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File: 1358193769687.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

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! ! You command the Third Attack Wing, a mixed unit of fast hard hitting Cruisers, Frigates and Corvettes.
Last time you planned out and executed an attack on an enemy shipyard in an attempt to capture a Medium cruiser that had fled from you in a previous battle. Using a pair of captured cruisers two of your pilots were able to assault the lunar defense bases that helped protect the shipyard, turning their heavy weapons upon the enemy fleet.
After splitting your forces to defend the base, you went after the medium cruiser yard and captured the ship you came for, though not without disabling its engines first. A mad dash to defend the southern lunar base followed. Enemy ships disabled the shields and began landing troops to retake it but you think your two squadrons arrived in time to prevent it.

While the Allied task force being assembled to attack this planet and its shipyard was not fulled formed yet, your capture of the guns have provided enough firepower to make up for the lack of ships.
>>
"Keep those guns firing at any cost." Orders Knight Commander Winifred. "I've taken the liberty of diverting a squadron of corvettes to take the medium cruiser you captured in tow. Your Fourth Squadron is on its way to the northern base now, you'll be relieved when the remainder of the task force arrives in system."

"Understood." you respond.

Taking a moment to do a quick check on the status of your ships you start to reposition everyone to better defend the southern base against further attack. You also bounce a signal of the fleet telling the rest of the Wing to do the same for the north base.

"Reynard to First and Third squadrons, get together any remaining Marines you still have on board along with volunteers from the damage control teams. We'll be sending over any troops you can spare to help the teams already in place. We don't know how many troops those enemy ships were able to land and I don't want our infiltration teams overwhelmed."

Once that's out of the way you look out at the battle taking place right in front of you.

Mass driver fire, mostly from the northern base tears into the closest enemy super heavy, shredding parts of the shipyard sections docked on the outer hull and battering the shields protecting the aft sections. A siege cannon shot from the Rovinar Heavy Cruiser [Death Dragon] lights up the shields causing a partial collapse which the defense guns work to exploit. Allied starships of all sizes begin to close in but are careful no to get in the way of the three largest ships on the battlefield.
>>
The damaged super heavy begins to jettison sections of the shipyard to assist its getaway but its obvious even to you that it's not going to make it. A second siege cannon shot punches through the rapidly weakening shields and strikes the hull, burning through the outer armor. The beam burns clear through the other side of the hull after a few seconds, ejecting melted debris out of a three kilometer long section. Secondary explosions light up the aft fusions drives disabling a few of them.
More than sixty armor piercing slugs slam into the now unprotected aft sections destroying the remaining fusion drives. Allied Medium Cruisers now closing in fast, dump waves of heavy phase cannon fire into any weapons or engines still showing signs of life.
The still retreating second super has shed half of the shipyard structure they were leaving with but not all of it. Not enough weapons fire is getting through the expanding debris cloud from the first ship to break its shields.

You see Terran fast battleship and some Scorpions attempting to get into position to torpedo her engines but the Aries built ship is hulled by return fire. The Medium cruisers halt their pursuit, not wanting to be caught alone and face full salvo. All pursuit of the second ship is abandoned as Dominion corvettes and Frigates close in on the crippled Super Heavy.

Dozens of small ships are fleeing the main orbital platforms from the planet and jumping out. By the time the fleet repositions to deal with the stations the majority of pirate and civilian traffic has fled.
>>
>>22584721
Uh. That wasn't as succesfull as i hoped. Kinda undisciplined and uncoordinated display of our fleet. At least we got one Super and our medium... Welcome back, anyways.
>>
Most of the ammunition for the mass drivers are manufactured on site from lunar concrete packed into metal containers, effectively giving your Marine gunners unlimited ammo. With this in mind, the fleet takes it time with the planet, letting the drivers soften up targets. Over the next two hours the medium and heavy cruisers deal with the enemy defense platforms one by one. Boarding teams secure the damaged stations with the intention of repairing them later.

Five hours into operations the remainder of the fleet has arrived and planetary shields start to fail. HLV's, fighters and shuttles assault the planet directly and start the long process of securing population centers. Any governing body has long fled leaving no one to order the surrender.
Twelve hours in the Admiralty declares the key positions on the planet secured, though it may take days or weeks to scour the outlying areas.

By the time you and your Marines are relieved the infighting has already started. Three Houses other than yours, along with the Rovinar, all want to claim the wreckage of the enemy capital ship as theirs. The Knight Commander isn't even bothering to contest it, being more interested in your Medium Cruiser and the moon bases.

You've been ordered to return to base for R&R and are on 48 hour stand down.

Is there anything you wish to do before departing the system?
>>
>>22585051
Make sure to get all our marines, count our casualties. How much damage did our wing take? Some after-action statistics would be nice.

Other than that vow to finally fill out those promotion forms like we promised Daska and the others and get ready for R&R.
>>
>>22585051
Commend everyone for a job well done.
>>
You delay departure until all of the Marines have been accounted for dead or alive. Casualties were moderate, though much worse among the teams that took and held the southern base. Heavy strike team members have commented that the new stun grenades were handy at times but required some finesse to use properly. A few enemies that were on the ball shot them before they could trigger.
While there are losses among those using power cell armor they were much less. Your regular Marines had trouble when facing enemy elite units in power cell armor of their own. Sergeant Ecord recommends anti-boarding drills with marines and crew alike versus the heavy strike team and equivalent units so that they're used to encountering those sort of enemies.

For the Wing damage across the board was rather light due to not directly engaging the super heavies, Lunar defenses or the orbital platforms around the station. Second squadron took most of the damage while brawling with frigates and corvettes, but because they were backed up by most of your starfighters this again was much lighter than they were used to. Daska has expressed an interest in keeping Vaughn's cruiser as he'd never let on to anyone just how powerful its weapons loadout was.

Both cruisers used by the infiltration team are crippled and will need work done.

You open a channel to all ships in the Wing and ask that they connect you to their intercoms.
"This is Knight Lieutenant Reynard to all crew, all pilots and all Marines that have taken part in this operation. Job well done all of you. We'll be returning to base for R&R so brace yourselves for time off."
>>
>>22585482
>Sergeant Ecord recommends anti-boarding drills with marines and crew alike versus the heavy strike team and equivalent units so that they're used to encountering those sort of enemies.

We'll have to add this to the schedule.
>>
Salvage

Republic SC Medium Cruiser
Designed by the South Central RDY Team. The ship uses a single forward hull module borrowed from the with wing sections attached to the top and bottom. The wings are joined at the ends by an engine cluster and plasma cannon. When the structural stability of the wings were called into question an additional pylon was created mid-wing housing more small engines. Carrier bays were housed in the main body between the wings protecting the fighters while launching.
The resulting design was visually imposing due to it's width and length while its speed was unmatched in it's size class. Unfortunately the class suffered from being relatively lightly armed and was very poorly armored.
Only one Prototype was built but it's positive aspects and unconventional design compared to most other Republic ships earned it a limited production run. 280 were produced with 150 of those later being up-armored and continuing service until the end of their hull life. Although the final revised design was considered a success it was overshadowed by it's slightly more capable brethren. No additional ships would be produced.

Some crews have taken to nicknaming the class the Storm Crow.

NOTE: This ship has been upgraded at some point in its past with even more engines. Repairs are expected to take some time.
>>
>>22585633
Fast, with sub-standard armament and armor, but with hangars? It sounds like a battlecarrier.
>>
>>22585633
That thing sounds like its right up our houses alley. Together with the Wayward Treasures and (hopefully, if they get it repaired) the Booster i think our house has a rather nice collection of medium ships in the expeditionary fleet now.
>>
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After returning to the station you're faced with rearming the Wing in addition to repairs of those ships still out of action.
The Starfighter contingent did take some losses, and most of your ships expended a good chunk of their torpedo stores.

Kavos informs you that with supplies now coming in it should be possible to requisition some mass driver based point defense systems for the Wing. With your ship point defense systems currently in the yellow this means you do have the more normal particle beams for anti-starfighter work.

You have 8 WRP points to spend. What will you spend them on?
>>
>>22585821
One Weapon (2)
One Shield (2)
One Training (1)
One R&R (1)
One Repair (1)
One Medical (1)
>>
>>22585821
Okay, we could either put 7 WRP in our wing, getting everything into green except 2nd and 4th's point defense.

Then spend the remaining WRP to increase the training level of the base by one so we can properly train our marines on how to fight against power cell armored pirates.
>>
>>22585864
You really want to pimp out the station that much?
>>
>>22585821
Bring Escort Carrier Fighters up to Green: 1

Bring all Squadron Munitions up to Green: 4

Bring 1st Squadron Point Defense up to Green: 1

Bring Repair up to Three: 1

Bring Training up to One: 1

I tend to make munitions the first priority because we've been using torps and missiles like mad.
>>
>>22585864
>One Medical (1)
Hmm this is the only part where I'd disagree I'd prefer it to go to on carrier fighter
>>
>>22585821
I assume from the symbols that Structure 2 means starfighter construction and Structure 3 means ship construction. Are those permanently unavailable or will the station eventually be able to support them?
>>
>>22585982
The base is probably too small for it. We may want it to be able to produce armor though if I understand the system correctly.
>>
>>22585811
Republic Medium Cruisers were traditionally used as fleet support carriers and command ships before First Contact with the other Factions.
There were initially plans to not bother with carrying capacity on the new ships until they figured out how to launch SP torpedoes from starfighters. After that it became all but mandatory to have carrying capacity of some kind.

Some variety in what people want for Wing vs Station

>>22585982
Actually Structure 2 means Starfighter launch bays. Structure 3 means industrial capacity for manufacturing.

Station Missions
>These are generally non-combat, some of which are recurring.

Mining Op
Needing a break from constant front line action? This is it. Protect the Mining barge from any potential dangers while it collects ore for the refineries.
This mission will be available at most times.

Knights of House Jerik-Dremine
Many of your pilots have reached a skill level equal to Knights of many Houses. Several of your pilots have exceeded them. Currently there are only three Knights in your wing, the Commander wants that to change.
>See more?

Weapon trajectory analysis program
A HUD modification you found on your eye implants. You ship pilots might benefit from being able to predict plasma cannon fire.
Newer pilots and even veterans can find the added clutter on their displays distracing. If you make the program available to the rest of your pilots they will need time to practice with it.

Anti-boarding drills
Sergeant Ecord recommends anti-boarding drills with marines and crew alike versus the heavy strike team and equivalent units so that they're used to encountering those sort of enemies.

R&R
Give your pilots some time off from combat and training. This should help with morale.
>>
>>22586085
Can the station ever exceed Structure 1?

I think we should start with Knights and R&R, then move into Drills and HUDs (with the necessary practice).
>>
>>22586011
Structure level 1 is an upgrade to replace the module that connects the arms of the station. Currently it is a normal station arm module that the pirates retro fitted to act as the primary connection point.

I will be back after dinner, please feel free to discuss which upgrades you guys want.
>>
>>22586152
I second this. Its time we got to promoting our pilots, we promised them since Lath'tham space.
>>
>>22585864
Let's axe the repair and medical, they're already quite high.
>>
>>22585864
Do we really need to upgrade the station defenses? It's going to rely mostly on the ships around it to repel an assault.
>>
>>22586393
More defenses we put on the station the less we have to rely upon ships. Fixed defenses are always constructed to free up mobile forces for offensive operations.
>>
>>22586085
As a side note, we should really take the time to meet with the troops and officers who took part in the fighting, active and injured. The active meeting should be informal, if possible catch them with a surprise visit during assembly and give them a "congradulations, and thanks for your service" speech in person. Given the magnitude of that victory, we owe them at least that much. The injured visit would entail touring the medical facilities and one-on-one interaction with the marines being treated, as well as personally awarding any merits or medals earned during the action.

>See more?
Speaking of which, we should also work on going through the battle reports and forwarding any merit recommendations from the junior offices, as well as making a few of our own up the chain.
>>
WRP, lets break this down so that we're getting somewhere with it. I'm seeing a lot of people asking for 5 to go towards munitions and the fighters for the Escort Carriers.
That would leave us with 3 WRP to do other upgrades with. Is this acceptable? We could then argue over what to do with the other 3 and/or maybe put up a survey.


Knights Roster
Knight Verilis Rah'ne, Knight Arthur Moton
Both of your current knights are among the elite of the Wing and competant unit commanders. While certainly qualified they've come to their status largely through seniority and perserverance. Most of the other equivilant pilots in First and Third squadrons were killed in action in the Smugglers Run.

1st Tier Candidates
Daska Rna
Siri Thal
Biran Edah
Alexander Palaiologos

2nd Tier Candidates
Mike Serth
Katherine Drake
Samuul Kuritz

3rd Tier Candidates
Lorraine Day
Vaughn Miyazaki
Tel'ra Juall
Gunther Ackerson
Sebastian Cors
Oren Bhatt

Candidate tier system. Levels of the system indicate which pilots would be more suitable to promote to Knighthood.
1st Tier is filled largely with those that are skilled pilots and qualified to command squadron size units or larger. Many of these Knights lead squadrons of corvettes into battle until they've proven skilled enough to be given command of cruiser squadrons.
2nd Tier is made up of those slightly less qualified to command larger units and may be better suited to small units.
3rd Tier Candidates are base level Knights, usually assigned a Light Cruiser after proving their skills as a pilot and/or ship captain. These make up the vast bulk of Knights in the Dominion and generally indicate the strength of a House. The more Knights a House fields, the more powerful their cruiser forces. Facing a larger force of Knights that might break corvette formations has been known to cause commanders to quit the field.
>>
>>22586847
Just wondering, I remember a few threads back you asked us to roll a 98 to save someone, which we did. Have we picked her up yet?
>>
>>22586847
I think the WRP suggestion you put forth are acceptable. As for the Knights, i think we want to produce as many knights as humanly possible, starting from the 1st Tier Candidates and Daska downwards. Most of them should have a cruiser already anyways.
>>
>>22586847
Sorta surprised to see Mike in the second tier.
>>
>>22586879
The pilot is still listed as MIA. They may turn up at some point unexpectedly.
>inb4 paranoid players

>>22586954
Really, Alex should almost be in second tier since he almost never ends up commanding 2nd squadron. Edah has had to take command of First several times. Mike has never been given command of a full squadron except in training scenarios.

Make your selection for what to spend the remaining points on. (Unless there are overwhelming objections to spending the 5 on the Wing.
http://www.surveymonkey.com/s/YMQDJY8
>>
>>22587131
Any idea when we are going to start to get WRP from the supply bases we captured?
>>
File: 1358206315362.jpg-(99 KB, 900x436, 1-the-civil-war-wounded-s(...).jpg)
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>current Vote
1 training, 1 Repair, 1 R&R

>>22587277
You're already getting some from a couple of the bases, just not all yet.
>>22586552
>As a side note, we should really take the time to meet with the troops and officers who took part in the fighting, active and injured. The active meeting should be informal, if possible catch them with a surprise visit during assembly and give them a "congradulations, and thanks for your service" speech in person. Given the magnitude of that victory, we owe them at least that much. The injured visit would entail touring the medical facilities and one-on-one interaction with the marines being treated, as well as personally awarding any merits or medals earned during the action.

Once the crews have begun offloading onto the station you start planning out your itinerary. After a short rest with a sleep headset you make your way to the station medical bays. As you're not injured the medics request you get lost but you are able to hang around the recovery area and talk to wounded. Most of those here will be back in action within the week. You wonder what it must have been like centuries ago.

It doesn't take long to spend a few hours doing this as while Marines are lower in number than infantry there were hundreds deployed to attack each base. Talking to all of them just isn't possible. Still, you're happy you were able to see as many as you did.
>>
>>22587586
Good to know. Since we are on enforced stand down, lets take a look at our wing status and see about starting to form a 5th squadron.
>>
>>22587968
I don't think we're allowed to have more than four squadrons, though we can attach support units to the wing, like the Electronic Warfare unit.
>>
>>22588043
Wrong, no more than 6.
>>
>>22588071
Oh good, we can add more firepower.
>>
>we should also work on going through the battle reports and forwarding any merit recommendations from the junior offices, as well as making a few of our own up the chain.

After doing a quick circuit of the station you head back to the ship and get to work on mission reports and commendations. Awards for the Marines and starfighter pilots will have to be handled by the ranking officers of their units. With that out of the way you contact the top four of Knight candidates from the Wing and have them meet you for dinner at one of the new restaurants that just opened recently. On the way you contact instructor Dowaire who has been busy assisting the Commander with something ever since the Lat'tham Coup.

"I want to start Knighting some of my pilots but they'll need training, maybe a lot of training I'm not certain. Could you help me?"

The old Dro'all chuckles at this. "Certainly. I've been training my replacements these past few weeks with that in mind, mostly ex-servants that wanted to assist the military in some way. The Commander anticipated a rise in the number of Knights in addition to my own pending retirement."

Arriving at the "open air" establishment Daska looks to be her usual self, though the other three seem to have no idea why they're here.

>What say?
>>
>>22588195
errybody getting knighted
>>
>>22588195
"Welcome. I've called the four of you here because you're at the top of the list for Knight candidacy. I apologize for not getting to this sooner. Now then, are any of you not interested in becoming a Knight?"

Down to business. Explain what they'll need to know about Knighthood, and let's put them on the fast track to the next level of state service.
>>
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>>22587968
>>22588043
>>22588071
>>22588167
Repairs will be mostly completed by the end of your 2 day leave, meaning 2nd and 3rd squadrons will be back to nearly full strength.
The damaged ships still in the ship reserve will need more time, even with the boost to repair rate.
Determining who to assign the custom Vengeance Types to should be interesting. Katherine Drake has requested one which would leave you without a pilot for the Bittenfeld.
>>
>>22588436
I could have sworn we had more pilots than that...
>>
Wait? Why is Brian Edah in the first tier? I mean sure he commanded the 1st squad during the clone rebellion, but he did a horrible job. I had the guy down for "Not recommended for further promotion"
>>
>>22588614
>Stops writing
If you want, we can retcon her not being invited here.
Do this? Y/N
Is it because she pilots Sylvan's old Aries?
>>
>>22588709
Yes I would. Its because when she commanded the 1st squad her units either couldn't keep formation or nearly crashed during basic maneuvers, I have to go check which.
>>
>>22588709
Wat. I dont remember him doing anything wrong, and even if, SHIT was going down during the clone rebellion. Promote him.
>>
>>22588436
I'm sure if we gave Drake one of the customs, we could either just request a volunteer to take the Bittenfeld or hold a mock battle/some other kind of game for control of it. We could justify it as being both training and part of R&R.
>>
>>22588800
(Same guy)

In fact, a mock battle would also help us train those pilots who are getting HUDs, if we end up doing that.
>>
>>22588709
Biran has my vote for YES

The clone rebellion was a situation where everyone in our Squadron, Wing and House went through hell and high water. We lost people. The fact that our people adapted and overcame the overwhelming odds is, quite frankly, extraordinary.
>>
>>22588774
1st reference
>You lead 4th squadron into place like a text book maneuver. 2nd and 3rd manage a perfectly mediocre turn while 1st Squadron struggles to form up after breaking formation to fire.
2nd reference
>“Lets move before we get a parking ticket.” You pull away from the station as most of the others do, First squadron again having trouble and pulling away last.
>“What’s the problem First?”
>“Sorry sir, I didnt have the squadron in order.” apologises Edah.
>>
>>22588868
err...

clarification:
that is a vote to INVITE BIRAN.
>>
>>22588895
That was only through us rolling horribly. A single incident. I don't think its worth withhelding his knighting over.
>>
>>22588895
There was all of 5 minutes between these two incidents. I'd prefer to not promote her ever, but I understand if some people disagree. What I can't understand is why people want to give her seniority over mike when she did at best a passable job. For that matter, I'd recommend promoting Mike in the first batch regardless.
>>
>>22588974
Two incidents actually. Also, we promoted Siri Thal over our two wingmen because he had some good rolls. (Which I objected to, strenuously. And because OP repeatedly ignored the fact that we rigged the contest.)
>>
>>22588974
Our rolling only directs the narrative of the game. She has performed poorly in the past, and that should be a factor when choosing who to knight.
>>
>>22589260
I agree. It also makes it nearly impossible to promote Matt or Drake to squad leader.
>>
>>22589260
Still, that was two incidents in a long line of excellent service. You are making too big of a deal out of this.

Becoming a knight is IMPORTANT. To knight all squadron leaders except her is equivalent to a slap to the face, and that for a minor incident.
>>
>>22589320
It didn't even end in any problems or losses and first wing performed as good as the rest in all battles since.
>>
http://www.surveymonkey.com/s/2VG8FND
Survey to keep things rolling.

>extra pilots
There should be 4 more arriving in a week. As previously stated there are also Mercenaries for hire.

>>22588331
>>22588371
>These
Daska seems a bit taken aback by your decision, though you dont hear any complaints. Alex looks over at his CO. "You know, if you don't want to be a Knight I could use more practice commanding the squadron."

"What do we have to do?" Asks the Dro'all woman.

In addition to their regular tactics and ship combat training there is a long list of this which you explain to them. Everything from fencing down to knowing which fork to use in a fancy dinner. Honestly, you still only have the basics and need to keep up your training in that regard.
"When do we start?" Asks Thal.

[ ] ASAP
[ ] Tomorrow. Take the rest of the day off.
[ ] Finish your 2 days leave.
[ ] Other
>>
>>22589513
Tomorrow.
Everybody needs a break once in a while.
>>
>>22589589
seconding.
>>
>>22589589
second
>>
>>22589320
she isn't 1st squadron leader. That battle was the only time she led the squadron
>>
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>From the look of the vote so far (which I will leave open) it seems your first group will have five pilots.

"Everyone take the day off. You'll be grateful for the break once the training starts. We're supposed to be an elite unit but we haven't been handing out promotions like we're one. Today is that last day of that. Now, dinner is on me."

This of course brings much cheering from those present. You hope its over the prospect of being Knighted rather than the food.

After the dinner everyone goes their separate ways. You meet up with your bodyguard and head over to investigate the new training equipment that's been brought in recently. A number of Marines that are newly arrived are lining up to use some of the two dozen holobooths that were included with the gear.

"What's going on?" you ask one of them.

"We're hoping to take the basic training program for the new power cell armor." The Soldier responds. "There aren't many slots open right now so command is only taking those with the highest simulator scores. Things were going okay until the Knight Commander showed up."

"What? Why would the Commander be a problem the more qualified the troops the better right?"

You're directed to one of the video screens. Taking a look it seem that all of the Marines are fighting in the same simulation against three opponents. Three opponents in full power armor.

"The Commander's been going up against the troops with the highest scores to see if their skill matches up. So far her and her bodyguards have been kicking our asses."

>What say?
>>
>>22590238
"You should try out the fusion guns my power cell troopers have made use of, if you haven't already."

if they're not loaded in, get Mike to have the fusion gun program loaded into the simulators.
>>
>>22590238
"Are you fighting fair?"
>>
>>22590238
The Commander and her two friends obviously aren't in the running for suits of power cell armor, so it's not like they're taking anything away from the Marines. Training against such advanced opponents might do them some good.

"Maybe I should take a little time off and test my own armor's new plating."

I wonder how Winifred will react to the appearance of someone in Recon Armor.
>>
>>22590334
>>22590348
"Basic loadout. Phase rifles or carbines." Says one.
A few of the others ask about the Fusion Gun and you explain it to them.
"We thought it was an anti-tank gun. It was listed for use by heavy weapons specialists only and most of these are straight infantry fights."
A number of them say they'll investigate using them.

>>22590357
The holobooths are booked for today but looking at the schedule the Commander should be here again tomorrow. Put yourself down for a match or two?
>>
>>22590529
Put us down, discreetly. Try to make sure the Knight Commander doesn't know about it.
>>
>>22590663
That sounds mean. Put us down for an open fight. Us, the jumpject guy and whoever got the cloaked power cell armor. No need to tell her that guy has a cloak though.
>>
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You put yourself down with a simple "Pilot" followed by your service number later in the afternoon tomorrow. Unless your superior checks each individual service report before fighting someone you should be able to surprise her.

Returning to the ship you talk to Kavos about what will be on the agenda for tomorrow. While five of your pilots may be starting training for Knighthood their crews should be able to take part in boarding drills, unless you have another plan in mind?
You have time for 2 of the following.

[ ] Mining Op
[ ] Weapon trajectory analysis program training
[ ] Anti-boarding drills
[ ] R&R
>>
>>22590961
Anti-boarding drill
Mining Op
>>
>>22590961

[ ] Weapon trajectory analysis program training
[ ] Anti-boarding drills

Probably should try reducing casualties and repairs going forward
>>
>>22591126
Agreed.
>>
You and Kavos decide to hold anti-boarding drills first thing in the morning. Putting in a request to the Command ship you ask for every available suit of power cell armor not under repair for a few hours.
Even with all of the available suits there just isn't enough to do a simultanius drill across the entire Wing. Armories aboard every ship are warned and prepared being told the drill will be tomorrow but not what time.

You go to bed, not using the headset for a change, and wake up early. Donning your armor you prepare for the storm of tired and hungry crew and pilots being pissed off by the drill. They can deal with it though, an enemy could strike at any moment.

Roll 8d20
>>
Rolled 11, 20, 6, 8, 4, 5, 16, 7 = 77

>>22591516
It's been a while since I last rolled
>>
Rolled 5, 6, 16, 3, 10, 18, 16, 15 = 89

>>22591516

All hands, repel boarders!
>>
Rolled 11, 12, 18, 19, 10, 19, 11, 13 = 113

>>22591516
>>
File: 1358219670250.jpg-(93 KB, 718x900, 1336426868635.jpg)
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11,20,
18,19,
10,19,
16,13

First squadron is tied for the most variable results but Knight Rah'ne proves that she was promoted for a reason. The half of the squadron her command ship is grouped with out does every other unit fighting the Marines to a stand still. More accurately they barely make it onto the ship.

Second squadron does the best overall with results similar through not quite as good as the best of First.

Half of third squadron does a medeocre job with the other half being another great performance.

Fourth squadron has the poorest overall marks but still does better than the worst of first and third squadrons.
Its close to midday by the time the drills end and you tell the marines to take the rest of the day off.

"We have some work to do in some areas but I think overall we are prepared to repel enemy troops." Concludes Kavos, handing over the data. "Then again after what happened last month I do not think the crews need much convincing on that front."

"Good. Then its time to get everyone trained with this new heads up display program." You have it forwarded to every pilot with orders to look it over ASAP.

IS there anything you want to say to the Wing in regards to their performance in the last exercise?
>>
>>22592121
Basically echo what Kavos said.

"Overall, your performance was more than adequate, though there's still room for improvement. Considering recent events, I was quite confident in your ability to keep your ships secure, and you didn't disappoint. Excellent job, everyone."
>>
>>22592121
We should have Rah'ne provide some instruction for the poorer-performing parts of the Wing.
>>
>>22592121
Note that the half of first with Biran Edah did the second worst out of all of the wing.
>>
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>>22592363
Saw this coming a mile away. In hindsight it might be a good idea to redistribute the squadrons leadership so that they're not all in the same place.
>>
>>22592363
In retrospect we shouldn't say that publicly. Although I still find it funny.
>>
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>"Overall, your performance was more than adequate, though there's still room for improvement. Considering recent events, I was quite confident in your ability to keep your ships secure, and you didn't disappoint. Excellent job, everyone."

You deliver your speech to the Wing and then let the pilots know that they'll be expected to practice with the new HUD program.
"Even if you ultimately don't end up using it in combat get some practice with it. At the very least we can have them reprogrammed to warn about plasma cannon fire."

With that out of the way you get some more practice and excercise in with your armor. Its been weeks since you've had to go into real combat with it and you want to be ready to face the Commander.

Choose your weapons loadout!

>Secondary Melee weapon
Monoblade
Republic bayonet
Repulsor gauntlet

>Ranged
Fusion Gun
Mass driver rifle (Cant be silenced)
Shotgun (Grenades, AP Slug, Flechettes, Incendiaries, other)
Phase rifle (Has stun setting)
Silenced Carbine (+Splinter rounds)

Plasma Pistol
Silenced SMG
Silenced Pistol
Pulse Pistol (Has stun setting)

>Grenades
High explosives
Frag grenades
Stun grenades
Flashbangs
Half moon (Breaching charge)

>Heavy
Anti tank plasma gun
Anti tank RPG
>>
>>22592813
Seeing how we're going after Power armor enemies
>Monoblade
>Mass driver
>Plasma pistol
>Half moon
>>
>>22592900
I'd prefer to take a mix of high explosives and flashbangs. Half-moons excel at breaching blast doors, but I think we'd have to press them directly against someone's armor to use them in an anti-personnel role, and if we're that close, we might as well use the monoblade.
>>
>>22592900
>>22592982
So, how about 2 each of half moons, HE and flashbangs?

You call up Sergeant Ecord about making an appearance in his jump jet armor but it seems it's still under repair after fighting at the moon base. Your bodyguard offers to assist and brings a mass driver rifle along with a few of the new stun grenades.

The two of you show up to the holobooth in full gear resulting in a clamour from the present Marines and remainder of the Commander's retinue.

Entering a booth once its cleared on schedule you put your equipment in the storage bins in the corners to be scanned and ID'd.

"Warning. Unidentified plasma weaponry detected. Simulation values not set." announces the computer.

[ ] "Power output counts as anti-tank gun." (Lie)
[ ] "Scale damage according to size."
[ ] "Ten percent power of an anti-tank gun." (Go easy on the others)
[ ] Other
>>
>>22593681
[x] "Scale damage according to size."

Let's make it realistic. And I'm fine with the grenade arrangement.
>>
>>22593681

[x] "Scale damage according to size"

No reason to go light on the Knight Commander.
>>
Once you've set the damage values on the weapon, the storage bins close and the holographic emitters activate.

>>22593706
>>22593730
"Team two entering the field. Previous round winner, Team one. Team two has field selection."

The battlefield terrain you'll be fighting over can be changed at set intervals alternating between the different teams. Team two (your team) can select the terrain type for the opening of this battle as they lost last time.

[ ] Forest
[ ] Hedge rows
[ ] Industrial sector (Forbearance station)
[ ] Modular station interior
[ ] Stone pillars
[ ] Urban
[ ] Other
>>
>>22593832
Modular station interior. We and the marines have plenty of experience with this type of terrain, and we want the maximum amount of cover we can get. The worst place to be when facing three troopers in powered armor is in a wide open space.
>>
Lets go with the station, its our strongest point here.
>>
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The sim starts inside a station arm module. Most of the time they're close to a kilometer in length but this one might be half the size to help get the two sides into combat faster. The interior section seems fairly normal at first. Floor with artificial gravity and so on with thick walls dividing the interior. Stores, shops and other civilian bits provide plenty of cover. The outer section normally filled with equipment, fuel stores radiation shielding and so many other things in a real station is empty. Its listed as being in zero G which would make it easier to move around quickly but is more exposed.

There are five other marines plus your bodyguard and you have the highest rank on your team putting you in charge.
How do you deploy your team?
>>
>>22594316
Keep the five marines together and have our bodyguard take point. Have them move up through the station toward the other team, staying in cover. If they reach the halfway point without any contact, they are to establish a defensive position and hold it.

Meanwhile, we will engage our camo and travel through the outer section toward the other team's start point. If we get there without any contact, we'll try to ambush the other team from behind.
>>
>>22594404
"Valeri take point, everyone move it up. I'll try to get behind them." You order before engaging your camo and heading towards one of the hatches.

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

The zero-G is a bit unnerving even though you expected it. Pushing off you hurl yourself towards the opposite wall farther down, reposition in mid flight to take the landing and jump again. You change direction, shoving off from the next wall five times before arriving at the far end and opening the hatch. You didn't see anyone on your trip in and as expected find the other team's starting point abandoned.

"Valeri any contacts?"

"Nothing yet. We're setting up a crossfire. Hang on thought I saw something."

You detect a flashbang going off and immediately begin to move yup towards the middle hoping to catch team one from behind.

Then something explodes and gravity in the station interior turns off.

"We're losing our cover, its not secured to the decking."

>What do?
>>
>>22594732
Tell them to push off toward cover that is secured to the station itself. Now that the gravity's off, they can use basically anything as mobile cover if they can apply enough force to accelerate it. They can use this to their advantage while we catch up.
>>
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"We're pulling back slightly to better cover."
You can hear more weapons fire over the channel. Shoving off you hurl yourself towards the next entrance as fast as possible.

"They're using smoke and chaff grenades to mess with our visuals and passive sensors. We cant even get good sonar."

You reach the next area in time to see one power suited figure enter the expanding smoke clouds. A second is using a model of grenade launcher you're not familiar with, firing what you can only assume to be smoke grenades. He's drifting backwards towards a section wall due to the force of the weapon firing. He'll be in position to push off in a few seconds.

[ ] Mass driver
[ ] Plasma pistol
[ ] other

Roll 2d20 with your orders.
>>
Rolled 6, 7 = 13

>>22595067
Try to get close enough to use the monoblade on the soldier with the grenade launcher. If we don't have time, aimed shot with the plasma pistol to the head will do. If we use the pistol, immediately after firing, get to cover. If we use the blade, once the soldier is dead, take any grenades he has and use them as a distraction to hopefully draw either of the other two into a position where we can more easily hit them.
>>
Rolled 3, 13 = 16

>>22595390
I don't think anyone else is still here, so I'm going to roll again.
>>
>>22595067
I will have to pick this up tomorrow. I'll check the thread in the morning then resume approximately 12 hours from now.
>>
Rolled 10, 13 = 23

>>22595390
hoepfully these are better
>>
>>22595412
See you later. It's been enjoyable as always.
>>
>>22595412
I'll just bump this up. /tg/ moving faster lately.
>>
Why did we not take the plasma shotgun. Wouldnt that melt power armor and ignite the air around it causing heat damage. We are cloaked just go in behind one, melt him and push off into cover.
>>
Regarding the station, we really should get structure up to green. I see there some factory insignia, couple that with some STL shuttles and mining barges and we have ourselves a almost self sustaining strong point for our house here that we can keep on permanently and significantly reduce any logistical footprint.

Coupled with repairs in green, and we may have the station able to build low quality starfighters and STL spacecraft
>>
>>22597646
I really think we should stay hidden and enter the stage with assassinating the Knight Commander. They are fighting marines, they dont expect a assassin, and this should be entertaining in causing disarray by simply invalidating their existence after their Charge is killed.

This should give our marines some morale and organization advantage, as they are used to fight without us in case the bodyguards get us, while they should not be really all that ok without their Knight Commander. Unless we are made out to be something of a bigger than life personae by our troops.
>>
>>22600200
That or we could sneak behind, plant the halfmoons on the bodyguard power armour, and head-shot the knight commander with our plasma gun.
>>
So, will we be going after the bodyguard with the grenade launcher or whoever ducked into the smoke cloud?
You can't tell whether it was the Commander or not.
>>
>>22600987
I vote body guard.
>>
>>22600987
The Grenade launcher guy seems like the most prominent target right now.
>>
>>22601021
Nah. We dont want to show our hand to soon. If we do they will organise accordingly. We really have to think assassin here and not combat.

We have to hunt the Knight commander, if we want to show a good impression and kill coordination.
>>
Rolled 13, 6 = 19

>>22595067
Lets Stay hidden and not kill our surprise advantage in open combat. We have recon and the element of surprise. lets wait and sneak to the best position to intercept them as close as possible.
>>
>>22601130
Well, our squad is getting hammered. We have to do something.
>>
Rolled 5, 3 = 8

>>22601154
They are a the distraction. They should act as such, ordering them to not commit and just keep them busy. They can loose ground, position, everything but numbers to prolong the enemy commitment, so that we can hunt the Knight Commander.

Considering they have either medium or heavy power armour we wont be able to hold up much against them in a fair fight, so showing up now wont make much of a diffrence.
>>
bumpity
>>
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>>22601238
All three are using medium power armor.

Survey since its hard to get a god idea of how many people are voting.
http://www.surveymonkey.com/s/WPHDGBB
>>
>>22602993
>http://www.surveymonkey.com/s/WPHDGBB
Engage the enemy in the smoke, our enhanced vision should allow us to pick up thermals right? Get him quiet with melee, hopefully we wont get hit by friendly, that is if our blade can get through the armor and poke him in the back of the neck.
>>
Well, fuck. I missed the post that we start on Monday this week.
>>
>>22603096
I know right, I was browsing my phone last night at work and was pleasantly surprised to see this up.
>>
>>22603022

And loose the surprise ?

I seriously want to assasinate the fuck out of them. One shot one kill. Get in close and plasma death them, so they dont get any reports out about us. The Knights should not know they are facing power armour until they die. That is our one major advantage over medium armour. Secrecy.
>>
Was about to start rolling then the vote changed. Currently the top 2 are:

2-Engage Grenade launcher bodyguard
2-Reposition to attack soldier moving in on allies
>>
>>22603022
>>22603349

I switch my vote to attacking the soldier moving on our allies.

>>22603300

How would we lose the element of surprise? person goes in smoke, low visual, unless they have some sort of optics that allow them to see, then this person will just suddenly go com dead and they are none the wiser, unless he knocks at the holobooth his partners are in.
>>
>>22603387
I really think we should have lied and said the plasma gun was a anti tank equivalent, since i dont think this is its actual destructive capability, but it would sure as hell have blow power armour helmets and torsos to bits, and made for a very entertaining match.
>>
>>22603533
We are still knights, and knights should fight with some honour, atleast thats how id like to see Sona fighting another knight.
>>
>>22603533
Can't really think of Sonia as a fan of instagib, at least for a friendly training match. This is mostly for fun, so let's play fair.
>>
Putting your feet down and skidding to a stop you jump upwards towards the drifting bodyguard. Drawing both your melee weapons you close in just before he reaches the wall, landing and using your suit systems to steady yourself. Swinging both blades in towards his neck from either side you don't quite manage a clean decapitation, the weapons striking parts of the surrounding armor. Still its enough to count as a kill, even though the launcher fires off one more smoke grenade in a random direction.

Your sonar picks up weapons fire coming from the rest of the marines even with the white noise being generated by all of the chaff. A mix of phase rifle and mass driver fire echoes through the hallways.

"Man down. Make that two, we're pulling back." reports Valeri. "Be advised they have mass drivers."

Off to your right a hatch into the outer sections of the station opens and another bodyguard enters. He immediately spots the body from his knocked out comrade and moves to fire an underslung grenade launcher in your general direction.

Roll 1d20 with your orders
>>
>>22603533
Yeah, blatant cheating would not go over well.
>>
>>22603674

pretty sure Sonia suffered from some PTSD when the marine was instagibbed in our first boarding action.

so ummm those PTSD points you mentioned weeks back, hows that coming along?
>>
Rolled 10

>>22603712
Lob a half-moon in his direction and dive for cover.
>>
Rolled 4

>>22603712
If the man we just killed has any easily-accessible grenades on him, take them. If we can move away from the body without touching anything, do so. If not, toss a flashbang at the new arrival and then get to cover.
>>
Rolled 15

>>22603712
Quick draw the pistol and shoot the grenade as its leaving the grenade launcher!
>>
>>22603702
Are you high? If there is one thing that Sonia Likes more then beheading and violence its instagibbing. It allows her to gib more people for less effort, in more hilarious and inventive ways.
>>
>>22603842
I thought we liked glorious salvage.
>>
>>22603829
Cant argue with that roll unless someone comes up with something more ridiculous
>>
>>22603810
>>22603811
>Lob a half-moon in his direction and dive for cover.
>If not, toss a flashbang at the new arrival and then get to cover.
Be aware he'll see the grenade flying at him.

>>22603829
Objections to this?
>>
>>22603885
No objections. As the one who rolled a 4, I'll vote for shooting the grenade.
>>
Rolled 15

>>22603885
I dont know, since it will show our hand and point out our position.

I say better get cover and hid, until we can get close again.
>>
>>22603885
Objections to this?

I'm not quite sure if a 15 is enough to do that. I'd prefer simply diving for some decent cover.
>>
>>22603829
>>22603952

It seems we have come to another empasse
>>
I want this sim completed at some point today. Rather than wait another hour for a survey to be completed I'm just going to move this forward. I apologize if this upsets anyone.

You draw your pistol as quick as you can manage and fire. The bright blue beam doesn't his the grenade or the launcher but does the next best thing. It burns straight through the weapon it's attached to causing it to shatter and explode taking off the soldier's right hand in the process.

The man dives to the side to avoid any follow up shots, detaching the launcher from the destroyed weapon with his left hand. You fire twice more but he uses his wounded right arm to block or deflect the worst of the damage with the heavy armor. Still he must be wounded badly and the simulation will make it feel like those parts of his body are asleep.

"Damn it Lieutenant, I figured it was you as soon as I saw the blade wounds." Yells Knight Jing Ki from around the corner.

There's still weapons fire coming from the rest of the Marines position.

Roll 2d20
[ ] Shoot through the wall with your pistol
[ ] Grenades for cover, close to melee range
[ ] Disengage, attempt to ambush the Commander
>>
Rolled 5, 9 = 14

>>22604172
[x] Shoot through the wall with your pistol
>>
Rolled 15, 4 = 19

>>22604172
"Well, i think it was overdue for you to face my blade-work from the other side, Treacherous knave! Bwahahahahaha!"


Re-cloack and try to sank him or headshot him with the plasma pistol, for the second insta gib of the night. Barring the possibility of getting in close without his knowledge lets disengage, and go all hunter killer protocol.
>>
Rolled 12, 16 = 28

>>22604172
LETS DANCE COMMANDER!

Disengage, attempt to duel with the commander
>>
Just as well I moved it along, divided vote again.

http://www.surveymonkey.com/s/SHDZN7V
>>
>>22604172
>I apologize if this upsets anyone.

Eh, this is all fun and games. We can't really screw up here.
>>
>>22604172
"Someone skimped on their pre match reconnaissance. As a bodyguard you really should have looked up my service number before letting me in the match Ki."
>>
Rolled 5, 5 = 10

>>22604459

I am going to have Knight Commander Winifred's virtual head on a pike! Bwahahahaha!
>>
http://www.youtube.com/watch?v=ap_xYZLyCp0

While tempted to shoot through the wall with your pistol you're certain that the others need help.
After a thorough taunting you toss a grenade at the doorway your former sergeant had taken cover in then throw yourself through the thinning smoke cloud.
"Sure hope I don't look like a hole in the clouds with my camo turned on." You mutter to yourself.

From the gunfire it sounds like the marines are giving the Commander one hell of a fight.

"We've been forced back almost to the start point." Warns one of the Marines.

The next zone is filled with less dense smoke, seeming more like fog. The amount of debris from the various restaurants floating around is making it hard to spot what's actively moving. You nearly shoot a Marine that's taking cover underneath a rotating table.

"You got cut off?"

"Yes sir. I took a shot to the leg so I couldn't keep up. Managed to hide. I'll try to get moving again."
You plan to keep moving until Valeri speaks up. "Relocating. We're retreating back towards the middle through the other side.`

Pulling back you help the wounded Marine towards the far side of this zone then move into a rear guard position. Out of nowhere a large chair breaks in half and who you assume to be the Commander barrels straight towards the Marines swinging a meter long blade. Moving into the way you block it, crossing both of your own melee weapons in an X. You take a kick to the gut which the more heavily armored knight uses to push away again, disappearing into the smoke even as the marines fill the area with weapons fire.

The timer counts down to zero.
"Field Changing" Announces the computer. "Field selection: Pillars."
>>
>>22604917
We really should have waited and killed the knight commander first.
>>
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Gravity returns and pillars burst up through the floor, the floating pieces of furniture evaporating or smashing down onto the floor before doing the same. There are no long sight lines here to give snipers the advantage.

The Commander's voice echoes off the walls,
"Lieutenant, I was wondering how long it would take you to find out about my training initiative. I'm quite certain the troops appreciate your help."

You have three marines plus one wounded.
Your plan of attack?
>>
>>22605085
Do we have a confirmed kill on Ki?
>>
>>22605144
No you do not.
>>
>>22605085
Hide, Cloak and Take her head.

the marines engage and retreat, allowing us to get in the enemies back, preferably both of them so we dont get a similar treatment of surprise buttsex murder.
>>
>>22605157
Hmmm, okay. What are our marines armed with, and what equipment did they choose to bring?
>>
>>22605161
You check your sensors. Motion trackers put a contact at one location while sonar detects another. Which one will you go for?

>>22605198
They've taken the weapons off the other Marines that have been knocked out.
3x Mass drivers
3x Phase rifles
Assorted pistols
HE Grenades
1x flashbang
2x stun grenade
>>
>>22605085
"Honestly I was surprised I managed to surprise Ki. It's a pity that [Jump Jet Guy's] armor couldn't be repaired in time or we would really have had some fun."
>>
>>22605323
Go for sonar. No particular reason.
>>
>>22605323
Definitely fill up on grenades. Give me some minutes to come up with something decent.
>>
>>22605323
I think we should go for the sonar contact. For the record, i think we should finish this fight with the plasmapistol. Have the marines use surpressing fire on the motion tracker contact while we advance on the other one.
>>
>>22605520
Okay, inform the marines of the damage we inflicted on Ki, and what kind of armament we've seen them with.

We should probably keep the marines in one group, and act as an active scout and flanker for them.

It's probably smart to keep a bit of distance between our troops, so we can't be taken out by a few well-placed grenades.

Any input from our troops? They're probably more experienced with this kind of situation.
>>
>>22604876
>>22604876
All dat bwahahaha reminds me of Rance
>>
>>22605561
>It's probably smart to keep a bit of distance between our troops, so we can't be taken out by a few well-placed grenades.

>Any input from our troops? They're probably more experienced with this kind of situation.
They agree with splitting up, but not getting too far away from each other should the others need help.

"Other than your suit sir we're totally outclassed here. We'll report on any changes in enemy movements that we can pick up in the hopes of you getting the jump on them. If we get stuck in close combat we'll either have to use bayonets or high explosives since there isn't a guarantee our rifles will get through their armor in time."

>>22605554
>>22605505
You move out towards the sonar contact, keeping a close eye on the motion tracker contact and any movements by the Marines. The others are leap frogging between cover but keeping a safe distance back.

Your sensors detect incoming and you duck to the side in time to see a small object go whizing around the corner in a wide arc before striking a wall and exploding.

It looks to have been a micro guided RPG.

Does this change your plan of attack and if so how?
[ ] Hunt down the sonar contact
[ ] Maybe later, go for the other one
[ ] Other

Roll 2d20
>>
Rolled 1, 15 = 16

>>22605888
[x] Hunt down the sonar contact
>>
Rolled 12

>>22605888
Inform the marines about the micro RPG, and keep tracking down the sonar contact.

>First roll.
>>
Rolled 17, 2 = 19

>>22605991
terrible rolls.
>>
Rolled 20, 1 = 21

>>22605991
seconding.
>>
Rolled 16

>>22606037
>Second d20.
>>
>>22606037
>>22606052
>12, 16 = 28

I... I'm okay with those rolls.
>>
Rolled 19, 18 = 37

>>22605888
Lets take Ki and his missile launcher out.

After that we can take the launcher and snipe the commander. Especially with cloak and time delay we can kite as long as there is ammo and hope for a lucky shot or even one that cripples her.
>>
>>22606308
Not a bad plan.
>>
You warn the marines about the RPGs and move up as fast as possible. The Marines take cover nearby behind a pair of pillars the micro missiles wont be able to reach.

As you round a set of the pillars your HUD detects a trip laser and you have to throw yourself over top of it to avoid triggering the beam. While the landing isn't pretty the mines doesn't activate. You spot Ki lean around a corner and fire off three of the grenades which thanks to being mostly prone whiz past you harmlessly. By the time you get to your feet and rush the corner he's dropped a smoke grenade and begun to move off.

He spins as you bring your HF blade down, blocking your down swing with the grenade launcher. The mono blade in your other hand slices him across the gut cutting into the heavy armor. He tackles you in response ramming the both of you against a wall. Throwing the grenade launcher he grabs your right wrist and tries to headbutt your helmet but by that point you've pulled your left arm back and stab him again with the monoblade, this time in the throat. It's one of the few weak points in the armor you seemed to get through before.
He goes down hard but you beat him. If he hadn't lost that hand and arm earlier things would have been different.

Checking his equipment you find plenty of grenade launcher ammo but the magazine on the launcher itself is damaged. You could still manually load one round at a time into it.
>>
Checking that your camo still works takes only a second. The swirling of smoke around your legs still gives you away though.
"I've gotta get the programmers on that."

An explosion brings your attention back to the sensor readout. The Commander is closing in on the marines but they're keeping out of reach, using suppressing fire to cover their retreat.

"Sir, we could use a little help here."

>>22606308
Do this?
>>
>>22606717
Yes, it's a good plan.
>>
>>22606717
Yeah, i think its a good idea.
>>
>>22606717
Using the micro launcher to provide cover to our marines should be useful. The knight commander probably expects us to attack her in melee.

Just make sure we have a clue how to use this weapon. I'd rather not use it than blow our allies up with a misplaced shot.
>>
>>22606753
Also take the launcher with one round already loaded. Loading rounds individually is going to be a pain and time consuming, so lets just fire and discard when needed.
>>
>>22606753
>>22606764
>>22606767
>Just make sure we have a clue how to use this weapon. I'd rather not use it than blow our allies up with a misplaced shot.

After telling the marines to fall back towards your position you check the weapon and see if you can get it to work or not. It uses a system similar to the prediction software from your eye HUD. The targeting is done before firing with only minor corrections done by the computer after launch.

Roll 2d20
>>
Rolled 20

>>22606855
Well, here we go.

>First d20.
>>
Rolled 20

>>22606876
>And the second one.
>>
Rolled 19, 18 = 37

>>22606717
yes, now with grenades and missiles there should be enough ammo to get some area of effects shots in that will allow us to get in close and with surprise finish her off with blade or plasma without getting chopped to bits.
>>
>>22606876
>>22606884
hahahahah oh my word
>>
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>>22606876
>>22606884
That went much better than I dared to expect.
>>
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>>22606876
>>22606884
I'll... finish the simulator up after dinner.
>>
>>22606876
>>22606884
What are the odds?
inb4 1 in 400
>>
Rolled 15, 8 = 23

>>22606992
Her Head! On a Pike! Bwahahahaha!
>>
File: 1358288917821.gif-(1.92 MB, 320x180, Dis gon b gud.gif)
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>>22606992
>>
>>22607002
With /tg/'s terribad RNG? The odds for rolling the same thing, or very close nunbers, within a short time frame should be significantly higher than a truly random distribution would imply.

>>22607015
No.
>>
>>22606876
>>22606884
>>22606886
The whole Wing's going to be talking about how Sonia turned the Knight Commander into a gradually expanding cloud of chunky red bits.
>>
>>22607042
If one roll was for Sonia, and the other for our marines, we'll most likely have the most respected squad of marines in the entire house after this.
>>
Rolled 18, 20 = 38

>>22607042
Nah, you see, we blow at her away, but fail to do much damage but chip away at her blade.
Once we are out of ammo, and get in close we manage to duel at her and her blade is destroyed once it connects with ours due to the previous stress, and then we proceed to brutally dismember and deep fry the knight commander into chunky microwaved salsa.
>>
Rolled 14, 13 = 27

>>22607079
in the fleet perhaps
>>
>>22607104
>>22607118

Funny thing. Look at these rolls. and the double crit before.

Its like we always get super good whenever we dont do something super critical to overall stuff.
>>
>>22607134
Reminds me of Sonia Reynard, kayaking prodigy.
>>
http://www.youtube.com/watch?v=xlZcxbRyZm8

Your test fire one shot to see how well the launcher works. Seems fine, you have the hang of it.

Loading it again you get the Marines formed up so they have some clear fire lanes for a few meters. Moving off towards their flank you fire the launcher towards the motion tracker signal. Most seem to miss their targets but the signal begins to rapidly close on you. Pulling back around a corner for cover you hold fire until the Commander breaks into view, now using a shield deployed from the armor of her left arm for added protection.
Firing a pair of grenades as fast as you can load them into the chamber one strikes her shield forcing her back long enough to draw a sword and charge. The second passes above the shield and connects with her faceplate.
Caught momentarily flat footed from the blow she stops inside one of the marine fire lanes trying to find cover. The Marines open up with everything, the other two moving to put suppressing fire on her from another direction. Loading the launcher one more time you step out of cover as well, firing your plasma pistol and keeping the grenade in reserve in case she tries something.

Winifred drops smokes but its too little too late as one of your plasma pistol shots punch through her backside armor. You put a final shot through the back of her helmet as she begins to sag towards the floor to make sure she goes down.

"Simulation over. Victory Team two." Announces the computer.
>>
>>22607943
I love our plasma pistol. So much firepower in such a handy package.
>>
You step out of the holobooth to the cheering of those present.

Jing Ki has his helmet off and is walking towards you smiling. "I always knew that camo of yours gave you an edge. I almost had you."

"Well whatever you have to tell yourself." You taunt.

Things quiet down a bit once the Commander shows herself but doesn't stop the Marines from joking around about the battle overall.
"Lieutenant, we'll have to test your skills again later. I'm interested in seeing how well you do in a rematch."

>What say?

Also:
[ ] Play another quick match with some of the Marines (Roll 1d20)
[ ] Take a break
[ ] Other
>>
>>22608126
"I'd be happy to have a rematch, sir. Though next time we won't have the surprise recon armor bonus, so don't expect too much of us."

[ ] Take a break

Btw, i think it is a waste that seemingly most of the power armor is rotting on the ships of navy nobles when the marines and groundpounders could need it far more.
>>
Rolled 20

>>22608126

[X[ Play another quick match
>>
>>22608126
"As am I. Perhaps the next time we can make it one on one."

I'd like it if we could give the simulation some actual objectives. A straight fight is interesting, but not always realistic, especially with the field changing in the middle of it. The marines should get more experience defending ships from boarding and assaulting command centers.
>>
>>22608236
Rematch indeed.
>>
>>22608236
Well I can't argue with that roll. Let's give the Commander a chance to heal her bruised ego and brutally crush it again.

Also seconding giving the fight an objective. >>22608268
>>
>"I'd be happy to have a rematch, sir. Though next time we won't have the surprise recon armor bonus, so don't expect too much of us."
"I also suspect more heavy weapons specialists will accompany the Marines in these matches. Perhaps next week then?"
The Commander and most of her escort depart, though a few stay behind to help with OPFOR once it gets back to just the regular Marines playing.

After a five minute breather you head in for another quick match against some of the marines with a smaller number on your side. As expected you mop the floor with them handily enough but are unsatisfied with the simulation options, preferring something objective based. You talk to the technicians and ask about the system.
"It's the just basic sim programming on these and the Commander wanted to see how the Marines would do when faced with a changing environment. We'll have more options open in a day or two just wait and see. Oh, wait!" The older gentleman stops you from leaving.

"There were some people looking for any of our troops that had fought at Gesaur. They wanted to create a simulation based on it they said? You were there weren't you? I know we had a lot of people fight there but I'd heard that most of our younger Knights had taken part in the operation. Do you want me to connect them to you?"
>>
>>22608499
I don't see why not.
>>
>>22608499
"Of course. I will do what i can to help out."
>>
Some time after you return to the ship a package arrives for you.
While you hope its more of those stun grenades, you don't recall ordering any more.

Knight Jing Ki has authorized the transfer of the X-ray laser he was provided with after the battle of Gesaur back in December. He rarely used it but you are familiar with the look of the weapon. The one that arrived though has been modified with a grenade launcher attachment similar to the one he was using in the simulation.

There's a message from the Knight included with the gun.
"Hello Lieutenant, don't ask me how but I've managed to "re-assemble" the weapon as it was when we took down that terrorist leader. There's data included for memory imprinting if you're in a hurry and don't want to spend a few weeks familiarizing yourself fully with the weapon. It takes some practice and finesse to make sure you've set the wavelength where it can do the most damage. If you can though the beam should be invisible while wearing your recon armor.
Be mindful of over penetration or turning up the output high enough to ignite the air."

NOTE: Memory Imprinting only available at level 3 medical facilities.
>>
>>22608499
Well, lets get to it. Preferably by compiling a list of everyone who was on Gesaur for some sim time and at the same time to get them to help with the environment, like beta testers and such.

We are a leader, lets think like one. Its not us that does the big load of work, but the ones we lead.
>>
>>22608710
I really, really want to max out all station slots.

And perhaps add to it that self sustaining mining and processing set-up someone talked about, for extra repairs as well as ammo and spares manufacture.
>>
Rolled 7

>>22608710
Outstanding.
>>
>>22608710
Next time we have simulator access, let's take an hour or so to test it. That's nowhere near enough time to reach any kind of proficiency, but it's better than nothing.

An invisible ranged weapon is an excellent addition to our armory.
>>
>>22608710
Very thoughtful of him.
>>
>>22608534
>>22608586
>>22608760
You do a quick search of those in the unit who fought at Gesaur. Some of the Marines still with the Wing were there along with most of your heavy strike team and Sgt Major Ecord. Then there's you Mike and Cpt Sylvan of course. You don't talk to Mike as he's busy today with his training but you do talk to some of the marines about the idea of the simulation.

About mid evening you're contacted by a member of the "visual development team" for the sim and ask if they can stop by and talk to you briefly about it tonight.

[ ] Sure
[ ] Delay until tomorrow before deployment
[ ] Other
>>
>>22608962
[x] Sure

Sonia always has time for business.
>>
>>22608962

[X] Sure
>>
>>22608962
Sure, sounds good.

>Captcha: house tismoni
So, is that an ally of ours?
>>
>>22608962
Since we ain't got nothing to do at the moment can we take a look at the Neeran files again? Would like to find out if we have a higher clearance than last time.
>>
>>22609147
I do have some of that written out just give me a minute.


A woman in a business suit along with a trio of technicians each with equipment arrive at the dock in half an hour requesting to see you. Security is understandably suspicious of the equipment but it all checks out. With few large rooms aboard other than main engineering or the mess hall you have them lead to the secondary bridge which you make sure is shut down. There wont be any classified data available from the terminals if one is a spy or a civilian that cant keep their mouth shut.

The woman in the suit identifies herself as one Letty Perina.
"Our company, Halide Inc, works for a number of Houses to help create relevant and up to date holographic simulations and recreations of battles. We try to concentrate on ones that multiple Houses have taken part in as more will be able to make use of what we're working on."

"Well if you're looking for people to interview I think I've been able to compile a list of most of my people who fought on Gesaur."

"Thank you. We'll be contacting them each individually later. Now, my understanding is you ere one of a handful of people to fight all the way from the landing sites up into the prison itself? What can you tell us without breaking clearance? We'd like to get as much detail as possible."
>>
>>22608962
[x] Sure.
[x] have them checked for weapons
[x] have a few marines from Gesaur with us
[x] have a few more marines conveniently armed nearby
>>
>>22609342
I think we can tell her about the landing and the armored attack crossing the ocean. That was when we were piloting dat hydra. Pretty awesome tank. I'm not sure what we hit first, but i think it was a factory for those nasty scarab light corvettes.

Nasty infighting, lost our tank there. After we secured it we found a tunnel into the prison. There was a pretty dicey call with a ventilator shaft, but one of our guys had already broken in exactly such a prison before, so he knew how to disengage it.
>>
>>22609537
We shouldn't skimp on the gruesome details fighting innocent people with mind control implants, either.
>>
>>22609537
>>22609609
Er, isn't the typical procedure for this to submit a report for review before giving any sort of tactical information to a third party? Considering we already had one house rebel, we shouldn't give out anything that might give any potential enemies an advantage.
>>
>>22609680
>Er, isn't the typical procedure for this to submit a report for review before giving any sort of tactical information to a third party? Considering we already had one house rebel, we shouldn't give out anything that might give any potential enemies an advantage.
You check their credentials then contact the command ship. Their data will be screened for anything that might still be classified before their ship is given permission to disembark. Command has given the green light to the company otherwise. They've apparently done work with them in the past.

After most of an hour being interviewed, which one of the technicians record, you get close to the end. You have to take a moment to remind yourself the public story is that Jing Ki shot the terrorist leader with an X-ray laser. Not that an assassin in Recon armor from one of the other Houses saved your collective asses. You also make sure to leave out the bit about the prisoner patients having some other work done beyond the slave implants.

"Well, that must have certainly been quite the ordeal to get through." Says Ms. Perina. "And those poor people. Terrible."

She hands over a contract paper. "This is to provide us authorization to use your particular viewpoint of events in any simulation we produce. The others we interview will be offered the same."

[ ] Sign
[ ] Skim the document (roll 1d20)
[ ] Read in detail
[ ] Other
>>
>>22609831
>[X] Read in detail
'ma and 'pa didn't raise no fool. Take your time to read the contract carefully.
>>
>>22609831
>Read in detail

Always read the contracts.
>>
read in detail of course
>>
As you start going throught he contract more carefully, even turning on a few more lights to see better the woman in the suit is getting... well nervous isn't quite it. Uncomfortable?

You stop 2/3rds of the way through on one bit.
"What's this here, "name and likeness licensing agreement" what is that about?"

"Well... there are photos and scans of you and the others who took part in the operations. If those using the simulation were to look in detail at the others present we would want it to be accurate. That would allow us to use your... likeness in it."

"In the sim?"

"Yes."

>What say?
>>
>>22610168
>What say?
ಠ_ಠ
"If you don't mind, I'd like to have a look at one of your previous works before agreeing to that."

Also, would the licensing be limited to this simulation? How much would we get for agreeing to it?
>>
>>22610168
"Isn't that something you usually pay money to get the rights to?" (It totally fucking is)
>>
>>22610250
Also, what would prevent people from using our likeness for.. shenanigans if we included an accurate scan in the simulation?
>>
>>22610253
A thousand times this.
>>
>>22610272
Do you mean....sexual shenanigans?
>>
>>22610168
Get some actors or random face generators.

For ourselves that is a absolute no go. For the others, its their choice, but we will be recommending the same.
>>
>>22610286
Not necessarily limited to that. They could use the model to fake footage of Sonia doing all kinds of things.
>>
>>22610272
>>22610286
Worse, if we become a public person someone has the right to produce any media about us and write it off as a fiction with a disclaimer and with enough money last it through the networks as 'news' or whatever.
>>
>>22610327
Indeed.

And also sell said rights to everyone who will make a good enough offer.
>>
>>22610250
>>22610253
>>22610274
>"Isn't that something you usually pay money to get the rights to?"
>"If you don't mind, I'd like to have a look at one of your previous works before agreeing to that."

The other woman sighs. "Well we get that past some people but not as many as you might think."
She calls up the compan's previous works on her pad and hands it to you. You frown when you recognise a few of them.
"These are all war movies and high end combat sims based on them." you blurt out

"Got it in one."

>Also, would the licensing be limited to this simulation? How much would we get for agreeing to it?
"I'm sure the price is going to be quite a bit higher now than it would have been if you'd just signed that paper. Should I have our people contact your financial advisors and lawyers? I'm sure they'll manage to get you a percentage. Since we're obviously not getting anything by you its called Liberators of Gesaur. They haven't decided if its going to be a series or feature yet but the sim is being developed in parallel."

[ ] Have your people contact my people
[ ] I'll have to think about it
[ ] Get off my ship
[ ] Other
>>
>>22610500
[x] Other : airlock.
>>
>>22610500
People people ETC. Its not the worst we've seen, nor we have done. And the money will be a boon.
>>
>>22610500
>[X] I'll have to think about it

I think it might not be a smart idea, as this would probably rule out all ad-hoc covert operations without extensive facial reconstruction. But I'd suggest we should talk to the knight commander, and the other people who fought on Gesaur with us, about it.
>>
>>22610500
[x] Have your people contact my people

As a Knight who keeps increasing in power and wealth, we'll have to deal with all manner of contracts in the future. This is a good test of our ability to not be screwed over.
>>
>>22610500
> Get off my ship.

You should know better than to put such tempting lines in the options. I submit a request for a response to that.
Now that we got this down, i still think we should go with have your people contact my people and severly limit the likenes to only the simulation Liberators of Gesaur, and we have complete control over any other follow ups or re-editing to prevent some fabricated fiction to be passed off as real that we dont want.


Perhaps even have all others who participated in our unit be represented by our people, if they want to and dont have people for this.

A unified front is usually better, and they should appreciate the offer - not to mention the money.
>>
>>22610500
[X] Have your people contact my people.
Its not like our bounty doesn't already have our face on it. More money to put into military related companies. (On that note, shift some money from the armor producer to the Ship manufacturer)
>>
>>22610500
[ ] Other

Yeah, thanks, but no thanks.
>>
>>22610615
But we already have a bounty poster. We kinda already need a disguise.
>>
http://www.surveymonkey.com/s/MCPQWFF

>>22610651
>Perhaps even have all others who participated in our unit be represented by our people, if they want to and dont have people for this.
>A unified front is usually better, and they should appreciate the offer - not to mention the money.

This anon makes a good point. In the event of this winning would you support this plan?

>>22610656
>(On that note, shift some money from the armor producer to the Ship manufacturer)
Everyone ok with this?
>>
>>22610806
>This anon makes a good point. In the event of this winning would you support this plan?

Yes.

>Everyone ok with this?
I don't really see a reason to do that. So, no.
>>
>>22610806
The plan makes sense. I'm okay with moving the money too, but we really should have an in-depth look at our finances again.
>>
>>22610500

Guys, I think we should consider something very, very important.

If our face shows up in a popular movie and combat sim, it will likely be seen my MANY, MANY people.

People that may wonder why the captain of that ship there looks familiar.

Sonia's face in a movie or series means that we'll never be CONSIDERED for any black-ops shenanigans with Intel again, and will practically guarantee that someone will wonder why we look familiar the next time we try to pose as a trader or merc.
>>
>>22610879
Face-changing cannot possibly be so difficult as to make going undercover impossible. If by some massive stretch it is, we will simply insist that our likeness be altered for use in media.
>>
>>22610500

I may be mis-remembering, but wasn't Gesaur long before we had the eye HUD implants? Not saying we should take the contract, but we should probably make sure they get that right. Also, if we say no what's stopping them from just finding someone that looks passably like us and buying the rights to their likeness instead? (to be honest, unless knights get special privileges with regard to controlling the use of their image this is probably cheaper for the sim company)

We should at least contact house intelligence if not the knight commander to see about any future repercussions.
>>
>>22610879
What part of WE HAVE A PUBLIC BOUNTY WITH OUR LIKENESS IN IT do you not understand? We would have to wear a disguise anyway.
>>
>>22611158
>WE HAVE A PUBLIC BOUNTY WITH OUR LIKENESS IN IT

On that note, I've been wondering whether we should upgrade our family's security back home. If only because if our meteoric rise through the ranks continues it's only a matter of time before we have paparazzi to deal with.
>>
>>22611036
A lot of the intelligence work we did was situational, and not something that we did as a agent, barring that infiltration and blowing half of a super-heavy from inside.

Plus we should really start looking to the health of our finances in preparation for the campaign end, so that we can play: Sonia Reynard Military-Industrial Tycoon.

Once we start that we can see to it that our house has SP armour of the latest make, SP weapons, and cloaks, and propel it to medium house by being the sole supplier of such weapons to the dominion and the royal house, and perhaps a few majors as well.

Sonia Reynard, House Jerik-Dermine, Arsenal and Forge of the Dominion.
>>
>>22610851
Oh reasons to do it:
1. The Armorer will run into reduced financial opportunities once the Rovinar come up with a countermeasure. (In 6 or so months)
2. The ship Manufacturer needs more investment before it really starts making money. They don't even have a marketable design yet.
>>
>>22610855
>we really should have an in-depth look at our finances again.
I seem to have lost/misplaced/deleted/other the exact financial balance but it should be around the following.

35% - Anti-torpedo armor production
30% - Funds
25% - Shipyard
5% - Various small arms companies
5% - DHI

I may have the Funds/shipyard mixed up.
Do you want to redistribute the balance of your finances?
>>
>>22611489
I kinda derped, I thought you wanted to remove funds from the power armour manufacturer.

>>22611491
Keep moving our money in small steps. 2.5% from the torp armour production to the shipyards.
>>
>>22611158

Actually, wasn't that a bounty in the smuggler's run? Specifically from the base that we CAPTURED and the Wayward Treasures Captain that we CAPTURED?

Correct me if I'm wrong, but isn't a bounty generally forgotten once the people offering to pay it have nothing left?
>>
Current highest vote is:
>I'll have to think about it

You tell the people from Halide that you'll hang onto the contract and give it some thought.

With that out of the way you leave a message for the Commander about the whole thing.
You get a response later that night.

"Lieutenant, the Battle of Gesaur is being used a recruitment opportunity by numerous Houses. The leadership feels that it could help boost support for the system and warn against the dangers of rebellion."

"So a propaganda film and recruitment video rolled into one?"

"Precisely. It isn't necessary for you to take part. You'll have to balance your own ratio of risk versus reward."

>power armour manufacturer
The program to reverse engineer and manufacture of power cell armor is something of a black project at the moment. It's not open to receive funding.
>>
>>22611873
NOPE we got the initial bounty from blowing up a part of a pirate superheavy in the rovinar infiltration mission
>>
>>22611920
>Pilot recruitment bonus + more money
Do want
>>
File: 1358306602751.jpg-(23 KB, 495x412, Bounty.jpg)
23 KB
>>22611936
This anon has it. The bounty already existed and went up thanks to Captain Crayton.
>>
Are we waiting for something? (Also, how many days of leave do we have left?
>>
File: 1358308479126.gif-(47 KB, 2798x1426, SR-North-DG2-03.gif)
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>>22612448
You're done your leave in the morning. I was updating the map.

Is there anything you wanted to do before the Wing returns to active duty?

Recon
[Recurring Mission]
Allied ships are scouring sectors but they could always use some more help.
Roll 1d100 for each sector you want to scan down.

Smuggler Base
Time remaining: 24 hours
A planet you investigated while recovering survivors, there are known to be smugglers operating from ground side bases. Nobody has bothered with it yet, but eventually someone will.

Smuggler Colony
Time Remaining: 4-6 days
Return to Tourta and ensure that Pirate forces cant use the planet as a base. Command doesn't care how you do it provided you don't violate ROE.

Independent Colony?
Threat level 3-4
Time Remaining: 3-4 days
A planet where you recovered one of your pilots and his command crew. They were less than hospitable on your last visit, don't expect that to have improved. A small modular station in orbit would be a convenient rally point for pirate forces in the region.

Fleet support
[Recurring Mission]
The main taskforce needs fast strike elements in the larger battles they're facing. Attack Corvette units from numerous Houses are being rotated out to keep them fresh. Your fast ships would be a welcome addition, even if only for a short while.

Contact Mission
The Free Planets League is rumoured to have ships, facilities and colonies in this dwarf galaxy. Command wants to find ways to minimize our ship losses. Provide assistance to them and they may return the favour.
Be advised, the League is known to use any means necessary to win, which includes violating the Factions Treaty. Be careful you do not jeopardize your career.

Enemy Asteroid mining site
Threat 4
Time remaining: 24-48 hours
A pair of refit Terran Medium cruisers are guarding the mining ships. A refinery base has been established on the surface of a moon nearby. The base is modular and could be repacked in a day or two.
>>
>>22612683

Sensor Array
Threat level High
Time remaining: N/A
Rovinar Scouts have detected a sensor array scattered around the edges of a nebula. A control station may be somewhere in the interior. The 4 largest arrays are heavily guarded. Destroy either the arrays or the control station to reduce its effectiveness.
>>
>>22612683
We need to do the Smuggler, then quickly rearm for the mining site.
>>
>>22612756
Sounds good to me. +1
>>
>>22612756
I give the plan my support
>>
>>22612756
>>22612799
>>
I have a question. Does threat level four still mean our full wing can easily crush them? If so I would recommend doing Enemy Asteroid mining site then Smuggler Base. At that point we should have unlocked another set of WRP.
If we haven't got more already its more every 48 hours right? So the 24 hours before the Moon OP + the moon op would bring us to the WRP we got >>22585821 then another 48 hours of rest.
>>
>>22612848
Honestly, the Smuggler base should just be us bullying the smugglers into line with Gunboat diplomacy, followed by a strike on the mining vessels.
>>
>>22612756
>>22612799
>>22612831
>>22612835
Smuggler base I take it?
Deployment with the full Wing or did you only want to deploy certain squadrons?

>>22612848
>Does threat level four still mean our full wing can easily crush them?
You can crush them. How easy it is depends on your tactics.
I'm thinking a little more than 48 hours might work out better, especially since your WRP is going to start increasing soon.
>>
>>22612969
Full wing. Should make this quick and easy.
>>
>>22612969
If there's next to no defence around the station, leave one squad behind, otherwise, full deployment.
>>
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Wanting to get the first mission out of the way quickly and easily you decide to deploy with the full Wing. Returning to a system you visited briefly a month ago your squadrons jump into a high orbit above the plane of the plaetary orbits. Scans come up empty. No ship traffic.

"Moving into orbit of the planet. First and Third squadrons with me, everyone else stand by."

Half the Wing jumps in system and takes more detailed scans of the planet. Last time there was a number of small population centers in the platau where the atmosphere wasnt so thick as to be smothering.

"We've got dock pits and landing fields for ships ranging from Constellation class light transports up into the Frigate size. There's no activity around the population centers, not that there was much to begin with. Any modular housing, powerstations, equipment, anything has been pulled up."

"There might be underground structures the smugglers built that could be of value." Says Kavos. "Otherwise I would recomend we reclass it as abandoned colony world."

"Oh god, I bet if we try to claim it a cruiser squadron will show up and challenge us the moment we set foot on the surface." Says Kaz from the back of the bridge.

[ ] Send shuttles to reconnoiter
[ ] Reclassify as abandoned colony world, contact House with data, move on
[ ] Claim world before some jackass shows up.
[ ] Other
>>
>>22613391
[x] Send shuttles to reconnoiter
[x] Claim world before some jackass shows up.

Stake a claim now, unless it would be inadvisable for some reason. We can spend a little time making sure there really is nothing left before we move on.
>>
>>22613391
[X] Claim world before some jackass shows up.
I mean what are the chances of it happening "again" right?
>>
>>22613513
Maybe there's a unit that does nothing but go around claiming abandoned worlds for development. It could be quite a lucrative business, if you're not the one spending billions of space dollars to actually rid the territory of pirates.
>>
I know right?
Roll 1d100

You contact the rest of the Wing before heading to the surface. "Second and Third squadrons, you have an hour to do any field repairs you think you can manage. If you're not done by the time we're ready to leave let me know and we can delay."

Arthur and Daska both copy you and you get ready to head out the door.
"Are you sure you should be headed to the surface sir?" Asks Kavos, "We may not be a sector away from enemy strongholds but its not out of the question."

"One, just one planet Kavos, Rah'ne can get the next one. Any challengers that show up just shoot them." You shout over your shoulder while headed out the door.

Shuttles head to the surface with Marines to scour the abandoned settlements, dock pits and landing fields.

You get to the surface without incident and make sure the flag is raised from a structurally sound building. While only five stories tall the building might very well be built on the highest point on the planet. From what remains of the interior this must have been richly appointed long ago. It makes sense, with the atmosphere this would be the easiest place to breathe on the planet.
>>
Rolled 68

>>22613710
.....are you kidding me?
Well anyway....Rolling thunder
>>
Rolled 11

>>22613710
>>
Rolled 58

>>22613710
Rolling.
>>
Rolled 54

>>22613710
>>
Rolled 2

>>22613710
I swear to god dice gods!
>>
Rolled 87

>>22613710
>>
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>>22613733
The Marines report that their searches haven't turned up much except for some supplies. Alcohol, a few abandoned stills, miscellaneous gear, damaged or depleted weapons.
One squad found a crate full of cigars and someone decided it would be a good idea to light up. You now have one Marine being shuttled up to the ship to be treated for whatever those cigar bush are laced with.

Lastly a team finds some old navigation charts. They're in code but Linda is able to figure out the location of another suspected smuggler base from the notes.
>>
>>22613934
While we have the wing together, we might as well check out that other base.
>>
>>22613981
My thoughts exactly!
>>
Arg, was going to add this to my last post.

I'm going to end here tonight. There are 14 posts left before autosage. With any luck I'll get back from work tomorrow with enough time left before the bump limit to finish the next area. If not I'll see you next week? Not sure but next week's game may be back to Tuesday. They're doing weird shit with my schedule so i don't know yet. I'll post on the front page of the Wiki Saturday by the latest.

Also: Requests for specific wiki articles. I'm plugging away at them but there's a ton and I mainly end up doing ones on the old retired ships.
>>
>>22614063
I'd suggest an article that compiles a bunch of important current information. Like the pictures of our Wing layout, the station upgrades, and the map of our operational area. Plus things we refer back to, like the list of stuff Sonia's estate is invested in, and the list of pilots and important named personnel.

Basically, a reference article.
>>
>>22614063
My request would be articles about the different factions and their history/backstory and basically what >>22614168 suggested.
>>
>>22614063
I'd like to see an article about the political situation and structure of our house.
>>
>>22614063
Neeran, once again. I would have requested the info about them again, but alas, i fell asleep. I think they don't get enough attention from us. They sounded like bad news the first time around.
>>
Once we get powered armour up and running as production we should consider the fusion guns and plasma pistols for our person sized line of accessories we want to develop, market and profit like highwaymen of.

It will also make our guys ridiculously heavy on the fire-power side.
>>
>>22615529
Knew there was something I forgot to post before departing from the station.

>>22619148
>plasma pistols
The plasma pistol is not currently in mass production as far as you know. Your House lacks the technical expertise to produce them at this time. That doesn't mean there won't be a chance to see more of them built, it just may take awhile.

Gone to work in a bit. Will be back in 6-7 hours.
>>
Bump.
>>
Bump
>>
With your clearance level currently what it is you decide to look up some info you'd heard about early in your career.

Search query: Neeran
Enter ID for clearance: Knight Lt Sonia Reynard, 3rd Attack Wing
>Clearance accepted!

An image pops up of a thin looking humanoid with a pronounced ridge running from where the chin would be in a human up and over the rather large head. Most parts of the body appear lumpy and misshapen with protruding musculature. Just another odd humanoid species you decide until looking at the height listed.

"What the hell? They're almost four meters tall."

Homeworld: None known. They inhabit territory currently within the borders of the Republic, living aboard vast city ships or even larger world ships.
You find numerous images and videos available through the archives from the Second Faction War. In most of them what you assume to be their city ships are tearing a path through Kavarian super heavy cruiser formations. Republic Medium cruisers backed up by entire Wings of Centurions quickly finish off any survivors.

Their vessels are smooth and rounded, shaped like elongated eg, or stones worn smooth in a stream. The only things that mar the surface are weapon emplacements, a mix of phase cannon and plasma cannon turrets. You've actually seen one of their ships before, a Neeran Cruiser that Third Wing recovered in the Smugglers Run. With the foreign construction repairing it has always taken longer, something that Captain Saputo once complained about when your two units were having a party at a former smuggler base.
>>
>>22626050
Well I don't look forward to meeting them again, but it will no doubt be quite interesting.
>>
>Worldships
>Plasma Cannon turrets

Uh. Yeah. I knew they were bad news, but that sounds like REALLY bad news.

>>22626257
Thats for sure, especially should they team up with the reps. PLASMA CANNONS GALORE!
>>
>>22626301
Don't forget, we only saw their city ships in the video.
>>
>>22626354
Still. Even the Republicans only build spinal mounted plasmacannon. Can you imagine what kind of pain a superheavy-equivalent with rows and rows of plasmacannons would be?
>>
You look through the available history, starting the first contact.

The Neeran were encountered by the Republic more than a millennium before the Faction wars. Republic starships routinely went missing while exploring their territory until an entire battlegroup was sent in to investigate which likewise vanished. Further flights into the area were forbidden until fifty years later.
The Republic was on the verge of defeat at the hands of another species. The Chief Consul took a starship into the Forbidden territory and returned one year later with a Neeran war fleet. Their city ships broke the siege that had recently befallen the capital and routed the aliens. With Neeran assistance the Republic was ultimately able to exterminate the hostile species all data on which has since been classified.

Since then the Neeran and the Republic have held an interesting mutual defense treaty. The Republic maintains a quarantine, keeping undesirables out of Neeran space and acting as a first line of defense against invasion. While the Neeran do conduct trade it is done through specific checkpoints which the Republic Navy controls. If the Republic feels an enemy may threaten their continued survival or that of the Neeran they may as the embassy for assistance. This has not been done very often.

In the Second Faction War aid was requested of the Neeran and in return they sent one hundred city ships. The Republic provided the most up to date plasma weaponry at the time to help arm them. While many were damaged in the fighting only one of the city ships were destroyed. They returned home after the war and their assistance has not been directly requested since.
>>
>>22626731
Fucking hell. Thoses are scary.
>>
After the Faction Wars what have been classified as breakaway elements of the Nerran fleets were encountered in the frontier beyond the Pandora Cluster. A number of fleets from the Factions Alliance formed in the wake of the second war were already deployed hunting down remnant forces from the Kavarian Union in the area. They were retasked with wiping out the breakaway forces after being informed the Neeran government had no interest in pursuing them. After several months fighting any survivors fled beyond what is now Shallan space.

A similar incident occurred eight years later coinciding with the formation of the Shallan Federation. Factions Alliance ships protected the Shallan homeworlds against attacks by the breakaway Neeran force. The Alliance then deployed long range sensor arrays which now protect the boarders of Shallan space, warning against against any future attacks.

>>22626395
The Terrans and the Republic have armed Super heavy cruisers they captured in the Faction Wars with turrets using Plasma cannons. The Loreto was armed with such weapons which is why the Terrans wanted to retake it.
>>
>>22626731
Soooo... How big are those city ships? 10 km radius? How do they hold up to veckron attacks, because thats the only weapon i can think of that might be able to hurt them.
>>
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>>22626898
>How big are those city ships? 10 km radius?
10km diameter at the widest point, maybe 35-40 long, they varied slightly.

>How do they hold up to veckron attacks, because thats the only weapon i can think of that might be able to hurt them.
Unknown. The Terrans as an ally of the Republic never had cause to fire them at the larger ships. They did use them to destroy a few smaller ones the size of heavy cruisers used by breakaways in the post war incursions.

http://www.youtube.com/watch?v=0FimHbIyAks

Once the marines are back on board and the surveys completed you contact command to let them know about the data on the other smuggler base you want to investigate.

"Copy that Lieutenant. Send us some scans of the encrypted papers you found and we'll get our code breakers looking at them."

You have the data forwarded then micro jump out to the position of the rest of the Wing. Second and third used the extra time to do some minor repairs they weren't able to complete before departing. Most of it is internal work but there are a few places you can see where gaps in the armor have been filled in or patched. Daska's aft launch bay must be filled with scrap metal instead of starfighters.

A few jumps later the Wing arrives at the edges of the system the next base is located in.

"Arron, tell me you saw that on the way in." Says Linda.
"Yeah, I saw it alright. There looked like a lot of FTL traffic in the next sector."

"How much?" You ask, looking back and forth between the two of them.

Linda is the first to speak up. "Either the busiest civilian port in one hundred light years or an enemy shipyard?"
>>
>>22627256
That sounds interesting. Although I'd want to gather support from the free planets league. After all, they'd probably be useful allies/customers for our house. (plus, its entirely possible that they could provide pilots for our ships in return for repair privileges or something.
>>
>>22627547
I don't want any mercs in our unit.
>>
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"Then we'll just have to be careful. What do we have in this system?"

"Another borderline habitable planet a lot like the last one in some ways. Dense atmosphere, but this time with low gravity. Mostly carbon dioxide and oxygen, almost no nitrogen. Average temperature 43 degrees Celsius."

"Would be easy enough for ships to draw in air after landing and filter it." Observes Kavos. "The temperature would be a bit high for most save Kavarians. They'll need to be near water."

"I'm seeing traffic to and from a pair of settlements. Some in the south, a few more in the north around one of the islands. The gravity is low enough that the atmosphere is more problematic for lifting off. There's the usual mix of Blockade runners, light transports, frigates and so on but there has to be about forty of them."

>Your orders?
>>
>>22627565
Technically, they'd be a foreign legion. And I would prefer not to have to deal with anyone outside our wing, but we aren't gaining additional pilots fast enough and there doesn't seem to be any way to increase the number of pilots we get.
>>
>>22627547
I think it might be worth while contacting them, but of course we have to be careful not to do anything drastic that would get us in trouble.
If we can get some pilots out of it all the better.
>>
>>22627643
no actual warships? We can take them easily.
>>
>>22627643
We're here with our full wing. Offer them the chance to surrender.
>>
>>22627643
Forty is a lot. And with the shipyard close by this could get very ugly very soon. Attack with the whole wing, get ready to split into squadrons to either pursue fleeing foes or flee ourselves. Immobilize or kill as many ships as possible. Ask for a surrender. Call in reinforcements. The usual stuff, just more careful, i don't want to get hit in the back.
>>
In retrospect, since this base was hidden it could wait. We should have attack the two medium cruisers guarding the mining equipment for more salvage and resources.
>>
>>22627799
I'm not confident in attacking 2 medium cruisers without SP-Torps. That would most assuredly lead to casualties, and our wing still isn't at full strenght.
>>
>>22627851
see
>>22612969
>You can crush them. How easy it is depends on your tactics.
>>
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>>22627683
>>22627718
>>22627735

So, combination of these?

Did you want to have the Wing jump in at different points around the planet to cut off escape? Stay in a larger group, or spread them out even more?
Where do your want your Escort Carriers?
>>
>>22627981
Divide in 2, each backed by an escort carrier.
>>
>>22628094
Good idea. By the way, how are our two additional escort carriers doing? They are sorely missed...
>>
>>22628163
10/16 days remaining on the conversion.

>>22628094
>>22628163
Roll 2d20
>>
Rolled 18, 12 = 30

>>22627981
Rolling thunder
>>
Rolled 7, 18 = 25

>>22628261
rolling
>>
Rolled 12

>>22628261
>First roll.
>>
Rolled 15

>>22628345
Second one.
>>
>>22627256
>"Arron, tell me you saw that on the way in." Says Linda.
>"Yeah, I saw it alright. There looked like a lot of FTL traffic in the next sector."
>"How much?" You ask, looking back and forth between the two of them.

Uh, this could be important. What if this is the their HQ? I mean, we HAVE taken a lot of big systems recently, and their area of operation can't be that extensive.
>>
>Shit page 9 already, better pickup the pace.

"First and third squadrons, take an Escort Carrier and jump to the far side of the system. Two and Four you'll be jumping in from this side. We'll drop in at five minutes from my mark... and mark."

You get set up with the others on this side and work through prioritizing which ships should be targeted first. Some are faster and need to be taken down quickly while others have more cargo capacity and would be handy to catch simply for their contents.

Linda preps the drives and does a quick double check before the jump, verrifying what the others have then reports she's ready. As the count down timer approaches zero you throttle up the sublight engines. Linda activates the drives then throws the throttle forward.

You're dragged back into real space much closer to the planet than you're used to but still with more than enough room to spare. The shallow gravity well the Smugglers chose will make it that much easier for them to micro jump out from your cordon. Every ship in visual range does an about face, trying to get away from your ships. Well, they can try.

The squadrons split up by flights to chase down starships. The closest ones only need a stern warning or a gentle tap on their shields to cut their engines. Anyone else seems to think they can out run you. Using afterburners you head off a Rovinar convoy tender that looks like its about to make its escape. Its four double beam turrets light up space around you and hammer your shields but you know what they can take. Once past them you double back, blocking their path and forcing them to decelerate or change course likewise delaying their jump.
>>
When they still don't get the picture you hammer their shields until the point of collapsing with both cannon and torpedo fire. That gets a surrender from them and a number of other smuggler ships that are too close to have escaped with you on their tail. Mind you there were too many for you to have caught them all but with the rest of your unit moving up it doesn't matter.

"Some of them are sending distress signals." Reports coms.
Not good, you're right next to an enemy system.
"Block them. Shit, Hafnar switch your ECM to jam long range coms."

"On it,"

"How many got out?" You ask a few minutes later when most of the targets in orbit have been brought to a stop.

Kavos looks through the reports coming in from the others. "Four that were inside the well managed to jump. The starfighters caught some that were outside before they could turn around and accelerate."
Kavos stands and walks over to you. "We should have the Marines give us access to the nav computers of these transports and leave as soon as possible. They can autopilot them well enough to get back to base with our help."

"New contact coming up through the atmosphere... medium cruiser sized transport."

A ship breaks clear built out of thousand meter long cargo modules connected together. Three side by side make up the bow supported by two behind them. Pushing them all is what looks to be the heavily modified remains of a Vengeance reworked to act as the freighter's drive section.

You don't have many troops left and an enemy response unit might appear soon. Or not at all, the smugglers don't really work for them.

[ ] Go after the transport
[ ] Get the ships you've captured out of the system
[ ] Try to get everything
[ ] other
>>
>>22629293
If some of our fastest ships can disable the transport, have them do so. Otherwise, get the captured ships out of the system.
>>
>>22629293
One in the hand is worth two in the bush.

Get the ones we've got and get out
>>
>>22629355
>If some of our fastest ships can disable the transport, have them do so.
Disabling the transport is the easy part. Getting it out of the system if you were to do so would be the hard part.

"Options?" You ask.

Your LST's pilot opens a channel. "If you could knock down their shield we could get aboard but I can't guarantee the remaining Marines will be able to take the ship before it jumps. If that happens we'll just be along for the ride. You'd have to reach our locator beacon before enemy forces do."

[ ] No, too risky
[ ] Risk is part of the game Roll 1d100
[ ] Destroy the ships engines so the Pirates will have to fix them
>>
>>22629668
>[X] Destroy the ships engines so the Pirates will have to fix them

No reason to risk our marines.
>>
>>22629668
destroy
>>
>>22629668
>Destroy the ships engines so the Pirates will have to fix them
Might as well annoy them if we can't take it with us.
>>
"Kavos, coordinate with the rest of our ships, start getting the rest of the transports out. There's no telling how long we have before more enemy ships get here."

"Yes sir."

Linda plots a few jumps for a pair of the smaller transports and begins streaming the data to the Marines holding the bridge.

You contact second squadron's modified Centurion. "Day, I want that big transport's engines gone."

"Copy that."

The jug of a ship leaves formation for a moment then, lining up on the transport. One burst from her phase cannons weakens the shield slightly before her plasma cannon shot tears through the drive section. Three of the sublight engines are destroyed by the hit and the others flare out.

"Ship disabled sir."

You hang back as the rest of the Wing begins to jump, watching for stragglers. Not ten minutes after Kavos warning Arron detects enemy ships at the edges of the system.

"Lets get out of here before more show up." you decide.



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