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File: 1376421435178.jpg-(28 KB, 810x425, House & DominionNWQ.jpg)
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For House and Dominion: Neeran War Quest

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 a few remaining Corvettes.
Together with the Expeditionary fleets of the other Houses and Factions you've relocated to the Pandora Galaxy Cluster to help stave of invasion by the Neeran Empire.

Thought by many to be a break away group from the isolationist Neeran living within Republic Space this has turned out to be false. The Isolationists are infact the rogue element, having fled the Neeran Empire more than four thousand year ago. Their kin have come in search of them and not for the first time. The two Neeran incursions in the decades after the Faction Wars were little more than reconnaissance in force.

To help beat back this invasion and defend against other external threats, the top military commanders of the various Factions have taken it upon themselves to revitalise the concept of the Factions Alliance. In accordance with the Governments of the Factions now involved a charter has been drawn up stating that a new Alliance military will exist to protect signatories from external threats.
You've been extended an invitation to join the Factions Alliance military but are reluctant to do so lest you be stuck fighting on the front lines until your death.

Last week you saw your first combat against Neeran starships that were attempting to raid sensor and com installations. You were successful in destroying several of their corvettes along with crippling two Battleships and a Carrier. Attempts to secure a working Neeran plasma cannon have been thwarted by sabotage but you're still determined to salvage one of their ships and claim the sizable bounty.
>>
>>26602972
FOR HOUSE AND DOMINION!
>>
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http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

It is midday of August 13th 4024 and with a few of your ships still under heavy repair you've decided to hold off on an immediate deployment. Just as well since you need to gather your Knights and Flight Leaders to compare notes on how best to fight the Neeran ships.

Reserve forces have caught up as well meaning your pilots that had lost their starships and teleported out can now get back into the flight. Even better news is that your Elite Heavy Strike Team has rejoined the unit after a thorough debriefing.

Sergeant Major Rob Ecord has been Knighted!

The first thing the newly minted Knight does on his return is come to the bridge in his full dress uniform. Kneeling he presents you your Plasma pistol. It's looking a bit more worn than when you gave it to him truth be told but still seems functional.

>What say?
>>
Well we don't have a sword with us, so karate chop him on each shoulder and tell him to rise.
>>
>>26603135
"Welcome back, Sir Ecord. I hope the pistol served you well. Thank you for returning it, and yourself, in one piece. You must have stories to tell."
>>
>>26603135

... the kneeling is a bit strange

Sounds like we need to have a few toasts to the fallen, too.
>>
>>26603135
Take the Plasma pistol, look it over, and then tap him on the shoulder telling him to rise.

"It's good to have to back with us again, and I hope this weapon had served you well on your mission"

(I have to say though i'm almost jumping for joy that we have our signature weapon back)
>>
>>26603306
He's already been Knighted by the Commander.

"I'm glad they don't make me Knight people directly. I don't really carry a sword so I'd have to karate chop you on each shoulder instead."
Ecord tries hard not to smirk but fails.

>>26603345
>"Welcome back, Sir Ecord. I hope the pistol served you well. Thank you for returning it, and yourself, in one piece. I hope this weapon had served you well on your mission."

"You're welcome sir. That weapon may have saved my life."

You take the pistol and tell him to rise before asking "May have?"

"An anti-tank gun would have done the same job but I'm not 100% certain it would have been as effective in the close quarters fights we saw. Knight Jing Ki sends his regards as well."

"I'll have to talk to him later. You two must have stories to tell."

"Would that I could talk about it more sir, but I cant. Sorry."

From your own crazy missions you're certainly aware of what he must be going through.
"It's good to have to back with us again. I hope you're ready to go back to work in a few more days."

"Ready and waiting sir. The rest of the team has been studying and reviewing every available mission report on the Neeran. We're down some people, but were allowed to carry over a few that we met on deployment to make up for the losses. Just give us a target."

After telling him your current teams have taken scans of the interiors of some battleships and a carrier he requests permission to depart the bridge and start planning battle drills.

You have a meeting with your Knights and Flight leaders coming up. Kavos has a few things that need to be discussed regarding ship systems and equipment. Was there anything in particular you wanted brought up?
>>
>>26603640
things to bring up:

>tactical assessment of enemy plasma weaponry

>tactics employed against enemy corvettes

>tactics employed against enemy battlecruisers and higher

What did each task force find worked best against the enemy, did anything result in 'oh shit abort' moments, etc.

If we want to survive this, we need to know our own strengths and weaknesses and our enemy's.
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Meeting aboard the station where part of the wing is still undergoing repairs you make sure that your sidearm is close at hand and your armored jumpsuit is secure beneath your duty uniform. No reason to tempt fate.
Some of the ships are on orbital patrol around the station. You should get plenty of warning if theres an attack.

First order of business is discussing the shield modifications Kavos has suggested.

"This isnt going to work for everybody." says Rahne. "Some of our ships are already heavily upgraded, we just dont have room for secondary or even tertiary reactors to supply extra power."

"Agreed." Daska hits a button and calls up some of the ship diagnostic displays. "Even the ones that don't have afterburners are already packed full of machinery. Vaughn's ship was already like that when we captured it."

Arthur shakes his head in disagreement. "We're going to need these upgrades to keep the sheilds up but I admit even that's going to take time. Until then cant we just run our reactors hot?"

At least three people groan in protest.

Kavos speaks up to stem the protests that are about to start. "It could work but would increase logistics strain. Maintinence needs for the power systems would double."

"We also run the risk of a reactor going supercritical if we take damage." Daska adds,

Alex raises a hand. "Why dont we just buy or requisition higher end reactors? Worst case scenario we have the money to do it ourselves."
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>>26604053
You already know the answer. Back in the Smugglers Run you make a point to requisition the highest end Sublight drive assemblies from either DHI, GE or on some rare occasions Aries. There aren't higher end reactors available. Or at least not being produced in the numbers necessary to equip the whole wing. The ones DHI built to test their afterburners might fit the bill though.

"Mike. I want you to talk to your people and your engineers. Find out the state of your engine assemblies and see if the ones on your ships can handle an increase in power generation output."

"Got it."

If you're lucky DHI put the same model engines into production as your prototypes. If you're not, they decided to mass produce a slightly cheaper version that up until now would have been more than adequate for the same job.

Roll 1d100
>>
Rolled 48

>>26604153
>>
Rolled 46

>>26604153
Here's hoping.
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>assessment of enemy weaponry
Loraine Day, who has used a modified Centurion longer than anyone else in the wing has done up a small report comparing the Neeran weapons with Republic equivalents.

"Good news and bad news. Good news is that it shouldn't really be possible for them to increase the damage output of their plasma cannon beams to be as powerful as those on Republic Starships. Republic weapons have a much longer and larger accelerator that helps make sure all of the plasma is headed in the same direction when they uncap the bottle. So it the elves continue development ours will eventually out range theirs."

Kavos sighs in relief. "Thank goodness the Hune rebels started fielding increased range versions early on. It forced the government navy to upgrade the old guns."

"They still have massive stockpiles of older weapons though." Says Arthur. "I heard that a few Houses are trying to buy up th-"

You motion them all to stop so Lorraine can continue.
"The bad news is that they're more adaptable than the Republic ones as we've seen. In beam mode they have almost as much shield penetration as spinal mount heavy phase cannons.
Sure they run out of fuel eventually and have to switch to drive plasma, but it looks like all they need to do is dock with a carrier for a few minutes and they're back in the fight. The plasma ball is a problem because they can use them the same way we use nukes to blind sensors."

"Our higher end sensors can see through those blasts." Comments Alex.

"Not if enemy ECM is present." Responds Day.

Daska speaks up. "Only one of the Carriers we encountered used ECM but most of Second squadron was temporarily blinded when they did. Most of our pilots are used to dealing with flash bangs though."
>>
"That's not the worst news. I talked to the technicians that looked over the battleships. They said that they saw signs that all of these ships have been built incredibly cheaply for what they do. Sure key areas are more advanced than ours but overall the manufacturing has to be taking up way less material than it does for us to build an equivalent starship. Even the storage systems for the plasma cannon that was left have been built with the bare minimum or backups and could be easily repaired in the field.
I bet they could build three battleships for the cost of one of ours."


>>26604250
>>26604364
>>26604588
Mike does some checking and some of his ships (about half) have the same type of sublight drives as the EX-K did. The rest were procured from salvaged pirate ships. This isn't good and gives no real indicator on what DHI is going since these drives were procured more than a month ago and would have been shipped a month before that.

Still there's a chance that you could convince them to resume production if you had enough support for it.

>New R&D option unlocked!
>>
>tactics employed against enemy corvettes
"Those corvettes are little bastards." Starts off Mike. "We needed to halo them with fire to keep them from dodging most of the time."

Rah'ne agrees "That usually worked until they figured out what ships could track them. Then they'd try to get in close. For ships that have plenty of turrets keeping at range is still the best option as always. With spinal mount weapons you have to be really careful. If you chase them too closely it's easier for them to dive out of the way. and get behind you."

Thal is the next to speak up. "We needed to focus fire for any of our corvettes and most of the frigates. Our corvettes work quite well since they can dodge more easily but don't have enough firepower."

"Actually two Attack Corvettes firing twin linked beams can punch right through their shields if they both shoot at the same time and at the same place." Points out Biran Edah. "I saw it when your wingman had to break off and linked up with the other corvette in your unit. It doesn't guarantee a kill but it does damage and then they usually retreat."

"If they don't have ECM support, blind them with nukes, pull back and have a second squadron or starfighters attack their flank." summarises Daska. "It worked a few times against separate groups but I'd hate to repeat it too much. Don't send starfighters on head on attacks if you can help it."

>tactics employed against enemy battlecruisers and higher
"Shield Piercing Torpedoes." Seems to be the general consensus, that or having an entire squadron rain fire on them. Against Carriers the second options is certainly viable but with battleships few want to face off against four plasma turrets being pointed at them.
>>
Which of the ship designs have been doing poorly against our enemies so far?
>>
>>26605124
Shouldn't be too hard to get DHI to switch all production to the better engines. All of the current ships in production are going to be aimed at the new "Neeran Standard", and existing ships will be retrofitted wherever possible. So the demand for the engines will skyrocket because the lesser marks simply don't provide enough power.

We should send them some of our combat logs and the conclusions drawn in regards to shielding.
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>What did each task force find worked best against the enemy,
Engaging from range, staying mobile and keeping close enough together to provide cover. Trying to draw the corvettes out away from the support offered by the battleships was a big one.

>did anything result in 'oh shit abort' moments, etc.
Usually the first time fighting a battleship. Those resulted in most of the SP torpedo usage, with some minor exceptions where enemy corvettes tried to make a run at the Escort Carrier.
There's been a proposal to reclassify the Neeran Battleship as a Fast Battleship. This would in theory mean pilots are less surprised by how quickly they can move around the battlefield and stir up trouble.
Your unit was almost steamrolled in such a manner after all.

>Which of the ship designs have been doing poorly against our enemies so far?
Republic built Pandora class Frigates. They're light and fast which helps in evasion but their armor and structure is just too weak. Really there are many corvettes that outmass them. They're still handy because of their missile launchers and are good for hit and fade but wont hold up in a fight. Lack room for upgrades is another problem.
Wow, this is a tiny little pic. Didnt remember it being this small. Need to throw this into AutoCAD at some point.

>Shouldn't be too hard to get DHI to switch all production to the better engines.
Indeed, that why there's a reduced cost.
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"What's next?"

"Emergency thrusters." Kavos uploads the report to everyone.

"From normal fighting against Pirate Warlords compared to Neeran combat units, emergency thruster usage has increased 70%."

"That sounds like a lot." Says one of the flight leaders at the back.
"Sure felt like a lot." Replies another.

Rahne knows a bit more about these. "Originally emergency thrusters were just clusters of torpedo engines stuck to the outside of a ship but they were modified to expend all their fuel in one shot."

You know you get a lot more than one use out of yours.

"Eventually they became less of a field mod and companies tried to make ones that could see multiple uses through the course of a battle. After a few Knights Errant used them to good effect people started throwing money at the companies producing them."

Kavos takes over. "They are not meant for more than twenty uses per battle. Put too much strain on hull and either run out of fuel or overheat."

"We haven't run out of fuel in any battle so far." You point out.

"Mass produced ones draw from ship fuel stores, they do not run out unless damaged. Still have to worry about stress to hull structure and the overheat."

You look at one of the reports that were forwarded just to you. The structure of the Unnamed Guard could fail in another twenty missions if you push the ship like you did, and it's in good shape overall.

>What say?
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>>26606172
Well, if it comes down to it, I'd rather have our ships be unsuitable for combat because we used the thrusters too often, than having them blown to pieces because we didn't.

Can our engineers do something about the structural damage the thrusters cause? I'd also hope that as we adapt to our enemies tactics, thrusters usage will go down.
>>
>>26606172

"Stress on the hull structure seems like a lesser concern than a mass of plasma burning through your ship. Unless we deploy only in overwhelming force or get supplied with a steady stream of SP torps, it would seem that we'll be forced to hope the ships hold together."
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This is the preliminary for the new R&D system we'll be using. Your Wing and allies have a certain amount of pull when it comes to what direction R&D should go. At the moment you have 6 points to spend on R&D. If you can convince or otherwise influence enough people within the House or in other Houses that make use of to same suppliers you can gain an additional point.

There will be an equivalent to show tech advancement on the wiki, except it will be using black or white circles.


Listed under "Faction Politics" is SP torpedo mass production.
This indicates that the various Factions are attempting to pressure the Terrans into building more torpedoes ASAP. These things take time though as manufacturing lines have to be set up.
Once mass production has been resumed do not expect to suddenly receive an I WIN button, it will simply mean that the Terrans are more free with their stockpiles when it comes to their allies. Expect rationing to continue.

To prevent min-maxing there's a cap on how many points you can put into SP torpedo production.

What will you guys be putting your points into?


>>26606285
>>26606338
Most of the others likewise agree on this.
"If the hulls on our ships begin to fail we can always request the wing be sent home." As Mike puts it.

>Can our engineers do something about the structural damage the thrusters cause?
Like with running the reactors above spec the ships will start to need an increasing amount of maintenance. The trouble with internal structure damage is that its harder to get at and more time consuming to repair. Many of your ships have been upgraded to reduce this problem or make it faster to fix. The Unnamed Guard has not but is still in good shape for the moment.

>I'd also hope that as we adapt to our enemies tactics, thrusters usage will go down.
It's possible.
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>>26606732
Do the Neerans have anything comparable to SP torpedoes?
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>>26606814
Also, what does the little die(?) icon next to "House Posat Armor Systems" mean?
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>>26606814
At the moment no.

>>26606837
That's the armor plate icon from the old Requisition Point menu.
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>>26606992
Ah, okay. Thanks. What kind of weapon can we expect the ablative armour to be effective against? I'd guess plasma wouldn't be particularly hampered by it?
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>>26606732
Anyway, here's my suggestion:

2 points => Assault Corvette Programme
2 points => Power Cell Armour (Try to invest some of our money here, if possible.)
1 point => SP Torpedo Production
1 point => Restart Drive Production
>>
>>26606732
SP Torpedoes are our best bet for crippling the weapons of the larger Neeran ships. Since they give their turrets the largest field of view possible, they are very open to attack. I recommend we put two points into SP and focus on convincing everyone with some pull to needle the Terrans into making more torpedoes. Every additional torpedo we get is potentially one more plasma cannon destroyed.

Otherwise, I agree with this:
>>26607989

Though I'd move a point from armor to SP.
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>>26606732
Just a thought but could we use political marriage to increase the amount of influence Sonia has
also just caught up on all the threads over the last couple of weeks good job man
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>>26608197
Honestly, I don't want to go there.
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>>26608230
just throwing it out their
honestly i'd feel sorry for the poor bastard that ended up with Soniia
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>>26608258
In a political marriage, you only have to see each other often enough to keep up appearances. So Sonia's life might actually be much the same, except for her last name becoming Reynard-Richguy, and a few test tube babies being grown in a clinic somewhere.

However, there is the question of what the man would be getting out of it, since Sonia doesn't have much.
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>>26608349
Well he'd get a few heirs which all nobles need plus theirs the fact that Sonia's an elite wing leader which has some prestige
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>>26608439
I think he'd care more about the fact that Sonia's a knight, since command positions don't affect what's passed on to your children.
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>>26608502
true I forgot about that anyways I was just putting the idea out their to see if we could use it in some way
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>>26608533
Relationships are probably pretty far from Sonia's mind right now. There are aliens to kill and ships to salvage. She hasn't even gotten leave yet, and she might not for a while.
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>>26608592
it was just an idea I wanted to see if it was viable and if it could be used to increase the House and Sonia's standing. Just exploring our options
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And back. Was called away unexpectedly.

>>26607187
Normal starship armor already has some ablative layering. Posat armor systems want to go one step farther and combine it with anti-torpedo armor layering in the hopes that it will reduce the effectiveness of plasma weapon impacts.

>>26608349
>However, there is the question of what the man would be getting out of it, since Sonia doesn't have much.
>since Sonia doesn't have much.
You are currently more fabulously wealthy than I ever feared would be the case. Your accounts are... they're going places

>Honestly, I don't want to go there.
I suspected such would be the case long ago having seen other quest run into similar problems.


Okay, so R&D split.

>>26607989
Seems reasonable.

>>26608036
>I recommend we put two points into SP
>I'd move a point from armor to SP.

Is anyone else agreed to either of these?


>focus on convincing everyone with some pull to needle the Terrans into making more torpedoes. Every additional torpedo we get is potentially one more plasma cannon destroyed.
Well you could talk to the Commander, or possibly one of the other nobles that you've met before. Then there's people in the other Factions you've come into contact. You still have that rather sizable favour that the Rovinar owe you.
>>
>>26608970
As usual, we should talk to the Commander first. She's still more well-connected than us, and she gives good advice.

If we're looking for a laugh, we can ask her about political marriage.
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>>26608970
I'd say keep the two points in armour and use the favour that with the Rovinar to get them to help with the SP
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>>26608970
>You still have that rather sizable favour that the Rovinar owe you.

The Rovinar are one of these cultures where favours gain interest if they aren't used, right? I'd say we keep it.
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>>26608197
>also just caught up on all the threads over the last couple of weeks
Holy shit man.
>good job man
Thanks. Sorry there's a thread where the pics didn't save because of a suptg glitch or something. The worst part was that was one of the times where I was banned and an anon was posting pics of text I was writing on archive foolz. Or I think that one's still screwed up.

>>26609069
>As usual, we should talk to the Commander first. She's still more well-connected than us, and she gives good advice.
K
>If we're looking for a laugh, we can ask her about political marriage.
Do this? Y/N?


>and use the favour that with the Rovinar to get them to help with the SP
All of it? If so I'm going to need confirmation from some other anons.

>>26609175
>The Rovinar are one of these cultures where favours gain interest if they aren't used, right? I'd say we keep it.
It does if you keep doing other things for them like you have been. Otherwise no it stays the same but does not diminish in value.
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>>26609246
>It does if you keep doing other things for them like you have been. Otherwise no it stays the same but does not diminish in value.

I'd still suggest we keep it.

>Do this? Y/N?
She is our mentor, and if I remember correctly, she did enter one for a couple of years. The commander should be able to provide some insights, however, I'm undecided.
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>>26609246
>All of it? If so I'm going to need confirmation from some other anons.

Aren't they involved in the war effort as well? So even if we use our favour, we're just shifting SP torpedoes around, and some other frontline unit wouldn't be supplied with them.

I think it's best if we focus on getting the production up.

Same person as >>26609401
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>>26609246
>ask Commander about political marriage
Yes. Why stop our history of attempting to make the Commander do spit-takes?

>Rovinar favor
We really should figure out what the hell we want with that. Do we have any idea how much favor is left?

On the other hand... that favor may be what saves our family if the House collapses or something.
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>>26608970
Agreed to two points in SP, take one from armor. Rest is good.
>>
Do Neeran shields and armour provide better protection against plasma weapons than the stuff we are using? If they're using so many of these, you'd think they'd come up with a few smart ideas to defend against them as well.
>>
>>26609246
I broke an ankle haven't been able to move around much and I kept seeing your threads on /tg/ and thought that it looked interesting also I remember that thread it through me off at first
and I think we should ask the Commander she what she thinks of it
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>>26605124
Do we have any idea how or why they're building so much so cheaply? Nano-fab construction or some other magic perhaps?
>>
>>26610360
I'll have to upload it onto the wiki. Someone did want a cleaned up archive on there. I suppose I could find time to do 1 thread's worth.


You schedule a call to the Commander. Its the next morning when you get through to her. You pass along the short form of what you and your people have figured out regarding the scans from the Neeran ships and possible ways of countering their advantages as you see them.

"Captain Saputo has come to similar conclusions on a few things. He's also suggested that all of our Pandora class Frigates be put into reserve or sold to the Republic. Your Wing has nine of the ships and First Wing has eight. Those frigates are not something we can easily replace even with your salvage haul in South Reach. I'm ordering both of you to try to keep them alive as long as you can but at the same time we cant pull them from the front lines."

You respond that you'll do what you can but really that might not be much. Next is the Torpedo situation with the Terrans.
"Everyone is already trying to convince the Terrans to increase production. A few Houses have already offered them money to assist in setting up production lines provided their front line units are moved up in priority. I've held off. We cant have the entire Dominion begging for whatever scraps the Terrans might drop between here and Shallan space. It's... unseemly. Many of the Larger Houses consider it degrading and are digging into their own hoards and stockpiles."

"Sir we're going to need those Torpedoes. It could save lives."

"I'm aware of that Captain but I'm under increasingly intense scrutiny from the House. I cant make an above board request. Guard what warheads you have left with your life, you may never see them again."

"Yes sir." It seems you're out of luck on that front.

"I will do what I can to get your assessment on ship power systems to DHI but don't expect a quick solution."
>>
Next up you ask her about political marriage.
"Is this really the best time? Normally I might indulge you but why now?"

"It was just thinking about increasing political influence and if it could be used to help the expeditionary forces."

Suddenly the commander smiles slightly as if suddenly getting a joke. "You're still on the st- I occasionally forget how short a time we've been out in the field. I had a great deal of help setting up that marriage and had the exit strategy planned out from the very beginning. Without it I would likely command one of the planetary assault or Marine Divisions. I learned the politics of the House and everything necessary to hold command of a fleet while I was married. The entire time the only assistance my husband provided was simply existing.
While we didn't actively help one another beyond what was dictated by protocol we were certain not to hinder the others plans. Appearances had to be maintained. My status among the nobility increased as we made our rounds between the functions and parties. His relations with the various Knights and Barons that had actually earned their titles improved immeasurably.

Your meteoric rise wasn't kick-started in a single battle like mine was Captain. I was a lowly infantryman one day and a Knight the next. After our marriage the other Knights had to take my husband seriously. That sort of respect cant be bought, or at least not with money."

>>26609636
>Do we have any idea how much favor is left?
A lot, you guys didn't want to do anything with it. Right? Shit I thought I had notes for this now I have to go back and check.

>>26609710
>Do Neeran shields and armour provide better protection against plasma weapons than the stuff we are using?
They're more resistant to shield penetration and are tougher overall which make it harder for plasma weapons to get through. Kinetic resistance is slightly higher than the equivalent Faction Shielding but not by a crazy amount.
>>
Did you have anything else you wanted to talk to the Commander about?
If so
>what say?


>>26611255
>Do we have any idea how or why they're building so much so cheaply?
You ask around about this. Lt Metharom who you sometimes forget is on board gets back to you about your memo.
"From the reports we're seeing the Alliance is fighting increasingly larger fleets masked by cloaking fields. The weird part is they think the Neeran are holding back some of their largest ships. So far they've only committed maybe one third of their super heavy cruiser force. Maybe they're mobile supply or manufacturing ships? That last bit is speculation on my part."

>Nano-fab construction or some other magic perhaps?

"If I'm right about the forward manufacturing bases, and again its speculation on my part, it's possible they're using something like that. In which case they'd want to make it as effecient as possible so they dont have to mine as much local resources."

You get the feeling that the Lieutenant is enjoying this a bit too much. If pressed he might go on a rant about Neeran conspiracy theories or other craziness.


>(Double)What say?
>>
>>26611658
>You get the feeling that the Lieutenant is enjoying this a bit too much. If pressed he might go on a rant about Neeran conspiracy theories or other craziness.

"Excellent work."
Hey, it's probably the one time in his life when such a trait is actually useful. We should set him up with some additional information, if we think he can keep it to himself.

>Did you have anything else you wanted to talk to the Commander about?

What's her assessment of the whole situation?
Does she like sharks?
>>
>>26611658
I'm getting some Freespace 2 vibes from the Neeran. Massive force holding off, motives unknown? Yeah, sounds the same.

A cool mission we could attempt is trying to sneak behind their lines in one of their own ships for recon and such.
>>
>>26611760
>Does she like sharks.

Clearly this must be asked.
>>
>>26611867
Agreed
>>
>>26611658

>Commander
Does she have any intel on what we'll be deploying for as far as missions vs Neeran go? We should probably bring up concern about House forces being crippled or worse if we're in anything resembling a remotely fair fight, especially once the SP torps run out.

>Metharom

"Might be why they wanted the worlds that have fallen intact?"
>>
>>26609246
>Research projects

What about the anti-veckron/longevity drug?
>>
>>26611357
> I was a lowly infantryman one day and a Knight the next.

Does anyone else want to hear this story? Cause I really want to hear this story. Knighted straight from common infantry in one battle. She must have pulled one hell of a crazy Ivan.

(Not IC, of course, because if she's famous enough for that Sonia probably already knows, but still.)
>>
>>26612385

I believe it was once mentioned in passing that she butchered an entire unit with her powered armor. Kavos called her... Berzerker, I think it was?

Though I'm curious as to how a 'lowly infantryman' ended up with the implied suit of armor.
>>
>>26612467
I thought that was a reference to something that happened after she was Knighted. But until OP clarifies I guess we'll just have to wait.
>>
>>26611760
>What's her assessment of the whole situation?
"I expect it to get much worse before it gets better. Depending on how severe the losses the combined fleets endure the Emperor may consider declaring An'uar."
"Sir my schooling didn't always cover certain things." (Such as things you just didn't pay attention to in class.)
"Talk to your XO Reynard."

>Does she like sharks?
"This is about that blasted ship isn't it? My bodyguards held a betting pool to see if you'd ask my opinion of it. "

"Did you win?" You ask in an upbeat manner.

"No. My wager was that you would have waited until it was here on the front lines first. I have no opinion of them and they're only found on Terran worlds or in high class aquariums. I don't care for aquariums personally though I understand their aesthetic value when built into the walls of palaces or mansions."

"...is it because of that one really bad movie with the f-"

"Don't. Ever. Mention that movie!"

>>26611910
>Deployments
"You'll be able to request information on where ships are needed the most and can then choose what type of deployment to take your unit on. At this point I wouldn't mind if some of our units just went out and tried to look busy if it reduced our losses. Consider convoy escort if your unit is in no shape for the front lines."

>We should probably bring up concern about House forces being crippled or worse if we're in anything resembling a remotely fair fight, especially once the SP torps run out.
"Noted. Retreat if necessary and save the majority of the unit. If possible call in additional friendlies and try to retake any area where you left crippled ships behind. If it is not possible you are to cut your losses and save as many as you can."

"Yes sir."

>Metharom
>"Might be why they wanted the worlds that have fallen intact?"
[conspiracy theories intensify].jpg

Did you guys want to try finding someone else that could help boost the Terrans commitment to getting SP torpedo production up to full?
>>
>>26612701
>"...is it because of that one really bad movie with the f-"

The f-? What f-?

>Did you guys want to try finding someone else that could help boost the Terrans commitment to getting SP torpedo production up to full?

Well, I guess we could always ask Versa for a helping hand. It would also be nice to have a chance to speak to our most favourite AI in the world.
>>
>>26612701
I say we send a message to Versa she if she can do anything
>>
>>26612848
>>26612953

The Terrans don't seem like the kind of people to let AI have much influence, let alone let ones that might have any influence get communications from Dominion Knights.

Maybe we should chat with some of the actual Terran commanders we've worked with, like the ones we fought with in Lat'tham space. They're likely calling for all the SP torps they can get, but we might be able to convince them that supplying other factions with SP torps will lessen Terran casualties as well, as the other factions will be more willing to fight.
>>
>>26613309
thats a good idea but we could also send a message to Versa it can't hurt
>>
>>26613309
>That slow typing guy !!cAsGzl185mF Thu May 23 2013 12:27:45 No.24990807

>>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.
>>
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>>26612385
>>26612467
>>26612689
>Re-reads the archive.
Oh whew, thought I'd screwed things up for a second.
Anyways the power armor thing was most definitely after she was Knighted. They don't give those away. You don't just call up a random corporal from the infantry and say "hey here try this armor on."
Or most people don't do that.

>Does anyone else want to hear this story?
I'll write it if there's time this week once the thread reaches autosage.

>>26612848
>The f-? What f-?
Mad cyberneticist + experimental repulsor systems = Sharknado 4000.


You get a small message that Versa and a few of the other AI's are working on a classified program that they cant tell you anything about. What Versa can tell you is that the Terran government isn't going to listen to them about Torpedo production.

"It was nice to hear from you though. Please try to avoid the Heavy Cruisers when fighting the Neeran."
Well that was nice of her to warn you. Still you'll need to look elsewhere.

After another day of repairs and some worst case scenario simulator training the engineers are putting the finishing touches on your worse off ships in the unit.

"We're just locking down the last fusion reactor assembly now. Everything will be ready to go inside of an hour."

Now the issue of where to head to first. You're still not certain whether to go straight for the front lines or try and hunt down some of the raiders that went to ground and disappeared.

http://www.surveymonkey.com/s/RTKQNC8

What do you think the Wing should go after next? We might not even need the survey link.
>>
>>26613651
I think we should hunt down the ones in hiding they could be a problem later on
>>
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I guess I never did end up posting this.

What ships do you want to pull from your reserve to replace the ones that have been lost?

You still have plenty of Smuggler Frigates, Firestorm class and a couple of Republic ones, though they're a liability now. Also available are Attack Corvettes and Dagger class corvettes.

NOTE: Black market prices for Dagger class ship are on the rise again. The Terrans and Shallans are trying to buy them for use as torpedo boats for their dwindling but still impressive SP torpedo stockpile. Probably for hit and run attacks.


I'll try to post briefly in the morning then I'll be back after 4pm. Got the day off Thursday so hope to be running all day then. See you!
>>
>>26614645
I would say let the pilots choose their ship after all its their life on the line
>>
>>26614862
>>26613758
Agreed on both points. We may want to consider selling / trading some of daggers for ship(s) but that should be talked over with the other pilots.
>>
What's going to happen with our smaller research projects like the claymore knees, arm mounted mass driver and repulsor gauntlet grenade launcher?

Some of those could probably be handled by our armourers since they just involve tinkering or reprogramming.
>>
>>26614645
>What ships do you want to pull from your reserve to replace the ones that have been lost?

Let the pilots choose from our reserves.
>>
>>26614645

Didn't the Commander say we had some Pandora frigates? Are those assigned or have they been pulled from the chart due to reserve status?

What are the prices on Dagger class? They could help with the cash problem the House/Expeditionary force is facing. Or even get us some SP torps from the terrans
>>
3 people would like to search the Pandora cluster for raiders and 1 wants to help the Shallans.


>>26619213
You have 2 Pandora's in reserve and 7 currently in use. They're your most numerous Frigate class after the converted smuggler ships.

>What are the prices on Dagger class? They could help with the cash problem the House/Expeditionary force is facing. Or even get us some SP torps from the terrans

They're really worth 1.5 Mil at most since the Terrans built them off a modified Standard Corvette chassis. They weren't about to waste the shipyard facilities they captured from the Dominion over the years.
Currently they're selling for around 4 Million locally which is what an attack corvette costs.
In Shallan space they're selling for 4.5 Mil, or are being traded for equivalent value in SP torpedoes.
>>
>>26619477
A bit offtopic with this, but does anyone remember way back, we encountered that gravity beam weapon? It was something like that, pulling armored plates off of ships if I remember correctly.

We should see if we can get one to test on the Neeran ships. They could have some good R&D applications as well.
>>
>>26619477
Bump
>>
>>26614645
I'm in favor of switching in the Attack Corvettes. Their twin-linked fire proved useful against the enemy corvettes.
>>
>>26620113
If the plasma containment is gravitic or magnetic it should be possible to disrupt it with a similar system. That lightning gun made me think of a sort of tesla shield that responds to plasma and phase impacts by using the enemy beam as a carrier wave and firing a bolt of lightning back into their ship.

For capturing one of the plasma weapons intact we had the idea of using kinetic impacts against the turret. Unlike energy weapon hits it would break up the components without melting or vapourizing them. This would give us a better chance of learning more fro the wreckage, or ideally disabling the cannon in a mostly intact state. The major downside to this tactic is that kinetics won't work while the ship is shielded, so we would have to try this on a disabled ship. Alternately we could modify some SP torpedoes as kinetic warheads, maybe just changing the fuse to a remote trigger. That way they wouldn't detonate on impact but we could trigger them later if the idea doesn't work.

The last tactic I thought of is rather risky for the wing. Basically you wait until a ship is down to using drive plasma to feed the turrets. Bait them into taking a shot and then immediately FIRE EVERYTHING and cut the engines off the ship. That would hopefully leave them with no way to recharge the weapons and set them up to meltdown.
>>
>>26622908
I've been hoping that we could locate the main reactor locations of the enemy ships and attempt to cut them off from the weapons/engines.

If the parts we want to capture have no power, they can't be overloaded, right?
>>
>>26623907
Yes its also possible that we could pinpoint the location of the power conduits and sever them with particle beams or general weapons fire.

However most of the time the "main reactor" of a ship IS the engines. The amount of energy required to move a starship around at combat speeds totally outweighs the energy requirements of the weapons, shields and what have you. That's why stationary shields on space stations or planets have such a high protection-power ratio.
>>
>>26624052
That doesn't seem to ring true, though. Many times we've blown the engines off of vessels in spectacular ways and they've still continued to fire their weapons.
>>
>>26624213
It does depend on how ship technology works in this canon. Sometimes the "engines" are basically nozzles that shape and direct thrust but don't actually generate any power. Other time the engines are self contained pods that generate thrust and only draw fuel from the rest of the ship.

In both cases you can destroy the external portion of the engines and the ship can still fire weapons and maintain shields. But the main reactor might as well be considered part of the engines because they draw the lions share of the power.
>>
>>26615582
>What's going to happen with our smaller research projects like the claymore knees, arm mounted mass driver and repulsor gauntlet grenade launcher?
>Some of those could probably be handled by our armourers since they just involve tinkering or reprogramming.
Mr Nxesi could likely produce the repulsor grenade launch system if given some time and another assistant to help program it.

As for the arm mounted mass driver and anti-personnel mines you could probably buy such weapons from an arms manufacturer. Most weapons companies in the Dominion are used to getting special requests.
http://www.youtube.com/watch?v=5QN9UeqNmwo

>>26620113
Harmonic Resonance Repulsor.

>>26622908
>That lightning gun made me think of a sort of tesla shield that responds to plasma and phase impacts by using the enemy beam as a carrier wave and firing a bolt of lightning back into their ship.
The enemy ship would have to maintain the beam for several seconds in order for a return shock to reach them. You would be farther ahead creating your own means of carrying a discharge over. Its an interesting idea though.

>Alternately we could modify some SP torpedoes as kinetic warheads, maybe just changing the fuse to a remote trigger. That way they wouldn't detonate on impact but we could trigger them later if the idea doesn't work.
Did you want to convert some to a few of each?

>>26623907
>I've been hoping that we could locate the main reactor locations of the enemy ships and attempt to cut them off from the weapons/engines.
>If the parts we want to capture have no power, they can't be overloaded, right?
In theory yes. Be aware most ships keep secondary reactors throughout the ship to help charge weapons and shields and capacitor banks for FTL. Normally you cant draw fusion plasma from these. (Trek Exploding Conduits)

>Cont
>>
My G key is fucking right now up so expect spelling mistakes.


For most Faction ships the main drive assemblies are set up with two reactors. The first one is part of the the sublight drive, producing fusion plasma to be expelled for thrust. In front of that is another fusion reactor that mostly exists just to provide power but can feed plasma to the other reactor and from there the drives if necessary. Worse case scenario parts can be stripped from the second reactor to help rebuild your sublight drives if your ship is stranded.

The larger your ship is the more room you have for secondary reactor systems and capacitors. When a corvette loses its engines its generally fucked because they're packed close together and don't have enough room for as many secondary power systems.

Neeran ships seem able to duct plasma from the reactors that feed the sublight drives into their weapons. If you could disable their engines and cause them to run out fuel for their plasma weapons then yes it would be a lot harder for them to self destruct the guns before you can capture them. That doesn't mean they wont try to find another way, you'll just have a bit more time.


Anyways, back to the HRR and the Phased Plasma Channel Discharge Beam. You seem to have a Rapier in your reserve and another that was technically scrap but could be potentially used/rebuilt for other projects. Rapiers have 1 main weapon, a heavy phase cannon turret. This makes it the perfect platform to mount 1 of either of the specialised weapons you're looking at.

You could try to buy one of either weapon off the black market, check out the handful of remaining ship graveyards in the Pandora Cluster, see if Logistic can requisition once since you know the House has an operational ship mounting a pair, or do something else.
>>
>>26624441
Okay how about we do this. Convert a couple SP torpedoes (10?) to have delayed action fuses of 10-30 seconds. The plan is to use them on plasma turrets that have just been fired in the hopes that we can cause enough damage to disable them. Having a delayed fuse will let us examine the effects of the impact without wasting the shot. It's going to take some luck to get the impact timing correct and not hit the plasma reservoir causing the turret to slag itself. So this will probably take several attempts.

If our theory works in practice we can convert another 10 SPs into kinetic rounds by taking out the warheads and replacing the mass with something inert. These will used on the ships we intend to board to eliminate the possibility of them detonating unexpectedly.

At the same time if a ship loses it's shields we can also attempt to hit the turrets with our point defence weapons. I seem to recall something about them being more vulnerable to head on damage.
>>
>>26624722
Harmonic resonance repulsor! That was it. Thanks TSTG. Let's check the black market for them, and if we can't find them there then requisition them.

Another idea I had was we put a really powerful version on a missile warhead. It'd ideally disrupt enemy formations and starfighter clusters.
>>
>>26625201
Ever heard of a game called Sins of a Solar Empire? One of the capital ships in that game is called the Dunov Battlecruiser. Its a sciency support ship and it can do things like give shields to other ships and drain energy from enemy ships. One of it's abilities is called Magnetize and it's primary function is to lock down an enemy ship and disable it's abilities for a couple of seconds. But the secondary effect is that any nearby enemy starfighters will get sucked in and collide with the target doing damage to it.

When trying to escape from tractor beams would engine power or mass be more of a factor? Something with a lot of power for it's size (like a fighter) would be hard to hold onto. But at the same time something with a lot of mass would also require a ton of energy to keep in place.
>>
>>26625163
>Convert a couple SP torpedoes (10?) to have delayed action fuses of 10-30 seconds.
If there are no objections sure thing. I'd suggest longer fuses personally so that your people have enough time.

>>26625201
>Another idea I had was we put a really powerful version on a missile warhead.
You need a starship grade powerplant to operate them. Its why they're only seen on Medium Cruisers and more rarely some Battlecruisers.
A Frigate like the Rapier can only mount one because it has no other energy weapons.

>Let's check the black market for them

You talk to a few of the others and ask if they've had any black market dealing since arrive, and if so to take a look for a Harmonic Resonance Repulsor.

"That's rather specialised sir. It could cost quite a bit but we'll take a look."

Roll 2d100
>>
Rolled 19

>>26625396
>Roll 2d100
1
>>
Rolled 59

>>26625430
2
>>
>>26625396
first attempt at rolling
>>
Rolled 27, 62 = 89

>>26625447
messed that up trying again
>>
>>26625447
It's "dice+2d100".
>>
Rolled 1, 48 = 49

>>26625475
yeah I just forgot the + sign
>>
>>26625396
We can increase the fuse time to a couple minutes or so. Any longer than that and something might cause it to dud.

>>26624441
>You would be farther ahead creating your own means of carrying a discharge over. Its an interesting idea though.
Ahaha, I just realized. Our shark ship has a big plasma cannon in it's mouth right? Well we were thinking of adding teeth to the mouth for ramming attacks. But we also agreed that it was more for style and intimidation than anything else.

What if we made the teeth conductive and used them to juice up a reduced power plasma beam with an electrical charge? It would take some modification to turn the plasma cannon into what is essentially an electrolaser. And the power draw would be enormous, we would have to tap the capacitors of every other weapon on the ship. But this might be a way of giving our battlecruiser a disabling weapon.

As an added bonus if we just feed power through the jaws without any plasma, lighting would arc between the teeth like a hand taser giving our ship LIGHTNING JAWS
>>
So if we're taking best of 3 that puts us at 27,62. Not the greatest result, but HRRs are pretty rare to begin with so we may have to try other markets. On the other hand if they are widely considered ineffective there may be a lot of people trying to get rid of them.
>>
>>26625163
>>26625396

>convert SP torps

I'm against screwing with any SP torps we have, unless they've got damaged warheads or we buy some damaged ones off the black market.

While I'd love to capture an intact Neeran ship, I'm not thrilled about possibly throwing away any of our remaining SP torps. I imagine we're going to be wishing we had every single SP torp we possess and more before our force gets rotated from the front.
>>
>>26625542
I'm intrigued by this lighting jaw idea
>>26625627
sorry two of those rolls where me I forgot to disable dice here>>26625492
>>
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One of your people find an intact weapon and purchase it then contact logistics to have it transported. An inspection by the engineers finds that while it looks to be in rough shape it will certainly work.
Rasi Jakande is able to locate spare parts that could be of use in maintaining it.

Overall assessment from the engineers is that it will take a few days to swap out the gun on your good Rapier, modify the power systems to be compatible and make sure that the entire thing wont explode. That last one may take a bit longer as they're not used to working with these systems and they're a bit more complicated than regular repulsor/tractor beams

>>26625542
>Them shark plans.
What could possibly go wrong?

We've had a grand total of 4 votes on our last survey and 3 of the 4 people wanted to hunt around the Pandora cluster for hiding ships.

Will you be keeping the Wing as a single group or splitting up to cover more ground?
You will be able to coordinate with Local PCCG forces but they're not always equipped with the best stuff. Mercenaries, the Merchant Guild and manufacturers tend to have the best hardware and most of those are more interested in guarding their production lines. There are some mercenaries who haven't launched for Shallan space yet, either because they consider it suicidal or are training and building up their forces first.
>>
>>26626117
I would say keep the Squadron together while searching also what forces will the PCCG be able to field
>>
>>26626117
>We've had a grand total of 4 votes on our last survey and 3 of the 4 people wanted to hunt around the Pandora cluster for hiding ships.

>Important decision
5 votes.

>Choose which colour the shoes for Sonia's ballroom dress will be.
All of 4chan...
>>
>>26625834
It's not a huge deal. SP torpedoes already have delayed fuses so they can bust through armour, we just need to make the fuse longer. For the kinetic warheads you remove the fuse altogether turning it into a SP bullet.

If we succeed in capturing one of the plasma weapons (mostly) intact the bounty would more than cover the cost of the torpedoes. And that would definitely pad our resume if we decide to join the Factions Alliance.

Speaking of SP torps, with the Dagger corvette prices being so inflated how many SP torpedoes would we get from trading one in? We already have more than half a squadron of them.

>>26626117
I think it would be best to stick together this time. The groups in hiding are going to get increasingly ragged around the edges which should help us overpower them.
>>
>>26626205
>Speaking of SP torps, with the Dagger corvette prices being so inflated how many SP torpedoes would we get from trading one in?

Six. The thing is though that a lot of the sales aren't really specifying what model of SP's are being sold. You could end up with older ones that might not cause as much damage.

2 people for for keeping the unit together.

>>26626172
>also what forces will the PCCG be able to field
It varies by area. I'm working on a map, give me a bit.
>>
>>26626205
>>26626326

I'm still concerned about tinkering with any of our precious SP torps. If we were to pick up some older torps from a trade, those would be ideal for tinkering with due to their lower normal damage potential.
>>
Most of the torpedoes we have are at least one generation behind. Mk41 vs 42 wasn't it? If they are too old they may have trouble with newer shields.

We could try trading a dagger in for credits and then trading specifically for older torpedoes on the black market instead of bartering directly. The warhead isn't important for the kinetic ones we intend to make, just the SP property. For the delayed fuse test torpedoes we can use whatever the oldest ones we already have (since they will detonate anyway).
>>
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Data on the current whereabouts of the remaining raider forces is hard to come by and is not improved by the damage they were able to cause.
There are some areas where none of the local stations responsible for providing long range sensor data survived. More are currently under construction, either on site or being built elsewhere before being shipped in. These are the Red Zones.
Starships from some of the Factions are patrolling these zones along with some mercenary and PCCG security forces. These are second line units not considered suitable for front line combat. More powerful allied ships have either been sent to the front or are held in reserve to guard key areas.

Thanks to units like yours that helped intercept raiders early on there are areas where there is still some sensor coverage, though it has degraded due to the attacks. Because of the overall poor state of sensor coverage in these zones it is expected that some Neeran units are in the area but most PCCG security is being focused on the red zones until their sensors are back online. You may expect help from Mercenaries whose home bases are in sectors close to your operation areas.

Most of the Pandora Cluster has a mix of sensor systems and relays that try to coordinate to assist in shipping. This isn't always very efficient as many mercenary units through the cluster have turned to piracy at one point or another in the centuries since the Faction Wars. Because of this sensor coverage varies widely at the best of times. Corporations use this to their advantage to set up hidden manufacturing bases out of sensor range of opponents or to conduct research that would otherwise be illegal even by the PCCG's laws.
In these areas new enemies may turn up as easily as allies do.
>>
>>26627880
I say we search the poor coverage area near the center of the cluster and work out from from their
>>
>>26627880
That bubble of poor coverage in the middle seems like a good place to start. We know there were neerans there at some point because they knocked down the network. And it's likely that any raiders in the area would tend to congregate there to take advantage of the lowered coverage.

So begin in the middle and work our way outwards. Either we could run into ships hiding in the dead zone or come across ships moving towards it.

Are the red zones where the front line is?
>>
>Because of this sensor coverage varies widely at the best of times. Corporations use this to their advantage to set up hidden manufacturing bases out of sensor range of opponents or to conduct research that would otherwise be illegal even by the PCCG's laws.
Loot senses tingling.
>>
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>>26627880
Areas in proximity to Nav stations have the best sensor coverage. These are the Green Zones.
The Navigator stations are to large and too heavily fortified for the small Neeran units to have posed a threat and with so many military ships passing nearby its doubtful they would have gotten within weapons range. There have been no signs of activity in these regions since the smaller groups fled the cluster. If enemy forces are encountered expect a swift response in overwhelming force to any call for help.

The Wing is currently located at a private shipyard in the outer spiral arm of a Dwarf Galaxy in the Orange Zone. There is some coverage in your area but its spotty.

So in summary
Red Zone = No sensor coverage. Ship based sensors only. Some PCCG support.
Orange Zone = Poor Coverage, little support
Average Zone = Sensor coverage can be good or bad, locals may try to help or shoot you.
Green Zone = Best sensors. Overwhelming support.

>>26628044
>Are the red zones where the front line is?
No, the front is up in Shallan Space. Alliance forces have launched a full counter attack, though its taking time to get everyone working in concert.


[ ] Investigate Red Zones
[ ] Local Dwarf Galaxy
[ ] Local Zone
[ ] Orange zone in center
[ ] Green Zones REYNARD STOP MUKKIN' ABOUT
[ ] Other
>>
>>26628044
Yeah, seconding.
>>
>>26628321
>[X] Orange zone in center
>>
>>26628321
[x] Central orange.
>>
>>26628321
[X] central orange
>>
After final checks the remaining ships that are docked disengae from the station and form up to make the jump out of the system. A handfull of shorter jumps get you clear of the small galaxy so that you can make a longer range jump.

"Distance two point nine million light years. Estimated arrival time is approximatley forty four hours." Announces Linda once the fleet begins its long range jump.

"Couldn't you just shave off some speed and make it an even two days?" Aska Arron.

"We've delayed enough as it is." you tell him.

>Additional maps incoming, sorry this is taking so long guys
>>
>>26628825
>Estimated arrival time is approximatley forty four hours."

Excellent, that should be enough time to ask Kavos about Un'splbl.

>Additional maps incoming, sorry this is taking so long guys

No worries, it's a lot of work, and we appreciate the time you're willing to invest in this quest for us.
>>
Bump.
>>
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Rolled 4

Your arrival near the closest of the dwarf galaxies isn't exactly preceded by fanfare, but its clear that some of the locals do appreciate some assistance.

A human male appears on screen. "Dominion ships! Thank goodness, I never thought I'd be glad to see your kind. I'm Major Firth, current commander of the local PCCG militia. You are here to help with the Neeran aren't you?"

"That's right." You confirm. "I don't like the idea of them hitting our supply lines. That task is usually reserved for my own people."

The Major is amused by this but pushes on. "Right. This area sees a lot of traffic, especially coming out from the South Reach Cluster but most of the heavy fleet elements had already passed us by before we realised this area was a target. Most of the raids hit the outer regions. Many of our sensor arrays are currently offline and no sooner had we driven off the attackers when the Militia orders most of our ships redeployed. I only have a skeleton fleet and lack the resources to conduct a thorough search."

"Are there any other Allied units or even Mercenaries around?" you ask.

"Yes, a Republic Frigate group just arrived from the south but I don't know how well they'll fare in a real fight. There are mercenary stations, shipyards and some logistics bases that are equipped to offer repairs. I've marked them on your map information. I wouldn't advise asking for assistance from anyone I haven't indicated. You may wish you'd left them alone."

You mull over that point and look over the map data.

How do you want to divide up the unit to scan each sector? Staying together as a full wing will mean weeks worth or searching.
>>
>>26631114
split squadron into pairs with Sonia going with 1-2 squadron and two carriers each for the other groups have them search the three yellow sections near the top
>>
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Getting a bit late and we've delayed quite a bit so I wont bother waiting for more votes.

>>26631207
Force 1) 1st and 2nd Squadron + Sonia (+ECM?)
Force 2) 2nd and 3rd Squadrons + 2 Carrier
Force 3) 4th and 5th Squadrons +2 Carrier (+ECM?)
Correct?

Roll 3d100 for Recon
>>
Rolled 26, 32, 42 = 100

>>26631773
rolling
>>
Rolled 68

>>26631773
I didn't make the suggestioins, but that sounds good to me.

>1
>>
Rolled 81, 60, 59 = 200

>>26631773
Rollin Thunder
>>
Rolled 44

>>26632017
>2
>>
Rolled 26

>>26632034
>3
>>
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This really takes you back. Scanning down systems and getting to look at pretty star formations, all the while not getting shot at but being prepared for that eventuality. Its great stuff for the first six hours or so, after that its work. Still your section finishes up quickly and you're ready to move on having found nothing.

Once you've linked up with the rest of the Wing you find out that while they didn't find any enemies Arthur's section located an abandoned base. Alex and Mike turned up an abandoned mining operation and little else.

Do you want to scout out 3 more sectors? Split up into single squadrons, send someone to loot the base or something else?
>>
>>26632454
Continue scanning sectors with our previous setup. The base isn't going anywhere, we can still loot it once our job here is done.
>>
>>26632454
Let's continue scanning sectors and slowly move toward the center yellow area.
>>
>>26632486
If there are no disagreements with this select what sectors to scan down and roll 3d100
>>
Rolled 44, 86, 3 = 133

>>26632528
I'd say start scaning the cluster just below the one we are in now
>>
Rolled 59

>>26632528
Let's do the big cluster in the centre of the map.
>1
>>
Rolled 71

>>26632593
>2
>>
Rolled 18

>>26632599
>3
>>
Rolled 84, 39, 57 = 180

>>26632454
>>
Whups I was away and missed the vote. Anyhow I wasn't going to suggest anything too different. Split squadrons into half, use half squadrons to recon black tiles. Then form up the squadron and scout a black tile adjacent to a yellow one. Then the entire wing forms up together and we check the yellow tiles one by one.

Since we have 5 squadrons and the afterburner squad we can use them (and us) as the quick reaction force in case any of the squadrons miss a check-in.
>>
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3rd and 4th squadrons finish scanning early this time. They located an asteroid base with shielding strong enough to shrug off all but the most serious of attacks. You know from experience that there are always ways of getting inside them but that's not what you're here for.

Your section of the Wing is done almost as quickly. There was a manufacturing center located on a planet that was outside the habitable range. From the atmospheric readings its likely used to produce equipment and supplies for logistics. You got out of there before seeing any sign they'd detected you.

5th and 6th managed to avoid CME's hurled out but some of the stars in their operations area that would have messed up their sensors. In the process they spotted a shipyard that would have otherwise been hidden by the solar flare activity.
"Were you spotted?"

"I think so." Says Alex. "They launched heavy fighters around the same time we saw them and began to deploy a battleship and some Frigates. I don't doubt for a second they would have fired at us."

Major Firth informs you that he's located some Mercenaries that are in the middle of training exercises and convinced them to scan the sectors closest to their bases. There's only about a squadrons worth of them and they're staying away from areas of suspected enemy activity. Still it means spending less time on a wild goose chase.

Where to next?
Continue on with yellow sectors, scan other areas, divide up the Wing differently, other ideas or plans?
>>
Rolled 33, 27, 32 = 92

>>26633120
I vote we continue to scan the yellow areas with the same set up
>>
>>26633120
>Continue on with yellow sectors
How much time are we currently spending per 3 sectors?
>>
Are you going to mark the black tiles we have already searched through? We are still going to concentrate on the yellow tiles but it makes it easier to see where we have been.
>>
>>26633187
Twelve hours. They're big sectors.

>>26633222
>Are you going to mark the black tiles we have already searched through?
Yep. So far you've only been thoroughly searching yellow ones and are just skipping over the black ones.
>>
Rolled 19, 89, 90 = 198

>>26633120
I say we continue to scan the yellow sectors, but also scan the black areas on our way to the next yellow one.
>>
>>26633303
>I say we continue to scan the yellow sectors, but also scan the black areas on our way to the next yellow one.
If everyone is okay with this I'll ask for some more dice to compensate on the next batch.

If no one else is rolling I'll type up the ones you just scanned.
>>
>>26633437
yeah I'm fine with it
>>
Rolled 89

>>26633437
>1
>>
Rolled 94

>>26633565
>2
>>
Rolled 68

>>26633576
>3
>>
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Your group picks up a station that was being operated by smugglers who offer you a bribe to look the other way. Did you want your ship to stick around long enough to make sure they're not trafficking slaves?

3rd and 4th find nothing more interesting than stars and space dust.

5th and 6th return spitting curses. Apparently they located some Neeran ships.

"They tried to jam us but we were able to jump out before they could lock down out location. I don't think they know our force strength." Reports Alex.

"How many?" You ask.

"Hard to say. They've taken over a smuggler station in the area and it looks like some shipyard modules have been added."

Mike speaks up. "Those modules are exactly the right size to hide their Carriers or battleships inside. They might just be holograms. There had to have been six of them."

"Corvettes?"

Neither are quite sure because of the jamming. There was a minimum of a squadrons worth.

Your orders?
>>
>>26633874
make sure that theirs no slaves and then gather wing and attack the Neeran base
>>
>>26633926
Agreed.
>>
>>26633874
Yup check for slaves and then leave them alone. (for now)

Alternately... Those smugglers from the first base may have known the ones in the captured base. They may be something they could tell us about the station. That could be our bribe to leave them alone.
>>
Your Marines go aboard the station to do a quick sweep... Ecord contacts you after only a few minutes.
"Sir we've found stasis pods that have been recently used. I'd like a team of medics to come over and, with your permission, start checking for slave implants. It could take awhile."

>>26633960
>Alternately... Those smugglers from the first base may have known the ones in the captured base. They may be something they could tell us about the station. That could be our bribe to leave them alone.

The station administrator, an overweight and heavily tattooed Hune, is less than pleased with the idea of you sending more people over.
"This is an open port. I cant promise to keep the transients under control if your people come off as overly aggressive. I can try to scrape together a bit more money if thats what it takes to hurry this along. Some individuals that pass through there have quite a bit of pull. I'd hate for you to get in over your head in a distant part of space."
>What say?
>>
>>26634171
>What say?
Give me a few hours to sleep on it.
>>
>>26634171
As much as I would like to stick around I think our priority should be finding and eliminating the Neeran threat.
>>
>>26634171
Hmm well on the one hand slavery. On the other hand we have an important mission to consider. I guess we should just mark this location for the authorities and move on.

If there is any info the station head could give us about the surrounding area and any other open ports like the one we plan to hit, we could waive the bribe. If we could even figure out what parts of the station the neeran have modified that would be a big help.

Also anyone else getting slq database errors?
>>
Will pick this up in the morning.

>>26634393
>>26634406
>If we could even figure out what parts of the station the neeran have modified that would be a big help.
I'll post an image in the morning combining Alex & Mikes scans with any data you try to get off the Smugglers.
>>
>>26634406
>>26634393
I agree we have a mission we should alert the authorities and continue with the mission
>>
>>26624441
Actually if we can modify the lighting gun a bit we could use it as a active defense system against plasma, by disrupting the magnetic field holding it together, thus having it splatter on our shields.

In fact we could have such a charged atmosphere between two shield layers, the first one sacrificial, only to guide the charged gas and the second at full strength to allow the plasma to splatter on it once the charge its away the coherence enforcement of the plasma shot
>>
>>26634470
Any chance we can have a 4 way skype call with alex, mike and knight dalton, just to catchup and find out if we exceeded the knights expectations. Also follow up on any of the people in our class who joined the smugglers run campaign. Id like to know just how much of a star student sonia is compared to the others.
>>
bump.
>>
>>26635727
Will take care of this later.

>>26634475
>we should alert the authorities
PCCG Jurisdiction is rather limited and they wont be able to directly do anything about it. Eventually someone might post a bounty, but unless they pose a threat to member systems via kidnapping or to merchant shipping they don't really have much say. Inclusion in their government is voluntary and many colonies and systems remain independent, or join up only when they're under threat.

Some mercenaries and bounty hunters absolutely despise slavers and if you put word out that slavers are operating out of this base there is still a chance Mercs will eventually deal with it. Its not guaranteed though. With much of the Pandora Cluster being like the wild west you're often better off to take matters into your own hands.

[ ] Move on to dealing with the Neeran
[ ] Find slaves, GTFO
[ ] Search station for slavers, arrest/capture them, evac slaves
[ ] Other
>>
>>26638588
>[ ] Other
Purchase slaves, report slavers. I think everything else will require too much time.
>>
>>26638588
[x] Give the station the news that a large Neeran force is nearby. If they want it delt with, slaves upon the station should probably be turned over and no one will ask questions as to who had them. Otherwise, we'll just continue scouting.
[x] Move on to dealing with the Neeran
>>
Everybody is for moving on quickly.

3 for reporting the slavers in the hopes that someone else will deal with it.
2 for trying to get info out of them and ignoring the slaves.
1 for purchasing the slaves
1 for demanding the slaves be handed over.

Usual clusterfuck.

>Give the station the news that a large Neeran force is nearby.
Does anyone else want to do this?
>>
>>26639817

As the original proponent of telling them about the Neeran [and bluffing that we won't do anything about them], I feel we're at least obliged to inform them of a major threat.

If we happen to bluff and get some slaves released, whats the harm?
>>
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You tell the Station administrator that you wont be doling any more sweeps for the moment. You fail to mention that you'll be reporting them as a slaver stronghold to the PCCG and anyone else you run into.

"Sir, what about those Slaves?" Asks Ecord once his team is on board.

"We'll have to come back later, we have Neeran to deal with."

"Understood."

Jumping to the nearby sector you're able to get some long range readings of the station. It one of your average modular stations, but ideally located outside of a gravity well so that the locals can immediately jump. Background radiation from a nearby star cluster would make detection slightly more difficult and as it stands there's no real reason for anyone to be looking around out here.

"There are four shipyard sections large enough to hide carriers and three that could hide battleships. I'm also showing a number of frigates and corvettes docked. Some of them are damaged but most are not."

"The Corvettes?

"I'm not showing any Neeran corvettes but even with the Wing's ECCM its hard to be sure."

What is your plan of attack?
Also roll 1d100
>>
Rolled 59

>>26640730

[x] Immediately report to Command that Neeran forces are likely to be making use of captured smuggler or faction ships.

lets see... 4 possible carriers means 64 possible enemy corvettes. Yeah, we're going to have to call in support. Even if there are only two carriers here, this is one hell of a nest.

[x] Call for Support

rolling for unknown thing
>>
Rolled 25

>>26640730
Rolling before coming up with a plan...
>>
Hafnar contacts you.
"Sir, this station is in the comet belt of the nearby system and there is one in a distant obrit of the station. The enemy could have patrols powered down and taking cover within any surface irregularities. With the jamming it would be all but impossible for us to detect ships there. We might want to check it out."


"We're going to need some help with this one." you decide.

Calling up Major Firth you let him know that you've found what could be a sizable enemy presence and more importantly that Neeran forces are likely making use of captured smuggler or faction ships.

"Well. That's going to be a problem. How many have you actually seen?"

You tell him from your scans you've only been able to spot a dozen of enemy corvettes but as those don't tend to have FTL a carrier or several must be nearby.

"Don't you have six squadrons worth of Starships at your disposal? Surely that would be enough."

Not if you're right about the number of Carriers present.

"If you're sure I can have the Republic Frigate unit meet you there inside of an hour and if you give me three I can scrape together a small number of ships and a few mercenaries. It wont be a large force though. I'll pass the information along and hope the people up top can divert more ships but I wouldn't hope for anything for another day or so."

>Your orders?
>>
>>26641066

... I vote screw it.

This nest is likely above our weight class as a wing, especially if we're sticking to our goal of preserving the wing's strength for front-line combat.

unless we can jump in around the likely ambush point of comet belt and hit the station's core with a torpedo barrage to destroy the station and get out...

We're likely better off looking for smaller eggs to crack.
>>
>>26641206
Even if the enemy should be more than we can handle in a fair fight, we should still be able to cause some damage in a hit and run attack.
>>
>>26641206
>>26641308
[ ] Come back later
[ ] Hit and fade
[ ] Sweep the Comet then decide
[ ] Other
>>
>>26641527
>[x] Sweep the Comet then decide
>>
Roll 7d20
>>
Rolled 18

>>26641778
1
>>
Rolled 4

>>26641818
2
>>
Rolled 7

>>26641824
3
>>
Rolled 2

>>26641827
4
>>
Rolled 9

>>26641833
5
>>
Rolled 14

>>26641840
6
>>
Rolled 13

>>26641847
7
>>
>>26641857
I'll roll a single-post 7d20 set every 30 mins from now on if nobody else shows up, if that's okay with you TSTG.
>>
Rolled 5, 18, 2, 2, 19, 3, 2 = 51

>>26641778

Search and Destroy!
>>
Rolled 17, 12, 16, 3, 6, 12, 10 = 76

>>26641867
I'm here, just unfortunately phone bound.
>>
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"We're investigating that comet before anything else. Plot jumps to locations nearby, we'll do a quick scan, destroy any enemy ships if they're present then pull back."

Everyone signals ready and the Wing jumps.

Without much of a gravity well to lock onto an accurate reversion is going to be a little more difficult but its nothing your people cant handle. Everyone arrives more or less where you want them except for 4th squadron who are a few hundred km ahead of the rest.

"Fourth, you might want to back off a little bit."

"Multiple heat signatures detected." warns Arron.

One entire side of the comet explodes outwards in a shower of plasma beams. Eighteen Neeran corvettes fly out of the gap and begin to fill space around 4th squadron with weapons fire, a mix of more beams and plasma balls.

"Full retreat!" Thal orders her unit, which launch nukes and return fire while back pedaling.
Enemy jamming in system increases and combined with the plasma balls 4th squadron cant see well enough for their return fire to be effective. Your support ships crank up their ECCM in response but there's a few seconds of lag time.

1st, 2nd 3rd and 6th close in from all directions at maximum speed. Mikes unit which is on the far side of the comet takes slightly longer but not too much once they kick in their afterburners. The amount of weapons fire the rest of the wing saves 4th from being wrecked and gives them time to pull back.
>>
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Focusing fire with more than three ships on each enemy corvette your pilots are able to box in the smaller vessel long enough to batter down their shields. The armor belt on them is tough enough to give your phase cannons a hard time especially with them dodging so well. Still with a larger number of ships and with ace pilots manning them these Neeran dont stand much of a chance.

Shaking off a hit to your shields you put a quad phase cannon burst through the unshielded bow of a corvette, coring it. All around you the other ball shaped corvettes pop like baloons one after another scattering flame and debris.

Alex swings his ship around to face the hole in the comet where the corvettes burst forth from. Two heavy phase cannon shots flash through the gap and strike an object inside which explodes. The jamming strength drops noticeably.

"Dammit Alex that was my salvage!" You exclaim.

"It was transmitting a homing beacon for ships to jump in on us. Maybe we should get out of here?"

[ ] Jump out
[ ] Reposition to attack any incoming ships
[ ] Pull back and see what arrives
[ ] Other
>>
>>26642669
Pull back and see what arrives.
>>
>>26642775
>[ ] Pull back and see what arrives
Seconded.
>>
>>26642669
>>26642834

A trio of Battleships jump in close to the comet followed by a fully loaded carrier which is much farther back. Jamming strength returns to elevated levels. On seeing that their local corvette force has been wiped out all four vessels turn and make preparations to jump. You wont be able to focus enough conventional fire in time to stop them from escaping.

[ ] Let them go (track them)
[ ] Fire SP Torpedoes
[ ] Other
>>
>>26642838
>[X] Fire SP Torpedoes

We'll have to deal with them now or later. Let's do it as long as we have the advantage over them.
>>
>>26642669

[x] Pull back and see what arrives

I think we should have most of our ships with torpedos ready SP torps, just in case
>>
>>26642838
[x] Fire SP torps

This tactical situation is worth using SP torps if we can claim 3 battleships and a carrier
>>
>>26642863
>>26642914
You order the closest ships to launch torpedoes."

Roll 4d20
>>
Rolled 2

>>26642940
1
>>
Rolled 7

>>26642948
2
>>
>>26642838
Oh, got a quick question about the R&D stuff, was there any particular reason why the attack cruiser shipyard wasn't included?
>>
Rolled 7, 3, 14, 14 = 38

>[ ] Fire SP Torpedoes
It's worth a shot. Best to deal with them now while they are in relatively low numbers and away from the station. If we manage to cripple at least one of them we can try to use our modded torpedoes/point defence on it's turrets.
>>
Rolled 20

>>26642953
3
>>
Rolled 15, 12, 20, 1 = 48

>>26642940
>>
Oh snap, that's a confirmed crit on ship 3.
>>
Rolled 6

>>26642961
4
>>
Rolled 12

>>26642974
Yeah. 15, 12, 20 (twice, even), and 14 should do at least some damage.
>>
>>26642955
IIRC its still producing knockoff attack cruisers and giving them to our wings, and selling them to allies to defray costs. An option to help move it into a more formal production line (possibly with a signature variant or an original design) either through R&D expenditure or allocation of our scads of cash might be nice.
>>
A volley of torpedo fire streaks towards the fleeing starships. Drive sections on each of the enemy ships are hit and ripped open. A catastrophic explosion in one of the battleships cracks the hull open most of the way to the bow, sending it spiraling off, venting plasma in every direction.

The corvettes launch of course and try to put down covering fire. The least damaged battleship likewise tries to do the same with its weaponry. Two of the corvettes even maneuver behind the Carrier, pressing up against the destroyed sections where the sublight drives used to be a moment ago.

"They're trying to accelerate the Carrier. They'll be inside its drive bubble if it jumps." Confirms Linda.

Your starfighters, who didn't have time to do much of anything in the last fight, swoop in and pelt the corvettes with conventional torpedoes and cannon fire. The rest of the unit opens fire from long range with energy weapons.

"Enemy starfighter launch."

"Let the interceptors deal with them." you reply.

Fighting eighteen corvettes your people were more than adequate last time. Against a smaller number softened up by starfighters and SP torpedo strikes against their support vessels? You're doing awesome.

Alex's custom sniper ship working with the two Centurions manage to blast the turrets that are still firing from two of the battleships, removing their influence.

Realising they're not going to escape the last few corvettes charge you, trying to cover their advance with plasma ball fire. With two ECM ships providing support and the jamming systems on the Carrier failing it doesnt take long for your people to down them.
>>
>>26643033
The sensor in the mouth hunter-killer variant might be nice.

Considering that we might go for advanced cloaks ourselves one day, such a ship might prove quite useful in wings as a flight of them could stay behind and use their more sensitive cone sensor array to blanket the approach angle and then jump in and keep on the aft of the cloaked target.

Or a X-ray variant, using something like that in the spinal mouth array to fire from under cloak, coupled with cold launched torps without revealing its position to take out Sensor and such, and giving it ECM and ECCM in its wings and tails, so as to be able to alternate them to prevent anti radiation missiles from homing in on the target.

As a doctrine choice they might be able to provide a interesting platform able to give us a edge even with a lower technological development to Terrans&Co, while giving us some interesting capabilities.


This way when the cloak is done we have three variants, the main Plasma based line hitter, the hunter killer, and the stealth hunter variant all able to be equipped with a cloak.
One to seek, one to maim out of hiding and one to munch on shit with the possible new improvements we pirate from the Neeran.


The Phantom Fleets of Jerik-Dermine.
>>
[ ] Have Marines try to board the crippled battleships
[ ] Call the Major about possibility of salvage teams
[ ] Go after the station
[ ] Other


>>26642955
>Oh, got a quick question about the R&D stuff, was there any particular reason why the attack cruiser shipyard wasn't included?
At the moment they're producing existing designs not researching new ones. Tarketta is making modifications to their U-Haul design to make it better at what your House and the others are doing with it but that's internal to their corporation. They'll merely give the shipyard the option of building the newer designs.

All of the Vengeance designs are essentially freeware so there's no real work to be done there. Designs of the newer Vengeance C are being disseminated and checked. DHI is working with a few other companies in comparing the afterburner versions.
EX-K type ships are built out of scrap using the previous Kavarian attack cruiser frame.

Most of the upgrades needed to make them better will be to individual systems. Your House isn't currently looking at designing any new cruisers themselves.
>>
>>26643381
That is nice and all, but if we are going down that route we should look into way in improving our house intel sections, especially the counter intel branch(we dont want terrans in our labs, or other houses leeching of us), and potentially the intel one down the road, in paritcular the corporate espionage one to continue our lead via some shortcuts, courtesy of others...
>>
>>26643381
Or just start out with a decent attack cruiser to sell and make money with. Maybe one optimized for emergency thruster use or something.
>>
>>26643481
>[ ] Other
Offer them the chance to surrender. The station isn't going anywhere, and their heavier ships are disabled.

It's only about how badly they'll lose, and how many people will have to die for it.
>>
>>26643481
[X] Call major about salvage teams
Well yeah, all the ship designers we have are working on the assault corvette. Presumably once that is done they'll be reassigned to something else. Anyway, so their doing good right now and slowly moving up the respectability ladder.
>>
>>26643481
They'll just use ours, of course.
Sonia Reynard, ship design manager and purveyor.


[X] Have Marines try to board the crippled battleships
[X] Call the Major about possibility of salvage teams

I am tempted to go for the Majors help too, because with the abundance of salvage here and with Neeran shenanigans we have to move fast and we need to concentrate our men on finishing this fast, preferably on the more interesting options...

If we can get to some arrangement with the Major, provided we get to have the lions share of things then i don't see why we should not wrap this up as soon as possible.

Hopefully house logistics caught up to us so we can ship a few choice items back home for house/private use.
>>
>>26643481

Requesting status on the crippled ships and if the Carrier got away.

If the ships are heavily damaged, they're probably not worth boarding when there is a station to deal with.

Can we detect any changes or movement from around the station?
>>
>[ ] Have Marines try to board the crippled battleships
If anything has intact weapons we should try to board it right away. The one we almost cut in half is a good candidate because it's probably too damaged to easily set up it's weapons to meltdown. If it comes to it we could even cut the weapons off of the rest of the ship and tow them out into deep space somewhere. The other salvage is nice but getting an intact sample is more important.

Afterwards we should be able to hit the shipyard, we have already dealt with 3 battleships, a carrier and about 3 carriers worth of corvettes.
>>
>>26643581
Well, there is not much more we can do with salvage right now TBH, since we are already at the maximum force level we can support absent a promotion, which doesn't seem to be forthcoming.
>>
>>26643501
That is something quite interesting. We could add a secondary upper tail so as to have a star shaped profile from the front and have 3d maneuvering ability at the core and in the aft.

Gearing them up with some heavy duty thruster along the wing/tails, and lowering SP launchers in each wing, as well as a minor EW suite in each wing makes for a very survivable and very maneuverable alpha striker that can take a few hits. Even if it looses one or two fins it wont totally compromise the selling points so it can even limp graciously, from heavier fire.

It might however increase cost a bit, but for the increased performance i thing it would be worth it.
>>
>>26643632
>>26643501
And its going to be called the StarShark, becoming as iconic as the Viper in BSG, only with twice as many wings!
And one group of them upside down!
Jinxing with a Cruiser has never been so easy!
We will need to develop backup algorithms for those thrusters that might as well be engines, for each one possible fin loss, up to all of them, but it might be just worht it, considering its high survivability potential with a ace pilot in that beast. And the ECM/ECCM gear in each fin, even small ones will allow it some serious secondary layer of protection before it gets to shields. And one can alternate them to play mind games with missiles and torpedoes.
>>
>>26643616
>since we are already at the maximum force level we can support absent a promotion, which doesn't seem to be forthcoming.
I'm sure you could find a desk job if you looked hard enough. As it stands you already command more ships than most people your rank can get away with.

>>26643536
>Offer them the chance to surrender.
You're not getting a response at the moment. Arron thinks there has been some emergency teleporter activity from the carrier.

You contact Major Firth and tell him you have some enemy ships that will need salvaging.
"That is one area where I'm sure I'll be able to find help for you. I'll be arriving along with them to take a look. I haven't actually seen them outside of recordings yet."

>Requesting status on the crippled ships and if the Carrier got away.
The corvettes that were pushing the Carrier were destroyed by starfighter attacks. The Carrier has lost its weapons, engines and most shields. Your starfighters are continuing to harass it in attempts to remove the rest of its shields.

Two of the battleships are crippled in much the same way as your first battle, though damage to their gun turrets is both better and worse in some respects. Last time starfighters were used to knock out the weapons not long range starship guns.

The third battleship that took the worst damage seems to have its turrets mostly intact, though they are damaged. Weapon and drive Plasma along with fusion fuel continues to vent from the ships remains.

You have Marines head for each of the damaged ships. Do you want them to try and enter the ship closer to the weapon systems in an attempt to secure them more quickly, or farther away so they can asses the situation and have time to get out if something explodes?
>>
>>26643855
>You have Marines head for each of the damaged ships. Do you want them to try and enter the ship closer to the weapon systems in an attempt to secure them more quickly, or farther away so they can asses the situation and have time to get out if something explodes?

Our marines are a lot more valuable to me than those plasma guns. Let them board the ships farther away from the weapon systems.
>>
>>26643855
Hmm that's a tough call, if we know where the weapon control lines and such are located the marines could enter by the weapons and cut the lines to make them inert. Also having the shuttles close by would let them evacuate quicker anyway.
>>
>>26643959
>>26643963
So which is it going to be guys?
>>
>>26643855

>Third battleship venting plasma

So it is a giant fireball in space?
>>
>>26643963

I don't always agree with Starshadow, but when I do, it is right now.

Seconding.
>>
File: 1376604334595.gif-(3 KB, 305x246, Disco Inferno.gif)
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>>26644328
It was. Now its wreckage has lots of little ones.
>>
Roll 3d20

Like before the Carrier is easy enough that it doesn't need a roll.
>>
Rolled 9, 2, 15 = 26

>>26644436
>>
Rolled 11, 8, 12 = 31

>>26644436

Hopefully that damned inferno will finish venting and die
>>
Rolled 20, 12, 9 = 41

>>26644436
>>
Rolled 9

>>26644436
1
>>
>>26644489
Welp, too late :/
>>
You know, the Vengeance C could probably mount Electronic warfare systems in the bow if two of the torpedo launchers were stripped, the other two were moved back a bit and the launch bays reduced in size.

http://www.youtube.com/watch?v=y95O6wCOteM

Ecord takes his heavy team over to the more heavily damaged ship figuring his team's armor would give them a better chance should a section be compromised.

The remainder of the Heavy Marines from the Wing are split between the other assault teams and move to breach the hull closer to the weapon turrets this time. Damaged or not, manned or not, they're going to hit those sections hard and fast.

Ecord's shuttle catches up with the LST and they transfer aboard just as it begins to cut through the hull. The next half hour is slightly nerve wracking as you watch for signs of anything going wrong on the crippled warships and keep an eye on sensors. That station might not be going anywhere but you cant be certain if these are the only ships from it.
A few of your starfighters strafe the launch bay of the Carrier when it looks like they're trying to prepare another fighter for launch.

4th squadron has pulled back to a safe distance and has begun field repairs using some of the supplies left over from Operation Typhoon.

Finally the teams start to report in. There were still crews remaining on the less badly damaged battleships who had tried to sabotage the weapons and vital systems as much as possible. They took some casualties but have taken the ships. Many of the crew used emergency teleporters to escape. This time there are a pair left over, likely to be used by the remainder who had stayed to fight the Marines.

"We killed three Neeran sir, most of the crew or security that fought us were from two different species. They fight as well as our regulars do."
>>
>>26644993
"Sepoy troops do you think?"
>>
>Many of the crew used emergency teleporters to escape. This time there are a pair left over, likely to be used by the remainder who had stayed to fight the Marines.
Do we have any idea where these things go? Having them land on the nearest habitable world isn't terribly useful for raiding forces. I think it was mentioned that the factions were working on teleporter landing pads so it's possible that the Neerans already figured them out.

Can torpedoes fit inside teleporters?
>>
>>26643616
There are ways around that if OP wanted. For example, if the FPL wanted to attach some forces to an already existing dominion house to get their feet wet and gain some experience in working with house forces we'd probably get the job, since we are the only officer they've had anything resembling positive contact with. Also, our background would make us more attractive then most highborn officers.
>>
>>26645186
>Free Planet League Military learns dominion politics and military tactics from Sonya Reynards.
...Someone hold me.
Do it.
>>
File: 1376608318118.gif-(14 KB, 1118x652, Lancaster Skycrane.gif)
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>>26644993
Ecord's team searches the wreckage of their target ship securing a few dozen Neeran killed by the explosions.

"Ecord to Reynard, we have what looks to be the mostly intact remains of a plasma cannon."

"Mostly?" you echo.

"Rough around the edges, heat warped, and some of the smaller parts are bordering on being slag, but I think its all here. Dont make me give an estimate on repair time though."

You let our the breath you didn't realise you were holding. "Record everything, take readings if you can. I want backups in case the salvage team that arrives decides to make off with it."

"Understood."

>>26645029
>"Sepoy troops do you think?"
"I dunno sir I just shoot them. None of them use powered armor though. Some of our people have been surprised by that. Even the Neeran. They've got a hell of a lot of muscle on them though, not like our mutual friend."

"Copy that."

An hour later the Major arrives with some converted freighters, a private escort and a few of his own ships which are using militia IFF's. The Major's command ship is a type you haven't seen before. It seems to be an attack cruiser converted from a local skycrane design normally used to ferry heavy objects in atmosphere. No telling how effective it would be in actual combat.

"Did you find anything of value?" The Major asks.

>How do you want to divide up the loot?
There's the scrap materials, damaged battleships, carrier and the battleship with the mostly intact gun.
Also did you want to assign an escort until the gun is tanded over to the Alliance/Your House?

http://www.surveymonkey.com/s/ZZCQFVG
>>
>>26644993

Secure the corpses and small arms for the House. In fact, we may wish to take whatever gear we can get our mitts on and then see what we can sell it for, if there is no point to attempting to improve our own infantry weapon tech with it.
>>
>>26645339
How much would this stuff be worth and how good a deal could we get for our house by keeping most/all of the expensive stuff for us and giving their militia an upgrade from our ship reserves. (Mostly attack cruisers, though maybe a frigate if pressed.)
>>
>>26645339
Before we decide on anything, is there still a bounty from the Alliance for Neeran ships and intact weapons? If the bounty is still available we could just split it with the PCCG because we wouldn't have been able to salvage the ships without their help.

Any smaller items like xeno bodies, small arms and ship parts that will fit in a hangar bay can be stored on our ships. And we should definitely keep an escort on the turret wreck.
>>
>>26645339

I think we should assign 4th Squadron to to guard our interests, mainly that plasma cannon.

Civilians can be paid with scrap [I assume former corvettes] for now. We can likely pay them more once the station and damaged ships are secured.

Did the Major bring along any marines to help us secure the various ships and station?

We should move on that station, if there are still forces upon it they may destroy it if we give them time.
>>
Survey above is closed so please ignore it. (Sorry)

http://www.surveymonkey.com/s/Z5XN6ZZ

Added an option to trade one or more of your operational ships from the reserve. Wasn't sure if people would be able to recast their vote after adding that option.

>>26645406
At present time none of the Factions have the tech and knowledge to fully rebuild any of the salvaged Neeran ships. Or at least not back to operational status. Even the Neeran Isolationists have a different tech base from their kin and know as much as your people.

The armor on their ships is lighter and thinner than yours for similar strength values but lacks the anti-torpedo properties of the armor on your Houses ships. It could be valuable.

>>26645523
>Before we decide on anything, is there still a bounty from the Alliance for Neeran ships and intact weapons?
Yes. If you vote to hand the weapon over to the Alliance you'd get the bounty on intact equipment. Or you could keep it for the House and let your engineers and those in the Dominion look at it.

>And we should definitely keep an escort on the turret wreck.
Done

>>26645585
>[I assume former corvettes]
correct.

>>26645585
>Did the Major bring along any marines to help us secure the various ships and station?
300 marines split between his ships.
>>
>>26645614
is there any movement from the station?

We should move to secure the station [or at least some of the ships] immediately.
>>
>>26645614
>Or you could keep it for the House and let your engineers and those in the Dominion look at it.

I'm pretty much all for keeping these intact specimens in the name of the house. We can use the information gleaned to give our house a tech advantage well before our competition within the Dominion.

Offer to compensate the good Major with cash, scraps, and unnecessary ships from our reserve. Explain that we require the wrecks for intelligence reasons, and we're attempting to compensate him for what would normally be his share for his assistance.

Also explain the matter of the base, and offhandedly mention that his marines may see action soon.
>>
>>26645800
I second this
>>
>Salvage claim for Wing, Claim for House, Convince Commander to trade it to the Faction Alliance after we get a first-hand look at it, increasing her standing with the Faction Alliance and allowing her to get some political leverage to help House forces.
Worth Keeping in mind.

>Also explain the matter of the base, and offhandedly mention that his marines may see action soon.
He's aware of it.

For the short term you're offering cash and scrap metal but are prepared to offer a ship if necessary. Will wait for more votes to be certain.

>>26645766
>is there any movement from the station?
There may have been when you initially engaged the first group of corvettes. Some of the shipyard sections may be damaged now and a few of the ships that had been docked are missing.

>We should move to secure the station [or at least some of the ships] immediately.
Recovering your Marines you prepare to micro jump to the station which is most of an AU away.

Who are you leaving to guard the salvage teams?
>>
>>26646021

I'm thinking 4th Squadron [damaged, right?] and 2 escort carriers. Have fighters on CAP and at least a squadron of bombers on alert with SP torps.

Better to have them launch SP torps and end a threat quickly and decisively, along with the fact that they generally don't launch SP torps as often in a fight as our other ships.

... and have them ready to kill any friendlies that attempt betrayal.
>>
>>26646021
4th Squadron they get the most beat up so this will give them some time the do repairs
>>
>>26646196
>>26646190
You leave 4th squadron some starfighters and Escort carrier support while the rest of you jump to the station. The Major is close behind with three of his ships.

The station lights are on but there's little in the way of response to your arrival. Sure enough some of the shipyard modules have been torn open when the Battleships and carriers departed to engage you. They're little more than a thin outer shell of metal with enough ribs on the inside to offer some structural support. An accidental collision with a starship would have torn them apart in seconds.

"There's a jamming module mounted on the outer hull of the station. We cant penetrate the interior as long as its up."

"Right."

What do you want to do and more importantly in what order? Where would you like the Major to concentrate his marines?
[ ] Shoot the remaining shipyard segments
[ ] Have Marines check shipyard
[ ] Blast the ECM module / scan shipyard
[ ] Capture ECM Module
[ ] Board the station
[ ] Board the remaing docked ships
[ ] Other
>>
>>26646454
>[ ] Blast the ECM module / scan shipyard
Lets not take chances. They've had plenty of time to do whatever they'd want to the station to make us hurt, especially after we beat up their guys so bad.
>>
>>26646512
Seconding.

Also, launch half of our fighter wings so that they're in position to instantly respond to any ships that are active from the remaining structures.
>>
>>26646512
Second.

We don't need the station and it reeks of a trap.
>>
>>26646021
Seems like the consensus is to salvage the big stuff and then pass the buck onto our commander. Those house engineers that looked over our previous catch mentioned that the weapon systems were way beyond our current research ability so this is really playing the long game. We could trade away the worst of the samples as we acquire more intact stuff.

Has anyone managed to capture an entire ship yet? I believe that's on our list of goals.

>>26646454
Where is the ECM module mounted? We could just blast that part of the station off and repair it later if need be. Would definitely be a good research asset.
>>
>>26645145
>Do we have any idea where these things go? Having them land on the nearest habitable world isn't terribly useful for raiding forces. I think it was mentioned that the factions were working on teleporter landing pads so it's possible that the Neerans already figured them out.
>Can torpedoes fit inside teleporters?
Yes. It's one of the main things that has delayed development of reciever platforms for emergency teleporters.

>Where is the ECM module mounted?
The main hull connector module for the station, hooked into the power grid.

"Gunners, I want that ECM gone yesterday."

Two of your phase cannons blast the module on the outer hull of the station sending off a cloud of metalic debris. Scans show that some of the shipyard sections do contain something and your people orient on them instantly. One of the Major's ships, perhaps thinking your wing is about to open fire jumps the gun and blasts one of the segments with a pair of heavy pulse cannon shots. The thin steel sheeting tears open under the force of the weapons fire revealing a stockpile of unrefined metals.

"Cease Fire!" Orders Firth who then pulls his ships farther back.
"Sorry about that, some of the new people are rather jumpy with the invasion."

Once the debris is cleared you launch fighters on patrol and try to decide whether to board the station now or not.

"Arron anything to indicate the station is about to explode?"
"Nothing that I can see."

Do you want the Major to deploy any of his marines Y/N? If so where?

[ ] Board the station
[ ] Board the remaining docked ships
[ ] Other
>>
>>26646934
can I get a listing of remaining ships?
>>
>>26646975
Enemy ships I assume?

No signs of remaining Neeran craft.

8 Frigates of various makes and models, some you haven't seen before but are definitely Faction built.
4 corvettes, 3 of which are standard corvettes stripped of weaponry to act as cargo ships and a Dagger class, also modified.
1 Republic picket ship that has been heavily modified. Essentially a light corvette/light attack ship with FTL.
>>
They seem to have left in a hurry so they probably didn't have time to trap anything major. We should poke around a bit, but not spend too much time here.

Do we have any idea where the other Neerans went?
>>
>>26646934
The ships seem like nothing special, have the Major's marines check them out while our marines recce the station itself.
>>
>>26646934

Do we get to put a salvage claim upon this station, or can it not be broken down and moved? We could probably make a nice bit of change even if we split the value between our House and the Major.

i think we should have the Major's forces stand off after that little jumpy gunner. Get tractors on that stockpile and volunteers to sweep the station for sabotage.

If the Major's marines aren't as jumpy, have some of them clear the frigates.
>>
>>26647288
yeah, we can afford to equip our entire force with frigates. Incidentally, I think we should take the faction alliance offer, since its might be fun.
>>
>>26647232
>Do we have any idea where the other Neerans went?
No idea. And if sensor coverage in the area wasn't what it is you wouldn't be here in the first place.

>Do we get to put a salvage claim upon this station, or can it not be broken down and moved? We could probably make a nice bit of change even if we split the value between our House and the Major.
That depends if the owners are still around and/or not Neeran.

You have the Major's Marines hit the starships that are still in dock while your Marines go for the station. They're warned to be ready to evac immediately should the station be sabotaged.

Roll 2d100
>>
Rolled 95, 96 = 191

>>26647417

Once more into a station!
>>
Rolled 15, 52 = 67

>>26647417
Hopefully they left something good behind.
>>
Rolled 59, 77 = 136

>>26647417
Well if you think about it the neeran remnants will almost certainly be looking for a bigger group to link up with. And the groups probably don't know where to find each other. If we split up into half-squadrons again and search large swathes of black tiles we may be able to spot them again. Plus searching in smaller groups will make it harder to detect us.
>>
>>26647444
>Rolled 95, 96 = 191

We have space operators operating during space operations. Can you imagine how tacticool their weapons must look by now? So many addons...
>>
Shuttles launch and split up, headed for separate insertion points. Ecord's shuttle lands at the hole in the primary hull where the jamming system was shot off and burns through there. After a short delay the Major begins to launch shuttles to board the Frigates and corvettes currently docked.

Your troops secure each station module quickly, locking down sections once they're certain they're clear. It should minimize damage if part of the station explodes. It doesn't take long for teams to begin to check in.

"What?" Says Kavos in surprise. "We have control of the station. Sergeant Ecord, apologies, Knight Ecord has managed to get a hacking module to the station main computer. All sensor logs and docking records have been wiped. Self destruct sequence still has several minutes left before it was to increase reactor output to cause damage. It is now deactivated."

It seems the station inhabitant were either taken by the Neeran when they left, or fled the station with only a minority of their ships when the Neeran first arrived. Some of the station's cargo is still sitting in the bays. Most things of value that would be easy to carry and trade have been removed.

Kavos calls Lt Metharom to the bridge to help with some of the data. "Sir they didn't wipe all of the records when they left. There are shipping manifests. Here."
Kavos frowns hard. "Idiots!"

"What is it?" You ask.

"Some of the ships still docked here belong to same outfit as possible slavers seen at last station. Shipping manifests show two crates of slave chips brought in from South Reach three months ago and not shipped back out."
>>
>>26648034
"Contact the Major, he has some ships to seize. Oh, and ask if they want help with law enforcement." For a minor fee of course. Dominion after all.
>>
>>26648091
"They'd take away my knighthood if I stopped trying to turn every situation to my house's, and my advantage."
>>
The shipping manifests also show the locations of some valuables on the station which had either been sold or would be too difficult to easily pass off. There's also stockpiles of something called "Low Density Draconite" that have been left abandoned in one of the external cargo bays. Those same bays have lesser amounts of other unrefined ores. Probably being used as extra protection in the event the station were struck by weapons fire.

When Ecord's team returns to the ship you're invited down to the launch bay to take a look at some of the equipment the teams salvaged when they were on the Battleships. You're asked to put on some sealed body armor as some of the equipment that's been brought back is still being checked out.

Stepping inside you see Mr Nxesi and his apprentice in power cell armor. They're in the middle of scanning a recovered weapon with equipment brought down from the armory.
"If one of these has an anti-tampering device we should be able to vent the explosion into space with minimal damage."

"And you invited me down here for this?" you ask. "Maybe I should come back once I've thrown my recon armor on."

"It should be fine, its almost out of fuel."

Keeping a safe distance back you look at the sensor readout which shows a Neeran plasma weapon. A pistol almost identical to the one you saw on the Vieona. Well for you it would be a very unwieldy carbine, for a Neeran its pistol sized.

"How many more of these do you have?"

"About six. Most of the others are smashed. There's also part of a melee weapon." There's a handle that can be detached from the back of a 10cm deep blade. Most of the blade is melted off and there are layers of metal bent outwards that might have been a sheath for it.
None of the marines saw the bladed weapon in use just ranged weapons for the most part.
>>
>>26645186
That was honestly the escapade I'm most proud of.

>What do you mean were actually a democracy? Nonsense! We're a despotic and exploitative Feudal territory like the rest of you assholes and we have a piece of paper around here somewhere to prove it!

Still makes me laugh.
>>
>>26645186
>>26645237
>>26648468
If only we could get through the current stuff and get on to that.

Next up you contact the Major who informs you that their bording attempts likewise went rather well. The ships are all serviceable and in good shape.

>ask if they want help with law enforcement.
You let them know about the slave chips and the gang responsible. He isn't happy about it.

"My problem is that many of these seector are just not part of the PCCG. I have no authority when it comes to dealing with slavers in this area. I certainly wish I did though. Whenever the slavery issue comes up worlds drop out of our little alliance for a few years until people forget about it. I want to help but I need a pretext to sieze a neutral station."

You think for a moment then snap your fingers. "Aiding and abetting the enemy."

"Excuse me?"

"The slavers. They've provided slave chips to the Neeran who have implanted them in people. Whether that was their intention or not, they're assisting the Neeran that means they're an enemy of the PCCG."

"That... might actually work."

>What squadrons are you taking with you to hit the other smuggler base?
>>
>>26648639
How many of our ships are currently in need of field repairs?
>>
>>26648690
Mostly just 4th squadron which is keeping an eye on the salvage team.
>>
>>26648705
In that case, everything except 4th? If we show up with enough ships, they might simply surrender.
>>
>>26648721
Hopefully.
>>
>>26648721
>>26648729
Do you want to leave anything guarding the station?
>>
d>>26648721
sounds good to me
>>
>>26648639

I'd say we leave 1st squadron and a carrier here to secure anything interesting, including what is left of the Neeran stockpile. We'll want that for the House. We might be able to use it later to patch up a Neeran ship or just to investigate their armor systems.

so that would leave... 2nd, 3rd, 5th, 6th and a single carrier to go hit the other smuggler base.

Can we load up most of this station's goodies with 1st and the carrier?
>>
>>26648768
>can we load up most of this station's goodies with 1st and the carrier?
No, you'll need to bring in transports for most of it unfortunately.
If you guys want we can deal with the whole salvage thing after the next station. It was just if you wanted to guard anything against your allies stealing things.
>>
>>26648768
If possible, 4th squadron should try to move the Neeran ships near the station, so we can consolidate the forces there for defensive purposes. That way 1st will also be in a position to cover 4th while they patch up.
>>
>>26648815

I'm all for dealing with the salvage thing until after the next station.

At the very least, I feel we should leave 1st squadron as a picket/response force for any loss of communications with 4th or the salvage teams. We never know who could show up or stab us in the ass out here.
>>
>>26648936
Lets get some rolls. 3d20
>>
Rolled 6

>>26649018
1
>>
Rolled 3, 12, 5 = 20

>>26649018
Time to get yours, slaver scum!
>>
Rolled 1, 19, 2 = 22

>>26649018

Knock Knock, slavers!
>>
Rolled 11

>>26649044
2
>>
Rolled 14

>>26649090
3
>>
>>26649075

this is punishment for those two 90+ rolls...
>>
http://www.youtube.com/watch?v=xlZcxbRyZm8

Well you did tell Ecord you'd be coming back here for those slaves. You are glad you didn't warn off that Hune jackass running the place or they might have evacuated by now.

Your ships jump in right on top of the station hoping to use the element of surprise and if possible launch shuttles before anyone can raise shields.

What does happen is that seconds after the wing jumps in every gun on the station opens fire on you. Well the jump did bring you in pretty close, and resulted in a rather threatening appearance. Within ten seconds every starship that has a crew has started adding their own fire to the mess, and before long some of them are trying to disengage from their docking connections so they can get clear and fight properly.

The Major's small force of ships goes relatively undetected, flanking you and holding fire until they're in position to do the most damage. Breaking off from his escort the militia commander's attack cruiser gets through a hole in the station shield when smuggler craft try to make a break for it. Coming in low above one of the docking arms he fires into the station's main weapons arrays and the external power supplies feeding them. With those out he goes to work targeting shield generators with rapid twin pulse cannon fire.

Weight of fire from your squadrons cause the weakening shield to collapse entirely and soon the bulk of your people are doing what they've lived for most of this year. Chasing down fleeing irregulars.

"Station shields are down. Reynard to all Marine boarding teams, we're dealing with slavers. Liberate with extreme prejudice."
>>
File: 1376624497948.jpg-(21 KB, 795x430, Vacsuit facepalm.jpg)
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All your LST's launch towards the station under heavy covering fire. You and a few others take up positions where you can fire on any ships the moment they start to disengage from the station.

"Major my Marines are away." you report

"As are mine Captain. These people seem badly outnumbered in terms of actual fighting ships. Do you think they'll surrender?"

A frigate backs out of their mooring colliding with your cruiser and sending both of you out momentarily of control.
"Sorry, was too late to warn you." Comments Arron.

After righting your ship you reply. "Major, why don't you ask and find out?"

"Right! Not used to being put in charge of these operations. This is Major Firth of the PCCG militia, cease fire and surrender immediately."

"You tell em. Kick the Dominion fucks out of our space!" Replies one of the Smuggler captains.

You'd facepalm but you're busy piloting the ship.

The Major curses. "All local starships, you're being charged with aiding the Neeran invasion forces. Stand down and prepare to be boarded. If you resist I cannot protect you from the Dominion forces."

This gets half of them to back down, and your people jump the remainder.
>>
>>26649776
I give that captain some credit.

He managed to transmit his stupid.
>>
This time when your marines storm the station there's resistance. Most of them brought phase rifles and pistols with them to cut down on the number of fatalities but most still packed mass rifles for dealing with troublemakers.

There are some casualties. Even your Heavy marines aren't invulnerable to splinter ammo and mass driver rifles have spread through the blackmarket it seems. Still its not nearly as bad as it could have been.

With Marines going door to door searching every residence on the station it takes time. People in the Pandora cluster have history with invasion attempts by the Dominion and it becomes easier to just stun everyone and ask questions later. You cant wait for the accusations of excessive force you'll be getting over this. Medical teams are prepared and sent over as much to deal with the wounded as to find out who has implants in them.

The militia bring in more transports and troops to hold the station and secure the ships and help process everyone. This is a process that will take a few days to get straightened out because of the paper work involved.

You put through a request for salvage teams to the Knight Commander but it seems the only one available has moved on to Shallan space. Thankfully the team of technicians is still nearby. They'll arrive at the station the salvaged cannon is being moved to in two days time.
>>
With the close quarters brawl with and around the station most of the wing took more damage than they had when fighting the Neeran corvette unit. Mind you a lot of damage was the result of collisions.

The still mostly intact Neeran ships are being moved to a friendly shipyard along with all of the vessels from both stations.

For the next 2 days most of your wing is going to be unavailable because of salvage concerns, paperwork, or being under repair. That leaves 1st squadron as the only ones that are undamaged. Do you want them to continue to conduct recon missions? They can scan down 4 of the sectors in that time frame or you could have them split up by flights and check multiple sectors far more quickly.

[ ] Keep them with the rest of the unit
[ ] Get out there and scan!
[ ] Split up to scan more sectors
[ ] Other
>>
>>26650473

[x] Keep them with the rest of the unit

I dislike the idea of sending a lone squadron out hunting after that attempted Neeran ambush. A lone squadron would have been in for a fatal surprise there.

They can always sortie to help out distress calls if needed, but avoiding the loss of our veteran crews is more important than anything.
>>
>>26650473
>[ ] Get out there and scan!
Don't take risks, if a situation looks fishy - leave.
>>
I think you should archive the thread, TSTG. We're 4 posts away from autosage.
>>
>>26650556
I second this
>>
1st squadron is staying home it seems.

>>26650794
Oh shit, thanks. I knew we were close to autosage but forgot I hadn't archived.

Salvage time!

The salvage teams bring in a lot of scrap from the destroyed corvettes. Your starfighters and some shuttles help collect the small stuff. Goodness knows they prefer not getting shot at these days. Not as many of them are surviving to eject if they cant evade a plasma ball.

The scrap is being used to pay off the salvage operation of the Neeran ships. That's mostly been taken care of. Money is being used to fill the gap and you're looking at selling them one of the Frigates if it turns out you or the House cant spare the money.

Ownership of the station the Neeran cleared out is questionable but with no apparent survivors left few are going to argue against your taking it. It's much the same for the valuables onboard, though the militia is adamant that the more personal effects be cleared out and put in storage should the survivors be rescued.

The other station is where you may be pushing your luck. All of the ships there have been impounded. As the militia couldn't have taken down the station themselves they do owe you compensation due to acting as a mercenary force. You have the chance to try and claim a few of the ships as payment. The gang involved in the slaver ring are not getting out any time soon (you hope) but the others are more questionable despite illegal activities on what is now a PCCG station.

Do you look over ships only from the slaver gang or consider ships from the other smugglers as well?
>>
>>26651222
>Not as many of them are surviving to eject if they cant evade a plasma ball.

That's bad, really bad. Anything we can do about that? Maybe coat the cockpit in some hightech stuff?
>>
>>26651222
>Do you look over ships only from the slaver gang or consider ships from the other smugglers as well?

Slavers only, please.
>>
>>26651222
I'd suggest only the slavers
>>
File: 1376631741926.jpg-(3.78 MB, 3648x2736, 1376264417403.jpg)
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>>26651284
Random generate a few ships... Jesus Christ they rolled a Marauder

Marauder (Battlecruiser grade blockade runner)
Smuggler Frigate (Spinal mount Rovinar E-Beams)
ArcherFish Frigate (I keep forgetting these things have a twin-linked phase cannon!)
Standard Frigate (Rigged for cargo space and little else)

And lastly a custom... Frigate? You think its a frigate. What the hell is this thing? It looks like someone ripped out the drive systems from a Dominion Light Cruiser, possibly with plans to build a blockade runner, then changed their mind. In front of it they've grafted on a Delta class light attack ship which has lots its weapons. Two twin light pulse cannon turrets are its only weapon systems.
Looks a bit like this minus the wings and with more guns.

Be advised, the less you take the less scrutiny your marines will be under from the PCCG militia regarding use of lethal force by your Marines in some incidents. Not that it wasn't justified but there's normally an inquiry into these sorts of things. They owe you at least one ship minimum.
>>
>>26651665
can we upgrade the Marauder's engines so it can keep up with us
if so I vote for only taking the Marauder
>>
>>26651261
>That's bad, really bad. Anything we can do about that? Maybe coat the cockpit in some hightech stuff?
Armored escape capsules come to mind but those only do so much. You guys did want to do a bunch of things with stasis fields and medical stasis fields are already set for approximately the right size.

You want to talk to your financial guys about buying stock in companies that produce stasis tech don't you? I believe that part was discussed in the worldbuilding threads.

>>26651738
Marauders can already keep pace with you when they're not loaded down with cargo. One of the pilots in 3rd squadron used to have one until it was cut to pieces by plasma cannon fire from Republic Mercenaries. Don't expect to dodge much.
>>
>>26651261
I can't think of anything short of turning up the ejector seats to 11. There is some research into fighter scale teleporters but they suffer from a lack of power.

>>26651665
The marauder seems to be the most useful of the lot.
>>
>>26651665
>Marauder
Sound like a winner to me.
Second choice would be the custom frigate.
>>
Just a thought but I think we should try and get after burners for the Marauder and add it to the sixth squadron and try to build the sixth up to Max strength over time
>>
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Well if everyone is on board with the Marauder.

You tell the Major that you'd like to take the larger ship if its okay with them. He's a little disappointed that he wont be able to confiscate it for his now significantly expanded militia force but its a solid choice. At least this way there's no chance of the ship being given back if the rest of the slave trader gang when legit mercenary later.

Your engineers can inspect the ship and get some repairs underway but it'll be a few days before command and logistics ship in enough people to crew it. Some systems may also need to be upgraded before it's ready for combat operations.

As for the station the Neeran cleared for you, you can either sell it, set it up as a base for the House in the Pandora Cluster, or have command relocate it to the front. They're always in need of more base structures near the front, but at the same time the House doesn't have a real presence in the Pandora cluster. Few Houses do.

http://www.surveymonkey.com/s/KL39J26

See you guys next Tuesday!
>>
>>26652256
The problem with putting it in with 6th squadron is that it doesn't turn like a cruiser, it's much larger and heavier. If they stick to boom and zoom tactics it could work out though, kind of like what we plan to do with our shark ship.

>>26652328
We'll see what the survey says next week but I'm in favour of keeping the base here for now. We can use it as a staging point for our operations in this cluster. Once this place is reasonably clear we can move it to the front where it will do more good.

If we build up enough goodwill with the PCCG I'm sure they wouldn't be against us setting up a base here. And we can always move the station back here later.
>>
>>26652438

Weren't we going to set up one of the squads to act as an Anvil squadron? We should stick the marauder in that squadron. The Nameless Guard can join it once we get the space shark.
>>
>>26652328
>slave trader gang may go legit merc force later

Are they not also being charged with firing upon an officially deputized forces of the PCCG Militia under the command of Major Firth? Surely, ignorance is no defense when firing upon the law, and Major Firth likely has the powers to temporarily deputize our force in the event of an emergency like smugglers aiding the Neeran.

>>26652438
Wouldn't the marauder be of more use to the House as a cargo vessel?

I like the idea for the station, if we can afford to maintain it. It even comes with convenient bays for Neeran ships to be worked on in secret!


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