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File: House & DominionNWQ.jpg (28 KB, 810x425)
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For House & 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, a General in the Factions Alliance Fleet and a Knight Commander of the House of Jerik-Dremine!

It is the year 4030 and the Neeran have launched their latest offensive. Crossing a gap between their space and Faction Territory and launching raids against less heavily defended colonies. The raiding fleets are advancing towards the Centri Cluster and causing plenty of damage to Terran and Dominion territory in the process.

You've been given a chance to lead the Jerik-Dremine Expeditionary Fleet and have been promoted to Knight Commander. It's the last step on the road to becoming a Baron. If you can pull this off and make a proffit in the process you have little doubt you'll get the position you've been striving for.

Despite depleting most of the House SP Torpedo stockpile you were issued early on, you've secured a deal with the Terrans to replace most of them. Trading salvage from Neeran Heavy Cruisers your people destroyed or crippled is a minor blow to the fleets finances but a boon to the House in the long term. The newer model torpedoes you've picked up will shred most Faction warships if they lack newer armor.

The Factions Alliance is getting command and logistics under control but communications are still a problem in some regions. To deal with that problem, and keep them safe from heavier combat, two of your mixed attack wings are now hunting down enemy raider groups.
>>
>>39631169
FOR HOUSE AND DOMINION
>>
>>39631325
I CAN'T HEAR YA!
>>
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Last time your fleet teamed up with a unit from your rivals in House Erid to assist House Urtanim. Urtanim has been putting up a strong defense against the Neeran raider fleets, with seemingly few penetrating their borders. Despite this one managed to get through and a supercarrier decloaked in orbit of their regional capital, launching a planetary assault.

Your combined corvette wings and starfighters, with the new Heavy Cruiser fielded by your Rivals, have pushed the Neeran fleet out of the system. Their Supercarrier has escaped with minimal damage but you've managed to inflict serious losses on their escorts and corvette forces.

More importantly Arron detected emergency teleporter signatures from the planet's surface during the enemy withdrawal. Once the orbital space was secure your troops began a planetary assault on the enemy HLV's still on the surface. If they still have emergency teleporters and a receiver system aboard their carriers you're certain there might be a way to use it against them.

Resistance around the HLV's was fierce, predictably so being the only way for Neeran troops to escape the surface. One of your HAG's were hit by ground fire and crashed, killing the crew and anyone still in the building it fell onto. While it was intense the ground battle was over within the hour. All of the Neeran on the planet having teleported out, leaving a few thousand troops from their various client races to surrender.
Marines have secure the surviving HLV's and their systems but there are no teleport capsules remaining. Alliance Intel will certainly want to get their hands on them. Did you want to send a transport with them to the nearest Alliance facility ASAP, or will you wait and see if your engineers can rig one of your own capsules for the system to use?

Captured HLVs (Jerik-Dremine): 6
>>
>>39631720
Wait for the moment. If our engineers can figure out the tech it will be a boon to us. Waiting might also make Alliance Intel make us a better offer for the HLV's.
>>
>>39631720

Can we locate any Neeran Emergency Teleporter Capsules on their larger ships that were destroyed/crippled in orbit?

And I vote to send 3 of the HLVs to Alliance Intel.
>>
>>39631720
>Did you want to send a transport with them to the nearest Alliance facility ASAP, or will you wait and see if your engineers can rig one of your own capsules for the system to use?

4 to the Alliance, 2 for our engineers.
>>
>Is it still an Independence Day if we teleport a capsule full of nukes onto their ship instead of sending a captured ship with a quirky crew to fire it inside?
If you find a serviceable one did you want to throw some nukes on a timer into it?


>>39631825
Odds are their systems will be damaged but it's not impossible.

Roll 1d100
>>
Rolled 72 (1d100)

>>39631899
Show we good rolls!
>>
>>39631720
3 to alliance, 2 to us, 1 to ruling house/allied/friendly house who could possibly benefit from this
>>
Rolled 16 (1d100)

>>39631899

Rigged to explode when the capsule is opened and with a receiver that will disarm if an uncoded "DETONATE" message is received on an Alliance/J-D channel?

The very important part of my idea is to ensure we're near a battle or world where the Neeran are actively using emergency teleporters, in the event that their receiving pads have to be active.
>>
Rolled 69 (1d100)

>>39631899
>Roll 1d100
Rolling.
>>
>>39631169
Fot House and Dominion!
I also have no idea what happened last!
>>
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>>39632315
http://suptg.thisisnotatrueending.com/archive/39264141/
Was meaning to link the last thread.


Salvage teams recover the remains of several destroyed systems located in Battleships and a few corvettes but none of them are near operational. The engineers don't believe they can rebuild one and expect it to work reliably. It's as likely to blow up one of the HLV's with your nukes as it is to send a payload anywhere.

3 of the captured ships will be sent off immediately to an Alliance facility. One of the Mixed wings will escort them out when they rotate duties in a couple of hours.


Your Allies have also taken several enemy ships though they're keeping quiet about what they plan to do with them. Sell to the Alliance for the tech bounty or keep them for their own Houses to reverse engineer. It might even be possible to sell them to other Houses with more technical expertise in that area.

Jerik-Dremine has spent fortunes to make sure their people have a better chance of surviving the loss of their ships. Most of the systems are acquired through a trade agreement with an allied House that produces them. Trading a ship to them or another producer could save the House money on Faction teleporters.
It's something to keep in mind.

Now on to the real problem, the slave rebellion on the surface.
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The extent of the slave revolt on the surface is starting to become more clear now that the Neeran troops have largely been taken care of. One of the main enemy objectives seem to have been several facilities where slave chips were being manufactured and implanted. Once captured they were able to figure out how to deactive the chips used by House Urtanim.

Several rebelling slaves have been caught with handheld devices of Neeran origin that will permanantly deactive a chip. Intel believes the Neeran brought the devices with them then trasmitted programming for them once they'd recovered the necessary data. While Urtanim is recovering the handheld devices the number of rebelling slaves is continuing to increase.

This House is well known for the level of brutality they are prepared to commit in order to put down rebellions.

It was suggested last week you could try to buy the slaves off House Urtanim to try and save as many as possible. Presuming they agree buying the slaves will cost very little, transporting them will be expensive.

[ ] Leave system when recovery operations are completed
[ ] Try to buy slaves
[ ] Allow your ships on the ground to evac any "refugees" that they have room for
[ ] Other
>>
>>39633017
>[ ] Allow your ships on the ground to evac any "refugees" that they have room for
>>
>>39633017
>[ ] Other
I'd like to hear what our wing commanders and ranking knights think about this whole situation.
>>
>>39633017
>[x] Leave system when recovery operations are completed

It's morally right to help but we're in the middle of combat operations and have little use for them really.
>>
>>39633017

[x] Ask our ground commander about sending a team to capture an example of these devices.
[x] Do nothing else

We are here to fight the Neeran. Not to liberate slaves or help their near-universally hated masters put them down.

We don't have the time, transport capacity, or political good-will back home to get sidetracked being some bleeding heart. War is bloody and people get the shitty end of the stick. Wasting our time just allows the Neeran to spread the destruction.
>>
>>39633017
[ ] Leave system when recovery operations are completed
Buying slaves is minimal profit at best for very little reward. I mean we might feel good about it but that's about it. We have very little use of them during our campaign here and spending time dealing with other Houses property will slow down our own gains. Gains we need in order to properly push ahead for Baron. Not that it has not been successful already with several Heavy Cruisers already claimed as salvage and more coming.

The device itself however could prove useful at a later date should we for example need to start some chaos on a hostile world with plenty of slaves we could just drop a black ops team with a crate of them and start a slave revolt to soften up the world or generally weaken their hold on it.
>>
>>39633017
Well, that's a potential headache. Maybe a different faction would be willing to help out? How's Terran propaganda regarding slavery these days?
>>
Another option that it seemed like people would be against
[ ] Help Urtanim to restore order using your ships or troops (This would reduce casualties but would be bad for your PR)

>>39633078
>I'd like to hear what our wing commanders and ranking knights think about this whole situation.

Fox: "Not our problem. Anything we do here will either hurt us or help enemies and rivals."
Daska: "It's a risk but we do need to land more ships for prisoner and salvage recovery. If our troops evacuate some refugees... I'm prepared to look the other way."
Alex: "I do not feel comfortable with this situation. A lot of people are going to die on the surface, in fact they're already dying. They're blockading the region and shooting anyone trying to escape. There must be some way to help without pissing them off."
Mike: "This is fucked up. Sonia we've been fighting slavers for how many years now? We've rescued maybe a tenth as many people as are down there now. Tell me we're not just going to walk away. "
Verilis: "This is an internal matter we can't get involved. The repercussions from Urtanim, even if they've been weakened by the Neeran, can't be underestimated."
Lorraine: "I'm with Mike on this one."
Siri Thal: "It's not right, but what are we supposed to do?"
Kharbos: "Abstain."
FĂ©lix: "Uh... I wasn't with the fleet through the whole Warlords thing so I'm going to have to side with Fox."
Pozzi: "Above my pay grade."

General Uyi Rna: "Slaves and refugees? That's up to you Commander, but anyone that takes a shot at my people are as good as dead, I don't care what they're dressed as."
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>>39633432
Okay, we clearly don't have the transport capacity necessary to get the people off planet for a reasonable price, Urtanim will likely see some kind of fallout with the FA forces in the area if they solve this as we usually do, and the whole sitatuion forces us to deploy troops that are clearly needed elsewhere.

What if we try to ge thet other commanders in this galaxy from Factions that are opposed to slavery to support a buyout of all the rebelling slaves under the condition that they lay down their weapons immediately? Fleets leaving the sector would simply pick up as many of them as they can on their way out, and until then the former slaves remaining on Urtanim's planet help with the reconstruction effort under FA oversight?

That's the best I can come up with in so little time.
>>
>>39633957
The FA can't oversee what is very clearly an internal Dominion situation.

And Urtanim likely doesn't care about how others view them, or they wouldn't be running slavery that causes much of the wider Dominion to dislike them.

We came to help the planet because someone had to deal with the Neeran fleet. Their internal House issues aren't ours to interfere with, especially as a FA officer.
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>>39633155
>The device itself however could prove useful at a later date should we for example need to start some chaos on a hostile world with plenty of slaves we could just drop a black ops team with a crate of them and start a slave revolt to soften up the world or generally weaken their hold on it.
>>39633119
>[x] Ask our ground commander about sending a team to capture an example of these devices.
I'm counting that as Leave system when recovery operations are completed.
It doesn't take long for the General to get hold of one.

>>39633369
>How's Terran propaganda regarding slavery these days?
Fairly consistent. Despite problems with their government they've always been against it.
muh freedoms

>>39633957
>we clearly don't have the transport capacity necessary to get the people off planet for a reasonable price
Your fleet does not. You would need to hire (or get RSS to hire) evacuation transports and mercs to escort them.

>What if we try to ge thet other commanders in this galaxy from Factions that are opposed to slavery to support a buyout of all the rebelling slaves under the condition that they lay down their weapons immediately?
They're not really in a position to conduct those sort of negotiations at present. You only have the option because you're there personally. Gunboat diplomacy is a very real thing in the Dominion.


Majority vote is to leave system when recovery operations are completed. General Rna reports to have hired private contractors from the surface as technical and system instructors for the recovered Neeran equipment. That's the official explanation. Unofficially the Dro'all picked up a couple of slaves running around with slave chip disablers before Urtanim snipers could find them first.

With recovery operations completed your forces leave orbit, soon forming up with the rest of the carrier group.
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>>39634371
Well, maybe Alex will come up with an idea eventually...
>>
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Baron Ukalah and the House Erid forces will remain in system for 2 more hours. The local defenses are still badly damaged and will be vulnerable to attack until their reinforcement arrive. Really you're sure they could hold out on their own, it's just that their older ships would take heavier casualties.
As it isn't technically necessary the Baron solicits them for a bribe. You find out a few hours later this was paid in the form of rights to press gang several thousand people groundside. It's difficult to find out much more than that. House Urtanim locks down communications with the system once their reinforcements arrive and the House Erid forces leave.

Elsewhere your mixed wings have been doing well. Each has killed a few minor fleet groups, often splitting up into smaller units or squadron level groups to hunt for stray ships.

Attacks on convoys have been nearly constant. The Wings have been taking turns keeping some of their ships sweeping trade routes while the rest hunt in deep space.

When your main fleet links up with the Alliance network again you find that there are now reports of some ships headed for the Centri cluster. The numbers are reported to be small compared to those still in the relay, but many of those seem to be preparing to leave the relay.
Some Neeran fleet have already jumped back towards the TAC 2 Relay but they've mostly been confined to groups that have taken heavy losses are were unable to shake pursuit.

Do you plan to keep your fleet here in the current relay to help hunt down the remaining fleets and raiders, head for the TAC 2 relay to help the Terrans try to pick off retreating forces, or will you head for the Centri Cluster to help the defenders there?
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>>39634981
>TAC 2 Relay
This seems like the opportunity for loads of salvage some of our wing commanders have been asking for.

Or loads of trouble if the Neerans decide to send reinforcements.
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>>39634981
Centri Cluster. Let's defend home turf.
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>>39634981
We're an elite force that has a good deal of experience hitting retreating enemy forces at the command level, if not most of our pilots.

I say we harass enemy forces on our way toward the TAC 2 Relay and then give them hell there once their retreat begins in earnest.
>>
[NEW] Support Battlecruiser
A modified Kavarian battlecruiser design, it combines elements of a repair ship with technology taken from the SRL Fast Battleship. While considered superior to older Kavarian Battlecruisers in every way, it's aft armor is weak due to the placement of repair systems.
>Support Battlecruisers can be upgraded with special equipment though this will often reduce some aspect of their effectiveness.
Available Upgrades:
Shield projector (Reduces weapon compliment) (Equipment scarcity! 7 day delay)
Ramming/Boarding equipment (Replaces repair systems or Reduces weapon compliment)
Heavy Torpedo racks (Warning: Replaces repair systems)

>>39635098
>>39635300
2 for TAC 2 Relay

>>39635132
1 for closer to home

Should I wait any longer you think?
At the moment you can secure a limited amount of reinforcements for your fleet. You've been taking vehicle losses but crew losses have been fairly light (with exceptions.) Most of the squadrons are good enough that missing a couple of ships dosn't hamper them.

You can ask for replacements for your assault corvette losses, or you can pick up a squadron or two of other ships including specials. Some will require a delay. Intel reports that enemy fleets in the region may begin to pull out soon. If you delay departure for TAC 2 you will have very little time to prepare for their arrival.
If you jump to the Centri Cluster reinforcements will be ready when you arrive.

Select 1 of the following options
[ ] Replenish all assault corvette losses
[ ] 2x Firestorm II FRG squadrons
[ ] Mad eye Squadron (2 day delay)
[ ] Afterburner Squadron
[ ] 2x Mixed Squadrons
[ ] 2x Light Cruiser squadron / Alliance Escort
[ ] Support Battlecruiser squadron [NEW] (2 day delay)
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>>39635871
>[x] Replenish all assault corvette losses
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>>39635871
What are our assault corvette losses looking like? Have we used up our reserve ships?
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>>39636439
The Reserves!

Wow, okay you still had more reserves than I realised! I think the battery died on my calculator when I was going to update the notes. My bad.

Replace the previous replenishment option with:

[ ] Replenish all assault corvette losses with the newer Mk 5
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>>39636562
>[x] Replenish all assault corvette losses with the newer Mk 5
>>
>>39636562
>[X] Replenish all assault corvette losses with the newer Mk 5

Trust in the reserves!
>>
>>39636562
>[X] Replenish all assault corvette losses with the newer Mk 5

Delayed "FOR HOUSE AND DOMINION"
>>
You swing past a nearby fleet base to pick up new intel, fuel and other supplies needed for the fleet when you jump into the next relay. Replacement corvettes are also assigned to the fleet though you are informed that other units you encounter may have more people than ships. It might be necessary to share.

Most of the the replacements are new Mk 5's fresh from the shipyards. Like those you picked up when departing the Homeworlds a few will need to undergo minor last minute system checks and fitting. The occasional ship is a Terran built built model of same generation so they should have similar performance, though the weapons will be a little different.

"As long as we're not going to be saddled with any Jenning class. I know Mike puts up with them because of their afterburners but the regular units won't."

Some of your salvage people will be remaining behind to deal with remaining contracts with shipping remains out of House Urtanim space and to the Alliance holding yards. It will take a few weeks for the House to safely dispatch transports to recover it all.

A few hours of jumping around get the fleet to the needed Nav station. The station itself looks untouched but several supporting platforms have been destroyed.

"Nav data received."

Worried about the faster Neeran fleets your forces push their FTL to higher sustainable levels to make sure you maintain a lead. Due to the importance of this front the Guild is jumping transmitter ships at regular intervals to maintain contant communications with fleets making the trip.

Neeran ships are jumping out of the Dominion relay, some eight fleets heading towards the Centri Cluster over the first few days. The remainder are moving to head back towards the TAC 2 Relay and escape. Smaller ships have been jumping out on their own, a few passing within your sensor range though it's too risky to have ships break formation to intercept.
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Halfway into the flight. Most Neeran fleets have launched and should arrive a few days after you do. A few have made it into the Centri Cluster but are being chased down by much larger fleets.

"Incoming contacts, aft!"

"How many? Is it a fleet?" you ask, looking over.

"Six ships, possibly more. Two of them are the newer medium cruiser class, the rest are smaller."

"Long range coms are being jammed. We still have coms within our fleet."

Plotting the course of the incoming ships it looks like they're planning to pass right through the center of your formation.

>Your orders?
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>>39637628
Have our heavier assets adjust course to clear the enemy's path and call for volunteers to act as screening forces to fall back slightly and intercept the enemy vessels from behind if they attempt to match up with our valuable fleet assets.

Otherwise, get out of the way and let them pass.
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>>39638000
The formation behins to meneuver to see if there's any chance they'll fly past but that hope is soon lost. They're matching course to target the largest ships in your fleet, Majestic and her escorts.

>call for volunteers to act as screening forces to fall back slightly and intercept the enemy vessels from behind if they attempt to match up with our valuable fleet assets.
"We'll need faster ships, the corvettes can't overtake them at FTL." Reminds Maybourne.

"EC-K's and Excaliburs. We need volunteers."

Enough ships are soon signal they're available and begin to drop back.

"Additional ships confirmed. V2 attack cruisers. They're the ones jamming our coms. All of them are coming on fast sir, we may only get one chance for our ships to intercept."

Any additional orders?
Give the order for SP Torp usage? Y/N?

Roll 6d20
>>
>>39638696
Wait, I thought shields were useless in FTL intercepts due to point-blank range?

Can some of our corvettes launch from the heavier ships or merge into their FTL bubbles and use tractors to anchor themselves as aft shields and rear turrets?
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>>39638766
>Wait, I thought shields were useless in FTL intercepts due to point-blank range?
This is true in most cases. Keep in mind the conventional torpedoes you House has access to are an older design. They won't penetrate hull armor as well as the New Hotness(tm) SP Torps the Alliance and Terrans have given you. Because of that I generally treat calls for SP torp usage as the Fuck Everything button.

Conventional torpedoes still have plenty of bang they just cant penetrate through as much armor.

Some of your corvettes will try to move into position to help the larger ships.
The response from Fox is rather flippant as he usually docks his escort to the outer hull of his medium for longer jumps.

>>39638696
Dear god those spelling mistakes.
>>
Rolled 19, 14, 9, 3, 4, 3 = 52 (6d20)

>>39638962
in that case...

[x] FUCK EVERYTHING

We can't salvage things this far out anyway.

I'd also like to see if we can't have some other ships maneuver behind our heavier assets in FTL and position in a way that the Neeran vessels are forced to match FTL bubbles with 2+ ships at a time in a stalling effort, allowing us to get another pass at any we miss. If the fields of the blocking vessels are slightly out of sync with eachother or completely different, that should also delay the Neeran majorly for a second go at interception.
>>
Rolled 4, 11, 20, 11, 3, 8 = 57 (6d20)

>>39638696
I agree with >>39639057 for the "Fuck everything" option.
>>
"Everybody back there use your SP Torps the moment you get the opportunity."

>>39639057
>I'd also like to see if we can't have some other ships maneuver behind our heavier assets in FTL and position in a way that the Neeran vessels are forced to match FTL bubbles with 2+ ships at a time in a stalling effort,
Did you have any particular ships in mind? Keep in mind that if the Neeran ships match drives successfully the results could be unfortunate for the blocking ships.

I believe this says it best.
CHEKOV: If they fire...
CHEKOV: ...with our shields down...
CHEKOV: ...we will not be able to respond.

Your fleet also doesn't have teleport receivers and without them you're out of recovery range. Your assault corvettes have the smallest crews. The Battlecruisers might have enough aft firepower and armor to survive.

Select 1.
[ ] Try to get blocking ships in the way (Corvettes)
[ ] Try to block with battlecruisers
[ ] Try to get corvettes protecting the mediums (Dock on outer hull)
>>
Rolled 20, 15, 16, 10, 12, 2 = 75 (6d20)

>>39638696
[x] SP TORPS A GOGO
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>>39639308
>[x] Try to get corvettes protecting the mediums (Dock on outer hull)
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>>39639308
[x] Corvettes protecting mediums

We'll have to run some simulations on this sort of scenario later. If done correctly from what info you've given on how FTL intercepts work, it should be highly impractical for a larger ship to get past the blocking ships. Research option, ho!
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>>39631169
well I am not gonna stick around for this, atleast not right now, but I gotta say QM I have been following your quest in the archives and I find em rather interesting. I do wish youd use more ship classifications then cruiser cruiser cruiser and cruiser though. I will take part in your stuff once im caught up, you got a whole lot of stuff in there! Do these quest tie together somehow or is it just in the same universe but different people every time?
>>
https://youtu.be/wV9PoB--dUc?t=2m29s

The intercept ships try to catch up with their targets before they can get too close to the fleet. Because of their initial approach angle the pair of Excaliburs each drop in behind a Battlecruiser. EC-K's will target the remainder.

An Excalibur is unsurprisingly the first to catch one of them, ramming drive fields against each other, trying to match. The SP Torpedo volley has nowhere to go but straight into the target's engines. They're followed by phase and pulse cannon fire ripping apart the vessel's center line. Still it doesn't drop out of FTL, merely losing speed and falling away.

At this point the second Excalibur is intercepted from the side by one of the Neeran attack cruisers and is forced to drop back.

For the moment your own attack cruisers are able to go after their targets. Another enemy Battlecruiser is ripped apart while one is crippled and forced to drop back.

"Come on, take out those big bastards." You whisper.

SP Torpedoes rip into the drives and set off the fuel storage in one of the equipment arms, causing the larger ship to slew off course. A chain of secondary explosions begin to cut through it's interior but initially does little to the corvettes still in their docking mounts. Corvette able to turn in place, acting as extra turrets.
Two plasma beams catch the EC-K dead center. There's just enough time to see the starboard hull blown clear before both it blink out of existence. Five seconds later the Medium's drives fail and it disappears as well.

Your other ship survives the attack on the second Medium but isn't able to do enough damage before it's forced to break off. Three of it's eight sublight drives are missing as is much of it's armor but they'll survive.
>>
"Two battlecruisers and one Medium closing in."
"Tell the targeted ships to evacuate the outer sections if they haven't and put all power to weapons."

At the last second all three ships divert from their targets and aim for Majestec.

"Assault corvettes, use as many SP's as you need to keep that Carrier safe."

It seems the precaution of stationing the corvettes with the larger ships was a good one. Torpedoes blast holes in the tougher bow armor of the Neeran ships, allowing rapid pulse cannon fire to tear into them, exploiting the gaps.

One BC loses power while the second slams into overlapping shields provided by a corvette flight. After losing it's relative momentum, and most of it's bow to the impact, the nearly crippled ship pushes through, nearly crushing the trio of smaller craft. Pressed against Majestic's aft hull, the undamaged sections fire boarding pods into the heavy armor surrounding the main drives. It's blasted clear once again by your people before it can extend docking tubes to the hull.

The Medium meanwhile does its best to collide with Majestic's starboard hull, though half of their ship is missing by they time they do it. The ramming prow cuts a gash into the Heavy Carrier's side as the smaller vessel grinds to a halt.

Corvettes attempt to use their tractor beams to haul the Medium clear but it's too badly embedded.
"We're going to need a salvage team, fleet."

"Majestic to Commander Reynard, we have been boarded. Requesting Marines."

>Your orders? Will you be joining the marine forces?
>>
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>>39640357
Damned timecode never works on the embed. Wonder if there's a way to fix that.

>>39640244
Yeah, even i'm not thrilled with it. The attack and light cruisers are being changed to Destroyers and Destroyer Escorts in the near future. At least by Alliance naming conventions.
>>
>>39640769
Deploy all available marines and power armored forces.

Deploy Reynard.

And someone note where our ship was lost. It can't hurt to report the location to the Nav Guild.
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>>39640873
>And someone note where our ship was lost. It can't hurt to report the location to the Nav Guild.
Noted. It will automatically be sent upon arrival. While it is unlikely they'll be able to send a rescue ship out they do drop survey buoys occasionally to take readings of deep space. They might be able to locate some of the wreckage depending on how its drive failed.


I will be stopping here for the night. Please discuss your plans.
>>
>>39640769
>>39640769

Double yes! Can we do a little psychological warfare with them?

"Attention any all enemy boarders! Make peace with yourselves for you just your tomb and final resting place."
>>
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IF you guys decide to go aboard, what do you wish to equip? Choose your loadout!

* = Current Default


"Matryoshka" Reynard Custom, Medium Power Armor *
"Recon" Light Power Armor *

Medium PA Jumpjets *
Custom forearm HF-Blade *
Custom Boarding Shield (Includes ranged weaponry in edges of shield) *
Shoulder/backpack weapon mount Prototype (Untested) <???

HF-Blade *
Plasma pistol *
Smart Grapple *

Plasma Anti-tank Gun
Shallan Fusion Gun
Plasma Blaster
4 barrel Box Missile launcher
Heavy MG*

X-Ray laser+GL
Sniper Rifle+ (20mm)
Mass Driver Rifle / Reynard Custom+ *
Reynard Rifle M+ (Mass production RSS Mass driver Rifle)
Reynard Rifle L+ (Cheap stripped down version)
SRL Mass Driver Rifle
Phase rifle
Silenced Carbine+
Shotgun+ (Grenades, AP Slug, Flechettes, Incendiaries, other)
Forearm MG+
Forearm GL

+ = Can fire splinter ammo

>Grenades
High explosives
Frag grenades
Stunpulse grenades
Flashbangs
Half moon (Breaching charge)
Claymore mines
GP mine
Shard Missiles (x2-4 with Medium PA Jumpjets)

Rovinar search drone *
Medical stasis field *

The custom built Shoulder/backpack weapon mount Prototype for the Matryoshka armor arrived before the fleet shipped out. It worked in the lab but has not been combat tested. It replaces the main jump jet thrusters on the back. It has small additional repulsors to allow limited jump capability but it is a significant reduction in mobility. It cab be equipped with nearly anything save for the Shallan Fusion gun and box missile launcher.
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Holy hell this is still running

I'm like a year and a half behind. See you guys in a week or two once I read up.
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>>39643330
Forever and ever nigguh
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>>39642121
>Matryoshka" Reynard Custom, Medium Power Armor

With our regular load out is good.

Stunpulse grenades and Shard Missiles (x2-4 with Medium PA Jumpjets) for grenades.

Seriously, fuck Neeran commandos.
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>>39642121
What happens if we trap only part of a Neeran commando in a medical stasis field?

Why don't we have a mono-filament net launcher, or particle sprayer? Something that would spray into the cracks of their eyes and skin and slowly grind away what it doesn't chop up outright?
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>>39642121
We should bring our men-at-arms, and our bodyguards. It's likely they'll need every bit of experience they can get.

Other than that, I'd say we should ask whoever is coordinating the defense if they'd prefer another light or medium armor as support.
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>>39631720
>One of your HAG's were hit by ground fire and crashed, killing the crew and anyone still in the building it fell onto.

Would the jet packs we've been testing been able to prevent some of the losses if they had been issued to the crew?

I'd guess conventional parachutes could prove problematic because the HAGs will likely operate at low altitudes but maybe these things would help when the crew has to evacuate the vehicle?
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>>39642121
Default loadout with

Shoulder/backpack weapon mount Prototype (Untested) <??? With the X-Ray laser

Stunpulse grenades

Want to test out the shield and the mount prototype.
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Bump.
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>Why don't we have a mono-filament net launcher, or particle sprayer? Something that would spray into the cracks of their eyes and skin and slowly grind away what it doesn't chop up outright?
You never asked for one.
The net sounds relatively simple. There are conventional net launchers you can pick up, they're just not used often.

For the other were you thinking a sandblaster attached to a Reynard rifle? A Particle beam weapon? Or Eldar Death Spinners?

>I'd guess conventional parachutes could prove problematic because the HAGs will likely operate at low altitudes but maybe these things would help when the crew has to evacuate the vehicle?
In this instance they came in at low altitude so that they wouldn't have to worry about the enemy HLV's shields getting in the way as much. A trio of super tanks then hit it with plasma fire.

There isn't enough room aboard or power for emergency teleporters, nor was there time to reach the escape pods. Redesigning the entire ship so that crew are all working from ejectable escape pods would compromise the strength of the hull.
Crew stasis systems like those now used on starfighters would have given them the best odds of survival.

People are going to die, sometimes there's nothing you can do about it.


>>39643330
>I'm like a year and a half behind.
Then you're really closer to a year behind given how few threads I've been running this year.
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>>39643996
>What happens if we trap only part of a Neeran commando in a medical stasis field?
It would be bad for the parts outside the field. They could probably survive it for a few seconds depending on which parts were caught inside.

>>39644820
>We should bring our men-at-arms, and our bodyguards.
Two votes for deploying basically everyone with power armor.

>Other than that, I'd say we should ask whoever is coordinating the defense if they'd prefer another light or medium armor as support.
They'll take whatever is the fastest for you to send.

>>39643405
>Jumpjets + Missiles

>>39646048
>Backpack + X-Ray laser

All votes so far have been to take the medium power armor. Anyone else voting for the higher output jumpjets or the backpack?

I was hoping to resume right now but I need to get my clothing checked for an upcoming funeral.
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>>39648452
I'll throw a vote in for the extra jump jets.

Not a fan of taking an experienced infiltrator and turning them into a heavy, but if we're going heavy we'll make better use of extra mobility and speed, as we'll need to hunt and kill enemy forces before they can cripple ship systems or worse.
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>>39648452
I'm tempted to vote for light PA so we can be stealth buddies with Rufaro... anway, jump jets are probably more useful. If we want to test the shoulder cannon, we can hand it to somebody next time our forces have to conduct ground operations.

Also have everybody in PA watch the videos from our fights against Neeran in PA, I don't want any of them to think it's a good idea to engage them in a fair fight.

>>39648057
>Crew stasis systems
>People are going to die, sometimes there's nothing you can do about it.

Still, it might be an upgrade buyers could be interested in.
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>>39642121
Don't mind what armor but I'll vote for

Plasma Pistol

X-Ray Laser
Mass Driver Rifle Reynard Custom+

And a bunch of half moons.
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bump
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And we're back, considerably later than I planned.

>>39641262
>Can we do a little psychological warfare with them?
Of course.avi

Some of your ships with Marines carefully change course to link up with Majestic. Aboard the big carrier engineering crews are being evacuated from parts of the main bay closest to the grounded Medium.

While you suit up you carry on a conversation with General Rna who is preparing to transfer over with special forces taken from the Infantry divisions.

"What are we looking at in terms of enemy boarding teams?"
"Probably the usual mix of a few big Neeran and their client species subordinates. A quarter of those on the ground in Urtanim space were Hunchbacks, the rest were a mix of mostly humanoid species, some we've seen before like the Suro."

"What's special about them?"
"Not too much really, they could probably pass for a gangly messed up looking Hune from a distance. I was more worried that a few Shallan were reported. Are their populations being deported to the rest of the Neeran Empire?"

You haven't heard anything to that effect but you've been busy training corvette units, not running intel ops.

"My troops will be put to the best use inside the open spaces of the main bay. We've been bogged down in groundside slipways and drydocks before, it should be similar. If you need them our IFV's should be able to act in anti-aircraft capacity should their troops go EVA inside the bay."

[ ] Sounds good, use the IFV's
[ ] We'll use starfighters that are aboard within the bay
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>>39651191
>[x] Sounds good, use the IFV's
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>>39651191
>[ ] Sounds good, use the IFV's

He's the general, I'm more than willing to follow his suggestion.
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>>39651191
>You haven't heard anything to that effect but you've been busy training corvette units, not running intel ops.

Wasn't there something about the genetic makeup of the Shallans fighting for the hostile Neerans being pretty distant from the ones allied with the FA?
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>>39651191
[ ] Sounds good, use the IFV's
No time!
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>>39651384
This has been true in some cases. Your people were more worried about securing objectives and getting out of there than about securing DNA samples. The Alliance will probably check them before transfer to a POW facility.


Your LST docks with Majestic and unloads 50 heavy marines with Power cell armor. Another 10 are using a newer model with power cells that can be swapped out quickly, in addition to repulsor jets. They should be able to keep up with your new suit provided you don't go all out.

Your bodyguards and men at arms have a mix of powerful suits themselves. Two Recon, two Medium power armor and 2 more Medium jump jet suits.

The General's special forces and those from different attack wings will be setting down where they can find defensible berths. The last thing they want are to lose their LSTs inside of the docking bay. Corvettes are still being shuffled around to safer areas or flown to the outer hull when you set foot on the carrier. This is probably the first time you've been aboard despite RSS having invested so much in rebuilding it.

Majestic has 22 FTL drive cores. The main 4 are aft towards the sublight drives. The rest are secondaries scattered through the ship in case the mains fail.

Sonia - Jump Jet Med PA
2x Jump Jet Med PA
2x Medium PA
2x Recon PA

10x Repulsor Power Cell
50x Power Cell

How did you want to deploy your people? Try to stay in a group? Split up into units with similar equipment? Support regular marines, or did you have another plan in mind?
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>>39651856
How many troops do we estimate the enemy to have at the three locations?

And what forces do we have on the Majestic at the moment?
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>>39651856
Split up the Power cells evenly and send them to both to the main power cores for protection. Sonia will take herself, the Mediums and the Repulsor armor and hunt the enemy from the lower right and up and sweep them from the side until she can link up with the first main core. She then takes those forces and takes out the other enemy force and then head out for the main breach with all forces.

Recon armor people will scout ahead and warn us of potential enemys and take out targets of opportunity.
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>>39651856

I'd say we should all focus our attack on the inboard advancing enemy contacts near 'enemy contacts' in the aft section.

Cripple their forces there, then split up.

Other teams will have to protect the vulnerable secondary cores near the Medium impact to prevent sabotage.

If we've evacuated the areas around the Medium, I don't see why our corvettes don't blast it. The sections of Majestic near it should be sealed by blast doors after the decompression, and we should be able to detect any reactors still active in the wreck, along with any explosions from the medium likely wanting to escape into the empty space that isn't Majestic.

tl;dr No Mercy. Blast the Medium Wreck to minimize enemy forces/supplies from it. Protect Majestic from sabotage.
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>>39652054
>How many troops do we estimate the enemy to have at the three locations?
Unknown, but 40 Neeran and 500 regulars are considered to be the minimum estimate from the Medium alone. It could easily be much more.

There were 20 boarding pods launched into the drive sections. Each can carry 4 Neeran, or 1 Neeran and 8 regulars.

>And what forces do we have on the Majestic at the moment?

2000 security
4800 damage control

Troops currently landing:
10+ Power Armor (Various) (Not including Sonia's command squad)
750 Power Cell troops
4250 Marines

1200 other special forces
80 IFV's + supporting infantry (Marine gear)


>>39652133
>If we've evacuated the areas around the Medium, I don't see why our corvettes don't blast it.
If you want the corvettes can continue to work on this, though they're trying to be careful to minimise damage to the carrier.
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>>39652308
Okay, thanks.

Going by that I'd suggest to let our Recon PAs do their thing as a team wherever they're needed the most. It's probably a bad idea to keep them confined to one area when they can be much more of a psychological threat if we let them move around.

I would suggest the rest of the troops we brought should focus on intercepting the upper group that landed close to the main cores and is pushing north-west. I really don't want them to link up with the forces from the medium.

Also, what does the FA say about Neeran boarding tactics?
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>what does the FA say about Neeran boarding tactics?
Mostly the same things your Marines do. Don't hesitate to use anti-tank weapons on the big ones, it's easier to fix the damage than losing the ship.

>>39652103
>>39652133
>>39652425

Look slike people are up for either going after the more remote enemy units to the lower right, or trying to prevent the Neeran from linking up with the larger group.

Recon will scout or perform hit and run as needed. Most of your force will stick together.

[ ] Plan A (Lower right)
[ ] Plan B (Upper right)
If there is anyone else present which plan do you support?
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>>39652133
>>39653197
I'll switch over to Plan B if it avoids a deadlock.
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>>39653197
>[ ] Plan B (Upper right)
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>>39653197
B it is.
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Someone turns off the elevator music when the team enters the lift and you watch the timers count down the seconds to arrival at your destination. When the doors slide open Rufaro and Valeri sprint through the opening and vanish from sight. They'll send periodic updates on their position. They don't want to send continuous position data unless they're nearby in case Neeran engineers are hacking the ships networks.

The team advances towards one of the FTL cores in the hopes of cutting them off before it can be threatened.

"Looks like a team of Neeran are fighting their way through one of the engine rooms to reach an upper level with access to a drive core. Closing in on the forward bulkheads. There are several larger cargo bay doors parts of their team could get through or smaller corridors."

"Strength?"

"About 14 Neeran, maybe thirty regulars."
"We're having trouble with getting an exact fix on the smaller ones through sonar contacts and internal sensors." Adds Valeri.

"Do the best you can to figure out their numbers."
"They're split up into roughly even sized teams. Damage control are doing what they can to harass them. So far they're not going out of their way to damage the sublight drives."

You doubt they have enough ordinance. The FTL systems are far more susceptible to small arms fire if a team can infiltrate. Now you need to decide if you'll try to set up an ambush when they try to get through the main bulkhead, slow them down while Recon works to pick them apart from behind, or perhaps launch an all out attack. You do outnumber them.

>Your orders?
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>>39654592
>slow them down while Recon works to pick them apart from behind

This seems like a decent plan. We'll also be able to cycle out injured people and damaged equipment, which is definitely a plus.

>"About 14 Neeran, maybe thirty regulars."
We should order additional anti tank weapons.
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>>39654592
All out attack, we should deal with them as fast as we can and move on.

>>39654687
>We should order additional anti tank weapons.
We are and anti tank weapon.
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>>39654592
Slow them down and draw them in and then Recon hits them from behind. Priority on the Neerans themselves.

>>39654687
>>39654713
>We should order additional anti tank weapons.
>We are and anti tank weapon.
I just want to be as badass as the royal guard guy that killed like a bazillion rebels by himself.
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>>39654687
>>39654883
Second vote for that style of plan.

Did you want to just advance your main force until contact or try to engage them from a particular point before trying to slow them?

>>39654713
>All out attack
Your Jump jet forces are capable of much higher speed and mobility. Would you want to try and smash them with a charge of the faster suits first? Or did you want a massed assault?
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>>39654883
>I just want to be as badass as the royal guard guy that killed like a bazillion rebels by himself.
You're there, you just have a plasma pistol as your legendary weapon instead of a nigh indestructible shield.
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>>39654979
I was thinking a combination of both. We smash into the first group with the other two jump jets and then like 5 seconds after we start tearing into them and they are still confused the rest of our force push in and start laying into them.

If we are going with the the slow down and recon behind plan then we should get our forces into a larger room with cover so that we can make use of our greater numbers. Would not want a large part of our forces to be stuck in a corridor.
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>>39654687
>>39654883
>>39655056
>If we are going with the the slow down and recon behind plan then we should get our forces into a larger room with cover so that we can make use of our greater numbers. Would not want a large part of our forces to be stuck in a corridor.
It looks like we may have to go with that then since there hasn't been any other discussion on that front. I keep hoping there will be.

The best bet for that plan would be finding a way to get them to one of the larger cargo doors. At the moment, their path seems to be taking them down the smaller corridors, avoiding large open spaces except for inside the engineering section. There's plenty of cover from equipment and structural supports but it's more open than the other sections they're about to enter.

One of your people say they can mine the smaller pathways on a couple of decks but one of the enemy squads is already about to enter the section.
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>>39655504
If the enemy is sticking to smaller corridors, we'll just have to force them into larger ones using Reynard and repulsor troopers.

Contest/Flank them using superior speed and Recon forces, buying time for allied forces to position to better corral the enemy force.

And if they're using smaller passages, does this mean they're being stacked up? I recall our rifle having overpenetration issues that could suddenly be very potent.
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>>39655674
This sounds fairly solid. Hit them fast and hard to force them to bunch up and then strike them with the hammer of our main force in a more open area where out Mass driver rifles and Plasma Blasters will be able to cut them down.
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Rolled 2, 16, 8, 17 = 43 (4d20)

>>39655674
>>39655800
Something like this?

The Recon team will continue to harass their rear. Just keep in mind the enemy are made up of several squads.

Flanking team will consist of Sonia + Jump jet troops. Sound good?

If so Roll 2d20
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Rolled 2, 17 = 19 (2d20)

>>39655904
Let's do et.

That aside I think the lack of discussion is because of two things. One there is only like of people here to discuss things. Two is that we are used to post little to conserve post space due to the habit of doing this over a period of 3 days. Most other quests just pull a long one day thread. This is why I suggested Anonkun before to try attract a few more people to join in due to all the people who have dropped out over the last couple of months or so. Plus the posting system would fit your current schedule since there is no bump limit and you could just post one post whenever you have time and the like.
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Rolled 16, 16 = 32 (2d20)

>>39655904
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Rolled 17, 6 = 23 (2d20)

>>39655904
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>>39655971
>This is why I suggested Anonkun before to try attract a few more people to join in due to all the people who have dropped out over the last couple of months or so. Plus the posting system would fit your current schedule since there is no bump limit and you could just post one post whenever you have time and the like.
I have been looking at it. As we're currently in the middle of a plot arc I'm reluctant to change over while you're still out with this fleet.

Once that is over then there is a very good chance I'll switch to using something like that.
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>>39656197
Careful that you don't lose players if you move to a new site. Not everyone prefers anonkun when it comes to questing.
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The teams split up, most of them headed for the smaller corridors to slow down the leading team and direct them towards the cargo transfer areas. Additional marine reinforcements and some of the damage control personnel are heading towards the cargo bay to set up their perimeter. With luck it should be an open enough space to deprive them of serious cover.

You don't have nearly the same level of experience with this type of suit as with your Recon armor locked within it, but you've been training with it for months now. Your first round of combat with it against those pirates helped teach you it's strengths and weaknesses and it's now equipped to make up for them.
The new shield should be able to hold against most small arms, maybe even your own rifle. Republic anti-tank guns have just a bit too much punch for it to stop though.

You boost ahead and hit the door controls, your backup timing their arrival so that they don't need to slow down.

"Should we get the bridge to kill gravity in this section sir?"
There's no point in doing so in the corridors and it turns out to be unnecessary in the larger engineering space. Gravity is at minimal levels, to allow ease of access to parts of the main drives. Repulsor rifle at the ready you jump after them.

"It's too bad we can't crank artificial gravity up to a few dozen G's to kill enemy troops."
"It would probably be too hard on the ships interior."
"Yeah."

The rest of the troops are having a hard time keeping up but they're not loaded down with as much weaponry.

Sonar. You're still used to relying on it with your Recon suit even through it's possible for people to disrupt it. Flying or jumping between structural supports with your jump jets makes it nearly impossible to rely on them.

An explosion from ahead proves to be more than sufficient for you to track your targets. The other marines have largely traded in their Shallan fusion guns for Plasma Blasters because of their indiscriminate nature.

But not all.
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The heavy troopers method of blocking off most of the smaller corridors is to fill them with flame. Your own squad is buffeted by the minor blast waves as the Neeran squad comes into view.

"Open up!"

The others blaze away with their rifles on full auto while you empty a mag of 20mm trying to hit the larger target. You've winged a few of them but nothing solid enough to take them down. It seems to have the effect you're going for, the lot of them put down suppressing fire and try to pull back towards another entrance.

The moment they get out of sight one of your bodyguards shouts a warning around the same time your suit sensors tag new enemies. "Incoming aft!"

You throw up your shield, deflecting a hail of projectiles that might have hit your thrusters. Switching to full auto small caliber you return fire, spraying a few areas near the main reactor that the light doesn't seem to penetrate.

Plasma Blaster shots from a pair of the Power Cell Repulsor troop light up the dark patches, causing the enemy snipers to burst into flame. All you're able to make out are a gun barrels and writhing masses of sharp pointy ended limbs.

"Spikers! Watch for snipers."
A quick inspection reveals one of them to be armed with a Reynard Rifle L that it must have taken off of one of the troopers on the ship.

"Son of a bitch, what if that thing had got hold of a 20mm round or two?"

>What say?
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>>39658832
"Oh no. Oh hell not. No one uses my own inventions against me! Move on and watch out for enemies with captured equipment, those things can fill you with holes like no other gun!"
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>>39631169
I have a quick question: are the links in the wiki in correcter order and do they have all the current stuff?
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>>39658832
"Well count yourselves lucky they don't have my plasma pistol. Its time to show them the difference between the cheap knockoff and the real thing!"
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The past +2 hours...

>A wild Writer's Block appears!
>Writer's block used Derailment. It's super effective!
>Train of Thought fainted

>>39658996
The archive links? It looks like a couple of threads haven't been added yet.

http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion
A bunch of the older threads on suptg are out of order, missing, or missing images. That's why I put up that list on the wiki to make it easier.

I'm not good at updating the wiki.

Jeez, I never even added the Neeran Empire page which was supposed to include stuff on the various species that are part of their Empire.

>>39658951
"Oh no. Oh hell not. No one uses my own inventions against me! Move on and watch out for enemies with captured equipment, those things can fill you with holes like no other gun!"

This has not improved morale, but it has made your people slightly more alert.
"Do you think it's time we started using biometrics on our weapons?" One of the newer guys asks.

"Biometrics can be a bit gimmicky, especially for a larger force or given how often we switch guns. But maybe."
"Don't tell logistics. Within the week some noble will be petitioning to get a contract for special gauntlets, or gloves to wear under our suits to interface with the weapons."

"Enough bitching, we have Neeran to kill!" You shout then push forward.
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Drawing a blank so I'll be stopping for the night after this post.

>>39659088
>plasma pistol
If i hadn't mentioned it, there have been rumors of late that the Republic have been sending newer model plasma pistols for front line testing. Some are a bit larger, likely being intended solely for use by troops with power armor.

What else... Some weapon designers in the Dominion are trying to make stasis based weaponry. Currently limited shaping tech means they haven't been able to produce anything small enough to wield effectively. Because of that they're selling a line of their only real achievement so far as a collectors item: A buster sword.

In time they hope to be able to miniaturize the tech enough for infantry use as weapons or shields. The Alliance is hoping they'll be able to mount stasis shields on starfighters within the decade.

>>39659128
There are 3 more squads incoming, did you want to actively go after them to herd them, or just continue to occupy your current zone now that their lead unit is moving in the right direction?

And to speed things along so I can get rolling quickly in the morning, roll 3d20.
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Rolled 9, 8, 6 = 23 (3d20)

>>39659847
Rolling THunder
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>>39659847
Rolling
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Rolled 7, 6, 19 = 32 (3d20)

>>39659847
>>
Rolled 3, 9, 10 = 22 (3d20)

>>39659847
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>>39659847
I think going after at least one of the incoming teams might be a good idea. They should know our current position by now, which will give them an advantage for their next attack.

Staying mobile should help us negate at least some of our disadvantage in that regard.
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>>39648057

> For the other were you thinking a sandblaster attached to a Reynard rifle? A Particle beam weapon? Or Eldar Death Spinners?

Essentially, if we can't easily do direct damage to them because they're stupid tough and resistant to energy weapons, I'm thinking stuff that would cause them to have difficulty moving or targeting outside their psychic hax cheating asshole range. That, plus something they would have trouble avoiding.

A cloud of mono-particulate dust that would wreck their joints and ruin their sensors or eyes. So, probably the sandblaster idea. Scratch the shit out of their lenses, get trapped in joints and environmental seals and erode it, possibly locking them up entirely if their armor is too tough to erode.
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>>39659847
Too bad we can't make stasis grenades that have just enough power to pop up a small field when they strike something and then collapse. Pop it in a grenade launcher, and now you are taking chunks out of the enemy.
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>>39659847
I say we should blitz the another teams while our recons delay/harass the other two.
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>>39659847
How's the situation in the other contested areas of the ship?
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>>39659847
We've redirected their vanguard, but we can't assume that their entire force will follow by default.

We'll want to harass at least 1 more squad before it is time to fall back and deliver a death blow to the vanguard force's flank/rear when they hit our trap.

Our speed and mobility are key here.
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bump
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>>39662101
>New Research project unlocked!

>>39664482
>How's the situation in the other contested areas of the ship?
Heavy fighting. A few of the Neeran officers are proving to be incredibly difficult to put down. An engineer is hijacking sections of the internal sensors making tracking difficult.

Targeting the second group.
https://www.youtube.com/watch?v=8ANGsQVl8Vo&feature=youtu.be

Everyone is much more careful when closing in on the second group. The unit sticks together to help provide cover against potential snipers. Another pair of Spikers are taken out before you come into contact with the next unit.

"Do they always work in pairs?"
"Usually in groups to help provide sniper cover over a large area. The infantry see or at least encounter them more often than the Marines. Despite their appearance they're not good at close combat, but putting their claws up is usually enough to scare noobs into keeping away."

The next group are expecting you it seems because plasma pistol shots fly past you moments before the enemy team comes into view. One shot boils away a patch of armor on your shield leaving a glowing crater, while another narrowly misses your right shoulder.

Both teams exchange fire, your people trying to stay mobile and keep at range. A few of the enemy soldiers are using captured weapons, and you make sure to direct several busts towards them.

"Watch yourself, I think one went invisible." A Marine warns.

The Neeran squad leader also has your attention. It's equipped with a shield made of 2 armor plates forming a wedge shape. Most small arms are failing to penetrate it, instead being deflected to either side. The officer is using the extra protection to cover the squad's retreat.

You put a pair of 20mm shots into him in an attempt to put him down, 1 of them missing, the second impacting it's right forearm and failing to penetrate. The projectile actually shattered! Combined fire forces it to duck behind a structural support.
>>
One of the other Neeran are put down by an anti-tank shot by which time their other surviving soliders have largely pulled back beyond your range.

As the Neeran squad retreats you duck into cover and replay what happened. That officer has much bulkier forearms than the others, and aside from the shield lacks protection around it's more bloated limbs. The only other Neeran you've seen approaching that size was the enormous brute you fought aboard the Isolationists Super Heavy.

The one that puched it's way through a jetbike.

Do you want to pursue that officer, help harass the next units, or search for the Neeran Infiltrator that's present?

Switch to plasma pistol if encountering Neeran Officer Y/N?
>>
>>39668323
yes
>>
Y
>>
>>39668456
>>39668462
That seems unanimous.

>Captcha: Wololo
No captcha, Neeran don't get those units.

[ ] Pursue Neeran officer
[ ] Help harass the next units
[ ] Search for the Neeran Infiltrator that's present
>>
>>39668526
>[ ] Pursue Neeran officer
>>
>>39668323
It was only a matter of time before the Neeran deployed sloped armor to counter our 20mm rounds.

That said, we can likely get penetration if we can force a better 90 degree angle on the shield or just flanking/shooting exposed parts of the Neeran.

>Plasma Pistol vs officer?: Yes

Are our own recon teams in position to hit that shield carrying officer from the flanks if we pursue?

As for the potential invisible one, can our arm sensor do bursts to break camo from within the suits?

If my suspicions are correct, we just hit an officer/specialist group that the Neeran forces here want to get to a target. If we can take out this group quickly or decimate it with a solid harassment/flanking attack, we could potentially both force a potential infiltrator to focus on our force (bringing them into 'fuck camo sensor burst' range) or simply depriving the larger force of a valuable commando/commander asset.
>>
>>39668323
Definitely.

And go after that officer with our PA squad, we're probably the unit most suited to take that thing down.
>>
>>39668549
>can our arm sensor do bursts to break camo from within the suits?
If it was just your Recon armor then yes, but you've got another suit on top of that. You could hop out of the Medium suit and task a couple of marines with hauling your heavier armor somewhere safe.

>>39668530
>>39668595
2 for going after the officer.

When pursuing did you want to try and get closer for a better shot or just let loose with your Shard missiles?
>>
>>39668669
Just use the shard missiles, we can always close up if they aren't effective, while doing things the other way around could prove problematic.
>>
>>39668669
Shard missiles to start.

Does anyone have a Fusion gun? I wouldn't mind igniting the damned atmosphere present in this section to flush out any Neeran infiltrator.

Or just giving the area the Neeran would be advancing/sheltering in a little burst of mass driver rounds. We're an experienced infiltrator. Fire where we would go.
>>
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>>39668786
>Does anyone have a Fusion gun? I wouldn't mind igniting the damned atmosphere present in this section to flush out any Neeran infiltrator.
A good number of your group have plasma blasters but no Fusion guns. They can dial beam width to maximum and set the weapon to dump most of the fuel cell in a couple of shots. The effect won't be as wide spread but it will be similar.

Have some of your people take care of this then while your Mediums pursue the officer?

If so Roll 4d20

Otherwise roll 3d20 for your Medium team.
>>
Rolled 5 (1d20)

>>39668847
As long as we aren't in danger of running out of ammo, it's worth a try.

>Roll 4d20
1
>>
Rolled 3, 14, 20, 9 = 46 (4d20)

>>39668847
same person that asked. Voting to do it.
>>
Rolled 4 (1d20)

>>39668866
2
>>
Rolled 2 (1d20)

>>39668890
3
>>
>>39668909
4

These rolls...
>>
Rolled 9 (1d20)

>>39668925
And I forget my die.
>>
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1 more set of rolls please.

>>39668925
Well you know what they say...
>>
Rolled 18, 16, 6, 5 = 45 (4d20)

>>39669131
>>
Taking two bodyguards you head after the enemy squad, intending to kill off their troublesome Neeran squad leader before it can threaten the rest of your people. Everyone else hang's back and attempts to locate the infiltrator, filling the area with several Plasma Blaster shots.

Catching up doesn't take long thanks to the jump jets and you're soon trading fire again. The Rifle is still handy for suppressing fire, the moment you have a clear shot you'll switch to the Plasma Pistol. Before that you intend to make the most of your firepower advantage.

"Launch Missiles."
That's a line you haven't said too many times off the bridge of a ship.

6 Shard missiles streak out, slamming into the section the enemy are fleeing through. Explosions tear through equipment, the blasts large enough in the pressurised enclosed space to buffet the three of you. Missile rails retract, latching onto the spares stored between the backpack thrusters.

Moving forward slowly, you keep the thrusters at a low enough power level to make more focused scans."

"Movement."
"Again!"

The next six warheads explode with just as much intensity as the previous, though one is knocked off course, exploding along the path you would have taken next.

Holstering the rifle you raw your pistol an charge in, the others switching to an anti-tank gun and a blaster.

Making your way through the now much narrower gap, it quickly becomes clear that this could make for a good ambush position. It not long before a pair of launched blades impact the front of your shield followed by the thrown remains of the Neeran's own arm shield. It's caused enough damage that some of your shield guns are offline.
>>
What follows is a lightning fast exchange of gunfire, with everyone scrambling to avoid becoming an easy target. You leap upwards to get out of the way then kick off a wall, firing your pistol as quickly as it will cycle. Two of your shots, hit wounding and distracting it. Your backup then manages to land a chest shot with the anti-tank gun followed by one to the head.

You close in, HF -Blade at the ready to be sure it's dead.

"It's down." You confirm. There are craters in it's firearms from your Plasma Pistol and the Blaster, none of them as large or deep as they should have been. The shot to the upper chest might have been fatal but it certainly didn't go all the way through.

"The regulars don't run into ones this tough that often. Should we recover the body sir?"

Swapping the empty power cell on your plasma pistol you note that the weapon is taking longer than normal to cool down.

>Your orders?
>>
>>39670514
>>Your orders?

Place the corpse in stasis, then get an overview of the situation. Resupplying our ammo is probably a good idea as well.
>>
>>39670514
Corpse in stasis.
>>
>>39670514
Stasis the corpse and have two people take it to a safer location. Continue pressing the enemy forces and destroy them as it's becomse possible.
>>
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In stasis it goes.
You'll pull back and get some while checking for damage and losses.

Your people have been having a hard time locating the infiltrator but they believe that it's gone off to link up with another group.

The second group was wiped out by your missile barrage. Recon team has killed half of the rear most Neeran group.

The ambush has been set up and reinforcements have been brought in, including the Aries Drones, though the Marines are a bit wary about using them. This may be due to reports from elsewhere in the ship.

Both sides are putting up a strong fight closer to the Medium Cruiser. Enemy Engineers are of particular concern, but fortunately they can't do much until teams partially secure a section for them. Some of their engineers have been using drones or setting up remote weapon stations.

A few Neeran have tried to cross the open parts of the main bay to reach docked corvettes or other sections but the IFV's are keeping them in check. A few of the ground vehicles have been ambushed and destroyed forcing the General to keep them farther back.

The Cruiser itself is being hollowed out by careful weapons fire. It's doubtful any enemies are still aboard at this point but now it's not an option for them to retreat for equipment. General Rna believes that one good push to secure the few medbays they've captured would end remaining resistance and is forming heavy strike teams to hit them.
"It would be faster if we can kill any elite troops aboard."

Do you wish to join the nearby ambush once the enemy are in the cargo bays or divert to another area?
>>
>>39671405
>Do you wish to join the nearby ambush once the enemy are in the cargo bays or divert to another area?

I'd say we finish this ambush properly and regroup afterwards.
>>
>>39671405
I believe that our less mobile forces should help finish off the remaining enemy forces here, while our jump jet 'strike' force should go hunt some enemy elites.

Once our Recon forces are freed up, they should move to join us or hunt enemy engineers.

on the topic of our plasma pistol's cooling, are other weapons/systems experiencing the same issue in the area?

If not, that points to an issue with the weapon itself. Likely a heat sink has developed a fracture or the fact that we lit up the atmosphere in the compartment is preventing cooling.

More likely, I suspect that the 'dead' Neeran's suit was actively bleeding heat energy away from itself. Refinement of the system used by the first Neeran we encountered?

... and just in case, that Neeran should be considered -alive- when it is brought out of stasis later.
>>
>>39671768
actually, can we really quickly just un-stasis the Neeran and use a HF blade to ensure it is dead/crippled by stabbing it in the neck? Then put it back in stasis.

If we're wrong about that infiltrator and this one isn't dead... trouble could spring back.
>>
>>39671768
>on the topic of our plasma pistol's cooling, are other weapons/systems experiencing the same issue in the area?
None of your weapons or systems are showing abnormal behaviour.

1 vote for helping the ambush, 1 vote for diverting your 12 man team to the main starboard battlefront.
>>
>>39671853
A living Neeran operative might prove very useful as well.
>>
>>39671857
helping the ambush
>>
After dropping the stasis'd body at another level and sending a message to the bridge for it to be collected later, you unit diverts to follow the last enemy team entering the ambush area.

Valeri and Rufaro have been picking them off one by one and this seems to be a good thing. One of the two Neeran with them seems to be a highly skilled Engineer which has been sabotaging systems and setting up sentry guns. Using their camo they've been able to knock out the emplacements and kill the other Neeran in the team with their X-ray lasers.

https://www.youtube.com/watch?v=vWka8JD0zIA

With your combined forces it doesn't take long to kill of the remaining soldiers and wound the Neeran engineer badly enough that it seeks shelter in nearby cargo supply cache.

This is wasting a lot of time where the rest of the Marines could use a hand.

"Sir, the Neeran Engineer has signaled it want's to surrender."

>Do you accept the surrender?
If yes what precautions are you going to take and how many people will you leave to guard it?
>>
>>39673000
Yes, he comes out, unarmed. People cover him at a distance, one unarmed person show up to shove him in a portable stasis unit.
>>
>>39673089
Supporting. If we can get him to share his secrets with us it would be good.
>>
>>39673089
Sounds good to me. Also, leave enough people behind to deal with at least 2 infiltrators and transport him to a secure location asap.

Also call dibs on the engineer for Reynard Industries.
>>
>>39673000
Have someone set up a stasis unit for the 'prisoner' and inform it to prepare to be held in stasis.

Then shoot it before formally accepting it as a prisoner.

We can't afford to spare people to guard an enemy specialist that could subvert our entire damned ship if it were to be liberated by an infiltrator or escaped on its own. These bastards conducted what by any sane judgement was going to be a suicide attack on our vessel.
>>
>>39673089
You don't have a portable stasis unit large enough for a full sized living Neeran. Dead ones are a different story, they're not going to get uppity if they lose a limb or other bits.

To keep thing moving let's see... maybe it could sit in a lotus position? In which case it would have to remain stationary until you can come back later with a larger team to escort to permanent holding area. (A cargo stasis vault.)


>>39673217
>Also, leave enough people behind to deal with at least 2 infiltrators and transport him to a secure location asap.
So say half your guys?

>>39673222
1 vote so far for execute the prisoner. Unless you meant to shoot it with a stun weapon.
>>
>>39673425
Makes sense
>>
>>39673425
Execute, definitely not worth the risk.
>>
>>39673425
>execute the prisoner

I take offense to that. I voted to eliminate the -enemy combatant- before accepting him as a prisoner. Just shout "GUN!" while you shoot.

We can't afford to leave dozens of soldiers guarding each damned prisoner we take during combat for the survival of this vessel.
>>
>>39673425
The Neeran is way too valuable, having even half our team hang back to get some first hand info on their tech seems like a pretty good deal.
>>
>>39673425
Fuck that noise, they already betrayed us once and stole our Wise Old Elf.

Then again, stunning him can't hurt. Lets do that.

> Captured ENGINEER.

These guys can be pretty fucking valuable, yo.
>>
>>39673425
Nah, nah, we got here by taking risks. Nobody says we have to hand him over to anyone but our house, though.

Think of the tech advantage we could get with a Neeran engineer working for us! We could even cut a deal to return him to his lines at some point if he wants, provided he does good enough work for our house.

Seriously, this guy is a HIGH value target.
>>
>>39673700
You're assuming that the Neeran won't just give us 'Name, Rank & Serial Number' while using the fact that it can read minds to gather information or worse before it ends up being liberated or 'swapped' during an attempted prisoner exchange.
>>
>>39673425
Capture his ass.
>>
>>39673823
While you certainly bring up valid points, I think its worth the risk and resources.
>>
>>39673632
>I take offense to that.
You're free to do so.
>I voted to eliminate the -enemy combatant- before accepting him as a prisoner.
He hasn't take back his offer to surrender therefore it is still a warcrime on a technicality. Just one that nobody will charge you for given the circumstances.

>Just shout "GUN!" while you shoot.
It's unlikely your people would doubt your decision given your track record. If you were to shoot him it would doubtless be for a good reason. Or at least one that would make sense to them.
You're their Knight Commander, if you ask them not to mention it they won't.


Really hope people aren't voting twice.
>>
>>39673000
Accept the surrender.
>>
>>39673962
Two new posters after >>39673823
so there's that.

Or IP fuckery, but that way lies paranoia and surveys
>>
>>39673823
>>39673425

Inform him that he will be stunned for his own safety as well as to preclude any treachery, as his people have violated truces before.

Then send in a stun grenade.
>>
>>39673962
Tongue in cheek response. I still take more offense than a Hune being called a Shallan, though. Such offense.

just to help avoid any double voting, all these posts are me.

>>39673222
>>39673632
>>39673823
>>
Everyone get's into position and several of you ready stun grenades. Only one person has a phase weapon and that's the odd guy who has a pulse pistol as a rail attachment below his rifle.

"Disarm yourself and slowly step clear of the cargo bay. You will be stunned for your own safety. If you break these terms we will kill you without hesitation, is that clear?"

["The terms are understood."]

Not taking any chances three of you drop stun grenades once the Neeran steps out and holds position. The next part is trying to get the bastard into a position that will let you throw him into stasis.

"This could take awhile sir."
"Just stun him a few more times in some place that's non vital to make sure. Hurry, we have to get moving soon."
Everyone helps to prop the stunned Neeran against a bulkhead and soon the remaining people are trying to calculate where precisely to activate the stasis unit and how to adjust to maximum size. Rarely a problem they have to deal with.

Everyone else moves as quickly as possible through the engineering space and up towards the cargo bays. Both sides are already exchanging weapons fire. When you reach the partially open doors you see that the cargo access way is a bit large but also more crowded than you realised. Half the space is filled with cargo containers stacked against the port side wall. Plenty of which the Neeran are trying to hide in and around.

Well, you did want to bring plenty of supplies for this deployment.

Marines are firing down the longer straightaways with while Aries drones are being used for top cover and to try and hit Neeran troops that are pinned.

"This is Reynard, heads up, we're at the aft cargo door so watch your fire."
"Copy that sir."

[ ] Charge!
[ ] Cut gravity in this section (after waring friendlies)
[ ] Other
>>
>>39675116
[ ] Charge!
Cutting gravity is going to cause one hell of a mess. Grenades and jetpacks all the way, blast anything that moves.
>>
>>39675116
Charge
>>
>>39675280
>>39675626
Charge it is.

1) Will you keep trying to stay at range or are you prepared to get in closer?

2) Stick with the Rifle or switch to pistol should you find yourself in close combat?

Roll 4d20
>>
>>39675813
Mess them up up close and personal. We got a shield, a sword, another sword and some good Medium armor that should let us charge them good with the jump jet so that we can be among them before they can react properly.

Stick with the rifle at full 20mm auto. Pistols are secondary weapons after all and the rapid fire of the rifle should be better when we're facing lot's of enemies.
>>
Rolled 14, 2, 5, 2 = 23 (4d20)

>>39675813
Ofcourse I mess up the dice.
>>
Rolled 18, 15, 8, 13 = 54 (4d20)

>>39675813
>>
>>39675813
dice+4d20
>>
Rolled 16, 20, 2, 18 = 56 (4d20)

>>39675813
>>
Rolled 14, 19, 2, 17 = 52 (4d20)

>>39675813
>>
https://www.youtube.com/watch?v=jTQIogLBFBs
Youtube running wonky for anyone else tonight?

Rifle at the ready you start off at a slow jog, building up to a run. Then you kick off, jets hurling you through the air to land on top of a cargo container. From the elevated position you can make out a few enemy troops and you open fire. Not slowing down you leap to the roof of the next container over, pulling the trigger any time you have a clear shot on a target marker.

The weaker containers not rated to hold an atmosphere have thin enough sides that you can put 20mm fire clear through them. That works both ways as a Spiker manages to wound one of your marines using a captured weapon. A second projectile from the sniper dents your now heavily worn shield. The dimpled surface starts to glow from what was probably a mixed splinter/incendiary round. Your MG fire takes off several of it's legs as you pass and a marine finishes it off with an HF-blade slash when he catches up a second later.

Any regulars you encounter fall quickly, most of them it seems having fallen back while the Neeran have been trying to deal with the larger marine forces.

"Medic!" Calls one of your people from the back of the formation. It seems you have a second one wounded.
Then a third blinks out entirely.

"Infiltrators behind us!"
"I can't see them."

You skid to a booster assist halt atop one of the heavier containers while cursing.

"Commander we've lost contact with closest enemies." Reports the Marine front line. "Advancing towards your position. There were two Neeran left."

"Were they infiltrators?"
"No sir."

"Incoming!" Warns a bodyguard. As a blurring object flies towards you from the forward sections of the bay. Diving to the side you avoid a cargo container sailing through the air and impacting with your former position.
>>
Before you can get to your feet another Neeran soldier equipped with forearm shields, extra armor and two plasma pistols appears, jumping between the stacked cargo containers and headed straight for you.

A bodyguard empties a magazine worth of 20mm fire into him but each projectile is knocked off course near the half way point. Coincidentally that second Neeran has appeared, pointing in the general direction of his ally the whole time.

[ ] Fighting retreat towards the infiltrators
[ ] Move and shoot
[ ] Keep firing, close to melee (With which Neeran?)
>>
>>39677977
Oh boy. This is starting to feel like Neeran Commandos all over again.

[X] Keep firing, close to melee (With which Neeran?)

The Neeran that is pointing. It is doing something and I don't like it when they do stuff! Also I don't want to get close to the Juggernaut with dual plasma pistols because pain. So yeah, shoot him and stab him and stomp on his body.
>>
>>39677977
>[ ] Fighting retreat towards the infiltrators
>>
>>39677977

[x] Move and shoot

Our support is to engage the shield-using Neeran while we engage the 'pointing' Neeran.

Spread out to flank and neutralize the forearm shields, the enemy gate is down due to our repulsors/jets.

It seems that the 'pointer' has the ability to provide some sort of (psychic?) protection for his ally. Force him to choose between his own skin or his ally's skin, while removing the directional advantage of his ally's forearm shields.

And if we have Shard missiles left... can we fire some at the shield carrier while shooting rifle at the pointer? Dodge/block this!
>>
>>39678679
Seems like a solid plan, kill the pointer. Also those Shard missiles seems really useful to have around. Perhaps we should pack some as well the next time we deploy in power armor?
>>
Hitting the jump jet's you skid along the top of the cargo container, avoiding a few plasma pistol shots as the soldier splits it's attention and fire between you and the nearest bodyguard. Reaching the end you holster the rifle and grab hold of the edge, using your momentum to flip right side up. Letting go you shove off, half dropping towards the bay floor, half thrusting towards the second Neeran.

The Soldier fires off another few shots in your general direction when jumping between containers, one damaging your abdominal armor but missing the thrusters. It isn't until you start shooting at it that the second Neeran really seems to realise that you're a direct threat to it. Your projectiles seem to bounce off of an invisible wall but behind you you can hear the sound of 20mm fire plinking against armor so your Bodyguards probably have the advantage there now.

Leaping off one final crate you empty the rifle's magazines then extend your HF-blade as you bear down on the target.

A warning indicator you don't recall seeing on a suit's HUD before flashes that you're being hit with a repulsor beam. Then your flight comes to an abrupt halt in mid air a few meters away. The Neeran panics as you crank the thrusters to redline, it trying to hold you in place, apparently distracting it from lining up it's pistol. Angling your shield you fire off the remaining undamaged gun built into it's edge, straight into it's face.

Your opponent curses in it's own language throwing up it's arms, and your suit barrels forward, blade first into it's gun wielding hand.

There's a sound you haven't heard in a long time, a Neeran screaming in agony. Slicing back you take the limb off near the second elbow. At which point an enormous hand grabs your shoulder and slams you through the wall of a cargo container.
>>
While your head is spinning a bit you've got the presence of mind to notice that your shield is gone. The Neeran appears in front of the jagged hole, taking aim with a pistol but presenting a perfect target. Your own plasma pistol shot punches through the weapon and part of it's hand before the alien weapon explodes.

An invisible hand rips you clear of the container and hurls you across the cargo bay at an acceleration of several G's.

Roll for Maneuver and Thrusters to survive the impact 1d20
>>
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Rolled 2 (1d20)

>>39679154
>>39679200
That scene was all I ever hoped it would be and more. Neeran and their space magic aint got shit on us and our raw carnage!
>>
Rolled 13 (1d20)

>>39679200
>>
Rolled 11 (1d20)

>>39679200
>>
>>39679200
I really love our plasma pistol.
>>
>>39679266
This is what happens when I locate appropriate writing music.

>>39679476

Going with your zero gravity training and jump jet sims, you twist yourself around so that your thrusters are all pointed towards the incoming wall. This time you push the mico thrusters beyond the red line.
It's hard to tell how long you were able to decelerate but you impact the far wall hard enough to set off damage indicators where the thrusters hit and your medical readouts aren't don't seem appreciative either. Your bad knee is added to the display when you hit the deck like a ton of bricks.

"Fuck you too." You cough out, pointing your pistol at the wounded Neeran as it turns its attention to some other heavy object nearby it intends to throw at you.

Instead of a blinding hot blue beam of death your pistol issues a sharp pop followed by a crackling noise. A red indicator on the side of the weapon lights up followed by it ejecting the fuel cell.

Looking up you see the still very pissed off Neeran prepare to throw what may be a starship capacitor bank at you. Grabbing the fuel cell and pistol you hit the thrusters again and dive to the side, evading by a much smaller amount than you would have preferred.

At which point twenty marines in power cell armor hit the bastard with a mix of mass driver, anti-tank and X-ray laser fire.
>>
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>much smaller margin
Finally thought of the word I was looking for.

>>39679950
Your pair of bodyguards are a bit beat up but without the psyker or whatever the hell it was backing him up they finally manage to bring it down.

Rufaro has killed one infiltrator and Valeri is tracking the other but it's not easy. Soon they find a hole cut through the cargo bay wall hidden behind a fallen container.

"You've got to be shitting me. How many?"

From the Recon reports there should still be 2 left that are unaccounted for, the infiltrator and another engineer.

"They might be trying to reach the nearest drive core."

Do you want to send the fastest suits through the hole they've cut through to the other sections? Or send them along the fastest route to the nearest core? Keep in mind that jump jet suits cant track enemies as easily.

[ ] Fastest suits, fastest route
[ ] Fastest suits, follow trail
>>
>>39680177
[ ] Fastest suits, fastest route
Need to cut them off before they reach the core or bad stuff will probably happen. These guys are fighting totally unfair. We need to hurry up and break nature by managing to implant one of those Neeran natural fusion cores in our body so we also get cool psyker powers.
>>
>>39680177
>[x] Fastest suits, fastest route
We need to implement a cataclysm style purge all decks with plasma style weapon.
>>
>>39680335
>We need to implement a cataclysm style purge all decks with plasma style weapon.
*May impact crew morale?

Your teams head out, anyone with an undamaged jumpjet suit speeding after and soon passing your long time bodyguard.

"Your suit is damaged sir, you might want to bail out and use your Recon armor."
Do so?

Roll 2d20 for pursuit.
>>
Rolled 4, 20 = 24 (2d20)

>>39680490
>Recon Armor
Yes and yes.
>>
Rolled 13, 19 = 32 (2d20)

>>39680490
>>
Rolled 7, 1 = 8 (2d20)

>>39680490
recon armor lets do it.
>>
Rolled 2 (1d20)

>>39680490
>Roll 2d20 for pursuit.

And yes to switching to Recon Armor. If there's a medic nearby, have him us.

1
>>
>>39681013
>have him us.
Check us, that is.
>>
>>39680490
Recon armor.

Also does our medium have a quick eject/escape option where we can jump out quickly in our light PA or do we need to take it off in a more controlled manner?

Cause if we dont hav a quick emergency eject/disconnect, we really should get one for redundancy. Would clarify more but its a hassle to type on my phone.
>>
>>39680490
Good night TSTG you seen to have passed out. Also can we somehow invest in pressure/atmospheric sensors since those would spot Infiltrators fairly easily. Dosnt need to be for entire corridors but placing them at regular intervals would help narrow down the search area.
>>
>>39681253
>Also does our medium have a quick eject/escape option where we can jump out quickly in our light PA or do we need to take it off in a more controlled manner?
You have to stop and hold (relatively) still while it folds open. It takes about 12 seconds but you can step right in and out unlike previous equivalent suits that need longer to fit properly.

Any Marines still back closer to the cross corridor double time towards the nearest core.

Once your jump jet suit is open and you can step out you ask a medic to quickly check your bio readouts to see if there's anything that might keep you from operating.

"Mostly okay sir, you should spend some time in a medbay for your spine after combat."

Packing up your pair of HF-blades and reloading your empty rifle you head out, but are uncertain what to do about your plasma pistol. It won't accept new fuel cells and the red light remains on. For now it will have to wait with your damaged armor.

Tearing after the others as fast as your legs will carry you, it all seems a bit slow after screaming around the ship with fusion powered jets. Rufaro is the first you run into followed by Valeri who is trying to look for additional signs the two enemies might have changed course.

"Its hard to tell, with both an engineer who likely disrupted security systems and the stampede of jump jet assisted troops that nearly ran me down there isn't much to go on."

The good news is that they don't seem to be headed towards the nearest core and that the fast troopers seem to be keeping up. The bad news is that they seem to be aiming for one of the main FTL cores.

"We think they may be splitting up."
>>
I'll very likely miss the rest of the thread for this week, so thanks for running H&D, even if it's not over yet.
>>
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Sure enough the three of you end up having to deal with a trail of sentry guns, trip mines and sabotaged equipment left by the engineer. They're not of the same quality as those deployed by the Engineer you captured earlier, being more hastily assembled. By the time you deal with all of the little presents left behind the jump jet team has managed to deal with the engineer and have wounded the infiltrator. It's still a mad scramble, filling hallways with fusion gun and plasma blaster shots until the Neeran operative is taken down by it's wounds.

It looks like the aft sections have been cleared.

General Rna has managed to repel a major attack on the Marine's command post and contain a subsequent breakout attempt into the main bay. There are still concerns enemies might be making their way across the outer hull but the only thing to be done about that is to keep the corvettes on hull patrol. With their shields down any enemies on the outer hull should be killed by radiation exposure. Even in a shuttle or a starfighter it wouldn't be healthy.

"When we come out of FTL I'd like to have a couple of infantry divisions and spare damage control personnel do a walkover of the hull and interior. It shouldn't take more than a few hours."

You promise to try and find time. The fighting is progressing well with a strong counterattack in progress. The highest ranked or possibly the most powerful Neeran Commando in the starboard sections may have been killed. It's now increasingly unlikely they'll be able to do any lasting damage to the Majestic.

I'll have to stop here for this week. I have a long list of things to do tomorrow and again don't know when i'll be running next. Was surprised there wasn't more response to your plasma pistol breaking. The overheating was a sign that it was about to fail. It was a prototype after all.

>>39679705
>I really love our plasma pistol.
That was really bad timing. Also a coincidence.

>>39682691
Thanks, we're stopping here.
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>>39682725
>Closer inspection of the red light on your pistol

It may be possible to fix your weapon, I'm not sure your maintenance technicians are up to it. Possible sidequest. Who knows.
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If you have any questions I'll try to answer them in the morning if the thread is still up.

https://www.youtube.com/watch?v=vFe2q4zzJTs
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>>39682858
What can our engineers tell us about the differences between the Republic's plasma pistol and the Neeren's plasma pistol? Aside from the biological power source in which the Neeren's can tap into.

Could we possibly it down for parts to possibly replace some of our damaged sections?
>>
>>39682913
Thanks for running, don't work too much.
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>>39684606
>Republic's plasma pistol and the Neeren's plasma pistol?
I thought I had already done so.
Neeran Plasma pistols are a Fusion Gun with a much larger fuel cell. The size and spread of the beam can be adjusted, as well as how much of the fuel cell is used in each shot.
It uses compressed Deuterium or Helium-3 as its fuel, though the latter is less common.

The Republic plasma pistol can't be adjusted in any way and is set for a tight beam. It uses superheated Iron and can't carry as many shots.

Which means it should really be firing Gundam like pink beams and not blue now that I've looked at it. Whoops.
>>
It really was about time something ended up failing on the plasma pistol.

That said, it should be simple enough to contact the Republic folks responsible for it and potentially get some repairs for the combat data we have on this particular gun and the gun's fault itself. We've got the scratch for it.

But that said... Why don't we switch over to a Neeran fusion pistol? It may require some adjustment to fit into our unarmored hand, but it should be possible.

Or if that is too big for our hands... could we convert a few of them to take the place of our shard missiles on the armor or to put them in our shield?

And someone make sure that repulsor Neeran's scream of agony was recorded so that we can flood Neeran command channels with it in the future. Hopefully the systems partially survived for analysis.

Thanks for running, TSTG!
>>
>>39682725
Thanks for running, TSTG. Hope everything goes well for you!
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>>39688986
The Republic pistol is, let's be honest, a lot better. The sheer heat and penetration power of a beam of iron is way better, not mentioning the fact that the iron can do more lasting damage if we only wound someone with it.
>>
>>39689223
oh, I'm fully aware of that.

But that gun doesn't function right now, and I'm looking for replacements. And potentially a viable means to have all of our bodyguards packing fusion pistols as side arms in combat, if we can convert a Neeran one for our own use.
>>
>>39682725
Thanks for running, it was a lot of fun this thread.
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>>39688986
>Why don't we switch over to a Neeran fusion pistol?
Because it wouldn't fit your hand and is the size of a carbine. That's why the Plasma Blaster, which is a Faction reverse engineered Neeran plasma pistol, is the size of a carbine.
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>>39690245
This is me btw. Cant be bothered to find my good sketch of the Neeran pistol so just throwing this together.
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>>39690327
Sonia's Mk 1 plasma pistol is about the size of a Desert Eagle, so it's not exactly small either.
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>>39690245
>>39690327
>>39690477

I still think we should look into attempting to modify a Neeran pistol so that we can use it as a pistol in the Medium Armor. With the extra strength and bulk, it should be possible so long as the grip and trigger can be modified, and an imperfect replacement for our plasma pistol is better than say a phase pistol.

And if you haven't thought about it before, those spiker things dont't have perfectly human/dro'all/humanoid hands, do they? It may be possible to engineer a safety into the grip of our future RSS rifles that prevents spikers from using the weapons without modifications or awkwardness. Something like a 1911's.
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>>39690477
I always thought it looked more like pic related, but that's a fucking cool shape.
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>>39691332
Integrated plasma pistol in the arm of the Medium? The one that does not have a integrated HF blade that is.
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>>39692461
I like this idea.



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