I was thinking of using our tractors to hurl debris back at the enemy.

Is it also possible to use tractors to quickly fling friendly corvettes out of the way of incoming fire?
>>
>>19727275
That's even more unlikely for the same reasons. If you focused on one piece at a time you could do it.

>Is it also possible to use tractors to quickly fling friendly corvettes out of the way of incoming fire?
Not in any effective manner. The emergency thrusters would be the best bet at that point.
>>
>>19727340
Oh well. Since tractors won't be of much use to us, I suppose our best bet is to use Bittenfeld's upgraded shields to the greatest possible effect and just break through. Focus fire on the attack cruisers.
>>
"Everyone put fire on those slag heaps while I target the other ships. Daggers target the enemy ships with your torps."

You hit the engines and rush out of cover firing towards the enemy ships as they continue to pull back. The others hit the debris trap emitters with varrying level of accuracy. Daska despite being the first to do so has a terrible run of luck and cant seem to hit very many others.
Combined fire from your ship and torpedoes launched by squadron mates drops the shield on a fleeing frigate. Your pulse cannons blast a pair of craters in the ships side armor before the Rovinar attack cruiser manuvers into the way returning your fire.

All three of the larger enemy ships fill space ahead of you with fire forceing you to take cover yourself. Daska's continued string of bad luck sees her lose shields and break off after a minor hit to her armor.

"Looks like this is going to be a slow fight if they keep this up." You comment before thrusting out from cover and firing away. You're becoming certain the Attack cruisers and one light cruiser are fighting a delaying action.

"Incoming torpedo." Warns Kavos as the [Bow Shock] fires again. You check your shields but they're still good.
Then the torp passes through your shield and impacts the armor shaking you against your restraints.
"Armor impact, outer topside layers behind the light pulse cannon turrets are compromised. That musty have been an SP Torp."

Using the distraction to their advantage the pirates continue their retreat. Alex and Mike land some parting shots disabling the engines of the frigate you damaged.
>>
File deleted.
Once everyone has had a few seconds for shields to recharge you push forward again, attempting to catch the Pirates before they can flee deeper in system or link up with allies. A few active defenses slow your progress but soon you're within weapons range again forcing them to slow and trade fire with you.

Flashes of light illuminate a farther off part of the debris field, one neither you nor your allies have had a chance to search.

"Those explosions were consistent with larger reactors being driven super critical. I'm picking up what look like Transports fleeing the sites of the explosions." Arron tells you.

New contacts pop up on your screen. A projected path has them headed for the trailing Trojan asteroids provided they don't just change course.

Your orders?
>>
>>19727550
are we still here or did we move?
If possible intercept otherwise keep trading fire
>>
>>19727550
Let's take care of the larger ships first before changing course.

Is the frigate with the disabled engines out of the fight for good?
>>
File: 1341357477192.gif-(10 KB, 1109x660, Grave yard system2b.gif)
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>>19727567
Whoops! Serious oversight on my part. Will delete other map in 1 sec.

The enemy ship are between you and the transports btw.
>>
>>19727624
>The enemy ship are between you and the transports btw.

Even better! We can fight through them.
>>
>>19727624
Then keep fighting the enemy ship... I'm more interested in what the cargo are transporting but since they are in the way...
>>
>>19727624

can we contact the Knight Commander?

Perhaps another squadron could warp in and cut off those transports?
>>
>>19727593
Looks like it. Though they might try to repair their engines if left alone long enough. Send someone back now to board it or let the post battle salvage teams take care of it?

Do you wish to concentrate fire on one of the cruisers, on the corvettes or some combination?
Roll 4d20 for combat.
>>
rolled 5, 20, 4, 6 = 35

>>19727678
Cruisers
>>
>>19727649
Yes you can, just be aware you might not get salvage rights on them.
[ ] Greed/Glory (Dont call for help)
[ ] Military objectives (Call for help)
>>
>>19727701
[]military we can be greedy later
>>
>>19727678
If the enemy ships are fighting a delaying action, does that mean that the cruisers are NOT bringing their spinal guns to bear? (because they're fleeing?)

this makes a difference in target order!
>>
>>19727705
I agree. We don't need to salvage absolutely everything. If possible, though, we should wrap back around and send some marines over to that frigate.
>>
>>19727708
The cruisers have begun leapfrogging, taking turns to put down covering fire while the other retreat to another position they can cover from. All of the asteroid fragments and debris is providing enough cover to make this possible.
>>
Any more rolls?
>>
>>19727729
then I vote to concentrate all firepower on the nearest cruiser that can be targeted easiest by the squadron.

unless the corvettes are easier targets, then focus fire them in a coordinated manner and pop them fast.

also, [stop transports with allies]
>>
rolled 4, 5, 18, 17 = 44

>>19727768
>3 roll under ten
if you don't mind
>>
rolled 9, 12, 4, 1 = 26

>>19727779
blah, forgot my rolls
>>
>>19727782
I'm done rolling. I'm just going to get someone killed tonight.
>>
http://www.youtube.com/watch?v=0FimHbIyAks

"We'll never catch those transports if this squadron of ships keeps slowing us down." You decide.
"Contact the Knight Commander and ask if she could spare a squadron to cut them off."

Your coms officer takes care of it while you look after the rest of the squadron.

"It's time we take some of these guys down. Use rocks, debris or even my ship for cover. Lets do this."

Determined to get close you swing around one of the larger asteroids to cover your approach and slingshot in on the rearguard ship. The Rovinar built one is currently in the trailing position as you come within range. Combined phase cannon fire from you and the 8 attack corvettes overpowers the shield on the cruiser allowing torpedoes and light phase cannon from the Daggers to land hits.
The enemy ship gets off two more torps before the launcher is hit. One of them bypasses your shield and hits the portside light pulse cannon turret, the other hits Alex's corvette destroying his torpedo launcher and much of the bow armor.

Daska's squad disables two of the cruiser's four engine pods, one of them exploding. You quickly finish off the ship's weapons before you're hit with a hail of phase cannon fire from the other two cruisers and some corvettes.

Your mainshield cuts out under the concentrated fire and the secondary starts to drop rapidly. Daska's squad and fire from your wingmen down a pair of standard corvettes before you're all forced to seek cover again.

Mike's squad has moved up to a position from which to better attack from and Alex's wingmen are dragging his corvette into cover as well.
>>
>>19728014
"This is Alex, I've still got my phase cannon but I think I'm out. I'll send Marines from my squad to help secure that cruiser once you're all far enough away. Both my wingmen will stick with you guys."

"If we can take down one more cruiser they wont be able to put out enough fire to seriously threaten your cruiser sir." Daska mentions.

"And with any luck only that one ship had any SP weapons aboard. Adds Kavos.

[ ] Take Alex's wing men like he says
[ ] Leave them in case he needs help


Roll 3d20 for (I hope) last round of combat with these jokers.
>>
>>19728039

leave one of his ships to support him, preferably the one with the most marines. If neither have marines, can we launch one of our shuttles to help?
>>
>>19728093
Each of the corvettes has 1 assault shuttle with marines.
>>
>>19728039
Alternatively if you wanted to change your plan of attack that's cool too.
>>
rolled 19, 1, 2 = 22

>>19728039
>[ ] Take one of them and down that last cruiser Then just leave our corvette to deal with the rest while we try to get some of those transport
>>
rolled 7, 10, 12 = 29

>>19728093
I think it's a good idea to leave one of his wingmen with him.

>>19728039
Rolling for combat.
>>
rolled 16, 9, 16 = 41

>>19728107
in that case, leave 1 wingman back with him. Have the 2nd wingman launch his marines to join up with Alex for the boarding.

I'd rather not roll, but if no one else is...

no change to the plan.
>>
As you resume pursuit you see that the fleeing Pirates have used your momentary rest as an opportunity to gain some distance. Only the Light cruiser and one frigate are able to fire in their aft arc. While they retreat they're still vulnerable.

"Pour on the speed." You order and redline your engines.
"Mind the one new drive, I don't know if they gave it enough of a shakedown prior to installation." Kavos warns you.

Both your group and the enemy ships exit the protective cover of the belt as the transports make their way towards the trailing Trojans. Your support should be arriving soon to cut them off if they haven't already.

The squadron opens fire but for the moment the enemy ships hold their course, the smaller corvettes taking cover in front much you you hand your unit do before. Just before you enter Pulse cannon range both the cruisers perform a 180 degree flip and open fire, the other eight ships continue on.

Arron tells you something about the cruisers having launched shuttles before turning back but your attention is focused on staying alive. You and the Scorpion class ship trade fire as the range counter scrolls down. The other ship doesn't have as many weapons but most of its have a slight edge in damage dealing.
Mike's squad gets the attention of the Light cruiser who focus fires on their corvettes. Mike takes some hits that drop shields but uses his emergency thrusters to stay alive. One of his wingmen takes a bad hit that effectively destroys half the ship. One of the fusion drives light off, the explosion momentarily shielding it from view.

The combined fire from Daska's squad along with Mike's and Alex's wingmen finally drop the shields on the Light cruiser. Fire from five twin linked phase cannon cut grooves in the ships heavy armor and destroy weapons. By then they're into close combat where the corvettes should have an easier time...
>>
The last of your torps hits the Scorpion's shields even as it's topside launchers continue to fire. The two of you continue to draw closer in a surreal game of chicken. Your main shield goes out and secondary starts to drop as well even as some of your own fire starts to bleed through the enemy's shield.

"Sonia?" Asks Kavos, sounding a little worried.
"Yes?" You answer through gritted teeth.
"Dodge!"
You hit the emergency thrusters and kick your ship to the side just before the other vessel whips through.

Bringing the Bittenfeld around hard you come about just as your opponent does. Your wingmen open fire first burning through the other ship's non existent shielding and destroying the ship's pulse cannons. Your gunners target the torpedo launcher next and you fire the heavy guns at the remaining phase cannon, cratering the hull. Your wingmen close in from either side making sure the ship isn't going anywhere.

"Mike, Daska report!"

"This is Mike, this guy isn't going anywhere but I think one of my wingmen might be dead."
"All fine here." Reports Daska. "Permission to send a team aboard."

You spot weapons fire off in the direction of the transports. The reinforcements the Commander sent must have arrived and encountered the corvettes.
>>
You have 10 shuttles aboard your current ships, how do you wish to distribute them? How many to board each ship?"

[ ] Mike's wingman (Search and Rescue)
[ ] Light Cruiser
[ ] Scorpion Attack Cruiser

And do you wish to stay with them until secure or head off to see if the other unit needs assistance?
>>
Also sorry that took so long.
>>
>>19728693
Our first priority is to recover as many survivors as possible from Mike's wingman. How many shuttles would it take to do that in the most efficient manner?

Can we also deploy shuttles to the light cruiser with disabled engines we left back there?

I suggest leaving a bunch of corvettes behind while we go off to shoot more things.

>>19728727
Don't worry about it. At least you didn't get autobanned again.
>>
rolled 5, 14, 20 = 39

>>19728693
[2] Mike's wingman (Search and Rescue)
[4] Light Cruiser
[4] Scorpion Attack Cruiser

sound like a good distribution, I also think we should head to the scorpion ourselve... it's been a while since we had a real boarding action
>>
>>19728760
>Forgot to remove dice
>>
>>19728760
I think we should hold off on boarding anything ourselves until the battle's over, because if we get off the Bittenfeld, it can't fight, and it's a pretty large asset to the local fleet.
>>
>>19728759
>>19728760
>>19728785

>Our first priority is to recover as many survivors as possible from Mike's wingman. How many shuttles would it take to do that in the most efficient manner?
No idea. If you want you could have shuttles make multiple trips over with damage control crew as well since its not like you cant spare some.

[2] Mike's wingman (Search and Rescue)
[4] Light Cruiser
[4] Scorpion Attack Cruiser
Say this setup here then pull 1 empty shuttle from each of the cruisers to help in evac?

>Can we also deploy shuttles to the light cruiser with disabled engines we left back there?
The Rovinar one? Alex should already be attempting to tackle it with 3 shuttles worth.
>>
>>19728862
If the marines are okay with it
>>
>>19728862
This plan is okay with me.

As we're offloading shuttles, see how the other two groups of allied forces are doing.
>>
The main force ran into some problems with a Kavarian battlecruiser coming out of hiding at close range where it could do the most damage. There were also a spinal mount plasma cannon that had been salvaged from a Republic ship and used as a semi-mobile gun battery.
Between that, some ships other hidden gun batteries, mines and starfighters the other force lost 9 ships. Some of them corvettes from second Wing and some of them Cruisers.

If they didn't before the other cruiser squadrons in your House are going to want those Light Cruisers in your salvage list.

The Frigate squadron that jumped the transports are having some trouble. 4 of their ships have been disabled. 3 enemy corvettes and 2 enemy frigates got past them.

The Knight Commander is now ordering the 3rd attack wing into the trailing Trojans to find them or the station they're fleeing to.

Roll 2d80 for boarding actions.
>>
rolled 74, 2 = 76

>>19729038
In which group would the Bittenfeld be most useful?
>>
rolled 47, 66 = 113

>>19729038
>>
The boarding action for the Light cruiser is the easier of the two. There are casulties but nothing the Marines cant handle. The Scorpion is a different story entirely. Two assault shuttles are loaded up with wounded and sent back to the Bittenfeld. Most are immediately put into the few stasis cylinders still aboard. More than a dozen of the Marines sent aboard are killed in the fighting.

Sergeant Jing Ki is severely wounded and will be out of action for a week after losing a limb. He sends you a message telling you he'll be fine, its happened before.

By the time boarding actions have concluded and both ships are under control the Knight Commander has already lead the other attack wing in to determine the extent of the other possible base. You dont hear much until a broadbad transmission reaches you.

"All ships track the jump trajectory of that Jupiter class transport!"

You order Arron to bring up scans of the area and sure enough they show the heavy transport on an escape course. The vessel jumps out a moment later.
>>
Seven hours later the salvage fleet arrives along with support elements from two other Houses and some Privateers operating with House Possat.

>Readily available salvage you can lay claim to

Light Cruiser
Rovinar Bowshock class Attack Cruiser
Terran Scorpion class Attack Cruiser
Combat Frigate
3 standard Corvettes

Going through some scans you took of the area Arron also find some other ships that could be readily salvaged!

Kavarian Firestorm class Attack Frigate
Republic Pandora class Frigate
Navigators Guild Recon Frigate

Which of these do you wish to put salvage claims on?
>>
>>19729317
Which of these, if any, would our squadmates like?

What are the stats of the Attack Cruisers and Frigates?

Right now I think we should only claim the ships we had a good part in disabling.
>>
>>19729317
ask if anyone in our group wants anything otherwise offer them to the cruiser squad for brownie points
>>
>>19729317
Requesting information on the Attack Cruisers and the 3 additional Frigates.

Can we claim the combat frigate and standard corvettes and then "pass" the claims up to the Knight Commander? or can she simply claim anything we don't?
>>
>>19729348
>>19729356

Mike is interested in the Firestorm Frigate of all things. You're not sure why.
Daska's keeping quiet but you have a feeling she'd jump if either attack cruisers were offered. Kavos points out she probably expects you to favor giving Mike and Alex either of them since you've known them longest.

>>19729360
Anything you don't claim as salvage will be taken by the House.
Working on the list.
>>
>>19729465
Since Alex wants the C-type we already got, and Mike wants the Firestorm, getting another Attack Cruiser for Daska is perfectly doable.
>>
>>19729482
Offer her either of one of those already claimed one or one of those here

Claim a frigate for the guy that lost his if he's still alive
>>
Scorpion Class Attack Cruiser
Length 720m
Weapons
2x Heavy Pulse cannon (Spinal mount)
2-4x torpedo launcher (2 forward, optional 2 aft)
4x phase cannon turret (Can be upgraded to arrays)
6x Point defense mounts
Initially built to counter Dominion Light cruisers their weapons compliment was nearly identical until the advent of Pulse cannons. Their only advantage was superior speed.

Bow Shock class Light Cruiser
Length 750m
Weapons
2x heavy pulse cannon /or/ 2x heavy spinal mount E-Beams
4x spinal mount phase cannon
1x torpedo launcher
One of several versions of this class built this particular one used almost all spinal mount weapons. The Rovinar would doubtless be interested in acquiring it back as with most ships lost in battle. If you do decide to keep it they'll get over it.


Kavarian Firestorm class Attack Frigate
Length 300m
Weapons
1x quad linked phase cannon
? missile hardpoints or launchers
Built by the short lived Union forces in the Faction wars the Kavarians engineered this ship using technology stolen from Dominion Attack Corvettes. Like the twin linked version this heavy beam damages and cuts through shields more readily than regular phase cannon. They have powerful engines along with shields normally found on larger frigates. Few of these ships survived the wars.

Republic Pandora Class Frigate (AKA Founding class)
450m
Weapons: 4x light phase cannon array
8x Missile launchers
1x pulse weapon
An upgraded version of the venerable class the Republic used the forge their space empire. These vessels were given higher output engines in an attempt to produce a modern ship to rival attack cruisers. Their light armor gave them a reputation for being flimsy but were otherwise a solid hit and fade ship.
>>
>>19729580
Navigators Guild Recon Frigate
Custom built starships with much higher grade FTL systems these vessels are used to chart hazardous regions of space for anomalies that could harm ships in FTL. Most of the technology used in them is among the best money can buy. Other than shields their combat capability is almost non existent.


"Daska's probably just intimidated by you." The Chief points out. "She was the de facto commanding officer of the squadron for the weeks we were away chasing cloaked ships and docked in station getting repairs. Then you come back and take over."
>>
>>19729580
>The Rovinar would doubtless be interested in acquiring it back as with most ships lost in battle

Makes sense. We can offer Daska the Scorpion and sell the Bow Shock back to the Rovinar.
>>
>>19729610
The Recon Frigate sounds like it'd fetch a nice price, but its specialized capability is not something we really need, as a combat unit. Still, invaluable as a scout.

Next time we have the opportunity for some real R&R, the four of us should go out and bond over a night of alcohol and poor decisions.
>>
>>19729580
>>19729610

Both of those Attack cruisers look nice but the scorpion seems a little better all around...

I'd say we should lay claim to the scorpion for Daska and give mike his jollies with that Firestorm. I'm really interested in that guild frigate too, we don't happen to have anyone in our squadron that has a raging scout-on would we?
>>
Its late in the day by the time the squadron gets back to base. 2nd wing has been officially moved into reserved while they replace losses. Might take a week.

>>19729703
You ask around the squadron.
"No."
"No."
"No."
"No."
"No."
"Yes. Uh, I mean no."
"No."

Arron coughs loudly.
>>
if we claim the Navigator Guild frigate, would it be able to speed up our recon?

Alex's squadron might see use of that Pandora frigate, as well. voting to claim that to at the very least sell for RP
>>
>>19729781
I suppose it could. The ship would need specialized repairs and a crew trained specifically for it. More importantly it would need an escort. Its valuable to say the very least.
>>
>>19729893

Can I get confirmation on our ability to "offer up" salvage claims to our Knight Commander?

Ideally, I'd like to claim everything and then "offer up" the ships we don't immediately take to the Knight Commander (either she takes them and distributes to her squadrons that need replacements, or tells us to just sell them off for RP)

Ask Daska which Cruiser she'd like and claim salvage on that one (or just give us an answer to what you'd like!)
Claim the firestorm for Mike
Claim the pandora for either support or later sale
Claim the combat frigate (unless no one in squadron wants it)

if possible, claim the rest and "offer up" to Knight Commander.

if not, vote to claim and immediately cash in for RP on other ships (unless this is frowned upon by command?) Perhaps consult Knight Captain on if she'd like us to claim anything for her to snatch up?
>>
>>19729893
The important question is, how long until it can be used?
>>
If anyone was wondering I was calculating salvage and how much RP we got after selling those other Cruisers and Frigates. It was a lot.

Our current RP is 8630

Squadron Assets
SRP 2700
300 torps

Current ships in reserve
1x Dagger Corvette (Upgraded)
3x Standard Corvette (Shields & Engines upgraded)


Salvage Claim! Pilots can requisition claimed ships and vehicles for the cost of their repair.

*Starfighters
4x Type 4 attack bomber (Starfighter) (requisition cost 80)Available
2x Arrow Interceptor (Starfighter) (requisition cost 80)Available
3x V-688 Enforcer (Starfighter) (requisition cost 60)Available

***Starships***

1x Attack Corvette (Under repair -Estimated requisition cost 1520) Time 8 days (Feb 11)

1x Light Cruiser[D] (Under repair -Estimated requisition cost 1400) Time 1 days (Feb 4) (To be sold)

1x Scorpion Attack Cruiser (Under repair -Estimated requisition cost 2180) Time 5.1 days (Feb 8)
1x Firestorm Attack Frigate (Under repair -Estimated requisition cost 790) Time 3 days (Feb 6)
1x Pandora Class Frigate (Under repair -Estimated requisition cost 920) Time 3 days (Feb 6)
1x Navigators Guild Frigate (Under repair -Estimated requisition cost 4000) Time 7 days (Feb 10)

1x Bow shock (Being held for Rovinar Government)

In case anyone was wondering Mike's wingman survived! (Barely) The armor around the bridge, which is at the center of the ship was not breached. Half the crew died, the bridge crew are hospitalized for a few days. The ship has been added to our salvage list. A new wingman and ship will be assigned within a few days. The old wingman who is in reserve will likely have to acquire a new ship or wait until the old one is rebuilt.
>>
>>19730050
Y'know, since the fighters are cheap as hell, we might as well take them all. The Bittenfeld can launch two of them, and I'm assuming other Attack Cruisers can also carry one or two, maybe more. That's not a significant force, but it gives us a few more options, and they might be of use during the times when we go down into atmosphere to bust things up.

Since all of our squadmates are going to get new ships, would one of them want to transfer their previous corvette to the wingman who just lost most of his?
>>
>>19730050
did a squadron member requisition the Light Cruiser[T]?
>>
>>19730050
I hope you have a spreadsheet to keep track of all of this. Otherwise, bookkeeping can really bog things down. And it's only going to get worse as we amass power.
>>
File: 1341374685793.gif-(71 KB, 1730x1318, Smugglers run Local South 09.gif)
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Current map. The 3rd Attack Wing is now deployed near where the last battle took place.

There is still a smuggler base in the area. Threat rating 2-3
Long range scans have picked up a flurry of activity in the last 12 hours as the fleet struck the graveyard system.

The Knight Commander when not out fighting has been keeping a close eye on the current progress of clearing the main shipping lane of the run. She's requested additional support from cloaked Terran and Rovinar ships. For every 8 sectors you clear you'll have access to one free sector recon by our allies. Unlike your own recon missions these sectors do not need to be adjacent to cleared ones.
>>
>>19730107
There are corvettes available but not crews for a couple of days.

>>19730119
It was sold to one of the Cruiser squadrons along with the one Frigate. The Scarab was sold back to the House.

>>19730145
Yes I'm starting to realize this and have been putting off doing it.
>>
>>19730208
The sooner you open Excel, the sooner you can establish a base for all the math you're going to need to keep track of this. Don't wait until the bloat becomes a serious problem. Start while it's relatively easy. Learn from the failings of Lord Quest, and every other similar quest.
>>
>>19730169
Scout the three yellow sector near the graveyard
>>
File: 1341376111996.gif-(8 KB, 459x467, Kav_AttackCruiser C.gif)
8 KB
As the squadron undocks and forms up to head out on some easy recon missions you realise you're missing someone. The C type attack cruiser is still in dock.

"Alex what's the holdup?" you ask.

"Engine problems. This ship might be old but the drives are a bit more advanced than you'd think. Most of them are built special to boost their speed. At their current status I wouldn't be able to keep up with you and the other Corvettes. Maybe 80% of top speed."

You curse your luck. It must be some kind of universal law about anything that can go wrong doing so at the worst possible time.
"Engines seem pretty basic can't you just swap them out for another model? If need be I can use SRP to help pay for some drives."

"That would be even more complicated and require structural modification. The problem is with the thrust ducting systems."
He sends you a diagram of the ship with the engines highlighted.

"Back on the old mushroom cap Frigates and most transports they just used normal circular drives. This ducting system is actually a set of accelerators built to increase exhaust velocity. It wasn't that popular so only one company ever produced it. Iratar."

"So just buy the parts off them." you tell him, frowning.

"Iratar only builds these engines under military contact to their own navy, the Second Imperium's military. They do not sell to anyone outside that group. Its to keep pirates and potential warlords from getting their hands on cheap replacement parts. Given that half the Pirate warlords are Kavarian its kind of a legitimate concern."

[ ] "Stick with your corvette until we find parts"
[ ] "Firepower is more important than speed right now."
[ ] Other

>>19730222
I have not yet begun to procrastinate.jpg
>>
>>19730374

[X] Use the shiny new ship anyway, look at all dem torp launchers.
>>
>>19730374
[x] "Firepower is more important than speed right now."

It's an Attack Cruiser. Even if it can't manage the same acceleration, it's far above a corvette in most other respects. We'll just have to deal with it for now and find a solution to the engine problem later.
>>
>>19730232
>Scout the three yellow sector near the graveyard

Deciding to have Mike's short handed squad stick with one of the others you head out to scan down some locations.

Roll 3d100
>>
>>19730374
"If this is going to be a problem with future repairs, we may have to have a chat about your choice of ship, Alex."

crap, wasn't this the ship that was best suited to being resold to a collector?
>>
rolled 62, 28, 39 = 129

>>19730435
Time to explode.
>>
>>19730476
Chatting about ship choice is not the Sonia way. We're going to make it work, either by beating replacement parts out of someone or by tearing out the engines and putting in better ones.
>>
rolled 31, 52, 58 = 141

>>19730435
Rollin
>>
>>19730496
or, we can get him in a ship that won't cost him and the squadron a shit-ton of RP to get functioning
>>
>>19730534
First, we don't know how much RP it's going to cost, if any. We might very well find replacement parts somewhere in Smuggler's Run. Second, we're currently swimming in RP.
>>
File: 1341378015066.gif-(71 KB, 1730x1318, Smugglers run Local South 09b.gif)
71 KB
>>19730567
>>19730534
>>19730496
>>19730476
>Surrounded by scrap vehicles
Advice mechanic
>Where will we find parts?


1st Flight -Alex A group of raiders spot Alex's squad but think twice about engaging the cruiser and run for it.
Sensors detect a civilian ship in distress! They've crash landed on a moon while attempting refueling. Rescue ships are soon called in once Alex is certain they'll be fine for the next few hours.
2nd Flight -Daska and Mike encounter a mixed group of pirates and mercenaries. They manage to fight their way clear without too much trouble.
Scans detect more mercs operating in the area, they appear to be local guns for hire who've sold their services to the smugglers in the region.
Threat level 1-2

4th Flight -Us You spot a few local ships who run when they realise they dont outgun you. They must be working for one of the various forces in the region.
Scans pick up signs of a rare element mining world in the area. Between sensor data and intercepted communications it looks like there's a Carrier in orbit assisting in evacuation efforts.
Threat level 2-3
>>
>>19730725
Call our squadmates in. We'll take the Carrier first, since there's an evacuation in progress.
>>
>>19730799
You contact the others who form up at your location.

Now might be a good time to ask, did you want the Bittenfeld automatically reloaded with a minimum number of torps back at base when you run out?
>>
>>19730847
Doesn't sound like a bad idea.
>>
>>19730847
>Mike's wingman
Did I miss the rescue operation?

>>19730847
Sounds reasonable.
>>
>>19730907
Up here at the bottom of this post.
>>19730050

You jump in at the edge of the system to get a good look at the situation before comitting yourself. Especially with a carrier around.
"Everyone has point defense right?" You ask. Enough reply in the positive that it shouldnt be a problem.

"Where's that carrier?"

"Checking... not reading a carrier but I've got a Medium cruiser maintaining a low geosync orbit around the planet, probably using repulsors." Says Arron.

"What class?"

"Contact reads as a... okay it IS a carrier. Its an LTSC. They're deploying and recovering assault shuttles from the surface in some serious numbers."

A diagram pops up for the ship class indicated. A combination troop landing support ship and carrier in one LTSC's are 2200m in length and 1000m abeam. Armored drop bay doors for shuttles and atmospheric gunships cover much of the ship's underside. Rows of launch tubes and landing bays cover the sides and parts of the bow. 16 phase cannon, 3 heavy phase cannon and sixty point defense guns cover the ship.

Kavos stands and walks closer to the screen. "If they have even half of the normal starfighter compliment aboard that thing we will be in serious trouble. Only the House Transport would be able to rival the starfighter compliment."

"How did our long range scans mess this one up?" You ask no one in particular. "I thought we were here to take out a carrier not an entire invasion force."
>>
>>19730995
Your orders?

I'll likely have to continue this tomorrow.
>>
>>19731033
Call the woman in charge, of course. To deal with this we'll need a carrier of our own. There's no reason to get the ships we just salvaged blown out of the sky.
>>
>>19730995
Time to relay the message to the people in charge... We never have it easy do we
>>
File: 1341393904753.png-(109 KB, 1650x808, c-class.png)
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Bump to keep the thread on the board while I sleep.
>>
pleas tell me we claimed the Rovinar Cruiser too.

This way we could have sold Alex's mis-repairable ship and plunked him in the other. (or spare cruiser for Mike.)
>>
>>19733989
You could probably find the parts for his drives if you spent a day searching through one of the many ship graveyards in the run.

You contact the Knight Commander. It turns out her fleet and its carriers are still next door in the previous mission system conducting mop up operations.
"I cant currently spare my Carriers or my ship but an LTSC is far too dangerous to simply allow it free reign. Either harass the ship from extreme long range in the hopes they cease operations early or head back to base for more equipment.
I can authorize you to take 6 SP Torpedoes from our minitions stockpile at the base. If you can hit the carrier in the engines it should be sufficent to disable them. The choice is yours."

[ ] Long range harassment
[ ] RTB for Torps (Roll 1d6 for time spent getting them and returning to the system)
[ ] Other
>>
>>19734501
can we fire SP torps?

if we can, could we spend some RP to get a few more from the stockpile? (say 5?) I'd rather not make a torp run on that thing and get shot up just to see it shrug off the attack.

We also have a few ships unable to fire torps, right? How likely is it that we've been detected? It might be wise to leave a pair of ships at system's edge to monitor the enemy and jump out at the first sign of anything moving on them.
>>
rolled 5 = 5

>>19734501

Lets get the torps., while one fastest cruiser simply waits till they got FTL ready to go and annoys them with whatever it cans to fuckup shuttle shedulle.


actually that would be us, since the flak cannons can shoot solid slug mode and just calculate the trajectory- hopefully they are too small and too fast to be picked up by sensor fast enough and disrupt shuttles for long enough to have them either susped shuttle operation or hunt us.

and then we hope we can play cat and mous till they come back with SP torps.
>>
>>19734501
Go back for torp I guess... (can we even shoot those?)
>>
>>19735002
Getting the torps sounds good and a 5 will probably result in a speedy return.
>>
bump
>>
Back from work!
>Note to self, when lower rolls are better you should tell the players that.

>>19734620
>We also have a few ships unable to fire torps, right? How likely is it that we've been detected? It might be wise to leave a pair of ships at system's edge to monitor the enemy and jump out at the first sign of anything moving on them.
As long as you stay at the edges of the system out close the the ice dwarfs you should be fine. You're about 30 AU distant right now.

>>19735002
>while one fastest cruiser simply waits till they got FTL ready to go and annoys them with whatever it cans to fuckup shuttle shedulle.
>actually that would be us, since the flak cannons can shoot solid slug mode and just calculate the trajectory- hopefully they are too small and too fast to be picked up by sensor fast enough and disrupt shuttles for long enough to have them either susped shuttle operation or hunt us.
You'd need to micro jump closer, within several light minutes range to make sure they'd end up in the necessary region within the time frame. If you did that they'd detect you.

>can we fire SP Torps?
Terran ones yes. The current launchers in service with the various powers were upgraded after the Faction wars to be capable of firing them. Back in the wars only certain rated launchers or Type 4 Attack Bombers could fire them.
Rovinar SP Torps require a more sophisticated launcher meaning only their ships can fire them.

At the start of this conflict the House had a strategic stockpile of 1000-1200 SP Torps acquired at great cost through the black market. Requisition HQ hopes to make them last through the end of the century, Command highly doubts that will be the case.
>>
>>19738628
>if we can, could we spend some RP to get a few more from the stockpile? (say 5?) I'd rather not make a torp run on that thing and get shot up just to see it shrug off the attack.
You've been authorized to take 6 and our local House stockpile is far from infinite. They may only have 50 in this region. Still, you contact the station and ask about requisitioning more for when you arrive just in case.

A man whose face seems to be taken up entirely by wrinkles and bushy eyebrows answers your call.
"They're 500 RP a pop right now. You want to requisition a few more then be my guest."
>>
>>19738753
At that price we better go with the 6... how many ship do we have that can launch them? 4?
>>
>>19738785
The Bittenfeld, and two Dagger class corvettes each have 1 launcher, while Alex's ship has 4 launchers.
You also have some type 4 Attack Bombers in your starfighter inventory that could fire them.
>>
>>19738832
hmm I say we take two, alex get two and each corvette get one
>>
Are some of the ships being left behind at the edges of the system to keep an eye on things?
>>19738628
>>19734620
>>
>>19738944
Hmmm all the ships that don't need to go back I guess... no need to have them do a trip for nothing and it'll give us real time intel
>>
rolled 4 = 4

>>19738975
I'd rather we stayed.

we can get all the torps in launchers without having the bittendfeld to go, and since we are the commander in the field we should stay to monitor it. - that plus our ship is the fastest cruiser and the only one with ballistic weapons to do the proposed interdiction volleys.
>>
>>19738975
>>19739042
Okay, so the Bittenfeld and the attack corvettes are staying?


>and the only one with ballistic weapons to do the proposed interdiction volleys.
Are we jumping into detection range to start firing at them? I'd like to have 2 people agree on this minimum.

>disembowel ilaisse
I thought the players already said Sonia wouldn't be doing that sort of thing Captcha.
>>
>>19739107
What why would we attack them without SP torp... that's paramount to suicide.

>Not disemboweling your enemy while cloacked during a boarding action to sap the enemy morale

Sonia is starting to suffer from PTSD isn't she...
>>
>>19739145
No necessarily, you'd be more than far enough away to jump back out after firing some mass driver slugs.

>Sonia is starting to suffer from PTSD isn't she...
N-no. What would give you that idea.
>>
>>19739255
I mean we'd lose the surprise
>>
Three hours after sending Alex and the two dagger class ships back to base to load up there still is no sign of them. There must have been some sort of delay.

>Meanwhile back at base
>"What do you mean the freight elevators are stuck?! Just get a security team to uncrate a different set of torpedoes, load them into a fighter and fly them over here from the other docking bays!"

Arron updates you on the progress of the Carrier. "It looks like they're pulling back their last sets of shuttles."
"That means we have inside of two hours at most before they're all aboard and move out of the gravity well." Kavos adds.

The Carrier has shifted its orbit slightly but is still at a relatively low altitude. Three Cargo Frigates have lifted and are pushing out of atmosphere. Converted yachts and other sub corvette class ships begin to appear as well, filling the skies with dust as they lift from the surface. The faster smuggler ships in orbit jet off, leaving the others behind as they prepare to jump out.

Alex contacts you a minute later.
"Sorry for the delay we had some problems here. We're on our way back. I'm going to push the engines and we should be there in fourty minutes tops."

The jumps themselves aren't that far but its necessary to navigate through some other systems at sublight before jumping again.

>Your orders?
>>
>>19739494
>>Your orders?
Well that didn't go as expected... let's buy them time while the ladies make sure to be fashionably late... let's do that interdiction plan
>>
>>19739554
All in favour of this?

Have just the Bittenfeld jump in at range or all of our ships present?
>>
>>19739632
No have everyone, let them think we're reckless new pilots out for fame...
>>
"Alex when you get here make your attack run on that thing, dont wait for me to give the order." You tell him.
"Aye." He answers before closing the channel.

"Everyone we're jumping into the system at maximum effective range for my ship's mass drivers. We're still well outside of phase cannon range but they might try to micro jump ships closer to us so be on your toes."

The Bittenfeld reverts a few minutes out from the planet and you order the artillery crew to open up. Slugs fly out towards the ships around the planet, most thrown by magnetic accelerators though a few are chemically propelled.

Roll 1d20 for gunnery
>>
rolled 3 = 3

>>19739891
oh god I hope I'm not alone...
>>
rolled 7 = 7

>>19739891
>tg dice
>>
rolled 12 = 12

>>19739891

these rolls!

AIM YOU BASTARDS
>>
All eight turrets, thirty two guns total launch a continuous stream of projectiles. Once the ammo reserves have dropped to 20 percent the gunners cease fire, wanting to hold some in reserve for any starfighters that might be scrambled against you.

Most of the initial barrage miss, but the occasional shot impacts the armor of a shuttle. More shuttles are still climbing out of the atmosphere headed for the LTSC and enter the small kill zone between the ship and upper atmosphere.
After a pair of shuttles take bad hits and suffer explosions in some sections a following group attempts to break off their docking attempt and change course. All they succeed in doing is killing their momentum at the worst possible moment. More than a dozen are hit, some are ripped apart, others tumble out of control falling back into the atmosphere while half do their best to resume docking attempts despite damage.

"We're being hit with active scanners." Arron reports. "They definitely know we're here."

Your sensors show the sublight drives flare on the Carrier as the ship changes course. Soon the ship in pointed roughly in your direction, it's forward shield extended to protect any more shuttles coming up from the surface. The light weight shots ricochet off the heavier ships shield or simply atomize on impact.

"In a minute or two they'll be physically blocking our shots with the ship's hull, then they wont have to extend shields barely at all."

"How long until their shuttles are recovered?" You ask.

"Some of the smaller starships are dropping back to snag them with tractor beams. They don't have the bays to carry them through a jump themselves. I give it twenty minutes until they can gather the stragglers."
>>
rolled 6 = 6

>>19740217
According to Alex's estimates he should be there in the next 10-15 minutes.
Anything you wish to do until he arrives?
>>
>>19740217
Hmmm what's the strength of the shields on that thing? Do we have to drop them down for SP torp to do their job?
>>
>>19740278
"SP torps will pierce any shield regardless of strength, in theory. I haven't seen enough of them to know for certain though." Kavos tells you.
>>
>>19740251

we have a few torps on our ship, correct?

Can we fire one or two just to be dicks?
>>
>>19740316
"Well then let's have some fun..."
wait five minutes then start making ourselves a pain, make a big show out of it if you will
>>
>>19740328
>>19740368
So, get a bit closer and blast away with your conventional torps?
>>
>>19740399

can we fire one and then bug the hell out before anything else hits us?
>>
>>19740399
Well more like make a show out of it, as if we aren't sure if we want to engage or not...
>>
>>19740449
Yes.

You increase power and move in just a little bit closer. Enough to cut down on travel time for your conventional torpedoes or even the missiles if you choose to fire some.

At the five minute mark you open fire. With the speed boost you've given them the few torps you've launched should reach their target just before Alex arrives. It should give him enough incentive to get the hell to the target ASAP and might just distract the carrier long enough to for him to get in behind it.

A little past six minutes into Arron's estimate of twenty the Carrier changes course again.

"No... aw, shit!" you hear Arron curse.
"What is it?"
"The Carrier is changing course, they've ceased recovery operations and are moving to break orbit."

"What about the shuttles we damaged?" You ask him.
"They're being left to fall into the atmosphere."

Your torps are still on target and its unlikely they've been detected yet.
>>
>>19740530
Call them chicken over the intercom...
>>
>>19740530
Alex is just a few more minutes out if you're lucky.

Your orders?
>>
>>19740559
no choice but to force the engagement, if they want to flee it mean they won't use fighter
>>
rolled 14 = 14

>>19740530
a double jump drive or double buffer would be so nice now... to jump in shoot at things till we loose all shields and jump out...

oh well, force engagement, and when and if the things gets to make a break for it, we could microjump in front of it and provide accurate data for alex to jump to and pump them full of it.

of course still far enough to not get munched by starfighter swarms- altough that would be a great idea, actually.

if we micro in front of them, they have either to run or to launch fighters - which will make them loose a lot of time to recover them.


- enough to SP them.
>>
rolled 18, 2 = 20

Nobody runs away from you without a minimum level of peer rebuke!
Except for that one time, and the other time before that and- you know what? Anyone running from you from now on should get yelled at.

"Run like a bunch of chickens!" You taunt them over the com, while increasing throttle. You orders the others to do the same, you'll have to force an engagement to have any chance of preventing their escape.

Your torpedo barrage at last connects, lighting up the ovoid profile of their bow shields. Once the last one has hit the carrier it drops shields, fires off several phase cannon shots then raises them again. You've got time to see the shots coming and dodge them but that's going to get harder the closer you get.

Kavos speaks up. "That asshole dropped shields so the beam diffusion wouldn't be as bad. They wont do that again."

Roll 3d20 for combat/evasion
>>
rolled 8, 2, 17 = 27

>>19740722
Can't even hit us... the big bad cruiser will run away.
>>
>>19740679
Do you wish to do this?
>>
>>19740749
as good of a plan as another one I guess
>>
Mike and his wingman take some phase cannon fire and have to pull back.
"Use your emergency thrusters, that's what they're there for." You hear Mike telling his wingman who is on loan from Alex.
Daska take some fire as well but holds on. Somehow you dodge all of the extreme range shots and use it as an excuse to taunt the Carrier Captain even more. Still, they're getting dangerously close to the edges of the gravity well and continuing to pour on the speed despite the ship's bulk.

"Linda, I want you to plot a micro jump to the edge of the gravity well. Put us in front of that Carrier."

"Uhm, Sonia I can do that but are you sure that's a good idea?"
Kavos shushes her.

"Get ready to broadcast a beacon for Alex to jump to once we arrive. All corvettes stand by for orders, I may need you to jump in and save me or stay there to avoid fire."

You swing the ship into line after avoiding some more fire and signal Linda. Looking more reluctant than ever she activates the drives and uses the gravity well edge to snap you back into real space. Your arrival brings you in just slightly off its course at a right angle allowing you to then swing in directly in front of it. Only a few of its phase cannon can hit you here.

You are now facing down a ship flying straight at you that out masses you by more than twenty times.

"Forward launch tubes on the carrier are opening."

>Your orders?
>>
>>19740987
Fire and aim everything in those tube whatever torpedo coming out of it will have to face our whole firepower
>>
>>19741007
at those tube*
>>
Roll evasion 1d20
>>
rolled 15 = 15

>>19741043
>roll for evasion
>at least we didn't use the emergency thruster yet
>>
rolled 7 = 7

>>19740987
do we have laser painters?

If we do, since Alex&Co will be jumping at the beacon, we should provide some select targeting.


FTL drive, engines and Shield emitters are choice targets.
>>
"Fire everything. Target those launch tubes!" Your tell your gunners who open up on the Carrier bow shield. It appears to be a tough one to crack.

"Bow Starfighter launch tubes have vented atmosphere. Torpedo launch!"

You hit the emergency thrusters and a volley of torpedoes riding bright blue tails flash past you. All eight of them begin to curve back around dozens of kilometers after they've passed you. The point defense gunners turn their efforts to intercepting the warheads.

The carrier is not slowing down but you soon pick up a squadron of arrow interceptors launching from the aft sections. They appear to have been modified with torpedo harpoints. Each launches a pair of more normal looking torps at you before falling back behind the protective shadow the Carrier shield offers.

Even with your skills at evasion, and the point defense guns some of the warheads hit home. Your main shield drops along with part of your secondary but you avoid the return pass of the blue torpedoes which detonate after they miss.

Your mad maneuvering takes you out of the protective forward blind spot exposing you to the heavy phase cannon on the aft quarter of the ship, along with 8 regular ones.

Alex is still nowhere in sight and you're forced to reverse course to avoid fire and and the oncoming bow of the LTSC.

>1st flight is now 30 seconds overdue!

"The Carrier is charging FTL and we're kind of in the way sir." Points our Arron.
>>
>>19741319
How bad of a thing is that?
>Keep firing aim for the FTL
>>
>>19741376
>Game of chicken with larger ship
>bring it on
>>
>>19741363
Its kind of a bad thing.

>Keep firing aim for the FTL
Be aware that their FTL systems are at the aft end of the ship. To target them you will be exposing yourself to the heavy phase cannon mounted aft.
There is also no guarantee that you'll be able to crack their shield in time. Do you wish to call in the attack corvettes to join the attack?

>>19741319
[ ] Hold position
[ ] Get the hell out of the way
[ ] Target their FTL systems
[ ] Other
>>
>>19741452
well then keep pouring everything we got at them

[]hold position while venting frustration at nothing ever going well
>>
>[]hold position while venting frustration at nothing ever going well
Honestly this was a bit of a long shot. I expected you to hit the smuggler base first in which case this ship wouldn't have even been here by the time you made it.

You hold position and refuse to back down, firing endlessly into the LTSCs bow. Your main shield comes back online and not a moment too soon as the other ship soon connects with it bouncing you away slightly. Using the tractor beams you grapple the front of the ship much like you did with the bounty hunters.

"Not one step backward. You don't go anywhere unless I say so." You mutter at the other vessel.

The enemy loses bow protection before you do thankfully. Phase cannon cut grooves in the thick armor while pulse cannon blast craters. In a few seconds you're beginning to crack the outer armor.

"This is Alex! We're at the edge of the system, plotting jump now!"
>1st flight is now 2 minutes overdue!

A radiation spike sets off alarms even as your cannon rupture water tanks in the carrier bow armor.
"Bringing the drive core up!" Linda tells you. "They're jumping!" An odd noise travels through the hull and the shields cut out causing the Bittenfeld to crash into the hole its dug in the enemy bow. Your ship continues to shift, eventually landing on its side, vibrations shaking everything and the blue green of subspace filling the monitor.
You catch Linda screaming something to the effect of "This is bad!"
>>
>>19741855
The light from subspace cuts out with a jarring CRACK and the monitor momentarily overloads. Gravity increases by a factor of five or six, pushing you into the side of your seat. Lighting cuts out to be replaced by the red glow of emergency backups.

"Intertial compensator offline." You hear someone growl out. Its hard to tell who said it at this moment. The main display shows a timer counting down remaining seconds for system reset then comes back online. The picture resumes showing stars tumbling past. There's an object you catch at the edge of vew every couple of rotations. You must be spinning on multiple axes but it does seem to be getting closer.

You're wishing you had more high gravity training about now.

Roll 1d6 to get control of the ship.
>>
rolled 4 = 4

>>19741923
>roll badly
>>
File: 1341454985551.gif-(25 KB, 916x760, Smugglers run Local South 09c.gif)
25 KB
Straining hard and using parts of your chair and the console to keep a grip on you slowly inch your hand over to the directional controls. Using the keypad you punch in thurst direction and amount. Just a little bit in case it turns you you've set it the wrong way.

It works. The thrust reversers on one of the sublight drives kicks in slowing your rotation. Not a lot, but just enough for you to grab the control yolk and roll the ship. Gravity switches to pushing relative down and with a few more busts of thrust you reduce that to a bit below 1G.

A gunner gets up from his station and runs over to Kavos who's unconsious. "Performing restart on artificial gravity." Things normalise a second later and engineering contacts you.

"Bridge? I dont know what happened but inertial compensators are still coming back up. We're at ten percent effectiveness. Dont exceed four gravities until my crews have had time to check things out."
Keeping output low you get the Bitteneld into an eliptical orbit of the planetoid you saw before.

Arron and Linda compare notes for a bit then figure out where you are. Pic related.
>>
>>19742250
"Well we're still alive... and 1st flight will get a hearing once we get back."
"Make sure we didn't kick a hornet nest
>>
>>19742250
>meddling kids!
>old man shaking cane.jpg
>you ended up way beyond the red line. I had markers for this sector but not any particulars.


"I'm not picking anything up locally. This system is dead, only the one rock planetoid that isn't in orbit of a gas giant. I don't see the Carrier either." Arron reports.

A few minutes later the long range sensors come back online. Coms will be a little while longer.

"Strike my last. Detecting one of those subspace fields like when we found the Endeavour."

[ ] Investigate
[ ] wait until we've resumed contact with the squadron
[ ] Other
>>
>>19742401
[]Investigate
>>
>>19742344
"Keep checking for enemies just in case and raise the rest of the squadron once our coms are back online. Meanwhile I want to check that ship."

Heading into the outer system on sublight is slow going but preferable to another jump without a full check of the drives. You use the opportunity to check everything else aboard. Casulties have been light but most off the older Dro'all aboard had trouble with the high gravity and are receiving medical attention. Kavos is still out. The weapons systems seem to be fine except for the port side heavy pulse cannon which is out of alignment. If it were to fire it might tear a hole in your hull armor.

Closing in on the mystery ship you see that it is indeed shifting in and out of reality like your pervious encounter. This one is much wider from what you can make out. Engineering is less than pleased when you tell them you'll be extending the drive field bubble again but you figure it to be worth it.

You signal Linda who cranks up the system. Like popping a bubble the ship returns to normal.

The angular body of the ship and its markings confirm it to be a Heron Medium cruiser built by the Republic. A pair of spinal mount plasma cannons are built into the wing roots while phase cannon dot the leading edges of the wings and triangular bow segments. Two of the blunt nosed triangles are stacked with the upper one slightly ahead of the lower. A third such module is positioned further back above the main body. You note what look to be torpedo launchers in the front of each one.

Landing and drop bays are positioned on the underside where they receive a modicum of protection from some of the surrounding armor. Enough sublight drives are set into the ships aft sections to make it a concern for battlecruisers.

Marines are standing by.
>>
The coms are back online before you can decide if you're going to depart the bridge. The first thing you do is contact Alex. He was after all about to jump to your position.

"Sonia? Thank God. None of us knew what happened to you. There was no debris but only the one FTL contact jumped out, what happened?"

You give him a short summary followed by some commentary about arriving on time.

You orders?
>>
Attempt to board the ship with a minimal party, use the same old code as the Endeavour.

I'm thinking we call in the squadron at a distance, but only flight leads are allowed close enough to see anything clearly. The remainder of the squadron is to not see jack squat unless things start shooting us.

proposed single communication with Knight Commander: "Its happening again!"
>>
>>19742620
"Well let's hope this one go as well as the last ghost ship we found."
>board with our marines that already did this do >>19742665
>>
>>19742665
bonus points if we can do a short video clip and flail our arms above our head and then make ghost noises.
>>
>>19742665
>>19742680
>>19742730
A few minutes after you make contact the rest of the squadron jumps into the far side of the system. Mike, Alex and Daska micro jump closer to your position.
Meanwhile you call up the commander.

"Squadron leader, I take it from the late hour that the Carrier proved difficult to disable?"

"Knight Commander, I regret to report that the LTSC escaped before we could bring SP weapons to bear on it."
"Unfortunate. How much of my valuable stockpile did you waste?"
"None sir. But while attempting to stop the ship I encountered... another ship in a smiliar situation to the Endeavour when my unit stumbled upon it."

"A sleeper? Excellent work, the other Factions and Houses have been finding them scattered about lately. Judging by state of the other ships found it should be safe for you to revive the crew. The House is decreasing the classification level on these ships to make sure they're recovered when found. These people are as dedicated to stability between the Factions as anyone encountered. I expect a full report once the ship is secured. Winifred out."
>>
>>19742816

wait...

I could have sworn we were told "NEVER SPEAK OF THIS AGAIN OR ELSE"

so we just spill the beans to our Knight Commander?

Oh well, at least we're not going to get ghosted by Intel for it!

to the ship! but make sure we wave a stick with a thermal heater around each corner in case of sentry gun antics!
>>
>>19742851
...right, that was from the briefing for the OTHER mission you could have gotten from intel. You were supposed to get an escort from Endeavour. My bad.
Anyways she knows about the ship(s).


Deciding to go aboard yourself you load up along with a squad of Marines and head over to the ship.
Duncan was one of the Marines present that went aboard the Endeavour but everyone else was either transferred at some point or is sitting in a hospital recuperating from boarding the Scorpion class ship the other day.

"Sir, I kind of borrowed your camouflage cloak in that last boarding action." Duncan tells you. "I didnt scratch it or anything, there just wasnt time to ask permission."

[ ] Berate
[ ] You're cool with it
[ ] other
>>
>>19742942
[]Cool with it
Just make sure to not die with it...
>>
Duncan laughs a little nervously. "Right, dont die with it. Will do."
The shuttle comes to a stop at the front of the launch bay and Marines begin to pile out into the vaccume. Retractable doors make of the ceiling of this section, likely drop racks for some of the fighters are inside. The door you're trying to get through makes up the front wall of this bay.
"Sending door open code... and its not working. Give me a second, hacking the door lock."

Thirty seconds later atmosphere containment fields activate and the door to the forward landing bay opens. Assault shuttle types you dont recognise crowd the bay, atmospheric wings folded away for storage. Each shuttle has two rear engines above the troop bay and another two lower forward by the gunship type cockpit. They all have thrust vectoring systems to assist the repulsors.

"They look kind of archaic even compared to the old GE design." A Marine comments. The door automatically closes behind you startling a few of the younger boarding team members.

You choose to break the silence with some ghost noises and flail your arms about for good measure. The older ones get a kick out of it at the very least
>>
>>19743097
Let's head to the bridge... also get ready for the worst just in case
>>
Heading into the ship you find yourself completely lost and without the usual frames of refrence you usually would on most other ships. Terran and Dominion ships both follow a similar design logic for bridge and engineering placement. Kavarian and Rovinar ships from what you've heard have bridges closer to the bow though rarely as exposed as the ones on transports.

"Where are we headed?" You ask the others.

"Main engineering would have been the best bet like before. Keep people near enough to restart your drives quickly." Reasons Duncan.

"This ship is a jumbled mess if I'm reading these maps right." Adds the new team Sergeant. "I think there's five or six seperate drive cores on this ship for multiple redundancy."

[ ] Search the bow
[ ] Head to nearest drive core(s)
[ ] Search center line of the ship
[ ] Other
>>
>>19743198

can we head toward the bow via the center line of the ship?

It seemed last time that reviving any crew automatically revives the Captain, so we should look to find any crew we can.
>>
>>19743247
I'm fine with this
>>
You head up a few decks in an attempt to find the central most sections where crew were most likely to be found then move forward. So far you haven't encountered any stasis cylinders.
"Maybe its a case of only finding them in the last place you look?"

It is a big ship, some 2700m in length 3500m in width.

"These are mostly spaces for the cargo and crew lifts through here. They must want to protect the ability to relocate stuff around the ship." Observes one of the new guys as you continue to explore. Double layered transverse bulkheads separate the forward bow sections from the rest of the ship.

"Must be built using modular construction. Construct the body then throw on a few of these bow modules, hook up the power and you're good to go."

You frown. "Each of these modules are the size of some battlecruisers."

After getting through some security sections built to resist boarders you find yourselves inside an engineering section. A Drive core is inside, looking normal enough though the radiation shields are set up differently than you're used to. All of the conduits are strung through top and bottom armored plates while ones around the sides are retractable. The room is also much more cramped.
"Weird." Comments someone.
"Whatever, each to their own design style." Returns one of the few women on the squad.

The others at last finds some stasis cylinders and call you over.
>>
Three cylinders take up a side room all showing green status lights. The occupants are all humanoid, and could probably pass for humans if not for their slightly odd facial appearance and ears. Before you can sputter a joke about them being elves one of the others speaks up.

"Hune looks like. Do we really want to wake them up? They're not going to be happy to find out the Republic is in the middle of tearing itself apart in a civil war."
>>
>>19743646
Do we have any choice? the captain is probably melting by now
>>
>>19743646

Hune?
>>
I just finished reading the thread so far, and damn. Sonia really sucks lately.

Always getting the ship heavily damaged, and always letting the enemy get away.

The dice haven't really been kind.
>>
"You've got a point." The Marine admits.

Duncan sets about reviving the highest ranking one, a Lt Commander.

"Hune?" You ask the older Marine.
"They populate Republic space. Didn't come here with the Exodus like the main Factions. Terrans call them Elves for obvious reasons. Don't say it to their face though, really pisses them off. People say they've committed more genocide than everyone else put together."

All three are officers, wearing coal black uniforms with gold and brass rank markings. Not too dissimilar to what the Naval officers in the Dominion wear but the cut is different. An Eagle or a bird like it is pinned above a few rows of campaign ribbons which seem to be identical between the three.

"Snazzy."
"I still like ours better."
You overhear a pair of Marines banter.

At last the first officer wakes up. He barely has his eyes open before he starts to speak. "Thebe, Lieutenant Commander, Medium Cruiser 041375, forward engineering station one."

"Take it easy Commander you've been in stasis for a long time. It will take a few minutes until you're ready for action." cautions the medic.

He forces an eye open and looks over your units armor. "Dominion? You should talk to the Captain soon or he may consider plasma scouring the whole section. He is a bit, whats your word xenophobic? You might say he has a bit of that."
>>
>>19743949

"We're here to awaken the sleepers, commander. Your ship is behind pirate warlord lines. We'd appreciate if you'd contact the bridge to prevent that plasma scouring, though. My squadron is to provide support to this ship and direct you to friendly lines."
>>
"We're here to awaken the sleepers, commander. Your ship is behind pirate warlord lines. We'd appreciate if you'd contact the bridge to prevent that plasma scouring, though. My squadron is to provide support to this ship and direct you to friendly lines."

"Pirates? This may sound racist but are they Kavarians?" The officer asks.

"Some of them? They recruit from all over. Your ship has been hidden away in subspace for four hundred years. More like it from other Factions have been popping up all over the place. We need to get this ship to a safe location."

"Allow me to clear my head then I'll try to contact the bridge." The engineer sighs. "Our Captain was attempting to make a wager with a few of the other officers before we went under. He believed your other Factions would have been conquered by now and wanted to see it for himself."

You turn your helmet visor transparent while you talk to him. "I hate to break it to you but the Factions haven't fought each other in all of that time except for when some Houses lost their heads and attacked outside our borders."

"The rest of us suspected as much would be the case but not that Pirates would be a problem. The Captain's goals were completely against the point of this project but they needed people that would volunteer. There wasn't enough cloned soldiers left over and we refused to have crewmen from other Factions aboard out ships, just a few officers. You should get to them and be certain they're safe."

He stands and activates a wall monitor and brings up a map. "You should find them here near the main bridge. Use this map if I cant raise the Captain."
>>
>>19744284
"Thebe I see you're awake and helping potential enemies of the state." says a sharp voice over the intercom.
"Gods above and below. Captain the Faction Wars are over, they were over for fifteen years before we volunteered. The Factions are still at peace and may need our help to keep it that way if Pirates are a threat to them."


[ ] Mention the civil war
[ ] Gloss over that
[ ] Play upon racism towards Kavarians
[ ] Other
>>
>>19744324

"Permission to argue over this once we're clear of Pirate Warlord space? I'd rather not have to smell more Kavarians today, sirs."

Let someone above our pay grade inform these guys of what they've missed. We need to get this ship back to friendly space and then get them on their way to whatever faction they belong to.

We'll carry those non-Hune crewmembers for them, if the Captain would like...
>>
>>19744429
Yeah, why not. The faster we manage to get them out of the conflict zone, the better.
>>
"You do have a good point, I would like my ship combat ready before anyone we might not outgun stumbles upon our position."

"If you like we could take the officers from the other Factions off your hands?" You offer.

"What species are you?"

"They are Terran sir, Humans. They just happen to be with the Dominion."

"Yes, and I know the Dominion supplied a good deal of mercenaries to the Kavarians in the last war. We did kill some fifty corvettes. What House are you with?"

"Sir please revive the crew, we can work out the details later. Besides their Faction helped us end the occupation."
"Yes the crew, stop distracting me Commander. Dominion officer send your team to collect these pods."

"I'm apologize about the Captain." The Commander tells you. "He needs medical attention after being in stasis so long."

Given access you head back to the area near the bridge. Its in a section you had inadvertently bypassed because of the way the corridors are directed.

>Revive the officers from the other Factions there or wait until they're aboard our ship?
>>
>>19744710
>Revive the officers from the other Factions ther
Do they have better equipment on their ship for this than we do?
>>
>>19744827

I imagine that they have better facilities, while we have medical crew that aren't shaking off a long stay in stasis.

That and we'd best not push our damned luck with this Captain...

voting to revive the pods on our ship unless advised against doing such by medical staff.


"[Squadron's offical name] will be standing by to assist, Captain. Contact [Daska's ship] for coordinates of friendly rally point when you're ready."

I assume our ship is a tad bit screwy to be giving jump data...
>>
File: 1341470422694.jpg-(15 KB, 400x500, Black Knight.jpg)
15 KB
>>19744827
It really makes no difference from a medical standpoint. Wait, the Kavarian representative appears to have been gut shot and bandaged up. He'll need medical attention back at base.

>Black Knight
Or since you now know where the bridge is you could just kill the slightly deranged captain.

I'll type up a response to everyone's choice in the morning.
>>
>>19745047
>gut shot Kavarian

... return to our ship immediately and contact the Knight Commander.

"Confirm location to bring in the sleeper ship? Flight leader -Thorne- is acting erratically after last contact with the enemy." Surely the Knight Commander will get the hint, right? Or perhaps our House has a special code phrase for potentially mad captains with HUGE warships?

and we should maintain a safe distance from the sleeper ship...
>>
>>19745145

What this dude said.
>>
>>19744710
Ask the commander if we should apologise to the captain for entering his ship without his permission.

And about their protocol in general. I doubt we know anything about that, considering how old the ship is.
>>
rolled 15 = 15

We could just stun the slightly loopy captain.
And go something like this:

"Hi Captain"

Stun

"By Captain"


"Acting Captain Thebe, it seems your good captain is suffering from long duration stasis disasociation. Hell need to be cloesly monitored by medical personal to ensure his health and safety- Statsis disasociation can cause a lot of vivid halucinations. Untill he is out of the medically induced coma that will last till we get to friendly lines, i so do hope we can get this done without incidents."

Also allways have a two marine escort with him. - just in case he is a infiltrator changeling . - perhaps put him to the test, and the captain. - i seem to remember that we had something either with cutting or with sound... dunno which. - or is that from some movie.

Cant remember. must sleep.
>>
>>19745145
>Return to ship asap.
You're taking the stasis cyinders with you correct?

You contact the ship and ask them to set up link to the Knight Commander. You dont know of any such codewords and make it a point to talk to House intel about this when you return.

"Are you saying he's psychotic?" The Knight whispers. "You should still retun the ship to base. There should be enough ships from other Houses present to make them think twice about any foolishness."

>>19745916
"It is my understanding you would have needd to board the ship regardless. You are not at fault. I dont know anything about their proceedures but we'll have someone at base who can deal with them by the time you arrive."


>>19746119
Anyone else in favour of this?
If so do you wish to revive some of the non Hune crew to assist the Republic crew?
>>
>>19747849
I actually meant their commander, not our knight commander.
>>
>>19747849
revive some of the non-Hune on our ship, for their own safety.
>>
>>19747919
Right, sorry.

"We should have awoken on our own years ago. With that failure our procedures have now become useless. Thank you for waking us."

You return to the ship with the stasis cylinders and wake up the Human, Rovinar and Dro'all officers. You leave the other three as you're not sure if one of them is Krath.

"We're not aboard a Republic ship anymore." States the Terran woman after waking up.
The Dro'all seeing your uniforms asks you what House you're with.
You answer then tell them how long its been along with the possible insanity of the Republic captain.

The Rovinar officer bows his? head in thought. "Leaving him in command was a mistake but it was necessary, the crew would not have followed orders from us without a ranking officer of their own in command."
"We should talk to him but getting the ship out of danger is the more important thing right now." Points out the Terran. "Once we get back to your base and the ship has docked its important that they not leave until we've done something about the Captain. I'll lockout the SP torpedo magazines with my command codes then we can offload them. It wont stop the ship from being dangerous but it will help."

Returning to the Bridge you call in the rest of the squadron to help escort the Medium Cruiser back to base. Your drive systems have recovered but as a precaution you ask one of the other ships to plot the course back to base then transmit it to the squadron.
"Everyone give that Cruiser a wide berth on our way back." You tell the squadron then move out.
>>
It takes some convincing once you've arrived at the base to get the ship to dock. The Rovinar and Dro'all officers along with the Knight Commander spend some time arguing and politicking.

You're sure glad you arent the one who had to tell them about the civil war.

By the time they dock you've already sent the stasis cylinders over to the station with the Terran officer escorting them. A good hour later you're contacted to be informed of the situation.

"Squadron Leader, the situation has been resolved. The Terran officer was able to get back aboard with one of our teams and lock out the torpedos on the ship. They had more than two thousand SP weapons onboard. The Captain has agreed to step down as part of an agreement to keep some of their munitions stockpile. The Terran Alliance may not be anywhere near as powerful as the Republic but they still hold some sway over them by being their primary torpedo supplier.
We've contacted the other Factions and they're sending a few ships to help guard the station. I believe we'll need it, until the smugglers run is clear the Terran Alliance has decided to make half of the torpedo stockpile available to us."

>SP Weapons now unlocked in RP list!
SP Torpedo Mk40 -200 RP
SP Torpedo Mk41 -250 RP
>>
>>19748631
The Mk40 SP Torpedo was the first SP weapon to reach mass production. It had some limitations that were not known until 8 years into production when the Kavarians began using experimental armor that would detonate them early. It was slightly cheaper to produce than later versions meaning production did not cease until after the Wars had ended.

The Mk41 entered production only 1 month before the outbreak of the second Faction war in 3599. Their factories were hit early on and it was 6 months before new facilaties inside Republic Territory could begin to offer them. They have superior armor penetration and warhead yield.


>Headed to work, sorry I couldn't keep this going
>>
>>19748641
>Headed to work, sorry I couldn't keep this going

Don't worry, it's great that your willing to stretch the threads beyond Tuesday.

I'll do my best to keep this one around.
>>
bump
>>
rolled 3 = 3

cpr
>>
File: 1341532995431.png-(244 KB, 607x382, IM_RICH -work.png)
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NOTE TO PLAYERS: NEXT WEEK'S QUEST MOVED TO MONDAY

>It appears I missed an achievement awhile back since I wasn't certain if you were going to spend all your cash on stuff. Here you go.

Once again aboard station the Bittenfeld is undergoing the relatively minor repairs to restore the port side pulse cannon and realign other systems.

Making sure your Marine bodyguard and sidearm are close at hand you investigate one of the officer's bars to see how things are going.
Despite their losses and transfer to reserve status the pilots from 2nd wing seem to be in high spirits. Something you also are quick to notice is that this place seems to be a veritable rumor mill with several Pilots and Flight Leaders bordering on violating OPSEC.
A few have been talking about the new armor House Attack Corvettes are being upgraded with. More worrying is talk of the new Assault Corvette design currently being worked on back at Gesaur.

[ ] Get more info on the design
[ ] Report the pilots/Call the MP's
[ ] Mind your own business
[ ] Other
>>
>>19754527
[]Mind your own business

We can always ask for more info on the new design later (It's not like we want to change the bittenfield anyways.)
>>
Getting back to the ship later you're informed that someone from the Rovinar Embassy at the nav station will be arriving in a few hours to take possession of the cruiser your unit recovered.
There's also a message from Alex. He'd like you to authorize either some time to search one of the graveyards nearby for parts for his ship. Alternatively you could use some Squadron RP to convince the salvage teams combing the wreckage in those areas to prioritize recovery of those parts.

Once that's all done you'll need to get back to work clearing out the run. Is there anything you wish to do before that?
>>
>>19754902
Allow Alex to hop the graveyard, send a message to your family telling them you're doing well even things are starting to get frustrating and look into buying a camo package for duncan
>>
>>19754902

Could we perhaps detail half of our squadron to doing salvage duty like that?

Perhaps Daska would like to take charge of such an operation, with her squadron and Alex's under her(?) command. We'll gather a list of parts that the squadron members tend to use up or may require spares of due to rarity (specific drives and perhaps any good PD stuff to start with?)

Or would detailing that many ships to such an op be bad form on our part?
>>
A Rovinar representative has arrived to take possession of the Bow shock class cruiser. As your unit claimed it as salvage they'll be discussing the handover with you. Really the marines from Alex's flight secured the ship but as long as you keep him in mind things should be fine. Besides he's off with a few of the others searching for spare parts at the moment.

Clad in your dress uniform an escort leads you aboard the docked ship, a heavily modified Rovinar support tender. They started building them for convoy escort around the time the major pirate raids started. Their tough shields, cargo capacity and previously unseen weapon configuration has made them popular ships. Only certain versions are sold to foreign powers but lately a small arm of their government has begun offering escort contracts.

This particular ship has been configured as a luxury craft with garden fountains, waterfalls and stone walkways assisted via holography.

You think the Rovinar waiting for you is a female, though you wouldn't know for certain from the voice or with the flowing multicoloured robes their more important dignitaries wear.

"Greetings Squadron Leader Reynard, we have your unit to thank for reuniting us with one of our long missing ships. I highly doubt it is alone out here in this wilderness but all the same every little bit counts."

You're offered a seat on one of the nearby chairs.

"Each one our starships is sacred to us, though we realize the necessity of letting go. Enough so that on occasion we may offer to trade vessels to allies such as you were offered recently. We would have later attempted to buy it back once this conflict has ended. Now we do the same for this ship. What is it you want in return for this vessel?"

The dignitary lays out some options.
An equivalent vessel from one of the other Factions, equipment, weapons, money, favors, some combination of the lesser ones?
>>
>>19755266
Hmmm since we're here on the behalf of alex maybe we could ask her for drives for his ship...
>>
File: 1341537049262.gif-(49 KB, 400x250, Good form Hook.gif)
49 KB
rolled 72 = 72

>>19755145
>Or would detailing that many ships to such an op be bad form on our part?
Not at all, the 1st Wing and the rest of your wing are also out performing recon. The other two squadrons in Captain Sylvan's Wing are getting a bit beat up much like your unit has but are hanging in there.

You may even find one of those heavier grade point defense turrets you wanted.
Given the number and types of wrecks Alex is guaranteed find the parts he wants eventually. The turrets are more troublesome for a long list of reasons.

Roll 1d24 for how long it takes to find Alex's parts. Lower is better.
>>
rolled 19 = 19

>>19755364
well then rollan ask alex if he wants something
>>
>>19755346
well since that doesn't work and if alex want nothing I say we ask for an equivalent of dagger class corvette.. then gift them to the house in his name (trollface.jpg)
>>
>>19755266

Would they allow us a small selection of ships, or just give us whatever they feel like?
>>
>>19755407
Alex thinks long and hard when you ask him. At last replying; "An emergency teleporter system and a warehouse of conventional torpedoes. Anything else I can buy with RP."

This would make up 2/3 of the trade by value. You could still buy 1 piece of equipment.

>>19755460
They could likely get hold of a Dagger class ship though with their price spiking it would make up 1/3 of your trade value.

>>19755468
Any ship equivalent to a damaged attack cruiser. Mind you doing that would use up all of your trade. Smaller ships are available.

A Corvette would count as 1/3
Frigate 2/3
Light Cruiser 3/3
Damaged attack cruiser 3/3
>>
>>19755587
Well alex should get first dib...since he's the one with the strongest claim... as for the last 1/3rd I don't really know maybe heavy PD for the units
>>
>>19755631
1 for giving Alex the stuff he wants, anyone else?
>>
Well I'm not seeing anything against it. Third piece of equipment either for you or the squadron, or a corvette class ship can be retconned later.


"The equipment you requested will be delivered before the end of the week. Thank you."

Both of you stand and a holographic display flickers on showing the damaged cruiser in dock.

"Like our larger Battleships these craft are a sword of light to stand against our enemies blow for blow. The smaller ships you've seen, the Silent Hunters are a knife from the shadows. Two parts of a whole, one can not exist without the other. We all have our place in this world. Do you understand?"

The dignitary bids you goodbye before you can really answer.

Getting back to the Bittenfeld you get some training in with your armor while waiting for the squadron to return.
>>
>>19756042

I'm torn between asking for a second "warehouse" of torps for the squadron or perhaps getting a standard corvette to keep in reserve or sell off...

any chance they'd give us some SP torps? (we returned the SP torps given/purchased since we didn't use them, right?)
>>
>>19756150
Our House got half of the ghost ship SP torp
>>
>>19756150
>(we returned the SP torps given/purchased since we didn't use them, right?)
Actually you've been allowed to keep the 6 SP's your unit has due to the stockpile from the Medium cruiser being available.
>any chance they'd give us some SP torps?
You could get some SP torps but be aware they wouldn't be near the sort of numbers of conventional ones you could get.

Current ship: Vengence Attack Cruiser [Bittenfeld]
Trade in value: 14,500 RP
Available RP 10280

Nuclear Missile -10
Torpedo -25
SP Torp Mk40 -200
SP Torp Mk41 -250
PD Turret -N/A [100]
Light beam turret -N/A[150]
Beam turret -N/A [185]
Beam Spinal Mount -N/A [200]
Pulse cannon -N/A [200]
Heavy Pulse -N/A [250]
Shield Upgrade -N/A
Armor Repair -N/A [150]
EMRG Thrusters -N/A [100 each]
EMRG Teleport -10k
Sensor package -N/A[200]

Starfighter -150 (Z5
Marines -150 (Currently at 3 shuttles and 60 Marines)
Power Armor -9k
>>
Squadron Assets
SRP 3000

280 torps


Current ships in reserve
1x Dagger Corvette (Upgraded)
3x Standard Corvette (Shields & Engines upgraded)


Salvage Claim! Pilots can requisition claimed ships and vehicles for the cost of their repair.

*Starfighters
4x Type 4 attack bomber (Starfighter) (requisition cost 80)Available
2x Arrow Interceptor (Starfighter) (requisition cost 80)Available
3x V-688 Enforcer (Starfighter) (requisition cost 60)Available

***Starships***

1x Attack Corvette (Under repair -Estimated requisition cost 1520) Time 6 days (Feb 11)

1x Scorpion Attack Cruiser (Under repair -Estimated requisition cost 2180) Time 3 days (Feb 8)
1x Firestorm Attack Frigate (Under repair -Estimated requisition cost 790) Time 1 days (Feb 6)
1x Pandora Class Frigate (Under repair -Estimated requisition cost 920) Time 1 days (Feb 6)
1x Navigators Guild Frigate (Under repair -Estimated requisition cost 4000) Time 5 days (Feb 10)
>>
File: 1341542809944.gif-(71 KB, 1730x1318, Smugglers run Local South 10.gif)
71 KB
There we go, map updated. Another pilot is on temporary loan to the squadron to bring Mike's unit back up to full strength.

Select what sectors to recon and roll an equivalent number of d100.
>>
File: 1341543238351.gif-(72 KB, 1730x1318, 1341542809944.gif)
72 KB
rolled 71, 36, 50, 91 = 248

>>19756512
There we go, I don't know up to where we need to recon so take the blue first and if we don't need to go that far take the purple
>>
File: 1341544485553.gif-(71 KB, 1730x1318, Smugglers run Local South 10b.gif)
71 KB
>>19756604
The blue line for the smugglers run is the primary objective but other regions do need to be checked eventually...

1st Flight -Alex has some quiet time and fail to encounter much of anything.
Sensor readings detect little of use as well.
2nd Flight -Daska's unit shoots their way out of an ambush by a bunch of local smugglers, pirates and ruffians.
Scans don't turn up much in the way of anything useful and the gang must have been from another system.
3rd Flight -Mike engages some unidentified ships at long range who break off.
Sensor readings pick up com bouys broadcasting advertisements for mercs available for work.
4th Flight - Us, while searching encounter a badly wrecked ship and recover some stasis cylinders with crew still alive. They'll be shipped back to their House later.
Scans have turned up little else in the sector.

You have have 1 free sector scan available from cloaked allied ships.

It appears elements of the 3rd Wing are checking parts of the main run now. Do you still want to scan down sectors in approximately the same area as the purple numbered sectors?
>>
rolled 56 = 56

>>19756797
>have them do the last hex in that corridor...
>>
File: 1341545357866.gif-(71 KB, 1730x1318, Smugglers run Local South 10c.gif)
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You and Alex with your better sensor packages jump out to what you hope will be the last sector in this region and scan it down. You spot some smuggler ships making runs and record their heading. All of them still seem to be fleeing from the larger smuggler that was hit recently.

Long range scans detect what looks to be a pirate base!
Threat Level 2

Also ignore >>19756865
I'm getting 3rd wing and 1st wing mixed up again.
>>
>>19757091
Time to clear them and get on with the real mission
>>
Wanting to finish things in the area once and for all you bring the squadron in and microjump near the pirate base.

Its built out of the remains of an old Kilo medium cruiser that's been torn in half. The missing sections have been rebuilt into an impromptu shipyard which is putting the finishing touches on a Pirate Razor battlecruiser.

The shipyard still has at least one heavy phase cannon which opens fire when you jump in.

"Everyone swing out towards the shipyard side but watch out for the battlecruiser if they power up."

>Your plan of attack?

Roll 4d20 for combat.
>>
rolled 19, 15, 16, 5 = 55

>>19757338
Disable shipyard weapons, then try to disable the battlecruiser... after that we aske them to surrender.

>also rolling when I'm alone
>>
"Everyone, try to disable the weapons on the station. Once thats taken care of we'll make sure that battlecruiser isnt going anywhere."

Alex holds the momentum of his last maneuver to swing him in slightly below the station then fires torpedoes and phasecannon. The rest of you fire phase cannon as well and the combined barrage soon drops the station's minimal shield. Alex rolls his relatively flat ship enough to avoid the worst of a heavy phasecannon shot then fires another volley. All 4 torps hit the turret or close to it blasting that section of the hull into space.
Mike and Daska target some pop-up box launchers that begin to fire missiles downing them as well.
Alex starts to say "Target disabled" but Arron yells out over top of him. "Energy spike!"
You and your wingmen hit emergency thrusters. The Bittenfeld still takes one solid hit from the bow weapons on the battlecruiser but avoids the rest.

"Shoot the battlecruiser!" you order as the ship powers up engines and tries to rip itself free of the armatures holding it in place.

Eight twin linked phase cannon shots from your corvettes lance into the cruiser's forward weapons. Alex and the Dagger class corvettes fire a pair of torpedoes into each of outboard engine nacells then the larger drives built into the main hull. You own light phase cannon arrays and pulse cannon target the ship's torpedo launcher, taking a few shots to quite hit it. A pair of torpedoes hit your forward shield before your gunners hit the mark but thats hardly enough to threaten you.
The other ships lock onto the larger cruiser with tractor beams, the combined power enough to stop it from drifting away from the station.

"Targets disabled?" Asks Alex. You all wait for more fire but none comes.
>>
>>19757606
"This is Squadron Leader Sonia Reynard to the pirate ship and station, surrender now and you wont be harmed."

A few seconds later someone responds on an audio channel. "We want amnesty from any crimes we may have comitted that would result in a death sentence. Give us that and we'll consider your offer."
>>
>>19757688
[ ] Agree
[ ] Lie/Pretend to agree
[ ] Turn down
[ ] Other
>>
>>19757688

"That can only be granted if you have more than a shot-up battlecruiser to offer. What else do you have? Base locations? Information on pirate forces?"
>>
"Fuck. You. We dont rat out our own so why dont you come up with a better"*CRACK*
A sharp noise that could only be a gunshot fills the channel for a second then someone else speaks up.

"We have the location of a Pirate watch base. Hard to pick up on sensors so it would normally make an ideal ambush point. All death sentences are to be commuted to life in prison, no other stipulations, take it or leave it."

>Do you go for it?
>>
>>19757710
If it's in our power, we should agree. If they did something truely horrible, I'm sure there's some space-gulag where they won't survive more than a few months at best.
>>
>>19757377
yes. disable with intent to capture - offer unconditional surrender or getting blown to smithereens. - we dont have time for shenanigans, and want to get back at scouting the main run too.- just not to leave bases behind that could butt fuck us.
>>
>>19757911
"Done."

If we have the authority.

else , Also

"Done" with recommendation towards it for cooperation after they became prisoners
>>
>>19757911
"This is something that gives me reason not to ripple fire torps all around. For My part you have yourself a deal."

Get HQ to send support here asap and pacify that station. - also, we nabbed ourselves another cruiser.

seriously we will turn out like Crazy Hassan.


Welcome to Psycho Sonia's Emporium of Endless Cruisers. A Cruiser for any occasion, a Cruiser for any person!
>>
File: 1341550615752.gif-(72 KB, 1730x1318, Smugglers run Local South 10d.gif)
72 KB
You contact command about the base and the agreement for the Pirate's surrender.
After a lengthy wait the Knight Commander gets on the line with you.

"You've already promised them this?" She asks.
"Yes sir." You reply.
She sighs. "I cant very well go about breaking the word of my officers can I? Very well. Though I would prefer to see each of them strung up after a military trial, Intelligence will doubtlessly be overjoyed at this. I'll send ships within the hour.
Be careful Squadron leader, were I not one to care about the letter of an agreement I could have easily sent for ships from another House who would not be held to it. Winifred out."

As good as her word a Frigate squadron arrives slightly past sixty minutes later and begins boarding operations.

You take your squadron out of here and back to the main run.

Choose sectors to scan! Roll an equivalent number of d100
>>
>>19758249
Could we have replied to that that we were happy either way as long as that base got taken out.

with them getting their part or not being totally optional and not really that important to us.
>>
rolled 51 = 51

>>19758249
The two yellow sectors to the lower right of the map. 2 squads per sector in case there are actually enemies present.

>First roll.
>>
rolled 48 = 48

>>19758302
>Second roll.
>>
>Psycho Sonia's Emporium of Endless Cruisers. A Cruiser for any occasion,
Did you want to make a salvage claim on the battlecruiser? Be aware that the ship was incomplete before the damage and was scratch built by Pirates out of scrap. No idea what could be wrong with it.
Addendum: Battlecruisers while fast cant match corvettes for speed even with the best upgrades. They're just a bit too big.

>>19758281
Very well, done.
Be aware that as the Knight Commander has already agreed the Pirates wont be executed.

Swinging out to some of the last far reaches of the run you split the squadron to quickly scan down the last two sectors in a tight safe corridor. Honestly you wonder why you're even bothering.

Alex and Daska encounter some smugglers and shorty after some House Posat forces attempting to pursue them. Scans show the sector looking clear.

You and Alex are attacked by a squadron of older starfighters firing missiles. Against older Standard corvettes without point defense they could have been a real nuisance. Few of them survive to retreat and the last two signal their surrender shortly after.
Sensor data detects an outpost in the region that would be idea for a logistics base. Its a bit out of the way though.
>>
File: 1341552837616.gif-(72 KB, 1730x1318, Smugglers run Local South 10e.gif)
72 KB
>>19758532
>Captcha ate the picture.
God dammit.

Anyways after that last bit of scanning down 2 ships should be finished repairs back at base.

1x Firestorm Attack Frigate (requisition cost 790) Available!
1x Pandora Class Frigate (requisition cost 920) Available!

Swing past base to pick up a new ship for Mike or have him hang back while the rest of you do a recon run? Be aware it could take a few hours to transfer crew to the new ships and get everything checked.
Daska says she'll wait for the Scorpion to become available.

Note, you can buy ships with SRP and order some of your pilots to take them if necessary.
>>
>>19758532
>salvage claim on the battlecruiser

Why not, in the worst case, we'll get some RP for a lot of scrap metal.

>Swing past base to pick up a new ship for Mike or have him hang back while the rest of you do a recon run?
Would our crews need a break? Or at least welcome it?
>>
>>19758629
>1x Firestorm Attack Frigate (requisition cost 790) Available!
>1x Pandora Class Frigate (requisition cost 920) Available!

If some of our pilots want to upgrade, but can't afford it at the moment, then we should lend them the necessary amount from our SRP.
Just put some interest on it, so they don't spend all their RP on other things.
>>
File: 1341554170494.gif-(45 KB, 1184x1060, Assault Corvette Design Option(...).gif)
45 KB
>>19758721
Yes. Everyone needs sleep and an hour here and there with sleep headsets just doesn't cut it after awhile. Mind you it hasn't been that long since you docked for repairs. Oh wait, everyone else in the squadron was out on a salvage run. Yeah I think they'll be happy. It'll also give Alex's repair crews time to fit more of the engine parts.

Anyways I think we're done here, I'm burning out and have shit to do tomorrow. See you next week!


Wait. Before I go I've been working on some concepts for the new Assault Corvette. I remember 1 anon mentioning it'd be cool to have it look a bit like an Amarr Executioner from Eve online. Cant say I was all that successful but I tried to add in some similarities in a few.

Give me some ideas on how you guys want them changed.
Current weapon loadout options I'm looking at.

A) 4x light pulse cannon turrets
B) 6x Light Pulse cannon in spinal mounts
C) 2x Heavy Pulse cannon with spinal mounts

Each would have a torpedo launcher as well along with possible missile launchers and point defense mounts.
>>
>>19758882
> See you next week!
Okay. Thanks for 2-3 extra days.
>>
>>19758882
>point defense mounts.
These are important as it seems our house doesn't favour fighters too much. Good shields are always a plus as well.
>>
>>19758882
That would be me and another one. the twin wing blocks does seem like it but the head outward and not inward between the two does not make it feel executioner at all. also the silver.

Still, if it function it will be a decent ship.

how about a modular weapons port able to switch between the three options, since the reactors can power only so much.

It would certainly make them more adaptable, and make it quite a good option for a assault corvette for a small house needing as much options as possible.- weaken the armour a bit for the modularity. wiht high shields and point defence hardpoints separet from the weapon mounts it should be taken in mind that they are to be deployed in swarms or squadrons and not be caught in protracted fights with anything that can take their shields down fast without heavy support or massive numbers, since they would be more a fire support option.
>>
>>19758997
Assault Corvettes get Frigate grade shields

>>19760047
>but the head outward and not inward between the two does not make it feel executioner at all.
Needed room for equipment. Still, it can be changed, move some bits around to show what you'd like.
Also the support trusses will likely be covered over in finished versions.

>also the silver
It's a pre-prototype, it can be made gold later. Actually with the newer armor being produced it would have a bit of a gold tint anyways.

>how about a modular weapons port able to switch between the three options, since the reactors can power only so much.

The primary weapon hardpoints can mount either the A, B or C packages. They can be swapped out in a couple hours.
Point defense mounts would be seperate. Havent decided where they'll go yet.
>>
>>19761850
Leave the head like that.

As for the load-out exchange make them pod based, et least for the spinal ones- external mounts in-between head and wing bodies, and the 4 360* phaser load out also external pods but on the outside of the wings (2 each.)
>>
>>19764787
pod based as in as easy to switch out as missiles on a jet fighter.

basically they should be able to run to the fleet carrier , swap out their load out and get back out to the fight.

strike craft on a larger scale.


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