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For House and Dominion: Neeran War Quest

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
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! You command the Third Attack Wing and other elite units of the House military while on campaign. For the past few months you've been using time away from the front lines to get work done, making money largely through your salvage company RSS and setting up shipyards.

Your time on leave has come to an end however and it's time to return to the front lines to assist the Shallan people repel the Neeran invaders.

Last time you recovered information for Baron Winifred regarding a plot by several Houses and the PCCG mercenary guild to slowly strip the former Pirate Warlords of ships. This has been taking a toll on their morale and their ability to contribute to the war effort endangering their continued participation in the Factions Alliance. You were surprised to find the Baron's name on the list of suspects and while she admitted to being at the locations refused to admit any participation in the plot. With the information handed over to her it's only a matter of time until it's used to weaken rival Houses and with luck increase the standing of your own.

While you partly wish it wasn't necessary you've kept a couple of copies of the list in case it should ever need to be used against the Baron or anyone else in the future.
>>
FOR HOUSE AND DOMINION
wow am I actually on to see the beginning of these threads?
>>
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For House and Dominion: Writer's block edition. Pic related.

Your Wings have been assigned several squadrons worth of attack corvettes and their crews, most of whom have been in training for the past 6 months. It seems those in the training squadrons are doing a bood job of passing on the necessary skills as the pilots you've been assigned are rather good overall.

The House and DHI have also made 3 squadrons worth of new assault corvettes available with which to upgrade existing units. Everyone has undergone flight testing and familiarisation with the craft. At the moment you want the new squadrons to get some in field experience fighting the enemy before assigning newer more valuable hardware or allowing competitions for them.

Mike has expressed a lack of interest in commanding a squadron of them as at the moment the DHI built Mk 2 and Mk 3 can't fit afterburners.
Likewise Alex prefers to engage from longer range with heavier weapons that only attack cruisers can mount. He wouldn't mind a squadron within his wing backing up his forces though.

Daska has stated that she's still formulating an opinion on the newer craft.

In the last 2 days of training you've decided to have the squadrons work mostly on covering friendly ships while their shields are recharging and tactical use of micro jumps during battle. It might not get you the same results as Sylvan's unit but with more ships at your disposal it'll certainly come in handy.

Roll 2d100 for last 2 day's training!
>>
Rolled 97, 53 = 150

>>33377861
For House and Dominion! Time to make the Neerans regret this war!
>>
Rolled 52, 37 = 89

>>33377861
I hope this will increase their survivability enough.
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From last thread:
>I may just be blind, but I still don't recall ever getting a yes/no on if we could set up our terran science ship to act similar to the navigator's frigate from the Smuggler's Run arc. The civi exploration ship would also fall under this question, too.

The science ship can be set up to act as a navigator scan ship if you rip out all of its weapons, labs and get the Guild to sell you the specialised high resolution sensors arrays it would need.

The civilian explorer can mount the same advanced sensor arrays several of your warships carry if their light phase cannon arrays are removed. There's not a lot of space aboard. You would have to spend a fortune to get it anywhere near the ability of a Navigator frigate and it would not be able to match its sublight or FTL performance at that point.

>Terran JJ armor configured for space operations.
>Could we possibly look into advancing power cell armor development by loaning/lending those items for study? It would possibly get RSS a foot in the door with actual production of power cell armor, perhaps... (or could we throw money at the project for that?)
The space one would not be especially useful for that. Most armor can fit space thruster packs, this armor just has them integrated which makes it better equipped for that environment but worse outside of it. Power Cell armor is more of a generalist use for all environments.
The Repulsor armor version is getting attention from R&D because it can also be of use in many environments, it'll just be a bit more expensive and feature better mobility.
Still, you could lend it to them and it may help with the development of better thruster pack attachments for space use.

>Did we ever do a confirmation vote on if we were going to keep that Lance-class for an RSS escort?
It seemed like most people wanted to keep it. It can be added to a survey in the future if you guys want, though if anyone wanted to just say keep or sell right now that would work too.
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>>33378135
Keeping the Lance is my vote.
Lend it to them, it's not like we have anyone who can use it.

Could we get a summary of our power armors? How many we have of which type and how they are used?
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Rolled 10

>>33377861
>Roll 2d100 for last 2 day's training!
1
>>
Rolled 23

>>33378444
2
>>
Last time Cont.
>Possible chat with this DHI planet/site's administrator about RSS 'basing' out of here if we send teams to the front?
They're reluctant at this time since this is a manufacturing site and they only have room for the transports bringing in supplies and the ships being constructed here.

>I imagine this would be a fairly prime location for us to use as a rear-lines logistics area.
It would be.
>or we could even land a contract to supply this site with some of those Exodus frames we can build?
That however is a possibility as they need to expand the station capacity as cheaply as possible. Creating an enlarged cargo depot would be useful as they'd be able to stockpile supplies for emergencies.

Wait a second you guys have that mobile fuel refinery. If it could help refine fuel from a nearby gas giant for them whenever your fleet passed through that would probably be enough incentive.

Reynard Logistics is still going to need time to get that thing fixed and a crew properly trained. The last thing you want to do when performing a scoop from a gas giant is accidentally aerobrake.

>But if the fuel tanker has to stick with the fleet all the time then it kind of saddles them with a big juicy target.
I suppose it doesn't need to stay with the fleet at all times. You could probably just help DHI refill their stockpile every so often.
>>
Alex and Sonia should probably talk to Mike about those peasant army rumors she's heard. It's probably a good thing to take things a bit slower, unless he wants to be the first person in our wing who gets an assassin sent after them.
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>>33305402
>I can't find if starfighters are shielded or not
They are not. This is why the idea for stasis systems for the starfighters is potentially such a big deal. If stasis tech development could get far enough they could potentially be used in the same role as shields but on smaller craft.
I don't recall anyone stating how much money they wanted to invest into that since the focus was on initial startup of RSS at the time.

Light attack ships, LST's, FTL yachts, light transports (like the constellation) and the Neeran super tank (reporting name needed) are the smallest vehicles that can mount shield generators at this time.
Basically if it doesn't have the power to carry FTL it can't do shields either.

>>33305402
>since we use mass drive PD I'm assuming not?
Most point defense systems are based around particle beams for taking down starfighters.
Mass driver point defense is used against warheads like nukes and Torpedoes to trick them into thinking they've struck or penetrated the hulls of starships. It is still useful against fighters.

Micro phase cannons like those used on starfighters suffer from worse beam diffusion from the shields than particle beams do when used to protect a starship. They're also not very good against torpedo casings which are meant to resist stray phase cannon fire. Because of these problems they've fallen into disuse except for on tanks and fighters.

Laser based PD is usually reserved for shooting down anti-tank rockets and small missiles since they cant heat the hull of a starfighter sufficiently in a short enough period of time. Likewise they cant get through the heavy casing of a nuke or a torpedo, but smaller conventional warheads are light enough to destroy.
>>
Upon reviewing old designs of the Terran Science ship it's more modular than I remembered. Must have been so that the forward section of the ship could be jettisoned in the event of quarantine breach. This makes sense as I redesigned it not long after HW Cataclysm came out. The forward section can be removed without damaging the labs and if you want a new bow section could built to Nav Guild scanner ship specifications.
Obviously this will cost a bit but you should be able to get a rebate if/when Linda enters into service with it in the Guild.


>>33378283
>Could we get a summary of our power armors? How many we have of which type and how they are used?
These are the remaining suits after gifts and such.

Sonia / Devourer
2x Terran Light Recon Power Armor (Sonia, Rufaro)
1x Republic Light Recon Power Armor (Valeri)
1x Power armor - med (Dominion) Ornate
1x Power armor - med (Dominion)

Power Cell armor (In use by Reynard Tactical Solutions?)
Power loader combat mod (RSS/Logistics, weapons removed)

>Reserve (Not in use)
2xPower armor - medium (Rovinar)
2x Power armor - med (Dominion)
Power armor - med (Dominion) (Large Human)
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Speaking of Neeran supertanks, I think I may have found a way to deal with them. It's not very subtle but anything that relies on firm foundations to support it's weight is going to react poorly if that support is taken away.

Also I should apologize for the drama last thread. In retrospect I'm not sure how I got so worked up as I'm not someone who gets bothered by much of anything. Normally I would have just shrugged and moved on to my next idea which was pic related. If I had to guess it's probably the heat wave we've been having over here making me more irritable than usual. It's forecasted to hit 30c+ again today which is fucking brutal and why I'm going to turn this computer off and go hide from the sun for the next 12 hours.

>>33378933
I can't remember if this has been mentioned before, but how big are missiles and torpedoes? They can't be too huge because there have been several instances of our marines carrying them around by hand.
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>>33379640
Ooooh, best portrait of Sonia I've seen so far.

>>33379410
>2x Power armor - med (Dominion)
>Power armor - med (Dominion) (Large Human)
Should we hold try-outs to see which of our troops should get these? It's kind of a waste to just have them sitting around in storage.
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>>33379640
Using a scaled up Earthquake bomb to essentially do the same job as the big WW1 landmines. Could work, you never know.


>>33378853
>Alex and Sonia should probably talk to Mike about those peasant army rumors she's heard. It's probably a good thing to take things a bit slower, unless he wants to be the first person in our wing who gets an assassin sent after them.

"That makes sense now that you've explained it to me." Replies Mike after the three of you sit down to talk.
"And here I thought my mother was just being overly protective when she tried to tell me to stop conducting so many raids."
Noticing that Alex hasn't said much you ask what he's thinking.

"The additional raids Mike has already conducted may have set a precedent, at least for recent memory. We should try to keep an eye out for for other Knights looking for excuses to do the same thing but with with potentially less honorable intentions."

"Would they raid my home sector?" Asks Mike.
"No, the Knights that return home from each rotation are too active there now to risk it, but it might happen in other areas."
Great, one more thing to look out for.


Your people are showing a marked improvement in the ability to help cover ships that have lost shields. There is still room for more improvement but for the time being it will have to do.
Accurately micro jumping to take advantage of weak points in the enemy lines is difficult work it seems. They're getting better but they'll need some more field experience to get it down properly. So much to do, so little time!

Your wings perform their check in with the Alliance and begin making preparations for transfer up to the front while waiting for orders to come in.
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>>33379640
Old time solutions to new dominion problems and it also works as a bunker buster if we ever need it.
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>>33379898
I like the try-outs idea but would we be making the winners our men-at-arms or leaving them in the marines
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>>33379898
>>33380336
>would we be making the winners our men-at-arms or leaving them in the marines
This is the question. Will you be assigning the suits to people directly under your command, or will the suits be made available to House troops in the expeditionary fleet? They can still be assigned to your units but the same level of loyalty might not be there.

>>33380055
"Welcome back Commander." Greets the Alliance briefing officer when you report in.
"Although with the number of ships you seem to have at your disposal General or Admiral might be better descriptors. I am not authorised to offer promotions but I will inform those higher up the chain of command about the expansion of your fleet."

The officer activates a display showing the front lines.
"The galaxy where your people were engaged in raiding operations last year has seen a stabilisation of the front lines. The enemy continues attempts to advance but we're launching counter attacks of our own. Neeran construction of shipyards and deployment of orbital platforms could make long term attempts to retake the area more problematic.

In the Shallan home galaxy the enemy is slowly but steadily pushing forward in an attempt to secure the second spiral arm. There is heavy fighting as younger colonies are being evacuated and attempts are being made to recover as much equipment as possible or deny it to the enemy.

Our right flank is collapsing leaving only one small dwarf galaxy remaining. While it wouldn't provide the best overall staging area it is still more than sufficient to launch attacks on the Nav relay. Evacuation efforts of the colonies here are being hampered by lack of escorts and the superior numbers of enemy ships."

Where are you looking at deploying your Attack Wings?
Do you want to split up into two groups so Daska can command a larger unit?
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>>33380681
Obviously we assign the suits to our loyal marines that will agree to become our Men at Arms.

>"Although with the number of ships you seem to have at your disposal General or Admiral might be better descriptors
Admiral Sonia, I like it.

As for the wings. The way I want to do it is as following. Daska gets her wing and one of the new ones under her command and we get our and one of the new wings under our command with us in overall command of all four wings. We deploy together in a general area like last time because then we can join forces for when we need to take out larger targets like a logistics base or a shipyard. It will also allow us to clear out a area faster if we are more there.

Also my vote goes for galaxy 2, same as last time. It's seems to be the only place where we give as much as we take and with just enough of a poke we might be able to start pushing the Neerans back a bit... Probably... Maybe... Besides, raiding is the thing that we do best.

The other two galaxy's seems to have a bit to much heavy fighting for our new squadrons to handle aswell.
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>>33380681
I'm for going to the dwarf galaxy to slow down the advance
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>>33380681
>Where are you looking at deploying your Attack Wings?

Direct combat isn't really what our ships are good it. We might want to coordinate with the other FA forces to see where some convoy raiding and rear area strikes might free up forces to shore up the right flank.
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>>33380935
I agree with the fleet deployments and with the armour but I already voted for the right flank here>>33380938
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>>33380681
To our own men at arms is of course the only solution.

I also like the sound of "Admiral Sonia".

While I do agree with Madman that we are a raiding fleet I think that is exactly why we would work well within the small Dwarf galaxy.

The fact that the other two regions have almost stabilized means that the right flank needs to be stabilized and if not possible at least need to slow down their taking it over completely.

I think giving Daska some leeway would be a good idea. Question: Are there any operations in the works in that area?
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>>33381147
>I also like the sound of "Admiral Sonia".

I think people commanding strike wing forces get called generals towards the end. Can't find the chart right now.
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>>33380935
>Admiral Sonia, I like it.
>>33381147
>I also like the sound of "Admiral Sonia".
>>33381199
>I think people commanding strike wing forces get called generals towards the end.
It would be General yes but I suppose you could always transfer to commanding the big ships.

>>33381066
>Direct combat isn't really what our ships are good it. We might want to coordinate with the other FA forces to see where some convoy raiding and rear area strikes might free up forces to shore up the right flank.

There is convoy and logistics raiding available in any of the three locations. The galaxy on the left flank where you were last time probably still has the least heavily defended areas because the galaxy itself is larger and forces are more spread out.
Those in the Shallan home galaxy would have more support, but you yourself would be able to call for help from allied ships more easily.
The dwarf galaxy on the right flank would have the most heavily defended logistics and you would have a shortage of allied support. Every location you successfully hit would help the Alliance fleets there more.

Another option you may consider is going after supply bases farther to the enemy rear on the right flank. You'd have no allied support once you went in but could potentially face less resistance. It would also pull forces away that might otherwise be headed for the right flank.
You currently lack the support ships to operate for an extended period in such an environment. As such you'd need to request a Heavy Carrier from the Terrans or Republic, or a suitably equipped Super heavy cruiser with repair options from say the Warlords.
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>>33381459
>he dwarf galaxy on the right flank would have the most heavily defended logistics and you would have a shortage of allied support
Not a good position for easing in fresh recruits into real combat against the Neerans.

Anything that is not the right flank main offensive area is okay in my book.
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>>33381459
I for one think the raiding supply bases on the right flank would be a great idea.

This is actually one of the few times I would actually consider getting Warlord's support. This should be their bread and butter if you want to stick to the stereotype.

Also a "small" request if you could post the Alliance & Dominion rank comparison image as i'm looking through the archive and for the life of me can't seem to find it.
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>>33381606
I should probably move ensign down one and replace it with Lt JG.
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>>33381459
If the kind of support we'd need for an extended deployment is availabe, then I'd say let's hit the rear of the right front. If not, my vote goes towards hitting the dwarf galaxy, it is where a disruption of the Neeran buildup is most needed imho.
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>>33381459
Personally I think raiding the supply bases would be good since that flank is under heavy attack and anything we could do to get the pressure off of them is a something that the Alliance could use.

I actually agree with >>33381606 that the Warlords are most likely the best people to ask for such a operation.

The fact that Sonia might be promoted makes me grin. We could be the Shark Master General.
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>>33382277
Fair enough, as long as it is not the front lines.
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SURVEY <<<<<<<<<<<

https://www.surveymonkey.com/s/TWKH2M3
Iratar - Able to offer better armor repairs and resupply in the field, some replacement parts will be of inferior quality compared to DHI.
NOTE: Most Kavarian drives are geared towards the higher performance systems used by the K-type and are not compatible with the engine systems on your ships without a considerable overhaul. This would be a better choice for Knight Captain Saputo.

Probably not the best choice for this mission but special preparations by the players could make it viable.
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>>33381459
I actually have a question for the Alliance briefing officer asking about is there any intel on Neeran activity around the Dyson's Sphere located in the galaxy we raiding in last time.
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>>33382998
"Let me see... we've had a few recon missions into the area since it fell. They seem to be keeping four Heavy cruisers in orbit within the Sphere's interior which have been sending shuttles and drop pods down to select areas on a regular basis. One Super Carrier is stationed outside at all times along with the hull of a second crippled carrier in a 5 AU orbit. There were reports that a Command ship was sighted nearby eight months ago but have not been confirmed."

"How did the area fall? Wasn't there a fleet nearby?"

"The local garrison commander turned traitor and attempted to assassinate the captains of the Alliance Super Heavy Cruisers present. The crews of several Terran corvettes and light cruisers also seem to have been paid off or were otherwise subverted as they launched SP Torpedo attacks on friendly forces shortly before the enemy main fleet arrived.
A rear guard force destroyed the drives of one enemy Super Carrier buying time for the Alliance fleet to regroup and withdraw."
>>
Looking over the rest of the reports it seems that the base commander had several of the corvette and light cruiser crews transferred in from other posting before betraying the Alliance Fleet. With luck this means there will be less problems of the same sort elsewhere. You hope.

>Wanna see if we can do enough raiding to take a peek at the experimental neeran super heavies. -SurveyAnon


Most votes seem to be for going behind enemy lines on the right flank. 1 vote for the left flank.

Slight lead for the Warlords over the Terrans for support fleet.

5 people who voted want to convert some type of ship for Linda. Currently Science ship is in the lead.

And most of those who voted want to trade the Rovinar power armor to the embassy. As previously stated it's unlikely they'll be able to get you more recon armor for a very long time.
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>>33383675

Can you clarify one bit on the ship for Linda?

The vote was to upgrade and then lend a ship to her for the mission, not give it away (and saddle her with paying for it?) to her ownership?

And >>33378729

>mobile fuel refinery

Would it be possible to base that refinery ship at the DHI facility and have it produce fuel to be used/sold?

If there is a system where we can regularly scoop unrefined gas from nearby and we'll likely use it as an RSS logistics link, it would probably allow us to get money selling the fuel to the nearby war effort (possibly at-cost for Faction Alliance to gain some favor?) and the House could make use of it as well.

Better to risk a transport bringing fuel to our ships at the front (or ship it there via the House?) than send the refinery ship anywhere past a rear area.
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>>33383930
>The vote was to upgrade and then lend a ship to her for the mission, not give it away (and saddle her with paying for it?) to her ownership?
Then it appears we both misunderstood. Linda wouldn't just be going off on one scanning mission, it would be a full time job. Even after getting the readings they need there would still be plenty of things for her to do with the guild that require experienced personnel like her.

>Maybe your own spaceship...
>What about the Terran Science Ship we recovered? [...] isn't it battlecruiser sized?
>Clearly the ultimate sending off gift for a friend that has been with us through all of this is her very own ship.
>We may want to consider the operating costs associated with giving her such a gift before doing that.

If it was given over for use with the Guild she wouldn't need to worry about operating costs.
>May or may not include a complimentary crew
This would probably not be the best idea.

>>33383930
>Would it be possible to base that refinery ship at the DHI facility and have it produce fuel to be used/sold?
Yes.
>If there is a system where we can regularly scoop unrefined gas from nearby and we'll likely use it as an RSS logistics link, it would probably allow us to get money selling the fuel to the nearby war effort (possibly at-cost for Faction Alliance to gain some favor?) and the House could make use of it as well.
>Better to risk a transport bringing fuel to our ships at the front (or ship it there via the House?) than send the refinery ship anywhere past a rear area.
Yes you could base it out of the system DHI is operating out of. Keep in mind that the RSS base and fleet in South Reach will eventually stop getting free fuel from the House Military when the contract expires. When it was initially made the House did not count on you picking up a ship the size of a Heavy cruiser.
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>>33384333
Thanks for the clarification. I was under the impression that the guild thing for her (as of now) was more like our tours with the Faction Alliance, and we'd be providing a ship for her tour so that other Nav Guild assets could be free for other tasks.

>fuel

Well, if we're producing fuel by the front, would the House be willing to trade 1:1? For every unit we can provide them at the DHI facility, we get a credit for 1 unit over Surekah? We may have to task someone with doing some number crunching to see if we'd do a 'cubic unit for cubic unit' or 'value for value' deal, but it could benefit both parties.
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I think my brother in law gave me rigged dice for xmas. This d6 lands on 3 half the time.

>>33384685
>would the House be willing to trade 1:1? For every unit we can provide them at the DHI facility, we get a credit for 1 unit over Surekah? We may have to task someone with doing some number crunching to see if we'd do a 'cubic unit for cubic unit' or 'value for value' deal, but it could benefit both parties.
Now this is very possible.

>>33382595
>special preparations by the players could make it viable.
>No none even asks about any.


It seems that we're up to 6 votes and that's all we're getting.

D) Right flank, behind enemy lines is the highest voted.
South Reach League Mercs / Pirate Warlords have the most support for the fleet.

Now to try and convince someone to help you out on this mission. Two names are suggested, both are currently listed as Rear Admirals.

Krenalua, Kavarian Female.
A bit on the stern side and known for being frugal, will generally stick to the letter of an agreement. She often has her lawyers draw up their mercenary contract before taking part in a campaign, often leaving plenty of room for interpretation or to bend rules as needed.

Suharto, Human Male.
Is known for looking out for his own pocket. If it's profitable for him and his crew he'll stay on. He's been reprimanded for pulling out of a battle too early on two occasions.

With one of them you'll need to be carefull how you word your agreements, requests or orders.
With the other you'll need to make sure that the SRL Mercs are promised their share of the spoils.

Which do you wish to recruit?

Keep in mind that accidents do happen out on the front lines and there is usually someone ready to take command when that happens. One of these runners up may be suitably grateful.
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>>33386142
>No none even asks about any.

I'll bite. What could we do to make it viable?

>Choice.
I think Suharto is the better choice. It will cost us salvage but I'm sure we'd fuck up the wording with Krenalua somewhere along the way.
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>>33386142
Rear Admiral Krenalua would be my choice for this. Sticks to the agreement and bends the rules sounds better than being greedy and pron to ditch us if the battle becomes hard. Besides there is a distinct lack of spoils in this war so what little there is should go to into reinforcing the wings.

As for the agreement "We'll go here, fuck the Neerans up, return home and everyone will he happy" sounds nice to me.

>No none even asks about any.
I think the whole thing about compatibility is at fault here. Why bother trying to get that when there already are perfectly drivers everywhere else that we can use for less hazel?
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>>33386142
Okay, i'll bite.
What would it take to make it viable to get the Kavarian drives compatible with our own?
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>>33386142

Are either of these guys associated with the warlord we encountered during that riot/scrap cannon battle?
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>>33386142
>No none even asks about any.
Okay I am now curious.

>Krenalua, Kavarian Female.

I would rather have someone who will stick to a contract than someone who might run away. I also don't see us picking up a lot of salvage while we are here.
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>>33386142
TSTG, when one of Svidur's apprentices was with out fleet, he provided some much needed help by warning us about scorcher shots. Could we have somebody like that assigned to the command ship of each wing?
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>>33386278
>>33386502
>>33386609
>>33386880
>I'll bite.
>hazel?
>Okay, i'll bite.
>Okay I am now curious.

A DHI production module or two for on their ship comes to mind.
Really you could still do that now, but there's the chance someone could just steal it or download the production data. One option would be to station Marines with the module but that won't make you any friends.

>>33386851
It seems they're from other fleets, however that particular Warlord has begun to sell scrap cannons to his fellows. They're now available as an upgrade to any Super in the South Reach fleets, though they're understandably expensive.

>>33387155
They were only available because it was a large scale operation and it was necessary to have some of the Isolationist Neeran there to help the deception. You can send a request but for the moment most are too busy for smaller operations.

2 votes for Krenalua, 1 for Suharto.
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>>33387259
>2 votes for Krenalua, 1 for Suharto.

I think it couldn't hurt to start negotiations with Krenalua, it seems like it would take at least a few days, and if she demands any unreasonable clauses, we can still request the other admiral.
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>>33387259
Speaking of, when are the isolationists going to start deploying their heavies?
>>
Alliance command is interested in your plans to go behind enemy lines and are prepared to set aside some resources to assist.


Scrap Cannon
Cannon = 6 RU
Warlord SHC's can equip Scrap Cannons, which are repulsor based accelerators that run the length of the ship. Each cannon requires a stockpile of salvage to operate which will reduce your haul. Debris from Neeran Corvettes are normally used first since very little can be recycled in the field at this stage.
A maximum of 4 scrap cannons can be equipped, each one reducing the repair capacity and salvage storage space aboard.

SP Torpedoes.
1 Volley = 1 RU
The Factions Alliance has provided enough SP's for 4 volleys for your mixed squadrons. You can attempt to requisition more.

Torpedo Battery
Module with 2x batteries = 1RU
Powerful anti-ship weaponry, torpedo batteries can be equipped with a wide range of warheads.

Repair upgrades.
2x repair slots = 1RU
You can help requisition repair options for the SRL super instead of something else if you want, this will decrease the time your ships and squadrons spend in refit.

Industrial Module
1 module = 1 RU
These can assist the ship in a variety of ways, from building spare parts, to refining materials. You can discuss what you would prefer them used for with the ship's commander but they may refuse you, preferring to do things their own way for the sake of their ship and escort.
Industrial modules take up internal not just external space, meaning they use up twice as many module slots.
These can also be bought with personal funds or favours owed.

Carrier Bays (and Starfighters)
4x bays = 1RU
Starfighters and attack bombers can be of use in larger engagements.

Shield Upgrade
LVL 2 = 1RU
LVL 3 = 3RU
While shields can be bought with personal funds or favours it tends to be very expensive to equip a Super Heavy Cruiser.

Mining Barge
1x Barge = 3RU

Sledge Class Medium Cruiser (Escort)
1x Med = 3RU

Current RU's = 20
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>>33388460
Could we see our current capacities before we decide on any upgrades?
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>>33388460
Ooohhh, this looks tasty.
8x Repair slots, 4 RU
2x Industrial modules, 2 RU
LVL 3 Shields, 3 RU
Medium Cruiser, 3 RU
8x Carrier Bays, 2 RU
4x Torpedo Batteries, 2 RU
4x SP vollys, 4 RU

For a total of 20 RU.

The repair slots and industrial modules will be key for this whole operation as we are behind enemy lines. The shields will be needed if that Super is going to survive for any longer time and to stay off more damage because again, we are behind enemy lines. The rest is just what I felt for the moment.

Also specs on the Sledge class?
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The number of RU's available to the fleet may be raised following return from a deployment.

>I think it couldn't hurt to start negotiations with Krenalua, it seems like it would take at least a few days, and if she demands any unreasonable clauses, we can still request the other admiral.
Unless there are any objections?

>Could we see our current capacities before we decide on any upgrades?
The ships of both Admirals are in a similar state of repair having just been rolled out from the SRL's main shipyard in the past year. They're a bit under equipped at the moment.
Both have:
LVL 1 Shielding
LVL 2 repair bays, enough to support 1 squadron at a time
Full point defense coverage with particle beams and missile batteries. You have the option to have some mass drivers shipped to the front but they won't arrive in tiem for your first deployment.

Phase cannon turrets and heavy phase cannon arrays provide most of the ship's firepower. It does not have any type of plasma weaponry which means it will have a hard time against enemy Supers.
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>>33388832
>Also specs on the Sledge class?

6x Spinal mount heavy phase cannon
6x Twin fusion cannon turrets
2-4x Torpedo battery
6x PD missile battery
2-4x Heavy phase cannon turret
4x phase cannon turret
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>>33389112
What's the difference between yellow and red background?
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>>33389180
How has that class fared against Neeran forces?
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>>33389112
At this time you probably won't need to worry about the module slots available unless you plan to equip as many scrap cannons as possible.

>>33389199
It means shields and on board training facilities are still at LVL 1. It has the basic shields for a ship of it's size. Training is more or less equivalent to an arcade, no actual simulators with artificial gravity.

Medical and R&R facilities on the ship are currently at LVL 2. Those injured severely enough will have to be put in stasis until they've been shipped back to a station that can treat them. They also can't do memory imprinting or perform a backup for those who would like to be cloned should they die.
There are no holobooths on the ship.

>>33389236
>How has that class fared against Neeran forces?
A bit better than the Lance Class but that isn't saying much. It's still suffering from some structural problems which need to be redesigned. Generally it overcomes most of its problems by just throwing out plenty of fire. There is enough engine power to run away from fights that cant be won in most cases.


>2. In the event that a majority vote for option D of the question above who do you wish to ask for support from?
Republic 3
Terrans 3
South Reach League Mercs / Pirate Warlords 3
Has someone gone on multiple computers in the past few hours and done this purposefully?

At any rate, the votes on this issue have taken long enough that the Warlords are going to be it unless there are some serious objections. Barring that happening, Manacles of Dynamite or Cornerstone of Persuasion will be the support ship for the Wings.
>>
>>33388460
Sledge Class Medium Cruiser (Escort) -17RU
Mining Barge -14RU
Shield Upgrade LVL 3 -11RU
8x Carrier bays -9RU
X2 Industrial Module -7RU
X4 Repair upgrades -5RU
X4 Torpedo Battery -3RU
3 Volleys of SP torps -0RU

We could attempt to try and get the Industrial modules to free up the RU and put it toward more Repair upgrades while trying to squeeze a few more SP volleys for our mission.
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>>33389550
>Has someone gone on multiple computers in the past few hours and done this purposefully?

I also hacked surveymonkey so I could see how many votes were needed. Sorry.

>Various details
Thank you. I think I would prefer:

Shield Upgrade LVL 3 = 3 RU
3x Industrial Module = 3 RU
4x (2x repair slots) = 4 RU
2x Torpedo Battery = 2 RU
1x Carrier Bays (and Starfighters) = 1 RU
4x SP Torpedo volley = 4 RU
1x Sledge Class Medium Cruiser (Escort) = 3 RU
>>
>Ask for assistance from all but the pirates, and only ask for a fraction of what they would normally give you ( 1/3 if possible) giving you the wide arrangement of ships and equipment.
I don't know how well 2/3's of a Heavy Carrier and 1/3 of a Mega class Super would work together.

At any rate which ever faction you get a Carrier or Super from will want to protect their ship. I suppose you could try to get part of the escort from each Faction, though they won't be quite as optimised. Most of the more mixed Alliance forces are already assigned to their own Battle groups and aren't available.
Still, might be worth trying.

>>33388832
>>33389701
>>33389779
Working.

>We could attempt to try and get the Industrial modules to free up the RU and put it toward more Repair upgrades while trying to squeeze a few more SP volleys for our mission.
Anyone else for this?
Remember they're 10 million apiece. Your current finances have you at around 58 million in your personal accounts.
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>>33390236
No
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>>33390236

I'm against directly financing a warlord unit from our own pocket.
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>>33390257
>>33390352
Ok.

>>33388832
>>33389701
>>33389779
It seems everyone is agreed on the Medium Cruiser, Shield and Torpedo battery upgrades.

1x Medium Cruiser = 3 RU
LVL 3 Shields =3 RU
4x Torpedo Batteries = 2 RU

2x Industrial modules = 2 RU
4x Repair slots = 2 RU
4x Carrier Bays = 1 RU
3x SP vollys = 3 RU

That leaves us with 4 remaining points split between more Carrier bays, Torps, another Industrial module and/or a Barge.

I'm going to suggest not bothering with another Industrial module unless you're getting a Barge. If you did it would be useful to help with processing more incoming materials.

Which will it be?
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>>33390761
Really it depends on just how long we want to stay out there this first time.

It will most likely be the least defended it will ever be so I think we should go Either 1 extra carrier bay + 3 SP torps or 2 extra Carrier bays + 2 SP torps.

If we can do a lot of damage within a shorter time period when we return to the Alliance we "should" have more RU available so we could then get the barge + the extra industrial module for a even greater extended period of time.

Might want to work that into the contract that this might be more than a one shot thing. Maybe the contract can be renewed after returning to the alliance after a short break or something like that.
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I've thrown on the upgrades that have been agreed upon. Placement is a bit asymmetric at the moment since you might still get a scrap cannon at a later time. Sort of expected at least 1 person to vote for it.

I've thrown in the ship's current escort. They're there to protect the ship, not to accompany you on missions. You may want to consider leaving a rear guard in addition to just the EBON.

>>33391517

>It will most likely be the least defended it will ever be so I think we should go Either 1 extra carrier bay + 3 SP torps or 2 extra Carrier bays + 2 SP torps.
While the extra SP's are for your squadrons you can give them to the SRL Mercs to put on their starfighter to protect the Super.

>If we can do a lot of damage within a shorter time period when we return to the Alliance we "should" have more RU available so we could then get the barge + the extra industrial module for a even greater extended period of time.
Certainly an option.
>Might want to work that into the contract that this might be more than a one shot thing. Maybe the contract can be renewed after returning to the alliance after a short break or something like that.
Specify that if there are follow up missions the amount the SRL Mercs are to be paid will not increase beyond a set amount?
This would help prevent inflation of rates if things are too successful or the fleet just plain takes a lot of damage.
>>
>>33391702
Bombardment Array's can be acquired from other SRL fleets but can't be requisitioned normally as they're designed specifically to attack planetary targets. As this violates the factions treaty you can't get them via the Alliance.

While you will be carrying Alliance observers, when operating behind enemy lines you could potentially receive orders from surviving elements of the Shallan military to nuke surface targets to prevent their capture. Doing so will earn you respect from the Shallan government and the Warlords but few others.


Going to resume after 5pm tomorrow and run all day Tuesday. Hopefully with a bit more progression.
I seem to be getting worse at this new schedule rather than better at it and can't get anything planned out properly beforehand.
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>>33392291
>can be acquired from other SRL fleets but can't be requisitioned normally

>surviving elements of the Shallan military to nuke surface targets to prevent their capture.

So...strictly speaking you normally couldn't "officially" use one, except if you receive orders to from as you put it someone from the surviving elements of the Shallan military.

If such order were given and carried out would there be some worry about us violating the treaty or since it was ordered would it be okay?

Not saying we should go around looking to see if we can get one or two...but we should totally try to get one or two.
>>
>>33391702
>Sort of expected at least 1 person to vote for it.

I don't really want to risk this ship in direct combat unless it's absolutely necessary i.e. it's under attack. I guess the other anons think the same.
>>
>>33392475
I think it's a waste of space. If the Shallans want to nuke their own worlds, they are free to do it themselves. I don't want to take the reputation hits with the other factions.
>>
Am I the only one who wants a scrap cannon?
Also page 10 bump
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>>33395861
I think so, yeah. Personally I see the Superheavy as nearly exclusively a support ship, since we don't want to get into a fight with enemy Superheavies. As such any purchase that does not either increase its support abilities or longevity (in case of an enemy surprise attack) is basically a waste of ressources.
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>>33396308
This might sound a little odd at first but what if we got a scrap cannon and mounted it backwards? Most of the scrap we will be taking in will be Neeran materials, and while it does have value it's also not immediately useful for repairs and the like. So even if our heavy isn't intended to stick around and fight we can still use the cannon to cover a retreat while at the same time dumping less useful scrap and lighten the load a bit. Plus if you disable the recoil dampers it's also extra thrust.

>>33392291
What kind of guns are used in the bombardment arrays? Our fleet already has a lot of mass driver weaponry and torpedoes, I don't think we really need one. If it really comes down to it we can just hand some torpedoes to the Shallans and let them do the scuttling themselves. It's a military necessity and the only reason the rest of the Alliance doesn't like US doing it is that it sets a bad precedent.
>>
>>33392483
>>33393076
>>33396308
Noted.

>>33392475
>would there be some worry about us violating the treaty or since it was ordered would it be okay?
It would certainly show up on your permanant record. As to whether you could be charged as a result of it seems increasingly less likely as the war drags on. If a member of the Shallan military ordered you to do so it's almost certain that their Government would not press charges.

Mind you, governments change with time.

>>33396604
>This might sound a little odd at first but what if we got a scrap cannon and mounted it backwards?
Brave Sir Robin ran away?

>What kind of guns are used in the bombardment arrays?
It's a modified heavy phase cannon array with added bits so that it can punch through atmosphere more easily instead of scattering.

The survey has been left up until now mostly for the other questions.
Problem: There are now many more votes for the Republic Heavy Carrier. Thoughts?
>>
>>33397228
>more votes for the republic heavy carrier
Well, I guess I'm fine with that. We might even be able to learn some information about the ship in question to speed up or aid in our repair of the one we salvaged and sold to the House.

maintain whatever upgrades can transfer and convert the rest to escorts & SP torps?

And for the record, I was one of the Warlords votes. If its out-voted, not much I can do.
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>>33397228
>bombardment array
Oh well if that's what it is we definitely don't need one. If it comes down to it we can just send a bunch of frigates down the planet to cut stuff up with their phase cannons. And if we're talking demolition on a scale that would need a super in orbit, well we have plenty of torpedoes...

>Brave Sir Robin ran away?
And lived to fight another day? Kinda. We seem to be treating the super as a support platform more than anything else. So while it's well defended against smaller ships if another super shows up it's going to be running away at best speed.

On second thought though, would it be possible to make a scrap cannon double ended? It would just mean loading it backwards.

In any case would support getting one purely as a defensive measure. Maybe not on our first foray, but later on if we decide to go again the enemy is going to take notice and send their supers to counter ours. Especially if they get a close look and realize this particular super isn't armed to the teeth.
>>
>>33397228
honestly, I kinda just want to get the show on the road
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>>33397228
As on of the Republic voters, I feel that purpose build heavy carrier, while lacking some options Warlord Mega could have, is overall a better choice as mobile support base.

Mega would be better if we outfitted it as gunship, as I understand, but we gone with industrial-centered design.
>>
>>33397228
I'd say to take whichever ship is ahead atm, if it is something other than the SRL superheavy transfer as many of the upgrades for support and production we decided upon as possible and buy as many SPs as we can afford for whatever did not fit. Let's get this show on the road again.
>>
>>33397228
If there are more votes for the Republic Heavy Carrier then that is fine with me. I doubt our RU choices would be any different considering we are trying to use it as a support ship.

Maybe just highlight the specs on it so we can get this show on the road.
>>
Bump of life on page 9
>>
Republic Heavy Carrier would starts with more repair upgrades but you have less room for additional weapon and industrial upgrades. You also get less RU as a result.

>>33400073
>transfer as many of the upgrades for support and production we decided upon as possible and buy as many SPs as we can afford for whatever did not fit. Let's get this show on the road again.
If this is fine I'll attempt to do so.

Extra Medium, Torp batteries, fighter bays, 1 extra SP Torp volley.
Currently no mining barge assigned though they have some onboard refining capability.

You can take 1 of the following upgrades
A) Barge
B) 3 more SP torp volleys
C) Upgrade shields from LVL2 to LVL 3
>>
>>33397228
>Problem: There are now many more votes for the Republic Heavy Carrier. Thoughts?

I voted for the Terran option, so I don't really care if we're going with the SRL fleet, or the Republic.

They're both interesting choices, xenophobic space elves, or space pirates. Both should provide entertainment and challenges down the road.

>>33402725
Shields, please.
>>
>>33402725
Shield.

Can we bring couple cargo ships loaded with alloy containers (armored frame cargo would be ideal here)?
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>>33402725

Bringing a mining barge behind enemy lines sounds like a very dangerous undertaking. Would it cost RU for us to instead take along stuff to do some basic repairs and a (partial?) crew for a mining barge, in the event we find and capture one?

And voting for

C) Upgrade shields from LVL2 to LVL3

Worst case, we run low on repair stockpiles and we GTFO.

We also need to get a list of uninhabited worlds we might be able to program our emergency teleporters for, so we're not trying to recover people from Neeran strongholds (or abandoning them).

Any chance a cloaked scout ship might be made available to assist in scouting/recovery from a world like that? I'm sure the FA doesn't want to lose people behind enemy lines.
>>
>>33402928
Good thinking, we should definitely make sure that our teleport data is current.
Would it be possible to get some extra crew assigned so that we are slightly overstrength in case we run into abandoned allied ships and similar salvageable equipment?
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>>33402725
>Extra Medium

What kind of medium would we get from the Republic for our 3 RU?
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>>33402725
C) Upgrade shields from LVL2 to LVL 3
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>>33404481
>What kind of medium would we get from the Republic for our 3 RU?
A second Heron class, similar to the Cascading Fury.
2x (Light) Plasma Cannon
6x phase cannon array / 18x light phase cannon array
4x heavy phase cannon turret / 4x Resonance Repulsor / 4x Phased Plasma Channel Discharge Beam
6x forward torpedo launcher / 6x spinal mount heavy pulse cannon
2x heavy pulse cannon turret
20x particle beam point defense
72x starfighters

No you can not requisition Veckron weaponry for them at this time. Possibly in the future.

The Republic Heavy Carrier "Millennial Host" is made available for your operation. The ship's CO is Fleet Captain Ark Oralth. He served with one of the various separatist groups in the Republic Civil War, and while his unit may have largely avoided hostilities is still considered an experienced Carrier commander.
According to reports the crew are quite happy to get hold of torpedo batteries and upgraded shields.

With the current upgrades the Carrier can repair 26 ships at a time and can recycle scrap from destroyed faction ships and materials stockpiles into parts for repairs.
>>
>>33406861
>4x Phased Plasma Channel Discharge Beam

Oooh, what's that?
>>
>>33406861
>He served with one of the various separatist groups in the Republic Civil War, and while his unit may have largely avoided hostilities is still considered an experienced Carrier commander.

If there's a 'How to deal with Hune cultural differences for dummies" Sonia should probably read it before meeting with them.
>>
Escorts
2x Heron class Medium Cruiser
3x RDY Modular Battlecruiser
8x Centurion
4x Transcendent
24x Republic Pandore class Frigate / Light Frigate

>>33402816
>alloy containers (armored frame cargo would be ideal here
>>33402928
>Would it cost RU for us to instead take along stuff to do some basic repairs and a (partial?) crew for a mining barge, in the event we find and capture one?
As this is expected to be a lengthy deployment you talk to the Captain about securing additional materials stockpiles. You offer to help provide cargo containers for the exterior of the ship if necessary. A few extra are quickly found for the trip up to the front.
Through the long jump up to Shallan space the interior of the Carrier is loaded down with cargo which is then offloaded on arrival to the cluster. Your fleet begins final preparations.

>list of uninhabited worlds [...] emergency teleporter (data)
>cloaked scout ship to assist in scouting/recovery
The Rovinar are able to assign one Silent Hunter and a pair of modified LSTs to the group rigged for covert extraction.
Captain Oralth informs you that he also has a few shuttles with stealth modifications that you could borrow for extraction teams.

>>33406930
Lightning gun. Short range but seems to be effective against the insides of Neeran ships if you can crack the outer hull. Unfortunately the emitters burn out quickly and need to be replaced.
You had a ship in 3rd Wing equipped with one but it was destroyed in the same battle the Unnamed Guard was crippled in.
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>>33406861
If we are able to do a second run after this due to either being very successful, having little damage done to the Wing/Carrier, or a combo of the two we should see about trying to upgrade the medical facilities on board as getting our people treatment/getting them back in the fight would be nice.
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>>33407367
TSTG, are we going to get another 'pick your research priorities' screen for the FA R&D this deployment?
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>>33407367
>Lightning gun.
Thanks.

The "Phased Plasma Channel Discharge Beam" is listed on the wiki without any explanation and on the Heron wiki page it just says "4x PDPA (lightning gun turret)", so I assumed it's the same gun but I wanted to make sure.
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>>33408011
At some point but my notes have not been in the greatest shape this week.

>>33408768
No problem. I should change that to PPCDG on the wiki because the only way I can remember it is thinking "Clan ERPPC's were here."

The Neeran are staging from 3 galaxies for the attack on the remaining dwarf galaxy holding the right flank of Shallan Space. Two of these are themselves larger sized dwarf galaxies and the third is a spiral galaxy. This last one is referred to as "Maelstrom" and is the third largest galaxy in the cluster.

Captain Oralth has some suggestions for your approach to enemy territory. If you head to the remaining section of friendly territory as part of a convoy the fleet will be in much better shape logistically for the run behind enemy lines. The downside to this is you may end up approaching on a course the Neeran may detect more easily since they'll be expecting Faction ships to back track the departure points of their own fleets.

Or you could make a run in from another location, the Shallan Homeworlds, the Nav relay, perhaps even skirting the outer edges of the cluster. This will reduce chances of detection on entry into the target galaxy, however it may leave the fleet low on fuel supplies. Most military ships can conduct some in field replenishment it just takes longer.

There is also the question of which of the three you want to hit. The Dwarves are both Elliptical types and generally not as densely packed as some parts of the spiral arms on the larger.

Which of the 3 galaxies do you want to conduct raiding in and how do you want to approach your target?
>>
>>33409379
Go for Galaxy 1, try to sneak up on them by hitting the relay, no convoy. If we have good luck, we can feint like we're going for the spiral and then actually hit the dwarf while we load up on fuel for the return trip.
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>>33409379
Would it be possible to follow the convoy for the first third of the journey or so?
>>
>>33409379
Galaxy 1 and sneak in. We don't want the Neerans to even suspect we are there until we hit our first yard.
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>>33409556
I had the same idea.
>>
>>33409379
>At some point but my notes have not been in the greatest shape this week.

No worries, it's just a feature I enjoyed and I was curious if we'll get to see it again.
>>
>>33409379
Galaxy 1 for sure and I want to sneak in though would it be possible to do something like this >>33409556
>>
>>33409556
>>33409656
Yes it's possible.

>>33409478
>>33409653
Two for sneaking into Galaxy 1.

Want to try and combine these plans? Follow convoy for initial departure then split off? Ships can perform FTL high speed course corrections its just energy intensive.

2.821 million light years straight line distance. distance. Only slightly farther than the Andromeda Galaxy!
43.54 Hours + 30% for 1 course change = 56.6
+ 60% for 2 course changes = 69.6 hours

Even with 2 high speed course corrections you should still have more than 58% of your drive's max capacity available to you. Enough to retreat or immediately head deeper into the target galaxy to find cover.

Sound good?
>>
>>33410202
Yes.
>>
>>33410202
Sounds good to me.
>>
>>33410202
Yup.
>>
While waiting for your launch window you're contacted by Alliance Command. Without much preamble the junior officer tells you the following.

"Wing Commander Sonia Reynard, in light of the size and disposition of the forces currently at your disposal Alliance Command is promoting you to the Brevet rank of one-star General for the duration of your current assignment. Your subordinate Daska Rna is promoted to the rank of Wing Commander."

"Does this mean I'm allowed to requisition more equipment for this mission?"
"...no sir, you've already been alotted all that can be spared for your group. Good luck and good day."
Well that was an abrupt conversation.

The EBON is the last ship to arrive due to additional system checks on her new engines. The Medium plasma cannons are gone which will reduce her effectiveness in a slugging match but the more powerful sublight drives should be well worth it. She won't catch a Battlecruiser but a retreat won't be nearly as perilous as it was before.

Captain Tama reports in the moment his ship is on station and asks if you plan on transferring your flag to the EBON.

You're distracted by chatter from the Republic fleet coms as many of your allied crews make derisive comments about the old Vulture class. Apparently they're all too familiar with the weaknesses the design is known for, especially the crews of the much more mobile Herons.

>What say?
>>
>>33411043
"Its been modified to correct for those weaknesses."
>>
>>33411043
>Brevet rank

Cheapskates!

>Captain Tama reports in the moment his ship is on station and asks if you plan on transferring your flag to the EBON.

I think we should only do that if we're about to face large scale engagements. Sonia's a pretty decent pilot and tactician, so I would say staying on our crusier is the better choice for now.

>>What say?

"Well, even with all its shortcomings the EBON is a pretty decent ship, especially considering we didn't have to pay for it. We also made same modifications to work our way around the most glaring weaknesses, so you might want to look up the specifications of the EBON, in case you end up fighting alongside the ship."
>>
>>33411216
>"Well, even with all its shortcomings the EBON is a pretty decent ship, especially considering we didn't have to pay for it. We also made same modifications to work our way around the most glaring weaknesses, so you might want to look up the specifications of the EBON, in case you end up fighting alongside the ship."

Oh yeah, add the EBON's combat record since it has become a J-D ship. For such a crappy ship, it performed pretty well.
>>
>>33411043
>>33411043
You know...now that I think about it that Baron had upgrades that improved his command & Tactical centere didn't he? Should have nicked that for the EBON.

I think we should transfer over as it makes for a good command center. We are a general now "for the time being" so we will have to focus on coordinating the entire thing while knowing where and when to strike.
>>
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>>33411216
>>33411349
>>33411379
"Its been modified to correct for those weaknesses, and even with all its shortcomings the EBON is a pretty decent ship, especially considering we didn't have to pay for it. You might want to look over the current specifications of the EBON, in case you end up fighting alongside the ship."

You send them the current stats and battle record since you recovered it.

The captain of one of the Herons contacts you. It's hard to tell how old some of them are since white or silver coloured hair isn't necessarily a sign of old age.
"It seems you've been putting that old command ship to good use."
"For such a crappy ship, it performed pretty well."
"It was designed for fighting in a different era, one that had already ended before it's keel was laid. It's a capable carrier and a sturdy command ship, but the moment people see the plasma cannons it once carried that is time and again what they will focus on; How do I shoot someone with this vessel?
It isn't the ship that is the real problem but the commanders of them that forged a bad reputation. When you have a ship with a bad reputation you assign problem officers to it. It's a self perpetuating cycle."

"Well that's very deep. Thank you captain...?"
"Nicanor. You're welcome."

http://www.youtube.com/watch?v=VoEc2vY4_ks#t=38s

A few hours later the fleet forms up with the convoy and begins their jump as scheduled. Linda is still aboard the Devourer though she's looking about as nervous as she usually does before any of the more dangerous maneuvers. The navigators among the fleet have worked together to compile the list of course changes and data necessary to plot the jumps to their destination. There was some concern about the flight plan being leaked if too much data was given to the guild but they managed to get what was needed from several sources. With luck it will work out.

Roll 3d100 for the jump and course corrections!
>>
Rolled 19, 95, 14 = 128

>>33412556
On a 100,100,100 we jump straight into a huge unprotected Neeran shipyard which we proceed to blow into space dust?
>>
Rolled 7, 58, 41 = 106

>>33412556

I like this Nicanor guy

Come on navigators!
>>
Rolled 51, 93, 33 = 177

>>33412556
>Captain Nicanor

Going to have to remember that name and hope he survives this journey because he seemed nice for a hune.

Got to start making those connections since we are planning to set up operations in their territory soon.
>>
Rolled 89, 100, 19 = 208

>>33412556
Rolling in Hope.
>>
Rolled 62

>>33412556
>Roll 3d100 for the jump and course corrections!

1
>>
>>33412697
Heh, seems I was a bit late.

>"Nicanor. You're welcome."
He's voiced by Pat Morita, right?
>>
>>33412556
>Nicanor
IS HE THE PRESIDENT OF YUKTOBANIA?
>>
>>33412868

Damn it, I managed to avoid having that soundtrack play in my head reading that name.

I know what song is being played once we've concluded our little mission, though.
>>
>>33412745
>He's voiced by Pat Morita, right?
Or Naya GorĊ but he works too.

>>33412868
Coincidence. Or is it?

The tricky and complicated job of breaking away from the convoy at FTL is done in an orderly fashion causing no instances of drive overlap or slipstream issues. While it wouldnt have been a big deal if one ship was directly behind another at FTL you know it can result in drive turbulence.

Efforts by the navigators before the mission to conceal where precisely your group is headed seem to have made things a bit more perilous than perhaps would be good. In several cases the fleet passes near gravitational fixes and other stray phenomena in gaps between their data coverage.

"Linda how dangerous is this right now?"
"A bit. We have long range sensors that should give us some warning but it might be a good idea to spread everyone out just in case so they have room to maneuver."

Into the second day preparations begin for the second course correction.

"All ships stand by... Starboard flight begin course adjustment."

Things don't quite go as well as before with the fleet ending up spread out over a much wider area. Still they complete the maneuver eventually. It'll take a few hours to get the entire group formed up once again.

"One of the corvettes in 3rd Wing on the left flank has reported damage." announces Kavos.
"Show me."

It's one of the corvettes from the group of new recruits. This probably isnt a scenario that the crews would practice for and they went out a bit wide. The ship is showing damage to all FTL systems and inertial compensators.
"They may have grazed the edge of a gravity well or other anomaly."
"They're lucky they're not all dead." Adds Tes'us.

The ship will not be able to complete the jump and its drives will fail in 15-20 minutes unless anything else goes wrong and it happens sooner.

>Your orders?
>>
>>33413364
>Your orders?
can we have it dock on the EBON or the republic Carrier?
>>
>>33413364
>Your orders?

Can the silent hunter drop out of FTL with them and carry the corvette to the end of the jump so we can begin repairs?
>>
>>33413447
Yes, but it will require a maneuver similar to your pursuit flights when going after Pirates of that one Neeran Super. The Heavy Carrier is unable to maneuver easily enough at FTL and would be too far away to intercept in time. The EBON may be close enough, you could also ask one of the attack cruisers since they should still be large enough to carry a damaged Corvette.

>>33413486
The Silent Hunter is too small to carry a full sized corvette for more than a short hop. They could evacuate the ship and salvage high value components.
Also dropping out of FTL in the space between galaxies is never very good. It's not nearly as bad as it is between galaxy clusters but still.

[ ] Have the Silent Hunter evacuate the corvette crew (Roll 1d100)
[ ] Docking while at FTL, use the EBON (Roll 2d100)
[ ] Docking at FTL, use the Marauder (Roll 2d100)
[ ] Docking at FTL, use closest Attack Cruiser (Roll 2d100)
[ ] Other
>>
Rolled 52

>>33413808
>[X] Docking at FTL, use closest Attack Cruiser (Roll 2d100)

1

Ask whoever has the highest chance to make this actually work. I'm just choosing the Attack Cruiser because it sounds like it would be them.

>Also dropping out of FTL in the space between galaxies is never very good. It's not nearly as bad as it is between galaxy clusters but still.

Do they even need eyes in that place?
>>
Rolled 44

>>33413870
2
>>
Rolled 42, 98 = 140

>>33413808
>[X] Docking at FTL, use closest Attack Cruiser (Roll 2d100)
>>
Rolled 58, 87 = 145

>>33413808
[X] Docking at FTL, use closest Attack Cruiser (Roll 2d100)

Request a volunteer from the nearest 2 or 3.
>>
Rolled 46

http://www.youtube.com/watch?v=yN2CpLELJmg

>>33413870
>Do they even need eyes in that place?
Yes. To tell you that your FTL and it's monitoring systems are going out of alignment and won't function properly soon.

The navigator of the damaged corvette attempts to use what power is left to shift course closer to the rest of the fleet. It's working but you sure wish it would work a bit better than it is.

One of your 3rd Wing veterans, Kal, has their navigator move the attack cruiser closer and begins attempts to shift their drive field. The FTL on an EX-K type should have more than enough power to handle carrying a corvette.

You look over at the decreasing system strength values on the corvette.

"Kal, no pressure but you're running out of time."
"Thank you sir!" Replies the Dro'all pilot.

Once the Cruiser has moved in close enough the vet orders the crew of the corvette to cease maneuvering before moving in matching drive fields and grappling the smaller craft with tractor beams.

"Corvette secure! Returning to main flight path."

The fleet regroups and the rest of the trip is clear of any similar incidents. Once you return to real space the corvette can undergo repairs on the Carrier.

On final approach to the target galaxy all crews are readied to battle stations and the fleet begins to reduce speed to minimise drive flare output.

"We should now be entering enemy scanning range."
>>
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>>33414811

Excellent. Kavos, send a ham to that pilot .
>>
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>File size too large.
Whoops, reduce this thing to about 1/40 it's original size.


"Good news and bad news." Announces Arron. "Firstly I'm still a sensors officer and my career is showing no signs of any upwards mobility." Everyone on the bridge with line of sight turns and stares at him, a few of them glaring.
"Also it looks like we were detected. Five enemy Battlecruisers left a system on the galactic rim that should have been home to an old Guild monitoring station. They're on an intercept course and while that's bad it will take approximately 54 minutes to catch up with us."

"That's forever for an intercept." States Kavos. "We'll be able to lose them, hide or set up an ambush long before it is necessary."

"There are several places in the database where we could hide until we've lost them."

"What sort are we looking at?" you ask your command crew.

"Take your pick." Arron sends you over a long list of systems, nebulae and radiation sources. "There are plenty of natural places to hide and there may even be some old bases or outposts that haven't been hit by the enemy yet or that have been abandoned."

>How do you plan to deal with the pursuit force? Ambush or evasion?

>What are your long term plans for keeping the Heavy Carrier from harm? Will you hide it or keep it on the move in deep space?

I'm going to stop here for the night. See you in the morning.
>>
>>33415716
I think a ambush would be the appropriate are response as I think knocking them out would do wonders for us staying hidden. (How i'll think of in another post)

Long term I think we should "hide" it at first until we scout out some more places (Old bases or outposts would be great especially if they are still operational) and once we have scouted out some potentail locations we pick one which will be our "main" hiding place with all others being back up locations.

>"Good news and bad news." Announces Arron. "Firstly I'm still a sensors officer and my career is showing no signs of any upwards mobility." Everyone on the bridge with line of sight turns and stares at him, a few of them glaring.

God dammit Arron this is why I don't want you to ever leave as it's bad enough that Linda might be leaving us. How is his piloting now days? I swear i'm not trying to figure out how we can hire him onto RSS.
>>
>>33415716

>evasion
I would guess/hope they don't really have a clue how big our fleet is after we slowed down that much. So let's keep it that way and just keep avoiding them for now.

> Will you hide it or keep it on the move in deep space?
Let's talk to the commanding officer of the carrier. He should have an idea what will work best for his ship. I would prefer hiding it but he's more experienced. It would be foolish not to ask him.

>>33416036

Arron is also in the exclusive group of people who don't have a last name.

>>33415716
> no signs of any upwards mobility

What would be a reasonable promotion for him? He's an average pilot but I guess that wouldn't really matter if he gets command of something like an EC(C)M ship?
>>
>>33416149
Well if he is a sensor officer he is supposed to be good at finding stuff. So that would make him a good fit for an ECCM ship, if those exist. I like having him around though.

Also this never really came up before, but if we have Droall pilots in our squadron doesn't that also mean we have Droall marines and starfighter pilots too? What's the usual stance on knight households hiring men at arms of the other species? It seems to happen at least somewhat, given that ruling house knight we met at the ball. Also what did we do with the two non-human dominion power armours we found? We've had so many pass through our hands I'm starting to lose track.

Oh and how's Valeri's suit coming along? If he ends up needing it to repel boarders on this trip things will have really gone south.

I'll try drawing up a little diagram for the repulsor gauntlet object throwing program. It's a very simple concept so stick figured should suffice.
>>
bump
>>
Bump.

Also, ask Rufaro what she did over the holidays.
>>
bump
>>
>>33415716
Hide our forces for now. If we are lucky they think this is just a small scouting force checking out the galaxy and then we want to keep it that way. The moment they will realise what we are doing is when we start blasting their bases and yards.

To keep the Heavy hidden we can just hide it at a natural anomaly or the like and then after a while we can jump it to another. Keeping the hiding spot fresh and all in case they manage to track us to it's location and are gearing up to hit it.
>>
>>33416036
>ambush
>>33416149
>>evasion
>>33421945
>Hide /evasion

Short term plans seem to be for hiding as a means of dealing with the pursuers.

>>33416036
>How is his piloting now days?
Slowly improving when he has time. Despite everything he's still a better sensor's officer. He would not be considered a good enough pilot to get into your Elite Wings in their current state.
>ECCM ship
>He's an average pilot but I guess that wouldn't really matter if he gets command of something like an EC(C)M ship?
It could work but most of your ships in that role are EX-K types which are normally in the thick of it. If he was put in a Blackbird which needs to stay out of the fighting that would probably be for the best.

>What would be a reasonable promotion for him?
Maybe an increase to an officer rank but without any real change of position.

>>33416904
>(do) we have Droall marines and starfighter pilots too?
Yes.
>What's the usual stance on knight households hiring men at arms of the other species?
For Humans and Dro'all it doesn't matter, they're common enough in the Dominion. There are far less humans overall in most Houses. The exception being Houses initially founded for Humans joining the Dominion like House Ceres.

>Oh and how's Valeri's suit coming along?
The suit has been strengthened adequately with newer more up to date materials.

The Rovinar suits are being traded to their Embassy as indicated by vote results.
>>
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Sorry for the long delay.

>Let's talk to the commanding officer of the carrier. He should have an idea what will work best for his ship. I would prefer hiding it but he's more experienced. It would be foolish not to ask him
For long term Oralth would suggest hiding in a system with plenty of asteroids or in the rings of a gas giant. As for short term you may be farther ahead aiming for a one of the larger Stellar phenomena. These are indicated with a * in the list below. He would not recommend lingering near them for long term operations especially if there is a great deal of traffic entering and exiting the repair bay.

Stellar nursery*
Supernova remnant*
Accretion disk of a black hole*
Systems with dense asteroid belts / Rings of a gas giant
Dense asteroid belts & unstable star
Comet belt of a random system
Gas Giant with heavy radiation belt

Which of these do you wish to hide the fleet in until the enemy ships give up the search or lose you? Plans if discovered?
>>
>>33423501
Systems with dense asteroid belts / Rings of a gas giant

Should prove useful in the event that we are attacked as well as we can use the rocks as shields. If the we are discoverd by a small force we kill them and run like hell. If not we run like hell
>>
>>33423684
agreed
>>
>>33423501

Supernova remnant

IIRC, we hid in one during our escape from the gauntlet run and got some repairs done.

Wait... they scanned us down during that with some damned good efficiency, and we had to fight their scouts.

Are any of the larger stellar phenomena more suitable than others for masking a follow-up drive flare or blinding the fact that we've stopped and not simply dropped out of FTL in deep space?

Or perhaps we could interpose one between us and the interception group and hide in another?
>>
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>>33423954
>Are any of the larger stellar phenomena more suitable than others for masking a follow-up drive flare or blinding the fact that we've stopped and not simply dropped out of FTL in deep space?
>Or perhaps we could interpose one between us and the interception group and hide in another?
It depends how far away you are. If far enough that they cant get a good reading on you, yes you could put a star with a high output between you and them then change course and reduce to a less easily detectable speed.

With this in mind you change course, passing through a stellar nursery and near several new stars long enough to mess with the sensors of the pursuit ship. You hope.
After that the fleet reduces to minimum jump speeds and heads into a charted system that records show holds a dense asteroid belt.

It seems that for the moment your pursuers have been left behind. It helped that it didn't take long to get outside the scanning range of the station, especially once entering the main body of the dwarf galaxy. If you'd been closer it might not have been so easy, but they could have just as easily missed you entirely.

After waiting long enough to be sure they're not still searching for the fleet you and your commanders get down to the business of planning out your raiding.

http://www.youtube.com/watch?v=6RO7K4W-c9g

"These red areas are where intel has confirmed heavy enemy presence. Most are staging areas for their attacks on the rest of our lines."
They seem to mostly be centered around the remaining nav scanning outposts, the better to be prepared out their long jumps.

"We know there are two destroyed colonies in the region and according to old records there should be abandoned mining or observation outposts."

"Why were the abandoned?" you ask.
"Unprofitable due to being too far away from colonies. There were also concerns some might be detected by less developed civilizations so the Government shut them down a few decades ago."
>>
Which areas do you want to investigate first and with what forces?
Do you plan to cut your Wing Commanders loose and see what they can handle?


Also somewhat important question, did you bring along those extra assault corvettes in your reserve? They could have hitched a ride on the Millennial Host wherever there was spare room.
>>
>>33424804
Spare ships are useful if any are destroyed or badly harmed. Thanks to emergency teleporters the crew is more likely to survive than the ship and this way surviving crews can still be useful despite using their first ship.
>>
>>33424657
Right, time to warm up the newbies I suppose. The destroyed colonies is, as we know from our last trip to the front, areas where the enemy builds Supers. So once we are a bit warmed up I suggest we take one of these on. Ofcourse that all depends on the number of enemy forces in the area but I am sure we can perform a lightning raid on them.

Another primary target should be the Nav stations. If we can destroy them then we make it harder for the enemy to stage more attacks on our allies. They are probably heavily guarded as well so I suggest we wait a bit befor taking those on.

I'd like for us to scout the five spots between us and the upper Nav station. It is after all possible that the outpost is a mine that is feeding resources to a local yard which should make it a tasty target. The other four will hopefully contain enough easy targets for our newbies to get combat experience without dying.

However can the Silent Hunter scout that lone Nav station down to our left?

>Also somewhat important question, did you bring along those extra assault corvettes in your reserve?

I think so, should be useful once our new pilots get's the experience.
>>
>>33424804
What is the Navigator guilds stance on destroying the nav scanning stations? (l assume they are former guild assets)
To me it sounds prudent to deny the Neeran access to any scanning equipment we can, to increase our mobility.
>>
>>33424804
>extra assault corvettes

I'd say we brought the II's but likely not the III's due to Republic support
>>
>>33425333
They would prefer them to be recaptured but if they can't they're fully prepared for you guys destroying them.
>(l assume they are former guild assets)
This would be correct.

>>33424957
>I'd like for us to scout the five spots between us and the upper Nav station. It is after all possible that the outpost is a mine that is feeding resources to a local yard which should make it a tasty target. The other four will hopefully contain enough easy targets for our newbies to get combat experience without dying.
Do you want to assign squadrons to scan down each sector or full Wings?

>However can the Silent Hunter scout that lone Nav station down to our left?
Yes. Roll 1d100 for covert scanning.
>>
Rolled 28

>>33425413
Squadrons, we want to seem small for as long as we can until we begin raiding. Also I stand by that everything behind enemy lines is a target of opportunity for us to destroy.
>>
Rolled 4

>>33425413
>>
>>33424804
Wait, why are the assault corvettes in reserve? They're strictly better than attack corvettes.
>>
Rolled 5

>>33425413
>>
>>33425763
Didn't want to risk them by letting newbs handle them. They can switch after having gathered some experience.
>>
>>33425763
The majority requested that assignment of assault corvettes wait until more of the new pilots had some combat experience in the field first.

>>33425469
>>33425745
>>33425827
>Those rolls
Oof. It's a good thing that ship has a cloak.

The Silent hunter manages to take some scans but their FTL was detected on approach putting the local fleet on alert. They're forced to retreat and it takes the better part of a day to return to the fleet.

A pair of Neeran Super Heavies were present within weapons range of the scanner outpost. The recon ship couldn't get a clear reading on what type they were.

There was also a Heavy Cruiser, 3 Tankers, 13 Carriers and 5 Battleships. There are also two of the newer light cruisers the enemy has been testing. One is the "War Drum" type which you captured an example of, the other is an attack cruiser nicknamed the "Corsair" for its canted wings.

Some corvettes were on patrol circuits but it wasn't possible to get a fix on an exact number.

LCRS-1
ACRS-1
BS-5
C-13
T-3
H-1
SH-2

>Squadrons, we want to seem small for as long as we can until we begin raiding.
Roll 5d100 to have some of your squadrons scan down the sectors between your position and the Nav relay to the top left on the map.
>>
Rolled 91, 22, 52, 17, 8 = 190

>>33426096
>>
Rolled 38, 43, 86, 70, 80 = 317

>>33426096

Do we know the range of those Nav Relay sensors when looking into the local cluster? I'd rather avoid sending anyone where they'll certainly be detected.
>>
Rolled 82

>>33426096
>Roll 5d100 to have some of your squadrons scan down the sectors between your position and the Nav relay to the top left on the map.

1
>>
Rolled 64

>>33426422
2
>>
Rolled 61

>>33426446
3
>>
Rolled 72

>>33426477
4
>>
Rolled 80

>>33426505
5
>>
To fully scan down the sectors and return should take several days, possibly a full week. Or if you want the recon teams could concentrate on just checking systems where there were known existing facilities. This would cut that time in half but there's the chance they won't encounter surviving friendly forces in those regions then.

After the Corvettes have been sent out Daska contacts you.
"Sir, did you want to have a few extra squadrons standing by in case the recon groups run into trouble?"


>>33426293
>Do we know the range of those Nav Relay sensors when looking into the local cluster? I'd rather avoid sending anyone where they'll certainly be detected.
It looks like the sector closest to the array could potentially be within scanning range. There are good odds that it will instead be pointed out away from the galaxy to assist incoming ships but the threat of it remains a real.

>Your orders?
>>
>>33426626
>scans
Let's conduct the search thorougly.

>"Sir, did you want to have a few extra squadrons standing by in case the recon groups run into trouble?"
That's probably a good idea. Just enough to cover a retreat.

>sensor relay
I doubt they would use them to look for us yet as it would mean less eyes watching for incoming fleets. It's probably a good idea to keep an eye on them once we've dealt some damage.
>>
>>33426626

>extra squadrons on standby

Yes, please.

We should be thorough with our scans, especially as the enemy may be conducting mining operations or friendly stragglers may have hidden out away from abandoned facilities (or not made it to them)
>>
July 6, 4026

Your search teams return to their mobile base after a week out in the field, rotating out the corvettes while conducting scans of the 6 enemy sectors. Your teams were detected a few times but so far all that they're aware of are the several squadrons of attack corvettes. This should buy you time as with luck the enemy won't see them as a serious threat.

Daska and a few of the other Wing commanders have been rotating out as well, staying nearby in case it's necessary to rush to the aid of a unit in trouble.

In the closest sector your people located an abandoned mining outpost as expected. It seems they were conducting test drills for rare elements needed in drive systems. There was some present but the density is so low that it wasn't worth continuing worth with richer deposits elsewhere.
There are signs that an asteroid mining base in the region has been taken over by Smugglers though your people have held off making contact. They also have a station hidden elsewhere in the sector that must have been jumped in from another location. One of your ships got a good scan of it, a station core with drives and FTL systems grafted on. A few Remoras and Journeyman transports nearby probably help move the smaller modules.

A small patrol of Neeran have occupied one of the other surviving asteroid bases and are setting up a sensor array. It's likely they've been sent to hunt down the smugglers.

Force strength:

CRV-23
CRV(FTL)-8
BC-1
BS-2
C-2

Do you wish to assign one of your Wing leaders to removing the Neeran, or form up your rookies into a larger group and have them tackle it?
>>
>>33427561
Do they have jamming capability? If we do, I support sending two wings to ensure there are no survivors.
>>
>>33427837
I agree, though I also wonder if we have an estimate on what kind of sensor array it is, and if it might be worth letting them set it up a bit more to capture for intel (before it is active, though)

Does the silent hunter Captain have any opinion on contacting those smugglers to possibly gain local intel or simply contact to inform them that this sector is going to be swarming with Neeran looking for their missing patrol?
>>
>>33427561

I support sending two wings with jamming, and try to play it as smugglers making the hit.
>>
>>33427837
The enemy probably has some electronic warfare systems on their Carriers. Nothing that should jam communications for long distances though.
Your ECM ships can conduct localised jamming though it will interfere a bit with your own communications.

>>33427945
>what kind of sensor array
It seems to be one built using components from a Shallan sensor facility they must have captured or destroyed elsewhere. You could potentially mount them on the exterior of the Heavy Carrier with proper repairs and modifications. This type of array tracks movement at FTL, not necessarily real space objects.

>Does the silent hunter Captain have any opinion on contacting those smugglers to possibly gain local intel or simply contact to inform them that this sector is going to be swarming with Neeran looking for their missing patrol?
"They could have some data, though we may need to pay for it. If we do talk to them we should not reveal our fleet strength. If the enemy were to somehow capture them it could be dangerous if they knew too much.
It's doubtful they'll move until we've cleared the sector of enemies and they've found a better place to relocate to.

Do you plan to contact them? It should be done now before the sensor array is operational or after it has been removed."

>>33427837
>>33427945
>>33427980
Which two wing commanders are you sending?
Drake is the least experienced at commanding a full Wing.

Daska
Alex
Verilis
Arthur
Drake
>>
Rolled 48

>>33428318
Daska and Verilis. Daska to ensure things go smoothly and Verilis to train
>>
>>33428395
Supporting.
>>
>>33428318

Can the silent hunter contact the smugglers and remain cloaked? Basically just say "Hey, We're a group of stragglers. We just hit a Neeran patrol that was likely searching for you. Advise you relocate or make your own way back to Faction lines if you enjoy living. If you have any data on Neeran forces or people you had to leave behind, we'll see what we can do to buy you some time to escape or set up in deeper cover."

Daska with Drake. Daska has command and can override Drake if needed.
>>
>>33428395
>>33428579
This is a scenario your elite squadrons are familiar enough with that it shouldn't be a problem for them. For some of the rookies however it'll be the first time they've really been shot at.

Roll 4d20
>>
Rolled 12, 16, 15, 15 = 58

>>33428687
>First time they've been shot at

This is a good thing though, if they start to falter at least the vets can back them up.
>>
Rolled 15, 16, 1, 18 = 50

>>33428687
Trial by fire! I'll be interesting to see how they'll handle being under the command of Psycho Sonia
>>
Rolled 5

>>33428687
>Roll 4d20
1
>>
Rolled 20

>>33429011
2
>>
Rolled 5

>>33429022
3
>>
Rolled 9

>>33429047
4

>This better be a 20 again >_>
>>
>>33428670
>Can the silent hunter contact the smugglers and remain cloaked? Basically just say "Hey, We're a group of stragglers. We just hit a Neeran patrol that was likely searching for you. (etc)"
This good with everyone?

"5th Wing, 9th Wing, prepare for deployment. All of the rookies remember it's just like your training." Daksa stresses as their part of the fleet moves out.

"Will due respect sir we're not exactly rookies. We've had training that's indistinguishable from the real thing."

"Statistically speaking until you've completed 5 combat missions or downed five enemies you're still a rookie. Prepare for jump."

The wings head out on a path that will curve around the edge of a nearby star cluster and make it hard to back track them.
From the after action reports you look through it seems they're able to do quite well. Your vets give the rookies plenty of space to work with but don't leave them exposed. You're a little concerned with the quality of their training on covering damaged ships but there are so many friendlies present here that doesn't enter into the equation.

There are four times as many friendlies as there are enemies present and the outpost itself only has basic shielding up when hit.

Daska reports back that all targets are eliminated and soon the salvage teams are recovering wreckage. Marines sweep the remainder of the outpost, taking a few prisoners, securing intel and recovering parts necessary for the sensor array if you want to use it.

"The sector has been swept and it should be more than a day before the enemy patrol is overdue." Concludes Kavos. "Did you want to loot the remains of the outposts and smuggler bases? They may leave equipment behind if they're evacuating."
>>
>>33429832
>possible loot

A cursory sweep and take anything that is quickly looted and useful only, probably by the marauder and an escort?

>sensor array

I'm sure the Republic guys can check it for Neeran viruses and set it up on the ship when there isn't major repair work to be done. Any early warning of incoming FTL travel is good warning!
>>
>>33429832
Yes we do, we need to get any and all supplies we can get our hands on as long as we are behind enemy lines. Now let's find a more juicy target to take out.
>>
>>33429832
>This good with everyone?
I'm fine with it.
>loot
Investigate only the most expensive looking outposts.
>>
Some odds and ends are located on the longer abandoned one and are brough back. Not too much really.
The smugglers that departed the asteroid base send their thanks for the warning and any intel they have, which isnt much but should help reduce recon time in another sector. They also make sure you're aware that the base they left is rigged with traps and mines to discourage Neeran from taking up residence.

Well shit.
>>
>>33431222
>Well shit.

Hey, at least it will give them some trouble in the future.
>>
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The next sector on your list detected 4 systems with enemy activity. There was also a graveyard and a larger enemy fleet passing through the region on their way to the front. All other systems have been checked, with little of value found aside from the occasional nice postcard shot.

Fleet - There is another enemy fleet in the sector that seems to have randomly stopped at a particular system. A Super Heavy Carrier and its escort are present.

CRV-????
BS-8
C-15
T-6 (3x Tankers, 3x rigged for heavy cargo)
H-1
SH-1

Yard - A Shallan shipyard has been largely destroyed. Probably by self destruct charges. 5 construction ships are building a small yard out of the remains, probably for a mix of Battleship and corvette construction. A trio of Battleship sized vessels you're not familiar with are dropping off cargo. Intel classes them as a type of enemy blockade runner, possibly the Neeran equivilant of a Marauder?
They've been given the "BT" short form designation.

CRV-64
BS-9
C-4
CX-5 (Construction ship)
BT-3 (Blockade Runner)

Logistics, Planet - Aparently the only colony in the region, the planet is undergoing terraforming. A planetary shield is on place but not a terribly strong one yet. You could punch a hole through the shield for fighters to use but thicker atmosphere and poor visibility will make raids slightly more difficult.
Some HLV's and scout ships appear to be based on the surface near a launch repulsor used by the logistics base. FTL scouts are leaving or arriving at the planet on a regular basis.

CRV-32
CRV(FTL)-20
HLV - ??
BS-4
C-4

Asteroid base - A small community of asteroid prospectors was once based out of a 14 km long asteroid rigged with ship docks and basic refineries, using it for shelter against frequent solar storms. A pair of Neeran Heavy cruisers and their escort are protecting two construction ships as the refit the base for something but you don't know what.

CRV-32
BS-4
CX-2
H-2

Your orders?
>>
>>33431382
Well that yard is in for a world of pain. Hit it in full force. Overwhelm and overrun them in a lightning raid. We'll blow up the remains until only scraps out of scraps remains.

Second target should be the Asteroid base and then we pull out due to lack of more valuable targets. The fleet not really being important enough to die and the planet being to much of a pain for to little value to die.
>>
>>33431382
Would half of our forces each be able to deal with the yard and asteroid base at the same time?
>>
>>33431509
>Hit it in full force
i'm slightly worried that full force would show our hand a bit more than we'd like
>>
>>33431382
Would it be reasonable to send a light force (Maybe just one or two ships) to blow through the planetary system, blast the logistics base in passing, and bug out? Then, while the Neeran are responding to that raid, hit the shipyard and the asteroid base, split about 60/40 with our remaining forces?
>>
>>33431382
Asteroid base!
Asteroid base!

Free construction ships, possible more NeeranTech(tm)
>>
>>33431382
>graveyard

Is there anything of interest there? If we want to make any recoveries from there for the greater war effort or to put to use in our attacks, we may want to make use of our initial attack to conduct a snatch and grab of a few wrecks.

Which brings up something. Did the repair barge end up coming with us during this assignment? Or did the House recall it due to our allies?

>>33431732
I'm all for attacking that asteroid base, but I feel like we'd be risking way too much by trying to capture any of them, especially with the enemy fleet moving through the area.

... guys, maybe we could skip this sector and attack somewhere else where there isn't a lingering Neeran fleet?
>>
>>33431695
>>33431623
>>33431604
The only real problem I have with splitting our forces to hit two places at once is that pair of Heavy's at the Asteroid Base. They could cause some serious damage if they are not dealt with quickly. Better to bring down the weight of two full wings on each of them at the same time then split up our forces.

>>33431940
There will probably we fleets traveling any which way we go. We'll just have to perform lightning raids and gtfo befor they have the chance to track us efficiently. As for capturing I have to agree with you. We can't use them in any case and it would just get in the way of our primary mission. If it's something we can use however then it's another case.
>>
>>33431382
I'm up for attacking the Asteroid base or the Shipyard, but if possible we should bring enough people that we try to eliminate all of the Neeran forces before they can escape.

Maybe Asteroid Base first and then once that has been dealt with the Shipyard.
>>
>>33432040
Attack in full force until the heavies are dealt with, then have half of our forces move on?
>>
>>33431623
Maybe it would. There's also a chance that they might think we haven't deployed everything we have, and expect a much larger, less mobile force.
>>
>>33431695
>Would it be reasonable to send a light force (Maybe just one or two ships) to blow through the planetary system, blast the logistics base in passing, and bug out?
You'd need 1 squadron to batter down the shields at any location. If you were planning to glass the site from orbit you'd have to deal with the 4 Carriers and 4 Battleships parked in orbit above it. You could either kill them and then bombard the surface or get some fighters below the shield from over the horizon.
Or find another way of dealing with them, but the few ships there are a potential problem for just 1 squadron unless you wanted to use SP's.

>Did the repair barge end up coming with us during this assignment?
Yes. The salvage unit is being deployed closer to the action while the Heavy Carrier is attempting to remain hidden most of the time.

>>33431940
>graveyard
>Is there anything of interest there?
Smuggler Frigate
House Long Range Battleship
ECM Battleship
CCD Attack Cruiser
Iratar light corvette

Do you want the Barge and salvage fleet to run and pick these up?

It looks like slightly more people are leaning towards attacking the asteroid base in an attempt to destroy the pair of Heavy cruisers present. Do you want to use some of your SP Torpedoes? Have your starfighters use theirs?
>>
>>33432389
Escort carriers are now showing up on the unit listing.

All of your squadrons still have the SP Torp reserves the Alliance gave them at the start of the deployment. There is also the extra 1 volley you paid for and the more than 200 SP's that Sonia personally owns. I need to go back and count to be sure how many you have, it was a lot.
>>
>>33432389
Just a few, like 10 maybe each, to cause the shield to flicker and let in more weapons fire. I mean 100-ish ships firing at the same time on their respective Heavy should be enough to destroy them after a short fight.
>>
>>33432389

>House Long Range Battleship
>potential additional battlecruiser for our force, if damage isn't absolutely crippling

>dem enterprise nancels for FTL speeds
>drive plates for repairing our fleet

shit, I almost want to risk a salvage op just for that. House would be happy, and we could start spreading our "mixed units with battlecruisers" doctrine that is going on with the RSS.

>pair of enemy heavy cruisers

SP torps, yes. We can always pull SP torps from our fighter wings for ship launchers, and I think we REALLY want to ensure those Heavy Cruisers don't get a chance to push their weight around in the fight.
>>
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>>33432671
>>33432775
Yes to SP's.

1 volley from the mixed squadrons? That's what you were using in the other engagements when you had Medium cruiser support. Or did you want to go with less since you have more corvettes as backup?

Will any of the following be used in this battle:
Starfighters?
Command squad?
EBON?

What is your plan of attack?
>>
>>33432925
>Or did you want to go with less since you have more corvettes as backup?

No, those corvette flights are the source of our future (even more) elite pilots. I want to keep them alive if possible.

>Starfighters?
No.
>Command squad?
Yes.
>EBON?
No.

>What is your plan of attack?
Destroy the heavy cruisers as quickly as possible using SP torpedo strikes.

Try to capture on of the construction ships if possible, but don't waste time if it isn't.

Speed is of the essence here.
>>
>>33432925
Let's come in fast from the star and use the radiation from it to hopefully mask our approach.

Yellow is the path the main fleet will take, the star is the point that starfighters will be launcher, and the blue path is what the starfighters will take. They'll swing around and hit the rear of the heavy cruiser and the construction ship (with a mix of SP and regular.).
>>
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>>33433254
forgot pic.
>>
>>33432925

I'm fine with more than 1 squadron's volley, if unit leaders feel it is needed.

>Starfighters
Yes
>Command Squad
Yes
>EBON
On standby for extra starfighter launches or recovery of them?

>plan

Jump in on the carriers in force, jam communications, destroy as many carriers as possible while they have corvettes aboard, and then focus/SP torp the mediums?

Or are they all concentrated around that asteroid?

Would the system's star be powerful enough to mask a sun-ward approach like that smuggler base we took out in... the smuggler's run, was it? It would be damned cool to combine that with an ambush from behind when they notice us coming from the sun and deploy to counter the 'small' raid force.
>>
>>33432925
Simple plan really. Two wings attack the Heavy from the left, opening up with a SP volley first thing they do which will hopefully ruin that entire side and it's guns. They continue to batter it down on their side and at the same time uses it as a shield against the other heavy. EBON will be deployed here along with Starfighters. When they are just about done there, or the Heavy get's a firing lane on the two wings, our other two wings jump in with the Command Squad an launch their volley on the fresh Heavy. If the first Heavy to be attacked is down for the counting then those units there can join up the attack on the second Heavy. After that it should be a piece of cake.

The Dragoon will also join the first wave and will primarily hunt down fleeing enemy ships.

Command, Fighters, and EBON deploys. Maximum firepower.
>>
It definitely looks like the Command squad is going along. EBON is a bit more up in the air.

>>33433347
>Or are they all concentrated around that asteroid?
The Heavy Cruisers seem to be acting as makeshift carriers. There are a few docking points on the ventral and dorsal hull surface.
There are 2 Battleships parked near each Heavy Cruiser. (Not pictured)

>>33433113
>>33433347
Plan A) All out attack from an unspecified direction dealing as much damage as possible in the opening volley.

>>33433254
>>33433309
Plan B) Bring the fleet in from the direction of the star using its unstable output to mask the approach. Launch starfighters at the last minute to perform a pincer attack around the opposite side of the asteroid.

>>33433399
Plan C) Attack the left flank with 2 Wings, EBON and starfighters. Remaining Wings + Command squad attacks the second Heavy Cruiser once it moves to engage.

Which plan does everyone support for the attack?
[ ] Plan A
[ ] Plan B
[ ] Plan C
>>
>>33433756
>[X] Plan B
>>
>>33433756
[X] Plan C

What kind of person would I be if I do not support my own plan!
>>
>>33433756
[x] Plan B

I'm obliged to support it since it was my plan.
>>
>>33433756

[x] Plan B. it had an actual plan rather than my speculations!

Sonia is sort of like the Oprah of SP torps, giving them away to everyone that happens to be in the audience... forcefully!
>>
>>33433756
[X] Plan B
>>
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You head out with the entire fleet, reluctant to go after a pair of Heavies with anything less since you lack Medium cruisers to help you this time.
EBON will wait well out of range, ready to jump in as needed along with most of the salvage craft.

"Starfighters, ready to earn your pay today?"
The fighter squadron commanders all reply with a strong "Yes sir!"
These are all House personnel. The EBON has a mix of House and Alliance fighter pilots.

Dropping out of FTL behind the star your ships try to maintain a minimal cross section through the close orbit to cut down on shield power required. The orbit and approach will be a bit slower than you'd like, a result of taking the command squad along for the ride. At this point you'll take the extra firepower.

Part way into the approach Arron and the officers on your other ships begin to report higher output readings from the star.
"CME."
"What?"
"Coronal mass ejection from the star. I'm not sure we'll be able to safely launch starfighters in this. It could mess with out sensors too."

"How long, can we delay the attack?"
"I can't tell, this star is too unpredictable. We may have jumped in during a low activity period so there's that going for us."

"If it disrupts our sensors it may also better protect us from enemy detection." Points out Kavos.

[ ] Launch fighters anyways when the time comes
[ ] Change the attack plan
[ ] Other
>>
>>33434773
[X] Change the attack plan

Keep the fighters docked.
>>
>>33434814
>Change the attack plan
>Keep the fighters docked.

"Are you still planning to have all the attack wings swing around the same side of the asteroid as before?" Asks Daska.
>>
>>33435007
I think the pincer attack is still a good idea, have half of our forces attack from the other side. Take care to make sure both sides have enough durable ships just in case they're unfortunate enough to face both heavies at once.
>>
>>33434773
"What will happen if we launch fighters and the star becomes active?"
>>
>>33435114
>half of our forces attack
Why don't we just have the light forces like frigates and assualt corvettes break off and swing around the asteroid?
>>
>>33434773
>[X] Change the attack plan

Keep the fighters docked, split the wing in half, have the command squad follow the wing that is splitting off instead of the starfighters.

Get ready to smash into the targets like the fist of an angry god.
>>
>>33434814
Agreed.

>>33435007
I'm tempted to have Dragoons and Daska's wing conduct the flanking attack.

They are to fire however many SP torps they feel are required to cripple the enemy.

and have our carriers linger farther back so they can micro out once we make our attack. Don't want them getting cored in a melee.
>>
>>33435130
"It's already active." Points out Arron.
"The pilots may be hospitalised for several days due to radiation exposure." explains Kavos. "If it happens enough times can be career ending."

>>33435149
>Why don't we just have the light forces like frigates and assualt corvettes break off and swing around the asteroid?
Keep in mind that the Attack Corvettes don't have torpedo launchers. Only the Mixed squadrons do.

>>33435114
>>33435201
>>33435234
Stick with the pincer attack but splitting the Wings instead. Escort carriers hang back and Micro out once the engagement starts.
Mike's unit added to the left flank attack?
Objections? Additions?

Roll 9d20
>>
Rolled 11, 5, 10, 16, 5, 20, 12, 4, 10 = 93

>>33435569
Isn't a CME usually only active in a relatively narrow region of space? Move out of the way
>>
Rolled 15, 2, 18, 18, 18, 11, 13, 1, 19 = 115

>>33435569
Rollin thunder
>>
Rolled 10, 16, 12, 13, 15, 4, 15, 14, 18 = 117

>>33435569

EVERYONE GETS TORPEDOES
>>
Rolled 11, 2, 10, 11, 19, 14, 5, 9, 1 = 82

Big money.
>>
Rolled 3, 10, 16, 2, 8, 8, 18, 13, 19 = 97

>>33435569
BRING THE PAIN!
>>
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>>33411043
damn, I forgot our tradition.
>>
>>33435616
Yeah, the space that you're heading for unfortunately. Your ships have shields and will be fine, starfighters don't.

>>33435864
>BRING THE PAIN!
Apparently it has been brought.

"Mike, help out on the left flank. Command squad we're going in on the right. Watch your spacing there are a lot of us out here."

Once within maneuvering range the tractor beam crews lock onto the asteroid to help with deceleration and to swing the ship in to attack the Heavy cruiser in its shadow.

"Launch Torpedoes!" The volley of warheads fly out towards the aft sections of the heavy. Just before their impact you give the next order.
"Fire!"

The Torps rip into the aft sections knocking out most of the generators just in time for the follow up cannon fire. The Devourer's plasma cannon causes a satisfying blast that rips out a whole chunk of the engines.

Return fire from a launching corvette hammers your shields but they're too tough for a single enemy ship to break through. The same can't be said for the enemy's defenses as focused fire from three attack corvettes punch through its shield damaging its engines.

The Rookies use mass fire tactics to cut down the corvettes with their twin linked phase cannons while the Mixed squadrons and your Command squad continue to hurt the Heavy. After the third plasma cannon shot in a very short period you start to get overheat warnings. That's fine, it means the Heavy remains alive long enough for a half squad of corvettes from the rear to get beneath the remaining shields and destroy several turrets. Someone is getting a medal.

"Break left!" shouts Arron.

Roll 1d20
>>
Rolled 20

>>33436557
>Roll 1d20
Rolling!
>>
Rolled 4

>>33436585
GOOD JOB. Rolling for forms sake.
>>
>>33436585
Well then.
>>
>>33436585
Well then.
>>
Rolled 1

>>33436557
>>
>>33436658
You fucking faggot.
>>
>>33436670
You do know it's best out of 3 rolls, right?
>>
>>33436670
You wake up to the sound of rain hitting the exterior of the bridge teleport capsule. Blinking your eyes you soon realise there's a crust of dried blood covering the side of your face. It seems to fit in well with your throbbing headache and the dim emergency lights.

>>33436585
Hitting the emergency thrusters your roll to the left, narrowly avoiding a heavily damaged Neeran battleship. Five spinal mount heavy phase cannon shots from Alex's heavy gun squadron catches it in an unshielded section, ripping it to pieces.

Both of the Heavy Cruisers are flaming wrecks at this point, with their outer hulls being consumed by the weapons of your fleet.

Mike's unit swings around and knocks out the shields on one of the construction ships, allowing his LST's to launch and begin boarding. The second construction ship is hit by stray enemy fire, expanding on damage already done by your own people. It may not be recoverable.

Things quiet down relatively quickly after that. Surviving enemy ships are put down while boarding crews and shuttles get to work.

"What were they building inside that asteroid?"
Nytoria takes her Aries cruiser in closer to the opening. "It looks like they were hollowing it out more and installing additional reactors. Some engines as well."

"Turning it into a mobile dock yard?"
"Maybe. I'm seeing more inertial compensators than a manned vehicle would need. I'm thinking headshot asteroid."
Kavos disagrees. "It's too massive. You would only need an asteroid half the size to cripple a Faction Super."
"Maybe it's meant for the Isolationists then?"

"Can we move it?"
"No, it's unfinished. We might be able to salvage some of the old refinery gear that's been left in."
"Is there a mining barge?" You ask trying to not give away any excitement.
"No sir, just some small one or two man mining craft about the size of a Tug."

>Your orders for salvage priority?
>>
>>33437101
Any losses or damaged ships?

>>Your orders for salvage priority?
Those engines and reactors could be of interested for our R&D teams.

Can we get a complete list, please?

Anyway, the mining craft should be easily stowed away. See if the data banks on the damaged construction ship can be salvaged.

Did they enemy forces manage to get a distress signal sent?
>>
>>33437101
"How would it stack up to the Main Navigator station?"
Intact construction ship, refining gear, reprossible scrap
>>
>>33437101
The reactors.

They have hyper-plasma reactors or something right? We could pull them back and get scans for the RSS science team.
>>
>>33437101
Data and information is number one priority to me at lest.

Remember to shatter that asteroid to that it can't be used for anything like this again. Crack that shit open!

I wonder if they mean to crash this thing into a planet? In any case regroup and move to the yard!
>>
>>33437101

We've got nearly 300 ships, right? Can we set it on course to the star using repulsors & our engines?

>salvage priority
Any crippled friendlies, the mining craft if we can secure them quickly, and anything useful thrown free of their construction ships that can be picked up quickly and easily.

Can we get an ETA for possible Neeran response force from a neighboring area?

I'd like to be gone before the half way mark on that ETA.

Blast any equipment we can't secure from the inside, just in case we can't successfully set it on course for the sun.
>>
>>33437101
>this thing

Get a warning out to the alliance. They might be trying that comet trick but with bigger bullets this time.

Is there anything we *can* do with it? Like blow it up?
>>
The salvage teams are called in to help with recovery operations and to begin repairs on the few damaged ships. There were no outright losses but a few corvettes were badly banged up. They were in the minority.

"Did the enemy forces manage to get a distress signal sent?"
The rest of the fleet and the EBON all check in. There was enough jamming to do the job, but there must be a regular check in schedule.

>>33437249
"How would it stack up to the Main Navigator station?"
"It's been tried before. Terrorist attacks on relay stations have been known to happen but they're usually intercepted before they get within range. Even if it wasn't with a station that big there are enough repulsors and tractor beams to divert it's course."
"And its defense fleet cant be ignored either." Adds Linda.
"But if it did get through?"
"It could destroy the station."

"Get a warning out to the alliance. They might be trying that comet trick but with bigger bullets this time." The message will be delayed getting back unless you're prepared to give away your position but it will get there.


>>33437289
>Crack that shit open!
>>33437389
>Is there anything we *can* do with it? Like blow it up?
>>33437356
>Can we set it on course to the star using repulsors & our engines?

If you turned it and detonated the drives the opening should act like an engine bell if the entire thing didn't crack open.

>Can we get a complete list, please?
Give me a minute.
>>
>>33437562
>detonated the drives
Can we rig it to blow when the check-up patrol comes by?
>>
Salvge breakdown:

Faction Tech
-1x Metals Refinery
-8x Mining Tugs
-2x cargo bays
-misc. small gear

Neeran Tech
-Construction ship
-Crippled Const. ship
-large high output/efficiency reactors
-large scale inertial compensators
-20x Neeran basic fusion reactors
-Mining drill corvette (damaged)
-HLV (Damaged)
-misc. small gear
-scrap & damaged hulls (CRV, BS)
-2x Heavy cruiser skeleton (incomplete)
-Something that I'm forgetting goes here.
>>
>>33437843
>-Something that I'm forgetting goes here.
Svidur staff?
>>
>>33437843
Thank you.

Priorities:
>-Construction ship
>-large high output/efficiency reactors
>-large scale inertial compensators
>-20x Neeran basic fusion reactors <- Only one of these
>-Mining drill corvette (damaged)
>-1x Metals Refinery
>-8x Mining Tugs
>-HLV (Damaged)
>-2x cargo bays
>-misc. small gear <--Neeran
>-misc. small gear <--Faction
>-20x Neeran basic fusion reactors <-Remaining ones

Would it be possible to accalerate the damaged enemy ships we can't salvage out of the system on courses into deep space?
>>
>>33437843
>-Something that I'm forgetting goes here.
Neeran Power armor?
Also this priority list is fine with me >>33437919
>>
>>33437843

>Priority

Construction ship (we'll have to jump it out under other ships' power, correct?)
Mining Tugs
Cargo Bays (filled with ore/gear? Just take whatever is in them for speed reasons, we can dump it later)
Mining drill corvette

>only if they can be extracted quickly
examples of Neeran basic fusion reactors, large scale inertial compensators, & high output reactors
Metals Refinery
Loose/stowed goods of use from crippled Const. ship
HLV


We should assume that the enemy got at least 1 emergency teleporter out to a location that has sounded the alarm, and we are on a ticking clock before we get raped by a response force.

Get in, take what we can quickly, and get out.

Prep the asteroid for destruction, set the Neeran salvage on course for the sun as best we possibly can, and GTFO.
>>
>>33437831
>Can we rig it to blow when the check-up patrol comes by?
Yes, but there's a chance that the asteroid itself will be recovered. Not that it would matter much at that point.

>>33437919
>Would it be possible to accalerate the damaged enemy ships we can't salvage out of the system on courses into deep space?
Yes. Keep in mind that its more likely an enemy rescue party will find it in the short term.

>>33438221
>We should assume that the enemy got at least 1 emergency teleporter out to a location that has sounded the alarm, and we are on a ticking clock before we get raped by a response force.
>Get in, take what we can quickly, and get out.
So combining that with these 2
>>33437919
>>33438045
the salvage teams will try to grab anything that isn't nailed down but only if they can do so in a hurry. Sound good?

>>33437289
>In any case regroup and move to the yard!
The damaged corvettes can all be shuffled into two squadrons and return to the carrier for repairs. Everyone else should be fine with the minimal damage they took.

Head on to the shipyard?
>>
>>33438387
>the salvage teams will try to grab anything that isn't nailed down but only if they can do so in a hurry. Sound good?
The first for on the list are the most important in my opinion, the rest is just a bonus.

>Head on to the shipyard?
Yeah.
>>
>>33438387
>shipyard?

Yes.
>>
>>33438387
Sounds good to and on I am perfectly fine with heading toward the shipyard.
>>
>>33438480
>for
Four.
4.
IV.
>>
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Any particular plan of attack this time or will you just try to swarm them?
Also how much of your fleet will you be sending in?
>>
>>33438945
Any anomalies in that system we should be aware of?
>>
>>33438945

7th, 5th and 9th wings each jump in to knock out the 3 picket groups.

Drake takes a mixed squadron and 3rd's rookie squadron in through the debris with a wave of fighters.

Command Squad jumps in to help knock out what I assume is a pair of carriers in the picket group to the left?

rest of 3rd micros in where ever there is resistance, or with Mike's Dragoons to intercept blockade runners if they run.

We don't need intact Neeran ships from every site, since we can't pilot them unless there has been a breakthrough (or we brought Krath), so destruction is the priority.
>>
>>33439355
The plan I was coming up with basically looked like this.

Come in from all sides, knock as many of the BS & Carriers out with the opening volley, and then clean operations.
>>
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>>33439022
Nothing out of the ordinary really.

It is apparently in a Binary system with a Class G Star and a K V Star or orange dwarf.

A Chthonian planet, or gas giant that was orbiting too close and has been stripped of its gas is the first planet in the system and there is also a substantial comet belt.
One of the outer planets in the system has higher than average levels of titanium. The station may have been established to take advantage of that. The comets would also be useful.

>>33439355
>>33439422
>what I assume is a pair of carriers in the picket group to the left?
Yes... let's go with that.

So, bringing in pretty much your full force once again just using starfighters a bit more this time.

SP Torpedoes? Y/N?
Roll 9d20 since fighters are replacing the corvettes.

I will be stopping here for the night. We're at 260-ish posts and I won't be back from work until after 7 PM EST tomorrow. Not sure if the thread will last that long. If it doesn't then see you next Sunday!
>>
Rolled 7, 4, 16, 18, 1, 17, 19, 11, 11 = 104

>>33439530
>SP Torpedoes? Y/N?
Only if we run into severe trouble or to prevent critical damage or a complete loss. Our pilots should be experienced enough to work with that.

>Roll 9d20 since fighters are replacing the corvettes.

Well, I don't like rolling so many dice in one post but maybe we'll manage to keep the thread on the board until tomorrow if I don't waste 9 posts on single rolls.
>>
Rolled 16, 7, 14, 2, 8, 17, 9, 14, 11 = 98

>>33439530
>>
Rolled 6, 1, 8, 3, 20, 10, 17, 5, 5 = 75

>>33439530
>SP Torpedoes? Y/N?
I'll be going with this answer >>33439607
>>
>16, 7, 16, 18, 20, 17, 19, 14, 11
Not bad. Let's hope the 20 and 19 manage to cover the 7.

And to expand on
>>33439607
>to prevent critical damage or a complete loss
of one of our ships, that is.
>>
>>33438387
>Yes. Keep in mind that its more likely an enemy rescue party will find it in the short term.

Considering the tendency of our enemy to simply rebuild bigger ships if enough is left of them, we should probably launch everything we can't salvage straight into the sun.
>>
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Near as I can tell from looking through the early threads, we picked up some repulsor gauntlets early in our career and they have been part of the armoury ever since. We wear them so often they might as well be part of our suit, but we never use them much in direct combat because we rarely close to melee range these days. And even if we do we carry a sword and use that instead when the need arises.

Anyhow I did a little list of possible ways we could program the gauntlets and get some more utility out of them. If you can think of anything else I'll add it to the list. The throwing mod is probably the most useful one in a typical firefight situation. If it catches on we could see about making it standard issue for house forces, along with those repulsor skates RnD is cooking up.

It's going to take some development time to work this out, but this is more of a job for a programmer than a scientist. I'm sure we already have people on staff who could do it, the gauntlets already work they just need to be told what to do.
>>
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>We wear them so often they might as well be part of our suit
You guys only equip them maybe half the time.

The main repulsors on the gauntlets are in the form of spikes on the outer side. You could add some less powerful ones to the palm however.

Personally I figured it would act in reverse as a tractor beam when "loading" the grenade and sticking it to the outside of the gauntlet. Then you aim and launch it. But who knows, maybe adding a more powerful palm launcher is better.
>>
>>33446067
That sounds like my first version of the idea. You would hold the grenade with your palm facing outwards, then launch it forward in an arc with the repulsors calculating direction and distance for you. It would be the forearm equivalent of an underbarrel grenade launcher, only you can load it with pretty much anything.

You can still do that with this version. But this one is also an extension of the natural throwing motion which I'm guessing most users will find more intuitive. Instead of having effectively another weapon mounted on your arm you just throw grenades like you normally do. If your aim is off a couple degrees or the grenade will land a couple feed too short the gauntlet will correct that automatically.

Given that people are already working on boots with integrated repulsors, making gloves with integrated repulsors would be a logical next step. It would also be more streamlined and durable than what we have now, even if the function is the same. The spikes seem to be more for style than anything else.

>>33439530
I just looked up cthonian planets, rather strange aren't they? Has there been any definitive proof that some or all gas giants have solid cores? We can make some educated guesses about the internal composition of say, jupiter, but finding out for sure would mean actually landing on the core and looking around.
>>
bump
>>
bump
>>
>>33444081

Might not be a bad idea. Or maybe rig the whole thing with explosives?
>>
bump
>>
pg9 bump
>>
The salvage teams are given explicit instructions to destroy any enemy equipment that isn't going to be salvaged or send it hurtling into the system's star. That especially goes for the Heavy Cruiser hulls. If they were rebuilt perhaps you might have seen them again as larger than average medium cruisers?
You're not about to let that happen if you can help it.

The corvette squadrons are reorganised and the damaged ones sent back to the Carrier for repairs. Captain Tama and the EBON will wait for the salvage fleet to finish their job, providing them extra cover should an enemy patrol happen along.

Jumping to the system the shipyard is in you lay out the plan of attack.
"Drake, come in through the debris with your starfighters deployed. That should give your smaller force some cover.
Everyone else will be hitting one of the escort groups protecting the construction teams. It looks like the team opposite the station debris has an extra carrier, I'll be bringing the command squad in there."
"SP Torpedoes sir?" Asks Kat.
"Don't bother unless you or one of your squadrons are in serious trouble. We outnumber them by a wide margin so lets try to stick to conventional weapons."

After a series of micro jumps to better positions each of the Attack Wings lead in towards their targets. Your ships support Verilis, aiming for the extra Carrier. Most of the enemy corvettes are already deployed on patrol circuit but some of them are still docked. Phase cannon and torpedo fire lights up the shields of your own target, weakening them enough for a shot from your main gun to get through. The stream of plasma penetrates the ships center, taking out the four docked corvettes and destroying the fighter bays.
>>
Switching targets you see that the heavier volume of fire from the three mixed squadrons has worn down their target, crippling it as well. The fight with the Battleships nearly turns into a close range brawl despite the mismatched numbers.

"I'm surprised they're not retreating." you state.
"The blockade runners are making a break for it!"

Mike's squadron swings in, disabling the engines on one and kicking in their afterburners to go after the second.
"They are like Marauders, their shields are as tough as a Battleship."
They catch the second but the third is able to jump out by the time your forces have dealt with the enemy corvettes.

"You want me to see if we can catch up to them in another system?" Asks Mike.

[ ] "No, don't bother."
[ ] "Yes, try to stop them."
[ ] "Yes, use SP's if you have to."
[ ] Send the Excalibur and Clarent class ships from your command squad
[ ] Other
>>
>>33457146
Try to stop them, and send in the Excalibur and Clarents as well. This place could have some stuff worth salvaging, and we want to be able to take at least a little bit of time. If nothing else, we can use the shipyard facilities to repair some of our own damaged vessels, or at least take the parts to speed up the repair from our mobile repair bays.

Also, if possible, board the first ship, with the disabled engines; if we can bring it home it would be useful.
>>
>>33457146
[X] "Yes, try to stop them."
[X] Send the Excalibur and Clarent class ships from your command squad

Never hurts to be extra safe and we still want to keep the Neerans a bit in the dark.
>>
>>33457146
I'm undecided, they've probably already been able to send a distress signal, and we have no idea if theyre will be additional hostile forces in whatever system they decide to stop in.

If it's unlikely they had the chance to warn anybody, I'm for getting them as quickly as possible.
>>
>>33457146
>[X] "Yes, try to stop them."
[X] Send the Excalibur and Clarent class ships from your command squad
>>
>>33457146

They've gotten clear of any jamming we have by now.

[x] "No, don't bother"

Destroy the hell out of anything looking remotely useful and GTFO. No prisoners, no looting. Burn everything we can in a reasonable amount of time and be GONE.

The only possible thing I think we might have any business doing in this area might be a smash and grab of a ship or two from that graveyard. We can use warships to jump say that House long range battleship (battlecruiser with nacelles) to a slightly safer distance for salvage teams to secure, correct?
>>
>>33457146
>[x] "Yes, try to stop them."

>Marauder
Do you play EvE, TSTG?
>>
Rolled 31

Roll 2d20 for pursuit.

>>33457281
>If nothing else, we can use the shipyard facilities to repair some of our own damaged vessels
Most of the Faction equipment is wrecked and you still can't properly use Neeran repair systems.
>or at least take the parts to speed up the repair from our mobile repair bays.
Well... there are a few smaller parts here and there which are quickly recovered. No actual repair arms or anything like that.

>Also, if possible, board the first ship, with the disabled engines; if we can bring it home it would be useful.

>>33457488
>Destroy the hell out of anything looking remotely useful and GTFO. No prisoners, no looting. Burn everything we can in a reasonable amount of time and be GONE.


You could probably jump out the blockade runner with two of your Battlecruisers but it would be a good idea to secure the ship first.
Do you want to try and recover it, just have teams do a quick sweep to get data on it, or blast it along with everything else that can't be quickly recovered?
>>
Rolled 10, 5 = 15

>>33457825
gogogo
>>
Rolled 4, 3 = 7

>>33457825
>>
Rolled 10, 5 = 15

>>33457825
>No prisoners

Don't touch lifeboats or distress beacons,though.
>>
>>33457825
We can't pilot Neeran ships without a Krath operative eating Neeran brain, and we're raiding behind enemy lines.

While a functional blockade runner might be of worth, a crippled one we can't use is dead weight to us.

Raise this shipyard site of anything useful, and be quick about it.
>>
>>33457774
I used to, it's been a topic of discussion in some threads.
The capabilities seemed to be a close enough match with the Battlecruiser grade blockade runners you encountered starting in the Smuggler's Run. Since I used the design so rarely in the setting before that I lacked a suitable name for them.

Mike's unit has trouble keeping up at FTL, the only thing helping them out is that the enemy has to make sublight course corrections. The Excalibur is much faster at FTL but it's sublight performance cant touch that of an attack cruiser.

Eventually Mike catches up to the vessel as the crew try to change course again to lose them. It takes a bit longer than they may have planned and the faster ships are able to overtake it before it can jump again.

Mike later reports that if they'd been any slower the ship would have jumped into the system the local fleet is parked in.

Meanwhile you help burn down the remains of the base, the construction ships and the hulls of the Carriers and Battleships. The search teams have that long to get what intel they can out of the damaged blockade runner. When they return to the ships the Marines report they've recovered data on a few cargo depots in other sectors that you'll have to look through later.

"Good enough, let's get out of here."

A few of Alex's corvettes have taken enough damage that they need to be picked up by attack cruisers for the trip back. One or two of them might need to be scrapped or undergo an extended refit.

This might be a good time to switch some of your pilots over to the Assault Corvettes and get them operational.
Daska suggests waiting until the new people have been in a couple of more fights but there are a few skilled pilots who already stand out. As you suspected might happen a few of the veteran pilots in the mixed squadrons still stuck with corvettes would like the opportunity for an upgrade or promotion.

>Do you want to hold that competition while some ships are under repair?
>>
Rolled 14, 5 = 19

>>33457825
If the recovery isn't going to be quick then just blast it along with everything else.

Just in case the Blockade Runner gets away.
>>
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As if there isn't enough going on Captain Oralth brings a potential issue to your attention.

"Your people mentioned that some of the enemy may be using emergency teleporters as well and would thus be able to tell their fleet the strength of your strike force once they're recovered."

"Yes. It's unfortunate but yes that's probably the situation."

"Your salvage teams have captured examples of their tech and intel in the area so we have a rough idea of the capabilities of their systems even if we cant always duplicate them. It should now be possible to predict what range their teleporters will be operating in letting us station ships at the appropriate range from the battle site. These ships can then scan for enemy rescue beacons from their capsules."

"So we could get to them first that way?" your reply.

"Yes, or it's my hope. We have a stockpile of small surface bombardment kinetic missiles. A few of our Frigate crews took part in Operation Typhoon and held onto a a few spares. If the distress beacon lands on a planet that lacks shields a ship could jump in and target the capsule or its landing site with a missile removing the survivors."
>What say?
>>
>>33458372
Maybe not the competition but this is definately the perfect time to do a little extra training to see how they do now that they have a few battles under their wings, but I do agree with Daska that we might want to wait for a few more battles until we unleash the beast.

As far as our own men getting the upgrade I think that should be a mandatory thing. I mean our people who are still using corvettes deserve a upgrade and the new kids needs someone to watch over them.
>>
>>33458372

>competition

For the Mk II corvettes, sure.

While that happens, can we conduct a smash and grab on that graveyard that was located?

We should be able to get in and out fast if we just grab the House LRBS (repair as battlecruiser), the CCD ACRS, and Smuggler Frigate.

Heck, we might even be able to sneak in with warships and jump those 3 ships out to another system where they'll be properly picked up.
>>
>>33458684
>While that happens, can we conduct a smash and grab on that graveyard that was located?

Graveyard looted! (Actually it was before you went after the asteroid base.)

I have to stop here for this week.
I'll get you guys a full list of salvage, supplies, ships added to the Heavy Carrier escort fleet, maybe even a few sectors generated ahead of time for Sunday's game.

Additional notes. It looked like most people wanted the Mk 3 assault corvette prototypes left behind when you deployed. Probably for the best really. This is just a confirmation that is what's happened, you only have the Mk2's along with you on this trip and they're currently docked with or on the Millennial Host. I did not previously update the squadron breakdown appropriately.

When passing through the Pandora Cluster yet another thing I forgot about was that you picked up your second plasma pistol. The one the Republic provided for having let them study yours for a few day to be sure their few surviving prototypes were working the same. This model is a bit more built up in the area above the grip so it's even bulkier than the already somewhat heavy pistol you use. Did you want to loan the new one to Ecord for his boarding operations?

I may be able to post a few more times from other locations while the thread is up but can't promise it.
>>
>>33459028
>Did you want to loan the new one to Ecord for his boarding operations?
Yes!

Can we get our initials embossed into the grip of the original as well?
>>
>>33458668
I agree that we should attempt to locate any Neeran that might have escaped.
>>
>>33459028
>Did you want to loan the new one to Ecord for his boarding operations?

Oh yes!
Now we just need to figure out how to get a few more for our other men. Our plasma pistol has saved our asses more times than I can count.
>>
>>33458668
>>What say?
I'm pretty sure that's a war crime.
>>
Unless the neeren have indiscriminately attacked our own escape pods/teleport capsules i really dont want to be responsible for escalation on noncombatants/pow or to commit any warcrimes.


Also did we bring our medium cruiser escorts with us or did we leave them with RSS
>>
>>33459506
They blew up a planet, with 80 million civilians on it. Fuck the neeran
>>
>>33459577
Pretty sure they did that a bunch of times anon. Assuming the rules of war and the faction treaties are anything like the RL treaties that govern warfare, pretty much nothing we could do to them would actually qualify as a warcrime at this point.
>>
>>33459028
>graveyard looted!

Now the question is who we just picked up a battlecruiser upgrade for...

>Iratar light corvette looted

Why does this make me want to file a court-martial against someone, when I've always been pro "blow the shit out of planets"?

>>33458668
>What say?

"Many of my ships also have mass drivers capable of similar results, but I imagine they'll eventually be in short supply."

Thanks for running TSTG.
>>
>>33459174
I think the warcrimes were shooting phase weapons in atmospheres because it does something nuclear? I'm not sure. Either way, we should really not care about silly treaties fighting the Neeran.
>>
>>33459506
Pretty sure that line was crossed when they blew up a planet or two that still had civilians on it.

This is just ensuring our exact numbers don't get discovered and I wouldn't put it past the Neeran to do the same.

They are also responsible for Svidur possibly being dead or captured by the enemy. Fuck the (Invading) Neeran.
>>
>>33459028
Thanks for running, TSTG!
>>
>>33459028
Also, thanks for running this TSTG!

One day we will be able to search for our Wizard friend.
>>
Unrelated, but does anyone remember that supertough Neeran commando who shrugged off our plasma pistol shots?

We should always keep a pack of 'special' ammo on hand to deal with him. Something with lots of splinter ammo and other fun stuff.
>>
>>33459506
>escalation of warcrimes

Multiple inhabited planets destroyed, attempted destruction of Factions using orchestrated events with the pirate warlords...

Yeah, its already been escalated.

>Medium cruiser escorts

RSS assets are currently not deployed to the front, but that Lance class should be somewhere in the repair queue at our station back in South Reach. (I believe we've got contracts to repair other mediums that are likely ahead of it)
>>
Is the thread archived?
>>
>>33459984
I think it was a combo of "Neeran fucking power armor" and the fact that they had ripped out all of the Isolationist Neeran's power sources to graft and then "Grafted" them on making them super powered Neeran.
>>
>>33460861
thread is indeed archived.

>>33460881
That and the 'boss' one had Svidur's staff, so we were fairly fucked there.
>>
Keep in mind that according to intel reports the enemy still takes prisoners. (And so does the Factions Alliance.)

>>33460005
>RSS assets are currently not deployed to the front, but that Lance class should be somewhere in the repair queue at our station back in South Reach. (I believe we've got contracts to repair other mediums that are likely ahead of it)

This anon has it right. All of the Medium Cruisers that RSS has are in South Reach. The Lance class is on the list of ships to be repaired that would help with a deployment to the front.
>>
>>33461170
Very true.

When we actually start to research the Neeran stuff I say go for that Biological power source. We might have gotten knocked out a few times while using Neeran tech because of differences in our biology, but the fact that we were able to at all makes me think that we just might be able to pull off modifying it.

Main team deals with mechanics & modification, but their race love messing with genetics. Could be a match made in heaven.
>>
>>33461282
>FA still takes prisoners

This brings up a rather troublesome situation we could encounter.

Technically, are any Shallan we take as prisoners considered traitors and/or mutineers (if they were military)? Taking prisoners could quickly become something of a danger for us, especially if they try to escape or manage to sabotage ship systems somehow.
>>
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>>33459984
We designed a 20mm mass driver antitank rifle with matching splinter shells specifically for fighting neeran. So far field testing would indicate that the rifle can deal with neeran body armour just fine at boarding action ranges. Our factory on Surakeh has been producing splinter ammo of various types for a while now. It was mentioned a while back that the House maintains a small stockpile for Marines and other Operators so I'm assuming we brought some with us.

We haven't tested the rifle or ammo against neeran spec ops soldiers yet but the shells will likely be more effective than plasma or other energy weapons.
>>
>>33461282
At this point in the war have many (any?) Empire Neeran been taken prisoner?

>>33461170
Speaking of Svidur's staff, do you think his apprentice (Baldr?) would be able to tell us what the staff is capable of?

>>33459739
Maybe TSTG could clarify but IIRC phase weapons and particle beams don't do anything special in atmosphere, though they do diffuse a lot more. Rather the treaty bans use of weapons that would wreck a livable atmosphere. This isn't necessarily referring specifically to fission weapons and radiation as any kinetic impact big enough will also cause a nuclear winter.
>>
>>33461699
>Baldr
You know I keep forgetting that at some point we should have a conversation with him about the master wizard.

If we do though I get the feeling it would spawn a adventure to go find him or his remains.



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