[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 1369162785945.jpg-(32 KB, 810x427, House & Dominion.jpg)
32 KB
32 KB JPG
This is a Quest thread, minimize and move on if it's not your thing.

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, one of the elite units of the House, composed of fast hard hitting Cruisers, Frigates and Corvettes. You and your Wing have gained a reputation for capturing enemy hardware be it through battle or negotiation.

3rd Wing and dozens of similar allied units were deployed in the opening wave of Operation Typhoon with orders to destroy or disable infrastructure deemed vital to the continued operation of the enemy fleets. Capture has been a secondary objective.
It would take too long for the Allied Factions to muster the material and manpower necessary for a full scale invasion and the subsequent occupation of the region. As soon as the local threats are eliminated the fleets will move on, driving ever closer to heart of Warlord territory. Intel shows that the enemy fleets are pulling back towards a single heavily defended hard point.
>>
File: 1369162837014.gif-(45 KB, 1770x1382, 3rd Wing RP & ORG 24.gif)
45 KB
45 KB GIF
It is late in the 3rd day of combat operations and the Wing is in rough shape. 6th squadron is undergoing repairs to their sublight drives after finding themselves on the wrong end of a starfighter torpedo barrage. 1st and 5th squadrons are at just above half strength as are the Wing's starfighter forces.

You have 12 Shield Piercing Torpedo barrages remaining for your starships, slightly more for your starfighters because they take longer to deploy from their carriers.

Allied forces
>Dominion corvette wing
14 Attack corvettes
50 Standard corvettes

>Rovinar Battle squadron
1 Battleship
4 Cruisers (Light cruiser weapons & Armor / Attack Cruiser speed)
6 (Combat) Hunter

>Dominion Carrier Group
1x Carrier
6x Light Cruiser
12x Combat Frigate
>>
File: 1369163019570.gif-(19 KB, 1090x1000, CONVOY & BASE.gif)
19 KB
19 KB GIF
A large contingent of pirate aligned warships and transports are preparing to depart the area. Your attacks combined with the arrival of the main fleets has helped scare the locals into rushing the evacuation as much as possible. They've drawn in any available ships including those from sectors that weren't on your list of targets.

You're going after one of the two most heavily defended convoys. Pic related.

The convoy is a long drawn out group with warships forming an outer protective shell. Their attack cruisers are located towards the middle of the formation where they can quickly respond to threats.

>How do the enemy forces compare to ours in long/medium/short distance firepower?

Their fleet has superior firepower to yours at almost any range but it takes time to bring it to bear. At medium to close range you would be at a significant disadvantage. Point defense is minimal except for on their carriers and some of the light cruisers. The number of carriers in their group means that if given enough time to deploy they could threaten starfighter superiority. Your point defense coverage, while damaged, is still enough to offer some protection.

Survey was put up on the wiki the other day.
http://www.surveymonkey.com/s/5V9R9XH
>1)What type of ships did you want to target first? Select 2.
(Highest voted will be primary, second highest will be secondary targets)
[ ] Battleships
[ ] Attack Cruisers
[ ] Carriers
[ ] Military/Other
[ ] Transports
[ ] Other

>2)How did you want to engage the convoy?
Depending on the number of "Other" responses we may end up trying to work this out for a bit.

[ ] Full attack. Get in close using SP Torps to gain advantage
[ ] Ranged Bombardment
[ ] Hit and Run/ Kite them
[ ] Other
>>
Comments? Questions?
>>
So, people would like to knock off the attack cruisers first but are undecided against what else to hit first.
It's a tossup between Battleships, Carriers and Transports.

50/50 split between ranged bombardment and kiting the fleet.

Did you want to do anything about the station?
>>
>>24959131
Every ship we disable will most likely get left behind while the other ships continue towards their destination. So I'd suggest withdrawing as soon as we have disabled something big or important instead of trying to destroy it.

I'd also guess the enemy will most likely not follow us when we withdraw, as it would weaken the convoy's defences.

... would it be possible and/or feasible to use excessive micro-jumps in our attack?
>>
>>24959536
>... would it be possible and/or feasible to use excessive micro-jumps in our attack?
I don't see why not.
>>
>>24959586
Hmmm, okay.

What about the silent hunters? Would it be possible for them to get through the escort screen and to start dropping time-delayed torpedoes?
>>
>>24959635
There's only 2 of them with cloaks.
I left them off the list of allies. Whoops!

>Would it be possible for them to get through the escort screen and to start dropping time-delayed torpedoes?
Possible, but it wold only work once.
>>
>>24958724
H&D Time!
>>
>>24959586
>>24958780
If we can kite them with micro jumps that would be the best option I think.

Also, if we can take out all or most of the carriers early on that would eliminate their star fighter use and open up the option of of punching a big whole in their formation with our own star fighters when we chose to hit them head on.
>>
>>24959389
The station is likely rigged to detonate or at least trapped anyway, ignore it.

We should pull a Wayward Treasures™ and alpha strike them with a full fighter SP torp load, while our allies load their fighters to counter enemy fighters. If they have dedicated bombers and are low on SP torps, let them load up with some of ours for a run or two.
>>
>>24959746
I'm down with this plan. Hit 'em hard.
>>
>>24959684
Probably better to keep them around for targets of opportunity, then.
>>
Rolled 29, 81 = 110

Still some dissension over Battleships or Attack Cruisers for secondary targets. I'll just add my own vote soon to break the tie if nothing happens.
Hit and run tactics winning by far.

Which direction are we coming at them from?

Roll 5d20
>>
>>24959894

We attack with the enemy fleet between us and the base. We'll use their ships as a shield from any additional fire, and hopefully force any torpedo fire to use up too much fuel by maneuvering through their ships or arcing around them.

and I should have copied my plan for here instead of just putting it in the survey's other option
>>
Rolled 5, 11, 9, 18, 5 = 48

>>24959894
From behind the asteroid base. Use it as cover.
>>
File: 1369167391933.gif-(27 KB, 1090x1000, 1369163019570.gif)
27 KB
27 KB GIF
Rolled 3, 17, 9, 9, 12 = 50

>>24959894
Start with a frontal attack work our way down with side with our hit and run tactics.
>>
Rolled 4, 14, 3, 9, 6 = 36

>>24959894
>>
Micro jumping in a good distance out the fleet turns towards the convoy and launches torpedoes. SP's and conventional warheads streak out toward the massed ship formations.

"Starfighters deploying."

Small craft launch from the side facing bays of your Escort Carriers while the larger Carrier used by your allied disgorges a cloud of them. A marker pops up on the HUD showing the recovery point for the fighters after they've launched torps.
You continue firing, mostly filling subsequent barrages with conventional torps and missiles but still adding the occasional SP."

"Starfighters away."
"Enemy fleet has deffinitely seen us." Says Arron.

"All ships align. Jump by squadrons once you're ready."

You pull up and point the EX-K along the heading to jump out. Corvette squadrons are first, then your people followed by the Rovinar. Predictably the Carrier group is last, which you make sure to wait for.

At the edges of the system you come about again and jump back. This time you're a bit closer to the fleet, appearing more on their flank but still on the opposite side of the convoy to the station.

"Launching second volley." Reports Kavos as everyone opens up.

The starfighters, now close enough and having build up enough speed, fire their torpedoes and burn hard towards your carriers for pickup. Return fire in the way of long ranged heavy phase cannon fire begins to shake things up.

"Align for jump. Hold until fighters have been recovered."
>>
There's enough time to see both waves of torpedo fire arriving at their targets. Enemy Carriers have been launching fighters as fast as they can while frigates and corvettes try to block the incoming missile wave. It's too little too late. Your torps tear through the escort ships trying to protect the carriers. One of them is struck amidships, the fireball erupting out of the main bay and the hole now in its port side. A trio of follow up shots reducing the bow section to scrap. Twenty conventional torpedoes slam into the remains.

Elsewhere the battlecruisers and battleships begin to take hits but most of them are not going down as easily. They're taking damage for certain but the tougher ones have been upgraded with newer armor.

"Incoming fighters."

The enemy starfighters that were able to launch are inbound fast approaching torpedo range. As planned your interceptors fire their missiles, covering your attack bombers as they land. They still manage to get off their own torpedoes.

"All our fighters are aboard. Escort Carriers jumping."
"Remaining ships, hold until the ones from the Carrier group have landed." your order.

The remaining mass driver point defense opens up.
"We're going to take the brunt of it." Warns Kavos.

A dozen torpedoes and missiles strike your shields but they're holding. Some of your people take SP hits but they're good enough by now to take them on the toughest parts of their remaining armor if they cant dodge them.
The last group of interceptors are snagged by recovery tractor beams on the carrier. They're already in the middle of jumping out when their ventral shields raise
"Punch it."
>>
File: 1369171858469.gif-(19 KB, 1012x695, SR-OpTyph_L08C-3 Oversector 6.gif)
19 KB
19 KB GIF
"The fighters are rearming, they'll need a few more minutes."

"Damage?" You ask.

"Shields recharging. Our Wing suffered the worst of the armor damage. Most ships won't be able to take SP torpedo hits without crippling damage. Also we are down to eight SP torp volleys."

Intel from the cloaked Rovinar ships now loitering in the engagement zone show that the convoy has begun to jump out of the system. Those ships too damaged to keep up are being left behind. The battlecruisers and battleships mostly took hits to their forward sections because of the angle of the attack. Between that and their tough armor relatively few were removed by the attack. Still, there was collateral around the carriers because of their escorts trying to protect them.
The enemy fighter forces have taken heavy losses but the survivors are landing on any civilian transports that can take them.

Lt Metharom updates your Intel.
"We've calculated the following reversion points for the conoys. They'll need to drop out and align for the next jump to make their escape."


[ ] Jump back in to try and damage the remaining stragglers
[ ] Get set up to attack the convoy's next reversion point
[ ] Other
>>
>>24961107
>[X] Get set up to attack the convoy's next reversion point

Also, offer the stragglers a chance to surrender. Offer them warm blankets, reduced sentences, and hot cocoa if they don't agree immediately.
>>
>>24961256
So, you wanted to send enough ships to go after the stragglers so that they're not overwhelmed?
Meanwhile most of the fleet would be going to the next reversion point.
Is that it? If so how many ships did you want to go after the remainder.
>>
>>24961107


[x] Get set up at the next reversion point

how many carriers did we knock out?

we should try to pull off another fighter-based SP torp mass volley, with allied fighters handling anti-fighter operations.

Can we all in some of those allied mercs to police the crippled ships we leave at each reversion point?
>>
>>24961493
Sounds good to me. Would first squad be enough?
>>
>>24961524
>how many carriers did we knock out?
All of them. The remaining fighters are basing off of transports and other starships now. The strike on the Battleships and battlecruisers was less effective.

Thunderstorms here. If I don't post for a longer period than usual I've lost internet/power.

>>24961560
There are enough ships still leaving the gravity well that it would take 2 of your squadron minimum.
>>
>>24961580
>There are enough ships still leaving the gravity well that it would take 2 of your squadron minimum.

I'm not entirely sure, to be honest. What ships have been left behind?
>>
So it seems 1 or more each want to go towards the next jump point or go after the stragglers.

>>24961726
>What ships have been left behind?
1 Kharbos battlecruiser
2 Norune battlecruisers
3 light cruisers
5 combat frigates
8 corvettes
4 light attack ships

2 medium cruiser grade transport
1 mining barge
6 Y-type transports
2 spar transports
2 Remora
4 Frigate
1 mod hauler
1 J-Type mod trans
4 cargo corvettes
15 light transport/FTL yacht/etc
This does not include ships that have been crippled and are unable to jumpt, all of these are scrambling to escape. You have seconds to engage them.
>>
>>24961580
I think we should stick together and Get set up to attack the convoy's next reversion point.
>>
>>24958724
Please put the word quest somewhere in the title to help the people with filters.
>>
>>24961862
Focus on disabling the bigger transport and the mining barge, then follow the rest of our allies to the next reversion point.

I'm also >>24961726 and >>24961560, just to avoid having my vote counted multiple times.
>>
Okay storm is past, back on the main machine in a few minutes.

>>24961916
I've already compromised by putting quest at the top of the description where It can still be seen on neet tv. I dont mean any ill will but if that's not good enough all of a sudden after 18 months running H&D you can dealwithit.jpg
>>
So, 2 people for heading out to the next reversion point, 2 for going after stragglers. Probably.

Any of your people you send after the stragglers will auto use SP torps because of the limited time table.
Looking for either some closing arguments in favour of either or a roll of 1d2 to decide.
>>
Rolled 1

>>24962272
I'm impartial so here's my coinflip

1 for stragglers
2 for pursuit
>>
"Sir, are we heading towards the next jump point or taking out the remainder sir?" Asks Arthur.

You take a moment to consider.
"Third and fourth squadrons, jump back in system."
Both squadrons move, jumping now before any more ships can escape.

"The rest of us should head for the next jump point. Move out."

By time you arrive and trace the point the fleet has been rallying at they've already begun to align for their next jump. It's going to take another minute or two before all of the ships are ready though.

The Knight Captain in charge of the Carrier group contacts you.
"With the time it will take to recover fighters after engaging the convoy here we might not arive at the next alignment point in time to contribute. We can still move ahead now and lay in ambush."

[ ] Use fighters to assist current attack
[ ] Send them to next alignment point
[ ] Other

>Also Roll 2d20 for your squadrons going after the stragglers
>>
Rolled 8

>>24962452
>[X] Send them to next alignment point

Just make sure our combat ships take care not to take too much damage, or our ambush will be worthless.

>1
>>
Rolled 16

>>24962506
>2
>>
Rolled 9, 9 = 18

>>24962452
[x]Send them to the next alignment
>>
Sending the larger Carrier on ahead you hang onto the Escort Carriers just in case then prepare for some hit and run attacks on the convoy.

1) How many of your 8 remaining SP torp volleys are you willing to spend?

2) Will you target military ships or the transports?

Roll 3d20 for hit and run
>>
Rolled 1

>>24962741
1) Between 1 and 3, I'll let the die decide.

2) Military ships with the SP torps, transports with the regular attack.
>>
Rolled 6

>>24962790
>1
>>
Rolled 4

>>24962802
>2
>>
Rolled 11, 9, 17 = 37

>>24962741
1) Two
2) Military first priority, transports second. Once the SP volleys are finished, begin targeting transports with standard torpedoes.
>>
Rolled 20

>>24962810
>3

Damn, these rolls. We also have 1 more attempt for the the roll here >>24962452
>>
Rolled 17, 2, 14 = 33

>>24962741
>>
File: 1369180482377.jpg-(649 KB, 1024x768, wallpaper-03-galaxy-on-fi(...).jpg)
649 KB
649 KB JPG
Jumping in behind the convoy with 1st, 2nd and 5th squadrons you let fly with a pair of SP torp volleys. Using phase cannons you switch targets from the military ships to the transports, and lob a few more conventional torps their way. The escort formation shifts in an effort to better bring their weapons to bear and you break off, micro jumping out.

The Rovinar then jump in, throwing their fire into the convoy's flank. The heavier E-beams used by their cruisers and Battleship do considerable damage to any transports they strike, cripping the engines of a few. They arent able to stay in as long as some of the heavier hitting battleships and battlecruisers get their guns into line faster than they did for you.

Even before the Rovinar unit jump out the corvettes leap in, targeting ship on the opposite side of the convoy, cripping more than a dozen of the exposed transports. The smaller ships are too fast for the slower tracking guns on the Y-type transports to target effectively. Some of the transports and escorts scatter, breaking formation so they can jump early. Those towards the front area already leaving.

The last of the ships that had been left behind in the previous area leap in with 5th squadron hot on the heels. A Centurion cores the main drive section of a Norune battlecruiser as it loses aft shields.

By the time your part of the Wing micro jumps back into the battle much of the convoy is breaking formation.

Roll 2d100 for exploiting enemy Rout.
>>
Rolled 32

>>24963303
Exploiting stuff!
>>
Rolled 25

>>24963351
>2
>>
>>24962062
Thank you for being considerate.
>>
Rolled 87, 67 = 154

>>24963303
Rout!
>>
Rolled 95, 78 = 173

>>24963303
>>
http://www.youtube.com/watch?v=fkLGHnS8rSM

The first targets that come under your guns are a few warships that have lost shields because of damage the Rovinar did a minute ago. Phase cannon beams scar the outer armor of a Frigate as you focus in on the engines. Sustained fire melts through and destroys one of the sublight drives sending the ship into a flat spin.

Second squadron closes to pulse cannon range and opens up, batter through the weakened shields on a few light cruisers, then getting in behind them to hit their drives. Ships are jumping out at random but still have to be careful not to end up with a ship directly in their path should something go wrong with their drives.

3rd squadron cripples the remaining Norune battlecruiser then moves up, hammering ships seemingly at random. You're momentarily distracted by a patched up looking attacking cruiser until Alex dings it with his cannon, forcing it off.

Forming up with a Rovinar cruiser the pair of you rapidly cripple a number of corvettes and transport frigates with combined fire. The blockade runners and warships are escaping the fastest at this point you notice and only two of the medium cruiser lized ships have jumped out.

A fire warning indicator lights up your HUD as pair of Centurions pop out from behind a transport.

Roll 1d20
>>
Rolled 2

>>24963922
>Roll 1d20
Rolling!
>>
Rolled 5

>>24963922
>>
>>24963956
>>24964014
We might be taking some serious damage if no one else rolls.
>>
>>24963956
Oh, the suspense.
>>
Rolled 4

>>24963922

Pickle, pickle!
>>
Rolled 1

>>24963922
>>
>>24964627
[x] Try to regain control of the ship
[x] Call for support

We aren't out yet, but we will be if we don't get another ship to shield us before we take any more fire.

Can we still jump?
>>
"Here we go again." You think to yourself while slamming the emergency thrusters and rotating the ship slightly to provide a thinner profile.

The first shot punches through your shields, causing a partial collapse. The ventral hull just to starboard of the ships spine light up with damage and you're thrown against your restraints. Just a graze. The second shot strikes your inner port side torpedo launcher and cores into the hull about fifty to sixty meters off the centerline.

You think, there isn't very much time to tell before you're thrown to your left side. Most of the display screen and bridge lighting fails, replaced by red emergency lighting and the scream of metal melting. Alarms are going off and most of the damage display that's still working is lit up.
While not as bad as that one time with the Bittenfeld you can tell the ship is in a flat spin and the inertial compensators aren't working so great.

An emergency alert on your HUD warns about rising temperature levels in the compartment immediately to port of the bridge. It's at 200 Celsius and climbing fast.

"Port side wing and engine is gone!" Says Kavos.

[ ] Try to regain control of the ship
[ ] Abandon ship
[ ] Other
>>
Rolled 22

>>24964664
"This is Reynard, I need cover ASAP!"
You haul yourself up against the extra sensation of weight and grab the controls, hitting the monitor reset.

Roll 1d20 for regaining control of the ship.
>>
Rolled 1

>>24964740
We've been through worse. We can do this.
>>
>>24964827
But only if someone else rolls.
>>
Rolled 18

>>24964740
>>
Rolled 6

>>24964740
Last roll for me, then off to sleep
>>
>This is a Quest thread, minimize and move on if it's not your thing.

Not considered maybe just putting 'quest' in the subject field so people can simply filter?
>>
http://www.youtube.com/watch?v=ogJy8Q9bHDo

The monitors boot back up showing the spinning star field outside and the signs of battle which are beginning to fade. An impact shakes the ship but Kavos dismisses it as being 'just a nuke' while you try to get the controls to respond. The starboard engines are stuck at full burn. It's a good thing the afterburners are offline or this would be a much more concerning ride.

Linda unbuckles her harness and crawls across the floor to the ops station until Kavos can help pull her to safety. The temperature in the bridge has jumped, now climbing past that of the human body, and is continuing to rise.

"Come on, respond." You mutter. "Kavos, see if you can reroute commands to the starboard drives. We must have lost something in that first hit."

"Damage to the secondary processors aft of the bridge. That should do it."

You get the starboard engines back online and use reverse thrust to kill your spin but it'll take more control than you have at the moment to fly with one engine. Alex's cruiser swings in out of nowhere a second later and grabs you with tractor beams.
"I've got you. If you can hear me increase to ten persent thrust for five minutes and I'll get us out of here."

"Kavos can you set it for an automated burn?"

"Yes... done! We should evacuate bridge NOW."

You're inclined to agree, sweat is starting to pour off you from the heat. There should be spare suits of Marine armor off to starboard or you could try to head aft to reach your power armor.

[ ] Armored pressure suit
[ ] Try to get to your Recon armor
[ ] Other
>>
>>24965692
[X] Try to get to your Recon armor'

I have to say we have been on a role so far and with all that we have done I'm surprised that this hasn't happened earlier.
>>
>>24965692
Suit up now. We can get to the armor later.
>>
>>24965692
We have no indication of being boarded, right?
>>
>>24965948
No, you're being towed by Alex's Vengeance B.
>>
>>24965993
Then get some heat protection on now and send someone we trust to collect or armor before we transfer our flag to Alex's ship (or wherever we're headed while this one gets repaired).
>>
>>24965993
>>24965692
If we are being towed we might as well suit up just in case.
Better to be safe then sorry.
>>
>>24965888
>>24966036
Fighting the still inconsistent gravity you and everyone else on the bridge do your best to quickly suit up and get out towards the starboard side. Once you're a safe distance from the heat bleeding through from the port hull breach Kavos downloads a damage control update to determine the best route to either the secondary bridge or the launch bay.

With engineering cut off you're forced to descend two decks to avoid damage then head starboard towards the bay. Meanwhile you check in with the Marines. The LST is damaged and your remaining Marines contingent has joined damage control efforts.
A pair of them are sent to secure your power armor along with anyone or anything still left in the armory.

It takes ten more minutes to reach the starboard bay. The shuttle has cleared out and you're informed that another will be landing shortly.
"I'm transferring my flag." You inform the others. "Stay here, see what you can do to help."

Kavos will be coming with you to help organise the Wing. Arron will remain aboard to help pilot the ship should it be necessary and Linda will try to get control of the drive systems despite apparent damage to engineering.

Is there anything else you want to take care of before leaving the ship?
>>
>>24966217
Is the safe in our quarters intact?
>>
>>24966278
Your quarters are located aft of the bridge and forward of engineering. There is damage to that section. You won't know if the safe has survived until later.
>>
>>24966316
Well then, no sense worrying about it. We knew losing the thing was a possibility.

Let's get moving. There's a war to fight.
>>
>>24966217
>Is there anything else you want to take care of before leaving the ship?

Make sure our people have a way to get off the ship in case something should go wrong during the repairs.
>>
File: 1369191999320.gif-(4 KB, 502x267, Damage EX-K.gif)
4 KB
4 KB GIF
Alex is shuffling shuttles back and forth at the moment via his larger bays. After hitching a ride over with some of the wounded a Marine escorts you to the bridge.
By now both ships are a safe distance from the battle site. Most of the Wing and your allies have moved on to the next alignment point to assist the carrier group in battling the remainder of the convoy.

Alex has remained behind with the damaged ships and one of the Escort Carriers. The carrier has sent most of it's fighters with the others and is using its landing bays for shuttles. Recovery efforts are being made to rescue allied ship crews and drag damaged ships to a location where they can be picked up later. There are distress beacons everywhere and it looks like the repair ships will have to come here for some of the vessels.

While watching damaged fighters being towed in you realise your Z5L is still sitting in the launch bay in the other section of the EX-K that was shot off.

"Did you want to catch up with the rest of the Wing, or stay here and help the others?" asks Alex.
>>
>>24966683
>Did you want to catch up with the rest of the Wing

This. We gotta command. The only question would be who to put in charge of coordinating the rescue effort here.
>>
File: 1369194444616.gif-(19 KB, 1012x695, SR-OpTyph_L08C-3 Oversector 7.gif)
19 KB
19 KB GIF
>>24966921
>The only question would be who to put in charge of coordinating the rescue effort here.
You could put the CO of the escort carrier in charge?

>This. We gotta command.
After taking aboard another group of wounded you ask Alex to send out the shuttles with additional medics to help the others taking part in the recovery. Meanwhile you have to play catch up.

Jumping to the next area you see that the Carrier group is recovering fighters while allied ships mop up damaged craft. Some of your ships jump in from other directions and you try to get a status update.

When the routed enemy forces entered the area there was little they could do against the massed starfighter formations waiting for them. Most scattered and ran any direction they could. Some have escaped to neighbouring systems while many did not. The debris field isnt nearly as crowded as that in the previous area but that's more because they were spread out. Only a few corvettes and light transports got through to the next reversion point.

One of the Rovinar Captains contact you. "The sensor array has informed us that the other remaining convoy is about to reach their last reversion point before the leave this galaxy. We're prepared to stage a quick raid on them but are in no condition for another protacted battle."

Your squadrons are in rough shape but you still have 6 SP torp volleys. You're also informed that 6th squadron is mobile again and on their way but they have no afterburners.

Will you carry out one last raid or pull back and help with rescue operations?

>Stopping here for tonight. Will be running H&D all day tomorrow!
>>
>>24966683
>The fighter was located on the wing that was shot off

Dammit, we lost another one!
>>
>>24967442
Pull back

Discretion is the better part of valor
>>
>>24967550
Not necessarily. Recovery teams will just have to find and salvage that wing. As there was a shuttle and crew in that section it's very likely they've deployed a rescue beacon. If the engines survived intact they'll also be valuable salvage because of the afterburner systems.

Repairs to the EX-K will be far more extensive than other times its been beaten up and repaired. Technically the ship is scrap as whole sections will need to be ripped out similar to what happened when the Bittenfeld was rebuilt.
>>
>>24967442
>Will you carry out one last raid or pull back and help with rescue operations?

First helps with the rescue operations, the rest of our forces jumps to the last reversion point, empties their remaining stockpiles of SP torpedoes, and then goes back to help with the rescue operations.
>>
>>24969636
This sounds about right. We are going to need a lot of downtime after this run to get all the flights up to par.
>>
>>24969636
That's what they gave us the SPs for, might as well dump them all. They should be used exclusively to target engines because anything that falls behind will be left behind. We don't need to actually destroy everything to cause a loss (though that works too obviously)
>>
Bump.
>>
>>24969797

I'm fine with spending our last SP torps on this. Considering the amount of damage we've done across this galaxy, one last explosion-filled raid will be a good capstone before we suspend combat operations. Plus, this way neither one of their retreating fleets will escape unscathed. The allied fleet should have an easy enough time mopping up what's left.
>>
I'd suggest we keep 2(?) torpedoes, if I remember correctly, one rather poor roll actually made us owe a number of SP torpedoes to our house (2, I think).
>>
>>24972098
>one rather poor roll actually made us owe a number of SP torpedoes to our house (2, I think).
You were going to owe your House some of the torps either way because they need to build up a stockpile for later. The roll was just a question of how many and you've already payed them.

You tell the rest of the wing that you'll be conducting one last raid and launching most of your remaining SP torps in an attempt to cripple the engines of ships as they flee. With any luck they won't put your people in too much danger.

"If they turn and fight we micro back out of range. Questions?"

Daska speaks up. "Sir, shouldn't we save some of the SP stockpile for the House? It might not be possible to get hold of any more for awhile."

[ ] The spares our Escort Carriers won't have time to fire are enough for the House
[ ] Better keep a few (How many of your 6 volleys?)
[ ] Don't use any SP's on the raid
[ ] Other

So, Roll 4d20 for one last raid.
>>
Rolled 16, 14, 18, 12 = 60

>>24973398
[x] The spares our Escort Carriers have time to fire
[x] Keep 2 volleys of 6 [fire 4]
[x] Other: Don't we still have SP torps on some of our ships that were damaged and out of action for a while? I don't recall having them transferred to active ships
>>
>>24973500
>Don't we still have SP torps on some of our ships that were damaged and out of action for a while?
There are some. The ones still on the EX-K have yet to be recovered for instance and 6th squadron has + 12 volleys.
>>
Rolled 10

>>24973398
>[X] Better keep a few (How many of your 6 volleys?)
Save 4 of them.

>1
>>
Rolled 2

>>24973583
>2
>>
Rolled 5

>>24973587
>3
>>
Rolled 5

>>24973595
>4
>>
>>24973572

Don't roughly half of the ships that were out-of-action in the wing [at thread start, as damage hasn't been updated?] have launchers that should have roughly the same SP count as 6th?
>>
>Save 2
>Save 4
Compromise 3.

>>24973801
Yep, all 3 of them. Most of the damaged were armed with missile launchers or phase cannon. A coincidence I assure you.

After issuing the new orders you head for the secondary bridge so as not to be looking over Alex's shoulder. You make it here to see the arrival of the fleet near the target area. The Carrier group jumps in first to begin deploying fighters nearby.

Much as before 3rd drops out behind the convoy. Some elements are still reverting and the convoy is a bit smaller, but overall they're more organised than the previous one. Their overlapping shields would provide good protection against most threats.
Most, not all.

Fifty SP's fly out, impacting the drive sections of more than twenty ships. Transports only need to take hit to be down for the count, the military craft often take two or more. Solid hits against Frigates are enough to cripple their drives in one hit but in some cases the warheads miss and impact the heavier armor on their flanks.

Kharbos Battlecruisers open fire on your people with their aft cannons and torpedo launchers. turret fire from Light Cruisers also starts to increase. By the time your people launch their second volley the Rovinar jump in from below and begin to add their own fire.

"Pull back and prepare to jump out." You order seeing that you're beginning to draw too much attention. There's enough time to get off the third wave of torpedoes then you order the immediate jump out.

The Rovinar ships spend less time in the battle before micro jumping out but still deal plenty of damage.
Much as before the corvettes attempt to exploit the chaos caused by the previous unit's attacks. It's not enough for the convoy to scatter like before but they do everything possible to get hits on those ships which were already damaged. They pull back and jump before too many ships can land hits on them.
>>
File: 1369237621061.gif-(8 KB, 1353x643, SR-OpTyph_L02.gif)
8 KB
8 KB GIF
>>24974121
The convoy has begun its jump and plenty of ships towards the front half esccape unscathed. Those who linger in an attempt to help tow damaged vessels up to jump speeds are fell upon by the starfighter squadrons. After a few are caught and crippled like this the remainder run for it, worried only about escaping themselves.

It isnt much longer until those that can escape are gone. The starfighters begin the work of further crippling the remaining vessels so that they'll be easier to capture or board later.

"They are away. Sensor array confirms the fleet is headed for the Warlords home galaxy."
>>
Getting down to the business of rescue and salvage you're left to pick over the remains from three battle sites. By the end of the day an allied transport group has arrived at the sensor array and begun deployment of a modular base. A Terran Heavy Carrier, the Novorossiysk, has also arrived and is jumping between the sites of major battles throughout this dwarf galaxy. They're doing little repair work themselves, mainly hauling wrecked ships to the numerous stations that have been deployed where they can then be assessed.

Battleships and batlecruisers can not be quickly repaired and are being placed in parking orbits. The Factions and Houses will squabble over those later. Corvettes, frigates, cruisers and transports are the ships that can be fixed up most easily. With some of the new captured transports carrying spare parts and supplies this should make repair efforts easier and reduce the strain on logistics.

So far you've claimed five smuggler frigates that surrendered to you. Their engines are in good shape, though at the moment their weapons leave something to be desired.

The Corvette unit wants any salvageable corvettes and some attack cruisers. Specifically Aries models, though they're flexible.
The Carrier group wants Frigates and Light Cruisers
The Rovinar would like Light Cruisers, transports and smaller ships like LST's.

What sort of stuff do you want to try and get claims on? Be advised it might be faster to fix up some of the crippled ships than to repair the EX-K.
List to follow.
>>
The less you try to claim the better your chances of actually getting them. These are the least damaged ships brought in from 4 of the convoy battle sites. You do not have access to the sort of engine refit upgrades that you did back at your home base. Ships slower than your attack cruisers can not be upgraded to keep up at this time. That doesn't mean you cant claim them for your House.
(None of the ships you ditched out in deep space have been brought in yet.)

1 Guard Cruiser
5 Light Cruisers
2 Centurions
1 Norune Attack Cruisers
2 Aries Attack cruisers
5 Vengeance Attack Cruiser (Various models)
2 K-type attack cruisers
1 C-type attack cruisers
5 Blockade runners
1 Journeyman (Remora upgrade)
32 Combat Frigates (Various types)
9 attack corvettes
18 standard corvette
8 light attack ships (Missile boat, Delta, Scarab)


1 Z-type transport
30 Y-type transport
3 U-haul
4 Converted Spar transport
1 Assault transport
5 Remora
8 Transport/Smuggler Frigates (minimal weapons)
3 modular haulers
4 J-Type Modular Transport (Easily converted Smuggler Frigate)
8 cargo corvettes
40 Light Transport/FTL Yacht/FTL LST/FTL patrol boat


Ships set aside for political argumentation
>NOTE: You CAN make claims against some of these ships but it will cost you.
1 Fast battleship: modified
1 Aries Corp Battleship
2 Razor battlecruisers
4 Kharbos Battlecruisers
2 Norune Battlecruisers

7 medium cruiser grade custom transports
3 Moliminous Class Transport
2 Converted Barge
3 Mining barge
2 Tarketa Tanker

Discuss what you want and what you're willing to give up. I've got family just showing up unannounced so I don't know what the hell is going on.
>>
>>24974605
>That doesn't mean you cant claim them for your House.

CAn we give our boss a call and ask what she'd like to have?
>>
>>24974605
Can we get a quick rundown of allied casualties and our relation with the House(s?) of the Dominion allies?

Working on ship divisions...
>>
>>24974614
With long range jamming in the area now down you take the opportunity to contact the Commander. She's happy you didn't lose more ships but is mildly annoyed you lost most of the afterburner systems throughout your fleet. (There might be enough parts left over to install the system on 1 ship of your choice.)
>ask what she'd like to have?
"Centurions. Their hull and armor are built like paper but the usefulness of weapons can't be understated. I'm sure more Attack cruisers are always a welcome addition to your unit and the House is always in need of more transports. Those are the first that come to mind.
If you should see a ship that you believe would be useful for our admittedly stretched R&D programs I wouldn't object to its inclusion. We could always sell them at a profit to another House. What ever you choose I'm certain I could find a way to make use of it."

After closing the channel you find that there's a new message for you. Your father arrived on the station at Surakeh a day before you departed but as you were busy with preparations for departure he wasn't able to get hold of you. He's working to organise the logistics chain between the various worlds held by the House in the area. The open port situation at Tourta is adding complications with ensuring security. This is mostly just slowing things down in supply transfer.
>>
>>24974856
Give Dad a call and ask what type of transport he could use.
>>
>>24974605
>2 Centurions
>Various transports.
>Some of the attack cruisers that can actually keep up with us.
>Frigates?
>>
>>24974826
>Can we get a quick rundown of allied casualties
Corvette unit: 30% lost, 20% crippled
Carrier group: Starfighter losses (No serious starship damage)
Rovinar: 1 battleship, a few cruisers and a couple hunters badly damaged. 2 hunters destroyed

>and our relation with the House(s?) of the Dominion allies?
I need a program like Crusader Kings to track relations.
Both are from minor Houses you have neutral relations with. Dominion tactical planners are many things but they know not to put rival Houses operating together if they can help it.

House Talum
A "Corvette House" They have the capacity to build cruisers and the Knights to man them but mostly hold them in reserve to defend high value positions. Their standard corvette formations are seen as expendable.

House Polum
A minor but more balanced House, their fleet composition is much the same as your House was before the war, though they lack your ship numbers.

>>24974906
>Give Dad a call and ask what type of transport he could use.
"Hey kiddo! How are things?"
"Oh you know, getting shot at, no big deal."
He looks concerned but doesn't say anything.

"I'm arguing salvage rights with a few other commanders and I'm wondering what kind of transports we could use. There's quite a selection."

"Normally I'd say Y-types, they're easy to fix and find parts for, reliable and have a ton of capacity. I've heard we've signed a deal of some kind with Tarketta a few months ago? That means we should be able to maintain any U-Hauls you find. They're faster but I dunno, there's more ship you need parts for if something goes wrong. Anyways if you're in doubt go for max efficiency. The biggest transports are only useful for mass freight from the homeworlds."

>>24974940
>>Frigates?
That's up to you man.

Looking after my cousins kids for a little bit. Responses may be sporadic but I'll try.
>>
3rd Wing 33
1 Guard Cruiser, 1 Norune AC, 5 Vengeance AC, 3 attack corvettes, 9 Combat Frigates, 2 Centurions, 1 Z-type transport, 3 Y-type transport, 1 Remora, 2 Transport/Smuggler Frigates, 2 LST, 1 modular hauler, 1 J-Type MT, 1 Modular Hauler, 2 blockade runner
Dominion Corvette Wing 37
2 Aries Attack Cruisers, 1 C-Type AC, 6 attack corvettes, 18 standard corvettes, 6 cargo corvettes, 1 Remora, 2 Transport/Smuggler Frigates, 1 J-Type MT,
Dominion Carrier Group 40
3 Light Cruisers, 23 Combat Frigates, 9 Y-type transports, 1 Remora, 1 assault transport, 2 Transport/Smuggler Frigates, 1 J-type MT
Rovinar Wing 38+smalls
2 Light Cruisers, 2 K-type AC, 1 Journeyman, 8 light attack ships, 3 U-haul, 15 Y-type transports, 2 Remora, 2 Transport/Smuggler Frigates, 2 Modular Haulers, 1 J-type MT, 38 [tiny FTL things], 2 cargo corvettes, 3 blockade runners

I think I've covered everything except the Converted Spar transports, which I'm not really sure what the hell they are. Perhaps just give 1 to everyone?

Perhaps this can be proposed as a draft to our allies, see if there are any complaints?
>>
>>24974940
>>24974826
First thing should be to find a stand in for the EX-K. We need our own ship both from a pilots standpoint and from the command angle. Maybe that guard cruiser would be a good candidate? Would it be possible to get a narrower list of ships that would be able to keep up with the wing, and be a good addition to the wing overall once the EX-K is fixed?
>>
>>24975116
Now that you've mentioned that, how much longer is our custom cruiser going to take?
>>
>>24975100
Sounds good to me.
>>
>>24975116
>Would it be possible to get a narrower list of ships that would be able to keep up with the wing, and be a good addition to the wing overall once the EX-K is fixed?
K.
From the list here>>24975100
the following
1 Guard Cruiser
1 Norune AC
5 Vengeance AC

There's also the Aries attack cruisers the corvette unit wants, and the the C-Type with them on that list.

From the ones listed under the Rovinar from the same.
2 K-Type Attack Cruisers
1 Journeyman
3 U-haul


>>24975125
>Now that you've mentioned that, how much longer is our custom cruiser going to take?
Current projections are that the war will be over before the ship is completed.
>>
>>24975395

Let's snag the guard cruiser for our own use. The EX-K will probably be out of action for the remainder of this operation, so we should also try to recover our fighter and safe from the EX-K before it gets dragged to a shipyard for repair. Once we get our ship back, the guard cruiser would make for a good squadron leader ship for one of the heavier squads, after a wing-specific refit of course.

>>24975100
This looks good to me. The fast battleship and the battlecruisers would be tempting to negotiate for, but they might be a bit heavier than what our wing uses.

Also, maybe we could turn some of those transports into dedicated recovery ships? 1st squadrons ad-hoc recovery duty made me think that having dedicated recovery platforms could be useful. I'm thinking they should be fast with a focus on towing power, so they can quickly get in and tow out crippled ships. They would also allow us to quickly secure salvage without having to take ships off combat duty.
>>
>>24975805
>Also, maybe we could turn some of those transports into dedicated recovery ships?

Or we should see if we can hire some mercs / civilian contractors for that. They'd hang around in the general area, stay out of all fights, and jump in afterwards to provide salvage, and search & rescue, capacities.
>>
File: 1369247923722.gif-(47 KB, 1270x978, Kav_AttackCruiser_Comparisons.gif)
47 KB
47 KB GIF
I'm going to chop this pic up at some point for on the wiki since it can't handle the full sized one.


>>24975805
>Also, maybe we could turn some of those transports into dedicated recovery ships? 1st squadrons ad-hoc recovery duty made me think that having dedicated recovery platforms could be useful. I'm thinking they should be fast with a focus on towing power, so they can quickly get in and tow out crippled ships. They would also allow us to quickly secure salvage without having to take ships off combat duty.
>>24975858
>Or we should see if we can hire some mercs / civilian contractors for that. They'd hang around in the general area, stay out of all fights, and jump in afterwards to provide salvage, and search & rescue, capacities.

A modified Barge would be ideal for that sort of work.
The 2 Converted barges listed up above are both set up for cargo work and would not be ideal. Likewise refitting an operational mining barge would be expensive. Still the base design once stripped of non-essentials has enough engine power to keep up on anything short of attack runs.

The U-Haul because of it's history as a cargo mover could be converted to recover frigates and corvettes without any real loss of speed. It could also grab cruisers in a pinch, though there would be serious speed loss at that point.
>>
>>24976060
>A modified Barge would be ideal for that sort of work.

How much would a used one cost us? Preferably one without much equipment, as we'll have to tailor it to our needs anyway.
>>
File: 1369248234027.jpg-(515 KB, 1280x768, 1352439384968.jpg)
515 KB
515 KB JPG
I'll be back in a bit.
>>
>>24976132

Well, guess it's time to start keeping an eye out for barges and U-hauls as salvage targets. The U-hauls could act as tug boats for the barges and snag sub-cruiser sized ships, and the barges could do the heavy work. For cruiser-sized ships, multiple U-hauls could tow it to a barge, which would then haul it back to a designated drop off. That way the barges can stay out of harms way and the U-hauls would be able to continue clearing the battlefield. Won't be able to organize any of this until after we get back to port, but at least we can start collecting suitable ships now.
>>
>>24976132
>>24976427

Didn't we put a mining barge or two in deep space for our House to recover in one of the previous oversectors?
>>
>>24976697
having looked it up, we put a 1800m mining barge into deep space in the first over-sector. Hopefully the capture of that will help at least cover the expenses of the idea.
>>
>>24976132
>How much would a used one cost us? Preferably one without much equipment, as we'll have to tailor it to our needs anyway.
There are a few companies in the Pandora cluster that build Barges specifically for combat purposes, you've run into one before. As for used ones they're newer technology and weren't around in the Faction Wars. Some might have been damaged in the offensive though.
The cost of buying one in good shape minus the mining gear would be 50-60 million. Double that for an operational mining barge.


>>24976427
>For cruiser-sized ships, multiple U-hauls could tow it to a barge, which would then haul it back to a designated drop off.
From what you saw of the field repair ships deployed in this operation and scans your people took it should be possible to outfit a Barge hull with in field repair capacity capable of handling 2 cruisers simultaneously. (1 top, 1 bottom)

>>24976697
>Didn't we put a mining barge or two in deep space for our House to recover in one of the previous oversectors?
Yes you did, 1 for sure. Mind you the House might want it for its intended purpose. Modern barges can mine staggering amounts of material.

Roll 1d100 for damaged barges
>>
Rolled 38

>>24977047

So is this the start of Sonia's Junkyard Wars career or the seeds of a Dominion Starship Pickers holo-series?
>>
Rolled 75

>>24977047
>>
Rolled 93

>>24977047
Let's do this.
>>
Rolled 4

>>24977047
Rolling.
>>
>>24977080
Junkyard wars: Salvage competitions in the 41st century.
>>
Rolled 69

>>24977047

rollin'

>From what you saw of the field repair ships deployed in this operation and scans your people took it should be possible to outfit a Barge hull with in field repair capacity capable of handling 2 cruisers simultaneously. (1 top, 1 bottom)

I like it. U-hauls for towing and barges for recovery/repair sounds like a winning combination. Our House has enough assets and recovers enough salvage to justify a standalone recovery unit. It's purpose would be to recover damaged house assets and rotate them back for repair, and to secure House prizes.

During the downtime, we should outfit the few captured U-hauls and barges we have to prove the concept to the commander. If she thinks it's a good idea, then she can roll it out to the rest of the fleet. If not, at last we'll have the ships we converted for 3rd Wings use.
>>
File: 1369252848469.jpg-(34 KB, 598x441, Junkyard_Dawg.jpg)
34 KB
34 KB JPG
Sonia's final form.
>>
>>24977197
>>24977047
>>24976060

Could we modify the salvage list >>24975100
to swap one of the U-Hauls from the Rovinar force to our own in light of this new information/idea?
>>
>>24977289
I was actually about to ask again for final confirmation of the list in a bit.

Rather than contacting the other field bases where damaged ships are being hauled in and dropped off you send a handful of your least damaged corvettes out to check each one.

In a few hours time you're contacted about an excellent candidate just being dropped off by the Novorossiysk at one of the other stations. It was hit by SP torpedo fire by the looks of it, destroying much of the bow and parts of the control and storage sections. At this point it would be much easier to remove the remains of the mining equipment to act as spare parts for another ship or two. From what can be seen the frame and sublight drives are still intact.

Getting Alex's attention you have him take the ship over to the acting salvage yard so you can talk to the unit responsible for downing the vessel. You see a dozen Gamma class Assault Corvettes and some Scorpions under repair nearby. All but a few of the while hulled ships have had their bow sections painted a bright red. The exception is one of the Scorpions which is sporting a shark mouth and grey paint.

"Your shark mouth won't hold a candle to mine once my battlecruiser is built." You mutter while waiting for them to respond to hails.

You're eventually connected to a Commander Enright who seems to be in charge of the unit that took down the barge.
"The broken mining barge? Some of my people were a bit overzealous with the torpedoes. They were starting to form up into a big convoy when we jumped them and with so many ships close together, well accidents happen. The important things is were were able to break them up fast.
Oh your vacuum suit! I thought you were with one of the logistics guys wanting to know what happened. Dominion right? What can I do for you?"

>What say?
>>
>>24977602
not sure whats going on, so I'll just bump
>>
[ ] "It's nearly scrap we want to buy it for spare parts for some of our other mining barges."
[ ] "It needs real repair work to be functional, we'd like to make a deal."
[ ] "It's not that badly damaged, we're hoping to buy or trade for it."
[ ] Other
>>
>>24978057
I just got home and I'm catching up with stuff, so I'll just chuck in a vote for
[x] "It needs real repair work to be functional, we'd like to make a deal."
>>
>>24977602
Time to try and get us a mining barge.
Ask if they have any plans for the mining barge and that were would be interested in acquiring it.
>>
>>24978057
[X] "It's nearly scrap we want to buy it for spare parts for some of our other mining barges."
Unless this is a blatant lie we should go with this, otherwise we go with
[ ] "It needs real repair work to be functional, we'd like to make a deal."
>>
>>24977602
"No problem, that barge is actually the reason for my visit. I'm interested in acquiring the vessel's frame and sublight drives from you. Given the shape that ship's currently in, it's not of much use to you anyway. You could probably put the remains of the mining equipment to better use by utilising them as spare parts."
>>
>>24978110
>Unless this is a blatant lie
Well the mining systems are scrap certainly.

>>24978099
>Ask if they have any plans for the mining barge.
"We don't have any real plans for it at the moment. Honestly we were just going to hand it off to fleet logistics and let them deal with it. Normally they deal with selling off scrap or re-purposing salvage but they're still getting supply issues straitened around with the bases and repair work."
>and that were would be interested in acquiring it.
>>24978140
>"No problem, that barge is actually the reason for my visit. I'm interested in acquiring the vessel's frame and sublight drives from you. Given the shape that ship's currently in, it's not of much use to you anyway. You could probably put the remains of the mining equipment to better use by utilising them as spare parts."

"A good point." The Commander turns to someone else on the bridge of his ship. "How much is that barge worth? ...really?" He turns back. "Well because of the damage and if we're keeping the spare parts... we're prepared to part with it for 60 million, or an equivalent value in other salvage."

You could probably trade one of the better battlecruisers from salvage to cover most of that cost but not all. It would also reduce House claims to the other equipment the politicians were going to be arguing about, but not a huge amount.

[ ] Take it
[ ] Haggle
[ ] Other
>>
>>24978238
Haggle

50 million or one of the less spectacular battle cruisers
>>
>>24978057
[ ] "It needs real repair work to be functional, we'd like to make a deal."
>>
>>24978238
[X] It's Haggle Time
>>
>>24978238
The market price for one in good shape is 50-60 million. This thing is definitely not in good shape.
>>
>>24978238
>60 million

Politely point out to him that at that price we could buy one that doesn't look like Swiss cheese. Are there any specific types of space frames his unit currently needs? 60 mil for that hulk is a bit ridiculous, but perhaps something he could actually use would be more valuable.
>>
>>24978441
*For the hull and engines in good shape.

>>24978390
>>24978441
>>24978399

"I could get one of these with just the hull and engines for maybe 50-60 mil. My engineers will have to strip it of the spare parts you'll be keeping and check it over for structural work.
Fifty, or a salvaged battlecruiser. I'll even let you look it over first."

The Commander is reluctant but agrees as long as their people are keeping the spare equipment. It's not the greatest deal you've ever made but it'll do.


In light of new plans for ships and so on, are there any changes you want to make to this list here?
>>24975100
>>
>>24978643
Unless you guys wanted to try and haggle down even lower?
>>
>>24978671
I'm okay with that price.
>>
>>24978671
We've been in combat for like three straight days and got our ship shot out from under us with our fighter stuck on it again.

We do not have the patience for further haggling and will take the deal as is.
>>
>>24978671
I posted kinda late after everyone else and you were already in the process of typing, so I'm fine with that deal.

Anyway, that aside. What would be an equal exchange for those 3 U-Hauls we were going to give to the Rovinars? 1 blockade runner and the Z-type?

Other than the U-Hauls, I'm fine with that list.
>>
File: 1369259949312.jpg-(Spoiler Image, 89 KB, 474x1100)
Spoiler Image, 89 KB
89 KB JPG
>>24978975
>>24978975
>3 U-Hauls we were going to give to the Rovinars? 1 blockade runner and the Z-type?
Yes, if anything I expected you to try and grab more REDACTED.

Any more changes? Y/N?

Or will I have to pull out the dreaded survey?
>>
>>24979280
Begin the dreaded surveyance.
>>
>>24979280
I say lets keep rolling with what we have.
We haven't had to bring out a lot of surveys recently which is a good sign.
>>
File: 1369261381009.jpg-(187 KB, 914x648, Bergetiger.jpg)
187 KB
187 KB JPG
>>24979584
No argument here.
>>
File: 1369263961397.gif-(49 KB, 1770x1382, 3rd Wing RP & ORG 26.gif)
49 KB
49 KB GIF
Much shuffling later and we're back.
Ships that can keep up with the Wing without an extensive and time consuming upgrade have been added.
The Frigates, U-Hauls and Centurions have not.

With supplies coming in and additional crew expected to arrive to replace your losses you now have 14 WRP with which to get the Wing up to minimum operations.

Ships that are currently down in the damaged section have been pulled to help with reorganization. They've been added to the roster at the top.
Crippled ships will require 1 WRP to get operational in a short period of time. WRP can also be spent on the usual upgrades for each squadron like point defense or starfighters. Ships that are listed as scrap can't be repaired here in a timely manner.

What do you want to spend your WRP on and which ships will you make active?

Also: Roll 4d100 for SAR
>>
>>24980547
>Ships that are currently down in the damaged section have [HAD THEIR CREWS AND PILOTS] pulled to help with reorganization. They've been added to the roster at the top.
>>
Rolled 21

>>24980547
>Roll 4d100 for SAR
Too tired to do anything other than roll the dice, but thanks for the long session today.

>1
>>
Rolled 41

>>24980628
>2
>>
Rolled 88

>>24980641
>3
>>
Rolled 34

>>24980648
>4
>>
Rolled 38, 81, 4, 1 = 124

>>24980547
dice
>>
Rolled 59, 59, 40, 82 = 240

>>24980547
Roll?
>>
Congrats! The emergency teleporters payed off again and all 4 pilots are found alive. One of them is going to be off duty for a few days with injuries. Both those from the teleport and from surviving on a hostile planet for a few days.

You're back up to pilots and crews for 25 ships.
>>
>>24980547
Oh lawdy we got lit the fuck up

I count 12 cruisers in the damaged/reserve sections, but our fighters and PD are too lacking to just go for the maximum number of ships.

For starters gotta repair that guard cruiser and lets say the other 6 damaged cruisers that were already part of the wing. As for the other half of the points, 4 gets the PD of the current active squadrons to green, two more go to starfighters on the carriers, and maybe the last one gets used on whatever the second nicest looking cruiser we've claimed is.

That gives us 44 ships for squadrons 1 through 5, including Sonia, not including Mike's unit, the carriers, or the Blackbird.

At 9ish ships per squadron we're either going to run them as three flights of three or consolidate into four squadrons of 11

This is assuming the ships in the red outlined area cost WRP to fix, if not, spend the points fixing more salvaged cruisers
>>
>>24980547
I say spend 10 getting everyone's munitions and point defense back up to green status and use the rest to try and get some of our crippled ships in working order.
>>
>>24980842
Actually, ignore what I said and just go with this.
I like it.
>>
>>24980830
Those teleporters really pay for themselves.
>>
File: 1369265676060.gif-(51 KB, 1770x1382, 3rd Wing RP & ORG 26_5.gif)
51 KB
51 KB GIF
>>24980842
>and lets say the other 6 damaged cruisers that were already part of the wing.
Full Orange = Crippled = 1 WRP to repair
If it's just damaged (Orange Circle) the repair techs can get it operational again.

>This is assuming the ships in the red outlined area cost WRP to fix, if not, spend the points fixing more salvaged cruisers
Sorry I should have differentiated that better. Ships down in the bottom area have had their pilots pulled. You need to add pilots to them from your reserve pilots.
>>
>>24981010
In that case, only one cruiser already in the wing will cost a point, so we can do everything I already suggested and 5 more things, like repairing the remaining 5 salvaged cruisers

So that's 6 pilots for our existing cruisers, 6 for the new ones not counting Sonia, 5 for the undamaged frigates in reserve that I forgot to notice earlier, and 7 for the existing frigates that can be repaired without spending dosh.

If Sonia is counted in the 25 reserve pilots, that's all of them. If not, someone gets a corvette.

36 already allocated, 24 new not us, 60 ships for 5 squadrons gives us nice even 12 ship squadrons, with green PD, yellow/green starfighters, and yellow munitions, plus our assorted support vessels.

At some point we are going to have to address/explain how our attack corvette wing is rapidly becoming completely devoid of active corvettes
>>
>>24981163
Fund it.

>At some point we are going to have to address/explain how our attack corvette wing is rapidly becoming completely devoid of active corvettes

Not our fault they keep breaking, and our only choice for replacements are cruisers.
>>
File: 1369269392554.gif-(45 KB, 1770x1382, 3rd Wing RP & ORG 27.gif)
45 KB
45 KB GIF
3 days later...
Making your way past a group of mechanics hastily finishing some welding work you step onto the bridge of your new ship. It's a bit bare at the moment, no chairs or consoles, not even the panoramic display screen present yet. Bundles of cables hang from points in the ceiling or and tied down so that they don't fall through openings in the floor.

Kavos is standing there watching the work, dressed in the same type of workman's jumpsuit as the others but with rank insignia attached.
"The repair crews are behind schedule on installing the teleporter. The one on the EX-K would not be compatible this ship because of a secret exit hatch connecting to an escape pod."

The rest of the ship is still looking a little rough as well.

"Is it just me or have we gone full circle?" Asks Linda as she enters.
You glance at the yellow hard hat she's wearing.

"What? It's dangerous, I almost had a beam fall on me."

Kavos continues. "The good news is that the Marines recovered your armor and the contents of your quarters."

"They didn't uh... pay any extra attention to anything they found did they?" You wonder aloud.

"Your Marines are all professionals. They did not parade your unmentionables around the station. Not after I threatened to shoot them."

You put a hand to your face. "Continue."

"Quarters aboard may be larger than you are accustomed to. Higher standards for better appointed officers. Also, was mentioned that the weight of the ship could take getting used to. Emergency thrusters are being installed according to Captain Saputo's specifications, still could feel heavy."

You were worried about that but if Saputo could swing his ship around the way he did so can you.

"What about the LST?"

"No suitable place for it. Plus side we have room for four shuttles, maybe two fighters. Knight Serth has offered to take your LST."

You'll need to decide which ship to install the afterburners aboard. This Guard cruiser just cant handle them at the moment.
>>
>>24982055
Make the three most promising candidates (Arthur?, Daska?, ???) run the same simulation we did when we got them.
>>
File: 1369270523487.jpg-(183 KB, 1250x555, burj-al-arab-royal-two-be(...).jpg)
183 KB
183 KB JPG
Your quarters on the ship are large by any standards. The king sized bed has posts covered in faux marble that sweep up in a curved arc. They probably conceal additional structural support to better protect the occupant. On the starboard side is a bedroom suit complete with hot tub, while the port side has cabinetry and a fitting room where you could keep or display armor or outfits.
On a starship this is all a massive waste of space. You doubt the crew quarters have any kind of upgrades.

>>24981163
>>24982037
>At some point we are going to have to address/explain how our attack corvette wing is rapidly becoming completely devoid of active corvettes
It was re-classed as just an attack wing awhile back. Shortly after you took command actually.

>>24982211
The two most easily upgraded ships are the Dusk Class Attack Cruiser or the Aries Attack Cruiser. The new Norune ship you just acquired could likely also fit them.
Did you want to ask if either of them would consider trying out one of those ships?
You could still have them run the simulation.
>>
>>24982406
I don't know if this is our style.

Is it too late to specify that our quarters on our commissioned cruiser be a little smaller and less opulent in order to make room for important things like redundant systems and so forth?

See who'd be willing to switch ships to one with burners and then run the applicants through the sim
>>
>>24982489
>Is it too late to specify that our quarters on our commissioned cruiser be a little smaller and less opulent in order to make room for important things like redundant systems and so forth?
The ship was built like this unfortunately. If you want you can ask one of the engineers to take a look at it all and see if they can redesign the section. From the reactions among your bridge crew on coming aboard later you're certain a few of them would appreciate it.

>>24982489
You put the word out. Mike and the other pilots from 6th squadron of course are the first ones to sign up. They seem to have developed an addiction to the extra speed and engine power.

Speaking of Mike, there's the unresolved issue of disciplinary action.

[ ] Restricted to ship/briefings in off duty hours for an extended period.
[ ] Verbal Smackdown
[ ] Fines
[ ] Other
>>
>>24982489
I agree with this guy although keep the marble stuff would make for good cover if we get ambushed in our sleep at least
>>
>>24982630
Have the engineers look into it for this ship, and for our currently-under-construction battlecruiser if they usually have similar arrangements.

>Mike
Disqualified from competition for new afterburner system
>>
>>24982630
>[ X ] Restricted to ship/briefings in off duty hours for an extended period.
Nothing says dont do that again better than paperwork lots and lots of paperwork.
>>
>>24982630
We might have to go with a combo of Verbal Smackdown and Restriction.

Though we should find a more private place to do this as it should be done in person.
>>
http://www.surveymonkey.com/s/KWSCD3L


While we're waiting was there anything you wanted to take care of while in port?
>>
>>24982875
Explore exotic fashion, check on status of personal investments, see if anything about the Veona has made the news.
>>
>>24982941
Seconding all of these, is it time to get family gifts? A neckolas for mom and something fairly dangerous for our sister?
>>
Your standing with House Talum and House Polum is rumored to have increased rather significantly given the amount of ships you offered them. You also hear that your superiors are slightly annoyed that you let so many of the crippled ships go to the other Houses and the Rovinar.
They still don't know about the ships you stashed in deep space and haven't recovered yet. The time isn't right with repair facilities still backed up and a general lack of spare ship crews. It's going to take a few weeks for the excess Combat Frigates and others vessels to be repaired and shuffled back to House space.

>Explore exotic fashion, check on status of personal investments, see if anything about the Veona has made the news.

This close to the front lines the shops available on the modular stations are few in number. Most sell more practical supplies and equipment that would be handy for ship board use or for troops, not any of the extravagant things that pop up on many you've been stationed on. There are a few places with holobooths and theaters as well but other than that things are fairly spartan.

Your personal investments are still climbing but there's a warning from your financial advisor that the armor company could go either way at this point. There are signs it will level out, but depending on what happens after the Warlords are defeated it could keep climbing or fall to the same prices as regular ship armor. You may have days to make your decision on whether to stay in or cut back.

There's been nothing about the Vieona yet, but the usual talk about operational security has been ramping up a bit more.

Heading back to the ship you overhear a few of the new gunnery officers talking.
"Why are the quarters so small? I think it's a cubic meter smaller than my quarters on the other ships. "
>>
>>24982875
check our mail, see if we have any messages

see how our subordinates are doing (did we ever get our bodyguard that camo unit he wanted?)
>>
>>24983305
>"Why are the quarters so small? I think it's a cubic meter smaller than my quarters on the other ships. "

ouch. not much we can do though, and it's temporary, Wonder whose ship this was.
>>
>Check the Doppler feed
>big hole in the coverage
>Check shitty EC radar
>FUCK HUGE LIGHTNING STORM
May drop out here in a bit, we'll see. Switching machines.


>>24983361
>(did we ever get our bodyguard that camo unit he wanted?)
Yes, you did. It's not quite as good as your first one. Er, wait I think you may have lent it to the infiltration team. I'll check in a bit.
>>
Oh shit, may lose power. Thread archived.
>>
>>24983471
Be safe Op would suck if you got beaned in the head by a random 2X4
>>
Exactly how big is the mining barge compared to our combat ships? Apart from rescue/recovery/combatsalvage/LOOTAN we may be able to convert it into a minishipyard. Anything serious would require a drydock but we may be able to use it to patch up armour and replace point defence guns. Since we seem to burn through those at an alarming rate. And perhaps we could attach some nets to it for emergency fighter recovery too, lots of stuff we can do with a combat barge.

Speaking of which, what happened to those mass driver engineers we rescued from slavery?
>>
>>24988704
That is a pretty good idea to have a mobile armor patching station. We often rally up and take time to do patch work and this would boost that.
>>
>>24983305
Did we ever hear from Versa, the bro-knight from the house of assholes, or that clone we met at the ball, again?
>>
File: 1369304865324.gif-(2 KB, 407x183, Repair barge.gif)
2 KB
2 KB GIF
>Exactly how big is the mining barge compared to our combat ships?
1,600m in length. Most of your Cruisers are in the 700-800m range.
>Apart from rescue/recovery/combatsalvage/LOOTAN we may be able to convert it into a minishipyard
Yes, it could potentially mount repair systems like that one mobile repair ship. There would be enough room for 2 cruisers to be worked on simultaneously if you put one on top and another on the bottom. Pic related.
>Anything serious would require a drydock but we may be able to use it to patch up armour and replace point defence guns.
There would be enough room to mount repair arms.

>Speaking of which, what happened to those mass driver engineers we rescued from slavery?
They still work for you and have helped supervise the installation of the mass driver PD guns on ships through the Wing. In addition they worked with the engineers and NCO's to set up control stations for the guns and ensuring that the training was taken care of.
I think one of them might have been killed aboard the EX-K.

>Did we ever hear from Versa
There is a message that the previously rogue AI's are being kept under control and things are closer to being normal now. The others have agreed to certain operational restrictions and are in use again, but remaining near the front lines.
Versa has finished repairs to it's system that were damaged when fighting the others. If you need a hand with anything related to the Terrans just pass the word along. That doesn't mean you'll get it but it'll see if its possible to help.
>>
>the bro-knight from the house of assholes
I remember asking this before. Do you mean Knight Myrish Avun of House Sulos? The one that got you onto the Super Heavy Cruiser/Base Forbearance using some smuggler craft?

If that's the one you mean then yes. House Sulos has loaned Avun and a small unit to the House more recently to conduct additional searches of the Smugglers Run for remaining enemies and to help locate smuggler routes that haven't been charted. Sulos is rumored to be preparing ships to join the expeditionary force.

If that's not the Knight or House you mean then please try to let me know which one if possible

>or that clone we met at the ball, again?
It's possible he was among the clone troops being sent on the infiltration mission. You don't know they haven't been allowing a lot of contact with them and you were just one of many they met at the ball.
>>
So, how did the survey turn out?

>Disqualified from competition for new afterburner system
>Restricted to ship/briefings in off duty hours for an extended period
Are the highest voted.
Once you have an office again you call Mike in and dispense justice. He's more mortified that he's been disqualified from the competition than anything.

"Permission to react dramatically sir?"
>Y/N?

Also
>He must wash and wax our new ship or he is going to bed with no space dinner.
That could take awhile.
>>
>>24990896
>Do you mean Knight Myrish Avun of House Sulos?

That's exactly the one I meant. Good to hear that knight is doing well.

>Verta & co

Anyway, given the complaints most of the AIs had concerning their treatment by the Terrans, would it be possible to correspond with them regularly? Bonus points if we could somehow actually send them old-fashioned letters on paper.

It doesn't really matter if it takes a month for them to get our messages, I'd just like to let our future AI overlords know we consider them to be more than just advanced operating systems.

>It's possible he was among the clone troops being sent on the infiltration mission

Keeping my fingers crossed he's still alive. He seemed like a decent person.

>>24990943
>"Permission to react dramatically sir?"
>Y/N?

Give him a chance to plead his case?
>>
>>24990963
>Give him a chance to plead his case?
Not quite. He's essentially asking for permission to speak freely.
>>
>>24990988
It was more of a write-in suggestion. But anyway, we consider him a friend, and it's good to actually know what your troops think, so:
>Y
>>
>>24990988
Sure, let him speak
>>
>>24990988
Let him vent.
>>
>>24991029
>>24991025
>>24991061
Mike falls to his knees and lets out a loud, "NOOOOOOOO! I was just getting used to those afterburners!"

After taking his moment he gets back up again and salutes.

"Anything else sir?"
>>
>>24991072
"You'll get them back eventually, if you behave yourself."

Also, ask him about his unit, some people complained about us during the last deployment. Are they still unhappy with the way we handle things?
>>
>>24991072
too bad we have to punish him, as i understood it, it wasn't his fault really, just a bad circumstances.
>>
>>24991108
>Also, ask him about his unit, some people complained about us during the last deployment. Are they still unhappy with the way we handle things?
Mike shakes his head. "It wasn't any of my pe- oh, wait. There was some talk but it didnt last long. After we attacked that one shipyard I know a couple of my people were talking to pilots in the other squadrons. The distraction that almost landed that enemy fleet on top of us. I asked what was going on and they shut up.
Really up until we had our engines blown off 6th squadron was doing fine."

"Keep listening just in case. And warn me if you think there's a mutiny. Oh, remember to stage some anti-boarding drills." You add.

"Yes sir!"

You send Mike on his way then look up who else was taking between units around that time frame. Most of the traffic is between some of the Flight leaders in the other units that used to be in 1st, and the newer pilots in 2nd and 3rd. None of the squadron leaders or Knights seem to have been involved.

While very likely nothing, especially after talking to Kavos about the other NCO's and XO's, there could be enough here to threaten charges of conspiracy to commit mutiny. On paper it doesn't look good but overall it didn't last long.

Do you plan to do anything else about it at this time?
>>
>>24991284
Is it possible for our crews to file anonymous complaints? I'd prefer if there were a few officially sanctioned steps they could take before having to resort to mutiny.
>>
>>24991351
Not really, its the job of the XO or senior NCO's to keep the crew in line and inform the commanding officer when things are getting out of hand.

Do you want to set up a complaints inbox for the Wing?
>>
>>24991391
As usual, ask for Kavos' advice before doing anything that has to do with the chain of command or crew management.

He should have a clue how this would go over with our crews and officers.
>>
>>24991413
Kavos laughs. "You may end up with more complaints than you have time for. There are many things that we learn to ignore or redirect "


Good news, your fighter was recovered and is now being moved over to your new ship. Some of the engineering crew that had been in the the port side drive section of the EX-K have been released to return to duty, adding to your crew total and getting it up to where it should be for a ship like this.

A report arrives from the engineers looking at your quarters. They're confident they can remodel it in a day once they start work but are still have to figure out what to do with the extra water systems set aside for the hot tub. They need a couple more days to get the bugs worked out.

You may not have that long as you're contacted by the an officer from one of the other Factions and linked into a briefing with the other local fast attack units.
A Kavarian Intel officer appears on the screen.
"Now that everyone has fad a few days to catch up on rest and repairs we have work to do. Our main fleets have swept through most of the outlying dwarf galaxies in short order. Some resistance remains but it can be taken care of with a small number of ships. Fighting is still heavy around the larger galaxy but this was anticipated.
We're preparing to launch Operation Typhoon's second stage but the enemy fleet is starting to move faster than anticipated. We're going to have trouble matching pace with their retreat soon without becoming overextended.
You're all being sent mission packages, please look them over and decide which is best for you."

The fallowing pop up on your screen.
[ ] Deep Strike
[ ] Cut off escape route(s)
[ ] Investigate Hard Point

>I don't think I have time to post all 3 before I leave for work. I'll be back a little after 4pm EST.
>>
>>24991511
>Kavos laughs. "You may end up with more complaints than you have time for. There are many things that we learn to ignore or redirect "

In that case, let's do it. Might give us an excuse to have some fun while sorting through the suggestions with the other officers every few weeks or so while getting drunk.
>>
Deep Strike
A taskforce is heading into the heart of warlord territory both to hit locations that haven't been evacuated yet and possibly to intercept some of the incloming convoys. The Terrans and Republic will be providing Heavy Carriers to act as forward support and repair bases.

Cut off escape route(s)
Convoys fleeing the other dwarf galaxies are being taken care of, the same can't be said of those abandoning the other major galaxy in the region. Intercept convoys as quickly as you can and stop their transports. With the supplies they're carrying the Pirate Warlords could stay holed up inside their fallback point almost indefinitely.

Investigate Fallback Point
Long range sensor arrays have detected ships fleeing towards a second possible fall back point at the far edge of the South Reach Cluster. Find out what's going on and if they could pose a threat to the other fleets.
>>
>Deep Strike
This is basically the kind of work we have been doing so far. But our fleet is pretty beat up after two galaxies of this so we may want to do something else.

>Cut off escape route(s)
Definitely the biggest potential for LOOT here. Cutting off supplies is very important to the overall war effort, so that's a plus.

>Investigate Fallback Point
Well we could certainly get the job done but we have rather a lot of firepower if this is going to be a pure recon mission. This might better fit another fleet, can we get any more info on this one?
>>
>>24991588
>Investigate Fallback Point
The easiest one, not in-character for us to take, we are too elite.
>Deep Strike
The most dangerous but also something that our unit is best at.
>Cut off escape route(s)
Probably moderately to high difficul- LOOK AT ALL THE SWEET LOOT WE CAN GET HERE
>>
>>24991891
>>24991897
lootmind
>>
>>24991588
obviously cutting off escape routs for glorious loot
>>
>>24991891
Some additional details for each mission would be nice, but I have to agree with the other players, stopping our salvage from running away seems like the best choice.
>>
>>24991588
>Cut off escape routes
There is only one option for Sonia: Master of salvage.
>>
>>24982630
I think we could keep it like this. After we get all the gold out of it, and get marble and wood highlights.

Plus you never know when you could do with a hot tub. We were on a constant fight campaign, and made hevy use of stips and sleep headsets.

If we have to patrol or keep guard or be on a long hunt, then some luxuries to keep up crew and officer morale up would be very smart. Plus we can conduct our business meetings through vidoechat from our quarters and seem like we are in a respectable establishment not on some warfront.
Every extra bit helps
>>
>>24995115
>Plus we can conduct our business meetings through vidoechat from our quarters and seem like we are in a respectable establishment not on some warfront.

"Miss Reymard, are you currently experiencing an earthquake? You're walls seem to be shaking."

"Nah, just sustained torpedo bombardment."
>>
>>24994058
>>24994147
>>24992497
>>24991906
>>24991897
>>24991891


This all depends on what they are falling back to.

If its something easily dependable, we could wreck it, or take over it and hide until convoys show up and then light them up. Use the wing to clear the field and rinse and repeat.

Thing is the Fallback Point is something of a gamble.

Escape routes is hunting hardball of desperate people without much support.

While Deep Strike is mechanically our best option, but politically less so maybe, depending if it is or not needed to win the war. Also support.
>>
>>24995202
Well at least it wont look like a coed frathouse room ripped out of a bad Animal House parody.

There is something to be said for style when conducting business. Even under sustained torpedo bombardment.

The gold highlights are somewhat of a bother though. Something less of a eyesore all around. Polished wood. Even imitation. Replace that and keep the hot tub and we are set. Although we could have it modified so it can act as a shower.... a really big one.
I am thinking i like this more and more. We could use it as the access point between our main office and sleeping area. And with good slide doors it could act as something that can be easily quarantined, and the shower acting as decontamination area. But we don't have time for that. After we beat the Warlords. Then we can design our custom quarters.
>>
>>24995403
>hunting hardball of desperate people
killing the weak and taking their stuff sounds like something a self-respecting Dominion noble will gladly do if given a choice
>>
>>24995466
Other quests have waifu wars, H&D's breaking point will be the interior redecoration wars.

Granite4lyfe
>>
>>24991511
>engineer report
will they be able to save all the fancy marble and such? We could always have to hot tub modified so its a general crew thing if they can't fit anything better in the space, or simply take the fancy stuff and relocate it to another ship or location.
They could also just put the extra water systems into the general crew water system, perhaps...

Mission Thoughts:
>Deep Strike
We're a bit beat up and lacking in SP torps for this, but its an option.

>Escape Route(s)
With additional SP torps, our force would be devastating at this mission. Without, we're just damned good.

>Fallback Point
Specialized ships would likely be better at this sort of thing, but we'd be viable escorts.

We need to ask if additional SP torps will be made available for any of the missions, as we'd excel at the 2nd mission with such extras
>>
>>24995688
well, male PC want girls and do so through a sweet ride.
female PCs outright cut the middleman and want better rides and a super crib.
>>
>>24995868
Why would you want them to start ripping out piping to put it somewhere else.

I like the hot tub where it is. We deserve a fucking hot tub.
>>
>>24996223
Well, I was suggesting that it be moved or remodeled in a way so that it wasn't in the captain's room, and thus could be used as a reward for crew when we get our little breaks from combat.
>>
>>24995868
>We could always have to hot tub modified so its a general crew thing

I like this idea. We should have the engineers wall off the hot tub into its own room, and make it available to crew members when they're off duty.

Sonia works far too much to need a hot tub for more than a tiny fraction of a day. If it's only for us, it will go to waste almost all the time.

We can enjoy luxury accommodations on our custom ship anyway.
>>
>All this discussion
Wow, haven't seen this in awhile.

Have to run back to work for something I forgot. Shouldn't be long.

Sage because someone just posted a minute ago, no point bumping.
>>
>>24997737
I think the amount of loot has drawn in some of those who wandered off.
>>
>>24997737
>Do you want to commit horrible atrocities to save some time?
2-3 Replies

>You now have a hot tub in your quarters.
Council_of_Trent.jpg
>>
>>24997815
Eh, the combat was getting a bit grind-y for most of it.

>>24991891
>This might better fit another fleet, can we get any more info on this one?
Intel: The Navigators Guild constructed a station in the area in the mid the Faction Wars period in efforts to map suitable FTL lanes to new galaxy clusters. It is primarily intended as the hub of a large sensor array rather than for coordination of civilian traffic like the Nav Relay stations. The Republic and the Terrans seized the station for a few months in the middle of the last Faction War to make use of its sensors. Sensor records for period were destroyed before they released control of it.
While still a rather large station it lacks support facilities a battle fleet would need. Intel doesn't currently know what the pirates might be doing with it as only a small fraction of enemy ships have been detected retreating towards it. If they're using it to observe Faction fleet movements it will need to be disabled.
Support from other Factions is available.


>>24994058
>Some additional details for each mission would be nice
Working on a bit for the others.
>>
File: 1369344192279.jpg-(40 KB, 660x277, sdcc_2012_iron_man_armor_(...).jpg)
40 KB
40 KB JPG
>>24995115
>>24995202
>"Miss Reymard, are you currently experiencing an earthquake? You're walls seem to be shaking."
>"Nah, just sustained torpedo bombardment."

This is a more common occurrence than you might think among some higher ranking Officers and Knights on campaign.

>>24995868
>will they be able to save all the fancy marble and such?
Yes.
>They could also just put the extra water systems into the general crew water system, perhaps...
They're looking at how best to do that as it was custom built for the ship rather than the usual modular construction used in most quarters.

>We need to ask if additional SP torps will be made available for any of the missions, as we'd excel at the 2nd mission with such extras
There are some being made available for the Deep Strike Mission but not many. You have several volleys of SP's for your fighters still.
Since you do have some the Terrans and everyone else are reluctant to give you ANY more SP Torps.

Points of discussion outside the mission
1) Hot tub
-keep the hot tub
-keep the hot tub (Modified to also act as shower) (Adds small amount of space to crew quarters)
-Modify hot tub, general crew access
-Get rid of it, extra crew space.
>The extra storage space for clothing/equipment/armor is also being removed I assume?

2) Quarters appearance
-marble and wood highlights
-Polished wood
-Granite
-other?

These will all be thrown onto a big survey later.
>>
>>24999031
>1) Hot tub
>-Modify hot tub, general crew access
>-Get rid of it, extra crew space.

I favour these. Would it be possible to simply have our crew choose between these options if more people should vote for this?
>>
>>24999031
>survey for furniture
yessss
>>
File: 1369344894305.jpg-(106 KB, 1280x725, jaguar-xf-interior-2012.jpg)
106 KB
106 KB JPG
>>24999031
>2)

>"liberal use of aromatic leather and genuine wood or aluminum accents, plus an abundance of padded surfaces"

Understated and professional while still comfortable
>>
>>24999031
Owning a guard cruiser is supposed to be a pretty big deal as far as prestige is concerned, right? I mean, only the Ruling House can award them, and when we were offered the choice it was considered to be Big Fucking Business.

>They're looking at how best to do that as it was custom built for the ship rather than the usual modular construction used in most quarters.

So, that hot tub and decor aren't standard issue, and I really doubt the pirates were able to go down to Cruiser Depot and just pick one up off the shelf. This ship smells of nobility. We should find out who the pirates stole her from, and if they're still alive. A personal possession like a guard cruiser would probably warrant a handsome ransom.

If that's the case, let's leave the interior of the ship as stock as possible without compromising our mission role. Ripping out all those gaudy decorations would lessen the ransom value.

>You have several volleys of SP's for your fighters still.
Since you do have some the Terrans and everyone else are reluctant to give you ANY more SP Torps.

In that case I vote we go after escape routes. Direct combat is risky without sufficient SP torps, and we need to conserve some for the rest of the House. Constantly raiding their escape routes can be done conventionally, and we're used to that style of warfare anyway.
>>
>>24999232
This is about more than furniture, it's about interior design!
>>
Deep Strike
>A taskforce is heading into the heart of warlord territory both to hit locations that haven't been evacuated yet and possibly to intercept some of the incoming convoys. The Terrans and Republic will be providing Heavy Carriers to act as forward support and repair bases.
That far into warlord Territory you're expected to face heavy resistance. It's not out of the question that shipyards and refueling depots which haven't been evacuated may be protected by Super Heavy Cruisers. Arriving convoys will need access to both those things if they were attacked in their escape.
You may also face counter attacks trying to destroy your support ships and the Heavy Carriers.


Cut off escape route(s)
>Convoys fleeing the other dwarf galaxies are being taken care of, the same can't be said of those abandoning the other major galaxy in the region. Intercept convoys as quickly as you can and stop their transports. With the supplies they're carrying the Pirate Warlords could stay holed up inside their fallback point almost indefinitely.
Allied ships and sensor stations would provide intel to you on how long until particular convoys depart. Scout ships would try to determine what they're carrying. You would try to hit as many ships as fast as possible with minimal SP torpedoes being supplied.


Investigate Fallback Point /Nav Guild Sensor station
See >>24998486
There are ships headed for it though its not possible to tell what kinds. The numbers are low but still more than your Wing.
>>
>>24999031

>no more SP torps
Can we transfer SP torps from our carriers to our ships, or are they modified for fighter use?

>Quarters space
- Modify hot tub, general crew access
- keep either 1/2 or 1/3rd of the extra spaces.

> Quarters appearance
-marble with wood highlights
The Navy puts wood stuff in submarines for psychological reasons, so I see no reason we shouldn't do that as well.
>>
>>24999422
>Can we transfer SP torps from our carriers to our ships, or are they modified for fighter use?
Yes, though I'll have to get back to you later on how much that would net you.

>>24999290
>Owning a guard cruiser is supposed to be a pretty big deal as far as prestige is concerned, right?
Yep.
I mean, only the Ruling House can award them, and when we were offered the choice it was considered to be Big Fucking Business.
Indeed. Though they don't really care if you salvage one from somebody else. If they lost it the crew or Knight must not have been that good right?
>House Lattham debacle
*Nervous laughter*


>So, that hot tub and decor aren't standard issue
On most starships. From what the others tell you the Captains quarters on these things are all supposed to be rather lavish.
>A personal possession like a guard cruiser would probably warrant a handsome ransom.
True. This is a model from the Tenth Dynasy not the current Eleventh, so it's at least three hundred years old and from what the techs tell you has been through five hull life extension refits. Way more than the Bittenfeld but this ship's hull is in much better shape as a result.

>If that's the case, let's leave the interior of the ship as stock as possible without compromising our mission role. Ripping out all those gaudy decorations would lessen the ransom value.
So, does anyone else want to try and find out what House it belonged to?
Roll 1d100
>>
Rolled 31

>>24999741
yesh
>>
Rolled 19

>>24999741
>Roll 1d100
Rolling!
>>
Rolled 53

>>24999741
>hold on refits

I kind of assumed we weren't going to do any of the remodeling during our mission, since there would be more pressing repairs. We should hold off on the refits until at least our next bit of in-port downtime.

>rolling to find previous owner!
>>
Rolled 88

>>24999031
I would say lets:
1) Keep the hot tub, but modify it to also act as a shower
And
2) marble and wood highlights
>>24999741
I say we salvaged this fair and square and unless we can get something for more or of equal value we should keep it.
But sure, we can look around to see.
>>
>>24999918
What's your opinion on
>>The extra storage space for clothing/equipment/armor is also being removed I assume?
>>
>>24999741
How are the negotiations with the free planet league going, by the way?
>>
>>24999918
>salvaged fair and square

True, but we should also consider the political possibilities of returning it, and that it's the House's ship. Better that we find the owner and snag a favorable trade than someone higher up find it and decide to punish us for 'giving away too many ships' to our allies from the last oversector.

I wonder what those squadrons will do for their mission choices, it might be worth taking their plans into consideration, as they've proven themselves in the past.
>>
>>24999918
>I say we salvaged this fair

Oh, I totally agree with you. That's why I suggested ransoming in the first place. We have salvage rights on it, it's our right to demandoffer a ransom if there's actually a living owner. Considering it's vintage age, it may even be a family heirloom for one of the older houses.
>>
>>25000012
Well we don't really need the extra storage space but maybe we could shrink it down to the bare minimum with just enough space for our armor and dress uniform.

Give them more space to work with, but keep just enough for us.
>>25000043
If it turns out to be someone we could use as a connection i'm all for giving it too them and i'm not that worried about our house being a bit mad at us at the moment. Hell we haven't even told them about the stuff we saved for them.
>>
You have Kaz look into the ship's history and manufacture. He's into that sort of thing, though less on the mechanical aspects. Before the end of the day he gets back to you.

"I've been able to trace roughly when the ship was built sir, though not specifically who it was assigned to."

"Well what did you find?"

"It was completed around the outbreak of the Terran Civil War so the records are kind of sketchy. Um, I think it was given to one of the House Kharbos allies but they were really really powerful back then. The Kavarians were still part of the Dominion even, so things hadn't fallen apart yet. Anyways I'm thinking it belonged to a mid level loyalist House that was wiped out when half of the Seven turned against the Ruling House."

"My history's a little hazy Kaz, I thought you said the Terran Civil war. Wasn't House Kharbos knocked down after the Faction Wars?"

"They were -finally- but the thing is when the Terran Civil war turned in favour of the Confederacy the big plan fell apart and the other Houses withdrew their support to form a Constitutional Monarchy. The Ruling House eventually recovered from the attacks by the other Houses but it was a near thing, they lost control of the capital for most of a year. In the confusion the Kavarians began their uprising and the Terrans finished cleaning House as it were."

"...so you have no idea?"

"Do but the House doesn't exist anymore. Or if it does was reformed later and has no relation."
>>
>>25000403
Perhaps the ship was gifted to a member of a noble family that still exists today?
>>
>>25000403
That's a shame. Would have been good to know the more recent history behind it.
>>
>>25000456
Possible, but after so long it's unlikely they would have any viable claim.
You could always hire a private investigator to look into it though.
>>
looked through the thread, and it seems we haven't yet checked out what this guard cruiser can do.

How does the ship compare to its modern day counterpart, or the EX-K?
Also interested in its armaments, if any significant differences between it and the wikis RGC.
>>
>>25000555
Eh, the mediocre rolls made this turn out rather disappointing. So unless we find the original owner's diary during our renovation, it's probably just wasted money.
>>
>>25000625
That's a good point. Maybe there's hidden compartments in the walls storing personal belongings?
>>
>>25000555
My idea was this ship might turn out to be the future equivalent to the Red Baron's plane, or something along those lines. Is there a way to find out what it was originally named? Did the previous owners leave anything behind, maybe put their initials somewhere?
>>
File: 1369351693095.jpg-(Spoiler Image, 452 KB, 775x581)
Spoiler Image, 452 KB
452 KB JPG
>>25000666
>Maybe there's hidden compartments in the walls storing personal belongings?
>666
Or other things in the walls.

I hadn't considered the idea of a time capsule until now.
>>25000868
>Is there a way to find out what it was originally named? Did the previous owners leave anything behind, maybe put their initials somewhere?
Search the ship for places you might want to hide a time capsule. Odds are you may find something.
(Make suggestions, not rolls.)

>looked through the thread, and it seems we haven't yet checked out what this guard cruiser can do.
If you want you can take the ship for a spin using the controls in either the Parade Bridge or the Secondary Bridge. Engineers are still working on the teleporter refit.

>How does the ship compare to its modern day counterpart
Is hull armor isn't as good but weighs just as much. The newer ones have their armor sloped differently, more efficiently. Internal structure is also not quite as tough so the engineers will be keeping an eye out when you pull hard maneuvers.
Stats wise the number of weapons and engines are the same. This ship has been upgraded with the best shields you could get, along with point defense and emergency thrusters. On new ones they come standard.

>or the EX-K?
The EX-K had half the number of spinal mount guns, twice as many launchers but only one phase cannon turret to this ship's six.
It was also a much lighter ship with a minimal cross section so you were harder to hit. You had very good armor for when you did get knocked around. Your new one can take serious damage and keep fighting, which is good because you're going to take a few more hits.
>>
>>25001003
In the walls inside the lavishly furnished captains rooms. The marble may have removable panels, so look for any breaks in it.
>>
>>25001003
>(Make suggestions, not rolls.)

The captain's bed.
The captain's chair on the bridge.
A desk would be another possibility, if there's any kind in the captain's quarters.
The stands in the armory.
Any kind of cistern in the captain's bathroom.

The chief engineer's workspace.
>>
>>25001003
>Engineers are still working on the teleporter refit.
Let them finish their work first.
>>
>>25001003
I would say look at the wall at the head of the bed and for anything "extra" in the extra storage space.
>>
>>25001107
>The marble may have removable panels,
They do, but they're filled with structural supports inside.
>In the walls inside the lavishly furnished captains rooms
There are a number of access a panels. Most are for maintenance for lighting and equipment. One is not, and doesn't come free easily.
Roll dexterity 1d20
>>
Rolled 5

>>25001207
>>
Rolled 7

>>25001207
>Roll dexterity 1d20
If we can't get it to open without damaging something, better call a professional. We should have more than enough people actually trained for this on the ship right now.
>>
Rolled 4

>>25001207
Rolling for clumsy
>>
>>25001003
>>25001207
>hidden things

panels behind where Armor would be displayed
Inside/under the bed
look for buttons/triggers under anything that pulls out like drawers, as well as false-bottoms in them.
>>
http://www.surveymonkey.com/s/26QDX7D


Wait you were doing it wrong, it's just set up to turn the opposite way. With a slight twist you pull the panel free...

There's a faint thud then smoke sprays out and into your quarters from what has to be a smoke grenade. Holding your breath you run out the doors past the pair of mechanics working outside.

A few minutes later the smoke is vented and you return with a pair of marines some damage control team members that had been nearby and wearing your power armor. There's a second smoke grenade inside with which to reset the trap. Now that you've seen it it's actually quite easy to disable it beofre pulling the panel all the way off. Inside covered in dried residue from the grenade are a pair of archaic assault rifles. There's a small stasis field generator built into the wall so they're as good as they day they were put in there.

"Keep checking for traps, let me know when they're clear."

"Yes sir."
>>
>>25001549
>There's a small stasis field generator built into the wall
Huh, that's rather neat.
>>
>>25001724
>>25001549
Indeed it will and now we have the perfect place for "our" secret stuff...yeah where is our secret stuff anyway? We need to hide it as fast as possible.
>>
>>25001818
Not really a secret panel now that our marines know about it
>>
>>25001818
>yeah where is our secret stuff anyway? We need to hide it as fast as possible.
You've had it on your person since it was recovered.
Did you want to replace the smoke grenade with another device to increase the lethality?

>Inside/under the bed
>The captain's bed.
>I would say look at the wall at the head of the bed
Clear, or the one you found with the guns was near it.

>The captain's chair on the bridge.
The work crews didn't notice anything when they ripped it out.

>A desk would be another possibility, if there's any kind in the captain's quarters.
There was a desk now removed but it was newer.

>and for anything "extra" in the extra storage space.
>panels behind where Armor would be displayed
>The stands in the armory
Not much to be found. The stands and shelving are simple, well made and meant to look more expensive than they likely are. They're all more recent additions.

>Any kind of cistern in the captain's bathroom.
The closest thing is the hot tub. With it empty there's more alcohol than water in the bathroom.
>>
File: 1369356435195.jpg-(46 KB, 602x399, AK-milledVSstamped.jpg)
46 KB
46 KB JPG
>>25001549
>archaic assault rifles
Pic related.

>The chief engineer's workspace.
"What can I do for you Sir?" Asks the Chief Engineer while giving you a "Please leave I have real work to do" look.
Much of the team is performing a partial overhaul of the drive core and radiation shielding. There are parts everywhere and everyone on the other side of the armored view port are suited up.

"Maybe I should come back later?"

"It would be a tremendous help sir."

"Before I go have you've found any hidden pannels or secret buttons under anything that pulls out like drawers, as well as false-bottoms in them?"

"I wish I could hate you to death" is the experssion he's wearing now. Or you think that's what it looks like on a Dro'all.

"Yes sir we did. There's a cache of gems that was hidden near the core but they've all been contaminated." he points to a shielded storage area. "They're being stored there until they're safer to transport at which point the House Hazardous materials teams will take them."
>>
>>25002144
HA!
>>
>>25002144
>"Yes sir we did. There's a cache of gems that was hidden near the core but they've all been contaminated." he points to a shielded storage area. "They're being stored there until they're safer to transport at which point the House Hazardous materials teams will take them."

Thank the Chief Engineer for his good work, tell him to carry on, and leave him alone.

Apparently this ship is actually a secret museum. Since it's around 300 or more years old, it might actually have hidden stuff from multiple historical periods. It might be worth the effort to poke and prod anything that looks out of place, or go over the decks with an ultrasonic scanner, or whatever it is we do.

When I think back on all of the ships we have destroyed or ripped into pieces, I wonder how many priceless historical treasures we have inadvertently blown up in the process.
>>
>>25002144
Have we looked under the hot tub?
>>
The only thing people can agree on are your target (for once) because there may be salvage involved, and the Marble and/or wood highlights. No real agreement on the hot tub.


>>25002249
>When I think back on all of the ships we have destroyed or ripped into pieces, I wonder how many priceless historical treasures we have inadvertently blown up in the process.
"To think that you would destroy this installation, as well as this record... I am shocked. Almost too shocked for words." -343 Guilty Spark

Also reminds me that I liked to go after pirates using Q-ships in Star Wars games so we could take their ship and any money they'd stolen.

>>25002459
No, you want the mechanics to lift it up?
>>
>>25002537
If it's not too much trouble, lift the tub.

Perhaps we should encourage the crew to go poking around on their off hours. Whoever finds a neat artifact of a past age gets a bonus and some candy.

Then again, the Chief Engineer would probably give us a mighty glare if some marine ripped out a power conduit because he thought there was a treasure chest behind it.
>>
>>25002702
You tell the mechanics to schedule it.

So the highest, by just a bit, is letting the crew decide on the remodeling.


On to redistributing the torpedoes!
Between the starfighter losses and the fact that you weren't really abusing their capability as much as you could there are a lot of SP's left over. With some moved back to the ships you have enough for 8 volleys for each squadron and the escort carriers.

That leaves enough to equip 4 more squadrons with 1 additional volley, or you can spread them out, stick them with a particular unit, etc.
>>
>>25002961
>stick them with a particular unit
I say lets give them to 6th. That way we can use them to put SP torps into uncomfortable places.
>>
>>25003106
Torpedoes assigned. Keep in mind that 6th squadron no longer has any afterburners.

Speaking of which, there was going to be a competition.
Mike, Rasi, Verilis, Arthur(Even though his ship cant carry AB's), and 5 other pilots are all trying out. Any of your people that weren't ace level pilots going into the operation the other day are a lot closer to being them now.

Roll 9d20
>>
Rolled 12, 6, 15, 19, 5, 14, 5, 14, 8 = 98

I wonder who won?
>>
>>25003282
Wait, wasn't Mike disqualified?
>>
>>25003343
Right, knew I was missing something. Anyone remaining roll 8d20
>>
Rolled 14, 11, 7, 16, 5, 16, 17, 7, 18 = 111

>>25003282
>>
Rolled 9, 11, 12, 16, 16, 8, 9, 4 = 85

>>25003401
>>
Rolled 15, 5, 8, 13, 5, 1, 6, 7 = 60

>>25003401
>>
Arthur. The only one who has a ship that can't mount the damn things so of course he would have to win.

"You know, I really liked using the lighter ship. My Vengeance B has always been a bit monstrous even with all of the upgrades."

One of the newer pilots from 5th squadron came in second.

Arthur doesn't seem against trading ships, at least for awhile. Did you want to see about swapping in one of the newer cruisers you captured from another unit?

"If you don't want to that's fine, but if you do want me to switch out I promise not to taunt Knight Serth excessively."
>>
>>25003634
Your choice. If you do, just don't taunt him so much that it hurts discipline.
>>
>>25003634
Sure, if hes not against it we can have him swapped around for awhile.
>>
I'm splitting a box of open fire with a buddy, and I have Bridge by Bridge, can I use the Grenediers in the box as Fallschimjagers? Or are the actual models to different?
>>
>>25004099
I do believe you missed your thread, but thanks for stopping by!

>>24990083
>>
File: 1369364534021.jpg-(94 KB, 776x599, 776px-Sig07-009.jpg)
94 KB
94 KB JPG
At the beginning of the thread next week you'll be inbound for the convoy locations. Most of them are leaving the larger galaxy in the area, though with the enemy fleets still present there could be a few around the nearby dwarf galaxy.

Was there anything else you wanted to take care of before departure?
>>
>>25004330
would like to name this Guard cruiser
(totally testing the idea waters for the incoming Errant ship)
>>
>>25004330
nope
>>
>>25004330
I think we're good to go.
>>
>>25004543
Dominionator
>>
File: 1369365888912.jpg-(291 KB, 1200x800, comp_prog_hulks_01.jpg)
291 KB
291 KB JPG
>>25004543
>would like to name this Guard cruiser
Go right ahead and make some suggestions. Worst case people will either shout them down or agree with one.
That reminds me I need to find that ship name thread on foolz. I only saved a few of them the last time one was up.


Posted for your enjoyment:
A Kind Word And A Two-by-Four
Ace of Knaves
Asymptotic Momentum
Attempting the Impossible
Blood of Heroes
Brooding Upon Madness
Guilt by Association
Crimson Permanent Assurance
Disposable Hero
Distinctly Unreliable
Fearful Angel Treading
Glory to the Brave
Grievous Planetary Harm
Heart of Napalm
Inevitably Successful in All Circumstances
It Behoves Us to Reflect on This Matter
Last Refuge Of The Incompetent
No Viable Alternative
Plentiful Bounty Of The Expanse
Possible Theological Consequences
Sacrificial Ram
The Continuation Of Diplomacy By Other Means
Unforgiving Blade
Unhesitating Colossus
Very Special Blend Of Commerce And Extreme Violence
Wasted Years
FLASH STARMAN'S BITCHIN BOAT
The Palm Greaser
Sleepin with tha space fishies
Capo dei Capi
Serial Peacemaker
His Express Permission
The Hammer of Dorn
Fenresian Wolf
The Envenomed Blade
The Fire of Righteousness
Caught in a Landslide
Escape from Reality
I'm Just a Poor Boy
Easy Come, Easy Go
Galileo Figaro
Armageddon's Edge
Season of Plenty
Seeker of Truth
Song of a Distant Shore
Damnations Hand
Light of Him on Terra
Dauntless Traveler
Revelation of the Unbelievers
Profit Motive
Explicit Cost
Adaptive Expectations
Forced Deflation
Inequality of Bargaining Power
>>
>>25004543
If you'd pardon the blatant theft, I was alway a fan of "The Serial Peacemaker". Though I suppose too many enemies escape from us for that moniker to be truly appropriate.
>>
I believe Archon is fitting,
though of these >>25004716 I like Armageddon's Edge.

this may just be the energy weapons and armor of the guard cruiser making loose connections to some Amarr ships
>>
>>24958724
Please put quest in your subject line.
>>
>>25004661
>Dominionator
>>25004781
>The Serial Peacemaker
>>25004716
>The Continuation Of Diplomacy By Other Means
I'm nominating this one personally.
Found a couple of threads.
http://archive.foolz.us/tg/thread/14894166/
http://archive.foolz.us/tg/thread/15100917

They also suggested some ship names from the culture setting.
http://en.wikipedia.org/wiki/List_of_ships_of_the_Culture_setting

>>25005193
Thanks, it's been mentioned. Kindly go back to December 2011 and mention it then.
>>
With the way we conduct business I'm surprised no one suggested we call it the Magpie.
>>
>>25005227
>the_Culture
I am barely resisting making Gravitas jokes right now.
>>
File: 1369369052251.jpg-(42 KB, 640x480, Oberstein.jpg)
42 KB
42 KB JPG
>>25005227
The Oberstein
>>
File: 1369369756215.jpg-(54 KB, 500x375, bittenfeld_032.jpg)
54 KB
54 KB JPG
>>25005461
how horrifying
>>
>>25005227
Did we ever catch the name of that Royal Guard Captain that saved our ass during the coup? It would be kind of fitting to remember him in our own little way with this ship...
>>
>>25005615
I don't think so,
He said Captain would be sufficient

o7
>>
>>25005882
'Captain'... that kind of has a ring to it, in a way.

And would probably confuse a few people, as well! "What is that ship's registry?"

"Captain, Captain!"
>>
>>25004543
As much as I like "The Continuation Of Diplomacy By Other Means" I think such a name should be saved for our Errant ship.

I like "Distinctly Unreliable" as i'm in the habbit of naming thing the opposite of what they really are for good luck.
>>
>>25005227
The Culture setting can go fuck itself with a rusty rake, so you'll get at least one vote against every name inspired by it.

I kinda like the idea of naming it after that royal guard captain.



Delete Post [File Only] Password
Style
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [rs] [status / q / @] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

- futaba + yotsuba -
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.