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File: 1345576154510.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yX3uw7bq
>Pastebin will be updated before each session with ship and squadron equipment,

You are Sonia Reynard, Squadron Leader and Knight of the House of Jerik-Dremine!

For the past month you've commanded the Second squadron of the Third attack Wing in operations to clear out the pirates and others who occupy the Smugglers Run. You dont know how much longer it will take but with the main Pirate base, the former super heavy cruiser Forbearance, captured it cant be too far off.

Your ship is the Custom Battlecruiser Gungnir, a tough and heavily armed ship almost able to keep pace with the rest of your squadron.

Last week the 3rd Attack Wing resumed combat operations and in doing so your unit took its first real loss. Spurred on by this you took steps to equip the squadron with emergency teleporters in the hopes that this will cut down on future casualties.

Combat operations and salvaging the most powerful weapons you can find has taken up an increasing amount of your time. Still, you've been attempting to locate through archives where artillery systems might be found. Even relatively simple ones could be re-purposed into new flak guns for your ships.

While back at base waiting for Mike to complete repairs to his ship Kavos approaches you datapad in hand.
"I may have found a world from the House Posat information archives that might be of interest." He hands the pad to you.
>>
Fuck Yeah!
>>
Proceed.
>>
>>20412936
when will we be getting our own wing?

I think it was a choice between that or a BC squadron. we went for wing.

If i understand correctly we will get our superiors post while he gets to get the BC squadron, right? Meaning when the BC squadron is ready.
>>
File: 1345576684261.gif-(60 KB, 1261x1276, Smugglers run Local 19-Guns.gif)
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Kaartinen IV is located closer to the edges of the Nav Hazard zones and is a bit farhter off the main run than has been explored so far. House Posat Forces have been out of contact with the colony for some time now though it did have enough orbital and ground based defenses to ward off anything but the heaviest attack.

The sectors last scanned down by your squadron revealed some enemy activity in two sectors the pirate Carrier has been known to pass through.

The first is home to a Rare element mining world. There are enemy transmissions from nearby. They could be decoys or real ships.
Threat level 1-4

The second has been confirmed as the home of some pirate warships.
Threat Level 2-3


>Sorry for the delays. Had some glitches with the pastebin and needed to make a new one.
>>
>>20413061
Thats fine.
I think we should investigate the rare materials first.
>>
>>20413061
Hmmm head to the colony
Then clear 2-3 and 1-4

How's the jamming right now?
>>
File: 1345577221902.png-(10 KB, 277x232, Un-named Frigate class.png)
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Before heading out, Katherine's wingmen swap out their corvettes for a pair of captured custom Frigates. They have the speed and firepower of an attack corvette with the added benefit of missile launchers.
What are we calling these things?
>>
>>20413158
Do they have better protection as well?

Anyway, I'd suggest Rapier Class.
>>
>>20413158
ArcherFish Class frigate?
>>
>>20413061
Hmm, I think we should check the 1-4 threat sector. Not to clear it out but to assess the enemy's true strength.
>>
>>20412982
When operations in the Run are completed. The Commander anticipates future fighting to gravitate toward larger scale fleet engagements.

>>20413105
The sectors surrounding the jammer are still suffering from regular interference.


>>20413102
>>20413105
>>20413237
2 for headed to the 1-4 sector first, 1 for investigating the colony.

>>20413186
>>20413195

> Rapier Class
You know, that might fit the other unnamed class well since it only has the single weapon system.
http://suptg.thisisnotatrueending.com/archive/20318722/images/1345007097057.png
>>
>>20413296
Well, it's your universe. If you think it fits something at all, I'm more than okay with your choice.
>>
>>20413296
I too suggest doing the 1-4 Threat level first. Carefully though.

Other than that i suggest the name Manta Class for these ships. The other custom would be called Rapier Class then.
By the way, is noone eyeing the Rapier Class, or why isnt it flying yet? Is it undergunned?
>>
>>20413186
>Do they have better protection as well?
Yes they have Frigate grade shields.

>>20413335
I'll wait for additional votes or suggestions on the class names.

>By the way, is noone eyeing the Rapier Class, or why isnt it flying yet? Is it undergunned?
No reason really. You only have 1 pilot left in Corvettes now btw and that's the new guy.

Checking out the 1-4 sector!
>>
>>20413449
>You only have 1 pilot left in Corvettes now btw and that's the new guy.

Tell him the last guy flying a corvette in our wing got killed and we'd be willing to lend him the RP for the frigate, if he wants to upgrade.
>>
>>20412936
Was reading the archived entries, and I couldn't figure out what happened to the nearly built battlecruiser we found in the super heavy. Was that given to the house at some point?
>>
>>20413471
If we still have the RP or SRP for that after our teleporter buy, we should do that. Also bolt some missile launchers to the damn thing on the short run, i dont think we can squeeze torps in at such a short notice.
>>
>>20413625

I just noticed seeing our salvage, we still have two light cruisers that we ain't gonna need. If we need SRP to upgrade the newbies Rapier Class sell them of for it.
>>
File: 1345579506473.jpg-(17 KB, 595x326, Internal detonation.jpg)
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>>20413479
Yes, though I did give you guys some RP for it.


The squadron jumps into the system containing the rare element mining world. It's a bit different from other systems you've encountered similar worlds in. This one is a binary system with a pair of dwarf stars both orbiting a good distance apart.

"I'm detecting a modular base in orbit, largely abandoned. Some other scattered signals through the system but none big enough to be a starship."

"Coms, signal the station to surrender." You order.
"No response. I cant even confirm if they're receiving."

When your unit gets within one hundred thousand km a flash lights up one of the station sections. One by one each module explodes filling orbit with debris. Some of it rains down on the planet, the meagre atmosphere doing little to slow it down.

"Well that sucks." Says Arron breaking the silence.
>>
>>20413651
why would we sell cruisers for frigates?
>>
>>20413687
What did we roll to get that?
>>
File: 1345579819570.gif-(55 KB, 800x400, 6Barren worldgen.cgi.gif)
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>>20413687
After entering orbit more detailed scans show the planet has been stripmined rather than the more sustainable practices used elsewhere. Some abandoned equipment is still present, either too large or unweildy for civilian, pirates or smugglers to move off world.

Kavos shakes his head while looking over Arron's shoulder. "They really gutted it. Some of these planets that are exhausted can be terraformed to support life but this one is a lost cause."
>>
>>20413692
Because the light cruisers are to slow for our attack squadron and we really dont need them?
>>
>>20413758

A damn Shame.
>>
After returning to base and reporting the destroyed colony you're contacted by Knight Captain Kim Yu.
"I heard you're looking to trade light cruisers to any Squadron that finds some attack ships?" He asks.

"Yes sir!" You respond enthusiastically. With any luck it'll be another attack cruiser. At this rate you'll have to start setting aside some for the other squadrons in the Wing.

"Good. It's a Blackbird Recon and ECM ship. A little light on the weaponry and armor but its a fast one. It masses about as much as a Frigate so we've been classing it as that for now. I'd like two cruisers for it but I suppose I could let it go for one if you threw in some extras."

>What say?
>>
>>20414013
We'll need more details about that classn and we'll have to ask if any of our pilots are interested. But it sure sounds interesting.
>>
>>20414013
A cruiser and a custom frigate sound like a fair deal for a EW specialist?
>>
>>20414048
I swing on the side of NOPE. Giving away two cruisers for a undergunned frigate sounds like a really bad deal for me.

We could get at decenty upgraded attack cruiser for that much RP would our house produce those. So if we dont have a pilot thats really itching to fly ECM or That ship is amazing in a way i dont know....

One light cruiser would be okay though. Can we barter him down?
>>
>>20414095
The custom frigates are all in use, and btw are awesome? I'd rather give him the uggunned standard corvette or one of our reserve attack corvettes.
>>
>>20414013
>ECM
>we could equip it with anti-torp system

Why didn't we get that shit already
>>
>>20414013

more details on the ship offered AND I'd like to have some engineers look at it first.

Mostly, I'd like to know the ECM specs and if we could put the ECM stuff on another ship, should we provide enough power.
>>
>>20414048
Blackbird
Manufacturer: GE
Weapons 6x light phase cannon
2x torpedo launcher (1 forward, 1 aft)
Designed as a high speed recon ship these vessels were intended to locate high value targets with their advanced sensor systems and find weak points in formations. This was essential for the effective deployment of Veckron and SP weaponry given the low initial production numbers. As this became less pressing they were modified with ECM and ECCM to prevent scrambling of friendly weapon locks.
The Blackbird uses its speed and agility to evade any serious fights.

You don't currently have any pilots with ECM experience though they could be trained. Alternatively you could request a spare pilot.

>>20414103
>One light cruiser would be okay though. Can we barter him down?
"We're running a little light on torpedoes to be honest. One hundred would be a nice add on."
>>
>>20414277
could we modify it with torpedo counter measure like that battleship had?
>>
>>20414277
That sounds really lackluster. What are the mechanical benefits it gives us? If we cannot install a torpedo defense system on that i'd say it sucks.

But 1 Light Cruiser and 100 Torpedoes is a good deal, considering we have several thousand in reserve.
>>
>>20414315
Yes, it could scramble torpedo locks greatly reducing their effective range and accuracy. However there is still a chance that newer model weapons could overcome this. It would have little effect on direct fire weaponry such as phase cannon, though there is a chance the gunners might accidentally target sensor ghosts.
>>
>>20414376
Well from what we can see it seems black market torp are old version so it'd be great. I'm saying to go for it and ask for a new pilot. That way we can keep him with us when we inherit the wing.
>>
>>20414435
Yes, maybe we could make some sort of a "special" squadron that includes heavy hitters like our Battlecruisers or recon ships. We can then deploy them whereever they are needed or requested by our squadron leaders.
>>
>>20414277
We... we could jam their jammers. Words are not enough to express my joy.
>>
>>20414463
We can also lend them to other wings should they be needed so the knight commander shouldn't be too mad at us for keeping the cool stuff.
>>
After agreeing to the deal you see about requesting a reserve pilot. Preferably someone with ECM experience or a crew with some.

Pilot Nabow Hafniar added to squadron roster!
After encountering ships such as the previous ECM equipped Battleship command has begun training starship crews with the skills necessary to utilize these vessels should they be captured. Many of these are former starfighter pilots with experience on similar equipped fighters.

While you've been waiting another message has come in from command.

It reads:
To all members of the Third Attack Wing's Second squadron currently in possession of emergency teleporters for their ships. You are to report for a mandatory Teleport training seminar. Time and date are negotiable but this training must be completed in the next five days to lessen the chances of physical injury.

Great. Maybe it wont be so bad?

>When do you want to take care of this?

Also
[ ] Investigate colony
[ ] Threat 2-3 system
[ ] Other
>>
>>20414705
>>When do you want to take care of this?
ASAP

Investigate the colony. BTW, what's the treat rating on that one?
>>
>>20414741
Seconding this.
>>
>>20414741
No recon ships have made it to that sector yet, nor have anyone heard from them recently.
>>
>>20414811
Can we still deploy the Navigators Frigate? It might be wise to let it make a small run into the area to see what to expect. We should be ready to jump in to support it at a moments notice, though. Btw, is Alexs Attack Cruiser back in action?
>>
Just wondering after reading through the archives, but what happened to the HUD implants that we bought?
>>
>>20414741
further support hoe!
>>
>>20414872
It's still in use patrolling the Run in advance of convoys. While attacks have become much more rare they do still happen.

There is some downtime between each one though. Do you want it to scan down the 2 closest unexplored sectors from relative safety while you attend your seminar?

Also afk 20 minutes for dinner.
>>
>>20414936
Yeah, that sounds good.
>>
>>20414936
Yes please. and enjoy your meal, I need to make mine here soon.
>>
>>20414947
Sounds good indeed. Just make sure the pilot knows that hes in a very dangerous zone. I wouldnt like to loose that ship.
>>
>>20414872
>Btw, is Alexs Attack Cruiser back in action?
Yes, you waited a couple of days at one point for most of the ships to get fixed back up.

>>20414905
You never had them implanted. Also I don't recall anyone ever mentioning them again. I've considered bringing them up but with your power armor they seem a bit redundant. They'd really be of use in situations where you had no access to Marine or Power Armor.
On that note your power armor is fixed.


Your pilots meet up in a Dingy cargo bay aboard Forbearance. An woman wearing a uniform of a navy Lieutenant along with a few specialists are waiting for you.

"Thank you for attending this seminar everyone. As you may or may not be aware teleportation systems are the only other method of FTL travel that we currently know of besides the jump drive.
The name teleporter can be considered somewhat disengenuous as while travel may seem instantaneous there is a measurable time lag between departure and arrival.

The passenger is surrounded by a faraday cage and the device pushes this object into and through subspace to another location. This is considered by some scientists to be a type of wormhole travel."

Alex looks like he's about to ask a question then at the last second decides to keep it to himself.
The instructor walks over to a metal sphere with the front half lifted out of the way. A jump seat is built inside of it.
"This simulator does not actually teleport but mimics the conditions the interior of the cage undergoes in such an event. We have medical personel standing by to recusitate anyone going into cardiac arrest or suffering from any other side effects. Any percieved damage to the central nervous system should not be permanant. We'll also be issuing mouth guards. Could we get a volunteer?"

[ ] "I'll do it."
[ ] Alphabetical order
[ ] "Volunteer" someone else from the squadron
[ ] Other
>>
>>20415311
>[X] "I'll do it."
Time to lead from the front, I guess.
>>
[ ] "I'll do it."

Be an example. What could go wrong?
>>
File: 1345587086201.jpg-(29 KB, 600x513, Shock_sign.jpg)
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Roll 1d100 for teleport shock.
>>
rolled 56 = 56

>>20415410
Try not to throw up on anybody we like.
>>
>>20415311
Lead by Example.

Sonia first.
>>
rolled 34 = 34

>>20415410

I roll.
>>
rolled 60 = 60

>>20415410

Come on, this can be our new vector trust!
>>
rolled 1 = 1

>>20415311
Would they take long to get installed? We might as well use them seeing as how we have them.

Also rollan.
>>
rolled 93 = 93

>>20415579
Nicely done.
>>
rolled 70 = 70

>>20415618
I know, I'm so ashamed.
Does it count though? I didn't connect to >>20415410 where he asked for the roll.
>>
You sit down in the jumpseat and strap yourself in like your would if you were preparing for combat.
At the insistence of the officer you put in the mouth guard. It wouldn't do to bite your tongue off just in a simulator.

The rest of the sphere swings down and locks in place. No big deal, you wear space suits, no worry of claustrophobia here.

An electric hum starts to run through the metal then the air itself. You think you're going to go deaf from the sound then an increasingly distorted automated voice counts down from three. Two. One.

Every nerve, every muscle, every cell in your body it seems like is on fire for an instant. You close your eyes against the pain, or you think you have. Its hard to tell, it's like you've been staring into the sun for a few minutes.

The hatch pops open just as you start to grab at your chest.

"Easy, you're not flatlining, just experiencing some arrhythmia." assures the officer "Inhale."

You do your best to suck in some air, previously not noticing your lungs were starting to burn. It takes five minutes until you can stand on your own.

"Don't worry Knight Reynard, you did rather average. Everyone will receive a list of exercises and medications that should decrease the effects of the shock. The medication is a last resort though and should only be taken if you're certain you're going to use the device."

The rest of the squadron, a little uncertain takes their turns. A couple of them need to be pulled out and have their hearts restarted but most do well. Lorraine Day told to stay in the ships medbay for an hour or two for observation and additional scans.
>>
File: 1345589216145.gif-(60 KB, 1261x1276, Smugglers run Local 19-Guns II.gif)
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>>20415579
>Would they take long to get installed? We might as well use them seeing as how we have them.
After getting back to the ship you ask one of the medics how long the whole procedure would take.

"You should really spend a day out of action to let your eyes fully heal. Implantation itself might take two hours."

The Nav Frigate reports that the nearest sectors look clear. Some privateer ships belonging to House Posat and an allied House are working to secure them. It seems they're facing little in the way of opposition.
>>
>>20415864
weren't the HUD for Connan?
>>
>>20415883
Duncan? The holographic camouflage turned out to be far more interesting to him and between borrowing that and the hacking module he's been too busy to have his own implanted.


Once everyone reports that they're not suffering any ill effects of the teleport training the squadron heads out. After a short hop back along the Run your turn off for the less easily traversed sectors.

An hour of navigating through arms of the region's nebula land you at your destination. When you enter the edge of the Kaartinen system you're almost immediately pinged by local com buoys.

"Dominion ships please respond. We've detected your IFF's entering the system. We need immediate reinforcement or our colony will fall to insurgent forces."

Scans of the system reveal no enemy ship presence, or friendly for that matter. The orbital defense platforms fail to show up on scans either.

[ ] Call for reinforcements
[ ] Investigate first
[ ] Other
>>
>>20416077
This is really strange. What does Kavos think about it?
>>
>>20416077
[x] Investigate first

Ask them what the nature of the insurgency is. If it's internal, we'll most likely need to call for reinforcements.
>>
>>20416077
>[ ] Investigate first & Send message back to base.
>>
>>20416077
Do we actually have Dominion IFFs, or have these messages been pre-recorded?
>>
>>20416125
>Do we have our faction IFFs?
>>
>>20416160
Dunno, we might be only broadcasting JD house codes while on inter-flight ops.
>>
>>20416104
"Perhaps the last group of pirates to raid the system left troops behind in their pull out? If that's the case they'd have little reason not to attack the government infrastructure. More resources we have to put into helping them rebuild."

>>20416125
>>20416160
Yes you do. House Jerik-Dremine is part of the larger Dominion and therefore uses its IFF. Each House also has additional sub designations to distinguish them from others.
>>
>>20416192
Okay, do some of our starfighters have proper sensors? If so, send them ahead. I'd hate to run straight into an ambush.
>>
>>20416204
The advanced sensors aboard both the Bittenfeld and Alex's Cruiser cant detect any ships. However you could load up a sensor pod and some fuel tanks on a starfighter and sent it into the inner system. It would take about 8 hours to get there.

[ ] Micro jump into high orbit
[ ] Send starfighter recon probe
>>
>>20416279
>[X] Micro jump into high orbit

Send a message to command and jump in. Ships that can take lots of hits go first.

Be prepared for dickery.
>>
>>20416279
[]Microjump a farther than high orbit scan again then microjump in high orbit
>>
File: 1345592147802.png-(93 KB, 799x399, Enemies in Red.png)
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"Toughest ships up front people, prepare for a possible ambush and stand by to micro jump back out if necessary." You order.
"Playing this one safe?" Asks Kavos.
You turn to him and say; "I have a bad feeling about this one."
Before jumping you contact command and tell them to ready some ground troops and some more ships.

The micro jump lands you high above the planet's northern hemisphere.

Arron reconfirms the scans you took from the edges of the system. "All the orbital defenses are dead. They must have been taken down some time early last year."

You're soon hailed from the surface and you take the call at your station.
"A Knight! Thank goodness you responded! I'm Lord Sodhal, Governor of Kaartinen IV. " The slightly overweight Dro'all does his best to bow.

"We've been on our own for some time now. House Posat forces have been unwilling or unable to reach us for months and deemed our problem to be something the PDF could handle. Rebels have been fighting to remove all Dominion forces from our world for some time now but only over the past few months have they made any progress. They now hold close to seventy percent of the planet's surface and three of the five major cities. We're about to lose the capital and if that happens we'll no longer have any capability to produce munitions.
I'm sending you our most up to date positioning data for enemy forces but we have few recon assets. Our remaining fighters have been pulled back to protect the southern city from naval assault and cant be spared."
>>
>>20416377
>Orbital bombardment is a big no-no right?
If not get ready to provide support.
>>
Arron double checks the data against what you're recieving as you continue to orbit the planet.

"It seems to match, but there's an armored column not shown swinging around towards the west side of the capital from the north."
The Governor overhears this. "Blast! We'll have to divert our remaining artillery to drive them back. We can hold out for another three days if we're lucky but we need their supply bases, training centers and production sites destroyed if we're to last the week. Even then the situation would not be certain. The most expedient solution would be an orbital bombardment of the enemy population centers. We can rebuild later once the rebels are dead."

>Your orders?
>>
>>20416421
>Destroy the armored column for them
>then destroy their supply and ask for their surrender if they don't cooperate destroy the training centers. Repeat until we have no other choice than destroy the population center.
>>
>>20416421
Call command about the situation.
Hitting the population centres is something I'd rather not do, everything else sounds okay to me.
>>
>>20416421
Can we send mechanics over to the disabled defences to get them operational again?
>>
>>20416448
also we can finally practice orbital bombardment accuracy
>>
>>20416421
Make sure to check if that guy's actually the governor before intervening.
>>
>>20416421
Send engineers down with supplies to the surface to try and repair and fortify the cities defenses.

I don't want to deploy OB orders to their population centers unless absolutely necessary. Destroy the armored column approaching the city. Destroy their supply bases and production centers and send a surrender order.
>>
>>20416411
>Orbital bombardment is a big no-no right?
You receive a text message from Kavos.
Use of nuclear scale ordinance within a habitable planetary atmosphere is banned by treaty. Planetary bombardment itself is not strictly banned.

>>20416448
How did you wish to do this and with what weapons?

>>20416461
Uncertain about the situation you but the Governor on hold and contact command. The officer you get hold of informs you that:
"We can't authorize the use of phase cannon, torpedoes or nuclear warheads against surface targets at this time. Everything else should be fair game. Try to minimize collateral damage if at all possible but we'll understand if there is some.
We can have 1400 Marines from two Houses deployed to that system within 48 hours. The only armored division at full strength is in the middle of exercises and will take four days to redeploy. Do what you can until reinforcements arrive."

>>20416517
You order some of the others to look for defense platforms that might be salvageable.
>>
Point out to the rebels that a battle cruiser in now in orbit. And call command. Tell them we are going to need more marines.
>>
>>20416624
What kind of surface to orbit weaponry exists? And which are the pirates most likely to have?
>>
Your squadron currently has
480 Marines + 24 assault shuttles

10x Arrow Interceptor (Light and fast, poor in atmosphere)
7x V-688 Enforcer (Heavy but fast, good in atmosphere)
11x Z5 Starfighter (Tough, average performance both in space and atmosphere)
10x Type-4 Attack Bomber (Rugged, average performance, 4x Torp loadout)
2x Rovinar FDF (Light, fast, good in atmosphere)

1x Needle Fighter (In Reserve)(Light and fast, poor weapons & armor)

Atmospheric capable starships
1x Attack corvette
1x Upgraded Smuggler Frigate
1x Norune Frigate

The Bittenfeld is not atmosphere capable but it does have some mass driver turrets left.

>>20416540
Kavos confirms that it was the Governor speaking to you.

>>20416669
"Heavy defense missile batteries and other silos scattered across the planet are meant to assist the orbital defenses. We know they've taken a few of them intact. Those near the capital and the south city haven't been touched yet. We were contemplating launching our remaining missiles at the enemy cities if the capital fell but the return fire would ensure none survived.
>>
rolled 64 = 64

>Destroy armored column
This seems to be pretty universal.
How did you want to take care of them?

>Destroy supply bases & production centers
Same question as above.

>Send engineers down with supplies to the surface to try and repair and fortify the cities defenses.
Do you wish to concentrate your engineering personnel on helping the cities or keep some in reserve for repairing any orbital defenses you may find?
>>
>>20416755
Use mass driver turrets to engage the armored column. Use the arrow interceptors as a standing space patrol. Use shuttles to renforce captial. Fighter strikes on exposed enemy positions
>>
>>20416800

Ask the governor to give us weapons free to flatten the enemy production and population centers.

Like he said, the fastest way...
>>
"Drake, I want you to use your mass drivers to take out that armored column before it can reach the city. Everyone else listen up, We need to start sending engineering teams and Marines down to the surface to help fortify their cities. Its going to be a few days until we receive reinforcements so they have to hold out until then. Start asking for volunteers.
We'll need starfighters to help maintain cover up in orbit so for that we'll use the Arrows. All other fighters prepare to escort shuttles to the surface."

Alex sends you a message about finding a partially salvageable defense platform. Only half of its hull remains but there are still some guns. The remaining weapons consist of a pair of heavy phase cannon turrets and particle beam point defense turrets. While of little use from here the smaller weapons could be stripped and sent down to the surface.
Assign a team to strip the guns? Y/N

Katherine move into a lower orbit and maneuvers to bring all guns to bear on the surface.
Roll for gunnery accuracy. 1d100.

>>20416997
The Governor has already given the OK to flatten the other cities, you would merely be disregarding your own chain of command's instruction to follow the treaty.

Or did you mean get some free artillery systems off him?
>>
>>20416800
>How did you want to take care of them?
With the least amount of collateral damage.

Give the rebels the chance to surrender, now that our side has orbital superiority.
>>
>>20416997
No, we are not crazy. Do not target population centers and try to avoid crippling the planets economy. (good luck with that last bit.)
>>
>>20417037

Surely the colony's governor is the ranking Dominion official on site?

If he were to give us an order, would we not be obliged to follow it in a crisis?
>>
>>20417068
I don't think so.

>>20416997
Nope.
>>
rolled 47 = 47

>>20417037
>Assign a team to strip the guns? Y/N
Yes

>Roll
Well, hope the gunners improved since the last time we tried this.
>>
rolled 3 = 3

Will I get a nat 1?
>>
rolled 1 = 1

>>20417037
>>
rolled 69 = 69

>>20417037
Hit something, you fools. Preferably the enemy.
>>
rolled 38 = 38

>>20417037
Welp It can't get worse!
>>
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As shuttles begin to deploy to the surface the Bittenfeld opens fire. You zoom in on the area the mass driver fire is landing in. Thankfully its mostly farmland and the occasional agro facility because a good amount of fire misses the targets. Small moving targets mind you. Its not easy to predict the movement of a few dozen repulsor vehicles and takes a few minutes for the gunners to get the hang of it.

They're still havent reached the halfway point to the capital by the time the last tank is destroyed.

The Governor is relieved that you've bought his city some time. "Thank you for your help with the enemy tanks, we could see the fire from my offices. Our ground defenses have picked up your shuttles and are guiding them in. The southern city is still threatened by an enemy naval fleet. If you can eliminate them it will free up more of our starfighter forces. With them we'll be on an even footing around the capital."
An air raid siren goes off and the channel cuts out.

"Enemy fighters detected near the capital. They're trying to intercept our shuttles." Arron warns.
You pan the camera east and watch the skies light up. The air defense screen is tight but every minute the battle rages several turrets on the ground are destroyed.

Areas of enemy naval presence circled in red.

Do you want to direct more fighters to the battle around the capital or have them deal with the enemy naval assets?

Kat is currently changing orbit to target the enemy production and supply sites in and around the main cities. Do you wish her to continue or divert to attack the enemy navy?

You still have ships capable of atmospheric entry. Deploy them somewhere or keep them in orbit?
>>
>>20417449
Engage navy. Deploy atmosphere capable ships to renforce the capital
>>
rolled 85 = 85

>>20417449
Fighters engage the enemy air forces, have one of our smaller ships focus on each naval group.
>>
>>20417449
... don't we have a ship or two with pulse cannons? or do we only have phase cannons in the squadron?

Would those weapons cause tsunamis or some other form of insane overkill if they hit water? I can't imagine misses will kill friendlies when the enemy is out to sea...
>>
Have the Bittenfield flak the enemy air forces from orbit
>>
>>20417501
>>20417503
2 for sending more fighters to protect the capital. AND deploying some smaller ships to deal with the naval threat.

>>20417525
Pulse cannon are in the same class as phase cannon but have a shorter range. If you fired them from orbit the result would be a massive expanding fireball in the upper atmosphere. Unless you kept firing of course, at which point you'd turn the air into a plasma.
Nukes would cause radioactive fallout, though you would be more likely to get away with it out over the ocean.

>>20417600
The air battle is taking place over a friendly held population center. Any misses would hit the ground defenses and the city.
Does anyone wish to do this? Y/N
>>
>>20417756
>Does anyone wish to do this? Y/N
Not me.

>>20417756
>AND deploying some smaller ships to deal with the naval threat.
From orbit, please. And have them keep their engines ready to jump away, in case the enemy silos open fire on them.
>>
>>20417756

so phase and pulse cannons turn the planet's atmosphere into a giant fire ball?

or is it just a local area deal?

and do NOT use Bittenfeld's flak guns to fire on enemy forces over friendly locations.
>>
>>20417814
>From orbit, please.
You have 3 ships capable of entering the atmosphere and using direct fire with their point defense particle beam weaponry to destroy targets. Be aware that their effectiveness will be greatly reduced if firing from orbit.

> And have them keep their engines ready to jump away, in case the enemy silos open fire on them.
They'll need to climb out of the planet's gravity well to jump. Firing most weaponry from the edge of the gravity well at ground targets would be ineffective.
>>
>>20417961
It would be localized just like setting off a nuke is localized. Phase cannon would stand a better chance at cutting through atmosphere than pulse cannons would because its a tighter beam.
>>
>>20417995
Can we see what kind of weapons they pirates have on their navy?
>>
>>20418041
>>20417995

I for one vote "phase cannons from orbit, its the only way to be sure." against the enemy navy.

Of course, ask the governor if he'd like to order it. If he does, accept his orders. If he hesitates, we protect our people like an angry fist of god.
>>
You hesitate and tell your 3 atmospheric capable ships to hold position.

The remainder of your atmospheric capable fighters join the battle over the capital twenty minutes after you give the order, having to be a bit more careful with their descent than starships with shields. Enemy air forces react immediately, shifting the fight back towards their lines where surface to air missile batteries shift the balance back into their favour. After ten more minutes of fighting both sides break off having taken heavy losses.

Your damaged fighters have landed at the captial's air field.

Remaining atmospheric starfighter forces
4x V-688 Enforcer (2 operational, 2 damaged)
7x Z5 Starfighter (4 operational, 3 damaged)
7x Type-4 Attack Bomber (6 operational, 1 damaged)
2x Rovinar FDF (2 damaged)

1x Needle Fighter (In Reserve aboard ship)

"I want intel on the naval presence. Everything the ground side defenders can tell us and our own scans." You the bridge crew.
The capital is out of contact, they may have taken a hit to their command center. The defenders of the southern city provide what information they can.
>>
>>20418097
Wet navy btw
>>
File: 1345601276693.jpg-(11 KB, 550x169, CVN-99.jpg)
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Frigate
Weapons 4x single barrel particle beam turret/or 150mm mass drivers
2x pulse laser
4x SAM tubes
1x Gunship

Destroyer
Weapons 3x quad particle beam turret
6x pulse laser
8x SAM tubes
2x Gunships

Cruiser
Weapons 2x quad particle beam turret
8x pulse laser
72x SAM tubes
4x Gunships
ECM

Battleships
Weapons 3x quad 80cm mass driver turrets
8x quad particle beam turret
10x pulse laser
16x SAM tubes
1x corvette class shield generator

Carrier
Weapons 4x heavy particle beam turret
6x single barrel particle beam turret
20x pulse laser
16x SAM Tubes
60x Z5A (Atmospheric fighter)
5x Gunships
1x Frigate class shield generator

There looks to be 2 Carriers, one in each area of operation, each with a screen consisting of a battleship and a dozen other surface vessels. There are other ships scattered through each area operating on their own or in small groups.
>>
>>20418484

I'd like to repeat my favor of "phase cannon from orbit" against the enemy navy.

would it be a D20 or D100 roll?
>>
>>20418484
Try to take out the carriers from orbit. If possible the battleships as well, but that's not necessary. Don't use weaponry not authorised by command.
>>
>>20418520
Is anyone else in favour of this?


While we're waiting for that decision please roll 1d100 for the Bittenfield's bombardment near a population center.
>>
rolled 12 = 12

>>20418580
I kinda want to go to bed, but I'm fully expection us to be tried for war crimes next session if I leave now.

>Rolling
Don't damage the cities, no civilian casualties, if possible.
>>
rolled 65 = 65

>>20418580
Not really.
>>
>>20418484
This is rediculous, hire those planetary assault mercs for a couple of peacocks.
>>
>>20418663
That's a really decent idea. Seconded.
>>
>>20418663
Thirded.
>>
File: 1345602352239.jpg-(Spoiler Image, 110 KB, 717x650)
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>>20418621
>War crimes
Then here, vote on this and you shouldn't have to worry about it as much.
http://www.surveymonkey.com/s/WRBG7BG
>>
rolled 88 = 88

>>20418743
Voted.

>>20418580
Rolled.
>>
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>>20418774
>rolled 88 = 88
Heh.
>>
>>20418663

phaseitfromorbitanon here, fourthing.

anyway, my reasoning for phaseitfromorbit was that we really seemed to have 3 choices:

Send the 3 ships into the atmosphere against the enemy navy and every fighter they can muster, possibly a suicide mission?

Sit in orbit and run out of ammo with Bittenfeld's railguns, then sit there shooting spitballs and playing with ourselves while friendly defenders die?

Fuck Command, they're not here and watching people die while orders keep them from solving the problem. Fire at will on targets that aren't near civilian populations.
>>
>>20418663
>>20418676
>>20418691
Looking over the firepower the rebels have assembled around the southern seas you start to wonder if you have enough firepower to take them out without a treaty violation involved.

"Options anyone?" You ask.

"If they're still available you could hire those planetary assault mercs for a couple of peacocks." Kavos suggests

"For a couple of... oh right!" you ask coms to put a line through via command.

A human wearing a ball cap featuring a picture of a flag on it answers. "Flag Snatchers CO 'ere. What can I do for ya?"

You give him a run down of the situation and offer some ship assets.

"Woah hold on toots, I want these two battleriders on top of two a them peacocks. See those long range things aint nearly so good for getting in close where we like ta' be."

Payment demanded
1x "Battlerider" Light corvette with Delta
1x "Battlerider" Light corvette with Scarab
2x Peacock light corvette
>>
>>20419012
...

are you guys sure you don't want to just shoot the phase cannons at stuff?

-phaseitfromorbitanon
>>
>>20419012
Deal. If the sistuation weren't time critical I would say haggle, but we don't have time.
>>
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Kat starts her bombardment of sites near first enemy city. You're on the edge of your seat as fire hammers barracks and warehouses. They must have finally gotten the hang of it because only a quarter of the shots are missing their targets. A glancing blow to a residential zone soon has Mike cursing up a storm and you have to order him to be quiet. It could be a lot worse.
Tram lines connecting the city to the front lines are taken followed by any remaining ships in port.

"We're running low on ammo here sir." Reports Drake. "Request permission to enter low orbit above the capital. I'd like to see if I could borrow any munitions from the ground side defenders."
Decision 1)
[ ] They may need the ammo to hold the city
[ ] We need it more to end the war

A few air skirmishes have broken out in and around the capital but so far you haven't lost any more fighters. Three of your fighter pilots that were shot down have made it to the local airfield.

http://www.youtube.com/watch?v=A8w42jb38Kc
A Kavarian E-Type Attack Cruiser outfitted with what look like grappling arms and additional tractor beams jumps in at the head of a small flotilla two hours later.
"Flag snatchers here, what is it you need taken out? Or is this a shop till you drop affair?"
Decision 2)
[ ] Enemy cities
[ ] Protect the capital
[ ] enemy navy
[ ] other
>>
>>20419309
Do they think they can recapture the enemy-held orbital defenses and missile sites? If we take those, we can then drop to low orbits fairly safely and unleash hell upon targets with our smaller weapons, correct? Or even turn the missile sites on enemy positions?
>>
>>20419420
"Well I guess that depends on how many missiles silos we've gotta... oh. That many huh?"
He frowns while looking at the missile battery info you've given him.
"Yeah we could get it done. It might take us a couple of days to get them all but yeah we could get them. They're all kinda close to the main cities though. They might just swarm out an retake em after we leave to hit the next one. We could just swipe the warheads I guess but that might take some more heavy lifting than we've got spare.
Think you could send a Frigate along to haul ammo out for us?"
>>
>>20419564
That sounds acceptable.
>>
>>20419564
Point out that we have to hold the capital and take out their navy too. They're the planetary assult experts. How many ships do the loyalists have in their navy?
>>
>>20419564
would they prefer to just assault and destroy the sites?
>>
>>20419673
>Point out that we have to hold the capital and take out their navy too. They're the planetary assult experts.
"Yeah normally we just get into the cities where they cant use the big stuff and knock off the bases one by one. Its easy. Well, for a professional.
Messin with nukes you gotta be more careful."

>Loyalist navy
Checking the docks and the sea lanes around the southern city you count one battleship, two cruisers and five destroyers. The main airbase is on constant alert with some fifty planes in the area.
>>
>>20419701
>would they prefer to just assault and destroy the sites?
You ask the CO of the Flag snatchers this and he responds that he would prefer attacking the cities or even the wet navy to going after the nuclear silos.
"Not that I'm scared or nothin its just more complicated."

Katherine has requested permission to reload using some of the planetary ordinance. Those on the ground have given her the green light but is wary about sending shuttles down that might be under threat of interception.
Tell her to risk it or to hold off?
>>
>>20419857
Why don't we just send a frigate down, as we could do for the Flag Snatchers?

Personally, I'd like to take care of the navy first, since collateral damage from blowing away sea targets should be limited.
>>
>>20420229
Sinking the rebel navy has the added benefit of freeing up fighters for air defense and ground attacks.
>>
>>20419857
>send frigate with merc
>Sink the navies via use of anything that don't anger people
>>
rolled 5, 17 = 22

Without further order from you Kat launchers her shuttles for the surface, planning to bombard the remaining sites in the cities.

The Flag Snatchers head for the surface after Nytoria Jde links up with them. Her Frigate should provide enough cargo lifting capacity to help haul away any spare nukes the Mercs don't have room for.

Swinging down from the north the ships stay low to cut down on detection. Then again given their size you're not certain how well that will work. With the naked eye someone could have clearly made out the flames surrounding the shields of the vessels as they used the atmosphere to help decelerate. With any luck they've gained their reputation for a reason.

You move the rest of the fleet into a low orbit and order all ships to open fire in the water navy vessels using particle beams. More than 100km of atmosphere proves to be a detriment to the weapons power and accuracy but you do land hits.

Five Frigates, two destroyers and two cruisers go up before the rest figure out what's going on. Some ships launch chaff, the cruisers crank up their ECM to maximum and others hide beneath the shields of the larger vessels. On the bright side the lead group has slowed their advance.
>>
>>20420229
>>20420266
>>20420287
You have 1 attack corvette and 1 Norune Frigate that are both atmosphere capable. Both have point defense capable of sinking water navy ships provided they lack shields.
Your third such equipped vessel is now assisting the Mercs and is not available.

Send the 2 in to attack the Navy then?
>>
>>20420349
Yes. Enough dilly-dallying.

Would it be possible to simply ram the shielded ships, or is that an incredibly bad idea?
>>
>>20420349
yup, keep shooting at that navy if it will do any good too
>>
http://www.youtube.com/watch?v=ryv8_TqAVvw
You order Leevi and Jehtot to clear out the surface navy, something you should have done hours ago when they weren't expecting an attack.
A cloud of surface to air missiles greet them as they descend to lower altitude followed by mass driver shots, lasers and finally particle beams. After dropping below cloud level on repulsors the sturdier Frigate takes the lead as five squadrons of starfighters converge on both ships.

"Sir the fire is quite heavy down here. Are you sure we couldn't call in some fighter support?" The rookie requests, sounding nervous.

As three surface frigates explode, no longer protected from incoming fire because of the angle you're tempted to reply in the negative.

"Don't worry sir, I'm about to decrease the enemy fire superiority." Leevi assures you coldly.

The battleships have retracted the range of their shields to protect against from from your lower altitude ships. Still it does little against a ship an order of magnitude larger ramming it. The shield holds for two second, submerging most of the battleship below the water line before failing. One of the delta wing shaped protrusions on the side of Leevi's Frigate slices into the battleship shearing it in two. The reverse engine power needed to pull away boils water in the surrounding area throwing up a cloud of steam.

Your pilots next act surprises even you. After ganing some altitude he cuts engine and repulsor power and slams down on top of the carrier. The shields of both ships buckle this time and for a moment it looks like the Norune ship is going to simply roll off the shield bubble. Then the speeds equalize closely enough for the Frigate to fall through, landing on the carrier deck and crushing the command tower.
>>
>>20420669
"It seems all the recruit are insane... not that I complain."
>>
>>20420669
>Frigate belly flops carrier
>destroys command tower

Save the sensor footage for Squadron Movie Night.
>>
Mike speak up over the coms. "Leevi party is over, you took some hull breaches that time."

"Copy that." The other pilot replies, souding pained.

Both ships head back up for low orbit, the surviving enemy surface ships scattering or hiding in the steam clouds. The Carrier group closest to the southern city has been decimated though many of their starfighters yet survive!


Kat reports that after deploying the rest of her Marines to the surface the shuttles were intercepted on the way back to the ship carrying ammo. One was shot down and destroyed, the other damaged and forced to return to the surface.

The Flag snatchers report they've taken one of the larger defense batteries completely by surprise. Most of the defenders for the site protecting the northern city have already been incapacitated or locked out of their armories. Hopefully the other cities wont be better prepared.
>>
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Leevi's Frigate will need a few hours for repairs before returning to action.

You get hold of the Governor for the first time in hours shortly after the first carrier group is defeated. This time he is broadcasting from a bunker and wearing a more decorated version of Marine combat armor minus the helmet.

"With any luck the second enemy fleet is already fleeing to their home cities!" Shouts Lord Sodhal.
"The situation is enough of an improvement to warrant recalling half of the starfighters to the capital. Things have not been going well here. Even with your support the enemy is advancing quickly. They've already reached the defenses your engineers initially set up. Your Marines are a cut above my regular infantry so I've only been issuing requests for them to help shore up positions in the most dire predicament. They haven't reached the walls of the city itself yet but they are holding many of the outlying hab blocks and some of the factories."

>Where will you commit your forces next? And will you wait for Leevi to complete repairs?
>>
>>20420970
>what are the target we could hit on the front line?
If none strike some other tactical target. Training facilities and production site, airfield, artillery position.
>>
>>20420736
damn.

People forgot about kat. We need to get her some ammo and some shuttle escorts, preferably another shuttle too.

coordinate with the local air-force to ensure this does not happen.

The atmospheric capable ships we have should form a umbrella over the area the figthers get pulled out and over the run from the shuttle to bittenfeld and rip any fighters to shreds with the laser PD
>>
>>20421061
>>20421149
>target we could hit on the front line
You could put the fleet in a low orbit like before but over the capital and bombard positions with PD fire. Be aware there is a chance it could spark ground fires in the area with the beam diffusion and everything.

>Other targets
The Bittenfeld is running low on ammo and so would need help to finish destroy targets in the next city. Again, this could set parts of the city on fire if you miss badly enough. You might want to target the north city whose missile battery has been removed.

There are secondary airfields scattered across the continent and most fighters have rather long range so tracking down all the bases could prove time consuming.

>Helping out Kat
You could also carry out an ammo lift operation quickly. You have time and a spare corvette.


Talking to your engineering teams on the ground they've begun rigging up the weapons you've shipped down from the station in orbit. They're using them as mobile AA and anti-tank weapons for use on long streets.
>>
>>20421201
>Carry ammo lift with a corvette
>Have Kat hit the front line with mass driver
>Designate two ships to track the airfields
>risk fire on enemy cities to destroy installations
>>
>>20421201
The risk of fires is acceptable. Go for fleet bombardment. We can use the atmosphere-capable ships as firefighters later, if need be.

Send the corvette to pick up ammo. If possible, track damaged rebel fighters back to their bases.
>>
rolled 20 = 20

>>20421253
>>20421261
Roll for gunnery 2d100
>>
rolled 32, 87 = 119

>>20421340
Hope we don't hit the Lord's bunker.
>>
rolled 76, 84 = 160

>>20421340
>>
Kat opens fire on the enemy positions near the capital with her remaining ammo stockpiles. There isn't much left but the distraction should buy time for the rookie to land, load up ammo then get into orbit.
The rest of the fleet puts down some fire farther back behind the lines until the operation can be completed.
Kat's fire targets a few major intersections where armored vehicles are trying to push forward, the rest of the squadron is less coordinated. Thankfully most of it was aimed outside the capital as a few grass fires are touched off when trying to sever a larger roadway. It does the job but its a bit messy.

"Reloading operations underway. We should be ready to go again in another hour if the techs haven't gotten cold feet about space walks since we lost our shuttles." Reports Kat. "By the way, thank you for the shuttles and corvette support sir."

While the Bittenfeld is reloading you push the squadron into a different orbit that brings you in towards the northern two enemy cities. Before you arrive though you get a new message.

"Flag Stealers here. We got some good news annnd some more good news. First of all these guys are amateurs. We took another missile complex without a scratch. In fact we eh took all of the defensive emplacements too. I dunno man, our ships are pretty busted up, maybe they thought we was friendly? If the next base we hit is anything like these last two we'll be talking to you about maybe givin a discount this time tomorrow."
>>
With little or no chance of an enemy response incoming from the ground you direct the squadron over the middle city in preparation for a low altitude bombardment.

"Lets keep this clean people. No collateral, line up your shots. If you have no shot either wait until you do or look for another target."

With only particle beams and no backup from the Bittenfeld the bombardment seems a bit weak at first. The hardened bunkers take some time to destroy but the ammo stockpiles are stored in normal warehouses. Some of the Training centers are more difficult to target, most are outside the city, but one largely abandoned hab block has deffinitely been converted by what you can see from orbit.
You follow Kats example and target the ports, and access links to the other cities and the front lines last.

"We've got some fires but they seem to be largely contained" reports Alex.

"Most of these cities look rough, like the worst parts of Petras does, and that was before we started shooting." Mike comments.
>>
"Drake what's your status?" You ask.

"Almost loaded and redy to resume fire. There was a problem with the auto loaders jamming and some of them needed to be manually cleared."

"Ground status?" You hope to hear good news with the enemy cities being hit.

Katherine grimaces. "A tank batalion has entered the city walls. They rushed it as soon as our fleet relocated and we ceased fire. Some of our starfighters are battling down near street level. If it wasnt for the extra guns and the fortifications the engineers put up the inner city would have fallen already."

"We're getting a signal from the Governor sir."

You punch the button on your console. This time the governor has added an ammo vest loaded with a half dozen grenades and ammo packs for the phase rifle he has slung over his shoulder.
"Knight Reynard, the fighting is building to building now, we can not hold out. I'm preparing to launch my defense missiles against the other cities within the hour unless you can give me news to change my mind."

>What say?

Take your time with an answer I'll be back on in the morning.
>>
>>20421822
Is the Bittenfeld the only ship near the capital? If so, is it enough to defend against the enemy ground units?

I doubt the rebels currently invading the capital will turn back because of what the squadron's doing to their cities, but we may be able to talk them into a cease-fire or something.

Since the main priority is protecting what's left of the legitimate government, we should send some of our fastest ships back to the capital, regardless of any other plans.

Before we respond to the Governor, find out whether the Bittenfeld has reloaded and whether it can break the tank battalion on its own.
>>
>>20421822
How much time until our reinforcements arrive?
And how much of a difference could Sonja and her power armour make?
>>
>>20421822
Deploy the covertee to reenforce the capitol along with the arrows. Have all ships in orbit move to interdiction fire around the capitol, do not let them send in renforcements. Also, see if any of the other squads have some more covertees to spare, as we need atmospheric capable ships. Have our frigate with the nukes return to orbit and offload cargo aka: dump the nukes into space somewhere, worry about them later and move to renforce the capitol.
>>
>>20421822

"My ships have bombarded [city] and I've got men assaulting enemy missile sites. I ask that you give me a chance to get them out before launching, and consider that there is little reason to strike the city my ships have bombarded."

We can't really order him not to launch, right? All we can do is contact the Flag Stealers and have them get the fuck out of dodge before everything goes sideways?
>>
>20422022
>Is the Bittenfeld the only ship near the capital?
No you still have the Rookie's corvette there.
>If so, is it enough to defend against the enemy ground units?
You could cut off the forces that have already entered the inner city or even target them as well though chances for collateral are high.

>we should send some of our fastest ships back to the capital
Sent.

>we may be able to talk them into a cease-fire or something.
You contact the rebel held cities. You get scattered responses from emergency management teams in the two you've already bombarded that they have no one to authorise a ceasefire or surrender. The third untouched city is willing to discuss terms for a ceasefire but until they're hammered out they'll continue sending forces to the front.

>20422847
>How much time until our reinforcements arrive?
Fourteen hours

>And how much of a difference could Sonja and her power armour make?
Depends on where you deploy and what you were trying to kill. Front line it might not make so much difference against the tanks and IFV's . Also you'd risk being hit by friendly fire from orbit.

>20423332
>see if any of the other (squadons?) have some more covertees to spare, as we need atmospheric capable ships.
You recall Nytoria from assisting the Mercs and send her to help protect the capital at low altitude along with your remaining fighters, the Rookie and Leevi who has finished repairs.
First squadron reports they can be there in 2-3 hours though they have few Marines.

Roll 1d100 for gunner accuracy. You have a bonus now due to experience.
>>
rolled 1 = 1

>>20424136
"I'll delay firing for as long as I can but inform me immediately once the last of their missile sites have been taken out."

>We can't really order him not to launch, right?
No, but you do control the orbital space over both the launch sites and the targets.
>>
>>20423332
Blackjack, i hate to be a grammar nazi, but this isnt the first time you somehow write something completely different from what i think you meant. The ship is a corvette!

Other than that, can we get the mercs to hit the enemy ground forces in the capital in the back? Can they be there fast enough to keep the governor from nuking everything?

Also, i support trying to get to the negotiation table (threaten to nuke EVERYTHING via phase cannons if they dont negotiate) and relocating most of our ships to the capital to cut of their Reinforcement.
>>
rolled 89 = 89

>>20424174
Gunner accuracy...
>>
>>20424174
>discuss terms for cease fire

"Unconditional surrender or you die. Got a counter offer? Great, surrender or die."
>>
Maybe it is time to contact command again. We need Reinforcements and fast, or we need the weapons free for ship to ship weaponry.
>>
rolled 4 = 4

>>20424209
>can we get the mercs to hit the enemy ground forces in the capital in the back? Can they be there fast enough to keep the governor from nuking everything?
"That's starting to sound a lot more enjoyable than hittin this last missile base. They were dug in and ready for us. We ended up just blowing the launch doors shut but they'll be able to clear them in a few hours."
All major heavy missile launch points secured or temporarily disabled!

>>20424248
>"Unconditional surrender or you die. Got a counter offer? Great, surrender or die."
While most of the squadron moves to assist the capital you check out the last city. They've raised a weak shield to offer some protection from orbital bombardment. It appears to be projected from an incomplete Carrier on the docks. You aren't certain your particle beams alone will get through it.

Back in the capital Katherine resumes fire sending down a hail of well aimed mass driver fire. The main gate through the city wall is obliterated trapping enemy troops inside the inner city. A few staging areas are hit next followed by close to every visible vehicle in the outer city currently held. Other than the gate there seems to be little to no collateral from her fire.

Your atmospheric capable ships swing down from the north and south sides of the city and park themselves above friendly forces. The direct fire support they offer the ground side friendly troops has in immediate effect. What forces in the outer city that hadn't fled as a result of Kat's bombardment are forced to retreat, almost turning into a route.

The Flag Stealers launch for space and aim for a point behind enemy lines near the capital...
>>
>>20424413
>All major heavy missile launch points secured or temporarily disabled!

Excellent work. We should definitely recommend them to command, and let the mercs know about that fact.

>>20424413
>Surrender
Can we promise fair trails under our house/dominion law, or can the governour just have them shot?
>>
>>20424436
The Governor could have them executed for Treason if he wanted. Given his stance on orbital bombardment this seems likely.

Ground forces are steadily pushing the enemy back into the ruined sections of the city.

The mercs report in. You notice their ships pulling away from the surface again.
"Aww crap. They've got a dropship or a heavy lifter or something with a mobile shield generator at their forward HQ. Between that and the ground fire from their tanks we cant make a landing behind their lines. We're gonna to have to set down in the capital and move it out from there."

Do you want the mercs to
[ ] Finish securing that missile battery so they cant be retaken
[ ] Join up with capital defenders
[ ] Assault remaining enemy city
[ ] Other

>We should definitely recommend them to command, and let the mercs know about that fact.
"You get what you payed for. Also, you can forget about that discount after the last two places we've hit."
>>
>>20424497
Well, how many enemy troops are still in the capital?
>>
>>20424497

Mercs are free to engage whatever they want, just be sure to let us know.

We should hit the final missile site, the enemy forward HQ, and the final enemy city from orbit with approved weapons. They had their chance to surrender. No fair trials, they had their chance for mercy.
>>
>>20424497
The enemy vehicles and troops remaining in the inner city are trying to fight their way to another gate.

While in retreat there is still a sizable enemy presence in the outer sections of the city. There could be 20,000 troops just in the city itself and far more along the front lines and around their HQ.

>>20424580
You have Kat and the rest of the squadron in orbit divert fire towards the enemy HQ but depending how tough their shield is this could take some time.

> final missile site, the enemy forward HQ, and the final enemy city from orbit with approved weapons.
The missile site is lacking air defenses and could be assaulted again. Particle beam fire from orbit would have little effect on the remaining silos other than to breach their launch doors after a sustained bombardment.
The remaining enemy city would need to be assaulted either with ground troops or starfighters due to their shield.

Roll 1d20 for bombardment of the enemy HQ.
>>
I'd say [ ] Join up with capital defenders for the mercs. Also some Ships commence orbital bombardement of the enemy in the last city, but dont stop giving the troops in the capital support. If we can we should finish this up before the armored division comes in.
>>
>>20424668
Rollan.
>>
rolled 6 = 6

>>20424689
Now for real.
>>
rolled 14 = 14

>>20424668
Have the mercs take the the silo.

Offer the chance to surrender to the rebels in the capital. If the surrender to us, they'll fall under our law, instead of the governor's.
That should be enough incentive.

>Rollan
>>
rolled 2 = 2

>>20424668
bah, sorry. I thought it was mentioned that we could penetrate the weak shield over the city, not that we couldn't.

Death from orbit!
>>
>>20424728
>2

... I'm done rolling for a while.
>>
>>20424668
So, a unfinished, carrier... how much is that worth RP wise?


We are definitely more worth as the CnC to the battle but before we do get the final reinforcemtns we should recon power armour assault that ship and claim it as salvage, repair it ASAP and use it as wing HQ, or gift sell it to Command.

As for the rest, the mercs should take the last missile site with fighter support, to prevent nuclear exchange.

Considering the state of this world , what ar the changes of getting it for Jerik-Dermine? And more importantly would it be profitable to get it or more of a money sink? - considering its near the smugglers run, which could be turned into a legitimate trade route, a nearby planet with full facilities might be a thing to consider. How about the other colonies we saved/acquired here? where are they getting assigned?
>>
rolled 20 = 20

>>20424668
Bomb enemy HQ.

If we can cut of the head, it may leave them leaderless enough for us to de-fang them of the nuke missiles for good, and even take that carrier.

If the HQ falls though , we need to have that missile site taken out to prevent panic launch.
>>
rolled 5 = 5

>>20424668
Well, let's see how my luck's holding up.

>>20424750
Is it a wet navy carrier, or a space carrier?
>>
rolled 15 = 15

>>20424695
Bad roll.
>>20424722
Good roll.
>>20424728
Bad roll.
>>20424770
Good roll.
>>20424774
Bad roll.

>>20424668
Hoping this one will be a good roll.
>>
>>20424774
>>20424783

stop rolling after you see something like this:
>>20424770

Seriously it's like you don't know the history betwix us and the dicemaid.
>>
File: 1345647511732.jpg-(14 KB, 300x300, 41M5QT3C41L._BO2,204,203,(...).jpg)
14 KB
>>20424830
You know OP averages the rolls, right? May I recommend this to you?
>>
>>20424750
>>20424774
Unfinished wet Navy Carrier with Frigate grade shields and a city power grid to draw on.

You stay near the capital and begin a bombardment of the enemy forward HQ. With the extra firepower you decide that it might be best if the Mercs finished taking the last missile battery.

The mass driver bombardment against the enemy troops on the front lines is proving effective, the retreat gaining speed as they fall back towards the nearest HQ. Your smaller caliber weapons still have little punch against the shield they have deployed though. "We're looking a more than six hours to crack the shield with these guns." Announces Kavos as he finishes some calculations.

An hour into the bombardment the First Squadron arrives in system along with Captain Sylvan.
"We're hear to help. So is it true you're fighting a whole planet by yourself? Because that sounds a bit excessive. I'm prepared to deploy what troops I have but you know the situation better. Where do you want my Corvettes and Frigates Reynard?"

>Where do you want the Captain's atmospheric capable ships and the Troops?
>>
>>20424964
"Why, my dear Captain, when have you known us to not be excessive?"

-Reinforce governor so he stops being a panicky bitch on the nuke the world button.
- assault enemy battlefield HQ to halt their attack and force the issue of surrender or orbital doom.
>>
>>20425068
everyone ok with this?
>>
>>20425140
Yeah, except the part about being that impolite to Sylvan. That's not really necessary.
>>
>>20425148
Send a pair of frigates to link up with loyalist navy. Attack rebel naval force. Everything else to the capitol
>>
"Just scaling up the difficulty sir. Adding another zero to the number of enemies faced each time seems to be working well. We could use some ships to hit the enmy HQ near the capital. Its shielded and our non nuclear ordinance will take a long time to crack it. If any have anything spare though the suface navy could also use support over the southern sea."

Your CO acknowledges and sends half his squadron down into the atmosphere.

Arron gets your attention. "Sir, you know how you wanted us to keep an eye out and track the enemy fighters back to their bases?"

"Yes." You respond warily.

"They're converging on their forward HQ from nearly all directions. More than 200 fighters."

"With that many fighters point defense may be overwhelmed. They could take down the shields of the corvettes with massed fire alone." Warns Kavos. "

http://www.youtube.com/watch?v=E8m5wvhkEGY

Your orders?

>Headed out to work. Will be back in approximately 8 hours. Please plan your response.
>>
>>20425370
Move the Gungnir into geosynchronous orbit over the enemy HQ with our spinal mounted guns focusing on them.

Make an empty threat of orbital bombardment.
>>
>>20425459

I like it, but we need to combine it with our forces pulling back from the enemy HQ to remain outside of "friendly fire" range of the attack.

and if they don't surrender, we have a weapons malfunction and fire once anyway.

"Knight Sylvan, I believe my weapons need to be inspected back at base..."
>>
>>20425562
No dude no.
>>
>>20425562
I'd rather not do that.
>>
>>20425370
What's the status of our fighters?
>>
>>20425646
Not numerous enough to do much without sustaining serious losses I think, unless Sylvan brought a bunch more with him.

Combined with the corvettes and the point defense they might have a chance though.
>>
A question about the governors in this setting, op.

How are they chosen? Do they own the planets and pledge servitude to a house for protection? Are they simply some kind of employee of their house?
>>
Have all ships in orbit have their pd guns target the coverging fighters. Take out as many as you can before they link up
>>
Bump. That fighter situation is rather worrying. What kind of forces did Sylvan bring? Many starfighters, I do hope?
>>
I say we slowly pull back our forces at the enemy HQ, then have our fighters hit the enemy airbases while there fighters are elsewhere. if the enemy fighters break off to protect there airbases we can have the ships reverse course and hit the enemy HQ, if the fighters keep coming, we have ours keep hitting targets of opportunity (starting enemy airbases) now that the enemy air force is busy.

note the above strategy assumes that fighters need to land to rearm and refuel frequently, and would soon be useless without an airfield to support them. if this is not the case we can have our air power hit other targets.
>>
>>20425646
>Fighters
Most of the previously damaged ones have been repaired, but the remainder that had taken part in the street fighting are out of action now.

3x V-688 Enforcer (3 damaged)
5x Z5 Starfighter (3 operational, 2 damaged)
6x Type-4 Attack Bomber (3 operational, 3 damaged)
2x Rovinar FDF (2 operational)

Local forces
12x Z5 Starfighter (9 operational, 3 damaged)
28x Z5A (18 operational, 10 damaged)

1st Squadron
16x Z5 Starfighter
12x Type-4 Attack Bomber

>>20425763
>Governor
>How are they chosen? Do they own the planets and pledge servitude to a house for protection? Are they simply some kind of employee of their house?
It can vary widely depending on the House. Most are selected by the head of the House or by the nobility. This can either due to that persons political, economic or military skill, or by influence they've exerted via allies.
Selecting a Governor is easy, removing them once they're in place is normally far more difficult especially if they have well connected friends.

>Just on break quick. Will be back in less than 4 hours. 1 more bump in 2 hours should be enough.
>>
>>20428452
We lost all the arrows?
>>
>>20428485
I think we didn't deploy them because they suck in atmosphere.
>>
bump
>>
File: 1345682470297.png-(28 KB, 951x478, Enemy Forward HQ.png)
28 KB
>>20428485
>>20429055
Those, right forgot about them. They do kind of suck in atmosphere, especially when compared to the models that have actual wings and maneuvering surfaces.
They should all still be there.

>>20426287
>Have all ships in orbit have their pd guns target the coverging fighters. Take out as many as you can before they link up

>>20428295
>I say we slowly pull back our forces at the enemy HQ, then have our fighters hit the enemy airbases while there fighters are elsewhere. if the enemy fighters break off to protect there airbases we can have the ships reverse course and hit the enemy HQ, if the fighters keep coming, we have ours keep hitting targets of opportunity (starting enemy airbases) now that the enemy air force is busy.

A combination these two plans; continue attacking the HQ with the starships, the fleet in orbit puts down PD fire around the HQ. Fighters have to either break off or fly through it. (Indicated by a dark grey semi-circle.)
Yours and Sylvans starships quickly fall back towards the city while you continue to rain more on the enemy.
All stop upon entering range of ground based friendly AA and your fighters assist starships and ground AA to kill off remaining fighters or chase them back to their bases.

Thoughts?
>>
>>20431420
Sounds good to me. Can't wait for our nat 1s.
>>
>>20431420
Sounds like a good plan, now to see how it plays out.
>>
Going to wait a few more minutes for people to notice this is back.

Regardless we're going to need a roll for gunnery. Your point defense gunners are getting better giving you a slight bonus!
1d100
>>
rolled 59 = 59

>>20431637
>1d100
Here we go.
>>
>>20431420

well, I guess if we can't fire the big guns a hail of PD weapons and our lighter weapons raining death upon a swarm of enemy fighters.

I'm not rolling after the 2 earlier.
>>
>>20431637
A line got deleted there that was supposed to read:
Any more deployment suggestions are welcome. Regardless we're going to need a roll for gunnery.


I'm going to assume that any more rolls with either be awhile coming or people are scared of getting one much worse.
Typing.
>>
rolled 89 = 89

Fuck it. I have a statistically 40% chance to do better and a 60% to make it worse.
BUT, The Dice gods are dicks.
>>
>>20431918
Lo and behold. I did good. I will never do so again.
>>
rolled 60 = 60

>>20431637
This should be interesting
>>
Testing. Technical difficulties on my end.
>>
rolled 16 = 16

You quickly outline a plan to the forces both in orbit and in the atmosphere. The Corvettes and Frigates move forward throwing out fire as quickly as their smaller guns can cycle. One of them transmits the first clear pictures of the enemy HQ vehicle. A partially destroyed corvette that's been converted into a repulsor barge, it now hovers a few meters off the ground and sports several railgun turrets used by the surface navy battleships.

The 80cm railguns hammer your frigates and corvettes but for the moment their shields are holding.

"Incoming starfighters entering missile range." Reports one of Sylvan's Flight leaders.
A wall of white trails from enemy air to air missiles close in on the starships focusing on the four larger Frigates.

Before the fighters can gain any more ground all of the starships in orbit open fire. A wall of beams and the occasional metal slug fills the skies in front of the fighters. Some break off while others take their chances in the maze of beams.

"Tactical widthdrawl!" Orders Sylvan's man and the ship formation begins to fall back in quick order.

The best starfighter pilots still stupid enough to fly through the firestorm turn their fighters up on their side to lessen their profile and reduce chances of taking a hit. Those that try to flank the danger zone instead flind themselves flying parallel as your ships continue to pull the deadly curtain back towards the front lines.

By the time they've made it half way to the capital the enemy has lost eighty fighters.
>>
>>20432263
It's a running theme that most of the people we fight seem to be suicidally committed.
>>
"Detecting missiles headed towards the capital!" Alex warns.

You can see from your position the contrails of missiles launching from the smaller enemy held city nearby.
"Cruiser missiles. Non-nuclear." Arron reports a few seconds later.

Kat has her gunners adjust fire to intercept them but the added distraction has been enough for many of the enemy fighters to break clear. Not all though, a few more drop from the skies before reaching the capital. Still, greater than two thirds of the enemy pilots had the good sense to turn away.
Those that had taken to the flanks swing in from north and south braving the hastily reorganised air defenses. What few fixed defenses remain are easy to pick out by their high fire rates. Mobile guns fire more slowly, the jury rigged power systems slower to charge.

"Oh crap." You catch Leevi say over the squadron channel as his frigate takes combined fire from seventy fighters. His shields fail after four seconds then micro phase cannon shots tear into his port bow.
Railgun fire from the enemy HQ vehicle begins to pelt the area making things worse. Frigates, one at the north and the other at the south side of the formation take hits and have to set down in the already destroyed parts of the city.

"Screen the downed ships!" Orders several people at once.

Enemy fighters, now taking fire from all directions hit the deck and scatter eastward.
"They're splitting up. Groups no larger than three fighters, moving fast and following the terrain. Our fighters are in pursuit."
>>
>>20432536
Huh? Our rolls weren't that bad. Or did I miss something?
>>
>>20432608
Which is saying something about the situation on the ground.
Just think of what would of happened if we had lower rolls.
>>
>>20432608
They weren't bad at all, you did rather well. Thanks to the city defenses, your starfighters and the reduced number of enemies they were not able to swarm the group and make a mockery of the ships point defense systems.

>>20432536
The few cruise missiles that made it through arrive at the city and between them and the railgun shots the starships are forced to extend their shields to protect the city and the downed ships.

Your ships in orbit try to track the enemy fighters in the hopes of locating their bases. Do you want to attempt to shoot them down from orbit now and not risk it? Y/N
>If Yes add 1d100 to any following rolls.

"Ships on the surface are requesting orders sir."

[ ] Keep ships protecting downed Frigates
[ ] Send ships after HQ again (Roll 1d100)
[ ] Split the force, half on protecting half on attack (Roll 1d100)
[ ] Other
>>
>>20432678
>[X] Keep ships protecting downed Frigates

Time's definitely on our side here.
>>
rolled 28 = 28

>>20432678
Shoot down most of the fighters, not all of them. Thin the herd.

Keep protecting the downed frigates.

Rolling for anti-fighter orbital fire.
>>
rolled 34 = 34

>>20432678
[X] Keep ships protecting downed Frigates.

Might as well try to pick off some of the fighters
>>
>>20432693
Rolling, if my suggestion requires a roll.
>>
rolled 54 = 54

>>20432827
Derp. dice+1d100, not noko+1d100.
>>
"Protect the downed ships, we cant afford to lose starships or risk that their reactors might go up while they're still within range of the city."

"Copy that. Everyone continue to overlap shields and hold position."

The ships on the group continue to shrug off railgun fire while Katherine resumes firing on the annoying HQ vehicle.

"Gunners, try to knock some of those fighters out of the sky. Not all of them just thin them out enough to give us a numbers advantage again."

After a few minutes of firing the gunners seem to be doing their job. Numerous fighters are damaged or have been shot down, but still only a fraction of the total numbers.

"You're doing a good job guys, leaving enough alive for us to track their bases."

"Uh, sir we're actually trying to shoot them all down. They're a bit hard to track with the atmosphere and cloud cover."

"Well keep it up." you urge them. "But if you start getting too good try to make sure you wait for a base to be found."

Less than a half hour later you receive a new message from the ships on the surface. "Railgun bombardment has ceased. Permission to move out again?"
The enemy HQ isn't dead but it is in retreat. Just as well, the lines around the capital have collapsed and enemy ground troops are in full retreat.

"Sir! We've just received a signal from the north city requesting a ceasefire to discuss terms!"
>>
>>20433027
If this is a choice moment, I'd go for the ceasefire. Although it's a long, drawn-out bloodbath down there, we're nearly guaranteed to win eventually. Ending the insurgency with minimal further loss of life should be our goal.
>>
>>20433027
Agree to ceasefire in place. That is their foward deployed units do not get to retreate to safety. As for terms, get the governor on the horn.
>>
>>20433115
>>20433126
I think OP is still writing.
>>
>>20433027
"Flag Snatchers here. We took the last missile battery. It wasn't easy getting inside after all the action we caused last time and it was one heck of a fight to keep out more ground troops, but we got em. All the enemy nukes are history.
Hope you don't mind if we sit the rest of this fight out. We need a few days to get our guys patched up."


[ ] Agree to ceasefire
[ ] Destoy mobile HQ first then agree
[ ] No ceasefire, full attack
[ ] Other
>>
>>20433139
>[ ] Agree to ceasefire
but the mobile HQ stays where it is.
>>
>>20433139
"Take what time you need. You were a great help, and we'll keep you on speed-dial in the future."

>>20433144
Second.
>>
>>20433027
>"Railgun bombardment has ceased. Permission to move out again?"
How are the repairs going?
>>
>>20433139
[X] Agree to ceasefire
I agree with the other two about the mobile HQ staying put.

I like these Flag Snatchers, we should keep in contact with them
>>
File: 1345692786293.png-(118 KB, 799x399, Front lines 3.png)
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You contact Sylvan and the Governor on a conference call informing both of them of the situation and your intentions.
"If that's alright with you sir." You add at the last second, to the Captain.

"I'm perfectly okay with this. I'm man enough to admit I'm terrible with diplomacy. They did put up one hell of a fight though."

"And you're certain their nuclear arsenal is out of commission?" Asks the Governor.

"As far as we can tell sir. We've hit the three major installations you've given us data on." You tell him.

"Thank you, yes that should be all of them. If you would get the ceasefire underway I'll attempt to find some representatives to help negotiate."

The other side is unhappy with your terms and while reluctant, order their forward HQ to halt its retreat.
"Be aware, that sections of our ground troops are out of contact or have scattered, possibly even deserted. Some are bound to retreat farther afield. Our vehicles have also fled quite far already."
>>
File: 1345693805186.png-(Spoiler Image, 118 KB, 799x399)
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>>20433255
You get hold of your downed pilot next. The bridge of his frigate is operating at half lighting and a few bundles of older fiber optics are hanging from the ceiling.
"Damage to sublight drives, armor, point defense systems. Its mostly confined to one side of the ship but its going to take time to get everything up and running enough to lift. I'll need two other frigates with some real tractor beams to get into orbit without setting the city on fire. Again I mean. This district was already wrecked pretty badly. "

Just two more hours and the initial relief force sent by command will be here. 1400 Marines will be a drop in the bucket compared to the enemy troops numbers but theirs don't have orbital support and fighters backing them.


http://www.youtube.com/watch?v=zCSoN1tqmgU#t=02s
"Missile launch detected!"

"Where?!" You demand.

"Four silos, all far west of the capital."

>Your orders?
>>
>>20433570
1. All available ships, intercept outgoing missiles.
2. Destroy or disable the silos if possible.

Get the Governor back on the line.
>>
>>20433570
>Message the merc to tell them to get out of there
>Curse and ask if they are nuclear or conventional
>>
>>20433570
All fighters and ships, shoot down those missiles. Try to coordinate our efforts to intercept these with the rebels.

Ask the governor what the fuck is wrong with him.
>>
>>20433662
If they're nuclear, try to either destroy them where they'll do the least damage.

Or just have our fastest ships redirect them into space with their tractorbeams.
>>
>>20433662
this, also try and in touch with our ground forces, tell them to try and locate the Governor. if he's as crazy as this makes him looks we may end up having to shoot him.
>>
>>20433570
Intercept missiles.

Place Governor in custody.
>>
>>20433570
If the missiles have to go through orbit, this might be the right time to deploy our Arrow interceptors.
>>
"Reynard to all ships and fighters, targeting the missiles launching from west of the capital! Intercept by any means necessary, phase cannon, tractor beams, you name it! Coms, inform the Rebels that there are incoming missiles towards their cities. If they have any fighters left tell them to get them in the air."

You look to Arron whose typing madly at his console.
"We're looking at seven heavy defense missiles, each armed with multiple nuclear warheads. They might have scalable yield levels but if they're cranked to max that's more than a dozen thirty megaton warheads each. And they've got starfighter engines on them so they'll reach their targets fast."

"Get me the Governor." You order.

"Greeting Knight Reynard, how might I assist you this fi-"
"Cut the crap, you had to have launched those missiles. What the fuck is wrong with you?"

"I'm eliminating a future problem before they can regroup in twenty or thirty years and rise again. I've lost both parents to attacks by these freedom fighters of the years, more than a thousand Nobles have been killed by them in the past ten years. I know for a fact they slaughtered all members of the nobility in those other three cities in the uprising last year. I'm preserving the status quo by removing them from the equation."
>>
>>20433868
It's way too late here, so I'm incapable of writing proper diplomacy.

But shouldn't we be able to talk him out of it? He's got his reasons, but if he thinks they'll rise again in a few decades, has he ever considered he might be doing his job not very well?

So yeah, if one of the other anons has an idea how we might convince him to disable the missiles before they detonate, I'd be more than willing to hear it.
>>
>>20433868
Challenge him to a duel for being a cunt?
>>
I would like to get involved
>>
>>20433868
"That would be unjustifiable mass murder, which I cannot allow. The missiles will be intercepted. In the end, you will accomplish nothing, other than the sealing of your own fate. Those responsible for the murder of the nobles will see justice, but not this way. You have only one chance to tell the missiles to self-destruct. Use it."
>>
>>20433925
I think the only way we could convince him to stop the missiles is by promising House support for the legitimate regime. The Governor would still pay for attempting to kill millions of people, but at least the colony could benefit from peacekeeping efforts.

To TSTG: As a Knight, do we have the authority to use our own assets to protect the rulers of the colony? If not, our only option is to get support from those higher than us, which might well take more time than we have.
>>
>>20433868
Why doesn't he just leave the planet?

His parent's were killed here, the population seems to be really upset with him, and he's about to turn a part of it into a nuclear wasteland.

If he deactivates the missiles and leaves at the next chance, he'll be a hero for holding the planet against superior forces.
I'm sure his house or the dominion would be willing to reward him with a comfortable settlement and he could live out his days in the civilised part of the galaxy.

Nuking his own planet, cities, and civillians will probably give result in a rather different outcome.
>>
>>20434030
If command thinks he had the right to nuke those cities, we can easily do the same by dropping a few nukes or cannon shots on his targets after we destroyed his missiles.
>>
File: 1345696238517.gif-(460 KB, 292x218, Seinfled screamfest -anim.gif)
460 KB
>>20433858
>this might be the right time to deploy our Arrow interceptors.
I kind of assumed you wanted them deployed to the surface earlier to help protect the capital after this
>>20428485
>>20429055
>>20431420
They did need the extra firepower after all.

MFW

>>20433925
>So yeah, if one of the other anons has an idea how we might convince him to disable the missiles before they detonate, I'd be more than willing to hear it.
Likewise.

Some of your starfighters near the capital are moving to intercept the two southern missiles.
Three corvettes and several starfighters are expected to catch the three passing closest to the capital.
The fastest ships in orbit should be able to catch the remaining missile headed for the largest northern city but not the smallest one.

A starfighter launched from orbit would be fast enough or you could try to shoot it down with your heavy phase cannon.

Anyone else having trouble with sys.4chan?
>>
>>20434056
He's still attached to the people he sees as under his protection. He thinks that, by destroying the rebel cities, he can secure a lasting peace for those that remain. He doesn't care about what happens to him.
>>
>>20434073
>A starfighter launched from orbit would be fast enough or you could try to shoot it down with your heavy phase cannon.

Take no chances. Do both. If the fighter can't catch it, we'll use the main guns.
>>
>>20434096
Agreed. And try not to hit the planet with the big cannon. Don't want to trade one nuclear explosion for another.
>>
>>20434073
>Anyone else having trouble with sys.4chan?
Not at the moment, at least.

But have the captchas become more insane over the last week for anybody else?
>>
>>20434073
We still have the weapon on that needle right?
>Time to save the day
>>
>>20434096
Needle Fighter time to shine?
>>
N>>20434073
Again, id like to get involved in this. Id be happy to provide my email and could hop in at any time off my phone.
>>
>>20434315
What do you mean by "get involved in?" Have you read or at least skimmed the archived threads?
>>
>>20433979
I highly recommend the pastebin as a shortcut to help skip reading several months worth of threads. Its short but the more major elements are there.

>>20434030
>As a Knight, do we have the authority to use our own assets to protect the rulers of the colony?
You could state that you've given your word to maintaining a cease fire. That would give you the moral and technical authority since the Governor did give you permission to begin the ceasefire negotiations.

>>20433981
>"You have only one chance to tell the missiles to self-destruct. Use it."
"I'm afraid I have less than one chance, you see I sabotaged the recall system. They can only be deactivated... under a precise set of circumstances."

>>20433965
>Duel
The governor laughs. "Perhaps later."

>People remember the needle fighter
Well that's good.
Do you wish to remain at the helm of the Gungnir and have someone already in the launch bay take the fighter, or rush down there yourself?

[ ] Fire the biggest guns yourself
[ ] Run dammit this is a big ship!

Roll 2d20 for gunnery
>>
an idea for trying to convince the Governor to shut down the nukes.

" are you mad?! do you honestly think that nuking population centers during a cease fire will make future rebellions less likely? do you think they will see such sheer disregard for human life and remain loyal? if you do this when the next rebel 5 or 10 years from now they will see it as noting more than an act of self defense. "
>>
rolled 19, 16 = 35

>>20434340
[]RUN
I wish I had that manga page where Koizumi shoot down that north Korean missile
>>
rolled 2, 5 = 7

>>20434340
I think we can rationalize shots on Low orbit with the big guns. Toast those missiles.
>>
>>20434340
>[X] Run dammit this is a big ship!
We did so well in that thing last time.

No rolling after >>20434373
>>
>>20434375
...
How unfortunate.
>>
>>20434340
>You could state that you've given your word to maintaining a cease fire. That would give you the moral and technical authority since the Governor did give you permission to begin the ceasefire negotiations.

There's that, but I was looking for something that would help us convince the Governor to back off. If we could use our personal wealth to help fund reconstruction and peacekeeping efforts in the colony, that would certainly help.

>"I'm afraid I have less than one chance, you see I sabotaged the recall system. They can only be deactivated... under a precise set of circumstances."


"And those would be?"

>Do you wish to remain at the helm of the Gungnir and have someone already in the launch bay take the fighter, or rush down there yourself?

[x] Fire the biggest guns yourself

We shouldn't try to negotiate and bust missiles at the same time.
>>
>>20434373
>>20434375
Averages to mediocre.

Does anyone want to test their luck?
>>
I read it, but i figured till i got a ship and some form of acknowledgement from you to just keep watching. Ive been lurking on tg for a couple weeks and yall stay pretty active. Id be willing to drive the ECM Boat.
>>
rolled 17, 20 = 37

>>20434340
Run
>>
>>20434414
Nope. I'll just hope OP will only take the first roll.
Why? No clue. Because Sonia's getting a break for once?
>>
Fuck yeah needlefighter
>>
>>20434430
You do know this is a what do quest right. not that I have much hope for a namefag
>>
>>20434430
We don't control individual ships. We only control one character, Sonia. We all work together, not separately.
>>
>>20434439
Everybody. Stop. Rolling.

In after
>rolled 11, 1 = 2
I fear.
>>
2 for GUNS
2 for RUN
We need a tie breaker...
>>20434445
>Fuck yeah needlefighter
Is this a tiebreaker?


>>20434430
In a Quest type game the players decide as a group what actions the player's character (in this case Sonia Reynard) carry out.
As Sonia is in command of a squadron of starships the players decide on the general course of action for all of the ships in it. When not all players can decide on a course of action majority vote wins. Still, new ideas or suggestions others haven't thought of can rapidly shift the direction of an argument for 1 side or another.

A good example in this thread would be calling in the mercs when everyone was deadlocked on what to do.
>>
>>20434542
Let's go with the RUN option. The dice seem to favor it.
>>
>>20434542
I see at least 4 vote for run
>>
Read the pastebin, have skimmed active thread 5 or so times. Used to play battlefleet gothic, this tickles my fancy. Im on 4chan most evenings, so i would be quite active.
>>
>>20434542
Fuck yeah needlefighter was my response to rolling a 20 for what I assume to be needlefighter gunnery, because making it our personal goofy project hotrod thing was my idea originally.
>>
You lock the throttle at full then jump out of your chair.
"Kavos, take command I have an idea!"

"But what abou-" He starts to ask but you miss the rest as you sprint out of the bridge.
"Launchbay, ready the needle fighter for immediate sortie!"
Entering the turbolift and starting it moving you lift open the emergency access panel below the backup analogue controls. You noticed some time back that the Bittenfeld had an override to have the turbolifts move faster than was safe, this ship was build by a less legitimate organization as well. It has a similar setup and you crank the dial to the edge of the safety limit.
After being slammed into the wall by acceleration like in an old horror movie you're glad most ships have collision padding.

You stumble out the lift door, thankful for some of the gravity training you took back in basic and rush into the bay. The mechanic has readied the fighter for launch but warns you there aren't any combat pilots around.
"Unless you're going out yourself?" He finishes as you scramble up the handholds on the side.

You tell the mechanic to get clear then close the hatch and light up the internal monitors. Not pretty but they get the job done. The reactors shudder to life and you kick the repulsors and engines in before they're even warmed up, shooting out of the drop bay. Rolling the craft to point towards your intended target you crank the throttle up higher leaving the Gungnir far behind.
>>
>Turbolift
http://www.youtube.com/watch?v=_8dKbEzKuh8

"-e careful, or you'll hit her fighter! Sonia, Arron is currently at the helm assisting with my targeting for the ship's guns." Kavos tells you. "I recommend you stay slightly out of our line of fire in case we should miss."

"Thats very reassuring Chief, thank you for that safety update."
You sideslip to your right a few km to make sure you're clear. The missile pops up on your fighters HUD, just climbing out of the atmosphere. A pair of heavy phase cannon shots flash past you, still well clear of hitting the planet but missing to either side of the Defense missile. Close though.

"Apologies, we will warn you before firing next time. The targeting for the spinal mount weapons is slightly different than I'm used to. Alignment uses different system variables than turret models."
Your engines have been on past full power for a few minutes now, and will start to overheat soon but you're almost within range.

"Firing." Warns Kavos.

One of the beams come dangerously close to your fighter, enough that some static forms on your monitors.

"Cease fire!" You order and put the engines to 120%. Close enough, you figure and swing into line pulling the trigger. The first shot destroys part of the missile engines but it appears to be built quite tough. While spinning now its still on target, and descending.
The next shot takes a chunk out of the nose cone and debris flies backwards towards you. Some bits impact, or glance off the narrow profile of the fighter, the minimal navigation repulsor barely strong enough to pass a safety.
>>
>>20435046
Don't forget
>http://www.youtube.com/watch?v=gIO4Uw36-JE&t=5m13s
>>
File: 1345701743105.jpg-(58 KB, 800x532, 800px-Aurora_Australis_Fr(...).jpg)
58 KB
Atmospheric friction begins to cause reentry flames to surround the missile. Starfighters can reliably enter atmosphere at these speeds without a good repulsor.

"Uh oh." you fire off another twin linked shot, which blasts straight through the hole you made when you shot out part of the engine. An explosion erupts from the center of the missile tearing it in half and chaining through the remainder.

As good as you're going to get you pull up hard and try to regain altitude. Everything goes white.

After the teleport training a day or two ago being this close to a nuke going off is not quite as shocking an experience as it might have been. All systems light up with damage and heat alerts.

Bringing the engines down to 1% power you just try to ride it out.

With the blast clears you can see that the fighter has just barely held its orbit, though it's decaying fast. Aurora have lit up the atmosphere and the multi coloured light show is swirling chaotically in every direction.
>>
>Starfighters CAN'T reliably enter atmosphere at these speeds without a good repulsor.
>>
>>20435243
I am beginning to doubt that they are going to have a medal big enough for this one.
>>
>>20435291
I think we'll be issued a wheelbarrow for it. Maybe even a small forklift.
>>
>>20435291
The expedient installation of high-powered plasma weaponry on the Gungnir would be good enough for me. A medal can't punch through battlecruisers.
>>
>>20435291
Our own clone to prevent waifu discussions.
>>
>>20435291
I think we'll get scolded
>>
>>20435444
We haven't talked to Linda in like ten threads anyway.
>>
>>20435480
Whenever we do anything even remotely medal-worthy we also get chewed out. Sometimes Sonia does things by the book. Sometimes she launches the book out of a mass driver, followed by herself, wielding a sword.
>>
>>20435219
Heh.


An hour and a half later you're back aboard the Gungnir having been tractored into the launch bay.

"Radiation badge." Requests the medic on deck after the techs and mechanics have pried the hatch open. You search around the cockpit and hand it over.

"You're confined to medbay for two days for treatment of mild radiation poisoning and observation. You should be fine."

After being dragged in to the med bay you manage to get hold of the action reports. Everyone else got their targets though there were some close calls like yours. Sylvan himself was able to shoot down one with a long range torpedo hit. Risky on a target as small as a missile but it payed off.

Marines from the First Squadron have arrested the Governor and the Rebels are attempting to convince their military to resume the ceasefire. Their remaining untouched Carrier group is expected to make port in the middle Rebel cities in two or three days, meaning they might then be able to rig the ship's shield to protect the city against small scale orbital fire.

The Defense missile would have blown through the shields of the north city easily and left little behind.

Kavos comes down to the medbay to visit you after the newly arrived fleet has everything under control. "You will get yourself killed one of these days doing crazy things like this."
You shrug.
"You think I'll get a medal for this?"
The older Dro'all laughs. "Some sort of medal yes, though it may be one implying a lack of sanity."
>>
>>20435492
Hmm, you're right. But social interactions took a back seat for pretty much the last... 15, or so threads.

But we should definitely spend some time with her again. And talk some more with Sonia's family.
>>
>>20435523
Neat. We already have one of those.
>>
>>20435523
"I'll add it to the collection. How's the squadron?"
>>
>>20435523
We're the ship's captain, so it's our duty to be prepared for any situation...

construct a pillow fort.
>>
>>20435523
Life would be boring otherwise, and I have to outdo my father story about fighting a "walker" without tank support when he was in the army
>>
>>20435568
Well if we are confined to the medbay we may as well. Particularly if there are any marines in here to help us design our fortifications.

Though doing whatever training the staff will let us get away with would also be a decent use of our time.
>>
We've hit auto-sage.
>>
Get the HUD implants installed. We've got nothing else to do for two days.
>>
>>20435539
"Perhaps they'll upgrade it then?"

>But we should definitely spend some time with her again. And talk some more with Sonia's family.
>Sonia's family.
Oh man, I dont believe Sonia's family even knows she's been Knighted!
>What say?

>>20435568
>>20435615
Khornate pillow fort.jpg

>Autosage
Yes I've been using neet tv to keep an eye on it. Thanks though.

>>20435569
Kavos asks if they used a pit trap with heat rounds to catch the joints after it fell but you're pretty certain that hadnt come up before.
>>
>>20435697
Good idea
>>
>>20435697
Might as well do this. They've just been sitting around.
>>
>>20435705
>What say?

Write a letter apologizing for not writing as much as we should, ask how everybody's doing at home, and then attach, as a footnote, "By the way, I'm a Knight now."

Also, send money.
>>
>>20435705
I'm pretty sure we told you several time to send a message to Sonia Family about the knighthood
>>
>>20435705
>>What say?
"Hey mom, dad, (sister's name here). There's something I've got to tell you, and I don't know how to say it... well, you see... I got a promotion. And.. I know this is really awkward, but you'll have to adress me with *milady* from now on."

>Fort
Definitely do this.
>>
>>20435758
Wait. Wait you did. It was in the same thread you were knighted.

>Write a letter home, too.

>Mom, you know that one woman in your _insert_hobby_here group you never liked? She'll have to call you von Reynard from now on.

>Also FUCK YES WE KNIGHT NOW WRITE A LETTER TO MOM

3 am, need to be up in less than 5 hours. Okay I'm out.

You decide to have the implants put in though. The ship does have some good medical gear, it should be fine. What could possibly ROLL 1d6 FOR COMPLICATIONS!

With any luck I'll forget about this roll next time. Also, I promise to work on some letter from the family for next week.
>>
rolled 2 = 2

>>20435951
>1
>As consolation, you look pretty badass with an eyepatch.
>>
rolled 1 = 1

>>20435951
Rolling.
>>
rolled 5 = 5

>>20435951
>ROLL 1d6 FOR COMPLICATIONS!

Let's see if I can get us that nat 1.
>>
rolled 2 = 2

>>20435963
But.... but our depth perception T_T

And good night OP, thanks for the great thread.

>>20435963
Close.
>>20435973
Bingo
>>20435979
Nope.

>Rollan
>>
>>20436002
Depth perception is for the weak. We are One-Eye Sonia, the Cyclops Knight! Cower before our mighty pillow fort!
>>
rolled 3 = 3

>>20435951
What is the worse that could happen?


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