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File: 1349204970242.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, Attack Wing Leader and Knight of the House of Jerik-Dremine!

You currently lead the Third Attack Wing, an Elite unit composed of fast hard hitting starships. Or you did until a Coup attempt by House Lat'tham siezed control of most of the Expeditionary Force.
On the surface of Yineput III the resplendent ballrooms which had offered a chance to socialize with the Elite of the Dominion proved to be a trap. Meanwhile in orbit troops boarded your ships while they were docks for refuling.

After escaping from the ballroom of the House Lat'tham Estates you and some of the other nobles fought your way to the vehicle bays. Thanks to a distraction by your rear guard a convoy of vehicles were able to slip away into the nearby wilderness preserve. From there you and approximately half of the nobles you had escaped with staged an assault on a planetary shield generator followed by the spaceport, stealing transport off world. The Republic Medium Cruiser Cascading Fury was able to pick up your shuttles and escape before the local fleet could respond.

Several hundred nobles including Troy Harmen remained behind so that the rest of you would have a chance of escape. They have enough experienced officers with wilderness training to hide the majority for a few days if needed.
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FUCK YEAH!
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>>20961599
Let's see if the local Republic forces are willing to do a counterstrike
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>>20961599
>>20961678
Well, we have a timeframe anyway, of doing either a daring commando action Sonia Style, or lobby in a fleet reactionary force on this whole debacle
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>>20961678
>>20961694
How about we wait for OP to finish writing?
>>
Two microjumps away from Yineput III you've linked up with a fleet of Republic starships made up entirely of Mercenaries Captain Thebe managed to recruit in the Smugglers Run. You note that your ship the EX-K is with them but not the rest of your Wing. That cant be good.

After taking a moment to link up the LSTs docking umbilical with the larger vessel you're docked to nobles and officers begin to transfer over to the Cascading Fury. Once the flight crew has checked that the damaged Landing craft wont explode you join them. Everyone is escorted by Republic soldiers from the moment they enter the Cruiser, all of them to the various medbays aboard. You'd question it but you're too badly hurt to care right now. They must want to get everyone's scans into their medical records just in case.

Mike is sent into surgery a few minutes before you and the doctor orders you be sedated despite your protests. You don't even remember making it to a bed before blacking out.

The soft beeping of the medical readouts is the first thing you notice, an indication for you to start fighting off the remaining sedative. There's still work to be done after all.
"Sit your ass back down before you fall down princess tough stuff." a voice tells you as you try to sit up. The world begins to spin a bit before you can get your bearings enough to climb off of the bio bed.

Fine, play it their way. You decide to wait an hour for the effects of the drugs to wear off and accidentally fall asleep. Four hours later you're woken by one of the doctors.
"Lieutenant Reynard, I recommend applying body armour before you get shot next time. Your internal organs might thank you."
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>>20961745
"duly noted"
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>>20961745
"Everybody else got shot, I simply had to."
>>
"How bad?" you ask.
"Not very good. It was survivable in the short term or you might have been stuck in a stasis tube for a few days. Thankfully few of the others injured needed organ replacements.
The medic that treated you did a good job or you could have been in trouble. The burns to your head were not terribly severe but you'll be carrying that scar for the time being, hair replacement is fairly low on the list of medical treatments we carry out."
"And Mike?" You start to ask, adding "Serth I mean" at the last moment.

"We don't have time to give him a proper leg replacement so he's being fitted with a cybernetic one for the time being. As long as he remains on the bridge of a starship it shouldn't run the risk of malfunction."

Once you're mobile again you briefly consider going to the bridge or somewhere else you could talk to the ships Captain. While there aren't THAT many nobles on board it doesn't take long to realize you're badly out ranked on this ship.

You request a shuttle over to the EX-K and end up sharing one with Captain Saputo, Mike and a few others from your House.
"How are you doing?" You ask Mike he walks up the ramp into the shuttle troop bay, again wearing the medical exoskeleton.
"I have to wear this thing until the implant and the surrounding tissue heal up a bit. Should take three, four days. Its kinda weird though, I can sorta feel where my old leg used to be."

"Does it hurt?" You ask, wondering about the common problems of phantom limb.
"No, just feels like its twitching. They're keeping the input from the cybernetic one turned off until its healed."
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Riding in a Republic shuttle is an odd experience with its much smaller main body and troop bay that opens aft. GE assault shuttles have so much room for troops and equipment its normally easy to load in four times as many people. On the bright side its wingspan allows some chance of surviving a crash landing in atmosphere should the engines die.
A few minutes later you enter the port side landing bay.

Captain Saputo clears his throat to get your attention after you disembark. "While I do outrank you this is your ship. I'd like to make use of your secondary bridge as a makeshift planning center."
>Allow this or suggest something else?

You spot a pair of troops from your heavy strike team guarding the entrance to the bay along with a few other Marines. They're not taking any chances it seems.
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>>20961912
agreed
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>>20961912
Hell yeah, that's how I pictured the combat armor with the power packs we recently started researching upgrades for... Awesome stuff.

Allow him to use secondary bridge, unless he wants to work along side us, although that could get crowded
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>>20961912
Aye.
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Your XO is the first person you see when entering the bridge.
"Kavos you look terrible." you start to say then notice the rest of the bridge crew look little better.

"Stun grenades are unpleasent even when you have armor. Without it..." She trails off.

"Forget I said anything."

You trade stories of what happened both in orbit and on the surface but dont get a chance to finish.

"Ship decloaking dead ahead!" Warns Arron, his voice hoarse.
Everyone mans their stations and you power up the forward phase cannons.

A one kilometer long ship shaped like an elongated diamond with a notch cut into its backside fades into vew ten thousand km away. Half of the Republic Light cruisers come about and charge their plasma cannons, ready to fire if something happens.

"Its a Krath battlecruiser, they havent raised shields or armed weapons."
"They're hailing us. Audio only."

"What species are you?" a strange distorted voice asks.
You look to the others and shrug at the strange question before responding. "Human?"

The picture cuts in a moment later and resolves into that of an older human male. Just from the look of him you get the feeling of someone with experience.
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>>20961912
Sounds reasonable.
>>
"Lieutenant Reynard and Captain Thebe, we have been monitoring this fleet since the initial disturbance in the system began. We re-transmitted the message sent from the surface towards the Rovinar fleet to ensure the Cascading Fury intervened. Although small yours is one of only a handful of units that have not been compromised."

"I've lost most of my ships." You begin to protest but the officer on the other end of the line cuts you off.
"Deal with it. The Krath have a small but mobile force that can assist you and your allies in your efforts. Our weapons are powerful but we will not survive combat against a force equipped with SP weaponry."

"That sums up just about everyone we'll be fighting." you mutter.

"An astute observation. Our cloaking shields are just as advanced as the Terrans or Rovinar. With a slight delay we can help move smaller ships without detection. While we cant completely obscure your jump signature we can scatter it enough to make the reversion point uncertain. The Medium Cruiser is too large for us to hide."

"How do we know we can trust you?" asks Thebe on the same channel.

"Because you don't have a choice." The Krath in human guise points out.
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Hah, aren't those guys shapeshifters? Polite of him to assume a form we'd be familiar with.... But given the recent events it still would be smart to be at paranoia lvl 11.
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>>20962222
He's right, we don't have a choice.
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>>20962222
He just handed us the greatest of gifts. Stealth units with which to acquire Tactical data with.
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The Krath ship soon transmits tactical data to all of the ships present which Saputo and the others in the secondary bridge begin to reorganize.

Allied Forces
Besides the Republic battlegroup your acquaintances have assembled you can now call upon the support of Krath starships in the area to help move your ships under cloak. They can move 15 Attack cruisers or similar sized vessels at a time. Movement between locations will take some time.
FTL movement without cloak will alert enemy forces to your presence and ships will be diverted to track you down.

House Helios for whatever reason did not have the majority of their forces in the Yineput system. Their fleet is based around engagement at long range using Helios class siege platforms. Armed with a single large aperture spinal mount weapon they are one of the few ships produced in the Dominion that can threaten Heavy and Super Heavy Cruisers.
They are currently fending off attacks by House Lat'tham forces.

Some Terran ships were either late arriving or did not accompany the rest of their fleets to the Yineput system. The closest is the Akagi carrier group which has come under attack.
The Super Heavy Cruisers Macedon and Normandy were also in a different system and managed to escape along with much of their escort. The super heavies are cut off from your position at present.
NOTE: Other super heavies from their group were captured.
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>>20962357
I think we want to link up with Helios first.

If they've got most of a fleet with some big guns they'll have good cohesion and organization, which we are sorely lacking at the moment.

From there we may want to take a look at the situation around Yineput and see what kind of forces it'll take to break out the hostages and take the docks.
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Yineput system.
It will take time for the enemy to debug their newly captured ships and crew them. The Krath believe they will attempt to make the Super Heavies operational first for obvious reasons. Besides those ships smaller escorts will also be important. Royal Guard Cruisers from the Ruling House Fleet will be the first to be secured followed by light cruisers from all of the other Houses due to their more familiar layout and toughness. This meaning their crews wont need time to adapt to new vessels. Battlecruisers or attack cruisers will be next after them.

You make a note to yourself to make sure you bust your ships out before that happens.

Retaking ships from holding yards
Expect resistance when attempting to retake any ships. A contingent of House Lat'tham Marines will likely be aboard still. If they call for assistance local reaction forces will respond and attack your ships.
Enemy reaction force strength is expected to be weak at the moment. This will change as they crew more of their ships.

Finding captured ship crews
You have enough experienced nobles to provide skeleton crews for a number of ships but to operate at their best you'll need to find out where the captives are being held. Given the staggering numbers of personnel captured there will likely be multiple prisons of holding facilities.

NOTE: Overall enemy resistance in system will increase the longer you wait to recover ships and personnel. On the other hand if you havent brought enough ships or crews to support a recovery operation the time available to carry it out will be reduced as will the number you can get away with.
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>>20962481
What the hell are we supposed to do against an enemy with 15 super heavy cruisers?
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Guess house helios is first unless we can stealth everything through into the yineput system. Think our mediums might prevent that though. If we can prevent them slave chipping our crews or selling them and moving them out of system we should.
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>>20962686
I think those heavies are ours that they took over. They aren't active or crewed until the enemy can hack in and over ride the control codes. If they're active we are boned... So e shouldn't put off taking that system to long.
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Is there a way to do an estimated jump to deep space between the system with akagi and Helios, then realign with yineput based on the star charts and jump in at a completely different location than they expect? I understand it would be dangerous and a hard roll but if we lose ships fighting to the system we may be screwed. We could hive mind every ships jump calculators to increase accuracy like when they do full fleet jumps.
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>>20962481
Can we use the cloaks to board the captured ships with marines? Ideally we want to avoid any direct ship to ship battles as it's still technically our ships.

I.e cloak 15 of the attack cruiser sized ships which can mount the most landers and covertly land the marines on the super heavies and royal guard cruisers. Then simultaneously jump into the system with the remaining fleet and start the boarding action primarily focused on crippling the combat capabilities of the captured ships.

We should probably link up with some more ships before we do this.
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>>20962686
Fortunately they are not yet operational.
It will take a minimum of 72 hours to crew all of the Super heavies currently in the Yineput system. With any luck it will take longer for the crews to become familiar with them.

As time passes the green captured queue will fill in red. When that happens the captured ships are now operational.


Friendly fleet strength
1x Republic (Heron class) Medium Cruiser
24x Centurion class cruiser
30x Pandora class Frigates
5x Ballista class Carriers (450 starfighters)
1000x Republic Soldiers (Most have boarding experience)

Krath
+15x Battlecruiser
5x Frigates
200x Infiltrators

House Jerik-Dremine
1x Attack Cruiser (EX-K)
2x assault shuttle
20x Heavy Strike Team
40x Marines
2x Power Armor (1 Recon, 1 Jump Jet)
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>>20962960
Wait, our ship was literally the only House combatant to escape?

I take it we are still in the Yineput system, we should make tracks to Helios ASAP and gather forces to start interfering with the boarding operations.
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>>20962822
It would be easy enough to do something similar. The real question would be if you wanted to do this with the cloaked ships.
If you just wanted to microjump the medium cruiser and some of the ships around to the other side of the system it should be easy enough. The jump would be short enough that it would be hard to track.

>>20962845
You ask the Krath officer this.
"Yes it would be possible and would certainly create a distraction. but the balance of the enemy troops and forces will be clustered around the super heavies. We would face the possibility of heavy casualties."

>>20963018
"Other ships tried but were subdued by reaction forces before they could jump out. Your vessel had the added benefit of having a fleet of ships microjump in and provide escort."

Captain Thebe speaks up. "My crew thought someone was stealing your new experimental starship out of dock. I had hoped to trade some good will for recovering it in return for some more weapons and equipment."
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>>20963089
I think what we want is some superheavy killers then. Not that we want to kill our own superheavies, but MAD can go a long way in buying time.

Terrans bring any Vekron launching cruisers with them?
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Consensus seems to support reaching the House Helios fleet first.

What ships will you request from the Republic fleet to take with you?
Will they be travelling under cloak?

What would you like the remaining ships to look into while you're gone?
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>>20963128
"Yes. We've confirmed that four of them have been captured and five others destroyed just in the Yineput system. They were tractored to the hulls of three Shukhant Medium cruisers and jumped out of the system. We did not have enough firepower to have reached them but we do have a Frigate tailing them.
Either of the remaining Terran Fleets should have a small number of torpedoes."
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>>20963145
12 Centurions and 2 Ballistas.
200 of the marines
Yes cloak

Rest of them go see what they can do for the Akagi group.

If we can communicate with them from one area to another, we'll do that, otherwise plan to meet back here in 18 hours time.
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>>20963279
Everyone else in support of this plan?

Back in 20 minutes.
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>>20963374
>Everyone else
>>
"We cant do anything until we have more support. The House Helios fleet would be a big help especially if they havent lost unit cohesion." You suggest.

"A small unit under cloak might be the best bet for that." Agrees Saputo.

You request some ships from Captain Thebe. He isnt happy you've requested so many of his Centurions but cant fault the plan.
"Don't lose my Carriers. We dont have any way to replace the spar section or the fighters. They should have enough SP torpedoes for a single volley. I'll head for the closest Terran group with the rest of my Force. They'll be tracking us so its going to be crazy."

You maneuver the EX-K to a location the Krath ship indicates. Fourteen other battlecruisers soon decloak and move into position with the Republic ships.

As the diamon shaped ship moves into position above your ship you recieve a quick message.
"Lieutenant Reynard, please ensure that you do no activate your drive field or attempt communications while we are moving. Doing so may compromise our stealth."

"Copy that."

Tractor beams latch on and both ships begin to accelerate. Space outside the ships goes black rather than lighting up like in a normal jump. Arron turns his chair around.
"Getting no sensor data, we're blind. I cant even tell if we've jumped yet."
>>
Two hours later light returns to the space outside the ship, although it is faint.

"Lt Reynard, you are free to open communications, although you may wish to be discreet. Enough ships surround the House Helios forces that your signal may be traced."

Checking the sensor displays it shows swarms of standard Corvettes, and attack corvettes engaging the House Helios fleet. The smaller ships are making attack runs, getting in close where the heavier spinal mount guns ore of no use. The Helios capital ships dont even bother wasting time on the small fry, instead trading fire with a mobile asteroid base outfitted with scores of long range fusion guns. A smaller asteroid is taking cover behind it, equipped with repair and refuling docks to support the corvettes.
Two Enemy medium cruisers are also making their presence known, causing trouble for friendly ships both big and small.

"Those Siege guns arent tough enough to survive the beating those Medium cruisers can cause if they let them get in close." Warns Kavos.
For the moment the battle is in a stalemate but as Suputo points out, one the Helios forces cant sustain with their supply lines cut.

You contact Cascading Fury to see what their situation is
>>
Is there a wiki or anything to keep up with all the characters and how and when they were part of the story?
>>
"We nearly took the enemy forces here by surprise but not quite. They're reorganizing fast. We'll try to punch through to the Carriers before the pursuit force arrives. Looks like they sent about fifty light cruisers from ten systems after us. Be advised, they're using older Daggar class corvettes to launch their SP torps and are screening them with standard corvettes."

"How are the Terrans doing?"

"Not good. All three carriers have lost most of their starfighter and point defense cover. I don't know how much longer Liaoning can survive. The other two carriers still most of their escorts. If I can I'll try to fight my way to Liaoning to provide cover but I may have to choose between my fleet and that one ship. I hope things are better there."

>Your orders?
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>>20964150
No, though I really should work on that. Would almost be worth taking a week off work. If not for the player than for me as I'm terrible at remembering names.
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>>20964198
Establish contact with the Terran forces, if we can coordinate our troops, we should stand a much better chance.
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>>20964198
Wish them luck, we've got our own battle to fight. Use the element of surprise and our pals' twelve plasma guns to Alpha Strike one of the Medium cruisers and then get to work on those corvette swarms. Have the Centurions pick out specific targets and see if they can one-shot them. If not have them pair up.

Have our fighters covering the arcs where our spinal weapons can't
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>>20964049
>>20964198
We need to blow up teh corvettes repair and refueling station. Cripple them. 6 cruisers to that and the rest to relieve the Carriers.
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>>20964258
The Republic forces are attempting to do so. The Terran Carrier group is not currently in a position to withdraw.

>>20964433
>Go after Medium Cruisers
>>20964514
>corvettes repair and refueling station. Cripple them.

Did you want to go after one of then ad then the other or split your forces?

>6 cruisers to that and the rest to relieve the Carriers.
The Terran Carrier are 3 Hours away from your unit. Did you want to send half of your force under cloak over to help the Terrans?
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>>20964649
How fast is the R&R station? Could we just have a few cloaked units sneak behind it and fire SP torps on the asteroid?
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>>20964688
Echoing this. We need to use the cloak to its fullest to give our smaller force a fighting chance.

However, I'd favor using it to attack the Medium Cruisers from behind and blow up their engines.

It'd be extremely awesome if we could use the cloaking field to sneak in so close that we could merge our shields with the enemy ship, but I don't think that would be necessary unless we were trying to insert a marine team.
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>>20964688
Neither of the bases are very fast. They can move just quickly enough to keep the repair station in cover from the Helios Group. If they weren't pinned down the Siege guns would just relocate to fire around it.
Be aware that once you open fire you'll give away your position and the larger station has quite a bit of firepower.
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>>20964793
Then try to have our cloaked ship fire from a position where they'll be shielded by the remains for the repair base, if that's possible.
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>>20964765
>sneak in so close that we could merge our shields with the enemy ship
The cloak would fail before getting that close. Also you'd be risking friendly fire.
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>>20964793
>Be aware that once you open fire you'll give away your position and the larger station has quite a bit of firepower.

I think we can handle Shoot And Fade. As long as we don't have any problems recloaking.
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>>20964818
That's what I figured. It also gives me yet more ideas for R&D.
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>>20964793
Can the siege guns fire a few shot at the big station to distract them? If we time it right, they should get hit just when our ships decloak.
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>>20964649
Hit the medium cruisers, see if you can get into plasma range before they no what is coming. Furthermore, could we hit and damage the repair base with cold-fired torps from our current position?
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Our fighters have a volley's worth of SPs we could use on the repair base if needed. I'd rather focus our big guns on the cruisers and then blow up some corvettes.

We don't need to destroy the bases, we can outrun those. The ships are the problem.
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>>20964807
Pic related.

>>20964824
>I think we can handle Shoot And Fade. As long as we don't have any problems recloaking.
"Lt, do not fire while our cloak is up as it may take us longer to reestablish it. Signal our ships when to decloak and we will do so, but wait until the cloaking shield has dropped. There should be a 2 second delay.
We could also simply drop your ships, and keep our battlecruisers cloaked. Your withdrawal would be more difficult but it would prevent the enemy from finding out we have ships here."

>>20964855
The station is under near constant bombardment.

>>20964915
>>20964936
Have you and the Centurions go after the Medium cruisers while the Carriers hit the repair dock?
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Can we cold launch some of our heavy torps at the asteroid while moving to engage the mediums in cloak? The torps should hit the near stationary asteroid and at least freak them out enough to give us as edge when we nail the mediums
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>>20965002
Hmmm, a decent idea. Good thinking.
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>>20964983
Fighters hit the dock, Big gun ships hit the Mediums, cold launched torpedoes hit the dock/other base.

Then we start popping corvettes.
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I'm the anon who suggested flak to deal with the missile spam. I've been here lurking the whole time since I work Tuesday nights and post from my phone. If you start the wiki I can add info in my free time
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>>20965064
Appreciated. Looking at probably using wikispaces atm. We'll see though.

>>20965036
So, everyone in agreement then?
Are we decloaking the Krath Battlecruisers when going after those mediums or are the dropping our ships and picking us out elsewhere?

Roll 2d20 for combat.
>>
Rolled 18, 10 = 28

>>20965179
Leave them cloaked until/unless we need them to start shooting.
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>>20965179
Let's keep those cruisers cloaked for now.

Not rolling after >>20965206
>>
Rolled 7, 7 = 14

why not
>>
You talk to the captains of the Republic ships. They're not happy with the danger they're being put in.
"We're not getting payed for this you know."
Right, former mercenaries.

"Are you telling me you've never wanted to blow up a medium cruiser with a sneak attack? That's practically what your big cannons are meant for right?"

"You do make an excellent point." Says one of the others. "Our mass fire tactics are intended for dealing with much larger vessels while we have been forced to fight pirates and minor corvette units. We require practice if we're to become a real unit."

The others eventually agree but would still like to retreat as quickly as possible after firing.

"All ships we are moving into position. Prepare to be cut loose. If our ships are struck by stray fire it may be necessary to abandon you here temporarily."

As the ships close in on the fighting the large beams filling space between the asteroid base and the House Helios fleet become increasingly difficult to ignore. Stray phase cannon fire from the cruisers and corvettes are also becoming increasingly difficult to evade.

The movement of the smaller ships locked in battle is so chaotic its hard to believe that anyone is taking or landing hits. Kavos suggests that's the point.
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>>20965705
"All ships, we are aligned. Count down to drop commencing." The Krath captain tells you.

"It seems like we're awfully close." Says Linda, nervously glancing up from her displays.

"Its to maximize damage in the first strike." Kavos tells her, while tighting the seat restraints.

"You will exit cloak in three seconds." Sounds the warning.

The weapons fire and light from the surrounding stars brighten noticeably when you drop clear of the cloak.
"Fire." "Fire!" "Fire!" Shout you and two others over the coms."

Twelve plasma cannon beams slam into the aft shield of the Shukhant, a small amount of the fire penetrating, but most of it causing the aft shield to overload. A torrent of light phase cannon fire washes over the aft sections of the ship. You cant even tell if your shots are hitting through the firestorm.
An explosion that had to have been from your torpedoes tears through part of the sublight drives even as their surrounding armor is being shreded by the phase cannons.

"Ship disabled." Reports Arron somewhat unnecessarily. Half the vessel is on fire.
"All ships change targets! Shift fire to the second medium cruiser."
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>>20965595
>why not
Very simple.

For 2d20, Ω={(1,1),(1,2)...,(20,20)} and |Ω |= 400.

From those, only (19,x) and (20,x) with x∈{11,...,20} are definite improvements over >>20965206 roll.

So only 20 combinations are clearly better than (18,10) out of 400 possible combinations. Meaning, you have a 5% chance to imrpove upon the first roll)

If you just want to improve the first roll by rolling higher than 28, you want (x,y); x,y∈{x,y|n1+n2<28 and n1,n2<=20}, the pair with the greatest difference to add up to 28 is (8,20), or (20,8). With a bit of counting, you see 78 combinations fit those requirements. So you had a 19.5% chance to roll any combination higher than 28.
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>>20965933
You are now Probability anon.
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As you and the others change course and begin to retarget the other Medium cruiser turns hard, heeling over into whirling corvette dogfight. Two plasma shots miss entirely while the rest hammer different parts of the starboard side of the vessel, one at a time rather than as a single volley. The light phase cannon fire is more accurate, dropping the starboard shield enough for the last of the plasma cannon fire to tear into an engine bank.

This all puts the enemy ship much closer to the House Helios fleet than is safe, taking heavy phase cannon fire from a pair of Battlecruisers and a Hunter class that had been hanging back. Four of your SP torps impact the ships topside armor as it tries to turn back towards friendly lines. It doesn't do as much damage as you'd hoped but does provide an opening for three more plasma cannon shots to core through the central sublight drives.

"Its not disabled but it'll never escape from the Helios forces." Says Arron

You suddenly realize you're facing a screen full of red IFF markers.

[ ] Fight through to Helios Forces
[ ] Full retreat
[ ] Other
Roll 1d20
>>
>>20965933
Holy hell spawned daemon cocks Batman! What an I reading? Did I drop into sci by mistake?
>>
Rolled 7, 18 = 25

>>20966067
[X] Full retreat

Fade out again and hit enemy target of opportunities like we just did. If they so much as bring a squadron back to cover from any potential attacks like that, then thats one less squadron hitting Helios forces.
>>
Rolled 13

>>20965933
Assuming fair dice of course.

With /tg/ dice, your odds are probably slightly different, but I couldn't tell you how.

Either way his roll was half an hour too late to matter.

>>20966067
Can we microjump into the Helios forces?

If not just fight through, we need to link up with them and bring them back with us.
>>
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>>20966067
Forward! Ever forward.
>>
republic ships are designed for long range skirmish type engagements right? having them blast through hordes of light more mobile ships dosnt seem like a good idea when they can just get swarmed as we might lack the proper amount of cover to protect our ships
>>
>>20966067
Go back to silent running. We'd waset our ships by entering a direct fight with the enemy ships, and while we regroup, the added threat of our ships lurking and ready to strike at any time should take some pressure off our allies.

>1d20.. okay

>>20966142
>With /tg/ dice, your odds are probably slightly different,

The dice here use, at least according to /q/, the timestamp of the post to generate the seed for the roll. Meaning, if two people manage to post at exactly the same time, they'll get the same result for their roll.

So if you tend either to get a lot of rather similar results when a lot of people roll at the same time.
>>
>>20966067
Aren't they all Corvettes? From what we have seen them throwing at Helios what do we figure our odds are to stay and slug it out with them without taking major damage? Suddenly I'm missing the shield redundancy off the bitenfield... If odds aren't good then I saw we push toward our allies while alpha striking designated targets. Push them into the Helios units and sandwich them between.

Not rolling since I'm on a phone, hope someone else rolls good
>>
Rolled 9

>>20966067
>>20966133
Reading skills, right... you can either take this one or keep the first one
>>
>>20966133
You want me to count these rolls?
>>20966142
>Can we microjump into the Helios forces?
Negative, way too close.

>>20966191
Long range mass fire tactics. Their armor is crap and coverage behind them is about as bad as most attack cruisers. To counter this they normally overlap shields and use either Wall formation or Sphere formation.
>>
Rolled 15

>>20966067
[X] Push forward.
Time to link up with our allies.
>>
>>20966290
Forceful breakthrough it is then. Maximum speed.

They can worry about lining up plasma shots once they have a bunch of friendly corvettes between them and the badguys.
>>
>>20966380

But then our ships will get swarmed, theese republic ships cant dogfight well at all, they are used for long range engagements, coming into an enemy formation without proper cover and poor armor is just asking for them to get chewed up
>>
>>20966380
The republic ships aren't really designed for that, and wouldn't it render our cloaking ineffective as well?
>>
Can we get someone from Helios on the horn and have them send us some escorts?
>>
http://www.youtube.com/watch?v=ACFLexJNrOQ

>>20966467
"We're going to punch through them. We cant risk having that much fire at our backs."

You tell Arron to hail the friendly fleet then crank your throttle to maximum. "House Helios forces, were are fighting our way to you. Requesting immediate support."

The Centurions fall into formation around you, four forming an inner ring, the remainder forming an outer one. Most of them hold fire on their plasma cannons preferring to clear the way with their faster firing phase cannons. A squadron of standard corvettes that get in your way explode under the barrage. Others maneuver to try and get behind you, more enemies beginning to direct fire your way every second.
As your primary shield fails under combined twin linked fire you're glad you used a good chunk of your RP went to further upgrade the ship systems. A few of the Centurions aren't so lucky, taking hits to their weapons, but quickly rolling the barrel like vessels to bring undamaged ones to bear.

"House Jerik-Dremine ship and escort, hold your course." Broadcasts the Helios command ship.

Wonderful, you were just about to change your flight path to avoid some light cruisers headed straight for you. Two plasma cannon shots cripple one of them convincing the other to break off.
"Stand by to change course thirty five degrees starboard." The Command and control officer directs you.

"Watch it, siege gun changing course." Says Arron, sending a position update to your HUD.

Rather than the more devastating beam it was firing against the asteroid base, the Siege gun fires a shorter range wide beam bare seconds after their own ships get out of the way. It isnt enough to destroy any but the most heavily damaged ships but it does scare them off, causing a momentary retreat.
>>
>>20966959
It is always a pleasure to coordinate with strategic fire support assets.
>>
>>20966998
It will be an even greater pleasure when those assets are lobbing nuclear missiles at FTL speeds from whole orbits away.
>>
"Turn now." You're ordered. Directing the formation as you've been told, you group flies through the area of space now being vacated. You finish off a few stragglers with your Phase cannon before breaking through.

The command ship sends you nav data for where to position your ships and you soon find yourself slightly aft of the one heavy cruiser in the group. Enemy forces are pulling back somewhat and more are headed back towards their repair docks.

You check the damage readouts for your ship and your escort. You took some minor armor damage as did all of the others, though are few are worse off. One has lost half their phase cannons, their armor all but gone on that side.

The command ship hails you after a few minutes on station.
"Thank you for your assistance in dealing with those with those Medium cruisers. I am Duke Alaras Helios. I trust that there are other Houses that have escaped this double cross? Our Fleet cant stand alone against House Lat'tham in our current shape."

>What say?


>>20967025
You do know that wasn't one of the projects that received funding right?
It was FTL Jammers and power cell armor in that order.
>>
>>20967211
Tell the truth, I guess. No reason to lie to him. We're the only ship of our house that managed to escape, at least as far as we know.
>>
>>20967211
None that we know of, Duke Helios, though significant Terran, Krath, and Republic forces are in the area and willing to render aid, and there are still pockets of Rovinar, Terran, and Loyal House forces in the Yineput system.

House Lat'tham has not yet crewed even a fraction of the ships that have been captured, and we don't intend to give them the chance.
>>
>>20967211
"The republic mercenaries are effectivly intact, the terrans managed to get some units out, and two superheavy cruisers have escaped. That said, if they manage to crew the ships they've already captured, we are screwed. We need to take the offensive immediately."
>>
>>20967025
That one was too expensive and our assets were better paced elsewhere for the short term.

Tell him we are the only forces currently standing against house L that we know of, but we have plans to rescue more nobles and regain our fleet. With their help and a fair share of the glory of course!
>>
>>20967315
>>20967352
"Good news and bad news I suppose. Still I almost wish one of my siblings had volunteered to lead our fleet now. Can your unit do anything about the enemy repair dock? Its a smaller mobile base they keep stationed just on the other side of the larger asteroid."

"We sent a pair of Carriers after it along with some cold launched torpedoes. With any lock they had enough SP torps to remove it but we havent had a chance to contact them."

"Excellent. We detected starfighters with Republic IFF's retreating from behind their asteroid base a short while ago. My commanders werent sure what was going on. As we couldnt do much about it we merely had to continue fighting the good fight."

You tell your coms officer to try and reach the starfighters or their carriers.

"The fighters report they were able to pull off the strike. More than half of the repair docks were destroyed and the remainder should be inoperative for a few hours while they conduct repairs. All fighters are currently retreating to predetermined pickup locations where their carriers will recover them."
"Well that's good news."

You relay the data to the command ship.

"Lieutenant that may have bought us enough time to stay afloat. We're now evenly matched. I hope the ships we sent back to the nav relay were able to send for reinforcements."
>>
>>20967211
>>20967462
I know, but it's still on the list, and FTL artillery is just too cool of an idea to pass up.
>>
>>20967555
>I hope the ships we sent back to the nav relay were able to send for reinforcements.

That would certainly be welcome, but there is precious little time and we cannot wait for them to proceed.
>>
>>20967555
I hope so, but remember, they're crewing superheavies as fast as they can, we can't afford a stalemate.
>>
You currently have 6 Centurion class cruisers that are fully operational.
4 will require 6-12 hours to fully patch their hull breaches but will not be able to replace their damaged weapons.
2 are out of action for 48 hours and require access to a ship dock to complete repairs.
All of the centurions have 14 shots remaining for their plasma cannons. Despite damage to their others systems the main cannons remain undamaged.

>>20967646
"Then even the odds LT. We need this stalemate broken and there are two way to go about it. Kill more of the enemy or bring in more ships."
>>
>>20967775
We've got the other half of the Terran force linking up with more carriers as we speak. From there we should be able to reach a pair of Terran super-heavies and take the fight to them.
>>
>>20967775
With the combined firepower of your ships and the added punch provided by the plasma cannons your unit could wear away the enemy force until the stalemate is broken. This will be time consuming.

You could request the Krath battlecruisers present join the battle. Their beam weapons pack a hell of a punch but they'll become priority targets if the enemy has any SP's here. This will negate their stealth advantage and the enemy will be aware of their presence in the theatre.

One or more ships could make the run to the nav station to call in any friendlies present. It is currently not know if House Lat'tham has bought off the local Navigators Guild presence or otherwise removed them as a threat.

There are also plenty of other options, these are just a few.
>>20967829
Good example.
>>
>>20967880
I'd say the navigators probably can't be relied on at this point.

We've given Helios a fighting chance and this battle is locking up a sizable chunk of the Lat'tham forces. It may be the most efficient use of our time to take our forces and link up with the rest of the Terrans, possibly even the super-heavies, and either come back here to break the stalemate or just head straight for the prize and let Lat'tham figure out that they've been wasting time fighting the wrong fleet.
>>
>>20967880
Is there some position where we could rally and repair our ships, or do we need to capture one?
>>
>>20967998
The Terran Heavy Carriers have on board repair facilities for ships of battlecruiser size or smaller. Most super heavy cruisers, even those geared for combat can handle repairs for smaller ships.
The House Helios Heavy cruiser is a custom version outfitted with one of their trademark spinal mount cannons otherwise it could repair some small ships.
A Navigators Guild station can normally provide access to repairs and supplies due to the amount of traffic they get.
Other than that you'll need to capture bases for more extensive repairs and resupply. There are bases scattered through House Lat'tham space. The Royal Logistics Corps may have set up shop in the ones closest to the nav station.
>>
>>20968139
>The Royal Logistics Corps
Could the Captain from the ruling house provide us with some help in that regard?
>>
what happened to the royal guard guy from previous thread, did he stay behind at the palace or in the woods?
>>
>>20968190
>>20968189

Royalguardmind
>>
>>20968190
He remained behind at the Lat'tham estates acting as rear guard and providing a distraction that bought time for you to escape.
This in addition to the bluff over the com system fooled the enemy troops into thinking there was still a substantial presence inside until you were already inside the wilderness preserve.
>>
>>20968239
Well, fuck. I hope he somehow managed to survive.
>>
>>20968239
oh

oops
>>
>>20968239
Why we need wiki...
>>
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So guys what are we doing?
I mean I'm trying to look through the pro's and cons of various wikis a bit, but I mean the game.

>>20967963
>>20967829
>It may be the most efficient use of our time to take our forces and link up with the rest of the Terrans, possibly even the super-heavies,
We doing this? Dont see anyone agreeing or even disagreeing with either of them.
>>
>>20968469
We don't really have any clue what's exactly going, so it's a bit hard to make a decision. All of them seem to be quite valid.
>>
>>20968469
Both of those were me, the first one was meant to be said to the Duke to assuage his fear that this was all we had going for us.
>>
>>20968469
Oh sorry I thought we had a general direction.

Ummm we're still engaged with the corvette swarm right or did they pull back behind the asteroid. Otherwise we cant really do much but break their encirclement.

If they pulled out we could probably reorganize, and send a small group to assist the Terran Carriers and their superheavies, whether we go or not dosnt matter to me.

While we have a force trying to bring more friendlies into the battle the forces left behind should probably keep trying to push into enemy territory in hopes of forcing them to split their garrisoning ships away from the superheavy line. This way the cloaked ships have a better chance of landing marine boarding teams to retake or disable the SHC's. We should also probably send a cloaked ship in to recon.
>>
>>20968514
>>20968522
>>20968536
>Ummm we're still engaged with the corvette swarm right or did they pull back behind the asteroid. Otherwise we cant really do much but break their encirclement.
Yes there are still enemy corvettes surrounding the fleet, though at longer range now. Yes you can attempt to break the encirclement though its up to you whether you would be doing so just to get your own small group out to be able to move the fleet.
Moving the fleet from the sector will require gaining the upper hand over the local enemy force.

>While we have a force trying to bring more friendlies into the battle
Which force do you want to send to do this?

>We should also probably send a cloaked ship in to recon.
The Krath have a spare Frigate that could be sent out for recon. Where do you want to send it?
>>
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>>20968746
>>
>>20968746
Whats the status of our ships sent to attack the repair bay, are they with us or are they outside of the main group?

Also send a cloak ship to recon Yineput, maybe there are some ships there resisting and also to get a general feel of how far enemy forces have gone in repurposing our ships for their use. They can also maybe pinpoint possible holding locations for prisoners. The ships dont need to relay information to us right off the bat if doing so would compromise their cover, they could just send it all to us when we get back to Yineput to retake our wing.

>Which force do you want to send to do this?
See if we can break off a minimum amount of allied forces to assist the Terran carriers.

>local superiority
We should outclass the local enemy forces since they are mostly fielding corvettes right, and we have carrier and cruisers in our force. Could we not microjump behind the asteroid base where less guns are pointed at us and hammer them from behind, taking out their engines and crippling them? Unless theese clone crews dont fear death, Id say most of them would surrender the field after that asteroid were to be disabled
>>
>>20968849
K we got less than 24 hours before we start losing ships. 6-12 hours of bandaging our ships behind the Helios line while the stealth frigate leaves to communicate with the other teran fleet. Then we depart for a coordinated pincer attack with the terran coming in one side while we hit the other. Hopefully we catch em with their pants down while they try to man our ships. For getting out of the current system we punch through the Corvette lines doing as much damage without leaving formation to engage. Meet up with the medium battle cruiser that's still cloaked, flip off the Corvettes, re group and do a cloaked jump into house L's home system.
>>
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>>20968849

>>20968906
They are outside the encirclement along with the cloaked ships. Fighters will be recovered in 1 hour. Casualties were approximately 20%.

>See if we can break off a minimum amount of allied forces to assist the Terran carriers.
Duke Alaras can spare the one Hunter class cruiser being used by a Knight Errant that has been assisting his forces. All other ships are needed.
>We should outclass the local enemy forces since they are mostly fielding corvettes right, and we have carrier and cruisers in our force.
They have weaker but more numerous ships. The main asteroid base is also providing some starfighter cover to their fleet.
The enemy base is too close to microjump. If you were to break out from the encirclement you could micro jump elsewhere and back around behind the asteroid.
>>
>>20969064
I doubt we have the time necessary to take out that asteroid base at the moment. We probably could just microjump behind it forcing the corvette forces to leave the fighter coverage (?) the asteroid provides. If they dont follow we can either jump to Yineput and hit the enemy hard (Unless they have forces that we are aware of that are greater than us) before they can man the SHC's and Royal Variants.
>>
>>20969064
Leave the damaged Centurions to provide additional fire support for the Helios forces.

Take the rest of our merry band and the Knight Errant and head to the heavy carrier group.

We are probably going to need those super heavies too.
>>
>>20969125
Or jump to meet with the Terran Carrier force and SHC's (wasting time) and hit a more consolidated and reinforced enemy at Yineput.

Posting from phone and didnt realize i didnt put an alternative. Any other anon around so we can bounce ideas?
>>
>>20969064
Am I reading it right that Helios has a "base" here with their large guns blasting the vettes and the asteroids? We may want to punch out with some of Helios forces, leave our wounded that cant keep up without major repairs (they can offer support so Helios isn't over run) Regroup or assist the Terrans with the heavy carriers and then stealth/pincer strike Yineput system before they take over our ships. As for the progress of taking over the ships, are they focused on the top down? So they'll spend 3 days on the heavies or guard cruisers before even moving to the battleships/carriers that are only a 24 hour time? Or is it all happening at one time? If all at once then we may be boned if we don't hurry, if not then we may want to strike their logistics base 7 hours away to disrupt their comm lines before striking Yineput so they can't coordinate reinforcements to strike us from behind.
>>
>>20969216
I thought that was supposed to be OUR logistics base.
>>
>>20969216
Logistic bases are ours, nav station is questionable whether they are still neutral or bought and paid off
>>
>>20969216
>Am I reading it right that Helios has a "base" here with their large guns blasting the vettes and the asteroids?
No. They have a Heavy cruiser that's been modified with a siege gun. They're using it along with the other Siege weapons to bombard the enemy asteroid base, which so far is shrugging off the hits and returning them in the form of fusion cannon fire.
>As for the progress of taking over the ships, are they focused on the top down?
Yes.
>>
If it's possible, we could use the Krath frigates to carry some transports full of marines and crew back to Yineput. They could then take over some of the lower-priority ships and either add them to our fleet or put them on autopilot, arm their destruct systems/set missiles to autofire, and use them as diversions.
>>
>>20969153
Yeah I just got home so Im no longer posting from my phone. Lets rip these clone wana-be's a new waste disposal hole and show them the true way to make your house into the Ruling House.
>>
>>20969286
So could we bypass the asteroid, We dont have the time or firepower to chip away at it and I doubt they are inclined to surrender.

To be clear im favouring blitzing Yineput while they expect us to be in disarray, infact we might even catch them offguard .
>>
>>20969275
I was reading the map as we were the yellow and the targets were the blue. Now that I look closer I don't know how I came to that conclusion.... So Akagi, Enterprise, and Liaoning are friendly along with the Republic force in Yellow... We need to find out if they are in trouble or just chilling there looting the wreckage. 6 hour round trip flight, send one of the cloaked ships (or maybe a few) out to them as a messenger. If they are alright they are to regroup with us in the Yineput system for a strike in 5 hours (after messenger arrives in their system) If they aren't drinking tea and munching on some fancy cookies then the messenger makes the call of if they could help turn the tide or if they should return to us to communicate the situation. During the 6 hours we do repairs of our damaged ships (or what we can do using EVA technicians) Our unharmed ships continue to harass and tie up the vettes while we wait. If the scout doesn't return in 5 hours we push through to aid the heavy carrier and republic fleet.
>>
>>20969301
You ask the Duke about spare troops.

"Yes we have spare marines. I have a pair of LST's that could carry 500 each that could go with you. We have shuttles for more but you don't have the capacity to carry them."

The Helios forces also have some heavy lifters but they wouldn't survive a breakout from the encirclement to reach the Krath ships as they're too slow and are not especially tough.

>>20969344
The House Helios forces are not going anywhere until the encirclement has been defeated or driven off. Their siege guns, troops ships and other support vessels are too slow.

Yes, you can blitz Yineput but you'll need to do it with other forces unless you want to spend either time, resources, or the element of surprise to break Helios out.
>>
>>20969460
What are Helios's survival odds now that we took out the bigger ships that were harassing them?
We may need the Krath and Ballista to ram the enemy from behind while we move Helios slowly toward one of the edges of the siege enemy forces.

I have a feeling we may need Helios's siege guns in our assault on Yineput so they may be a neccessary resource we have to secure.
>>
[ ] Breakout now and get to Terran Carrier Group
You, 6 Centurion, Hunter, 2 LST's
[ ] Send Recon Frigates, fix 4 more centurions then deploy
[ ] Breakout, head for Yineput System ASAP with LST's
[ ] other

http://www.surveymonkey.com/s/6XRHSZ2
>>
>>20969460
Coordinating all of these plans is a nightmare.

Regardless of anything else, we need to break the Helios forces out of here. Get marines and crew loaded up for stealth insertions in Yineput. We will send two Krath frigates with the LSTs, unless that's a stupid idea for some reason.

The other Krath frigates can be used to check on the Super Heavies, the Carriers, and the Nav Station.
>>
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And then people wanted to finish busting the Helios fleet out.
>>20969537
The Helios fleet could hold for a week if they needed to now, possibly longer. As the enemy lacks the capacity to repair their larger number of smaller ships damage will mount more quickly. The Lat'tham forces may abandon the encirclement entirely if given a few days.

>>20969567
>Coordinating all of these plans is a nightmare.
I kinda figured that since your ship can only be in 1 place at any given time it wouldn't be this bad. I was wrong.
>>
>>20969567
agree Helios must assist us if we are to take on planetary defenses. If we cant break them out in under 24 hours then we don't deserve our knighthood. Also, Send some of the Krath ships to check the other location.
>>
>>20969626
>I kinda figured that since your ship can only be in 1 place at any given time it wouldn't be this bad. I was wrong.

This is exactly what's going to happen as we move up in the House and gain more power. Currently, we're micromanaging a lot, even though it doesn't always make sense for us to do so. It's going to get worse as our Wing becomes a Fleet. Look at this as practice for the long game (assuming we get that far).

Right now you're seeing what works and what doesn't when you give the players control of a large-scale operation with many variables. Learn from it, and rev up the spreadsheets for next time.
>>
>>Planetary defenses around inhabited worlds are also heavy, with defense sat networks that deploy within minutes of your arrival and ground based shields twice the strength of those on Loran II.

People who dont remember two threads before. Going in without support is suicide this is a fortress system. Blitzing in would just get us all killed
>>
>>20969711
Look at the system map. The defenses are concentrated around Yineput III. The ships are not.
>>
Hi op im just reading the archives before jumping into this but Im wondering if you watched Crest of the Stars? Some of the earlier corvette battles really had the whole Attack Ship combat feel from the Crest of the Stars series
>>
To move this along: Frigates on Recon.

The Terran Carrier group is suffering from intermittent jamming as are the Republic forces that went there to assist. The situation is not so good. The Heavy Carrier Liaoning has been abandoned.
7 hours remain until a Krath Frigate reaches the Nav station.
3 hours until a Krath Frigate reaches the SHC group.
3 hours until 4 of the Centurions are fixed.

Force strength of the squadron you are personally leading has not changed from
>>20969064

[ ] Stay now and Fight to free Helios (Just conventional forces)
[ ] Fight to free Helios (Tell the Krath to decloak and start killing, who cares if they enemy see them)
[ ] Head for the Terran Carrier Group (They have ship repair options)
[ ] Blitz the Yineput system with your LST's and any available troops.
http://www.surveymonkey.com/s/6FVDHQR
>>
>>20969864
Ive always felt that way too. Damn that was a good show for space combat.

I'm about ready to vent these Vettes and leave this system as a new graveyard. We may need to take more damage than if we leave Helios behind, but the additional forces and marines are too crucial for our assault on Yineput to ignore.
>>
>>20969908
>The Heavy Carrier Liaoning has been abandoned
Can it be recovered, or is it a complete loss for the immediate future.
>>
>>20969908
Have the Krath alpha strike the asteroid or the largest cruisers still in the area before they pop the stealth. Lets attempt a "rogue stun" attack and hopefully the assault on their rear will disorient them enough for us to drop the leaders.

If we tilt the battle quick enough in our favor we can possibly route the enemy forces and either wipe them up or move Helios and our entire group to aid the Terran Carrier Group. ((Aren't Terran's lightyears ahead of us in tech? To think a minor house could pull this coupe off and potentially hold off/destroy Terran forces. 20 credits says they signed a pact with one of the warp gods to pull this craziness off)
>>
>>20969864
Nope never heard of it but that's hardly surprising, havent watched anywhere near the number of shows or movies I would like.

>>20969955
It is a burned out hulk. Scrapping it or using it for a practice target would be cheaper.
>>
>>20969999
Oh fuck. That's worse than I expected from "has been abandoned".
>>
oh you should, alot of your earlier corvette battles and missile blinding really mirror some of the mechanics in Crest of the Stars. Also Sonia is starting to resemble Admiral Spoor in her mad charges through enemy formations.
>>
>>20969908
>[X] Head for the Terran Carrier Group

Tell Helios to hold the fort while we grab reinforcements to break this stalemate, hopefully when we return things will have shifted so we can jump to Yineput. Also tell Helios forces to start moving towards jump points away from the asteroid but will allow them to reach Yineput incase we decide to pincer

>> respect ship
What catchpa, we dont have those
>>
>>20969999
http://www.animeseason.com/seikai-no-monshou/
season 1, there is a prequel that wont make sense if you dont know the setting, and 3 seasons after this. The writer made a whole new language for the space "elf" race and the titles people have are MASSIVE, Yet for an anime it suprisingly uses "realistic" combat (rather than grappling ships, ships turning into mechs, etc)
>>
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>>20970081
Season two has all the Squadron Attack Ship battles though, and larger fleet actions
>>
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Majority vote atm is still to blitz the Yineput system.
As anything I'd be able to string together right now would look more like something that came of a black hole I'll wait until morning.
>>
>>20970176
Alright op have a good night was an enjoyable one.

>>20969864
>>20970021
>>20970081
>>20970100
Did they ever make anything past season 3? It would be a shame to have the series die off like that without proper closure.
>>
>>20970176
Whoops, I somehow managed to miss the second survey.
>>
>>20970213
no season three is just a 2 episode ova
sadly it wasnt a harem, super battle mech, or pointless escalating power scale teenage fighters anime so it didn't get the support it deserves.
>>
>>20970021
Great now you have me picturing Psycho Sonia swinging her sword around on the bridge as she yells out orders, voting for heading to the Terran Carrier Group. Were gonna need some of that future tech fighters to help us out on this.

And to be clear did we lose all our Veckron capable ships, or did four get away? Cause damn if we lost them all
>>
Bump.

I won't be able to play today, so please don't screw up too badly.
>>
House Helios seems to have things in hand here, at least for the moment. By the sounds of things the Terrans need more help.

After having the two LST's dock on your outer hull you form up and prepare to punch through the surrounding corvettes.

"Are we waiting for the other ships to finish their repairs?" asks one of the other captains.

"No, we've wasted enough time here already. They can help the Helios forces until we've busted out the Terran Carriers."

One of the Siege guns change course and fires a blasts towards the enemy corvette squads causing them to scatter again. You take the opportunity to push through the corvette swarms moving as fast as the Centurions can go. After the initial breakthrough everyone puts full power to engines which thankfully means enemy Light cruisers cant keep up. Still, you have to suffer through fire from numerous corvettes shaking up the group. Your escort overlaps shields as much as possible minimizing damage. So far, you haven't taken any SP Torp fire.

"Lt Reynard, once you are clear microjump 4AU from the enemy fleet for pickup." instructs the Krath commander. With no enemies in the way you might risk collision with everyone spreads out and makes the jump.

After reversion you're ordered to hold position until the Krath battlecruisers can move into position and pick you up. They drop cloak only momentarily before tractoring each of the ships.

After informing the Knight Errant not to communicate during transit the group moves out, headed for the Terran Carriers.
>>
Lets save the ship repair option.

since it is a fortress world, we will need to siege it somehow, while doing some comando raids to rescue the nobles. anything else is not viable


so

[x] Terran Carrier group.

Also while we are at it take care to have the abandoned Liaoning not harmed by either terrans, us or the enemy. - some things may be viable for salvage.... not the ship, but subsystems, components. Anything terran is a good investment. even if it is a dead end it can be sold. and if its useful we can see what it is and if we can mass produce it. then sell it.
>>
Three hours later your squadron returns to real space. The situation has not improved terribly, though the Cascading Fury is performing sweeps around the Terran formation to draw fire. Her bow sections are outfitted with two dozen point defense turrets in addition to the phase cannon arrays and torpedo launchers. Overall its causing enemy forces to retreat whenever the vessel swings past. The Centurions and Republic Frigates are acting as additional fire support for the Carriers, holding formation with the escorting Lance Medium cruisers.

Every so often a group of Gamma class assault corvettes will sortie from the near Carriers and perform attack runs, scattering Lat'tham corvette forces just as effectively as the Medium cruiser is. Unfortunately they don't have anywhere near the numbers the enemy forces do. As you watch one of the Terran corvettes takes a torpedo hit and is forced to return to dock.

Still, the Terran torpedo fire is steadily racking up kills against the light cruisers. You spot at least five light cruisers limping out of range and preparing to jump out. Enemy ships seem to be micro jumping into the battle area from the surrounding systems.

"Reynard to Thebe whats your status?"

"Taking some armor damage from the occasional torpedo hit. They must be expending their entire SP torp stockpile to pin these carriers down. They've tried twice now to rush the Akagi with boarding craft before I can respond. Enterprise has the heavier escort at the moment so they've just been launching torpedoes at her."

You can spot a few sections of the five kilometer long carrier on fire even from here.
>>
>>20973681
I can see why the Dominion uses these fucking corvette mobs, this stuff is tough to counter.

It's like the spess equivalent of mongolian horse archers or some shit.
>>
"Is there any chance they can just jump out? It would make things simpler." You ask.

"The carriers have too many hull breaches to safely jump. If we could scrape the enemy off of them for say three or four hours it would be enough."

Damn.
As you watch the sensors a few larger enemy ships jump in at points around the battle.

Saputo contacts you. "Lat'tham forces are microjumping Carriers in at the edges of the battle. It looks like they're recovering them elsewhere after they head in and drop their torpedoes. There should be an enemy shipyard or logistics base nearby they're using to resupply their forces."


Current Terran Carrier group size
2x Heavy Carriers
10x Medium Cruisers
7x Battlecruiser
8x Attack cruiser
20x Assault Corvette
60X Delta light attack ship
24x HLV

1x Republic Medium Cruiser
9x Centurion (2 under repair)
26x Pandora class Frigates (1 under repair)
3x Ballista class Carriers

Your Group
9x Krath Battlecruiser
1x Attack cruiser
6x Centurion
2x Carriers

>What do you want to attack with your group?
>>
>>20973834
Our guys are still cloaked yes?

Us, the Knight Errant, and the Krath should try to find the enemy shipyard or logistics base, the Centurions and our carriers should try to roflstomp some of those enemy carriers.
>>
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>I left out the Knight Errant
God dammit.

>Your Group
10x Krath Battlecruiser
1x Attack cruiser (EX-K)
1x Hunter
6x Centurion
2x Carriers (Warning, only conventional torps remaining)

>>20973868
Yes, still cloaked, element of surprise is on your side.
>the Centurions and our carriers should try to roflstomp some of those enemy carriers.
They could stay in cloak and attempt to determine where the carriers will jump in next, OR follow some of the retreating starfighters while under cloak and ambush the carrier when it jumps in to recover them.
>>
>>20974040
>follow some of the retreating starfighters while under cloak and ambush the carrier when it jumps in to recover them.

Seems more likely to succeed quickly.
>>
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>>20974040
they cant do both?

Well then, lets follow starfighters, since it will allow us to jump after the fucks if they decide to leave their starfighters.
Plus they wont be able to run ASAP
>>
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You talk to the Krath commander to see if they have any recon data on where the enemy forces are jumping to/from. You're sent the following data.
"With all of the microjump activity its difficult to track them but we believe they are using three main bases nearby. The Carriers may be going to either of two, the Corvettes to another. Some are also going to the same place as the carriers.
More Lat'tham cruisers are arriving from the capital and sectors nearby. They're jumping to any of the three nearby bases."

>>20974101
Yes they could, they'd just have to split their forces.
Do so?
>>
>>20974173
We wanna hit the corvette base then. Carriers and fighters fold without support.
>>
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>>20974173
well they dont split their forces per say.

one follows the fighters with jump engines ready, the other attempts to jump on the carriers when they get to their predetermined spot.


Either the Carriers are willing to abandon star-fighters in favour of security and unloading more, in which case we can bomb them before they manage to launch them all, thus having them to choose between getting fired on without shields or not unloading parasite crafts, and in the meantime have the pursuers jump in too.

Or we intercept the carriers linking up for pickup , and then call the jumpers to abort and jump to new coordinates.
>>
>>20974263
god, its been a long, long, long time since I saw those blueprints.

(I lurked the eve-online forums, before eve even came out...)
>>
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>>20974307
Have some more.
>>
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You tell the other Centurions in your group to try and gang up on the enemy carriers should they get the chance. They split up into two groups, one of the Balista class Carriers going with each. If something goes wrong they'll have enough fighters to fend off attacks.

Roll 1d20 for effectiveness


You and the other Knight whose name you havent caught immediately jump off towards the suspected corvette base under cloak. A half hour later you return to real space in the system.

"Picking up a shipyard."
Arron transfers the image to the display. A cross shaped section seems to house most of the ship docks, all of which are corvette sized. There are a few cruiser class docks on the end points all of which are occupied. Below the shipyard itself is what has to be the metals refinery and component manufacturing center.

"Mind those defense emplacements."Says pointing to the two thin rings above and below the cross section. "It looks like they have torpedo batteries."

>Your orders?
>>
Rolled 17

>>20974368

We cant do anything but fuck it up.

Either we come from above (z +) and fuck up the docks, if we have the firepower or come aligned with it on the xy plane and try to sever it in two.

depending again on our fire-power if and how we can do it.

I would prefer coming from up, on teh z+ side of the axis and simply blow the less bulky defensive platforms away, and take our leisure in destroying the shipyards. This way we can have it repaired in the coming weeks/months and up to functionality, while at the same time taking it out of the picture for this whole situation.

Oh, forgot about the cruisers. hmh. could we have them burried between the scaffolding?

Don't think so, since they launch towards z- so we would have to come from the metals refinery end of it.
>>
>>20974490
The station is slightly under 7km across and 8km tall. Each defense ring has 16 torpedo batteries.
There are 128 corvette berths most of which have ships under repair and 16 cruiser berths.

>depending again on our fire-power if and how we can do it.
You do not currently have any SP torps aboard as they've all been expended. You still have 20 conventional torps in each launcher. The station is equipped with shields but has them lowered to allow ships to come and go more freely.
>>
if we were able to hit a damaged ship in the docks and detonate the powerplants or magazines, would the dock be rendered inoperable?
>>
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>>20974598
I dont think all of them. they are huge. and most likely a disk a very huge disk of a 7 km diameter.

We would have to pelt it something good.
>>
>>20974598
Part of it would be. You might be able to damage six docks with a single explosion if you were lucky.

You may want to consider bringing in more firepower. Or borrowing some torpedoes from the Terrans.
>>
>>20974646
indeed. the what few people we have is not enough. scouting is good though. we could scout all the other sites too though, or would that take to much time?
>>
Gentlemen, I depart for work in 1 hour 30 minutes. What are we doing?

1a) Attack Shipyard (Come up from below, targeting industrial sections)
1b) Attack Shipyard (Attempt multi kills)
2a) Retreat and return with more ships
2b) Retreat and return with SP Torps but no additional ships
3) Do something else
>>
For the assault on yineput (dont think we have time to use this tactic here) we need our marine transports and fighter groups to weld space flotsam all over their ships to break up the signature of them. We collect as much debris and space rock as we can with tractor beams then send the stealth fleet, space debris, and fighter/troop transports into the edge of the system or sensor range for the planet. Sling them away from the stealth ships using tractors and let them drift toward the planet at speed. They have all systems turned off except their space suit life support so the planet sensors just see space junk. We assault with the terran and republic main force from a separate location to distract while they get close enough to power up and almost immediately dock with our ships. "Spinward Fringe" tactics to the rescue!
>>
>>20974490
With a roll like that I'm tempted to say attempt multi kills. Take the ships out and we can move the carriers free and to the next objective. We dont have time or the need to halt their production levels.
>>
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>>20974942
That is entirely up to you. Movement between the locations in this map here require 30 minutes.


>>20974980
Noted for future assault(s) upon Yineput system
>>
>>20975015
>pted to say attempt multi kills. Take the ships out and we can move the carriers free and to the nex
That roll was for the forces that remained behind to help hunt down the Carriers that were annoying the Terrans. I haven't asked for a roll yet to attack the station as nobody has agreed on a plan yet.
>>
let's head back to the Terrans and grab some SP torps and perhaps a few Republic ships with plasma cannon. I imagine that an unshielded dock conducting repairs will have a very, very bad day when hit by a volley of plasma cannon.
>>
After scouting the station and determining that it might be a bit too heavy for your two ships to deal with you head back to the Terran fleet.

The forces you left operating away from the main Terran fleet have had some success. A pair of House Lat'tham Carriers are burning in space, their drive sections and parts of their starfighter bays destroyed. Some of the fighters that escaped are now attempting to hitch rides with damaged cruisers and corvettes leaving the area.

The Krath Commander relays new data to you. "They know there are cloaked ships in the area but for the moment the enemy believes the Republic starships themselves are carrying such equipment."

You collect the other ships from your unit and form up, having Captain Thebe warn the Terrans where you'll decloak. They launch a diversionary attack with some of their corvettes backed up by sub corvette class ships. It pulls enough enemies away for you to safely decloak and fight your way to the Heavy Carriers.

The Captain of the Akagi agrees to provide you with a small payload of SP torps. The fighters for both your Balista class Carriers have enough for 2 vollies, which is quite a bit. Your ship now has 8x Mk. 43 SP torps as does the Hunter class ship.

The Terran Commander that talks to you lets you know the Normandy has plasma fuel cell recharge equipment for the Centurions which are down to 10 shots apiece.
>>
>>20975260
>What ships are you taking with you to attack the Shipyard?
Be aware that if you leave 2 ships behind with the fleet the Krath battlecruisers will be able to scout the other 2 sectors.
>>
>>20975293
Leave two Centurions with the fleet, take the carriers, the hunter, us, and as many Centurions as can be moved cloaked.

We want to do maximum damage to docked ships in the opening barrage before they get the station shields up.
>>
If we can fire our weapons while cloaked(I know it will break the cloak) why dont we alpha strike the station while it has its shields down.
>>
After resupplying with torps Cascading Fury and a few of the corvettes help punch a hole through the enemy ship cover to allow your unit to escape. You and the Centurions going with you shield the Carriers until they jump, knowing one stray SP hit could rip their starfighter section in half. A micro jump fifteen AU out lets you link up with the Krath before proceeding back to the shipyard system.

After reversion you see that the station has raised its shields, lowering them in sections to let squads of corvettes depart.

The Krath Command approximates the sound of being dissapointed. "Between our other trips to and from here they must have detected our drive flares headed in this general direction."

"I though you said your cloak scatters your drive flare?"

"Yes. They cant pinpoint our exact locations but they must have detected that there was some movement and are taking precautions."

>We want to do maximum damage to docked ships in the opening barrage before they get the station shields up.
"So much for that plan." You tell Kavos.

She disagrees. "These torpedoes are a great deal more powerful than those we normally carry. If we could target their shield generators the Centurions would still be able to do heavy damage once the shields around the docks fail."
>>
>>20975467
[ ] You and the Hunter torpedo the shield generators, Centurions plasma the docks, Carriers wait in reserve
[ ] You and carrier fighters fire on the station, Centurions finish off the remainder
[ ] Alpha strike with everything, even Krath ships
[ ] Other
>>
>>20975498
[x] You and the Hunter torpedo the shield generators, Centurions plasma the docks, Carriers wait in reserve

There are many more targets to hit after this one. We don't want to needlessly expend expensive ordnance.
>>
"Get ready we're only going to have one shot at this." You tell the others.

The EX-K and the Hunter decloak immediately firing torpedoes. Your four hit the upper sections of the station around the defense batteries causing part of that ring to be ripped off. Half of the shields fail with backups almost having time to kick in before torpedoes from the Hunter hit the generators built into the docks. You try to be a bit more selective with the rest of your torps, dropping them into likely locations for backup generators.

As station defenses begin to open fire on you the four Centurions decloak, firing plasma cannon into each of the docking arms. One of the docks escape the opening salvo with only minimum damage, a pair of cruisers immediately undocking and adding their fire to that of the station defenses. You fire your last SP torp destroying ones drive section and sending it tumbling back into the ship docks.

Secondary explosions chain through the three more heavily damaged arms as all of you continue to dump fire into the station. Fuel stores and reactor systems are exploding and causing more destruction as debris is thrown around. The torpedo fire is starting to become a problem though.
While you can take cover behind the bulk of that station on the side that's now lost weapons it will only be a minute or less before they start launching them on curving trajectories around to your side of the station.

"Some of the corvettes in the least undamaged section have powered up shields and are getting ready to launch. Hell, some of the ones in the damaged sections are too."

>Do you call in the Carriers to help finish them off or call a retreat?
>>
>>20975498
>>20975531
[x] You and the Hunter torpedo the shield generators, Centurions plasma the docks, Carriers wait in reserve
>>
>>20975838
Get out of there. Save the carriers' torps for the other stations.
>>
>>20975838
back the fuck out and hunt down other supply bases with some ships while you return to rearm and attack supply bases found by the scouts. This base should be inoperable or crippled to the point that its below 50% effectiveness so it shouldnt be that big of a problem now
>>
>>20975838
>>20975901
>>20976912
We could just shoot at them without SP torps, and damage the other arms, to delay their complete launch, and then run away...


Lets not do a Pearl Harbour job...
>>
>>20977039
well instead of taking out their small crafts and leaving the big ones to rape us at a later date we have performed the opposite. Fall back while continuing to pound the station. Let them commit resources and time to rebuilding this station while we move on to another area. The less resources they can commit to Yineput due to our hit and fade tactics the better.
>>
Just in case bump
>>
>Incase anyone was wondering I used the D&D diceroller.

"Fighting retreat. Lets fall back before they launch and get organized." You order.

The Centurions dont let up on their fire even as they back away, like they even would cease fire if given the choice. Still, expending all of your ammo on one base when you dont have a clear supply chain would be bad. You manage to convince the republic ship captains to save a pair of plasma cannon shots for an emergency. By the time you cut and run that's about all they have left.

By the time you micro jump out and link up with your ride out of the system everyone has taken some damage. You took the least it seems thanks to your point defense artillery managing to shoot down a few of the torpedoes.

The oldest Centurion Captain contacts you just before the unit cloaks. "If we keep being forced to operate in small groups it might just be a good idea to get hold of some more of those guns. You only shot down one in ten conventional torps but it might almost be worth it."
The channel is cut off as the ships cloak before you can discuss it further.

"You know, I'm getting a little tired of not being able to do my job." Linda tells you in the downtime traveling between systems.
"So you're not calling those mico jumps when we're escaping fights part of your job?" you reply.
"Well there are those, but I cant even monitor our progress when we're in transit between systems like this. Its unsettling not being able to use my scanners and make course corrections."
She looks towards the monitor. "We cant even see where we're going."
>>
After making it back to the vicinity of the Terran Carrier group you're contacted with recon data the other Krath ships were off collecting while cloaked.

The first is a refueling platform.
Your heart sinks a little bit realizing what you'll be up against if you attack it. "We were there before."

Kavos heads over to the sensor station and looks over Arron's shoulder at the readouts. "Confirmed. It is one of the refueling depots that are rigged up like battle stations we saw. Fourty heavy phase cannon. It has extendable docking arms for fuel transfer so that ships don't get too close. The side facing the gas giant planet is built so that explosions will be vented outwards more efficiently than on a civilian platform. They have some ship repair capacity but not as extensive as dedicated bases."

Arron shrugs. "I wont say that its unsinkable but I wouldn't know where to start looking for a weak point."


The other is a Starfighter manufacturing plant.
Parts of the station extend into an asteroid but most of it including the docking arms are outside. There are berths for up to three House Starfighter Carriers to dock simultaneously to take on new fighters and supplies. The opposite side of the base has a battleship grade repair dock where a nearly crippled carrier is under repair.
"Looks like the Terrans got a couple of hits into her."
The station is patrolled by a squadron of Light Cruisers, some Razor class Battlecruisers and thirty corvettes.
>>
>>20982712
Sounds like the manufacturing plant is a better target.

Unless we could find a weak spot in the refueling platform's venting system, sneak in under cloak, and pump some torps into it.
>>
Because you've disabled the enemy shipyard you've decreased the frequency of enemy attacks on the Terran carrier group. With less corvettes able to act as makeshift shields for the more valuable SP torpedo carrying starships they'll be forced to stay at range until a bigger push is ready. This should give the Terrans plenty of notice before each new attack wave heads in.

You've also forced House Lat'tham to send a larger escort with each of their Carriers on what should have been routine pick up of starfighters a safe distance from the fighting. This is drawing vessels away that would otherwise be directly participating in battle or from guarding installations.

While all of this is not quite enough for the Terrans to finish patching themselves up and escape its getting close.

With the exception of the Carriers your ships have all taken damage. Kavos points out the armor around your sublight drives is somewhat compromised, as are a couple of drive plates. The latter is less alarming given the redundancy of the drives on a ship like this. You may want to consider spending 4 hours for repairs or trading out your current ships for those that are not quite as worn out.

Your current ships
10x Krath Battlecruiser
1x Attack cruiser (EX-K) (Minor damage)
1x Hunter (Armor Damage)
4x Centurion (Moderate damage, 2 plasma cannon shots remaining)
2x Ballista class Carriers (2x volleys with Mk.43 SP Torps )


Reserves that Captain Thebe is still willing to lend you
8x Centurion (Undamaged, 8 plasma cannon shots remaining)
12x Pandora class Frigate


>NOTE: Max unit size under cloak is still determined by the number of Krath battlecruisers in your squadron.

Will you be heading out with a new squadron of ships? Getting repairs before deploying? Toughing it out with what you've got or something else?
>>
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>>20983220
>>
>>20983220
Rotate out the damaged Centurions. Get as many frigates as will fit under the cloak along with our current force.

We'll shoot for the manufacturing plant.
>>
Okay, got some type rolling along but not operating on a lot of sleep atm. Will try to pick up in the morning. Sorry.

>>20983319
Everyone else agree with this plan?


Recon updates.

A Krath Frigate has reopened communications with the TCS Macedon and TCS Normandy. Both vessels are still in fighting trim but are reluctant to withdraw lest the three other super heavy cruisers from their group (which were captured) escape. Their bombardment is preventing House Lat'tham ships from bringing in ship crews to make the vessels fully operational.

Another Krath Frigate is currently investigating the situation at the Nav station.

The Terrans inform you that they've been hurriedly repairing one of their Excalibur class Battlecruisers which is fitted with a Cloaking system. It should be ready in 2-4 hours and may be able to assist you if you call for help. Its drive system is a bit too powerful though meaning long range sensors will easily pick it up at FTL.
Roll 1d3 to see how long repairs take. Lower is better.
>>
Rolled 2

>>20983615
Ah, dice. Old nemesis.

Would it be possible for the Krath Frigate to assist the Macedon and Normandy in denying the enemy use of the other super heavies? Perhaps by delivering marines or explosives? If not, we'll have to send other ships to assist if we want their help. And we'll probably need it, given how long this is taking.
>>
>>20983319
Early morning bump. We still on for this plan or another?

Will check back in 2-3 hours.
>>
Rolled 3

>>20983615
rolling

>>20985993
Im okay with that
>>
After a microjump and short fight to reach the Terran Fleet you request to swap out some of the ships you've been borrowing. The Knight Errant Ight'kima informs you that his ship has too much armor damage near vital systems to continue for the moment.

In addition to the EX-K you take 4 Centurions, 2 Carriers and 6 Republic Frigates. After discussing it with the Krath Commander it seems the Pandoras are small enough and have a low enough mass that they should be able to move two at once. As you head out a group of enemy corvettes try to block you path. Before the Terran escort can respond they get off a few SP torpedoes, one which detonates on your forward armor and another nearly destroys one of your Frigates setting it adrift.

Fury swings through the area shorty after, chasing them off and killing two of the standard corvettes.

You link up with the Krath squadron again, headed for the next sector, already down one ship.

A half hour later you arrive in the target system. The starfighter manufacturing plant is parked in a rather sparse asteroid belt that must have been mined out. That or it was a really small planetoid it was formed from.
The asteroid the base is built into is 4km by 6km. Smaller rocks sit in nearby parking orbits for mining crews to strip. One mining barge is still at work cutting into the surface of a larger one with its modified tractor/breaker beam.
>>
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"Not much in this system except for that base. One planet with a corrosive atmosphere and a gas giant that barely classifies as such. Patrols around the base itself are fairly regular. They've got five squadrons of Z5, Enforcer and older model Arrow fighters on CAP duty at the same distance as the corvettes. No way of knowing how many fighters that base could house."

>What is your plan of attack?
>>
>>20987393
Anyway we can grab that asteroid and set it adrift towards the base in a reasonable amount of time?
>>
>>20987441
The big one the barge is working on? You'd need to decloak to use tractor beams. Or you know, board the mining barge and use them to do it.

...the barge doesn't have shields up.
>>
>>20987480
Yeah the big one. Could we drop some marines off, jam the barges coms without being noticed and change course to colliding with the base? The way I see it having a manufacturing base is good and all but we need to clear up the enemy fleet fast to save our fleets, and trying to pick and choose targets that wont hurt the manufacturing plant to badly might cost us to much time.

Wish some other anons were around since I normally just lurk your threads
>>
>>20987520
Wait, we get to play billiards with asteroids? YAY!!!!!
>>
"These guys sure do love asteroid bases." you comment.

"Iron asteroids can provide additional armor and act as heat sinks for stations. They're much cheaper than fabricating all of the armor and structure necessary for a battle station. There are downsides though."

You spot the mining barge and its specialized mining beam. "How strong are those tractor beams?"
"Strong enough. They can either hold an asteroid in place to make up for the thrust generated by exploding rock or help move them into parking orbits while they mine them."

Arron speaks up "Thats why those Bounty hunters were such a pain to escape from that one time. They've got these fuck huge tractor beams on the barge."

You contact the Krath commander.
"Yes, it may be possible to land a team since they have shields down, but the moment one of your shuttles leave the cloak they'll be detected."

"What about just the Marines?" You ask. "We come in as close as possible without setting off the cloak and they go EVA falling out of it like when you dropped our ships."

"Possible. Your marines would have to jam their communications once on board. We would not be able to do so while remaining hidden."
>>
>>20987684
Take the risk, if there cover is blown provide cover while they attempt to move the asteroid into position to hit the base
>>
>>20987684
Your available troops:
On the EX-K
20x Heavy Strike Team
1040x Marines
2x Light Power Armor (1 Recon, 1 Jump Jet)

On other ships:
100x Republic Soldiers

Who are you sending over?
>>
>>20987741
>Sending

You mean leading. The Knight Captain from First Wing is still on our ship somewhere right?

Us in our armor, the other guy who uses the power armor in his power armor, Ki and the heavy strike team, and 40ish marines go EVA, another 200 or so load up in shuttles on standby. If the jump jets work in vacuum, jump jet guy gives us a solid push so that we can start infiltratin' a bit before the rest of the team gets there.

If our cover gets blown, our ships scrape any PD or other weapons off the barge and the other marines come over on shuttles while our ships screen the barge from enemy fire.
>>
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>>20987855

Captain Saputo contacts you from the secondary bridge.
"Lieutenant Reynard, your 3rd Squadron leader Arthur Moton has volunteered to pilot the EX-K if you decide to head over there in your power armor."

"You sure you dont want to?" You ask him.

"No, I'll direct the rest of the squadron from here while you're away. I have better access to all of the tactical data with the way the secondary bridge is set up."

You order the rest of the squadron to move into position to offer support if something goes wrong then tell Arthur to get to the bridge. The armoury appears is largely untouched apart from a scorch mark on the wall opposite the door. Mr Nxesi informs you that he was able to fortify his position after general quarters was sounded but still had to deal with House Lat'tham intrusion experts hacking the door controls open.

Time to suit up.

Besides the hacking module what are you taking with you? (Assuming everyone is okay with doing so?)

Available weapons:
Fusion Gun
Mass driver rifle
Shotgun (Grenades, AP Slug, Flechettes Incendiaries, other)
Phase rifle
Silenced Carbine

Silenced SMG
Silenced Pistol
Pulse Pistol

High explosives
Frag grenades
Flashbangs
Half moon (Breaching charge)

Anti tank plasma gun
Anti tank RPG
>>
>>20988084
IF we are going and no one else is opposed, I say Shotgun with HE and Flechettes, Silenced Pistol, and Breaching charge.
>>
Silenced Carbine
Pulse pistol
Flashbangs + half moon
>>
>>20988084
Anti Tank Plasma Gun
Silenced SMG
Half Moons

No time for games go in loud go in fast
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>>20988291
... its a mining ship, why do you want an anti tank gun?
>>
>>20988315
Incase we run into any bulkheads that we cant breach with the halfmoons

>>accordingly kitticu
Catchpa knows what im talking bout
>>
>>20988291
Shotgun guy here, I'll meet you halfway on that with Fusion Gun, SMG, and Half Moons.
>>
By the time you get suited up and armed the others are already waiting for you at the lower airlocks.
"Sir, you certain you should be here? We might end up in a ship battle at any moment." Asks Ki.

"Its alright Sergeant Major, we have an excess of ship pilots aboard right now." You assure him.

You see Sergeant Rob Ecord getting ready with the jump jet armor. You're not sure how stealthy it will be.
"Will those jets work outside of atmosphere?" You ask him.

Ecord holds up a pair of tanks. "Reaction mass. This thing should work fine as long as we don't have to fly to another planet."

After checking suit seals everyone heads outside in groups of ten. You wonder if you shouldn't have just used the shuttle bay but that might have forced the Krath ship to come in at a more awkward angle.

http://www.youtube.com/watch?v=0RJmVYGj5-g

Once outside and on the ventral hull of the ship everyone gets ready for the jump.
"Remember they'll try to match speed as much as possible but it may still be necessary to slow yourself down before reaching the other ship. Pay attention to your rate of close so you don't break your legs or other vitals." Ki reminds everyone.

The Krath signal that you're in position and you push off. Ecord uses his thrusters to give you a slight boost before you activate your camo.
>>
Flying towards the the edge of the cloak its dark enough you almost consider using light amplification. The moment you pass the barrier though everything is much more bright and sharply focused.
Coming in head first you flail your arms and legs around like you learned in zero G training until the hull of the barge is coming in feet first. Thankfully your suit has repulsors to slow your descent. Knees bent, you land with a slight clunk then draw your weapon.

At the bow it still looks like the Mining barge is continuing operations. From the part of the ship you've landed on it should be difficult for the station to see the marines, though not impossible. The others appear a few seconds later, a couple of them using underslung gas gun attachments on their weapons to control descent speed. You get out of the way, not wanting them to inadvertently land on you.

Ki hand signals everyone to stay coms silent.

You wonder why the barge has its shields down until it occurs to you that the rock being blasted by its mining beams would bounce off any active shield.

>Do you try to find the main coms arrays on the outside of the ship and sabotage them or let the intrusion expert mess with the com systems from inside?
>>
>>20988564
Can we put a tiny remotely triggered demo charge on the main comms array? Just in case our intrusion expert isn't as good as he needs to be.
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>>20988564
sabatoge from the outside. And guys, we want this ship intact, also, can we bring along a nonlethal option?
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>>20988564
We may want to use those comms later and time is of the essence. Mess with them inside.

Also Fusion gun or Shotgun and either Silenced sidearm is fine with me.
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>>20988615
Shotgun ammo includes (other)

Can (other) be Taser slugs or beanbags?
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>>20988618
Why do we need a gun that's especially effective at close range? We already have our pointy stick for that.
>>
>>20988633
I suppose that is fair. I like the shotgun for the HE rounds more than the up-close work.

I guess that makes the Fusion gun redundant though, so we can scratch that off the list of possibilities.
>>
>>20988628
>Can (other) be Taser slugs or beanbags?
Yes, there are stun rounds but they're the same size as normal shotgun ammo which means you can only carry so many of them.
>>
>>20988609
Yes. Do so?

>>20988615
>also, can we bring along a nonlethal option?
Phase rifles and pulse pistols have non lethal stun settings. You also have enough experience with your armor to knock someone unconscious without overdoing it.

Roll 1d20 for infiltration of ship interior.
>>
Rolled 2

>>20988677
Rollin to get our sneak on
>>
Rolled 3

>>20988677
>Yes. Do so?
Yes, please. Unless somebody can think of a reason why we should not.

>>20988677
Okay, in that case I would suggest:
Phase Rifle
Silences SMG
Half moon
flashbangs

>Rollan
>>
Rolled 6

>>20988677
Guess I'll just add my fail to our rolls, huh?
>>
Rolled 2

>>20988677
>>20988680
>>20988693

>Sonia in charge of infiltrating.

Maybe that guy with the plasma cannon was on to something.

Phase rifle works for me as well.
>>
Rolled 4

>>20988677
It seems like this mining barge will be rather hard to break into.

>The chance to roll a 13 or lower on 4d20 is around 0.44%
>>
>>20988680
>Rolled 2
>>20988693
>Rolled 3
>>20988702
>Rolled 6
>>20988704
>Rolled 2
>>20988739
>Rolled 4

I think /tg/'s new dice roller is complete shit.
>>
Rolled 16

rolling
>>
>>20988793
You are now in charge of rolling for the rest of this thread.
>>
Rolled 17

... we need a better average
>>
>>20988806
Far too late for that I'd say mate.
>>
After turning off your camo and signaling Ki to rig their com arrays just in case you head for one of the airlocks with the others. One of the intrusion experts cuts the security feeds to the airlock and you lead the way inside scouting ahead for possible enemies.

Once inside the pressurized sections you hear the ships intercom go off.
"Control to maintenance we have an unauthorized use of airlock M47 and it looks like the security sensors for that section are out too. Fix it before the end of the duty shift. Security, find out if its Dan again and stun whoever's responsible. Ted or Dan, if either of you are anywhere near the M47 airlock your asses are confined to the big for the rest of the month with half rations. No don't run, that'll only make things worse."

Time to pick up the pace. After getting the layout plan of the ship you head for the central core and the command tower. It should be the best place to take control of the ship if they're planning to continue mining operations.
>>
You're two sections away when you run into the first group of security, a pair of House Lat'tham Marines. Without hesitation you draw your HF blade and stab the first one through the midline, using the body for cover when the second snaps his phase rifle up and tries to shoot at whatever just attacked his squad mate.
"Control, we have a hosti-" You slam the first marine's body into the second, driving your weapon deeper until its penetrated both their armor. You pull out your blade and kick both of them in the head to make sure they're down.

"Reynard to Ki, blow the main coms array."
A distant thud echoes through the ship a second later.

After double checking your camo you sprint towards the command center. You dont see any more Marines yourself but you hear reports from the others that they've engaged a few.
As you reach the central core the sound of weapons fire announces Ecord's presence just before he appears armed with a mass driver and Fusion gun.

"It seems I beat you here Sergeant." You tell him.

Main computer core is directly below the command center by about twenty decks. You stun the armed civilian guards who are outside before opening the door. The systems technicians inside surrender when they see Ecord charge in armed as he is.

"Everyone over in that corner." He orders them, making sure none of them can access the computers. You do a quick sweep and backhand a technician thats trying to upload a virus into the system, dragging him off to join the others.
>>
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The hacking module takes about twenty seconds to gain control of the ship systems after its in place.
"That was easy."

The next part may be less so. While you have control and the intrusion experts can activate and deactivate the ship systems there's only one place set up to operate the mining equipment. The main command center.

Five minutes later part of the heavy strike team and a few more Marines arrive and secure the prisoners. All of the others should be done securing engineering shorty.

You bring up a map of the bridge on your HUD to check for the best way to assault it. The bridge of an unmodified mining barge is a flat wide open circular room surrounded by armoured windows to let the crew see exactly whats going on.

"All they have to do is cover those stairs. Even with armed civilians that's a kill zone."

>You plan of attack?
>>
>>20989129
We've got vac suits, they don't.

Armored windows aren't as tough as real deal structural material.

Anyone bring one of those AT weapons along?
>>
>>20989129
we have the command center under our control, correct? Shouldn't we have the ability to vent the air from the bridge? If we hit them quickly enough, they might not have time to get suits on, and we could sneak into the bridge with our camo during the confusion
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>>20989129
We have breaching charges, blow the floor of the level above and drop in.
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>>20989157
>>20989173
>>20989185
>Want to bring AT weapons at first
>Change mind for non lethal option
>Decide to kill room full of civilians

Nobody brought Anti-tank weapons, some did bring Fusion guns.
Breaching charges would work if you put them on the inside of the windows.

>blow the floor of the level above and drop in.
The floors are a bit too thick to accomplish this.

[ ] Sneak in and plant charges on window
[ ] Try to vent room
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>>20989322
[x] Try to vent room

Unless we can just toss stun grenades up the stairs.
>>
>>20989341
By the way, venting the room seems like the safer course, because unconscious civilians can be resuscitated, and there is no risk of them being sucked into space.
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>>20989322
>The floors are a bit too thick to accomplish this.
Plan B: use more explosives
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>>20989341
You could always try this, though there's no guarantee you'd get them all with a single flash bang.

>>20989351
You could also just drop the pressure low enough for them to pass out in that case. If there are any Rovinar you might have a problem but that's doubtful.
>>
>>20989396
Stun grenades and low pressure together seems like the best plan.
>>
>>20989396
Seconding stun grenades and low pressure.

Grenades first so they have a harder time getting into EVA gear
>>
After telling one of the intrusion experts to prepare to drop the bridge air pressure on your signal you head to the turbolift and ready all of your flashbangs. The doors open with a ding and you take cover from the inevitable hail of gunfire. It isnt as heavy as you expected but there is some.
You hold the door until the worst of it has stopped then sneak past, letting it close behind you.

"Shit I think they just made us use up a bunch of our ammo." One of them comments.

You hitch the grenade rings on your harness and toss four of them in different directions. The Bridge crew scramble, except for one who tries to shoot at the spot where your grenades left your camoflage.
"Now!" You shout over the com then toss another.

Air hisses out of the room and your suit warning goes off about external pressure drop. After waiting thirty seconds you head up the stairs and stun anyone still moving.

"Get a team up here it looks clear."

A minutes later some of the marines and a few heavy team members enter the bridge and tie up the crew before signaling that its clear to increase air pressure again.

"You ever flown one of these before sir?" Asks a Marine.
"No but it cant be that hard. Anyone who has tractor beam experience get on the mining control console. I'm moving the ship around to the other side of the rock but want to make it look like we're still working."

"Yes sir!"
>>
"Ki to Reynard, Engineering secure. This thing has FTL drives but I dont know if they've been calibrated recently."
"I copy." You answer.

The Marine manning the mining console gives you a thumbs up. "Ready for us to move sir."

"Good, we dont have a lot of time to waste."

You throttle up the sublight engines momentarily then recheck the thrust levels and weight distribution. This thing has a beastly amount of engine power. It has to with the amount of ore it can carry.
"Our internal ore holds are seventy percent full. No external storage pods equipped. They must not bother with the rock this close to base." Says another marines checking different readouts.

Bursts with the port side main engines and less powerful ones with the forward maneuvering thrusters start to move the barge around the asteroid, all the while keeping the bow mining beams on target. The crater the beams have cut into the surface is eight hundred meters across and just as deep.

"Sir I'm narrowing beams while we're moving. If we hit pockets of other materials it could shake us up otherwise."

"We're being hailed I think. Hard to say. It must be the station."

Not a lot of time but moving any faster would be suspicious. A minute later you're in position.

>What are you aiming for?
[ ] Repair docks
[ ] Main body of asteroid
[ ] Carrier berths
>>
Also, while the thread has not yet reached autosage I am running out of time for this week.

What's your plan after setting the asteroid on course?

Abandon ship?
Try to get the drives working and jump out with the barge?
Full out attack with the rest of your forces?
Some combo?
>>
>>20989735
>>What are you aiming for?
Is our asteroid projectile more durable than our target, or not?
>>
>>20989735
[x] Main body of asteroid

We want to disable the starfighter manufacturing. Even if we wreck the docks they can still ferry the damn things out.

Then jump out with the barge and the rest of our ships, we still have one potential target in this area and the clock is ticking.
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>>20989769
Its of similar density.
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>>20989928
>Also see you next week!

http://www.surveymonkey.com/s/JZP5P82
>>
>>20989928
Main body, then.

>>20989757
Depending on the shape of the drive, either do a micro jump if it's less dangerous, or just abandon the ship if it's not worth it.
>>
>>20989973
Thanks for 3 days of questing.
>>
>>20989973
Thanks for running, as always.
>>
1.
[X] Main Body of Asteroid

2.
[X] Full Attack

Dont attack right away, wait for the enemy forces to be fully preoccupied with the Asteroid, if a large number of them try to tractor the asteroid to stop its course, get in behind them and take as many of them out simultaneously.

Otherwise decloak when its absolutely to late for them to change the outcome of the asteroid and engage the patrols and fleeing high value targets, priority is Carriers > Cruisers > Corvettes.

Engage at range, I assume they have massive fighter stockpiles (Unless they lack pilots to man them) and hopefully our PD coverage is adequate.


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