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For House and Dominion: Neeran War Quest

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! After several months on leave you returned to duty and began preparing the 3rd and newly formed 5th Attack Wings for deployment to the Shallan front. Balancing the need of cruisers in both units was also a priority. Without the added firepower Daska's unit would have been at a severe disadvantage against enemy fleets. After weeks of intensive drills all House units in the 1st Expeditionary fleet headed for the front once more.

The Neeran Invasion fleets are slowly but steadily advancing despite the Factions constantly rotating in fresh fleets of their own. Victories remain as costly as ever and those won with Veckron weapons have long term implications. The demand for evacuation ships continues to climb as Shallans try to flee the front lines for fear of orbital bombardment should planetary governments not surrender. Because of this real evacuation efforts have not even begun in areas that will suffer subspace disruption within less than a generation.

The Factions Alliance have begun placing observers aboard ships that will be taking part in operations with them. This was just to apply to the former pirates but after protests has now been extended to all Factions, much to everyone's annoyance. At your request the observer placed aboard your ship is a Rovinar by the name of Sayerna. She has experience with communications, translation, and sensor operation in addition to basic ECM usage. You might be able to assign her to sensors should it be necessary for Arron to helm one of your ships.
Your long time sensors officer has been training with the other pilots but hasn't reached the elite levels your units tend to operate at.
>>
>>29996614
FOR HOUSE AND DOMINION!
>>
>>29996614
FOR HOUSE AND DOMINION
>>
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On reaching Shallan space you decided your Wings would be best suited to raiding behind enemy lines. Strike at logistics and other support operations for their main fleets should be less dangerous for your fast ships than direct battles.

Kavos, through searching public Shallan records, has determined that their colonies in this galaxy tend to have outlying support infrastructure in neighbouring systems. This has given you some location data on potential targets. With luck the Neeran will be making use of them, allowing you to quickly do damage and get out since planetary data on each system is already available.

Sayerna has also warned you, and you the crew, about the possibility of Nai being found on the nearby habitable worlds. The rather large serpentine species ferocious appearance can belie their intelligence. Better that everyone is aware of this now rather than risk a friendly fire incident should someone end up teleporting onto one of their worlds.
Linda nearly faints when shown an image of one, Kavos merely shrugs, while Arron and Tes'us are initially taken aback though they get over it.

Entering the rim of the galaxy with both Wings you look over the available Intel. There are 4 sectors that have been occupied in the region, each with a central colony and surrounding production sites.

How did you want to proceed? Full sweep of one sector of split up your forces and have each Wing check a sector? You could also send a half Wing to investigate each of the 4.

>Your orders?
>>
>>29997002
Full sweep in the 5th sector. We'll be in and out before they know what happened.
>>
>>29997102
Supporting. Might be some nice juicy logistics targets considering how far behind the front it is, too.
>>
>>29997102
Sounds good to me.
>>
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>>29997102
>>29997179
>>29997277
Who do you want sent where?
Are you only conducting recon on the systems you have intel on?

Let's see if it'll accept the upload now.
>>
>>29997655
Let's take the 3rd Wing and hit that logistics station in the south-east whilst Daska takes 5th and raids the mining operation. Once both targets re clear we can hit that planet/tanker/fleet in the far south after we've reconnoitered it.
>>
>>29997655
Are we able to pick up anything from the colonies without revealing our presence to the enemy?
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>>29997894
The CTF was supposed to be for Colony Terraforming which hadn't been added to the legend. Still, I might as well use it for the option you guys thought it was for.

You tell Daska to head for the mining operation with her Wing while you tell 3rd Wing you'll be hitting the logistics base.

Are you detaching your Command ship from the command squad/reserves and going in with 3rd Wing?

>>29998195
You can jump to the edge of the system and take scans from there like you usually do. The main colony for this sector was destroyed by orbital bombardment so there's no way of telling what you'll find there.

If you guys are for jumping 3rd wing straight into the action without recon before hand roll 3d20.
>>
>>29998279
>If you guys are for jumping 3rd wing straight into the action without recon before hand roll 3d20.

Why would we do that? Send appropriate stuff with ecm cover on a quick scouting run first.
>>
>>29998279
What kind of question is that? Ofcourse we are, we've waited long enough for the chance to blow stuff up. No bull rushing, scan the spot. If the enemy seems to be pushovers we jump them and crush them quickly befor moving on. Plus points if we can jam any emergency signals they may try to send should we end up in combat.
>>
>>29998390

Agreed.
>>
>>29998390
I agree. Jumping in blind might be a risky maneuver, but this area seems mostly devoid of a lot of heavy fleet fighting. If we can jump in and jam them before they can even get a signal off then we'll have smoother sailing from here on.

Or like >>29998343 said, if we can perform a quick recon without being detected, do that.
>>
>>29998539

Aye, I we don't have to act like we're from Battlestar Galactica. We can be smart about this.
>>
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>>29998343
>Why would we do that?
Because dice, and people like to roll them some times.

"Mike, you're the smallest squadron. Rig for silent running then escort the Blackbird while they take some long range scans."
"Got it."
The squadron jumps out and you have the navigators move the wing to a location where it will be easier to maintain contact with them.

The logistics base is mainly a fuel processing station, though there does appear to have once been some production modules attached to it. The station is in low orbit of a small gas giant, using a modified orbital tether to act as a ram scoop. Potentially dangerous but safe enough if all of the equipment is running properly. There's no sign of atmospheric platforms used to compress gas in canisters then use repulsors to fire them into orbit. If this system used them the locals must have either sabotaged them or the Neeran destroyed them in their attack.

There are 4 Neeran Battleships and 6 carriers docked with the station, each loaded with corvettes. Two more carriers and two battleships are maintaining a higher orbit protecting the station. There are a few tugs ferrying fuel tanks up to a small moon where they're being stored.

>Your orders?
>>
>>29998766

Anons, I think we should try and take those tugs and ELSPLOED them next to the carriers.

Or at least use one of them as a distraction.

>take tug
>star fire on board
>call mayday
>(some or all) of local defence force goes to investigate / rescue
>strike weaker force
>>
>>29998766
What kind of shield do the Neerans employ on their stations? The same as on their heavies?
>>
>>29998766

Could one of those tugs be taken without it being picked up by the quick reaction force?
>>
>>29998842
each carrier has 36 corvettes iirc. That's 72 carriers in the guard system and 216 carriers in the reserve group. Plus a total of 6 battleships. Here's my plan:
1. Wing 5 does a long range covert insertion. They cold launch SP torps at the docked ships, then break away in order to bait the guard ships once they are detected. It should look like a failed attempt to sneak up on the base.
2. 3rd wing jumps in to assist just to the side of 5ths exit vector once the guard ships are committed and ambush the guards. Hopefully we can catch them with their shields concentrated in the wrong direction.
>>
>>29998766
Cold torpedos launched against the docked ships in the station with the intention of creating secondary explosions in those Carriers to destroy Corvets. Micro jump in and launch fighters armed to the teeth with torpedos and then send a second combined volly of torpedos with a few SP's in it to wreak shit trying to undock. Mike then takes his squadron and deals with the two Battleships with the support of another squad while the rest mop up the remaining ships in dock. 18 ships should be enough to be able to hold of two BS's and two Carriers until we've finished off the unprepared ships right?

Just remember that we are not here to salvage but to destroy and deny the enemy as much as possible in the shortest amount of time possible.
Also I've been up for about 24 hours so sorry if my battle plan is a bit sketchy at parts.
>>
>>29998912
Only their super heavy cruisers have been sighted making use of their special shield. Everything else uses conventional shielding which just happens to be tougher.
The station was built by the Shallans and the Neeran have apparently done some conversion work on it. More than that is difficult to tell.

>>29998842
>>29999001
You ask the other squadron leaders and Marines about this.
"It should be doable." Responds Ecord. "Tricky but doable. We'll need the Blackbird, a couple of starfighters and a few hours prep time. I know we have one LST that's capable of FTL. We'll need it for our extraction."

Did you want to check other systems while waiting for the Marines to prepare, or delay until they're ready?
>>
>>29999127
To be honest, I think we should just throw torpedoes at the station.
>>
>>29999094

I like the idea.

Though, I think we could still draw them out with the tug. Use what you're given you know?

>>29999127

Delay, IMHO we need to keep a constant eye to see if anything changes.
>>
>>29999127
I don't want to do that plan.
>>29999123
I'd like a response on this one.
>>
>>29999127
Bad plan. Prefer the ambush reaction force one.
>>
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>>29999094
>each carrier has 36 corvettes iirc
16 corvettes each.

>5th Wing does a long range covert insertion
>Bait guard ships away from station
>Flank attack on out of position guards with 3rd
Daska's unit is scouting out the other system where the Mining Base is. Did you want to recall her unit?
Other than that the rest of the plan seems sound enough.


>>29999123
>cold launch with SP's (Covertly?)
>Starfighter strike with SP's
>Full attack, Mike & 1 other squadron hits guard units, everyone else hits ships at the station

Seems straight forward. Both plans have similarities.

>>29999177
>I'd like a response on this one.
It could certainly work. Either plan could.

So the questions seem to be do you guys want to try drawing the guard unit away to destroy them, and how many SP's are you willing to shell out?
Your ships have 3 SP volleys, not counting the stockpiles aboard your battlecruisers. Oh, and if you wanted to bring in any of your battlecruisers.
>You orders?
>>
>>29999350
I like >>29999094
Concentration of force to minimize casualties is a good idea anyway.
>>
>>29999350
The station should be our objective. If we see the opportunity to lure the defenders away to split the enemy forces, let our wing commanders decide if it's a more effective course of action.
>>
>>29999707
I agree.
Hammering that station and stopping logistics in the region will have a larger long term effect.
>>
>>29999945
presumably we blow up the station after we destroy the reaction force. It won't be moving anywhere after all.
>>
https://www.surveymonkey.com/s/7PHM62G

>>29999491
1 vote for recalling 5th Wing, covert SP strike, and drawing out the guards.
>>29999707
1 vote for targeting the station over warships. Let Ra'hne and Alex decide if they want to draw away enemy ships.
>>29999945
Another vote for plan D
>>
>>30000222
Fuck yeah, it's time for House & Survey.

Also, if we get another chance to talk to her, tell Linda that we prefer "annoyed by boarding training" Linda to "dead because she didn't train for anything" Linda. Also, she should continue ballet lessons with us, her punches tickle.
>>
>>30000303
>For House & Survey.
I can't stop giggling.
>>
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Looks like
>B) Covert Torpedo strike, draw guards away from station to flank
Is winning the vote.

You contact Daska and tell her that you'd like 5th Wing's help in attacking 3rd Wing's target.

"We'll be there as soon as we can. We just need to recover starfighters." Once her Wing has linked up with the rest of the fleet she sends you sensor and damage reports. Her starfighters bombarded the asteroid mining operation from maximum range while out of sight, then her starships jumped in at point blank to exploit the confusion. Three of her corvettes have taken minor damage and are now docking with the repair ship.

She looks over the plan and asks how many of her SP's you want her to use.
"Just one volley should be good for the cold launch strike. We'll use a mix of SP's and regular Torps for the remainder of the fight."

She hesitates then says that she'll have her carriers either wait with you or the reserve force since they might otherwise be in danger.
"We have point defense still. It should hold off enemy fighters."

>Do you have any changes or additions you want to make to the plan?
If not Roll 5d20
>>
Rolled 7, 3, 6, 13, 20 = 49

>>30001184
I don't, so here's to a good roll.
>>
Rolled 17, 12, 15, 8, 20 = 72

>>30001184
>>
Rolled 16, 20, 18, 3, 4 = 61

>>30001184
>>
>>29996614

FOR HOUSE AND DOMINION!
>>
You tell the captains of your other Battlecruisers to hang back with the reserves. Their firepower will be in dire need if someone tracks down the repair and recovery ships.

Daska's wing jumps. You and the others watch from below the plane of the system. It's easier to track where the other Wing isn't then where precisely they are at first due to their ECM output. 5th Wing passes the point where they would need to cold launch their torpedoes to take advantage of the planet's gravity for their orbit.

When they cross the horizon it doesnt take long for the Neeran ships to spot them, but by then the Wing has cut back their ECM and are beginning to climb up and out of the gravity well. The outer guard group orients towards them but does not leave their position. Meanwhile nearly every corvette from the carriers docked to the station launch. The upper ones only take a second to rotate in place then rocket upto join the guard group. The others begin to move carefully away from the station to avoid disrupting it's repulsor sustained orbit.

"Where are the Torpedoes?" you ask.
"They havent arrived yet. Their velocity is too low." Says Arron.

The torpedo volley arrives, having gone largely undetected, shredding the carriers and Battleships still in dock and causing half of the station to explode. Chain reactions rip through the remainder of the station's fuel stores in it's lower half, severing the tether that would have otherwise dragged the station down into the atmosphere.

"That had to have taken a few corvettes with it. All ships prepare to jump. Carriers deploy at maximum range."

Daska's Wing races up out of the gravity well, 2 Neeran Battleships and 80 corvettes giving chase. 20 more contacts are still hanging near the station which may have achieved escape velocity.

"5th Wing is clear of gravity well." Reports Arron.
"Wait for it." Say Kavos
"Enemy unit crossing well boundary in... now."
"Jump! All ships jump."
>>
3rd Wing reverts to real space twenty thousand km off the flank of the enemy fleet and not one of your people wait for the order to fire. At this range, there might not even be time for it. The bright white beams of twin linked phase cannon fire from your corvettes cant compete with the number of more orange hued ones from the rest of the fleet, not until Daska turns her unit around and her thirty corvettes add their fire to the mix.

The corvettes that arent killed in the opening barrage find themselves splitting their fire between the two groups, each of which might match them in numbers. Still, their cannons pack a lot of punch. Eight beams of plasma hammer the shields of Devourer in short order causing the main shield to fail. You return it with your four pulse cannons, now operating well within their optimal range. A few bursts allow you to blast through a corvette solo despite it's evasion.

A priority target alert pops up on your HUD marking the closest enemy battleship. A red marker on it is counting down.
"Plasma cannon?"
"Ready."

You turn the ship and fire when the timer reaches zero. Your plasma cannon shot strikes the ship at the same time as one other and three spinal mount heavy phase cannon blasts. The combined fire punches through the Battleship's shield and cripples it.
SP Torpedo fire from 2nd squadron kills the second in brief moments later.

3rd Wing's momentum carries you through the battlezone, making it even harder for the remaining corvettes to pick targets. Pulse cannon fire from Daska's Wing mows down anyone attempting to follow you. Those left try to use the debris for cover and fall back into the gravity well.

"We have 20 enemy ships making a run for the remaining Carriers."
You check the displays and find that both of them are attempting to bug out. They'll pass near the remains of the station, possibly picking up more of corvettes there, then be able to head out the other side of the well.

[ ] Pursue
[ ] Break off attack
>>
>>30002777
>[x] Pursue
>>
>>30002912
Did you want to send Mike and the least damaged squadron?
>>
>>30003153
Two least damaged squadrons and mike. Plus the fighters. Lets play this safe
>>
"Who has the least damage?"
"5th and 1st squadrons." Respods Kavos.
"1st, 5th and 6th squadrons, full pursuit. Starfighters, cut off the fleeing carriers."

"How badly do you want them sir?" Asks your starfighter group commander.

"Don't get yourselfves killed over them. We've got a lot of work to do still."
"Copy that."

Roll 1d20 for starfighters
>>
Rolled 2

>>30003757
>>
Rolled 1

>>30003757
>>
>>30003827
welp, I'm not going to roll for a while
>>
I wonder at our units reputation. Are our strike wings somewhat of a favored position every recruit would want a chance at getting?

Is the Expedition Force and the Attack Wings something akin to Kido Butai, but with proper logistics?

another thing we should keep in mind is that we only have a FA commission for 2 years with option to renew but i guess then we cannot negotiate for such advantageous terms.

We should make our best of the time and get as many contacts and friends as we can get our hands on that will stay in the FA and that will leave the FA from all factions and if possible other houses.

Once we increase our money machine by at least another factor or so, we could look into export and imports, or perhaps being a conduit or back channel for diplomatic talks.
>>
Rolled 3

>>30003757
>>
Rolled 12

>>30003757
3rd roll
>>
Rolled 5

>>30003757
Zooooooooooooom

>>30003797
>>30003827
Seriously guys...
>>
>>30003797
>>30003827
>>30003926

Oh this is going to be good.
>>
>>30003797
>>30003827
>>30003926
>>30003936
>>30003942
Conclusion, Dice hate us and out fighters.

with a command as don't get killed they will most likely scatter whenever they get fired at.
>>
>>30003911
You had to mention Kido Butai. Now we have the same luck as Kido Butai.
>>
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>>30003911
>Are our strike wings somewhat of a favored position every recruit would want a chance at getting?
All of the House front line attack units (1st-6th) are elite units. After the Smugglers Run your unit and the others like it were prioritised for equipment, repairs and especially munitions. This is why after Lat'tham space the Wing Requisition system was changed. (Not just because it would have been too much work for me, though that was convenient.)
The House is currently trying to build up a surplus of crews and pilots to activate their entire reserve corvette force. This should let you weather losses better in the long term. The top trainees competed against each other to see who would be assigned when 5th & 6th Wings were formed and bulked up.

As for starfighter pilots Baron Archivald has established a very robust training program that should be handle losses provided they are not too severe. Losing an escort carrier or two with their fighters aboard would be tremendously bad for the House.

>we only have a FA commission for 2 years with option to renew
Please quote which post from suptg (or foolz) where it said your agreement was for 2 years. I did search a couple of weeks ago for data of that sort but couldnt find anything beyond not wanting your initial deployment to be for very long.

Uh... I realise this isnt /an/ but is that what I think it is?
>>
>>30004521
KILL OR BE KILLED
>>
As your squadrons turn and burn towards the remaining carriers, most of the enemy corvettes begin throwing out supressing fire. The others near the station abandon what recovery efforts they were working on and rush to assist.

The three attack squadrons punch a hole through the formation and Mike blasts through them, launching torpedoes. The rear most Carrier is struck several times and explodes but some of the corvettes are able to block damage to the second one.

The starfighters move in to cut off their escape but the enemy ships choose that moment to begin launching plasma balls in every direction. It makes getting targeting locks more difficult as the carrier attempts to crank up what ECM it might have and the attack squadrons are forced to pull back and reform their squads.

The starfighters are only able to get off a few of their conventional Torps before they're forced to reatreat, scattering in all directions.
"Enemy starfighters coming up from the remains of the station. They're launching missiles."

"What kind of missiles are we talking about?"

"Scanning... match found in the Alliance database. Low yield Nuclear tipped interceptors."

Shit. "Mike, intercept those Nukes. 1st and 5th, keep on those carriers."

"Got it. Breaking off."
Mike's faster cruisers keep the afterburners on until they've reached point defense range. Their mass drivers should be able to damage the nukes. Your attack bombers are not outfit for a starfighter missile fight however and will have to reatreat.

"There are a lot of starfighters." Reports Mike. "Unless our fighters drop their ordinance so they can dogfight I'm going to need some help."

[ ] Break off attack on remaining carrier to help 6th squadron
[ ] Drop ordinance
[ ] Both
>>
>>30004521
I believe our initial position was until recalled by the house. We already have been recalled and then cycled back to the front.
>>
>>30004934
>[ ] Both
It can only take 16 corvettes, assuming no damage. We'll still presumably have mop up work to do.
>>
>>30004934
>[x] Both
>>
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You order the attack squadrons to pull back and screen your starfighters. You do lose a few but the covering point defense fire dramatically cuts down on the casualties they would have taken. The starships are able to shrug off the small nukes with their up to date shields, even the old upgraded Dagger class Alex has attached to his squadron.

With the distraction the eenemy corvettes are able to escort the remaining carrier to the other side of the gravity well where the least damaged corvettes are stowed and the crews of the remainder abandon ship. The corvettes they left behind self destruct after a few minutes.

"Good work people." you commend everyone. "Now commence recovery ops."
Most of your damaged ships are corvettes, and even they took minor hits. It looks like everyone will be able to make it back to the repair ship.

You notice one of Daska's few afterburner equipped ships fly in and snag the bow section off one of the destroyed Battleships before departing. The recovery shuttles also pick up the remains from some of the enemy starfighters, though they're wise enough to leave remaining warheads alone.

While you did say these would be strictly hit and fade missions and not salvage related Some of the remains could be valuable. On the other hand it could also add be added baggage you don't need, especially if this is a long deployment.

[ ] Allow people to take trophies if they want to
[ ] No trophies
[ ] Other
>>
>>30005692
>[x] Set a strict deadline for people to harvest trophies/R&D material. Threaten they will be left behind if the deadline is missed.

So basically grab trophies if they're on the way, but don't go out of your way to grab them.
>>
>>30005692
>[ ] Allow people to take trophies if they want to
Also got an evil idea for the military station. Can we do a MRSI attack with conventional torpedoes?
>>
>>30005826
>MRSI
Can you elaborate on this, Anon? Google only returns information on MRI scanners. Is this the term for launching the torpedoes at slower and slower velocities as you approach a target so they all impact at the same time?
>>
>>30005826
>Can we do a MRSI attack with conventional torpedoes?
Multiple Round Simultaneous Impact? I'm going to (hesitantly) say yes.
>>
>>30005904
Yup. By staggering launch speed, timing, and delayed activation you can get a truly ridiculous salvo size. The main limitations are:
1. It takes time to set up so you can only use it in a opening volley
2. If the target sees it coming and can move you just wasted a staggering amount of ordinance.
3. They are relatively easy targets for PD assuming its detected on approach and there is something in position to intercept.
4. If you're target is around an inhabited planet and you miss even once you just created a faction treaty violation.

Against a military station not surrounding an inhabited planet however its a recipe for fun times.
>>
>>30006147
That is truly delightful.
>>
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>>30005785
>>30005826
I may be adding this to the next survey. We'll see how many other people respond.
>>30006147
>The main limitations are:
And those are most of the problems I was thinking of also. Well, maybe a bit less on #4 but it would have come up eventually.

>>30005932
This was me btw.


Returning to the rally point the repair ship gets to work on fixing up any vessels with hull damage. Repairs crews on each ship go over systems strained in the fighting and do what they can without the support of a station nearby. The more experienced crew members are a help in this area. You also have the benefit of not being on tight schedule like you were back in Typhoon. Most of the crews are grateful now for that batch of hard training despite this only being their first day in the field.

The carriers maintain CAP flights to help protect the fleet while repairs are finished off. Crews also shuttle over a few spare starfighters over that were being stored aboard your Excalibur. The relief pilots will fill the gap. Before long both Wings are back up at nearly 100%. The Devourer's main cannon has 15 shots remaining.

Which targets did you want to go after next? Did you want to cut Daska loose yet?
>>
>>30006472
Have Daska's units do a quick scan of the remaining four suspected enemy presences. I'm leaning towards a MRSI barrage on the military station to hopefully punch out the nodal response fleet but lets see what turns up.
>>
>>30006624
Going for this.

Let Daska check out the other colonies whilst we hit the military station, hopefully it'll draw defenders from the local systems and give her an easier time in opportunistic hit and run raids.
>>
>>30006673
I meant to wait until we get a response from the scouting before attacking, possibly together.
>>
>>30006714
I'm a great believer in concentration of force. By my count, our last mission destroyed 112 corvettes, 6 battleships, 7 carriers and a space station for no ship loses of our own. I call that a win.
>>
"Daska, I want you to do a scouting run of the other systems we have some intel on to confirm enemy presence. 3rd Wing will be standing by, ready to jump in to assist which ever squadron needs help."

"Understood. That still leaves me with two more squadrons if I sent one to each. I'd like to check out the systems directly surrounding the main colony."

[ ] Just stick to the four we know about
[ ] Go for it (Roll 2d100)
[ ] You know what, scout all the surrounding systems (Roll 6d100)
>>
Rolled 89, 3 = 92

>>30006903
>[ ] Go for it (Roll 2d100)
"My wing will form the reserve."
>>
Rolled 15

>>30006903
>[z] Go for it (Roll 2d100)
>>
Rolled 67

>>30007045
Oops, here's roll #2
>>
Rolled 11, 10 = 21

>>30006903
>[x] Go for it (Roll 2d100)
>>
Rolled 36, 25 = 61

>>30007132
Fuck, rolled the wrong dice
>>
>>30007159
I'm sorry to say, Anon, but even that was not much of an improvement.

Seems we're out of luck with the dicebot tonight.

An 89 and a 67 isn't too bad though.
>>
Phew finally off work. Feels good to be back at the front and destroying stuff for fun and profit.
>>
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You're a little worried about Daska's ships when you lose contact with them, and are preparing to launch a rescue mission when they make contact again.
"Everything near the main colony is being jammed." Daska reports. "We recovered a pair of civilian ships from the outlying systems. Their drives were damaged and they've only been able to make short range jumps."
"Both of them?"
"Yes, the Neeran were trying to disable their FTL with starfighters before they fled the colony. There may be others, even warships."

After being brought back both ships are checked for explosives or tracking devices by Marines and medics sent over to the tend to the wounded. One is a newer type of evacuation ship, a cruiser sized blockade runner built to specifications the Shallan government provided months ago. The other is a Dominion standard Frigate modified for transporting large numbers of refugees. It maintains the older more compact drive systems which means it's not even as fast as a combat Frigate let alone the smuggler versions your Wings use.

[ ] Use some of your supplies to repair the transports
[ ] Have the Marauder take them back to friendly territory
[ ] Have a squadron take them back to friendly territory
[ ] Other

>Intel on sites to follow.
>>
>>30007760
>[x] Have the Marauder take them back to friendly territory

Not too keen on using repair supplies on non-essentials.
>>
Rare element mines
A half dozen transport ships similar to Neeran Carriers are parked in orbit as shuttles and HLV's make regular flights from the surface.
4 Battleships and 2 carriers provide escort. There are a number of Battlecruisers and FTL capable corvettes searching the outer reaches of the system.

Planetary Base
A world with a thin atmosphere has been undergoing terraforming efforts, probably for the past few decades. While the work remains unfinished it has made landing for starships easier. The Neeran appear to be establishing additional atmospheric processors.
A Medium to Heavy cruiser sized tanker is in orbit while HLV's transfer supplies to and from the planet. Some of their payload may be the processors themselves.

The planet side base is heavily shielded and there is plenty of new construction. The scans taken reveal that new geothermal vents have been bored into the surface, both for power and to provide material for on site construction. Base shield strength is estimated to be 6 times that of a Neeran battleship. Other defenses are unknown.

There is a Neeran Heavy cruiser, 16 Carriers, 14 Battleships and 4 Battlecruisers in orbit above the base. Two of what have been identified as attack cruisers are also present. They don't match standard Neeran designs, though they have been built with similar technology.
Several FTL capable corvetes have been detected.
>>
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Orbital Base
A 5km diametar battlestation likely built by Exodus forms the core of an orbital station that could once use modular station sections to provide more room to dock. Prts of the station that were destroyed in its capture have been rebuilt with much sturdier docking arms. With current modifications there is currently space for 48 battlecruiser sized vessels to dock for repairs. A dozen battleships are currently undergoing repairs while a dozen more look to be under construction.
6 Carriers are protecting the station in addition to 3 squadrons of corvettes.

Colony
The main colony has been destroyed, you expected that. You've seen orbital bombardment damage before and video of it happening to that one colony the Warlords wasted. The reports on the Scorcher siege weapon was info enough. Wrecked biosphere, plate techtonics in overdrive from the energy pumped into them, etc. What you did not expect was that the planet the colony was on had been broken up.

It was now a gravel pile, each piece sharing a similar orbit around it's start. Sure it'll all collapse in on it's center of gravity eventually but not for awhile. If you wanted you could pilot one of your ships through the heart of what used to be the planet.

Among the debris are a fleet of Neeran Super Heavy cruisers picking over the rubble, including one of their command ships. There are signs that they're mining the remains of the destroyed planet.

>What say?
>>
See you guys tomorrow morning. Hopefully there will be some people around.
>>
>>30008735
dear god.
personally i think we should hit the orbital base while the battle ships are under repairs
>>
>>30008735
The planetary base and colony ruins are far too well defended for us to take on (as they are now at least). I think taking out the orbital repair base before they have a chance to reinforce it will be the best course of action going forward.
>>
>>30009386
I agree with you on that, we should do another cold launch and follow up. Just put a ton of SP into the base.
>>
>>30009386
>>30009098
Agreed. Asploding their major repair base will definitely move a fleet or two off the heavier defended areas. This orbital base won't be a slouch fight anyway considering that we're dealing with 6 carriers and nearly 150 (if I mathed right) corvettes and any combat capable battleships in repair and construction.
>>
>>30008735
Neither Planetary Base nor Colony is something we have any hope of taking out with our current forces.

Well, maybe Planetary Base, but we'll have to convince command to relax RoE when dealing with Neeran (shouldn't be too hard, they glass habitable planets all the time).

Colony is a tempting target for Vecktron torpedo barrage. May want to inform command.

Rare mine is small enough to be handled with single reinforced wing.

Orbital Base, on the other hand looks like doable but likely to inflict noticeable loses.
>>
>Rare element mines
We can cripple their operation here by destroying the transports. HLVs don't grow on trees either.

>There are a number of Battlecruisers and FTL capable corvettes searching the outer reaches of the system.
Refugees maybe?

>Planetary Base
We could definitely have a go at the supertanker. With a cold launch SP barrage maybe? The rest of the system not so much.

>Orbital Base
Definitely the priority target for us.

>Colony
A whole fleet of superheavies? It *just* might be worth breaking out the veckrons for this. Might as well pass the buck up the line and see what they think.
>>
>>30008735
Right then, this seems rather simple. Rare mining spot and the orbital base are priority targets for us as I don't want to touch a location with a enemy super within it.

The colony mission and the planetary base we send back to command and they can deal with it after we bail the area and move to the next one.

"Right, we will scan the area around the colony for more Shallan ships and try to get them out of here and then we'll deal with the mine and the orbital base. I'm not touching any superheavy that can fire back at me with a 10ft stick. Any questions besides how the Neerans managed to make a planet into grave?"

>>30005826
This also sounds like a great deal of fun for breaking the Neerans shit. I'd pay to hear the Neeran com when it hits and wipes out their space base in the blink of an eye without any nearby enemys. They'll be like... "Stealthed rapid fire torpedo launcher!". Heh... It's the Reynard Standard Torpedo Doctrine. Fine, it's stupid name.
>>
>>30008735

The rare element mines and the orbital base look like suitable targets for our unit. The other locations are too heavily defended, and we would probably take heavy losses during any kind of attack. It's probably best to forward anykind of intel we have collected to the alliance and move on to another theatre of operations.

>What say?
How many people made it off planet before the blew it up?
>>
>>30014018
Actually, the C factional strike idea might work on the Superheavy fleet if we can get the munitions for it. They don't seem to have any patrols out so if they are that overconfident we might be able to hurt them badly.
>>
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Here is another WIP.

TODO:
- Finish exterior look of rifle
- Bipod
- Energy cell placement
- More shark bullets
- Firing modes

This rifle needs a name. Mass Effect sniper rifles tend to be named after teeth or things that bite. So I figured we could call it the Megalodon.

I'll work in any feedback you guys have when I get back tonight.
>>
"Dear god. How many people made it off planet before they blew it up?"
"That's not in our records." Answers Kavos.
You have your coms officer hail the transport before they depart with the Marauder and ask them the same question.

"We had warning about the incoming fleets and the local defense forces stayed behind to help cover the transports. Just over three hundred million had been moved off world when the attack began."
"What was the population?"
"364 million."


>>30014203
They may have patrols out, its difficult to tell with the amount of debris around that is larger than most starships. Or counties.

>>30009098
>hit the orbital base while the battle ships are under repairs
>>30009386
>taking out the orbital repair base
>>30009500
>do another cold launch and follow up
>>30010354
>Rare mine is small enough to be handled with single reinforced wing.
>Orbital Base, on the other hand looks like doable but likely to inflict noticeable loses.
>>30010896
>We could definitely have a go at the supertanker
>Orbital Base, Definitely the priority target for us.
>>30013279
>Rare mining spot and the orbital base are priority targets for us
>>30014018
>The rare element mines and the orbital base look like suitable targets for our unit

I'm seeing a lot of support for attacking the Orbital station with the Battleships. Will it be a raid using 1 of the Attack Wings or using both Wings?
>>
Stepping out for a bit, Hopefully less than an hour. Discuss your plans and hopefully we can get things rolling right away once I'm back.
>>
>>30014469
Both. We'll launch a MRSI cold launch from long range. What % of our conventional torpedo stockpile can we practically fit into a single launch, and how much would it take to cripple the station
>>
>A half dozen transport ships similar to Neeran Carriers are parked in orbit as shuttles and HLV's make regular flights from the surface.
>4 Battleships and 2 carriers provide escort. There are a number of Battlecruisers and FTL capable corvettes searching the outer reaches of the system.

Both wings.

Going directly for the transports seems like a good idea here. Considering we should have a lot more ships and superior firepower, we can probably afford to have the faster ships focus on the transporters. The rest of our forces should probably deal with the enemy escorts.
>>
>>30014889
Keep in mind that the transports you're talking about are above the Rare element mines, not the orbital military station working on building and repairing Battleships.

>>30014541
>What % of our conventional torpedo stockpile can we practically fit into a single launch
In theory you could dump them all, but at that point the chances of them being detected would be much greater. If you were to have both Wings launching they would need to be attacking the station from two different directions or space would just be too damn crowded when the Torps arrive.

I'm going to say you can launch a maximum of 4 volleys per Wing if you don't want to take negative modifiers.

>how much would it take to cripple the station
Without energy weapons fire to help out it would take slightly over 500 torpedoes to drop the station shield. 4 volley from both Wings (not counting starfighters) would launch 668 torps.
>>
>>30015012
then a four volley launch seems to be our best bet. On the plus side we'll actually have time to launch our fighters
>>
>>30015012
Simple then, both wings sneak into range of the orbital station and launch 668 torpedos from two locations and then we sit back and laugh and laugh and laugh. When it's broken we can leave, no point really in fighting the ships if it can be avoided and risk damage to the wings if our objective is complete. And I doubt fighters will be needed here so no need to deploy them at the start. Not saying not to bring them just that if we need to pack up and leave quickly we should do so.

Then the rare element mines. A fairly straightforward attack should do it here. Jump in on top of those Carriers and blast them, befor they can launch their Corvets, with the majority of our forces. Four squads each go after one BS at the same time while we push out out Fighters to attack those Transports and HLV's. If we are a bit lucky and they are a bit slow we can hopefully deal with them befor BC's and Corvets from around jump in to help.

Assuming we survive both of these attacks and take out our targets we should then scan the Hexagons around the colony for the last stray ships and then bail. With no more logistic targets in the area we be done here.
>>
>>30015112
>On the plus side we'll actually have time to launch our fighters
Note that it would be difficult for the fighters to take part in a Multiple Round Simultaneous Impact strike like this as they would have to build up speed themselves before cold launching. Unless you didn't care if the locals detected you.
Launch fighters? Y/N?

>>30015186

All squadrons cold launch at different speeds to attempt a MRSI attack. Any changes to this plan?
If not Roll 4d100
>>
Rolled 18

>>30015229
>Launch fighters? Y/N?

Nah, let's not.

>If not Roll 4d100
Sounds pretty decent to me.

>4d100
1
>>
Rolled 2

>>30015263
2
>>
Rolled 15, 18, 67, 52 = 152

>>30015229
Nope. I more meant that they'd have time to launch before we start shooting at things, which makes for a nice change.
>>
Rolled 81

>>30015278
3
>>
Rolled 94

>>30015287
4
>>
Rolled 34, 84, 46, 64 = 228

>>30015229
>>
>>30015328
good work
34, 84, 81, 94
Not Perfect, but we still hammered them.
>>
Rolled 4, 14, 48, 53 = 119

>>30015229
>>
With so many torpedoes inbound it was only a matter of time until they were detected, even with a cold launch.
Patrol Corvettes change course and attempt to intercept the warheads, though by that point they're quite close. A few ships are able to shrug off a couple torp hits then ge out of the way so their shields can recharge, others take too many at once and are destroyed. Many warheads from 1st 2nd and 3rd squadrons Torpedo volley are intercepted with only slightly more than a third getting through.

As you realise that not enough will make it through to drop the shields the engines light off on some of Arthur's Torpedoes, allowing them to arrive early. You suspet his bad luck is making another play at rendering his torps completely usless until they pass through the station shields. The four warheads hits different points of the station's ventral structure, not really doing much damage.
Or so you think until most of 5th Wing's torpedoes sail through a new gap in the shield coverage. 160 conventional torps strike the hull and ship docks from below, while 3rd Wing's ordinance detonates on the still operational topside shields.

The combined blast blanks out sensor readings of the station for a moment and when they return you can see the remaining shields flicker and die, either from the direct impacts or damage to the rest of the station power systems. Half of the battleships have been destroyed and 60% of the station is either on fire or breaking up.

"They're sending out a distress signal."
"Are we jamming them?"
"Yes, and they know it. One of the Carriers just recovered it's corvettes and jumping out."

[ ] Jump in to finish off the station
[ ] Move on to the next target
>>
>>30015659
>160 conventional torps strike the hull and ship docks from below, while 3rd Wing's ordinance detonates on the still operational topside shields.

Wow, are the guys in 3rd wing trying to make Sonia look bad? They've constantly performed worse than 5th so far.
>>
>>30015659
>[ ] Jump in to finish off the station
>>
>>30015659
>[x] Jump in to finish off the station
It will take time for the reinforcements to get here and most of the really dangerous craft are crippled or destroyed. We get in, kill what isn't dead, use tractor beams to haul in anything worth the effort, then bug out.
>>
>>30015710
>Wow, are the guys in 3rd wing trying to make Sonia look bad? They've constantly performed worse than 5th so far.
Eh, using our ops plan we've probably destroyed close to our weight in mobile ships without losing a single ship so far.
>>
>>30015659
[X] Jump in to finish off the station

We got a job to do here and it's not like that station will be able to put up much of a fight. That station needs to be gone. Do note that we should be prepared to jump out should any enemy Super heavy try to save the station.
>>
Rolled 54, 61, 81, 44 = 240

>>30015659
>[X] Jump in to finish off the station
>>
>>30015710
Mike has been rolling 20's.
5th Wing got that 94 so I figured that someone adding a few SP's would be preferable to having all your torpedoes fizzle on the station shields.

>>30015719
>>30015729
>>30015772
>>30015874
Roll 6d20 Do you want to deploy your fighters or keep them back?
>>
Rolled 4, 11, 13, 16, 16, 4 = 64

>>30015942
keep them back
>>
Rolled 12

>>30015942
>Roll 6d20 Do you want to deploy your fighters or keep them back?

Keep them back.

Go in, take out the station, maximise whatever damage we can do to the other enemy assets, and then get out of there.

>1
>>
Rolled 18

>>30015980
>2
>>
Rolled 12

>>30015996
>3
>>
Rolled 2, 18, 2, 16, 10, 10 = 58

>>30015942
Nah, go in and do damage, get out. Quick and neat.
>>
Rolled 19, 13, 18, 18, 2, 9 = 79

>>30015942
>>
Rolled 8

>>30016006
>4
>>
Rolled 17

>>30016053
>5
>>
Rolled 11

>>30016065
>6
>>
>>30015967
12, 18, 13, 16, 17, 11
>>
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Both wings micro jump in towards the station, arriving at medium range from different directions.
"Stick to energy weapons, save your torpedoes if you can."

Your 140 ships open up, mainly targeting the remaining Battleships at first. The enemy ships that survived the initial attack have disengaged from the docking points and return fire. With their larger profile a few of the Vengance types in 3rd Wing and 5th Wing each take some hits and are forced to pull back for cover. Those that might have otherwise taken serious damage put their training to good use and the squadron commanders direct their smaller ships to keep out of the way.

You're forced to use your plasma cannon twice on Battleships to help break their shields or winish them off quickly. Beam and pulse cannon fire is enough to tear through the remains of the station and leave it a burning ruin.

"Is anyone damaged badly enough that they cant jump?"
One of the cruisers in Daska's Wing is questionable but it does manage to jump under it's own power, despite a destroyed engine. After meeting up with the repair ship the engineers get to work on replacing the drive and repairing the supporting structure that was burned away on the wing of the older model Vengeance.

Arthur's squadron in 5th Wing will be down a cruiser for the better part of a day.

Did you want to go after the Rare system next or do some recon until the cruiser is repaired?
>>
>>30016462
Recon around the colony for stray friendly ships.
>>
>>30016532
agreed.
>>
>>30016462
Would the damaged cruiser be able to leave the sector in its current state?
>>
>>30016545
Yes. With another hour it could even make it back to friendly territory, it's just going to be down a wing engine and a turret.

>>30016532
>>30016538
Just the 4 closest sectors? Roll 4d100
Or did you want to check more?
>>
Rolled 11, 16, 26, 95 = 148

>>30016601
>>
Rolled 4

>>30016601
4 closest sectors are okay for now.

>Rolling
1
>>
Rolled 6, 8, 71, 76 = 161

>>30016601
>>
>>30016462
I say recon while we finish up repairs. If anything I hope to have as many people repaired as possible before we go out on any raids.
>>
Rolled 28

>>30016619
2
>>
Rolled 24

>>30016645
3
>>
Rolled 83

>>30016658
4
>>
Rolled 1, 11, 56, 47 = 115

>>30016601
dice
>>
11, 28, 71, 83

Could be better I suppose
>>
Both of the squadron groups from 3rd Wing you send out on recon missions run into similar problems, though they dont find this out until afterwords. Each group finds a civilian ship in distress and responds to assist, only to be jumped by a Carrier and a Battleship.
3rd & 4th squadrons fight back the attackers, dealing heavy damage at close range with their pulse canons. The enemy disengage once realising they're out gunned and flees into a local asteroid belt. The transport is empy, it's engines ompletely destroyed.
5th and 6th squadrons perform a fighting retreat when it becomes clear their transport is likewise a trap. Mike performs rear guard long enough for Alex's slightly slower ships to get clear and jump.

Daska's units do somewhat better, locating a real transport and assisting it back to the fleet. Her second group finds a damaged Shallan Battlecruiser and assists it in jumping to the fleet's location.

"Thank you for your assistance." Says the ship's Captain who introduces himself simply as Dekeb. "We're the last ship from the sector defense fleet. We held them off as long as we could but they just overwhelmed us. We used up the last of our plasma cannon fuel reserves and our torpedoes trying to clear a path for the transports. We only managed to kill the last FTL scout that followed us by ramming it to drop it's shield so our remaining turret could finish it off. I'm afraid we're in no condition to fight."

What do you plan to do about the crippled Battlecruiser? Your repair ship could fix it, but it will take awhile as it's larger than the vessels it's intended to look after. It will also use up a good deal of supplies. The repair ship could simply carry the Shallan Warship back to friendly territory.
A slightly riskier route would be to use one or more of your Battlecruisers to assist it back to the lines, it will just take longer to make sure the assisted jumps were performed correctly since there are a lot of them.

>your orders?
>>
>>30017112
Will we be able to get new supplies for the repair ship once we leave this sector?
>>
>>30017141
Yes you should be able to.
>>
>>30017172
In that case, fix just the right amount of stuff so it will be able to jump with us back to our resupply base.

I'd prefer leaving after taking out the rare element mines, so it shouldn't hurt us to spend some of our supplies on this battlecruiser.
>>
>>30017229
Sounds good to me as well.
>>
>>30017229
>samefag
Or simply have the repair ship carry it back to friendly territory. Let our repair crew decide what's the better course of action.
>>
>>30017327
>Let our repair crew decide what's the better course of action.
It depends if you're returning to friendly territory after this sector is done.

>Rare element mines
A half dozen transport ships similar to Neeran Carriers are parked in orbit as shuttles and HLV's make regular flights from the surface.
4 Battleships and 2 carriers provide escort. There are a number of Battlecruisers and FTL capable corvettes searching the outer reaches of the system.
The longer you wait at the edges of the system when preparing for the raid, the higher your chances of detection.

>>30014889
>Both wings.
>Going directly for the transports seems like a good idea here. Considering we should have a lot more ships and superior firepower, we can probably afford to have the faster ships focus on the transporters. The rest of our forces should probably deal with the enemy escorts.

Any other plans or does this still sound good to people?
>>
>>30017420
Yeah, just bumb rush them. If they've been looking at our operational pattern and trying to counter us it should be the last thing they expect.
>>
>>30017420
>Any other plans or does this still sound good to people?

Simply ask our squad leaders if they have any suggestions before we jump in.
>>
>>30017420
>>30017448
Yeah, sounds like a good plan and after words it's time to abandon the sector.

How I see us operating is we attack one sector, resupply, see if there are any raiders in the area, take care of them, and then go back to raiding a different sector.
>>
>>30014469
We should consider raiding the other targets before leaving, unless high command says otherwise (ambush, surprise attacks, etc) it will at least disrupt operations and decrease their tempo, something the Neeran seem to have in abundance.
>>
>>30017684
The issue is that after this raid we're probably going to be high on their target list.
>>
As you prepare to jump the Wing in system for the raid an enemy tanker appears a half million km outside of the planetary gravity well. It's jumped in from the direction of the logistics base you blew up and has an escort of 4 battleships and 2 Carriers. This could change things.

>ask our squad leaders if they have any suggestions before we jump in.
Daska suggests deploying the Escort Carriers a safe distance away to either side of the tanker to tie up those forces. The Attack forces meanwhile can jump in on the locals and hopefully get out before any corvettes from the Tanker group can arrive.

"If the enemy corvettes abandon the Tanker our Starfighters can light it up, if not they'll be out of engagement range and our ships can escape."

>Your orders?
>>
>>30017894
>>Your orders?
Daska's plan sounds like a good idea. However, we should leave at least some ships with the carriers, if the ships searching the outer reaches should jump in close to them.
>>
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>>30017967
>However, we should leave at least some ships with the carriers, if the ships searching the outer reaches should jump in close to them.
Ra'hne volunteers 2nd squadron since they may have some minor but lingering damage. One of the equally patched up units in 5th Wing could guard the other group of carriers.

"Sounds good enough. All ships prepare to jump."

Roll 6d20 unless you have any other changes to the plan.
>>
Rolled 11

>>30018135
>Roll 6d20
1
>>
Rolled 9

>>30018191
2
>>
Rolled 16

>>30018207
3
>>
Rolled 17

>>30018220
4
>>
Rolled 10, 12, 13, 3, 2, 15 = 55

>>30018135
>>
Rolled 8

>>30018243
5
>>
Rolled 14

>>30018261
6
>>
Rolled 6, 15, 3, 7, 14, 17 = 62

>>30018135
>>
The heavier unit jumps to the edge of the gravity well, nearly point blank range from the transports and escorts in orbit. The eight squadrons deal damage as quickly as they can, wanting to kill the targets and get out before any reaction forces arrive. Arthur must have left a good chunk of his old luck with 3rd Wing because 1st and 3rd squadrons are the only ones that take any real damage, the other pilots evading or shrugging off hits with their shields.

You try to hold off on using the big gun since resupply may be difficult, inctead making more use of the quad pulse cannons. So far at close range there's nothing that can beat their damage output. They do tend to deplete their power reserves rather quickly though.

In short order you've mowed through the ships in orbit and everyone with a clear shot is directimng particle beam and mass driver fire towards the HLV's in the upper atmosphere.

Daska's 3 Scorpion class ships swoop in on the wreckage of the transports and begin snatching drive plates and cores from the wreckage, loading them into their aft facing launch bays.

"Salvage can wait." You tell them. Looking out to the Tanker half their escorts that were heading in towards your unit is pulling back to cover the larger ship against starfighter attacks. Explosions flash from missile, torpedo, and plasma ball detonations.

The Battlecruisers from the outer system then jump in and attempt to target the Escort Carriers. Both of the squadrons you sent along as escorts are soon brawling with the Neeran vessels while the Carrier's run for it. The returning fighters launch any remaining ordinance into the other starships before return to their motherships.

5th Wing's people drop a pair of SP torps into their enemey battlecruiser, where as Drake and Vaughn both ram theirs sending it out of control long enough for Day to put a plasma cannon shot through an engine, crippling it.

"I believe the other ships sent a distress signal before engaging us." Says Sayerna.
>>
Your two squadrons protecting the Carriers are currently too engaged to do anything but hold their own or jump out. It might be possible for your main force to micro jump out and then back to the tanker if you wanted to take a run at it. They're currently too close for a direct jump.

[ ] Retreat
[ ] Micro jump main force, launch SP's at the Tanker
[ ] Micro jump main force, attack the Tanker
[ ] Other
>>
>>30018766
>[x] Micro jump main force, launch SP's at the Tanker
And then get the hell out of there.
>>
>>30018789
Second.
>>
>>30018766
>[X] Micro jump main force, launch SP's at the Tanker

We are doing one pass and then getting the hell out of here so make it count.
>>
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"Escort carriers and defensive squadrons, disengage at best possible speed. We'll disrupt the main enemy formation."
Both squadron commanders copy you. Everyone else gets out of the gravity well as quickly as possible and jumps. The turnaround at the edge of the system takes a moment and those who have taken damage are ordered to head for the ralley point. The nearly 8 squadrons who jump back in with you fire SP torpedoes then break off, changing course slightly to jump out on a new heading.

You hang back and wait to jump until the carriers are all clear then observe the tropedo hits. Like the other tanker you attacked on your first tour for the Alliance this one has heavy armor, and it's fuel tanks are not compressed to the same levels as those the Factions use. Still, with the number or Torps you're dropped into it, that doesn't matter. Even the escorts soon realise they're not going to eb able to save their charge and scatter.

When the Devourer jumps, flame has begun to burn through the Tanker's tough hull from the inside.

"Detecting contacts incoming at FTL." Reports Arron once you're safe at the edges of the system.
Seconds later a Neeran Super Heavy and a small escort arrives and begins high intensity scans of the system.

"Time to go."

You could jump back to the Rally point now and get everyone ready to leave the sector, Split up taking separate routes back to the rally point, or move on and make a quick raid on the the planetary military base.
>Your orders?
>>
>>30019374
>There is a Neeran Heavy cruiser, 16 Carriers, 14 Battleships and 4 Battlecruisers in orbit above the base. Two of what have been identified as attack cruisers are also present.

Even without the super heavy cruiser and its escorts this looks like too much resistance for our wings.

I think
>Split up taking separate routes back to the rally point
is our best bet at this point. Have the stealthiest ships pick up the repair vessel.
>>
>>30019374
separate routs.
>>
>>30019374
We are done here and I refuse to risk us facing down against a Super heavy. For all we know there could be five of them at the base right now.
We move onwards to find more logistics targets.
Perhaps we should jump back to friendly territory and see if we can get some more SP's now that we've shown people how good use we put them to.

[X] Split and take separate routes back and prepare to jump away from this sector
>>
>>30019374
>Split up taking separate routes back to the rally point
This.

Hit and run is what we're good at.
>>
>>30019491
It just says heavy though. Do Neeran have heavy cruisers?
>>
>>30019374
>Separate routes back

No use revealing our repair ship's position as we leave. We're fairly beat up at this point and a couple ships down.

Time to head back and report our findings on the colony for possible veckron usage and the military base and defense forces for attack/assault feasibility.
>>
>>30019747
Yeah, they're the type with the jello shields.
>>
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>>30019747
>Do Neeran have heavy cruisers
Yes. They're typically around 8km in length and their weapons compliment can vary quite a bit. It generally depends on if they're rigged for longer range operations or faster sublight speeds. Heavies have mostly been reported using conventional shields.
Super heavy cruisers, typically 40km or greater in length, tend to have the special shielding that is resistant to SP torp fire.

"Split up and head back to the rally point at squadron strength. If it looks like you're being followed try not to lead them back to the rest of us. Or not right away."

You deploy a couple of com and sensor buoys to keep an eye on the enemy fleet then head out with the rest. By the time you arrive at the repair ship the there are already two other squadrons here. Data relayed by the buoys show that the enemy super left the system after recovering the remaining corvettes.
"They're headed in pursuit of 5th Wing's 3rd squadron."
"Where are they now?"
"Looks like they went out around the far side of the sector back towards the main colony. Or it's system."

"I want that Shallan Battlecruiser ready to go the moment our remaining ships arrive. If it's drives are still offline get it loaded onto the repair ship. Reynard to all ships, plot jumps back to friendly territory and align on an outbound vector."

Before long the other squadrons arrive except for the one that was being pursued.

Do you plan to wait for the last squadron, send a ship to look for them or jump for the friendly lines and hope they make it?
>>
>>30020015
>Do you plan to wait for the last squadron, send a ship to look for them

These, please.
>>
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>>30020048
What ship did you want to send?

5th Wing also has a similar mix of EX-K and Vengeance types, though they have a few more of the former than you do.
>>
>>30020209
Sorry, I haven't really kept up with the various ship types.
In order of importance:
Undamaged, fast, good sensors, small sensor profile, SP torpedo volley size/capacity.
>>
>>30020015
>>30020209

>who will you send

Volunteers from Mike's squadron and any from Daska's wing with afterburners.

Confirm with Daska before we send off a search group, they're her people after all.

The rest of our force is to get the hell out of dodge, lest any part of that Neeran taskforce decide to jump onto our heads.
>>
>>30020268
Your EX-K types have the best combination of sublight and FTL speed. While several have been fitted with ECM their long range sensors will never be as good as the Blackbird. They can fire volleys for 4 torpedoes.

The Blackbird now fully upgraded with afterburners is potentially your fastest ship at sublight. Its long range sensors and electronic warfare systems are unmatched but cant operate properly if the afterburner is in use. It's FTL is average and it's physically weak in any kind of fight.

Your Excalibur is the fastest ship you have at FTL, but as a battlecruiser is still slower than most of your attack ships. It has good sensors and it's torpedo armament is the heaviest of your fleet with 8 launchers. (4 forward, 4 aft)

The afterburner equipped Vengeance type ships are among the fastest ships at sublight, they have average FTL and the C models have 4 torpedo launchers to make up for the energy drain of the engines.

Pandora class Frigates are the weakest ships in your fleet, armed with missile launchers and light phase cannon arrays. They're of average speed for an attack ship, their FTL is only slightly above average. However they have the smallest sensor signature of any ship in the fleet.

>>30020560
Daska can spare a couple of her EX-K's equipped as ECM ships.
Hafnar does not want the Blackbird to be in close proximity to anyone when they start getting shot at but will follow orders if you tell him to go with the search group.
>>
>>30020710
ECM EX-Ks + Blackbird sound good to anybody?
>>
>>30020710
Send the Blackbird and the strongest escort ship that can keep up with it. Maybe two if we can spare another undamaged to accompany it.
>>
>>30020807
>>30020887
Blackbird + 2x EX-K's?
>>
>>30020974
I'm game.
>>
>>30020974
Sounds good to me.
>>
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>>30021172
After getting some volunteers for a pair of EX-K's to act as escort you tell your Blackbird crew to step up. The three of them will head out in search of the other unit while you and the rest of the Wings head back for friendly space. You'll stop and wait at a secondary rally point just in case. One that should give you a head start if enemy ships come after you.

A few hours later your ships detect incoming FTL contacts, 14 in number.

"The Blackbird is hailing us."
You take the call which is audio only. "You found them?"
"Yes, and it took some doing to lose our tail. I'm not certain they're gone so you'd better get the fleet moving."

"How much damage has everyone taken?"
"They lost a corvettes, everything else is space worthy more or less. They'll make it back to port."

You have Linda transmit nav data to the incoming ships to save them time then have the Wings jump for a safe zone. When the remaining squadron at last catches up to you in friendly territory you see their ships are covered in burn marks but most of it is just surface damage to the armor or damage to a few easily replaced drives.

Hafnar transmits the sensor data of the sector they picked up while on their tour. There are quite a few systems they passed through and with the amount of jamming it's no wonder they couldn't get in contact with you.

When you reach a Shallan fleet staging base the Admiral in charge of the local defenses is more than happy to see reinforcements.
"The Alliance has several fleets operating nearby. They've been trying not to clog the local shipyards with repair work so we can finish off the warships we have under construction. Other than our wayward ship you've returned I hope you'll be helping out in the same manner?"

>What say?
>>
>>30021872
All we need are supplies for our repair ship, we should be able to fix everything with it as long as we get the right parts.
>>
>>30021872
"For the moment we are able to fully take care of our own repairs however if you you have any supplies just laying about, or better yet SP's then you'll get a gold star in my note book. How are things holding up here on this end?"

Perhaps share the data on that fleet of super heavys?
>>
>>30021872
Our repair ship can take care of just about all our repair needs, but any supplies they could offer would be greatly appreciated.

Ask though if they have had any trouble with raiders in the area.
>>
>>30021872
"You needn't worry about our ships taking space in local yards - not untill they've sustained damage worthy of it. We have our own repair vessel for any minor works needed. All we need is a steady stream of supplies and ammunition and we'll keep the Neeran off your backs for long enough."
>>
"You needn't worry about our ships taking space in local yards. All we need are supplies for our repair ship, we should be able to fix everything with it as long as we get the right parts. Better yet if you can spare any SP's then you'll get a gold star in my note book. How are things holding up here on this end?"

"The parts should be easy enough. Supplies have been flooding in, even a backwater like this has enough to maintain what we have for a change. As for SP torpedoes we're desperately short on them. I was actually going to ask if you had any you could spare."

Not if you're going to keep doing damage to enemy logistics like you have been. Maybe the Alliance fleets can spare some? You'll have to talk to them.

You ask if they've had any trouble with raiders in the area.
"Not yet. The Neeran aren't deploying many FTL scout corvettes in the region from what we can see, most are being used down closer to the larger colonies."

After that you relay the data on the enemy fleets positioned in and around the remains of the destroyed colony, along with everything else the Wings have collected in the sector.
"Looks like you did a number on them." Says the Admiral on seeing your kill tally. When he scrolls back to the colony data it's clear he's not happy.
"Have you sent anyone information on that colony outside the military?"

"No, why?"
"The Alliance and our government want to keep things quiet on how much damage the Neeran can actually do. We don't know why or how they've destroyed entire planets yet, but on most they've only destroyed the biosphere. We can't let the civilians know how much damage they can do or it could start a panic. They still think that if we pour enough resources into planetary shield upgrades it might hold them off."

>What say?
>>
>>30022649
"Entirely understandable, Admiral. I'll keep it quiet."

Has no one told him about the planet scorchers? We should tell him to aim for them and only them if they ever see one coming. Keep this conversation off the record though, we don't want to be seen leaking sensitive data, even if the receiving parties are of high enough clearance.
>>
Rolled 2

"Entirely understandable, Admiral. I'll keep it quiet."
"Thank you. The last thing we need are riots back in the home worlds, or worse the colonies that we're trying to evacuate. You should have your supplies in a few hours."

>>30022720
>Has no one told him about the planet scorchers?
Yes. Sonia now knows as much about them as he does.

After contacting the Alliance fleets you're informed that you might be able to get hold of a small shipment of SP torps if you send some ships over to the main fleet to pick them up.
"How many are we talking about?" you ask

"50 to 100." Responds their logistics officer, who sounds like she might have been smoking cigars for the past 20 years. "We cant spare you any more than that Commander, they're needed for killing battleships and for bombardments against Super capital ship."
The image shakes on the other end. Their ship must have just been hit by weapons fire.
"Mind you if you wanted to get a few more I'm sure the CO's wouldn't object if your unit were to help clear out a few enemy fleet units that are giving us a hard time. Either way, you might want to come in force when picking up that shipment."

>Your orders?
>>
>>30023082
It seems they might need them more than we do. Let's stick to our current supplies.
>>
>>30022649
"We'll just have to make sure they do not take any more planets then do we?"

Let's go demand more SP's from the Alliance!
>>
>>30023153
Silly me.

>>30023082
Go get what torpedos we can get then head back and keep up our raiding. We got Neerans stuff that is not broken and that is not acceptable.
>>
Side note: The Shallan use lots of plasma guns on their medium cruisers right? That should mean that recharge is relatively available for our massive cannon right?
>>
>>30023247
>Side note: The Shallan use lots of plasma guns on their medium cruisers right? That should mean that recharge is relatively available for our massive cannon right?
That is correct.
Both Centurions and the Devourer are back up to full ammo!
Lorraine Day has secured a pair of extra fuel cells that can be carried by the repair ship and swapped out when either Centurion runs out of ammo. There are no spare fuel cells for medium plasma cannon available. There are spare parts to repair the gun however.

1 for heading to the Alliance fleet, 1 for not. Be advised you will be entering the front lines when visiting the Alliance Fleet.
>>
>>30023082
I say we go get our torpedoes and depending on the situation we either A) Keep raiding or B) Help them out a bit.
>>
>>30023465
agreed
>>
>>30023437
>Be advised you will be entering the front lines when visiting the Alliance Fleet.

If we pick up the torpedoes, we should probably finish our repairs before we jump.
>>
>>30023779
agreed
>>30023437
Finish repairs and rendezvous with the alliance fleet in a safe area.
>>
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You wait until repairs are completed then get the Wings together and inform everyone about the torpedo situation. Alex suggests leaving the reserves and the repair ship here at the shipyard so they won't risk any damage while visiting the fleet.

Daska seems reluctant to throw her Wing into yet another fleet battle if the objective is to raid enemy logistics. Still, she agrees to go along.

>Finish repairs and rendezvous with the alliance fleet in a safe area.
>in a safe area.

When you find the Alliance fleet they're in high orbit of a gas giant whose moons the local Shallan fleet contingent has fortified. It's been done rather hastily, a mix of mass driver batteries, phase cannon and other weapons dot the surface of the defense complexes.

The Neeran fleet is hiding in a cloaking field and launching corvette attacks. There is also a Scorcher among them, firing long range siege cannon shots at the fleet and the moons. Given the distances the weapon isn't very effective, but it is forcing the fleet to keep it's shields at full power and is doing damage.

>Your orders?
>>
>>30024146
>>Your orders?
2 squads of each wing start loading the SP torps, the remaining squads are given free reign to attack targets of opportunity if they think they can deal some damage without losing their ships.
>>
>>30024146
This >>30024230 sounds like a good plan to me and from the looks of it it seems like two of the left most clusters of enemies that seem like prime targets for our hit and run tactics.
>>
>>30024230
>>30024370
Roll 4d20
>>
Rolled 5, 5, 13, 4 = 27

>>30024429
>>
Rolled 6, 16, 10, 16 = 48

>>30024429
>>
Rolled 13, 11, 20, 14 = 58

>>30024429
>>
13, 16, 20, 16
>>
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>I accidentally deleted the third moon.

"Two squadrons of each wing start loading the SP torps, all other squadron leaders you're free to engage at will provided you think you can deal some damage without losing ships."

The squadron leaders acknowledge and you soon get your volunteers to pick up the Torpedoes.

Most of 3rd Wing heads off to fight on the left flank, while 5th moves in on targets to Starboard. Given your own ship's slightly slower speed, you maintain course for the main fleet.

The pickup crew are directed in near a Heavy Carrier which has had one of it's sets of bay doors closed off with armor. The still open side is facing away from the Neeran fleets. Apparently they must have been having some trouble with the shields staying up.

Two of the ships dock to pick up the shipment, 100 SP Torpedoes of mixed quality. All of them Terran produced you have them make sure. You dont want any Rovinar warheads screwing things up, though you're sure you could trade them. Before long they're loaded up and the ships launch again.

"Move out. #rd and 5th Wings, prepare to break off and link up with us on the return leg."

"Alert: All ships to cover." Broadcasts the command ship along with a count down timer.

"Uh... siege cannon shot!" Arron finally figures out.
"Dominion attack group, use the Heavy Carrier for cover from the shot."

Your ships move back beside the Carrier and seconds later space around the ship lights up as streams of plasma wash over the Carrier. With shields up it didnt do much damage, but starfighter and shuttle traffic not in cover would have been wiped out. Any vessel lowering sections of their shield to allow smaller craft to dock would likewise be under threat.

"Lets get the hell out of here. Good luck with the enemy fleet." you tell the other Alliance Captains and Commanders.

Most of your ships seem to have stayed out of trouble, and did plenty of damage of their own. Soon everyone has formed up and you're jumping back to the shipyard
>>
Back at the yard a few ships get a quick checkover to be sure the hits they took helping out the Alliance fleet weren't more serious.
Torpedoes are distrinbuted, though there are less warheads than there are launchers. You'll just have to be careful with their usage. You have nearly 2 full vollys of SP's for the fleet. Daska has filled the gap for a few of her ships using some she brought off the blackmarket while you were talking to the Shallan Admiral.

"Aren't those insanely expensive up here at the front?" You ask.
"Yes, but so are FTL drive components." She replies. "I grabbed some from those transports we hit. It seemed worth it."
"Wait, how many did you buy?"
"Enough for my squadron leaders. How many did your company salvage in South Reach?"

>What say?
>>
>>30025339
"A few."
>>
>>30025339

"Depends. Who told you I had Scorpions to sell?"
>>
>>30025339
Give her the exact number.
>>
>>30025339
"An ample supply."
>>
>>30025339
"Quite a few. If you tell me how you knew I had Scorpions to sell i'll give you the exact number
>>
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>>30025422
>>30025476
>>30025483
>>30025628
"Depends. Who told you I had Scorpions to sell?"
"I have a friend who now captains a Battlecruiser in Kim's unit."

"Oh." Well that explains a lot. "More than a few. I'd say an ample supply. Those Battlecruisers could bail us out of some serious trouble if we need them to."

"If the wings get really low on torpedoes, please remember that with enough of them we might not have need of battlecruisers bailing us out." Daska points out.

You mull that over while considering your next move.

Before heading back behind the lines again there is the issue of the ship 5th Wing lost while their squadron was being pursued. A Corvette was damaged, towed for some distance then destroyed by additional weapons fire. The crew were ordered to abandon ship before it's destruction so odds are good they used their emergency teleporters. The Marines were able to bail out in their shuttle and were picked up. The other half of the crew that there simply wouldn't have been room for aboard the capsules may have made it to the escape pods but they would have limited options after that point. Either activate their distress beacon then and be picked up by enemy ships, wait and hope a friendly ship comes back, try to make their way to a planet in system, or just activate the stasis field for a bit.

Then there's the crew that did teleport out. You ask Arron, Linda and Sayerna about the closest worlds marked as safe to teleport to by the Alliance.
"This sector here in friendly territory should be the closest primary recovery zone." Begins the Rovinar. "But there's a problem."

"What problem?"

"It's ten thousand light years away." States Linda. "That time in South Reach were we had to hunt down our one crew who teleported out?"
"Yes?"
"That was 5k light years. I'm not sure the systems on a corvette would have the range, especially if it had been jumping constantly."

"There is also the enemy planet with a military base and several primitive worlds."
>>
>>30026240
Do you guys plan to set aside resources to find the missing crew or will your report it to the Alliance and let their search and rescue personnel try to find them?
>>
>>30026240
I hate myself for saying this but we have a job to breaking the enemy on our part of the front line and can't spend weeks trying to find them. At most I'd say we allowe 2-3 ships to do some searching but we got to get back to crash the Neerans party if we want the frontlines to begin to shift in our favor anytime soon.
>>
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>>30026766
Reluctant to delay the attacks on enemy logistics any longer you tell the others you only want to put a small number of ships on the search and rescue operations.

"If you're afraid of taking away from the main units we could assign some of the corvettes from the reserve." Points out Daska. "We still have 19 crews. We could even assign them some of the Mark 1 attack corvettes if you were afraid of losing more of the newer ones."

[ ] Send ships from one of the line units
[ ] Pull corvettes from the reserves
[ ] Let the Alliance handle SAR
[ ] Other


Which sector did you want to raid next?
>>
>>30026766
I have to agree. Have a few ships set aside to trying to find them, but the majority of our ships need to
>>
>>30026608
It's too hot and too rough on the front lines to be send search and rescue ships at the moment. A battlecruiser crew would be worth it, but for a single corvette they'll have to fend for themselves, sadly. So, report to alliance.

>>30026920
[x] Let the alliance handle SAR

Sector #2 would be my vote for next target. UNLESS the alliance intelligence officers can give us a rundown of suspected targets in which sector.

In any case, sector #3 is close to that super heavy they jumped in, and they could pull reinforcements from #4 which would leave us in a tight spot.
>>
>>30026920
>[X] Pull corvettes from the reserves

I say go for site 1 or 2
>>
>Lost a corvette
Ouch. Maybe we should make a policy of reducing the crews of crippled ships to the amount that would fit inside the teleporters? Or even evacuate the ship entirely and dump the tow if trouble catches up. The crews are worth far more than the ships at this point, especially a corvette.

>>30026920
Probably not sector 3 since we just kicked the hornets nest next door.

Any feedback on the current rifle design? It's nearly done, just a couple things left to do. When I started drawing it I though it would end up a lot bigger, but since it uses repulsors for everything the entire gun has almost no moving parts.

How much longer until our prototypes catch up with us? We don't expect to get into ground combat any time soon but you never know...
>>
>>30026920
Let the Alliance do some work for us, they seem like a capable bunch after all.

Unless we get intel that says sector 2 is made from Neeran super heavys I'm all game. Sector 3 should be avoided for now due to actions in sector 4.
>>
>>30026920
>Pull corvettes from the reserves. Use the older versions so we have good replacements in case of losses.
>>
>>30027001
>sector #3 is close to that super heavy they jumped in, and they could pull reinforcements from #4 which would leave us in a tight spot.
Sectors 3 and 4 are 20k lightyears from each other. They're not close by any stretch.

>>30027097
>Or even evacuate the ship entirely and dump the tow if trouble catches up.
Unfortunately there wasn't time for this, as it was destroyed only a few minutes after being crippled.

>Any feedback on the current rifle design?
It's very pink?
May want a small shock absorber on the stock for when it is firing a 20mm round.
Dunno what else you want me to tell you. It seems solid enough.
>How much longer until our prototypes catch up with us?
Sooner in real time if you don't personally accompany every attack.

>>30027083
>>30027161
Seeing support for site 2 either way.
Give me a minute to finish generating local resources. I was in the middle of making sector 2 when suddenly everyone said, "hey, lets hit sector 4!"
>>
>>30027452
>shock absorber
Right, that's what I forgot. Adding that to the list. The scope is missing too but I'm working on it right now. The rifle is currently pink because I had to draw an outline around the internal parts to make sure it was big enough for everything to fit inside it. It needed to be a colour I hadn't used for anything else yet, hence the pink.
>>
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>>30027452
Sector 2 is one of the most heavily developed in the region, and for good reason. There are 4 worlds in the region that were undergoing terraforming efforts. When the Neeran fleets approached the main colony in the region the planetary government surrendered without a fight. The Alliance and the sector fleet fled and have been attempting to slow this fleet's advance ever since.
The advance guard of the fleet that took this sector was the one engaging the Alliance fleet you visited. There may still be elements of their main fleet in the sector in addition to Shallan civilians now trapped on Neeran Occupied worlds.
You are warned to keep your IFF codes up to date as the military was unable to destroy a starfighter production line on the main colony before they withdrew. Civilian ships may also have been captured as you've seen before.

>Your orders?
>>
>>30028127
Let's put it this way. That sensor is going to die.
>>
>>30028127
Sun Tzu said, know your enemy.
Scout all the locations for targets and enemy forces. All 16 of them.

>>30028300
It caught my sight aswell, it should be the first target to crash and burn.
>>
>>30028300
100% agreement here.

Thunder run on that sensor, ignore defenders and get that thing down.
>>
>>30028359
While I agree on the scouting out part I think we should hit that sensor without scouting whatsoever.

Hit the sensor and then we can find a nice spot for a rallying point.

My strike order for after the sensor (Which depends on what we find there by scouting of course) are the two logistics stations, the Military base planetside, and then go buck wild on any less defended place.

Logistics if self explanitory while eliminating the military base would mean they would have to pull ships from other places in order to reinforce different sites.
>>
>>30028581
I'm in with hiting the sensor first but I really don't see the military base as a justified target at all. At best we wreak some ships. Worst we get wiped out in a needless attack.

We wipe out the logistic bases and their access to raw material and supplies and the others can move in and deal with it instead once they have worn the Neerans ships into a batterd collections of junk with engines. Besides, if the military base is on a planet it's bound to have planetary shields which we most likely can't deal with without slowly wearing it down. At which point planet side artillery and enemy fleets will have butcherd us.
>>
>>30028846
Definitely. We need to focus on material kills, not military dominance. Wiping a base is great but I'd rather do it after removing all its support or preferably avoid it entirely. We're raiders, not siege ships.
>>
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"I hope it's not another one of those sensor arrays with stations scattered through a nebula like that one time. No wait that was twice I'd heard of arrays like that."

Kavos uploads the data on the sensor arrays. "They're a Shallan design based on solar collectors. Each has a high gain subspace detector and they are positioned at stable Lagrange points of two gas giants in the system. A dozen detectors at each of the four locations. They should be relatively fragile other than their shields and deflectors."

Sayerna brings something to your attention. "The Alliance has access codes for the array provided by the Shallan military. It might be possible to hijack the arrays and use ourselves, or upload a virus to give false data."

[ ] Too risky, destroy the array
[ ] Hijack the array
[ ] Upload virus
[ ] Other
>>
>>30029063
[X] Highjack the array

After we are done looking over the information it provided us I say upload the virus.
>>
>>30029063
Interesting, very interesting. This thing has great potential. If we can get it to send data to the Neerans that we are jumping their asses at location A while in truth we are wreaking shit at location B.... Oooooohhhhhh.

>>30029203
I agree on this if it is possible to do so without alerting the Neerans to it. Else virus fuck yeah.
>>
>>30029246
>I agree on this if it is possible to do so without alerting the Neerans to it.
"The approach would be difficult. It would require low speed FTL jumps to reduce the risk of detection."
"How far?"
"Fifty light years."
"That's not so bad, fifty seconds at J-1."
Linda sighs. "Everything is really dense through this part of this arm. It's going to take a dozen jumps with course changes."
"But?"
"But we can do it."
Roll 1d100 for system approach.
If you want to use your auto 100 please say so before roll attempts.
>>
Rolled 77

>>30029477
Not keen on using the 100, we were going to save it for an r&d team iirc.
>>
Rolled 51

>>30029477
>>
Rolled 100

>>30029477
>>
Rolled 83

>>30029477
Nah, just wing it and pry to still be alive to use said 100 for R&D. I want my own Mckay dammit!
>>
>>30029617
WELL THEN
>>
>>30029617

its in the bag
>>
>>30029617
So we've gone and rapefaced the Chrysalids?
>>
>>30029617
I love you this |------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| much person
>>
It takes an hour for both wings to navigate their way through star formations and dust clouds at low FTL speeds before they reach system the array is located in.

"We've made it." Says Arron. "We're close enough that we should be able to jam any distress signals from this system. No sign of response from the local garrison."

"What are we looking at?"

"Fairly minor. A Battleship and a carrier at each of the 4 locations."

"We should be able to kill all of them with conventional weapons before they escape if we split the fleet by half Wing groups." Says Daska over laser com. "Three squadrons to each site. That also gives us 2 LST's per group."

>Any changes you want to make to this plan?

If no roll 4d20
>>
Rolled 13, 7, 14, 1 = 35

>>30029829
Daskaaaa why are you so competent.
>>
Rolled 19, 2, 2, 6 = 29

>>30029789
>>30029640
>>30029642
>>30029749
By Odins beard, my Viking heart is all warm and fluffy.

I'm game, what could possibly go wrong after a 100 roll? Besides everything
>>
Rolled 10, 14, 11, 3 = 38

>>30029829
>>
Rolled 18, 9, 1, 14 = 42

>>30029829
>>
>>30029903
>>30029940
>>30029993
19,14,14,6
Not terrible but we'll probably have to reinforce the weakest site before this is over.

>Dat feel when 3 of the 4 best rolls are in the same column
>>
We should probably use the towers we capture to jam the others in case one of them sets off an alarm. We're already doing that but its always better to double down in this instance.
>>
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>what could possibly go wrong after a 100 roll? Besides everything
You had to say it.

Arthur's luck is back as his half wing unit fails to get the jump on the enemy, jumping in slightly off course. Facing the possibility of taking serious damage (or the enemy escaping) his response is to burn through a few SP torpedoes to resolve the situation quickly. His 3 squadrons quickly drop the remaining ships with the Battleship, carrier and half the corvettes already torn to pieces by Torpedo fire.
Everyone else has a far easier time, with 3rd Wing's first three squadrons catching the defenders completely by surprise and destroying the carrier with the corvettes still docked.

One by one the teams report that their sections of the sensor array are secure. You're not pleased by the SP torpedo usage but that's better than losing a few ships.

"Compiling data now. We've got tracking logs on what must be most of the enemy ships that have been moved in and out of the indicated systems. That military base and the main colony are just out of range... hello what's this?"

"Arron?"
"This looks like another sensor array."
The Rovinar observer confirms it. "It is not an array design produced by the Factions. It's a high output active array or we wouldn't be able to pick it up. Most used by the Factions in similar installations are passive arrays."

"Can it detect us here?" you ask.
"There's no way to be sure."
"Well there's ONE way to be sure." quips Arron.

You curse and get on the com. "Marines, upload the virus ASAP. Everyone get back to their ships and prepare to jump out."
"What going on?" Asks Daska over the command com.
"There's another sensor array." you tell her.

Your orders?

I'll post details on the other systems you picked up scan data on in the morning. I'm stopping here for the night.
>>
>>30030538
Download and prepare to leave as soon as the enemy jumps back in. We should make it look like they interrupted us and scared us off. It may make them less concerned with the possibility of us bugging the place before we left.
>>
>>30030538
Could it be a trap sensor station?

Either way...I think hitting that active array next would be a good ideam
>>
>>30030668
Yeah, its probably best to strike while the iron is hot and they don't know that we're onto their other station.
>>
Alright so the rifle is basically done. I can still see some improvements we could add onto it like holoprojectors and sound suppressors for use with our recon armour. But these are the first prototypes, so they don't need to be so fancy. The next part is to figure out the firing modes and create all sorts of fun ammo to load it with. I split that off into another image because it was getting kind of crowded.

The mass driver can be fired in many different configurations. Extending the barrel increases the repulsor power by half and also greatly helps too cool the weapon down. Slugs can be fired as single shots or fully automatic at different power settings. Power levels range from "hypervelocity" (small slug + OVERCHARGE), to "less lethal" which is a lower subsonic setting. You would not necessarily want to use full power all of the time because if a slug punches straight through a target most of the energy is wasted. Rapid fire can be done at rates of 120-300 rounds per minute or as high as 600rpm depending on the cooling situation and power setting used. Rapid fire is more efficient for cooling because each slug carries heat with it as it is fired.

The rifle sinks heat into it's internal magazines and uses radiators to get rid of it. It can also force air through the magazines to rapidly. cool the slugs and the weapon overall, but this creates a thermal bloom around the user which can reveal their position.

In terms of stopping power the small and large slugs are comparable to futuretech rifle and heavy machinegun bullets. But they are much better at armour piercing because they concentrate energy on a smaller point. Most slugs are just quickly machined metal, but our custom designs are higher quality.
>>
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Seems like posting went dead there for a bit and ate my pic. Couple other points:

-Our custom slugs have a programmable bursting charge which shatters the slug inside a target. This helps prevent overpenetration, which is a common problem.
- The rifle can also be fired in burst mode where it loads several slugs into the barrel at once and fires them end to end.
- Because the barrel is much wider than a normal mass driver, the weapon can also load 20 slugs in clusters of 4 and fire them like a shotgun. In this mode the slugs can't be spun so the slugs fly out in a cone.

Do you guys have any new ideas for custom splinter shell payloads other than the usual suspects?
>>
>>30032458
I'm not an expert on these things, but what would you say the range would be on them?
>>
>>30032847
I looked up the stats on 20mm hispano shells and they were considered effective up to 2k away, which is good enough to hit low flying aircraft. Maximum range is about 7k with the gun aimed up at 45 degrees with the shell flying in an arc. Our splinter shells are actually somewhat bigger. So with the futuretech propellant combined with the boost they get from the repulsors, they should easily match and exceed hispano shells in terms of range.

The mass driver slugs use speed to make up for their lower mass compared to bullets. Even without the ceramic coating they don't suffer from air resistance much and they have a flatter arc than regular bullets. Since it's possible to up the muzzle velocity to ridiculous levels and you actually have to crank it down to avoid shooting through most targets and out the other side...

TLDR: If you have line of sight, you can take a shot at it. Either the shells or slugs will fly clear over the horizon on most planets if fired at full power, so range is not an issue. Whether or not you can actually hit anything is a matter of skill and scope power.
>>
>>30035770
Now to just become an expert marksman with our prototype and we will be golden.
>>
>>30032458
At this point the only thing I can suggest will be carry handles on the top of the rifle and maybe an unfolding grip on the bottom. You know that staff we gave to Alex? We could use the same tech from that for the grip so it can fold up unnoticeably.

As for any more ammo ideas, I haven't had any good ones since the plasma/fusion round, to be honest.
>>
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Sorry, seems winter decided to dump white stuff on everything east of Chicago.

>>30029903
>Daskaaaa why are you so competent.
I wanted to finish the sensor array before stopping for the night.

Enemy Sensor Array
The new sensor array went operational shortly after a Neeran tanker arrived in system, which departed soon after it became operational. It's possible the tanker was modified for cargo hauling.
A Heavy cruiser, two battleships and two carriers are stationed in the system, along with several FTL capable corvettes.

Logistics Asteroid base
This station was lightly fortified by the Shallan military. It is an oblong asteroid 11km in length with a single entrance cut into one end. There is or was some manufacturing present. There should be 4 battleships and 4 carriers present.

Mining operation
A large asteroid that's being mined from the inside out, possibly with plans to later use it as a base. On site refineries were producing metals suitable for starship armor. This site likewise has 4 battleships and 4 carriers.

Terraforming operations
Both of the colonies undergoing terraforming are being guarded by a Heavy cruiser in addition to a Tanker. Super Heavy cruisers visited both locations, likely dropping off occupation troops, supplies or planetary defense equipment. It's a safe bet they'll be using these locations as bases.

"What's with all of the Heavy cruisers?" you ask.
"No idea." Replies Arron. "They seem to deploy less of them than they do Super Heavies, so..."
"So either they left most of their heavy cruiser behind or there are still many super heavy ships in the area." Finished Kavos.
Fantastic.

Be advised that with the active sensor array a slow FTL approach will not be effective once you within their ideal detection range. How do you wish to proceed?
>>
>>30038747
>Enemy Sensor Array
Would Alliance R&D be willing to provide a ship that could tow the array to friendly lines if we take care of the garrison?

>Logistics Asteroid base
Same question, can we steal it?

>General stuff
The garrisons in this area seem suspiciously light, so I'd guess that will probably have a large reaction force somewhere in this area. Maybe we should feign an attack on one of the less desirable targets to get an idea how strong it is?
>>
>>30038856
>can we steal it?
Not behind enemy lines on short notice. You write up a proposal for a mission to find and capture one of these arrays at a later time. It will be sent to R&D when you return to friendly lines.

I did just think of a way to steal it however. Capture an enemy Tanker, jettison most of the fuel storage tanks and use it to pick up the array. Of course you'd then still have to deal with the garrison, and worry about the tanker being picked up by the sensor array.

>Maybe we should feign an attack on one of the less desirable targets to get an idea how strong it is?
Before or after disabling the remaining sensor array?
>>
>>30039050
Hmmmm, seems like capturing this sensor array would require a lot of "if"s and "maybe"s to work out in our favor. We should probably get whatever scans we can get of this one, maybe try to hack its systems, and save the idea of providing one for R&D for a later mission.

>Before or after disabling the remaining sensor array?
I'd say afterwards.
>>
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As you are now risking detection either way (and it does seem like there is support to go after the array) you have the both Wings jump towards the second array. Once at the edge of the system you're able to get a clear picture of the enemy ship placement.

The Heavy cruiser is maintaining it's distance from the sensor array. Perhaps the output from it's systems interferes with the array's ability to detect at long range?
In either event the Heavy is now changing course and is headed towards the array with it's escort. It is within maximum weapons range but will take a few minutes to be close enough to deal serious damage.
>>
>>30039499
jump in hammer sensor array, GTFO
>>
>>30039499
How about this:

The heavy hitting ships like our Devourer and the Centurions go after the Heavy Cruiser with a suitable escort, while the other half or maybe remaining third goes for the sensor array?

I'd love to put some marines on the arrray to capture some data, but I'm worried that the enemy super heavies might be on their way in this direction after we attacked the passive array.

(If the heavy cruiser and its escorts are too much for the heavier ships in our wings, please say so.)
>>
>>30039794
>(If the heavy cruiser and its escorts are too much for the heavier ships in our wings, please say so.)
It depends. Do you plan to drop that entire shipment of SP torpedoes into it you just got from the Alliance?
>>
>>30039794
I'm really not a fan of splitting our forces
>>
>>30038495
A carry handle is easy enough. The scope is going to be mounted unusually high relative to the barrel, but that's okay because you can't use a normal cheekrest while wearing an armoured helmet.

Originally I was going to have the rifle fold up into a box like the Mass Effect version. But after I added most of the components I realized that there really isn't much empty space inside the gun. Apart from the barrel extension none of the parts can move because there isn't anywhere for them to go.

>>30039499
That heavy cruiser is a bit much for our force. Lets just hit the array at high speed and then cheese it out of the system again.
>>
>>30039709
>>30039794
>>30039899
>>30039927

So, hit the sensor array with everything, or just send in one Wing to attack it, with the second in reserve?
>>
>>30040191
One wing.
>>
Rolled 2

1=3rd wing
2=5th Wing

>>30040208
Roll 2d20
>>
Rolled 17, 10 = 27

>>30040454
>>
Rolled 2, 13 = 15

boom and zoom!
>>
Rolled 6, 4 = 10

>>30040454
Just got back in time to catch the thread, hooray.
>>
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Daska's Wing jumps in as close as possible, leaving the Escort Carriers behind. On jump in each half of the wing targets the battleships, downing them with focused weapons fire. After that the Carrier and corvettes are next. Because most of them are already scattered targeting each one is more dificult, and eventually Daska chooses to split them wing, leaving Arthur's half to deal with the corvettes.

The first half of the wing reaches the array and begins hammering it with energy weapons fire, battering down the defenses until they can destroy the individual sections.

You hope they hurry it up, that Heavy cruiser is getting closer.

Arthur's group breaks off to help with the array as Daska's squadrons try to avoid fire from a pair of small defense platforms that are in leading and trailing orbits.

"Got their reactors, jump out." Daska broadcasts. Her squadrons turn and run for it, jumping out towards the other side of the system as the station tears apart.

The Heavy cruiser moves into position next to the remains of the array while the remaining carrier recovers corvettes then jumps out in the direction of the main colony.
"The Heavy has begun high intensity scans of the outer system."

"Time to leave. 5th Wing link up at the rally point."

Your ships jump and within a few hours you've arrived back at the repair ship. Daska's ships begin minor repairs once they arrive.
>>
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Reviewing the logs everyone did well, your pilots are more than capable of handling themselves, but even a minor graze can seriously damage the shields or run the risk of penetrating to hit armor on the smaller vesself. The training you ordered with the trajectory analysis program has been saving their asses, letting more nimble ships make the best use of their emergency thrusters.

You hope House Posat can finish their armor development soon and that the high maneuver drives project is completed.

What do you plan to go after next now that the sensor arrays have been taken out?
>>
>>30040978
Logistics base. Take it out fast and hard.
>>
>>30040978
I still stand by that I'd like for us to scout out the rest of the locations befor we truly begin raiding in this sector. We need a clear picture of what we are up against.

>>30041071
I feel uneasy of attacking that location as there is a pissed off Heavy right next to it that is no doubt ready to move at the first sight of us close to it.
>>
>>30040978
>What do you plan to go after next now that the sensor arrays have been taken out?

That rare element mining facility to the west of the sector looks pretty tempting. Now that the sensor arrays are off-line, we should be able to scout the enemy forces in that system while remaining undetected.

I'm enjoying the thought that these operations might be known to future historians at some point as the actions of Reynard of Shallania and her trusted second-in-command, Little Daska, way too much.
Daska would be so mad.
And that makes it even more entertaining.
>>
>>30041071
Sadly that base looks to be an asteroid of some sort and I doubt we have the firepower to take it out.

I did notice that planet to the north, though. Can we have Daska perform a reconnaissance mission to see if there's civilians to be saved or Shallan military in hiding maybe?
>>
>>30041130
Oh yes. Daska shall always be our subordinate whether she likes it or not.
>>
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1- logistics
1- recon
1- rare element
1- colony

Real mixed bag as usual.

>>30041150
>Sadly that base looks to be an asteroid of some sort and I doubt we have the firepower to take it out.
Pic related is roughly what it looks like.

>>30041158
http://www.youtube.com/watch?v=Jf4ojDf2TCM
So, you guys want to do some recon work while you decide which targets to hit? Did you want to investigate any systems besides those with Shallan built infrastructure?
>>
>>30041329
Sure, not really sure where to look. Maybe around the colony?
>>
>>30041329
>So, you guys want to do some recon work while you decide which targets to hit? Did you want to investigate any systems besides those with Shallan built infrastructure?

Do we have the routes the refugee transports were supposed to take when they left the sector? It might be a good idea to scan these.
>>
>>30041447
Or possible routes for Neeran convoys and transports.
>>
>>30041392
>Maybe around the colony?
Anyone want to do this? Or just stick to checking the sectors you know?

>>30041447
>Do we have the routes the refugee transports were supposed to take when they left the sector? It might be a good idea to scan these.
Well, they would have either been heading towards the nearest friendly colony zone, which is the direction of the enemy advance, or they would have scattered to reduce chances of pursuit.

>>30041447
>Or possible routes for Neeran convoys and transports.
Well there are the areas of suspected enemy presence and they would have been moving on from the main colony.
>>
>>30041545
Lets scan the colony with a mining op next to it. Gotta be plenty of convoys to spot around there.
>>
pie
>>
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>>30041545
I'm interested in the Logistics and military station bases mostly.
OOC question: have we caused any pic related in the Neeran forces yet?
>>
>>30041605
>Lets scan the colony with a mining op next to it. Gotta be plenty of convoys to spot around there.

>>30041673
>I'm interested in the Logistics and military station bases mostly.
In terms of reconnoitering the ones in systems you havent checked, or raiding the one you do have data on?
>OOC question: have we caused any pic related in the Neeran forces yet?
Maybe for a few people in their logistics train, but not really overall.



Main Colony
There are a pair of Super Heavy cruisers in orbit, HLV's are making regular flights to the surface. There are no heavy cruisers present. Stations are under construction in orbit of the colony both for logistics and to support a possible garrison. Tankers are making flights in from other systems as there doesn't seem to be a suitable gas giant for refueling operations.
There are more than 1000 corvettes on maneuvers in system and upwards of 50 carriers.

Mining operation
A large mining vehicle like the one you saw on your first deployment is chewing through asteroids in a nearby system. 3 local mining barges are operating as well under heavy guard. Neeran Transports are supporting their large miner while Y-type transports are assisting the Faction built barges.
6 battleships are guarding the heavy mining ship while 1 each is guarding the Barges. There are equal numbers of Carriers present. The Barges sometimes operate far enough away from the main operation that it might be able to raid them.

>More to follow.
>>
>>30041938
>2 Super Heavies
>1000 Corvettes
>50 Carriers.

Yeah.
That's a bit much for our little wing to handle, I think.
>>
>>30041938
I wonder if we could MRSI that mining vehicle along with it's escort and then make a quick micro jump to ambush the Barges befor we get swarmed by Neerans from the colony. I mean if it's chewing up a large it can't be moving all that much?

Also we have gone over 300 posts.
>>
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Military Station (2)
Similer to the one you blew up in the other sector, this is a faction built station that the Neeran are converting to support Battleships. This one is incomplete, with docking space for eight BS and 4 construction berths.
Two carriers are parked nearby. A cargo transport built off the frame of a carrier (similar to those you saw above the rare element mining operation) is acting as a construction ship. It's onboard production systems are building sections which are grafted onto the existing structure. It should be completed in a week or two.

Military Station (3)
The Shallan records indicate there used to be an asteroid battlestation that guarded a fleet staging base here. Both have been destroyed. A Heavy cruiser is parked among the debris protecting a construction operation attempting to salvage the remains into a useable fortress or support facility. You cant tell which.
There are a pair of battleships and carriers nearby.

Logistics Planetoid
A moon base is acting as the recieving center for gas mines that launch containers into orbit with repulsors. It's heavily shielded and there is evidence that the Neeran have rebuilt 30-40% of the main installation.
Recieving pads are located outside the main shield in case anything goes wrong with a container.
According to records there are a number of bore holes that penetrate deep into the planetoid and are where most of the station structure is located. Your scans reveal more than were listed in the Shallan database, each of them covered by what must be launch bay doors. One is large enough for a Battleship or Carrier, three others could fit corvettes.

If you guys wanted to scan the sectors around both the main colony and the adjacent mining operation roll 8d100.
>>
>>30042207
Military station 2 looks like dead meat to me.
>>
>>30042207
>A cargo transport built off the frame of a carrier (similar to those you saw above the rare element mining operation) is acting as a construction ship.

We should steal that. How many ships do we need to tow that thing during a jump?
>>
>>30042207
Forgive my (potential) silliness, but what info corresponds to the northernmost planet on the map? (I'm assuming the little (1) next to it means it's one these readouts.)
>>
>>30042207
I'm liking the looks of the LP and MB2. Both lightly defended enough to wipe completely with our forces and a strong blow to the Neeran supply and repair infrastructure.

How many torps/cannon salvoes would it take to destroy the Main Emitter and some substations to successfully bombard the installation?
Also, how long would it take to do serious damage to the base? Don't want a Heavy jumping in behind us while we batter the shield down.
>>
Rolled 92, 80, 4, 43, 21, 93, 43, 41 = 417

>>30042207
>wanted to scan the sectors around both the main colony
Yes please. I'd like to find where those tankers are picking up fuel from and ambush them.
>>
Rolled 31, 48, 3, 19, 19, 49, 24, 18 = 211

>>30042207
>>
>>30042395
Apologies, The second half was referring to the Logistics Planetoid.
>>
Rolled 60, 64, 29, 69, 92, 59, 45, 50 = 468

>>30042207
>>
>>30042286
>How many ships do we need to tow that thing during a jump?
Two of your Battlecruisers might be able to. The repair ship should be able to.

>>30042300
>what info corresponds to the northernmost planet on the map? (I'm assuming the little (1) next to it means it's one these readouts.)
None. You haven't checked it out yet. You guys seemed to be having trouble deciding what you wanted to do or investigate.

Planetary Base (1)
An uninhabitable planet with next to no atmosphere, the Shallan military have constructed a base on the surface with launch repulsors similar to the ports on Tourta. It would let starships get off the ground very quickly. Most of the base is constructed underground and has at least as much room inside as a Heavy Carrier does. It is heavily shielded and there are signs the Shallans were attempting to extend shield coverage to encompass the entire planet.
The Neeran have only established shields over a 100km area. A crashed enemy battleship is imbedded in the surface 12 km away from the base as are the remains of several Shallan warships, shuttles and fighters. New structures are being built on the surface surrounding the bay doors leading underground.
>>
92, 80, 29, 69, 92, 93, 45, 50

Some decent and some not so decent.
>>
>>30042455
I want to try a replay of the MSRI barrage on that station. I assume its weapons still work.
>>
92 80 29 69 92 93 45 50
More good than bad. Gonna have some pretty decent intel off this one.
>>
>>30042455
Well no matter what we find I say Military station 2 is going to die and it's quite possible we are going to hijack that construction ship.
>>
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3-1 Squadron Located a damaged Rovinar light cruiser and helped it back to the rally point.
3-2 Found and assisted a civilian transport
3-3 Were detected and engaged a local patrol before fighting their way clear. They're repairing minor damage. A Neeran Tanker was detected performing refueling operations.
3-4 squadron located another tanker then covered a blockade runner long enough for it to escape from the sector.
5-1 Squadron located an Alliance K-type attack cruiser which had taken engine damage. You lack the resources to properly fix the damage to it's advanced sublight drives.
5-2 Squadron picked up an automated distress signal from a crippled Shallan attack cruiser with only a hand full of crew left aboard. It's been brought back for repairs and Daksa wants to add it to her Wing until you return to friendly territory.
5-3 was attacked by a handfull of FTL scouts and a Battlecruiser that attempted to follow them.
5-4 Detected a patrol which fled the area.

You now have 3 cruisers which require repairs, 1 of which will essentially be dead weight until you reach friendly lines again. You could try to have the Marauder take it back to the front, or wait until it's time to leave the sector. Until then the repair ship is going to be overbooked.
>>
>>30042870
Lets take the B2 location MRSI torp barrage on the station, then take it out. If we can steal the construction ship, great if not oh well.
>>
>How many torps/cannon salvoes would it take to destroy the Main Emitter and some substations to successfully bombard the installation?
Half as much as the last one did if you were to go torpedoes only once again. You've got more than a hundred ships. The station should wouldn't last too long in it's current state.

>Also, how long would it take to do serious damage to the [Logistics Planetoid]? Don't want a Heavy jumping in behind us while we batter the shield down.
You won't know until you start shooting it, too much is underground.

>>30042486
>>30042783
>>30042960
Both wings full attack on military station(2)?

Do you want to bring in the Battlecruiser(s) to assist in securing the construction ship?
>>
>>30043163
Sure, why not.
>>
>>30043163
>Do you want to bring in the Battlecruiser(s) to assist in securing the construction ship?

How long will it take them to leave the system if something unpleasant jumps in?
>>
>>30043278
>Do you want to bring in the Battlecruiser(s) to assist in securing the construction ship?
20-30% longer than it would the attack ships. Maybe a minute to get out of the gravity well.
>>
>>30043163
Yes. Their heavy firepower will definitely increase our bombardment firepower and possibly grab that construction ship before we jump our way out or blast it if we can't.
>>
>>30043314
That works for me. Pull them away once we've done a decent amount of damage to grab the construction ship then have the rest of the fleet jump out after they've jumped with it.
>>
>>30043163
Sounds like a plan to me and I wouldn't mind taking the battleships for a spin.

After this I wouldn't mind going for the the mining operation with the large mining vehicle. For that we would target the barge escorts when they are further away from the large one and either destroy/rescue the barges depending on if Neeran or civilians are controlling them.

If possible it might pull some of the others out of position so that Daska's wing could go in for a SP run.
>>
Rolled 5

Roll 6d20 for primary attack
>>
Rolled 3, 9, 9, 9, 19, 14 = 63

>>30043596
>>
Rolled 16

>>30043596
>Roll 6d20 for primary attack

1
>>
Rolled 7, 19, 6, 9, 12, 19 = 72

>>30043596
>>
Rolled 18

>>30043627
2
>>
Rolled 20

>>30043648
3
>>
Rolled 10

>>30043678
4
>>
Rolled 2

>>30043699
5
>>
Rolled 18

>>30043726
6
>>
16, 19, 20, 10 <- I bet this is Arthur, 19, 19
Not bad, not bad at all.

Also, we're on page 9.
>>
Your wings both jumps in, from above and below like before, opening up primarily with energy weapons to same on Torpedoes, but making sure to throw in enough of them too. You follow slightly behind 3rd Wing flanked by either of your battlecruisers. The LST's are hitching a ride on the larger vessels, 2 on the Excalubur, 3 on the Gungnir type and 1 on the Devourer behind the dorsal superstructure.

The few battleships that are here disengage from their moordings and try to use the station to shield them from the Battlecruisers, throwing fire towards Daska's lead squadrons. The combined rapid fire is enough to disrup the formation of two squadrons and damage several of the ships.

"Focus fire!" Daska orders as one of her EX-K's break off, losing a topside turret and it's ECM array.
Everyone else makes up for the imperiled squadrons, overwhelming the Battleship's shields and crippling their weapons.

Torpedo and energy weapon fire tears into the station once it's shields fail. Alex and Mike swing around the far side of the station, disabling the remaining battleships before they can fleet or attempt suicide attacks. The squadrons then dump a missile volley into the a wide hull breach leading to the station interior, allowing the lower yield weapons to do some more damage for a change.

Some phase cannon fire has been thrown at the construction ship but nothing serious so far. Your trio of heavier ships batter down it's shields then draw in close.
"Watch it." Warns Arron.
You spot one of the ship's construction arms attempt to grab hold of the Devourer's underside weilding a cutting tool of some sort. Rolling the ship you slam the port side pectoral fin against the worker arm, shattering it.

"Boarding teams go!"
The LST's launch and make for the ship's hull, teams soon cutting through the outer armor.

"Make this fast, we don't want them to set off a self destruct."

Roll 2d20 for rapid boarding assault.
>>
Rolled 16, 2 = 18

>>30044162
>>
Rolled 17

>>30044162
>Roll 2d20
1
>>
Rolled 12

>>30044235
2
>>
Rolled 3

>>30044235
>>30044262

Neat. Thanks for the thread TSTG.
>>
>>30044162
Ahhh Page 10.

As always, thanks for running, TSTG.
>>
File: 1391638807432.jpg-(58 KB, 600x527, MS_ERA_Zakrello60001.jpg)
58 KB
58 KB JPG
Before the thread falls off the page, found this old gem today. Forgot about it honestly.
>>
Rolled 2, 15 = 17

>>30044162
Rolling

Thanks for running
>>
>>30044433
>Ahhh Page 10.
Still 12 from the bottom. I'm keeping an eye on it.
>>
>>30044469
Gold, pure gold.
>>
>>30044469
And on that day a new R&D project was born.
>>
>>30044523
The shape of the bow isn't incompatible with the Scarab II. Heat blade arms would get in the way of the current pulse cannon placement though.
>>
>>30044516
Say, have there been any kind of agreements how to treat civilians with the Neerans?

Do they shoot Shallan refugee transports, or search them for weapons and intel, then let them pass afterwards?

Do Neeran civilians surrender? Have any been encountered so far?

What are both sides doing with POWs?

Have there been any further communication attempts?

Any news on our wizard or the marines that got teleported away with him?
>>
>>30044469
For some reason when I see that I can imagine Sonia using the same technique used for SP shield penetration on said craft which would allow it to try and "Burrow" into a ship.
>>
>>30044583
Well the design seems to be directed toward getting in close to slice and dice so I can imagine that the placement for any turrets would be for more defensive purposes.
>>
>>30044583
If we could use a Scarab II for the base and modify it we could have something that could be released once a big target's shields are down. For when you don't care about capturing a ship you just tear it to pieces.
>>
>>30044469
That arm looks like it could be equipped with some sort of cutting laser or military grade equivalent.
>>
>>30044597
>Say, have there been any kind of agreements how to treat civilians with the Neerans?
Not really so far, though it's known that both sides take prisoners.

>Do they shoot Shallan refugee transports, or search them for weapons and intel, then let them pass afterwards?
Then generally disable them and force them to return to their planet of launch. They have let some go so that this information spreads to other planetary governments. Planets that don't surrender risk having their escaping civilians returned to the surface. Even if the world no longer has a surface, or thats what they'd like people to believe.
It's unknown if they actually do this.

>Do Neeran civilians surrender? Have any been encountered so far?
Not really encountered. The only vessels they've sent into Shallan space are warships.

>What are both sides doing with POWs?
Unknown precisely what Neeran are doing, though intel believes a few of the captured worlds have POW camps of sorts. Prisoners from the Neeran Empire are at the moment being moved to secure locations in the Centri Cluster. They're being split up by species.

>Have there been any further communication attempts?
They're demanding the Factions hand over all the Neeran Isolationists and their ships, any technology they may have given to the Factions and any sympathizers, though they're apparently more willing to negotiate on the last one supposedly.

>Any news on our wizard or the marines that got teleported away with him?
Not at this time.
>>
>>30044798
Thanks for answering my questions, TSTG.

>Not at this time.
Awww. How much would it cost us to hire some mercs specialised in rescue and recover with a cloaked ship? I feel bad for doing nothing to help Svidur.
>>
>>30044751
>That arm looks like it could be equipped with some sort of cutting laser or military grade equivalent.
There arent any energy weapons that would be suitable at this time, though some Alliance special forces teams have recovered some monoblade weapons that could be scaled up. That or modify some of the bow sections from a Neeran Battleship.

>>30044863
>How much would it cost us to hire some mercs specialised in rescue and recover with a cloaked ship?
A lot. You might be farther ahead to buy your own ship.


Ecord's team reaches the bridge in lightning speed where they're confronted by a single Neeran commanding a crew made up of several species. After some close calls, including nearly being cut in half by an oversized melee weapon, the Knight manages to shoot the Captain point blank with an anti-tank gun.

"You okay over there?"
"Yes, thanks. Everyone else has surrendered. I didnt want to blast the bridge with the Fusion gun or I was worried I'd wreck the controls. Second team has secured the engines. We should get out of here quick, I think one of them said that all ships are transmitting distress signals."

Your Battlecruisers take a moment to haul the ship out of the gravity well, and longer to sync up their drive fields.
"It's going to take all 3 ships to move it." Says Kavos. "The Marauder and the Gungnir type may have been better to move this."

Some how you do it though and make it out of the system. "This is going to be a pain in the ass to haul around. Can we get the drives working?"

"We know how to shut down ships for capture, we don't fully know how to operate them yet." Says the engineers. "We cant be certain we wont be sending out a locator signal with everything turned on."


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